ToME: the Tales of Maj'Eyal

Marauder Unlock @ 14
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Author:  Omnivore [ Sat Apr 05, 2014 11:57 pm ]
Post subject:  Re: Marauder Unlock @ 14

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.

Author:  duskhorizon [ Wed Jun 11, 2014 9:46 pm ]
Post subject:  Re: Marauder Unlock @ 14

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 :)

Author:  vonfackenheim [ Sun Mar 15, 2015 6:21 pm ]
Post subject:  Re: Marauder Unlock @ 14

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Pulled it off at 12 using the lightblade build. Crimson crystals must -100% resistant to light.

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Author:  ArschAngel [ Wed May 27, 2015 11:28 am ]
Post subject:  Re: Marauder Unlock @ 14

I actually unlocked him at level 9 with the lightblade build.
my skills:
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:

Author:  The Tapir [ Tue Sep 01, 2015 12:58 am ]
Post subject:  Re: Marauder Unlock @ 14

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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