# Q. What is this file? # A. This file contains options which allow you to configure your multiworld experience while allowing # others to play how they want as well. # # Q. How do I use it? # A. The options in this file are weighted. This means the higher number you assign to a value, the # more chances you have for that option to be chosen. For example, an option like this: # # map_shuffle: # on: 5 # off: 15 # # Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned # off. # # Q. I've never seen a file like this before. What characters am I allowed to use? # A. This is a .yaml file. You are allowed to use most characters. # To test if your yaml is valid or not, you can use this website: # http://www.yamllint.com/ # You can also verify that your Archipelago options are valid at this site: # https://archipelago.gg/check # Your name in-game, limited to 16 characters. # {player} will be replaced with the player's slot number. # {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1. # {number} will be replaced with the counter value of the name. # {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1. name: SeriHades2 discord: Serifina # Used to describe your yaml. Useful if you have multiple files. description: Seri's Hades 2 Rogue game: Hades2Rogue requires: version: 0.6.7 # Version of Archipelago required for this yaml to work as expected. Hades2Rogue: ################ # Game Options # ################ progression_balancing: # A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. # # A lower setting means more getting stuck. A higher setting means less getting stuck. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 99 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-99: 0 # random value between 0 and 99 disabled: 0 # equivalent to 0 normal: 50 # equivalent to 50 extreme: 0 # equivalent to 99 accessibility: # Set rules for reachability of your items/locations. # # **Full:** ensure everything can be reached and acquired. # # **Minimal:** ensure what is needed to reach your goal can be acquired. full: 50 minimal: 0 ################## # Weapon Options # ################## included_weapons: # Which weapons can be included in the run. # Removing any of these will remove them and their aspects from the pool. # These will be the weapons that the below 'weapon_amount' option chooses from. ['Blades', 'Staff', 'Flames', 'Skull', 'Axe', 'Coat'] weapon_amount: # How many of the above weapons should be included? # It will randomly select the amount you specify from the pool you listed above. # If you set it higher than the amount of weapons you included, it will just add all that you included. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 6 6: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-6: 0 # random value between 1 and 6 initial_weapon: # Which weapon will you have at the beginning of the run. staff: 0 blades: 0 flames: 0 axe: 0 skull: 0 coat: 0 random: 50 aspectsanity: # How you'll get the various weapon aspects. # unlocked: every Aspect is available from the start, fully upgraded. # randomized: all 24 Aspects are shuffled - the 18 alternates and each weapon's Aspect of # Melinoe. Each is its own item, granted at max level. # Your starting weapon begins on a random one of its 4 Aspects, but only at # level 1. It's leveled to max when you find it's item. # progressive: you start with only one weapon with Melinoe's Aspect. Each weapon gets "Progressive # " items; the first unlocks all aspects at level one, the rest level all aspects up. # per_aspect: all 24 Aspects level independently, each with its own "Progressive # " item. 5 copies apiece (1 unlock + 4 rank upgrades), 120 items total. Your # starting weapon begins with a random one of its 4 Aspects at rank 1. The first aspect # item you receive for a weapon also unlocks that weapon. unlocked: 0 randomized: 0 progressive: 50 per_aspect: 0 included_aspects: # How many of each weapon's aspects should be accessible, for every aspectsanity mode # (unlocked/randomized/progressive/per_aspect alike). Any locations requiring any removed # aspects will be removed. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 4 4: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-4: 0 # random value between 1 and 4 #################### # Location Options # #################### location_system: # How to handle base locations. # Room_based: Each location is the first time you clear that many rooms/encounters in a # region in one run. For example; Underworld Erebus Room 09 sends the first time you clear # 9 encounters in Erebus in one run. Defeating a region's boss sends any room locations # you have left in that region. # Point_based: Each location is a point total you must accumulate, you get points equal # to a room's depth when you clear it. Use this for much longer APs, and it will likely # be quite repetitive. # Per_Weapon_Room_Based: Like room_based, but there are separate pools for each weapon. # Per_Aspect_Room_Based: Like per_weapon_room_based, but instead there's a separate # pool for each accessible aspect. point_based: 0 room_based: 50 per_weapon_room_based: 0 per_aspect_room_based: 0 score_rewards_amount: # Point_based only. How many score locations are there? If you set each route to have # it's own pool later, each route will have a pool this big. If there aren't enough # locations to fulfill the minimum item pool, this will be increased accordingly. More # locations means more filler items, which are beneficial, but not required. # # You can define additional values between the minimum and maximum values. # Minimum value is 40 # Maximum value is 1000 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-40-1000: 0 # random value between 40 and 1000 separate_checks: # When you've included more than one route: does each route get its own full set of # checks, or do they share one pool? # separate_pools: Every route gets their own locations, meaning you'll have to # thoroughly explore each of your routes. # combine_pools: the routes share one pool. Score checks stop being route-specific: # there's one set of them total, every route's rooms bank into the same points pool, and # you could earn all of them without ever leaving one route. Each room check is likewise # earned the first time you clear that depth on ANY route. separate_pools: 50 combine_pools: 0 npc_locations: # Add locations for the first time you speak to each NPC. 'false': 0 'true': 50 ################## # Item Options # ################## grasp_count: # How many Progressive Grasp items in the item pool. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 30 6: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-30: 0 # random value between 1 and 30 grasp_intervals: # How much each Progressive Grasp raises your maximum Grasp. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 10 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-10: 0 # random value between 0 and 10 arcanasanity: # How Arcana Cards are obtained. # arcana: each card is unlocked by an item at max level and can't be purchased. # progressive_arcana: each card gets multiple progressive items - the first unlocks it, # the rest upgrade it. Cards can't be upgraded any other way. arcana: 0 progressive_arcana: 50 keepsakesanity: # How Keepsakes are handled. # false: unchanged from the base game. # randomized: Adds a location for earning each keepsake, and adds each keepsake to the item pool. # progressive: Adds a location for earning each keepsake, and adds 3 "Progressive # Keepsake" items. The first unlocks all keepsakes at level one, the next two level # them up. Normal keepsake leveling is blocked. # progressive_per: 3 Progressive items for each keepsake. This adds by far the most items. 'false': 0 randomized: 50 progressive: 0 progressive_per: 0 enemysanity: # How do you want enemies handled? There are a few different options that may seem kind of # unrelated. Note that enemies are nerfed/buffed based on region number so they should feel # relatively balanced to the depth you're at. # vanilla: Enemies spawn where they're supposed to, and don't have locations attached to them. # vanilla_plus_locations: Enemies spawn where they're supposed to, and a location is sent # the first time you kill each enemy. # shuffled: (EXPERIMENTAL) Enemies are shuffled, so each time an enemy would spawn, a # specific different enemy spawns instead. They don't have locations attached to them. # shuffled_plus_locations: (EXPERIMENTAL) Enemies are shuffled, and a location is sent the # first time you kill each enemy. # pure_random: (EXPERIMENTAL) Each time an enemy spawns, a different random enemy spawns # instead. No locations attached to enemies. vanilla: 0 vanilla_plus_locations: 50 shuffled: 0 shuffled_plus_locations: 0 pure_random: 0 include_minibosses: # (EXPERIMENTAL) Only matters if enemysanity has locations. Adds a location for the first # time you defeat each miniboss and boss, and shuffles which miniboss room shows up where. # Meaning you might walk into a miniboss room in Erebus and find Charybdis. They're scaled # to match the region you find them in. 'false': 50 'true': 0 petsanity: # How Familiars (pets: Frinos, Toula, Raki, Hecuba, Gale) are handled. Items only - no new check locations. # unlocked: every familiar is available from the start. # randomized: each familiar becomes its own item; you start with none and unlock each # at maximum bond when you receive its item. # progressive: a Progressive Familiar item is added - the first unlocks all familiars, # the rest upgrade their bonds. Normal familiar unlocking/bonding is blocked. # progressive_per: Each familiar has it's own progressive items, the first unlocks that familiar, the rest upgrade it. This adds the most items. unlocked: 0 randomized: 0 progressive: 50 progressive_per: 0 helper_room_sanity: # How helper NPC story rooms (Arachne, Narcissus, Echo, Hades, Medea, Circe, Dionysus, # and on Nightmare: Sisyphus, Eurydice, Patroclus) are handled. # unlocked: all helpers are unlocked from the start and appear only in their normal rooms. # items: helpers are unlocked via items in the item pool; they appear only in their normal rooms. # unlocked_random: same as unlocked, but they can appear in any of the other helpers' rooms too. # items_random: same as items, but they can appear in any of the other helpers' rooms too. unlocked: 0 items: 0 unlocked_random: 50 items_random: 0 combat_helper_sanity: # How to handle the various helper NPCs that assist in combat mid-run (Artemis, Nemesis, # Heracles, Icarus, Athena, Thanatos). # unlocked: all NPC helpers are automatically unlocked from the beginning, and show up # where they're supposed to. # items: all NPC helpers are unlocked via items in the item pool, and they show up where # they're supposed to. # unlocked_random: same as unlocked, but they can all show up in different places than # they normally can. # items_random: same as items, but they can all show up in different places than they # normally can. unlocked: 0 items: 0 unlocked_random: 50 items_random: 0 godsanity: # Locks each god's boons behind a check, so until you get the "Zeus" item, boons from him # will never spawn. # unlocked: All gods are available from the beginning. Logically all are available at the # same time, which could lead to some unlucky missed items. # onions: (EXPERIMENTAL) Anytime a boon would spawn from a god you haven't unlocked, it is # replaced with an Onion. This means that even once you've unlocked some gods, there will # be runs where you don't see any of them. # no_waste_less_odds: (EXPERIMENTAL) Each time a god is unlocked, the % chance of a boon # spawning increases, but every boon that spawns will always be from a god you've unlocked. # no_waste_same_odds: (EXPERIMENTAL) Boons spawn at the normal rate no matter how many gods # are unlocked, but every one is still guaranteed to be from a god you've unlocked - this # makes you very strong early on, since it's easy to get only boons that work very well # together. unlocked: 50 onions: 0 no_waste_less_odds: 0 no_waste_same_odds: 0 ############# # Deathlink # ############# deathlink: # When you die, everyone who enabled death link dies. Of course, the reverse is true too. 'false': 50 'true': 0 deathlink_percent: # When you receive a DeathLink, how much of your health you'll lose, as a percentage of # your maximum health. Or, set to 0 to end the run regardless of available death defiances. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 deathlink_amnesty: # How many times you die in a row before it sends a Deathlink to everyone else. 0 # means you'll never send, only receive # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 5 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-5: 0 # random value between 0 and 5 ############### # Vow Options # ############### reverse_vow: # Start each run with the vows below already active (raising difficulty); each is then # removed, one at a time, by items found in the multiworld. 'false': 0 'true': 50 vow_pain: # How many levels of Vow of Pain to start with (foes deal more damage). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 3 2: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-3: 0 # random value between 0 and 3 vow_grit: # How many levels of Vow of Grit to start with (foes have more health). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 3 2: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-3: 0 # random value between 0 and 3 vow_wards: # How many levels of Vow of Wards to start with (foes gain Barrier). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 2 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-2: 0 # random value between 0 and 2 vow_frenzy: # How many levels of Vow of Frenzy to start with (foes are faster). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 2 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-2: 0 # random value between 0 and 2 vow_hordes: # How many levels of Vow of Hordes to start with (more foes). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 3 3: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-3: 0 # random value between 0 and 3 vow_menace: # How many levels of Vow of Menace to start with (foes from the next region). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 2 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-2: 0 # random value between 0 and 2 vow_return: # How many levels of Vow of Return to start with (slain foes may revive). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 2 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-2: 0 # random value between 0 and 2 vow_fangs: # How many levels of Vow of Fangs to start with (armored foes gain perks). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 2 2: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-2: 0 # random value between 0 and 2 vow_scars: # How many levels of Vow of Scars to start with (healing is less effective). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 3 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-3: 0 # random value between 0 and 3 vow_debt: # How many levels of Vow of Debt to start with (Higher gold costs). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 2 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-2: 0 # random value between 0 and 2 vow_shadow: # How many levels of Vow of Shadow to start with (Shadow Servants). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-1: 0 # random value between 0 and 1 vow_forfeit: # How many levels of Vow of Forfeit to start with (first Boon becomes Red Onion). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1 0: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-1: 0 # random value between 0 and 1 vow_time: # How many levels of Vow of Time to start with (time limit per region). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 3 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-3: 0 # random value between 0 and 3 vow_void: # How many levels of Vow of Void to start with (less Grasp for Arcana). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 4 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-4: 0 # random value between 0 and 4 vow_hubris: # How many levels of Vow of Hubris to start with (Primes Magick after Boons). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 2 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-2: 0 # random value between 0 and 2 vow_denial: # How many levels of Vow of Denial to start with (unpicked blessings vanish). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1 0: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-1: 0 # random value between 0 and 1 vow_rivals: # How many levels of Vow of Rivals to start with (Guardians are stronger). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 4 4: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-4: 0 # random value between 0 and 4 reverse_rivals: # Reverse which Guardians the Vow of Rivals strengthens: this makes Chronos and Typhon # the last boss to return to normal. 'false': 0 'true': 50 ######################## # Goal & Route Options # ######################## goals_required: # Which routes' final bosses should be included in the goal (Chronos for Underworld, # Typhon for Surface, Hades for Nightmare, and whichever boss ends up at the end of your # Dream Dive for Dream -- Zagreus is separate, see Goal Requires Zagreus below). # Nightmare requires the "Zagreus Journey" mod by NikkelM, which is no longer downloaded # automatically with the Archipelago mod, and will only work if Hades 1 is installed. # Meaning don't include Nightmare unless you have both Zagreus Journey and Hades 1 # installed. # Valid options are: Underworld, Surface, Nightmare, and Dream. ['Underworld', 'Surface'] goal_requires_zagreus: # Whether defeating Zagreus is part of your Goal. 'false': 50 'true': 0 goal_mode: # Whether any of the toggled goals must be achieved, or all of them. # This means if any_selected is chosen, and you selected underworld and surface, you would only need to do one of the two. all_selected: 50 any_selected: 0 zagreus_encounter_mode: # How Zagreus fights appear (only matters if Zagreus is part of your Goal): # Vanilla: Zagreus fights appear how they normally do in the late game. # Empowered: Zagreus fights appear how they normally do, but Zagreus starts heavily # empowered. Progressive Zagreus Weaken items are added to the multiworld that weaken him # back down to, and eventually below, his normal strength. # Final Challenge: Defeating any route's final boss spawns a contract to go fight Zagreus # instead of ending the run. vanilla: 0 empowered: 50 final_challenge: 0 zagreus_weaken_tiers: # If Zagreus Encounter Mode is set to Empowered, how many "Progressive Zagreus Weaken" # items exist to weaken him. Setting more will not make him weaker, just weaken him in smaller # chunks # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 10 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-10: 0 # random value between 1 and 10 include_regions: # Which routes will be included: Underworld (Erebus/Oceanus/Fields of Mourning/Tartarus), # Surface (City of Ephyra/Rift of Thessaly/Mount Olympus/The Summit), Nightmare (the # original Hades 1 route -- Tartarus/Asphodel/Elysium/Styx), and Dream (The game's built in # region randomizer). # Nightmare requires the "Zagreus Journey" mod by NikkelM, which is no longer downloaded # automatically with the Archipelago mod, and will only work if Hades 1 is installed. # Meaning don't include Nightmare unless you have both Zagreus Journey and Hades 1 installed. # # Valid options are: Underworld, Surface, Nightmare, and Dream. ['Underworld', 'Surface'] dream_region_count: # How many regions each Dream Dive run has. Normally a Dream Dive is 4 regions, but using # zerp's DreamDiveTweaks we can go up to 8, or up to 12 if Nightmare is included. If you # set it higher than what's available, it will just be lowered to the max. # Keep in mind that logic assumes you need half your resources to make it halfway. If you # set it to 12, you better be able to defeat the boss in region 6 with half your items. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 12 4: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-12: 0 # random value between 1 and 12 dream_enemy_locations: # Only matters if enemysanity has locations. Dream Dive doesn't have a location for each # enemy, instead it has a counter that sends a new location each time you defeat an enemy # you haven't defeated in a Dream Dive before. This is how many regions worth of enemies # you'll need to defeat to send them all. Bosses get their own counter, and so do # minibosses if you included them. The max is 8 unless Nightmare is included. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 12 8: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-12: 0 # random value between 1 and 12 include_zagreus_journey: # Whether to include any content from NikkelM's Zagreus' Journey mod. # When off: Nightmare is removed as a playable route/goal # regardless of what Include Regions/Goals Required select, its 7 keepsakes (Sisyphus/ # Eurydice/Patroclus/Orpheus/Megaera/Thanatos/Achilles) never enter the item pool, and # none of Sisyphus/Eurydice/Patroclus/Thanatos can be randomized into other routes' rooms # either. 'false': 50 'true': 0 lock_routes: # Lock each route's regions behind its progressive route items (Progressive Underworld # / Progressive Surface / Progressive Nightmare / Progressive Dream). 'false': 0 'true': 50 starting_route: # If lock_routes is on, which route is open from the start. # Picking a route you didn't include will result in a random route you did include. random_1_route: 50 underworld: 0 surface: 0 all: 0 nightmare: 0 dream: 0 underworld_wins_needed: # How many times you must win an Underworld run to mark the goal as complete. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 20 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-20: 0 # random value between 1 and 20 surface_wins_needed: # How many times you must win a Surface run to mark the goal as complete. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 20 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-20: 0 # random value between 1 and 20 nightmare_wins_needed: # How many times you must win a Nightmare run to mark the goal as complete. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 20 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-20: 0 # random value between 1 and 20 dream_wins_needed: # How many times you must win a Dream Dive run to mark the goal as complete. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 20 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-20: 0 # random value between 1 and 20 zagreus_defeats_needed: # How many times you must defeat Zagreus to satisfy the Zagreus part of the goal. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 20 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-20: 0 # random value between 1 and 20 weapons_clears_needed: # How many different weapons you must use to defeat any boss. Meaning defeating Chronos # with the axe and Typhon with the blades would count as 2 weapons. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 6 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-6: 0 # random value between 1 and 6 ################ # Misc Options # ################ starting_npc_gifts: # For each NPC you add, it adds an item to the item pool that grants you a random one of the # boons they would normally give you if you ran into them during a run # Valid options are: Arachne, Artemis, Athena, Circe, Dionysus, Hades, Icarus, and Medea. # All but Medea are defaulted, as some of Medea's curses can negatively impact your runs. ['Circe', 'Artemis', 'Dionysus', 'Arachne', 'Icarus', 'Athena', 'Hades'] daedalus_upgrade: # Adds this many Daedalus Upgrade items to the pool. Each one grants a random Daedalus # Hammer upgrade for your equipped weapon at the start of each run. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 5 3: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-5: 0 # random value between 0 and 5 progressive_boon_level: # Adds this many Progressive Boon Level items to the pool. Each one raises the base level # of all acquired boons that can be leveled (most Common/Rare/Epic/Heroic boons; Duo and # Legendary boons can't level and are unaffected). 0 removes the item from the pool. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 10 3: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-10: 0 # random value between 0 and 10 ################## # Filler Options # ################## nectar_pack_value: # Amount of Nectar granted per Nectar item. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 50 2: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-50: 0 # random value between 0 and 50 nectar_pack_percentage: # Share of the filler pool that is Nectar. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 starting_health_value: # How much max health each Starting Max Health item grants. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 50 20: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-50: 0 # random value between 0 and 50 starting_health_percentage: # Share of the filler pool that is Max Health. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 15: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 starting_magick_value: # How much max Magick each Starting Max Magick item grants. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 50 2: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-50: 0 # random value between 0 and 50 starting_magick_percentage: # Share of the filler pool that is Max Magick. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 15: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 starting_gold_value: # How much run-start gold each Starting Gold item grants. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 100 10: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-100: 0 # random value between 1 and 100 starting_gold_percentage: # Share of the filler pool that is Starting Gold. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 15: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 starting_armor_value: # How much run-start armor each Starting Armor item grants. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 100 10: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-100: 0 # random value between 1 and 100 starting_armor_percentage: # Share of the filler pool that is Starting Armor. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 15: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 rarity_increase_percentage: # Share of the filler pool that is Rarity Increase. Each one permanently raises your # odds of higher-rarity boons. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 15: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 major_finds_percentage: # Share of the filler pool that is Increased Odds of Major Finds. Each one nudges door # rewards toward Major Finds (Boons, Daedalus Hammers, Centaur Hearts) and away from # Minor Finds (Bones, Ash, Nectar). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 10: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 ########################### # Item & Location Options # ########################### local_items: # Forces these items to be in their native world. [] non_local_items: # Forces these items to be outside their native world. [] start_inventory: # Start with the specified amount of these items. Example: "Bomb: 1" {} start_inventory_from_pool: # Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" # # The game decides what the replacement items will be. {} start_hints: # Start with these item's locations prefilled into the ``!hint`` command. [] start_location_hints: # Start with these locations and their item prefilled into the ``!hint`` command. [] exclude_locations: # Prevent these locations from having an important item. [] priority_locations: # Prevent these locations from having an unimportant item. [] item_links: # Share part of your item pool with other players. [] plando_items: # Generic items plando. []