Subpath

Although a little more complicated, more expensive and more time consuming than Mastering pure, Subpathing is part of what makes Darkages so unique and interesting. Check out the bottom of the page for brief descriptions on the various combinations.

What is Subpathing?

Subpathing, or Subbing is the chance to further enhance your character's abilities before becoming a master by changing your class and resetting your level to 1, your stats to 3, and your health and mana to 100. You may keep up to 19 unspent stat points.

Why would I want to start over again?

The idea behind subbing is that you will eventually have the skills and spells of two classes.
If you choose wisely you can greatly increase the effectiveness of your character and further specialize it's ability to hunt or arena.

So there's no point in mastering pure?

There are pros and cons to each. There are certain skills, spells and trinkets that only pure classes have access to. Please consider all your options before permanently dedicating yourself to a path.

Made up your mind?

Once you have made your decision you can follow the steps below to begin the subbing process.
(Or head to the Mastering page if you decided against subbing.)

The Requirements

Health Mana Items Experience
8,400 2,000 10 ard ioc deum 60,000,000
Health Mana Items Experience
6,000 6,600 10 ard ioc deum 60,000,000
Health Mana Items Experience
6,600 7,250 10 ard ioc deum 60,000,000
Health Mana Items Experience
8,400 3,600 10 ard ioc deum 60,000,000
Health Mana Items Experience
6,600 3,600 10 ard ioc deum 60,000,000
Take off all your equipment to check your base Health and Mana.
If they are short you will need to complete Aisling of Talgonite quest to purchase more using experience points.
(Pro strat: You could instead use an Experience Gem and do Aisling of Talgonite at a later date.)

Stat Plans

Plan Name Stats at 99 Remaining Points
"Everything" 70 18 13 25 33 52
Plan Name Stats at 99 Remaining Points
"The Basics"
mspg, mor fas, a lamh, ard puinneag
(0 Adoration)
32 38 37 37 30 38
"Fire, Earth and Wind"
ard srad, ard creag, ard athar, mspg, mor fas, a lamh, ard puinneag
(0 Adoration)
37 30 33 58 46 4
"Fire, Water and Wind"
ard srad, ard sal, ard athar, mspg, mor fas, a lamh, ard puinneag
(0 Adoration)
37 30 62 36 46 0
"All four ards"
ard srad, ard sal, ard creag, ard athar, mspg, mor fas, a lamh, ard puinneag
(3 Adoration)
37 30 62 58 46 8
Plan Name Stats at 99 Remaining Points
"Standard"
ard cradh, mor dion, beag pramh
(0 Adoration)
3 83 98 18 3 6
"Pronk" **NO DF OR MOR DION**
ard cradh, pramh, suain
(0 Adoration)
5 66 98 26 16 0
"Status" (Shopping list & god items required)
mor cradh, mor dion, pramh, suain, deireas faileas
(0 Adoration)
5 83 76 23 16 8
"1 Adoration"
ard cradh, mor dion, pramh, deireas faileas
(1 Adoration)
5 83 98 24 5 6
"2 Adoration"
ard cradh, mor dion, pramh, suain, deireas faileas
(2 Adoration)
7 83 98 23 16 4
"3 Adoration"
ard cradh, mor dion, pramh, suain, deireas faileas, nuadhaich
(3 Adoration)
9 83 110 23 16 0
"Lumen Amulet" (Shopping list & god items required)
ard cradh, mor dion, pramh, suain, deireas faileas, nuadhaich
(0 Adoration)
3 74 100 13 7 14
Note: I recommend using the "Lumen Amulet " Plan if you have one.
Otherwise use the "Status" plan and purchase ard cradh for 850 Kruna ($8.50).
Plan Name Stats at 99 Remaining Points
"Everything" 55 33 21 48 15 39
Plan Name Stats at 99 Remaining Points
"Everything" 35 49 24 22 45 36

Starting the Process

When you're ready to start the 24-hour subbing process visit Aoife in the Temple of Choosing.
This is the same temple you used to choose your first class many insights ago.

Click her "Class Dedication" speech option and proceed through the chat.
She will check if you have the correct health, mana and experience before taking the 10 ard ioc deum from you and sending you into a new room.

ard ioc deum drop from skeletons in Tagor lost Path, Faeries in Eastwood/Westwood, or in Kasmanium Mine.

(I recommended double checking your health and mana before attempting to enter. Aoife will take the ard ioc deums regardless of you being able to continue any further.)

In this new room there will be a single NPC. They will double check requirements one more time before allowing you to choose your new class.

After making your choice you will receive a temporary Dedication Mark on your Legend and will be told to return after 24 hours to finish the process.

Preperation time

You may use these 24 hours to finish learning any skills or spells you believe you may need in the future. You may take longer if needed. The subbing process will not complete until you return.

Ready to join your new class?

Return in 24 hours and follow the same steps to enter the room again. You will be given one last chance to change your mind before you complete your Dedication. Make sure you have learned everything you may need because there's no going back after you've changed class.
Maybe that's a little dramatic. You can learn some of your previous class skills and spells using a Learn Skill/Spell Scroll. However it will cost you 850 ($8.50) kruna each.

Class Descriptions

Please note that these are my opinions and may not be 100% accurate.
Starting as a Warrior will allow you to learn Crasher (deals damage based on max health), beag suain (stuns the target) and Wind Blade (a weak ranged attack)
Mastering as a warrior will allow you to bash, killing creatures using physical damage.
Becoming a gladiator will further enhance your bashing abilities with damage skills, and will be able to learn Lullaby Punch (sleep punch) or Ground Stomp (stuns all nearby monsters)
Because you are pure you will also be able to learn asgall faileas (may reflect skills), Sever (a strong damage skill), aegis sphere (improved armor class) and Paralyze Force (stuns all nearby monsters)
Summary:
Pve: 5/5. A pure warrior always have paralyse force and has the most skills of any warrior.
Pvp: 5/5. A pure warrior has strong warrior toolkit. you will have a decent full combo, a chance to reflect skills and the best armor class in the game.
Starting as a Warrior will allow you to learn Crasher (deals damage based on max health), beag suain (stuns the target) and Wind Blade (a weak ranged attack)
Becoming a Wizard will allow you to learn fas (amplify elements), srad lamh (useful for gathering monsters) and mor strioch pian gar (converts all mana into damage)
Mastering as a wizard will allow you to learn fas spiorad (convert 1/3 health into mana) and pian na dion (static damage)
Becoming a summoner will be able to learn an improved fas (larger amplification), Lyliac Plant (transfer mana to another player), mor pian na dion (stronger static damage), summons (strong elemental damage) and equip staves (-2 line staff, and 1 line all spells staff)
Summary:
Pve: 4/5. A warrior-wizard is a wizard and can hunt quickly because of this.
Pvp: 1/5. A warrior-wizard is a pure wizard without their longer dion. If you can kill somebody with crasher you can pretend you're a 2/5 instead.
Starting as a Warrior will allow you to learn Crasher (deals damage based on max health), beag suain (stuns the target) and Wind Blade (a weak ranged attack)
Becoming a Priest will allow you to learn many useful spells (heal, sleep, invincibility, freeze, increased armor, reduced damage taken, increased damage to monsters)
Mastering as a priest will allow you to learn mor dion comhla (group invincibility) and equip staves (-2 line staff, and 1 line all spells staff)
Becoming a bard will be able to learn dark seal, darker seal and demise (increased damage to monsters)
Summary:
Pve: 4/5. A warrior-priest is a priest and can 2man most areas because of this.
Pvp: 4/5. A warrior-priest is a priest and most of their arena potency is from their unremovable curse. you don't bring anything that any other priest couldn't. you can set up your own crasher kills to humiliate your enemies.
Starting as a Warrior will allow you to learn Crasher (deals damage based on max health), beag suain (stuns the target) and Wind Blade (a weak ranged attack)
Becoming a Monk will allow you to learn Wolf Fang Fist (sleep punch), Ambush (appear behind target) and an animal form (either an invincibility piercing attack, invisibility, or a 4-way damage skill)
Mastering as a monk will allow you to bash, killing creatures using physical damage.
Becoming a druid will further enhance your bashing abilities with damage skills. You will be able to chose another animal form (either melee, caster, or "tank") and will be able to learn Animal Roar (stuns all nearby monsters)
Summary:
Pve: 4/5. A warrior-monk can bash reasonably fast. They lack the sustained damage of a gladiator but warrior assails will make it close.
Pvp: 4/5. A warrior-monk has a toolkit that synergises quite well. you have one of the strongest full combos and a long duration dion. managing forms/shields/necklaces can be fustrating.
Starting as a Warrior will allow you to learn Crasher (deals damage based on max health), beag suain (stuns the target) and Wind Blade (a weak ranged attack)
Becoming a Rogue will allow you to learn a variety of status traps (damage, poison, sleep and blind) and Hide (invisibility)
Mastering as a rogue will allow you to learn Assassin Strike (strong damage skill)
Becoming an archer will be able to learn Rear Strike (ranged strong damage skill), Star Arrow (strong light damage) and Frost Arrow (slow creatures movement, attack and regeneration)
Summary:
Pve: 4/5. A warrior-rogue is a rogue and can hunt quickly because of this. Frost Arrow will make bosses cry.
Pvp: 4/5. A warrior-rogue has crasher and beag suain so they can set up some interesting combos.
Starting as a Wizard will allow you to learn fas (amplify elements), srad lamh (useful for gathering monsters) and mor strioch pian gar (converts all mana into damage)
Becoming a Warrior will allow you to learn Crasher (deals damage based on max health), beag suain (stuns the target) and Wind Blade (a weak ranged attack)
Mastering as a warrior will allow you to bash, killing creatures using physical damage.
Becoming a gladiator will further enhance your bashing abilities with damage skills, and will be able to learn Lullaby Punch (sleep punch) or Ground Stomp (stuns all nearby monsters)
Summary:
Pve: 4/5. A wizard-warrior is a warrior so they can bash reasonably fast. being able to fas lets you 2man most areas with any priest.
Pvp: 3/5. A wizard-warrior has a decent warrior toolkit nut being half wizard doesn't help much. mspging in a combo is mostly novelty.
Starting as a Wizard will allow you to learn fas (amplify elements), srad lamh (useful for gathering monsters) and mor strioch pian gar (converts all mana into damage)
Mastering as a wizard will allow you to learn fas spiorad (convert 1/3 health into mana) and pian na dion (static damage)
Becoming a summoner will be able to learn an improved fas (larger amplification), Lyliac Plant (transfer mana to another player), mor pian na dion (stronger static damage), summons (strong elemental damage) and equip staves (-2 line staff, and 1 line all spells staff)
Because you are pure you will also be able to learn wings of protection (the best dion in the game), Lyliac Vineyard (restores mana to your whole group) and disenchanter (a pet that aos poison, dall and pramh)
Summary:
Pve: 5/5. A pure wizard is a wizard and can hunt quickly because of this. groups will love your vineyard so people will invite you to bosses.
Pvp: 2/5. A pure wizard brings nothing that any other wizard couldn't. you are a low priority kill target your dion lasts quite long. maybe use this to your advantage?
Starting as a Wizard will allow you to learn fas (amplify elements), srad lamh (useful for gathering monsters) and mor strioch pian gar (converts all mana into damage)
Becoming a Priest will allow you to learn many useful spells (heal, sleep, invincibility, freeze, increased armor, reduced damage taken, increased damage to monsters)
Mastering as a priest will allow you to learn mor dion comhla (group invincibility) and equip staves (-2 line staff, and 1 line all spells staff)
Becoming a bard will be able to learn dark seal, darker seal and demise (increased damage to monsters)
Summary:
Pve: 5/5. A wizard-priest is a priest and can 2man most areas because of this. having fas allows you to 2man with almost any class.
Pvp: 6/5. A wizard-priest has both the amplify elements and unremovable curse effects. they can also buff their allies and cast both lesser debuffs to prevent greater ones.
Starting as a Wizard will allow you to learn fas (amplify elements), srad lamh (useful for gathering monsters) and mor strioch pian gar (converts all mana into damage)
Becoming a Monk will allow you to learn Wolf Fang Fist (sleep punch), Ambush (appear behind target) and an animal form (either an invincibility piercing attack, invisibility, or a 4-way damage skill)
Mastering as a monk will allow you to bash, killing creatures using physical damage.
Becoming a druid will further enhance your bashing abilities with damage skills. You will be able to chose another animal form (either melee, caster, or "tank") and will be able to learn Animal Roar (stuns all nearby monsters)
Summary:
Pve: 3/5. A wizard-monk can't really bash too fast but having fas does increases your chances of finding a hunt. **Exception: Bird druids are 5/5
Pvp: 3/5. A wizard-monk has an average monk toolkit but being half wizard doesn't help. mspging in a combo is mostly novelty.
Starting as a Wizard will allow you to learn fas (amplify elements), srad lamh (useful for gathering monsters) and mor strioch pian gar (converts all mana into damage)
Becoming a Rogue will allow you to learn a variety of status traps (damage, poison, sleep and blind) and Hide (invisibility)
Mastering as a rogue will allow you to learn Assassin Strike (strong damage skill)
Becoming an archer will be able to learn Rear Strike (ranged strong damage skill), Star Arrow (strong light damage) and Frost Arrow (slow creatures movement, attack and regeneration)
Summary:
Pve: 5/5. A wizard-rogue is a rogue and can hunt quickly because of this. fas will allow you to hunt with any priest. Frost Arrow will make bosses cry.
Pvp: 2/5. A wizard-rogue brings nothing that any other rogue couldn't.
Starting as a Priest will allow you to learn many useful spells (heal, sleep, invincibility, freeze, increased armor, reduced damage taken, increased damage to monsters)
Becoming a Warrior will allow you to learn Crasher (deals damage based on max health), beag suain (stuns the target) and Wind Blade (a weak ranged attack)
Mastering as a warrior will allow you to bash, killing creatures using physical damage.
Becoming a gladiator will further enhance your bashing abilities with damage skills, and will be able to learn Lullaby Punch (sleep punch) or Ground Stomp (stuns all nearby monsters)
Summary:
Pve: 4/5. A priest-warrior is a warrior so they can bash reasonably fast. being able to curse lets you solo or 2man most areas.
Pvp: 4/5. A priest-warrior has a decent warrior toolkit but being half priest doesn't help much. being half priest gives you a bit extra utility and solo-killing power. you will excel in smaller fights and hosted enviroments but in larger fights your curse is too easy to remove.
Starting as a Priest will allow you to learn many useful spells (heal, sleep, invincibility, freeze, increased armor, reduced damage taken, increased damage to monsters)
Becoming a Wizard will allow you to learn fas (amplify elements), srad lamh (useful for gathering monsters) and mor strioch pian gar (converts all mana into damage)
Mastering as a wizard will allow you to learn fas spiorad (convert 1/3 health into mana) and pian na dion (static damage)
Becoming a summoner will be able to learn an improved fas (larger amplification), Lyliac Plant (transfer mana to another player), mor pian na dion (stronger static damage), summons (strong elemental damage) and equip staves (-2 line staff, and 1 line all spells staff)
Summary:
Pve: 6/5. A priest-wizard is a wizard and can hunt quickly because of this. you can also curse and heal so you can 2man with anybody and can eventually solo most areas.
Pvp: 3/5. A priest-wizard doesn't bring much that any other wizard couldn't do, or a bard couldn't do better. being half priest gives you bit extra utility but your curse is easy to remove.
Starting as a Priest will allow you to learn many useful spells (heal, sleep, invincibility, freeze, increased armor, reduced damage taken, increased damage to monsters)
Mastering as a priest will allow you to learn mor dion comhla (group invincibility) and equip staves (-2 line staff, and 1 line all spells staff)
Becoming a bard will be able to learn dark seal, darker seal and demise (increased damage to monsters)
Because you are pure you will also be able to learn Mesmerise (the longest duration pramh) and cursed tune (a potent damage over time ability)
Summary:
Pve: 4/5. A pure priest is a priest and can 2man most areas because of this. cursed tunes was extra useful for bosses but not so much recently.
Pvp: 4/5. A pure priest is a priest and most of their arena potency is from their unremovable curse. you don't bring anything that any other priest couldn't.
Starting as a Priest will allow you to learn many useful spells (heal, sleep, invincibility, freeze, increased armor, reduced damage taken, increased damage to monsters)
Mastering as a monk will allow you to bash, killing creatures using physical damage.
Becoming a druid will further enhance your bashing abilities with damage skills. You will be able to chose another animal form (either melee, caster, or "tank") and will be able to learn Animal Roar (stuns all nearby monsters)
Because you are pure you will also be able to learn Whirlwind Attack (deals damage based on current health) and Puncture (a potent bleed that fails a lot)
Summary:
Pve: 3/5. A priest-monk can't really bash too fast but having curse does increases your chances of finding a hunt. **Exception: Bird druids are 5/5
Pvp: 6/5. A priest-monk has a toolkit that synergises very well. being half priest gives you a lot of utility and solo-killing power. you will excel in smaller fights and hosted enviroments but in larger fights your curse is too easy to remove.
Starting as a Priest will allow you to learn many useful spells (heal, sleep, invincibility, freeze, increased armor, reduced damage taken, increased damage to monsters)
Becoming a Rogue will allow you to learn a variety of status traps (damage, poison, sleep and blind) and Hide (invisibility)
Mastering as a rogue will allow you to learn Assassin Strike (strong damage skill)
Becoming an archer will be able to learn Rear Strike (ranged strong damage skill), Star Arrow (strong light damage) and Frost Arrow (slow creatures movement, attack and regeneration)
Summary:
Pve: 5/5. A priest-rogue is a rogue and can hunt quickly because of this. having curse increases your chances of finding a hunt. Frost Arrow will make bosses cry.
Pvp: 4/5. A priest-rogue has a toolkit that synergises quite well. being half priest gives you a bit extra utility and solo-killing power. you will excel in smaller fights and hosted enviroments but in larger fights your curse is too easy to remove.
Starting as a Monk will allow you to learn Wolf Fang Fist (sleep punch), Ambush (appear behind target) and an animal form (either an invincibility piercing attack, invisibility, or a 4-way damage skill)
Becoming a Warrior will allow you to learn Crasher (deals damage based on max health), beag suain (stuns the target) and Wind Blade (a weak ranged attack)
Mastering as a warrior will allow you to bash, killing creatures using physical damage.
Becoming a gladiator will further enhance your bashing abilities with damage skills, and will be able to learn Lullaby Punch (sleep punch) or Ground Stomp (stuns all nearby monsters)
Summary:
Pve: 4/5. A monk-warrior is a warrior so they can bash reasonably fast.
Pvp: 6/5. A monk-warrior has a toolkit that synergises very well. you have one of the strongest full combos or you can split your skills up for less downtime.
Starting as a Monk will allow you to learn Wolf Fang Fist (sleep punch), Ambush (appear behind target) and an animal form (either an invincibility piercing attack, invisibility, or a 4-way damage skill)
Becoming a Wizard will allow you to learn fas (amplify elements), srad lamh (useful for gathering monsters) and mor strioch pian gar (converts all mana into damage)
Mastering as a wizard will allow you to learn fas spiorad (convert 1/3 health into mana) and pian na dion (static damage)
Becoming a summoner will be able to learn an improved fas (larger amplification), Lyliac Plant (transfer mana to another player), mor pian na dion (stronger static damage), summons (strong elemental damage) and equip staves (-2 line staff, and 1 line all spells staff)
Summary:
Pve: 4/5. A monk-wizard is a wizard and can hunt quickly because of this. you get ao poison early but this is now available to everyone.
Pvp: 2/5. A monk-wizard is a pure wizard without their longer dion. wolf fang fist, ambush, and kelberoth strike give you a little utility.
Starting as a Monk will allow you to learn Wolf Fang Fist (sleep punch), Ambush (appear behind target) and an animal form (either an invincibility piercing attack, invisibility, or a 4-way damage skill)
Becoming a Priest will allow you to learn many useful spells (heal, sleep, invincibility, freeze, increased armor, reduced damage taken, increased damage to monsters)
Mastering as a priest will allow you to learn mor dion comhla (group invincibility) and equip staves (-2 line staff, and 1 line all spells staff)
Becoming a bard will be able to learn dark seal, darker seal and demise (increased damage to monsters)
Summary:
Pve: 4/5. A monk-priest is a priest and can 2man most areas because of this. ambush could help if you get trapped in monsters. white bat stance is helpful too if you don't plan to pvp.
Pvp: 5/5. A monk-priest is a priest and most of their arena potency is from their unremovable curse. wolf fang fist, ambush and kelberoth strike synergise well with priest spells. you can also see invisible people.
Starting as a Monk will allow you to learn Wolf Fang Fist (sleep punch), Ambush (appear behind target) and an animal form (either an invincibility piercing attack, invisibility, or a 4-way damage skill)
Mastering as a monk will allow you to bash, killing creatures using physical damage.
Becoming a druid will further enhance your bashing abilities with damage skills. You will be able to chose another animal form (either melee, caster, or "tank") and will be able to learn Animal Roar (stuns all nearby monsters)
Because you are pure you will also be able to learn Whirlwind Attack (deals damage based on current health) and Puncture (a potent bleed that fails a lot)
Summary:
Pve: 2/5. A pure monk can't really bash too fast. **Exception: Bird druids are 5/5
Pvp: 4/5. A pure monk has a lot of combo potential. you have 2 crashers, up to 4 wolf fang fists, and a long duration dion. managing forms/shields/necklaces can be fustrating.
Starting as a Monk will allow you to learn Wolf Fang Fist (sleep punch), Ambush (appear behind target) and an animal form (either an invincibility piercing attack, invisibility, or a 4-way damage skill)
Becoming a Rogue will allow you to learn a variety of status traps (damage, poison, sleep and blind) and Hide (invisibility)
Mastering as a rogue will allow you to learn Assassin Strike (strong damage skill)
Becoming an archer will be able to learn Rear Strike (ranged strong damage skill), Star Arrow (strong light damage) and Frost Arrow (slow creatures movement, attack and regeneration)
Summary:
Pve: 4/5. A monk-rogue is a rogue and can hunt quickly because of this. Frost Arrow will make bosses cry.
Pvp: 5/5. A monk-rogue has a toolkit that synergises very well. wolf fang fist, 2 kelbs, and 2 ambushes will let you set up some interesting combos.
Starting as a Rogue will allow you to learn a variety of status traps (damage, poison, sleep and blind) and Hide (invisibility)
Becoming a Warrior will allow you to learn Crasher (deals damage based on max health), beag suain (stuns the target) and Wind Blade (a weak ranged attack)
Mastering as a warrior will allow you to bash, killing creatures using physical damage.
Becoming a gladiator will further enhance your bashing abilities with damage skills, and will be able to learn Lullaby Punch (sleep punch) or Ground Stomp (stuns all nearby monsters)
Summary:
Pve: 4/5. A rogue-warrior is a warrior so they can bash reasonably fast. having blind and pf will greatly help with control and hide is great for safe travels.
Pvp: 3/5. A rogue-warrior has a decent warrior toolkit but being half rogue doesn't help much. you can turn invisible and also see invisible people.
Starting as a Rogue will allow you to learn a variety of status traps (damage, poison, sleep and blind) and Hide (invisibility)
Becoming a Wizard will allow you to learn fas (amplify elements), srad lamh (useful for gathering monsters) and mor strioch pian gar (converts all mana into damage)
Mastering as a wizard will allow you to learn fas spiorad (convert 1/3 health into mana) and pian na dion (static damage)
Becoming a summoner will be able to learn an improved fas (larger amplification), Lyliac Plant (transfer mana to another player), mor pian na dion (stronger static damage), summons (strong elemental damage) and equip staves (-2 line staff, and 1 line all spells staff)
Summary:
Pve: 4/5. A rogue-wizard is a wizard and can hunt quickly because of this. having blind will help with control and hide is great for safe travels.
Pvp: 2/5. A rogue-wizard is a pure wizard without their longer dion. you can turn invisible and also see invisible people. you are a low priority kill target. maybe use this to your advantage?
Starting as a Rogue will allow you to learn a variety of status traps (damage, poison, sleep and blind) and Hide (invisibility)
Becoming a Priest will allow you to learn many useful spells (heal, sleep, invincibility, freeze, increased armor, reduced damage taken, increased damage to monsters)
Mastering as a priest will allow you to learn mor dion comhla (group invincibility) and equip staves (-2 line staff, and 1 line all spells staff)
Becoming a bard will be able to learn dark seal, darker seal and demise (increased damage to monsters)
Summary:
Pve: 5/5. A rogue-priest is a priest and can 2man most areas because of this. having blind will help with control and hide is great for safe travels.
Pvp: 5/5. A rogue-priest is a priest and most of their arena potency is from their unremovable curse. you can turn invisible and also see invisible people.
Starting as a Rogue will allow you to learn a variety of status traps (damage, poison, sleep and blind) and Hide (invisibility)
Becoming a Monk will allow you to learn Wolf Fang Fist (sleep punch), Ambush (appear behind target) and an animal form (either an invincibility piercing attack, invisibility, or a 4-way damage skill)
Mastering as a monk will allow you to bash, killing creatures using physical damage.
Becoming a druid will further enhance your bashing abilities with damage skills. You will be able to chose another animal form (either melee, caster, or "tank") and will be able to learn Animal Roar (stuns all nearby monsters)
Summary:
Pve: 4/5. A rogue-monk can't really bash too fast but having blind and pf will greatly help with control. **Exception: Bird druids are 5/5
Pvp: 3/5. A rogue-monk has an average monk toolkit but being half rogue doesn't help. you can have hide as any form which is nice.
Starting as a Rogue will allow you to learn a variety of status traps (damage, poison, sleep and blind) and Hide (invisibility)
Mastering as a rogue will allow you to learn Assassin Strike (strong damage skill)
Becoming an archer will be able to learn Rear Strike (ranged strong damage skill), Star Arrow (strong light damage) and Frost Arrow (slow creatures movement, attack and regeneration)
Because you are pure you will also be able to purchase Vanishing Elixir (make your group invisible) and your ambush (appear behind the target) has no cooldown.
Summary:
Pve: 5/5. A pure rogue is a rogue and can hunt quickly because of this. your vanishing elixir is a must for most boss runs. Frost Arrow will make bosses cry.
Pvp: 2/5. A pure rogue brings nothing that any other rogue couldn't. vanishing elixir is sometimes allowed but may annoy your teammates more than your enemies.



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