From Dark and Darker Wiki
This page is work-in-progress. The information may be lacking, may not be up-to-date, however is not deleted as it provides some useful information or is capable of expansion.
The Training sub-tab under the Class tab in the Lobby is a WIP feature. Multi-classing is intended to be done through this screen, and Reward Token redeems are done through here to fill the spot in the meantime.
Multi-classing is temporarily available as of Hotfix #62 as an end-of-season event, but may see a full return in the future in a different light. The Learning Tokens section is historical, but the Multi-classing section has been updated.
Reward Tokens
Players can earn Reward Tokens as they level up their character.
When redeeming a Reward Token, 3 rewards are presented each with the same rarity that can be picked from.
Occasionally, Gold is also 1 of the 3 options at a quantity of either 200g, 300g, 400g, or 500g.
Reward Tokens can drop Uncommon through Unique rarity items of category (Weapons, Armor, Accessories), but not Utilities.
Following is some data collected on the drop rates (sample size of 1191 tokens).
Sample Size | 1275 | 695 | 580 | 459 |
Luck | Any | <100 or unspecified | >=100 | >=200 |
Rarities | Percent | |||
Uncommon | 10.6% | 10.9% | 10.2% | 10.5% |
Rare | 49.4% | 48.9% | 50.0% | 49.9% |
Epic | 34.8% | 35.3% | 34.3% | 33.8% |
Legendary | 4.5% | 4.3% | 4.7% | 5.0% |
Unique | 0.7% | 0.6% | 0.9% | 0.9% |
Gold | Percent | |||
200g | 0.08% | 0.14% | 0.00% | 0.00% |
300g | 1.02% | 1.29% | 0.69% | 0.87% |
400g | 0.86% | 1.01% | 0.69% | 0.87% |
500g | 0.47% | 0.58% | 0.34% | 0.44% |
Unspecified | 0.08% | 0.14% | 0.00% | 0.00% |
Any amount | 2.43% | 3.02% | 1.72% | 2.18% |
Chances seem to be: Uncommon - 10% Rare - 50% Epic - 35% (or 34%) Legendary - 5% (or 6%) Unique - 1%
As of Patch 5, IronMace has confirmed that Artifacts can no longer drop from Reward Tokens. It is unknown if Non-Artifact Uniques can still be rewarded. Assuming the Unique pool no longer exists, it is most likely split evenly between the remaining 4 pools.
- Note that while higher Luck seems to slightly increase drop rates, this can't be statistically conclusive without at least ~30 Uniques pulled, and the magnitude of difference is so minimal that it is unlikely.
- What does "<100 or unspecified" mean for Luck? Some submissions to track this data did not specify the Luck stat, they are within this category along with any specified amount of Luck less than 100.
- What does "Unspecified" mean for gold? The submission included gold, but with an unspecified amount.
- There is a ~2.5% chance for 300-500g to be presented. Note that some submissions may have accidentally missed Gold being one of the presented options, making the odds for Gold potentially higher.
- It is possible to get gold presented multiple times in one token, as one submission included evidence of a 400g and a 500g.
Learning Tokens
This section is historical and does not reflect the current state of the game.
Players can begin earning Learning Tokens at level 35. 1 token is provided at each of the following levels: 31, 33, 37, 40, ??, ??, 49, 53, 57, 61, 65
A maximum of 13 Learning Tokens can be gained by level 70.
Redeeming a Learning Token allows the player to Multiclass.
Multi-classing
Multi-classing allows characters of one class to learn perks, skills, spells, songs, and shapeshifts of another class by spending Learning Tokens.
Redeeming Learning Tokens
When redeeming Learning Tokens, you may choose any class to learn from if they are level 30+.
3 random options are presented from the class's pool of unlearned Skills and Perks.
Spells/Songs/Shapeshifts must also be learned individually, but they are not necessarily available immediately:
- Spells will only enter the random pool after picking Spell Memory or Spell Memory II, or if your native class already knows Spell Memory.
- Whether by learning it through Training or by it being inherent to your main class, if you already know Spell Memory/Spell Memory II then that skill will no longer be offered by any class.
- Spell Memory II (if it exists for the chosen class) will continue to be in the pool even if Spell Memory is already known and vice versa.
- Spell Memory and Spell Memory II are rolled separately, meaning both can appear as options in the same learning session.
- Same rules apply for Songs/Shapeshifts, Song Memory/Shapeshift (the skill), and Song Memory II/Shapeshift II.
Equipping
Abilities learned through multi-classing are equipped the same way as if you were playing the sub-class. If your main class does not innately know Spells/Songs/Shapeshifts, the appropriate tab will appear once you have learned an appropriate Memory/Shapeshift skill.
There are no prerequisites for equipping any ability.
If a perk would grant an ability that overlaps with your main class's innate abilities, your abilities will expand to include both the learned effect and your class's innate abilities e.g. if a Cleric (which normally can wear some but not all pieces of Plate armor) learns and equips Warlock's Demon Armor perk (which normally allows a Warlock to wear any piece of Plate armor), the Cleric will be able to wear any piece of Plate armor regardless of normal class restrictions.
If a perk would impose a penalty that your main class suffers innately, you will be able to gain the benefits of that perk with effectively no penalty e.g. if a Rogue (which normally cannot wear any piece of Plate armor) learns and equips Fighter's Slayer perk (which normally removes the Fighter's ability to wear plate armor in exchange for other benefits), the Rogue will be able to utilize that perk without losing any armor-equipping capabilities.