Subpath Information

Subpaths are added branches of specialty skill sets players can choose to delve into once they reach Lvl 50. Each Subpath brings its own unique approach and feel to the game, and adds onto the based concepts of the primary paths, sometimes fusing them with others to form a sort of “Class Hybrid”. Once you reach level 50, you must complete three trials before being able to join a path.

To learn more about each subpath, visit their page on the wiki, which will contain a summary of the path, their lore, spells, and more.

## Joining a Subpath - Quest

To start the quest, you must be Level 50, and speak to the NPC at the Subpath Public Area you wish to join. (See Coordinates in the associated sections below for locations) Before you can join the path, you will be given three trials to complete.

**Trial of Growth** – Must Complete One Spider Trial (Can be done before hand)

**Trial of Dedication** – Must Complete One Mythic Tribute (Can be done before hand)

**Trial of Combat** – You will be given a quest to kill one of 4 Mythic Bosses; Rooster Key Boss, Rooster Item Boss, Dog Key Boss or Dog Item Boss. The type of boss is specific to the path you are choosing. This is the only task you have to wait to complete after you receive the trials.

### **Berserker**

Read more: Berserker (Subpath)

* Public Area - 009,003 Cold Iron North

Berserkers are a group of bloodthirsty and battleworn freelancers. Berserkers specialize in vicious attacks that deal substantial damage, with additional abilities that help them push themselves to the limits and protect them in their battles.

### **Dragonborn**

Read more: Dragonborn (Subpath)

Dragonborn are a path that doesn't yet have a good summary. Edit this page and add one!

* Public Area (037,013 Blackstrike Tower Eye)

### **Hwarang**

Read more: Hwarang (Subpath)

* Public Area (044,045 Cold Iron)

Hwarang are Fighters who have honed their skills in self-sustaining
fighting styles. They are able to leap towards or over an enemy, restore
themselves through meditation, stealth (Great for PVP) and auto-attack in a larger
radius than other paths.

### **Paladin**

Read more: Paladin (Subpath)

* Public Area (057,074 Cathay)

Paladins are the classic “Fighter/Healer” combo. As a fighter turned Paladin, you are given extra spells such as better heals, mana restoration, and protection spells to better sustain yourself and your allies.

### **Bard**

Read more: Bard (Subpath)

* Public Area (045,047 Market City)

Bard is a bit of a mixture between a scoundrel and a priest. Because of their ability to heal and invoke, they are excellent at bossing and soloing. They are duo well when paired with a class that can curse and vita, but don't shine as brightly when hunting in groups.

### **Ranger**

Read more: Ranger (Subpath)

* Public Area (019,074 Wilderness)

Rangers are a path that doesn't yet have a good summary. Edit this page and add one!

### **Shadow**

Read more: Shadow (Subpath)

* Public Area (017, 008 Shores of Hon (hidden between a few trees))

Shadow is a high DPS class for scoundrels. Amazing for PvP applications with ability to make team invisible and stronger invisible attacks. Soloing ability is not as good unless lower caves. Very deadly class if played right.

### **Spellthief**

Read more: Spellthief (Subpath)

* Public Area (073,067 Lortz Territory)

Spelltheives are a path that doesn't yet have a good summary. Edit this page and add one!

### **Bishop**

Read more: Bishop (Subpath)

* Public Area (057,074 Cathay)

Bishops are Priests who are geared more towards Group Management and Utility. Bishops are able to perform Marriages (Allowing married players to teleport to one another) as well as cast room wide spells like Group Sanctuary and Room Scourge.

### **Crusader**

Read more: Crusader (Subpath)

* Public Area (017,005 Gip Village)

Crusaders are priests who have chosen to channel their powers and efforts into the arts of war. This path combines aspects of the Priest (Healing, Curses, etc.) with additional Fighter-like skills such as additional damage boosts, flank, and vita attacks. The path is excellent for soloing, but also works well for group hunting.

### **Druid**

Read more: Druid (Subpath)

* Public Area (085,026 Wilderness)

Druids are priests who can shapeshift into various forms.
These different forms allow the priest to experience different play styles,
such as a Priest/Rogue, a Tank, or a Melee Damage Dealer. Can also learn to use
any Rabbit “Critter” Mob as a free mount!

### **Medic**

Read more: Medic (Subpath)

* Public Area (126, 075 Cathay)

The Medic is a nimble healer. Along with traditional priest abilities, they also gain spells that increase their mobility and provide other bonuses.

### **Archmage**

Read more: Archmage (Subpath)

* Public Area (005,003 Hon by the Sea; Must gain access from sewers)

The Archmage are a path that provides members with strong healing and protection abilities. They gain aspects of the priest's ability set, as well as a teleportation spell that let's them slide out of sticky situations. They also gain a unique ability to generate mana, and rarely need to stoop to using the traditional Invoke spell.

### **Phoenix**

Read more: Phoenix (Subpath)

* Public Area (111,060 Woods of North Hon)

The Phoenix are a path based on dealing raw damage. They gain powerful spells for battling their foes. While they work best with the support of a group, they are also able to solo.

### **Vampire**

Read more: Vampire (Subpath)

* Public Area (013,005 Cathay)

At present, Vampire is the only path in Morna with targeted vita attacks and the ability to reduce another players mana in pk. By alternating between vita and mana attacks, Vampires have an edge in pk and group hunting with devastating damage.

### **Warlock**

Read more: Warlock (Subpath)

* Public Area (117,142 Hon)

Warlock are a path that doesn't yet have a good summary. Edit this page and add one!