How to Become a Master Assassin on Maple Story
An Assassin is a class of Thief that uses throwing stars with a claw., There are two class groups that have assassins available - Explorers and Cygnus Knights., When you begin, simply follow the instructions and complete each quest given., At this...
Step-by-Step Guide
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Step 1: An Assassin is a class of Thief that uses throwing stars with a claw.
They can deal quite high amounts of damage very early on, and are one of the best classes both early and late in levels. -
Step 2: There are two class groups that have assassins available - Explorers and Cygnus Knights.
Cygnus Knights are much faster to level (they gain 10% of their EXP bar each level up for free and get +6 ability points per level instead of +5), but they are limited to level
120.
Normal Explorers, however, have a limit of level 200, and are a bit more flexible. , For Explorers, this should get you near enough to level 10 (remember to talk to Olaf at Lith Harbour), at which point you can catch the cab to Kerning City and talk to the Dark Lord to become a thief (found inside the thieves' hideout, in the middle of the city).
For Cygnus, stop as soon as you reach level 10 and make the job advancement with Eckhart. , There are three types:
Dexless, Low-dex and Regular dex.
The more DEX you put in, the less money you will have to spend on equips, but the less powerful you will be.
If you are starting fresh with no money, just go for regular dex.
The rest of your AP goes into LUK.
Regular Dex just auto-assigns DEX until you reach your cap (most players choose to cap around 80-110) Low-Dex thieves cap their dex much lower, around 40-60 usually.
This is more of a balance between power and practicality.
Dexless thieves add no dex whatsoever to the starting 25 DEX.
This means you need more money as you will have to buy special equips that don't require DEX.
The trade-off is that you have much higher damage, as your damage is mostly influenced by LUK. , Put one point into Lucky Seven to start training (you should ALWAYS use it for everything, never normal attack).
Next you max Keen Eyes so that you can act like a proper ranged class, before pumping L7.
Nimble Body is very helpful, and Dark Sight is huge later on but not that useful yet, so it comes last.
The extra 3 points arbitrarily go into Double Stab, as they must all be spent before advancing.
Night Walkers should replace Double Stab with Night.
Level 10: +1 Lucky Seven (1) Level 11: +3 Nimble Body (3) Level 12: +3 Keen Eyes (3) Level 13: +2 Keen Eyes (MAX), +1 Lucky Seven (2) Level 14: +3 Lucky Seven (5) Level 15: +3 Lucky Seven (8) Level 16: +3 Lucky Seven (11) Level 17: +3 Lucky Seven (14) Level 18: +3 Lucky Seven (17) Level 19: +3 Lucky Seven (MAX) Level 20: +3 Nimble Body (6) Level 21: +3 Nimble Body (9) Level 22: +3 Nimble Body (12) Level 23: +3 Nimble Body (15) Level 24: +3 Nimble Body (18) Level 25: +2 Nimble Body (MAX), +1 Disorder (1) Level 26: +2 Disorder (3), +1 Dark Sight (1) Level 27: +3 Dark Sight (4) Level 28: +3 Dark Sight (7) Level 29: +3 Dark Sight (MAX) Level 30: +3 Double Stab (3) ,, They will give you a task so you can get your second job advancement.
You are now an Assassin! , Next you max Haste for its insane mobility
- you will fly through maps.
Put 5 points into Booster so it lasts for nearly a minute and it's not such a pain to activate.
Then Mastery to stabilise your damage (mastery boosts your minimum damage, which increases your average damage and makes it swing less wildly), followed by Drain
- you'll never need HP pots again!
- and Booster winds up at
11.
While Booster is good, it's only a minor pain to reactivate and none of the other skills can be sacrificed (including Shadow Resistance
- 10% HP Boost plus Elemental resistance is really good) Level 30: +1 Claw Mastery (1) Level 31: +2 Claw Mastery (3), +1 Critical Throw (1) Level 32: +3 Critical Throw (4) Level 33: +3 Critical Throw (7) Level 34: +3 Critical Throw (10) Level 35: +3 Critical Throw (13) Level 36: +3 Critical Throw (16) Level 37: +3 Critical Throw (19) Level 38: +3 Critical Throw (22) Level 39: +3 Critical Throw (25) Level 40: +3 Critical Throw (28) Level 41: +2 Critical Throw (MAX), +1 Claw Mastery (4) Level 42: +1 Claw Mastery (5), +2 Claw Booster (2) Level 43: +3 Claw Booster (5) Level 44: +3 Haste (3) Level 45: +3 Haste (6) Level 46: +3 Haste (9) Level 47: +3 Haste (12) Level 48: +3 Haste (15) Level 49: +3 Haste (18) Level 50: +2 Haste (MAX), +1 Claw Mastery (6) Level 51: +3 Claw Mastery (9) Level 52: +3 Claw Mastery (12) Level 53: +3 Claw Mastery (15) Level 54: +3 Claw Mastery (18) Level 55: +2 Claw Mastery (MAX), +1 Drain (1) Level 56: +3 Drain/Vampire (4) Level 57: +3 Drain/Vampire (7) Level 58: +3 Drain/Vampire(10) Level 59: +3 Drain/Vampire (13) Level 60: +3 Drain/Vampire (16) Level 61: +3 Drain/Vampire (19) Level 62: +1 Drain/Vampire (MAX), +2 Claw Booster (7) Level 63: +3 Claw Booster (10) Level 64: +1 Claw Booster (11), +2 Shadow Resistance (2) Level 65: +3 Shadow Resistance (5) Level 66: +3 Shadow Resistance (8) Level 67: +3 Shadow Resistance (11) Level 68: +3 Shadow Resistance (14) Level 69: +3 Shadow Resistance (17) Level 70: +3 Shadow Resistance (20) -
Step 3: When you begin
-
Step 4: simply follow the instructions and complete each quest given.
-
Step 5: At this point
-
Step 6: you have a choice of your AP (ability point) build.
-
Step 7: This is a recommended Skill Build for 1st Job.
-
Step 8: At the end
-
Step 9: you should have: Nimble Body: 20 (Max) Lucky Seven: 20 (Max) Keen Eyes: 5 (Max) Dark Sight: 10 (Max) Disorder: 3 Double Stab: 3 Total SP Spent: 61
-
Step 10: Go back to the Dark Lord/Eckhart.
-
Step 11: Second Job Skill Build: First off you want to max Critical Throw
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Step 12: as high criticals will give a huge boost to damage.
Detailed Guide
They can deal quite high amounts of damage very early on, and are one of the best classes both early and late in levels.
Cygnus Knights are much faster to level (they gain 10% of their EXP bar each level up for free and get +6 ability points per level instead of +5), but they are limited to level
120.
Normal Explorers, however, have a limit of level 200, and are a bit more flexible. , For Explorers, this should get you near enough to level 10 (remember to talk to Olaf at Lith Harbour), at which point you can catch the cab to Kerning City and talk to the Dark Lord to become a thief (found inside the thieves' hideout, in the middle of the city).
For Cygnus, stop as soon as you reach level 10 and make the job advancement with Eckhart. , There are three types:
Dexless, Low-dex and Regular dex.
The more DEX you put in, the less money you will have to spend on equips, but the less powerful you will be.
If you are starting fresh with no money, just go for regular dex.
The rest of your AP goes into LUK.
Regular Dex just auto-assigns DEX until you reach your cap (most players choose to cap around 80-110) Low-Dex thieves cap their dex much lower, around 40-60 usually.
This is more of a balance between power and practicality.
Dexless thieves add no dex whatsoever to the starting 25 DEX.
This means you need more money as you will have to buy special equips that don't require DEX.
The trade-off is that you have much higher damage, as your damage is mostly influenced by LUK. , Put one point into Lucky Seven to start training (you should ALWAYS use it for everything, never normal attack).
Next you max Keen Eyes so that you can act like a proper ranged class, before pumping L7.
Nimble Body is very helpful, and Dark Sight is huge later on but not that useful yet, so it comes last.
The extra 3 points arbitrarily go into Double Stab, as they must all be spent before advancing.
Night Walkers should replace Double Stab with Night.
Level 10: +1 Lucky Seven (1) Level 11: +3 Nimble Body (3) Level 12: +3 Keen Eyes (3) Level 13: +2 Keen Eyes (MAX), +1 Lucky Seven (2) Level 14: +3 Lucky Seven (5) Level 15: +3 Lucky Seven (8) Level 16: +3 Lucky Seven (11) Level 17: +3 Lucky Seven (14) Level 18: +3 Lucky Seven (17) Level 19: +3 Lucky Seven (MAX) Level 20: +3 Nimble Body (6) Level 21: +3 Nimble Body (9) Level 22: +3 Nimble Body (12) Level 23: +3 Nimble Body (15) Level 24: +3 Nimble Body (18) Level 25: +2 Nimble Body (MAX), +1 Disorder (1) Level 26: +2 Disorder (3), +1 Dark Sight (1) Level 27: +3 Dark Sight (4) Level 28: +3 Dark Sight (7) Level 29: +3 Dark Sight (MAX) Level 30: +3 Double Stab (3) ,, They will give you a task so you can get your second job advancement.
You are now an Assassin! , Next you max Haste for its insane mobility
- you will fly through maps.
Put 5 points into Booster so it lasts for nearly a minute and it's not such a pain to activate.
Then Mastery to stabilise your damage (mastery boosts your minimum damage, which increases your average damage and makes it swing less wildly), followed by Drain
- you'll never need HP pots again!
- and Booster winds up at
11.
While Booster is good, it's only a minor pain to reactivate and none of the other skills can be sacrificed (including Shadow Resistance
- 10% HP Boost plus Elemental resistance is really good) Level 30: +1 Claw Mastery (1) Level 31: +2 Claw Mastery (3), +1 Critical Throw (1) Level 32: +3 Critical Throw (4) Level 33: +3 Critical Throw (7) Level 34: +3 Critical Throw (10) Level 35: +3 Critical Throw (13) Level 36: +3 Critical Throw (16) Level 37: +3 Critical Throw (19) Level 38: +3 Critical Throw (22) Level 39: +3 Critical Throw (25) Level 40: +3 Critical Throw (28) Level 41: +2 Critical Throw (MAX), +1 Claw Mastery (4) Level 42: +1 Claw Mastery (5), +2 Claw Booster (2) Level 43: +3 Claw Booster (5) Level 44: +3 Haste (3) Level 45: +3 Haste (6) Level 46: +3 Haste (9) Level 47: +3 Haste (12) Level 48: +3 Haste (15) Level 49: +3 Haste (18) Level 50: +2 Haste (MAX), +1 Claw Mastery (6) Level 51: +3 Claw Mastery (9) Level 52: +3 Claw Mastery (12) Level 53: +3 Claw Mastery (15) Level 54: +3 Claw Mastery (18) Level 55: +2 Claw Mastery (MAX), +1 Drain (1) Level 56: +3 Drain/Vampire (4) Level 57: +3 Drain/Vampire (7) Level 58: +3 Drain/Vampire(10) Level 59: +3 Drain/Vampire (13) Level 60: +3 Drain/Vampire (16) Level 61: +3 Drain/Vampire (19) Level 62: +1 Drain/Vampire (MAX), +2 Claw Booster (7) Level 63: +3 Claw Booster (10) Level 64: +1 Claw Booster (11), +2 Shadow Resistance (2) Level 65: +3 Shadow Resistance (5) Level 66: +3 Shadow Resistance (8) Level 67: +3 Shadow Resistance (11) Level 68: +3 Shadow Resistance (14) Level 69: +3 Shadow Resistance (17) Level 70: +3 Shadow Resistance (20)
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Frank Hill
Specializes in breaking down complex creative arts topics into simple steps.
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