Unofficial Classic World Guide Classic World is live - see what changed in the latest patch notes
Skill build planner

Thief skill builds

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.

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.

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.

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
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 2 20 20 Haste MAXED
58 +3 20 20 5 20 20
59 +3 20 20 8 20 20
60 +3 20 20 11 20 20
61 +3 20 20 14 20 20
62 +3 20 20 17 20 20
63 +3 20 20 20 20 20
64 +3 20 20 23 20 20
65 +3 20 20 26 20 20
66 +3 20 20 29 20 20
67 +3 20 20 30 20 20 2 Savage Blow 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!
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
← Back to Thief main guide
↑↓ navigate ↵ open Esc close powered by Pagefind