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										 |  |  | # Risk of Rain 2
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							|  |  |  | ## Where is the settings page?
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										 |  |  | The [player settings page for this game](../player-settings) contains all the options you need to configure and export a | 
					
						
							|  |  |  | config file. | 
					
						
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							|  |  |  | ## What does randomization do to this game?
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							|  |  |  | Risk of Rain is already a random game, by virtue of being a roguelite. The Archipelago mod implements pure multiworld | 
					
						
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										 |  |  | functionality in which certain chests will send an item out to the | 
					
						
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										 |  |  | multiworld. The items that _would have been_ in those chests will be returned to the Risk of Rain player via grants by | 
					
						
							|  |  |  | other players in other worlds. | 
					
						
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										 |  |  | There are two modes in risk of rain. Classic Mode and Explore Mode | 
					
						
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							|  |  |  | Classic Mode: | 
					
						
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										 |  |  |   - Certain chests (made clear via a location check progress bar) will send an item out to the | 
					
						
							|  |  |  |     multiworld. The location of these chests do not matter, since all environments share a unified location pool. | 
					
						
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							|  |  |  | Explore Mode: | 
					
						
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										 |  |  |   - Chests will continue to work as they did in Classic Mode, the difference being that each environment | 
					
						
							|  |  |  |   will have a set amount of items that can be sent out. In addition, shrines, radio scanners, newt altars,  | 
					
						
							|  |  |  |   and scavenger bags will need to be checked, depending on your settings. | 
					
						
							|  |  |  |   This mode also makes each environment an item. In order to access a particular stage, you'll need it to be  | 
					
						
							|  |  |  |   sent in the multiworld. | 
					
						
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										 |  |  | ## What is the goal of Risk of Rain 2 in Archipelago?
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										 |  |  | Just like in the original game, any way to "beat the game" counts as a win. This means beating one of the bosses  | 
					
						
							|  |  |  | on Commencement, The Planetarium, or A Moment, Whole. Alternatively, if you are new to the game and  | 
					
						
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										 |  |  | aren't very confident in being able to "beat the game", you can set **Final Stage Death is Win** to true | 
					
						
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										 |  |  | (You can turn this on in your player settings.) This will make it so dying on either Commencement or The Planetarium, | 
					
						
							|  |  |  | or **obliterating yourself in A Moment, Fractured** will count as your goal. | 
					
						
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										 |  |  | **You do not need to complete all the location checks** to win; any item you don't collect may be released if the  | 
					
						
							|  |  |  | server options allow. | 
					
						
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							|  |  |  | If you die before you accomplish your goal, you can start a new run. You will start the run with any items that you | 
					
						
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										 |  |  | received from other players. However, these items will be randomized within their rarity at the start of each run.  | 
					
						
							|  |  |  | Any items that you picked up the "normal" way will be lost. | 
					
						
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							|  |  |  | Note, you can play Simulacrum mode as part of an Archipelago, but you can't achieve any of the victory conditions in | 
					
						
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										 |  |  | Simulacrum. So you could, for example, collect most of your items through a Simulacrum run(only works in classic mode), | 
					
						
							|  |  |  | then finish a normal mode run while keeping the items you received via the multiworld. | 
					
						
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							|  |  |  | ## Can you play multiplayer?
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							|  |  |  | Yes! You can have a single multiplayer instance as one world in the multiworld. All the players involved need to have | 
					
						
							|  |  |  | the Archipelago mod, but only the host needs to configure the Archipelago settings. When someone finds an item for your | 
					
						
							|  |  |  | world, all the connected players will receive a copy of the item, and the location check bar will increase whenever any | 
					
						
							|  |  |  | player finds an item in Risk of Rain. | 
					
						
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							|  |  |  | You cannot have players with different player slots in the same co-op game instance. Only the host's Archipelago | 
					
						
							|  |  |  | settings apply, so each Risk of Rain 2 player slot in the multiworld needs to be a separate game instance. You could, | 
					
						
							|  |  |  | for example, have two players trade off hosting and making progress on each other's player slot, but a single co-op | 
					
						
							|  |  |  | instance can't make progress towards multiple player slots in the multiworld. | 
					
						
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										 |  |  | Explore mode is untested in multiplayer and will likely not work until a later release. | 
					
						
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										 |  |  | ## What Risk of Rain items can appear in other players' worlds?
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										 |  |  | The Risk of Rain items are: | 
					
						
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										 |  |  | * `Common Item`    (White items) | 
					
						
							|  |  |  | * `Uncommon Item`  (Green items) | 
					
						
							|  |  |  | * `Boss Item`      (Yellow items) | 
					
						
							|  |  |  | * `Legendary Item` (Red items) | 
					
						
							|  |  |  | * `Lunar Item`     (Blue items) | 
					
						
							|  |  |  | * `Equipment`      (Orange items) | 
					
						
							|  |  |  | * `Dio's Best Friend` (Used if you set the YAML setting `total_revives_available` above `0`) | 
					
						
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										 |  |  | * `Void Item`      (Purple items) (needs dlc_sotv: enabled) | 
					
						
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							|  |  |  | Each item grants you a random in-game item from the category it belongs to. | 
					
						
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										 |  |  | When an item is granted by another world to the Risk of Rain player then a random | 
					
						
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										 |  |  | in-game item of that tier will appear in the Risk of Rain player's inventory. If the item grant is an `Equipment` and | 
					
						
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										 |  |  | the player already has an equipment item equipped then the _item that was equipped_ will be dropped on the ground and  | 
					
						
							|  |  |  | _the new equipment_ will take it's place. | 
					
						
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										 |  |  | Explore Mode items are: | 
					
						
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							|  |  |  | * `Titanic Plains (1)`, `Titanic Plains (2)`, `Distant Roost (1)`, `Distant Roost (2)` | 
					
						
							|  |  |  | * `Abandoned Aqueduct`, `Wetland Aspect` | 
					
						
							|  |  |  | * `Rallypoint Delta`, `Scorched Acres` | 
					
						
							|  |  |  | * `Abyssal Depths`, `Siren's Call`, `Sundered Grove` | 
					
						
							|  |  |  | * `Sky Meadow` | 
					
						
							|  |  |  | * `Commencement` | 
					
						
							|  |  |  | * `All the Hidden Realms` | 
					
						
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							|  |  |  | Dlc_Sotv items | 
					
						
							|  |  |  | * `Siphoned Forest` | 
					
						
							|  |  |  | * `Aphelian Sanctuary` | 
					
						
							|  |  |  | * `Sulfur Pools` | 
					
						
							|  |  |  | * `Void Locus` | 
					
						
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										 |  |  | When an explore item is granted, it will unlock that environment and will now be accessible! The  | 
					
						
							|  |  |  | game will still pick randomly which environment is next, but it will first check to see if they are available. If you have | 
					
						
							|  |  |  | multiple of the next environments unlocked, it will weight the game to have a ***higher chance*** to go to one you  | 
					
						
							|  |  |  | have checks in versus one you have already completed. You will still be unable to go to a stage 3 environment from a stage 1 environment. | 
					
						
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										 |  |  | ### How many items are there?
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							|  |  |  | Since a Risk of Rain 2 run can go on indefinitely, you have to configure how many collectible items (also known as | 
					
						
							|  |  |  | "checks") the game has for purposes of Archipelago when you set up a multiworld. You can configure anywhere from **10 | 
					
						
							|  |  |  | to 250** items. The number of items will be randomized between all players, so you may want to adjust the number and | 
					
						
							|  |  |  | item pickup step based on how many items the other players in the multiworld have. (Around 100 seems to be a good | 
					
						
							|  |  |  | ballpark if you want to have a similar number of items to most other games.) | 
					
						
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										 |  |  | In explore mode, the amount of checks are based on how many **chests, shrines, scavengers, radio scanners, and newt altars** | 
					
						
							|  |  |  | are in the pool. With just the base game, checks can range from **52 to 516**, with the DLC expanding it to **60 to 660**.  | 
					
						
							|  |  |  | Leaving everything on default, the total number of checks comes out to **216** locations. | 
					
						
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										 |  |  | After you have completed the specified number of checks, you won't send anything else to the multiworld. You can | 
					
						
							|  |  |  | receive up to the specified number of randomized items from the multiworld as the players find them. In either case, | 
					
						
							|  |  |  | you can continue to collect items as normal in Risk of Rain 2 if you've already found all your location checks. | 
					
						
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										 |  |  | ## What does another world's item look like in Risk of Rain?
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							|  |  |  | When the Risk of Rain player fills up their location check bar then the next spawned item will become an item grant for | 
					
						
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										 |  |  | another player's world (or possibly get sent back to yourself). The item in Risk of Rain will disappear in a poof of | 
					
						
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										 |  |  | smoke and the grant will automatically go out to the multiworld. Additionally, you will see a message in the chat saying | 
					
						
							|  |  |  | what item you sent out. If the message does not appear, this likely means that another game has collected their items from you. | 
					
						
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							|  |  |  | ## What is the item pickup step?
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										 |  |  | The item pickup step is a setting in the YAML which allows you to set how many items you need to spawn before the _next_ item | 
					
						
							|  |  |  | that is spawned disappears (in a poof of smoke) and goes out to the multiworld. For instance, an item step of **1** means that  | 
					
						
							|  |  |  | every other chest will send an item to the multiworld. An item step of **2** means that every third chest sends out an item  | 
					
						
							|  |  |  | just as an item step of **0** would send an item on **each chest.** | 
					
						
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							|  |  |  | ## Is Archipelago compatible with other Risk of Rain 2 mods?
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							|  |  |  | Mostly, yes. Not every mod will work; in particular, anything that causes items to go directly into your inventory | 
					
						
							|  |  |  | rather than spawning onto the map will interfere with the way the Archipelago mod works. However, many common mods work | 
					
						
							|  |  |  | just fine with Archipelago. | 
					
						
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							|  |  |  | For competitive play, of course, you should only use mods that are agreed-upon by the competitors so that you don't | 
					
						
							|  |  |  | have an unfair advantage. |