Bestiary & Monsterssource backed9 minute read

Pirate Marauder

Pirate Marauder is a TFS 1.6 creature profile with 210 health, 125 experience, 2 configured attacks, and 15 loot entries. This reference traces behavior, elements, immunities, summons, and configured drops alongside current official library facts.

Reference profileTFS 1.6 data with current official comparison
Reviewed
Evidence7 primary references

At a glance

Quick facts

Health
210
Experience
125
Speed
200
Race
blood
Attacks
2
Loot entries
15
Bestiary class
Human
Reference profile
TFS 1.6
Official profile observed
2026-08-02

Reading the Pirate Marauder encounter

Before a player meets Pirate Marauder on the map, the source profile already sketches the encounter: 210 health, 125 experience, 2 configured attack entries and a largest raw XML bound of 140, and a flee threshold of 20 health.

Pirate Marauder's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Death, Fire, and Energy, while Earth and Holy carry positive resistance in this source. Pull size, line of sight, neighboring creatures, and simultaneous attack timing still decide whether that theoretical edge survives contact with the spawn.

gold coin has the strongest configured loot roll on Pirate Marauder's TFS table at 77.67%, with up to 40 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.

Pirate Marauder statistics and identity

Pirate Marauder is defined with 210 maximum health, 125 base experience, and speed 200 in TFS 1.6. The displayed experience is the creature definition's base value before stages, stamina, party sharing, boosts, prey, server rates, or event multipliers. The current official library separately reports 210 hitpoints and 125, so differences remain visible instead of being silently merged.

Pirate Marauder core statistics
StatisticValueInterpretation
Maximum health210Configured health pool
Base experience125Award before external multipliers
Speed200Engine movement-speed input
RacebloodCorpse and effect classification
Race ID247Bestiary or protocol reference when present
Maximum configured attack bound140Largest absolute XML min/max value; not a guaranteed final hit
Official-library hitpoints210Current official profile
Official-library experience125Current official profile

Behavior, targeting, and movement

Pirate Marauder is configured as hostile and can enter combat without player initiation. Its target-distance setting favors adjacent engagement, although configured beams, waves, or ranged attacks can still reach farther. It begins trying to flee below 20 health, which can lengthen the final portion of a kill if paths remain open. Negative element modifiers identify increased incoming damage from Death, Fire, Energy in this profile. Positive element modifiers reduce incoming Earth, Holy damage before final health loss. Target-change chance, static-attack preference, push permissions, pathfinding, field walking, summons, and scripted abilities collectively determine behavior. The flags below are direct configuration values; they should be read together instead of treating one flag as a complete artificial-intelligence description.

Pirate Marauder behavior flags
FlagConfigured value
SummonableNo
AttackableYes
HostileYes
IllusionableNo
ConvinceableYes
PushableNo
CanpushitemsYes
CanpushcreaturesNo
Staticattack90
TargetdistanceYes
Runonhealth20
CanwalkonenergyNo
CanwalkonfireNo
CanwalkonpoisonNo

Attack cycle and combat pressure

Pirate Marauder has 2 attack entries in its XML definition. Chance is evaluated within the listed interval by the engine; min and max values are source-level damage inputs and can be changed by scripts, armor rules, resistance, PvP modifiers, conditions, or custom combat callbacks. Range, radius, beam length, spread, target flags, and visual effects reveal the intended shape but do not replace a live positioning test.

Pirate Marauder configured attacks
AttackChance and intervalRaw damage rangeRange or areaEffects
MeleeEvery 2 seconds0-140Adjacent or script-definedNo extra XML effect attribute
Physical15% per 2 seconds0-407Shoot Effect: spear

Defense, elements, and immunities

The defense profile separates base defense and armor from elemental percentages and explicit immunities. In TFS 1.6, a positive monster element percentage reduces incoming damage of that element, while a negative percentage increases it. Current official strength and weakness labels are shown as categories without inventing a percentage. Custom servers can change those values, bypass them in scripts, or add encounter phases.

Pirate Marauder defensive profile
Defense layerValueMeaning
Armor15Base defense profile
Earth10%Resistance
Holy20%Resistance
Death-5%Vulnerability
Fire-10%Vulnerability
Energy-5%Vulnerability
InvisibleImmuneCondition or damage immunity
EarthStrongCurrent official library category; no percentage published
HolyStrongCurrent official library category; no percentage published
DeathWeakCurrent official library category; no percentage published
EnergyWeakCurrent official library category; no percentage published
FireWeakCurrent official library category; no percentage published

Complete configured loot table

Pirate Marauder contains 15 flattened loot entries. Base chance is shown against the TFS 100,000-point scale, where 100,000 means 100% before external loot multipliers. Count maximum is the upper stack bound when a successful roll creates a stackable item. Nested container contents are preserved as individual rows in the source data.

Pirate Marauder loot
ItemItem IDBase chanceMaximum count
Item 205020509.88%1
gold coinScript-defined77.67%40
spearScript-defined5.14%2
chain armorScript-defined3.00%1
plate shieldScript-defined5.00%1
Item 509150910.910%1
rum flaskScript-defined0.110%1
Item 579257920.090%1
bandanaScript-defined0.880%1
pirate bagScript-defined0.430%1
empty goldfish bowlScript-defined0.080%1
hookScript-defined0.520%1
eye patchScript-defined0.530%1
peg legScript-defined0.520%1
compassScript-defined9.72%1
Pirate Marauder current official named loot
ItemOfficial evidenceProbability
compassesNamed lootNo exact chance published
gold coinsNamed lootNo exact chance published
torchesNamed lootNo exact chance published

Hunting plan and server verification

A safe hunting recommendation for Pirate Marauder must combine the available profile with spawn density, neighboring creatures, terrain, access, vocation, skills, equipment, supplies, latency, death penalty, and the target server's rates. No universal level bracket can be authenticated from a creature-library or monster XML record alone. Use the largest configured attack bounds as stress-test inputs, account for simultaneous attacks and summons, then verify the actual spawn. Present a level recommendation only with that profile and evidence attached.

  • Confirm health, experience, attack intervals, and elemental modifiers against the deployed monster file.
  • Inspect the map spawn file for count, radius, placement, and respawn interval; those values are not stored in this monster definition.
  • Test line of sight, diagonal movement, field walking, target switching, fleeing, summons, and push behavior.
  • Record corpse loot over a statistically meaningful sample before evaluating a customized loot rate.
  • Publish the server profile and review date with any route, level range, profit estimate, or supply recommendation.

Apply the guide

Find servers using this profile

Server names, protocol labels, and map labels do not guarantee matching mechanics. Use these filters to find candidates, then verify the listing, owner documentation, and deployed ruleset.

Pirate MarauderHumanblood