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Welcome to Alyria Online — fan guides and archive for Materia Magica

Multiclass & Skill Redundancy

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

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.

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