Dungeon Defenders Wiki
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*<span style="font-style: normal; ">The casting animation of Allied Djinn is colored green, whereas <span style="font-style: normal; ">with</span><span style="font-style: normal; "> </span><span style="font-style: normal; ">enemy Djinn </span>it is colored gold</span><span style="font-style: normal; ">.</span>
 
*<span style="font-style: normal; ">The casting animation of Allied Djinn is colored green, whereas <span style="font-style: normal; ">with</span><span style="font-style: normal; "> </span><span style="font-style: normal; ">enemy Djinn </span>it is colored gold</span><span style="font-style: normal; ">.</span>
 
*A player or pet can interrupt the Djinn's casting animation that destroys defenses when they deal damage <span style="color: rgb(240, 240, 240); font-family: arial, sans-serif; font-style: normal; line-height: 16px; font-size: small; ">≥</span> 7.5% of the Djinn's max health.
 
*A player or pet can interrupt the Djinn's casting animation that destroys defenses when they deal damage <span style="color: rgb(240, 240, 240); font-family: arial, sans-serif; font-style: normal; line-height: 16px; font-size: small; ">≥</span> 7.5% of the Djinn's max health.
*Djinn have a weakness to the donkey pet and Kobold Douser. They interupt their channeling abilty and causes them to be stunned.
+
*Djinn have a weakness to the donkey pet and Kobold Douser. They interrupt their channeling abilty and causes them to be stunned.
 
*Djinn are never assigned elemental affinity, however Djinn have higher resistance than normal monsters.
 
*Djinn are never assigned elemental affinity, however Djinn have higher resistance than normal monsters.
 
*Lighting Stance and Shock beams can interrupt Djinn desummoning attempts as if they were player damage and will leave the monster stunned for several seconds when they are interrupted.
 
*Lighting Stance and Shock beams can interrupt Djinn desummoning attempts as if they were player damage and will leave the monster stunned for several seconds when they are interrupted.

Revision as of 02:16, 6 January 2013

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

Djinni, like Sharken and Goblin Copters, are announced upon arrival, though this is not considered a miniboss.

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 
  • Possess the ability to instantly destroy hero defenses, though requiring a casting period
  • Enemy Djinn may temporarily buff other enemies, boosting their health and attack.
  • Enemies buffed by Enemy Djinn take on a golden visual appearance, similar to special enemies in the Treasure Hunt challenge.
  • Allied Djinn may upgrade hero defenses.

Notes

  • Allied Djinn have a white turban and blue skin, whereas enemy Djinn have normal turban and skin coloring.
  • The casting animation of Allied Djinn is colored green, whereas with enemy Djinn it is colored gold.
  • A player or pet can interrupt the Djinn's casting animation that destroys defenses when they deal damage 7.5% of the Djinn's max health.
  • Djinn have a weakness to the donkey pet and Kobold Douser. They interrupt their channeling abilty and causes them to be stunned.
  • Djinn are never assigned elemental affinity, however Djinn have higher resistance than normal monsters.
  • Lighting Stance and Shock beams can interrupt Djinn desummoning attempts as if they were player damage and will leave the monster stunned for several seconds when they are interrupted.
  • Djinn projectiles do not damage Eternia Crystals, only heroes and defenses.

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.