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Player levels
Every player has a Mo’Bosses level, from 1 to 100. It grows with each boss they help kill, and the bosses that find them grow with it. This page explains how a level grows and where players see it.
Your level comes from the Mo’Bosses experience you gather. A kill is worth more for a boss with more health, a higher level, and a rarer class (progression.exp_gain), and you get your share of it, by the damage you dealt. Each level asks for a set amount in all (progression.level_curve):
| Level | Experience in all | To the next level | Solo kills of bosses at that level to get there, about | Kills in all, about |
|---|---|---|---|---|
| 2 | 40 | 120 | 2 | 1 |
| 10 | 3,241 | 761 | 3 | 24 |
| 20 | 14,545 | 1,598 | 2 | 49 |
| 50 | 127,056 | 7,957 | 2 | 106 |
| 80 | 794,355 | 49,062 | 7 | 225 |
| 90 | 1,430,485 | 84,378 | 9 | 301 |
| 100 | 2,501,726 | — | — | 407 |
The first levels take two or three kills each, and the climb steepens past level 65. About 400 kills take you to 100, as ./gradlew balance prints for your own config. /mobosses info shows how far you are on the way to the next level.
A kill counts toward your kills, achievements, and bestiary when you dealt 15% of the boss’s health and the boss wasn’t far below you. Kills don’t raise your level since 2.11.0; experience does.
Bosses below your level give you less, so farming weak ones levels nobody up (progression.relevance). Levels compare by ratio, so a few levels apart mean little to newcomers:
- A boss a few levels below you costs a little of the experience; one at half your level, most of it.
- A level 80 player still counts a kill on a level 60 boss, but not on a level 40 one.
- A boss above your level gives a little more, up to half again as much.
Your pets’ damage counts as yours. In experience it is worth almost all of yours at low levels and 60% at the top (progression.pet_damage).
Dying to a boss, by its blow, its shot, or its ability, burns your progress toward the next level. The level itself stays (progression.death_penalty).
Dying again and again does cost levels, since 2.19.0. From the third death to bosses in a row, with no boss killed between, each death also drops your level by one, to the least experience of the level below, but never under level 1. A kill that counts for you ends the streak. progression.death_demotion sets how many deaths in a row start it, 3 by default; 0 turns it off. Your card shows every death to a boss and the streak so far, since 2.20.0. Death also takes your survival bonus; see Bosses and classes.
/mobosses reset starts you over on purpose: it wipes your level, experience, and kills after you confirm. Spawn and reward cooldowns stay.
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/mobosses infoshows your level, how far you are on the way to the next one, rank, experience, kills, the time until a boss may spawn near you, and your survival bonus. -
/mobosses toplists the best hunters. -
The menu.
/mobossesopens your card, the best hunters, the bosses by class, your bestiary, your language, and a button to start over. - The bestiary, in the menu, keeps every boss type you’ve beaten, with your kills and best level in each class. A type you never beat shows as a gray “???”. It counts from 2.4 on.
- Other plugins. Scoreboards, TAB, and Plan can show your level; see Integrations.
Mo’Bosses adds advancements in a tab of their own (press L). The game shows its usual toasts and chat lines for them.
| Group | Achievements |
|---|---|
| The hunt | Strike a boss; defeat your first one |
| Levels | Reach level 10, 25, 50, 75, and 100 |
| Kills | Defeat 10, 100, 500, and 1,000 bosses |
| Classes | Defeat an Uncommon, Rare, Epic, Legendary, and Mythic boss |
| Bestiary | Defeat a boss of every kind; then a Mythic one of every kind. Both show how many kinds you have, as the game’s own “Monsters Hunted” does |
| Feats | Break an obelisk; break a chain; defeat a boss while its doubles stand; defeat one in its second phase; defeat a level 50 boss alone; defeat a level 30 boss without taking a hit; defeat one under a full moon; avenge your death on a boss of its kind within 10 minutes |
The game shows every player the same advancement text, so it comes in one language: achievements.language in config.yml, or locales.default when empty. A change of language applies after a restart. achievements.enabled: false turns them off.
Up to 2.10, kills raised your level along with experience. When 2.11.0 first opens a database, it gives every player the experience that keeps their level and how far they were on the way to the next. The rows as they were stay in player_progress_before_2_11. An older Mo’Bosses on the same database afterwards reads the new experience with the old formula, and levels jump, so don’t go back without restoring that table.
Players’ levels live in bosses.db, an SQLite file, unless you point Mo’Bosses at MySQL, MariaDB, or PostgreSQL; see Configuration.
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