Thief
Thief | |||||
Job Base: | Novice | ||||
Job Type: | First | ||||
Changes At: | Morocc Pyramid | ||||
Number of Skills: | 6 | ||||
Total Skill Points: | 51 | ||||
Total Quest Skills: | 4 | ||||
Job Bonuses | |||||
STR | AGI | VIT | INT | DEX | LUK |
+4 | +4 | +2 | +1 | +4 | +3 |
Overview
Waiting in the shadows, planning where they'll strike next, the mischievous Thief is a force to reckon with. Swift and powerful, few can keep up with a Thief's attack speed and power, whether they're slashing their way in battle with a sharp dagger or shooting from afar with a bow. Striking them down isn't easy either, coupling their high flee with the ability to become invisible and poison their pursuers - thieves have only magic to fear.
And a Thief wouldn't be a Thief if they weren't able to steal from their enemies, which makes them quite adept at gathering items and making money. If a player decides to play as a Thief, frantic battles and high degrees of fun are guaranteed. They're also a great choice for a first character, since they don't have to rely as much on equipment to be effective in battle - a trusty blade will suffice.
From Job level 40 to 50, Thieves have the choice of either undertaking a trial to join the mysterious order of Assassins or continue plotting ever more daring crimes as a Rogue.
Jobchange Guide
Job Change Guide
Builds
See Assassin Builds or Rogue Builds for build strategies.
Recommended starting stats:
(if making a Bow Rogue, get 9 INT instead of STR)
This is the most common Skill setup:
- 10 Increase Dodge
- 10 Double Attack
- 10 Steal
- 5 Hiding
- 3 Envenom
- 1 Detoxify
Thieves should Jobchange at Job Lv 40, since Envenom won't be used in either 2nd Classes and Hiding doesn't need to be maxed.
Double Attack should be maxed first, since small amounts of FLEE from Increase Dodge won't help early on (but it should be maxed next). The third best skill is Steal, which can provide supplementary Zeny and is excellent with the Rogue's Gank.
Only Envenom Lv 1 is needed to get the Assassin's poison skills (which aren't good anyway) and Hiding Lv 2 to get Cloaking. Rogues don't need Envenom for any skills and only need Hiding Lv 1 for Stalk. Detoxify should be taken simply because its potential utility is much better than putting more points in the other two final skills.
High Thief
Note: many people believe Jobchanging before Job Lv 50 as a Trans class is a cardinal sin, but with a Thief it really isn't necessary to max out your skill points. They have so few skills, plus Envenom isn't useful after Thief and Hiding only needs a couple points to function well. Either class can change at Job Lv 40 and still meet all skill prerequisites.
Assassin Cross
Envenom Lv 10 and Detoxify are needed for Create Deadly Poison, and Cloaking needs at least Hiding Lv 2. This leaves Steal at Lv 5, plus 1 point left over, should one choose to change at 40.
Stalker
The standard skill array can be used again. Only Hiding and Steal Lv 5 are needed as prerequisites (for Chase Walk and Gank respectively).
Stats
- STR: Increases Weight Limit and melee ATK.
- AGI: Increases ASPD and Flee.
- VIT: Increases maxHP, HP regeneration, resistance against several Status Effects, SoftDEF, SoftmDEF and the efficiency of healing items.
- INT: Increases maxSP, SP regeneration, resistance against several Status Effects, SoftmDEF and the efficiency of SP recovery items.
- DEX: Increases Hit, ASPD, and ranged ATK.
- LUK: Increases Critical, ATK, Perfect Dodge and resistance against several Status Effects.
Equipment
See Assassin Equipment or Rogue Equipment for gear recommendations.
Thieves should usually use Daggers, but can also use Bows (for those making Bow Rogues) and Swords.
Beginner Gear
For those lacking Zeny, these are some of the more cost effective starter items:
- Damascus - ATK +118 (bought at NPC)
- Buckler - DEF +4 (bought at NPC)
- Gakgung [1] - ATK +100 (bought at NPC)
- Sakkat - AGI +1, DEF +3 (you can make your own with a quest)
- Magni's Cap - STR +2, DEF +5
- Catfoot Hairpin [1] - Perfect Dodge +3, FLEE +5 (you can make your own with a quest)
- Mr. Smile - DEF +1 (you can make your own with a quest)
- Opera Masque - DEF +2 (you can make your own with a quest)
- Pantie - DEF +4
- Undershirt - DEF +2, MDEF +1, (with Pantie) AGI +5, FLEE +10
- Boots - DEF +4 (bought at NPC)
- 2x Shinobi Sash - STR +1, AGI +1, DEF +1, MDEF +1
These weapons are much more expensive, but saving for a good weapon should be a major priority. These can easily last into the higher levels before investing in much more pricey carded weapons.
- Elemental Damascus - ATK +118 (only useful if you don't have an Endow Sage. Crafted by other players)
- Very Very Very Strong Ranked Damascus - ATK +183 (Crafted by other players)
Class Data
Skills
See Assassin Skills or Rogue Skills for second class skills.
Skill | Description | Levels | Type | ||
---|---|---|---|---|---|
|
Cures yourself or a target from being poisoned. | 1 | Supportive | ||
|
Adds a high chance to deal double damage when attacking with a dagger. | 10 | Passive | ||
|
Poison-element melee attack that deals up to 150 additional damage and has a chance of poisoning its target. | 10 | Offensive | ||
|
Hide to protect yourself. Does not work against [Boss](Boss_Protocol.md), [Insect](Insect.md) and [Demon](Demon.md) monsters, counterable by some [AoE](Area_of_Effect.md) skills and items. | 10 | Active | ||
|
Adds up to 30 [Flee](FLEE.md). Bonus increases when you become a [Rogue](Rogue.md) or [Assassin](Assassin.md). Also increases [Movement Speed](Movement_Speed.md) if you're an [Assassin](Assassin.md). | 10 | Passive | ||
|
Steal items from monsters. Affected monster may still drop the stolen item normally. | 10 | Active |
Quest Skills
Skill | Description | Levels | Type | Job Level Requirement |
Quest | ||
---|---|---|---|---|---|---|---|
|
Instantly move back 5 cells. | 1 | Active | 35 | [Back Sliding Quest](Thief_Skill_Quest.md#back-sliding-quest) | ||
|
Provide ammunition for [Throw Stone](Throw_Stone.md) or other creative uses. | 1 | Active | 20 | [Pick Stone Quest](Thief_Skill_Quest.md#pick-stone-quest) | ||
|
Earth-element attack dealing 125% damage with a 15% chance of [blinding](Blind.md) its target. | 1 | Offensive | 25 | [Sand Attack Quest](Thief_Skill_Quest.md#sand-attack-quest) | ||
|
Throw a stone at a target for 50 neutral-element, armor-ignoring damage. Has a 5% chance to [blind](Blind.md) and/or [stun](Stun.md) its target. | 1 | Offensive | 15 | [Throw Stone Quest](Thief_Skill_Quest.md#throw-stone-quest) |
Job Bonuses
Stat\Amount | +1 | +2 | +3 | +4 |
---|---|---|---|---|
STR | 6 | 30 | 38 | 47 |
AGI | 2 | 33 | 36 | 50 |
VIT | 14 | 44 | ||
INT | 18 | |||
DEX | 10 | 22 | 42 | 49 |
LUK | 26 | 40 | 46 |