MapleStory/Thief/Builds: Difference between revisions

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{{Header Nav|game=MapleStory|custom={{MapleStory/TOC}}{{MapleStory/TOC/Jobs}}{{MapleStory/TOC/Jobs/sub|Thief}}}}
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==Stat Build==
{{Header Nav|game=MapleStory|custom={{MapleStory/TOC/Jobs}}{{MapleStory/TOC/Jobs/sub|Thief}}}}
 
==Statistics==
===Assassins and Luk Bandits===
===Assassins and Luk Bandits===
First, get Str and Int to 4/4. Everything not in Dex, goes in Luk.
;Dice (old versions)
When you create the character, keep throwing the dice until you get:
*STR: 4.
*DEX: whatever (unless dexless).
*INT: 4.
*LUK: whatever.
 
;Applying your AP
Each time you level up (until level 42):
*+2 DEX.
*+3 LUK.
After level 42:
*+1 DEX.
*+4 LUK.
 
;Skills Assassins/Hermit/Night Lord:


* Level 10: Dex 25
Thief (First Job):
* Level 15: Dex 30
Keep maxing Lucky Seven when you finish start maxing Keen Eyes then max Nimble Body Then add to disorder up to lvl 3 and then add Dark Sight up to lvl 10 Then its second Job.
* 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


The basic stat build for Assassins and LUK bandits goes like this:
Assassin (Second Job):
Get Claw Mastry up to lvl 3
Then Max Critical Throw
Then Max Haste
Then Max Claw Booster
Then Max Claw Mastery
Then put Endure up to lvl 3
Then Add Dragin up to lvl 28 and then you'r Third Job Hermit!


{| class="wikitable"
Hermit(Third Job):
! Level !! STR !! DEX !! INT !! LUK
Get Shadow Partner up to lvl 1
|-
Then get Avenger up to lvl 5
| 1 || 4/5 || X || 4/5 || X
Then add 1 Flash Jump
|-
Then Max Shadow Partner
| 10 || 4/5 || 25 || 4/5 || 37
Then Max Avenger
|-
Then Max Flash Jump
| 15|| 4/5|| 30|| 4/5|| 57
Then add Meso Up to lvl 5  
|-
Then Max Shadow Meso
| 20|| 4/5|| 40|| 4/5|| 72
Then Do what ever you want
|-
| 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
Night Lord:(Forth Job) Soon Coming!


===STR Bandit build===
===STR Bandit build===
However, STR Bandits have an slightly different build:
However, STR Bandits have a slightly different build:


{| class="wikitable"
{| class="wikitable"
! Level !! STR !! DEX !! INT !! LUK
! Level !! STR !! DEX !! INT !! LUK
|-
|-
| 1 || 4/5 || X || 4/5 || X
| 20 || 10 || 40 || 4 || 67
|-
|-
| 10 || 4/5 || 25 || 4/5 || 37
| 25 || 15 || 50 || 4 || 77
|-
|-
| 15 || 4/5 || 30 || 4/5 || 57
| 30 || 20 || 60 || 4 || 87
|-
| 20 || 10 || 40 || 4/5 || 66
|-
| 25 || 15 || 50 || 4/5 || 76
|-
| 30 || 20 || 60 || 4/5 || 86
|}
|}


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|Double Stab || MAX (20)
|Double Stab || MAX (20)
|-
|-
|Disorder || 3 to 20
|Disorder || 3
|-
|-
|Dark Sight || 1 to 18
|Dark Sight || 18
|-
|-
|Lucky 7s || 0
|Lucky 7 || 0
|}
|}


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! Level !! What to get !! !! Level !! What to get
! Level !! What to get !! !! Level !! What to get
|-
|-
|10 || 1 Double Stab || || 21 || 3 Double Stab (14)
|10 || 1 Double Stab (1) || || 21 || 3 Double Stab (14)
|-
|-
|11 || 3 Nimble Body || ||22 || 3 Double Stab (17)
|11 || 3 Nimble Body (3) || ||22 || 3 Double Stab (17)
|-
|-
|12 || 3 Nimble Body (6) ||||23 || 3 Double Stab (20)
|12 || 3 Nimble Body (6) ||||23 || 3 Double Stab (20)
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|13 || 3 Nimble Body (9) ||||24 || 3 Disorder (3)
|13 || 3 Nimble Body (9) ||||24 || 3 Disorder (3)
|-
|-
|14 || 3 Nimble Body (12) ||||25 || 3 Disorder/Dark Sight
|14 || 3 Nimble Body (12) ||||25 || 3 Dark Sight (3)
|-
|-
|15 || 3 Nimble Body (15) ||||26 || 3 Disorder/Dark Sight
|15 || 3 Nimble Body (15) ||||26 || 3 Dark Sight (6)
|-
|-
|16 || 3 Nimble Body (18) ||||27 || 3 Disorder/Dark Sight
|16 || 3 Nimble Body (18) ||||27 || 3 Dark Sight (9)
|-
|-
|17 || 2 Nimble Body (20) 1 Double Stab (2) ||||28 || 3 Disorder/Dark Sight
|17 || 2 Nimble Body (20) 1 Double Stab (2) ||||28 || 3 Dark Sight (12)
|-
|-
|18 || 3 Double Stab (5) ||||29 || 3 Disorder/Dark Sight
|18 || 3 Double Stab (5) ||||29 || 3 Dark Sight (15)
|-
|-
|19 || 3 Double Stab (8) ||||30 || 3 Disorder/Dark Sight
|19 || 3 Double Stab (8) ||||30 || 3 Dark Sight (18)
|-
|-
|20 || 3 Double Stab (11) || || ||
|20 || 3 Double Stab (11) || || ||
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Why the 1 point of Double Stab so early? Simple; You got a full mana bar! You might as well use it!
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.
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. Also, you will gain a 4th job skill that depends on Dark Sight for damage.  The longer you charge it up, the stronger it gets. If you have to wait for the move to charge up, why not get Dark Sight to level 20 so that you can move at full ability and charge it up.


; Wealthy Variation: Those who have lots of money can get 20 Double Stab at lower levels, and just spam mana pots like no tomorrow. 14 MP for an average of about 120 damage isn't exactly cheap, but hey, you're wealthy, and rolling in mana pots, you don't care. See above for arguments between Disorder and Dark Sight. Then you get Nimble Body. Levels 24-30 are the same.
; Wealthy Variation: Those who have lots of money can get 20 Double Stab at lower levels, and just spam mana pots like no tomorrow. 14 MP for an average of about 120 damage isn't exactly cheap, but hey, you're wealthy, and rolling in mana pots, you don't care. See above for arguments between Disorder and Dark Sight. Then you get Nimble Body. Levels 24-30 are the same.
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*Endure (20)
*Endure (20)
*Dagger Booster (15)
*Dagger Booster (15)
*Dark Sight/Disorder/Steal/Whatever (12)
*Dark Sight (1st job skill) (20) +(2)
*10 for anything (Steal)


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:
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:
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|11 || 3 Nimble Body (3) ||||22 || 3 Lucky Seven (9)
|11 || 3 Nimble Body (3) ||||22 || 3 Lucky Seven (9)
|-
|-
|12 || 3 Keen Eyes ||||23 || 3 Lucky Seven (12)
|12 || 3 Keen Eyes (3) ||||23 || 3 Lucky Seven (12)
|-
|-
|13 || 3 Keen Eyes (6) ||||24 || 3 Lucky Seven (15)
|13 || 3 Keen Eyes (6) ||||24 || 3 Lucky Seven (15)
Line 192: Line 185:


; Wealthy Build variation: Max Lucky Seven after Keen Eyes but before Nimble Body. Then, buy lots and lots of blue potions and spam Lucky Seven. This will allow you to train on tougher monsters, although you probably won't be able to 1 hit green mushrooms efficiently at that level without good stars. This is not recommended unless you're rich enough to have good attack gloves, as well as kumbis/icicles.
; Wealthy Build variation: Max Lucky Seven after Keen Eyes but before Nimble Body. Then, buy lots and lots of blue potions and spam Lucky Seven. This will allow you to train on tougher monsters, although you probably won't be able to 1 hit green mushrooms efficiently at that level without good stars. This is not recommended unless you're rich enough to have good attack gloves, as well as kumbis/icicles.
; Really Wealthy variation: Max Luck Seven BEFORE Keen Eyes and Nimble Body. This is NOT RECOMMENDED because you will need to buy LOTS of blue potions and because your range is so short. Doing so will let you train on really tough monsters and let you level really fast. After maxing Lucky Seven, proceed towards the following : 3 Nimble Body, max Keen Eyes, 7 more points in Nimble Body, 3 Disorder, and max Dark Sight. This build is NOT RECOMMENDED UNLESS YOU ARE RICH!!!


; In-the-middle alternative: Get Lucky Seven to around 10 before maxing Nimble Body, after Keen Eyes. You can 1HKO pigs and 2HKO ribbon pigs consistently with L7 at level 17, which isn't too hard on your money. Good if you want to level fast without spending a lot of mesos.
; In-the-middle alternative: Get Lucky Seven to around 10 before maxing Nimble Body, after Keen Eyes. You can 1HKO pigs and 2HKO ribbon pigs consistently with L7 at level 17, which isn't too hard on your money. Good if you want to level fast without spending a lot of mesos.
Line 240: Line 235:
*Claw Booster (18)
*Claw Booster (18)


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.
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. The only downside is that you have rather low attack power at early levels, and might be harshly criticized by other players who chose stronger builds, but this is ignorable.
 
Here is a build for anyone who does Carnival PQ until upper 40's:
*Haste(12)
*Claw Mastery(6)
*Booster(12)
*Critical Throw (30) [MAX]
*+1 haste, +2 booster/+2 haste, +1 booster until both are maxed (16)
*Endure(3)
*Drain (24)
*Claw Mastery (24) [MAX]
 
This build works because if you Carnival PQ until your upper 40's, your damage won't need to be on par with everyone else at that stage.  Your party will also love you for the Haste, and this + a cleric ensures almost constant wins.  Your Maple Coins, if traded in for Gepharts and NPC'd, will make you enough money.  No money needs to be spent on pots, because they are already given.  By the time you are 50, you will have: 2 min of Haste and Booster, 6 mastery, and Max Crit, which is pretty much what everyone else has + booster (if you want to max Haste and only 5 booster or vice versa that is fine also.) From then on, you get Booster and Drain before Mastery because Mastery has no effect on lucky seven-but it does on Triple Throw, which is why we max it RIGHT before hermit.  In essence, the argument for this goes: HP regen from mobs>200 extra stars.  This will make your life MUCH easier because then you have good attacking skills in the beginning, rather than the standard build.  Minor Variations on this build are fine as long as they come out the same at key points, like level 50, level 57, and level 70(no duh!).
 
Here is the standard build for the assassin; 9 out of 10 assassins follow it.


*30- 1 Mastery
*30- 1 Mastery
*31- 3 Mastery (4)
*31- 2 Mastery 1 Critical
*32- 1 Mastery (5) 1 Booster 1 Critical throw
*32- 3 Critical
*33- 3 Booster or critical throw
*33- 3 Critical
*34- 3 Critical throw or booster, whichever you didn't put up last level
*34- 3 Critical
*35- 3 Critical or Booster (4 in one and 7 in the other)
*35- 3 Critical
*36- 3 Critical or Booster (7 in both)
*36- 3 Critical
*37- 3 Critical or Booster (10 in one 7in the other)
*37- 3 Critical
*38- 3 Critical or Booster (10 in both)
*38- 3 Critical
*Right now you should have 5 mastery, 10 Booster and 10 Critical*
*39- 3 Critical
*39- 1 Mastery, 2 Endure
*40- 3 Critical
*40- 1 Mastery, 1 Endure 1 Haste
*41- 2 Critical (MAX) 1 Haste
*41- 1 Mastery, 1 Drain, 1 Haste
*42- 3 Haste
*42- 1 Mastery, 2 Drain
*43- 3 Haste
*43- 1 Mastery, 1 Haste, 1 Drain
*44- 3 Haste
*Right now you have 10 Mastery Booster and Critical, 3 endure, 3 haste and Drain*
*45- 3 Haste
*44- 3 Critical (13)
*46- 3 Haste
*45- 3 Critical (16)
*47- 3 Haste  
*46- 3 Critical (19)
*48- 1 Haste (MAX) 2 Claw Mastery
*47- 1 Critical (20) 1 Haste (4) 1 Drain (5)
*49- 3 Mastery
*48- 3 Haste or Drain (8 and 5)
*50- 3 Mastery
*49- 2 or 1 Haste 2 or 1 Drain (10 and 5)
*51- 3 Mastery
*50- 3 Whichever is at 5 (10 and 8)
*52- 3 Mastery
*51- 2 Whichever is at 8,(10 both) 1 Mastery
*53- 3 Mastery (MAX)
*At this point, 11 mastery, 10 Drain + Haste, 20 Critical, 10 booster, 3 endure*
*54- 3 Claw Booster
*52- 3 Mastery (14)
*55- 3 Claw Booster
*53- 3 Mastery (17)
*56- 3 Claw Booster
*54- 3 Mastery (MAX)
*57- 3 Claw Booster
*55- 3 Critical (23)
*58- 3 Claw Booster
*56- 3 Critical (26)
*59- 3 Claw Booster
*57- 3 Critical (29)
*60- 2 Claw Booster (MAX) 1 Endure
*58- 1 Critical (MAX) 1 Drain (11)
*61- 2 Endure 1 Drain
*59- 3 Drain (14)
*62- 3 Drain
*60- 3 Drain (17)
*63- 3 Drain
*61- 3 Drain (20)
*64- 3 Drain
*62- 3 Drain (23)
*65- 3 Drain
*63- 3 Drain (26)
*66- 3 Drain
*64- 3 Drain (29)
*67- 3 Drain
*65- 1 Drain (MAX)
*68- 3 Drain
*At this Point, 20 Mastery, 30 Critical, 30 Drain, 10 Haste, 10 Booster, 3 Endure*
*69- 3 Drain
*66- 3 Haste (13)
*70- 3 Drain  (28)
*67- 3 Haste (16)
*68- 3 Haste (19)
*69- 1 Haste (MAX) 2 Booster (12)
*70- 3 Booster (15)


*SO, after those long 40 levels...
SO, after those long 40 levels...
*-MAX Mastery
*MAX Mastery
*-MAX Critical Throw
*MAX Critical Throw
*-MAX Drain
*MAX Haste
*-MAX Haste
*MAX Booster
*-15 Booster
*28 Drain
*-3 Endure
*3 Endure


Endure doesn't help that much, so only get 3 to put up Drain. Max mastery is just because having 1 point anywhere else won't do you much good. And the 15 booster thing is fine. 150 seconds is 2 and a half minutes, which works great with timed things that last around that long like rage or something.
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.


==Endure or Booster?==
==Endure or Booster?==
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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.
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.
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 below 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.
Regardless of your choice, keep in mind you need at least 3 points in Endure to unlock Drain.
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'''Thief''' with 25 dex and only add LUK
'''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 , a level 55 claw.. 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.
Dexless thieves are actually a very successful build in practice from levels 20-70. 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. Most Maple Anniversary claws you find may be scrolled to the max with possibly 10% or 60% successful claw attack scrolls, making them worth even more. 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.
:Dexless assassins can be much stronger than their regular counterparts, however this is only if the significant amount of funding that is required can be obtained (at least 100 mil). Otherwise, it will be far weaker. This build is only for players who know a lot about their character and the way that the game works.
:Dexless assassins can be much stronger than their regular counterparts, however this is only if the significant amount of funding that is required can be obtained (at least 100 mil). Otherwise, it will be far weaker. This build is only for players who know a lot about their character and the way that the game works. Also keep in mind the dexless assassins can only carry on to a certain level where finding higher level equipment, such as the Maple Skanda, can become more difficult to those who aren't as well funded.


===Sindit Build ===
===Sindit Build ===
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.
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.
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 going to train faster than an average pre-dit.


===Thief Build (to be merged)===
===Thief Build (to be merged)===
Line 387: Line 392:
* LVL 58: 3 Dagger Booster (15)
* LVL 58: 3 Dagger Booster (15)
* LVL 59: 3 Dagger Booster (18)
* LVL 59: 3 Dagger Booster (18)
* LVL 60: 3 Dagger Booster (20, Maxed); 1 Endure (2)
* LVL 60: 2 Dagger Booster (20, Maxed); 1 Endure (2)
* LVL 61: 3 Endure (5)
* LVL 61: 3 Endure (5)
* LVL 62: 3 Endure (8)
* LVL 62: 3 Endure (8)
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* LVL 59: 3 Dagger Booster
* LVL 59: 3 Dagger Booster
* LVL 60: 3 Dagger Booster (Maxed)
* LVL 60: 3 Dagger Booster (Maxed)
* LVL 61 - 70: Ok, at this point you can choose to add the remaining points to either endure or steal...
* LVL 61 - 70: OK, at this point you can choose to add the remaining points to either endure or steal...


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:
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: