During battle, one Djinni for each Adept exits recovery at the end of each turn (not counting the turn they entered recovery). After spending enough time recovering, Djinn automatically set themselves. While recovering, Djinn cannot be traded between Adepts or changed between set and standby. For instance, if five Venus Djinn were unleashed and put on Standby, and then the 4-Djinn summon Judgment was used, the first four Venus Djinn to be unleashed would be used for the summon, with the Djinn which was unleashed fifth remaining on Standby.Īfter being used for a Summon, Djinn enter recovery mode. When Djinn are used for a summon, they are chosen in the same order that they were put on Standby. Players can set a standby Djinni during battle as well, although only one Djinni can be set at a time and it will take up that Adept's action for the turn. Outside of battle, players can change Djinn between set and standby at will. After the Summon is completed, these Djinn are put into recovery. In order to perform any given Summon, enough Djinn of the correct element(s) must be on standby. When Djinn are on standby, they can be used to perform Summons, easily the most powerful attacks in the games. After spending enough time in recovery, Djinn are automatically set.Īfter being unleashed while set, a Djinni enters standby mode. ![]() Although many are attacks (dependent on the Adept's Attack and often containing additional effects), most of these powers are beneficial in other ways, such as healing, bolstering the party's statistics, or one of a variety of effects truly unique to the Djinni (such as Kite and Aurora).Īfter being unleashed, Djinn are changed into standby mode. When set, a Djinni can be "unleashed" to use their unique ability. A character's class, and with it their stats and Psynergy, change depending on how many and which elements of Djinn are set to them. All set Djinn increase the Adept's HP by a certain amount as well as that Adept's elemental level in the Djinni's element by one. This technically raises the total Djinn in Dark Dawn to 83, but 11 of them (5 Venus and 6 Mars) are only available for a short while early in the game and cannot be kept, maintaining a limit of 72 "permanent" Djinn.įrom a gameplay perspective, Djinn have three different states:įlint, a Venus Djinni, gives a lengthy seminar on Djinn usage early in Dark Dawn.ĭjinn can be set to any Adept, boosting that Adept's statistics by an amount that varies for each individual Djinni. In Dark Dawn, 36 old Djinn return from the first two games (half of the total Djinn in those games) alongside 47 new Djinn. Data can be transferred between Golden Sun and The Lost Age, allowing players to have a grand total of 72 Djinn in The Lost Age. The original Golden Sun had only 28 Djinn (7 per element), while The Lost Age introduced 44 more (11 per element). Presently, there are 31 Venus Djinn, 30 Mercury Djinn, 30 Mars Djinn, and 28 Jupiter Djinn. However, due to Dark Dawn featuring new Djinn alongside returning Djinn, this "balance" has been slightly disturbed. However, no game has more than 72 Djinn available to the player, and the Djinn available are always split evenly between the four elements. There are currently 119 different Djinn, with dozens of new Djinn introduced in each game. The ways in which the Djinn affect gameplay in combat, as well as how they contribute to the class system, tends to be a highly discussed subject in review of the Golden Sun franchise. Also, some Djinn must be defeated in battle in order for the player to obtain them while others only need to be interacted with for them to join the party. ![]() This makes it very difficult for a player that is not assisted by a walkthrough to collect them all. While some Djinn are quite easy to obtain and are right out in the open, others hide in the games' overworld. ![]() ![]() Two of Matthew's Djinn are on standby, making them not contribute to his class stage but letting any Adept make use of them to perform a summon like Ramses in battle.
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