Properties
Property | Value |
---|---|
Combat Properties | |
Health ![]() |
210 |
Experience ![]() |
125 |
Speed ![]() |
105 |
Armor ![]() |
8 |
Est. Max Dmg | 180 |
Summon | (not possible) |
Convince | 490 mana |
General Properties | |
Name | Pirate Marauder |
Classification | Pirates |
Spawn Type | |
Illusionable | ✓ |
Pushable | ✗ |
Pushes | ✓ |
Bestiary Properties | |
Class | Human |
Difficulty | ![]() |
Occurrence | ![]() |
Charm Points | 15 ![]() |
Kills to Unlock | 500 |
Elemental Properties | |
Physical | 100% |
Earth | 90% |
Fire | 110% |
Death | 105% |
Energy | 103% |
Holy | 80% |
Ice | 100% |
Heal | 100% |
Life Drain | 100% |
Drown | 100% |
Immunity Properties | |
Paralysable | ? |
Senses Invis. | ✓ |
Behavioural Properties | |
Runs at | 20 |
Walks around | Energy Fire Poison |
Walks through | |
Other Properties | |
Version | 7.8 August 1, 2006 |
Status | Active |
Help |
Notes
Coming from the lowest classes of society, it is easy to recruit those low-life guises into the pirates crews. Often already criminals before their career as a pirate, it is no big step for most of them to live a pirate's life. Lured by tales about freedom and treasuries, they become quickly disillusioned when facing reality.
No better than a common bandit on land, Pirate Marauders care little for the health or the lives of others. Due to their living conditions they have turned into bitter and angry people who try to strike back at life by tormenting and suppressing others whenever possible. As weapons they use everything that they can purloin and loot and serves the purpose.Their agility makes up for their lack of armor. Fairly weak and cowardly, it is rather their number than their skill that might pose a threat.
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.
Damage Taken From Elements
-
Physical100%
-
Holy80%
-
Death105%
-
Fire110%
-
Energy103%
-
Ice100%
-
Earth90%
Location
Behaviour
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. A pirate marauder will retreat at 20 (9.52%, red) health.
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
- 0-40× Gold Coin (common)
- Torch (uncommon)
- Compass (uncommon)
- 0-2× Spear (semi-rare)
- Plate Shield (semi-rare)
- Chain Armor (semi-rare)
- Treasure Map (Pirate) (rare)
- Bandana (rare)
- Eye Patch (rare)
- Hook (rare)
- Peg Leg (rare)
- Pirate Bag (rare)
- Rum Flask (very rare)
- Die (very rare)
- Empty Goldfish Bowl (very rare)
- Pages using DynamicPageList parser function
- Creatures
- Humans
- Pirates
- Bestiary Easy Creatures
- Bestiary Creatures
- Bestiary Common Creatures
- Illusion-able Creatures
- Creatures Immune to Invisibility
- Convincible Creatures
- Version 7.8 Implementations
- Parameter Required - Spawn Type
- Creatures with Speed Value
- Creatures with Armor Value
- Information Required - Creatures - Paralyse Immune
- Information Required - Creatures - Drown Damage Modifier
- Information Required - Creatures - Life Drain Damage Modifier