Stats
| Stat | Modifier |
|---|---|
| Strength | +4 |
| Dexterity | +4 |
| Constitution | 0 |
| Magic | 0 |
| Willpower | 0 |
| Cunning | +1 |
| Starting Life | 100 |
| Life per Level | +2 |
Starting Equipment/Talents
Iron DaggerIron Dagger
Rough Leather Armor
Talent Trees
- Techniques
- Dual Weapons (1.2 mastery)
- Dual Techniques (1.2 mastery)
- Battle Tactics (1.2 mastery, locked)
- Field Control (1.3 mastery)
- Combat Techniques (1.3 mastery)
- Combat Veteran (1.0 mastery, locked)
- Combat Training (1.3 mastery)
- Mobility (1.3 mastery)
- Thuggery (1.3 mastery)
- Conditioning (1.3 mastery)
- Cunning
- Poisons (0.9 mastery) (unlockable)
- Dirty Fighting (1.3 mastery)
- Survival (1.3 mastery)
- Tactical (1.2 mastery, locked)
Strategy
The Marauder is a highly mobile Rogue subclass, adept in dual-weapon physical combat. The primary difference compared to a Rogue is the substitution of some mobility and combat-augmentation trees in place of traps and stealth.
The class seems to be designed with the goal of going Str/Dex/Cun and using one sword-type weapon and one dagger. However, they only have one tree that requires Strength (Technique/Thuggery), so skipping Strength and fighting with two daggers (building Dex/Cun) may work better. They even start with two daggers, not with a sword and dagger like Temporal Wardens do.
They also have a talent that gives armor hardiness while wearing light armor, but since you're not using Stealth, it seems silly not to wear heavy armor in the first place.
A straight stab-'em build using Dex, Cun, Dagger Mastery, Dual Weapons and Dual Techniques skills makes the early game fairly simple. At level 10, you can decide which direction you want to go when you spend your first category point.
