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Pirat Mate

Pirat Mate

Charm25
Kills to unlock1,000
Walks through
EnergyFire
Can't pass
Poison
75 Armor
3,200 Health
2,400 Experience
450
2,448~2,496 Experience
175 Speed
3.08% Mitigation
Damage taken
Weak
130%
Resistant
70%
Neutral
100%100%100%100%100%100%100%

Abilities

Melee0-550? at most 2 hits
Energy Beam
Energy Ball

Location

General Properties

ClassificationPirats
Spawn TypeRegular
Illusionable
Pushable
Pushes

Bestiary Properties

DifficultyMedium
OccurrenceCommon
BehaviourLogout Block Icon Magic Level Icon
Soul CorePirat Mate Soul Core

Immunity Properties

Paralysable
Sense Invis

Behavioural Properties

Walks AroundPoison Gas Poison

Other Properties

Version12.60.10463
November 30, 2020
Winter Update 2020
StatusActive

Notes

The life of a pirat is often bloody and short. Those who survive more than a few seasons on the high seas become battle hardened veterans and are commonly promoted to more responsible positions. A pirate that acquires such a status will never grew bored in letting their ship mates know about it. As battle-hardened veterans of many campaigns they know how to wield their weapons with a certain amount of skill and finesse and how to use their expendable crews to the fullest. In a crew that has to be ambitious to survive, they have to be the most ambitious and resourceful of the bunch and walk over many corpses on their bloody way to the top. This leaves little space to make any friends though short lived alliances in a common goal are not uncommon. Each alliance ends in a foreseeable backstabbing though. As it isn't wise to keep enemies and competitors alive the death toll amongst aspiring mates is particularly high. Yet this unnatural selection leads to especially skilled and shrewd mates in the long run.
The mates have little restraint to further their own agendas by sacrificing loads of underlings if this ensures to reach their goals. Their constant bullying enforces the pecking order on their ships and ensures the lower ranks stay in line. As disliked as they are, they become the first line of defence for captains against mutineers but also are prone to certain 'accidents' on board. They are also better equipped and fed then any of the lower ranked crewmates. They use a part of their extra rations to bribe some snitches in the crew to keep them informed about assassination attempts or rumours of mutiny. This tactic has proven surprisingly effective as it's rather hard to smell a rat amongst a Corym crew. Since a mate has proven that he is worth its cheese in numerous battles and survived several attempts on their lives from underlings and competitors for titles, most of them are scared or missing body parts. In the long run every mates aspiration is to get his own ship and become a captain on their own right.

They will only ever make two melee hits. As they frequently drop ice rapiers, it could be assumed that they use them as weapons, however their melee attacks are 100% physical damage.

Behaviour

They use a strong physical attack, but their weapon breaks after two hits.

A pirat mate attacks in melee range. A pirat mate never retreats.

Strategy

Be careful of their strong melee attack at the start of the fight. Use Earth Damage against them, and consider using items with Energy Resistance.