Angband

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
Gameplay Options

Artifacts As Checks

Choose how artifacts interact with Archipelago. "One to One" (the default and the way the randomizer is balanced): every artifact is its own location check. Picking up an artifact sends that artifact's check and the real artifacts are instead handed out by the multiworld. Descending past the early dungeon also requires having received enough "Progressive ... Artifact" items, so the artifacts gate progression. "Accumulated": artifacts are still handed out by the multiworld and still gate descent exactly as in One to One, but the location checks are milestones - "Find #X Artifacts" - that fire on your X'th distinct artifact pickup no matter which artifacts you find. The milestones are spread deeper the further you descend (see the docs), reaching every artifact by the bottom. "Off": artifacts spawn and behave normally, only unique-monster kills are checks, and the dungeon has no artifact gating. The connected game reads this from slot_data (key "artifacts_as_checks": 0 = Off, 1 = One to One, 2 = Accumulated).
0
25
0
0

Resistances

Choose how the character's power curve works. "Standard": normal Angband play. Your equipment is whatever you find, and (if artifacts are checks) the multiworld hands out artifacts. "Equipment Traits": you cannot use artifacts and cannot equip anything except a ranged weapon and a light source. Instead you wield an unremovable Archipelago Weapon, and the multiworld items are traits that improve it: every resistance, protections, to-hit/damage/dice/lightness, armor class, speed, extra blows and three progressive slays. The fire/cold/lightning/acid resists are progressive (resist, then an at-will temporary-resist activation, then immunity). Dungeon depth is gated on these traits instead of artifacts. "Full Traits": Equipment Traits, and additionally your character is switched to the Archipelago race - worst-in-everything - whose stats and skills are improved by additional multiworld trait items. Trait modes replace the artifact items in the pool, so they require Artifacts As Checks to be On (One to One or Accumulated). The connected game reads this from slot_data (key "resistances": 0 = Standard, 1 = Equipment Traits, 2 = Full Traits).
25
0
0
0

Black Market Price Multiplier

Price multiplier for the Black Market's "buy a missed artifact location" gold sink. While artifacts are checks (One to One or Accumulated), pressing $ in the Black Market lets you spend gold to send an artifact location check you would otherwise have to hunt for. The cost is this multiplier times the artifact's base value; a higher multiplier makes the gold sink more expensive. The connected game reads this from slot_data (key "black_market_price_multiplier"). Has no effect when Artifacts As Checks is Off.
This is a range option.

Accepted values:
Normal range: 1 - 5
0
25
0
0
0
0
0

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
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.