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Fahim the Wise
This creature is a boss in the Magical Creatures class.
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.
Pushable: ?
Push Objects: ?
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 Information
Spoiler warning: Quest and/or game spoiling details follow.
Part of the Killing in the Name of... Quest. Note: The mission rewards are given before facing this boss, but he must be fought before you can re-take the task.
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, Noble Turban, Jewelled Belt, Blue Gem (rare), Magma Monocle (rare), Shiny Stone (rare). (Loot Statistics)
See also: Creatures.
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