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EXP Table - Myrion
Myrion

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.

Compression factor

×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.

The journey

~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.

One thing that does not scale with level: movement speed. Myrion strips the vanilla per-level speed bonus the moment you advance, so a level 5 and a level 50 character move at the same pace.

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.

Level 1–8

×1.43

Rookgaard. A quick tutorial pace — you're through it in an hour or two.

Level 9–20

×1.14

The climb to Rank 2 in your camp — about 7 hunting hours in.

Level 21–50

×2.00

The fastest stretch of the game — roughly 22 hours to reach Rank 3.

Level 51–80

×1.72

Rank 4 territory — around 45 hours spent in this band.

Level 81–100

×1.57

The end of the 100-hour journey — roughly 25 more hours to get there.

Level 101+

×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.

1

Base kill experience

Whatever the monster is worth, same as any Tibia server.

2

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.

3

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.

4

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.