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Saturday, December 22, 2007

Assassin Guide


==>Thief Guide List <==


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ASCII by FIGlet, because I still can't do ASCII, unfortunately.

>> A guide for Assassins, from level 1-120
Written by: CocoaArcher
Version: 1.0

If you've got ANY questions, corrections, suggestions...anything that demands
my attention, do not hesitate to e-mail me at...

maple[dot]piano[at]gmail[dot]com

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Hi, my name's Matt Greene.
This here is my second guide. Due to the success and overall appreciation
(thanks a lot everyone!) of my first Cleric Guide, I decided, after much
encouragement, to make an assassin guide. Now I know I said mages were my fave
characters - however, assassins are pretty sweet too. Who doesn't like throwing
shurikens at monsters like a japanese ... well ... assassin?! Everyone does!
Thanks for reading the section nobody else reads, and I hope you enjoy
my second guide.

Oh, you'll also notice this guide is an almost identical format to my first.
There's a good reason for that, and it's because I really liked the layout
of my first guide, so I decided to stick with it once again.

*****************
Table of Contents
*****************

1) Legal Info
2) Version History
3) Assassins vs. All!
4) Ability Point Allocation
5) The Beginning: Maple Island
6) Becoming a Thief!
7) Skill Point Allocation <1st Job>
8) Training Areas <1st Job>
9) Class Change: Assassin
10) Skill Point Allocation <2nd Job>
11) Training Areas <2nd Job>
12) Class Change: Hermit
13) Skill Point Allocation + Training Spots <3rd Job>
14) Equipment
15) FAQs, Skill Details, Extras, etc.
16) Suggestion Corner
17) Credits, Finishing Stuff

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1) Legal Info

This guide may not be reproduced under any circumstances except for
personal/private use. It may not be placed on any of the sites not listed below
without written permission. Use of this guide on any other or as part of a
public display is strictly prohibited and is a violation of copyright.

Sites that have permission to use this guide:

Gamefaqs.com
Hidden-street.net

NOTE - I am NOT allowing ANY other sites to use my guide. It's not happening,
as with my Cleric Guide sending it to five sites was really a pain in the ass.
If you beg me, I'll consider it, but probably not.

NOTE - If you see this guide on ANY other sites than the ones listed above,
then please notify me. You should give me a few days though - it may just be
that a new site got the guide and I haven't released an update as of yet. Give
me a few days, then e-mail me. This is much appreciated.

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2) Version History

Version 1.0 - The guide is complete to my knowledge. Typos and stuff will be
fixed later on, with another update, because I am le tired.

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3) Assassins vs. All!

If you're reading this guide, I shouldn't really have to convince you. You've
probably already made up your mind: "The Assassin is the Class for me!" Well,
chances are you're right, considering assassins are one of the most popular
characters. But why are assassins the very BEST, of all the classes in Maple
Story?
Well, out of the three ranged characters, assassins are the only ones who can
consistently jump AND attack at the same time. This is the signature move of
the assassin, and along with looking cool, it allows you to shoot with extended
range, shoot enemies who are right beside you (a bowman would have to move
away, or knockback the enemy) and shoot enemies as you walk, without stopping
to shoot and then resuming your promenade. Assassins also have the best
accuracy, considering LUK and DEX, which both help with accuracy, are our two
main stats. Assassins are a little pricey, depending on what world you choose,
but regardless they are definitely powerful and unique.
Welcome to the world of the Assassin!

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4) Ability Point Allocation

The most important stat for an assassin is LUK, followed by DEX.

When you create your character, chose your hair, eyes, clothes, weapon, etc.
and then pick your name. Finally, it's time to roll. Maple Story is an
incredibly stat sensitive game. If you mess up your stats, your character will
deal much lower damage than others. Unlike you may have thought, while rolling,
the most important stats are STR and INT. You don't use these stats, but you
have to pay attention to them, because if you make them as low as possible when
you roll, your LUK and DEX will be respectively higher. Thus, a perfect roll
would look like this:

STR: 4
DEX: X
INT: 4
LUK: X

That's a 4 in both of your useless stats. Note that this can take a VERY long
time - instead you may wish to simply settle for a 5 in one of them, or even a
5 in both of them. It will not ruin your character, you'll just have 1 or 2
points less in LUK in the end, which isn't a whole lot.

As you level up, your DEX should be your level multiplied by 2, and all other
points should go in your LUK stat. For example, I'm level 25. My DEX should
be 50. If I'm level 40, my DEX should be 80. Here's how I do it. Let's say I've
just leveled to 15 and my DEX is 30, like it should be. I level to 16, and
increase my LUK by 5. I level to 17 and 18, and both times I increase my LUK
only. Then, when I level to 19 and to 20, I increase my DEX both times. The
only exception is leveling to 15 - your DEX is 25 at level 10 so it only needs
to increase by 5 when you hit level 15.

All you need to do is keep your DEX double your level, and make sure
all other points go into LUK. Also note that at level 50, you'll follow the
same pattern as before - increase your LUK at the two last levels. However
since there is no equipment between levels 40 and 50, your DEX will end up
being 90 at level 50. It will be 100 at 60, and 110 at 70, and so on.


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5) The Beginning: Maple Island

In terms of training on Maple Island, thieves are second slowest, right after
bowman and before mage. You'll want to add all your AP into DEX until it
reaches 25, because it will boost your damage slightly. All other points
go in LUK. Go through the cute training grounds where you get dressed up
as an apple, and then exit and start training. You will stay at this map
until you are about level 7, killing green snails - trust me, they are the best
source of EXP at this point. At level 7 or even 8, travel to Amherst and the
surrounding area and do all the quests there. You'll be around level 8 or 9,
and after this you can do whatever you want to get to 10.

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6) Becoming a Thief!

Once you hit level 10 travel to Lith Harbor using the ship in Southperry, for
150 mesos. Take the taxi to Kerning City, and enter the Fusion Bar. At the
bottom, beneath the...washroom (!?) is the Dark Lord. Talk to him and he'll
make you a rogue, as long as your DEX is 25, which it should be if you followed
the AP Allocation Section. Please, it's R-O-G-U-E, NOT R-O-U-G-E. That is the
colour red in French. So many people make this mistake and it for some reason
it annoys me, so please, it's rogue. Your HP and MP are increased, along with
your base attack. He'll also give you 1 SP. Where should you put it?
Well...we'll find out in the next section.

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7) Skill Point Allocation <1st Job>

So you've got these awesome things called skills. Without skills, you are
nothing. Every time you level up you'll gain 3 SP. You can put it anywhere
you like, but there's a few recommended paths. I've listed them here.

BUILD 1
This build is for the NON-FUNDED thief. This is either your first character
ever, or it's your first character on a seperate world. This is the classic
non-funded thief build, and I find it works very well.

Level 10: Lucky Seven +1
Level 11: Nimble Body +3
Level 12: Keen Eyes +3
Level 13: Nimble Body +3
Level 14: Nimble Body +3
Level 15: Nimble Body +3
Level 16: Nimble Body +3
Level 17: Nimble Body +3
Level 18: Nimble Body +2 (MAX), Keen Eyes +1
Level 19: Keen Eyes +3
Level 20: Keen Eyes +1 (MAX), Lucky Seven +2
Level 21: Lucky Seven +3
Level 22: Lucky Seven +3
Level 23: Lucky Seven +3
Level 24: Lucky Seven +3
Level 25: Lucky Seven +3
Level 26: Lucky Seven +2 (MAX), Disorder +1
Level 27: Disorder +2, Dark Sight +1
Level 28: Dark Sight +3
Level 29: Dark Sight +3
Level 30: Dark Sight +3

For those of you who prefer a simple word format, it goes something like this:
Lucky Seven > 1, Nimble Body > 3, Keen Eyes > 3, Nimble Body > MAX,
Keen Eyes > MAX, Lucky Seven > MAX, Disorder > 3, Dark Sight > 10

Okay, I lied. Really, this build is slightly different from the typical,
non-funded thief build. Usually, you'd max Nimble Body before even touching
Keen Eyes. However, due to my personal taste, I like putting 3 points on Keen
Eyes to get that little bit of extra range, which I find really helps with
training. You don't need to, you could just max Nimble Body, then add to Keen
Eyes afterwards if you so wish.

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BUILD 2
This build is for the funded sin. Once again, like the above build, I gave
myself 3 points of Keen Eyes (which I can't live without) before starting
Lucky Seven. This time, you'll miss out on 6 points, and you'll max Lucky Seven
2 levels later. You can modify this build and simply max Lucky Seven first if
you want to.

Level 10: Lucky Seven +1
Level 11: Nimble Body +3
Level 12: Keen Eyes +3
Level 13: Lucky Seven +3
Level 14: Lucky Seven +3
Level 15: Lucky Seven +3
Level 16: Lucky Seven +3
Level 17: Lucky Seven +3
Level 18: Lucky Seven +3
Level 19: Lucky Seven +1 (MAX), Keen Eyes +2
Level 20: Keen Eyes +3 (MAX)
Level 21: Nimble Body +3
Level 22: Nimble Body +3
Level 23: Nimble Body +3
Level 24: Nimble Body +3
Level 25: Nimble Body +3
Level 26: Nimble Body +2, Disorder +1
Level 27: Disorder +2, Dark Sight +1
Level 28: Dark Sight +3
Level 29: Dark Sight +3
Level 30: Dark Sight +3

For those of you who prefer a simple word format, it goes something like this:
Lucky Seven > 1, Nimble Body > 3, Keen Eyes > 3, Lucky Seven > MAX,
Keen Eyes > MAX, Nimble Body > MAX, Disorder > 3, Dark Sight > 10

The overall outcome of these two builds is exactly the same. It all depends on
when you max Lucky Seven. Funded sins max it earlier since they can afford
the MP cost, while unfunded sins don't start it until the 20's.

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8) Training Areas <1st Job>

This section is for where I think you should train during the first job.
Training is the most important thing in Maple Story - without it, we'd
all be level 1. More importantly, training is also the worst thing in Maple
Story, for most. It gets boring, hard, annoying and tiring. But we all have to
do it at one time or another, and finding the places with the best EXP at that
level is the entire objective of this section!
Two things before we begin - I've listed the hidden streets for non-funded sins
but for funded sins the only ones I listed are the really hard to find ones.
You should know your way around the MS world, if you're funded.
I've also put the main monster you will be training on at the bottom of each
section in ALL CAPS - this is to summarize the paragraph, in a few words.
Enjoy!

Unlike my cleric guide, I've decided to completely divide the funded and
non-funded sins, considering funded sins are SO popular. The non-funded section
is right here, while the funded section is just below it.

--NON-FUNDED ASSASSINS--

Levels 10-14

For these levels, you'll want to stick with slimes. They're the best experience
at this point, and they don't have a ridiculous amount of HP. There are many
places to train on slimes, the very best I find is Henesys Hunting Ground I,
any old channel. Find an empty spot or a spot with one person and kill to your
heart's content. The spawn is excellent here, although it can get a little
crowded. If you find it too much, the other option is the Slime Tree. This is
at a map that is the 3rd map south of Ellinia. At the far left side there are
trees that have black holes in them - press the up arrow at these, and
soon you'll find the Slime Tree. It can also get crowded, but not as much as
Henesys Hunting Grounds.

> SLIMES

Levels 15-19

You'll want to train at Orange Mushrooms now. For levels 15 and 16, the best
place is one map south of Kerning City - Kerning City Construction Site.
For levels 17, 18 and 19, you'll want to be at Henesys Hunting Grounds once
again. At level 15 or 16 you won't be able to compare with other maplers that
are training with you (they'll all KS you), and if you are alone chances
are you won't be able to keep up with the spawn here anyway. At level 17-19
you should be able to handle it though.

> ORANGE MUSHROOMS

Levels 20-24

The best option here is Pig Beach. This is a Hidden Street that's a bit hard
to find, so I'll explain. Look at your world map, and find the map "Split Road"
which is where the roads from Henesys, Kerning and Lith Harbor meet. I'm
assuming you're coming to Pig Beach from Henesys, so you're starting on the
rightmost side of the area. Travel until you see the last ladder, which will
be at the leftern side. Go up it and travel a bit to the right, and you'll
see a patch of yellow flowers. Press up here and you'll be at Pig Beach.
This is another crowded map, but try the top right platform, or bottom middle,
because these are less crowded. You'll find Pigs and Ribbon Pigs here.

> PIG BEACH

Levels 25-30

Here, the absolute best option is to PQ at Kerning. No I won't explain how,
because that's explained in many other guides. PQ stands for Party Quest, a
special kind of quest you'll do in a party of four people, at Kerning City.
You COULD have done this at level 21, but most people prefer members that are
level 25+, so not many people under 25 get in. It's very fun, and by far my
favourite thing in Maple Story is Party Quests. If you really HATE Party Quests
the other option here is Green Mushrooms at Henesys Hunting Grounds, and later,
at level 28 or so, the Ant Tunnel or Wild Boars.

> PQ, or GREEN MUSHROOMS, ANT TUNNEL and WILD BOARS


--FUNDED ASSASSINS--

Levels 10-15

The best option is Orange Mushrooms here. From 10-13 you'll want to stay at
the hunting grounds west of Kerning City, but at 14 or so you can switch to
HHG I. You may even want to do slimes for the first 1-2 levels, if Orange
Mushrooms are too slow.

> ORANGE MUSHROOMS

Levels 16-22

Here, Pig Beach is definitely your best bet. At 16-18, you probably won't be
able to take the spawn at the main area. At 19 or 20, you can migrate there and
probably take most people who attempt to steal that spot. You may wish to leave
here a bit earlier than 22.

> PIG BEACH

Levels 23-25

This is an awkward set of levels. Most likely you'll want to do Green Mushrooms
at the top of HHG. You may even want to do Ant Tunnel, but it's a tad early.
Regardless, Green Mushrooms are probably the best.

> GREEN MUSHROOMS

Levels 26-30

Here, PQ is your best bet. You have a chance to get some good items, although
since you're unfunded, those probably won't have a huge effect on you. If you
don't want to PQ, Ant Tunnel is your best bet. In fact I'd suggest it later on.

> PQ or ANT TUNNEL

You've finally reached level 30. It's time to become a REAL Assassin!

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9) Class Change: Assassin

Unlike the first job advancement, this time you don't just go and say I WANT
THIEF NAO and he'll make you an assassin. You've got to pass a test. First talk
to your buddy the Dark Lord. He'll tell you to go to a Thief Instructor. Travel
two maps north of Kerning, and go to the very top of the map to find the
instructor.
Before entering, make sure you have enough HP/MP potions and stars. It won't
take too long but have at least 4 sets to be safe - although you should have
over that anyway.
He'll send you to a strange map. You'll see Cold Eyes and Blue Mushrooms. They
drop Black Marbles - you need 30 of these. The map is INCREDIBLY annoying to
train at because there are tons of obstacles (eg. piles of bricks), but you'll
live. Once you've collected 30 of the marbles, click the instructor again to
exit and you'll acquire the Proof of a Hero. Return to the Dark Lord and he'll
make you an assassin!
Along with increased HP and MP, you'll get a fresh new set of skills, a new set
to go along with your new job (which personally I find ugly, but meh) and of
course 1sp, which is yours to spend. Find out how to best spend that valuable
point in the following section.

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10) Skill Point Allocation <2nd Job>

Welcome to the skill point section for assassins. Assassins get many amazing
skills, and a couple of ones that are total crap and that you will not want to
invest in. This guide is to help you make those decisions. HELP. If you feel
like dumping an extra 10 points into haste right when you become an assassin,
feel free. The point is that I wouldn't recommend it. The good thing about this
build is that (other than Critical Throw), there are now skills that will
greatly affect your damage if you don't max them right away. This gives you
a lot more freedom. I've made two builds here. The first one is the classic
assassin build, and the next one is the one I personally am following at the
moment.

BUILD 1
This is the plain old assassin build. It's a little strange, but whatever,
it works and tons of people follow it. I'll list in like a chart (which,
personally, I find easier to follow) or in word format for you "different"
people.

Level 30: Mastery +1
Level 31: Mastery +2, Critical Throw +1
Level 32: Critical Throw +3
Level 33: Critical Throw +3
Level 34: Critical Throw +3
Level 35: Critical Throw +3
Level 36: Critical Throw +3
Level 37: Critical Throw +3
Level 38: Critical Throw +3
Level 39: Critical Throw +3
Level 40: Critical Throw +3
Level 41: Critical Throw +2 (MAX), Claw Mastery +1
Level 42: Claw Mastery +1, Claw Booster +2
Level 43: Claw Booster +3
Level 44: Haste +3
Level 45: Haste +3
Level 46: Haste +3
Level 47: Haste +3
Level 48: Haste +3
Level 49: Haste +3
Level 50: Haste +2 (MAX) Endure +1
Level 51: Endure +2, Drain +1
Level 52: Drain +3
Level 53: Mastery +3
Level 54: Mastery +3
Level 55: Mastery +3
Level 56: Mastery +3
Level 57: Mastery +3 (MAX)

From here you can work on Booster or Drain, whichever you want. In this build
I decided to get Drain to 5, then max Booster and put the remaining points in
Drain. You can do Drain first if you want.

Level 58: Drain +1, Booster +2
Level 59: Booster +3
Level 60: Booster +3
Level 61: Booster +3
Level 62: Booster +3
Level 63: Booster +1 (MAX), Drain +2
Level 64: Drain +3
Level 65: Drain +3
Level 66: Drain +3
Level 67: Drain +3
Level 68: Drain +3
Level 69: Drain +3
Level 70: Drain +3 (Drain is left at 28)

If you prefer it in words, here it is:
Claw Mastery > 3, Critical Throw > 30 (MAX), Claw Mastery > 5, Claw Booster > 5
Haste > 20 (MAX), Endure > 3, Drain > 4, Claw Mastery > 20 (MAX), Drain > 5,
Booster > 20 (MAX), Drain > 28

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BUILD 2
This is the build I'm following right now. It's for people who prefer buffing
to being able to hold a couple of stars extra. Let me explain. Claw Mastery
increases your minimum damage. However, Lucky Seven is an exception. Read the
skill description - Lucky Seven deals damage based on LUK, REGARDLESS of the
rate of Claw Mastery. Thus, the only reason you'd get Claw Mastery is to
increase the number of stars you can hold. Personally, I'd way rather get
Booster and Haste maxed first. That's exactly what I did. Booster and Haste are
an assassin's two main buffins skills, and having maxed Haste but Booster at a
mere 50 seconds per use just didn't work for me. So I made this build. I'm
putting this build here for people like me, who don't see the worth in the
200 extra stars Claw Mastery gives.


Level 30: Mastery +1
Level 31: Mastery +2, Critical Throw +1
Level 32: Critical Throw +3
Level 33: Critical Throw +3
Level 34: Critical Throw +3
Level 35: Critical Throw +3
Level 36: Critical Throw +3
Level 37: Critical Throw +3
Level 38: Critical Throw +3
Level 39: Critical Throw +3
Level 40: Critical Throw +3
Level 41: Critical Throw +2 (MAX), Claw Mastery +1
Level 42: Claw Mastery +1, Claw Booster +2
Level 43: Claw Booster +3
Level 44: Claw Booster +1, Haste +2

Here I raised Booster and Haste alternately to keep them around the same time.
It looks confusing but it works out in the end.

Level 45: Haste +3
Level 46: Haste +1, Claw Booster +2
Level 47: Haste +2, Claw Booster +1
Level 48: Haste +1, Claw Booster +2
Level 49: Haste +2, Claw Booster +1
Level 50: Haste +1, Claw Booster +2
Level 51: Haste +2, Claw Booster +1
Level 52: Haste +1, Claw Booster +2
Level 53: Haste +2, Claw Booster +1
Level 54: Haste +1, Claw Booster +2 (MAX)
Level 55: Haste +2 (MAX), Claw Mastery +1

We're done the funky alternating thing, so now it's okay to resume Claw Mastery
and then Drain.

Level 56: Claw Mastery +3
Level 57: Claw Mastery +3
Level 58: Claw Mastery +3
Level 59: Claw Mastery +3
Level 60: Claw Mastery +2 (MAX), Endure +1
Level 61: Endure +2, Drain +1
Level 62: Drain +3
Level 63: Drain +3
Level 64: Drain +3
Level 65: Drain +3
Level 66: Drain +3
Level 67: Drain +3
Level 68: Drain +3
Level 69: Drain +3
Level 70: Drain +3 (Drain is left at 28)

I'm not going to put this one in words, the alternating thing...enough said.
You can figure it out. It's basically max Critical, max Booster and Haste,
then max Mastery followed by Drain. There's the odd little point in there that
disrupts this but essentially that's it.

As is nearly always the case with builds, the two will give you the same
outcome. It's just the path to that outcome that is different.

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11) Training Areas <2nd Job>

Here I'll list the places that are best to train at as an assassin. There are
many, many options, and sometimes the ones I have listed may not suit you -
don't worry. If you find something better, don't hesitate to use it, and tell
me about it, so people will marvel over your intelligence once I post it in
my guide. Funded and non-funded are on the same path, approximately. Non-funded
assassins may find this path a bit hard (it's based on my experiences and I am
a funded assassin) but you guys'll live.
Don't take the levels to seriously. If you feel like sticking with boars for
a little longer, or switching to Evil Eyes sooner, go right ahead.

Levels 30-34

Here I'd most definitely go with boars. Although Zombie Mushrooms have less HP
for the same amount of experience, they simply aren't worth it because of the
horny mushrooms that spawn on that map, which give a measly 35 exp. If you
get bored of Wild Boars...tough luck. They really are the best option. I
suppose you could go to evil eyes early if you're doing 700-750 damage nearly
EVERY time. Otherwise don't consider it.

> WILD BOARS

Levels 35-38

Here, although it is seldom realized, the very best option is evil eyes - those
yellow things deep in the Ant Tunnel. They're decent exp and I personally LOVE
this map. It rarely is crowded and the spawn is fantastic. Really they're alone
here.

> EVIL EYES

Levels 39-50

Two options here. You could do Ludibrium Party Quest (LPQ), the second party
quest in available to you (barring the odd ones, like Amoria PQ and Henesys PQ)
and it's a decent source of exp...until level 45. After that I was doing it for
the rewards and the fun and not much else.
Basically the path here for all you soloists is Brown Teddies until about level
43 or 44. Here you can go a few maps right of the teddy map, and you'll find
Pink Teddies and Brown Teddies in one map (I think it's Sky/Cloud Terrace 2).
At level 45 or 46, go one more map to the right, which has Pink Teddies,
Roloducks and Toy Trojan. You may not always one hit kill the roloducks, that's
perfectly fine since mostly you'll be killing Pink Teddies. Toy Trojans are
decent at 2hits for 99 exp. After this, I did Kitties - Jr. Grupins mostly,
since they have the best drops.
Personally, I'm basically going back and forth between Ludi PQ and the
Pink Teddy/Roloduck/Toy Trojan map. I like soloing and PQing, and conveniently,
they're close to each other, so it's great.

> Ludi PQ or TEDDIES, PINK TEDDIES, ROLODUCKS, CHRONOS, etc.

Levels 50-70

There's a million options here. I'd break it down here, but having not
experienced all of this section personally I don't feel right doing that. This
info is mostly based off of my friends' (names are at the bottom if you simply
MUST know) information, compiled with my genius.
Well, let me just say it outright, your best option is Ludi Maze PQ. It's
amazing exp. Granted, it's a bit of a gamble, but it's awesome, and most people
do it. You can also do Orbis PQ, however I feel it's a bit slower.
If you're not a PQer, there are many options. You could do Straw Target Dummies
(STDs...hehe I always laugh at that), the infamous zombies, red drakes or yetis
if you're looking for money, and later on even Mix Golem or...frankly, whatever
the hell you want. There's so much freedom at these levels. It's up to you.

> LMPQ, OPQ, Various Monsters...

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12) Class Change: Hermit

You're level 70. That must have taken a hell of a lot of time, huh? Lots of
hard work, hours, days, months, maybe even years of training, all for this
one moment...
This time around, advancement is even harder than before. You'll need to pass
two tests. One for physical strength (grr...) and intellectual strength (hmm..)
Travel to El Nath, Chief Residence and confront one of the four emo children,
Arec. Talk with him and then run back to Vic and find your bro, the Dark Lord.
Go to Monkey Swamp II, which you'll find by navigating around the path to
the Dungeon, via Kerning. Enter the portal and defeat the Dark Lord's
evil side. He looks like a total loser. He's smaller than you. You'll defeat
him relatively easily, don't fret. There's a 20 minute time limit but that
shouldn't be a problem. Make sure to take the Black Charm he'll drop once you
finish him off.
Run back to the Dark Lord and give him the Black Charm - in exchange he'll hand
you a Necklace of Strength. Yes it's shiny. No you can't keep it for yourself.
Head back to El Nath and give the shiny necklace to Arec (sometimes you've
got to let go...). Mosey over to Sharp Cliff II, where you'll find the
Hidden Street, Holy Ground at the Snowfield. You'll need a refined Dark
Crystal Ore to even have a shot at answering the questions the giant black
crystal thing will throw at you. After answering the 5, usually ridiculously
easy questions, you'll get a Necklace of Wisdom (don't even THINK about keeping
it). Return to Arec and (grudgingly) hand it over.
Poof.
You're a hermit! Along with the one SP you'll get a new set of clothing, etc.
Tons of fun!

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13) Skill Point Allocation + Training Spots <3rd Job>

There's a reason I put these two sections together, and I'll say it right
off the bat, I'm NOT a Hermit. I delve into this section with very limited
knowledge. I'm just meshing everything I know into here, and basically it's
just a mix of training, skill point distribution, and all other random crap
that I could fit it in here.

Note that suggestions for this section are much appreciated and NEEDED. If
I'm ever going to make a skill chart for 3rd job, it'll be with YOUR help.
I appreciate it.

You're going to want to put your first point in either Shadow Partner or
Avenger. Honestly it won't matter. I'd max Shadow Partner next. After this,
you'll be level 80ish, and you'll want to get a little Flash Jump, one point
should suffice here. Start maxing Avenger too, it's an awesome skill. I'd
max Flash Jump next, get some Alchemist in there and after that it's completely
up to you. Don't waste your points on Shadow Meso, although you'll have TONS
of extra points, I'd suggest maxing Drain with them (yes, Shadow Meso sucks
that much, from what I hear). Don't spend ANY sp after 120. Apparently we'll be
getting 4th job soon.

As for training...I'll let you figure that out until I get a few more
suggestions. I can give some vague indications if you're totally lost -
Wolf Spiders are good, Gobies are popular for higher levels but you'll
probably need a priest or something. And of course Zakum, and any and all other
bosses you wish to beat up with your awesome h4x.

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14) Equipment

I love this section so much. Well, being a total stat freak, I love equipment
in general. I'll list what's in your best interest in terms of STATS. I mean,
if something looks like total crap (take the level 30 set) sometimes I won't
put it on, but usually I'll sacrifice anything for than extra point in LUK.
Enjoy!

Level 10-20

Here you'll be getting what looks good. I usually go with the dark sets as they
tend to give LUK bonuses. All the sets here actually look very decent. Don't
get any earrings for the love of god. They're a total waste of money, and
Weight Earrings are hideous.
As for claws, non-funded assassins will want to stick with Garniers the
whole time, while the funded assassin will go for Gold Titans and an Adamantium
Igor. In terms of stars, Subis are just fine. It'd be in your best interests
to spend any bit of extra money on a few sets of Kumbis. These will last you
forever as a non-funded assassin. Funded assassins...go wild.

Level 25

Some people hate this set. I don't mind it, it isn't my favourite, but it's
okay. You'll DEFINITELY want the Brown Bamboo Hat, an amazing 3 LUK bonus. Just
to tell you now, you'll be using this until level 40 - get used to that
oversized brown semicircle sitting on top of your head. Get a Meba +7, even
if you're not funded. You'll be using this until level 40 as well. It's the
fastest claw in the game (excluding the maple ones if I remember correctly)
and it's great. Don't scroll it manually, as however the market may change, the
price is usually well below the ~550k it would take to buy one and scroll it
by yourself.

Level 30

This set is so ugly. It's a track suit, uglified. I wore it for the stats, and
I changed out of it whenever I wasn't training. You'll want the earrings, the
top and bottom (brown for LUK) and maybe the shoes, but snowshoes here
would be so much easier and look better if you're not worried about stats.

Level 35

This set it kinda meh. It's a bit like the level 25 set in that it's pretty
revealing. You'll still be using that Brown Bamboo Hat and that Meba +7. Sure,
they'll be boring by now, but they're serving you well in terms of stats. Make
sure to pick up the top, bottom and stick with whatever shoes you have.
In terms of gloves, if you're funded you'll have an attack glove. If not, you
can pick up various gloves from quests or buy them, I won't direct you on that.

Level 40

I love this set, it's your first decent one since, well, 20. Get the full set -
the hat, top and bottom, shoes, claw and glove if you're not funded. This set
looks best in black, but is more expensive, so you should pick up the marine
one if you're not funded. You finally have a totally new set!
Make sure to pick up an Icarus Cape here, from the quest.

Level 50

The pretty sets just keep on coming! This set is like the Pao set, improved.
You'll want a nice Dark Slain, and preferably a Brown China Set. I don't find
the hat too unattractive, but if you do, keep the Pilfer. The shoes are bloody
hard to find, you could stick with the 40 ones if you'd like.

Level 60

The set is ugly, yes, but the stats are good. Get the entire scorpio set,
or if you're concerned with looks, then keep the 50 set. Skip the claw here,
as you'll be wanting to save up for a scarab. You can get a Gigantic if you
have the money, I suppose.

Level 70

Totally revamp everything. You're a hermit now, and you need a new set...no
matter how ugly it may be. It reminds me of the level 30 set a bit. It has
decent stats though, and you'll want a REALLY good Scarab - this will last you
the rest of your life, essentially.
You should have Tobis by now, by the way, and if you have some money, be sure
to get a couple of sets of Steelies. They look so awesome...

From here just buy what you need, I suppose. Mix and match, do whatever looks
good and goes along with what you need for stats.

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15) FAQs, Skill Details, Extras, etc.

This section is all about questions you have. About skills, equipment, and
anything else. I honestly haven't heard of many debates... I explained
Mastery vs Booster in the Skill Point Allocation section. I'll explain it here
again, just to start us off.

Why shouldn't I get Mastery?

Mastery effectively increases your minimum damage. However, in the skill
description, you'll notice that Lucky Seven deals damage based on LUK,
regardless of the rate of Claw Mastery. Thus, the only reason for Claw Mastery
is when you use a single star (almost never), or to increase the number of
stars you hold. For me, it was more important to have those two buff skills,
Haste and Booster, at an equal time than to hold, say, 200 extra stars.
It basically came down to personal choice, and I chose Booster.

Hopefully this section will expand in the future.

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16) Suggestion Corner

Well, since I just released this guide, there currently are not any suggestions
in this section...yet. I got quite a few suggestions from my Cleric Guide, but
I found it looked a little "messy" with them scattered throughout the guide.
Instead I've decided to make a section for these things. They're invaluable.
If you're looking for good advice from your fellow maplers, you've come to the
right place! Come back soon for suggestions.

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17) Credits, Finishing Stuff

Well...this is the end. Nobody every reads this, so I thank you for coming this
far with me. There are a few people I'd like to thank...

: Wizet, for creating this simply amazing game.
: Nexon. I guess you gave us NX Cash, but other than that, I have nothing to
thank you for. You took away the jewel cursor and replaced it with a pedophile
finger. Why?
: CJayC, for hosting the awesome site we know as GameFAQs.
: Cloud3z and Saigo, for hosting the equally awesome site, HiddenStreet. By the
way guys, I love the new Search function!
: All my friends...Minna <3, Jere, Amanda, Ramez, Lucy, Varia, Becky, and not
to forget all my MS friends, Kali, John, Gio, LJ, Ashie, Brian, Emily, Lute,
every single one of you...Thanks so much!
: And of course you, dear reader. Thank you so very much for reading through
th entire guide and enjoying it, I should hope.

It's time to say goodbye, until the next time...

<<The End>>

No I wasn't planning on making another The End, but I suppose I already have,
huh? Well, you know...I always loved a happy

End.





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