Experience

Experience Orbs (EXP or XP for short) can be obtained by gathering experience orbs from mining, defeating mobs, breeding, trading, fishing, completing advancements, and using grindstones and furnaces. Experience orbs gained during a player's life affects the player's score on the death screen. While having no direct effect on the player character, it can be used to enhance their equipment through enchanting, or by using an anvil to repair, rename, or combine enchantments on equipment. Experience orbs also recovers durability on items with Mending that are being worn or are in-hand.
== Sources ==
Experience orbs can be gained from several different sources:
* From killing most mobs, which drop experience orbs along with any other items.
** A mob does not drop experience orbs unless it dies within five seconds (100 game ticks) of an attack registered as a player hit (including tamed wolves, player thrown fireballs, and TNT). This allows gaining experience orbs from, say, knocking a monster off a cliff, lighting a mob on fire, etc. (fetching the orbs might be another question). The player can also try to "claim" a burning monster by hitting or shooting it once—even if the blow doesn't kill it, if the mob dies within 5 seconds, it drops experience orbs.
** Deaths of zombified piglins always register as kills by the player they are targeting, regardless of whether that player ever touched that zombified piglin.
** Mobs killed by TNT activated by a player using flint and steel or a flaming arrow drop XP as usual; however, mobs killed by TNT that was activated by fire, redstone, or an explosion that wasn't player activated does not drop any experience orbs.
** Mobs drop a random number of experience orbs, which can have different values. However, the total value always remains within the values given below, regardless of difficulty setting.
** Hostile mobs give more experience orbs than passive ones. Baby animals, bats, golems, and villagers give no experience orbs at all. The ender dragon gives experience orbs totaling 12,000 XP the first time a player kills it—12 times more than anything else in the game—and 500 XP in subsequent defeats.
*** Some hostile mobs spawn with weapons, or can spawn with weapons and/or armor. These mobs give an extra 1–3 points (randomly) per piece of equipment that they spawned with. Equipment picked up after spawning doesn't count.
** Mining (destroying) a spawner block gives 15–43 points of experience orbs.
** While they do not drop experience orbs normally, baby mobs as well as mobs killed by non-player means are accepted by the sculk catalyst, allowing for experience orbs to be obtained in a more indirect way.
* From mining any ore that drops a resource, rather than raw metals or themselves. The experience orbs are produced along with the mineral item(s). If a Silk Touch pickaxe is used to mine the ore block, the experience is not dropped, but the block can later be placed and mined normally to release the mineral and the experience.
** The ore still produces orbs if destroyed by an explosion, whether or not it was caused by player activated TNT.
* From smelting any of various items.
** Smelting any ore yields some experience, but normally only nether gold ore and ancient debris are worthwhile. For all other ores, mining them is better.
** Moderate amounts are gained by smelting/cooking other materials: food, clay balls or blocks, cactus, wood logs, sand, or cobblestone, cactus giving the most.
** The smelted material must be taken from the furnace through its GUI window. If the player uses a hopper to unload the furnace, it is possible to retrieve all experience produced by the furnace by smelting an extra item and taking it from the GUI. Breaking the furnace drops all stored experience as collectable experience orbs.
* From breeding animals, which produces orbs where the parents are, along with the baby animal. Breaking eggs does not give experience.
* From fishing. The experience is awarded immediately upon reeling in the fish, even if the fish itself is not picked up.
* From trading with villagers.
* A bottle o' enchanting releases orbs when broken.
* From the command.
* From disenchanting items in a grindstone.
* From completing a challenge advancement.
Gathering experience points from experience orbs increases the player's experience level by gradually filling a bar on the bottom of the screen until a new level is achieved when the bar is full. When the player dies, they drop experience orbs worth 7 * current level experience points, up to a maximum of 100 points (enough to reach level 7), and all of the other experience vanishes. If the gamerule keepInventory is set to true, the experience is kept even if the player dies.
=== Experience orbs ===
Experience orbs fade between green and yellow colors and float or glide toward the player up to a distance of 7.25 blocks (calculated from the center of player's feet and the center of the experience orb), speeding up as they get nearer to the player. Experience orbs pulled toward a player are slowed by cobwebs. Experience orbs can also be pulled around or away from the player by running water currents.
When collected, experience orbs make a bell-like sound for a split second. Unlike resources, experience points are picked up gradually: no matter how many orbs are in the range of the player, they are added to the player's experience one at a time (10 orbs/second). In extreme cases, this can result in the player being followed by a swarm of orbs for many seconds. If an experience orb isn't collected within 5 minutes of its appearance, it disappears.
Experience orbs vary in value. The general worth of an orb is reflected by its size, with eleven possible sizes corresponding to specific values. The three smallest sizes are the most commonly encountered, as the majority of experience dropped by mobs and blocks is less than ten. Dense experience orbs, from values 17 and up, have orange "eyes" or "cores", and are less frequently encountered, most commonly from defeating the ender dragon, wither and other players, disenchanting objects on a grindstone, breaking spawners, and collecting items from high- traffic furnaces. For performance improvement, experience orbs of the same value can merge into a single entity, but they do not create a higher value orb.
Orb	Minimum value 	Maximum value
 	-32768Any orb whose value is < 3 gets this orb, even if the experience value is negative. See the information below the table for more on negative value treatment.	2
 	3 	6
 	7 	16
 	17 	36
 	37 	72
 	73 	148
 	149 	306
 	307 	616
 	617 	1236
 	1237 	2476
 	2477 	32767
Naturally spawned orbs always have an integer value of 1–11, 17, 37, 73, 149, 307, 617, 1237, or 2477. Fishing, breeding, and trading drop a single orb with a random value in the appropriate range. Breaking blocks, killing mobs and players, smelting items, and bottles o' enchanting calculate their total experience amount and then split it into values of 1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, and 2477. Higher values are chosen first, so, for example, a total value of 1000 would be dropped as orbs with values 617, 307, 73, and 3. Note that while the first Ender Dragon in a world drops 12,000 experience, it is dropped in 10 waves of 1000 and one of 2000, so no orbs of value 2477 are dropped. Such orbs can only exist in the world via furnaces that have had a lot of traffic.
Experience orbs with negative values can be created using the command, either using values below 0 or above 32767 due to 16-bit integer overflow. They have the smallest texture of experience orb. While collecting them does not affect the player's experience bar in any way, they can deduct durability from a tool enchanted with Mending, provided the tool is already damaged prior to collection of the orbs.
Like items, experience orbs float when on water. Experience orbs can be destroyed by fire, lava, explosions, and cacti, and can trigger pressure plates and tripwires. Experience orbs can also stop minecarts. 
, although mob drops spawn the instant the final blow is dealt to the mob, experience orbs do not appear until the mob entity disappears and the smoke appears.
, experience orbs appear in the same spatial and temporal location as loot when an entity is killed.
=== Experience amounts by source ===
Source 	Experience
Passive mobs 	Passive mobs
All baby animals, , , , , , , , 	0
, , , , , , , , ,, , , , , , , , , , , , , , , , 	1–3
 	1–2
Neutral mobs 	Neutral mobs
All baby animals, 	0
 	12 + 1–3 (per equipment)
, , , , , , , 	1-3
, , , , 	5 + 1–3 (per equipment)
Hostile mobs 	Hostile mobs
 	12 + 1–3 (per equipment)
, , , 	10
Jockeys consists of two mobs that move as one. Each part drops experience separately when it is defeated. 	12 (baby zombie) + 1–3 (per equipment) + 10 (hostile chicken)
, , , , , , , , , , , , , , , , , , , 	5 + 1–3 (per equipment)
 	12,000 (500 if respawned with end crystals)
 	3
 	5 (skeleton) + 1–3 (per equipment) + 1-3 (skeleton horse)
Large and Experience is dropped when these mobs split or die. This means the larger ones may drop experience several times before being fully defeated. 	4
Medium and 	2
Small and 	1
 	5 (skeleton) + 1–3 (per equipment) + 5 (spider)
, 	20
 	50
Other 	Other
 	7 per level, up to 100
Mining blocks 	Mining blocks
 	0–2
 	0–1
, 	3–7
, 	2–5
 	1–5
 	15–43
 	1
, , , 	5
Smelting/Cooking 	Smelting/Cooking
 	2
, , , , 	1
, , , , , 	0.7For fractional values, first multiply this value by the number of smelted items removed from the furnace, then award the player the whole-number part, and if there is a fractional part remaining, this represents the chance of an additional experience point.
* For example, when smelting 1 coal ore and removing the coal, the value is 0.1, so this grants a 10% chance of getting 1 experience point.
*Or, when smelting 7 cobblestone and removing all 7 stone, the value is 0.1 * 7 = 0.7, so this grants 70% chance of getting 1 experience point.
, , , , ,, , , 	0.35
 	0.3
, , 	0.2
, 	0.15
, , , , , , , , , ,, , , , 	0.1
Completing Challenges 	Completing Challenges
Return to Sender, Great View From Up Here, Sniper Duel, Bullseye, A Complete Catalogue 	50
Two Birds, One Arrow 	65
Arbalistic 	85
Subspace Bubble, Uneasy Alliance, Cover Me in Debris, A Furious Cocktail, Hero of the Village, Monsters Hunted, Two by Two, A Balanced Diet, Serious Dedication	100
Hot Tourist Destinations, Adventuring Time 	500
How Did We Get Here? 	1,000
Other 	Other
 	3–11
 	3–6 (8–11 if the villagers are willing to breed; not working since 1.14)
Breeding animals 	1–7
 	1–6
== Leveling up ==
Level	Total XP	Difference of XP between levels
1 	7 	7
2 	16 	9
3 	27 	11
4 	40 	13
5 	55 	15
6 	72 	17
7 	91 	19
8 	112 	21
9 	135 	23
10 	160 	25
11 	187 	27
12 	216 	29
13 	247 	31
14 	280 	33
15 	315 	35
16 	352 	37
17 	394 	42
18 	441 	47
19 	493 	52
20 	550 	57
21 	612 	62
22 	679 	67
23 	751 	72
24 	828 	77
25 	910 	82
26 	997 	87
27 	1089 	92
28 	1186 	97
29 	1288 	102
30 	1395 	107
31 	1507 	112
32 	1628 	121
33 	1758 	130
34 	1897 	139
35 	2045 	148
36 	2202 	157
37 	2368 	166
38 	2543 	175
39 	2727 	184
40 	2920 	193
41 	3122 	202
42 	3333 	211
43 	3553 	220
44 	3782 	229
45 	4020 	238
46 	4267 	247
47 	4523 	256
48 	4788 	265
49 	5062 	274
50 	5345 	283
51 	5637 	292
52 	5938 	301
53 	6248 	310
54 	6567 	319
55 	6895 	328
56 	7232 	336
57 	7578 	345
58 	7933 	354
59 	8297 	363
60 	8670 	372
61 	9052 	381
62 	9443 	390
63 	9843 	399
The formulas for figuring out how many experience orbs needed to get to the next level are as follows:
:Experience required =
::2 × current_level + 7 (for levels 0–15)
::5 × current_level – 38 (for levels 16–30)
::9 × current_level – 158 (for levels 31+)
One can determine how much experience has been collected to reach a level using the equations:
:Total experience =
::level2 + 6 × level (at levels 0–16)
::2.5 × level2 – 40.5 × level + 360 (at levels 17–31)
::4.5 × level2 – 162.5 × level + 2220 (at levels 32+)
Likewise, to get the number of levels from the total experience value, one can utilize the following inverse equations:
:Total Levels =
::At levels 0-16 (totals 0 to 352): \sqrt{\mathsf{total}+9}-3
::At levels 17–31 (totals 353 to 1507): \frac{81}{10} + \sqrt{\frac{2}{5} \left( \mathsf{total} - \frac{7839}{40} \right)}
::At levels 32+ (totals 1508+): \frac{325}{18} + \sqrt{\frac{2}{9} \left( \mathsf{total} - \frac{54215}{72} \right) }
=== Useful numbers ===
* To get from level 0 to level 30 requires 1395 experience.
* To get from level 27 to level 30 requires 306 experience.
* Killing one large slime and all the slimes that split from it yield from 12 to 28 experience, with an average of 20.
* The maximum level required for enchanting is level 30, while the anvil accepts jobs up to level 39 (in creative mode the anvil limit is removed).
* Level 16 is a quarter of the way to level 30, while level 22 is about halfway there. Level 30 in turn, is halfway to level 39.
* Killing the ender dragon the first time gives approximately 68 XP levels. The ender dragon actually drops 10 waves of orbs worth a total of 1,000 experience points per wave, and another worth a total of 2,000. Taken separately, the smaller waves could take a player from zero to level 26, while the big wave would take a player from zero to level 34. The largest orb dropped has a value of 1237 experience points, and can take a player from zero to level 28 all by itself.
* The maximum level of XP that players can get legitimately is 238,609,312, and at this level the experience bar disappears, because reaching the next level would require more XP than the 32-bit integer limit (2,147,483,647, which is - 1). However, it is possible to reach level 2,147,483,647 using commands. In this case, the experience bar may disappear and reappear.
== Score ==
The score is the number of experience the player has collected since their last death. This number is the total experience the player has collected, rather than the amount of experience they had upon death. When the player dies, the score is displayed on the death screen.
== Sounds ==
:
Experience orbs do not use entity-dependent sound events.
:
 Category:Pages with inaccurate sound pitch value
== Data values ==
=== ID ===
:
:
=== Entity data ===
Experience orbs have entity data associated with them that contain various properties.
:
:
: See Bedrock Edition level format/Entity format.
== Video ==
== History ==
* Before Beta 1.9 Prerelease 2, the score on the death screen always read &e0.
** This was caused by an error with coloring the text. In Classic (including the Survival Test versions which featured the original score system), the '&' character was used to color text, so '&e0' would produce '0' in bright yellow. This was later changed to instead use the '§' character for colored text, but because the death screen hadn't been updated with this, the raw formatting code was shown.
The experience level costs were heavily revised in snapshot 12w22a and 12w23a, and again in version 1.8. Before these, reaching level 50 (the maximum usable on a single enchantment) required 4625 experience, corresponding to defeating 925 hostile mobs (assuming the "common" ones.) Afterward, considerably less experience is needed to get into higher levels. Higher levels cost more experience than lower ones, but the levels are still easier to get than in 1.2.5. Now, level 30 is the maximum for enchantments, and that cost is equivalent of 279 "common" enemies, less than 1/3 the old price.
== Issues ==
== Trivia ==
* If a player kills a mob by firing potions out of a dispenser, no experience is dropped.
* Using experience on enchanting or repairing does not decrease the score which is shown upon death.
* If the player gains too many experience points, such as 1 trillion, the experience bar and level counter completely disappear from the HUD. This appears to occur around level 32,767 or 215−1, the largest value representable by a 16-bit signed integer.
* The maximum XP that can be gained from the command is 2,147,483,647 levels or 231−1, the largest value representable by a 32-bit signed integer and by Java's int type.
* The maximum level is 238,609,311 before the experience bar disappears altogether.
* A special XP sound plays each time the player reaches a level that is a multiple of 5.
* Despite being widely dropped by mobs and blocks and being obtainable from fishing, experience orbs cannot be configured using loot tables.
* The texture file for experience orbs contains an additional five orb sprites which are all identical to the size 3 sprite. Their purpose is unknown, it is likely that they are just placeholder sprites in the texture.
== Gallery ==
Experience Orb Value -32768-2.png | -32768-2
Experience Orb Value 3-6.png | 3-6
Experience Orb Value 7-16.png | 7-16
Experience Orb Value 17-36.png | 17-36
Experience Orb Value 37-72.png | 37-72
Experience Orb Value 73-148.png | 73-148
Experience Orb Value 149-306.png | 149-306
Experience Orb Value 307-616.png | 307-616
Experience Orb Value 617-1236.png | 617-1236
Experience Orb Value 1237-2476.png | 1237-2476
Experience Orb Value 2477-32767.png | 2477-32767
=== Screenshots ===
New light with orb.png|The first picture of the Orb. Notice, it is on the very left side of the page not the torch in the middle.
New light no orbjpg.jpg|Notch later uploaded another version of the image, claiming the Orb was a "small error".
Light orb big.png|Orb in the first picture, enlarged.
1.7 changelist.png|The Beta 1.7 "change-list" (the Adventure Update was supposed to be Beta 1.7).
Decoded change list.png|The decoded "change-list".
Skeleton drops.png|Different sized experience orbs dropped by a skeleton upon death.
Experience Orb (texture) JE2.png|Raw file of the experience orb texture. Note the white sections, which are tinted accordingly green/yellow, the orange sections, which are tinted to a lesser degree, and the five unused orb sprites beyond size 11.
Too Much Experience.jpg|Lots of experience orbs blocking the player's view.
== References ==
de:Erfahrung
el:Experience
es:Experiencia
fr:Expérience
hu:Tapasztalat
ja:経験値
ko:경험치
nl:Ervaring
pl:Doświadczenie
pt:Experiência
ru:Опыт
th:ประสบการณ์
tr:Deneyim
zh:经验