Player guide for multiclassing at level 60+, reading skill analyze, and comparing class swaps before you spend black tourmalines.
When multiclass matters
| Milestone | What happens |
|---|---|
| Level 60 (per class) | You may multiclass — use class newclass after depositing enough tourmalines (class deposit at any Quest Master). |
| Black tourmalines | Farm on Verity Isle (Tower of Riga) or Irda Proving Grounds; all Quest Masters share your gemstone account (class info). |
| Tourmaline thresholds | Deposited total for the next class slot: 250 (2nd class), 1250 (3rd), 3000 (4th) — per help 1064. |
| Four class groups | Alyria uses Fighter, Mage, Cleric, Thief — not four fixed “warrior / wizard / priest / psi” slots. Each group holds four playable classes (see table below). |
| Your four classes | Any legal combination your race allows: e.g. four Fighters, four Mages, two + two across groups, or even the same class twice. Use class newclass (tourmalines) or class respec (120+) — no greater multiclass token. |
| Traditional path | Recommended for new players — one class from each of the four groups for a well-rounded skill set. Veterans often run non-traditional stacks for redundancy (skp) or mark goals. |
| Class respec (120+) | At 120+ total level, visit a Class Master ([CLASS] tag) and run class respec to change race and up to four classes — class remort token per class you change. |
Verity Isle is capped below level 70. Retired adventurers in major towns charge 25,000 gp for transport; the ground-floor druid charges 10,000 gp to return you to Sigil.
→ Full walkthrough: Guide XIII
Four class groups (help classes)
Alyria divides adventurer classes into four groups. Each group has four playable classes. In-game: help classes (help 1065).
| Fighter | Mage | Cleric | Thief |
|---|---|---|---|
| Barbarian | Wizard | Priest | Rogue |
| Cavalier | Monk | Druid | Bard |
| Valkyrie | Ranger | Shaman | Knave |
| Paladin | Psionic | Witch |
Groups are not slots. The four columns above are categories, not a mandatory one-of-each layout. You always end up with four classes total (before Archon), but those four can stack however the game allows — there are many valid endgame combinations.
| Pattern | Example (illustrative) |
|---|---|
| Traditional — one per group | Barbarian · Wizard · Priest · Rogue |
| All one group | Four Fighters (e.g. Barb / Cav / Valk / Pal) or four Mages (Wizard / Monk / Ranger / Psionic) |
| Heavy in two groups | Two Fighters + two Mages; Fighter / Mage / Mage / Cleric; etc. |
| Duplicate class | Same class twice in your four (e.g. two Paladins) when race and picks allow |
| Redundancy-focused | Pair classes that share skills so skill analyze shows high skp on core spells/proficiencies |
Your race and classes already chosen limit what class newclass lists (help 1064). Run skill analyze on combos you are considering before you spend tourmalines.
Non-traditional paths (multiple classes from one group, duplicates, etc.) no longer need a separate token — use class newclass (tourmalines still required) or reshuffle with class respec. The old greater token of multiclassing has been removed from the game; stale in-game help may still mention it.
class respec (120+ total level at a Class Master): change race, gender, and up to four classes. Each class you change costs a class remort token. Gender change needs no token. Unlocked at 120 and 180 total level (patch 6-18-25); also at 240 / Archon. See help 2367 — in-game help may still mention greater multiclass tokens; those are obsolete.
Archon and archon classes
At total level 240 you are a Hero. You may then pass the Test of Arbaces (Domain of Arbaces, Irda Proving Grounds) to become an Archon — progression outside the normal four-class ladder (61:241 through 241:241 via Archon Points). Overview: help 1393 (archon).
skill analyze— list up to four classes, then optional'archon'to include archon skills in the preview.- Archon classes (at archon level 100+) — pursue one mark quest chain at a time: Chronomancer, Mageknight, or Summoner (
help archon classes,help 2337). Starting another chain requires giving up progress on the others.