After reading this you will be able to place your 9 starting AP, clear the DEX 25 gate for the Thief advancement, and spend first-job skill points in a fixed order until you choose Assassin or Bandit at level 30. This guide covers MapleStory Classic World, Nexon's recreation of pre-Big Bang MapleStory that runs inside the Global MapleStory (GMS) client. After this first mention it is called Classic World.
Assumptions: you play a Thief solo, between levels 10 and 30, on Victoria Island. Potion budget is not modeled, because no potion prices are in the data used here. Skill numbers come from mapleclassic.wiki. Dates and access rules come from Nexon's FAQ, which gives Founder's Access from October 6, 2026 and Grand Launch on October 21, 2026.
What the data can and cannot tell us
Before the plan, a warning about gaps. The skill list gives max levels, MP cost ranges, damage percentages, hit counts and prerequisites. It does not list SP per level, so I cannot say how many skill levels you will have at any given character level. It also does not list the base damage behind a percentage, whether a listed percentage is per hit or for the whole skill, the effects of Dark Sight, Keen Eyes, Nimble Body or Disorder, or which weapon each first-job attack requires. Where a choice depends on one of those gaps, I say so and tell you what to check on the skill tooltip.
The plan below is therefore an order of priority with reasons, not a promise of a skill level at a given character level.
AP placement from creation: the DEX 25 gate
Classic World has no dice roll. Every primary stat starts at 4, and you place 9 AP directly at creation. Four stats at 4 is 16 points of floor, and the 9 free points bring the opening total to 25. Do not confuse that total of 25 across all four stats with the DEX 25 gate. The gate is one stat, and the total is spread over four.
| Item | Value | Note |
|---|---|---|
| Starting value of each stat | 4 | Chosen, not rolled |
| Free AP at creation | 9 | Placed directly |
| DEX if all 9 go into DEX | 13 | 4 plus 9 |
| Thief first job gate | DEX 25 | Same gate as Bowman |
| Gap after putting all creation AP into DEX | 12 | 25 minus 13 |
| AP per level | 5 | Permanent without a rare reset item |
| Auto-allocation | Until level 11 | Manual from level 11 |
The table shows that creation alone cannot reach the gate. Putting all 9 into DEX gets you to 13, which is 12 short of 25 (25 minus 13). The rest has to come from level-up AP, and the data says AP is auto-allocated to the Beginner's primary stats until level 11. It does not say how that auto-allocation is split, so I cannot confirm from the data that it closes the 12-point gap by level 10. There is also a small one-time AP bonus at the first job advancement, but its amount is not listed.
- At creation, put all 9 AP into DEX. It is the only placement that moves you toward the 25 gate, and it takes DEX from 4 to 13.
- Before you travel to Kerning City at level 10, open your stat window and read your DEX. If it is below 25, check mapleclassic.wiki for how the Beginner auto-allocation works before you spend time on the trip.
- Once you advance, AP is manual from level 11 and you get 5 AP per level. The gate is behind you, so LUK, your primary stat, is where the points go as a Thief.
Whether to also feed DEX after the gate is cleared is a question the data does not answer, because the effect of DEX on accuracy is not listed. At level 30 as a Thief, with only the data above, the defensible default is LUK for everything you place manually.
The first-job skill list and what it implies
The Thief is a tier 1 class with Dagger and Claw as weapons and LUK as primary stat. The advancement is at level 10 in Kerning City, with the Dark Lord in Dark Lord's Trade Shop as instructor. The Dark Lord is also the instructor for the second job. Here is the full first-job list per mapleclassic.wiki.
| Skill | Max level | MP cost | Damage % | Hits | Targets | Requires |
|---|---|---|---|---|---|---|
| Disorder | 20 | 5 to 10 | 100 | 1 | 1 | None |
| Double Stab | 20 | 8 to 16 | 160 | 2 | 1 | None |
| Lucky Seven | 20 | 8 to 16 | 120 | 1 | 1 | None |
| Dark Sight | 20 | Listed range falls as the skill levels up | Disorder Lv 3 | |||
| Nimble Body | 15 | None | ||||
| Keen Eyes | 15 | Nimble Body Lv 3 |
Three facts in this table drive the order. First, every attack hits a single target, so there is no area attack in the first job. Second, Double Stab and Lucky Seven share the same listed MP range of 8 to 16, but Double Stab lists 160 percent over 2 hits against Lucky Seven's 120 percent over 1 hit. On the listed figures, Double Stab offers more for the same MP range, though the data does not say whether 160 is per hit or for both hits. Third, the element column is empty for every skill, so nothing in this list lets you exploit an elemental weakness.
Six skills share the list, with max levels of 20 for four of them and 15 for Nimble Body and Keen Eyes. Since SP per level is not listed, I cannot say how much of that total fits before level 30. That is the reason to order the points rather than spread them.
The SP order, step by step
This order applies solo, at level 30 as a Thief, judged on the listed damage percentages. Change it if the tooltips show a weapon restriction that conflicts with your intended branch.
- Double Stab first, to its max of 20. It has the highest listed damage percentage (160) and the only 2-hit pattern. Until it is maxed, nothing else gets points in this plan. Check the tooltip to confirm it works with the weapon you hold, since the weapon requirement per skill is not in the data.
- Lucky Seven second, to its max of 20, if the tooltip shows it works with your weapon. At 120 percent over 1 hit it lists less than Double Stab, but it shares the same MP range of 8 to 16, so it is the natural second attack. If your weapon cannot use it, skip to step 3 and come back only if you change weapons.
- Disorder to Lv 3. That unlocks Dark Sight. Disorder is also the cheapest attack by listed MP (5 to 10) at 100 percent, so a few levels are not wasted. Its non-damage effect is not listed, so I do not claim one.
- Nimble Body to Lv 3. This opens Keen Eyes. Neither skill lists a damage figure or an effect in the data, so treat these as utility choices you verify on the tooltip.
- Dark Sight and Keen Eyes after that. Dark Sight has a max of 20 and Keen Eyes has a max of 15. Whether they are worth points over finishing Disorder is unknown from the data, so I place them last.
A common mistake is spending on prerequisites early. Disorder Lv 3 and Nimble Body Lv 3 are cheap gates, but they add no listed damage, so they should not come before Double Stab is at 20.
Where to hunt while the build comes together
The table below lists monsters in the level 10 to 30 band that fit a Thief's route through Kerning City and beyond. Rows are in level order. The EXP/HP column is our derived ranking, copied as listed rather than rounded. Map counts come from mapleclassic.wiki and show monsters on the map, not respawn speed or drop rates, which are not recorded.
| Monster | Level | HP | EXP per kill | EXP/HP | Weak to | Example map (count) |
|---|---|---|---|---|---|---|
| Ribbon Pig | 10 | 172 | 19 | 0.11 | Not listed | L Forest I (21) |
| Octopus | 12 | 191 | 23 | 0.12 | Lightning | Kerning City Construction Site (10) |
| Green Mushroom | 14 | 233 | 26 | 0.112 | None | West Rocky Mountain III (32) |
| Bubbling | 15 | 259 | 28 | 0.108 | Lightning | Line 1 (Area 1) (64) |
| Blue Mushroom | 19 | 342 | 35 | 0.102 | Not listed | The Blue Mushroom Forest (16) |
| Stirge | 20 | 296 | 37 | 0.125 | Not listed | Dangerous Steam (38) |
| Jr. Necki | 21 | 272 | 39 | 0.143 | Not listed | Dangerous Croko I (27) |
| Horny Mushroom | 22 | 403 | 41 | 0.102 | Not listed | Ant Tunnel IV (41) |
| Zombie Mushroom | 24 | 436 | 45 | 0.103 | Holy | Ant Tunnel III (61) |
The table says that per kill, EXP rises with monster level, from 19 for a Ribbon Pig to 45 for a Zombie Mushroom. The efficient picks by EXP per HP are Jr. Necki (272 HP for 39 EXP, ranked first at 0.143) and Stirge (296 HP for 37 EXP, ranked second at 0.125). A Blue Mushroom gives 35 EXP for 342 HP, so Stirge pays slightly more EXP from less HP. Among lower-level targets, the Octopus at 0.12 is the standout for the Kerning City area, with the Kerning City Construction Site as an example map.
What the table does not give you is hours: no EXP per hour figure is listed, and without base damage I cannot compute kills per hour or hits per kill. Both Octopus and Bubbling are weak to Lightning, and no Thief skill in the list carries an element, so that weakness does not help you here. Other maps for the same monsters, such as Northern Top of Construction Site for Octopus or Henesys Hunting Ground III for Green Mushroom, are in the monster data if a map is crowded.
How the build feeds Assassin or Bandit
Second jobs open at level 30 in Kerning City, again with the Dark Lord. Assassin uses Claw and Bandit uses Dagger, and both keep LUK as primary stat. That is why LUK is the safe default for manual AP: it does not commit you to either branch. The data lists no stat gate for the second job, only the first-job gates, so check mapleclassic.wiki for one before level 30. Third job is not available at launch, so the second job is the end of the road in the launch game and there is nothing to save points for beyond it.
| Branch | Weapon | Skill | Max level | MP cost | Damage % and hits | Requires |
|---|---|---|---|---|---|---|
| Assassin | Claw | Drain | 30 | 14 to 28 | 240, 1 hit | Critical Recovery Lv 3 |
| Assassin | Claw | Critical Throw | 30 | Claw Mastery Lv 3 | ||
| Assassin | Claw | Claw Booster | 20 | 30 to 10 | Claw Mastery Lv 5 | |
| Bandit | Dagger | Savage Blow | 30 | 14 to 28 | 75, 6 hits | None |
| Bandit | Dagger | Steal | 30 | 10 to 24 | 200, 1 hit | Haste Lv 5 |
| Bandit | Dagger | Dagger Booster | 20 | 30 to 10 | Dagger Mastery Lv 5 |
Both branches also get Haste (max 20, MP 15 to 35). On the listed figures, Savage Blow is 75 percent over 6 hits against Drain at 240 percent in 1 hit, and both list the same 14 to 28 MP range. That is not a prediction of damage, because base damage, weapon multipliers and whether the percentage applies per hit are not listed. It does show the two branches have different shapes: many small hits for the Bandit, a single hit for the Assassin's Drain. The two lists also differ in what unlocks the attack: Drain waits on Critical Recovery Lv 3 and Steal waits on Haste Lv 5, while Savage Blow has no listed requirement.
What first-job skill points do to the second job is not listed. The data does not say whether SP carries over or what happens to unspent points at the advancement. Under that uncertainty, finish Double Stab before level 30 so you reach the Dark Lord with your main first-job attack complete, and decide on Claw or Dagger based on the playstyle in the table.
A short checklist for level 10 to 30
- Put all 9 creation AP into DEX, reaching 13.
- Verify DEX 25 before the level 10 trip to Kerning City; the 12-point gap (25 minus 13) is what auto-allocation must cover.
- From level 11, place 5 AP per level into LUK.
- Spend SP on Double Stab to 20, then Lucky Seven if your weapon allows it.
- Take Disorder Lv 3 and Nimble Body Lv 3 only after the attacks, then decide on Dark Sight and Keen Eyes.
- Choose Assassin or Bandit at level 30 in Kerning City based on Claw versus Dagger.
Last verified 2026-10-01 against mapleclassic.wiki data synced 2026-10-01 and Nexon's Classic World FAQ.
Frequently asked
- What stat do I need to become a Thief in Classic World?
- The Thief first job gate is DEX 25, the same as Bowman. Putting all 9 creation AP into DEX takes it from 4 to 13, so the remaining 12 points have to come from level-up AP.
- Is there a dice roll for stats when I create a Thief?
- No. Classic World replaced the old random spread with direct allocation: every stat starts at 4 and you place 9 AP yourself.
- What is the Thief's primary stat?
- LUK. Both second jobs, Assassin and Bandit, also use LUK as primary stat, so LUK is a safe default for manual AP from level 11.
- Which Thief skill should I max first?
- On the listed figures, Double Stab at 160 percent over 2 hits is the highest damage entry, so it goes first in this plan, up to its max level of 20. Confirm on the tooltip that it works with your weapon.
- Should I pick Assassin or Bandit at level 30?
- Assassin uses Claw and Bandit uses Dagger, and both advance in Kerning City at level 30. Savage Blow lists 75 percent over 6 hits, while Drain lists 240 percent in 1 hit, so the choice is about playstyle; the data does not show which deals more damage.
- Can a Thief get a third job at launch?
- No. Third job advancement is not available at launch, so the second job is the last advancement in the launch game.



