Grind Time to Level Calculator
Hours to reach a target level from XP per kill, quest or run — with a polynomial or exponential XP curve, built-in RuneScape (OSRS), Minecraft, Pokémon and D&D 5e tables, your own pasted XP table or a known XP total. Shows XP still needed, kills or runs, sessions and calendar weeks at your play schedule, the finish date, a level-by-level schedule, and the effect of XP boosts, events, success rate, downtime and daily caps.
How it works
XP needed = Σ per-level XP from current to target (polynomial: a[(L+1)^b − L^b]; exponential: a × r^(L−1); or a game table) − XP already earned; XP/hour = XP per kill × kills/hour (or 60 ÷ (run + downtime minutes)) × (1 + bonus × share active) × event multiplier × success rate; hours = XP needed ÷ XP/hour; weeks = hours ÷ weekly play time (or XP ÷ daily cap ÷ 7, whichever is longer)
Levelling curves are designed so that each level takes a little longer than the last, and knowing which curve a game uses tells you how much of the total sits in the final stretch. Polynomial curves (XP ∝ level^2–3) lengthen gradually and are common in RPGs; exponential curves — each level a fixed percentage more than the last — mean the last few levels can be half the whole journey, which is why late-game grinds feel endless. RuneScape’s skill table is the famous example: level 92 is only half-way to 99. The calculator has that table and the Minecraft, Pokémon and D&D 5e ones built in, or you can paste any game’s “XP to next level” column from its wiki. Your pace can be kills per hour, minutes per run plus downtime, or a measured XP per hour. Bonuses are applied the way games usually stack them: a percentage bonus (optionally only active for part of the grind, like rested XP), times an event multiplier, times the share of runs that actually pay out. The rate turns the XP gap into hours, then into calendar weeks and a finish date at your real play schedule — or at the pace a daily XP cap allows, if that is slower. The level-by-level schedule shows when you should reach each level, and the what-if table shows which change saves the most time.
Worked example
From level 42 to 60 on a curve where XP to reach a level is 100 × L^2.5: about 1.65 million XP is left. At 850 XP a kill, 45 kills an hour and a 20% rested bonus (45,900 XP/h) that is 35.8 hours — three weeks at 12 hours a week, or about 1,613 kills. A double-XP weekend would halve it to 17.9 hours. On the OSRS table, going from 70 to 99 needs 12,296,804 XP; at 100,000 XP an hour that is 123 hours, or about 10 weeks at 12 hours a week.
Frequently asked questions
How do I find my game’s curve?
Copy the “XP to next level” column from the wiki and choose “Paste the game’s XP-per-level table”, starting at your current level. If you prefer a formula: when the ratio between consecutive levels is constant the curve is exponential; when XP ÷ level^b is constant it is polynomial. RuneScape, Minecraft, Pokémon and D&D 5e are built in.
Kills per hour keeps changing — which do I use?
Measure a 20–30 minute sample in the content you will actually farm, including travel and downtime; sustained rates are usually 30–40% below peak. Or switch the pace to minutes per run and enter the downtime separately, or use the XP per hour from a tracker.
How much time does an XP boost save?
A +50% bonus divides the time by 1.5, saving a third of the hours; +100% halves it. If the bonus only lasts part of the grind (rested XP runs out), set the share active under More options — the calculator averages it over the whole grind.
How long does it take to get 99 in OSRS?
Level 99 needs 13,034,431 XP in total. Choose the RuneScape / OSRS curve, enter your current level and target 99, and give your XP per hour for the training method; at 100,000 XP an hour, 1 to 99 is about 130 hours.
What does the daily cap do?
Some grinds (reputation, tokens, weekly currencies, some battle passes) limit how much counts per day. With a cap, the calendar time is the longer of your play-time estimate and the XP ÷ cap days.
Related calculators
Generic game-mechanics maths; individual games apply their own rounding, caps, diminishing returns and hidden modifiers, so use this to compare builds rather than as an exact in-game value.