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Job:
Family: Doomed
Crystal: Dark
Weak to: Fire, Light, Slashing Weapons: Axe, Great Axe, Great Sword, Sword, Scythe, Katana, Great Katana, Valoredge Frame
Strong to: Dark

Jnun

Jnun

Zone Level Drops Steal Spawns Notes
Caedarva Mire 72 - 74
76 - 77
13
Respawn:5 minutes
A, H, HP, Z(D)
??? HP
Arrapago Reef 77 - 80 22
Respawn:15 minutes
A, H, HP, Z(D)
??? HP
A = Aggressive; NA = Non-Aggresive; L = Links; S = Detects by Sight; H = Detects by Sound;
HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing
JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime; A(R) = Aggressive to Reive participants

Notes:[]

  • Jnun take 12.5% additional damage from slashing damage type, unlike other mobs of the doomed family.
  • The spawns at I/J-8 are 72-74, while the spawns at K-8 are 76-77.
  • Jnun do not aggro while asleep.
  • While Jnun will only sound aggro someone who enters their pond, they will HP agro characters inside or outside of the water.

Historical Background[]

In Moroccan mythology, the Jnun (plural, meaning “spirits/ghosts”; singular- Jenn) are invisible spirit-beings, some of which (particularly ‘Aisha Qandisha) can take the form of attractive women or monstrous hags. If this type is encountered by a person and a knife isn’t plunged into the ground, the Jenn will possess the person. This possession causes several negative physical and psychological affects and results in impotence as well. The Jenn cannot be exorcised, it can only be placated. The usual means of placation are a trance-inducing ritual, music, or animal sacrifice (music creates a state known as hal which can grant baraka to spirits which accept the music). Their etymology is related to the Jinn.

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