Rogue Legacy 2

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 dies. Of course the reverse is true too. When enabled, dying in Rogue Legacy 2 will send a death to all other DeathLink-enabled players in the multiworld, and receiving a death will kill your current heir.
25
0
0

Blueprint Checks Per Biome

Number of blueprint location checks available per biome. Each biome's chests can award this many Archipelago checks when they would normally drop a blueprint. Once a biome's pool is exhausted, extra blueprint rolls drop as normal vanilla loot instead. With 6 biomes and the default of 11, the total blueprint check count is 66. This closely mirrors the total of 65 unique blueprints in the game
This is a range option.

Accepted values:
Normal range: 0 - 16
0
25
0
0
0
0
0

Rune Checks Per Biome

Number of fairy chest location checks available per biome. Each biome's fairy chests can award this many Archipelago checks when they would normally drop a rune. Once a biome's pool is exhausted, extra fairy chest rolls drop red aether instead. With 6 biomes and the default of 4, the total fairy chest check count is 24. This mirrors the typical number of rune drops available in a standard run.
This is a range option.

Accepted values:
Normal range: 0 - 16
0
25
0
0
0
0
0

Bronze Chest AP Chance

Percent chance (1–100) that opening a bronze chest triggers an AP location check. At 100, every bronze chest opening in a biome with available locations gives an AP check. At 1, bronze chests drop gold 99% of the time. At 50, roughly half of openings become AP checks. When a biome's blueprint pool is exhausted, chests fall back to gold regardless of this setting.
This is a range option.

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

Silver Chest AP Chance

Percent chance (1–100) that opening a silver chest triggers an AP location check. Behaves identically to Bronze Chest AP Chance but applies to silver chests, which have a higher vanilla blueprint drop rate. Set independently to tune silver chests separately from bronze.
This is a range option.

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

Fairy Chest AP Chance

Percent chance (1–100) that opening a fairy chest triggers an AP location check. At 100, every fairy chest in a biome with available rune locations gives an AP check. At 1, fairy chests drop red aether 99% of the time. When a biome's rune pool is exhausted, fairy chests fall back to red aether regardless of this setting.
This is a range option.

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

Manor Upgrade Bundle Size

Number of skill tree levels granted when receiving a manor upgrade item. This option controls how many levels are granted for multi-level skills when an AP item corresponding for that manor slot is received from the server. For example, with the default of 5, receiving "Manor: Strength Up I" grants 5 strength levels (instead of the 1 level like the base-game purchase gives) Note: This does not allow exceeding the maximum level for a particular skill that the base game imposes. So the final granted bundle may provide less levels if the player is too close to the given skill's cap.
This is a range option.

Accepted values:
Normal range: 1 - 35
0
25
0
0
0
0
0

Journal Checks

Controls how journals and memories give out location checks. disabled (0): No journal or memory checks. individual (1): Each journal entry and each memory fragment is its own check. 41 total. grouped (2): One check when all journals in a biome are read; one check when all memories in a biome are read. 8 total checks.
0
0
25
0

Trap Count

Total number of NG+ burden trap items placed in the item pool. Traps are harmful items that, when received from the multiworld, activate an NG+ biome hazard for the rest of the current heir's life. The five available traps are: - Cannonball Rain (Burden of Mundi's Flagship) - Dragon Lancers (Burden of Irad's Torment) - Automaton Swarm (Burden of Pishon's Uprising) - Giant Snowflakes (Burden of Kerguelen's Frost) - Void Waves (Burden of the High Scholar's Metamorphosis) Items are distributed as evenly as possible across the five possible trap types. Set to 0 to disable traps entirely.
This is a range option.

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

Trap Appearance

Controls whether traps can be identified before you pay for them. Anywhere the game shows you what an unclaimed location holds (the manor upgrade tree, the teleporter NPC, heirloom pedestals), a trap would otherwise announce itself by name and could trivially be avoided. Disguising traps allows them to masquerade as another item so it's harder to avoid them. hidden (0): Traps are disguised as a real item taken from elsewhere in this multiworld, and are only revealed once purchased. visible (1): Traps show their true name and icon before purchase.
25
0
0

Manor Cost Base

Base gold multiplier for manor upgrade costs. Cost formula: base * depth * random_factor, rounded to the nearest 25 gold. 'depth' is a per-slot value defined in the apworld that reflects how deep in the manor unlock tree that slot sits (all default to 1 until configured). The random_factor is determined by the ManorCostMinSubtractFactor and ManorCostMaxAdditiveFactor options.
This is a range option.

Accepted values:
Normal range: 1 - 9999
0
25
0
0
0
0
0

Manor Cost Min Subtractive Factor

Maximum downward variance for manor costs, as a percentage (0–100). E.g. 20 means costs can be as low as (1 - 0.20) = 80% of the base formula. Combined with ManorCostMaxAdditiveFactor, the random factor is drawn uniformly from [1 - subtract/100, 1 + add/100]. Set both to 0 for deterministic costs.
This is a range option.

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

Manor Cost Max Additive Factor

Maximum upward variance for manor costs, as a percentage (0–500). E.g. 120 means costs can be as high as (1 + 1.20) = 220% of the base formula. Combined with ManorCostMinSubtractiveFactor, the random factor is drawn uniformly from [1 - subtract/100, 1 + add/100]. Set both to 0 for deterministic costs.
This is a range option.

Accepted values:
Normal range: 0 - 500
0
25
0
0
0
0
0

Manor Depths Per Boss Gate

Number of manor depth tiers that are considered 'in-logic' per boss killed. 'Depth' is a value assigned to each manor upgrade that reflects how many upgrades were required beforehand to reach that upgrade in the manor tree. The first 'x' depth tiers are always in logic; each additional boss killed opens the next x tiers. With the default of 3: depths 1–3 are available from the start, depths 4–6 require 1 boss cleared, depths 7–9 require 2, and so on. Set to 0 to disable this gating entirely.
This is a range option.

Accepted values:
Normal range: 0 - 11
0
25
0
0
0
0
0

Chest Pre-Boss Percent

Percentage of each biome's chests considered in logic before the biome boss is killed. This setting can be used to reduce the likelihood of a tedious grind being required where all chests-related checks in a biome need to be cleared in order to unlock the items needed to beat the boss. This percentage of blueprint chest and fairy chest locations are considered 'in-logic' before the biome's boss is killed. The remaining chests are only considered 'in-logic' after the boss is defeated.
This is a range option.

Accepted values:
Normal range: 50 - 100
0
25
0
0
0
0
0

Stat Upgrades Per Boss

Number of received stat upgrade items logically required for killing a boss to be considered 'in-logic'. Each subsequent boss requires an additional multiple of this number of upgrades. With the default of 5: Estuary Lamech requires 5 upgrades, Byarrrith and Halpharr require 10, Estuary Naamah requires 15, Estuary Enoch requires 20, Estuary Irad requires 25, and Estuary Tubal requires 30. Gongheads and Murmur minibosses use the same threshold as Naamah; Pishon Dry Lake minibosses use the same threshold as Irad. Set to 0 to disable stat-upgrade gating for bosses.
This is a range option.

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

Stat Upgrades Per Biome Tier

Base number of received manor upgrade items logically required per biome tier. The latter four biomes each require progressively more upgrades before their chest and journal/memory locations are considered in logic: Kerguelen Plateau requires x, Stygian Study requires 2x, Sun Tower requires 3x, and Pishon Dry Lake requires 4x. Citadel Agartha and Axis Mundi are never gated. Set to 0 to disable stat-upgrade gating for biomes.
This is a range option.

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

Early NPC Unlocks

Whether to shift the NPC unlocks earlier in the run to ensure they aren't gated too far into the game. When enabled, the three NPC unlock items (Living Safe, Blacksmith, Enchantress) use soft rules to push their locations earlier in the run
0
25
0

Randomize Starting Class

When enabled, picks a random starting class instead of always starting with Knight. The chosen starting class is pre-unlocked at run start and removed from the item pool. If the starting class is not Knight, the Knight class becomes a randomizable item in the multiworld instead.
0
25
0

Reveal Manor Upgrades

Show every manor upgrade node from the start instead of only the ones adjacent to a purchase. Purchase rules are unchanged: a node still cannot be bought until the previous node has been purchased. Revealed-but-locked nodes show a padlock.
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.