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Thursday, January 17, 2008

Master Thief Builds Skill

==>All Maplestory Guide List<==


==>Thief Guide List<==



Master Theif Builds + Skill Description







Please send feedback, any inaccuracies, anything you think could be done better, worded better, counting errors, typos

I also need information about meso guard's timer from chief bandits with partially maxed meso guard and stopwatches. Just time the duration of the skill, note the skill level and post it here. Credit will be given



`````````````````````````````````````````````````` ```





For the chief bandit there's no one set build that is "best" over all other builds. Rather, there are several paths you can take. Which one is the best? ill write the two most popular builds and give their dis/advantages based on what maps are out now(and really, what build you use is very dependant on what maps you want to play on).

For the most part the 3rd job build for the bandit is not as set as the 2nd job build for bandit(if you're pure, go mastery first, if you toss stars go SB first), the only important thing is that you get meso guard, thieves and assaulter maxed first. The other moves aren't as important and the order in which you max the "big three" are really the only differences between builds.



skill / max level

pickpocket / 20 [req; lv3 meso explosion to unlock]

meso explosion / 30

shield mastery / 20

chakra / 30

meso guard / 20 [req; lv3 chakra to unlock]

assaulter / 30

thieves / 30



Points you get from 70->120 : 151

You will end up maxing everything except chakra and shield mastery, after maxing everything else you will have 18 points to put into chakra or shield mastery as you wish(or a second or first job skill)







Assaulter first:

level / skills

70 / 1 assaulter

71 / 3 assaulter / 1 meso explosion

72 / 6 assaulter / 1 meso explosion

73 / 9 assaulter / 1 meso explosion

74 / 12 assaulter / 1 meso explosion

75 / 15 assaulter / 1 meso explosion

76 / 18 assaulter / 1 meso explosion

77 / 21 assaulter / 1 meso explosion

78 / 24 assaulter / 1 meso explosion

79 / 27 assaulter / 1 meso explosion

80 / 30 assaulter / 1 meso explosion [max assaulter]

81 / 30 assaulter / 1 meso explosion / 3 chakra

82 / 30 assaulter / 1 meso explosion / 3 chakra / 3 meso guard

83 / 30 assaulter / 1 meso explosion / 3 chakra / 6 meso guard /

84 / 30 assaulter / 1 meso explosion / 3 chakra / 6 meso guard / 3 thieves

85 / 30 assaulter / 1 meso explosion / 3 chakra / 6 meso guard / 6 thieves

86 / 30 assaulter / 1 meso explosion / 3 chakra / 6 meso guard / 9 thieves

87 / 30 assaulter / 1 meso explosion / 3 chakra / 6 meso guard / 12 thieves

88 / 30 assaulter / 1 meso explosion / 3 chakra / 6 meso guard / 12 thieves [save 3]

89 / 30 assaulter / 1 meso explosion / 3 chakra / 6 meso guard / 18 thieves

90 / 30 assaulter / 1 meso explosion / 3 chakra / 6 meso guard / 18 thieves [save 3]

91 / 30 assaulter / 1 meso explosion / 3 chakra / 6 meso guard / 24 thieves

92 / 30 assaulter / 1 meso explosion / 3 chakra / 6 meso guard / 24 thieves [save 3]

93 / 30 assaulter / 1 meso explosion / 3 chakra / 6 meso guard / 30 thieves [max thieves]

94 / 30 assaulter / 1 meso explosion / 3 chakra / 9 meso guard / 30 thieves

95 / 30 assaulter / 1 meso explosion / 3 chakra / 12 meso guard / 30 thieves

96 / 30 assaulter / 1 meso explosion / 3 chakra / 15 meso guard / 30 thieves

97 / 30 assaulter / 1 meso explosion / 3 chakra / 18 meso guard / 30 thieves

98 / 30 assaulter / 2 meso explosion / 3 chakra / 20 meso guard / 30 thieves [max meso guard]

99 / [see below, "OK now I've completed one variation of the two above builds, Now what?"]



Some variations:

-Not adding level 1 meso explosion- its useless, doesn't help, your skills can be 1 point stronger but you don't max anything 1 level faster. People like it for fun though and its a great morale booster

-Stopping at level 20 assaulter to get 3 meso guard, then resuming assaulter- allows you to leave zombies sooner. Levels 1-20 assaulter add 10% damage per point, levels 20-30 assaulter add 5% damage per point, so you're not losing a lot.

-Stopping at level 20 assaulter and following the thieves first build. just like the above build only you skip the later levels of assaulter where you gain less % damage per level then earlier



Description:

Personally I don't recommend going this route, but for those that are interested, I will highlight its good points:

You will be stronger then bandits who go thieves first during 7x. You will be able to one hit KO zombies starting at 7x, and due to the teleportation assaulter gives, you'll be able to kill zombies faster then almost any class(perhaps an assassin that OHKOs zombies would kill faster but they would have to be late 8x to do that consistently). Also zombies are pretty much the last monster for bandits that give a profit from meso drops(because bump damage is low, the mesos dropped are high and even their teeth can be sold for 100 each), the assaulter first bandit will be somewhat richer then their thieves/first counterpart. Keep in mind though, that the only edge you have over a bandit that went thieves first is the teleportation from assaulter(which means faster travel plus you can avoid bump damage), because the damage is about the same between assaulter and SB.

Once you get a few points into meso guard, you'll be able to move on to high defense monsters like the yeti-and-pepe, werewolf, where you can continue to hunt drops.

I recommend that you delay adding meso guard so you can max thieves sooner. Your damage output at 8x will be very low compared to theives-first chief bandits and chances are the money saved from maxed guard won't be worth the sacrifice in damage.







If yakuza town/jipang area were released

Assaulter has very little use here, if yakuza town existed id say straight up do thieves first. The mobs here are thick, high leveled, and not very good for a bandit that doesn't have thieves maxed. The damage you take from monsters is too high, if you're doing assaulter first you won't be doing the damage you CAN be doing, so training here is not worth it until you max thieves.

(I exclude alientown because all the monsters there are like level 50 and below)









Thieves first:

level / skills

**For the reason why you save points when maxing thieves look at the bottom of this page where it gives point-by-point descriptions of thieves**

70 / 1 assaulter

71 / 1 assaulter / 2 thieves / 1 meso explosion

72 / 1 assaulter / 5 thieves / 1 meso explosion

73 / 1 assaulter / 8 thieves / 1 meso explosion

74 / 1 assaulter / 11 thieves / 1 meso explosion

75 / 1 assaulter / 12 thieves/ 1 meso explosion [save 2]

76 / 1 assaulter / 12 thieves/ 1 meso explosion [save 5]

77 / 1 assaulter / 18 thieves/ 1 meso explosion [save 2]

78 / 1 assaulter / 18 thieves/ 1 meso explosion [save 5]

79 / 1 assaulter / 24 thieves/ 1 meso explosion [save 2]

80 / 1 assaulter / 29 thieves / 1 meso explosion

81 / 1 assaulter / 30 thieves / 1 meso explosion / 2 chakra [max thieves]

82 / 1 assaulter / 30 thieves / 1 meso explosion / 3 chakra / 2 meso guard

83 / 1 assaulter / 30 thieves / 1 meso explosion / 3 chakra / 5 meso guard

84 / 3 assaulter / 30 thieves / 1 meso explosion / 3 chakra / 6 meso guard

85 / 6 assaulter / 30 thieves / 1 meso explosion / 3 chakra / 6 meso guard

86 / 9 assaulter / 30 thieves / 1 meso explosion / 3 chakra / 6 meso guard

87 / 12 assaulter / 30 thieves / 1 meso explosion / 3 chakra / 6 meso guard

88 / 15 assaulter / 30 thieves / 1 meso explosion / 3 chakra / 6 meso guard

89 / 18 assaulter / 30 thieves / 1 meso explosion / 3 chakra / 6 meso guard

90 / 21 assaulter / 30 thieves / 1 meso explosion / 3 chakra / 6 meso guard

91 / 24 assaulter / 30 thieves / 1 meso explosion / 3 chakra / 6 meso guard

92 / 27 assaulter / 30 thieves / 1 meso explosion / 3 chakra / 6 meso guard

93 / 30 assaulter / 30 thieves / 1 meso explosion / 3 chakra / 6 meso guard [max assaulter]

94 / 30 assaulter 30 thieves / 1 meso explosion / 3 chakra / 9 meso guard

95 / 30 assaulter 30 thieves / 1 meso explosion / 3 chakra / 12 meso guard

96 / 30 assaulter 30 thieves / 1 meso explosion / 3 chakra / 15 meso guard

97 / 30 assaulter 30 thieves / 1 meso explosion / 3 chakra / 18 meso guard

98 / 30 assaulter 30 thieves / 2 meso explosion / 3 chakra / 20 meso guard [max meso guard]

99 / [see below, "Ok now I've completed one variation of the two above builds, Now what?"]



Some variations:

-Not adding level 1 meso explosion- its useless, doesn't help, your skills can be 1 point stronger and you max thieves 1 level sooner. People like it for fun though and its a great morale booster

-Max meso guard before maxing assaulter- its personal preference. If you like the safety + savings more than the slightly added damage take this path. Once you're training with thieves in your 8x levels you'll find you wont be spamming assaulter, so saving money might be better for you

-Leaving meso guard at a low level and max meso explosion and pick pocket first- only do this if you're rich and can afford this, because high level mob monsters do LOTS of damage. but if you're prepared for the costs and want the extra damage and fast leveling, then when you hit level 93, and are supposed to add more meso guard, skip to the section below and add skill points as if you were level 99 instead. raise guard only enough so that you don't die because of it(because dieing means loss of EXP and that means slower leveling), and don't max guard until explosion and ppocket are maxed.



Description:

I recommend this build x]

during the 7x levels its not as strong as the assaulter-first bandit, but during 8x once thieves is maxed its damage output is far superior. If you're going to put any points into thieves you need to max it. unlike assaulter, there is no going halfway. When its not maxed, thieves is only a marginally useful, incredibly expensive skill to use. By "incredibly expensive" I'm talking about the ratio of damage to mana usage. When you add points, damage increases faster then mana usage increases. It may seem that lower level thieves is cheaper, but thats only because it sucks.

This build is weak in the beginning but once thieves is maxed it deals 210% to 6 targets totaling 1260%(assuming you get all 6), at the speed of normal attack with booster, second best mob damage in the game. Even though the 3rd job spearman's spear attack is somewhat stronger damage/time, the bandit gets the speed and teleportation that the spearman doesn't have.







If yakuza town/jipang area were released

And if they release the yakuza girls/bains mobs then you should definitely go thieves first. Bandits on those maps deal SO much damage because the mobs are so good. omgggg. You thieves first bandits think ludibrium is good? suckers











Ok now I've completed one variation of the two above builds, Now what?

You max pickpocket and Meso Explosion. In what order, and how much of each??

The combination of ppocket and meso explosion won't be really useful for damage until 1 explosion deals more damage then 1 thieves attack(which is about the time you hit level 100). Using it effectively will be challenging because you'll find that herding the monsters towards a pile of coins will reduce your damage/time, and using SB to produce coins faster will also be slower.

Also note that every few levels of meso explosion, you blow up 2 more bags, and every level of meso explosion you gain some mastery. In practice, this means every level means a small increase in overall explosion damage, and every 5 levels you get a significant increase in explosion damage.

Every level of pickpocket ALSO increases damage, by increasing the number of coins dropped AND the amount within each coin. In practice, this means with increasing levels in pickpocket you will be able to cast a successful explosion more often, and each explosion will cause more damage.



The trick is to figure out what order to put them in for the best damage. Unfortunately we don't have formulas that tell us exactly the max/min we can expect to get per coin from pickpocket(because the amount is dependant on skill level, monster level AND damage inflicted, there's so much variation I doubt well ever find out), but I'll give you my best approximation based on my experience. other people may disagree with this, but here is my build order and my reasons for it below:



level / skill

98 / 2 meso explosion

99 / 4 meso explosion / 1 pick pocket

100 / 7 meso explosion / 1 pick pocket

101 / 10 meso explosion / 1 pick pocket

102 / 12 meso explosion / 2 pick pocket

103 / 12 meso explosion / 5 pick pocket

104 / 12 meso explosion / 8 pick pocket

105 / 15 meso explosion / 8 pick pocket

106 / 18 meso explosion / 8 pick pocket

107 / 21 meso explosion / 8 pick pocket

108 / 24 meso explosion / 8 pick pocket

109 / 24 meso explosion / 11 pick pocket

110 / 24 meso explosion / 14 pick pocket

111 / 24 meso explosion / 17 pick pocket

112 / 24 meso explosion / 20 pick pocket [max pick pocket]

113 / 27 meso explosion / 20 pick pocket

114 / 30 meso explosion / 20 pick pocket[max meso explosion]





Remember 3 explosion is required to unlock ppokcet, so 3 explosion goes first no matter what.

So why stop at 12 explosion before maxing pick pocket, why not stop at 6, or 18? I stopped at 12 because its the lowest level where you get 14 bags blown up, which is about the point where damage becomes decent if you have enough coins. So at this point adding pick pocket would help more then adding more explosion because if you have level 12 explosion and 1 ppocket you'll notice you have a pretty bad shortage of coins, and increasing the number and amount will make this combo useful. Once you get 8 points in pick pocket, though, more points in meso explosion will be better because you can blow up more coins. Meso explosion stops at 24 until you max pick pocket because level 24 explosion is when you blow up all 20 bags, and any points after that is just mastery.



What about 1 pickpocket early?

I added 1 pickpocket in my 8x level in JMS just to see what it would be like. It took 3 points in meso explode to unlock, and it never served as anything more than a "for fun" move. It served to raise morale because it was just crazy fun but all in all it didn't add to my damage, and it slowed me down if I actually stopped to blow up the coins, with such a low level ME and ppocket. If you do decide to add 1 pickpocket, know that the initial duration is 90 seconds so level 1 is usable if youre determined to use it, and that it'll set you back 4 skill points total(3 explosion required).





What to do after level 114?

the only skills you should have left to max are shield mastery and chakra. Chakra already has 3 points because its a prerequisite to Meso guard. If you want to make some use out of your remaining skill points put it into shield mastery. I say this because it a passive skill and even though you'll never really "need" either skill shield mastery will still be there, blocking that extra 1 or 2 damage if you have a shield, whereas chakra doesn't help at all. You can also put it into 2nd and 1st job skills, but you already probably maxed anything you've been missing with the extra points in 2nd job.

Ok im level 120 now, what to do?!

save up skill points and petition wizet repeatedly for 4th job :p





WHAER DU I TRANE?!?!

I know a million billion threads will be posted asking where to train so im adding this section in the hope of shaving off a million or two.

Heres a small list of where to train. you COULD of course train elsewhere but these are the fastest places:

7x:

OHKO zombies

OHKO jr yetis

OHKO clangs and umtis

OHKO subway wraiths in a party with a preist

8x:

OHKO zombies

OHKO jr yetis

OHKO clangs and umtis

yeti and pepe

werewolf(if you have max assaulter)

sniping red vikings(if you have max assaulter)

undead Teddy bears

green pirates

9x:

green pirates

red pirates

phantom watches

10x and beyond:

green pirates

red pirates

phantom watches

majestic pirates

anywhere in ludibrium really











Point-by-point descriptions of skills

edit:hidden-street.net now has point-by-point descriptions of skills, but im still keeping this list here because I have the animations, and my meso guard list differs from hidden-street's, and ill need some feedback from chief bandits with partially maxed guard and stopwatches(meso guard's description ingame is STILL not updated) to see what the in-game version is.







Assaulter [Active Skill]

level / mana cost / damage % / chance to stun %

1 / 12 / 210 / 22

2 / 12 / 220 / 24

3 / 12 / 230 / 26

4 / 12 / 240 / 28

5 / 12 / 250 / 30

6 / 12 / 260 / 32

7 / 12 / 270 / 34

8 / 12 / 280 / 36

9 / 12 / 290 / 38

10 / 19 / 300 / 40

11 / 19 / 310 / 42

12 / 19 / 320 / 44

13 / 19 / 330 / 46

14 / 19 / 340 / 48

15 / 19 / 350 / 50

16 / 19 / 360 / 52

17 / 19 / 370 / 54

18 / 19 / 380 / 56

19 / 19 / 390 / 58

20 / 26 / 400 / 60

21 / 26 / 405 / 62

22 / 26 / 410 / 64

23 / 26 / 415 / 66

24 / 26 / 420 / 68

25 / 26 / 425 / 70

26 / 26 / 430 / 72

27 / 26 / 435 / 74

28 / 26 / 440 / 76

29 / 26 / 445 / 78

30 / 26 / 450 / 80

Something to consider: levels 20-30 don't add a lot compared to 1-20. You can put some meso guard early if you want before you max assaulter if you feel you need it, without a large loss in damage.









Band of Thieves [Active Skill]

(this skill's description thanks to texel)



1 - 110% damage, 1 thief summoned (2 hits)

2 - 120% damage, 1 thief summoned (2 hits)

3 - 130% damage, 1 thief summoned (2 hits)

4 - 140% damage, 1 thief summoned (2 hits)

5 - 150% damage, 1 thief summoned (2 hits)

6 - 160% damage, 1 thief summoned (2 hits)



7 - 120% damage, 2 thieves summoned (3 hits)

8 - 130% damage, 2 thieves summoned (3 hits)

9 - 140% damage, 2 thieves summoned (3 hits)

10 - 150% damage, 2 thieves summoned (3 hits)

11 - 160% damage, 2 thieves summoned (3 hits)

12 - 170% damage, 2 thieves summoned (3 hits)



13 - 130% damage, 3 thieves summoned (4 hits)

14 - 140% damage, 3 thieves summoned (4 hits)

15 - 150% damage, 3 thieves summoned (4 hits)

16 - 160% damage, 3 thieves summoned (4 hits)

17 - 170% damage, 3 thieves summoned (4 hits)

18 - 180% damage, 3 thieves summoned (4 hits)



19 - 140% damage, 4 thieves summoned (5 hits)

20 - 150% damage, 4 thieves summoned (5 hits)

21 - 160% damage, 4 thieves summoned (5 hits)

22 - 170% damage, 4 thieves summoned (5 hits)

23 - 180% damage, 4 thieves summoned (5 hits)

24 - 190% damage, 4 thieves summoned (5 hits)



25 - 160% damage, 5 thieves summoned (6 hits)

26 - 170% damage, 5 thieves summoned (6 hits)

27 - 180% damage, 5 thieves summoned (6 hits)

28 - 190% damage, 5 thieves summoned (6 hits)

29 - 200% damage, 5 thieves summoned (6 hits)

30 - 210% damage, 5 thieves summoned (6 hits)




Quote:









Originally Posted by texel

generally, you have better chances of hitting fewer monsters at once - so for example, having lv12 thieves is preferable to having lv13 (170% damage to three targets vs. 130% damage to four)



So really, you just want to stay away from the first couple of levels in each tier - that is, 1, 2, 3, 7, 8, 9, 13, 14, 15, etc








meso guard [Activated Skill]















***YAY***

Mesoguard is now updated, it has these stats now, the description ingame ISNT right:

always reduces damage taken to HP to 50% of original, magic attack is also covered but the number that appears is more than you actually take.

the % taken to mesos is taken from the half not the whole amount of damage

for example @ max level meso guard, 1000 damage taken -> 500 to HP-> 390 mesos deducted (78% of 500)

*meso guard NO LONGER halves damage from poison

level / MP cost / duration(seconds) / % of the half taken to mesos

1 / 20 / 33 / 90

2 / 20 / 36 / 90

3 / 20 / 39 / 89

4 / 20 / 42 / 89

5 / 20 / 45 / 88

6 / 25 / 58 / 88

7 / 25 / 61 / 87

8 / 25 / 64 / 87

9 / 25 / 67 / 86

10 / 25 / 70 / 86

11 / 30 / 83 / 85

12 / 30 / 86 / 85

13 / 30 / 89 / 84

14 / 30 / 92 / 84

15 / 30 / 95 / 83

16 / 35 / 108 / 82

17 / 35 / 111 / 81

18 / 35 / 114 / 80

19 / 35 / 117 / 79

20 / 35 / 120 / 78



As you can see there's a big jump in time between points 5 and 6. Once you get 6 points in, the timer should be long enough for you to level comfortably and max assaulter/thieves before you finish guard.










Quote:









Old version if you ever need it for reference. This is what the skill description READS as in your skill book, but thankfully its not how it WORKS.

level / MP cost / mesos charged / % of the half taken to mesos

1 / 20 / 200 / 90

2 / 20 / 400 / 90

3 / 20 / 600 / 89

4 / 20 / 800 / 89

5 / 20 / 1000 / 88

6 / 25 / 1200 / 88

7 / 25 / 1400 / 87

8 / 25 / 1600 / 87

9 / 25 / 1800 / 86

10 / 25 / 2000 / 86

11 / 30 / 2100 / 85

12 / 30 / 2200 / 85

13 / 30 / 2300 / 84

14 / 30 / 2400 / 84

15 / 30 / 2500 / 83

16 / 35 / 2500 / 82

17 / 35 / 2500 / 81

18 / 35 / 2500 / 80

19 / 35 / 2500 / 79

20 / 35 / 2500 / 78









Pick Pocket [Activated Skill]

How much/many mesos are dropped is determined by a combination of levels in pickpocket and/or your char's level and the monster's level, and the damage you do. How much is dopped is determined by the monster's level, skill level, and damage inflicted. The exact formula is not known

*also for the bandits with lucky seven- pickpocket combos with that too, so you get kind of a weird extra ranged attack that pure bandits don't =p!

level / MP cost / duration / % chance to drop a coin

1 / 31 / 90 / 22

2 / 32 / 90 / 24

3 / 33 / 90 / 26

4 / 34 / 90 / 28

5 / 35 / 90 / 30

6 / 36 / 120 / 32

7 / 37 / 120 / 34

8 / 38 / 120 / 36

9 / 39 / 120 / 38

10 / 40 / 120 / 40

11 / 41 / 150 / 42

12 / 42 / 150 / 44

13 / 43 / 150 / 46

14 / 44 / 150 / 48

15 / 45 / 150 / 50

16 / 46 / 180 / 52

17 / 47 / 180 / 54

18 / 48 / 180 / 56

19 / 49 / 180 / 58

20 / 50 / 180 / 60%





Chakra [Active Skill]

Shield Mastery [Passive Skill] *no animation

Dont bother. Not even worth writing about.

At max shield mastery[20] you get double your shield's defense and its not worth 20 skill points. Noone has enough points to max this and noone ever maxes anyways





Meso Explosion [Active Skill]

Meso explosion damage is dependant on skill level("mastery"), amount exploded, and the number of bags exploded. It isn't affected by your LUK, weapon attack, level, or anything else.

For each bag exploded, the ratio of damage to mesos is very good when the amount of mesos is low, but the ratio becomes bad for higher amounts. For example, blowing up one coin of ten mesos will get you around 100 damage or so. Ten times as much damage as mesos. But if you explode a bag of 50k, you'll probably only get around 40k damage.

When meso explosion is used, only 5 numbers appear over the monsters, even if you blow up more then 5 bags. The actual bag amounts double up so rather then having more numbers on the screen the amounts are higher.

Despite what all the hype about chief bandits say, meso explosion is not a good skill until MUCH later on, at around level 100+ when it becomes usable as a mob skill. Anyone who drops mesos to blow up monsters is wasting their time, this skill is only useful in combination with pick pocket.

level / MP cost / mastery / # of bags blown

1 / 18 / 50 / 10

2 / 18 / 52 / 10

3 / 18 / 54 / 10

4 / 18 / 56 / 10

5 / 18 / 58 / 10

6 / 18 / 60 / 12

7 / 18 / 62 / 12

8 / 18 / 64 / 12

9 / 18 / 66 / 12

10 / 18/ 68 / 12

11 / 24 / 70 / 12

12 / 24 / 72 / 16

13 / 24 / 74 / 16

14 / 24 / 76 / 16

15 / 24 / 78 / 16

16 / 24 / 80 / 16

17 / 24 / 82 / 16

18 / 24 / 84 / 18

19 / 24 / 86 / 18

20 / 24 / 88 / 18

21 / 30 / 90 / 18

22 / 30 / 92 / 18

23 / 30 / 93 / 18

24 / 30 / 94 / 20

25 / 30 / 95 / 20

26 / 30 / 96 / 20

27 / 30 / 97 / 20

28 / 30 / 98 / 20

29 / 30 / 99 / 20

30 / 30 / 100 / 20



==>All Maplestory Guide List<==


==>Thief Guide List<==

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