Rabbit and Steel

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
Kingdom Options

Kingdom Sanity

Kingdoms must be found before they can be visited
0
25
0

Run Type

Determines which kingdoms can be visited during a run Kingdom: Only base kingdoms will be visited Extra: Only extra kingdoms will be visited Either: Any kingdom can be visited determined by the starting route Combined: Any kingdom can be visited
0
0
0
25
0

All Kingdoms

How many kingdoms you visit before heading to the pale keep or Reflecting Pool. If progressive regions and/or kingdom sanity is on, your run ends in a failure if you are not allowed to visit enough kingdoms.
This is a range option.

Accepted values:
Normal range: 1 - 8
0
25
0
0
0
0
0

Progressive Regions

Introduces items that increases the amount regions you are currently allowed to visit in a run. Includes Pale Keep/Looping Hallway and Moonlit Pinnacle/Reflecting Pool. Outskirts or Geode is always accessible.
25
0
0

Excluded Kingdoms

What kingdoms, if any, should not be added to the pool of locations. There will always be a generic location that any class can obtain. Available Options: [ "Scholar's Nest", "King's Arsenal", "Red Darkhouse", "Churchmouse Streets", "Emerald Lakeside", "Darkhouse Depths", "Atelier Aurum", "Subterra Sanctum"] Additionally you can exclude one of Kingdom Outskirts/Crack In The Geode, The Pale Keep/Looping Hallway, and Moonlit Pinnacle/Reflecting Pool depending on your RunType

Enforce Kingdom Order With Kingdom Sanity

Introduces another requirement to reaching a kingdom rather than just receiving the item. You also need to have at least one kingdom from all the previous orders. Kingdom Order is always used if you have Progressive Regions but not Kingdom Sanity, so you can't access all kingdoms after receiving one progressive region.
25
0
0

Kingdom Route Order

Gates visiting a kingdom behind being able to reach the order With Progressive Regions, the order directly ties to the number of progressive regions needed With Kingdom Sanity, you must be able to visit at least one kingdom in each previous order "0" will randomly assign it to an unfilled position if there are no valid positions unfilled, it will place it in the last position that doesn't have more than the others. Excluded kingdoms are not considered. You will be able to choose any kingdom as your first kingdom in a route if logically accessible. Throws an error if the number of 'valid' kingdoms is less than 'All Kingdoms'
Gameplay Options

Class Sanity

Classes must be found before they can be played
25
0
0

Exclude Class

What class, if any, should not be accounted for in logic. Throughout the run you will not be able to play that class at all. Available Options: ["Wizard", "Assassin", "Heavyblade", "Dancer", "Druid", "Spellsword", "Sniper", "Bruiser", "Defender", "Ancient", "Hammermaid", "Pyromancer", "Grenadier", "Shadow"]

Checks Per Class

What classes should have locations associated with them. There will always be a generic location that any class can obtain. Available Options: ["Wizard", "Assassin", "Heavyblade", "Dancer", "Druid", "Spellsword", "Sniper", "Bruiser", "Defender", "Ancient","Hammermaid", "Pyromancer", "Grenadier", "Shadow"] _ALL can be used to put checks on all classes

Random Include Classes For Checks Per Class

How many classes to randomly add to checks per class. Will not choose from classes that have been excluded, or already included.
This is a range option.

Accepted values:
Normal range: 0 - 14
25
0
0
0
0
0

Item Sanity

What is required to have an item appear in a non AP treasuresphere None: Any item is always available Itemset: Receiving the itemset unlocks all the items in the itemset Full: Need to get each individual item unlocked
25
0
0
0

Checks Per Item In Chest

Each item in a standard chest is an archipelago item. Shuffles treasurespheres into the item pool, which will contain the non AP items. Does not add one check per class if 'Checks Per Class' is on
25
0
0

Upgrade Sanity

What is required to have an upgrade appear in a shop, will randomly be chosen between available options still None: Any upgrade is always available Simple: Just need to get 'Ruby' item to unlock all the Ruby upgrades Full: Need to get 'Ruby Primary' item to unlock the ruby upgrade for the primary
25
0
0
0

Potion Sanity

How the top shelf of the shop appears None: Default behavior Locked: Hp and level will be in their position when their item is found, and potions are added to the pool as they are found Roulette: Randomly fills the slots with unlocked 'potions', meaning hp and level are not guaranteed
25
0
0
0

Shop Sanity

Shops contain ap items to purchase, ap item is required to purchase before you can purchase the normal shop item in that slot None: Shops do not carry ap items Global: Shops carry the same ap items, and only need to be purchased once to unblock that slot Regional: Each kingdom contains their own ap items that need to be purchased
25
0
0
0
Goal Options

Goal Condition

Set your Goal Condition. Shira: Defeat Shira x number of times, which is configured below
25
0
0
0

Required Shira Kills

How many unique classes must defeat Shira to goal if included in goal
This is a range option.

Accepted values:
Normal range: 1 - 14
25
0
0
0
0
0

Required Witch Kills

How many unique classes must defeat Witch to goal if included in goal
This is a range option.

Accepted values:
Normal range: 1 - 14
25
0
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.