Contents |
First, get Str and Int to 4/4. Everything not in Dex, goes in Luk.
The basic stat build for Assassins and LUK bandits goes like this:
| Level | STR | DEX | INT | LUK |
|---|---|---|---|---|
| 1 | 4/5 | X | 4/5 | X |
| 10 | 4/5 | 25 | 4/5 | 37 |
| 15 | 4/5 | 30 | 4/5 | 57 |
| 20 | 4/5 | 40 | 4/5 | 72 |
| 25 | 4/5 | 50 | 4/5 | 87 |
| 30 | 4/5 | 60 | 4/5 | 102 |
| 35 | 4/5 | 70 | 4/5 | 117 |
| 40 | 4/5 | 80 | 4/5 | 132 |
| 50 | 4/5 | 90 | 4/5 | 172 |
| 60 | 4/5 | 100 | 4/5 | 212 |
| 70 | 4/5 | 110 | 4/5 | 252 |
LUK values are an estimate, according to a 4 STR & 4 INT starting roll
However, STR Bandits have an slightly different build:
| Level | STR | DEX | INT | LUK |
|---|---|---|---|---|
| 1 | 4/5 | X | 4/5 | X |
| 10 | 4/5 | 25 | 4/5 | 37 |
| 15 | 4/5 | 30 | 4/5 | 57 |
| 20 | 10 | 40 | 4/5 | 66 |
| 25 | 15 | 50 | 4/5 | 76 |
| 30 | 20 | 60 | 4/5 | 86 |
Classic Bandit build
There are two builds for bandits, one for starters with no money from other accounts, and one for "funded" characters, meaning that they have mesos to invest for a stronger/better character.
| Nimble Body | MAX (20) |
| Double Stab | MAX (20) |
| Disorder | 3 to 20 |
| Dark Sight | 1 to 18 |
| Lucky 7s | 0 |
| Level | What to get | Level | What to get | |
|---|---|---|---|---|
| 10 | 1 Double Stab | 21 | 3 Double Stab (14) | |
| 11 | 3 Nimble Body | 22 | 3 Double Stab (17) | |
| 12 | 3 Nimble Body (6) | 23 | 3 Double Stab (20) | |
| 13 | 3 Nimble Body (9) | 24 | 3 Disorder (3) | |
| 14 | 3 Nimble Body (12) | 25 | 3 Disorder/Dark Sight | |
| 15 | 3 Nimble Body (15) | 26 | 3 Disorder/Dark Sight | |
| 16 | 3 Nimble Body (18) | 27 | 3 Disorder/Dark Sight | |
| 17 | 2 Nimble Body (20) 1 Double Stab (2) | 28 | 3 Disorder/Dark Sight | |
| 18 | 3 Double Stab (5) | 29 | 3 Disorder/Dark Sight | |
| 19 | 3 Double Stab (8) | 30 | 3 Disorder/Dark Sight | |
| 20 | 3 Double Stab (11) |
Why the 1 point of Double Stab so early? Simple; You got a full mana bar! You might as well use it!
Nimble Body helps you avoid better at lower levels (further turning down your pot cost), and you won't have enough money to spam Double Stab at lower levels anyway. Only put 3 points into Disorder (the prerequisite for Dark Sight) and put 18 points into Dark Sight. This is for two reasons: first, while disorder may seem nice at lower levels, it works on a "flat rate" of -20 weapon defense and attack against the monster you're fighting. Against a higher-level monster that already has defense and attack levels in the hundreds, -20 will hardly be noticeable, let alone useful. Also, using Dark Sight adds a penalty to your speed, which not only slows you down but cancels any effect from the Haste skill you get in second job. If you get level 18 Dark Sight while in first job, you will be able to put two points into it later for maximum (level 20) Dark Sight -- which has no speed penalty! Now you can zip through hordes of monsters unscratched, and still with your wonderful Haste.
Banditsin Build
A variation of this build is to max Savage Blow first, then Mastery and 5 booster. Let's compare the damage of two level 40 bandits with 130 LUK, 80 DEX, 5 STR, and a 52 attack dagger, one using 15% mastery max Savage Blow, one using 60% mastery double stab:
60% mastery Double Stab: Min damage 455, Max damage 746, Average Damage 601, MP cost 16, Damage/MP efficiency: 37.5 dmg/MP
15% Mastery Savage Blow: Min damage 370, Max Damage 1377.6, Average Damage 874, MP Cost 27, Damage/MP efficiency: 32.4 dmg/MP
You can see from here that if you max Mastery First, your damage will be below those who max Savage Blow first. However, your damage will also be quite stable, and your damage/MP efficiency is higher. Savage Blow first will net you bigger damage, but slightly inferiority in damage/MP efficiency and attack speed. Which one to max first, Mastery or Savage Blow, is up to you, although I'd suggest poorer players to max Mastery First.
Steal can also be an important asset to keeping yourself wealthy. Lvl 10 Steal has a 21% chance of taking something. Not so good? Sacrifice some points from Endure, Haste or Booster. Lvl 15 Steal has a 25% chance of taking something. That means every 4 steals, on average, you get something, and you still apply damage. I would recommend 2 points in dark sight (If you're putting it up, not Disorder) and 10 in steal. lvl 15 steal isn't much better than lvl 10 steal, and you can just keep trying and trying and trying to steal. You can only steal one thing, it's great for the "Kill these things a lot and find this for this person" quests where you don't want to kill them if it takes to long. And you might find something good (like scrolls)
For players who are funded a good build would be to put much less in endure and put much more into steal. Most funded players usually can burn pots like none other and still have cash to keep buying more, so for players like this it is not necessary to use endure since you will rarely ever be waiting for your health to recharge on a ladder anyway. If steal is maxed out there is a 60% steal rate which means more than half the time you use steal you get an item and still will have a 100% damage rate. Even for players who are not as rich this works because you can get rare items using steal such as a set of ilbis or a high level weapon.
There are two builds for assassins, one for starters with no money from other accounts, and one for people who already have a reasonable amount of money from other accounts.
| Nimble Body | MAX (20) |
| Keen Eyes | MAX (8) |
| Double Stab | 0 |
| Disorder | 3 |
| Dark Sight | 10 |
| Lucky 7s | 20 MAX (20) |
| Level | What to get | Level | What to get | |
|---|---|---|---|---|
| 10 | 1 Lucky Seven (1) | 21 | 3 Lucky Seven (6) | |
| 11 | 3 Nimble Body (3) | 22 | 3 Lucky Seven (9) | |
| 12 | 3 Keen Eyes | 23 | 3 Lucky Seven (12) | |
| 13 | 3 Keen Eyes (6) | 24 | 3 Lucky Seven (15) | |
| 14 | 2 Keen Eyes (8) 1 Nimble Body (4) | 25 | 3 Lucky Seven (18) | |
| 15 | 3 Nimble Body (7) | 26 | 2 Lucky Seven (20) 1 Disorder (1) | |
| 16 | 3 Nimble Body (10) | 27 | 2 Disorder (3) 1 Dark Sight | |
| 17 | 3 Nimble Body (13) | 28 | 3 Dark Sight (4) | |
| 18 | 3 Nimble Body (16) | 29 | 3 Dark Sight (7) | |
| 19 | 3 Nimble Body (19) | 30 | 3 Dark Sight (10) | |
| 20 | 1 Nimble Body (20) 2 Lucky Seven (3) |
Keen Eyes is a must-max. You MUST have range to train efficiently. 10 points in lucky seven helps you to be able to kill things left and right in pig beach (which is actually pretty profitable), and you max Lucky Seven at level 25, at a point where you can train on green mushrooms. Disorder is nearly useless for assassins since it forces you to go melee.
Why the 1 point of Lucky Sevens so early? Simple; You got a full mana bar! You might as well use it!
The above build will give you lots of power, as well as a fast attacking speed, so your attacks will do more damage (and let you train fast).
This gives you high haste while you have some crit. Recommended for dexless sins.
The above build will give you a fast movement speed, so that you can move around (and train) more quickly.
With the above build you can get every skill to a reasonable amount so you have them all early. This is good for people who want to be able to whip anything out by level 45.
Here is the BEST build for assassins the others are bad if you want a perfect assassin.
Endure isn't needed since it only increases amounts of HP you will obtain every 10 seconds. Critical is Needed as soon as possible, since it will increase your damage. Haste is also needed too, since you need to move very fast. Mastery is needed for your amount of stars, since you always need to have plenty of them. Booster is needed, since it will increase your speed of your claw and the faster, the better. Drain isn't really needed, but still good for you, since it gives you plenty of HP when you attack the monster.
Now, most people will think Booster is better than Endure. But is it really so?
Mathematically, more Endure will save you more money on MP Pots, albeit on a pretty slight scale. First of all, let's remember that Booster's effectiveness is not affected by the skill level, which affects the HP/MP cost and duration only. HP cost is a non-issue with Drain, so let's focus on the MP Cost.
As you can see from above, with more points in Endure and less points in Booster, the amount of MP you gain per 10 seconds is mathematically superior (until you have less than 5 points in Booster). However, frequent stops to do "booster" makes people nervous and feels like a waste of 'time'. Since 5 points in Booster and 16 points in Endure really has the same effectiveness as 6 points in Booster and 15 points in Endure, it is preferred to do have a max of 15 Endure so that you can keep 6 Booster.
Of course, with higher booster, you'll be able to train faster for a longer period of time without having to re-enable booster. The mesos you earn can be used to buy mana potions, to offset the lower recovery rate of endure. Monsters that are level 35 and above are easily killed by level 40+ thief and even faster with booster. Also, it is generally good practice to have MP pots with you anyway, especially if you don't have time to wait somewhere for endure to recover your MP.
Regardless of your choice, keep in mind you need at least 3 points in Endure to unlock Drain.
These are a collection of builds that look great on paper but don't work in practice.
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 character:
Thief with 25 dex and only add LUK Dexless thieves are actually a very successful build in practice. The only problem is that they require massive amounts of funding. Luck actually increases accuracy by a small amount, so having large amounts of luck can make up for the accuracy gained from dex. Accuracy can also be picked up from equipment, like 10% helmet Defense and 10% overall luck. As a Dexless thief, either bandit or assassin, though the assassin build is more successful, the equipments available for use are highly limited. Dexless Thieves often wear the level 30 Sauna robe or level 20 Bath towel, because they have 10 slots that can be scrolled for luck and require no dex and has bonus accuracy which makes up for the lack of dex. There are very few weapons that can be used. The typical Dexless assassin will use a Maple Claw, level 35, for sometime, before upgrading to the Maple Kandayo, a level 43 claw and the Musashi Claw (called Shinobi Bracer in GMS), a level 55 claw. The most powerful claw in several versions is the Maple Skanda, and a good one will go for several hundred million mesos. These are often EXTREMELY expensive since they only dropped for a short time around the Anniversary event. In TaiwanMS, there are also level 70 Maple Weapons, including what is called the "True Maple Claw". With this claw, a dexless Hermit can overpower a normal dex one until very high levels. In other versions, like MapleSEA, there are additional claws with no dex requirements.
A Sindit is a build where you start as a sin and by the time you reach second job change into a bandit. This build is considered quite useful since you act as both a bandit and an assassin and it is certainly helpful in pq stages where keen eyes or eye of the amazon is required. Basically your first job build should be a normal pre-assassin build until level 30. If you've got a good funding source of stars as a pre-sin (preferably tobis or stronger) then you're gonna train faster than an average pre-dit.
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:
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:
Please note that skills no longer double the mp usage at a certain lvl. It might not be a bad idea taking a peek at the skills page to check how much mp you want to use. Double stab is a great slime killer because you're damage is unstable in these low levels. Make sure you max nimble body before double stab tho.
Another skill build for bandits is as follows:
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:
...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.