DOOM Eternal

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

Help players in a multiworld find useful items at a similar pace. Disabled: Use the initial item placement. Normal: Move important items earlier for players who fall behind. Extreme: Give the strongest preference to earlier important items. 0..99: Higher values give more help to players who fall behind.
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

Choose how much of your world Archipelago makes reachable. Full: Make every item and location reachable. Minimal: Make the items needed to finish your goal reachable.
25
0
0

death_link

Share deaths with other players who enable Death Link. On: Your deaths affect them, and their deaths affect you. Off: Keep deaths within your game.
25
0
0

Use DLC Content

Add The Ancient Gods weapons, Support Runes and enemy types to your campaign. On: Include DLC equipment and enemies. Off: Use equipment and enemies from the base game.
0
25
0

Mission Pool

Choose which missions can appear in your campaign. Base: The 13 base game missions. Full Saga: The base game, both DLC campaigns and The Dark Lord. DLC Only: The six DLC missions and The Dark Lord. Custom: Pick missions with Custom Missions and Custom Dark Lord.
0
25
0
0
0

Custom Missions

Pick the missions you want when Mission Pool is Custom. Select a mission to add it to the choices for your campaign. Clear it to leave it out.

Custom Dark Lord

Add The Dark Lord to your choices when Mission Pool is Custom. On: Include the final battle with Davoth. Off: Build the campaign from your Custom Missions selection.
0
25
0

Mission Count

Choose how many missions to play in Random Mission Order or Mission Access as Items. All: Use every mission in your selected pool. 6..19: Randomly choose that many missions from the pool. The Dark Lord is an additional boss stage. Vanilla Order uses the whole selected pool.
This is a range option.

Accepted values:
Normal range: 6 - 19

The following values have special meanings, and may fall outside the normal range.
  • 0: All
0 ❌
0 ❌
0
0
0
0

Mission Order

Choose how you unlock missions. Vanilla Order: Play missions in their original order, with the goal mission last. Random Mission Order: Play a shuffled sequence, unlocking the next mission as you progress. Mission Access as Items: Find an Access item to unlock each mission. You can replay completed missions through the Fortress of Doom.
0
25
0
0

Campaign Difficulty

Choose the game's combat difficulty for your campaign. I'm Too Young to Die: The easiest fights, with more room for mistakes. Hurt Me Plenty: A moderate challenge. Ultra-Violence: Tough fights that reward good weapon use and movement. Nightmare: The hardest setting, with aggressive enemies and punishing damage.
0
0
25
0
0

Logic Difficulty

Choose how much equipment Archipelago expects you to have before a fight. Relaxed: Let you attempt fights with less equipment. Standard: Expect a balanced set of weapons and upgrades. Expert: Wait for a stronger set of weapons and upgrades before expecting you to clear a fight.
0
25
0
0

Mastery Requirements

Choose how many times you need to repeat an action to finish a weapon mastery challenge. Original: Use the game's usual targets. Half: Require half as many repetitions, rounded up. Quarter: Require a quarter as many repetitions, rounded up. Every challenge requires at least one repetition.
0
25
0
0

Resource Profile

Choose how many upgrades, spare resources and recovery items you can find. Balanced: A varied supply suited to your campaign's length and fights. Generous: More alternatives and recovery items. Lean: Fewer spare upgrades and recovery items. Item Pool Overrides lets you choose exact amounts for individual items.
25
0
0
0

Item Pool Overrides

Choose exact amounts of individual upgrades and permanent items to place in your campaign. Zero leaves the item out. Positive numbers add that many copies, up to the item's upgrade limit. Empty entries use Resource Profile. Required challenge items can raise the amount.
This option cannot be modified here. Please edit your .yaml file manually.

Filler Weights

Choose how often you find each helpful consumable in extra reward slots. Higher weights make an item more common. A weight of 20 is twice as likely as 10. Zero leaves an item out. Empty entries use Resource Profile.
This option cannot be modified here. Please edit your .yaml file manually.

Trap Weights

Choose how often each selected trap appears. Higher weights make a trap more common. A weight of 20 is twice as likely as 10. Zero leaves a trap out. Empty entries give traps equal weight.
This option cannot be modified here. Please edit your .yaml file manually.

Starting Missions

Choose how many missions are open at the start in Mission Access as Items. 1: Start with one mission. 2 or 3: Start with that many choices.
This is a range option.

Accepted values:
Normal range: 1 - 3
25 ❌
0 ❌
0
0
0
0

Full Saga Final Boss

Choose the last boss for the Complete the Full Saga goal. Random: Let the seed choose between the Icon of Sin and Davoth. Icon of Sin: End with the Icon of Sin. Davoth / The Dark Lord: End with Davoth. Vanilla Order ends with Davoth.
25
0
0
0

Goal Mission as Item

Unlock your goal's boss mission by finding its Access item in Mission Access as Items. On: Find the boss mission's Access item to enter it. Off: Unlock the boss mission after completing the other missions. Extra victory objectives still need to be completed.
25
0
0

Goal

Choose what you need to do to win. Acquire the Unmaykr: Beat the six base game Slayer Gates and collect the Unmaykr in the Fortress. Kill the Icon of Sin: Defeat the base game's final boss. Kill the Dark Lord: Defeat Davoth, the final boss of The Ancient Gods Part Two. Complete the Full Saga: Include the base game and both DLC campaigns, with your chosen boss as the finale. Victory Requirements adds extra objectives to your goal.
25
0
0
0
0

Additional Victory Requirements

Choose extra tasks to finish before you win. An empty selection uses just your Goal. Complete All Included Missions: Finish every mission in your campaign. Complete All Slayer Gates: Beat every included Slayer Gate. Complete All Escalation Encounters: Beat both waves of every included Escalation Encounter. Complete All Secret Encounters: Beat every included timed Secret Encounter. Complete All Mission Challenges: Finish the Mission Challenges in each included mission. Complete All Weapon Mastery Challenges: Finish every included weapon mastery challenge. Acquire the Unmaykr: Collect the Unmaykr from its case in the Fortress.

Special Weapon

Choose which special weapon upgrades you can find. Progressive Special Weapon: Unlock the Crucible, then the Sentinel Hammer, then a fully upgraded Hammer. Progressive Sentinel Hammer: Unlock the Hammer, then a fully upgraded Hammer. The Crucible: Find the Crucible as a single item.
25
0
0
0

DeathLink Mode

Choose how deaths shared through Death Link affect you. Soft: Extra Lives or Saving Throw can save you from the shared death. Hardcore: A shared death kills you even if you have Extra Lives or Saving Throw.
25
0
0

Enhanced Melee Damage

Make normal punches deal more damage, giving you another way to fight at close range. On: Use stronger punches. Off: Use normal punch damage.
25
0
0

Randomize Chainsaw

Choose where you find the Chainsaw. On: Find it among the shuffled Archipelago items. Off: Pick it up in its usual place in Hell on Earth.
25
0
0

Randomize Dash

Choose where you find Dash. On: Find it among the shuffled Archipelago items. Off: Unlock it during mission progression. Playing before you find Dash can require bunny hopping or Ballista boosting.
25
0
0

Include Slayer Gates

Earn Archipelago items by completing Slayer Gates and find their keys among shuffled items. On: Add Slayer Gate rewards and keys. Off: Use the campaign's other rewards. The Acquire the Unmaykr goal requires Slayer Gates.
0
25
0

Include Secret Encounters

Earn Archipelago items by completing the optional timed Secret Encounters. On: Add a reward for each included Secret Encounter. Off: Use the campaign's other rewards.
0
25
0

Easier Secret Encounters

Give yourself 50% more time to finish Secret Encounters. On: A 30-second encounter gives you 45 seconds. Off: Use the usual time limits.
25
0
0

Enemy Randomizer

Randomize the enemies you fight and vary their health, damage and size. On: Use randomized enemies. Off: Fight the game's original enemies with their usual stats.
0
25
0

Enemy Preset

Choose a starting setup for enemy randomization. You can adjust its settings afterward. UAC Patrol: Gentler fights with more weak enemies. Sentinel Training: Light combat with a gradual increase in difficulty. Slayer's Path: A balanced mix that gets tougher as you progress. Hell's Vanguard: Harder fights with more heavy enemies. Icon's Wrath: Very hard fights with strong enemies and more special enemies together. Gore Nest: Swarms of weaker enemies. Gladiator's Gauntlet: Smaller groups of tougher enemies. Cultist Chaos: A wide mix of enemy types and stats. Oops! All Imps: Replace enemies with large groups of Imps. Piñata Party: Favor Maykr Drones, Lost Souls and Buff Totems. Custom: Use your own enemy settings.
0
0
25
0
0
0
0
0
0
0
0
0

Early Intensity

Choose how tough randomized fights should be near the start when Enemy Count is Auto. 100%: Aim for normal enemy strength. Lower values make fights easier; higher values make them harder. Auto: Use the selected enemy preset.
This is a range option.

Accepted values:
Normal range: 1 - 10000

The following values have special meanings, and may fall outside the normal range.
  • -1: Auto
0 ❌
0 ❌
0
0
0
0

Late Intensity

Choose how tough randomized fights should become near the end when Enemy Count is Auto. 100%: Aim for normal enemy strength. Lower values make fights easier; higher values make them harder. Auto: Use the selected enemy preset.
This is a range option.

Accepted values:
Normal range: 1 - 10000

The following values have special meanings, and may fall outside the normal range.
  • -1: Auto
0 ❌
0 ❌
0
0
0
0

Density

Choose how many enemies can fight at the same time when Enemy Count is Auto. 100%: Use the preset's simultaneous limit. Higher values allow more enemies together. Enemy Length controls the total number of enemies across the fight. Auto: Use the selected enemy preset.
This is a range option.

Accepted values:
Normal range: 1 - 10000

The following values have special meanings, and may fall outside the normal range.
  • -1: Auto
0 ❌
0 ❌
0
0
0
0

Enemy Length

Choose the total enemies across each arena when Enemy Count is Auto. 100%: Keep the original total. 120%: Add up to 20% through finite spawn events. Maintained enemies keep their original active counts and replenishment quotas. Auto: Use the selected enemy preset.
This is a range option.

Accepted values:
Normal range: 100 - 10000

The following values have special meanings, and may fall outside the normal range.
  • -1: Auto
0 ❌
0 ❌
0
0
0
0

Variety

Choose how many different enemy types you tend to face in the same fight. 0: Favor groups of the same enemy type. 100: Favor a broad mix of enemy types. Values in between blend the two. Auto: Use the selected enemy preset.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: Auto
0 ❌
0 ❌
0
0
0
0

Progressive Difficulty

Make randomized fights grow harder as you progress through the campaign. On: Use the early settings at the start and move toward the late settings as you progress. Off: Use the early settings throughout the campaign.
0
25
0

Enemy Count

Choose how to decide the number of randomized enemies in a fight. Preset: Use the selected enemy preset's count setting. Auto: Preserve original spawn requests. Length can add enemies over the fight; Density controls how many fight together. Multiplier: Multiply the fight's original enemy count using Enemy Count Multiplier. Enemies enter through the fight's normal spawn events.
25
0
0
0

Enemy Count Multiplier

Choose how many enemies to request when Enemy Count is Multiplier. 100%: Keep the original count. 200%: Request twice as many. 500%: Request five times as many. Auto: Use the selected enemy preset. The fight's available space can limit the result.
This is a range option.

Accepted values:
Normal range: 1 - 10000

The following values have special meanings, and may fall outside the normal range.
  • -1: Auto
0 ❌
0 ❌
0
0
0
0

Size Variation Chance

Choose the chance for an enemy to appear at half size or double size. 0%: Use normal size. 100%: Give every enemy a chance split equally between half size and double size. Auto: Use the selected enemy preset. Size Ranges lets you choose other sizes.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: Auto
0 ❌
0 ❌
0
0
0
0

Bestiary Weights

Choose how often each enemy type appears. Higher weights make an enemy more common. A weight of 20 is twice as likely as 10. Zero leaves that type out of random picks. Empty entries use the selected preset. Some scripted enemies and bosses keep their native behavior.
This option cannot be modified here. Please edit your .yaml file manually.

Health Ranges

Choose enemy health as a percentage of its usual value: 50% is half health, 100% is normal, 200% is double. Minimum and Maximum: Pick each enemy's health between these values. Early Minimum/Maximum and Late Minimum/Maximum: Gradually change that range as you progress. Set both ends equal for a fixed value. Choose an enemy type to give it its own range. Empty entries use the selected preset. YAML example: imp.minimum: 50 and imp.maximum: 100.
This option cannot be modified here. Please edit your .yaml file manually.

Damage Ranges

Choose enemy damage as a percentage of its usual value: 50% is half damage, 100% is normal, 200% is double. Minimum and Maximum: Pick each enemy's damage between these values. Early Minimum/Maximum and Late Minimum/Maximum: Gradually change that range as you progress. Set both ends equal for a fixed value. Choose an enemy type to give it its own range. Empty entries use the selected preset.
This option cannot be modified here. Please edit your .yaml file manually.

Speed Ranges

Choose how fast enemies move and attack: 100% is normal speed. Minimum and Maximum set a range. Early and Late values change the range as you progress. Choose an enemy type to give it its own range. Empty entries use the selected preset.
This option cannot be modified here. Please edit your .yaml file manually.

Size Ranges

Choose enemy size as a percentage: 50% is half size, 100% is normal, 200% is double. Minimum and Maximum set a range. Early and Late values change the range as you progress. Set both ends equal for a fixed size. Choose an enemy type to give it its own range. An enemy's Size Range takes priority over Size Variation Chance. Available space can limit its size.
This option cannot be modified here. Please edit your .yaml file manually.

Special Enemy Limits

Choose how many special enemies can fight you at the same time. Marauder, Arch-vile and Spirit: Set the limit for that enemy type. Combined Specials: Set the total limit for those three types together. Numbers stay fixed throughout the campaign. Empty entries use the preset and grow with Progressive Difficulty. Zero blocks random additions of that type. Some fights keep their special enemies.
This option cannot be modified here. Please edit your .yaml file manually.

Killsanity

Earn an Archipelago reward after every Kills per Check enemy deaths. The counter includes observed deaths from traps, respawns and mission replays. On: Add kill rewards. Off: Use the campaign's other rewards.
25
0
0

Kills per Check

Send one check at each multiple of this many enemy deaths. For example, 100 gives rewards at 100, 200, 300 kills and so on.
This is a range option.

Accepted values:
Normal range: 1 - 2147483647
0 ❌
25 ❌
0 ❌
0
0
0
0

Kill Rewards

Choose how many kill rewards to add to your campaign. Auto: Divide estimated campaign kills plus 10% by Kills per Check, round down, and cap at 50 rewards. 1..65,535: Add that many kill rewards. Kills per Check sets the gap between rewards.
This is a range option.

Accepted values:
Normal range: 1 - 65535

The following values have special meanings, and may fall outside the normal range.
  • -1: Auto
0 ❌
0 ❌
0
0
0
0

Include Weapon Mastery Challenges

Earn Archipelago items by completing the 13 weapon mastery challenges. On: Add mastery challenge rewards. Off: Use the campaign's other rewards.
0
25
0

Reveal AP Locations on Automap

Show Archipelago pickup locations on the DOOM Eternal Automap, making checks easier to find while exploring or replaying missions. On: Show the markers. Off: Explore with the usual Automap markers.
25
0
0

Starting Weapon

Choose the weapon you have when you start. Random: Let the seed choose your starting weapon. Combat Shotgun: A close-range shotgun. Super Shotgun: A powerful double-barrel shotgun. Heavy Cannon: Accurate rifle fire. Plasma Rifle: Rapid energy fire, useful against shields. Rocket Launcher: Explosive splash damage. Ballista: Heavy precision shots. Chaingun: Sustained rapid fire.
0
0
0
0
0
0
25
0
0

Praetor Suit Upgrades in Pool

Choose how many individual Praetor Suit upgrades you can find. Auto: Include every Praetor Suit upgrade at any campaign length. Random: Let the seed choose a moderate amount. 0: Leave suit upgrades out. A positive number adds exactly that many; the maximum includes them all.
This is a range option.

Accepted values:
Normal range: 0 - 17

The following values have special meanings, and may fall outside the normal range.
  • -1: Random
  • -2: Auto
0 ❌
0 ❌
0
0
0
0

Trap Percentage

Choose the percentage of extra item rewards that become traps. 0%: Fill them with helpful consumables. 100%: Fill them with your selected traps. Values in between mix consumables and traps.
This is a range option.

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

Enabled Traps

Pick the traps that other players can send you. Enemy traps spawn the named enemy near you, from an Imp to an Arch-vile. Cueball Trap spawns an explosive Cueball. Ammo Drain Trap reduces your regular ammo. Fuel Drain Trap reduces Chainsaw fuel. BFG Drain Trap reduces BFG ammo. Clear all entries to use helpful consumables instead.
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.