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This creature is in the Humans class. Pirate Marauder
210 Hit points
125 Experience points per kill
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Summon/Convince: |
--/490 (Illusionable) |
Abilities: |
Melee (0-140), Spears (0-40) |
Pushable: |
? |
Push Objects: |
? |
Est. Max. Damage: |
180 hp per turn |
Immune To: |
Invisibility |
Strong To: |
Holy (-20%), Earth (-10%) |
Neutral To: |
Physical, Ice, Drown?, Life Drain? |
Weak To: |
Death (+5%), Fire (+10%), Energy (+3%) |
Sounds: |
"Plundeeeeer!"; "Hiyaa!"; "Give up!". |
Behavior: |
As melee combatants they chase their opponents, but run in low health(at 20 HP). They will always attack the weakest Player they see and will switch back quickly even if Challenged by an Elite Knight. |
Field Notes: |
Most common kind of Pirate crew you can find on Nargor island. With somewhat stronger attack and weaker defense, Marauders can fall in the same category as Cyclops. |
Location: |
Nargor, Tyrsung, Yalahar. |
Strategy: |
They rarely use their weak distance attack so Paladins can kill them easily from afar. Also, Knights and Mages shouldn't have much difficulty except to watch out for being drawn into larger groups (especially by stronger pirates that often wait in the second row) and surrounded. |
Loot: |
0-60 gp, Compass, Torch, Chain Armor, Plate Shield, 0-2 Spears, Bandana (semi-rare), Peg Leg (semi-rare), Hook (semi-rare), Eye Patch (semi-rare), Treasure Map (semi-rare), Rum Flask (semi-rare), Pirate Bag (semi-rare), Empty Goldfish Bowl (rare), Dice (rare). (Create loot statistics) |