Cult of the Lamb

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

Bishops: Defeat Required Count of the four Bishops (Leshy, Heket, Kallamar, Shamura). Witnesses: Defeat Required Count of the four Witnesses (Agares, Bathin, Astaroth, Allocer). Each Witness only becomes fightable after its region's Bishop is defeated. Narinder: Beat the game. The Gateway only opens once all four Bishops are dead, so this is the longest goal and always needs every region. Required Count does not apply to it.
25
0
0
0

Required Count

How many of the Goal's four encounters must be defeated to win. Ignored when the Goal is Narinder: there is only one of him.
This is a range option.

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

Archipelago Objective Guide

Add an Archipelago checklist to the in-game quest log. This adds an Archipelago group to the pause menu's Quests tab: your goal, your region access, and one line per active check type, each ticking itself off as you finish it. Display only. It adds no checks and no items, so turning it off changes nothing about the seed. Progress comes from what the server recorded for your slot.
0
25
0

Objective Guide Pinning

How much of the Archipelago checklist is pinned to the on-screen tracker. The tracker only holds three quest groups at a time, so pinning everything can push the quest you're actually doing off screen. The full list is always in the pause menu. off: nothing on screen. goal_only: your goal and region access, one or two lines. everything: the whole checklist, which uses two of your three tracker slots. Ignored when Archipelago Objective Guide is off.
0
25
0
0

Vanilla Follower Quests

How much of the game's own follower-quest table stays in rotation. Followers walk over and offer one of the game's ~87 built-in quests: cook three great meals, dress someone in a fancy suit, murder a specific follower at night. Most is busywork that pulls against what the multiworld wants from you. But handing quests in is also the main source of follower loyalty XP, so cutting all of them slows levelling down. This system is VERY beta... so use as you wish for now. unchanged: every quest stays in rotation. thin_trickle: keep the ritual quests, the crusade collection quests and the follower story chains (Sozo, the lovers, the rivalries); drop the rest. Followers still level up. story_only: story chains only. Followers still wander over, and say "oh, never mind" when they have nothing to give. none: no follower quests at all. The quietest option, and the slowest for levelling.
0
25
0
0
0

Region Access Order

The order the four crusade regions unlock in, and whether they're gated at all. vanilla_order: the game's own order (Darkwood, Anura, Anchordeep, Silk Cradle), still gated behind Progressive Bishop's Domain items. Just the familiar sequence. randomized: any region can be the free starting one, and the other three unlock in a random per-seed order. randomized_safe_start: as randomized, but never Silk Cradle first. Getting through it costs you a Follower, which is brutal as a seed's opening move, before you have a flock to spare. all_unlocked: every region open from the start, with no Progressive Bishop's Domain items in the pool. Region access is the main thing shaping a seed, so without it everything is reachable from the start. Honestly dont know why I left this in, will likely remove later.
0
0
25
0
0

Include Woolhaven DLC

Include content from the paid Woolhaven DLC. Enable this ONLY if you own Woolhaven. The mod can't grant content you don't own, so a seed made with this on and played without the DLC is unbeatable. Adds 6 sermon upgrades, 19 tarot cards and Battler's Bludgeon, the Flail. Fleeces and doctrines are not randomized.
25
0
0

Randomize Sermon Upgrades

Randomize the Temple sermon upgrades When enabled, filling the sermon bar sends a check instead of opening the upgrade-choice screen, and the upgrades themselves arrive as Archipelago items. 32 upgrades, or 38 with Include Woolhaven DLC.
0
25
0

Follower Milestone Checks

Send a check for each of your first 20 recruited Followers. Counted as Followers ever recruited, not current flock size, so losing Followers can't make a milestone you already passed unreachable.
0
25
0

Tarot Shop Checks

Send a check for each Tarot Card bought from a hub shop. Every hub (Pilgrim's Passage, Spore Grotto, Smuggler's Sanctuary, Midas's Cave) sells a fixed set of cards, four per hub and 16 in total.
0
25
0

Snail Shrine Checks

Send a check for each of the 5 Snail Shrines you make a Shell offering at.
0
25
0

Randomize Tarot Cards

Randomize the Tarot Card collection. The cards this seed manages are taken out of your collection on connect and arrive back as Archipelago items. Unlocking one in game, a crusade find or a challenge reward, sends a check. Shop cards are checked at the shop slot instead, and the 15 the game starts you with are left alone. 28 cards, or 47 with Include Woolhaven DLC. Turning Tarot Shop Checks off drops those to 12 and 31, since the shop cards go back to the game.
0
25
0

Starting Tarot Cards

How many extra Tarot Cards to start with, on top of the 15 the game gives you. These have neither a check nor an item, so each one you add removes one of each.
This is a range option.

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

Starting Tarot Pool

Which cards the starting ones are drawn from. vanilla_defaults: the 15 the game normally starts you with. You keep those anyway, so this is the "no extra cards" setting and Starting Tarot Cards has no effect alongside it. any: any randomizable card, Woolhaven ones included if that option is on. More variance. It can hand you something excellent on day one, or three cards you can't use yet.
25
0
0

Randomize Weapons

Randomize which weapon families you can find. With this on, podiums, chests and choice rooms only offer families the multiworld has granted you, and equipping one for the first time sends a check. 6 weapons, or 7 with Include Woolhaven DLC (Battler's Bludgeon, the Flail).
0
25
0

Starting Weapons

How many weapon families you begin the seed with.
This is a range option.

Accepted values:
Normal range: 1 - 7
25 ❌
0 ❌
0
0
0
0

Legendary Weapons

Let Legendary weapons turn up on ordinary weapon podiums. Requires the Woolhaven DLC, so it is forced off without Include Woolhaven DLC. One side effect: picking one up adds it to your weapon pool permanently, because the game records whatever you collect. Collecting all seven this way pops the all-Legendary achievement without doing the questlines, and it stays in your save after you stop using the mod. off: vanilla. Legendaries only from the Blacksmith. rare: roughly 1 weapon offer in 10. common: roughly 1 in 4. always: every weapon offered is the Legendary of its family. A power fantasy, not a balanced seed.
25
0
0
0
0

Randomize Curses

Randomize which curse families you can find. The curse-side counterpart to Randomize Weapons, covering Flaming Shot, Touch of Turua, Divine Blast, Ichor Thrown and Death's Sweep. Teleport curses aren't here. They come from the Woolhaven sermon upgrade Teleporting Curses.
0
25
0

Starting Curses

How many curse families you begin the seed with.
This is a range option.

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

Divine Inspiration Mode

How Archipelago interacts with the Divine Inspiration tree, the buildings-and-rituals tree you open at the Shrine rather than the Temple sermon tree. 69 upgrades and 69 checks. The check fires when you fill the Devotion meter, not when you spend the point. Same shape as the sermon bar. See Divine Inspiration Devotion Cap: without it, all 69 points cost ~24,000 Devotion and most of this block is out of reach in a normal seed. off: no interaction at all. The tree behaves exactly as vanilla. checks_only: filling the meter sends a check and you keep the point, as in vanilla. 69 checks, no items. checks_and_points: filling the meter sends a check and the point is taken. Points come back from Archipelago instead, and you spend them on whatever you like. Same totals as vanilla, just on the multiworld's schedule. checks_and_techs: filling the meter sends a check and the point is taken from you. Archipelago grants the upgrades directly, so the tree unlocks itself in whatever order they arrive. The Temple, a bed, a farm plot, the Body Pit and farming are free from the start, since a cult can't run without them. curated_checks: Same as checks_and_techs, but related upgrades arrive together instead of one at a time, so the 69 become 38 items. "Resource Production" hands you the Lumberyard, the Mine and both of their upgrades in one go, and "Missionary Network" is one item rather than three. Fewer unlocks, each set is useful. Any combination with Divine Inspiration Shuffle is a legal seed.
0
0
25
0
0
0

Divine Inspiration Checks

How many Divine Inspiration checks the game has, in curated_checks mode. Only used when Divine Inspiration Mode is curated_checks. You can just pick how many check out want. The default game has 69 but the mod default is 30 for a nice round number. Set it to 20, 40, 15, whatever you want for however long of a run you want. Setting this very low while also turning most other check blocks off can leave more items than locations, which fails generation.
This is a range option.

Accepted values:
Normal range: 5 - 69
0 ❌
25 ❌
0 ❌
0
0
0
0

Divine Inspiration Shuffle

Rearranges which tier each Divine Inspiration upgrade sits in. A layout change only. It moves upgrades between rows without changing what Archipelago checks or grants, so it's safe with any Divine Inspiration Mode. Although useless with checks_and_techs and curated_checks since AP grants ignore the trees layout. default: the game's own layout. random_except_first: tier 1 stays put and the other four are reshuffled. The safer choice, since your opening is unchanged. true_random: every upgrade is reassigned a tier, so Crypt III can turn up in row 1 and Sleeping Bags in row 5. A very different opening. Either way the five central nodes (Temple, Cult II, Refinery, Cult III, Cult IV) stay in their own tier, since each one has to be bought to open the next.
25
0
0
0

Divine Inspiration Devotion Cap

The most Devotion a single ability point is allowed to cost. Vanilla's curve runs 1, 13, 29, 45 ... up to 465 and stays there, so all 69 points cost about 24,000 Devotion. Every check in this block is a filled meter, so without a cap this will take a long time. The default is tuned for a seed of roughly six-eight~ish hours, bringing all 69 points down to about 4,600 Devotion. Raise it for a longer game: 100 is about 6,500, 150 about 9,400, and 200 about 12,300. Set 0 to leave the game's own curve alone.
This is a range option.

Accepted values:
Normal range: 0 - 465
0 ❌
25 ❌
0 ❌
0
0
0
0

Sermon XP Cap

The most sermon XP one Temple upgrade is allowed to need. The default is tuned for a seed of roughly six-eight~ish hours Each follower gives 1 xp per level in each sermon. 20 xp means 10 lvl 2 followers or 5 level 4 followers would fill the whole bar. Raise this for a longer game, lower for shorter, or set it to 0 to stay default.
This is a range option.

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

Fast Build

Cap how long it takes to build anything. This sets all buildings to take max 6 hammer swings to complete, which is the same as a Bed or a Farm Plot. Quality of life only. It changes no checks and no logic, it just speeds up building.
0
25
0

Building Checks

Send a check the first time you construct each of 25 curated buildings. Temple, Sleeping Bags, Missionary, Tabernacle, Offering Statue, Confession Booth, Kitchen and so on. No decorations. Upgrade tiers are excluded except Shelter. Only the first build of each counts, so demolishing and rebuilding won't count twice. Connecting on a save that already has buildings standing sends the whole backlog at once.
0
25
0

Broom Checks

Send a check for each of the 10 broom levels. Sweeping raises your chore level, which makes cleaning faster. The ten levels cost 3, 5, 10, 20, 30, 50, 75, 100, 150 and 200 chore XP, so they trickle in across a run.
0
25
0

Trap Percentage

What percentage of the filler items in your seed are traps instead. Only one trap exists so far: Dissent Trap, which drains 5 cult faith. 0 disables traps entirely. Traps replace filler only and they never take the place of a real item, so raising this can't make a seed harder to complete, only more annoying.
This is a range option.

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

Death Link

Share deaths with the rest of the multiworld. Dying sends a death to everyone else who has this on, and their deaths come to you. Filling the Devotion meter, selling out a shop and the rest are untouched: this only reacts to dying. A co-op knockdown with a partner still standing is not a death and is not sent. Neither is a resurrection from The Deal, a Pyre or a Monolith, since you did not stay dead. off: no deaths are sent or received. classic: a received death kills you wherever you are. See Death Link Cooldown and Death Link Faith Loss for the two settings that soften it. **Permadeath saves are never killed.** The game deletes a permadeath save on death, and no one else's mistake should cost you a save file, so a received death is refused and logged. You still send yours.
25
0
0

Death Link Cooldown

Seconds to ignore further deaths after one lands, in classic mode. Without this, a party wipe in a busy multiworld delivers several deaths within a second and you spend the next minute on the death screen. 0 turns the cooldown off and accepts every death as it arrives. Ignored when Death Link is off.
This is a range option.

Accepted values:
Normal range: 0 - 300
0 ❌
25 ❌
0 ❌
0
0
0
0

Death Link Faith Loss

How much cult Faith a received death costs you, in classic mode. The game's own penalty for dying in a dungeon is 10, so the default is exactly what a real death costs. Faith runs 0 to 85 and starts at 55; below about 21 the cult starts producing dissenters, so a high value here bites. 0 means a received death costs you the run and nothing else. Ignored when Death Link is off.
This is a range option.

Accepted values:
Normal range: 0 - 30
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.