Temuair Subpath Guides
An Intro to Subpathing

The achievement of the 99th insight is the most critical moment in a Aisling's life. It is at that time, one must decide whether to continue on the same path and Master, or to adventure to a new one. Many feel the question isn't whether to master or Subpath, but what to Sub to. With so many options available, it's difficult to assess which avenue will prove to be not only the most successful, but also the most enjoyable. The most successful Subs are those who choose a path that they themselves will enjoy and that other Aislings will want to hunt with as well. Some Subpaths actually become weaker hunters by abandoning their former class, yet may still thrive because of endless Role Playing opportunities. This guide is a point blank approach to all advantages and disadvantages of making a Subpath character. I will not hide aspects of what a class allows because it may not be politically correct. If a character is going to require you a month of training, I will let you know, as well as let you know the best way to go about it.

Planning Ahead For the best character development, it is vital that you decide what exactly you would like to make, the moment the character is created. Planning ahead will help you avoid common pitfalls, such as lack of HP/MP to Subpath. In any character development it is important to build your WIS and CON before any stat. Ideally you want to plan to make your 97 armor at 99, so you can Subpath without the delay of an extra 50mil experience to hunt between 98 and 99. Ascension calculators are widely available so you can find the best option for you. Almost every character made will need to ascend some before they can Subpath. As long as your HP/MP levels require less than 40mil in ascending to reach Subpath requirements, you will be able to Sub without extra hunting.
Requirements
-> Make 97 armor. This is required if you need to ascend to achieve HP/MP requirements. But, even if you have the HP/MP levels to sub, make sure you make the armor. You have lots of free experience, and to make armor in your next path would be wasting experience you could be using to buy stats. You will need to be a Respected Citizen or Tagor Citizen to make this armor.
-> 10 Ard Ioc deums
-> HP/MP levels as outlined for your current class
-> 60 million experience
-> Armor and gear to help you in your next class. (Not required, but a bit silly to Sub naked.)
To Subpath or not to Subpath
P R O S
C O N S

If you enjoy Hunting, Arena, and quests that require strength and endurance, more than likely a Subpath character is going to allow you to compete in these areas far better than a Pure would. There are of course exceptions. For the most part you will be able to obtain all the non master skills/spells of your current class, plus both the master and non-master skills/spells of your next class. You will be able to advance from 1-99 again in your second class with ease, not to mention with much enjoyment. Personally I think there is nothing that compares to the fun you can have hunting a sub from 1-80. In most cases, you will have up to an additional 19 stats above your current counterparts and double the skills/spells. If you make a Great Sub, you will be the strongest possible class available and have several advantages over pures and weaker subs, including the ability to hunt 2-man anywhere in the game. More experience/kill will allow for faster Stat maxing and higher HP/MP.

You will have to hunt from 1-99 all over again, while those who choose to Master will be off buying HP/MP/Stats. Any skill/spell leveling you completed previously will be lost, and you will need to level these spells/skills all over again. In short, you will spend countless hours reaching the point to where you can Master. Pure Masters will have better Armor/Gear than you can obtain, and also Skills/Spells that are not available to you. (This is negating Medenian Paths.) In some cases, you will no longer be able to use certain skills/spells or other advantages of your previous class. This is especially true for Rogue and Priest. If you make a Great Sub, you will not be unique, and it will be difficult to stand out amongst your peers. With the introduction of Pure only skills/spells/gear, you may actually become weaker and limited than if you were to have stayed Pure, resulting in a waste of considerable amount of time rebuilding, when you could be Mastered and maxing Stats. By passing over the opportunity to make a Great Subpath, you will actually spend more time looking for a hunt and obtain less experience/hour while hunting. In short, your advancement in the game will be limited as far as Stats, HP, and MP are concerned.
Subbing Classifications

This is a table I devised from my own experience and opinion. I have divided the Subpaths into categories of Great, Grand, Fine, and Good. These categories are only used to determine how successful your character will be in hunting and arena. Any character can be used for Role Playing and other non-combat/skill challenges, so that will hold no baring. A Sub that is in the Fine category holds relatively the same chance of success as a Pure Path. Those who are in the Good category are weaker than a Pure Path.

Great Wizard/Priest, Warrior/Monk, Monk/Warrior
Grand Priest/Wizard, Monk/Rogue, Priest/Monk, Wizard/Monk
Fine Monk/Wizard, Monk/Priest, Priest/Warrior, Priest/Rogue, Rogue/Monk, Rogue/Warrior, Rogue/Priest, Warrior/Rogue, Wizard/Rogue, Wizard/Warrior
Good Rogue/Wizard, Warrior/Priest, Warrior/Wizard
More information about these specific Subpaths can be found here: Monk | Priest | Rogue | Warrior | Wizard