The Binding of Isaac Repentance

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

Allow Collecting

If other players are allowed to '!collect' items from your world.
0
25
0

Goals

Set of all bosses you'll have to beat to successfully win the game. Valid bosses are: ["Mom", "Mom's Heart", "Isaac", "Satan", "Blue Baby", "The Lamb", "Mega Satan", "Boss Rush", "Hush", "Beast", "Mother", "Delirium"] Can also be set to "All" to include all bosses, or "Random-#", where # determines the number of random bosses. For example ["Isaac", "Random-3"] will select Isaac and 3 random other Bosses

Goal Amount

How many of the Goals defined above you need to win the game. (0 == All)
This is a range option.

Accepted values:
Normal range: 0 - 12

The following values have special meanings, and may fall outside the normal range.
  • 0: All
  • 1: Single
25
0
0
0
0
0

Character Goals

Should Goals be tied to specific characters? any: Any character can beat any goal single: Each goal can only be beaten by a single character, which is randomly assigned when generating the game. grouped: Each goal can only be beaten by a group of characters, which is randomly assigned when generating the game. The group size is determined by the Goal Amount.
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0
0
0

Excluded characters

If character_goals is set to single or grouped, you can exclude certain characters from being assigned to goals here. Valid characters are: ["Isaac", "Magdalene", "Cain", "Judas", "???", "Eve", "Samson", "Azazel", "Lazarus", "Eden", "The Lost", "Lilith", "Keeper", "Apollyon", "The Forgotten", "Bethany", "Jacob & Esau", "Tainted Isaac", "Tainted Magdalene", "Tainted Cain", "Tainted Judas", "Tainted ???", "Tainted Eve", "Tainted Samson", "Tainted Azazel", "Tainted Lazarus", "Tainted Eden", "Tainted Lost", "Tainted Lilith", "Tainted Keeper", "Tainted Apollyon", "Tainted Forgotten", "Tainted Bethany", "Tainted Jacob"] You can also use "Tainted" or "Non-Tainted" to exclude all tainted or non-tainted characters respectively.

Excluded areas

Entire areas to exclude from the game. By excluding an area, none of the entrance methods to the area will be able to spawn and no location checks will be placed in those areas. Valid areas are: ["The Void", "Ascend", "Alt Path", "Timed Areas"]

Bad RNG Protection

By enabling this, successfully winning a run unlocks all the room location checks per stage which didn't spawn on all the stages you went through during that run. That means, even if a Mini Boss room didn't spawn in the Flooded Caves, you'll still get the unlock if you have been to the Flooded Caves during that run upon finishing the run successfully. (Room Types that can be checked this way: Miniboss, Arcade, Challenge Room, Curse Room and Sacrifice Room)
0
25
0

Heavy RNG rooms

Define how RNG heavy rooms should be handled. These include: Libraries, Bedrooms, Vaults and Dice Rooms. none: These rooms have no items no_progression: These rooms can contain anything except progression items any: These rooms can containy any sort of item
0
25
0
0

Ultra Secret room

Define how the Ultra Secret room should be handled. none: This room has no items no_progression: This room can contain anything except progression items any: This room can containy any sort of item any_red_key_logic: This room can containy any sort of item but is only put into logic after unlocking Red Key as a starting item any_soul_of_cain_logic: This room can containy any sort of item but is only put into logic after unlocking Soul of Cain as a reoccuring drop on every floor
0
0
0
0
0
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0

Error room

Define how the Error room should be handled. none: This room has no items no_progression: This room can contain anything except progression items any: This room can containy any sort of item any_undefined_logic: This room can containy any sort of item but is only put into logic after unlocking Undefined as a starting item
0
25
0
0
0

Crawl Space

Define how the Crawl Space should be handled. none: This room has no items no_progression: This room can contain anything except progression items any: This room can containy any sort of item any_shovel_logic: This room can containy any sort of item but is only put into logic after unlocking We Need To Go Deeper! as a starting item any_ehwaz_logic: This room can containy any sort of item but is only put into logic after unlocking Ehwaz as a reoccuring drop on every floor
0
0
0
0
25
0

Planetarium

Define how the Planetarium should be handled. none: This room has no items no_progression: This room can contain anything except progression items any: This room can containy any sort of item any_telescope_lense_logic: This room can containy any sort of item but is only put into logic after unlocking Telescope Lens as a starting trinket
0
0
0
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0

Planetarium in Chapter 4

Should the Planetarium be a check in Chapter 4 (Womb/Utero/Scarred Womb)?
0
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0

Error Room Logic

Should Womb, Sheol, Cathedral, Chest and Dark Room be in logic after Undefined or Red Key are unlocked? (Those floors can be reached via Error Rooms)
25
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0

Trapdoor Logic

Should Womb and Sheol be in logic after We need to go deeper! or Ehwaz are unlocked?
0
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0

Sacrifice Room Logic

Should Dark Room always be in logic as it can be reached via Sacrifice Rooms?
25
0
0

Soul of Cain Logic

Should Mega Satan, Corpse and Home be in logic after Soul of Cain is unlocked? (These doors can be opened with the rune)
25
0
0

Floor Variations

Whether or not locations and unlocks should exist for each variation of a floor. If set to true: Floor variations like Womb, Utero and Scarred Womb will be treated as different floors, which all have their own locations and need to be unlocked individually If set to false: Floor variations like Womb, Utero and Scarred Womb will be treated as a single floor with one set of locations and be unlocked all together with a single unlock
0
25
0

Additional Item Locations per Stage

Number of available AP Items that occasionally replace regular items. Picking up an AP Item is a location check. Once all the checks have been completed no more AP Items will spawn. (Maximum 10 per floor)

Item Location Percentage

Chance for an item to be replaced with an AP item (if there are still AP Item checks available for the current stage) Story and quest items are not replaced.
This is a range option.

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

Additional Boss Rewards

If enabled, beating each of the main bosses for the first time gives an additional amount of location checks: The amount of checks is determined by how deep the boss is in the run: Mom = 1 Mom's Heart/Boss Rush = 2 Isaac/Satan/Hush = 3 Blue Baby/The Lamb = 4 Mega Satan/Mother/Beast/Delirium = 5
0
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0

Scatter Previous Items

When disabled, items you received in previous runs are given to you immediately on the start of a new run When enabled, items you received in previous runs are spread across the first six floors on a new run
0
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0

Junk Percentage

Percentage of junk items (Non-Collectable Pickups like Coins, Bombs etc.)
This is a range option.

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

Trap Percentage

Percentage of junk items to be replaced by traps
This is a range option.

Accepted values:
Normal range: 0 - 100
0
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0

Item Weights

Specify the distribution of items that should be placed into the pool. If you don't want a specific type of item, set the weight to zero.

Retain Items Percentage

Fraction of the items you received that are re-given to you on a new run.
This is a range option.

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

Junk Weights

Specify the distribution of junk that should be placed into the pool. If you don't want a specific type of junk, set the weight to zero.

Retain Junk Percentage

Fraction of the pickups you received that are re-given to you on a new run.
This is a range option.

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

Trap Weights

Specify the distribution of traps that should be placed into the pool. If you don't want a specific type of trap, set the weight to zero.

1-UPs

Amount of 1-UPs you can receive during the session. Useful for balancing out the death link.
This is a range option.

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

Retain 1-UPs Percentage

Fraction of the 1-UPs you received that are re-given to you on a new run. (Will always be given immediately and not spread across floors.)
This is a range option.

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

Exclude items as rewards

Actively harmful items can be excluded here from being given as a reward to the player. Valid items are: ["A Pound of Flesh", "Blood Oath", "Blood Puppy", "Cursed Eye", "Curse of the Tower", "Isaac's Heart", "Kidney Stone", "Missing No", "Shard of Glass", "TMTrainer", "Ipecac", "Dr. Fetus", "Epic Fetus", "Bob's Brain", "Fire Mind"]

Progressive Mapping Upgrades

Adds three permanent mapping upgrades to the pool of items to be able to receive: Map -> Compass -> Blue Map
0
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0

Progressive Inventory Upgrades

Adds four permanent inventory upgrades to the pool of items to be able to receive: Polydactyly -> Belly Button -> Deep Pockets -> Schoolbag
0
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0

permanent_stat_upgrades

Adds x amount of upgrades for each stat to the pool of items to be able to receive. Amount of each stat up is equivalent to what a pill would increase. These upgrades are permanent and will be retained when starting a new run.
This is a range option.

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

start_out_nerfed

Amount of stat downs to start a run with, setting this to 1 means your base stats are lowerd by what one pill would decrease in each stat.
This is a range option.

Accepted values:
Normal range: 0 - 5
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0
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0

Fortune Machine Hint Percentage

Chance for a Fortune Telling Machine to give a hint.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
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Crystal Ball Hint Percentage

Chance for a Crystal Ball to give a hint.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
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0

Fortune Cookie Hint Percentage

Chance for a Fortune Cookie to give a hint.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
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0

Hint types from Fortunes

The type of items you are able to get Hints for through fortunes. Valid types are: ["Progression Items", "Useful Items", "Junk Items", "Traps"]

Death Link

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

If death link is enabled, this defines how punishing the death link is for you. mild: When death link is triggered, you'll receive 4 hits of damage (= 2 full hearts, or 4 full hearts on Womb+). normal: When death link is triggered it tries to kill you but invincibility or revives will keep the run alive. severe: When death link is triggered it kills you and ends your run regardless of invincibility or how many revives you had stocked up.
0
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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 needs to be configured manually in the YAML file.