# Q. What is this file?
# A. This file contains options which allow you to configure your multiworld experience while allowing
#    others to play how they want as well.
#
# Q. How do I use it?
# A. The options in this file are weighted. This means the higher number you assign to a value, the
#    more chances you have for that option to be chosen. For example, an option like this:
#
#    map_shuffle:
#      on: 5
#      off: 15
#
#    Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
#    off.
#
# Q. I've never seen a file like this before. What characters am I allowed to use?
# A. This is a .yaml file. You are allowed to use most characters.
#    To test if your yaml is valid or not, you can use this website:
#        http://www.yamllint.com/
#    You can also verify that your MultiworldGG options are valid at this site:
#        https://multiworld.gg/check

# Your name in-game, limited to 16 characters.
#     {player} will be replaced with the player's slot number.
#     {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
#     {number} will be replaced with the counter value of the name.
#     {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
name: Player{number}

# Used to describe your yaml. Useful if you have multiple files.
description: Default Hades2Rogue Template

game: Hades2Rogue
requires:
  version: 0.7.263 # Version of MWGG required for this yaml to work as expected.
  game:
    Hades2Rogue: 0.9.0 # Version of the world required for this yaml to work as expected.

Hades2Rogue:
  ################
  # 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.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 99
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-99: 0 # random value between 0 and 99
    disabled: 0 # equivalent to 0
    normal: 50 # equivalent to 50
    extreme: 0 # equivalent to 99

  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.
    full: 50
    minimal: 0

  allow_collecting_from:
    # If other players are allowed to '!collect' items from your world.
    'false': 0
    'true': 50

  ##################
  # Weapon Options #
  ##################
  included_weapons:
    # Which weapons can be included in the run.
    # Removing any of these will remove them and their aspects from the pool.
    # These will be the weapons that the below 'weapon_amount' option chooses from.
    ['Flames', 'Blades', 'Skull', 'Staff', 'Coat', 'Axe']

  weapon_amount:
    # How many of the above weapons should be included?
    # It will randomly select the amount you specify from the pool you listed above.
    # If you set it higher than the amount of weapons you included, it will just add all that you included.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 6
    6: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-6: 0 # random value between 1 and 6

  initial_weapon:
    # Which weapon will you have at the beginning of the run.
    staff: 0
    blades: 0
    flames: 0
    axe: 0
    skull: 0
    coat: 0
    random: 50

  aspectsanity:
    # How you'll get the various weapon aspects.
    # unlocked: every Aspect is available from the start, fully upgraded.
    # randomized: all 24 Aspects are shuffled - the 18 alternates and each weapon's Aspect of
    # Melinoe. Each is its own item, granted at max level.
    # Your starting weapon begins on a random one of its 4 Aspects, but only at
    # level 1. It's leveled to max when you find it's item.
    # progressive: you start with only one weapon with Melinoe's Aspect. Each weapon gets "Progressive
    # <Weapon>" items; the first unlocks all aspects at level one, the rest level all aspects up.
    # per_aspect: all 24 Aspects level independently, each with its own "Progressive
    # <Aspect>" item. 5 copies apiece (1 unlock + 4 rank upgrades), 120 items total. Your
    # starting weapon begins with a random one of its 4 Aspects at rank 1. The first aspect
    # item you receive for a weapon also unlocks that weapon.
    unlocked: 0
    randomized: 0
    progressive: 50
    per_aspect: 0

  included_aspects:
    # How many of each weapon's aspects should be accessible, for every aspectsanity mode
    # (unlocked/randomized/progressive/per_aspect alike). Any locations requiring any removed
    # aspects will be removed.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 4
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-4: 0 # random value between 1 and 4

  ####################
  # Location Options #
  ####################
  location_system:
    # How to handle base locations.
    # Room_based: Each location is the first time you clear that many rooms/encounters in one
    # run. For example; Room Check 9 sends the first time you clear 9 encounters in one run.
    # Point_based: Each location is a point total you must accumulate, you get points equal
    # to a room's depth when you clear it. Use this for much longer APs, and it will likely
    # be quite repetitive.
    # Per_Weapon_Room_Based: Like room_based, but there are separate pools for each weapon.
    # Per_Aspect_Room_Based: Like per_weapon_room_based, but instead there's a separate
    # pool for each accessible aspect.
    point_based: 0
    room_based: 50
    per_weapon_room_based: 0
    per_aspect_room_based: 0

  score_rewards_amount:
    # Point_based only. How many score locations are there? If you set each route to have
    # it's own pool later, each route will have a pool this big. If there aren't enough
    # locations to fulfill the minimum item pool, this will be increased accordingly. More
    # locations means more filler items, which are beneficial, but not required.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 40
    # Maximum value is 1000
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-40-1000: 0 # random value between 40 and 1000

  separate_checks:
    # When you've included more than one route: does each route get its own full set of
    # checks, or do they share one pool?
    # separate_pools: Every route gets their own locations, meaning you'll have to
    # thoroughly explore each of your routes.
    # combine_pools: the routes share one pool. Score checks stop being route-specific:
    # there are 200 of them total, every route's rooms bank into the same points pool, and
    # you could earn all 200 without ever leaving one route. Each room check is likewise
    # earned the first time you clear that depth on ANY route.
    separate_pools: 50
    combine_pools: 0

  enemy_locations:
    # Add locations for the first time you defeat each enemy type.
    'false': 0
    'true': 50

  npc_locations:
    # Add locations for the first time you speak to each NPC.
    'false': 0
    'true': 50

  ##################
  #  Item Options  #
  ##################
  grasp_count:
    # How many Progressive Grasp items in the item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 30
    6: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-30: 0 # random value between 1 and 30

  grasp_intervals:
    # How much each Progressive Grasp raises your maximum Grasp.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  arcanasanity:
    # How Arcana Cards are obtained.
    # arcana: each card is unlocked by an item at max level and can't be purchased.
    # progressive_arcana: each card gets multiple progressive items - the first unlocks it,
    # the rest upgrade it. Cards can't be upgraded any other way.
    arcana: 0
    progressive_arcana: 50

  keepsakesanity:
    # How Keepsakes are handled.
    # false: unchanged from the base game.
    # randomized: Adds a location for earning each keepsake, and adds each keepsake to the item pool.
    # progressive: Adds a location for earning each keepsake, and adds 3 "Progressive
    # Keepsake" items. The first unlocks all keepsakes at level one, the next two level
    # them up. Normal keepsake leveling is blocked.
    'false': 0
    randomized: 50
    progressive: 0

  petsanity:
    # How Familiars (pets: Frinos, Toula, Raki, Hecuba, Gale) are handled. Items only - no new check locations.
    # unlocked: every familiar is available from the start.
    # randomized: each familiar becomes its own item; you start with none and unlock each
    # at maximum bond when you receive its item.
    # progressive: a Progressive Familiar item is added - the first unlocks all familiars,
    # the rest upgrade their bonds. Normal familiar unlocking/bonding is blocked.
    unlocked: 0
    randomized: 50
    progressive: 0

  helper_room_sanity:
    # How helper NPC story rooms (Arachne, Narcissus, Echo, Hades, Medea, Circe, Dionysus,
    # and on Nightmare: Sisyphus, Eurydice, Patroclus) are handled.
    # unlocked: all helpers are unlocked from the start and appear only in their normal rooms.
    # items: helpers are unlocked via items in the item pool; they appear only in their normal rooms.
    # unlocked_random: same as unlocked, but they can appear in any of the other helpers' rooms too.
    # items_random: same as items, but they can appear in any of the other helpers' rooms too.
    unlocked: 0
    items: 0
    unlocked_random: 50
    items_random: 0

  combat_helper_sanity:
    # How to handle the various helper NPCs that assist in combat mid-run (Artemis, Nemesis,
    # Heracles, Icarus, Athena, Thanatos).
    # unlocked: all NPC helpers are automatically unlocked from the beginning, and show up
    # where they're supposed to.
    # items: all NPC helpers are unlocked via items in the item pool, and they show up where
    # they're supposed to.
    # unlocked_random: same as unlocked, but they can all show up in different places than
    # they normally can.
    # items_random: same as items, but they can all show up in different places than they
    # normally can.
    unlocked: 0
    items: 0
    unlocked_random: 50
    items_random: 0

  godsanity:
    # Locks each god's boons behind a check, so until you get the "Zeus" item, boons from him
    # will never spawn.
    # unlocked: All gods are available from the beginning. Logically all are available at the
    # same time, which could lead to some unlucky missed items.
    # onions: Anytime a boon would spawn from a god you haven't unlocked, it is replaced with
    # an Onion. This means that even once you've unlocked some gods, there will be runs where
    # you don't see any of them.
    # no_waste_less_odds: Each time a god is unlocked, the % chance of a boon spawning
    # increases, but every boon that spawns will always be from a god you've unlocked.
    # no_waste_same_odds: Boons spawn at the normal rate no matter how many gods are unlocked,
    # but every one is still guaranteed to be from a god you've unlocked - this makes you very
    # strong early on, since it's easy to get only boons that work very well together.
    unlocked: 50
    onions: 0
    no_waste_less_odds: 0
    no_waste_same_odds: 0

  #############
  # Deathlink #
  #############
  deathlink:
    # When you die, everyone who enabled death link dies. Of course, the reverse is true too.
    'false': 0
    'true': 50

  deathlink_percent:
    # When you receive a DeathLink, how much of your health you'll lose, as a percentage of
    # your maximum health. Or, set to 0 to end the run regardless of available death defiances.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  deathlink_amnesty:
    # How many times you die in a row before it sends a Deathlink to everyone else. 0
    # means you'll never send, only receive
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  ###############
  # Vow Options #
  ###############
  reverse_vow:
    # Start each run with the vows below already active (raising difficulty); each is then
    # removed, one at a time, by items found in the multiworld.
    'false': 0
    'true': 50

  vow_pain:
    # How many levels of Vow of Pain to start with (foes deal more damage).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3: 0 # random value between 0 and 3

  vow_grit:
    # How many levels of Vow of Grit to start with (foes have more health).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3: 0 # random value between 0 and 3

  vow_wards:
    # How many levels of Vow of Wards to start with (foes gain Barrier).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 2
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-2: 0 # random value between 0 and 2

  vow_frenzy:
    # How many levels of Vow of Frenzy to start with (foes are faster).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 2
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-2: 0 # random value between 0 and 2

  vow_hordes:
    # How many levels of Vow of Hordes to start with (more foes).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3: 0 # random value between 0 and 3

  vow_menace:
    # How many levels of Vow of Menace to start with (foes from the next region).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 2
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-2: 0 # random value between 0 and 2

  vow_return:
    # How many levels of Vow of Return to start with (slain foes may revive).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 2
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-2: 0 # random value between 0 and 2

  vow_fangs:
    # How many levels of Vow of Fangs to start with (armored foes gain perks).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 2
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-2: 0 # random value between 0 and 2

  vow_scars:
    # How many levels of Vow of Scars to start with (healing is less effective).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3: 0 # random value between 0 and 3

  vow_debt:
    # How many levels of Vow of Debt to start with (Higher gold costs).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 2
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-2: 0 # random value between 0 and 2

  vow_shadow:
    # How many levels of Vow of Shadow to start with (Shadow Servants).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1: 0 # random value between 0 and 1

  vow_forfeit:
    # How many levels of Vow of Forfeit to start with (first Boon becomes Red Onion).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1: 0 # random value between 0 and 1

  vow_time:
    # How many levels of Vow of Time to start with (time limit per region).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3: 0 # random value between 0 and 3

  vow_void:
    # How many levels of Vow of Void to start with (less Grasp for Arcana).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 4
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-4: 0 # random value between 0 and 4

  vow_hubris:
    # How many levels of Vow of Hubris to start with (Primes Magick after Boons).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 2
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-2: 0 # random value between 0 and 2

  vow_denial:
    # How many levels of Vow of Denial to start with (unpicked blessings vanish).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1: 0 # random value between 0 and 1

  vow_rivals:
    # How many levels of Vow of Rivals to start with (Guardians are stronger).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 4
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-4: 0 # random value between 0 and 4

  reverse_rivals:
    # Reverse which Guardians the Vow of Rivals strengthens: this makes Chronos and Typhon
    # the last boss to return to normal.
    'false': 0
    'true': 50

  ########################
  # Goal & Route Options #
  ########################
  goals_required:
    # Which routes' final bosses should be included in the goal (Chronos for Underworld,
    # Typhon for Surface, Hades for Nightmare -- Zagreus is separate, see Goal Requires
    # Zagreus below). Nightmare requires the "Zagreus Journey" mod by NikkelM, which is a
    # dependency of the Archipelago mod, but will only work if Hades 1 is installed.
    # Meaning don't include Nightmare unless you have Hades 1 installed/available to be
    # installed.
    # Valid options are: Underworld, Surface, and Nightmare.
    ['Surface', 'Underworld']

  goal_requires_zagreus:
    # Whether defeating Zagreus is part of your Goal.
    'false': 50
    'true': 0

  goal_mode:
    # Whether any of the toggled goals must be achieved, or all of them.
    # This means if any_selected is chosen, and you selected underworld and surface, you would only need to do one of the two.
    all_selected: 50
    any_selected: 0

  zagreus_encounter_mode:
    # How Zagreus fights appear (only matters if Zagreus is part of your Goal):
    # Vanilla: Zagreus fights appear how they normally do in the late game.
    # Empowered: Zagreus fights appear how they normally do, but Zagreus starts heavily
    # empowered. Progressive Zagreus Weaken items are added to the multiworld that weaken him
    # back down to, and eventually below, his normal strength.
    # Final Challenge: Defeating any route's final boss spawns a contract to go fight Zagreus
    # instead of ending the run.
    vanilla: 0
    empowered: 50
    final_challenge: 0

  zagreus_weaken_tiers:
    # If Zagreus Encounter Mode is set to Empowered, how many "Progressive Zagreus Weaken"
    # items exist to weaken him. Setting more will not make him weaker, just weaken him in smaller
    # chunks
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-10: 0 # random value between 1 and 10

  include_regions:
    # Which routes will be included: Underworld (Erebus/Oceanus/Fields of Mourning/Tartarus),
    # Surface (City of Ephyra/Rift of Thessaly/Mount Olympus/The Summit), and Nightmare (the
    # original Hades 1 route -- Tartarus/Asphodel/Elysium/Styx).
    # Nightmare requires the "Zagreus Journey" mod by NikkelM, which is a dependency of
    # the Archipelago mod, but will only work if Hades 1 is installed.
    # Meaning don't include Nightmare unless you have Hades 1 installed/available to be installed.
    # 
    # Valid options are: Underworld, Surface, and Nightmare.
    ['Surface', 'Underworld']

  include_zagreus_journey:
    # Whether to include any content from NikkelM's Zagreus' Journey mod.
    # When off: Nightmare is removed as a playable route/goal
    # regardless of what Include Regions/Goals Required select, its 7 keepsakes (Sisyphus/
    # Eurydice/Patroclus/Orpheus/Megaera/Thanatos/Achilles) never enter the item pool, and
    # none of Sisyphus/Eurydice/Patroclus/Thanatos can be randomized into other routes' rooms
    # either.
    'false': 50
    'true': 0

  lock_routes:
    # Lock each route's regions behind its progressive route items (Progressive Underworld
    # / Progressive Surface / Progressive Nightmare).
    'false': 0
    'true': 50

  starting_route:
    # If lock_routes is on, which route is open from the start.
    # Picking a route you didn't include will result in a random route you did include.
    random_1_route: 50
    underworld: 0
    surface: 0
    all: 0
    nightmare: 0

  underworld_wins_needed:
    # How many times you must win an Underworld run to mark the goal as complete.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 20
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-20: 0 # random value between 1 and 20

  surface_wins_needed:
    # How many times you must win a Surface run to mark the goal as complete.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 20
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-20: 0 # random value between 1 and 20

  nightmare_wins_needed:
    # How many times you must win a Nightmare run to mark the goal as complete.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 20
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-20: 0 # random value between 1 and 20

  zagreus_defeats_needed:
    # How many times you must defeat Zagreus to satisfy the Zagreus part of the goal.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 20
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-20: 0 # random value between 1 and 20

  weapons_clears_needed:
    # How many different weapons you must use to defeat any boss. Meaning defeating Chronos
    # with the axe and Typhon with the blades would count as 2 weapons.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 6
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-6: 0 # random value between 1 and 6

  ################
  # Misc Options #
  ################
  starting_npc_gifts:
    # For each NPC you add, it adds an item to the item pool that grants you a random one of the
    # boons they would normally give you if you ran into them during a run
    # Valid options are: Arachne, Artemis, Athena, Circe, Dionysus, Hades, Icarus, and Medea.
    # All but Medea are defaulted, as some of Medea's curses can negatively impact your runs.
    ['Hades', 'Athena', 'Dionysus', 'Circe', 'Icarus', 'Artemis', 'Arachne']

  daedalus_upgrade:
    # Adds this many Daedalus Upgrade items to the pool. Each one grants a random Daedalus
    # Hammer upgrade for your equipped weapon at the start of each run.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  progressive_boon_level:
    # Adds this many Progressive Boon Level items to the pool. Each one raises the base level
    # of all acquired boons that can be leveled (most Common/Rare/Epic/Heroic boons; Duo and
    # Legendary boons can't level and are unaffected). 0 removes the item from the pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  ##################
  # Filler Options #
  ##################
  nectar_pack_value:
    # Amount of Nectar granted per Nectar item.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-50: 0 # random value between 0 and 50

  nectar_pack_percentage:
    # Share of the filler pool that is Nectar.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  starting_health_value:
    # How much max health each Starting Max Health item grants.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-50: 0 # random value between 0 and 50

  starting_health_percentage:
    # Share of the filler pool that is Max Health.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    15: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  starting_magick_value:
    # How much max Magick each Starting Max Magick item grants.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-50: 0 # random value between 0 and 50

  starting_magick_percentage:
    # Share of the filler pool that is Max Magick.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    15: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  starting_gold_value:
    # How much run-start gold each Starting Gold item grants.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-100: 0 # random value between 1 and 100

  starting_gold_percentage:
    # Share of the filler pool that is Starting Gold.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    15: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  starting_armor_value:
    # How much run-start armor each Starting Armor item grants.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-100: 0 # random value between 1 and 100

  starting_armor_percentage:
    # Share of the filler pool that is Starting Armor.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    15: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  rarity_increase_percentage:
    # Share of the filler pool that is Rarity Increase. Each one permanently raises your
    # odds of higher-rarity boons.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    15: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  major_finds_percentage:
    # Share of the filler pool that is Increased Odds of Major Finds. Each one nudges door
    # rewards toward Major Finds (Boons, Daedalus Hammers, Centaur Hearts) and away from
    # Minor Finds (Bones, Ash, Nectar).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  ###########################
  # 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.
    []

  exclude_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.
    []

  plando_items:
    # Generic items plando.
    []
