About: Green Djinn   Sponge Permalink

An Entity of Type : dbkwik:resource/6_E3Vm7U5aYPXO61bTJKrA==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

__NOEDITSECTION__ __NOWYSIWYG__

AttributesValues
rdf:type
rdfs:label
  • Green Djinn
  • Green Djinn
  • Green Djinn
rdfs:comment
  • __NOEDITSECTION__ __NOWYSIWYG__
  • __NOWYSIWYG__
immunities
walksaround
  • Fire, Energy, Poison
strongagainst
implemented
  • 7(xsd:double)
Behavior
  • Green Djinns use strong melee when close to their opponents, and Energy Attacks when the opponent is at a distance.
  • Green Djinns use strong melee when close to their opponents, and Energy Attacks when the opponent is at a distance.
weakagainst
creatureclass
  • Humanoids
  • Magical Creatures
  • Magical Creatures
bestiaryclass
  • Magical
senseinvis
  • yes
paraimmune
  • yes
fireDmgMod
  • 20.0
convince
  • --
  • --
  • --
deathDmgMod
  • 80.0
iceDmgMod
  • 110.0
immuneto
behaviour
  • Green Djinns use strong melee when close to their opponents, and Energy Attacks when the opponent is at a distance.
walksthrough
  • None.
Summon
  • --
  • --
  • --
actualname
  • green djinn
hpDrainDmgMod
  • 100(xsd:integer)
holyDmgMod
  • 113.0
energyDmgMod
  • 50.0
physicalDmgMod
  • 80.0
MaxDmg
  • 240(xsd:integer)
  • 320(xsd:integer)
earthDmgMod
  • 100.0
bestiarylevel
  • Medium
isboss
  • no
  • no
  • no
bestiarytext
  • In ancient times the Green Djinns lost a great war against their blue brethren. Considered to be extinct, the last knowledge of these powerful beings turned into legends and legends became fairy-tales. Those who have encountered the recently resurfaced, self-proclaimed masters of evil can attest that they are indeed, a reality, and not a pleasant one. These magic-wielding enemies of all good embrace destruction and enjoy causing pain. Although only inferior members of the green-skinned race have been sighted until now, they are enemies to beware of. Their magical tricks make them more than a match for unexpecting adventurers. Despising all living beings and everything that is beautiful, their especially passionate hatred is reserved for their blue-skinned relatives, whom they regard as traitors to djinnkind.
bestiaryname
  • greendjinn
drownDmgMod
  • 100(xsd:integer)
Loot
  • 0(xsd:integer)
primarytype
  • Djinn
  • Djinn
  • Djinn
dbkwik:es.tibia/pr...iPageUsesTemplate
dbkwik:sv.tibia/pr...iPageUsesTemplate
dbkwik:tibia/prope...iPageUsesTemplate
Article
  • a
Speed
  • 110(xsd:integer)
Name
  • Green Djinn
  • Green Djinn
  • Green Djinn
Abilities
  • Melee , Fireball , Sudden Death , Electrifies , Heavy Drunkenness, Cancel Invisibility, turns you into a Rat.
  • Melee , Fireball , Sudden Death , Electrifies , Heavy Drunkenness, Cancel Invisibility, turns you into a Rat.
  • Melee , Fireball , Electrifies 25 hp/3 turns, Heavy Drunkenness, Cancel Invisibility, turns you into a Rat.
usedelements
  • Fire > Death > Energy > Melee
Exp
  • 215(xsd:integer)
Ratio
  • 0(xsd:integer)
  • 652(xsd:integer)
plural
  • green djinns
Notes
  • 500(xsd:integer)
  • These Magic Creatures are the counterpart of Blue Djinn and a lower rank than Efreet. They can turn you into a rat and cancel your invisibility.
  • These Magic Creatures are the counterpart of Blue Djinn and a lower rank than Efreet. They can turn you into a rat and cancel your invisibility.
  • These Magic Creatures are the counterpart of Blue Djinn and a lower rank than Efreet. They can turn you into a rat and cancel your invisibility.
Sounds
  • "Good wishes are for fairytales"; "I wish you a merry trip to hell!"; "Muahahahahaha"; "I grant you a deathwish!".
  • "Good wishes are for fairytales"; "I wish you a merry trip to hell!"; "Muahahahahaha"; "I grant you a deathwish!".
HP
  • 330(xsd:integer)
Location
  • Mal'ouquah, Oasis Tomb, under the Ankrahmun Library Tomb, Serpentine Tower last floor behind the Magic Walls, Deeper Banuta, Goroma underground, Magician Quarter.
  • Mal'ouquah, Oasis Tomb, under the Ankrahmun Library Tomb, Serpentine Tower last floor behind the Magic Walls, Deeper Banuta, Goroma underground, Magician Quarter.
  • Mal'ouquah, Oasis Tomb, under the Ankrahmun Library Tomb, Serpentine Tower last floor behind the Magic Walls, Deeper Banuta, Goroma underground, Magician Quarter.
Strategy
  • It is highly recommended to wear a Dwarven Ring as it can save you a trip back to the Temple! When Djinns make you drunk, it is very hard to control your movements. They can make you very drunk. A useful way for a sorcerer or druid to kill one is to summon a Demon Skeleton and to use that to attack and block the djinn and also use Ice Strike to kill it faster, this is a useful technique as the Demon Skeleton would not take much damage aside from electrical attacks, so you may need to summon another one every 5-6 djinns. At about level 60 a druid can easily and quickly kill these using just their Hailstorm Rod and Ice Strike. Another option is running and shooting with Avalanche Rune.
  • If you can find a Dwarven Ring, wear it. When the Djinn makes you drunk, you 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. A useful way for a sorcerer or druid to kill one is to summon a Demon Skeleton and to use that to attack and block the djinn and also use ice strike to kill it faster, this is a useful technique as the Demon Skeleton would not take much damage besides the electric attacks , so you may need to summon another one every 5-6 djinn. At about level 60 a druid can easily and quickly kill these using just their Hailstorm Rod and Ice Strike. A Paladin can get some Shiver Arrow and Stairhopping while using Divine Missile.
  • It is highly recommended to wear a Dwarven Ring as it can save you a trip back to the Temple! When Djinns make you drunk, it is very hard to control your movements. They can make you very drunk. A useful way for a sorcerer or druid to kill one is to summon a Demon Skeleton and to use that to attack and block the djinn and also use Ice Strike to kill it faster, this is a useful technique as the Demon Skeleton would not take much damage aside from electrical attacks, so you may need to summon another one every 5-6 djinns. At about level 60 a druid can easily and quickly kill these using just their Hailstorm Rod and Ice Strike.
runsat
  • 0(xsd:integer)
abstract
  • __NOEDITSECTION__ __NOWYSIWYG__
  • __NOWYSIWYG__
is droppedBy of
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