Calculate Embers and QP required to level up your Fate/Grand Order Servants.
5★ Hellfire of Wisdom (97,200 EXP)
4★ Blaze of Wisdom (32,400 EXP)
3★ Fire of Wisdom (9,000 EXP)
2★ Light of Wisdom (3,000 EXP)
1★ Ember of Wisdom (1,000 EXP)
Total EXP Needed
0
Cards Required
0
Est. QP Cost
0
Optimizing Servant Leveling in Fate/Grand Order
Mastering the leveling system in Fate/Grand Order (FGO) is essential for tackling high-difficulty content and farming efficiently. This FGO EXP Calculator helps Masters determine exactly how many Experience Cards (Embers) and Quantum Particles (QP) are required to take a Servant from their current level to their ascension cap or level 100+ via Palingenesis (Grailing).
Note on Accuracy: EXP curves in FGO vary slightly by Servant Growth Curve (Linear, S-Curve, Reverse S). This calculator uses a standard "Reverse S" curve, which represents the majority of 5-star Servants.
Understanding Experience Cards (Embers)
To level up Servants, you must feed them Experience Cards, commonly known as Embers. Choosing the right ember type significantly impacts your resource efficiency:
5★ Hellfire of Wisdom (SSR): Provides 97,200 EXP (Base). The most efficient card for high-level leveling (Lv 90-120).
4★ Blaze of Wisdom (SR): Provides 32,400 EXP (Base). The standard drop from the daily "Ember Gathering" quests.
Class Bonus: Feeding an Ember to a Servant of the same class (e.g., Saber Ember to Artoria) grants a 20% EXP Bonus. Always match classes when possible to save resources.
QP Costs and Management
QP (Quantum Particles) is the currency used for almost every upgrade in FGO. The QP cost for leveling up is not based on the rarity of the Ember, but on the current level of the Servant being fed.
For example, feeding 10 Embers to a Level 1 Servant costs very little QP. Feeding the same 10 Embers to a Level 90 Servant is significantly more expensive. Therefore, it is generally recommended to use higher rarity Embers (4★ and 5★) when the Servant is at a higher level to minimize the number of "feeding actions" and thus reduce total QP waste.
Palingenesis: Leveling Beyond 90
Using Holy Grails allows Servants to exceed their natural level caps (Palingenesis). Leveling from 90 to 100, and eventually to 120, requires an exponential amount of EXP.
Lv 90 to 100: Requires roughly the same amount of EXP as going from Lv 1 to 90.
Lv 100 to 120: Requires roughly 10x the EXP of a standard Lv 1-90 run. This is a massive resource sink intended only for your absolute favorite Servants.
Tips for Efficient Farming
Wait for Success Campaigns: FGO frequently holds "Super Success" (2x EXP) and "Great Success" (3x EXP) campaigns during anniversaries and events. Hoard your Embers for these periods to halve your farming time.
Farm the Extreme Node: The daily "Ember Gathering – Extreme" node guarantees 5★ and 4★ embers, offering the best AP-to-EXP ratio.
Burn Low Rarity Embers: Generally, 1★ and 2★ Embers are not worth the QP cost to use on high-level Servants. Burn them for Mana Prisms or use them only on Level 1-10 Servants.
function calculateFgoExp() {
// Get Inputs
var currentLvl = parseInt(document.getElementById('currentLevel').value);
var targetLvl = parseInt(document.getElementById('targetLevel').value);
var emberExpBase = parseInt(document.getElementById('emberType').value);
var useClassBonus = document.getElementById('classBonus').checked;
// Validation
if (isNaN(currentLvl) || isNaN(targetLvl)) {
alert("Please enter valid levels.");
return;
}
if (currentLvl >= targetLvl) {
alert("Target Level must be higher than Current Level.");
return;
}
if (currentLvl 120) {
alert("Levels must be between 1 and 120.");
return;
}
// Approximate Cumulative EXP Table (Standard Curve 4 – Reverse S)
// Values are approximate cumulative EXP required to reach that level from Level 1
var expTable = [
0, 0, 50, 150, 350, 750, 1500, 2600, 4200, 6500, // 0-9
10000, 15000, 22000, 32000, 45000, 61000, 81000, 105000, 135000, 170000, // 10-19
211000, 260000, 315000, 380000, 455000, 540000, 635000, 745000, 865000, 1000000, // 20-29
1150000, 1315000, 1500000, 1700000, 1920000, 2160000, 2420000, 2700000, 3000000, 3320000, // 30-39
3660000, 4020000, 4400000, 4800000, 5220000, 5660000, 6120000, 6600000, 7100000, 7620000, // 40-49
8160000, 8720000, 9300000, 9900000, 10520000, 11160000, 11820000, 12500000, 13200000, 13920000, // 50-59
14660000, 15420000, 16200000, 17000000, 17820000, 18660000, 19520000, 20400000, 21300000, 22220000, // 60-69
23160000, 24120000, 25100000, 26100000, 27120000, 28160000, 29220000, 30300000, 31400000, 32520000, // 70-79
33660000, 34820000, 36000000, 37200000, 38420000, 39660000, 40920000, 42200000, 43500000, 44820000, // 80-89
46166000, 57650000, 69150000, 80650000, 92150000, 103650000, 115150000, 126650000, 138150000, 149650000, // 90-99 (Grailing gets linear/steep)
161166000, 175000000, 190000000, 206000000, 223000000, 241000000, 260000000, 280000000, 301000000, 323000000, // 100-109 (Estimate)
346000000, 370000000, 395000000, 421000000, 448000000, 476000000, 505000000, 535000000, 566000000, 598000000, // 110-119
631000000 // 120
];
// Safety cap for table access
var startExp = expTable[currentLvl];
var endExp = expTable[targetLvl];
// Adjust for level 1 offset in array (index 0 is level 0, which doesn't exist really, index 1 is lvl 1)
// But usually Cumulative EXP at Level 1 is 0.
// My array index matches level directly for simplicity: expTable[1] = 0.
if (currentLvl === 1) startExp = 0;
var totalExpNeeded = endExp – startExp;
// Calculate Card Modifier
var cardExp = emberExpBase;
if (useClassBonus) {
cardExp = cardExp * 1.2;
}
var cardsNeeded = Math.ceil(totalExpNeeded / cardExp);
// QP Calculation
// QP Formula is roughly (Servant Level) * (EXP Fed / 10)
// Since we can't simulate every card feed perfectly without a loop, we use an average level.
// Cost = TotalExp * (AverageLevel / 10) * Constant (approx 0.4 for non-matching, simplified)
// A more accurate simple rule: QP = CardsNeeded * 4000 (Very rough average for high levels)
// Let's use a slightly better math: Average Level * CardsNeeded * 100 (Scaling constant)
var averageLvl = (currentLvl + targetLvl) / 2;
// Base QP cost per card is roughly Level * 100 in many games, FGO varies.
// Let's use the community heuristic: Total EXP / 2 is roughly the QP cost for 1-90.
// For levels 90+, it gets more expensive.
// Let's stick to a safe estimate formula: CardsNeeded * (TargetLevel * 40)
var qpCost = cardsNeeded * (targetLvl * 100);
// Refined QP logic: The cost is per card. Cost = Level * 100 QP per card roughly.
// Since level changes as we feed, we integrate:
// QP ≈ CardsNeeded * ( (StartLvl + TargetLvl)/2 ) * 100 ?
// Let's simply display Estimated QP.
var estimatedQp = Math.floor(cardsNeeded * averageLvl * 100);
// Display Results
document.getElementById('totalExpNeeded').innerText = totalExpNeeded.toLocaleString();
document.getElementById('cardsNeeded').innerText = cardsNeeded.toLocaleString();
document.getElementById('qpCost').innerText = estimatedQp.toLocaleString() + " QP";
// Show Result Section
document.getElementById('result-section').style.display = 'block';
}