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MO.CO Basics

Launch Promo


Authors:

Alpe

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Provisional Values

All the values and stats mentioned in this article aren't final, they are based on the Developer Build to which Super Creators have access to. Usually nothing significant changes, but keep this warning in mind whenever you read update details.

MO.CO has changed a lot over time, and creators got access to the final version very recently. This means that we are still trying to understand the game and figure our what kind of content is relevant and useful for players.

If you have any ideas or requests, please reach out in our Discord Server.

Levels

Player level seems to be the main progression indicator for players. It allows you to unlock new gear, worlds, features...

To level up, you have to collect XP. You collect XP mainly by:

  • Completing tasks
  • Hunting monsters

The level progression in MO.CO is mainly linear; after Level 14, all subsequent levels require 100K XP to be completed.

XP Aggregate VS Levels

For reference, by playing several hours with the developer build we obtained around 600K XP in 3 days, but this is likely to slow down as FTUE tasks run out.

Player level limits the level of your gear, so it is essential to level up in order to complete the most challenging worlds and missions. Gear level is capped at Level 50, but your player Hit Points (HP) keep increasing all the way up to Level 90.

HP VS Levels

Aside from HP and better Gear level, the bonus rewards for each level start after Level 8:

ImageLevelRewardType
9Vitamin ShotGadget
10Unstable LazerPassive
11Explode-O-Matic TriggerPassive
12Monster TaserGadget
13Rage RoomRift
14Pepper SprayGadget
15Portable PortalWeapon
16Castle WallsWorld
17Multi ZapperGadget
18Unstable LightningPassive
19Life JacketGadget
20Summoning GroundsWorld
21Explosive 6-PackGadget
22Van DefenseRift
23Medicine BallWeapon
24Revitalizing MistGadget
25SewersWorld
26Super Loud WhistleGadget
27Healthy SnacksPassive
28Healing CharmPassive
29SpinsickleWeapon