Monster Hunter Freedom Unite

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

Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too. Cart: DeathLinks are sent upon carting, and receiving will cart the player. Quest: DeathLinks are sent upon failing a quest, and receiving will fail the current quest.
25
0
0
0

Goal

Village Low: Complete the Village Elder Urgent Quest "A State of Crisis!" Village High: Complete the Nekoht Quest "Rise to the Summit" Monster Hunter: Complete the Nekoht Quest "Monster Hunter" Low Rank: Complete the Low->High Urgent Quest "The Approaching Gaoren" High Rank: Complete the High Rank Urgent Quest "Rise to the Summit" G Rank: Complete the G Rank Urgent Quest "Absolute Zero" Fatalis: Complete the G Rank Special Quest "Legendary Black Dragon" Crimson Fatalis: Complete the G Rank Special Quest "The End Times" White Fatalis: Complete the G Rank Special Quest "Ancestral Dragon"
0
0
0
0
25
0
0
0
0
0

Guild Quest Depth

What ranks to consider as checks. All ranks prior to the selected rank will be added. Unranked is considered to be a part of Low Rank.
0
0
25
0
0

Village Quest Depth

What Village ranks to consider as checks. All ranks prior to the selected rank will be added.
0
25
0
0

Training Quests

Enables checks for successfully clearing a Training quest.
0
25
0

Treasure Quests

Enables checks for reaching specific thresholds within the Treasure quests provided by Treshi.
0
25
0

Guild Card Awards

Include Guild Card awards as checks. Only awards accessible to your available ranks will be checks. Off: no Guild Card awards are checks Exclude Grindy: excludes crowns, most farm awards, Guild Point, On: all Guild Card awards are checks. This setting may be overrided with a host setting.
25
0
0
0

Max Key Quests

Maximum number of key quests to include in the pool of items. This number may not be exact depending on other settings.
This is a range option.

Accepted values:
Normal range: 25 - 250
0
25
0
0
0
0
0

Required Key Quests

Percentage of key quests required to unlock the final urgent quest.
This is a range option.

Accepted values:
Normal range: 1 - 100
0
25
0
0
0
0
0

Filler Percentage

Percentage of non-required Key Quests to be converted to filler items (random weapons/armor/decorations).
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Trap Percentage

Percentage of filler items to be converted to trap items.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Trap Weights

Relative weights for each individual trap item to appear when a trap item is created.

Weapon Tree

Individual: Each individual weapon tree rank can be received separately, not in sequence. Progressive: Each individual weapon tree rank is received in sequence from 1 to 10. Consolidated: All weapon trees are consolidated into a single item for each rank. Progressive Consolidated: All weapon trees are consolidated into a single item, received in sequence.
0
25
0
0
0

Progressive Armor

When enabled, armor will be received progressively starting from rarity 1 to rarity 10.
25
0
0

Quest Randomization

When enabled, quest targets and requirements will be randomized.
25
0
0

quest_difficulty_multiplier

Multiplier applied to large monster stats, lower being easier and higher being harder.
This is a range option.

Accepted values:
Normal range: 0 - 500

The following values have special meanings, and may fall outside the normal range.
  • 100: Vanilla
  • 50: Half
  • 25: Quarter
  • 200: Double
0
25
0
0
0
0
0

Cash-Only Equipment

When enabled, equipment no longer requires items for crafting/upgrading.
25
0
0

TrapLink

When enabled, traps you receive will be shared across compatible games, and you will receive equivalent traps when other TrapLink players receive trap items.
25
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.