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Pirate Marauder

Pirate Marauder

Charm15
Kills to unlock500
8 Armor
210 Health20
125 Experience
180 Physical Damage
128~130 Experience
105 Speed
0.89% Mitigation
490 mana
Damage taken
Weak
105%110%103%
Resistant
80%90%
Neutral
100%100%100%100%

Abilities

Melee0-140
Spears

Location

General Properties

ClassificationPirates
Spawn TypeRegular
Illusionable
Pushable
Pushes

Bestiary Properties

ClassHuman
DifficultyEasy
OccurrenceCommon
BehaviourLogout Block Icon
Soul CorePirate Marauder Soul Core

Immunity Properties

Paralysable
Sense Invis

Behavioural Properties

Walks AroundEnergy Field (Square) Energy
Fire Fire
Poison Gas Poison

Other Properties

Version7.8
August 1, 2006
Summer Update 2006
StatusActive

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.

Behaviour

They will always attack the weakest Player they see and will switch back quickly even if Challenged by an Elite Knight.

A pirate marauder attacks in melee range. 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.