Once set, a Djinni can be "unleashed" during battle to either damage the enemy, bolster that party's stats, or heal party members. Outside of battle, the player can change set Djinn at will. Standby Djinni can be set 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. Djinn are automatically set after spending a short time in recovery. After being unleashed in battle, Djinn enter standby mode.
Standby Djinn can then be used to perform Summons , some of most powerful attacks in game. However, Standby Djinn will not enhance a character stats. After the Summon is completed, the required Djinn will go into recovery mode.
After being used for a Summon, Djinn enter recovery mode. While recovering, Djinn cannot be traded between Adepts or changed to set or standby. After spending enough time recovering, Djinn automatically set themselves. During battle, one Djinni for each Adept exits recovery at the end of each turn following the related Summon. You'll have to 'Move' a pillar over from the bottom area, so you can reach the Djinni later on the top area.
Next, head south to walk on the fence. Use 'Whirlwind' to clear the vines, and enter the cave. Go behind the tree house that the fence that surrounds the Djinni connects to. There will be a secret tunnel leading to it. Slip and slide around until you reach the frozen cave, to get this one. Eventually, you'll be able to walk through some, and in the room with 6 waterfalls, pick the right one, and you'll find this Djinni.
Solve a simple puzzle to reach it. Wait for her to bring the water to the 2nd door on the right, 1 step south of it. Talk to her, she'll drop the water. On the island you will fight this Djinni. Follow the path on the right, and solve a simple puzzle to get this Djinni.
After a few fights, you'll run into a Djinni. Be prepared. Jump across the gap to the grass, and go north. Use 'Move' to reveal a passage. By simply being near an Adept, they grant new overall boosts in stats and new Psynergy to harness. Their powers make it possible to summon powerful spirits! Djinn can be in Set and Standby modes. When Djinn are Set, the Djinni is ready to use its powers in battle. Once you've used that power, it automatically goes into Standby. May revive a downed ally with earth energy.
Tangle multiple foes to drop Agility. Drain HP from a foe by nutrient absorption. Use gravity to hold a foe. Attack with nature's venom. Restore HP with calming water. Slash a foe with ice to reduce its Attack. Attack and lull a foe into deep sleep. Restore party HP with soothing mist. Freeze a foe to drop its defense. Heal all party ailments. Revive a downed ally. Boost party Attack with flame's fury. Damage and delude a foe with a heat haze.
Boost party Defense with heat aura. Stun a foe with a blast attack. Restore party PP with passion's flames. Block damage to party with a firewall. Penetrate Defense with a melting blast. Buffet foe perhaps twice with gale force. Boost party Resistance with a gentle wind. Boost party Agility with a swift wind. Veil a foe's vision in smoke. Allow an ally to take an extra action. Paralyze a foe with a storm. Seal a foe's Psynergy. Attack with a double strike.
Bolster the party's defense. Attack and siphon a foe's HP with a kiss. Slow a foe with sticky mud. Refresh allies and restore HP. Launch a powerful team strike. Turn a foe to stone. Restore allies' status to normal.
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