Maplestory Fragment Calculator

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MapleStory Fragment Calculator

Calculate Sol Erda Fragments and Sol Erda needed for Hexa Matrix upgrades

Origin Skill (Hexa Skill) Mastery Node (Hexa) Boost Node (Enhance) Common Node

Upgrade Requirements

Upgrade Path: Level 0 → 30
Fragments Needed (Gross): 0
Sol Erda Needed (Energy): 0
Net Fragments Needed (After Owned): 0
Estimated Time to Finish: 0 days

*Calculations assume standard 6th Job Hexa Matrix costs (GMS/KMS New Age values). Sol Erda is counted in full units.

// Data Tables for 6th Job Costs (Level 0 to 1, 1 to 2, etc.) // Index 0 represents cost to go from Level 0 -> 1 // Index 29 represents cost to go from Level 29 -> 30 // Origin Skill (Skill Node) var originFrags = [ 0, // Unlock cost usually separate, assuming owned or 0->1 cost logic applies. // NOTE: In-game logic: Lvl 1 is activation. // Adjusting array: Index 0 = cost for Lvl 1. Index 1 = cost for Lvl 2. // Standard Table: // 1: 0 (Activate), but we will assume user starts at 0 meaning "Not Activated" // Actually, activation often costs materials. Let's use standard upgrade costs per level. // To keep it simple: Cost to REACH level X from X-1. // Lvl 1 (Activate): 100 Frags (Example for standard, usually Origin is given or 100). Let's use 100 for unlock if Current is 0. 100, 30, 35, 40, 45, 50, 55, 60, 65, 200, // 1-10 80, 90, 100, 110, 120, 130, 140, 150, 160, 350, // 11-20 170, 180, 190, 200, 210, 220, 230, 240, 250, 500 // 21-30 ]; var originSolErda = [ 5, 1, 1, 1, 1, 1, 1, 1, 1, 5, // 1-10 (Lvl 1 costs more usually) 2, 2, 2, 2, 2, 2, 2, 2, 2, 10, // 11-20 2, 2, 2, 2, 2, 2, 2, 2, 2, 15 // 21-30 (Lvl 30 spike) ]; // Simplified Sol Erda approximations based on typical curve // Mastery Node var masteryFrags = [ 50, 15, 18, 20, 23, 25, 28, 30, 33, 100, // 1-10 40, 45, 50, 55, 60, 65, 70, 75, 80, 175, // 11-20 85, 90, 95, 100, 105, 110, 115, 120, 125, 250 // 21-30 ]; var masterySolErda = [ 3, 1, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 5, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10 ]; // Boost Node (Enhance) var boostFrags = [ 75, 23, 27, 30, 34, 38, 42, 45, 49, 150, // 1-10 60, 68, 75, 83, 90, 98, 105, 113, 120, 263, // 11-20 128, 135, 143, 150, 158, 165, 173, 180, 188, 375 // 21-30 ]; var boostSolErda = [ 4, 1, 1, 1, 1, 1, 1, 1, 1, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 8, 1, 1, 1, 1, 1, 1, 1, 1, 1, 12 ]; // Common Node var commonFrags = [ 125, 38, 44, 50, 57, 63, 69, 75, 82, 250, // 1-10 100, 113, 125, 138, 150, 163, 175, 188, 200, 438, // 11-20 213, 225, 238, 250, 263, 275, 288, 300, 313, 625 // 21-30 ]; var commonSolErda = [ 7, 1, 1, 1, 1, 1, 1, 1, 1, 7, 2, 2, 2, 2, 2, 2, 2, 2, 2, 12, 2, 2, 2, 2, 2, 2, 2, 2, 2, 20 ]; function updateLevels() { var cLevel = document.getElementById("currentLevel"); var tLevel = document.getElementById("targetLevel"); if (parseInt(cLevel.value) >= parseInt(tLevel.value)) { // tLevel.value = parseInt(cLevel.value) + 1; } } function calculateFragments() { // Get Inputs var nodeType = document.getElementById("nodeType").value; var currentLevel = parseInt(document.getElementById("currentLevel").value); var targetLevel = parseInt(document.getElementById("targetLevel").value); var ownedFrags = parseInt(document.getElementById("currentFragments").value); var dailyIncome = parseFloat(document.getElementById("dailyIncome").value); // Validation if (isNaN(currentLevel) || currentLevel 30) targetLevel = 30; if (isNaN(ownedFrags)) ownedFrags = 0; if (isNaN(dailyIncome) || dailyIncome = targetLevel) { alert("Target Level must be higher than Current Level."); return; } // Select Data Source var fragTable = []; var erdaTable = []; if (nodeType === "origin") { fragTable = originFrags; erdaTable = originSolErda; } else if (nodeType === "mastery") { fragTable = masteryFrags; erdaTable = masterySolErda; } else if (nodeType === "boost") { fragTable = boostFrags; erdaTable = boostSolErda; } else if (nodeType === "common") { fragTable = commonFrags; erdaTable = commonSolErda; } // Calculate Totals var totalFragsNeeded = 0; var totalSolErdaNeeded = 0; // Loop from current level up to target level (exclusive of start, inclusive of end) // Array index 0 = Cost to get Level 1. Array index 29 = Cost to get Level 30. // If current is 0, we need index 0 (Lvl 1) to target-1. for (var i = currentLevel; i < targetLevel; i++) { if (i < fragTable.length) { totalFragsNeeded += fragTable[i]; totalSolErdaNeeded += erdaTable[i]; } } var netFrags = totalFragsNeeded – ownedFrags; if (netFrags 0) { days = Math.ceil(netFrags / dailyIncome); } // Display Results document.getElementById("resPath").innerText = "Level " + currentLevel + " → " + targetLevel; document.getElementById("resTotalFrags").innerText = totalFragsNeeded.toLocaleString(); document.getElementById("resSolErda").innerText = totalSolErdaNeeded.toLocaleString(); document.getElementById("resNetFrags").innerText = netFrags.toLocaleString(); var daysText = days + " days"; if (days > 30) { var months = (days / 30).toFixed(1); daysText += " (~" + months + " months)"; } document.getElementById("resDays").innerText = daysText; document.getElementById("resultsArea").style.display = "block"; }

Understanding the Hexa Matrix & Fragment Costs

The introduction of the 6th Job in MapleStory (New Age update) brought a new progression system: the Hexa Matrix. To upgrade your character's power, you need two primary resources: Sol Erda and Sol Erda Fragments. This calculator helps you plan your farming routine by estimating exactly how many materials you need to reach your desired skill levels.

Resource Types

  • Sol Erda Fragments: These are tradeable within the account (in some regions) or character-bound items dropped by mobs in Grandis (Cernium and beyond) and obtained via Daily Quests. They are the primary bottleneck for most players.
  • Sol Erda (Energy): This is the energy resource obtained by combining Sol Erda Energy (dropped by mobs) or completing the daily quest. 1 Sol Erda unit usually requires 1000 Energy.

Node Types Explained

The costs in the calculator vary significantly based on the type of node you are upgrading:

  1. Origin Skill (Hexa Skill): Your flashy new 6th job ultimate. It has high burst damage and bind capabilities. Upgrading this is expensive, with significant cost spikes at levels 10, 20, and 30.
  2. Mastery Node: These upgrade your 4th job or lower main attacking skills. They are generally the most efficient damage-per-fragment upgrade for most classes and cost less than the Origin skill.
  3. Boost Node (Enhance): These provide stats to your existing 5th job skills. While the initial costs are moderate, maxing them out is crucial for classes heavily reliant on their V-Matrix burst skills.
  4. Common Node: Skills like Sol Janus require a massive amount of fragments (over 6,000 for level 30) but provide excellent farming utility or passive buffs.

Farming & Daily Quests

Consistency is key in the 6th Job progression. By completing your Daily Quest in High Mountain/Grandis areas, you typically earn 12 Fragments per day (plus drops from mobs).

Tip: Use the "Estimated Daily Fragments" field in the calculator to see how long it will take to max a skill. If you grind for 1 hour a day with high drop rate, you might average 20-30 fragments total per day.

Strategy

Most players prioritize unlocking the Mastery Node and Origin Skill (Level 1) immediately. Afterward, bringing the Mastery Node to Level 19 or 29 is often a common stopping point before saving for the expensive Level 10/20/30 checkpoints. Use this tool to ensure you don't fall short of fragments right before a major power spike level.

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