Combat XP Modes

Configure how offensive weapon skills earn XP

Overview

Combat XP Mode controls how offensive weapon skills (Swords, Axes, Polearms, Staves, Blunt, Daggers, Archery, Unarmed) earn experience. Defense and Acrobatics always earn XP per-hit regardless of the selected mode.

Change the mode from the admin dashboard (/mmoadmin) under General Settings, or set combatXpMode directly in mods/mmoskilltree/skill-config.json.

Admin configuration page showing General Settings, including the combat XP mode selector

Available Modes

ModeConfig ValueHow XP Is Earned
Damage+Kill (default)damage_plus_kill1 XP per damage dealt on every hit, plus bonus XP when you land the killing blow (from mob-kill-xp.json with optional weapon scaling)
Damagedamage_basedXP equal to damage dealt on every hit (1:1 ratio). No kill bonus
Per-Hitper_hitXP from weapon XP maps on every hit. Each weapon has a fixed XP value defined in xp-maps.json
Kill-Onlykill_onlyXP only when you kill a mob. No XP from individual hits. Kill XP comes from mob-kill-xp.json

One action, one credit

A kill is seen once, and XP, statistics, quest progress, achievement progress and bonus drops all answer that same kill together, whichever mode is active - none of them re-detect the moment on their own, so nothing double-counts.

Damage+Kill (Default)

The hybrid mode combines the best of both worlds: immediate feedback from every hit plus a satisfying kill reward.

  • Per-hit component: 1 XP per point of damage dealt. A hit dealing 15 damage awards 15 XP immediately
  • Kill component: When you land the killing blow, bonus XP is awarded based on the mob type (from mob-kill-xp.json). A kill landed by your own turret, totem or summoned ally credits you the same way, as if you had landed it yourself
  • If Weapon XP Scaling is enabled (default), your weapon's per-hit XP value acts as a percentage bonus on the mob's base kill XP

This mode rewards both sustained combat and finishing kills, making progression feel natural regardless of weapon type or enemy difficulty.

Damage

The simplest mode: XP equals damage dealt in a 1:1 ratio. No kill bonuses.

  • A hit dealing 15 damage awards 15 XP
  • Stronger weapons that deal more damage naturally award more XP
  • No need to land the killing blow - all damage counts equally
  • Broken weapons (0 durability) award no XP

Per-Hit

The traditional mode from earlier versions. Each weapon has a fixed XP value defined in xp-maps.json, awarded on every hit regardless of damage dealt.

  • XP is determined by the weapon's entry in XP maps, not by damage dealt
  • Higher-tier weapons have higher per-hit XP values
  • Customize per-weapon XP from the admin dashboard via XP Values

Kill-Only

XP is only awarded when you kill a mob. No XP from individual hits. See the Mob Kill XP page for details on per-mob XP values and the kill XP formula.

  • Kill XP comes from mob-kill-xp.json with over 100 default mob entries
  • Optional Weapon XP Scaling applies your weapon's per-hit value as a percentage bonus on kill
  • The killing blow earns it - and a kill by your own turret, totem or summoned ally credits you as if you had landed it, for XP and for everything else a kill counts toward (quests, achievements, statistics, bonus drops)

Hostility Requirement

In all modes except Kill-Only, combat XP is only awarded when attacking hostile mobs. Hitting passive or friendly mobs (e.g., livestock, fish) does not award weapon XP. This prevents farming XP from harmless targets.

Kill-Only mode does not check hostility - any mob kill awards XP based on its entry in mob-kill-xp.json.

Fish & Aquatic Mobs

How fish mob kills are handled depends on whether a fishing mod is installed:

With a fishing mod (HyFishing or CozyTales Fishing)

When a fishing integration is active, Fishing XP comes exclusively from rod catches. Killing fish mobs awards weapon combat XP (or nothing) like any other mob - no Fishing XP is awarded from kills in any mode. Either integration's per-catch payouts are retunable in the FISHING block of xp-maps.json.

Without a fishing mod

ModeFish Kill Behavior
Per-HitFish kills award Fishing XP (the only way to level Fishing without a mod)
Kill-OnlyFish kills award Fishing XP
Damage+KillFish kills award weapon kill XP like any other mob (damage hits already award weapon XP)
DamageNo special fish handling - weapon XP from damage hits only

Unaffected Skills

The following skills always earn XP per-hit, regardless of which combat XP mode is active:

  • Defense - Earns XP when the player takes damage
  • Acrobatics - Earns XP when the player survives fall damage

Config File

The combat XP mode is stored in mods/mmoskilltree/skill-config.json:

{
  "combatXpMode": "damage_plus_kill"
}

Valid values: damage_plus_kill, damage_based, per_hit, kill_only

Choosing a Mode

If you want...Use this mode
Balanced progression with hit + kill rewardsDamage+Kill
Simple, damage-proportional XPDamage
Fine-grained control over per-weapon XP valuesPer-Hit
XP only from kills, no grinding on tanky mobsKill-Only

Shipping this in a content pack

The combat XP mode itself is a skill-config.json setting; no content pack can switch it for a server. But the values whichever mode reads are pack-authorable:

Prefer a content pack: author one file per weapon XP entry under Server/MMOSkillTree/XpMaps/ inside a pack folder, zip it, and drop the .zip into your server Mods/ folder. Building the zip.

mods/mmoskilltree/xp-maps.json stays the quick per-server tweak that always wins.

Per-mob kill XP follows the same pattern under Server/MMOSkillTree/MobKillXp/ - see Mob Kill XP.