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Guide to Unfunded Dexless Thief/Sin/Hermit

by RagnarokGX


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I. Introduction

It's been bugging me lateley to see so many guides on sins and such but none
for dexless sins. So I decided to compile what I know, my own expierence, and
some help from external sources in order to compile this guide to help you make
your dexless sin a success.

Remember, you can always send your questions, skill builds, and other tidbits,
I will credit you for them, and they will be trademarked to you, unless you
state otherwise.

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II. Version Index

Version 0.85 (July 1st, 2007)
 - Created skeleton of guide

Version 0.90 (July 2nd, 2007)
 - Added training Guide
 - Changed formatting
 - Added Job Advancement Guide
 - Added extra legal information

Version 0.95 (July 3rd, 2007)
 - Changed Training guide slightly
 - Edited Hermit Job Advancement guide slightly
 - Added Training Maps Section
 - Added Throwing Stars Guide
 - Added Equips Guide

Version 1.0 (July 7th, 2007)
 - Added Hermit Training guide
 - Changed format on throwing stars
 - Summarized skill points

Version 1.05 (July 9th, 2007)
 -Minor adjustments overall
   - Boss Guide needed fixing
   - Added a few notes
   - Finished up Hermit Training Maps
   - Fixed Weapons guide (minor error)
   - Added in Mini-bosses

Version 1.10 (July 13th, 2007)
 -More Minor adjustments
  - Fixed Minibosses
  - cleaned up descriptions of skills
  - Added Neoseekers to allowed list

Version 1.15 (August 25th, 2007)
 -A couple updates
  - FAQ update
  - Added in LCK equips guide
  - Added new Skill Build
  - Added two people to the credits list
  - updated Maple Throwing Star Info
  - Beginning updates for patch version 0.41

Version 1.2 (January 2nd, 2007)
My computer crashed and i lost heart in maple for a while... But I am back!
 -Only three minor updates
  - Added Night's Lord Advancement Guide
  - Added extra tidbit for Lck equips, assassin builds
  - Night's Lord skills

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Table of Contents:

[For easier navigation use ctrl + f and copy + paste or type in what's in the
brackets]

1. Skills ------------------------------------ [1SKL]
 1a. Rouge Skills 
 1b. Assassin Skills
 1c. Hermit Skills
 1d. Night's Lord Skills

2. Ability Point Distribution ---------------- [2APD]

3. Skill Point Distribution ------------------ [3SPD]
 3a. Rouge Skill Point Distribution
 3b. Assassin Skill Point Distribution
 3c. Hermit Skill Point Distribution

4. Training Grounds -------------------------- [4TrG]
 4a. Beginner Training
 4b. Rouge Training
 4c. Assassin Training
 4d. Hermit Training

5. Training Maps Guide ----------------------- [5TMG]
 5a. Beginner Maps
 5b. Rouge Maps
 5c. Assassin Maps
 5d. Hermit Maps

6. Throwing Star Guide ----------------------- [6TSG]

7. Equips Guide ------------------------------ [7EQG]
 7a. Armor
 7b. Weapons
 7c. Throwing Stars
 7d. LCK equips guide

8. Job Advancement Guide --------------------- [8JAG]
 8a. Rouge Job Advancement
 8b. Assassin Job Advancement
 8c. Hermit Job Advancement
 8d. Night's Lord Job Advancement

9. Bosses ------------------------------------ [9BOS]

10. FAQ -------------------------------------- [10FAQ]

11. Credits, Legal, Contact, Closing --------- [11CLC]

--------------------------------------------------------

1. Skills ------------------------ [1SKL]

Skills are how you survive the Maplestory world, without them - you're toast.
Luckily, you've got plenty of them, and many ways to distribute your points
to get them. But more of that in a later section.

-------

1a. Rouge Skills

Nimble Body
Master Level: 20
Type: Passive
Description: Increases accuracy and avoidability.

Level 1: Accuracy +1, avoidability +1
Level 5: Accuracy +5, avoidability +5
Level 10: Accuracy +10, avoidability +10
Level 15: Accuracy +15, avoidability +15
Level 20: Accuracy +20, avoidability +20

Keen Eyes
Master Level: 8
Type: Passive 	
Pre-requisite: Nimble Body Lv. 3
Description: Increases the range of attack using throwing weapons such as
             throwing stars & knives.

Level 1: Range of attack for throwing weapon: +25
Level 2: Range of attack for throwing weapon: +50
Level 3: Range of attack for throwing weapon: +75
Level 4: Range of attack for throwing weapon: +100
Level 5: Range of attack for throwing weapon: +125
Level 6: Range of attack for throwing weapon: +150
Level 7: Range of attack for throwing weapon: +175
Level 8: Range of attack for throwing weapon: +200

Disorder
Master Level: 20
Type: Supportive
Description: Temporarily decreases the morale of an opponent. Its weapon def.
             and attack will suffer, and the attacking enemy will suddenly
             stop attacking. Can't perform the attack on an enemy that's
             already in "disorder", however.

Level 1: MP -5; Enemy's weapon attack -1, weapon def. -1 for 7 seconds
Level 5: MP -5; Enemy's weapon attack -5, weapon def. -5 for 15 seconds
Level 10: MP -7; Enemy's weapon attack -10, weapon def. -10 for 31 seconds
Level 15: MP -9; Enemy's weapon attack -15, weapon def. -15 for 47 seconds
Level 20: MP -10; Enemy's weapon attack -20, weapon def. -20 for 60 seconds

Dark Sight
Master Level: 20
Type: Supportive
Pre-requisite: Disorder Lv. 3
Description: Use MP to hide behind the shadows. While hiding, the enemy
             won't attack, but you can't attack back either. All movements
             other than attacking are available. It's temporary, so after
             a while, you'll be back to normal.

Level 1: MP -24; Disappear for 10 seconds, speed -30
Level 5: MP -20; Disappear for 50 seconds, speed -22
Level 10: MP -15; Disappear for 100 seconds, speed -12
Level 15: MP -10; Disappear for 150 seconds, speed -5
Level 20: MP -5; Disappear for 200 seconds, speed -0

Double Stab
Master Level: 20
Type: Active
Description: Use MP to quickly stab an enemy twice at once using a dagger.

Level 1: MP -6; Damage 65% x 2 Hits
Level 5: MP -7; Damage 78% x 2 Hits
Level 10: MP -9; Damage 95% x 2 Hits
Level 15: MP -11; Damage 112% x 2 Hits
Level 20: MP -14; Damage 130% x 2 Hits

Lucky Seven
Master Level: 20
Type: Active
Description: Use MP to throw 2 throwing stars and apply damage based on
             LUK, regardless of the rate of javelin mastery.

NOTE: Until Triple Throw comes out, learn to love this move, you'll be using it
til you get Triple Throw

Level 1: MP -8; Damage 58% x 2 Hits
Level 5: MP -9; Damage 76% x 2 Hits
Level 10: MP -11; Damage 100% x 2 Hits
Level 15: MP -13; Damage 124% x 2 Hits
Level 20: MP -16; Damage 150% x 2 Hits

-------

1b. Assassin Skills

Claw Mastery
Master Level: 20
Type: Passive
Description: Increases the mastery of throwing stars and accuracy, along with
             the maximum number of throwing stars to recharge. It only applies
             when the character is throwing stars.

Level 1: Claw mastery 15%, accuracy +1, maximum number +10
Level 5: Claw mastery 25%, accuracy +5, maximum number +50
Level 10: Claw mastery 35%, accuracy +10, maximum number +100
Level 15: Claw mastery 50%, accuracy +15, maximum number +150
Level 20: Claw mastery 60%, accuracy +20, maximum number +200

Critical Throw
Master Level: 30
Type: Passive 	
Pre-requisite: Claw Mastery Lv. 3
Description: Enables the character to make a critical attack with
             throwing stars on a certain success rate.

Level 1: 21% success rate, critical damage 113%
Level 5: 25% success rate, critical damage 125%
Level 10: 30% success rate, critical damage 140%
Level 15: 35% success rate, critical damage 155%
Level 20: 40% success rate, critical damage 170%
Level 25: 45% success rate, critical damage 185%
Level 30: 50% success rate, critical damage 200%

Endure
Master Level: 20
Type: Passive
Description: Additional recovery for both HP and MP even while hanging
             still on a rope or a ladder. The higher the level, the faster
             the recovery time, along with recovering additional amounts of
             both MP and HP.

Level 1: Additional recovery of HP +3, MP +1 every 29 seconds
Level 5: Additional recovery of HP +15, MP +5 every 25 seconds
Level 10: Additional recovery of HP +30, MP +10 every 20 seconds
Level 15: Additional recovery of HP +45, MP +15 every 15 seconds
Level 20: Additional recovery of HP +60, MP +20 every 10 seconds

Claw Booster
Master Level: 20
Type: Supportive
Pre-requisite Claw Mastery Lv. 5
Description: Use HP and MP to temporarily boost up the attacking speed of 
             the claw. It only applies when the character is equipped with
             a claw throwing stars.

Level 1: HP -29, MP -29; Improves claw speed for 10 seconds
Level 5: HP -25, MP -25; Improves claw speed for 50 seconds
Level 10: HP -20, MP -20; Improves claw speed for 100 seconds
Level 15: HP -15, MP -15; Improves claw speed for 150 seconds
Level 20: HP -10, MP -10; Improves claw speed for 200 seconds

Haste
Master Level: 20
Type: Supportive
Description: Temporarily improves the speed and jumping ability of every
             member of the party.

Level 1: MP -15; Speed +2, jump +1 for 10 seconds
Level 5: MP -15; Speed +10, jump +5 for 50 seconds
Level 10: MP -15; Speed +20, jump +10 for 100 seconds
Level 15: MP -30; Speed +30, jump +15 for 150 seconds
Level 20: MP -30; Speed +40, jump +20 for 200 seconds

Drain
Master Level: 30
Type: Active
Pre-requisite: Endure Lv. 3
Description: Absorb some of the damage dished out to the enemy as HP. The most
             one can absorb at once is the character's MaxHP / 2, and can't
             absorb more than the MaxHP of the enemy.

Level 1: MP -12; Damage 102%, absorbing 16% of the damage
Level 5: MP -12; Damage 110%, absorbing 20% of the damage
Level 10: MP -12; Damage 120%, absorbing 25% of the damage
Level 15: MP -12; Damage 130%, absorbing 30% of the damage
Level 20: MP -24; Damage 140%, absorbing 35% of the damage
Level 25: MP -24; Damage 150%, absorbing 40% of the damage
Level 30: MP -24; Damage 160%, absorbing 45% of the damage

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1c. Hermit Skills

Alchemist
Master Level: 20
Type: Passive
Description: Increases the effect of the recovery-based items like potions
and others, and lengthen time for the effect, if the item is based on such.
However, items such as Elixir and others that base the recovery in % do not
apply in this skill.

Level 1: Recovery rate 103%, duration of effect 103%
Level 5: Recovery rate 115%, duration of effect 115%
Level 10: Recovery rate 130%, duration of effect 130%
Level 15: Recovery rate 140%, duration of effect 140%
Level 20: Recovery rate 150%, duration of effect 150%

Meso UP
Master Level: 20
Type: Support
Description: For a certain amount of time, everyone in the party can make
the enemies drop more mesos than usual with this skill.

Level 1: MP -45; Drop rate +3% for 25 seconds
Level 5: MP -45; Drop rate +15% for 45 seconds
Level 10: MP -50; Drop rate +30% for 70 seconds
Level 15: MP -55; Drop rate +40% for 95 seconds
Level 20: MP -60; Drop rate +50% for 120 seconds

Shadow Partner
Master Level: 30
Type: Support
Pre-requisite: Consume 1 Summoning Rock
Description: For a certain amount of time, a shadow will appear, repeating your
every move. There's no real stamina in it, and it will disappear after some
time.

Level 1: MP -200; Normal attack 20%, summoned with basic attack 21% for 60
seconds
Level 5: MP -180; Normal attack 34%, summoned with basic attack 21% for 60
seconds
Level 10: MP -155; Normal attack 49%, summoned with basic attack 24% for 60
seconds
Level 15: MP -130; Normal attack 60%, summoned with basic attack 29% for 120
seconds
Level 20: MP -105; Normal attack 70%, summoned with basic attack 34% for 120
seconds
Level 25: MP -80; Normal attack 75%, summoned with basic attack 40% for 180
seconds
Level 30: MP -55; Normal attack 80%, summoned with basic attack 50% for 180
seconds

Shadow Web
Master Level: 20
Type: Support
Description: Makes a spiderweb of your shadow, and holds up to 6 enemies in
one spot at once. The enemies held in the spiderweb will be unable to move.

Level 1: MP -10; Holds the enemies with 42% success rate for 5 seconds
Level 5: MP -10; Holds the enemies with 50% success rate for 5 seconds
Level 10: MP -14; Holds the enemies with 60% success rate for 6 seconds
Level 15: MP -18; Holds the enemies with 70% success rate for 7 seconds
Level 20: MP -22; Holds the enemies with 80% success rate for 8 seconds

Shadow Meso
Master Level: 30
Type: Active
Pre-requisite: Meso UP Lv 5
Description: Replaces MP with mesos and attacks enemies with the damage based
on the amount of mesos thrown. Ignores the enemies' "weapon def. up" and "magic
guard up."

Level 1: Uses min. 50 mesos, max. 220 mesos; Basic attack +50% with 1%
success rate
Level 5: Uses min. 90 mesos, max. 300 mesos; Basic attack +50% with 2%
success rate
Level 10: Uses min. 140 mesos, max. 400 mesos; Basic attack +50% with 4%
success rate
Level 15: Uses min. 190 mesos, max. 500 mesos; Basic attack +50% with 5%
success rate
Level 20: Uses min. 240 mesos, max. 600 mesos; Basic attack +50% with 7%
success rate
Level 25: Uses min. 290 mesos, max. 700 mesos; Basic attack +50% with 9%
success rate
Level 30: Uses min. 340 mesos, max. 800 mesos; Basic attack +50% with 10%
success rate

Avenger
Master Level: 30
Type: Active
Description: Uses MP to make an enormous throwing star for attack. The throwing
star will go through an enemy, and attack the ones behind it, too. Uses 3
throwing stars

Level 1: MP -16; Basic attack 65%, attack up to 4 enemies
Level 5: MP -16; Basic attack 85%, attack up to 4 enemies
Level 10: MP -16; Basic attack 110%, attack up to 4 enemies
Level 15: MP -23; Basic attack 130%, attack up to 5 enemies
Level 20: MP -23; Basic attack 150%, attack up to 5 enemies
Level 25: MP -30; Basic attack 165%, attack up to 6 enemies
Level 30: MP -30; Basic attack 180%, attack up to 6 enemies

Flash Jump
Master Level: 20
Type: Support
Pre-requisite: Avenger Lv 5
Description: While in the air after a jump, use this skill + the arrow for a 
second jump. The higher the skill level, the farther the distance for the jump.

Level 1: MP -60; Jumps a certain distance
Level 5: MP -48; Jumps a certain distance
Level 10: MP -33; Jumps a certain distance
Level 15: MP -23; Jumps a certain distance
Level 20: MP -13; Jumps a certain distance

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1d. Night's Lord Skills

Maple Warrior
Master Level: 20
Type: Supportive
Description: Increase all players' stats within a party by certain percentage.

Level 1: MP -10, for 30 secs, all stats + 1%
Level 5: MP -10, for 150 secs, all stats + 3%
Level 10: MP -20, for 300 secs, all stats + 5%
Level 15: MP -30, for 450 secs, all stats + 8%
Level 20: MP -40, for 600 secs, all stats + 10%

Fake
Master Level: 30
Type: Passive
Description: With great reflexes, enables one to avoid the monster's attack.

Level 1: Avoid enemy's attack with success rate 1%
Level 5: Avoid enemy's attack with success rate 5%
Level 10: Avoid enemy's attack with success rate 10%
Level 15: Avoid enemy's attack with success rate 15%
Level 20: Avoid enemy's attack with success rate 20%
Level 25: Avoid enemy's attack with success rate 25%
Level 30: Avoid enemy's attack with success rate 30%

Showdown
Master Level: 30
Type: Active
Pre-requisite: Fake Lv. 10
Description: Provokes a monster, which will cause its defense in general to
             increase. As a result, the EXP earned will increase, as well as
             the success rate for items to be dropped down from the monsters.

Level 1: MP -21, increases 11% of enemy's def, EXP, item drop rate.
Level 5: MP -25, increases 15% of enemy's def, EXP, item drop rate.
Level 10: MP -30, increases 20% of enemy's def, EXP, item drop rate.
Level 15: MP -35, increases 25% of enemy's def, EXP, item drop rate.
Level 20: MP -40, increases 30% of enemy's def, EXP, item drop rate.
Level 25: MP -45, increases 35% of enemy's def, EXP, item drop rate.
Level 30: MP -40, increases 40% of enemy's def, EXP, item drop rate.

Ninja Ambush
Master Level: 30
Type: Active
Pre-requisite: Fake Lv. 5
Description: For a set period of time, a group of ninjas hiding around the
             bushes will periodically ambush up to 6 monsters at once.

Level 1: MP -16, Damage 62%, for 4 secs, attack range 110%
Level 5: MP -16, Damage 70%, for 4 secs, attack range 120%
Level 10: MP -16, Damage 80%, for 4 secs, attack range 140%
Level 15: MP -32, Damage 85%, for 8 secs, attack range 150%
Level 20: MP -32, Damage 90%, for 8 secs, attack range 170%
Level 25: MP -48, Damage 95%, for 12 secs, attack range 190%
Level 30: MP -43, Damage 100%, for 12 secs, attack range 200%

Venom
Master Level: 30
Type: Passive
Description: Throws a throwing star that's been smeared with poison. With a
             given success rate, the monster that's been struck will
             be poisoned. It can be used against one monster up to 3 times.

Level 1: Attack 31, for 2 secs, success rate 12%
Level 5: Attack 35, for 2 secs, success rate 14%
Level 10: Attack 40, for 2 secs, success rate 18%
Level 15: Attack 45, for 3 secs, success rate 20%
Level 20: Attack 50, for 3 secs, success rate 24%
Level 25: Attack 55, for 4 secs, success rate 28%
Level 30: Attack 60, for 4 secs, success rate 30%

Spirit Claw
Master Level: 30
Type: Active
Description: Attacks monsters with 200 stars at one time, but cannot use
             star for a given period afterwards.

Level 1: MP -15, for 62 secs
Level 5: MP -15, for 70 secs
Level 10: MP -15, for 80 secs
Level 15: MP -20, for 90 secs
Level 20: MP -20, for 100 secs
Level 25: MP -25, for 110 secs
Level 30: MP -25, for 120 secs

Triple Throw
Master Level: 30
Type: Active
Description: Attacks monsters with 3 stars instantly inflicting an
             enormous damage to the monster.

Level 1: MP -11, Damage 102%
Level 5: MP -12, Damage 110%
Level 10: MP -14, Damage 120%
Level 15: MP -15, Damage 130%
Level 20: MP -17, Damage 140%
Level 25: MP -19, Damage 145%
Level 30: MP -20, Damage 150%

Ninja Storm
Master Level: 30
Type: Active
Description: Pushes off the surrounding monsters by summoning ninjas.

Level 1: MP -16, Damage 42%, with success rate 42%, Push enemies 100
Level 5: MP -16, Damage 50%, with success rate 50%, Push enemies 100
Level 10: MP -16, Damage 60%, with success rate 60%, Push enemies 100
Level 15: MP -24, Damage 65%, with success rate 70%, Push enemies 200
Level 20: MP -24, Damage 70%, with success rate 80%, Push enemies 200
Level 25: MP -30, Damage 75%, with success rate 90%, Push enemies 300
Level 30: MP -25, Damage 80%, with success rate 100%, Push enemies 300

Awakening
Master Level: 1
Type: Supportive
Description: Enables one to escape from abnormal conditions. The higher the 
             skill level, the more variety of abnormal conditions one can
             escape from. 
Cooldown timer: 10 Minutes

NOTE: In my opinion, the description makes zero sense since the master level
      is ONE.

Level 1: MP - 30 escape from abnormal condition

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2. Ability Point Distribution ----- [2APD]

First off when you create you character aim for these numbers:

Str: 4/5
Dex: X
Int: 4/5
Lck: X

6 is okay too, but 4/5 is better so try for that if you're patient. The X's in
Dex and Lck mean those can be anything

Here is a sample build that will vary for some people:
(This is the 4/13/4/4 build but you should get the idea)

Lv. 1: 4/13/4/4
Lv. 2: 4/18/4/4 (+5 Dex)
Lv. 3: 4/23/4/4 (+5 Dex)
Lv. 4: 4/25/4/7 (+2 Dex, +3 Lck)
Lv. 5: 4/25/4/12 (+5 Lck)

Once you get 25 dex you "cap it" and stop adding points to this. Now, Dexless
doesn't mean you have no dex, it just means you have enough to advance to the
thief job and not add anymore dex. Since Assassins use lck as their ability to
do dmg, the more you have the more damage you do. Hence, Dexless Assassins can
usually outdamage most characters relativly close to their level. However,
since they don't have the best of claws, you usually only hit an average of
400 - 600 more than usual.

--------------------------------------------------------

3. Skill Point Distribution ----- [3SPD]

Now the fun part, skill distribution. As of now, I only have one distribution
chart for each job advancement, but who knows. That may change in the near
future.

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3a. Rouge Skill Point Distribution

Lv. 10: +1 Nimble Body (1)
Lv. 11: +2 Nimble Body (3), +1 Keen Eyes (1)
Lv. 12: +3 Keen Eyes (4)
Lv. 13: +3 Keen Eyes (7)
Lv. 14: +1 Keen Eyes (MAXED), +2 Lucky Sevens (2)
Lv. 15: +3 Lucky Sevens (5)
Lv. 16: +3 Lucky Sevens (8)
Lv. 17: +3 Lucky Sevens (11)
Lv. 18: +3 Lucky Sevens (14)
Lv. 19: +3 Lucky Sevens (17)
Lv. 20: +3 Lucky Sevens (MAXED)
Lv. 21: +3 Nimble Body (6)
Lv. 22: +3 Nimble Body (9)
Lv. 23: +3 Nimble Body (12)
Lv. 24: +3 Nimble Body (15)
Lv. 25: +3 Nimble Body (18)
Lv. 26: +2 Nimble Body (MAXED), +1 Disorder (1)
Lv. 27: +2 Disorder (3), +1 Dark Sight (1)
Lv. 28: +3 Dark Sight (4)
Lv. 29: +3 Dark Sight (7)
Lv. 30: +3 Dark Sight (10)

At Lv. 30: Nimble Body  (20/20, MAXED)
           Keen Eyes    (8/8, MAXED)
           Lucky Sevens (20/20, MAXED)
           Disorder     (3/20)
           Dark Sight   (10/20)
           Total:       (61/61)

-------

3b. Assassin Skill Point Distribution

Lv. 30: +1 Claw Mastery (1)
Lv. 31: +3 Claw Mastery (4)
Lv. 32: +3 Claw Mastery (7)
Lv. 33: +3 Claw Mastery (10)
Lv. 34: +3 Claw Mastery (13)
Lv. 35: +3 Claw Mastery (16)
Lv. 36: +3 Claw Mastery (19)
Lv. 37: +3 Claw Booster (3)
Lv. 38: +3 Claw Booster (6)
Lv. 39: +3 Claw Booster (9)
Lv. 40: +3 Critical Throw (3)
Lv. 41: +3 Critical Throw (6)
Lv. 42: +3 Critical Throw (9)
Lv. 43: +3 Critical Throw (12)
Lv. 44: +3 Critical Throw (15)
Lv. 45: +3 Critical Throw (18)
Lv. 46: +2 Critical Throw (20), +1 Claw Mastery (MAXED)
Lv. 47: +3 Haste (3)
Lv. 48: +3 Haste (6)
Lv. 49: +3 Haste (9)
Lv. 50: +3 Haste (12)
Lv. 51: +3 Haste (15)
Lv. 52: +3 Haste (18)
Lv. 53: +2 Haste (MAXED), +1 Critical Throw (21)
Lv. 54: +3 Critical Throw (24)
Lv. 55: +3 Critical Throw (27)
Lv. 56: +3 Critical Throw (MAXED)
Lv. 57: +3 Endure (3)
Lv. 58: +3 Drain (3)
Lv. 59: +3 Drain (6)
Lv. 60: +3 Drain (9)
Lv. 61: +3 Drain (12)
Lv. 62: +3 Drain (15)
Lv. 63: +3 Claw Booster (12)
Lv. 64: +3 Claw Booster (15)
Lv. 65: +3 Claw Booster (18)
Lv. 66: +2 Claw Booster (MAXED), +1 Drain (16)
Lv. 67: +3 Drain (19)
Lv. 68: +3 Drain (22)
Lv. 69: +3 Drain (25)
Lv. 70: +3 Drain (28)

At Lv. 70: Claw Mastery   (30/30, MAXED)
           Claw Booster   (20/20, MAXED)
           Haste          (20/20, MAXED)
           Critical Throw (30/30, MAXED)
           Drain          (28/30)
           Endure         (3/20)
           Total:         (121/121)

*NEW*
Submitted by: yuanchenf@yahoo.com

Lv. 30: +1 Claw Mastery (1)
Lv. 31: +3 Claw Mastery (4)
Lv. 32: +1 Claw Mastery (5), 2 Booster (2)
Lv. 33: +3 Booster (5)
Lv. 34: +1 Booster (6) +2 Critical Throw (2)
Lv. 35: +3 Critical Throw (5)
Lv. 36: +3 Critical Throw (8)
Lv. 37: +3 Critical Throw (11)
Lv. 38: +3 Critical Throw (14)
Lv. 39: +3 Critical Throw (17)
Lv. 40: +3 Critical Throw (20)
Lv. 41: +3 Critical Throw (23)
Lv. 42: +3 Critical Throw (26)
Lv. 43: +3 Critical Throw (29)
Lv. 44: +1 Critical Throw (30) (MAXED), +2 Haste (2)
Lv. 45: +3 Haste (5)
Lv. 46: +3 Haste (8)
Lv. 47: +3 Haste (11)
Lv. 48: +3 Haste (14)
Lv. 49: +3 Haste (17)
Lv. 50: +3 Haste (20) (MAXED)
Lv. 51: +3 Claw Mastery (8)
Lv. 52: +3 Claw Mastery (11)
Lv. 53: +3 Claw Mastery (14)
Lv. 54: +3 Claw Mastery (17)
Lv. 55: +3 Claw Mastery (20) (MAXED)
Lv. 56: +3 Booster (9)
Lv. 57: +3 Booster (12)
Lv. 58: +3 Booster (15)
Lv. 59: +3 Booster (18)
Lv. 60: +2 Booster (20) (MAXED) +1 Endure (1)
Lv. 61: +2 Endure (1) + 1 Drain (1)
Lv. 62: +3 Drain (4)
Lv. 63: +3 Drain (7)
Lv. 64: +3 Drain (10)
Lv. 65: +3 Drain (13)
Lv. 66: +3 Drain (16)
Lv. 67: +3 Drain (19)
Lv. 68: +3 Drain (22)
Lv. 69: +3 Drain (25)
Lv. 70: +3 Drain (28)

"You can get Endure + Drain/Mastery/Booster in any order you want.
You can also max Drain by taking 2 out of Booster because Booster's effect
doesn't change, just the duration of effect."

At the End, this build is exactly the same but it does mix it up a little,
variety is the spice of life! This one is more flexible, but then again,
most builds should be.

At Lv. 70: Claw Mastery   (30/30, MAXED)
           Claw Booster   (20/20, MAXED)
           Haste          (20/20, MAXED)
           Critical Throw (30/30, MAXED)
           Drain          (28/30)
           Endure         (3/20)
           Total:         (121/121)

-------

1c. Hermit Skill Builds

(This one was harder since I'm not that far on yet)

Lv. 70: +1 Shadow Partner (1)
Lv. 71: +3 Shadow Partner (4)
Lv. 72: +3 Shadow Partner (7)
Lv. 73: +3 Shadow Partner (10)
Lv. 74: +3 Shadow Partner (13)
Lv. 75: +2 Shadow Partner (15), +1 Avenger (1)
Lv. 76: +3 Avenger (4)
Lv. 77: +1 Avenger (5), +1 Flash Jump (1), +1 Shadow Partner (16)
Lv. 78: +3 Shadow Partner (19)
Lv. 79: +3 Shadow Partner (22)
Lv. 80: +3 Shadow Partner (25)
Lv. 81: +3 Shadow Partner (28)
Lv. 82: +2 Shadow Partnet (MAXED), +1 Meso Up (1)
Lv. 83: +3 Meso Up (4)
Lv. 84: +1 Meso Up (5), +2 Shadow Web (2)
Lv. 85: +3 Shadow Web (5)
Lv. 86: +3 Shadow Web (8)
Lv. 87: +3 Shadow Web (11)
Lv. 88: +3 Shadow Web (14)
Lv. 89: +3 Shadow Web (17)
Lv. 90: +3 Avenger (8)
Lv. 91: +3 Avenger (11)
Lv. 92: +3 Avenger (14)
Lv. 93: +3 Avenger (17)
Lv. 94: +3 Avenger (20)
Lv. 95: +3 Flash Jump (4)
Lv. 96: +3 Flash Jump (7)
Lv. 97: +3 Flash Jump (10)
Lv. 98: +3 Flash Jump (13)
Lv. 99: +3 Flash Jump (16)
Lv. 100: +3 Flash Jump (19)
Lv. 101: +1 Flash Jump (MAXED), Save 2
Lv. 102: +3 Avenger (23)
Lv. 103: +3 Avenger (26)
Lv. 104: +3 Avenger (29)
Lv. 105: +1 Avenger (MAXED), Save 2
Lv. 106: +3 Meso Up (8)
Lv. 107: +3 Meso Up (11)
Lv. 108: +3 Meso Up (14)
Lv. 109: +3 Meso Up (17)
Lv. 110: +3 Meso Up (MAXED)

(From Lv. 111 - 120 it's up to you whether to max Shadow Meso, or max Alchemist
and have a few points in Shadow Meso, max Shadow Web, or make your own combo. 
I outlined the 1st two choices below)

Lv. 111: [+3 Shadow Meso (3)] OR {+3 Alchemist (3)}
Lv. 112: [+3 Shadow Meso (6)] OR {+3 Alchemist (6)}
Lv. 113: [+3 Shadow Meso (9)] OR {+3 Alchemist (9)}
Lv. 114: [+3 Shadow Meso (12)] OR {+3 Alchemist (12)}
Lv. 115: [+3 Shadow Meso (15)] OR {+3 Alchemist (15)}
Lv. 116: [+3 Shadow Meso (18)] OR {+3 Alchemist (18)}
Lv. 117: [+3 Shadow Meso (21)] OR {+2 Alchemist (MAXED), +1 Shadow Meso (1)}
Lv. 118: [+3 Shadow Meso (24)] OR {+3 Shadow Meso (4)}
Lv. 119: [+3 Shadow Meso (27)] OR {+3 Shadow Meso (7)}
Lv. 120: [+3 Shadow Meso (MAXED), +4 Alchemist (4)] or {+7 Shadow Meso (14)}

At Lv. 120 [1]: Shadow Partner (30/30, MAXED)
                Avenger        (30/30, MAXED)
                Flash Jump     (20/20, MAXED)
                Meso Up        (20,20, MAXED)
                Shadow Web     (17/20)
                Shadow Meso    (30/30, MAXED)
                Alchemist      (4/20)
                Total:         (151/151)

At Lv. 120 {2}: Shadow Partner (30/30, MAXED)
                Avenger        (30/30, MAXED)
                Flash Jump     (20/20, MAXED)
                Meso Up        (20,20, MAXED)
                Shadow Web     (17/20)
                Alchemist      (20/20, MAXED)
                Shadow Meso    (14/30)
                Total:         (151/151)

--------------------------------------------------------

4. Training Grounds --------- [4TrG]

Where to level... Well, with this section you won't have to wonder about that
anymore.

-------

4a. Beginner Training

Lv. 1 - 10: Snails, Blue Snail, Mushrooms
            (Relativly self-explanitory I would assume)

-------

4b. Rouge Training

Lv. 11 - 15: Mushrooms, Red Snails, Slimes, Orange Mushrooms
             (Again pretty self-explanatory)

Lv. 16 - 20: Orange Mushrooms, Pigs, Ribbon Pigs
             (Probably Orange Mushrooms til 18ish then switch to the Pigs)

Lv. 21 - 30: Pigs, Ribbon Pigs, Bubblings, Green and Horned Mushrooms, Party
             Quests
             (Pigs til 22, Bubblings til 25, Green and Horned Shrooms til 
              30)
             [Party quest from Lv. 26 - 30 if you want to relieve bordem]

-------

4c. Assassin Training

Lv. 31 - 35: Zombie Shrooms, Wild Boars
             (Zombie Shrooms til Lv. 33, Wild Boars til 36) 

Lv. 36 - 40: Cloud Foxes, Jr. Kitties, Party Quest
             (Cloud Foxs til Lv. 37, Jr. Kitties til lv. 43) 
             [Ludi PQ At lv. 39 if you really want to]

Lv. 41 - 47: Jr. Kitties, Platoon Chronos, Party Quest
             (Jr. Kitties til 44, Platoon Chronos til 48)
             [Ludi PQ for a bit of difference in training grounds]
             {Alternativly, Flyeyes work just as well as Platoons}

Lv. 48 - 51: Party Quest, Skeledogs, Mummydogs
             (Train on Skeledogs and Mummydogs til lv. 51)
             [Party Quest til lv. 51 in which you have to move on to OPQ]
             {Alternativly, you could go to Flyeyes from 43 - 55 then move on
              to Coolies}

Lv. 51 - 57: Hodoris, Grupins, Coolies
             (Hodoris til lv. 53, Regular Kitties til Lv. 56, Coolies 
              til Lv. 62)
             {Alternativly, you could go to Flyeyes from 48 - 53 then move on
              to Coolies}

Lv. 57 - 70: Coolies, Mixed Golems, Red Drake, Party Quest
             (Coolies til lv.  62, Mixed Golems til 65, Red Drakes til 75)
             {Alternativly, Coolies are fast enough EXP to last til about 75}
             [Orbis PQ can relieve the bordem, however, Glitching it has a
              chance to get you banned, message: DON"T GLITCH]

-------

4d. Hermit Training

Lv. 71 - 75: Red Drakes
             (Red Drakes will tide you over til around 75)
             {You could also go back to Coolies and Mixed Golems}

Lv. 76 - 78: Buffies
             (Stay at Buffies til 78, the money isn't great, but, otherwise,
              you'd have to stay at Red Drakes til 78)

Lv. 79 - 87: Death Teddies
             (Plenty of sniping positions and excellent EXP ratio)

Lv. 88 - 95: Dual Ghost Pirates, Master Death Teddies
             (DGPs til about 91, then move on the MDTs)

Lv. 96 - 100: Master Death Teddies, Bains, Spirit Vikings
              (MDTs til about 97, Bains if you want variaty, otherwise move
               on to Spirit Vikings)

Lv. 101 - 110: Spirit Vikings, Squids, Phantom Watch, Gigantic Spirit Vikings
               (Spirit Vikings til about 105, you could also try Squids for a
                little difference in scenary, then move on to Phantom Watchs,
                or Giantic Spirit Vikings)
               {Rissel Squids spawn isn't fabulous, but they do drop Dark
                Pirate wear, so consider them if you would rather train slowly,
                but try to earn some serious money}

Lv. 111 - 120: Phantom Watch, Gigantic Spirit Vikings, Grim Phantom Watch
               (Phantom Watchs [or GSKs] til 113, then go to Grims to make 
                that final leap to 120)
               {Dreamy Ghosts are also an excellent source of EXP and you 
                can have a few encounters with Black Crows)
               {Rissel Squids spawn isn't fabulous, but they do drop Dark
                Pirate wear, so consider them if you would rather train slowly,
                but try to earn some serious money}

--------------------------------------------------------

5. Training Maps Guide ------ [5TMG]

Now if the previous section left you wondering where to train. Wonder no more,
For here it all is: The maps in which you are recommended to train in.

-------

5a. Beginner Maps

Snails: Snail Hunting Grounds (I + II)

Blue Snails: Snail Hunting Ground (II + III)

Mushrooms: Mushroom Garden (Maple Island)

-------

5b. Rouge Maps

Mushrooms: Mushroom Garden (A Hill West of Henesys), Hill East of Henesys

Red Snails: Mushroom Garden (A Hill West of Henesys), Hill East of Henesys

Slimes: Southern Forest I (Forest South of Ellinia)

Orange Mushrooms: Mushroom Garden (A Hill West of Henesys)

Pigs + Ribbon Pigs: Rain-Forest East of Henesys

Bubblings: Subway Line 1 Area 1 (Kerning City)

Green + Horned Mushrooms: Tree Dungeon, Forest Up North II 

-------

5c. Assassin Maps

Zombie Mushrooms: Ant Tunnel II + III (Dungeon)

Wild Boars: Land of Wild Boar 2 (East Domain of Perion)

Cloud Foxes: The Mountain of Cloud Fox (Zipangu)

Jr. Kitties: Gardens of Red, Yellow, Green/Blue (Orbis)

Flyeyes: The Dangerous Cave (Aqua Dungeon)

Platoon Chronos: Lost Time <1> (Ludibrium)

Skeledogs + Mummydogs: Remains <Tomb> I (Perion Excavation Site)

Hodoris: Tiger Ridge (Korean Folk Town) [Watch out for the Hoguls]

Grupins: Garden of Green/Blue II (Orbis)

Coolies: Dead Mines II - IV (El Nath)

Mixed Golems: The Forest of Gollem (Sleepywood)

Red Drakes: Dangerous Valley II (Perion Dungeon Trail)

-------

5d. Hermit Maps

Red Drakes: Dangerous Vallley II (Perion Dungeon Trail)

Buffies + Lazy Buffies: Warped Path of Time <1> (Ludibrium Clock Tower)

Death Teddies: Forgotten Path of Time <3> (Ludibrium Clock Tower)

Dual Ghost Pirates: Unbalanced Time (Warped Path of Time <3>)

Master Death Teddies: Lost Time (Forgotten Path of Time <3>)

Bains: The Cave of Trial Three (El Nath Dungeon)
       WanWan Spa of Hell (Zipangu) 
       Armory (Zipangu)

Spirit Vikings: Warped Path of Time <4> (Ludibrium Clock Tower)

Phantom Watch: Forgotten Path of Time <4> (Ludibrium Clock Tower)

Squids: Dangerous Sea Gorge I (Aqua Dungeon)
        Dangerous Sea Gorge II (Aqua Dungeon)

Rissel Squids [Lethal Squids]: Dangerous Sea Gorge I (Aqua Dungeon)
                               Dangerous Sea Gorge II (Aqua Dungeon)

Gigantic Spirit Vikings: Twisted Time (Warped Path of Time <4>)

Grim Phantom Watches: Forbidden Time (Forgotten Path of Time <4>)

Dreamy Ghost: Encounter With Buddah

--------------------------------------------------------

6. Throwing Star Guide ------ [6TSG]

Here's the guide to throwing stars in case you were wondering about them, you
use these to deal damage to the monsters. They all have a level limit of ten,
which I feel is useless since the Garnier's lv limit is 10. Also, recharge
costs do not include claw mastery bonus stars.

Star Name: Atk Bonus to Claw (Number of stars in Set) [Recharge Cost]
           {Other Info}

Subi:        +15 Atk (500) [150]
Snowball:    +17 Atk (800) [800]
Wolbi:       +17 Atk (500) [200]
Mokbi:       +19 Atk (700) [350]
Wooden Top:  +19 Atk (800) [800]
Paper Plane: +20 Atk (CS: n/a, Showa:1000) [N/A] 
             {Currently only Cash Shop item as of Patch 0.41}
Orange:      +20 Atk (1000) [N/A] {Can only be recharged in Showa, Not out as 
                                   of Patch 0.41}
Kumbi:       +21 Atk (500) [350]
Icicles:     +21 Atk (800) [800]
Maple:       +21 Atk (800) [800] {Prize for GM Event, Anniversary Event Drop}
Tobi:        +23 Atk (1000) [600]
Steelies:    +25 Atk (1000) [700] {Known as Throwing Knieves, and are called
                                   such in game}
Ilbis:       +27 Atk (800) [640]

Hwabi:       +27 Atk (800) [N/A]

--------------------------------------------------------

7. Equips Guide ------------- [7EQG]

Look here for help on Equipment choices

-------

7a. Armors

Lv. 10 - 20: Use the Lv. 11 Tops from Lith, and Lv. 16 Pants from Lith
             NOTE: If they are out, you can use Lv. 20 Robes from Showa

Lv. 21 - 30: Guys: You may switch to Camo pant
             All: Get Sauna Robes at Lv. 30, Black Snowshoes, scroll your
                  Ragedy Cape with 100% Cape Dex scrolls, and wear a Brown
                  Bamboo Hat

Lv. 31 - 45: If you haven't already, scroll your sauna with 100% and 60%
             for Dex, might as well scroll your Snowshoes for Dex with
             60%'s, scroll your Icarus with 60% Cape Dex Scrolls

Lv. 46 - 70: Aim for a Sauna with +20 Dex, and get an Atk Work Glove with at
             least 6 atk, scroll a Napoleon with 60% Dex Scrolls if your
             Icarus didn't turn out so hot

Lv. 70+    : Try and find a Sauna with over 20 Dex, and maybe up your Atk Work
             Glove, or switch to a Dex work glove, unless you have a better 
             one, keep using the cape you have.
             NOTE: If you make it into a Zakum Run, the hat adds a MINIMUM of
                   6 DEX, 6 LCK, 6 ACC, and 6 Avoid.

-------

7b. Weapons

Lv. 10 - 20: Scroll a Garnier with 7 100%, you'll need it.

Lv. 21 - 30: You'll still be using the Garnier unless you got enough Dex to
             slap on a Meba, in which case, scroll that with 7 100%'s

Lv. 31 - 40: Try and get an average or above average Maple Claw and scroll that
             with 7 100%

Lv. 41 - 50: If you're lucky enough to find or buy a Kandayo, scroll it,
             again, with 7 100%, or if you feel lucky, a couple 60%'s and the
             rest 100%'s

Lv. 51 - 60: If you're Dex equips are good enough, consider a Blood Slain
             with 7 100%'s

Lv. 61+    : Well, if you do have good enough Dex equips, use the Blood Slain,
             Otherwise, stick with the Kandayo

-------

7c. Throwing Stars

Lv. 10 - 20: Subi: gotta love them. Cheap but weak, not much we can do there
                   unless you're lucky with drops and make a bit of cash
             Mokbi; if you got a little rich, consider hunting the FM's for
                    a set or two of Mokbi

Lv. 21 - 30: Mokbis: you should've been able to save up a fair bit of cash,
                     so have around 2 - 3 sets of Mokbis on you
             Kumbis: If you've really been cranking, get a set of Kumbis, they
                     look nice, and they do a lot more damage than plain subis

Lv. 31 - 40: Kumbis: sell your Mokbis and get have at least 4 sets of Kumbis
                     heck, if you can afford it have 5!
             Tobis: they can bankrupt you, but they are very, very decent
                    stars, worth considering if you're rich

Lv. 41 - 50: Tobis: have at least 3 of these on your personel, and maybe keep
                    2 or 3 Kumbis to backup on.

Lv. 51 - 60: Tobis: by now you should have at least 5 of these beauties and no
                    Kumbis if you can help it.
             Steelies: at around 10+ mil in just about every server, these
                       stars are a powerhouse to have, you don't need them,
                       but they are nice to have

Lv. 61 - 70: Steelies: get. NAO. You'll need at least 4 of these, check
                       Basil Market, or browse the FM's really carefully.
             Tobis: Keep around 7 of these around in case you run out of 
                    Steelies
             Ilbis: possibility, but you'd only need 1 set, otherwise you'd be
                    broke and we wouldn't want that now would we?

Lv. 71+: Steelies: Gotta love em, have at least 8 sets of these by the time
                   you are lv. 80
         Ilbis: Ok, now these are looking cheaper no? Maybe splurge and get 2
                sets at most
         Tobis: Good to have 2 sets to fall back on, but after lv. 81, sell
                them and maybe use the money to buy another set of Steelies

-------

7d. LCK Equips Guide

Lv. 10 - 20: Use the Lv. 11 Tops from Lith, and Lv. 16 Pants from Lith
             NOTE: If they are out, you can use Lv. 20 Robes from Showa

Lv. 21 - 30: Switch to a Brown Bamboo Hat at lv. 25, wear snowshoes, and guys
             can switch to Camo Pants, also if you can scroll your Ragedy Cape
             with a couple 100% Lck Scrolls

Lv. 31 - 45: Grab a Maple Claw and switch to a Sauna with either all 100% LCK
             scrolls, or all 60%, if you feel lucky try a 30%/10%. Once you hit
             Lv. 43, Switch to a Kandayo and scroll it with 30%/10% ATT scrolls
             if you want a marginal lck increase with a great risk. Otherwise,
             stick with 100%'s and 60%'s.

Lv. 46+    : Interestingly enough, THERE ARE NO MORE EQUIPS without more DEX,
             Pure lck sins will encounter this problem, and until the Dexless
             claw comes out, or/and you get a Zakum Helm, you will have the
             same equips for a VERY, VERY, VERY long time.

             If you wish, the capes for lv. 50 and above are also viable
             scroll candidates, but they usually provide just as much lck
             and do not have the ragedy cape's bonuses.

--------------------------------------------------------

8. Job Advancement Guide ---- [8JAG]

Here's the guide for how to change jobs.

-------

8a. Thief Job Advancement

Location: Kerning City (Jazz Club)

Requirements: Lv. 10
              25 Dex

How to Advance: Talk to Dark Lord in the Jazz Club

-------

8b. Assassin Job Advancement

Location: Kerning City (Jazz Club), Construction Site North of Kerning City

Requirements: Lv. 30
              Use all skill points earned up to that point

How to Advance: Talk to Dark Lord in Jazz Club and get the letter
                Walk to Construction Site North of Kerning City
                Go to the Top Right and talk to the Job Instructor
                Kill the Monsters inside and collect 30 Dark Marbles
                Go back to the Dark Lord with the Proof Of Hero
                Select Assassin and voila!

-------

8c. Hermit Job Advancement

Location: Kerning City (Jazz Club), El Nath (Chief Residence), Monkey Swamp II
          (Door of Dimension), Sharp Cliff II (Holy Ground at the Snowfield)

Requirements: Lv. 70
              Use all skill points earned up to that point
              Dark Crystal (Refined, not ores) x 1

How to Advance: Head over to El Nath and go into the Chief Residence
                Talk to Arec
                Go Back to Victoria and Talk to the Dark Lord
                Head to Monkey Swamp II and talk to the Door of Dimension
                Walk across the Path of the Glittering Crystal
                Defeat the Dark Lord Clone and collect the Black Charm
                Exchange the Black Charm for the Necklace of Strength
                Head to Sharp Cliff II and go up on the upper right structure
                Head down and talk to Stone and answer five question
                ^---(Requires a Dark Crystal, get any wrong and you'll need
                another one)
                Take both Necklaces to Arec you are now a Hermit

-------

8d. Night's Lord Advancement

Location: El Nath (Chief Residence), Leafre, Eos Tower (optional)

Requirements: Lv. 120
              Use all skill points earned up to lv. 120
              10 Million Mesos (Optional, see below)
              Heroic Star
              Heroic Pendant

How to Advance: Talk to Arec at the Chief Residence
                When given quest to find the Heroic Star or Heroic Pendant:
                a. Kill Manons and Griffins to get the Heroic Star and the 
                   Heroic Pendant
                b. Head to Leafre and get a quest for a special scroll
                   Head to Eos Tower and buy the scroll for 10  million
                   Trade the scroll for the needed items
                Return to Arec and give him the items

End of Quest: Recieve 3 SP and 5 AP
              Revieve skillbook for Maple Hero
              Become a Night's Lord
                

--------------------------------------------------------

9. Bossess ------------------- [9BOS]

Here is a list of bosses you can face at certain levels, as well as where to
find them.

NOTE: THIS IS SEPERATED ACCORDING TO LEVEL OF DIFFICULTY, NOT MONSTER LEVEL,
      THE FURTHER DOWN THE LIST GOES, THE HIGHER LEVEL YOU SHOULD BE.

Lv. 21 - 30: King Slime
             Kerning PQ

Lv. 31 - 50: Rombot/Lombard [Mini-boss]
             Hidden Tower

             Rombot/Lombard from another Dimension [Mini-boss]
             Ludi PQ

             Alishar
             Ludi PQ - Crack in the Wall

             Chief Gray [Mini-boss]
             Kulan Field V

             MT-09 [Mini-boss]
             Defeat Monsters

             Mushmom
             Someone Else's House

Lv. 51 - 70: Zombie Mushmom
             The Grave of Mushmom

             Yellow/Blue/Green Goblins
             Haunted House {Summoned via Special items made in KFT}

             Jr. Balrog
             Cursed Sanctuary

             Dark Lord's Clone
             The Other Dimension {Face once for Job Advance}

Lv. 71 - 80: Blue Mushmom
             Hall of the Mushroom

Lv. 81 - 90: Thanatos [Mini-boss]
             Forgotten Passage

             Gatekeeper [Mini-boss]
             Warped Passage             

             Crimson Balrog
             During the Ride to Orbis/Ellinia {AT LEAST LEVEL 90!!!}


Lv. 91 - 100: Black Crow (Tengu)
              Encounter With Buddah

              Pianus (Doom Flounder)
              Cave of Pianus {may take a party}

              Papulatus
              Deep in Ludi Clocktower {SHOULD DO WITH PARTY}

Lv. 101 - 200: Female Boss
               Parlor (Showa Hideout) {SHOULD DO WITH PARTY}
               {Not out yet as of Patch 0.41}

               Zakum
               Zakum Dungeon {DO WITH MULTIPLE PARTIES, can only be summoned
                              in Chnl 3, minimum lv would be around 93}

--------------------------------------------------------

10. FAQ ---------------------- [10FAQ]


Q. Why did you make this guide?
A. Because I got tired of seeing no Dexless sin guide out there and wanted to
   help out anyone who did want to make one of them.

Q. What's the point of Dexless sins?
A. The are usually stronger than most ordinary sins but have to use either the
   Maple weapons or a Garnier for a long time til they get a DEX robe or DEX
   equips. Also, it's challenging! It's also considered a "Broken" character
   that doesn't seem to work in the long run without a ton of luck (not a pun)
   and patience.

Q. Why not just buy scrolls and lck equips intead of Dex equips?
   (coolazn33@hotmail.com)
A. As of Guide V. 1.15, I have included a Lck Equips guide as well, but the
   point of getting Dex equips was to upgrade your equips to the next level.
   Also, it's near impossible to get 100% Lck cape scrolls cheap since they
   are drops, not scroll maker bought. Also with Dexless sins, you won't be
   able to equip ANYTHING higher than a Sauna after Lv. 30 unless non-dex
   equips are released. While there is a dexless claw, it will take a VERY
   long time to get to the appropriate level (

Q. Can I host your guide on my site?
A. Please ask for permission first or I will bring the full power of the law
   upon you.

Q. YOU SUCK, YOUR GUIDE SUCKS, GET A LIFE!!!
A. I'm just trying to help other people out. If you have a problem with this
   guide, then don't read it.

--------------------------------------------------------

11. Credits, Legal, Contact, Closing -- [11CLC]

Credits:

Hidden-street.net: Thanks for your helpful charts and skill lists
GameFAQs: for hosting this guide, and helping with all my video game troubles
Neoseekers: for hosting this guide
Super Cheats: for hosting this guide
CJayC: For creating GameFAQS
Nexon: Who owns this game
Sleepywood: Help with 4th job advancement guide

Legal:

This guide is copyrighted to RagnarokGX (2007), and cannot be reused, reprinted,
or put on display without my permission. You may print this guide out or save
it for personal use, but you may not sell in order to make money. This is a
free work that you may use at no charge.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

Contact:

For Questions:
Gmail: ragnarokgx@gmail.com

Closing:

Thank you for reading this guide. I hoped it helped you make a better Dexless
sin.