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Multiclass & Skill Redundancy

Player-written reference — verify important details in-game.

The skill analyze command

Before (or after) you pick a new class, compare combinations in-game:

skill analyze <class1> <class2> <class3> <class4>

Run it twice — once for your current four classes, once with one slot swapped — then compare the two outputs.

Columns

Column Meaning
Skill Name Every skill and spell your character would have with those four classes.
Redundant Skills granted by more than one class in the combo. Shows Nskp (skill-power points from redundancy). Blank = only one class grants it.
Skill Power Bonus text when redundant — extra heal chance, damage %, reflect %, etc. (n/a) = redundant but no numeric bonus. "no bonuses from class redundancy" = overlap exists but that skill does not get a redundancy bonus.

Footer lines:

  • A total of N skills and spells — list size (not the same as “useful” skills; includes overlaps).
  • Races which receive the specified classes — if your race cannot take one of the four classes, the combo is invalid for you.

Optional arguments

  • 'archon' — include archon class in the analysis (archon builds).
  • Race suffix — append a race name when checking race-gated combos.

What redundancy means

  1. Same skill from two classes → usually listed once with Nskp in the Redundant column.
  2. Higher skp → stronger Skill Power line (e.g. 24skp on enhanced damage vs 12skp).
  3. Some skills never bonus — e.g. hand to hand, second attack, word of recall often show redundancy with "no bonuses from class redundancy".
  4. Class-only skills — no Redundant column entry; you get the skill once at normal power.

Redundancy is why multiclass order and pairing matter: when two classes in your four-class combo grant the same skill, that overlap can stack skp and change Skill Power — swapping one class changes which overlaps exist and which bonuses you keep.

Official detail: help 1065 (class groups) · help 1064 (tourmalines, class newclass) · Adventurer's Guide IV — skills (help guide_4).


How to compare two builds

  1. Run skill analyze for your current four classes; save the full output (screenshot, paste, or log).
  2. Run again with one class swapped in the same slot order — only change the class you are considering.
  3. Skills only in list A → you lose them if you switch to B.
  4. Skills only in list B → you gain them.
  5. Skills in both but different skp or Skill Power → treat as a power shift, not a wash — compare the Redundant and Skill Power columns for skills you actually use in combat or marks.
  6. Read the Races which receive the specified classes footer — if your race is not listed, that combo is invalid for you.
  7. The A total of N skills and spells footer is informational (list size), not a quality score — a longer list is not automatically better.

Tip: diff skill names first, then diff redundancy rows for your core rotation.


Practical tips

  • Deposit tourmalines anywhere — all Quest Masters share your count (Guide XIII).
  • Analyze before you class — swapping back costs another multiclass step and more tourmalines.
  • class respec at 120+ — fix race or class path with class remort tokens at a Class Master ([CLASS] tag).
  • Marks — some mark steps assume specific class mixes; check Marks (A–Z) before dropping a class you need for a mark quest.
  • War College (L241) — five marks share a college step; Way relics are class-specific — see in-game college shop after the Maldra gauntlet.

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