Progression Balancing ↺ Standard
progression_balancing
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich 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.
World-Standard: 50
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Accessibility ↺ Standard
accessibility
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich
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.
World-Standard: 0
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Logic Difficulty ↺ Standard
logic_difficulty
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Sets the difficulty of movement that is required from the player. Default is casual.
Casual: Logic will only require of you what the vanilla game expects.
Advanced: Logic can require difficult jumps and require using abilities in unintended ways.
Expert: Logic can require frame-perfect (or near frame-perfect) jumps while using abilities in ways they weren't intended.
World-Standard: 0
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Include Tedious Logic ↺ Standard
tedious_checks
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich When enabled, the logic will expect the player to use the Warp to Start feature to get out of areas that are only accessible in one direction, or to attempt failed jumps multiple times. Default is disabled
World-Standard: false
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Randomize Monsters ↺ Standard
randomize_monsters
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Randomize monsters
Off: Monsters are not randomized. Koi and Bard Egg locations are also not randomized
Any: All monsters are randomized independently
By Specie: Monsters of the same specie are all randomized to another monster specie
By Encounter: Within an encounter, all monsters of the same specie are randomized to another specie. Each encounter is randomized separately
World-Standard: 1
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Randomize Shifted Monsters ↺ Standard
monster_shift_rule
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich When do shifted monsters start appearing?
Never: Shifted monsters will never appear in the wild
After Sun Palace: Shifted monsters will start appearing after completing the Sun Palace storyline
Any Time: Shifted monsters can appear any time
World-Standard: 1
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Limit Improved Mobility Abilities ↺ Standard
improved_mobility_limit
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Limit monsters with improved mobility abilities from showing up too early.
Abilities include: improved flying, lofty mount, improved swimming, and dual mobility
If enabled, monsters with improved mobility abilities will not show up in the Mountain Path, Blue Caves, Stronghold Dungeon, Snowy Peaks, Sun Palace, or Ancient Woods.
if disabled, monsters with improved mobility abilities can appear anywhere.
World-Standard: true
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Include Spectral Familiars ↺ Standard
include_spectral_familiars_in_pool
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, spectral familiars will be added to the pool of monsters that's randomized
World-Standard: false
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Include Bard ↺ Standard
include_bard_in_pool
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, Bard will be added to the pool of monsters that's randomized
World-Standard: false
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Randomize Monster Skill Trees ↺ Standard
randomize_monster_skill_trees
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, randomizes the 3 or 4 skill trees that every monster has
World-Standard: false
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Randomize Monster Ultimates ↺ Standard
randomize_monster_ultimates
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, randomizes every monster's three ultimate skills
World-Standard: false
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Randomize Monster Shift Skills ↺ Standard
randomize_monster_shift_skills
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, randomizes the light and dark shift traits for all monsters
World-Standard: false
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Explore Abilities Must be Unlocked ↺ Standard
lock_explore_abilities
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, explore abilities cannot be used until a corresponding item has been collected.
The items required to use explore abilities depends on the selected option:
Off: Explore Abilities are always available.
Type: Monsters are grouped into 16 different categories based on monster type. There are 16 unique items to unlock abilities for all monsters of a given type
Ability: Each explore ability must be unlocked separately. For example, unlocking Flying will allow that ability to be used on any monster with the Flying ability
Species: Each monster species will require a unique item to unlock its explore ability (excepting evolutions where the ability doesn't change)
Progression: Monster abilities are grouped by function and unlocked progressively. This helps to keep more advanced abilities from being made available early in the game
Combo: Similar to Progression, except there are a smaller number of progressive groups, and more advanced abilities require combinations of different progression chains
World-Standard: 0
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Lady Stasis' (Dodo Egg) Checks ↺ Standard
cryomancer_check_restrictions
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Sets what kind of items can be placed at the four checks given by Lady Stasis in the Snowy Peaks.
Vanilla: The checks are unchanged from the base game.
Randomized: The checks are randomized with the rest of the item pool.
Filler: The checks are guaranteed to be junk items.
World-Standard: 1
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Koi Egg Check ↺ Standard
koi_egg_placement
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Sets what kind of items can be placed at the Caretaker's Koi Egg check in Sun Palace
Vanilla: The check is unchanged from the base game.
Randomized: The check is randomized with the rest of the item pool.
Filler: The check is guaranteed to be a junk item.
World-Standard: 1
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Bard Egg (Celestial Feathers) Check ↺ Standard
bard_egg_placement
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Sets what kind of items can be placed at the 5 Celestial Feathers/Bard Egg check in the Forgotten World
Vanilla: The check is unchanged from the base game.
Randomized: The check is randomized with the rest of the item pool.
Filler: The check is guaranteed to be a junk item.
World-Standard: 1
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Skorch Egg Check ↺ Standard
skorch_egg_placement
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Sets what kind of items can be placed at Bex's Skorch Egg check in Magma Caverns
Vanilla: The check is unchanged from the base game.
Randomized: The check is randomized with the rest of the item pool.
Filler: The check is guaranteed to be a junk item.
World-Standard: 1
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Spectral Familiar Egg (Eternity's End) Checks ↺ Standard
spectral_familiar_egg_placement
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Sets what kind of items can be placed at the four spectral familiar battle checks in Eternity's End.
Vanilla: The check is unchanged from the base game (gives Spectral Familiar eggs)
Randomized: The check is randomized with the rest of the item pool.
Filler: The check is guaranteed to be a junk item.
World-Standard: 1
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No Progression in Underworld ↺ Standard
no_progression_in_underworld
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, no progression items will be placed in the Underworld
World-Standard: false
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No Progression in the Forgotten World ↺ Standard
no_progression_in_forgotten_world
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, no progression items will be placed in the Forgotten World
World-Standard: false
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Old Man (Memorial Ring) Check ↺ Standard
old_man_check_restrictions
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Sets what kind of items can be placed at the Old Man check in Horizon Beach.
Randomized: The check is randomized with the rest of the item pool.
Filler: The check is guaranteed to be a junk item.
World-Standard: 0
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Fisherman (Rare Seashells) Check ↺ Standard
fisherman_check_restrictions
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Sets what kind of items can be placed at the Fisherman check in Horizon Beach.
Randomized: The check is randomized with the rest of the item pool.
Filler: The check is guaranteed to be a junk item.
World-Standard: 0
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Wanderer World Tree Check ↺ Standard
wanderers_gift_check_restrictions
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Sets what kind of items can be placed at the Wanderer check that requires defeating Dracomer in the Forgotten World
Randomized: The check is randomized with the rest of the item pool.
Filler: The check is guaranteed to be a junk item.
World-Standard: 0
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Monsters always drop eggs ↺ Standard
monsters_always_drop_egg
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, monsters will always drop an egg.
World-Standard: true
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Evolved monsters always drop catalysts ↺ Standard
monsters_always_drop_catalyst
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, evolved monsters will always drop their own catalyst.
World-Standard: false
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Include Relics of Chaos ↺ Standard
include_chaos_relics
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Include Relics of Chaos in the random item pool
Off: Relics of Chaos will not show up
On: Relics of Chaos can be added to the item pool, but are not guaranteed
Some: At least 5 Relics of Chaos will be included in the item pool
All: All Relics of Chaos will be added to the item pool
World-Standard: 1
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Include the Looter's Handbook item ↺ Standard
include_looters_handbook
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, this adds a new item, the Looter's Handbook, to the item pool. When the player has this item in their inventory, all chests will have their appearance updated to match their contents. Progression items will be in purple chests, and useful items will be in green chests.
World-Standard: true
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Start with 50 Smoke Bombs ↺ Standard
add_smoke_bombs
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, the player will start with 50 Smoke Bombs.
World-Standard: true
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Starting Gold (counted in increments of 100) ↺ Standard
starting_gold
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Override the player's starting gold, counted in increments of 100 gold
World-Standard: 1
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Automatically Scale Equipment Level ↺ Standard
automatically_scale_equipment
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, equipment that is sent to the player will be automatically leveled according to the player's progress in the game
Disabled: Weapon and accessory levels are randomized when the item pool is generated
By Level: Weapons and accessories are scaled with the highest monster level the player has
By Rank: Weapons and accessories are scaled with the number of champions the player has defeated
By Map Progress: Weapons and accessories are scaled with the percentage of the map the player has uncovered
World-Standard: 0
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Give Key of Power When Champions Are Defeated ↺ Standard
key_of_power_champion_unlock
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich When this is set to a value greater than 0, the Key of Power will be automatically given to the player when they defeat the set number of champions. This is disabled when set to 0
World-Standard: 0
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Crafting Material Drop Chance ↺ Standard
drop_chance_craftingmaterial
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Frequency that a random non-progression item is a crafting material
The higher this value is compared to the other drop chances, the more frequently it will occur.
For example, if this value is twice the value of all other drop chances,
then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.
World-Standard: 50
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Consumable Drop Chance ↺ Standard
drop_chance_consumable
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Frequency that a random non-progression item is a consumable
The higher this value is compared to the other drop chances, the more frequently it will occur.
For example, if this value is twice the value of all other drop chances,
then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.
World-Standard: 50
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Food Drop Chance ↺ Standard
drop_chance_food
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Frequency that a random non-progression item is a food item
The higher this value is compared to the other drop chances, the more frequently it will occur.
For example, if this value is twice the value of all other drop chances,
then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.
World-Standard: 50
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Catalyst Drop Chance ↺ Standard
drop_chance_catalyst
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Frequency that a random non-progression item is a catalyst
The higher this value is compared to the other drop chances, the more frequently it will occur.
For example, if this value is twice the value of all other drop chances,
then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.
World-Standard: 50
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Weapon Drop Chance ↺ Standard
drop_chance_weapon
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Frequency that a random non-progression item is a weapon
The higher this value is compared to the other drop chances, the more frequently it will occur.
For example, if this value is twice the value of all other drop chances,
then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.
World-Standard: 50
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Accessory Drop Chance ↺ Standard
drop_chance_accessory
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Frequency that a random non-progression item is an accessory
The higher this value is compared to the other drop chances, the more frequently it will occur.
For example, if this value is twice the value of all other drop chances,
then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.
World-Standard: 50
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Gold Drop Chance ↺ Standard
drop_chance_currency
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Frequency that a random non-progression item is gold
The higher this value is compared to the other drop chances, the more frequently it will occur.
For example, if this value is twice the value of all other drop chances,
then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.
World-Standard: 50
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Skip Plot Requirements ↺ Standard
skip_plot
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Skip plot related events and open up all areas gated by story progression.
World-Standard: false
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Skip Keeper Battles ↺ Standard
skip_keeper_battles
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Skip all keeper battles.
World-Standard: false
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Remove Locked Doors ↺ Standard
remove_locked_doors
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Remove Locked Doors
Off: Locked doors are not removed
Minimal: Superfluous locked doors are removed, while ones that gate large numbers of checks remain
All: All locked doors are removed
World-Standard: 0
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Local Area Keys ↺ Standard
local_area_keys
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Localized Area Keys
If enabled, area keys will only appear in the Monster Sanctuary player's world, and they will only appear in their own area.
If disabled, keys can appear in any world, and may be found outside their area in which they are used.
World-Standard: false
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Open World - Blue Caves ↺ Standard
open_blue_caves
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, the Blue Cave to Mountain path shortcut will be opened
World-Standard: false
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Open World - Stronghold Dungeon ↺ Standard
open_stronghold_dungeon
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Opens shortcuts and entrances to Stronghold Dungeon
Entrances: Opens up entrances to the Dungeon from Blue Caves and Ancient Woods
Shortcuts: Opens interior gates within the Dungeon
Full: Opens both Entrances and Shortcuts
World-Standard: 0
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Open World - Ancient Woods ↺ Standard
open_ancient_woods
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, opens up the alternate routes past the Brutus and Goblin King fights
NOTE: These shortcuts allow you to bypass the need for Ancient Woods Keys. It is recommended to only use this setting if locked doors are turned off
World-Standard: false
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Open World - Snowy Peaks ↺ Standard
open_snowy_peaks
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, opens up shortcuts within Snowy Peaks
World-Standard: false
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Open World - Sun Palace ↺ Standard
open_sun_palace
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Opens shortcuts and entrances to Sun Palace
Entrances: Opens the elemental gates between Blue Caves and Sun Palace, and opens the gate between Snowy Peaks and Sun Palace
Raise Pillar: Raises the pillar, lowers the water, and opens the east and west shortcuts
Full: Opens both Entrances and Raises the Pillar
World-Standard: 0
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Open World - Horizon Beach ↺ Standard
open_horizon_beach
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Opens shortcuts and entrances to Horizon Beach
Entrances: Opens the elemental door locks between Ancient Woods and Horizon Beach, and opens the Magma Chamber to Horizon Beach shortcut
Shortcuts: Opens the shortcut in central Horizon Beach
Full: Opens both Entrances and Shortcuts
World-Standard: 0
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Open World - Magma Chamber ↺ Standard
open_magma_chamber
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Opens shortcuts and entrances to Magma Chamber
Entrances: Opens the rotating gates between Ancient Woods and Magma Chamber, and the breakable wall between Forgotten world and Magma Chamber
Lower Lava: Removes the runestone shard from the item pool, lowers the lava, and opens all internal shortcuts
Full: Opens Entrances and Lowers Lava
World-Standard: 0
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Open World - Blob Burg ↺ Standard
open_blob_burg
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Opens up Blob Burg
Entrances: Removes blob key from the item pool and makes Blob Burg accessible with no requirements
Open Walls: Opens up all areas within Blob Burg, removing the need to incrementally open it
Full: Opens Entrances and all Walls
World-Standard: 0
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Open World - Forgotten World ↺ Standard
open_forgotten_world
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Opens shortcuts and entrances to Horizon Beach
Entrances: Opens alternative entrances to Forgotten World from Horizon Beach and Magma Chamber
Shortcuts: Opens one-way shortcuts in the Forgotten World
Full: Opens both Entrances and Shortcuts
World-Standard: 0
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Open World - Mystical Workshop ↺ Standard
open_mystical_workshop
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich If enabled, opens up the northern shortcut within the Mystical Workshop
NOTE: This shortcut allows you to bypass the need for Mystical Workshop Keys. It is recommended to only use this setting if locked doors are turned off
World-Standard: false
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Open World - Underworld ↺ Standard
open_underworld
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Opens up the Underworld
Entrances: Removes sanctuary tokens from the item pool and opens up the Underworld door in Blue Caves, as well as the back entrance in Sun Palace
Shortcuts: Opens all shortcuts and enables all grapple points within the Underworld
Full: Opens Entrances and Shortcuts
World-Standard: 0
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Open World - Abandoned Tower ↺ Standard
open_abandoned_tower
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Opens up the Abandoned Tower
Entrances: Opens the large door between Mystical Workshop and Abandoned Tower, as well as removing the Key of Power door. Removes Key of Power from the item pool
Shortcuts: Opens all shortcuts in Abandoned Tower
Full: Opens Entrances and Shortcuts
World-Standard: 0
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Add Hints ↺ Standard
hints
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Adds hints for common checks, items, and monsters
World-Standard: true
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Goal ↺ Standard
goal
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich Goal to complete.
Defeat Mad Lord: Defeat the Mad Lord
Defeat All Champions: Defeat all 27 Champions
World-Standard: 0
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Death Link ↺ Standard
death_link
Erweiterte Option · YAML-Wert
Hilfe · Gewichtung möglich When you die, everyone who enabled death link dies. Of course, the reverse is true too.
World-Standard: 0
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