Multiclassing - Aetolia Online Help
Those who have become sufficiently proficient in their primary class skills are able to branch out and learn one or more other classes at the same time. This does not enable individuals to use the skills of both classes at the same time, but rather gives them the option of switching which of their class skills are active at any given time. There are two avenues to multiclassing. You may join a new class as long as you hold Master status in your existing class, which is defined as having either two Transcendent or three Virtuoso+ skills in your current class(es). You may also seek out a Master from the guild whose class you wish to acquire and request that they offer you Apprenticeship. In either case, you must have an available free class slot in order to acquire the new class. Not all classes are compatible with one another. See HELP CLASS COMPATIBILITY in order to see a list of which classes are incompatible. Explanation of Syntaxes ------------------------------------ CLASS LIST - Display a list of the classes you currently hold, as well as your skill ranks in each skill of that class. CLASS SWITCH <class> - Switch to a different active class. This can only be performed once every twelve hours, and cannot be performed for ten minutes after being involved in aggressive actions. When switching classes, almost all existing defenses will be stripped and will need to be reapplied. Your armor may also be removed if your new class is incapable of wearing it. It is not necessary to relearn skills after switching to a new class. CLASS APPRENTICE <player> <class> - Offer to apprentice another adventurer in your currently active class. In order to act as a Master and offer Apprenticeship to another player, you must be a member of the guild which supports the class. In addition, you must have either two Transcendent class skills in that class, or three Virtuoso or higher skills in that class. You may only apprentice up to two adventurers in a given year, and must have an average playtime of at least 20 hours per week in order to take on an apprentice. CLASS QUIT <class> - Don't want to hold a class anymore? Then this is the function for you, providing the class you wish to quit doesn't coincide with your guild (otherwise you'll need to quit your guild first!). You will lose 50% of the lessons you invested in the class. CLASS EXPAND CAPACITY - All adventurers are able to learn one extra class in addition to their primary class. However, adventurers may increase their capacity to learn new classes up to eight times, for a total capacity of ten classes. This costs 100 Bound Credits for the first expansion, 200 Bound Credits for the second expansion, and 200 Bound Credits for the third expansion. All subsequent expansions cost 300 Bound Credits. You will be prompted to agree to the expansion before it occurs.