MS Classic Gold

Grinding vs Questing in Old Maple, Where the Exp Is

Why most pre-Big Bang quests were a waste of time, the handful worth doing, and how we plan a session around exp per hour instead of a quest log.

5 min readguide

We once spent an entire Saturday collecting 100 Stirge Wings for a quest in Kerning City. The reward was some potions and an amount of exp we could have earned in fifteen minutes of hitting Ligators in the swamp below. That Saturday taught us more about old MapleStory than any guide did, and it is the lesson we want to pass on before MapleStory Classic launches. In the pre-Big Bang game, quests were mostly scenery.

Why quests did not pay

Modern Maple hands you exp for breathing. The old game did not. Quest exp was set when the level curve was brutal and never adjusted, so a level 40 quest that gave 3,000 exp was asking you to spend an hour for less than one percent of a level. The item collection quests were the worst offenders. Drop rates on quest items like Firebomb Ash or Officer Skeleton's Sword were low, the maps were contested, and the payoff was a Sauna Robe or a scroll you could buy in the Free Market for less than the potions you burned.

There is a second reason. Quests in old Maple sent you across the world. Ellinia to Perion to Sleepywood, back to Henesys, then off to Orbis. Before Mystic Doors and cheap taxi fares, travel time was a real cost. A round trip on the Orbis boat took fifteen minutes with a Balrog risk on the way. Nobody was paying for that in exp.

So the general rule from that era holds: if a quest happens to be on the map you are already grinding, do it. Otherwise ignore it.

The exceptions worth your time

A few quest chains were genuinely good, and Classic should have them if it follows the original balance.

The Kerning City party quest is the obvious one. KPQ from level 21 to 30 was faster than any grinding spot, and it dropped decent scrolls. We wrote a full breakdown in our Kerning PQ guide, so we will not repeat it here. The same logic applies to Ludibrium PQ from 35 and Orbis PQ from 51, if those regions are open at launch. These are technically quests. Treat them as grinding with friends.

Beyond party quests, the Ludibrium quest lines were the standout. The Eos Tower quests from Chief Tatamo's people, the Ludibrium tower quests for the Block Golems and Ratz, and the Omega Sector chain later on gave respectable exp for the levels they targeted, and they kept you inside the same tower where you were grinding anyway. Zero travel cost. That is the whole trick.

The Sleepywood quests around the Ant Tunnel had a similar shape. If you were already killing Zombie Mushrooms and Horny Mushrooms in the tunnel, the Sabitrama quests for the Cursed Doll and the Ancient Scroll fit into the session. Job advancement quests, obviously, were mandatory and worth planning around.

And a handful of quests gave items rather than exp that mattered: the Icarus Cape quest, the Nella and Mr. Smith rewards, the Orbis and El Nath quests that opened up the Zakum prequests. We cover the Zakum side in our Zakum prep guide.

Planning around exp per hour

The way we ran sessions in the guild, and the way we will run them in Classic, is to pick a spot by exp per hour and stay there until the number drops.

The rough method:

  • Check your level, then list two or three maps that are appropriate. Our 1 to 30 route and the 30 to 70 map guide have the candidates for each bracket.
  • Spend ten minutes at each candidate and count kills. Multiply by the monster's exp. Compare.
  • Pick the best one and commit for the session, including potion budget.
  • Rotate when a party shows up or when your level pushes you into the next bracket.

That ten-minute test is the important part. Old Maple exp values were fixed per monster, so exp per hour was a function of how fast you could kill and how fast the map respawned. A crowded map halves your number instantly. An empty map with a slightly worse monster beats a contested map with a better one nearly every time.

Potion cost matters more than people think. A Warrior at Coolie Zombies burning White Potions every few seconds is losing mesos on the hour, which is fine if the exp is good, but you should know it. Our meso farming post goes into where the early mesos come from if you want to fund a grinding character without cutting corners.

Where questing and grinding meet

There is a happy middle. Some quests were designed, intentionally or by accident, to sit on top of the best grinding maps. Kill 999 Ligators, for example, was pointless as a quest but did nothing to slow you down if Ligators were already your spot. Same with the repeatable Orbis quests once you were on Cellions and Lioners. Accept those. Do not go looking for them.

The one place we would actively encourage full questing is when you are waiting on something. Waiting for a party to form, for a boss timer, for a friend to log in. Twenty minutes of Ellinia quests is a fine use of dead time and gets you a few Red Potions and a bit of fame.

Our honest recommendation

For a fresh Classic character: PQ whenever you are in range and can find a party, grind a tested map otherwise, and do quests only when they sit on your map or hand you an item you need. Quest exp was never meant to carry you, and if Classic keeps the old numbers it still will not.

Our guild leader used to say the quest log was a tourist map. Look at it, enjoy it, then go back to the swamp. We stand by that. And if you want to argue about whether Ludi tower quests were actually better than straight grinding at 35, we would love to, because we have been having that argument since 2006.

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