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- Monster Sanctuary:
- logic_difficulty: 0
- #Sets the difficulty of movement that is required from the player. Default is casual
- #0: Casual: Logic will only require of you what the vanilla game expects.
- #1: Advanced: Logic can require difficult jumps and require using abilities in unintended ways.
- #2: Expert: Logic can require frame-perfect (or near frame-perfect) jumps while using abilities in ways they weren't intended.
- tedious_checks: 0
- #When enabled, the logic will expect the player to use the Warp to Start feature to get out of areas that are only accessible in one direction, or to attempt failed jumps multiple times. Default is disabled.
- #0: Disabled
- #1: Enabled
- randomize_monsters: 1
- #Randomization rules for monsters
- #0: Monsters are not randomized
- #1: Monsters are entirely randomized, with every monster replaced with any other monster
- #2: Monsters of the same specie are all randomized to another monster specie (this is how the built-in randomizer works)
- #3: Within a given encounter, all monsters of the same specie are randomized to another specie. Each encounter is randomized entirely separately.
- monster_shift_rule: 2
- #When do shifted monsters start appearing in the wild?
- #0: Never
- #1: After Sun Palace
- #2: At any time
- improved_mobility_limit: 1
- #Restrict placement of monsters with improved mobility abilities (improved flying, improved swimming, dual mobility, and lofty mount)
- #0: Do not restrict placement of these monsters
- #1: Monsters with these abilities will not show up in the Mountain Path, Blue Caves, Stronghold Dungeon, Snowy Peaks, Sun Palace, or Ancient Woods.
- include_spectral_familiars_in_pool: 1
- #Adds the four spectral familiars to be included in the randomized monster pool
- #0: Do not include the spectral familiars in the pool
- #1: Include the four spectral familiars in the monster pool
- include_bard_in_pool: 1
- #Adds Bard to be included in the randomized monster pool
- #0: Do not include Bard in the pool
- #1: Include Bard in the pool
- randomize_monster_skill_trees: 1
- #When enabled, each monster specie will have three or four randomly selected skill trees rather than their normal skill trees
- #0: Do not randomize skill trees
- #1: Randomize monster skill trees
- randomize_monster_ultimates: 1
- #When enabled, each monster specie will have its three ultimate skills randomized
- #0: Do not randomize ultimate skills
- #1: Randomize monsters' ultimate skills
- randomize_monster_shift_skills: 1
- #When enabled, each monster specie will have its light and dark shift skills randomized
- #0: Do not randomize shift skills
- #1: Randomize monsters' shift skills
- lock_explore_abilities: 0
- #If enabled, explore abilities cannot be used until a corresponding item has been collected. The items required to use explore abilities depends on the selected option
- #0: Monster abilities are always available
- #1: Each monster is grouped into one of 16 types, and each monster type has a separate item that unlocks their explore abilities
- #2: Each explore ability must be unlocked separately. For example, unlocking Flying will allow that ability to be used on any monster with the Flying ability
- #3: Each monster species will require a unique item to unlock its explore ability (excepting evolutions where the ability doesn't change)
- #4: Monster abilities are grouped by function and unlocked progressively. This helps to keep more advanced abilities from being made available early in the game
- #5: Similar to Progression, except there are a smaller number of progressive groups, and more advanced abilities require combinations of different progression chains
- cryomancer_check_restrictions: 2
- #Sets how to handle the four Lady Stasis / Cryomancer checks in Snowy Peaks.
- #0: The location will contain its vanilla items (Dodo eggs and reward box lvl 2)
- #1: The location is randomized with everything else
- #2: The location will contain a junk item
- koi_egg_placement: 1
- #Sets how to handle the Caretaker's Koi egg gift check
- #0: The location will contain its vanilla item (Koi Egg).
- #1: The location is randomized with everything else
- #2: The location will contain a junk item
- bard_egg_placement: 1
- #Sets how to handle the Bard egg gift check
- #0: The location will contain its vanilla item (Bard Egg).
- #1: The location is randomized with everything else
- #2: The location will contain a junk item
- skorch_egg_placement: 1
- #Sets how to handle Bex's Skorch egg gift check
- #0: The location will contain its vanilla item (Skorch Egg).
- #1: The location is randomized with everything else
- #2: The location will contain a junk item
- spectral_familiar_egg_placement: 2
- #Sets how to handle the four gift checks given by each of the spectral familiars in Eternity's End
- #0: The four spectral familiar gift checks will contain their respective egg (Spectral Wolf will give the spectral wolf egg, etc)
- #1: The four spectral familiar gift checks will be randomized with everything
- #2: The four spectral familiar gift checks will contain junk items
- no_progression_in_underworld: 0
- #If enabled, no progression items will be placed in the Underworld
- #0: Any item may be placed in the Underworld
- #1: Progression items will not be place in the Underworld
- no_progression_in_forgotten_world: 0
- #If enabled, no progression items will be placed in the Forgotten World
- #0: Any item may be placed in the Forgotten World
- #1: Progression items will not be place in the Forgotten World
- old_man_check_restrictions: 0
- #Sets how to handle the Old Man by the Sea (Memorial Ring) check in Horizon Beach.
- #0: The location is randomized with everything else
- #1: The location will contain a junk item
- fisherman_check_restrictions: 0
- #Sets how to handle the Fisherman (5 Rare Seashells) check in Horizon Beach.
- #0: The location is randomized with everything else
- #1: The location will contain a junk item
- wanderers_gift_check_restrictions: 1
- #Sets how to handle the Wanderer's gift check for collecting 3 Celestial Feathers and defeating Dracomer in the Forgotten World.
- #0: The location is randomized with everything else
- #1: The location will contain a junk item
- monsters_always_drop_egg: 1
- #Determines whether monster encounters will always drop an egg
- #0: No, normal rules for egg drop chances apply
- #1: Yes, all monsters in an encounter will always drop an egg
- monsters_always_drop_catalyst: 1
- #If enabled, evolved monsters will always give their catalyst as a battle reward
- #0: Disabled
- #1: Enabled
- include_chaos_relics: 3
- #Are chaos relics included in the random item pool?
- #0: Relics of Chaos will not be added to the item pool
- #1: Relics of Chaos can be added to the item pool, but are not guaranteed
- #2: At least 5 Relics of Chaos will be included in the item pool
- #3: All Relics of Chaos will be added to the item pool
- include_looters_handbook: 0
- #Add the "Looter's Handbook" item to the item pool. When the player has this item in their inventory, chest sprites will update to match their contents: purple chests contain progression items, green chests contain useful items, and brown chests contain filler items. Traps can be in chests of any color.
- #0: No
- #1: Yes
- automatically_scale_equipment: 1
- #When enabled, all weapon and accessory items are automatically scaled to match the player's progress
- #0: Disabled. Weapon and accessory levels are randomized when the item pool is generated
- #1: By level. Weapons and accessories are scaled with the highest monster level the player has
- #2: By rank. Weapons and accessories are scaled with the number of champions the player has defeated
- #3: By map progress. Weapons and accessories are scaled with the percentage of the map the player has uncovered
- key_of_power_champion_unlock: 12
- #ranges in value from 0 to 26. When set to a value from 1-26, after the player has defeated that many champions they are given the Key of Power. If set to 0, this option is disabled and the Key of Power is added to the item pool
- add_smoke_bombs: 1
- #If enabled, the player will start with 50 smoke bombs
- #0: Disabled
- #1: Enabled
- starting_gold: 500
- #Override the player's starting gold. The amount is counted in increments of 100. Default is 100g
- #Range from 0 to 1000
- #Starting amount can be from 0g to 100,000g
- drop_chance_craftingmaterial: 100
- #Controls the relative frequency that a random non-progression item is a crafting material
- #Range from 0 to 100
- drop_chance_consumable: 50
- #Controls the relative frequency that a random non-progression item is a consumable
- #Range from 0 to 100
- drop_chance_food: 50
- #Controls the relative frequency that a random non-progression item is a food item
- #Range from 0 to 100
- drop_chance_catalyst: 0
- #Controls the relative frequency that a random non-progression item is a catalyst
- #Range from 0 to 100
- drop_chance_weapon: 100
- #Controls the relative frequency that a random non-progression item is a weapon
- #Range from 0 to 100
- drop_chance_accessory: 100
- #Controls the relative frequency that a random non-progression item is an accessory
- #Range from 0 to 100
- drop_chance_currency: 40
- #Controls the relative frequency that a random non-progression item is gold
- #Range from 0 to 100
- skip_plot: 1
- #Allows you to skip plot-related progression.
- #If enabled, the keeper stronghold, dungeon, and horizon beach, and underworld no longer require any amount of story progression to be accessed.
- #Also removes many of the cut-scenes and dialog for the various keepers and alchemists throughout the game
- #0: Disabled
- #1: Enabled
- skip_keeper_battles: 0
- #If enabled, skips all keeper battles.
- #0: Disabled
- #1: Enabled
- local_area_keys: 0
- #Controls where area keys can be placed
- #0: Area keys can show up anywhere in any world (following normal logic rules)
- #1: Area keys will only show up in the Monster Sanctuary player's world, and they will only appear in their own area
- remove_locked_doors: 0
- #Removes locked doors
- #0: Do not remove any locked doors
- #1: Remove extraneous locked doors such that each area only has one place where keys are used
- #2: Remove all locked doors
- open_blue_caves: 0
- #If enabled, the Blue Caves to Mountain Path shortcut will start opened
- #0: Disabled
- #1: Enabled
- open_stronghold_dungeon: 0
- #Opens shortcuts and entrances within and to the Stronghold Dungeon
- #0: Disabled
- #1: Entrances. Opens up entrances to the Dungeon from the Blue Caves and Ancient Woods
- #2: Shortcuts. Opens up interior gates and shortcuts within the Dungeon
- #3: Fully open. Opens both Entrances and Shortcuts
- open_ancient_woods: 0
- #If enabled, opens up alternate routes to access the Brutus and Goblin King fights.
- #NOTE: These shortcuts allow you to bypass the need for Ancient Woods Keys. It is recommended to only use this setting if locked doors are turned off.
- #0: Disabled
- #1: Enabled
- open_snowy_peaks: 0
- #If enabled, opens up shortcuts within Snowy Peaks
- #0: Disabled
- #1: Enabled
- open_sun_palace: 0
- #Opens shortcuts and entrances within and so Sun Palace
- #0: Disabled
- #1: Entrances. Opens the gate between Snowy Peaks and Sun Palace
- #2: Raise Pillar. Raises the central pillar, lowers the water level, and opens the east and west shortcuts
- #3: Fully open. Opens both Entrances and raises the pillar
- open_horizon_beach: 0
- #Opens shortcuts and entrances within and to Horizon Beach
- #0: Disabled
- #1: Entrances. Opens the elemental door locks between Ancient Woods and Horizon Beach, as well as the Magma Chamber to Horizon Beach shortcut
- #2: Shortcuts. Opens the shortcut in central Horizon Beach
- #3: Fully open. Opens both Entrances and Shortcuts
- open_magma_chamber: 0
- #Opens shortcuts and entrances within and to the Magma Chamber
- #0: Disabled
- #1: Entrances. Opens the rotating gates between Ancient Woods and Magma Chamber, and the breakable wall between Forgotten World and Magma Chamber
- #2: Lower Lava. Removes the runestone shard from the item pool, lowers the lava, and opens all interior shortcut gates
- #3: Fully open. Opens both Entrances and Lowers Lava
- open_blob_burg: 0
- #Opens up Blob Burg
- #0: Disabled
- #1: Entrances. Removes the blob key from the item pool and makes Blob Burg start opened up with no requirements
- #2: Open Walls. Opens up all areas within Blob Burg, removing the need to incremementally open via chests.
- #3: Fully open. Opens both Entrances and all Walls
- open_forgotten_world: 0
- #Opens shortcuts and entrances within and to Forgotten World
- #0: Disabled
- #1: Entrances. Opens alternative entrances to Forgotten World from Horizon Beach and Magma Chamber
- #2: Shortcuts. Opens one-way shortcuts in the Forgotten World
- #3: Fully open. Opens both Entrances and Shortcuts
- open_mystical_workshop: 0
- #If enabled, opens up the northern shortcut within Mystical Workshop
- #NOTE: This shortcut allows you to bypass the need for Mystical Workshop Keys. It is recommended to only use this setting if locked doors are turned off
- #0: Disabled
- #1: Enabled
- open_underworld: 2
- #Opens shortcuts and entrances within and to the Underworld
- #0: Disabled
- #1: Entrances. Removes sanctuary tokens from the item pool and opens up the Underworld door in Blue Caves, as well as the shortcut between Sun Palace and the Underworld
- #2: Shortcuts. Opens all shortcuts and enables all grapple points
- #3: Fully open. Opens both Entrances and Shortcuts
- open_abandoned_tower: 0
- #Opens shortcuts and entrances within and to the Abandoned Tower
- #0: Disabled
- #1: Entrances. Removes the key of power from the item pool and opens both doors between Mystical Workshop and Abandoned Tower
- #2: Shortcuts. Opens the shortcuts within Abandoned Tower
- #3: Fully open. Opens both Entrances and Shortcuts
- hints: 1
- #Adds hints for common checks, items, and monsters
- #0: Disabled
- #1: Enabled
- goal: 0
- #Victory condition for the game
- #0: Defeat Mad Lord
- #1: Defeat all 27 champions
- death_link: 1
- #Will send death links when you lose a battle. Receiving a death link has no effect currently.
- description: 'Generated by https://archipelago.gg/ for Monster Sanctuary AP world v1.3.0'
- game: Monster Sanctuary
- name: Keeper
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