Crypt of the NecroDancer

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 who enabled death link dies. Of course, the reverse is true too.
25
0
0

DeathLink Type

How receiving a DeathLink should impact gameplay. Default is Tempo. Absolute: When receiving a DeathLink mid-run, you immediately die. Tempo: When receiving a DeathLink mid-run, a death timer will tick down the next 32 turns. If you can complete the level, the timer is removed and you avoid death. Having an active death timer will always treat a new DeathLink as an immediate death. Marv: Amplified Required: When receiving a DeathLink, receive a Marv follower. Multiple DeathLinks will add more Marvs. If any Marv is killed, you lose 20% of your max health every turn. If you can complete the level, all Marvs are removed and you avoid death. Note: The Marv setting requires Amplified, and will be swapped out for Tempo if chosen without Amplified. Any effects that trigger on-death will occur, including health potions.
0
25
0
0

Trap Link

When you receive a trap, everyone who enabled trap link also receives a trap. Of course, the reverse is true too. You will not receive traps that you have set to 0 in the trap_weights option. Default is false.
25
0
0

TrapLink Excluded Traps

Traps that can never be triggered by an incoming TrapLink trap, listed by their handler ID. Only applies to TrapLink-only traps (traps without a pool item); pool traps are excluded by setting their trap_weights entry to 0 instead. For the full list of handler IDs, see: https://github.com/lastingParadox/Archipelago-CotND/blob/crypt-of-the-necrodancer/worlds/cotnd/docs/traps.md
This option cannot be modified here. Please edit your .yaml file manually.
Goal Options

Goal

What goal to set for the Crypt of the NecroDancer multiworld. Default is Story. All_Zones: Clear All Zones mode with X amount of characters, where X is the value put for "All Zones Goal Clear". Zones: Clear X amount of zones, where X is the value put for "Zones Goal Clear". Will disable "All Zones" checks. Golden_Lute_Shards: Collect X Golden Lute Shard items, where X is the value put for "Golden Lute Shards Goal Clear". The shards are shuffled into the multiworld. Story: Beat the game's story bosses: Dead Ringer, NecroDancer I, NecroDancer II, Golden Lute (Frankensteinway, The Conductor with Amplified enabled). A story character on the Character Blacklist drops their bosses from the goal. If all of them are blacklisted, Cadence is kept.
0
0
0
25
0

Characters Required for All Zones Goal

Determines how many character completions are required for the All Zones goal. Default is 6. Note: If this value exceeds the number of characters in the pool, then this value will equal that number.
This is a range option.

Accepted values:
Normal range: 1 - 20
0 ❌
25 ❌
0 ❌
0
0
0
0

Amount required for Zones Goal

Determines how many separate zone completions are required for the Zones goal. Default is 24. Note: If this value exceeds the number of zones in the pool, then this value will equal that number.
This is a range option.

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

Amount required for Golden Lute Shards Goal

Determines how many Golden Lute Shards must be collected for the Golden Lute Shards goal. Default is 10.
This is a range option.

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

Golden Lute Shards in Pool

Determines how many Golden Lute Shards are shuffled into the multiworld for the Golden Lute Shards goal. Raised to match the goal amount if set lower than the required amount. Default is 13.
This is a range option.

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

Victory Trigger

Determines what must be completed to trigger victory. All zones must be unlocked to access either mode. Default is Ensemble. Disabled: Victory is sent automatically as soon as the goal is met, with no additional catalyst step. Ensemble: Complete an Ensemble Mode Run with your unlocked characters. Boss_Rush: Defeat all zone bosses in sequence (4, or 5 with Amplified enabled). The first boss room starts with a Red, Black, and Purple chest. Expensive_Purchase: Buy an expensive item in the AP lobby for a configurable diamond cost, once the goal has been met.
0
25
0
0
0

Expensive Purchase Price

Diamond cost of the Expensive Purchase when Victory Trigger is set to Expensive Purchase. Default is 150.
This is a range option.

Accepted values:
Normal range: 1 - 1000
0 ❌
25 ❌
0 ❌
0
0
0
0
Difficulty Options

All Zones Speedrun Times

Time limits in minutes for each character's All Zones check. -1 leaves a character untimed. Default is -1 for everyone. WARNING: This does not change logic. Generation still treats the location as reachable, the mod just will not send the location unless you reach the set speedrun time. It's suggested not to set these values too low, otherwise you'll get stuck. Note: A value of 0 is treated as -1 during generation, leaving the character untimed. Note: Values of 1 or 2 are raised to 3 during generation. A 3 minute run is pretty much unbeatable for any character that's not Bard or Dove.

Number of Permanent Health Upgrades

The number of permanent health upgrades to include in the multiworld. Setting this higher will make for an easier time in later runs, while making it lower will keep things challenging. Default is 3.
This is a range option.

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

DLCs

Which DLCs to include content from in progression and checks. Default is [Synchrony]. Options include: Amplified, Synchrony, Miku, Shovel Knight Note: Excluding the Synchrony DLC does not mean that you can play this APWorld without the Synchrony DLC. This is only to exclude content from the Synchrony DLC in the multiworld. Note: Excluding the Amplified DLC will remove Zone 5 from progression altogether.

Zone Progress Checks

How many checks each character earns per zone, counting the zone clear itself. Default is 2. Checks are spaced evenly through the zone, and clearing the zone is always one of them: 1: The zone clear only. 2: Floor 2 and the zone clear. 3: Floors 1, 3, and the zone clear. 4: Each floor and the zone clear. Note: Story boss checks (Dead Ringer, NecroDancer (I, II), Golden Lute, Frankensteinway, and The Conductor) are separate and exist at every setting.
This is a range option.

Accepted values:
Normal range: 1 - 4
0 ❌
25 ❌
0 ❌
0
0
0
0

Included Extra Modes

Which game modes to include in checks. A mode left out is unlocked from the start instead. Default is []. Options include: No Return (Amplified), Hard (Amplified), Phasing (Amplified), Randomizer (Amplified), Mystery (Amplified), No Beat, Double Tempo, and Low Percent. Note: If you do not have the Amplified DLC enabled, the modes that require it will be disabled.

Include Codex Checks

Determines whether Tutorial levels (Bomb Lore, How to Get Away with Murder, etc.) will be included in progression. Default is true.
0
25
0

Include Shrine Checks

Determines whether shrines are randomized. Each shrine becomes an item, and activating one for the first time is a check. A shrine only generates in runs once its item has been received. Default is false. Note: Shrines belonging to a DLC you have not enabled are excluded, as are the shrines Amplified replaces (No Return, Phasing, Pace) when Amplified is enabled.
25
0
0

Include Enemy Checks

Determines whether the first kill of each enemy is a check, for up to 126 additional locations. Default is false. An enemy's check is in logic once you can reach the earliest zone it appears in, so a Zone 4 miniboss that also shows up in Zone 1 only asks for Zone 1. Note: Enemies too unlikely to show up on their own (Green Bat, Purple Slime, Thief, Shock Monkey, and the crate, barrel, shrine and chest mimics) will always hold filler items. Note: Enemies belonging to a DLC you have not enabled are excluded, and co-op enemies are never included.
25
0
0

Item Checks Per Zone

How many item checks a zone offers. Items can be acquired throughout a zone in a variety of ways, including chests, crates, barrels, and shops. The higher the number, the more time spent grinding for various items in a run. Default is 8 per zone (32/40 additional locations). Set this to 0 to turn item checks off entirely. Default is 8. Note: This is a minimum. If your item pool ever exceeds your locations, rows are added automatically to fit, alternating with shop rows.
This is a range option.

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

Item Generation Chance

Percent chance that a generated item carries its zone's item check rather than what it was going to generate as. Once all item checks in a zone have been acquired, item generation will return to normal for that zone. Default is 25.
This is a range option.

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

Include Flawless Chest Checks

Determines whether the chests awarded for a flawless boss kill are checks, for 1 check per zone. Default is false. Note: Three chests spawn on a flawless kill but opening one despawns the others, so only one check is available per zone.
25
0
0

Shop Rows

How many rows of AP shop items to include. Each row is 9 locations (3 shopkeepers x 3 slots), and row N requires N-1 Shop Restock items. Default is auto. Auto keeps the historical count, which scales with your enabled DLCs (69 base, 73 with Synchrony, 98 with Amplified, 102 with both). Lowering this trims filler from the multiworld, but note that AP shop slots are priced in AP diamonds, so a smaller shop means a thinner economy. Note: This is a minimum. If your item pool ever exceeds your locations, rows are added automatically to fit, alternating with zone item rows. If this value is set to 0, then the zone item rows will be chosen to grow. If zone item rows are also set to 0 or just aren't enough, then shop rows will grow regardless.
This is a range option.

Accepted values:
Normal range: 0 - 25

The following values have special meanings, and may fall outside the normal range.
  • -1: Auto
  • 1: Minimal
  • 4: Small
  • 8: Medium
  • 12: Large
0 ❌
25 ❌
0 ❌
0
0
0
0

Lobby NPC Items

Determines whether lobby NPC unlocks will be randomized. Saving the lobby NPC will return a randomized item instead of unlocking their room. Default is false.
25
0
0

Include Materials

Whether to include weapon materials/shapes in the multiworld and in level generation. Default is false. If set to true, weapons will only spawn with their base material until you unlock the associated material item.
25
0
0
Starting Inventory

Starting Inventory

Percentage of starting items granted at world start. If Character Unlocks is not Item_Only, required items for the starting character are always included. Default is 25. Vanilla (100): All starting items, like a fresh save. Half (50): Half of all starting items. Reduced (25): A quarter of all starting items. Minimum (0): Only mandatory items (Dagger, Shovel).
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • 100: Vanilla
  • 50: Half
  • 25: Reduced
  • 0: Minimum
0 ❌
25 ❌
0 ❌
0
0
0
0
Zone Access

Zone Access Keys

Controls whether zones are locked behind Zone Access Key items. Default is Progressive. Disabled: Zones have no access requirements. Separate: Each zone has its own distinct access key shuffled into the pool. The Starting Zone is freely accessible from the start; all other zones require their unique key. Progressive: A single Progressive Zone Access item is used. Each copy found unlocks the next zone in sequence (Zone 1 requires 0, Zone 2 requires 1, etc.).
0
0
25
0

Starting Zone

When Zone Access Keys are Separate or Progressive, sets the starting accessible zone. Has no effect when Zone Access Keys is Disabled. Default is Zone 1. Separate: The starting zone requires no key; all other zones need their unique key. Progressive: Starting Zone minus one Progressive Zone Access items are precollected, granting immediate access to all zones up to and including the starting zone. Zone 5 is only valid with Amplified enabled, otherwise pre-generation validation forces Zone 4.
25
0
0
0
0
0
Character Options

Starting Character

Which character to start the game with. Default is Cadence. Note: If a selected starting character is not in the item pool, this option will change to a random character available in the item pool. The following characters will be removed from the item pool unless their respective DLCs are enabled - Amplified: Nocturna, Diamond, Mary, Tempo - Synchrony: Klarinetta, Chaunter, Suzu - Miku: Hatsune Miku - Shovel Knight: Shovel Knight
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Character Blacklist

Which characters to exclude from checks and logic. An excluded character still has an item in the multiworld and is still unlocked and played the same way, but carries no location checks and is never required to reach anything. Options include: Cadence, Melody, Aria, Nocturna, Eli, Bolt, Diamond, Chaunter, Dove, Bard, Mary, Suzu, Monk, Reaper, Tempo, Dorian, Coda, Klarinetta, Hatsune Miku, Shovel Knight Note: If this list consists of all available characters, then Cadence will be removed from the blacklist to prevent progression issues.

Character Unlocks

How characters should be unlocked in the multiworld. All options will require a character item at the very minimum. Default is Item_Only. Item Only: Only the character item is required to unlock a character. Required Items Soft: The character item (and unique items if enabled) unlocks in-game access to a character. Logic still requires the character's required items. Required Items Hard: The character item and all required items (and unique item if Include Unique Equipment is enabled) must be received before in-game access to a character is granted.
25
0
0
0

Include Unique Equipment

Whether to include character-specific equipment in the multiworld and in level generation. Default is false. If set to true and Character Unlocks is set to either Required_Items_Soft or Required_Items_Hard, the characters who have unique items will require them in order to play as them.
25
0
0

Lock Character Room

When enabled, a Character Room Key item must be received before you can switch away from your starting character. This creates an early-game chokepoint, restricting all runs to your starting character until the key is found. Default is false.
25
0
0

Buff Items

When enabled, buff shrines can only be activated after receiving both the character item and their corresponding buff item. Otherwise, only the character is required to toggle a character's buff. Default is false.
25
0
0
Trap Options

Trap Percentage

The percentage of filler items that are replaced with traps. At 0, your item pool has no traps. Default is 20.
This is a range option.

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

Trap Weights

Specify the weights determining how likely each trap is whenever "Trap Percentage" turns a filler item into a trap. If you don't want a specific type of trap, you can set the weight for it to 0. If you set all trap weights to 0, you will get no traps, bypassing the "Trap Percentage" option. For a full description of each trap's effects and severity, see: https://github.com/lastingParadox/Archipelago-CotND/blob/crypt-of-the-necrodancer/worlds/cotnd/docs/traps.md
Soundtrack Options

Song Randomizer

Randomizes the soundtrack of Archipelago runs, using the artists picked in the Custom Artists mod's Song Randomizer menu. Default is Disabled. This sets the starting mode; it and its other settings can be changed in game at the AP lobby's Song Randomizer shrine. Disabled: Every song plays where it normally does. Random_Artist: Every area keeps its own song, played by a random artist. Shuffle_Songs: Every song the picked artists have is dealt out across the run. Each character gets its own fixed shuffle, drawn from the multiworld seed. Fully_Random: As Shuffle_Songs, but a fresh shuffle is drawn each run, so the same character hears a different arrangement every time. The areas are the zone floors, the boss themes, the lobby, the training room and the tutorial, plus the NecroDancer's second phase as a song of its own. Zone 5 and the Amplified bosses only take part while Amplified is loaded. Note: NecroDancer 2 always keeps its own song. The track does not loop, and its length is the fight's time limit. Note: The artists are picked per player, so people in the same online session may hear different songs.
25
0
0
0
0
Multiplayer Options

DeathLink Trigger

With more than one player in a run, what counts as a death worth sending a DeathLink for. Default is Game Over. Game Over: A DeathLink is sent only when a death leaves no players standing, ending the run. Each Death: A DeathLink is sent every time any player dies, even if the run continues. Note: This applies to both online multiplayer and local co-op. In singleplayer both settings behave identically, since any death ends the run.
25
0
0
Pricing Options

Price Randomization

How to randomize diamond prices in the Archipelago lobby. Default is Vanilla. Vanilla: CotND item prices remain at their vanilla price values. All AP and non-CotND item prices will be randomized according to their item classification (Filler, Useful, Progression). Vanilla Rand: CotND item prices remain at their vanilla price values. All AP and non-CotND item prices will be randomized completely. Item Class: All item prices will be randomized according to their item classification (Filler, Useful, Progression). Complete: All item prices will be randomized completely.
25
0
0
0
0

Price Ranges

Diamond price ranges for items in the Archipelago lobby, in diamonds. random_min / random_max apply when Price Randomization is Vanilla Rand or Complete. The filler, useful and progression pairs apply when it is Vanilla or Item Class. A minimum above its matching maximum is swapped during generation.

Diamond Exchange Rate

How much gold converts into one AP diamond when you win a run. A run's leftover gold is otherwise discarded, so this cashes it out. Only winning runs convert; dying forfeits the gold. In co-op and online multiplayer every player's gold is pooled before converting. Default is 100. Presets: Disabled (0): Leftover gold is discarded. Shrine_Rate (50): Matches the Shrine of Exchange 50:1. Default (100): Twice the Shrine of Exchange rate. 100:1. Stingy (150): Thrice the Shrine of Exchange rate. 150:1.
This is a range option.

Accepted values:
Normal range: 0 - 1000

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Shrine Rate
  • 100: Default
  • 150: Stingy
0 ❌
25 ❌
0 ❌
0
0
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.