Stick Ranger

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

Goal

Pick a Goal to finish the game. Hell Castle is the usual finish of the game, being the last stage to beat. Volcano and Mountaintop are boss rush stages and are therefore regarded has more difficult stages than Hell Castle.
25
0
0
0
0
0
0
0
Checks

Shuffle Books

Controls whether buying Books are checks. At least one of Shuffle Books, Shuffle Enemies or Shop Checks needs to be on.
0
25
0

Shuffle Enemies

Controls whether enemies drop a check. At least one of Shuffle Books, Shuffle Enemies or Shop Checks needs to be on. common enemies: Every non-boss enemy has a 5% chance to drop. boss enemies: Every boss enemy has a 25% chance to drop. both: Both settings are on.
0
0
0
25
0

Shop Checks

When enabled, buying each item in a shop for the first time sends a check. That is 462 checks, one per item the shops stock, wherever you buy it. The shop shows an Archipelago logo until the check has been collected, and the normal item afterwards.
25
0
0

Progressive Shop

When enabled, each town's shop stock is unlocked by its own Progressive Shop items instead of by completing stages. Every shop has its own track, so opening Island's stock does not open Town's: 32 Progressive Town Shop, 15 Village, 1 Resort and 33 Island. Town keeps its first row stocked because that is where you start; Village, Resort and Island hold nothing at all until their own first item arrives, and say so. In the base game only Town's stock grows with the stages you beat; Village, Resort and Island sell everything the moment you arrive. So this option replaces Town's gating and adds gating to the other three. Does nothing unless Shop Checks is on.
25
0
0

Book Cost Randomizer

Randomizes the costs of Books. vanilla: Costs are vanilla (1000*stage number). random_balanced: Costs are randomized, but still balanced. random_extreme: Costs can range between 1-99999. random_extreme_expensive: Costs can range between 1-999999. (Not recommended) vanilla_tenth: Costs are vanilla divided by 10.
25
0
0
0
0
0
Ranger Classes

Class Randomizer

When enabled, start with the Class selected in Class Selector, and unlock other Classes via checks. This also starts you off with the Forget Tree, to switch Classes, and Forget is free.
25
0
0

Class Selector

Selects the Class you start with when Class Randomizer is enabled.
0
0
0
0
0
0
0
0
25

Classes required for Castle

Number of Ranger Classes you must have before entering the Castle stage. Your starting class counts towards this, so 1 means "no extra classes needed". Ignored unless Class Randomizer is enabled, and raised to match an earlier boss stage that asks for more.
This is a range option.

Accepted values:
Normal range: 0 - 8
0 ❌
25 ❌
0 ❌
0
0
0
0

Classes required for Submarine Shrine

Number of Ranger Classes you must have before entering the Submarine Shrine stage. Your starting class counts towards this, so 1 means "no extra classes needed". Ignored unless Class Randomizer is enabled, and raised to match an earlier boss stage that asks for more.
This is a range option.

Accepted values:
Normal range: 0 - 8
0 ❌
25 ❌
0 ❌
0
0
0
0

Classes required for Pyramid

Number of Ranger Classes you must have before entering the Pyramid stage. Your starting class counts towards this, so 1 means "no extra classes needed". Ignored unless Class Randomizer is enabled, and raised to match an earlier boss stage that asks for more.
This is a range option.

Accepted values:
Normal range: 0 - 8
0 ❌
25 ❌
0 ❌
0
0
0
0

Classes required for Ice Castle

Number of Ranger Classes you must have before entering the Ice Castle stage. Your starting class counts towards this, so 1 means "no extra classes needed". Ignored unless Class Randomizer is enabled, and raised to match an earlier boss stage that asks for more.
This is a range option.

Accepted values:
Normal range: 0 - 8
0 ❌
25 ❌
0 ❌
0
0
0
0

Classes required for Hell Castle

Number of Ranger Classes you must have before entering the Hell Castle stage. Your starting class counts towards this, so 1 means "no extra classes needed". Ignored unless Class Randomizer is enabled, and raised to match an earlier boss stage that asks for more.
This is a range option.

Accepted values:
Normal range: 0 - 8
0 ❌
25 ❌
0 ❌
0
0
0
0
Boss Stage Requirements

Minimum number of required pre-Castle stages

Minimum number of pre-Castle stages you must unlock before entering the Castle stage. Pre-Castle stages are: Grassland 1-7, Lake, Hill Country 1-3, Forest 1&2, Cavern 1-3 and Castle Gate.
This is a range option.

Accepted values:
Normal range: 0 - 17
0 ❌
25 ❌
0 ❌
0
0
0
0

Maximum number of required pre-Castle stages

Maximum number of pre-Castle stages you must unlock before entering the Castle stage. Pre-Castle stages are: Grassland 1-7, Lake, Hill Country 1-3, Forest 1&2, Cavern 1-3 and Castle Gate.
This is a range option.

Accepted values:
Normal range: 0 - 17
0 ❌
25 ❌
0 ❌
0
0
0
0

Minimum number of required pre-Submarine Shrine stages

Minimum number of pre-Submarine Shrine stages you must unlock before entering the Submarine Shrine stage. Pre-Submarine Shrine stages are: Seaside 1-4, Submarine 1-4, Mist Grove 1-3 and ???.
This is a range option.

Accepted values:
Normal range: 0 - 12
0 ❌
25 ❌
0 ❌
0
0
0
0

Maximum number of required pre-Submarine Shrine stages

Maximum number of pre-Submarine Shrine stages you must unlock before entering the Submarine Shrine stage. Pre-Submarine Shrine stages are: Seaside 1-4, Submarine 1-4, Mist Grove 1-3 and ???.
This is a range option.

Accepted values:
Normal range: 0 - 12
0 ❌
25 ❌
0 ❌
0
0
0
0

Minimum number of required pre-Pyramid stages

Minimum number of pre-Pyramid stages you must unlock before entering the Pyramid stage. Pre-Pyramid stages are: Desert 1-8, Oasis and Beach 1-3.
This is a range option.

Accepted values:
Normal range: 0 - 12
0 ❌
25 ❌
0 ❌
0
0
0
0

Maximum number of required pre-Pyramid stages

Maximum number of pre-Pyramid stages you must unlock before entering the Pyramid stage. Pre-Pyramid stages are: Desert 1-8, Oasis and Beach 1-3.
This is a range option.

Accepted values:
Normal range: 0 - 12
0 ❌
25 ❌
0 ❌
0
0
0
0

Minimum number of required pre-Ice Castle stages

Minimum number of pre-Ice Castle stages you must unlock before entering the Ice Castle stage. Pre-Ice Castle stages are: Cavern 4-6, Snowfield 1-8, Mountain 1&2 and Frozen Lake.
This is a range option.

Accepted values:
Normal range: 0 - 14
0 ❌
25 ❌
0 ❌
0
0
0
0

Maximum number of required pre-Ice Castle stages

Maximum number of pre-Ice Castle stages you must unlock before entering the Ice Castle stage. Pre-Ice Castle stages are: Cavern 4-6, Snowfield 1-8, Mountain 1&2 and Frozen Lake.
This is a range option.

Accepted values:
Normal range: 0 - 14
0 ❌
25 ❌
0 ❌
0
0
0
0

Minimum number of required pre-Hell Castle stages

Minimum number of pre-Hell Castle stages you must unlock before entering the Hell Castle stage. Pre-Hell Castle stages are: Snowfield 9, Beach 4, Forest 3-6, !!!, Hell 1-8, Inferno 1-3, Blood Lake, Cavern 7&8 and Hell Gate.
This is a range option.

Accepted values:
Normal range: 0 - 22
0 ❌
25 ❌
0 ❌
0
0
0
0

Maximum number of required pre-Hell Castle stages

Maximum number of pre-Hell Castle stages you must unlock before entering the Hell Castle stage. Pre-Hell Castle stages are: Snowfield 9, Beach 4, Forest 3-6, !!!, Hell 1-8, Inferno 1-3, Blood Lake, Cavern 7&8 and Hell Gate.
This is a range option.

Accepted values:
Normal range: 0 - 22
0 ❌
25 ❌
0 ❌
0
0
0
0
Logic

Enforce Logic

When enabled, stages that are out of logic cannot be entered at all. They still show on the map, greyed out, so you can see what you hold. There is no way to override it mid-run, which is the point: the run cannot be broken by accident or on purpose.
25
0
0

Enforce Shop Logic

When enabled, a shop item that Archipelago does not consider reachable yet cannot be bought. It is greyed out until the world has opened far enough. This is the shop's half of Enforce Logic. Without it the shop still sells anything it has stocked -- logic simply does not count on you buying it. Does nothing unless Shop Checks is on.
25
0
0
Traps and Hints

Trap Percentage

What share of the filler items are Traps, as a percentage. The share is of the items left once every stage and class unlock is placed, so at 100 every non-progression check you find is a Trap and Archipelago never hands you a weapon or a compo.
This is a range option.

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

Trap Disguise

When enabled, a trap waiting in a shop or a book wears the name of some other item in the room, misspelled: "Unlock Laek", "Progressive Eisland Shoppe", "Mothwing Cloack". It reads as a real item at a glance and gives itself away only if you look properly, in the spirit of Ocarina of Time's ice traps. While it is on the shops never send a hint for a trap, since the hint would carry its real name; that quiet is itself a small tell, but a smaller one. Anyone else scouting the location by other means still sees the trap for what it is.
25
0
0

Shop Hints

What the item shop and the Book shop tell you, and the room, about what they sell. off: a shop item that is still a check reads "AP Item" and shows only its price; nothing is hinted. important_only: you see everything; the room is only sent hints for progression and traps, so a 462-item shop does not bury everyone else's hints. all: you see everything and every item is hinted to the room.
0
0
25
0
Quality of Life

Gold Multiplier

Multiplies the gold dropped by enemies.
25
0
0
0
0

XP Multiplier

Multiplies the XP gained per enemy killed.
25
0
0
0
0

Drop Multiplier

Multiplies the chance of enemies dropping an item.
25
0
0
0
0

Free Respec

When enabled, respeccing at the Forget Tree is always free. Class Randomizer already makes it free, since it hands you the Forget Tree to swap class with. This makes it free without that option too, instead of costing 1000 gold per spent skill point.
25
0
0

Remove Null Compo

When enabled, buying weapons from the shop removes the 'cross' compo from the second compo slot
0
25
0

Removable Compos

When enabled, a compo already fitted to a weapon can be taken back out by clicking its slot with an empty hand. It returns to your cursor intact. In the base game a compo is in for good once fitted, so a good one sunk into a starter weapon is gone. This does not touch the cross that blocks a store-bought slot -- Remove Null Compo covers that one.
25
0
0
Links

Ring Link

When enabled, your gold is linked to every other Ring Link player's rings. Gold you gain sends rings to the room; rings you receive become gold. It works in both directions, so spending sends a negative.
25
0
0

Ring Link Ratio

How much gold one Ring Link ring is worth, in both directions. Stick Ranger's gold is one to two orders of magnitude larger than the ring counts games like Sonic deal in -- a single enemy drops up to 9999 -- so sending gold unscaled would flood the room. At the default, earning 300 gold sends 3 rings and receiving 10 rings pays 1000 gold.
This is a range option.

Accepted values:
Normal range: 1 - 1000
0 ❌
25 ❌
0 ❌
0
0
0
0

Gold per Thrown Ring

Gold earned every time an Angel throws a ring, with Ring Link on. 0 turns it off. This is Ring Link's payout: the gold goes out to the room as rings like any other gold you earn, so your Angels' rings are what you send. It does nothing unless Ring Link is on. Angels throw roughly two rings a second each, or seven on a quick ring, so four of them at the maximum out-earns every enemy in the game several times over. The payout is flat: it ignores the Gold Multiplier and the Gold Medal, so the number here is the number you get.
This is a range option.

Accepted values:
Normal range: 0 - 1000
0 ❌
25 ❌
0 ❌
0
0
0
0

Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
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"

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.