EXP Table
Myrion doesn't hand out skill points for swinging a sword — every drop of progress comes from one place: your character level. Here's exactly how a kill turns into power.
Levels Are Compressed — And Paced
The level curve itself is untouched — it's the same math Tibia has always used. What changes is how much experience each kill actually applies toward it: a fixed Gothic compression factor scales every kill down, and then a second, level-dependent pace multiplier speeds up or slows down specific stretches of the climb — so the early game doesn't drag and the deep end still means something.
×0.0143
Applied to every single kill, after every other bonus and after the pace multiplier below. The fixed baseline the whole curve is built on.
~100 Hours To Level 100
Tuned for a solo player at a normal hunting pace: ~7h to level 20, ~30h to level 50, ~75h to level 80, ~100h to level 100. What comes after is the prestige crawl — the other half of the 200-hour journey.
The Climb, Band By Band
Every level range has its own pace multiplier, tuned against how fast monsters in that range actually die. Higher means faster — this is what's layered on top of the ×0.0143 compression above.
×1.43
Rookgaard. A quick tutorial pace — you're through it in an hour or two.
×1.14
The climb to Rank 2 in your camp — about 7 hunting hours in.
×2.00
The fastest stretch of the game — roughly 22 hours to reach Rank 3.
×1.72
Rank 4 territory — around 45 hours spent in this band.
×1.57
The end of the 100-hour journey — roughly 25 more hours to get there.
×0.86
The prestige crawl. Slower than vanilla Tibia on purpose — this is long-term veteran territory, not the main journey.
What Death Costs You
Dying still matters, but it's not meant to erase hours of progress.
1% of your total experience
Lost on death, and only above level 7 — new characters keep everything while they find their feet.
Your backpack goes down with you
It always moves into your corpse, contents and all. That's the real risk of dying — go in prepared.
Everything else is safe: worn equipment never drops, and Fighting Skill, Strength, Dexterity, Magic Circle and Mana ranks never decrease. Only your backpack and a sliver of experience are ever on the line.
What You Actually Earn
Combat and spellcasting give zero passive skill progress on Myrion — no swinging a sword a thousand times to get better with it. Every level-up pays out Learning Points instead, and those are the only currency Fighting Skill, Strength, Dexterity, Magic Circle and Mana trainers accept.
10 Learning Points per level
Gained the instant you advance, no matter how you got the experience. Unspent points carry over — save them up for a trainer's next rank if you're short.
The Multipliers, In Order
Every normal Tibia bonus still applies — the level-band pace multiplier and the Gothic compression are simply the last two steps, after everything else has already been added.
Base kill experience
Whatever the monster is worth, same as any Tibia server.
Stamina, Low-Level & boost bonuses
Stamina bonus, the Low-Level bonus (tapers off by level 50), Boosted Creature (×2), Prey, VIP, and any active XP Boost all stack here — exactly like vanilla Tibia.
Level-band pace multiplier
Depends on your current level — anywhere from ×0.86 to ×2.00, see the bands above. This is what keeps the early levels quick and the late ones deliberate.
Gothic compression
The running total is scaled by ×0.0143 — the fixed baseline the whole curve is built on.
A Stamina bonus or a lucky Boosted Creature still matters — it's multiplied before compression, so every bonus you stack is worth exactly as much as it looks.
Every level is a real milestone and ten Learning Points waiting to be spent — find a trainer at Old Camp, New Camp or Sect Camp and put them to work.