Slay the Spire II

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.


Character Options

Characters

Enter the list of characters to play as. Valid characters are: 'Ironclad' 'Silent' 'Defect' 'Regent' 'Necrobinder'

Modded Characters

Modded characters to include when Advanced Characters is disabled. Enter each character's internal ID or a predefined display name, such as Watcher, Guardian, or Tectonic. Predefined characters, with their internal IDs and mods, are listed at https://github.com/dlueben1/Slay-the-Spire-2-Archipelago/blob/setup-docs-do-not-delete/docs/predefined-characters.md Any number of predefined characters can be present in the generated character set, but at most 20 characters without a predefined name. Duplicate aliases and IDs are removed, keeping the first occurrence. Predefined characters use their display names; other selected characters are numbered consecutively in YAML order. A larger candidate list is allowed when Pick Number of Characters selects a subset. If using a modded character: Predefined display names and internal IDs are matched case-insensitively. Unrecognised characters still require their full internal ID. If you don't know the exact ID to enter with the mod installed go to `Archipelago Settings -> Archipelago` to view a list of installed modded character IDs. Every configured character must be installed with the matching internal ID. The client rejects the AP connection if a configured character cannot be loaded.
This option cannot be modified here. Please edit your .yaml file manually.

Pick Number of Characters

Randomly select this many of the configured characters to generate for. 0, or a number at least as large as the configured list, uses every configured character. For example, if "character" is configured to be: characters: - Ironclad - Silent - Defect and pick_num_characters is 2, one possible generated set is Ironclad and Defect.
This is a range option.

Accepted values:
Normal range: 0 - 48
25 ❌
0 ❌
0
0
0
0

Number of Characters to Goal

How many characters you need to complete a run with before you goal. 0, or a number larger than the generated set of characters, means all characters.
This is a range option.

Accepted values:
Normal range: 0 - 48
25 ❌
0 ❌
0
0
0
0

Lock Characters

Whether characters must be unlocked by "Unlock [Char]" items in a multi-character run. unlocked makes every character available from the start. locked_random starts you with one random character; the others are unlock items. locked_fixed starts you with unlocked_character; the others are unlock items.
0
25
0
0

Unlocked Character

Which character you start with when lock_characters is set to locked_fixed. It must be one of your configured characters, and is always kept when Pick Number of Characters selects a subset. Defaults to Ironclad, so generation fails if you use locked_fixed without Ironclad and leave this unset. Enter "" to start with a random character. Can also enter a predefined display name or full internal ID for modded characters. Predefined characters, with their internal IDs and mods, are listed at https://github.com/dlueben1/Slay-the-Spire-2-Archipelago/blob/setup-docs-do-not-delete/docs/predefined-characters.md
Custom values are also allowed for this option. To create one, enter it into the input box below.
25
0
0
0
0
0

Ascension

Logic assumes Ascension 1 is enabled for relic checks. A single number N enables Ascensions 1 through N. When multiple values are supplied, each number enables only that numbered Ascension. You can also provide names which are shown below. Names are case-sensitive. The ascension names are as follows: - 'SwarmingElites' - 'WearyTraveler' - 'Poverty' - 'TightBelt' - 'AscendersBane' - 'Inflation' - 'Scarcity' - 'ToughEnemies' - 'DeadlyEnemies' - 'DoubleBoss'

Ascension Down

Ascension Down items to add for each character. Only enabled Ascensions can receive a corresponding Ascension Down. A single number N selects the highest N enabled Ascensions. When multiple values are supplied, each number selects only that numbered Ascension. Names are case-sensitive. Supports both numbers and names. - 'SwarmingElites' - 'WearyTraveler' - 'Poverty' - 'TightBelt' - 'AscendersBane' - 'Inflation' - 'Scarcity' - 'ToughEnemies' - 'DeadlyEnemies' - 'DoubleBoss' Logic does not account for receiving these items.
Game Options

Use New Logic

Use the new logic. Disable to use the previous 1.1.X and below logic. New logic allows more random item order—for example, Extra relics and cards can help supplement missing ancients or rests. One example is that old logic required your progressive starter card+relic to beat your 1st elite but new logic no longer requires this as 'Power' can be made up with extra cards/relics. Similar cases for ancients/smiths/rests. Old logic is used automatically (regardless of this option) when floor, gold, and potion checks are all disabled to reduce failed generations.
0
25
0

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

Ancient Relic Location

Controls when Progressive Ancient relic choices are offered. Start Of Act presents them through the normal Ancient encounter. Anytime presents them as linked choices in the Archipelago reward menu as soon as they are received.
0
25
0

Ancient Relic Pool

Controls which Ancient relics can appear in each three-choice reward. Balanced uses the natural Ancient rolled for that act. Chaos can use relics from any Ancient in the appropriate act. True Chaos combines the Act 2 and Act 3 pools for the Act 2 and Act 3 Progressive Ancient rewards. Neow's reward always uses Neow's Act 1 pool.
25
0
0
0

Relic Rewards Available Anytime

How many AP Relic items can be claimed via the AP Menu without fighting elites or visiting chests. Later AP Relic Items can only be 'claimed' by beating Elites or opening treasure chests. i.e. A value of 2 here and receiving 3 relics from AP means you get 2 relics in your AP menu and the 3rd requires beating one elite or visiting one chest. tldr; fight elites and go to chests to get more relics. Lower value = elites matter more so don't skip them
This is a range option.

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

Remove Overpowered Relics

Removes relics that are much stronger in Archipelago than in a normal run. Each category removes only the relics that the Archipelago mod lists for it, so the exact relics can change between mod versions. Leave this empty to keep every relic. - 'Ancient': Removes Pael's Growth and Glitter from Anytime Ancient rewards. Ancient rewards offered at the start of an act are unaffected. - 'Rare': Removes Prayer Wheel and White Star from every relic source. In multiplayer, one player choosing this removes them from the whole run.

Progressive Starter Card

Enables progressive special starter cards by default for every configured character. Advanced Characters can override this per character with progressive_starter_card. Requires Include Floor Checks. Each character gets two Progressive Starter Card items, which replace two floor-check filler items. With none received, the character starts without the special starter card that Archaic Tooth would transform (Bash, Neutralize, a compatible modded equivalent etc). The first item restores the normal card; the second applies its Archaic Tooth transformation. Characters without an Archaic Tooth transformation are left unchanged, although their two Progressive Starter Card items are still present in the multiworld. WARNING: This can make the early game significantly harder for some characters.
25
0
0

Progressive Starter Relic

Enables progressive starter relics by default for every configured character. Advanced Characters can override this per character with progressive_starter_relic. Requires Include Floor Checks. Each character gets two Progressive Starter Relic items, which replace two floor-check filler items. With none received, the character starts without the starter relic that Touch of Orobas would refine (such as Burning Blood, or a compatible modded equivalent). The first item restores the normal relic; the second applies its Touch of Orobas refinement. Characters without a Touch of Orobas refinement are left unchanged, although their two Progressive Starter Relic items are still present in the multiworld. WARNING: This can make the early game significantly harder for characters whose starting relic is central to their early power.
25
0
0

Shuffle All Card Rewards

Whether every card reward is shuffled. If false, then every other card reward is shuffled
25
0
0
Sanities

Include Floor Checks

Add locations for reaching new floors and fill the corresponding item-pool space with configurable filler. Ascension Down and Progressive Starter options require these locations.
0
25
0

Neow Sanity

Adds Neow's starting Ancient Relic as a Progressive Ancient reward. With Anytime mode, Neow's relic choices appear in the Archipelago reward menu.
25
0
0

Campfire Sanity

Whether to shuffle being able to rest and smith at each campsite per act. Also adds new locations at campsites per act.
25
0
0

Gold Sanity

Whether to replace combat, elite, and boss gold rewards with AP locations. Adds 22 locations per character.
25
0
0

Potion Sanity

Whether to replace potion rewards with AP locations. Adds 9 locations per character.
25
0
0

Shop Sanity

Move the configured shop slots to a separate AP shop page as purchasable location checks and shuffle items that progressively restore the corresponding slots on the normal shop page. Shop Sanity is turned off if every slot count below is 0 and Shop Remove Slots is off.
25
0
0

Shop Card Slots

When shop_sanity is enabled, the number of colored card slots to shuffle.
This is a range option.

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

Shop Neutral Card Slots

When shop_sanity is enabled, the number of neutral card slots to shuffle.
This is a range option.

Accepted values:
Normal range: 0 - 2
0 ❌
25 ❌
0 ❌
0
0
0
0

Shop Relic Slots

When shop_sanity is enabled, the number of relic slots to shuffle.
This is a range option.

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

Shop Potion Slots

When shop_sanity is enabled, the number of potion slots to shuffle
This is a range option.

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

Shop Remove Slots

When shop_sanity is enabled, whether to shuffle the ability to remove cards at the shop. Progressive based on Act; i.e. you'll gain the ability to remove cards per Act, starting from Act 1. Act 4 will be treated as Act 3.
25
0
0

Shop Sanity Costs

Controls the price paid for location checks on the AP shop page. Normal shop-item prices are unaffected. Tiered modes first calculate a vanilla-style baseline for the AP card, relic, or potion. Fixed: 15 gold per AP check. Super Discount Tiered: 20 percent of the calculated baseline. Discount Tiered: 50 percent of the calculated baseline. Tiered: the full calculated baseline. Generation logic does not account for these prices.
0
0
25
0
0
Death Link

death_link

Share deaths with other Death Link players. Dying sends a Death Link. Receiving one while in a run damages the current character by Death Link Damage Percent of maximum health and can add a Death Fragment if the character survives. Local client settings can override these slot settings.
25
0
0

Enable Death Fragments

When Death Link is enabled, add a permanent Death Fragment curse after receiving a Death Link while in a run, provided the character survives the configured damage. If received during combat, another copy is also added to that combat's draw pile.
0
25
0

Death Link Damage Percent

If Death Link is enabled, this setting determines how much damage you take when you receive a Death Link, as a percentage of your max health. If you do not want to take any damage, set this to 0. If you want to be killed whenever you receive a Death Link, set this to 100.
This is a range option.

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

Release Checks On Victory

Release the winning character's remaining checks when their goal is recorded.
0
25
0

Seeded Run

Whether each character should have a fixed seed to climb the spire with or not.
25
0
0
Bonus Items
Traps

Trap Chance

Chance for filler item to be replaced by a trap.
This is a range option.

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

Weak Trap Weight

Applies 1 Weak, reducing damage dealt by the player for 1 turn.
0
0
0
25
0

Frail Trap Weight

Applies 1 Frail, reducing Block gained for one turn.
0
0
0
25
0

Vulnerable Trap Weight

Applies 1 Vulnerable, increasing attack damage taken for one turn.
0
0
0
25
0

No Draw Trap Weight

Blocks extra card draws for the turn
0
0
25
0
0

Tangled Trap Weight

Attack cards cost 1 more energy for the turn.
0
0
25
0
0

Vakuu Trap Weight

Vakuu plays your hand on one additional turn, no earlier than turn two.
0
0
25
0
0

Confused Trap Weight

Randomizes card energy costs when drawn for the rest of combat.
0
25
0
0
0

Sloth Trap Weight

Applies a six-card limit per turn for the rest of combat.
0
25
0
0
0

Dazed Trap Weight

Shuffles two Dazed into your combat draw pile.
0
0
25
0
0
Filler Items

One Gold Filler Weight

Weight for One Gold filler items. Grants one gold to its associated character. If every filler weight is None, the generator uses that character's One Gold as the required safe fallback.
25
0
0
0
0

Five Gold Filler Weight

Weight for Five Gold filler items. Grants five gold to its associated character.
0
0
0
25
0

Free Attack Filler Weight

Weight for Free Attack filler items. At the start of the next player combat turn, makes the next Attack played cost zero energy.
0
0
0
25
0

Free Power Filler Weight

Weight for Free Power filler items. At the start of the next player combat turn, makes the next Power played cost zero energy.
0
0
0
25
0

Free Skill Filler Weight

Weight for Free Skill filler items. At the start of the next player combat turn, makes the next Skill played cost zero energy.
0
0
0
25
0

Dexterity Filler Weight

Weight for Dexterity filler items. Applies Dexterity at the start of the next player combat turn.
0
0
25
0
0

Strength Filler Weight

Weight for Strength filler items. Applies Strength at the start of the next player combat turn.
0
0
25
0
0

Plating Filler Weight

Weight for Plating filler items. Applies Plating at the start of the next player combat turn.
0
0
25
0
0

Friendship Filler Weight

Weight for Friendship filler items. Applies Friendship at the start of the next player combat turn, raising maximum energy by one.
0
0
25
0
0

Post-Combat Card Upgrade Filler Weight

Weight for Post-Combat Card Upgrade filler items. At the start of the next player combat turn, applies a buff that upgrades a random deck card after combat.
0
25
0
0
0

Post-Combat Card Removal Filler Weight

Weight for Post-Combat Card Removal filler items. At the start of the next player combat turn, applies a buff that lets you remove a deck card after combat.
0
25
0
0
0

Additional Card Reward Filler Weight

Weight for Additional Card Reward filler items. At the start of the next player combat turn, applies a buff that adds a card reward after combat.
0
25
0
0
0

Buffer Filler Weight

Weight for Buffer filler items. Applies Buffer at the start of the next player combat turn.
0
25
0
0
0

Vigor Filler Weight

Weight for Vigor filler items. Applies Vigor at the start of the next player combat turn.
0
0
0
25
0

Thorns Filler Weight

Weight for Thorns filler items. Applies Thorns at the start of the next player combat turn.
0
0
0
25
0

Artifact Filler Weight

Weight for Artifact filler items. Applies Artifact at the start of the next player combat turn.
0
0
0
25
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.