SpiritVale · levelling

There is no formula. It's 161 numbers typed by hand.

The cost of every level sits in a table inside the game client. No equation reproduces those values — and the shape of the curve explains why.

What a level costs

XP required, level 1 to 150 logarithmic — each gridline is 10×

From 40 XP at level 1 to 390,958,368 at level 150. On a log scale the curve looks almost straight — and that is the trap. What matters is not the climb, it's how much it slows down and then speeds back up.

The real shape

How much more each level costs than the last from level 10 onward

This is the chart that tells the story. The relative cost drops fast, bottoms out at 1.047× at level 132 — and then climbs again, reaching 1.15× by 150.

That U is a deliberate endgame wall. It is also why no simple equation works: the local exponent of the curve runs from n2.3 at level 5 to n23.5 at 158. No single power covers both.

Where the game actually is

98.1%

of all the XP in the game sits in levels 76 to 150. Getting to 75 is 1.9% of the road.

Reaching level 150 costs 4,815,446,173 XP in total. The first 75 levels add up to 91,392,439 — less than a single level in the 140s.

The whole table

All 150 playable levels, straight from the client.

LevelXP for this levelTotal so farvs previous

How this is known

  • The server sends the XP inside your current level, which resets every time you level. It never sends the size of the level.
  • The client is what draws the percentage bar. To divide, it needs the denominator — so the table has to be in there.
  • It is: an array of 161 32-bit integers in sharedassets0.assets. Searching for the values gave 177,000 false positives; what identified it was the structure — in an array indexed by level, level 22 sits one element after 21, and 33 sits eight after 25. Requiring the hits at the right distances left exactly one candidate.
  • It matches 18 independent measurements, taken by reading the game's own progress bar and cross-referencing it with the XP in the packets — a route that never touched the client files.
  • One table serves class and job: measured at the same level, the two agree to 0.08%.