Exact V3.0 progression curve

XP & Level Calculator

See the complete experience cost between any two levels, how world XP settings change the grind, and how many quests, kills or build actions your target represents.

Levels 1–3005% XP curveLevel 60 cost clamp

Level target

V3.0 uses 10,000 XP for the first level-up, grows cost by 5% per level, and clamps further cost growth at level 60.

Use XP per hour, not a perfect activity count

Quest rewards, mining, building, traps and group play produce very different experience. For a useful estimate, measure one normal hour in your world and enter that rate. The separate activity field is best for a repeatable task such as a quest tier, upgrade session or known kill.

Why the level 60 clamp matters

The experience required for each level stops increasing after the configured clamp. Long-range estimates therefore should not keep compounding forever, which is a common error in older calculators.