 |
Fahim The Wise
2000 Hit points
1500 Experience points per kill
|
| Summon/Convince: |
--/-- |
| Abilities: |
Melee (0-130), Fireball (210-250), Heavy Magic Missile (100-300), Energy Berserk electrifies you, Summons 0-3 Blue Djinn. |
| Est. Max. Damage: |
800 (With summons) hp per turn. hp per turn |
| Immune To: |
? |
| Strong To: |
Holy (-1%?), Fire (-1%?) |
| Neutral To: |
Physical?, Energy?, Earth?, Drown?, Life Drain? |
| Weak To: |
Death (+10%), Ice (+15%) |
| Sounds: |
You should know better than to be an enemy of the Marid; |
| Behavior: |
Fights until death. |
| Field Notes: |
Click Here to Show/Hide Spoiler InformationSpoiler warning: Quest and/or game spoiling details follow. Spoiler ends here. |
| Location: |
Magician Quarter (Yalahar) past the teleport on the top floor of the front left tower. |
| Strategy: |
Sorcerers and Druids should enter and fire a few shots of SD before he has a chance to summon too many, because with its three summons and its own attacks, things can get out of hand quickly. Recommended for levels 60+.
Paladins have a little room to run on the rooftop, so it's recommended to use a strong projectile and run circles.
Knights should charge the boss and slay it as quickly as possible using exori/exori grans, because again, the summons can make things difficult. |
| Loot: |
0-84 gp, 0-22 Blueberry, Seeds, Small Oil Lamp, 0-4 Blue Pieces of Cloth, 0-3 Strong Mana Potions, 0-2 Royal Spears, Wooden Flute, Heavy Machete, Mystic Turban, Blue Gem (rare), Magma Monocle (rare), Shiny Stone (rare). (Loot Statistics) |
See also: Creatures.
| |