GemCraft: Frostborn Wrath

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

Goal

What counts as completing GemCraft: Frostborn Wrath. kill_gatekeeper: Kill the Gatekeeper on A4. kill_swarm_queen: Kill the Swarm Queen on K4. fields_count: Complete a fixed number of Journey stages (set by Fields Required).
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Fields Required

Number of Journey stages that must be completed to win. Only used when Goal is set to 'fields_count'. The game has 122 stages total.
This is a range option.

Accepted values:
Normal range: 12 - 122
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Random Starting Stages

How many starting stages to roll at random from the four W fields. 0 = don't roll — start on exactly the fields you list in Starting Stages instead. 1-4 = start on that many randomly-chosen W fields. Set this to `random` to roll the count itself (which can land on 0 = your specific list), or `random-range-1-4` to always roll a random 1 to 4.
This is a range option.

Accepted values:
Normal range: 0 - 4
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Starting Stages

The exact W fields you start on, used when Random Starting Stages is 0. List one or more of W1, W2, W3, W4 — every one you list is playable from the menu immediately; all other stages must be unlocked through Archipelago. Must contain at least one field. Starting on more than one field only makes a difference with per-stage field-token granularity (with per-tile, the whole W tile is already free from any single W starter).

Difficulty

Overall randomizer difficulty. Fields unlock based on your wizard level, which you raise by clearing fields. Difficulty acts as a bonus or penalty on how much wizard-level progress each clear is worth: Easy clears grant the most, Extreme clears the least, with Medium and Hard in between. So the two ends trade off against each other. Easy makes battles forgiving and each win pushes your wizard level up the fastest, so you blow through the unlock gates quickly. Extreme makes battles punishing and each win is worth the least, so the climb to each gate is the slowest and most gradual. The gates themselves sit at the same wizard levels on every difficulty. Hard and Extreme MUST have Endurance mode enabled (disable_endurance off): their clears grant little XP, so Endurance runs are the catch-up path to reach the gates if you get stuck. Generation fails if Hard or Extreme is chosen with Endurance disabled.
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Achievement Required Effort

How many of the in-game achievements count as Archipelago checks. Each level includes every achievement from the levels below it, so the check counts are cumulative. Counts exclude achievements that can't be tracked (RNG-based or hidden ones); disabling Endurance mode removes a few more. off: no achievement checks. trivial: 124 checks - collectable through normal vanilla play. minor: 335 checks - adds 211 that need some special actions. major: 474 checks - adds 139 that need some time investment. extreme: 570 checks - adds 96 that need massive time investment and luck. Trivial achievements are always included while this option is on, so the randomizer has enough locations for its progression items. More achievements means more checks to find and a longer seed.
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Disable Endurance Mode

When enabled, Endurance mode is permanently blocked on the stage settings screen. Useful for players who want to restrict themselves to Journey mode only, or for seeds where Endurance farming would trivialise progression.
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Disable Trial Mode

When enabled, Wizard Trial mode is permanently blocked on the stage settings screen. Trial mode has no Archipelago check locations, so it is disabled by default to keep the focus on Journey mode progression.
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Extra Shadow Cores per Wave

Mod-only quality-of-life option that makes shadow cores easier to earn. Grants this many extra shadow cores for every wave you get through in a battle. The extra cores drop into your normal shadow core pool exactly like vanilla drops, and are banked at the end of the level (on victory or defeat). Beating a 30-wave field at 5 gives 150 extra cores; losing a 50-wave field after 30 waves still gives 150. 0 disables the feature. This option has no effect on generation, item placement, or logic.
This is a range option.

Accepted values:
Normal range: 0 - 5
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Field Options

Field Token Granularity

How coarse the items that unlock new stages are. Stages start locked and require Field Tokens to access. This option controls whether each stage has its own token or whole groups of stages unlock together. Coarser settings put fewer unique tokens in the pool but each token unlocks more stages; finer settings give you more individual unlocks but a larger item pool overall. Each granularity has a "_progressive" sibling. Progressive variants use a single generic token that appears multiple times in the pool, and the Nth copy you receive unlocks the Nth stage/tile in a randomized order. The in-game effect is identical, but progressive variants tend to produce faster and more reliable seeds. per_stage: One token per stage (122 tokens). Each stage has its own unlock. per_stage_progressive: 122 generic tokens. Each one unlocks the next stage in a randomized order. per_tile: One token per map tile (26 tokens). A tile's token unlocks every stage on that tile. per_tile_progressive: 26 generic tokens. Each one unlocks the next tile.
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Stash Key Granularity

How coarse the items that unlock Wizard Stashes are. Wizard Stashes start locked and need a key to open. This option controls whether each stash needs its own key or groups of stashes unlock together. Coarser settings mean fewer unique keys but each key opens more stashes. Like Field Tokens, each granularity has a "_progressive" sibling that uses a generic key. The Nth copy unlocks the Nth stash in a randomized order. The in-game effect is identical, but progressive variants tend to produce faster and more reliable seeds. off: Stashes are not gated. Every Wizard Stash is open from the start — no keys exist. per_tile: One key per map tile (26 keys). A tile's key unlocks every stash on that tile. per_tile_progressive: 26 generic keys. Each one unlocks the next tile's stashes. global: A single master key unlocks every stash at once.
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Gem Pouch Granularity

How collectible gems on the field are gated by Archipelago items. By default GemCraft stages spawn loose gem orbs you can pick up to grow your mana pool. This option lets you lock those orbs behind Gem Pouch items, so stages stay "dry" until you receive a pouch that covers them. off: Gems are never gated. Every stage spawns gem orbs as normal. per_tile: One pouch per map tile (26 total). A stage spawns no gem orbs until you receive the pouch for its tile. per_tile_progressive: 26 generic progressive pouches. Each one you receive unlocks gems on the next tile in a randomized order. global: A single master pouch unlocks gems on every stage at once. Whichever mode you pick, your starting stage always has gems available immediately so you can play from the moment you connect.
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Field Token Placement

Controls where field tokens (stage unlocks) are allowed to be placed in the multiworld. own_world: Field tokens can only appear in your own locations. any_world: Field tokens can appear anywhere (default). different_world: Field tokens can only appear in other players' worlds.
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Difficulty Multipliers

Starting Wizard Level

Wizard level the player starts at, before any XP tomes are collected. Setting this above 1 grants bonus wizard levels at game start, giving extra skill points to spend before the run is in full swing.
This is a range option.

Accepted values:
Normal range: 1 - 100
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Start with Overcrowd

When enabled, the Overcrowd battle trait is active from the start of the run. Overcrowd makes more monsters arrive each wave, increasing the difficulty of every stage from the very start. With this on, you receive Overcrowd up front and it won't appear as a collectible item anywhere in the multiworld.
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XP Tome Bonus

Approximate total wizard levels granted by all XP tomes you'll find combined. XP tomes come as Tattered Scrolls, Worn Tomes, and Ancient Grimoires (40 in total), with progressively larger level rewards. This option scales their combined value. Lower for a slower XP curve, higher for a faster one. These levels are "bonus" and not counted towards progression; adding more XP tomes makes the game easier.
This is a range option.

Accepted values:
Normal range: 0 - 300
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Enemy Manipulation Options

Enemy HP Multiplier

Percentage multiplier applied to every enemy's HP at the start of each wave. 100 = no change. Values below 100 make enemies weaker; values above 100 make enemies tougher.
This is a range option.

Accepted values:
Normal range: 50 - 200
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Enemy Armor Multiplier

Percentage multiplier applied to every enemy's armor level at the start of each wave. 100 = no change. Values below 100 make enemies weaker; values above 100 make enemies tougher.
This is a range option.

Accepted values:
Normal range: 50 - 200
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Enemy Shield Multiplier

Percentage multiplier applied to every enemy's shield HP at the start of each wave. 100 = no change. Values below 100 make enemies weaker; values above 100 make enemies tougher.
This is a range option.

Accepted values:
Normal range: 50 - 200
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Enemies Per Wave Multiplier

Percentage multiplier applied to the number of monsters in every wave. 100 = no change. 150 = 50% more monsters per wave. 50 = half as many. The wave bar tooltip reflects the actual counts you'll face.
This is a range option.

Accepted values:
Normal range: 50 - 200
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Extra Wave Count

Number of additional waves appended to each stage beyond its normal count. Extra waves continue the HP/armor scaling curve from the last natural wave. Set to 0 to leave stage lengths unchanged.
This is a range option.

Accepted values:
Normal range: 0 - 24
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DeathLink Options

death_link

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

What happens when a DeathLink signal is received. gem_loss: A percentage of placed gems (and their towers/traps) are destroyed. wave_surge: A set of enraged waves is injected immediately. instant_fail: The current level fails immediately (traditional DeathLink). spawn_horde: A flood of vanilla-strength monsters from the current wave is spawned at once. spawn_special: A burst of special enemies (Apparitions / Specters / etc.) is spawned with HP scaled to ~10 waves above the current one.
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Gem Loss Percent

Percentage of placed gems destroyed on a DeathLink (gem_loss punishment only). Always rounded up — so even 1 gem with 10% loses that gem.
This is a range option.

Accepted values:
Normal range: 10 - 50
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Wave Surge Count

Number of enraged waves injected on a DeathLink (wave_surge punishment only).
This is a range option.

Accepted values:
Normal range: 1 - 10
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Wave Surge Gem Level

Gem level used to calculate the enrage multiplier for surge waves (wave_surge only).
This is a range option.

Accepted values:
Normal range: 1 - 9
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Spawn Horde Count

Number of vanilla-strength monsters spawned from the current wave on a DeathLink (spawn_horde only).
This is a range option.

Accepted values:
Normal range: 50 - 500
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Spawn Special Elements

Special enemy types that may be spawned on a DeathLink (spawn_special only). Each of the N spawns picks a random type from this set. Leave the default to allow all five types.

Spawn Special Count

Number of specials spawned on a DeathLink (spawn_special only).
This is a range option.

Accepted values:
Normal range: 1 - 10
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DeathLink Grace Period

Seconds of immunity at the start of each level before a queued DeathLink can trigger.
This is a range option.

Accepted values:
Normal range: 10 - 30
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DeathLink Cooldown

Minimum seconds between two DeathLink punishments. Extra DeathLinks are queued.
This is a range option.

Accepted values:
Normal range: 10 - 30
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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.