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*>Guanaco
mNo edit summary
(brought and cleaned up a bit from MapleStory/Thief Skills, still needs to be properly merged in, and there is probably overlap with the build on MapleStory/Jobs/Thief Guide)
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:::::so, u use daggers and claws? I would prefer a luck bandit my self, as luck, when you are a theif, greatly increases avoidability,and damage.
:::::so, u use daggers and claws? I would prefer a luck bandit my self, as luck, when you are a theif, greatly increases avoidability,and damage.
::::::o.O never heard of banditsins? They're pretty hard to use and expensive, but yet pretty fun and versatile. Recommended stats are obviously DEX and LUK.  -Ryuugaki
::::::o.O never heard of banditsins? They're pretty hard to use and expensive, but yet pretty fun and versatile. Recommended stats are obviously DEX and LUK.  -Ryuugaki
==Thief Build (to be merged)==
In becoming a bandit, you will get 61 skill points (1 at lvl 10, and 3 at each level up until level 30). To have a rich character, your skills are best distributed as follows:
* LVL 10: 1 Nimble Body (1)
* LVL 11: 3 Nimble Body (4)
* LVL 12: 3 Nimble Body (7)
* LVL 13: 3 Nimble Body (10)
* LVL 14: 3 Nimble Body (13)
* LVL 15: 3 Nimble Body (16)
* LVL 16: 3 Nimble Body (19)
* LVL 17: 1 Nimble Body (20, Maxed); 2 Double Stab (2)
* LVL 18: 3 Double Stab (5)
* LVL 19: 3 Double Stab (8)
* LVL 20: 2 Double Stab (10);1 Saved SP (1)
* LVL 21: 3 Saved SP (4)
* LVL 22: 3 Saved SP (7)
* LVL 23: 10 Double Stab (20, Maxed)
* LVL 24: 3 Disorder (3)
* LVL 25: 3 Dark Sight (3)
* LVL 26: 3 Dark Sight (6)
* LVL 27: 3 Dark Sight (9)
* LVL 28: 3 Dark Sight (12)
* LVL 29: 3 Dark Sight (15)
* LVL 30: 3 Dark Sight (18)
The reason that this setup makes you rich is that Nimble Body increases your avoidability by 20 at only level 17. This means that slimes will do either 1 or 0 damage to you, eliminating the need for potions as you fight slimes. They drop a fair amount of money each, which builds up to a healthy amount of money resting in your inventory by the time Double Stab costs 14 Mana. Since Double Stab begins to cost 14 Mana instead of 7 Mana once it is level 11, it is best to save skill points until you can level Double Stab all the way to 20, rather than have the inefficient use of 80% damage per strike costing double the mana that 75% damage per strike costs. After maxing Double Stab, you can either get Disorder or Dark Sight. Since Double stab is used until the mid 30's of levels, where it is replaced by Savage Blow, Disorder is relatively useless except to deter monsters from attacking. The three levels required to gain levels in Dark Sight is sufficient to accomplish this task, so Dark Sight is the better choice to level to 18. After leveling to 30, you become a bandit and need the following skills:
* LVL 30: 1 Dagger Mastery (1)
* LVL 31: 3 Dagger Mastery (4)
* LVL 32: 3 Dagger Mastery (7)
* LVL 33: 3 Dagger Mastery (10)
* LVL 34: 3 Dagger Mastery (13)
* LVL 35: 3 Dagger Mastery (16)
* LVL 36: 3 Dagger Mastery (19)
* LVL 37: 3 Savage Blow (3)
* LVL 38: 3 Savage Blow (6)
* LVL 39: 3 Savage Blow (9)
* LVL 40: 3 Savage Blow (12)
* LVL 41: 3 Savage Blow (15)
* LVL 42: 3 Savage Blow (18)
* LVL 43: 3 Savage Blow (21)
* LVL 44: 3 Savage Blow (24)
* LVL 45: 3 Savage Blow (27)
* LVL 46: 3 Savage Blow (30, Maxed)
* LVL 47: 3 Dagger Booster (3)
* LVL 48: 2 Dagger Booster (5); 1 Haste (1)
* LVL 49: 3 Haste (4)
* LVL 50: 3 Haste (7)
* LVL 51: 3 Haste (10)
* LVL 52: 3 Haste (13)
* LVL 53: 3 Haste (16)
* LVL 54: 3 Haste (19)
* LVL 55: 1 Haste (20, Maxed); 1 Endure (1); 1 Dagger Booster (6)
* LVL 56: 3 Dagger Booster (9)
* LVL 57: 3 Dagger Booster (12)
* LVL 58: 3 Dagger Booster (15)
* LVL 59: 3 Dagger Booster (18)
* LVL 60: 3 Dagger Booster (20, Maxed); 1 Endure (2)
* LVL 61: 3 Endure (5)
* LVL 62: 3 Endure (8)
* LVL 63: 3 Endure (11)
* LVL 64: 3 Endure (14)
* LVL 65: 3 Endure (17)
* LVL 66: 3 Endure (20, Maxed)
* LVL 67: 1 Dagger Mastery (20, Maxed); 2 Dark Sight (20, Maxed)
* LVL 68: 3 Disorder (6)
* LVL 69: 3 Disorder (9)
* LVL 70: 3 Disorder (12)
The reason that you start with Dagger Mastery, and not the much higher regarded Savage Blow is that Dagger mastery increases your mastery. This plays a very large role in determining minimum damage. If you do 1 to 1000 damage, you are good, but you are not very useful. If you do 800 to 900 damage, you will be much more useful. That is why Dagger Mastery is a must. However, it is only on odd numbered levels that the actual mastery increases, so it is not until the other useful skills have all been maxed, at LVL 67, when you gain the final bonus to your accuracy. In addition, witholding that single skill point lets you have 6 attacks at LVL 43 instead of LVL 44. This means that you will do much more damage a whole level earlier than what is normally possible. After maxing out Savage Blow, you will be very powerful, doing nearly 5 times as much damage as you do with a normal attack. A small amount of Dagger Booster is then appropriate, to increase the speed with which you can use Savage Blow on enemies. Haste is, however, then necessary to join parties with. After maxing out Haste, you have all of the useful skills that are needed as soon as possible. There is more choice, but the recommended setup is to get a single level of Endure at LVL 55 to have the ability to heal on ropes, even if it is very slow. Then Dagger Booster can be maxed out to decrease the mana cost and increase the length of time for which it is effective. Endure can then be made more powerful, Dagger Mastery maxed out, Dark Sight from being a Rogue maxed out, and then Disorder made more powerful for whatever reason. The skill Steal, seemingly a hallmark of being a Bandit, is not mentioned in this guide. This is because Steal is utterly useless. To use, you must attack at a lower power than your normal attack. You then get a % chance equal to your level in the skill, up to 30 to have the enemy drop the item they were going to drop anyway if you had killed them. It is a waste of 30 skill points, and is more useless than Disorder, which is pretty useless in itself. That is why it is neglected.
Leveling abilities is simple for a thief until about level 50. When first rolling your character, you do not look for high numbers. Instead, you want 4 STR and 4 INT. If you are going to become a STR bandit, then you only need 4 INT and need not worry about any of the other statistics. However, since a luck bandit is more powerful, the statistics required for a STR bandit will not be detailed. Assuming you have 4 STR and 4 INT, at level 10 you should have exactly 25 DEX and 37 LUK. LUK plays a larger role in determining damage than DEX or STR, so it gains all the extra AP you gain after the minimum requirements to wear the thief equipment at each level. The requirements, until level 40, for DEX is to have it being twice your level. The levels 12, 17, 22,27, etc that have a LUK dagger for them also require a level up in DEX 5. In essence, after level 10, at every second and fifth level, you should raise DEX 5. Every other level, LUK should be raised by 5. Therefore, the stat increases should look as follows:
* LVL 10: DEX 25, LUK 37
* LVL 11: DEX 25, LUK 42
* LVL 12: DEX 25, LUK 47
* LVL 13: DEX 25, LUK 52
* LVL 14: DEX 25, LUK 57
* LVL 15: DEX 30, LUK 57
* LVL 16: DEX 30, LUK 62
* LVL 17: DEX 35, LUK 62
* LVL 18: DEX 35, LUK 67
...etc.
By level 40, you should have 80 DEX and 132 LUK. At this point, you need only increase your DEX by five at every seventh and tenth level. Therefore, at level 47, 50, 57, 60, 67, and 70; your DEX should increase by 5. At every other level, LUK should be increased by 5. If this is followed through, at level 70 you should have 110 DEX and 247 LUK.
The reason that DEX is kept to the bare minimum is that it plays a much smaller role in determining damage than LUK for a thief. The formula to find maximum damage is
(LUK * 0.9 + (DEX + STR) * 0.25) / 25 * Weapon Atk.
Minimum damage is found using a slightly different formula that involves mastery.
(LUK * 3.24 * Mastery + DEX + STR) / 100 * Weapon Atk.
Assuming you are a Claw Rogue or LUK Dagger Rogue, STR is not needed for your equipment. It can be kept at 4 with INT, which plays no role whatsoever in determining damage. DEX does play a very small role in finding damage, and is needed for equipment, so is slightly useful. It is LUK that makes a thieves damage higher, however.


=See Also=
=See Also=

Revision as of 02:17, 9 January 2006

Template:MapleStory/TOC
Jobs:Guild skills
Explorers: Beginner | Warrior | Magician | Bowman | Thief | Pirate | Dual Blade | Cannoneer
Cygnus Knights: Noblesse | Dawn Warrior/Soul Master | Blaze Wizard/Flame Wizard | Wind Archer/Wind Breaker | Night Walker | Thunder Breaker/Striker | Mihile
Resistance: Battle Mage | Wild Hunter | Mechanic | Demon Slayer | Demon Avenger | Xenon | Blaster
Heroes: Aran | Evan | Mercedes | Phantom | Luminous | Shade
Nova: Kaiser | Angelic Buster
Transcendent: Zero
Exclusive: Jett | Dragon Warrior (Zen) | Hayato | Kanna | Beast Tamer
Thief: Skills | Builds | Equipment | Quests

Template:Warning

Skills

Bandit

Assassin

Builds

Stat Build

Strength Bandit

Assassins and Luk Bandits

First, get Str and Int to 4/4. Everything not in Dex, goes in Luk.

  • Level 10: Dex 25
  • Level 15: Dex 30
  • Level 20: Dex 40
  • Level 25: Dex 50
  • Level 30: Dex 60
  • Level 35: Dex 70
  • Level 40: Dex 80
  • Level 50: Dex 90
  • Level 60: Dex 100
  • Level 70: Dex 110
  • Level 80: Dex 120
  • Level 90: Dex 130

Bandit Path

1st Job

Classic Bandit build

Banditsin Build

2nd Job

Assassin Path

1st Job

2nd Job

Anti-Builds

These are a collection of builds that look great on paper but don't work in practice.

Low Dex Thief

If you have been playing for a while, know how to make mesos and find the best training spots for your character, then try to do this type of characters.

Thief with 25 dex and only add LUK

Been done, doesn't work. You'll be stuck stabbing pigs or something 'cause you can't hit stronger things. --82.203.155.143 18:50, 2 September 2005 (UTC)
The LOW DEX VS NO DEX thieves might work. But, thieves need DEX. The NO DEX is just a shot in the dark, but the LOW DEX might be a little worth trying. For warriors, DEX must be kept low as possible and you just add to DEX if you want to hit harder monsters earlier. ~Mandraken
True, that build doesnt work, you want a equal, strong build that will give power to your chractors job and lets you equip the items for your levels. ETC ,If you have an equip item which requires 50 dex and 30 luck at level 25, and you are a dagger theif, it is most wisest to get up to those ability points and then add luck to increase avoidability and damage.I have a Throwing star theif, and i increase its ability using a speicial rule. ( starting from level 13)
STR and INT should be low as possible. ( 5 or lower) DEX should be two times your current level. EVERY OTHER ability point goes to your luck.This way you hav enough dex to wear Theif items at proper levels and also having enough accuracy, And you will have enough Luck to optimise avoidability, and Damage.You can always create your own speicial build, which makes your charactor unique. ~SwiftPanda from maplestory
Fine build shift panda, but I decided to do a hybrid thief which has lucky seven maxed and choose bandit as the 2nd job. The problem I have with my thief is I wanted it to be a str thief. I am short 4 points at level 40 to use my str dagger.
lvl 40 str 29, dex 77, luk 110
I can move the numbers around and have enough dex at lvl 40, but that would mean my str would be 4 points less to 30. So, to make my job easier, I would need to wear gear that gives me those ability points at lvl 40 and hopefully I can catch up at level 41. ~Mandraken from maplestory
WOW, lol never thought of a hybrid theif, very strange..
so, u use daggers and claws? I would prefer a luck bandit my self, as luck, when you are a theif, greatly increases avoidability,and damage.
o.O never heard of banditsins? They're pretty hard to use and expensive, but yet pretty fun and versatile. Recommended stats are obviously DEX and LUK. -Ryuugaki

Thief Build (to be merged)

In becoming a bandit, you will get 61 skill points (1 at lvl 10, and 3 at each level up until level 30). To have a rich character, your skills are best distributed as follows:

  • LVL 10: 1 Nimble Body (1)
  • LVL 11: 3 Nimble Body (4)
  • LVL 12: 3 Nimble Body (7)
  • LVL 13: 3 Nimble Body (10)
  • LVL 14: 3 Nimble Body (13)
  • LVL 15: 3 Nimble Body (16)
  • LVL 16: 3 Nimble Body (19)
  • LVL 17: 1 Nimble Body (20, Maxed); 2 Double Stab (2)
  • LVL 18: 3 Double Stab (5)
  • LVL 19: 3 Double Stab (8)
  • LVL 20: 2 Double Stab (10);1 Saved SP (1)
  • LVL 21: 3 Saved SP (4)
  • LVL 22: 3 Saved SP (7)
  • LVL 23: 10 Double Stab (20, Maxed)
  • LVL 24: 3 Disorder (3)
  • LVL 25: 3 Dark Sight (3)
  • LVL 26: 3 Dark Sight (6)
  • LVL 27: 3 Dark Sight (9)
  • LVL 28: 3 Dark Sight (12)
  • LVL 29: 3 Dark Sight (15)
  • LVL 30: 3 Dark Sight (18)

The reason that this setup makes you rich is that Nimble Body increases your avoidability by 20 at only level 17. This means that slimes will do either 1 or 0 damage to you, eliminating the need for potions as you fight slimes. They drop a fair amount of money each, which builds up to a healthy amount of money resting in your inventory by the time Double Stab costs 14 Mana. Since Double Stab begins to cost 14 Mana instead of 7 Mana once it is level 11, it is best to save skill points until you can level Double Stab all the way to 20, rather than have the inefficient use of 80% damage per strike costing double the mana that 75% damage per strike costs. After maxing Double Stab, you can either get Disorder or Dark Sight. Since Double stab is used until the mid 30's of levels, where it is replaced by Savage Blow, Disorder is relatively useless except to deter monsters from attacking. The three levels required to gain levels in Dark Sight is sufficient to accomplish this task, so Dark Sight is the better choice to level to 18. After leveling to 30, you become a bandit and need the following skills:

  • LVL 30: 1 Dagger Mastery (1)
  • LVL 31: 3 Dagger Mastery (4)
  • LVL 32: 3 Dagger Mastery (7)
  • LVL 33: 3 Dagger Mastery (10)
  • LVL 34: 3 Dagger Mastery (13)
  • LVL 35: 3 Dagger Mastery (16)
  • LVL 36: 3 Dagger Mastery (19)
  • LVL 37: 3 Savage Blow (3)
  • LVL 38: 3 Savage Blow (6)
  • LVL 39: 3 Savage Blow (9)
  • LVL 40: 3 Savage Blow (12)
  • LVL 41: 3 Savage Blow (15)
  • LVL 42: 3 Savage Blow (18)
  • LVL 43: 3 Savage Blow (21)
  • LVL 44: 3 Savage Blow (24)
  • LVL 45: 3 Savage Blow (27)
  • LVL 46: 3 Savage Blow (30, Maxed)
  • LVL 47: 3 Dagger Booster (3)
  • LVL 48: 2 Dagger Booster (5); 1 Haste (1)
  • LVL 49: 3 Haste (4)
  • LVL 50: 3 Haste (7)
  • LVL 51: 3 Haste (10)
  • LVL 52: 3 Haste (13)
  • LVL 53: 3 Haste (16)
  • LVL 54: 3 Haste (19)
  • LVL 55: 1 Haste (20, Maxed); 1 Endure (1); 1 Dagger Booster (6)
  • LVL 56: 3 Dagger Booster (9)
  • LVL 57: 3 Dagger Booster (12)
  • LVL 58: 3 Dagger Booster (15)
  • LVL 59: 3 Dagger Booster (18)
  • LVL 60: 3 Dagger Booster (20, Maxed); 1 Endure (2)
  • LVL 61: 3 Endure (5)
  • LVL 62: 3 Endure (8)
  • LVL 63: 3 Endure (11)
  • LVL 64: 3 Endure (14)
  • LVL 65: 3 Endure (17)
  • LVL 66: 3 Endure (20, Maxed)
  • LVL 67: 1 Dagger Mastery (20, Maxed); 2 Dark Sight (20, Maxed)
  • LVL 68: 3 Disorder (6)
  • LVL 69: 3 Disorder (9)
  • LVL 70: 3 Disorder (12)

The reason that you start with Dagger Mastery, and not the much higher regarded Savage Blow is that Dagger mastery increases your mastery. This plays a very large role in determining minimum damage. If you do 1 to 1000 damage, you are good, but you are not very useful. If you do 800 to 900 damage, you will be much more useful. That is why Dagger Mastery is a must. However, it is only on odd numbered levels that the actual mastery increases, so it is not until the other useful skills have all been maxed, at LVL 67, when you gain the final bonus to your accuracy. In addition, witholding that single skill point lets you have 6 attacks at LVL 43 instead of LVL 44. This means that you will do much more damage a whole level earlier than what is normally possible. After maxing out Savage Blow, you will be very powerful, doing nearly 5 times as much damage as you do with a normal attack. A small amount of Dagger Booster is then appropriate, to increase the speed with which you can use Savage Blow on enemies. Haste is, however, then necessary to join parties with. After maxing out Haste, you have all of the useful skills that are needed as soon as possible. There is more choice, but the recommended setup is to get a single level of Endure at LVL 55 to have the ability to heal on ropes, even if it is very slow. Then Dagger Booster can be maxed out to decrease the mana cost and increase the length of time for which it is effective. Endure can then be made more powerful, Dagger Mastery maxed out, Dark Sight from being a Rogue maxed out, and then Disorder made more powerful for whatever reason. The skill Steal, seemingly a hallmark of being a Bandit, is not mentioned in this guide. This is because Steal is utterly useless. To use, you must attack at a lower power than your normal attack. You then get a % chance equal to your level in the skill, up to 30 to have the enemy drop the item they were going to drop anyway if you had killed them. It is a waste of 30 skill points, and is more useless than Disorder, which is pretty useless in itself. That is why it is neglected.

Leveling abilities is simple for a thief until about level 50. When first rolling your character, you do not look for high numbers. Instead, you want 4 STR and 4 INT. If you are going to become a STR bandit, then you only need 4 INT and need not worry about any of the other statistics. However, since a luck bandit is more powerful, the statistics required for a STR bandit will not be detailed. Assuming you have 4 STR and 4 INT, at level 10 you should have exactly 25 DEX and 37 LUK. LUK plays a larger role in determining damage than DEX or STR, so it gains all the extra AP you gain after the minimum requirements to wear the thief equipment at each level. The requirements, until level 40, for DEX is to have it being twice your level. The levels 12, 17, 22,27, etc that have a LUK dagger for them also require a level up in DEX 5. In essence, after level 10, at every second and fifth level, you should raise DEX 5. Every other level, LUK should be raised by 5. Therefore, the stat increases should look as follows:

  • LVL 10: DEX 25, LUK 37
  • LVL 11: DEX 25, LUK 42
  • LVL 12: DEX 25, LUK 47
  • LVL 13: DEX 25, LUK 52
  • LVL 14: DEX 25, LUK 57
  • LVL 15: DEX 30, LUK 57
  • LVL 16: DEX 30, LUK 62
  • LVL 17: DEX 35, LUK 62
  • LVL 18: DEX 35, LUK 67

...etc.

By level 40, you should have 80 DEX and 132 LUK. At this point, you need only increase your DEX by five at every seventh and tenth level. Therefore, at level 47, 50, 57, 60, 67, and 70; your DEX should increase by 5. At every other level, LUK should be increased by 5. If this is followed through, at level 70 you should have 110 DEX and 247 LUK.

The reason that DEX is kept to the bare minimum is that it plays a much smaller role in determining damage than LUK for a thief. The formula to find maximum damage is

(LUK * 0.9 + (DEX + STR) * 0.25) / 25 * Weapon Atk.

Minimum damage is found using a slightly different formula that involves mastery.

(LUK * 3.24 * Mastery + DEX + STR) / 100 * Weapon Atk.

Assuming you are a Claw Rogue or LUK Dagger Rogue, STR is not needed for your equipment. It can be kept at 4 with INT, which plays no role whatsoever in determining damage. DEX does play a very small role in finding damage, and is needed for equipment, so is slightly useful. It is LUK that makes a thieves damage higher, however.

See Also