Tools
XP Level Calculator
Convert between experience levels and raw XP points in both directions, and see exactly how much more you need to reach a target level.
The green bar under your hotbar counts experience points, but almost everything in the game charges you in experience levels — enchanting, anvils, grindstones. The two are not proportional. Level 1 costs 7 points. Level 30 costs 112 points on its own, and the whole climb from 0 to 30 costs 1,395. Past level 30 each level costs more than the one before by a widening margin, which is why the game quietly nudges you to enchant at 30 and spend back down rather than hoarding.
This converter works in both directions. Give it a current level and a target level and it tells you the total points behind each and the gap between them. Give it a raw point total instead — the number a debug screen or an XP farm calculation gives you — and it tells you which level that is and how far into the next one you would be.
The numbers are exact. Rather than evaluating the quadratic closed forms and rounding, the tool adds up the per-level increments as integers, so there is no drift at the awkward boundaries around levels 16 and 31 where the formula changes.
What your XP bar shows now
Level 30 is a full enchanting table
Landmark levels
| Level | Total XP | XP for next |
|---|---|---|
| 1 | 7 | 9 |
| 5 | 55 | 17 |
| 10 | 160 | 27 |
| 15 | 315 | 37 |
| 16 | 352 | 42 |
| 20 | 550 | 62 |
| 30 | 1,395 | 112 |
| 31 | 1,507 | 121 |
| 39 | 2,727 | 193 |
| 50 | 5,345 | 292 |
| 100 | 30,970 | 742 |
Going from level 0 to level 30 takes 1,395 experience points. That is roughly 200 bottles o’ enchanting, or about 279 ordinary hostile mobs.
Levels are not linear. The first 16 levels cost 352 points between them; levels 30 to 31 alone cost 112, and level 100 to 101 costs 742. This is why enchanting at level 30 repeatedly is cheap and pushing past level 50 is not.
How this works
The three formulas
Java Edition uses three different rules for how many points it takes to climb one level, depending on where you already are. If L is your current level, the points needed to reach L + 1 are:
Lfrom 0 to 15 —2L + 7, so 7, 9, 11 … 37Lfrom 16 to 30 —5L − 38, so 42, 47, 52 … 112Lof 31 or more —9L − 158, so 121, 130, 139 …
Adding those up gives the total experience behind a level. The closed forms, if you want them, areL² + 6L up to level 16, 2.5L² − 40.5L + 360 from 17 to 31, and4.5L² − 162.5L + 2220 from 32 upward.
A worked example
Level 30, the enchanting-table level. Sum the first band for levels 0 through 15: that is 7 + 9 + 11 + … + 37, which is 16 terms averaging 22, so 352 points — and the closed form agrees, 16² + 6×16 = 352. Then add the second band for levels 16 through 29: 42 + 47 + … + 107, which is 14 terms averaging 74.5, so 1,043. Total: 352 + 1,043 = 1,395 points, which is the number every XP farm guide quotes for a level-30 enchant. Check it against the closed form: 2.5 × 900 − 40.5 × 30 + 360 = 2,250 − 1,215 + 360 = 1,395. They agree.
What actually gives XP
Most ordinary hostile mobs — zombies, skeletons, creepers, spiders — drop 5 points. Smelting, breeding, fishing and most ores drop far less; a blaze drops 10, and the ender dragon drops 12,000 the first time it dies. The “roughly this many mobs” figure the tool shows uses 5 points per mob, which is a fair estimate for a general mob farm and an underestimate for a blaze or guardian farm.
Where we are less certain
The bottle o’ enchanting estimate is deliberately approximate. Each bottle drops between 3 and 11 points, so we use 7 as the average; a real throw session will land somewhere either side of the figure shown. Everything else on this page is exact for Java Edition. Bedrock Edition uses the same level formulas, but several mobs and blocks drop different amounts of XP there, so the “how many mobs” estimate should not be trusted on Bedrock.