Level-by-level SP allocation for Thief. Every
advancement below has one or more named builds - each
with a per-level table, cumulative skill totals in every
column, and a paragraph explaining why the build is
shaped the way it is. Formatted in the long-standing
per-level MapleStory skill-planner table convention.
3 advancements
documented so far. Full ladder (2nd, 3rd jobs) landing in
follow-up sprints. Skill max levels and IDs are CoT 2
verified; per-level plans reflect widely-accepted traditional MapleStory
meta.
Thief (1st Job)
Lv. 10–30
· 21 SP total
· Advancement at The Dark Lord, Kerning City
21 SP total. 1st-job Thief is really a Bandit-vs-Assassin pre-commitment: your primary attack skill (Double Stab vs Lucky Seven) locks in the play pattern. Both builds max 1 attack after 1 point in Disorder. Nimble Body and Keen Eyes are skipped this early - SP is too tight.
Lucky Seven (Assassin path)
Recommended
1 Disorder → MAX Lucky Seven. LUK-scaling star damage. Locks you into Assassin at 2nd job.
Lucky Seven scales off LUK rather than weapon ATK, which is HUGE in early Maple - you don't need to spend meso on a good weapon, any throwing star works. This makes Assassin the most beginner-forgiving Thief path. Take 1 Disorder to unlock, then MAX Lucky Seven. Zero SP for utility (Dark Sight has to wait for 2nd job). At 2nd job you'll pick Assassin at Dark Lord.
Lv.
SP
Nimble Body/ 20
Keen Eyes/ 8
Disorder/ 20
Dark Sight/ 20
Double Stab/ 20
Lucky Seven/ 20
Note
10
+1
1
Disorder unlocks the two attack skills
11
+1
1
1
Start Lucky Seven - LUK-scaling star damage
12
+1
1
2
13
+1
1
3
14
+1
1
4
15
+1
1
5
16
+1
1
6
17
+1
1
7
18
+1
1
8
19
+1
1
9
20
+1
1
10
21
+1
1
11
KPQ-eligible
22
+1
1
12
23
+1
1
13
24
+1
1
14
25
+1
1
15
26
+1
1
16
27
+1
1
17
28
+1
1
18
29
+1
1
19
30
+1
1
20
Lucky Seven MAXED. Advance to Assassin at The Dark Lord
End state (21 SP spent)
Disorder: 1 / 20
Lucky Seven: 20 / 20
Double Stab (Bandit path)
1 Disorder → MAX Double Stab. Dagger-based melee. Locks you into Bandit at 2nd job.
Double Stab scales off weapon ATK like most melee attacks - meaning early Bandits need a decent dagger. Slightly less beginner-friendly than Assassin, but rewards gear investment more directly and eventually unlocks Meso Explosion (Chief Bandit), one of the highest-DPS skills in the entire game. Take 1 Disorder to unlock, then MAX Double Stab. At 2nd job you'll pick Bandit at Dark Lord.
Lv.
SP
Nimble Body/ 20
Keen Eyes/ 8
Disorder/ 20
Dark Sight/ 20
Double Stab/ 20
Lucky Seven/ 20
Note
10
+1
1
Disorder unlocks the two attack skills
11
+1
1
1
Start Double Stab - dagger scaling
12
+1
1
2
13
+1
1
3
14
+1
1
4
15
+1
1
5
16
+1
1
6
17
+1
1
7
18
+1
1
8
19
+1
1
9
20
+1
1
10
21
+1
1
11
KPQ-eligible
22
+1
1
12
23
+1
1
13
24
+1
1
14
25
+1
1
15
26
+1
1
16
27
+1
1
17
28
+1
1
18
29
+1
1
19
30
+1
1
20
Double Stab MAXED. Advance to Bandit at The Dark Lord
End state (21 SP spent)
Disorder: 1 / 20
Double Stab: 20 / 20
Assassin (2nd Job - Throwing Star path)
Lv. 30–70
· 121 SP total
· Advancement at The Dark Lord, Kerning City
121 SP over Lv 30-70. Assassin's identity fuses two passives: Claw Mastery (consistency) and Critical Throw (crit chance) - together they turn Lucky Seven's already-strong LUK scaling into raw murder. Add Drain for self-sustain, Haste for party mobility, and Booster for attack speed. Every SP maxes something. 1 leftover Dark Sight.
Canonical Assassin (Crit Meta)
Recommended
Claw Mastery -> Booster -> Critical Throw -> Haste -> Drain. Both passives + main attack maxed. 1 SP Dark Sight.
Mastery + Booster first for the standard 'kill 1-damage misses + attack speed' foundation. Critical Throw THIRD (not last!) because it's the passive that defines Assassin's damage scaling - +50% damage on 40% of hits at max, applied to Lucky Seven's already-doubled attack count = disgusting DPS. Haste fourth for party utility (Bandit friends love it too). Drain last because it's for solo grinding - if you always party, drop 5 Drain for 5 more Dark Sight instead.
Lv.
SP
Claw Mastery/ 20
Claw Booster/ 20
Critical Throw/ 30
Haste/ 20
Drain/ 30
Dark Sight/ 20
Note
30
+1
1
Advancement - start Claw Mastery
31
+3
4
32
+3
7
33
+3
10
34
+3
13
35
+3
16
36
+3
19
37
+3
20
2
Claw Mastery MAXED
38
+3
20
5
39
+3
20
8
40
+3
20
11
41
+3
20
14
42
+3
20
17
43
+3
20
20
Claw Booster MAXED
44
+3
20
20
3
45
+3
20
20
6
46
+3
20
20
9
47
+3
20
20
12
48
+3
20
20
15
49
+3
20
20
18
50
+3
20
20
21
51
+3
20
20
24
52
+3
20
20
27
53
+3
20
20
30
Critical Throw MAXED - Lucky Seven crits transform your damage
54
+3
20
20
30
3
55
+3
20
20
30
6
56
+3
20
20
30
9
57
+3
20
20
30
12
58
+3
20
20
30
15
59
+3
20
20
30
18
60
+3
20
20
30
20
1
Haste MAXED - party mobility unlocked
61
+3
20
20
30
20
4
62
+3
20
20
30
20
7
63
+3
20
20
30
20
10
64
+3
20
20
30
20
13
65
+3
20
20
30
20
16
66
+3
20
20
30
20
19
67
+3
20
20
30
20
22
68
+3
20
20
30
20
25
69
+3
20
20
30
20
28
70
+3
20
20
30
20
30
1
Drain MAXED
End state (121 SP spent)
Dark Sight: 1 / 20
Claw Mastery: 20 / 20
Critical Throw: 30 / 30
Claw Booster: 20 / 20
Haste: 20 / 20
Drain: 30 / 30
Haste Merchant (FM Rusher)
Same endstate, but Haste maxed by Lv 50 instead of Lv 60. For the classic Free Market Haste-seller playstyle.
Same 6 skills at the same maxes as Canonical Assassin - reshuffled curve. In classic-Maple subculture, an Assassin at Lv 50+ with maxed Haste could stand in Free Market and sell 5-minute Haste buffs to Warriors/Mages for 5-10k meso a pop. Meaningful side income. This build rushes Haste to max by Lv 50 (canonical hits it at Lv 60) so you can start FM'ing 10 levels earlier. Trade-off: Critical Throw comes online later, so pure DPS during Lv 44-53 is worse. Worth it if the meso outweighs the training speed.
Lv.
SP
Claw Mastery/ 20
Claw Booster/ 20
Critical Throw/ 30
Haste/ 20
Drain/ 30
Dark Sight/ 20
Note
30
+1
1
Advancement - start Claw Mastery
31
+3
4
32
+3
7
33
+3
10
34
+3
13
35
+3
16
36
+3
19
37
+3
20
2
Claw Mastery MAXED
38
+3
20
5
39
+3
20
8
40
+3
20
11
41
+3
20
14
42
+3
20
17
43
+3
20
20
Claw Booster MAXED
44
+3
20
20
3
Rush Haste for merching!
45
+3
20
20
6
46
+3
20
20
9
47
+3
20
20
12
48
+3
20
20
15
49
+3
20
20
18
50
+3
20
20
1
20
Haste MAXED at Lv 50 - start FM'ing
51
+3
20
20
4
20
52
+3
20
20
7
20
53
+3
20
20
10
20
54
+3
20
20
13
20
55
+3
20
20
16
20
56
+3
20
20
19
20
57
+3
20
20
22
20
58
+3
20
20
25
20
59
+3
20
20
28
20
60
+3
20
20
30
20
1
Critical Throw MAXED
61
+3
20
20
30
20
4
62
+3
20
20
30
20
7
63
+3
20
20
30
20
10
64
+3
20
20
30
20
13
65
+3
20
20
30
20
16
66
+3
20
20
30
20
19
67
+3
20
20
30
20
22
68
+3
20
20
30
20
25
69
+3
20
20
30
20
28
70
+3
20
20
30
20
30
1
Drain MAXED
End state (121 SP spent)
Dark Sight: 1 / 20
Claw Mastery: 20 / 20
Critical Throw: 30 / 30
Claw Booster: 20 / 20
Haste: 20 / 20
Drain: 30 / 30
Bandit (2nd Job - Dagger path)
Lv. 30–70
· 121 SP total
· Advancement at The Dark Lord, Kerning City
121 SP over Lv 30-70. Bandit's structural quirk: only 5 skills reach max (Dagger Mastery, Dagger Booster, Savage Blow, Haste, Steal) - none max at 30 except Savage Blow, so total is 110 SP with 11 leftover. Dump the 11 into Dark Sight (1st-job carryover) for positioning utility. Chief Bandit's Meso Explosion at 3rd job is what people REMEMBER Bandit for - this build just gets you there.
Canonical Bandit (Savage Blow Grinder)
Recommended
Dagger Mastery -> Booster -> Savage Blow -> Haste -> Steal. 11 SP leftover into Dark Sight.
Mastery + Booster first (same as every 2nd-job class). Savage Blow third because it's your main attack and 6 hits per cast means each Mastery point compounds. Haste fourth for party value. Steal fifth for the 20 SP investment - lower priority than the essentials but genuinely contributes damage. 11 SP leftover into Dark Sight because it's the most useful of the 1st-job carryovers and Bandit's stealth positioning is a real playstyle.
Lv.
SP
Dagger Mastery/ 20
Dagger Booster/ 20
Savage Blow/ 30
Haste/ 20
Steal/ 20
Dark Sight/ 20
Note
30
+1
1
Advancement - start Dagger Mastery
31
+3
4
32
+3
7
33
+3
10
34
+3
13
35
+3
16
36
+3
19
37
+3
20
2
Dagger Mastery MAXED
38
+3
20
5
39
+3
20
8
40
+3
20
11
41
+3
20
14
42
+3
20
17
43
+3
20
20
Dagger Booster MAXED
44
+3
20
20
3
45
+3
20
20
6
46
+3
20
20
9
47
+3
20
20
12
48
+3
20
20
15
49
+3
20
20
18
50
+3
20
20
21
51
+3
20
20
24
52
+3
20
20
27
53
+3
20
20
30
Savage Blow MAXED - the 6-hit workhorse is done
54
+3
20
20
30
3
55
+3
20
20
30
6
56
+3
20
20
30
9
57
+3
20
20
30
12
58
+3
20
20
30
15
59
+3
20
20
30
18
60
+3
20
20
30
20
1
Haste MAXED
61
+3
20
20
30
20
4
62
+3
20
20
30
20
7
63
+3
20
20
30
20
10
64
+3
20
20
30
20
13
65
+3
20
20
30
20
16
66
+3
20
20
30
20
19
67
+3
20
20
30
20
20
2
Steal MAXED
68
+3
20
20
30
20
20
5
69
+3
20
20
30
20
20
8
70
+3
20
20
30
20
20
11
Dark Sight at 11. Advance to Chief Bandit - Meso Explosion awaits!
End state (121 SP spent)
Dark Sight: 11 / 20
Dagger Mastery: 20 / 20
Dagger Booster: 20 / 20
Haste: 20 / 20
Steal: 20 / 20
Savage Blow: 30 / 30
Steal Farmer (Item Hunter)
Same endstate, but Steal maxed by Lv 50 instead of Lv 67. For farming rare mob drops that only come via Steal proc.
Same 6 skills at the same maxes as Canonical Bandit - reshuffled curve. In classic Maple some mobs had rare items ONLY obtainable via Steal proc (Zombie Lupins for special etc drops, Bubbling for chairs, etc.). Rushing Steal to max by Lv 50 (vs Lv 67 canonical) lets you start farming those drops much earlier. Trade-off: Savage Blow comes online later so your training DPS through Lv 50-66 is lower. Balance: farm-income offsets slower training. Works well if you have a specific item target in mind.
Lv.
SP
Dagger Mastery/ 20
Dagger Booster/ 20
Savage Blow/ 30
Haste/ 20
Steal/ 20
Dark Sight/ 20
Note
30
+1
1
Advancement - start Dagger Mastery
31
+3
4
32
+3
7
33
+3
10
34
+3
13
35
+3
16
36
+3
19
37
+3
20
2
Dagger Mastery MAXED
38
+3
20
5
39
+3
20
8
40
+3
20
11
41
+3
20
14
42
+3
20
17
43
+3
20
20
Dagger Booster MAXED
44
+3
20
20
3
Rush Steal for item farming!
45
+3
20
20
6
46
+3
20
20
9
47
+3
20
20
12
48
+3
20
20
15
49
+3
20
20
18
50
+3
20
20
1
20
Steal MAXED at Lv 50 - now farm those Zombie Lupins