Estimate the time and effort required to reach your next level milestone in MapleStory. This calculator helps you plan your grind by considering your current progress, target level, average EXP gain, and various EXP boosts.
Includes MVP, Hyper Stats, Link Skills, Legion, EXP Coupons, Familiars, etc.
Understanding MapleStory Leveling
Leveling in MapleStory is a core aspect of character progression, allowing you to unlock new skills, areas, and content. As you advance, the amount of Experience Points (EXP) required to reach the next level increases dramatically, especially past Level 200. This calculator helps you visualize the grind ahead.
Key Factors Influencing Leveling Speed:
EXP Curve: The EXP required per level is not linear; it escalates significantly at higher levels. For instance, reaching Level 200 is relatively quick compared to the journey from Level 250 to 275.
Average EXP per Hour: This is your raw EXP gain from defeating monsters in your chosen training map. It's influenced by your character's damage, mobbing efficiency, map layout, and monster spawn rates. High-level players often aim for billions of EXP per hour.
EXP Boosts: MapleStory offers numerous ways to increase your EXP gain. These include:
MVP Buffs: Daily buffs from being an MVP player.
Hyper Stats: Investing Hyper Stat points into "EXP Gained."
Link Skills: Certain characters (e.g., Mercedes, Aran, Evan) provide EXP-boosting Link Skills.
Legion System: The Legion board offers EXP gain bonuses.
EXP Coupons: Items like 2x EXP Coupons, Wealth Potions, and Event EXP buffs.
Familiars: Specific familiars can provide significant EXP gain bonuses.
Inner Ability: Certain Inner Abilities can grant EXP bonuses.
Cash Shop Items: EXP-boosting pendants and rings.
Daily Playtime: The number of hours you dedicate to grinding each day directly impacts how quickly you reach your target level.
How to Use This Calculator:
Current Level & EXP: Enter your character's current level and the percentage of EXP you've accumulated towards the next level.
Target Level: Input the level you aim to achieve.
Average EXP per Hour: This is a crucial input. You can estimate this by timing your EXP gain over a 10-15 minute period in your primary training map and extrapolating to an hour. Remember to account for looting, buffing, and short breaks. For example, if you gain 250,000,000 EXP in 10 minutes, your average EXP per hour is 1,500,000,000.
Total EXP Boost Percentage: Sum up all your active EXP bonuses. If you have a 2x EXP Coupon (+100%), MVP Gold (+50%), and Legion (+10%), your total boost would be 160%.
Average Daily Playtime: Enter how many hours you realistically plan to play and actively grind each day.
The calculator will then provide an estimate of the total EXP needed, the effective EXP you'll gain per hour, and the approximate hours and days required to reach your target level.
Example Scenario:
Let's say you are Level 200 with 0% EXP, aiming for Level 250. You consistently get 1.5 Billion EXP per hour from mobbing and have a total of 100% in EXP boosts (e.g., 2x coupon, MVP, Legion). You play for 2 hours a day.
Current Level: 200
Current EXP Percentage: 0
Target Level: 250
Average EXP per Hour: 1,500,000,000
Total EXP Boost Percentage: 100
Average Daily Playtime: 2
The calculator would then determine the massive amount of EXP needed between Level 200 and 250, factor in your boosts, and tell you how many hours and days of grinding it would take. This helps you set realistic goals and manage your time effectively.
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function getExpToNextLevel(level) {
// These values are approximations based on common MapleStory EXP curves.
// Actual values can vary slightly with game updates.
if (level < 10) return level * 10 + 5;
if (level < 30) return level * 50 + 100;
if (level < 60) return level * 200 + 500;
if (level < 100) return level * 1000 + 10000;
if (level < 140) return level * 5000 + 50000;
if (level < 180) return level * 50000 + 1000000;
if (level 250
if (level === 250) return 12500000000; // 250->251
if (level === 251) return 13000000000;
if (level === 252) return 13500000000;
if (level === 253) return 14000000000;
if (level === 254) return 14500000000;
if (level === 255) return 15000000000;
if (level === 256) return 15500000000;
if (level === 257) return 16000000000;
if (level === 258) return 16500000000;
if (level === 259) return 17000000000;
if (level === 260) return 17500000000;
if (level === 261) return 18000000000;
if (level === 262) return 18500000000;
if (level === 263) return 19000000000;
if (level === 264) return 19500000000;
if (level === 265) return 20000000000;
if (level === 266) return 21000000000;
if (level === 267) return 22000000000;
if (level === 268) return 23000000000;
if (level === 269) return 24000000000;
if (level === 270) return 25000000000;
if (level === 271) return 26000000000;
if (level === 272) return 27000000000;
if (level === 273) return 28000000000;
if (level === 274) return 40000000000; // Jump for 274->275
if (level === 275) return 41000000000;
if (level === 276) return 42000000000;
if (level === 277) return 43000000000;
if (level === 278) return 44000000000;
if (level === 279) return 45000000000;
if (level === 280) return 46000000000;
if (level === 281) return 47000000000;
if (level === 282) return 48000000000;
if (level === 283) return 49000000000;
if (level === 284) return 50000000000;
if (level === 285) return 51000000000;
if (level === 286) return 52000000000;
if (level === 287) return 53000000000;
if (level === 288) return 54000000000;
if (level === 289) return 55000000000;
if (level === 290) return 56000000000;
if (level === 291) return 57000000000;
if (level === 292) return 58000000000;
if (level === 293) return 59000000000;
if (level === 294) return 60000000000;
if (level === 295) return 61000000000;
if (level === 296) return 62000000000;
if (level === 297) return 63000000000;
if (level === 298) return 64000000000;
if (level === 299) return 100000000000; // Jump for 299->300
if (level === 300) return 0; // Max level
return 0; // Default for levels outside 1-300 or invalid
}
function calculateMapleStoryLeveling() {
var currentLevel = parseFloat(document.getElementById("currentLevel").value);
var currentExpPercentage = parseFloat(document.getElementById("currentExpPercentage").value);
var targetLevel = parseFloat(document.getElementById("targetLevel").value);
var avgExpPerHour = parseFloat(document.getElementById("avgExpPerHour").value);
var expBoostPercentage = parseFloat(document.getElementById("expBoostPercentage").value);
var dailyPlaytime = parseFloat(document.getElementById("dailyPlaytime").value);
var resultDiv = document.getElementById("result");
// Input validation
if (isNaN(currentLevel) || currentLevel 299) {
resultDiv.innerHTML = "Please enter a valid Current Level (1-299).";
return;
}
if (isNaN(currentExpPercentage) || currentExpPercentage = 100) {
resultDiv.innerHTML = "Please enter a valid Current EXP Percentage (0-99.99).";
return;
}
if (isNaN(targetLevel) || targetLevel 300) {
resultDiv.innerHTML = "Please enter a valid Target Level (2-300).";
return;
}
if (targetLevel <= currentLevel) {
resultDiv.innerHTML = "Target Level must be greater than Current Level.";
return;
}
if (isNaN(avgExpPerHour) || avgExpPerHour <= 0) {
resultDiv.innerHTML = "Please enter a valid Average EXP per Hour (must be positive).";
return;
}
if (isNaN(expBoostPercentage) || expBoostPercentage < 0) {
resultDiv.innerHTML = "Please enter a valid Total EXP Boost Percentage (0 or more).";
return;
}
if (isNaN(dailyPlaytime) || dailyPlaytime 0) {
totalExpNeeded += currentLevelExpToNext * (1 – (currentExpPercentage / 100));
}
// Calculate EXP for intermediate levels
for (var level = currentLevel + 1; level currentLevel) { // Only add if target is actually higher
totalExpNeeded += getExpToNextLevel(targetLevel – 1);
}
// Adjust for the initial currentExpPercentage if target is just next level
if (targetLevel === currentLevel + 1 && currentLevelExpToNext > 0) {
totalExpNeeded = currentLevelExpToNext * (1 – (currentExpPercentage / 100));
}
var effectiveExpPerHour = avgExpPerHour * (1 + expBoostPercentage / 100);
var totalHoursNeeded = totalExpNeeded / effectiveExpPerHour;
var totalDaysNeeded = totalHoursNeeded / dailyPlaytime;
var hours = Math.floor(totalHoursNeeded);
var minutes = Math.round((totalHoursNeeded – hours) * 60);
var days = Math.floor(totalDaysNeeded);
var remainingHours = Math.round((totalDaysNeeded – days) * dailyPlaytime);
var formatNumber = function(num) {
return num.toLocaleString('en-US', { maximumFractionDigits: 0 });
};
resultDiv.innerHTML =
"Total EXP required: " + formatNumber(totalExpNeeded) + "" +
"Effective EXP per hour (with boosts): " + formatNumber(effectiveExpPerHour) + "" +
"Total hours of grinding needed: " + formatNumber(totalHoursNeeded) + " hours" +
"Approximate time to reach Level " + targetLevel + ": " + days + " days and " + remainingHours + " hours (based on " + dailyPlaytime + " hours/day)";
}