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Blue Djinn

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For the NPC who deals in equipment, see Nah'Bob
For the NPC who deals in magical items, see Haroun.
Blue Djinn
This creature is in the Magical Creatures class.
Blue Djinn

330 Hit points
215 Experience points per kill

Summon/Convince: --/--
Abilities: Melee (0-110), Fireball (45-80), Sudden Death (60-105), Electrifies (25 hp/3 turns, 75 damage total), causes Heavy Drunkenness, Cancel Invisibility, turns you into a rabbit.
Pushable: ?
Push Objects: ?
Est. Max. Damage: 325+ hp per turn
Immune To: Invisibility, Paralysis
Strong To: Holy (-1%?), Fire (-80%), Energy (-50%)
Neutral To: Physical, Earth, Drown?, Life Drain?
Weak To: Death (+12%), Ice (+10%)
Sounds: "Simsalabim"; "Wishes can come true"; "Feel the power of my magic, tiny mortal!"; "Be careful what you wish for.".
Behavior: Blue Djinns use melee and use their fire attacks when the opponent tries to escape. They don't retarget.
Field Notes: These Magic Creatures are the counterpart of Green Djinn. Even though they are more amiable towards humans than the Green Djinn are, they will not tolerate anyone that aligns themselves with their greatest enemies.
Location: Kha'zeel, Magician Quarter.
Strategy: If you can find a Dwarven Ring, wear it. When the Djinn makes you drunk, you sometimes don't have total control of your movements. It is very wise to wear this, as it can lower the chance of a trip back to the Temple. It is also good that you wear a Dragon Necklace to lower the damage inflicted by their fire attacks - In melee they use Fire Attack less frequently so try to close them fast.
Loot: 0-115 gp, Carrot, 0-2 Royal Spears (semi-rare), 0-4 Small Sapphires (semi-rare), Blue Piece of Cloth (rare), Dirty Turban (rare), Mana Potion (rare), Small Oil Lamp (rare), Blue Book (very rare), Blue Rose (very rare), Mystic Turban (very rare). (Create loot statistics)
See also: Creatures.
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