- "Call forth wandering souls to attack."
|Fury is a Mars Djinni fought and acquired in Golden Sun: The Lost Age, and is numerically the seventeenth Mars Djinni in the games' official Djinni ordering and thus the tenth numbered Mars Djinni of The Lost Age.|
Fury is found in the second, middle floor of Magma Rock, located to the far left of the lower horizontal hallway on an elevated platform. If you enter this hallway from the very tall black doorway to the right while the magma level is down, simply go left and climb up to where Fury is and battle it to attain it.
Fury is located in Te Rya village, but blocked by a sheared sheep. Move around behind the hut and light the torch to lure the sheep out of the way to add this djinn's power to yours. He will not need to be fought.
As an opponentEdit
Statistically, Fury has 890 HP, 83 PP, 280 Attack, 86 Defense, 247 Agility, and 28 Luck. Like all other Mars Djinn that are fought, in terms of resistance, it has a Mars Resistance rating of 193, Venus and Jupiter Resistance ratings of 100 each, and a Mercury Resistance rating of 25, and in regards to its abilities it uses its available Mars-based attacks with a Mars power rating of 125.
Fury can use the following battle commands:
- Dire Inferno: Used 53 out of 256 times, this is a Psynergy spell that drops an enormous fireball onto the party which then creates a huge explosion, dealing a Mars-based attack with a power rating of 200 and a range of 7. It consumes 32 of its user's PP.
- Pyroclasm: Used 47 out of 256 times, this is a Psynergy spell that causes four fiery pillars explode through the party, dealing a Mars-based attack with a power rating of 180 and a range of 5. It consumes 29 of its user's PP.
- Searing Beam: Used 41 out of 256 times, this is a Psynergy spell where the user shoots out a large laser-like beam of fire, dealing a Mars-based attack with a power rating of 170 and a range of 7. It consumes 36 of its user's PP.
- Supernova: Used 35 out of 256 times, this is a Psynergy spell that generates a huge, extended explosion of fiery energy at the entire party, dealing a Mars-based attack with a power rating of 150 and a range of 7. It consumes 31 of its user's PP.
- Inferno: Used 29 out of 256 times, this is a Psynergy spell that causes a large group of fire balls to spread out from the user and strike the party, dealing a Mars-based attack with a power rating of 140 and a range of 5. It consumes 23 of its user's PP.
- Attack: Used 28 out of 256 times, this is this monster's standard physical attack, but for this monster it is counted as a Mars-based attack rather than a non-elemental attack.
- Flee: Used 23 out of 256 times, this enemy has the ability to attempt to Flee the battle, thereby ending the battle if successful without rewarding you with the associated EXP, Coins, and the Djinni itself.
When defeated, Fury yields 1041 EXP and 681 Coins, and the Fury Djinni is added to your party's Djinn collection. If you fell it with an offensive Mercury Djinni like Sour, its rewards increase to 1353 EXP and 885 Coins.
It is interesting to note that Fury's statistics and abilities are only slightly stronger than the Mars Djinni Core. Whereas that Djinni is acquirable as soon as the party gains access to the Great Western Sea, this Djinni is only acquirable quite a ways later on in the party's exploration of the Western Sea, at a point where the party will be twice as big. This should further illustrate how and why this Djinni should not be any trouble at all to defeat and add to your collection.
When Set, it increases base HP by 12 and base PP by 4.
When Fury's battle effect is used, a holographic image of a Mars Djinni floats above the party and projects a wide, fast, and long wave of skull-faced orange spirits through the target, dealing a Mars-based attack equal in power to the user's normal physical attack with an additional 70 damage points added to the result. There is then a chance that the target will be afflicted with Haunt.
Fury is the Mars Djinni with the highest added damage value in the series, and thus the most inherently damaging Mars Djinni (there are no Mars Djinn with damage multipliers). Its secondary effect of Haunting the target is rather unmentionable, because the sharp amounts of damage the haunt condition can deal occur based on a chance alone, and only if the haunt is even inflicted in the first place. The high added Mars Damage value may cause this to be used in endgame battles, but some players would find the Mars Djinn Scorch and Char, Djinn that add only 50 bonus damage but have the far more preferable secondary effect Stun, to be equal to Fury if not better. Therefore, the extra 20 damage may be viewed as compensation for the lack of an appealing secondary effect.
Fury's name may be derived from the phrase "flaming fury". Even if it isn't, words like fury, rage, and anger are associated with heat, hence phrases like "hot-headed" to mean short-tempered or "fiery" to describe spirited and sometimes easily-provoked people.