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GAME MATHS

Witcher Monster Slayer Calculator — XP, kills and hours

Works out the experience still needed to reach a target level, how many contracts or monster kills that is, and how long it takes at your own rate — using progression values you supply rather than a table invented here.

Pick whichever shape matches the numbers you have from your own play or from a community-maintained progression table. Nothing here is taken from a published table, because the game never had one.
On the linear curve, growth is how many more XP each level costs than the one before it. On the geometric curve it is a percentage — enter 15 for a curve that rises 15 per cent per level. On the flat curve it is ignored.
Take the XP per kill from what the game actually awarded you for the encounter you intend to farm, not from an average across everything. A tougher contract and a wandering drowner are not the same number.
The rate should include walking between spawns, not just the fight. The multiplier is for any event, boost or elixir bonus that was active — enter 1 for none, 1.5 for a fifty per cent bonus.
XP still needed to reach your target level
 
Levels to gain
Kills required
Time at your rate
XP for your current level
 
The game this was built for is no longer running. The Witcher: Monster Slayer was released on 21 July 2021 and shut down on 30 June 2023, and being a location-based game it needed live servers to function. Everything below is progression arithmetic that works for any level curve you can describe, which is the only form in which it stays useful.
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Levelling questions in a role-playing game are always the same question wearing different clothes: how much more do I need, and how long will that take. This Witcher Monster Slayer calculator answers it for a described level curve, so you can work out the experience remaining to a target level, the number of monsters or contracts that represents, and the hours at whatever rate you actually manage.

Arb Digital built it with every progression value as an input rather than baked in, and that decision needs explaining rather than hiding. The Witcher: Monster Slayer was an augmented-reality mobile game developed by Spokko, part of the CD PROJEKT group, released on 21 July 2021 for Android and iOS and shut down on 30 June 2023. It never published an official experience table, and since it was location-based and server-dependent, it cannot now be checked. Publishing a table under those conditions would be inventing numbers and presenting them as facts about a game nobody can verify. Taking them as inputs keeps the tool honest and, as a bonus, makes it work for any levelled game at all.

What This Calculator Does

You describe your level curve in three numbers — the XP needed for the first level-up, how that grows, and which growth shape it follows — and then give your current level, the XP you already have toward the next one, and your target. It sums the cost of every level between the two, subtracts what you have banked, and reports the total remaining.

It then converts that into kills using your XP per encounter and any active bonus multiplier, and into hours using your kills-per-hour rate. The bar chart shows the cost of each individual level along the way, which is where most people are surprised: on a rising curve the last level in a span often costs more than the first two combined.

How to Use It

  1. Work out your curve from two data points. If you know what levels 10 and 11 cost, the difference between them is the linear growth figure and you can work backwards to the base.
  2. Enter your current level and the XP already showing on the bar toward the next one, so the first level is not counted from scratch.
  3. Use the XP figure for the encounter you actually intend to repeat, not an average across every monster type.
  4. Be honest about the rate. Kills per hour includes travel, waiting for spawns and the fights you lose. Most people overestimate it by a third.
  5. Read the per-level bars before you commit to a target. A three-level target is rarely three equal chunks of work.

The Arithmetic

Each curve gives the cost of moving from level L to level L + 1. On the linear curve that is base + step × (L − 1). On the geometric curve it is base × (1 + step ÷ 100)L − 1. On the flat curve it is simply the base every time. The total needed is the sum of those costs from your current level up to one below the target, minus the XP you have already banked.

Kills required is the total divided by the XP per kill multiplied by any bonus, rounded up because you cannot land nine tenths of a contract. Time is kills divided by your rate.

Worked example on the defaults, which you can check by hand. On a linear curve with a base of 1,000 and a step of 500: level 12 to 13 costs 1,000 + 500 × 11 = 6,500; level 13 to 14 costs 1,000 + 500 × 12 = 7,000; level 14 to 15 costs 1,000 + 500 × 13 = 7,500. The sum is 21,000, and subtracting the 400 XP already banked leaves 20,600. At 350 XP per kill with no bonus that is 20,600 ÷ 350 = 58.86, so 59 kills, and at 20 kills an hour that is 2.94 hours — two hours and fifty-six minutes.

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Why Level Costs Rise, and How Fast

Almost every levelled game makes each level cost more than the last. The general design reason, set out in the standard account of experience points, is that as a character strengthens the player should be pushed toward content matched to that strength, either by raising the cost per level or by lowering the reward for old content. Both mechanisms produce the same felt result: yesterday’s farming spot stops being worth the walk.

The shape of that rise matters enormously and is worth understanding before you set a target. A linear curve adds a constant amount per level, so the cost of the tenth level ahead of you is predictable and the total for a span grows roughly with the square of the span. A geometric curve multiplies, and totals run away: at 15 per cent per level, ten levels cost about twenty times one level, not ten times. The same reference notes a live example where a single high level in one game requires more than a hundred million experience points, which is what a multiplicative curve looks like at the top end.

This is why the per-level bars in the results are worth a look. A target three levels away on a rising curve is not three equal sessions, and knowing that the last one is the longest is the difference between finishing and giving up two thirds of the way through.

The Game, and Which Version This Follows

The Witcher: Monster Slayer was a location-based augmented-reality game set in the world of Andrzej Sapkowski’s Witcher novels, developed by Spokko, a studio within the CD PROJEKT group. As set out in the general reference on The Witcher: Monster Slayer, it launched on 21 July 2021 for Android and iOS, and CD PROJEKT announced that it would be shut down on 30 June 2023 after the game did not meet business expectations.

Because the game was live-service, its progression numbers moved over its lifetime with balance updates and events, and the shutdown means no version of them can be checked against a running client. This tool therefore follows no particular patch. It follows whatever numbers you enter, which is the only defensible position for a game that has been switched off, and it is also why the same page works perfectly well for the tabletop and video-game Witcher systems, or for anything else with an experience bar.

Where a Levelling Estimate Goes Wrong

The arithmetic is exact; the inputs rarely are. Three things systematically break these estimates in the same direction.

The first is the rate. A kills-per-hour figure taken from a good ten minutes does not survive an hour, because it excludes walking, waiting for respawns, inventory management and losing. Timing a full uninterrupted hour and using that number gives a far better answer than extrapolating a burst.

The second is XP scaling. Many games reduce the experience awarded for an encounter as the gap between your level and its level widens, so the XP-per-kill figure you enter quietly falls as you level. If your game does that, the estimate is optimistic and gets more so with every level gained.

The third is bonuses that do not stack the way people assume. A fifty per cent event bonus and a fifty per cent item bonus may multiply, may add, or may not combine at all. Enter the multiplier you have observed on your own XP counter rather than the one implied by the marketing.

Want free tools that take the data as input instead of guessing it?

Arb Digital builds calculators that name the source, state the version and refuse to publish numbers they cannot verify. Browse the library, or tell us what your community keeps asking for.

Browse Free Tools Talk To Arb Digital

Common Mistakes to Avoid

  • Forgetting the XP already on the bar. Starting the count from zero at your current level overstates the remaining work by up to a full level.
  • Using a burst rate as an hourly rate. Ten good minutes extrapolated to an hour ignores travel, respawn waits and every fight that goes wrong.
  • Assuming XP per kill stays constant. Many systems reduce the award as you outlevel an encounter, which makes any fixed-rate estimate optimistic.
  • Picking the wrong curve shape. A geometric curve mistaken for a linear one will badly understate a long climb, because multiplication runs away from addition faster than intuition expects.
  • Trusting a level table you cannot verify. For a game that has been shut down, community tables are recollections. Treat them as estimates and label them as such.

Related Free Tools From Arb Digital

The two curve shapes here are standard sequences, and the arithmetic sequence calculator and geometric sequence calculator handle their sums directly if you want to work a curve out from scratch. Compounding growth in general lives in the exponential growth calculator. For tabletop sessions, the D&D encounter difficulty calculator and D&D hit points calculator cover encounter building, and the dice roller and probability calculator handle the rolls and the odds. Turn a session length into hours and minutes with the time duration calculator. Everything else is in the free online tools hub.

Frequently Asked Questions

Which version of the game does this calculator follow?

None in particular, deliberately. The Witcher: Monster Slayer was a live-service game whose progression values changed with balance updates and events, and it was shut down on 30 June 2023, so no version can be verified against a running client. Every progression value here is an input rather than a published table.

Is The Witcher: Monster Slayer still playable?

No. It was developed by Spokko, part of the CD PROJEKT group, released on 21 July 2021 for Android and iOS, and shut down on 30 June 2023 after CD PROJEKT determined it had not met business expectations. Being location-based and server-dependent, it cannot be played offline.

Why does the tool not include an XP table?

Because the game never published one and it can no longer be checked. A table presented as fact under those conditions would be somebody’s recollection dressed as data. Taking the values as inputs keeps the arithmetic honest and lets the same page work for any levelled game.

What is the difference between the linear and geometric curves?

A linear curve adds a fixed amount to each level’s cost, so ten levels cost roughly ten times the average of the first and last. A geometric curve multiplies by a fixed percentage, and totals grow much faster: at fifteen per cent per level, ten levels cost about twenty times a single level rather than ten times.

Why is my real levelling time longer than the estimate?

Almost always the kills-per-hour figure. A rate measured over a good few minutes ignores travel between spawns, waiting for respawns, inventory management and encounters that go badly. Time a full uninterrupted hour and use that instead of extrapolating a burst.

Does the bonus multiplier stack the way I expect?

Possibly not. Event bonuses, item bonuses and elixirs may multiply, may add, or may not combine at all, and the rule differs between games and sometimes between patches. Enter the multiplier you have actually observed on your own experience counter rather than the one the description implies.

Can I use this for other games?

Yes, and that is rather the point. Any game with a describable level curve works — tabletop systems, other Witcher titles, or anything with an experience bar. Set the curve shape and the two growth numbers to match your system and the rest of the arithmetic is identical.

Why does the last level in a span cost so much more?

Because rising curves compound within the span. On the default linear curve, the step from level 14 to 15 costs 7,500 while the step from 12 to 13 costs 6,500, and on a geometric curve the gap is far wider. Looking at the per-level bars before setting a target is the fastest way to see what you are signing up for.

This page is an unofficial fan calculator and is not affiliated with, endorsed by or connected to CD PROJEKT, Spokko or the rights holders of The Witcher. The Witcher and all related names and settings are the property of their respective owners. No progression data from the game is published here; every value used in the calculation is supplied by you, and the game itself was shut down on 30 June 2023 and cannot be verified against.

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