The big bonus of marauder chars was the high attack. But at the moment it is very easy to stuck high def for fighter very fast (
preciuos great helmes and even zap heart mages can easy get an attack bonus of 32 atk in round 1-3 (as if they where merodeurs)
Veränderung der Sinne,
lebende Äste or high direct damage
Amber Disc with elfine.
So marauders are now the weaklings (normally they dont heal, have no def and no spirit ... they went to be the weak preys in Quilingo)
So here are some suggestions, to give the marauders (maybe bound especcially Zil, Eklipse and Raven some conter cards and make the attack of them stronger again)
marauder actions:
- Zil, Eklipse, Raven, double the attack bonus of the card in chain and dived the def of the opponent character. chain actions and objects
- "cutting their legs" reduce the def of the opponent character to 0
- reduce the def of the opponent character to 0, your char gets 3 points direct dmg, chain marauder card
- reduce the def of the opponent character to 0, -3 atk and -2 def, chain card of your guild
- double atk, sacrifice 1: heal half of your base atk at the end of the fight
- get 3 points direct damage and all your attak will be turned into direct damage, chain marauder action
marauder objects:
- dagger, Zil, Kotoba Raven, 2 fights, +4 atk, and dived the def of the opponent character, chain dagger and shadow spell
- "Abominations axe" axe, the pack or circus, 2-3 fights, +3 atk, reduce the opponent def to 1, take 1 point direct dmg, sacrifice 1 steal a card from one of the opponent chars
(I already suggested a remake of Abomination, too.)
- "bag over the head" other objects, 4 turns, get 2 points direct dmg, then the object binds to the opponent char. He has 0 def and loses an permanent object that was bound at him.
Uh, who has turned out the light?!