Library of Ruina

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
25
0
0
0
0
0

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.
25
0
0

Filler Item%

!!!NOT IMPLEMENTED!!! Amount of pages from books that get replaced with filler items
This is a range option.

Accepted values:
Normal range: 0 - 20
0
25
0
0
0
0
0

Trap Item%

!!!NOT IMPLEMENTED!!! Amount of filler items that get replaced by a trap
This is a range option.

Accepted values:
Normal range: 0 - 20
0
25
0
0
0
0
0

Traps Difficulty

!!!NOT IMPLEMENTED!!! How miserable will traps make your life feel. Easy - Effects activate as soon as possible (first available Scene), one time only. Mostly minor inconveniences; Medium - Effects can activate at the beginning of any Scene from the moment you get them, one time only. Some effects are annoying; Hard - Effects can activate at any time from the moment you get them (In Reception). They also get tied to the exact Scene and Reception they activated at, making it so they're repeated if you restart the reception (by losing or restarting), until you beat that reception. (They also don't happen on already beaten Receptions.) (Oh and the effects... Let's say, most inconvenient stuff might just happen.)
0
0
25
0

Locked Floors

!!!NOT IMPLEMENTED!!! Whether or not every floor except one (Keter by default) is locked at the start of the run.
25
0
0

Random First Floor

!!!NOT IMPLEMENTED!!! If Locked Floors is On, whether or not to randomize which floor is the only one unlocked.
25
0
0

End Goals

End Goals of a Run. You should achieve all of the selected goals, in order to complete the Run. Every goal also contains some checks. (Each ensemble battle, Black silence battle, etc.) Every goal not selected will STILL be in the game, but will not yield checks. (This isn't implemented yet.) 'Reverberation Ensemble' - Defeat X of 10 Ensemble battles. X can be set in the 'Reverberation Ensemble Goal Battles' setting; 'Black Silence' - Complete Reception of The Black Silence; 'Keter Realization' - Realize the Floor of General Works 'Distorted Ensemble' - Complete Reception of The Reverberation Ensemble Distorted

Reverberation Ensemble Goal Battles

Amount of Reverberation Ensemble battles you need to defeat, in order to consider 'Reverberation Ensemble' goal completed.
This is a range option.

Accepted values:
Normal range: 1 - 10
0
25
0
0
0
0

Abnormality Page Randomization

How balanced randomization of Abnormality pages is. Unbalanced - Fully random; Balanced - Each floor is guaranteed to have atleast 3 cards of each emotion level; Vanilla - Pages are distributed like in vanilla (6 of I, 6 of II, 3 of III).
0
25
0
0

Randomizer Drop System

They way you get Combat Pages and Key Pages in the game. BookOfEverything - Every possible drop from every book from every enemy from every reception seen on the map, all in one book. Chances for everything of same type are the same (Key Page chance = 20%); BookOfEverythingBalanced - Same as above, except drops are balanced in a way. The more books you burn, the better will be the drops, meaning in the beginning you're most likely to get first chapters' drops, and dropped pages get progressively better.
0
25
0

Randomize Pages

!!!NOT IMPLEMENTED!!! To what degree can pages be randomized. None - No page is randomized; Basic - Combat Pages' Dices and effects, Key Pages' HP, Break, Vulnerabilities; More - Above and: Combat Pages' Names and CG, Key Pages' Passives; Havoc - Above and: Combat Pages' VFX and SFX, Key Pages' visuals;
25
0
0
0
0
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.