ToME: the Tales of Maj'Eyal

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 Post subject: Re: Marauder Unlock @ 14
PostPosted: Sat Apr 05, 2014 11:57 pm 
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Joined: Sat Apr 05, 2014 4:58 am
Posts: 4
Yep worked for me at 11, 2nd floor of maze in one of those "fell auras" (+40% crit dmg, -20% all resists). Now I can quit playing a human flash bang grenade! Although it is kinda hilarious playing a sneaky lightbulb.


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 Post subject: Re: Marauder Unlock @ 14
PostPosted: Wed Jun 11, 2014 9:46 pm 
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Low Yeek

Joined: Mon May 26, 2014 8:54 pm
Posts: 8
For some reason I couldn't get 2 poisons from my weapon when using 2hander so it worked for me on ~18 level.

Died few minutes later so well that was about time :)


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 Post subject: Re: Marauder Unlock @ 14
PostPosted: Sun Mar 15, 2015 6:21 pm 
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Wayist

Joined: Wed Nov 12, 2014 3:40 pm
Posts: 19
Attachment:
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Pulled it off at 12 using the lightblade build. Crimson crystals must -100% resistant to light.

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 Post subject: Re: Marauder Unlock @ 14
PostPosted: Wed May 27, 2015 11:28 am 
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Yeek

Joined: Thu Dec 18, 2014 2:56 pm
Posts: 11
I actually unlocked him at level 9 with the lightblade build.
my skills: http://i.imgur.com/82gLYQk.jpg
I was saving generics for Staff Combat and I didn't even need it. I had Kor's Fall which I channeled to light damage (of course), I had Summertide Phial (which is another +10% light IIRC) and some wizard hat that gave me another +10% light damage. In Kor'Pul I encountered some treasure chest boss and this is how it went:
Image


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 Post subject: Re: Marauder Unlock @ 14
PostPosted: Tue Sep 01, 2015 12:58 am 
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Higher

Joined: Fri Aug 14, 2015 11:47 pm
Posts: 57
Tried both methods detailed in this guide, and unlocked the class after much stress in not finding a red crystal until the last quarter of the map on the 3rd level of the Scintillating Caves. Don't have a picture of the unlock message, but kudos to those who spent the time to figure out these methods - they both had clear paths of progression toward the unlock in gameplay.


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