Mob Kill XP

Configure XP values for mob kills

Overview

Mob Kill XP controls how much experience offensive weapon skills earn when you kill a mob. Kill XP is used by the Damage+Kill and Kill-Only combat XP modes. In Damage+Kill mode (the default), kill XP is awarded as a bonus on top of per-hit damage XP. In Kill-Only mode, it is the sole source of offensive weapon XP.

Mob XP values are stored in mods/mmoskilltree/mob-kill-xp.json using an override-based system. The file only contains your customizations - defaults are built into the mod and auto-update with new versions.

Kill XP Formula

When Weapon XP Scaling is enabled (default):

Kill XP = Mob Base XP x (100 + Weapon XP) / 100

The weapon's per-hit XP value (from XP Maps) acts as a percentage bonus on the mob's base XP. For example, a sword with 70 per-hit XP grants a 70% bonus - killing a Trork (65 base XP) yields 65 x 170 / 100 = 110 XP.

When Weapon XP Scaling is disabled:

Kill XP = Mob Base XP only

Weapon quality has no effect - all weapons award the same XP for the same mob. Toggle this from the Mob Kill XP admin page.

A kill landed by your own turret, totem or summoned ally credits you the kill XP as if you had landed it yourself. A kill is seen once, and XP, statistics, quest progress, achievement progress and bonus drops all answer that same kill together, so nothing double-counts.

Pattern Matching

Mob type IDs use longest substring matching. When a mob is killed, its type identifier (e.g., Skeleton_Fighter) is checked against all patterns. The longest matching pattern wins:

  • Skeleton matches Skeleton_Fighter, Skeleton_Archer, Skeleton_Burnt, etc.
  • Skeleton_Burnt is more specific - takes priority over Skeleton
  • Wolf matches Wolf, Wolf_Arctic, etc.
  • Empty string "" is the fallback - matches any mob with no better match

Default XP Tiers

Over 100 mob types have built-in XP values organized by difficulty:

"Elite" and "High Elite" here are just XP tiers for named vanilla mob types, not the built-in Elite Mobs difficulty system, which was removed in 1.5.0. For scaled mob difficulty today, see the optional MMO Mob Scaling companion mod.

TierXP RangeExamples
Critters5-8Frog, Mouse, Bat, Sparrow
Small Passive8-15Chicken, Rabbit, Owl, Crow
Livestock10-22Pig, Sheep, Cow, Horse, Bison
Minor Hostile35-45Snake, Cactee, Spider, Fen_Stalker
Medium Hostile55Hyena, Leopard, Goblin, Moose
Standard Enemies65Trork, Skeleton, Zombie, Wolf
Tough Enemies85Outlander, Bear, Raptor, Tiger, Goblin_Glutton
Elite130Emberwulf, Golem, Ghoul, Wraith
High Elite175Rex_Cave, Yeti, Werewolf
Endgame250Void, Shadow_Knight, Zombie_Aberrant
Bosses400-500Goblin_Duke, Golem_Guardian, Dragon
Deepworks Bosses2,500-15,000The Feastmaster's two phases (Dungeon_Feastmaster_Boss, Dungeon_Feastmaster_Feeding) at 2,500; the Gobliterator (Goblin_Gobliterator, every role of its fight) at 5,000, and 15,000 on hard (Goblin_Gobliterator_Phase3_HM). Only the last phase can die, so a win pays once.
Fallback (any mob)25Any unmatched mob type

File Structure

{
  "schemaVersion": 1,
  "weaponXpScaling": true,
  "overrides": {
    "Skeleton": 80,
    "Dragon": 600,
    "Chicken": -1
  }
}
  • schemaVersion - Config format version (do not change)
  • weaponXpScaling - Whether weapon quality acts as a percentage bonus on kill XP
  • overrides - Your customized mob XP values (only stores changes from defaults)

Shipping mob XP in a content pack

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

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

// Server/MMOSkillTree/MobKillXp/Trork_Elite.json
{
  "Trork_Elite": 130
}

Precedence is the ordinary one: built-in defaults, then packs, then your owner file.

Special Values

  • -1 - Disable a pattern (mob gives no XP on kill)
  • 0 - Pattern gives zero XP (still processed)
  • Positive number - Base XP awarded for killing a matching mob

Admin UI

Access the visual editor via /mmoadmin → Mob Kill XP:

  • Browse all mob patterns with default and current values
  • Status indicators: Default (green), Override (orange), Disabled (red)
  • Click a pattern name to copy it to the edit field
  • Add/Update - Set or change XP for a pattern
  • Disable - Set a pattern to -1 (no XP)
  • Reset - Revert a single pattern to its default
  • Trim Overrides - Remove overrides that match their default values
  • Weapon XP Scaling toggle - Enable/disable weapon quality bonus

Reference Files

mods/mmoskilltree/_reference/defaults-mob-kill-xp.json is a read-only copy of the mob XP values the mod ships, rewritten only when they change. It does not show what packs add or what you override, and the mod never reads it: use it as a reference when creating overrides.

Best Practices

  • Use specific patterns for variants that should differ from their base type (e.g., Skeleton_Burnt at 85 XP vs Skeleton at 65 XP)
  • The fallback pattern (empty string) catches any mob without a specific entry - set it to control the baseline
  • Use Trim Overrides periodically to clean up overrides that match defaults
  • When adding custom mobs, use the mob's type identifier as the pattern
  • Back up mob-kill-xp.json before major changes