Djinn

Djinn are the elemental entities that bolster the Psynergy capabilities of the Adepts. The singular form of Djinn is Djinni. They originated from Mt. Aleph and were spread across Weyard when the mountain erupted. There are 72 Djinn and four varieties of Djinn, one variety and 18 Djinn for each of the elements: Venus (Earth), Mars (Fire), Jupiter (Wind), and Mercury (Water). From a gameplay perspective, Djinn have three different states:


 * Set: Djinn can be set to any Adept, boosting that Adept's statistics by an amount that varies for each Djinni. All set Djinn increase the Adept's HP by a certain amount as well as that Adept's level in the Djinni's element by one. A character's class, and with it their stats and Psynergy, change depending on how many and what elements of Djinn are set to him or her. When set, a Djinni can be "unleashed" to use their special powers. 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 Eddy). After being unleashed, Djinn are changed into standby mode. Outside of battle, players can change Djinn between set and standby at will. 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. After spending enough time in recovery, Djinn are automatically set.
 * Standby: After being unleashed while set, a Djinni enters standby mode. When Djinn are on standby, they can be used to perform Summons, easily the most powerful attacks in the games. In order to perform any given Summon, enough Djinn of the correct element(s) must be on standby. After the Summon is completed, these Djinn are put into recovery. Outside of battle, players can change Djinn between set and standby at will. 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.
 * Recovery: After being used for a Summon, Djinn enter recovery mode. While recovering, Djinn cannot be traded between Adepts or changed between set and 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 (not counting the turn they entered recovery). Outside of battle, one Djinni for each Adept sets itself after the party travels a certain distance.

It should be noted that every Djinni's name is a pun on their respective element. Examples include Geode for Venus and Fever for Mars.

Although not needed to complete the first Golden Sun, the Growth Psynergy is required to complete Magma Rock in Golden Sun: The Lost Age. Growth is not in the default classes of any Adepts, so the class-changing quality of Djinn are necessary. The easiest way to acquire Growth is by setting a Venus Djinni to a Mars Adept, or vice versa. Fortunately, the Venus Djinn Flint and Echo meet with you early in Golden Sun and The Lost Age, respectively, and "join" your party regardless of your opinion, making Growth easy to access.


 * Main article: List of Venus Djinn


 * Main article: List of Mars Djinn


 * Main article: List of Jupiter Djinn


 * Main article: List of Mercury Djinn