lighthousediving: (12)
Felix ([personal profile] lighthousediving) wrote2024-07-01 02:46 am
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Djinnformation

The original version of this can be found here!


Okay, so. The basics: Djinn (singular version - Djinni) are "elemental entities that bolster the Psynergy capabilities of Adepts." They come from Mt. Aleph, but when it erupted (THANKS, ISAAC), they were scattered across Weyard. Isaac and Felix's parties together have collected all 72 of these little critters, which is a good thing too, seeing as the oh-so-stubborn Djinn Flint and Echo were so dead-set on hooking up with their "comrades" again. 30 years later, Matthew's party found some of these original ones and also some new ones.

They were seen in the eruption at Mt. Aleph as floating balls of light that were scattered out into the world, but when encountered while traveling, seem to take on the physical form of creatures that are small enough to fit into the palm of one's hand (but in game sprites they're larger). They are, however, made from pure elemental energy - upon finding an Adept and joining their company, they disappear into their body and become a part of them, allowing the Adept to make use of their powers as they will, though outside of combat situations members of the same party can swap Djinn (it's never elaborated on how this occurs; my guess, because the Djinn are made of elemental energy and the game talks a lot about the flow of Psynergy, is that they're able to swap by concentrating on the powers flowing from one person to another - at least some level of concentration must be required, as they're unable to swap them in life-or-death situations). There does, however, have to be a mostly even balance of Djinn among party members - if there are two people in the party and six Djinn, one can't have two and the other have four; they automatically shift so that each member has three. The only way an uneven distribution occurs is if there's not enough Djinn to spread out perfectly.

There are two ways to make use of Djinn.

Firstly, by unleashing a power specific to the Djinni. This is done when a Djinni is "set" - meaning their power is actively being augmented with the Adept's. Depending on what element the Djinni is aligned with and what their skills are, the effect of this unleash will change, but after their power has been used the Djinni shifts to "standby."

In standby mode, the Adept loses the ability to use any Psynergy that the Djinni's presence would have allowed for, and they take a blow in stats. However, this is a necessary evil - for the second use of Djinn is summoning. What this actually means is that the dormant elemental energy is used to unleash a very powerful attack - the strength of which, once again, will vary, dependent on the number of Djinn that were in standby mode before the summon was unleashed.

There are four different levels of mono-elemental summons, each level calling on the power of one standby Djinni; even if eight of the same type of Djinn were on standby at once, only four would be used in a summon at once, should the Adept attempt the standard mono-elemental summon.

However, it is also possible to perform summons by combining the powers of Djinn of differing types. Because these summons are a little more complicated than the standard summons, it's necessary for an Adept to obtain a Summon Tablet containing instructions and a bit of magical energy specific to the summon before they're able to perform it. Working together is generally necessary, as well - because one Adept may not have Djinn of the type they need (or even enough Djinn at all, since some dual-elemental summons require the energies of more than nine Djinn) set for them to be able to use, they must cooperate with another Adept to prepare the elemental energies necessary for the attack (though a single Adept is the one to execute the summon, in the game - we'll assume this means they're the one carrying the tablet and the other one is assisting them).

After the summoning, the Djinn used in the summon are set to standby - their powers cannot be used and they provide no boost in stats until a set amount of recovery time has passed. Generally, one Djinni shifts from recovery mode to being set and ready for use every "turn" in a battle. The Djinn generally recover in the order that they were set to standby mode.

(It's worth noting that while Djinn can be shifted from set to standby and back again at will, a Djinni cannot move out of recovery mode until the designated amount of time has passed, regardless of any attempts made by their Adept.)

Up to 9 Djinn can be within a person's body at one time; while I'm sure the reason for this was because of gameplay mechanics, we can expand on it and say that the excess amount of elemental energies in a person's body could potentially be detrimental to their health, or something. Then again, Alex didn't seem to think it was a concern when he tried to bask in the Golden Sun's rays, but hey, he's Alex. We could also say that too many Djinn in one place can cause them to become volatile. (I mean, can you just imagine if Echo tried to steal Wheeze's chips? They'd either be torn apart from the inside out, or poisoned to death.) Felix is only coming with 6, but still.

Equipping Djinn of an element that differs from an Adept's own natural element can change their class and, thus, the Psynergy that they're able to use - however, Felix is coming equipped with Djinn aligned to his own element, soooo I'm not going to go into that right now. More about the subject on the wiki~!

Sources: Gameplay from all three of the Golden Sun games, as well as the following articles - Djinn and Summon Tablets.

Originally written by [personal profile] seekinganswers with my help; this Felix-specific game-vague version was edited by me.