Talk:Experience

The main part of this page has a redirect to it's self just so you guys know. 24.10.30.125 08:15, 11 September 2011 (UTC)vanstrat

Someone needs to fix the Bugs text, because that has been officially fixed by Jeb. 173.72.72.214 22:00, 19 September 2011 (UTC)

Points?
http://twitter.com/#!/notch/status/119024329550856192  In that tweet Notch talks about experience orbs being worth 1 point and breaking a tradition. Does anyone else think that experience orbs will break the &e0 score we get when we die? Finally have a score from eorbs? --Throex 15:13, 28 September 2011 (UTC)
 * With this I would have to it backs it up more.

http://www.minecraftforum.net/news/244-19-updates-old-score-gone-experience-possible-substitute/ --Throex 01:01, 29 September 2011 (UTC)

Screenshot of the Buff Potion effects
You do know that Jeb tested potion effects/buffs, and not skillpoint related stuff in that picture from Twitter?

I edited and removed it, remember the spirit of a wiki imply you should take action, if you find something you know is wrong you don't have to be afraid to fix it yourself. Daropedia 16:25, 3 October 2011 (UTC)

Experience loss on death
In case someone deems it worthy to be added to the article, I recently died in the nether (because I'm stupid enough to go down there without flint&steel and get my portal shot by a ghast). I was level 19, built a small safe house, I put a chest inside and dropped all my stuff in it. I went out, lit myself in a random fire, ran back to the safe house, and died. When I went back to the nether to pick up the experience orbs I had dropped, it was barely enough to get me to level 1, halfway to level 2. This means, if you die you better forget about your exp, that was almost a complete experience loss. --Mokunen 04:21, 10 October 2011 (UTC)


 * I concur. I was at level 200-something and got sucked into lava by soul sand, also only dropped enough to get about halfway to level 2. Father  Toast  04:47, 10 October 2011 (UTC)
 * Remember that the fire/lava may have burned a large proportion of your orbs. Kill yourself with fall damage for an unbiased test. --HexZyle 05:38, 10 October 2011 (UTC)

"Sucked into lava by soul sand" It does that now? --Throex 05:42, 10 October 2011 (UTC)
 * Trollol. I was wondering about that, but it's more important that I address what was relative to the page rather than if the statement was true or not. --HexZyle 06:15, 10 October 2011 (UTC)
 * I actually went and tested that last night after I read it. Set up different patterns of soul sand and then stood there.. NOTHING. And I really thought there was a feature in 1.9 no one had found yet. Might be a neat idea to have a block like that in the nether though. Soul sand would be the block of choice for that.. in my opinion. lol --Throex 18:24, 10 October 2011 (UTC)
 * But...you believed him? It's obvious there's SOMETHING fishy with his story when he said "200 skillpoints". He would at least have several diamond by then and have crafted a enchantment table --HexZyle 19:55, 10 October 2011 (UTC)
 * Lol I'd just guess he wanted to say 20, not 200... but soulsand doesn't work like that for sure, and lava destroys orbs as HexZyle pointed out so... trololo. --Mokunen 20:15, 10 October 2011 (UTC)

It seems this has been fixed in 1.9pre4. Now you drop a few orbs worth your full exp. at the moment of death. --Mokunen 03:12, 15 October 2011 (UTC)
 * Wow that's pretty sweet. So the orbs have different values now! Maybe they should flash rainbow colours if they are worth more :P --HexZyle 03:41, 15 October 2011 (UTC)
 * Actually seems like the devs had a similar idea... with the help of zombe's modpack, I've been doing some research on how much exp is needed for leveling, and I've found that hostile mobs (creepers, zombies, endermen, spiders and skeletons) drop 5 experience points on death, in the form of two orbs worth 1 point each, and one orb worth 3 points; looking very closely, the latter seems a tiny bit bigger than the former. --Mokunen 06:27, 16 October 2011 (UTC)
 * [Anonymous User who has no account]

I saw a vid on youtube from BdoubleO100, he died at level3, recollected all his XP and his level was 11. Anyone had something similar to that or could try it out?
 * You lose half your experience, which is enough to drop to about 75% of your previous level --HexZyle 12:01, 25 October 2011 (UTC)


 * Actually, I believe the amount you drop has nothing to do with the amount of experience you had, but rather is a value equal to half your score rounded down (keeping in mind that gathering any amount of experience causes your score to go up by the same amount, but spending that experience on enchantments doesn't cause a score reduction). I also suspect you won't ever drop more then 400 points, but I'm not sure on that one.


 * Also worth noting, it seems that if you hit the respawn button before you drop your experience orbs (something that takes a second or two after the button appears on the screen), you won't drop anything at all. Haven't gotten around to installing 1.9pre5 so I can confirm it there, so I'm not adding this to the page just yet, but I'm fairly certain this is how things work in pre4. - Bomb Bloke (Talk/Contribs) 11:51, 9 November 2011 (UTC)


 * Ahem, your score IS your experience. --HexZyle 19:22, 9 November 2011 (UTC)
 * As was mentioned previously, the experience drops when enchanting. The Score does not. --Gitterrost4 19:24, 9 November 2011 (UTC)
 * Exactly. Say you earn 400 exp (level 10), spend it all so you go down to level 0 again, then die - you get at least 200 points back (enough to get you back up to level 7). You can then spend those seven levels, die again, get back up to level 4, and so on... - Bomb Bloke (Talk/Contribs) 21:44, 9 November 2011 (UTC)

Experience From Mobs
Does anybody know, how much experience the Mobs give? (in 1.9-pre4) I think I read somewhere that notch made it, so one orb is not always worth one point. Maybe someone has an idea on how to measure experience drops. And then it would be interesting how much Experience you need for each level (I would guess it can be described with a formula which grows exponentially). --Gitterrost4 14:18, 22 October 2011 (UTC)
 * I will begin some tests on it soon. This link will contain my results. --HexZyle 05:59, 23 October 2011 (UTC)
 * TESTS HAVE BEGUN! Please help by following the above link. The final project will be merged with this and the Experience Orb page --HexZyle 11:03, 24 October 2011 (UTC)

And do experience drops go up on higher difficulty levels?
 * I'm in the middle of testing this. Seems that passive mobs drop same xp no matter what difficulty. I've yet to get around to hostiles. --HexZyle 11:57, 25 October 2011 (UTC)
 * Tests have all been completed. All results from tests have been merged onto the page. --HexZyle 02:28, 27 October 2011 (UTC)

In 1.0.0, either the XP level values have changed or the mob XP values have changed. For example, killing 100 zombies in my grinder gets me straight to level 17. 175 gets me to level 21. If the levels do increase by 7 each time, that means that each zombie is worth 10 XP (and this holds true for all hostile mobs except the blaze which gives me 20 XP). I haven't checked the actual figure (can you only do this by dying?) but the relationship of 7 points increase per level / 10 XP per monster is certainly what I am seeing on my copy. I'd also like to confirm that the orb pick-up bug has been fixed. No matter how many orbs you try to get at once, they fill the bar progressively slower as each experience level rolls over just as if you picked them up one by one. 86.212.105.28 17:27, 8 December 2011 (UTC)

Orbs Disappearing
I know that jeb added a section to the code that would only allow a certain amount of your orbs to drop on death to cut down on lag spots, but how come at sometimes more drop than at other times and I have also noticed that other times when water is involved, you lose ALL your orbs. I have tested this by reaching level 5 and killing myself in different instances. -- Throex  '''TALK 01:36, 7 November 2011 (UTC)
 * I am thinking they should add some way (should not be easy to gain access to this item/chest) to deposit your orbs into it. Maybe a chest that has been enchanted in some way? -- Throex  '''TALK 01:36, 7 November 2011 (UTC)

That would be an interesting concept, and a good idea for a mod. I don't think they would put that in the vanilla game, as that kinda breaks the intention of losing XP as a consequence of death. Bejoe905 21:44, 6 December 2011 (UTC)

Experience Scaling
To whomever keeps changing the Trivia post about how the experience scales: It has a linear scaling, not quadratic. Linear: 7, 14, 21, 28, 35, 42, 49, 56, 63, 70, 77,.... Quadratic: 7, 49, 343, 2401, 16807,.... And it certainly is not Logaritmic which is what this page said when I changed it to linear first time around. 109.130.80.39 10:23, 11 November 2011 (UTC)
 * To clarify further: The Experience needed to go from level n-1 to level n is 7n. So it is linear. The experience needed to go from level 0 to level n is 7*(n^2+n)/2. So this would be quadratic. This might be the cause of the confusion? --Gitterrost4 11:30, 11 November 2011 (UTC)
 * And the sequence 7, 49, 343, 2401, 16807,.... describes exponential growth, not quadratic growth. Quadratic would be something like 7, 28, 63, 112,...
 * Yes thank you. This is indeed correct and I was a little bit fast putting down the exponential growth instead of the quadratic. I'm just happy this is not getting changed back to something else then linear. 81.164.94.163 20:59, 12 November 2011 (UTC)
 * The exact equation for the cumulative experience needed to reach various enchanting levels is 0.1327 + 4.9997 x (level desired) + 1.75 x (level desired)^2. This is shown definitively to be the case here: Enchanting Experience Chart  Ipctimor 20:56, 3 July 2012 (UTC)

Leveling Algorithm changed
I suppose, those statements about linear growth of exp needed to go from lvl n to n+1 come from earlier versions of MC, however now in the 1.0.0 the algorithm used is more complicated and works like

xpbar=xp/(7+round_down(old_level*3.5))

new_lvl=old_level+round_down(xpbar)

a resonable approximation for this algo for going from 0 to lvl x in [1..200] would be 1.9504*x^2+4.9938*x+1.75 so i'd suggest to update this article.--84.181.151.221 14:39, 19 November 2011 (UTC)


 * Substituting the second equation into the first, and replacing the string name variables with the letter variables displayed on the page, your equation reads:

x = n + rdn(E / 7 + rdn(3.5n))
 * as opposed to the original:

E = 3.5(x(x + 1) - n(n + 1))


 * Where E = total experience, n = initial level and x = current level (n < x)
 * Correct? --HexZyle 02:10, 20 November 2011 (UTC)


 * I'm afraid, this is not the same. The total experience E is not the same as xp above. xp is the Experience you got once this function is called, and this should happen every time you get an xp-Orb, where xp is the value of the xp-orb, so usually its something in [1..5]. If you want to use the notation displayed on the page, you really have to use the approximation:

E=1.9504x2+4.9938x+1.75
 * where E is the total experience needed to go from lvl 0 to lvl x. And

E=1.9504(x2-n2)+4.9938(x-n)
 * where E is the total experience needed to go from lvl n to lvl x. This approx. differs by max +-1exp from the exact values for x,n in [1..200].
 * If you want the exact values you have to run: If you are on lvl=n, you have c xp on your xp bar and you want to go to lvl x and to do so you get d xp-Points per mob (actually per xp-orb and this value depends on the mob-type you kill, but normal mobs give max 10 xp, the enderdragon is more complicated here):

lvl=n; xp_left=c; k=1; while (lvl<x){ xp_new=xp_left+d; lvl_new=lvl+rdn(xp_new/(7+rdn(lvl*3.5))); xp_left=xp_new-rdn(xp_new/(7+rdn(lvl*3.5)))*(7+rdn(lvl*3.5)); lvl=lvl_new; k=k+1; }
 * and k is the number of mobs you have to kill, or if d=1 the total xp you need (by gathering xp-orbs with 1 xp-point)
 * This is not exactly what happens in the code, there (7+rdn(lvl*3.5)) is calculated once per functioncall. So lets say you are on lvl 0 and another player is on lvl 100 and both of you get an xp-Orb with 1000-xp-Value then you would instantly go to lvl rdn(1000/7) = 142 and the other player only to rdn((1000/(7+(100*3.5))))+100=102. But usually these orb-Values are in Ranges much smaller than this (enderdragon might be an exception)--84.181.149.146 06:28, 20 November 2011 (UTC)
 * I don't think it has changed since 1.9. This algorithm i put on the page was just an estimation. I was confused by a couple discrepancies: i wouldn't always get the calculated xp from what i did, but I thought the algorithm was fairly accurate and just put it up there anyway, dismissing any errors i thought existed as human errors. I'll put a note up on the page that says the algorithm is an approximation. --HexZyle 06:20, 22 November 2011 (UTC)
 * Ok. Btw i have a mistake in my approximation i mentioned above, it should be

E= 1.75x2+5x+2 = 1.75x(x+2)+1.5x+2
 * for going from lvl 0 to lvl x and

E=1.75(x2-n2)+5(x-n)
 * for going from lvl n to x. The worst difference between the approx and the exact value is then +-1 for x,n in [1..200].--77.5.112.255 08:22, 22 November 2011 (UTC)


 * I am trying to use each of your equations to calculate things, but its just not adding up right. I would use the /xp command, with 100,000 xp, and it goes to about level 250 (give or take a couple), yet using these equations makes level 250 with 882 xp. Even considering that its level 250, 882 is just not logical to make such a high level. I am using Excel to make a temporary list up to level 10,000, but even that is a puny 35,000 xp. 72.178.222.11 17:59, 28 January 2012 (UTC)

The algorithm I have formulated is nearly exact.

E is the required experience to advance to level n. The result will always be .25 higher than actual value with even levels only. I am unable to determine where in my formula to correct this small, nearly negligible, error. If using this formula in code, just round down or cast to an integer for the correct value. E = 3((n2+n)/2) + ((n-1)/2)2 + 4n –Preceding unsigned comment was added by Vioviocity (Talk&#124;Contribs) 08:21, 2 February 2012. Please sign your posts with
 * This can be simplified to

E = 1.75n2 + 5n + 0.25
 * similar to what a previous user had, but more accurate. Because the experience per level increases alternately by 3 and 4, it's impossible to make a single equation that describes it perfectly; there will always be an adjustment for either even or odd levels. In this case, just leave off the 0.25 when n is even. -- Orthotope 09:13, 2 February 2012 (UTC)

'''Since this was such a pain to find... Here is the working formula for MC 1.3''' ((l*17) + (3/2*(m-1)*m) + (7/2*(h-1)*h)) l=level ,m=MAX(0, l-15),h=MAX(0, l-30) ex. level 35, l=35, m=20,h=5 Equation in WolframAlpha --Szhlopp 17:11, 29 August 2012 (UTC)

Level Cap?
Is here a hardcoded level cap? I noticed after I had killer an Enderdragon, I capped off at like, 80, and couldn't gain any more XP from anything. Might this cap be a bug?

Bejoe905 19:49, 26 November 2011 (UTC)

The XP bar grows very very slowly at level 80; I just experimented and came up with somewhere around 375 XP. By comparison, the enderdragon gives you 20,000 XP, and the levels you gain are boosted by the levels/XP bug I documented.

Or do you mean that when defeating monsters, XP no longer appears at all? 142.163.166.214 01:10, 30 November 2011 (UTC)

I did a few tests and I got to Level 100,000 using single player commands, that simply means you can just keep on going without an end. However, I do believe that they might add a level cap because eventually your stats are going to be too ridiculous to play with. Dotsonface 05:19, 6 December 2011 (UTC)

I did some experimentation with SPC, and verified that you level up exponentially on a linear scale, so I may not have noticed the XP increase. Bejoe905 21:39, 6 December 2011 (UTC)

If you were experimenting with single player commands, can I ask whether you were starting from level 0 every time? The amount of levels gained = XP/Xp for next level, so if you gain 350 XP at level 0, you go to level 50, since 7 XP is required to get level 1. If you were level 1, you would need 49 * 14 = 686 XP to get to level 50. If you levelled honestly, 8925 XP from level 0 to level 50. Which is definitely not linear :) (It's quadratic). Basically, if you started from the same level everytime, due to the way the game grants levels, if you acquired all the XP at the same time, (as with SPC or server commands), it would appear linear at first glance. 142.162.205.213 07:43, 6 January 2012 (UTC)

Yes, I was doing it from 0 every time. I haven't had much time to test under 1.1, but i assume the bugs still remain, since nothing was mentioned in the changelog about XP. Bejoe905 00:11, 18 January 2012 (UTC)

Old bugs and old trivia
Is it really necessary to keep carrying old information? I have seen this on quite many pages so is there a general consensus to keep this stuff? Wethospu 16:36, 22 January 2012 (UTC)
 * Changed layout and moved stuff around. History is a mess now but I will clean it up if change is accepted Wethospu 12:53, 23 January 2012 (UTC)
 * Looks pretty good to me. I'd keep the 'gain extra levels when getting lots of experience at once' issue as a current bug until it's verified as fixed. -- Orthotope 13:38, 23 January 2012 (UTC)
 * It is fixed. XP algorithm now recalculates level requirement each step. My bad for not mentioning it. Wethospu 14:25, 23 January 2012 (UTC)

Water exp remover?
When I hit a Skeleton off a cliff, it hit water and died. I checked for exp, but I found none. Is it because it hit water, then died? Or did it just give 0 exp? It happens everytime a mob hits water then dies.Punch trees, get wood 19:06, 22 January 2012 (UTC) Something remotely related happened to me. I drowned (crashing underwater is pretty annoying) then after I came back, some of the experience i dropped was glitching, and I couldn't pick it up

slot.png
in minecraft.jar under gui, you can see a slot.png. This might be a future feature of experience. TTiscoming 02:12, 24 March 2012 (UTC)


 * is slot.png. It's just the icons used on the Statistics screen. 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 04:39, 24 March 2012 (UTC)

Making a Texture Pack
How do I make custom experience orbs for my texture pack? What file can I find it in? --Orcaman4 20:07, 31 May 2012 (UTC)

Experience in 12w22a
The experience system is very different in 12w22a. From my playing around, it looks very much like levels are now awarded on a linear scale instead of a quadratic scale. I'm just running some inaccurate tests by repeatedly killing zombies and XP counting; from that, I would guess that:

Level = XP / 17

I initially thought it might be 16, but the numbers don't add up. That, or something very funky is going on that's causing rounding errors. Can someone with more skill than me verify this? --Zeta0134 00:22, 1 June 2012 (UTC)


 * OK, I'm kind of a dingbat. The formula is definitely 17 XP per level. I forgot that you can use /xp in singleplayer now. :D I'm not going to update the article though because (1) it hasn't been released, and everything here is still valid, and also (2) Everyone I've seen has complained about XP gain being way too fast and I agree with them. It's likely to be changed in the next snapshot. --Zeta0134 17:28, 1 June 2012 (UTC)
 * The leveling is faster noe for a reason: Better enchantments at lower levels, and the max enchanting level is now 30. The exp gain is faster so you can more items enchanted and better enchantments for those more enchantments. It's also better so I don't have to spend an hour at the mob grinder.It&#39;s ahme, AJC! 18:00, 1 June 2012 (UTC)


 * Seems like the article is outdated now - some people will need to run tests to verify the content. - Asterick6 (talk) 04:06, 5 June 2012 (UTC)


 * I did some testing by smelting blocks and mining coal ore. Smelting gives you 1 XP per block while mining gives you 3-9 XP per block. I added this info under a separate section on the wiki. Breaking Mob Spawners did not seem to give me an XP boost. –Preceding unsigned comment was added by 125.209.151.158 (Talk) 11:17, 7 June 2012‎ (UTC). Please sign your posts with


 * Does this mean if you use a silk touch enchanted pickaxe on an ore and place it and then remine it you could theoretically you can get infinite experience from doing this. 60.225.60.254 09:56, 4 July 2012 (UTC)


 * Curious idea, you should probably test it and re-post :). However, I feel like this would be kind of lame and something mojang would think about. I'm guessing experience is only earned from ores mined by the player that were placed on world generation. Ores placed by a played may have some kind of marker on them that indicates to the game not to award experience upon being mined. Good thought though, has anyone tried this for sure? Ipctimor 13:55, 5 July 2012 (UTC)

Snapshots vs Released
Can we please leave the data for Release versions of Minecraft intact and have a separate section for Snapshot changes? Snapshots are a work in progress, while the release versions are what most users will be using. Snapshot changes should be placed under their own heading within each article. –Preceding unsigned comment was added by 141.132.148.19‎ (Talk) 23:11, 5 June 2012‎ (UTC). Please sign your posts with


 * It's been restored; the new version changes are below it. - Asterick6 (talk) 00:49, 8 June 2012 (UTC)

Experience has never been "exponential"
I posted this on the Version history talk page too, but perhaps it belongs here too or instead:

I don't know if this is an error on Mojang's part or some wiki editor, but experience has never been "exponential" either "slightly" or otherwise. In the pre-12w22a system the differential xp was linear and the cummulative xp was consequently quadratic. I have no hard stats to go by for 12w22a, but it sounds like the differential xp was constant (17 xp) and the cummulative xp was consequently linear. In the post-12w23a system the differential xp is constant for the first 16 levels, then it becomes roughly linear (it actually fluctuates a bit). This makes the cummulative xp roughy quadratic (the slight fluctuations prevent it from being perfectly fit by a polynomial).

None of these systems are exponential. They are nowhere NEAR exponential. An exponential case would be where you have to multiply the past level's xp by some fixed number to find the next levels xp (either differential or cummulative, the derivative of an exponential is an exponential). An example would be where that number is 2 and the amount of xp required to level up doubles every time. This number could be less than 2, or even less than 1, but the bottom line is that the required xp grows *very* fast in the limit of large levels.

Constant is "order 0", linear is "order 1", quadratic is "order 2", and so on. Exponential technically has infinite order. Granted there are slow growing functions, oscillating functions, and so on that have infinite order, but exponentials are generally considered one of the fastest growing functions (from the perspective of limiting behavior). So, I think its worth noting that the minecraft case is quadratic, not exponential, since quadratic is very slow-growing in comparison when it comes to limiting behavior.

Dove 23:00, 14 June 2012 (UTC)

Achievements?
The article mentions achievements in the 12w23a section but... I can't find any information to back that up on either the Achievements page, or by testing it myself (I'm playing 12w24a.) Is this claim that achievements give exp a mistake? I'm not sure enough to edit the article myself...


 * I haven't seen any evidence that getting achievements gives you XP. 125.209.141.135 07:36, 16 July 2012 (UTC)

Experience in 12w23b
So I see it now takes 825 experience to get to level 30 (a substantial decline from the previous snapshot) but how does this affect the experience required for levels 31-50? Ipctimor 13:51, 5 July 2012 (UTC)


 * To get to level 50 now takes 3396 xp points. 125.209.146.150 07:00, 10 July 2012 (UTC)

Monster spawners
Just was mining monster spawners, they give loads of xp. I just did one, got nearly 2 levels. Somebody dig into the code, find the exact xp it can give. Funky3000 18:41, 13 July 2012 (UTC)


 * I've tested this and received 18-40 XP points for destroying a mob spawner. 125.209.157.98 01:23, 16 July 2012 (UTC)


 * The exact expression is: 15 + random.nextInt(15) + random.nextInt(15), for 15–43 XP. --mgr 11:35, 30 August 2012 (UTC)

Block and Smelting XP
Are the block XP ranges flat random values? Similarly, are the smelting values exact, multiplied by the item count? I'd kind of like to break out the block & smelting section to a new table, just so I can add a "per stack" column. --Mental Mouse 13:11, 9 September 2012 (UTC)

Is XP lost if items smelted emptied into a chest via a hopper?--Clonemonkey (talk) 12:17, 15 July 2019 (UTC) All good I just saw it under 'Behavour'--Clonemonkey (talk) 12:48, 15 July 2019 (UTC)

Video tutorial
I want to add here a link to a EXP farm. Where should I? –Preceding unsigned comment was added by Ritonda66 (Talk&#124;Contribs) 18:56, 30 November 2012 (UTC). Please sign your posts with


 * You don't, per our video policy. If you want to create a tutorial page on XP farms, though, you can add the video there (though note that we already have tutorial pages for XP farms; you may want to look at editing them instead). 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 19:48, 30 November 2012 (UTC)

Extend level table to 40?
Since the anvil can take up to 39 levels at a time, perhaps we should extend the XP/level table to level 40? --Mental Mouse 20:42, 15 December 2012 (UTC)


 * Done. -- Orthotope 00:35, 16 December 2012 (UTC)

Geared mobs drop more XP
While playing around in unmodded version 1.6.2 with strenght effect high enough to kill any mob with one hit, I've discovered some changes in XP drops :

First of all, I've noticed that Skeletons, Wither Skeletons and Zombie Pigmen now drop 6,7 or 8 XP instead of 5. Note that : _every Skeleton carries a bow by default _every Wither Skeleton carries an Iron Sword by default _every Zombie Pigman carries a Golden Sword by default Then I made further tests (The following tests were made in hard mode with spawn eggs but seem to follow the same rules as natural spawning. However, they may contain mistakes) : Zombie - Iron Shovel - 6 XP (2x3) Zombie - Iron Sword - 7 XP (1x7) Zombie - Golden helmet with enchanted golden chestplate - 9 XP (2x1 + 1x7) Zombie - Full golden armor - 12 XP (2x1 + 1x3 + 1x7) Zombie - Full leather armor with enchanted chestplate - 14 XP (2x7) Zombie - Full golden armor with enchanted chestplate - 14 XP (2x7) Zombie - Full leather armor - 15 XP (1x1 + 2x7) Skeleton - Full leather armor - 12 XP (2x1 + 1x3 + 1x7) Skeleton - Full golden armor but shoes - 13 XP (2x3 + 1x7) Skeleton - Full golden armor - 18 XP (1x1 + 1x17) Conclusions : _It seems like carried gear affects the XP drops and scales with its efficiency. _It seems like eventual enchantments don't. Could somebody look at the code to confirm these observations ? (sorry for my english, just in case ;) ) Missingno 26 19:54, 22 August 2013 (UTC)


 * So if you give a zombie that can pick up items armor, it will give more xp? Or only if they naturally spawn with armor? --MinecraftChrizz 20:01, 22 August 2013 (UTC)


 * Only mobs SPAWNED with gear will drop more XP. I think it makes sense in term of game design because just gearing them up then griding them and get your gear back along with all the XP would be a bit overpowered, right ? Should I edit the pages of concerned mobs to add this fact ? Missingno 26 05:43, 23 August 2013 (UTC)


 * You're right Missingno! Exact formula (taken from the source) is: 5 base xp + random value of 1-3 for every peace of equipment. And that's only for gear this mob spawned with.
 * Could you tell me how where you testing xp drops? --mgr 06:45, 23 August 2013 (UTC)


 * What do you mean ? I just spawn a bunch of zombies and skeletons till I find one wearing an armor in which case I isolate him and kill him to see how much XP he drops. (by the way, I haven't figured out yet how much XP each orbs from the texture file " entity/experience_orb.png" grants. Only the first four : 1-3-7-15. Do you have any clue about it ?) Missingno 26 07:59, 23 August 2013 (UTC)


 * From the source code, it looks like the XP orb amounts are 1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, 2477. -- Orthotope talk 08:08, 23 August 2013 (UTC)


 * Corrected the results of my tests to match with the actual values. PS : I find these values interesting enough for the trivia section of the page, don't you ? Is there a formula or are these arbirtary figures ? Missingno 26 08:32, 23 August 2013 (UTC)


 * They follow a roughly exponential progression, but the exact values seem arbitrary; the sequence doesn't show up in http://oeis.org . -- Orthotope talk 10:01, 23 August 2013 (UTC)


 * I have added the equipment XP to the page. --Mental Mouse 12:05, 23 August 2013 (UTC)


 * Do better equipped mobs drop more exp or is it just a random amount for every piece? And does enchanted armor make them drop more? --MinecraftChrizz 13:24, 23 August 2013 (UTC)


 * Nope. Every piece gives 1-3 xp regardless of its quality or enchantments. --mgr 14:48, 23 August 2013 (UTC)

Experience for Spider Jockey
Shouldn't it be 5+(1-3)+5 now, since the skelly always gives extra experience for its bow? --MentalMouse42 (talk) 20:29, 30 December 2013 (UTC)

Mending
Using experience to achieve item mending is not discussed at all. 97.90.238.97 01:05, 24 November 2018 (UTC)

Cactus smelting
The table here gives the amount of experience for smelting cactus at 0.2/block. This video tries to determine the experience rates for a few different smelting blocks. all the other blocks check out, but the result for cactus blocks seems to indicate a rate of 1/block.

For the actual math, all other blocks seem to check out; the cobblestone as an example: 27*64 cobblestone@0.1 xp/block would give 173 xp, which is level 10 with ~47% towards next levelup.

The cactus at the rates indicated here: 27*64 cactus@0.2 xp/block would give 346 xp, which is level 15 + ~83% towards next levelup, which is not what the guy in the video is getting.

My hypothesis is that cactus actually give 1 xp/block: 27*64 cactus@1 xp/block would give 1728 xp, which is level 32 + ~76% towards next levelup, which is consistent with the results in the video.

I'll edit the number in the table, if anybody has an insight that I've overlooked that would explain the results with the rates as in this page, I'd love to hear it and you can feel welcome to revert me.

31.21.110.226 15:55, 23 July 2019 (UTC)

Orb sounds
Should the Orb Pickup Sound(sounds/random/orb.ogg) and Levelup Sound(sounds/random/levelup.ogg) be inserted into this( or Player) infobox ? Pneuma01 (talk) 07:45, 16 September 2019 (UTC)

Split discussion

 * The following discussion is closed. Please do not modify it. Subsequent comments should be made in a new section.
 * Consensus is against splitting. BDJP (t 07:39, 29 December 2020 (UTC)

Gonna start this discussion with a. I feel like the two sets of info are closely enough related it makes sense to keep the combined. I don't feel too strongly though. -PancakeIdentity (talk) 23:18, 19 March 2020 (UTC)

I agree that it should be split up. One article should focus on the Experience and Leveling system in Minecraft and the other article should focus on the orb itself eg. the block code, color, etc. 182.253.96.245 11:39, 26 April 2020 (UTC)


 * Experience orb spawning is essentially the same as sources of experience. That leave little unique information about the entity. The BlobsPaper.png 18:09, 26 April 2020 (UTC)

I don't feel like the page needs to be split, but I do think the page needs to be reorganized to bring information that players are more likely to be looking for to the top of the page, and moving less relevant info towards the bottom, and then combining sections to reduce redundant info. I think we can move the entire section about the xp orb entity down the page further, and bring more relevant info up higher. I have already made a a minor edit to the page by taking some info found in later sections and adding it to the introductory paragraph so the "behavior" section became more of an "experience sources" section. I spent a few hours drafting up a full page change, only to have the editor crash on me once, and the "Contents" table formatting broke itself another time. Flamingkitty the Memelord (talk) 06:16, 27 April 2020 (UTC)

, as this would make linking and categorization easier. We could still briefly describe the experience system in the Experience Orb section, as the two topics are related. Fadyblok240 (talk) 22:12, 19 August 2020 (UTC)

Formula for "EXP until next level" in incorrect
The formula for how much exp it takes to get to the next level is incorrect according to the chart, and the chart is correct.

[Java] Please verify furnaces no longer destroy stored exp when broken?
Game version 1.16.1 JE

No mention of furnaces dropping exp.

Scenario I tested:

Furnace that had been storing exp due to hopper automation was destroyed by me mining it, dropped exp as collectable orbs instead of deleting it. If page is out of date and has been feature for a while, just update the page. If new unconfirmed change, please attempt to reproduce and post your findings as a reply.

My testing on a vanilla JE server with no datapacks conflicts with "Dumping the contents by breaking the furnace destroys the experience." Untested on BE.

-LexiTehGallade aka 82.12.238.82 19:42, 4 July 2020 (UTC)

EDIT: Nevermind. I see it was a bug (MC-1601) that was resolved in 20w17a. Making the edit myself.

Do hostile babies really give that much?
The page indicated that the various baby zombies etc give 12 XP+equipment. Which would certainly be deserved (those things are nasty!), but it's the first I've seen of that. Has anybody checked the code on this? --MentalMouse42 (talk) 23:41, 3 May 2021 (UTC)
 * From empirical testing, they do give a lot of XP (see baby zombie) but I have never had one drop any equipment. It would be easy to test. Fence in a 1x1 area and drop a zombie egg in it and hope for a baby. Then switch to survival and kill it, and see what happens. My computer that has Minecraft on it is being repaired so I cannot test it. Amatulic (talk) 13:35, 4 May 2021 (UTC)