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Red Slime
Red Slime

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PostSubject: Thief Guide   Tue Apr 29, 2008 10:49 am

Thieves are one of the classes discussed on this page. They can choose between ranged and melee, unlike the other classes, and they also have the second best amount of HP, armor and defense, but as a trade-off they lack MP; of which Thieves generally need to use a lot, perhaps even more than mages. Some believe this makes Thief a bad choice as a first character.

The Road of the Thief
You already known that that all thieves are very strong. Therefore, we will have to use a very special technique to maximize your damage capabilities. Keep reading to find out.

After pressing the "Create a Character" button, you will be directed to a screen as shown below:

This image is of a name chooser and character customizer. One important feature is the dice roller.

The dice roller rolls for your statistics, it will determine how strong your character in the future. One wrong point, and it will cost you a bunch of damage points lost. Please keep in mind that this dice rolling procedure is very important and patience is needed to complete and succeed this.

The suggested stats are shown below and in the picture above:

-STR: 4
-INT: 4

Note:Do not get 5/5 but 4/5 or 5/4 will do but 1 point of less for your whole life.

"X" means that the numbers can be anything.
To-be STR bandits can roll any number in STR. Learn more of STR Bandits here.

Your character should have 4 STR and 4 INT because these two skills are useless for a thief (with potential STR bandits being an exception). You must focus all skill points onto the skills that actually are used by a thief which is the DEX and LUK. If you are the impatient type, then you can just put 4 or 5 points in STR and INT, but never settle for a 5/5, 6/4, 4/6, or higher. Note: This process may take up to half an hour on average. Make sure you are patient, otherwise, your character will not be as strong.

You are now ready to go on your journey as a beginner. Every single character starts out as a beginner. During your tour of Maple Island, you will learn some techniques and features that MapleStory provides. All this is preparation so you can get out of there and go on real journeys and become a thief. While being a beginner, you will not lose experience points (required to level up), but when you become a thief, you will lose EXP. points after dying. These experience points are precious because later on in MapleStory, you will take hours to gain the lots of experience you need to level up. Therefore, you must avoid dying. But since you are a beginner right now, you can die as many times as you want without losing any experience.

For each level you gain, it is important to remember to add Ability Points. You can do this by pressing S on your keyboard (default hotkey). For each level, you obtain 5 ability points. After creating your character, add DEX for every AP until it gets to 25. Then, put the rest of the AP you receive, until level 10, into LUK. Even if you see that your damage is very poor, do not add points into STR. If you are going to be a STR Bandit, not yet.

Stats needed to become a Thief
To be able to become a Thief, you must be level 10, with 25 of DEX.

Once you have reached level 10, exit Maple Island by going to Southperry and asking Shanks to leave Maple Island. You will then be teleported to Lith Harbor. At Lith Harbor, go down from the boat and find the Ticket Booth, which should not be far from the boat, and go to Kerning City. At Kerning City, go toward the left and find the Fusion Jazz Bar. Talk to the Dark Lord and he will instruct you on how to become a thief.

As soon as you become thief you can now fight for a cause. You can beat on things that you couldn't beat before. If you experience people that steals your kills, change channels or ask them politely to stop kill stealing. Remember, if you can pass through all the suffering of the thief, you will join the ranks of the strongest jobs in the world of MapleStory.

The Dark Lord.Starting Equipment
After becoming a thief, you will want to trash your beginner weapon and move on up to either a claw/throwing star combo, or a dagger. The starting claw or dagger can be bought for 3,000 Mesos at the Kerning City weapon shop. The armor vendor is also in this shop.

In order to pick up a set of throwing stars, you will have to go east(right) from the weapon store to the pharmacy; the shopkeeper here will sell you a set (Note: It is cheaper to have these stars recharged than it is to buy another set of 500 each time).


Claw thief:



-Lv 10 pants
-Lv 10 Top
-Lv 10 hat
-Lv 9-11 shoe

for money-savers: it is recommended to only buy the top and the boots and buy lvl 15 hat and pants when you reach lv 15
Dagger thief:

-Lv 1-10 dagger


-Lv 10 pants
-Lv 10 Top
-Lv 10 hat
-Lv 9-11 shoe
-Lv 5-10 shield

for money-savers: it is recommended to only buy the top and the boots and buy lvl 15 hat and pants when you reach lv 15
Dagger thief:

What to do when you reach level 10?
Please note that the rule for your AP applies after level 10 do not use this if you are level 10 or below.

LUK: +5 for three levels
DEX: +5 for two levels

Or (recommended):
LUK: +3 on each level up
DEX: +2 on each level up


Level 1: STR = 4 INT = 4 DEX = 7 LUK = 9

Level 2: DEX + 5 DEX = 12

Level 3: DEX + 5 DEX = 17

Level 4: DEX + 5 DEX = 22

Level 5: DEX + 3 LUK + 2 DEX = 25 LUK = 11

Level: 6: LUK + 5 LUK = 16

Level 7: LUK + 5 LUK = 21

Level: 8: LUK + 5 LUK = 26

Level 9: LUK + 5 LUK = 31

Level 10: LUK + 5 LUK = 36

11: LUK + 5

12: LUK + 5

13: LUK + 5 LUK = 51

14: DEX + 5

15: DEX + 5 DEX = 35

It helps to remember that DEX should be 2 times your level and put the rest in LUK. This DEX rule applies until level 40. (After level 40, you should add four points to LUK and one point to DEX per level). Note From Player: If you do the Luk +3, Dex +2 method when u reach lvl 10, Dex will be a bit higher than double your level. I recommend that once u become lvl 13 you add 1 Dex and 4 Luk, then level 14 and higher you add dex+2 and luk+3.

To-be STR Bandits only should follow another build to have enough STR in order to arm themselves with Cutters:

If STR rolled 4 with the dice, then:
Level 19: +5 STR
Level 20: +1 STR, +4 DEX

If STR rolled 5 with the dice, then:
Level 19: +5 STR
Level 20: +4 DEX, +1 LUK

From level 20 onwards:
STR: +1 on each level up
DEX: +2 on each level up
LUK: +2 on each level up

It helps to remember that your STR should be (Level - 10), your DEX should be (2 * Level), and LUK should be the rest of the points. The DEX rule, like before, applies until level 40; the STR rule applies until level 60. (After level 60, you should add only one point to STR every two level-ups).

Icon Name and Description Max Level Requirements
Nimble Body: Increases accuracy and avoidability.
Level 1: Avoidability & Accuracy +1
Level 10: Avoidability & Accuracy +10
Level 20: Avoidability & Accuracy +20
Keen Eyes: Increases the range of attack using throwing weapons such as throwing stars & knives.
Level 1: +25 extra range for throwing weapon
Level 4: +100 extra range for throwing weapon
Level 8: +200 extra range for throwing weapon
8 Nimble Body level 3.
Disorder: Temporarily decreases the stats of an opponent. Its weapon def. and attack will suffer; the attacking enemy will suddenly stop attacking. You can't perform the attack on an enemy that's already in "disorder", however.
Level 1: MP -5, decrease enemy's weapon att/def -1 for 7 seconds
Level 10: MP -7, decrease enemy's weapon att/def -10 for 31 seconds
Level 20: MP -10, decrease enemy's weapon att/def -20 for 60 seconds
Dark Sight: Use MP to hide behind the shadows. While hiding, the enemy can't attack, but you can't attack back either. Magic attacks will still affect you. All movements other than attacking are available. It's temporary, so after a while, you'll be back to normal.
Level 1: MP -24, Disappear for 10 seconds, speed -57
Level 10: MP -15, Disappear for 100 seconds, speed -30
Level 20: MP -5, Disappear for 200 seconds, speed -0
20 Disorder level 3.
Double Stab: Use MP to quickly attack the enemy twice with a dagger.
Level 1: MP -6, Attack twice, dealing 65% damage per attack
Level 10: MP -9, Attack twice, dealing 95% damage per attack
Level 20: MP -14, Attack twice, dealing 130% damage per attack
Lucky Seven: Use MP to quickly attack the enemy twice with a throwing star.
Level 1: MP -8, Attack twice, dealing 58% damage per attack
Level 10: MP -11, Attack twice, dealing 100% damage per attack
Level 20: MP -16, Attack twice, dealing 150% damage per attack

Everytime you level up, you gain 3 skill points. This guide will also show you how to use these skill points properly. Follow the guide and everything will be all right.

Claw Thief
Those are the ones who will take the claw as their favourite weapon, and make the second job advancement as an Assassin.

There are many ways to distribute the Skill Points. Here are some. The following can be the most recommendable one:

Level 10: +1 to Lucky Seven
Level 11: +3 to Nimble Body
Levels 12-13: +3 Keen Eyes per level
Level 14: +2 Keen Eyes (Maxed), +1 Lucky Seven
Levels 15-20: +3 Lucky Seven per level (Maxed)
Level 21: +3 Disorder
Level 22: +1 Dark Sight, +2 Nimble Body
Levels 23-27: +3 Nimble Body per level (Maxed)
Levels 28-30: +3 Dark Sight per level

If you not rich mean you can't buy lots of MP Pots. There is another build you can do.Not recommended!

Level 10: +1 to Nimble Body
Level 11: +2 to nimble Body , +1 to Keen eye
Level 12-13: +2 to keen eye , +1 to Lucky Seven
Level 14: +2 to Disorder , +1 to lucky seven
Level 15: +1 to lucky seven , +1 disorder , +1 dark sight
Level 15+: Level up and max lucky seven once maxed is the rest is your choice but do not max dark sight or disorder

As a Claw Thief, you are able to use Disorder or Dark Sight. Since Disorder does not work with throwing stars, the few points on it can be used to scare away monsters that are very close to you, if you hit them with the claw; but this is not a well-known use. As you get more skilled as an Assassin, you can keep the monsters away, reducing the little usefulness of Disorder to allowing you to learn Dark Sight, a more useful skill mainly used for avoiding death and for PQ-ing.

Dagger Thief
Dagger Thieves are the ones who use daggers as their favourite weapon, and will probably become Bandits after the second job advancement test.

The following can be the most recommendable way to spend your Skill Points.

Level 10: +1 to Nimble Body
Levels 11-16: +3 to Nimble Body per level
Level 17: +1 Nimble Body (Maxed), +2 Double Stab
Levels 18-23: +3 Double Stab per level (Maxed)
Level 24: +3 Disorder
Level 25: +3 Dark Sight
Levels 26-30: +3 Disorder per level OR +3 Dark Sight per level

The choice between Disorder and Dark Sight is up to you, although most players recommend investing points into Dark Sight, because the effects of Disorder would be, in the long run, negligible.

By level 30, your skill book should be either this way:

20 Nimble Body (maxed)
18 Disorder
3 Dark Sight
20 Double Stab (maxed)
Or this other (What I would recommend):

20 Nimble Body (maxed)
3 Disorder
18 Dark Sight
20 Double Stab (maxed)
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Blue Slime
Blue Slime

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PostSubject: Re: Thief Guide   Tue Apr 29, 2008 3:56 pm

Thanks cheers now if some1 would make a dexless sin guide
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