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
- Same skill from two classes → usually listed once with
Nskpin the Redundant column. - Higher
skp→ stronger Skill Power line (e.g.24skpon enhanced damage vs12skp). - Some skills never bonus — e.g. hand to hand, second attack, word of recall often show redundancy with "no bonuses from class redundancy".
- 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
- Run
skill analyzefor your current four classes; save the full output (screenshot, paste, or log). - Run again with one class swapped in the same slot order — only change the class you are considering.
- Skills only in list A → you lose them if you switch to B.
- Skills only in list B → you gain them.
- Skills in both but different
skpor 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. - Read the Races which receive the specified classes footer — if your race is not listed, that combo is invalid for you.
- 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 respecat 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.