Game mechanics & math
Every formula the game actually runs — the XP curve, the combat rolls, the server tick, and how latency fits in. Numbers on this page are read straight from the game code, so they always match what you play.
Levelling & the XP curve
Mietshu uses a classic exponential XP curve. The total XP to reach a level is the running sum below, quartered:
xp(L) = floor( 0.25 × Σ floor( x + 300 × 2^(x / 7) ) )
x = 1 .. L-1The 2^(x/7) term means the cost doubles every seven levels — the early game is quick, the last stretch is a real grind. The same curve drives every skill, so XP rates are directly comparable across skills: 10,000 Mining XP and 10,000 Cooking XP move you the same distance up the curve.
Full XP table — level 1 to 99
| Level | Total XP | XP for this level |
|---|---|---|
| 1 | 0 | — |
| 2 | 83 | +83 |
| 3 | 174 | +91 |
| 4 | 276 | +102 |
| 5 | 388 | +112 |
| 6 | 512 | +124 |
| 7 | 650 | +138 |
| 8 | 801 | +151 |
| 9 | 969 | +168 |
| 10 | 1,154 | +185 |
| 11 | 1,358 | +204 |
| 12 | 1,584 | +226 |
| 13 | 1,833 | +249 |
| 14 | 2,107 | +274 |
| 15 | 2,411 | +304 |
| 16 | 2,746 | +335 |
| 17 | 3,115 | +369 |
| 18 | 3,523 | +408 |
| 19 | 3,973 | +450 |
| 20 | 4,470 | +497 |
| 21 | 5,018 | +548 |
| 22 | 5,624 | +606 |
| 23 | 6,291 | +667 |
| 24 | 7,028 | +737 |
| 25 | 7,842 | +814 |
| 26 | 8,740 | +898 |
| 27 | 9,730 | +990 |
| 28 | 10,824 | +1,094 |
| 29 | 12,031 | +1,207 |
| 30 | 13,363 | +1,332 |
| 31 | 14,833 | +1,470 |
| 32 | 16,456 | +1,623 |
| 33 | 18,247 | +1,791 |
| 34 | 20,224 | +1,977 |
| 35 | 22,406 | +2,182 |
| 36 | 24,815 | +2,409 |
| 37 | 27,473 | +2,658 |
| 38 | 30,408 | +2,935 |
| 39 | 33,648 | +3,240 |
| 40 | 37,224 | +3,576 |
| 41 | 41,171 | +3,947 |
| 42 | 45,529 | +4,358 |
| 43 | 50,339 | +4,810 |
| 44 | 55,649 | +5,310 |
| 45 | 61,512 | +5,863 |
| 46 | 67,983 | +6,471 |
| 47 | 75,127 | +7,144 |
| 48 | 83,014 | +7,887 |
| 49 | 91,721 | +8,707 |
| 50 | 101,333 | +9,612 |
| 51 | 111,945 | +10,612 |
| 52 | 123,660 | +11,715 |
| 53 | 136,594 | +12,934 |
| 54 | 150,872 | +14,278 |
| 55 | 166,636 | +15,764 |
| 56 | 184,040 | +17,404 |
| 57 | 203,254 | +19,214 |
| 58 | 224,466 | +21,212 |
| 59 | 247,886 | +23,420 |
| 60 | 273,742 | +25,856 |
| 61 | 302,288 | +28,546 |
| 62 | 333,804 | +31,516 |
| 63 | 368,599 | +34,795 |
| 64 | 407,015 | +38,416 |
| 65 | 449,428 | +42,413 |
| 66 | 496,254 | +46,826 |
| 67 | 547,953 | +51,699 |
| 68 | 605,032 | +57,079 |
| 69 | 668,051 | +63,019 |
| 70 | 737,627 | +69,576 |
| 71 | 814,445 | +76,818 |
| 72 | 899,257 | +84,812 |
| 73 | 992,895 | +93,638 |
| 74 | 1,096,278 | +103,383 |
| 75 | 1,210,421 | +114,143 |
| 76 | 1,336,443 | +126,022 |
| 77 | 1,475,581 | +139,138 |
| 78 | 1,629,200 | +153,619 |
| 79 | 1,798,808 | +169,608 |
| 80 | 1,986,068 | +187,260 |
| 81 | 2,192,818 | +206,750 |
| 82 | 2,421,087 | +228,269 |
| 83 | 2,673,114 | +252,027 |
| 84 | 2,951,373 | +278,259 |
| 85 | 3,258,594 | +307,221 |
| 86 | 3,597,792 | +339,198 |
| 87 | 3,972,294 | +374,502 |
| 88 | 4,385,776 | +413,482 |
| 89 | 4,842,295 | +456,519 |
| 90 | 5,346,332 | +504,037 |
| 91 | 5,902,831 | +556,499 |
| 92 | 6,517,253 | +614,422 |
| 93 | 7,195,629 | +678,376 |
| 94 | 7,944,614 | +748,985 |
| 95 | 8,771,558 | +826,944 |
| 96 | 9,684,577 | +913,019 |
| 97 | 10,692,629 | +1,008,052 |
| 98 | 11,805,606 | +1,112,977 |
| 99 | 13,034,431 | +1,228,825 |
“XP for this level” is the jump from the previous level — the cost of the single level-up.
Combat mechanics
How a hit is resolved
Every swing, shot or spell resolves in two independent rolls. First an accuracy rolldecides hit or miss — your accuracy against the target's defence in the style you are attacking with. Then, on a hit, a damage roll picks a number between 0 and your max hit. Real misses (and zero-damage hits) are possible.
attack roll = (skill + 8) × (accuracy bonus + 64) defence roll = (skill + 8) × (defence bonus + 64) hit chance = compare the two rolls max hit = floor( (4 + strength bonus) × (1 + strength/128) ) damage = hit ? random 0..maxHit × weakness : 0
The attacking style— melee, ranged or magic — decides which skills and which equipment bonuses feed the rolls, and which of the target's three per-style defences resists.
Weakness triangle
Hitting a creature on its weakness multiplies your max hit; attacking the style it resists shrinks it. A creature's wiki page lists exactly what it is weak to.
| Attacking style | vs Melee | vs Ranged | vs Magic |
|---|---|---|---|
| Melee | ×1.0 | ×1.3 | ×0.7 |
| Ranged | ×0.7 | ×1.0 | ×1.3 |
| Magic | ×1.3 | ×0.7 | ×1.0 |
Earning XP & Hitpoints
XP is earned per point of damage you deal — 4 XP per damage — on every hit, not as a lump sum on the kill. The skill trained follows your selected attack style. Every combat XP award also grants Hitpoints XP at 33% of the rate, so your health pool keeps pace with your offence on its own.
Combat level
Your combat level is a single number summarising overall battle strength, shown atop the in-game Skills panel. Your strongest fighting style drives most of it, while all five battle skills together add a smaller conditioning base — so an off-style still nudges the number up.
combat level = floor( 1/6 × ((attack+strength+defence)/3 + ranged + magic)
+ 0.65 × max(melee, ranged, magic) )ranges 1 (fresh keeper) → 81 (one style at 99) → 113 (all five battle skills at 99)
The server tick
Mietshu is server-authoritative. The server owns the real game state; your client sends intents(“move here”, “attack that”) and renders the results. Nothing you do is “true” until the server agrees — which is what keeps combat and trading fair.
The world advances in fixed ticks. Each map room simulates at 20 ticks per second — one tick every 50 ms. On each tick the server steps every system in order: creature AI, chasing and pathfinding, combat resolution, NPC schedules, weather and the world clock. State changes are then diffed and broadcast to every client in the room.
tick rate = 20 Hz → 1 tick every 50 ms player attack = one swing every 1500 ms (every 30 ticks) creature attack = per-creature interval (see each creature page)
Your attack lands on a fixed cadence— one swing per 1.5 seconds. Spam-clicking does nothing: extra “attack” messages are ignored until the cooldown elapses, and swapping targets carries the cooldown across, so there is no click-speed advantage to min-max. What you optimise is gear, levels and style — not APM.
Ping & latency
Ping is the round trip for a message to reach the server and come back. It affects how quickly you see things — not how they resolve.
- Your movement is predicted locally.Your keeper steps the instant you press a key; the client then reconciles with the server's authoritative position. Walking feels instant regardless of ping.
- Combat is never predicted. Hit-or-miss and damage are rolled entirely on the server. A high ping means you seethe hitsplat a little later — it never changes the result, and it can't be abused.
- Other players and creatures are interpolated. You see them at their last broadcast position, smoothed between ticks, so a 50 ms tick still looks fluid.
- Dropping out is forgiven. A brief disconnect enters a reconnect-grace window — rejoin in time and your session, combat state and position are restored rather than reset.
Bottom line for min-maxers: because every roll is server-side and your attack cadence is fixed, ping is a comfort factor, not a powerfactor. A 200 ms player and a 20 ms player kill the same monster in the same number of swings.