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Monster Sanctuary archipelago yaml

Sep 22nd, 2026
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  1. Monster Sanctuary:
  2. logic_difficulty: 0
  3. #Sets the difficulty of movement that is required from the player. Default is casual
  4. #0: Casual: Logic will only require of you what the vanilla game expects.
  5. #1: Advanced: Logic can require difficult jumps and require using abilities in unintended ways.
  6. #2: Expert: Logic can require frame-perfect (or near frame-perfect) jumps while using abilities in ways they weren't intended.
  7. tedious_checks: 0
  8. #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.
  9. #0: Disabled
  10. #1: Enabled
  11.  
  12. randomize_monsters: 1
  13. #Randomization rules for monsters
  14. #0: Monsters are not randomized
  15. #1: Monsters are entirely randomized, with every monster replaced with any other monster
  16. #2: Monsters of the same specie are all randomized to another monster specie (this is how the built-in randomizer works)
  17. #3: Within a given encounter, all monsters of the same specie are randomized to another specie. Each encounter is randomized entirely separately.
  18. monster_shift_rule: 2
  19. #When do shifted monsters start appearing in the wild?
  20. #0: Never
  21. #1: After Sun Palace
  22. #2: At any time
  23. improved_mobility_limit: 1
  24. #Restrict placement of monsters with improved mobility abilities (improved flying, improved swimming, dual mobility, and lofty mount)
  25. #0: Do not restrict placement of these monsters
  26. #1: Monsters with these abilities will not show up in the Mountain Path, Blue Caves, Stronghold Dungeon, Snowy Peaks, Sun Palace, or Ancient Woods.
  27. include_spectral_familiars_in_pool: 1
  28. #Adds the four spectral familiars to be included in the randomized monster pool
  29. #0: Do not include the spectral familiars in the pool
  30. #1: Include the four spectral familiars in the monster pool
  31. include_bard_in_pool: 1
  32. #Adds Bard to be included in the randomized monster pool
  33. #0: Do not include Bard in the pool
  34. #1: Include Bard in the pool
  35. randomize_monster_skill_trees: 1
  36. #When enabled, each monster specie will have three or four randomly selected skill trees rather than their normal skill trees
  37. #0: Do not randomize skill trees
  38. #1: Randomize monster skill trees
  39. randomize_monster_ultimates: 1
  40. #When enabled, each monster specie will have its three ultimate skills randomized
  41. #0: Do not randomize ultimate skills
  42. #1: Randomize monsters' ultimate skills
  43. randomize_monster_shift_skills: 1
  44. #When enabled, each monster specie will have its light and dark shift skills randomized
  45. #0: Do not randomize shift skills
  46. #1: Randomize monsters' shift skills
  47. lock_explore_abilities: 0
  48. #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
  49. #0: Monster abilities are always available
  50. #1: Each monster is grouped into one of 16 types, and each monster type has a separate item that unlocks their explore abilities
  51. #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
  52. #3: Each monster species will require a unique item to unlock its explore ability (excepting evolutions where the ability doesn't change)
  53. #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
  54. #5: Similar to Progression, except there are a smaller number of progressive groups, and more advanced abilities require combinations of different progression chains
  55.  
  56. cryomancer_check_restrictions: 2
  57. #Sets how to handle the four Lady Stasis / Cryomancer checks in Snowy Peaks.
  58. #0: The location will contain its vanilla items (Dodo eggs and reward box lvl 2)
  59. #1: The location is randomized with everything else
  60. #2: The location will contain a junk item
  61. koi_egg_placement: 1
  62. #Sets how to handle the Caretaker's Koi egg gift check
  63. #0: The location will contain its vanilla item (Koi Egg).
  64. #1: The location is randomized with everything else
  65. #2: The location will contain a junk item
  66. bard_egg_placement: 1
  67. #Sets how to handle the Bard egg gift check
  68. #0: The location will contain its vanilla item (Bard Egg).
  69. #1: The location is randomized with everything else
  70. #2: The location will contain a junk item
  71. skorch_egg_placement: 1
  72. #Sets how to handle Bex's Skorch egg gift check
  73. #0: The location will contain its vanilla item (Skorch Egg).
  74. #1: The location is randomized with everything else
  75. #2: The location will contain a junk item
  76. spectral_familiar_egg_placement: 2
  77. #Sets how to handle the four gift checks given by each of the spectral familiars in Eternity's End
  78. #0: The four spectral familiar gift checks will contain their respective egg (Spectral Wolf will give the spectral wolf egg, etc)
  79. #1: The four spectral familiar gift checks will be randomized with everything
  80. #2: The four spectral familiar gift checks will contain junk items
  81. no_progression_in_underworld: 0
  82. #If enabled, no progression items will be placed in the Underworld
  83. #0: Any item may be placed in the Underworld
  84. #1: Progression items will not be place in the Underworld
  85. no_progression_in_forgotten_world: 0
  86. #If enabled, no progression items will be placed in the Forgotten World
  87. #0: Any item may be placed in the Forgotten World
  88. #1: Progression items will not be place in the Forgotten World
  89. old_man_check_restrictions: 0
  90. #Sets how to handle the Old Man by the Sea (Memorial Ring) check in Horizon Beach.
  91. #0: The location is randomized with everything else
  92. #1: The location will contain a junk item
  93. fisherman_check_restrictions: 0
  94. #Sets how to handle the Fisherman (5 Rare Seashells) check in Horizon Beach.
  95. #0: The location is randomized with everything else
  96. #1: The location will contain a junk item
  97. wanderers_gift_check_restrictions: 1
  98. #Sets how to handle the Wanderer's gift check for collecting 3 Celestial Feathers and defeating Dracomer in the Forgotten World.
  99. #0: The location is randomized with everything else
  100. #1: The location will contain a junk item
  101.  
  102. monsters_always_drop_egg: 1
  103. #Determines whether monster encounters will always drop an egg
  104. #0: No, normal rules for egg drop chances apply
  105. #1: Yes, all monsters in an encounter will always drop an egg
  106. monsters_always_drop_catalyst: 1
  107. #If enabled, evolved monsters will always give their catalyst as a battle reward
  108. #0: Disabled
  109. #1: Enabled
  110. include_chaos_relics: 3
  111. #Are chaos relics included in the random item pool?
  112. #0: Relics of Chaos will not be added to the item pool
  113. #1: Relics of Chaos can be added to the item pool, but are not guaranteed
  114. #2: At least 5 Relics of Chaos will be included in the item pool
  115. #3: All Relics of Chaos will be added to the item pool
  116. include_looters_handbook: 0
  117. #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.
  118. #0: No
  119. #1: Yes
  120. automatically_scale_equipment: 1
  121. #When enabled, all weapon and accessory items are automatically scaled to match the player's progress
  122. #0: Disabled. Weapon and accessory levels are randomized when the item pool is generated
  123. #1: By level. Weapons and accessories are scaled with the highest monster level the player has
  124. #2: By rank. Weapons and accessories are scaled with the number of champions the player has defeated
  125. #3: By map progress. Weapons and accessories are scaled with the percentage of the map the player has uncovered
  126. key_of_power_champion_unlock: 12
  127. #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
  128. add_smoke_bombs: 1
  129. #If enabled, the player will start with 50 smoke bombs
  130. #0: Disabled
  131. #1: Enabled
  132. starting_gold: 500
  133. #Override the player's starting gold. The amount is counted in increments of 100. Default is 100g
  134. #Range from 0 to 1000
  135. #Starting amount can be from 0g to 100,000g
  136.  
  137. drop_chance_craftingmaterial: 100
  138. #Controls the relative frequency that a random non-progression item is a crafting material
  139. #Range from 0 to 100
  140. drop_chance_consumable: 50
  141. #Controls the relative frequency that a random non-progression item is a consumable
  142. #Range from 0 to 100
  143. drop_chance_food: 50
  144. #Controls the relative frequency that a random non-progression item is a food item
  145. #Range from 0 to 100
  146. drop_chance_catalyst: 0
  147. #Controls the relative frequency that a random non-progression item is a catalyst
  148. #Range from 0 to 100
  149. drop_chance_weapon: 100
  150. #Controls the relative frequency that a random non-progression item is a weapon
  151. #Range from 0 to 100
  152. drop_chance_accessory: 100
  153. #Controls the relative frequency that a random non-progression item is an accessory
  154. #Range from 0 to 100
  155. drop_chance_currency: 40
  156. #Controls the relative frequency that a random non-progression item is gold
  157. #Range from 0 to 100
  158.  
  159. skip_plot: 1
  160. #Allows you to skip plot-related progression.
  161. #If enabled, the keeper stronghold, dungeon, and horizon beach, and underworld no longer require any amount of story progression to be accessed.
  162. #Also removes many of the cut-scenes and dialog for the various keepers and alchemists throughout the game
  163. #0: Disabled
  164. #1: Enabled
  165. skip_keeper_battles: 0
  166. #If enabled, skips all keeper battles.
  167. #0: Disabled
  168. #1: Enabled
  169. local_area_keys: 0
  170. #Controls where area keys can be placed
  171. #0: Area keys can show up anywhere in any world (following normal logic rules)
  172. #1: Area keys will only show up in the Monster Sanctuary player's world, and they will only appear in their own area
  173. remove_locked_doors: 0
  174. #Removes locked doors
  175. #0: Do not remove any locked doors
  176. #1: Remove extraneous locked doors such that each area only has one place where keys are used
  177. #2: Remove all locked doors
  178. open_blue_caves: 0
  179. #If enabled, the Blue Caves to Mountain Path shortcut will start opened
  180. #0: Disabled
  181. #1: Enabled
  182. open_stronghold_dungeon: 0
  183. #Opens shortcuts and entrances within and to the Stronghold Dungeon
  184. #0: Disabled
  185. #1: Entrances. Opens up entrances to the Dungeon from the Blue Caves and Ancient Woods
  186. #2: Shortcuts. Opens up interior gates and shortcuts within the Dungeon
  187. #3: Fully open. Opens both Entrances and Shortcuts
  188. open_ancient_woods: 0
  189. #If enabled, opens up alternate routes to access the Brutus and Goblin King fights.
  190. #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.
  191. #0: Disabled
  192. #1: Enabled
  193. open_snowy_peaks: 0
  194. #If enabled, opens up shortcuts within Snowy Peaks
  195. #0: Disabled
  196. #1: Enabled
  197. open_sun_palace: 0
  198. #Opens shortcuts and entrances within and so Sun Palace
  199. #0: Disabled
  200. #1: Entrances. Opens the gate between Snowy Peaks and Sun Palace
  201. #2: Raise Pillar. Raises the central pillar, lowers the water level, and opens the east and west shortcuts
  202. #3: Fully open. Opens both Entrances and raises the pillar
  203. open_horizon_beach: 0
  204. #Opens shortcuts and entrances within and to Horizon Beach
  205. #0: Disabled
  206. #1: Entrances. Opens the elemental door locks between Ancient Woods and Horizon Beach, as well as the Magma Chamber to Horizon Beach shortcut
  207. #2: Shortcuts. Opens the shortcut in central Horizon Beach
  208. #3: Fully open. Opens both Entrances and Shortcuts
  209. open_magma_chamber: 0
  210. #Opens shortcuts and entrances within and to the Magma Chamber
  211. #0: Disabled
  212. #1: Entrances. Opens the rotating gates between Ancient Woods and Magma Chamber, and the breakable wall between Forgotten World and Magma Chamber
  213. #2: Lower Lava. Removes the runestone shard from the item pool, lowers the lava, and opens all interior shortcut gates
  214. #3: Fully open. Opens both Entrances and Lowers Lava
  215. open_blob_burg: 0
  216. #Opens up Blob Burg
  217. #0: Disabled
  218. #1: Entrances. Removes the blob key from the item pool and makes Blob Burg start opened up with no requirements
  219. #2: Open Walls. Opens up all areas within Blob Burg, removing the need to incremementally open via chests.
  220. #3: Fully open. Opens both Entrances and all Walls
  221. open_forgotten_world: 0
  222. #Opens shortcuts and entrances within and to Forgotten World
  223. #0: Disabled
  224. #1: Entrances. Opens alternative entrances to Forgotten World from Horizon Beach and Magma Chamber
  225. #2: Shortcuts. Opens one-way shortcuts in the Forgotten World
  226. #3: Fully open. Opens both Entrances and Shortcuts
  227. open_mystical_workshop: 0
  228. #If enabled, opens up the northern shortcut within Mystical Workshop
  229. #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
  230. #0: Disabled
  231. #1: Enabled
  232. open_underworld: 2
  233. #Opens shortcuts and entrances within and to the Underworld
  234. #0: Disabled
  235. #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
  236. #2: Shortcuts. Opens all shortcuts and enables all grapple points
  237. #3: Fully open. Opens both Entrances and Shortcuts
  238. open_abandoned_tower: 0
  239. #Opens shortcuts and entrances within and to the Abandoned Tower
  240. #0: Disabled
  241. #1: Entrances. Removes the key of power from the item pool and opens both doors between Mystical Workshop and Abandoned Tower
  242. #2: Shortcuts. Opens the shortcuts within Abandoned Tower
  243. #3: Fully open. Opens both Entrances and Shortcuts
  244.  
  245. hints: 1
  246. #Adds hints for common checks, items, and monsters
  247. #0: Disabled
  248. #1: Enabled
  249. goal: 0
  250. #Victory condition for the game
  251. #0: Defeat Mad Lord
  252. #1: Defeat all 27 champions
  253. death_link: 1
  254. #Will send death links when you lose a battle. Receiving a death link has no effect currently.
  255. description: 'Generated by https://archipelago.gg/ for Monster Sanctuary AP world v1.3.0'
  256. game: Monster Sanctuary
  257. name: Keeper
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