Dungeon Defenders Wiki
No edit summary
No edit summary
Line 20: Line 20:
 
==Notes==
 
==Notes==
   
*Allied Djinn are colored blue, whereas enemy Djinn are colored red.
+
*Allied Djinn are colored pale blue, whereas enemy Djinn are colored red.
 
*Player or pet can interrupt casting of destroying defense when damage is at equal or higher than 7,5% of Djinn's max health.
 
*Player or pet can interrupt casting of destroying defense when damage is at equal or higher than 7,5% of Djinn's max health.
   

Revision as of 00:58, 7 April 2012

The Djinn are a new race of creatures introduced with the Quest for the Lost Eternia Shards - Part 2: Moraggo Desert Town DLC.

Promotional Description

"These dastardly fiends await you in the desert town of Moraggo. Wielders of fire, lightning and poison elements, the Djinn will warp your defenses to another plane of existence. But these crafty genies have another trick up their sleeve: enemy buffing."

TE[1]

Attributes

  • Attack players with any of the three elements: fire, lightning and poison.
  • Possess the ability to instantly destroy hero defenses.
  • Enemy Djinn may temporarily buff other enemies.
  • Allied Djinn may upgrade hero defenses or turn enemies into gold.

Notes

  • Allied Djinn are colored pale blue, whereas enemy Djinn are colored red.
  • Player or pet can interrupt casting of destroying defense when damage is at equal or higher than 7,5% of Djinn's max health.

Trivia

  • The Djinn (or Genies) are supernatural creatures from Arabic folklore.

History

PC

  • 7.22:
    • Added Djinn Arrival Notification
    • Gas Traps can now stun Djinn
    • Djinn fleeing behavior further adjusted to make them more melee-attackable
    • Reduced Djinn spawn by approx 40% throughout NM Survival (beyond-Campaign) waves
    • Djinn Spell-Casting Interruption reduced from 15% of HP to 7.5% of HP
    • Ranged Towers Prioritized to Target Djinn over ground-based units
    • Eliminated Djinn spawns from Pure Strat mode
  • 7.21:
    • Djinn no longer flee or move away from you when attacked, and they also have a reduced de-summon range, and take longer to de-summon, and are weaker generally.
    • Djinn fleeing behavior adjusted.