---
id: progression-rank-x
---

# Rank‑X challenges

After reaching S on an entity, the Bestiary can optionally offer a late‑game mastery tier: Rank‑X. Instead of simple grinding, Rank‑X asks you to complete thematic challenges and meet light time/consistency gates so the achievement feels meaningful.

Tip: You can hide or show the Challenges page via `showChallenges` in the config.

## How Rank‑X works (defaults)

- Target score: 100 points (pack authors can tune).
- Challenges: Each entity (or category) defines challenge entries that award points up to a per‑challenge cap.
- Gates: In addition to points, Rank‑X typically requires:
  - Minimum in‑game days since attaining S.
  - Minimum number of play sessions with that entity after S.
- Unlock: When total points ≥ target and both gates are met, Rank‑X is awarded.

## Cheese mechanics and bosses

To keep boss Rank‑X meaningful, the Bestiary can check for common “cheese” methods.

- enableCheeseDetection (default: true): if false, datapack‑defined disallowed methods are ignored.
- Datapacks can declare `disallowedCheese` keywords (e.g., beds, end_crystals) to mark certain clears as ineligible for specific challenge points.

## Example datapack schema (per‑entity)

The exact keys used by your pack may vary, but a common structure looks like this:

```json
{
  "rankX": {
    "target": 100,
    "gates": {
      "minDaysSinceS": 3
    },
    "challenges": [
      { "id": "breed", "points": 20, "cap": 60 },
      { "id": "observe", "points": 5, "cap": 25 },
      { "id": "biome_diversity", "points": 10, "cap": 20 }
    ],
    "disallowedCheese": ["beds", "end_crystals"]
  }
}
```

Notes

- Keep all JSON fenced in code blocks in your docs to avoid MDX parser issues.
- As with loot, data can be defined in datapacks alongside your existing `bestiary` content.
- The Challenges page is purely cosmetic if your pack doesn’t provide challenge data.

## Useful config flags

```toml
# Show the Challenges tab in the Bestiary
showChallenges = true

# Enable detection of disallowed cheese mechanics for boss challenges
enableCheeseDetection = true
```

## Good challenge design

- Encourage variety: mix combat, observation, and utility interactions.
- Cap repeatables: use per‑challenge caps so no single action provides the entire score.
- Spread across time: require play across multiple days for a sense of journey.
- Respect accessibility: avoid requiring glitches, exploits, or very rare items.
