# 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: BlythusEldenRing discord: blythus # Used to describe your yaml. Useful if you have multiple files. description: '[Medium] Base Game Only Preset for EldenRing' game: EldenRing requires: version: 0.6.7 # Version of Archipelago required for this yaml to work as expected. game: EldenRing: 0.1.2 # Version of the world required for this yaml to work as expected. EldenRing: ################ # Game Options # ################ progression_balancing: disabled 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 ######### # Logic # ######### goal: # Which bosses must be defeated in order to win the game, of the form " Boss". # # If multiple bosses are selected, all of them must be defeated in order to # achieve your goal. By default, only "Final Boss" and "DLC Final Boss" is # selected. ['Final Boss'] key_item_shards: # Which key items should be broken up into shards and how many # shards are required to use them. # # **KeyItem**Shards: # - Req: (1-10) *required shards* # - Max: (1-10) *maximum shards* # # Requiring about half of the maximum shards allows for more # flexibility to not get blocked at major required gates. MessmerKindlingShards: Max: 5 Req: 3 RoldMedallionShards: Max: 1 Req: 1 RustyKeyShards: Max: 1 Req: 1 exclude_dungeon: # Exclude mini dungeon bosses from Goal. ex: Catacomb, Cave, Tunnels ect.., and **not** Underground, Ruins or Evergaol bosses. 'false': 0 'true': 50 world_logic: # World Logic options # # **Region Lock:** Each region will require a 'Special item'. # **Open World:** No region locking. This can create a huge sphere 1, so this setting # is disallowed in multiworlds unless force_region_lock is disabled in host.yaml. region_lock: 50 open_world: 0 soft_logic: # You will always get Altus access before needing to go to Caelid and # Mountaintops access before needing to go Consecrated Snowfield. # You will also get access to another region before Jagged Peak in DLC. 'false': 0 'true': 50 great_runes_required_leyndell: # How many great runes are required to enter Leyndell. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 7 2: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-7: 0 # random value between 0 and 7 great_runes_required_mountain: # What is required to enter Mountaintops. # This is ignored if Rold Medallion shards are used as both basically do the same thing. # # - **Vanilla:** Rold Medallion is required. # - **0-7:** Rold Medallion is not required; require this many Great Runes instead. # # You can define additional values between the minimum and maximum values. # Minimum value is -1 # Maximum value is 7 4: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range--1-7: 0 # random value between -1 and 7 great_runes_required_erdtree: # How many great runes are required to access the Erdtree. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 7 7: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-7: 0 # random value between 0 and 7 royal_access: # Keep Royal Capital graces accessable after it becomes ashen. 'false': 0 'true': 50 use_master_key: # Stonesword Key options # # **Regional Key:** Adds an individual Master Key for each region. # **Single Key:** Adds a Single Master Key. vanilla: 50 regional_keys: 0 single_key: 0 ##################### # Other Randomizers # ##################### enemy_rando: # Randomizes the enemies. # You can change the enemy preset in the static randomizer itself before you randomize the game. 'false': 0 'true': 50 merge_bosses: # Merge all boss categories into the same pool. # # When off: major bosses, minidungeon bosses, world minibosses, evergaol bosses, night bosses, dragon bosses are all randomized among themselves only 'false': 0 'true': 50 restrictive_bosses: # Restrict arenas bosses can be placed into based on size. 'false': 0 'true': 50 rykard_encounter: # Give Serpent-Hunter on encounter with Rykard/Serpent in boss arenas. # If off Serpent-Hunter will be randomized and be required for whatever Rykard/Serpent blocks. 'false': 0 'true': 50 disable_gargoyle_poison_cloud_damage: # Disable the damage tick in Valiant Gargoyles' poison cloud while leaving poison buildup intact. 'false': 50 'true': 0 night_bosses: # Normal: Bosses spawn at night. # Always On: Bosses will always spawn. normal: 0 always_on: 50 material_rando: # Randomizes the indefinitely spawning materials. 'false': 0 'true': 50 ############# # Equipment # ############# random_start: # Randomizes the equipment characters begin with. 'false': 0 'true': 50 randomize_starting_keepsakes: # Randomizes selectable keepsakes at character creation. 'false': 0 'true': 50 require_one_handed_starting_weapons: # Require starting equipment to be usable one-handed. 'false': 50 'true': 0 remove_weapon_and_spell_requirements: # Remove all stat requirements from weapons and spells. 'false': 50 'true': 0 reduce_non_somber_upgrade_cost: # Reduce regular Smithing Stone costs for non-somber weapons to one stone per weapon level. 'false': 0 'true': 50 snowfast: # Adds Mountaintops of the Giants shortcuts for faster traversal. 'false': 0 'true': 50 auto_equip: # Automatically equips any received armor or left/right weapons. 'false': 50 'true': 0 auto_upgrade: # Automatically upgrades any received weapons to highest upgraded level. 'false': 0 'true': 50 ############## # Death Link # ############## death_link: # When you die, everyone who enabled death link dies. Of course, the reverse is true too. 'false': 50 'true': 0 ####### # DLC # ####### enable_tp_dlc: # Enable Tarnished Pack 'false': 50 'true': 0 enable_dlc: # Enable Shadow of the Erdtree DLC 'false': 50 'true': 0 separate_progression: # Separate Progression. # # If separate: # - Base game progession will be in base game or other worlds. # - DLC progression will be in DLC or other worlds. 'false': 50 'true': 0 dlc_messmer_kindle: # Randomize Messmer's Kindling / Shards. # # **Normal:** Messmer's Kindling / Shards can be anywhere. # **DLC Only:** Randomize Kindling to your DLC. # **Not Base:** Don't randomize Kindling to your base game. normal: 50 dlc_only: 0 not_base: 0 dlc_scadutree_fragments: # Randomize Scadutree Fragments. # # **Normal:** Scadutree Fragments can be anywhere. # **DLC Only:** Randomize Scadutree Fragments to your DLC. # **Not Base:** Don't randomize Scadutree Fragments to your base game. normal: 0 dlc_only: 50 not_base: 0 dlc_timing: # Guarantee that you don't need to enter the DLC until later in the run. # This just changes how early you can get Mohgwyn Palace access so you'll still need to find the region_lock items if its on. # # - **Early:** 'Pureblood Knight Medal' will spawn in an early sphere, unless MissableLocationBehaviorOption is set to do_not_randomize, it'll be at its normal spot. # - **Mid:** You won't have Mohgwyn Palace access until after getting to Altus. # - **Late:** You won't have Mohgwyn Palace access until after getting to Snowfield. early: 0 mid: 50 late: 0 dlc_max_level_weapons: # Upgrade all weapons to max level in the DLC. # # Currently this only works when using DLC Start. 'false': 50 'true': 0 dlc_abyssal_torrent: # Prevent Torrent from getting frightened. 'false': 50 'true': 0 spiritspring_stones: # Randomize Spiritspring Stones into the item pool. 'false': 50 'true': 0 ############# # DLC Start # ############# dlc_start: # Where the run starts. # # - **Normal:** Start in Limgrave. # - **DLC Start:** Start in Gravesite Plain, with no access to base game. # - **DLC Start With Base:** Start in either Stranded Graveyard or Gravesite Plain. normal: 50 dlc_start: 0 dlc_start_with_base: 0 dlc_starting_items: # Choose what base game items to start with in DLC Start. # If there is no access to base game, items not started with will be randomized into the DLC. # # - **Sacred Tears** # - **Golden Seeds** # - **Talisman Pouches** # - **Memory Stones** # - **Whetblades** # - **Upgrade Bell Bearings** ['Talisman Pouches', 'Whetblades'] dlc_starting_shop: # Add a shop at grace with all base game equipment for free. 'false': 50 'true': 0 dlc_care_package: # Start with 80 extra base game items. 'false': 50 'true': 0 dlc_initial_rune_level: # Runes are given to level up at start. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 200 0: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-200: 0 # random value between 0 and 200 ######### # Traps # ######### ngplus_trap_count: # NG+ Trap: Sets the game to random NG+ level until the player dies, these can be stacked. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 10 0: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-10: 0 # random value between 0 and 10 ########################### # Item & Location Options # ########################### crafting_kit_option: # Choose how the Crafting Kit is handled. # # - **Randomize:** Can be anywhere. # - **Early:** Make it anywhere before Altus and not in Caelid, if DLC Only it'll be in Gravesite Plain. # - **Do Not Randomize:** Leave it at its normal spot, if DLC Only is on it'll be in Roundtable Twin Maiden Shop. randomize: 0 early: 0 do_not_randomize: 50 physick_flask_option: # Choose how the Flask of Wondrous Physick is handled. # # - **Randomize:** Can be anywhere. # - **Early:** Make it anywhere before Altus and not in Caelid, if DLC Only it'll be in Gravesite Plain. # - **Do Not Randomize:** Leave it at its normal spot, if DLC Only is on it'll be in Roundtable Twin Maiden Shop. randomize: 0 early: 0 do_not_randomize: 50 map_option: # Choose how maps are handled. # # - **Randomize:** Can be anywhere. # - **Give:** Add to starting inventory. # - **Do Not Randomize:** Leave them at their normal spots. randomize: 0 give: 50 do_not_randomize: 0 smithing_bell_bearing_option: # Choose how smithing stone bell bearings are handled. # This doesn't work with dlc only, add them to starting inventory or they get randomized. # # - **Randomize:** Can be anywhere. # - **Progression Randomize:** Make them a progression item, and be required for the area after they would normally be in and for DLC. # - **Do Not Randomize:** Leave them at their normal spots. randomize: 0 progression_randomize: 0 do_not_randomize: 50 smooth_upgrade_items: # Smooth Upgrade Items. # The smoothing is fuzzy, so you should see stones 1-4 in early spheres and 6-dragon in ending spheres. 'false': 50 'true': 0 smooth_rune_items: # Smooth Rune Items. # The smoothing is fuzzy, so you'll see lower tier (200-10k) runes in early spheres and high tier (35k-80k) runes in ending spheres. 'false': 50 'true': 0 spell_shop_spells_only: # Spell Shops only have spells. 'false': 0 'true': 50 early_legacy_dungeons: # Access to Stormveil and Raya Lucaria will be early. 'false': 0 'true': 50 local_item_only: # Which categories should be local only, useful and progression excluded. # - [Est Items] **Item Group** # - [472] **Weapon**: All Weapons and Ammo. # - [423] **Armor**: All Armors. # - [160] **Accessory**: All Talismans. # - [105] **AshofWar**: All Ashes of War. # - [3250] **Goods**: The two below # - [1000] **Filler**: All Crafting Mats, and some craftables. # - [2200] **Non-Filler**: Smithing stones, Spells and Spirit ashes. # # If every category is set to local, Accessory and AshofWar will be unset to dodge fill errors. # *host.yaml can force categories local.* ['Goods'] exclude_locations: # Prevent these locations from having an important item. # - **DLC**: If you want DLC items but dont wanna do DLC. # - **Hidden**: Hard to find locations. # - **Blizzard**: The hard to see area of snowfield. # - **Scarab**: Scarabs that drop items. # - **Furnace Golem**: DLC Furnace Golems. # - **Out of the Way**: Locations that take a bit to get. # - **Drop**: One time drop items from enemies. # - **Dungeon**: All locations in mini dungeons. *Caves, Catas, Tunnels, ect..* # # - **Post Leyndell**: Used for great rune hunt, excludes everything after Leyndell. ['Hidden', 'Dungeon', 'DLC'] excluded_location_behavior: # How to choose items for excluded locations in ER. # # - **Allow Useful:** Excluded locations can't have progression items, but they can have useful items. # - **Forbid Useful:** Neither progression items nor useful items can be placed in excluded locations. # - **Do Not Randomize:** Excluded locations always contain the same item as in vanilla. # - **Omit:** This location won't count as a check (if the item is filler) and contains the same item as in vanilla. # # A "progression item" is anything that's required to unlock another location in some game. # A "useful item" is something each game defines individually, usually items that are quite # desirable but not strictly necessary. allow_useful: 0 forbid_useful: 0 do_not_randomize: 0 omit: 50 missable_location_behavior: # Which items can be placed in locations that can be permanently missed. # # - **Allow Useful:** Missable locations can't have progression items, but they can have useful items. # - **Forbid Useful:** Neither progression items nor useful items can be placed in missable locations. # - **Do Not Randomize:** Missable locations always contain the same item as in vanilla. # - **Omit:** This location won't count as a check (if the item is filler) and contains the same item as in vanilla. # # A "progression item" is anything that's required to unlock another location in some game. # A "useful item" is something each game defines individually, usually items that are quite # desirable but not strictly necessary. allow_useful: 0 forbid_useful: 50 do_not_randomize: 0 omit: 0 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, Arrow: 3} {} 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. [] 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. [] ########################### # Priority Location Rules # ########################### priority_location_groups: # Prevent these location types from having an unimportant items. # # If you add more priority locations then progression items, random priority locations will contain normal items. # Otherwise your world would contain a lot of other worlds progression. # # - **Achievement Boss**: Base game Achievement bosses. # - **DLC Remembrance Boss**: DLC Remembrance bosses. # - **Boss Reward**: Base game bosses. *Use exclude_dungeon for overworld bosses only.* # - **DLC Boss Reward**: DLC bosses. *Use exclude_dungeon for overworld bosses only.* # - **Chest**: Chests. # - **Scarab**: Scarabs. # - **Seedtree**: Golden Seed trees. # - **Basin**: Basins that contain tears. # - **Church**: Sacred Tears. # - **Map**: Map pillars. # - **Fragment**: Scadu Fragments. *Includes enemy dropped ones.* # - **Cross**: All cross items. # - **Revered**: Revered Spirit Ashes. # - **Key Items**: Key items. # - **Shop**: Unmissable shops. # - **Spiritspring Stones**: Spiritspring Stone if spiritspring_stones is on. ['Key Items', 'Boss Reward', 'Seedtree', 'Map', 'Church'] important_at_priority_only: # Should important items be only at priority locations. # # Creates extra locations at priority locations to contain all important items. # If there are no priority locations in the starting region one will be added. # Base: "LG/(SG): Finger Severer - beside grace" # DLC: "GP/TPC: Scadutree Fragment - by cross" # # Generator likes to fail if there is to little priority locations, add more if it fails. 'false': 0 'true': 50 important_at_priority_early: # Needs Important at Priority Only On. # Does nothing if there are tons of Priority Locations. # # Make extra generated locations appear more early game (Limgrave, Weeping, Liurnia, Stormveil and Raya Lucaria). # If starting in DLC (Gravesite, Belurat, Dragon Pit and Ensis). # # 1: Normal. # 2+: Multiplied odds of early game locations. # # Example: Setting this to 3 will make early locations 3 times more likely to have extra locations. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # 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-1-5: 0 # random value between 1 and 5 flask_at_priority: # Should flask upgrades be randomized to important locations. 'false': 0 'true': 50 whetblades_at_priority: # Should whetblades be randomized to important locations. 'false': 50 'true': 0 scadu_at_priority: # Should scadu fragments be randomized to important locations. 'false': 0 'true': 50 talisman_pouches_at_priority: # Should talisman pouches be randomized to important locations. 'false': 0 'true': 50 crystal_tears_at_priority: # Should Wondrous Physick tears be randomized to important locations. 'false': 50 'true': 0 memory_stones_at_priority: # Should memory stones be randomized to important locations. 'false': 50 'true': 0 remembrances_at_priority: # Should remembrances be randomized to important locations. 'false': 50 'true': 0