Crab Champions

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
Goal

Required Rank

The rank you must reach to win. A run counts when you finish the final island at this rank or higher, so a Gold run also counts for Silver. Rank comes from the difficulty modifier points you have active: Bronze (0), Silver (1), Gold (2-3), Sapphire (4-5), Emerald (6-7), Ruby (8-9), Diamond (10-15), Prismatic (16+) Bronze means any clear: it has no checks of its own, the plain "Complete Island X" and "Complete Island X with Weapon" checks stand in for it. Higher ranks need more modifier cards, so they are harder. See Extra Rank Checks to also get checks for the other ranks.
25
0
0
0
0
0
0
0
0

Run Length

How many islands a run must complete to count as finished. The game cycles biomes every 28 islands, so: short (28): one full biome cycle full (56): two full biome cycles Island and equipment checks scale with this value: a Full run has about twice as many of them as a Short run. Pickup checks and the per-rank Complete Run checks do not change.
25
0
0

Weapons for Completion

How many DIFFERENT weapons must be used to complete victory-rank runs before you can win. E.g. with this set to 5, you'll need to finish the final island five separate times, each with a different weapon, all at Required Rank or higher. Only weapons in the AP pool count toward this. Weapons you have from the start can still generate location checks (see Equipment Check Mode), but they never advance the goal. Weapons in Pool is raised to match this value when it is lower. Capped at the total number of weapons in the game (21).
This is a range option.

Accepted values:
Normal range: 1 - 21
0 ❌
25 ❌
0 ❌
0
0
0
0

Melee for Completion

How many DIFFERENT melee weapons must be used to complete victory-rank runs before you can win. Works the same as Weapons for Completion but for melee. Set to 0 to disable melee entirely - no melee items in the pool, no melee location checks, and no melee requirement for victory.
This is a range option.

Accepted values:
Normal range: 0 - 6
0 ❌
25 ❌
0 ❌
0
0
0
0

Abilities for Completion

How many DIFFERENT abilities must be used to complete victory-rank runs before you can win. Works the same as Weapons for Completion but for abilities. Set to 0 to disable abilities entirely - no ability items in the pool, no ability location checks, and no ability requirement for victory.
This is a range option.

Accepted values:
Normal range: 0 - 9
0 ❌
25 ❌
0 ❌
0
0
0
0
Equipment

Weapons in Pool

How many weapons are randomly selected from the 21 available to be AP items. Pool weapons must be received via Archipelago before you can use them. Weapons not in the pool are always available from the start. Each pool weapon also gets its own per-island run checks, so a larger pool means more checks. Example: pool=5, for_completion=3 means 5 weapons are AP items, all 5 have location checks, but only 3 distinct ones must be used to win. Raised to Weapons for Completion when lower. Set to 21 to put every weapon in the pool; Starting Weapons is then at least 1 so you always begin with something usable.
This is a range option.

Accepted values:
Normal range: 1 - 21
0 ❌
25 ❌
0 ❌
0
0
0
0

Melee in Pool

How many melee weapons (out of 6) are randomly selected to be AP items. See Weapons in Pool for the full mechanic. Raised to Melee for Completion when lower, and forced to 0 when Melee for Completion is 0. Set to 6 to put every melee weapon in the pool; Starting Melee is then at least 1 so you always begin with something usable.
This is a range option.

Accepted values:
Normal range: 0 - 6
0 ❌
25 ❌
0 ❌
0
0
0
0

Abilities in Pool

How many abilities (out of 9) are randomly selected to be AP items. See Weapons in Pool for the full mechanic. Raised to Abilities for Completion when lower, and forced to 0 when Abilities for Completion is 0. Set to 9 to put every ability in the pool; Starting Abilities is then at least 1 so you always begin with something usable.
This is a range option.

Accepted values:
Normal range: 0 - 9
0 ❌
25 ❌
0 ❌
0
0
0
0

Starting Weapons

How many of your pool weapons you begin the game already holding. They are picked at random from Weapons in Pool, so you can start on equipment checks without waiting for a weapon from another player. A pool weapon you start with already counts toward Weapons for Completion. A weapon you start with is removed from the item pool, so its slot goes to filler. Must be less than Weapons in Pool (reduced if not), except that a full pool of 21 forces at least 1.
This is a range option.

Accepted values:
Normal range: 0 - 20
25 ❌
0 ❌
0
0
0
0

Starting Melee

How many of your pool melee weapons you begin the game already holding. Works like Starting Weapons. Must be less than Melee in Pool (reduced if not), except that a full pool of 6 forces at least 1.
This is a range option.

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

Starting Abilities

How many of your pool abilities you begin the game already holding. Works like Starting Weapons. Must be less than Abilities in Pool (reduced if not), except that a full pool of 9 forces at least 1.
This is a range option.

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

Equipment Check Mode

Controls whether non-pool weapons/melee/abilities have their own run-completion location checks. (Pool equipment ALWAYS has checks - this option is only about non-pool items, which are available from the start.) These are bonus locations only. Non-pool equipment NEVER counts toward Weapons/Melee/Abilities for Completion, no matter which mode is picked - otherwise the goal could be met without receiving a single AP item. regular: Non-pool equipment runs are normal location checks that can hold any item, including progression. Maximum locations. filler_only: Non-pool equipment runs exist as locations but are marked excluded - they only ever hold filler. Adds checks for variety without requiring you to use every weapon for progression. disabled: Non-pool equipment run locations are not generated at all. This is the default due to how many extra locations it creates.
0
0
25
0
Run Checks

Check Layout

How island checks are named and counted. island_number: one check per island number, "Complete Island 15". biome: one check per biome and island slot, "Complete Ice Island 1", "Reach Desert Shop". The same biome and slot only counts once, so repeating a biome in a run sends nothing new. A full-length run also gets a second set of checks for its second pass, "Complete Ice Island 1 (Loop 2)". The number of checks is the same in both layouts. With Biome Lock on, a biome check needs that biome's Access item. Rank and equipment checks follow the same layout.
25
0
0

Extra Rank Checks

Whether ranks besides Required Rank get their own checks. A higher rank counts for all lower ranks, so one Gold clear also covers the Silver and plain checks. none: Only Required Rank has ranked checks (plus the plain checks, which any clear sends). Smallest pool. progression: Every rank from Silver up to Max Rank gets ranked checks, and they can hold progression items. Many more checks, and higher difficulty becomes real progression. filler_only: The same checks as progression, but those above Required Rank only hold filler. Extra checks for variety without having to grind high ranks for important items. Does nothing when Required Rank and Max Rank are both Bronze.
25
0
0
0

Max Rank

The highest rank that gets its own checks. Raised to Required Rank when lower. A run above Max Rank still counts for every rank up to Max Rank. Bronze here means only the plain checks. Only used when Extra Rank Checks is not "none"; otherwise just Required Rank has ranked checks.
0
0
0
25
0
0
0
0
0

Minimize Run Checks

Leaves out checks that a more specific check already covers, for a smaller world: - "Complete Island X on Rank" (the per-rank island checks) are removed; the plain "Complete Island X" stays. - "Complete Island X with Weapon" (plain equipment checks) are removed when the goal is above Bronze, since "with Weapon on Rank" covers them. With a Bronze goal or Extra Rank Checks on they stay, as they are the Bronze checks. "Complete Island X with Weapon on Rank" is always kept.
25
0
0
Biomes

Biome Lock

Runs can only enter biomes you own the Access item for (Tropical, Ice, Desert and Volcano Access). You start with the Access item of your starting biome. When the next biome of a run is one you do not own, the run goes to a biome you do own instead, and repeats the same biome if it is the only one. With the island number Check Layout, island checks stay reachable with a single biome, because a repeated biome keeps counting up the island numbers. With the biome layout, each biome's checks need its Access item. Turn this off to play the game's normal biome order, with no Access items.
0
25
0

Starting Biome

The biome your runs start in when Biome Lock is on. You own its Access item from the start. Random picks one of the four biomes for the seed.
0
0
0
0
25
Pickup Checks

Pickup Checks

Picking up a perk, relic, weapon mod, melee mod or ability mod for the first time sends a check, e.g. "Perk: Driller" or "Relic: Time Ring". Up to 341 checks (318 with Greed Item Mode on skip). When off, these checks do not exist and the world is only island, equipment and rank checks. Perks, mods and relics are still received as items, but a small world only holds a random part of them. See Limit Pickups to scale this down.
0
25
0

Granted Item Checks

When on, receiving a perk, mod or relic from the multiworld also completes that item's pickup check, e.g. being sent Driller checks "Perk: Driller". When off, pickup checks only come from finding items in a run: loot, chests, totems and shop purchases. Items you drop and pick back up, and the lobby's free item, never count either way. Has no effect when Pickup Checks is off.
0
25
0

Limit Pickups

Limit pickups to a random set matching your per-run inventory caps (24 perks, 24 weapon mods, 12 ability mods, 12 melee mods, 10 relics). off: every pickup can be an item and has a check. pool_and_checks: only the chosen set is sent as items and has checks. pool_only: only the chosen set is sent as items; every pickup keeps its check, so the rest are filled with other things. checks_only: every pickup can be an item, but only the chosen set has checks. Pickups outside the set can still be found in a run; they just are not sent or received, and where checks are limited they send no check. The set always has a provider for each pickup that needs another one, so no check becomes unreachable. Checks need Pickup Checks.
25
0
0
0
0

Greed Item Mode

How to handle Greed items - perks/relics/mods that can't be dropped once picked up, making them a permanent commitment for the run. auto: Greed items received from AP go directly to your inventory the next time you start a run, even though you can't drop them. drop: Greed items received from AP spawn on the lobby floor for you to pick up only when you're ready to commit. skip: Greed items are never granted via AP at all. You can only find them naturally in-game. Their pickup locations are also excluded from generation.
0
0
25
0
Inventory Slots

Progressive Inventory Slots

When enabled, you start with fewer inventory slots than the game normally allows, and receive additional slots as AP items. The in-game crystal-purchase upgrade for slots is blocked. When disabled, you have all slots available from the start as normal. See Starting Perk/Weapon Mod/Ability Mod/Melee Mod Slots to control how many slots you start with.
25
0
0

Starting Perk Slots

When Progressive Inventory Slots is enabled, how many perk slots you start with. The remaining (24 - this value) slots are sent as "Progressive Perk Slot" items in the AP pool. Has no effect when Progressive Inventory Slots is disabled.
This is a range option.

Accepted values:
Normal range: 1 - 24
0 ❌
25 ❌
0 ❌
0
0
0
0

Starting Weapon Mod Slots

When Progressive Inventory Slots is enabled, how many weapon mod slots you start with. The remaining (24 - this value) slots are sent as "Progressive Weapon Mod Slot" items in the AP pool. Has no effect when Progressive Inventory Slots is disabled.
This is a range option.

Accepted values:
Normal range: 1 - 24
0 ❌
25 ❌
0 ❌
0
0
0
0

Starting Ability Mod Slots

When Progressive Inventory Slots is enabled, how many ability mod slots you start with. The remaining (12 - this value) slots are sent as "Progressive Ability Mod Slot" items in the AP pool. Has no effect when Progressive Inventory Slots is disabled.
This is a range option.

Accepted values:
Normal range: 1 - 12
0 ❌
25 ❌
0 ❌
0
0
0
0

Starting Melee Mod Slots

When Progressive Inventory Slots is enabled, how many melee mod slots you start with. The remaining (12 - this value) slots are sent as "Progressive Melee Mod Slot" items in the AP pool. Has no effect when Progressive Inventory Slots is disabled.
This is a range option.

Accepted values:
Normal range: 1 - 12
0 ❌
25 ❌
0 ❌
0
0
0
0
Received Items

Starting Item Percentage

Percentage of your received perks, mods and relics that you start each run with, picked at random (rounded up). The rest can arrive at each new biome, see Biome Item Percentage. Crystals always come in full, and items received during a run are applied right away. Set to 100 to start every run with everything you have received.
This is a range option.

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

Biome Item Percentage

When you clear the last island of a biome, this percentage of the received perks, mods and relics you don't have yet this run is granted, picked at random (rounded up). Higher values make runs easier as they go on. Set to 0 to only ever get the items from Starting Item Percentage. Has no effect when Starting Item Percentage is 100.
This is a range option.

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

Crystal Cache Percentage

Share of the spare item slots that become crystals rather than extra copies of perks and mods. Spare slots are what is left after equipment, one of each pickup, Biome Access, slot items, traps and Perk Boosts. 0% = all spare slots are extra perks/mods 75% = default mix 100% = all spare slots are crystals Crystals come in three sizes: Cache (50 crystals, 60% of them), Hoard (100, 35%) and Jackpot (500, 5%).
This is a range option.

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

Guaranteed Items

Extra copies of perks and mods, by exact item name. Example: guaranteed_items: Time Bolt: 2 Driller: 3
Traps

Trap Percentage

Share of the spare item slots that become traps. Traps make a run harder for a short time; none of them is permanent, removes your equipment, or can kill you outright. 0 = no traps (default). Spare slots are what is left after equipment, one of each pickup, Biome Access and slot items. Traps are placed before Perk Boosts, so 100 leaves no room for them.
This is a range option.

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

Trap Weights

Relative chance of each trap kind (0 to 100). Traps left out never appear. Example: trap_weights: Crystal Tax: 30 Bruise Trap: 10

Trap Duration (seconds)

How many seconds the timed traps last: Weak Shots, Grow, Shrink and both gravity traps. (Slowdown lasts one island instead.)
This is a range option.

Accepted values:
Normal range: 5 - 120
0 ❌
25 ❌
0 ❌
0
0
0
0

Trap Grace (seconds)

A trap received in the lobby or just as an island begins waits this many seconds into the island before it hits, so you can look around first. 0 = no wait.
This is a range option.

Accepted values:
Normal range: 0 - 60
0 ❌
25 ❌
0 ❌
0
0
0
0

Crystal Tax Percent

Share of your current crystals a Crystal Tax takes.
This is a range option.

Accepted values:
Normal range: 5 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Slowdown Percent

How much slower a Slowdown Trap makes you, as a percentage of your normal walk speed.
This is a range option.

Accepted values:
Normal range: 10 - 80
0 ❌
25 ❌
0 ❌
0
0
0
0

Weak Shots Damage Percent

Share of your normal outgoing damage you still deal during a Weak Shots Trap. 50 = half damage.
This is a range option.

Accepted values:
Normal range: 10 - 90
0 ❌
25 ❌
0 ❌
0
0
0
0

Bruise Percent

Share of your current health a Bruise Trap takes. It never takes the last point.
This is a range option.

Accepted values:
Normal range: 5 - 90
0 ❌
25 ❌
0 ❌
0
0
0
0
Perk Boost

Perk Boost Count

How many Perk Boost items are in the pool. When you receive one during a run, a random perk you are holding goes up by Perk Boost Levels levels, like picking up that perk again several times. Boosts take spare filler slots after traps. 0 = none.
This is a range option.

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

Perk Boost Levels

How many levels one Perk Boost adds to the perk it picks. Greed perks are never picked; if you hold no other perk, the boost waits until you do.
This is a range option.

Accepted values:
Normal range: 1 - 10
0 ❌
25 ❌
0 ❌
0
0
0
0
Multiplayer

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, Arrow: 3}

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.