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TUNIC

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
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0
0
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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
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0

Sword Progression

Adds four sword upgrades to the item pool that will progressively grant stronger melee weapons, including two new swords with increased range and attack power.
0
25
0

Start With Sword

Start with a sword in the player's inventory. Does not count towards Sword Progression.
25
0
0

Keys Behind Bosses

Places the three hexagon keys behind their respective boss fight in your world.
25
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0

Shuffle Abilities

Locks the usage of Prayer, Holy Cross*, and the Icebolt combo until the relevant pages of the manual have been found. If playing Hexagon Quest, abilities are instead randomly unlocked after obtaining 25%, 50%, and 75% of the required Hexagon goal amount. * Certain Holy Cross usages are still allowed, such as the free bomb codes, the seeking spell, and other player-facing codes.
25
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0

Shuffle Ladders

Turns several ladders in the game into items that must be found before they can be climbed on. Adds more layers of progression to the game by blocking access to many areas early on. "Ladders were a mistake." —Andrew Shouldice
25
0
0

Entrance Rando

Randomize the connections between scenes. A small, very lost fox on a big adventure. If you set this option's value to a string, it will be used as a custom seed. Every player who uses the same custom seed will have the same entrances, choosing the most restrictive settings among these players for the purpose of pairing entrances.
Custom values are also allowed for this option. To create one, enter it into the input box below.
25
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0

Fewer Shops in Entrance Rando

Forces the Windmill entrance to lead to a shop, and removes the remaining shops from the pool. Adds another entrance in Rooted Ziggurat Lower to keep an even number of entrances. Has no effect if Entrance Rando is not enabled.
25
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0

Fool Traps

Replaces low-to-medium value money rewards in the item pool with fool traps, which cause random negative effects to the player.
0
25
0
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0

Hexagon Quest

An alternate goal that shuffles Gold "Questagon" items into the item pool and allows the game to be completed after collecting the required number of them.
25
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0

Gold Hexagons Required

How many Gold Questagons are required to complete the game on Hexagon Quest.
This is a range option.

Accepted values:
Normal range: 15 - 50
0
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0
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0

Percentage of Extra Gold Hexagons

How many extra Gold Questagons are shuffled into the item pool, taken as a percentage of the goal amount.
This is a range option.

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

Laurels Location

Force the Hero's Laurels to be placed at a location in your world. For if you want to avoid or specify early or late Laurels.
25
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0

Plando Connections

Generic connection plando. Format is: - entrance: "Entrance Name" exit: "Exit Name" percentage: 100 Percentage is an integer from 0 to 100 which determines whether that connection will be made. Defaults to 100 if omitted.
This option is not supported. Please edit your .yaml file manually.
Logic Options

Lanternless

Choose whether you require the Lantern for dark areas. When enabled, the Lantern is marked as Useful instead of Progression.
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Maskless

Choose whether you require the Scavenger's Mask for Lower Quarry. When enabled, the Scavenger's Mask is marked as Useful instead of Progression.
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Laurels Zips Logic

Choose whether to include using the Hero's Laurels to zip through gates, doors, and tricky spots. Notable inclusions are the Monastery gate, Ruined Passage door, Old House gate, Forest Grave Path gate, and getting from the Back of Swamp to the Middle of Swamp.
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Ice Grapple Logic

Choose whether grappling frozen enemies is in logic. Easy includes ice grappling enemies that are in range without luring them. May include clips through terrain. Medium includes using ice grapples to push enemies through doors or off ledges without luring them. Also includes bringing an enemy over to the Temple Door to grapple through it. Hard includes luring or grappling enemies to get to where you want to go. Enabling any of these difficulty options will give the player the Torch to return to the Overworld checkpoint to avoid softlocks. Using the Torch is considered in logic. Note: You will still be expected to ice grapple to the slime in East Forest from below with this option off.
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Ladder Storage Logic

Choose whether Ladder Storage is in logic. Easy includes uses of Ladder Storage to get to open doors over a long distance without too much difficulty. May include convenient elevation changes (going up Mountain stairs, stairs in front of Special Shop, etc.). Medium includes the above as well as changing your elevation using the environment and getting knocked down by melee enemies mid-LS. Hard includes the above as well as going behind the map to enter closed doors from behind, shooting a fuse with the magic wand to knock yourself down at close range, and getting into the Cathedral Secret Legend room mid-LS. Enabling any of these difficulty options will give the player the Torch to return to the Overworld checkpoint to avoid softlocks. Using the Torch is considered in logic. Opening individual chests while doing ladder storage is excluded due to tedium. Knocking yourself out of LS with a bomb is excluded due to the problematic nature of consumables in logic.
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Ladder Storage without Items

If disabled, you logically require Stick, Sword, or Magic Orb to perform Ladder Storage. If enabled, you will be expected to perform Ladder Storage without progression items. This can be done with the plushie code, a Golden Coin, Prayer, and many other options. This option has no effect if you do not have Ladder Storage Logic enabled.
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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 these items.

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 is not supported. Please edit your .yaml file manually.

Start Inventory from Pool

Start with these items and don't place them in the world. The game decides what the replacement items will be.