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The Marauder is the Mystic specialist class for using Invocations.


Name Effect Requirement
Marauder

[Invocations] +1
Skill [Esoteric]

INT 35
Expert Marauder

[Invocations] +1
[Invocations] Resist +1
Skill [Esoteric]

INT 37
Adept Marauder

[Invocations] +2
[Invocations] Resist +1
Skill [Esoteric]

INT 39
Master Marauder

Init AP +5%
[Invocations] +3
[Invocations] Resist +2
Skill [Esoteric]

INT 41
Lordly Marauder

Init AP +5%
[Invocations] +4
[Invocations] Resist +3
Skill [Esoteric]

INT 44
Legendary Marauder

Init AP +10%
[Invocations] +5
[Invocations] Resist +4
Skill [Esoteric]

INT 48


How to Obtain:
This class is a straight upgrade from the Mystic starting classes for characters using Invocations. Getting this from Combat type classes requires either INT significance, or Mystic only skill group significance.


Upgrade Options:
If Mystics are kept as the only significant skill group:

  • Wizard: highest Mystic skill is Psionics, INT41+
  • Bishop: highest Mystic skill is Remedies and at least 2 Mystic skills trained to level 7+, INT41+
  • Scholar: requires Item/Mystic balance, INT41+. This class can be a little tricky if Items are accidentally brought above Mystics. Using Herbs or Potions runs the highest risk of changing into an Item-related class, and will result in Scout or Bard if the balance is missed.
  • Sage: highest Mystic skill is Hexes and at least 3 Mystic skills trained to level 7+, INT47+
  • Thaumaturge: highest Mystic skill is Invocations or Evocations and at least 3 Mystic skills trained to level 7+, INT47+
  • Commander: highest Mystic skill is Wards, INT53+

Training another significant skill group (preferably Weapons) can result in a Mystic + Combat class, provided that none of the other pure Mystic classes' requirements are met. This can only be done on the PC:

If Items were trained to become a significant skill group, then these options also open up:
Item

Item + Combat (PC only)

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