Djinns are truly mighty windspirits who can decimate armies with their powerful winds, and strike down men with their glistening scimitar.

Special Notes:This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack.



Advances from: Zephyr
Advances to:
Cost: 54
HP: 54
Moves: 6
XP: 150
Level: 3
Alignment: neutral
Id: Djinn

Attacks (damage × count)

(image)scimitar(blade attack) blade8 × 3(melee attack) melee
(image)northern wind(cold attack) cold13 × 3(ranged attack) ranged(marksman)
(image)tornado(impact attack) impact19 × 2(ranged attack) ranged


(icon) blade0% (icon) pierce0%
(icon) impact0% (icon) fire0%
(icon) cold10% (icon) arcane0%


TerrainMovement CostDefense
(icon) Castle150%
(icon) Cave220%
(icon) Coastal Reef150%
(icon) Deep Water150%
(icon) Fake Shroud0%
(icon) Flat150%
(icon) Forest150%
(icon) Frozen150%
(icon) Fungus220%
(icon) Hills150%
(icon) Mountains150%
(icon) Sand150%
(icon) Shallow Water150%
(icon) Swamp150%
(icon) Unwalkable150%
(icon) Village150%
Last updated on Fri Jul 10 00:14:48 2020.