Djinn genie (vocation): Difference between revisions

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==Description==
==Description==
The Djinn Genie is a portly parody of the common perception of genies. This monster class offers a sharp increase in strength but a slight drop in guard and appearance. At rank 8 characters will gain a weak resistance (30%) to all elements but breath attacks and strike-rock skills, and a strong (60%) resistance to all status ailments.
The Djinn Genie is a portly parody of the common perception of genies. This monster class offers a sharp increase in strength but a slight drop in guard and appearance. At rank 8 characters will gain a weak resistance to all elements but breath attacks and strike-rock skills, and a strong resistance to all status ailments.


==Requirements==
==Requirements==
In order to become a Djinn, a character must first master the [[Malevolantern (Class)|Malevolantern]] and [[HellGiant (Class)|HellGiant]] classes. A player can also obtain a Djinn heart from battling a the species in the [[Zion Cave]]. However, the only way a player can fight one is by allowing a [[BudooLamp]] to summon a Djinn.
In order to become a Djinn, a character must first master the [[Malevolantern (Vocation)|Malevolantern]] and [[Barbatos (Vocation)|Barbatos]] classes. A player can also obtain a Djinn heart from battling a the species in the [[Cave to Yet Another World]]. However, the only way a player can fight one is by allowing a [[Malevolamp]] to summon a Djinn.
 


==[[Dragon Quest VII]]==
===Stat Changes===
===Stat Changes===
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|Shaitan
|Shaitan
|[[Call Army]]
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Revision as of 07:04, 10 April 2018

The Djinn Genie is an available monster class in the game Dragon Quest VII.

Description

The Djinn Genie is a portly parody of the common perception of genies. This monster class offers a sharp increase in strength but a slight drop in guard and appearance. At rank 8 characters will gain a weak resistance to all elements but breath attacks and strike-rock skills, and a strong resistance to all status ailments.

Requirements

In order to become a Djinn, a character must first master the Malevolantern and Barbatos classes. A player can also obtain a Djinn heart from battling a the species in the Cave to Yet Another World. However, the only way a player can fight one is by allowing a Malevolamp to summon a Djinn.


Stat Changes

Statistics Change
Battles to Master 220
Strength +30%
Agility +10%
Resilience -5%
Wisdom Null
Style -10%
Max HP +10%
Max MP Null
Mastery Bonus +20 Bonus to Strength

Abilities

Level Title Learns Battles Needed Target Info MP
1 Dark Cloud Nothing 0
2 Genie Oomph 25 One Ally Doubles the attack of one ally for a couple of turns 6
3 Apharool Absorb Magic 50 Self Absorbs the MP from one magic spell cast against the user 0
4 Jann Insulatle 80 All Allies Reduces the damage of fire and ice attacks 3
5 Djinn Hocus Pocus 135 Random Random Effects, good, bad or neutral 20
6 Shaitan Call to Arms 165 All Enemies Summons an army to attack all enemies. Four attacks. Cost of the attack is the caster's gold times 50. 0
7 Efreet Backdraft 173 Self Reflects fire and ice breath once 0
8 Marid Scorch 220 All Enemies Causes ~160 HP in fire damage to all enemies 0

Trivia

The titles for the Djinn come from the Qur'anic tradition and many Arabic stories.

  • The Djinn is an alternate spelling for Genie.
  • Shaitan is another word for the devil of Islam, also known as Iblis. The root of the word can be used as an adjective or an noun. As an adjective, it can mean adversarial. As a noun, it can mean mischief. Shaitan is related to the word Satan of Christian tradition.
  • The Efreet, also spelled Ifrit, are another class of Djinn
  • The Marid is a djinn associated with the open waters and seas.