Race: Elemental
Unit Class: No Unit Class
Requires: Unit casting Summon Djinn
Starts With: Elemental
Info: 1 Strength +1 Affinity for all Mana
2 Move
Cost: N/A Production

Djinn are water spirits especially revered by desert peoples. Made of swirling mists, they normally have a human size and shape but have been known to play tricks on travelers by hiding inside bottles or lamps. Their ethereal nature allows them to access mana freely, though many Djinn don't bother with the practice required for useful spell. Even when they have abilities their masters lack, they'll often demand answers to riddles before performing commands. Many conjurers have searched for ways around this quirk, though the wiser ones will spend their time acquiring a sense of humor.


Djinn can be summoned by a Channeling III caster with Metamatic III. However, it may be a good idea to promote your Archmages and Liches to a different summoning tree if you don't have at least 7-9 mana sources (Fire Elementals and Water Elementals have around 10 base strength, including the typed damage), so Djinn require a lot of mana to keep up. On the other hand, if you have ready access to a large number of mana nodes (e.g. Huge map with 15-20+ under your control), then Djinn are peerless summons due to their overwhelming strength.

Note that Djinn +1 Affinity for all Mana is magic damage. Thus, avoid using them against units with Magic Resistance or Magic Immune.

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