How much XP you need for each Minecraft level

Level 30 costs 1,395 XP in total, not 30 times the cost of level 1. The curve accelerates as you climb. Below is the accumulated total for the levels that actually matter in practice: enchanting table, anvil, XP repair.
Total XP by level
| Level | Total XP | Common mobs (5 XP) | Enchanting bottles (7 XP) | |---|---|---|---| | 15 | 315 | 63 | 45 | | 30 | 1,395 | 279 | 200 | | 40 | 2,920 | 584 | 418 | | 50 | 5,345 | 1,069 | 764 | | 70 | 12,895 | 2,579 | 1,843 | | 100 | 30,970 | 6,194 | 4,425 |
"Common mobs" and "bottles" are averages, not fixed numbers: every mob drops a range of XP, not a single value. Treat the table as order of magnitude, not an exact count.
Why the math isn't linear
The game runs three different formulas depending on the level range:
| Level range | XP formula | |---|---| | 1–15 | level² + 6×level | | 16–31 | 2.5×level² − 40.5×level + 360 | | 32+ | 4.5×level² − 162.5×level + 2220 |
Each range grows faster than the last. Going from level 30 to 40 costs 1,525 XP; going from 60 to 70 costs 4,225 — almost three times as much XP to cover the same ten-level stretch. That's why "almost at 30, just a bit more" stops being true fast once you pass it: the "bit more" keeps getting bigger.
Why level 30 is the number everyone aims for
Level 30 is the power ceiling of the enchanting table. Enchantments available don't get better past it, so spending XP beyond level 30 only makes sense for anvil repairs or as a reserve. That's also why a lot of players stop climbing exactly there: there's no more direct return in enchanting, only in repair.
The anvil trap
Every anvil use on the same item raises the XP cost of the next use on it: repairing, renaming, or combining enchantments all count toward that counter. After a few rounds on the same item, a repair that used to cost 3 levels turns into "Too Expensive," and the anvil refuses the job even with XP to spare. Combining two items that both carry a penalty history inherits the worse of the two, not the average, which is why it's worth repairing with raw material (an ingot) rather than merging two already-worn items whenever you can.
How to use the calculator
- Enter your current level and the level you want to reach.
- The XP calculator returns the total XP needed and automatically converts it into how many mobs, bottles, or blazes that represents.
- Use the result to decide the fastest route available at your base: mob farm, blaze farm, or villager trading, depending on what you've already built.
Common questions
Why do two players at the same level have visibly different XP bar sizes? The bar on screen shows progress within the current level, not the total accumulated. The space needed to fill it grows with level, so level 40 "feels" slower to fill than level 10 even at the same XP income rate.
Is it worth saving XP instead of spending it on enchanting right away? Yes, if you're close to level 30 and know you'll need to repair gear soon. Spending it all on minor enchantments now and rebuilding XP from scratch for the anvil later usually costs more time overall.
Does a blaze really give more XP than a common mob? Yes, a blaze drops more XP per kill than most common hostile mobs, which is why blaze farming is a common route for anyone with fortress access who needs XP in volume.
Does the formula change between Java and Bedrock? The level brackets and overall shape are the same in both. What differs between editions, historically, is per-mob XP drop details, not the cost curve itself.