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  • A Guide for Assassin 1 - 9
  • 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
    Neoseeker.com
    Gamerstemple.com
    Supercheats.com
    blog.swagvault.com

    NOTE - I am no longer allowing any more sites to use my guide...submitting it
    to these 6 for every update is more than enough. Sorry!

    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, as it's a violation of copyright.
    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. (???)

    Version 1.1 - Added suggestions, more typos fixed, cleaned up a little.
    (2/4/08)

    Version 1.2 - More suggestions, and a note about CPQ in the training section
    as well as a note about e-mails at the top. (29/13/08)

    Version 1.21 - The only updates you will see are ones with suggestions from now
    on, or possibly notes about a new PQ I have tried out. Also, an Archer (Hunter)
    Guide is on the way, so expect a decrease in updates. (22/5/08)

    Version 1.31 - More suggestions were added and despite myself I allowed another
    site to use the guide, though they were very nice about it and curteous. Take
    that as a lesson! =) (23/10/08)

    Version 1.32 - Added more suggestions. (10/8/09)

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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.

    CAPPING DEX: Many people have e-mailed me about this, so I decided what the
    hell, I'll put a note in about capping dex. To be honest I haven't ever
    levelled a thief high enoguh to know about where to cap. My estimate is that
    the DEX needed for a Scarab (110, I believe) is about right. You'll probably
    get some DEX from equipment, so 105 seems about right. It's better to cap too
    low as opposed to too high, as you can always raise it, but it costs money
    to lower stats.

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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 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.

     

    FROM:www.gamefaqs.com

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