Mechanics and guides
This section explains how MapleStory Thief Edition 1.5 decides what happens in play: how hard the hero hits, what a kill drops, how EXP turns into levels, and the systems around the main game. Every rule comes from the decompiled game code and is written here in plain words, with a worked example and the addresses of the functions behind it. The guides at the end turn the rules and the game's own tables into advice on where to train and how to earn meso.
All arithmetic in the game is integer arithmetic. A division drops the fraction (it rounds toward zero), so 7 / 2 is 3. The worked examples follow the same rule.
The research behind these pages is in the project's notes on the game's rules, the cash shop, saving and the key pad. Addresses are armv7 addresses in the 1.5 binary.
Rules
- Damage: The hero's stats, attacks, the damage roll and a calculator.
- Accuracy, avoid and critical hits: Evade, miss, critical hits, monster damage and knock-back.
- Drops and meso: The random numbers and what a kill drops.
- EXP and levelling: EXP, level-ups, skill points and stat gains.
- Monster Carnival: The level-scaling mode: entry, scaling, points and rewards.
- Potions and scrolls: Potions, return scrolls, upgrade scrolls and stars.
- Skills and buffs: Skill values, MP costs, buffs and passives.
- Movement: Walking, jumping, ice and how monsters move.
- Death and revives: The death penalty and the ways back.
Systems
- Cash shop and revives: The ten paid products, what each grants and what the port does offline.
- Saving: Character slots, what a save holds and where it is refused.
- Controls: The original touch key pad.
- Options: Sound, game speed and vibration.
Guides
- Training spots: Where to level, by level band, from the monsters' EXP per HP.
- Meso making: Which monsters pay best in meso and sellable drops.
- Beginner's guide: The first hour of play.