Heretic (Beta)

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

Allow Collecting

If other players are allowed to '!collect' items from your world.
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Episodes to Play

Episode 1

City of the Damned. This episode includes the following levels: - The Docks (E1M1) - The Dungeons (E1M2) - The Gatehouse (E1M3) - The Guard Tower (E1M4) - The Citadel (E1M5) - The Cathedral (E1M6) - The Crypts (E1M7) - Hell's Maw (E1M8) - The Graveyard (E1M9)
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Episode 2

Hell's Maw. This episode includes the following levels: - The Crater (E2M1) - The Lava Pits (E2M2) - The River of Fire (E2M3) - The Ice Grotto (E2M4) - The Catacombs (E2M5) - The Labyrinth (E2M6) - The Great Hall (E2M7) - The Portals of Chaos (E2M8) - The Glacier (E2M9)
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Episode 3

The Dome of D'Sparil. This episode includes the following levels: - The Storehouse (E3M1) - The Cesspool (E3M2) - The Confluence (E3M3) - The Azure Fortress (E3M4) - The Ophidian Lair (E3M5) - The Halls of Fear (E3M6) - The Chasm (E3M7) - D'Sparil's Keep (E3M8) - The Aquifer (E3M9)
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Episode 4

The Ossuary. This episode includes the following levels: - Catafalque (E4M1) - Blockhouse (E4M2) - Ambulatory (E4M3) - Sepulcher (E4M4) - Great Stair (E4M5) - Halls of the Apostate (E4M6) - Ramparts of Perdition (E4M7) - Shattered Bridge (E4M8) - Mausoleum (E4M9)
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Episode 5

The Stagnant Demesne. This episode includes the following levels: - Ochre Cliffs (E5M1) - Rapids (E5M2) - Quay (E5M3) - Courtyard (E5M4) - Hydratyr (E5M5) - Colonnade (E5M6) - Foetid Manse (E5M7) - Field of Judgement (E5M8) - Skein of D'Sparil (E5M9)
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Episode 6

Fate's Path. This is a minor episode. Another episode must be played alongside this one. This episode includes the following levels: - Raven's Lair (E6M1) - The Water Shrine (E6M2)
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Goal Options

Goal

Choose the goal of the game. - **Complete All Levels**: Complete every level to win. - **Complete Some Levels**: Complete some number of total levels to win. - **Complete Random Levels**: Complete a set of randomly chosen levels to win. - **Complete Specific Levels**: Complete a specific set of levels to win. - **Complete Some And Specific Levels**: Complete some number of total levels, as well as specifically chosen ones, to win.
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Goal: Number of Levels

If the goal is 'Complete Some Levels', 'Complete Random Levels', or 'Complete Some And Specific Levels', this is how many levels must be completed.
This is a range option.

Accepted values:
Normal range: 1 - 47
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Goal: Specific Levels

If the goal is 'Complete Specific Levels', or 'Complete Some And Specific Levels', all levels chosen here must be completed.
Difficulty Options

Difficulty

Choose the game difficulty (skill level). - **Wet nurse**: (Thou needeth a wet-nurse) - Damage taken is halved. Ammo received from pickups is doubled. Quartz Flasks and Mystic Urns are automatically used when the player nears death. - **Easy**: (Yellowbellies-r-us) - Lesser number or strength of monsters, and more pickups. - **Medium**: (Bringest them oneth) - The default skill. Balanced monsters and pickups. - **Hard**: (Thou art a smite-meister) - Greater number or strength of monsters, and less pickups. - **Black plague**: (Black plague possesses thee) - Monsters are faster and more aggressive.
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Trick Difficulty

Choose which tricks, if any, can be logically expected. - **None**: Assumes vanilla progression through levels. - **Basic**: Some minor unintended strategies may be required. - **Pro**: More advanced speedrunning strategies like wallruns, SR40/SR50 straferunning, and exploiting the Z axis may be required. - **Extreme**: If it's feasible in real time, it's in logic. Includes tricks that require enabling vertical mouse movement, tricks that punish failure with death, or out-of-bounds movement.
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Allow Death Logic

Allow or disallow death logic locations and tricks. Some locations can only be attempted once, and can become unreachable if the player fails to get them. Once this has happened, the player must die or otherwise reset the level to attempt to reach the location again. If death logic is disabled, these locations will never contain any progression items. On higher trick difficulty settings, this setting may also enable some tricks that put the player in a position where they are stuck and must die/reset the map afterwards.
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Reset Level on Death

If enabled, when the player dies, the level is reset, respawning all pickups and monsters. Turning this setting off is considered easy mode. Good for new players that don't know the levels well. Note that regardless of this setting, your inventory and checks made are never lost on death.
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Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
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Energy Link

Enables using the server's EnergyLink pool to obtain powerups. When enabled, items sent to you that would have no mechanical effect are instead converted into energy. You can then spend that energy at any later time to refill your ammo or give yourself powerups. Optionally, you can set this option to an arbitrary string. This will restict your EnergyLink pool to only other players that use the same string.
Custom values are also allowed for this option. To create one, enter it into the input box below.
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Randomizer 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
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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.
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Check Sanity

If enabled, restores redundant location checks that are normally removed. By default, to lower the location count slightly, some redundant locations are removed. For example, in a room with three items right next to each other, two might be removed. Enabling Check Sanity restores these locations.
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Random Monsters

Choose how monsters are randomized. - **Off**: Monsters are left unchanged. - **Shuffle**: Monsters in the level are shuffled around. - **Same Type**: Each "small" monster in the level is replaced with a different "small" monster; same for "medium" and "big" monsters. - **Balanced**: All monsters in the level are randomized. The ratio of "small", "medium", and "big" monsters in the level will be preserved. - **Chaotic**: All monsters in the level are completely randomized. This can make levels *significantly* harder!
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Random Pickups

Choose how pickups (medkits, ammo, etc.) are randomized. - **Off**: Pickups are left unchanged. - **Shuffle**: Pickups in the level are shuffled around. - **Same Type**: Each "small" pickup in the level is replaced with a different "small" pickup; same for "medium" and "big" pickups. - **Balanced**: All pickups in the level are randomized. The ratio of "small", "medium", and "big" pickups in the level will be preserved. - **Chaotic**: All pickups in the level are completely randomized.
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Random Music

Choose how music will be randomized. - **Off**: The music tracks will be left unchanged. - **Shuffle Selected**: All music tracks within the episodes you have selected will be shuffled together. - **Shuffle Game**: All music in the entire game will be shuffled together.
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Start With Map Scrolls

If enabled, all Map Scrolls will be given to the player from the start.
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Split Bag of Holding

Split the Bag of Holding into six individual items, each one increasing ammo capacity for one type of weapon only.
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Bag of Holding Count

How many Bags of Holding will be available. If Split Bag of Holding is set, this will be the number of each capacity upgrade available.
This is a range option.

Accepted values:
Normal range: 0 - 10
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Ammo Capacity

Max Ammo - Wand Crystals

Set the starting capacity for Wand Crystals. Setting this below the default of 100 is allowed, but may be logically unsafe.
This is a range option.

Accepted values:
Normal range: 10 - 999
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Max Ammo - Ethereal Arrows

Set the starting capacity for Ethereal Arrows. Setting this below the default of 50 is allowed, but may be logically unsafe.
This is a range option.

Accepted values:
Normal range: 5 - 999
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Max Ammo - Claw Orbs

Set the starting capacity for Claw Orbs. Setting this below the default of 200 is allowed, but may be logically unsafe.
This is a range option.

Accepted values:
Normal range: 20 - 999
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Max Ammo - Runes

Set the starting capacity for Runes. Setting this below the default of 200 is allowed, but may be logically unsafe.
This is a range option.

Accepted values:
Normal range: 20 - 999
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Max Ammo - Flame Orbs

Set the starting capacity for Flame Orbs. Setting this below the default of 20 is allowed, but may be logically unsafe.
This is a range option.

Accepted values:
Normal range: 2 - 999
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Max Ammo - Mace Spheres

Set the starting capacity for Mace Spheres. Setting this below the default of 150 is allowed, but may be logically unsafe.
This is a range option.

Accepted values:
Normal range: 15 - 999
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Added Ammo - Wand Crystals

Set how much capacity for Wand Crystals will be added when a capacity upgrade is obtained.
This is a range option.

Accepted values:
Normal range: 10 - 999
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Added Ammo - Ethereal Arrows

Set how much capacity for Ethereal Arrows will be added when a capacity upgrade is obtained.
This is a range option.

Accepted values:
Normal range: 5 - 999
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Added Ammo - Claw Orbs

Set how much capacity for Claw Orbs will be added when a capacity upgrade is obtained.
This is a range option.

Accepted values:
Normal range: 20 - 999
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Added Ammo - Runes

Set how much capacity for Runes will be added when a capacity upgrade is obtained.
This is a range option.

Accepted values:
Normal range: 20 - 999
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Added Ammo - Flame Orbs

Set how much capacity for Flame Orbs will be added when a capacity upgrade is obtained.
This is a range option.

Accepted values:
Normal range: 2 - 999
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Added Ammo - Mace Spheres

Set how much capacity for Mace Spheres will be added when a capacity upgrade is obtained.
This is a range option.

Accepted values:
Normal range: 15 - 999
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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 Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: {Bomb: 1, Arrow: 3} The game decides what the replacement items will be.

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 needs to be configured manually in the YAML file.