My Game Guide

05
May

Assassin Guide


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Table of Contents

*****************1) Assassins vs. All!

2) Ability Point Allocation

3) The Beginning: Maple Island

4) Becoming a Thief!

5) Skill Point Allocation <1st Job>

6) Training Areas <1st Job>

7) Class Change: Assassin

 8) Skill Point Allocation <2nd Job>

9) Training Areas <2nd Job>

10) Class Change: Hermit

11) Skill Point Allocation + Training Spots <3rd Job>

12) Equipmen
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=1) 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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2) 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.

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3) 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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4) 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 it 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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5) 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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6) 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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7) 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.

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 8) Skill Point Allocation <2nd Job>

Welcome to the skill point section for assassins. Assassins get many amazing

skills, and a couple of ones that are total crap and that you will not want to

invest in. This guide is to help you make those decisions. HELP. If you feel

like dumping an extra 10 points into haste right when you become an assassin,

feel free. The point is that I wouldn't recommend it. The good thing about this

build is that (other than Critical Throw), there are now skills that will

greatly affect your damage if you don't max them right away. This gives you

a lot more freedom. I've made two builds here. The first one is the classic

assassin build, and the next one is the one I personally am following at the

moment.

BUILD 1

This is the plain old assassin build. It's a little strange, but whatever,

it works and tons of people follow it. I'll list in like a chart (which,

personally, I find easier to follow) or in word format for you "different"

people.

Level 30: Mastery +1

Level 31: Mastery +2, Critical Throw +1

Level 32: Critical Throw +3

Level 33: Critical Throw +3

Level 34: Critical Throw +3

Level 35: Critical Throw +3

Level 36: Critical Throw +3

Level 37: Critical Throw +3

Level 38: Critical Throw +3

Level 39: Critical Throw +3

Level 40: Critical Throw +3

Level 41: Critical Throw +2 (MAX), Claw Mastery +1

Level 42: Claw Mastery +1, Claw Booster +2

Level 43: Claw Booster +3

Level 44: Haste +3

Level 45: Haste +3

Level 46: Haste +3

Level 47: Haste +3

Level 48: Haste +3

Level 49: Haste +3

Level 50: Haste +2 (MAX) Endure +1

Level 51: Endure +2, Drain +1

Level 52: Drain +3

Level 53: Mastery +3

Level 54: Mastery +3

Level 55: Mastery +3

Level 56: Mastery +3

Level 57: Mastery +3 (MAX)

From here you can work on Booster or Drain, whichever you want. In this build

I decided to get Drain to 5, then max Booster and put the remaining points in

Drain. You can do Drain first if you want.

Level 58: Drain +1, Booster +2

Level 59: Booster +3

Level 60: Booster +3

Level 61: Booster +3

Level 62: Booster +3

Level 63: Booster +1 (MAX), Drain +2

Level 64: Drain +3

Level 65: Drain +3

Level 66: Drain +3

Level 67: Drain +3

Level 68: Drain +3

Level 69: Drain +3

Level 70: Drain +3 (Drain is left at 28)

If you prefer it in words, here it is:

Claw Mastery > 3, Critical Throw > 30 (MAX), Claw Mastery > 5, Claw Booster > 5

Haste > 20 (MAX), Endure > 3, Drain > 4, Claw Mastery > 20 (MAX), Drain > 5,

Booster > 20 (MAX), Drain > 28

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BUILD 2

This is the build I'm following right now. It's for people who prefer buffing

to being able to hold a couple of stars extra. Let me explain. Claw Mastery

increases your minimum damage. However, Lucky Seven is an exception. Read the

skill description - Lucky Seven deals damage based on LUK, REGARDLESS of the

rate of Claw Mastery. Thus, the only reason you'd get Claw Mastery is to

increase the number of stars you can hold. Personally, I'd way rather get

Booster and Haste maxed first. That's exactly what I did. Booster and Haste are

an assassin's two main buffins skills, and having maxed Haste but Booster at a

mere 50 seconds per use just didn't work for me. So I made this build. I'm

putting this build here for people like me, who don't see the worth in the

200 extra stars Claw Mastery gives.

Level 30: Mastery +1

Level 31: Mastery +2, Critical Throw +1

Level 32: Critical Throw +3

Level 33: Critical Throw +3

Level 34: Critical Throw +3

Level 35: Critical Throw +3

Level 36: Critical Throw +3

Level 37: Critical Throw +3

Level 38: Critical Throw +3

Level 39: Critical Throw +3

Level 40: Critical Throw +3

Level 41: Critical Throw +2 (MAX), Claw Mastery +1

Level 42: Claw Mastery +1, Claw Booster +2

Level 43: Claw Booster +3

Level 44: Claw Booster +1, Haste +2

Here I raised Booster and Haste alternately to keep them around the same time.

It looks confusing but it works out in the end.

Level 45: Haste +3

Level 46: Haste +1, Claw Booster +2

Level 47: Haste +2, Claw Booster +1

Level 48: Haste +1, Claw Booster +2

Level 49: Haste +2, Claw Booster +1

Level 50: Haste +1, Claw Booster +2

Level 51: Haste +2, Claw Booster +1

Level 52: Haste +1, Claw Booster +2

Level 53: Haste +2, Claw Booster +1

Level 54: Haste +1, Claw Booster +2 (MAX)

Level 55: Haste +2 (MAX), Claw Mastery +1

We're done the funky alternating thing, so now it's okay to resume Claw Mastery

and then Drain.

Level 56: Claw Mastery +3

Level 57: Claw Mastery +3

Level 58: Claw Mastery +3

Level 59: Claw Mastery +3

Level 60: Claw Mastery +2 (MAX), Endure +1

Level 61: Endure +2, Drain +1

Level 62: Drain +3

Level 63: Drain +3

Level 64: Drain +3

Level 65: Drain +3

Level 66: Drain +3

Level 67: Drain +3

Level 68: Drain +3

Level 69: Drain +3

Level 70: Drain +3 (Drain is left at 28)

I'm not going to put this one in words, the alternating thing...enough said.

You can figure it out. It's basically max Critical, max Booster and Haste,

then max Mastery followed by Drain. There's the odd little point in there that

disrupts this but essentially that's it.

As is nearly always the case with builds, the two will give you the same

outcome. It's just the path to that outcome that is different.

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9) Training Areas <2nd Job>

Here I'll list the places that are best to train at as an assassin. There are

many, many options, and sometimes the ones I have listed may not suit you -

don't worry. If you find something better, don't hesitate to use it, and tell

me about it, so people will marvel over your intelligence once I post it in

my guide. Funded and non-funded are on the same path, approximately. Non-funded

assassins may find this path a bit hard (it's based on my experiences and I am

a funded assassin) but you guys'll live.

Don't take the levels to seriously. If you feel like sticking with boars for

a little longer, or switching to Evil Eyes sooner, go right ahead.

-A Little Note About CPQ:

CPQ, or Monster Carnival Party Quest, is one of the very best sources of

experience from levels 30-50. It's simply amazing. Basically, you get yourself

a party of 2-6 members and kill a ton of monsters for 10 minutes. To give you

an idea of how amazing the EXP is... at the earlier levels of CPQ, win 5 and

you'll level up. I was levelling twice a day and I play for an hour and a half

or 2 hours. There's a guide for it on Hiddden Street too, but the best thing

is to get a friend who knows how and let them teach you - it's easy to learn,

and the EXP is amazing from 30-40. At 40, it slows down, but you also get

"Ranks", and a higher levelled party means a higher rank - which means more EXP

for you! It's the best option from 30-40 if you can find a party, and after 40

it retains its top spot, although a little less OMGWTF than before.

Levels 30-34

Here I'd most definitely go with boars. Although Zombie Mushrooms have less HP

for the same amount of experience, they simply aren't worth it because of the

horny mushrooms that spawn on that map, which give a measly 35 exp. If you

get bored of Wild Boars...tough luck. They really are the best option. I

suppose you could go to evil eyes early if you're doing 700-750 damage nearly

EVERY time. Otherwise don't consider it.

> WILD BOARS

Levels 35-38

Here, although it is seldom realized, the very best option is evil eyes - those

yellow things deep in the Ant Tunnel. They're decent exp and I personally LOVE

this map. It rarely is crowded and the spawn is fantastic. Really they're alone

here.

> EVIL EYES

Levels 39-50

Basically the path here for all you soloists is Brown Teddies until about level

43 or 44. Here you can go a few maps right of the teddy map, and you'll find

Pink Teddies and Brown Teddies in one map (I think it's Sky/Cloud Terrace 2).

At level 45 or 46, go one more map to the right, which has Pink Teddies,

Roloducks and Toy Trojan. You may not always one hit kill the roloducks, that's

perfectly fine since mostly you'll be killing Pink Teddies. Toy Trojans are

decent at 2hits for 99 exp. After this, I did Kitties - Jr. Grupins mostly,

since they have the best drops.

Personally, I'm basically going back and forth between Ludi PQ and the

Pink Teddy/Roloduck/Toy Trojan map. I like soloing and PQing, and conveniently,

they're close to each other, so it's great.

> Ludi PQ or TEDDIES, PINK TEDDIES, ROLODUCKS, CHRONOS, etc.

Levels 50-70

There's a million options here. I'd break it down here, but having not

experienced all of this section personally I don't feel right doing that. This

info is mostly based off of my friends' (names are at the bottom if you simply

MUST know) information, compiled with my genius.

Well, let me just say it outright, your best option is Ludi Maze PQ. It's

amazing exp. Granted, it's a bit of a gamble, but it's awesome, and most people

do it. You can also do Orbis PQ, however I feel it's a bit slower.

If you're not a PQer, there are many options. You could do Straw Target Dummies

(STDs...hehe I always laugh at that), the infamous zombies, red drakes or yetis

if you're looking for money, and later on even Mix Golem or...frankly, whatever

the hell you want. There's so much freedom at these levels. It's up to you.

> LMPQ, OPQ, Various Monsters...

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10) Class Change: Hermit

You're level 70. That must have taken a hell of a lot of time, huh? Lots of

hard work, hours, days, months, maybe even years of training, all for this

one moment...

This time around, advancement is even harder than before. You'll need to pass

two tests. One for physical strength (grr...) and intellectual strength (hmm..)

Travel to El Nath, Chief Residence and confront one of the four emo children,

Arec. Talk with him and then run back to Vic and find your bro, the Dark Lord.

Go to Monkey Swamp II, which you'll find by navigating around the path to

the Dungeon, via Kerning. Enter the portal and defeat the Dark Lord's

evil side. He looks like a total loser. He's smaller than you. You'll defeat

him relatively easily, don't fret. There's a 20 minute time limit but that

shouldn't be a problem. Make sure to take the Black Charm he'll drop once you

finish him off.

Run back to the Dark Lord and give him the Black Charm - in exchange he'll hand

you a Necklace of Strength. Yes it's shiny. No you can't keep it for yourself.

Head back to El Nath and give the shiny necklace to Arec (sometimes you've

got to let go...). Mosey over to Sharp Cliff II, where you'll find the

Hidden Street, Holy Ground at the Snowfield. You'll need a refined Dark

Crystal Ore to even have a shot at answering the questions the giant black

crystal thing will throw at you. After answering the 5, usually ridiculously

easy questions, you'll get a Necklace of Wisdom (don't even THINK about keeping

it). Return to Arec and (grudgingly) hand it over.

Poof.

You're a hermit! Along with the one SP you'll get a new set of clothing, etc.

Tons of fun!

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11) Skill Point Allocation + Training Spots <3rd Job>

There's a reason I put these two sections together, and I'll say it right

off the bat, I'm NOT a Hermit. I delve into this section with very limited

knowledge. I'm just meshing everything I know into here, and basically it's

just a mix of training, skill point distribution, and all other random crap

that I could fit it in here.

Note that suggestions for this section are much appreciated and NEEDED. If

I'm ever going to make a skill chart for 3rd job, it'll be with YOUR help.

I appreciate it.

You're going to want to put your first point in either Shadow Partner or

Avenger. Honestly it won't matter. I'd max Shadow Partner next. After this,

you'll be level 80ish, and you'll want to get a little Flash Jump, one point

should suffice here. Start maxing Avenger too, it's an awesome skill. I'd

max Flash Jump next, get some Alchemist in there and after that it's completely

up to you. Don't waste your points on Shadow Meso, although you'll have TONS

of extra points, I'd suggest maxing Drain with them (yes, Shadow Meso sucks

that much, from what I hear). Don't spend ANY sp after 120. Apparently we'll be

getting 4th job soon.

As for training...I'll let you figure that out until I get a few more

suggestions. I can give some vague indications if you're totally lost -

Wolf Spiders are good, Gobies are popular for higher levels but you'll

probably need a priest or something. And of course Zakum, and any and all other

bosses you wish to beat up with your awesome h4x.

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12) Equipment

I love this section so much. Well, being a total stat freak, I love equipment

in general. I'll list what's in your best interest in terms of STATS. I mean,

if something looks like total crap (take the level 30 set) sometimes I won't

put it on, but usually I'll sacrifice anything for than extra point in LUK.

Enjoy!

Level 10-20

Here you'll be getting what looks good. I usually go with the dark sets as they

tend to give LUK bonuses. All the sets here actually look very decent. Don't

get any earrings for the love of god. They're a total waste of money, and

Weight Earrings are hideous.

As for claws, non-funded assassins will want to stick with Garniers the

whole time, while the funded assassin will go for Gold Titans and an Adamantium

Igor. In terms of stars, Subis are just fine. It'd be in your best interests

to spend any bit of extra money on a few sets of Kumbis. These will last you

forever as a non-funded assassin. Funded assassins...go wild.

Level 25

Some people hate this set. I don't mind it, it isn't my favourite, but it's

okay. You'll DEFINITELY want the Brown Bamboo Hat, an amazing 3 LUK bonus. Just

to tell you now, you'll be using this until level 40 - get used to that

oversized brown semicircle sitting on top of your head. Get a Meba +7, even

if you're not funded. You'll be using this until level 40 as well. It's the

fastest claw in the game (excluding the maple ones if I remember correctly)

and it's great. Don't scroll it manually, as however the market may change, the

price is usually well below the ~550k it would take to buy one and scroll it

by yourself.

Level 30

This set is so ugly. It's a track suit, uglified. I wore it for the stats, and

I changed out of it whenever I wasn't training. You'll want the earrings, the

top and bottom (brown for LUK) and maybe the shoes, but snowshoes here

would be so much easier and look better if you're not worried about stats.

Level 35

This set it kinda meh. It's a bit like the level 25 set in that it's pretty

revealing. You'll still be using that Brown Bamboo Hat and that Meba +7. Sure,

they'll be boring by now, but they're serving you well in terms of stats. Make

sure to pick up the top, bottom and stick with whatever shoes you have.

In terms of gloves, if you're funded you'll have an attack glove. If not, you

can pick up various gloves from quests or buy them, I won't direct you on that.

Level 40

I love this set, it's your first decent one since, well, 20. Get the full set -

the hat, top and bottom, shoes, claw and glove if you're not funded. This set

looks best in black, but is more expensive, so you should pick up the marine

one if you're not funded. You finally have a totally new set!

Make sure to pick up an Icarus Cape here, from the quest.

Level 50

The pretty sets just keep on coming! This set is like the Pao set, improved.

You'll want a nice Dark Slain, and preferably a Brown China Set. I don't find

the hat too unattractive, but if you do, keep the Pilfer. The shoes are bloody

hard to find, you could stick with the 40 ones if you'd like.

Level 60

The set is ugly, yes, but the stats are good. Get the entire scorpio set,

or if you're concerned with looks, then keep the 50 set. Skip the claw here,

as you'll be wanting to save up for a scarab. You can get a Gigantic if you

have the money, I suppose.

Level 70

Totally revamp everything. You're a hermit now, and you need a new set...no

matter how ugly it may be. It reminds me of the level 30 set a bit. It has

decent stats though, and you'll want a REALLY good Scarab - this will last you

the rest of your life, essentially.

You should have Tobis by now, by the way, and if you have some money, be sure

to get a couple of sets of Steelies. They look so awesome...

From here just buy what you need, I suppose. Mix and match, do whatever looks

good and goes along with what you need for stats.

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