XP curve generator

Choose a curve shape, the XP to reach level 2 and how fast it grows. The table shows the XP needed for each level and the running total, ready to copy as CSV into a spreadsheet or game data file.

Curve
Each level needs this many times the previous one: 1.15 means 15% more each level.
Total XP to reach the last level8,822
XP needed per level
LevelXP to next levelTotal XP to reach
11000
2115100
3132215
4152347
5175499
6201674
7231875
82661,106
93061,372
103521,678
114052,030
124652,435
135352,900
146153,435
157084,050
168144,758
179365,572
181,0766,508
191,2387,584
201,4238,822

Runs in your browser: nothing you enter is sent anywhere.

How to use it

  1. Pick a curve and enter the XP needed to go from level 1 to level 2.
  2. Set the growth: XP added per level, an exponent, or a multiplier, depending on the curve.
  3. Choose how many levels to show, round if you like, then read the table or copy it as CSV.

Curve formulas

  • Linear: XP for level L = base + step × (L − 1).
  • Polynomial: XP for level L = base × L^exponent.
  • Exponential: XP for level L = base × multiplier^(L − 1).

Each value is rounded to the nearest multiple you choose (at least that multiple), and the total is the sum of the earlier steps.

Worked example

Base 100 with a multiplier of 1.5: level 1 needs 100, level 2 needs 150 and level 3 needs 225, so the totals are 0, 100 and 250. With polynomial exponent 2 and base 100 the steps are 100, 400 and 900. Linear with +50 gives 100, 150 and 200.

Tips

  • Aim for the time a level takes, not just the XP: divide the XP per level by the XP a player earns per hour.
  • Round to 10 or 100 for tidy numbers in a game that shows XP to players.

Frequently asked questions

What formulas does the generator use?

For the XP needed to go from level L to the next, linear uses base + added XP × (L − 1), polynomial uses base × L^exponent and exponential uses base × multiplier^(L − 1). Each step is rounded to your chosen multiple and the totals add up the rounded steps.

Which curve should I choose?

Linear grows slowly and suits short games. Polynomial with an exponent around 2 is a common starting point (a rule of thumb, not a standard) where each level feels harder but stays reachable. Exponential grows fastest and quickly makes late levels very long, so keep the multiplier close to 1, for example 1.05 to 1.2.

What is the total XP column?

It is the total XP a player has earned on reaching that level. Level 1 is 0, level 2 is the XP of the first step, and so on. Use it for levelling tables that store cumulative XP.

How do I copy the table into a spreadsheet?

Press Copy as CSV and paste. The first line is a header with level, xp_to_next and total_xp, and each following line is one level, separated by commas.

Is there a standard curve for games?

No. These are common simple shapes for designers, not any specific game's table. Tune the numbers by how long a level should take to earn.

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