Crab Champions

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


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.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
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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.
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Required Rank

The minimum rank you must complete to win. A run is "completed at Rank X" when you finish the final island while accumulating at least Rank X's worth of difficulty modifier points. Difficulty thresholds: Bronze (0), Silver (1), Gold (2-3), Sapphire (4-5), Emerald (6-7), Ruby (8-9), Diamond (10-15), Prismatic (16+) Higher ranks demand stacking more modifier cards before each island, so higher requirements mean tougher runs. Run-completion locations are generated for this rank by default; see Extra Rank Checks to also generate locations for higher ranks.
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Run Length

How many islands a run must complete to count as finished. The game cycles biomes every 28 islands, so: short (28): one full biome cycle full (56): two full biome cycles All island/equipment/rank locations scale with this value - a Full run has roughly twice the location count of a Short run.
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Weapons for Completion

How many DIFFERENT weapons must be used to complete victory-rank runs before you can win. E.g. with this set to 5, you'll need to finish the final island five separate times, each with a different weapon, all at Required Rank or higher. Capped at the total number of weapons in the game (20).
This is a range option.

Accepted values:
Normal range: 1 - 20
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Melee for Completion

How many DIFFERENT melee weapons must be used to complete victory-rank runs before you can win. Works the same as Weapons for Completion but for melee. Set to 0 to disable melee entirely - no melee items in the pool, no melee location checks, and no melee requirement for victory.
This is a range option.

Accepted values:
Normal range: 0 - 5
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0

Abilities for Completion

How many DIFFERENT abilities must be used to complete victory-rank runs before you can win. Works the same as Weapons for Completion but for abilities. Set to 0 to disable abilities entirely - no ability items in the pool, no ability location checks, and no ability requirement for victory.
This is a range option.

Accepted values:
Normal range: 0 - 7
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0

Weapons in Pool

How many weapons are randomly selected from the 20 available to be AP items. Pool weapons must be received via Archipelago before you can use them. Non-pool weapons are always available from the start. Each pool weapon also generates its own per-island run-completion location, so a larger pool means more checks. Example: pool=5, for_completion=3 means 5 weapons are AP items, all 5 have location checks, but only 3 distinct ones must be used to win. Must be >= Weapons for Completion (auto-clamped). Capped at 19 so you always start with at least one usable weapon.
This is a range option.

Accepted values:
Normal range: 1 - 19
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0

Melee in Pool

How many melee weapons (out of 5) are randomly selected to be AP items. See Weapons in Pool for the full mechanic. Must be >= Melee for Completion (auto-clamped). Forced to 0 when Melee for Completion is 0. Capped at 4 so you always start with at least one melee available.
This is a range option.

Accepted values:
Normal range: 0 - 4
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Abilities in Pool

How many abilities (out of 7) are randomly selected to be AP items. See Weapons in Pool for the full mechanic. Must be >= Abilities for Completion (auto-clamped). Forced to 0 when Abilities for Completion is 0. Capped at 6 so you always start with at least one ability available.
This is a range option.

Accepted values:
Normal range: 0 - 6
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0

Starting Weapons

How many of your pool weapons you begin the game already holding. These are randomly selected from Weapons in Pool and pre-collected, so you can start working on equipment-run checks immediately without waiting to receive a weapon from another player. Must be < Weapons in Pool (at least one weapon must still be findable via AP). Set to 0 to start with no pool weapons unlocked.
This is a range option.

Accepted values:
Normal range: 0 - 19
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Equipment Check Mode

Controls whether non-pool weapons/melee/abilities have their own run-completion location checks. (Pool equipment ALWAYS has checks - this option is only about non-pool items, which are available from the start.) regular: Non-pool equipment runs are normal location checks that can hold any item, including progression. Maximum locations. filler_only: Non-pool equipment runs exist as locations but are marked excluded - they only ever hold filler. Adds checks for variety without requiring you to use every weapon for progression. disabled: Non-pool equipment run locations are not generated at all. This is the default due to how many extra locations it creates.
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Max Rank

The highest rank for which any location checks are generated. Must be >= Required Rank (auto-clamped). Has no effect unless Extra Rank Checks is set to something other than "none" - without extra rank checks, only Required Rank generates locations and Max Rank is ignored.
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Extra Rank Checks

Controls whether ranks ABOVE Required Rank generate additional location checks. Replaces the legacy Extra Ranked Island Checks + Non-Progression Above Required pair with one option that captures the meaningful combinations. none: Only Required Rank produces ranked checks. Higher ranks are ignored and produce no additional locations. Smallest pool. progression: Ranks above Required (up to Max Rank) add new ranked checks AND those locations can hold progression items. Greatly increases location count and turns higher difficulty into real progression. filler_only: Ranks above Required add new ranked checks but those locations are marked excluded - they only hold filler. Use this to add more checks for variety/filler without forcing yourself to grind higher ranks for critical items. Has no effect when Required Rank == Max Rank (no extra ranks exist).
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Cascade Ranked Checks

When enabled, completing an in-game check at a higher rank also triggers the equivalent check at every lower rank. E.g. completing "Island 5 with Auto Rifle on Gold" also sends checks for "Island 5 with Auto Rifle on Silver" and "...on Bronze". Convenient when playing at high ranks - you don't have to redo runs at lower ranks for the easier checks. Has no effect on generation or fill, only on what the in-game client sends as you play.
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Minimize Run Checks

When enabled, drops generalized run-completion checks that are made redundant by the most-specific equipment-and-rank check. Pool weapons always have these locations, so the redundant ones are always covered: - "Complete Island X on Rank" checks are removed - "Complete Island X with Weapon" checks are removed The most specific "Complete Island X with Weapon on Rank" check is always kept, since completing it implies completing all the dropped variants. Plain "Complete Island X" (unranked) is also kept. Has no effect only in the unusual case where there are no equipment runs at all (which currently can't happen since Weapons in Pool is forced to >= 1).
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Pickup Checks

When enabled, picking up perks, relics, weapon mods, melee mods, or ability mods for the FIRST TIME (per item, per multiworld) sends a location check, e.g. "Perk: Driller" or "Relic: Time Ring". Adds up to 305 location checks. When disabled, these pickup locations don't exist and the item pool focuses on island/equipment/ rank-run checks only. See also Limit Pickup Pool / Limit Pickup Locations to scale this down to per-run inventory caps.
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Limit Pickup Pool

When enabled, the AP item pool is limited to a randomly-selected subset of pickups matching your per-run inventory caps: 24 perks, 24 weapon mods, 12 ability mods, 12 melee mods, 10 relics Items NOT in the chosen subset stay in-game and can be picked up normally during runs, but are never sent or received via AP. Tag-group coverage is enforced - at least one provider per pickup-tag group is guaranteed in the subset, so tag-gated locations (like "Relic: Time Ring") remain reachable. Pairs naturally with Limit Pickup Locations. Either option can be enabled independently; both share the same chosen subset.
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Limit Pickup Locations

When enabled, pickup location checks are only generated for items in the randomly-selected subset (see Limit Pickup Pool for the subset sizes). Items not in the subset still appear in-game but produce no location check when picked up. Pairs naturally with Limit Pickup Pool. Either option can be enabled independently; both share the same chosen subset when both are on.
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Progressive Inventory Slots

When enabled, you start with fewer inventory slots than the game normally allows, and receive additional slots as AP items. The in-game crystal-purchase upgrade for slots is blocked. When disabled, you have all slots available from the start as normal. See Starting Perk/Weapon Mod/Ability Mod/Melee Mod Slots to control how many slots you start with.
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Starting Perk Slots

When Progressive Inventory Slots is enabled, how many perk slots you start with. The remaining (24 - this value) slots are sent as "Progressive Perk Slot" items in the AP pool. Has no effect when Progressive Inventory Slots is disabled.
This is a range option.

Accepted values:
Normal range: 1 - 24
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Starting Weapon Mod Slots

When Progressive Inventory Slots is enabled, how many weapon mod slots you start with. The remaining (24 - this value) slots are sent as "Progressive Weapon Mod Slot" items in the AP pool. Has no effect when Progressive Inventory Slots is disabled.
This is a range option.

Accepted values:
Normal range: 1 - 24
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Starting Ability Mod Slots

When Progressive Inventory Slots is enabled, how many ability mod slots you start with. The remaining (12 - this value) slots are sent as "Progressive Ability Mod Slot" items in the AP pool. Has no effect when Progressive Inventory Slots is disabled.
This is a range option.

Accepted values:
Normal range: 1 - 12
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Starting Melee Mod Slots

When Progressive Inventory Slots is enabled, how many melee mod slots you start with. The remaining (12 - this value) slots are sent as "Progressive Melee Mod Slot" items in the AP pool. Has no effect when Progressive Inventory Slots is disabled.
This is a range option.

Accepted values:
Normal range: 1 - 12
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Crystal Cache Percentage

Percentage of "extra" item pool slots filled with Crystal Cache (in-game currency rewards) instead of duplicate perk/mod stacks. The pool is built by first adding required items (pool equipment, one of each pickup, etc.). Whatever slots remain are split between crystal filler and extra stackable copies based on this percentage: 0% = all extras are duplicate perks/mods (more variety in received items) 75% = default; balanced mix 100% = all extras are Crystal Cache (less spam of duplicates) Crystal Cache items grant in-game currency for shops/upgrades.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Greed Item Mode

How to handle Greed items - perks/relics/mods that can't be dropped once picked up, making them a permanent commitment for the run. auto: Greed items received from AP go directly to your inventory the next time you start a run, even though you can't drop them. drop: Greed items received from AP spawn on the lobby floor for you to pick up only when you're ready to commit. skip: Greed items are never granted via AP at all. You can only find them naturally in-game. Their pickup locations are also excluded from generation.
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Guaranteed Items

Forces specific items into the item pool regardless of other settings. Format is a YAML mapping of item names to copy counts: guaranteed_items: Auto Rifle: 1 Time Bolt: 2 Useful for ensuring favorite items end up randomized. Item names must match exactly (case-sensitive).

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
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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 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.

Excluded 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.
This option cannot be modified here. Please edit your .yaml file manually.