🍁 Maple Classic Guide

Thief

Last Updated: October 22, 2026

This guide is actively being worked on! Builds shown have been updated and reviewed.

Stat Distribution

Thief's main stat is LUK and secondary is DEX.

  • Armor requires 10 less DEX than the armor level.
  • Claws require the same DEX as the claw level.
  • A Dagger's secondary stat requirement can be either STR or DEX, and is 5 less than the dagger level.
  • Put just enough points into DEX to equip your gear. Everything else into LUK.
  • Plan out which daggers you'll use while leveling. Adjust STR / DEX accordingly.

Thief Skills

Nimble Body

Passive

Passive that increases accuracy and evasion.

Thieves still need some sources of accuracy to hit high evasion mobs like Zombie Lupin on level. Max this so you don’t need to worry about accuracy requirements.

Recommended Lv: MAX
Skill levels
LvEffect
1Accuracy +1, Evasion +1
2Accuracy +2, Evasion +2
3Accuracy +3, Evasion +3
4Accuracy +4, Evasion +4
5Accuracy +5, Evasion +5
6Accuracy +6, Evasion +6
7Accuracy +7, Evasion +7
8Accuracy +8, Evasion +8
9Accuracy +9, Evasion +9
10Accuracy +10, Evasion +10
11Accuracy +11, Evasion +11
12Accuracy +12, Evasion +12
13Accuracy +13, Evasion +13
14Accuracy +14, Evasion +14
15Accuracy +15, Evasion +15

Keen Eyes

Passive

Increases the range of throwing stars.

At max level, increases range by 200. Must max for Sin build.

Recommended Lv: MAX for Sin, 0 for Dagger
Skill levels
LvEffect
1Attack range for throwing weapons: +50
2Attack range for throwing weapons: +60
3Attack range for throwing weapons: +70
4Attack range for throwing weapons: +80
5Attack range for throwing weapons: +90
6Attack range for throwing weapons: +100
7Attack range for throwing weapons: +110
8Attack range for throwing weapons: +120
9Attack range for throwing weapons: +130
10Attack range for throwing weapons: +140
11Attack range for throwing weapons: +150
12Attack range for throwing weapons: +160
13Attack range for throwing weapons: +170
14Attack range for throwing weapons: +180
15Attack range for throwing weapons: +200

Disorder

Active

Melee attack that debuffs the enemy’s Attack Power and Weapon Def.

While the def reduction will probably be ok for end game bossing, you’ll never use this during the early game. For Sins, only put 3 points for Dark Sight. If you’re a dagger build, you can dump remaining points here. Later on Bandits have the option of maxing this skill instead of Double Stab because Savage Blow replaces it as their single target skill.

Monster Defense Formula

Dmg = Dmg × 100Weapon Def + 100

Disorder lowers Weapon Def by a flat 1 at level 1, up to 5 at max level. Against Def 15, max Disorder (15 → 10) raises damage by 115 / 110 = +4.5%.

Recommended Lv: 3 for Sin, 6 for Dagger
Skill levels
LvEffect
1MP -5; Enemy's Attack Power -5, Weapon Def. -1 for 10 sec
2MP -5; Enemy's Attack Power -6, Weapon Def. -1 for 11 sec
3MP -5; Enemy's Attack Power -7, Weapon Def. -1 for 12 sec
4MP -5; Enemy's Attack Power -8, Weapon Def. -1 for 13 sec
5MP -5; Enemy's Attack Power -9, Weapon Def. -2 for 14 sec
6MP -6; Enemy's Attack Power -10, Weapon Def. -2 for 15 sec
7MP -6; Enemy's Attack Power -11, Weapon Def. -2 for 16 sec
8MP -6; Enemy's Attack Power -12, Weapon Def. -2 for 17 sec
9MP -7; Enemy's Attack Power -13, Weapon Def. -2 for 18 sec
10MP -7; Enemy's Attack Power -14, Weapon Def. -3 for 19 sec
11MP -7; Enemy's Attack Power -15, Weapon Def. -3 for 20 sec
12MP -8; Enemy's Attack Power -16, Weapon Def. -3 for 21 sec
13MP -8; Enemy's Attack Power -17, Weapon Def. -3 for 22 sec
14MP -8; Enemy's Attack Power -18, Weapon Def. -3 for 23 sec
15MP -9; Enemy's Attack Power -19, Weapon Def. -4 for 24 sec
16MP -9; Enemy's Attack Power -20, Weapon Def. -4 for 25 sec
17MP -9; Enemy's Attack Power -21, Weapon Def. -4 for 26 sec
18MP -10; Enemy's Attack Power -22, Weapon Def. -4 for 27 sec
19MP -10; Enemy's Attack Power -23, Weapon Def. -4 for 28 sec
20MP -10; Enemy's Attack Power -25, Weapon Def. -5 for 30 sec

Dark Sight

Toggle

Toggle ability that lets you avoid taking touch damage.

Using this leaves you completely hidden from other players outside your party. Incredibly useful for navigating around the map without getting hit. High level players use this frequently to lower HP Potion costs.

Decent place to dump remaining points.

Recommended Lv: 8 for Sin, MAX for Dagger
Skill levels
LvEffect
1MP -50; Disappear into the shadows, Speed -20 while active
2MP -49; Disappear into the shadows, Speed -19 while active
3MP -48; Disappear into the shadows, Speed -18 while active
4MP -47; Disappear into the shadows, Speed -17 while active
5MP -46; Disappear into the shadows, Speed -16 while active
6MP -45; Disappear into the shadows, Speed -15 while active
7MP -44; Disappear into the shadows, Speed -14 while active
8MP -43; Disappear into the shadows, Speed -13 while active
9MP -42; Disappear into the shadows, Speed -12 while active
10MP -41; Disappear into the shadows, Speed -11 while active
11MP -40; Disappear into the shadows, Speed -10 while active
12MP -39; Disappear into the shadows, Speed -9 while active
13MP -38; Disappear into the shadows, Speed -8 while active
14MP -37; Disappear into the shadows, Speed -7 while active
15MP -36; Disappear into the shadows, Speed -6 while active
16MP -35; Disappear into the shadows, Speed -5 while active
17MP -34; Disappear into the shadows, Speed -4 while active
18MP -33; Disappear into the shadows, Speed -3 while active
19MP -32; Disappear into the shadows, Speed -2 while active
20MP -30; Disappear into the shadows, regular movement speed while active

Double Stab

Active

Dit’s main attacking skill.

Actually a decent skill in first job thanks to its high skill damage. However, it still gets outshadowed by Lucky Seven in first job due to its myriad of benefits.

Max this if you’re going bandit and don’t want to SP reset in the future, but you’ll get lower rates than sin build.

Recommended Lv: 0 for Sin, MAX for Dagger
Skill levels
LvEffect
1MP -8; Damage 80%
2MP -8; Damage 84%
3MP -8; Damage 88%
4MP -8; Damage 92%
5MP -9; Damage 96%
6MP -9; Damage 100%
7MP -9; Damage 104%
8MP -10; Damage 108%
9MP -10; Damage 112%
10MP -11; Damage 116%
11MP -11; Damage 120%
12MP -12; Damage 124%
13MP -12; Damage 128%
14MP -13; Damage 132%
15MP -13; Damage 136%
16MP -14; Damage 140%
17MP -14; Damage 144%
18MP -15; Damage 148%
19MP -15; Damage 152%
20MP -16; Damage 160%

Lucky Seven

Active

Sin’s main attacking skill.

Incredibly strong skill in first job due to the included 50% mastery and weapon multiplier being set to 3. Also allows jump attacking for better mobility. These benefits is why SinDit builds exist. For Assassins, this skill doesn't get affected by Claw Mastery so your damage range ends up being larger than any other class.

Recommended Lv: MAX for Sin, 0 for Dagger
Skill levels
LvEffect
1MP -8; Damage 60%
2MP -8; Damage 64%
3MP -8; Damage 68%
4MP -8; Damage 72%
5MP -9; Damage 76%
6MP -9; Damage 80%
7MP -9; Damage 84%
8MP -10; Damage 88%
9MP -10; Damage 92%
10MP -11; Damage 96%
11MP -11; Damage 100%
12MP -12; Damage 104%
13MP -12; Damage 108%
14MP -13; Damage 112%
15MP -13; Damage 116%
16MP -14; Damage 120%
17MP -14; Damage 124%
18MP -15; Damage 128%
19MP -15; Damage 132%
20MP -16; Damage 140%

1st Job Skill Build

Thieves have the option between Claw and Dagger. Claw provides the easier time with leveling due to Lucky Seven's Weapon Multiplier being set to 3 and also having built in Weapon Mastery at .5. It's also harder to get KSed using Lucky Seven. In the current state of the game, I highly recommend both Sins and Bandits to go the Sin Build.

LevelSkillNotes
10
  • Lucky Seven +1 (1)
11
  • Nimble Body +3 (3)
12
  • Keen Eyes +1 (1)
  • Lucky Seven +2 (3)
13
  • Lucky Seven +1 (4)
  • Keen Eyes +2 (3)
14
  • Keen Eyes +3 (6)
15-17
  • Keen Eyes +2 (8)
  • Save 7 Points
  • or
  • Lucky Seven +3 (7)
  • Keen Eyes +2 (8)
  • Save 4 Points
  • or
  • Lucky Seven +5 (9)
  • Keen Eyes +2 (8)
  • Save 2 Points

If you’re leveling using Route A
Keep Lucky Seven at lv4.

If you’re leveling using Route B and using Steel Titan
Get Lucky Seven lv7. You’ll be able to 2 shot Green Mushrooms 92% of the time without a Warrior Potion.

If you’re leveling using Route B and skipped Steel Titan
Get Lucky Seven to lv9, then save.

18-19
  • Save Points
20
  • Lucky Seven (MAX)
21-22
  • Keen Eyes +6 (14)
23
  • Keen Eyes +1 (MAX)
  • Disorder +2 (2)
24
  • Disorder +1 (3)
  • Dark Sight +1 (1)
  • Nimble Body +1 (4)
25-27
  • Nimble Body +9 (13)
28
  • Nimble Body +2 (MAX)
  • Dark Sight +1 (2)
29-30
  • Dark Sight +6 (8)
LevelSkillNotes
10-11
  • Double Stab +4 (4)
12
  • Nimble Body +3 (3)
13-14
  • Save Points
15-18
  • Double Stab +3 (7)
  • Nimble Body +8 (11)
  • Save 7 Points
  • or
  • Double Stab +9 (13)
  • Nimble Body +8 (11)
  • Save 1 Point

If you’re leveling using Route A
Needs lv7 Double Stab. 95% to 2 shot Octopus.

If you’re leveling using Route B
Needs lv13 Double Stab. 96% to 2 shot Green Mushroom.

19
  • Save Points
20
  • Double Stab (MAX)
21
  • Nimble Body +3 (14)
22
  • Nimble Body +1 (MAX)
  • Disorder +2 (2)
23
  • Disorder +1 (3)
  • Dark Sight +2 (2)
24-29
  • Dark Sight +18 (MAX)
30
  • Disorder +3 (6)

Stats Indepth

Thieves main stat is LUK and their secondary stats are DEX and STR. Thieves only have 1 viable stat build. Add enough DEX and STR to equip your gear, then add everything else into LUK.

LUK Scaling

LUK’s impact to damage can be calculated as

MIN = Skill Mult × Weapon Atk × 80 + LUK × Weapon Mult × Mastery + DEX + STR100
MAX = Skill Mult × Weapon Atk × 100 + LUK × Weapon Mult + DEX + STR100

Lucky Seven uses a weapon multiplier of 3.0 and its mastery is fixed at 0.5

Double Stab uses the Dagger’s Stab multiplier of 2.0, and its mastery is 0.07 at Weapon Mastery Level 0

Weapon Multiplier

WeaponSwingStabShootAvg
Claw——x2.5 (100%)x2.5
Daggerx1.0 (60%)x2.0 (40%)—x1.4

Accuracy

Accuracy decides whether your attacks hit. It's one stat used for both physical and magic attacks.

Accuracy from your stats can be calculated as

Common = DEX × 1.2 + Level × 2 + LUK × 0.6
Acc = Common4 + 15

Every stat here is your total, including equipment and buffs

Each attack compares your Accuracy against the monster's Avoid. Monsters that are a higher level than you need a lot more Accuracy to hit reliably, while being a higher level than the monster gives no extra bonus. Level is part of the formula too, so your Accuracy goes up a little every level even without adding stats.

Avoid

Avoid decides how often monster attacks miss you.

Avoid from your stats can be calculated as

Avoid = trunc(LUK3) + trunc(DEX6) + 5

Every stat here is your total, including equipment and buffs

LUK gives twice as much Avoid as DEX. Avoid doesn't help at all until it reaches a baseline for the monster attacking you. For example, Zombie Mushrooms require 52 Avoid before you have any chance of dodging them.