## Settings file was created by plugin Aetherium v0.6.8
## Plugin GUID: com.KomradeSpectre.Aetherium

[Artifact: Artifact of Leonids]

## Should this artifact appear for selection?
# Setting type: Boolean
# Default value: true
Enable Artifact? = true

## How many seconds between each meteor shower?
# Setting type: Single
# Default value: 60
Interval Between Meteor Showers = 60

## How many waves of meteors should be included in each meteor shower? Each wave contains 1 meteor per body on the map.
# Setting type: Int32
# Default value: 6
Meteor Waves Per Shower = 6

[Artifact: Artifact of Progression]

## Should this artifact appear for selection?
# Setting type: Boolean
# Default value: true
Enable Artifact? = true

## How long until a monster progresses to the next progression state if they have one?
# Setting type: Single
# Default value: 60
Interval Between Each Progression = 60

## Should progressions spawned by the Progression effect have doubled money and exp?
# Setting type: Boolean
# Default value: true
Double Gold and Exp Reward of Progressions = true

## Which enemies master components should be blacklisted from evolving? (Each entry should be separated by a comma, you must know their internal master name to blacklist them. E.g. impmaster,lemurianmaster will blacklist normal imps and lemurians.
# Setting type: String
# Default value: 
Blacklisted Evolution Masters = 

[Artifact: Artifact of Regression]

## Should this artifact appear for selection?
# Setting type: Boolean
# Default value: true
Enable Artifact? = true

## At what monster population should we not be able to split anymore?
# Setting type: Int32
# Default value: 48
Regression Split Monster Cap = 48

## Should children spawned by the Regression effect have halved money and exp?
# Setting type: Boolean
# Default value: true
Reduce Gold and Exp Reward of Children = true

## How long in seconds should children of regression splits be immune?
# Setting type: Single
# Default value: 2
Duration of Child Immunity = 2

## How many Beetle Guards should appear when the Beetle Queen has regressed?
# Setting type: Int32
# Default value: 2
Queen to Guard Split Amount = 2

## How many Beetles should appear when the Beetle Guard has regressed?
# Setting type: Int32
# Default value: 4
Guard to Beetle Split Amount = 4

## How many Crystal Beetles should appear when the Crystal Beetle Guard has regressed?
# Setting type: Int32
# Default value: 4
Crystal Guard to Crystal Beetle Split Amount = 4

## How many Arch Wisps should appear when the Ancient Wisp has regressed?
# Setting type: Int32
# Default value: 2
Ancient Wisp To Arch Wisp Split Amount = 2

## How many Greater Wisps should appear when the Arch Wisp has regressed?
# Setting type: Int32
# Default value: 2
Arch Wisp To Greater Wisp Split Amount = 2

## How many Greater Wisps should appear when the Grovetender has regressed?
# Setting type: Int32
# Default value: 2
Grovetender To Greater Wisp Split Amount = 2

## How many Wisps should appear when the Greater Wisp has regressed?
# Setting type: Int32
# Default value: 4
Greater Wisp To Wisp Split Amount = 4

## How many Jellyfish should appear when the Wandering Vagrant has regressed?
# Setting type: Int32
# Default value: 8
Wandering Vagrant To Jellyfish Split Amount = 8

## How many Lemurians should appear when the Elder Lemurian has regressed?
# Setting type: Int32
# Default value: 5
Elder Lemurian To Lemurian Split Amount = 5

## How many Lunar Chimeras should appear when the Lunar Wisp has regressed?
# Setting type: Int32
# Default value: 2
Lunar Wisp To Lunar Chimera Split Amount = 2

## How many Lunar Exploders should appear when the Lunar Chimera has regressed?
# Setting type: Int32
# Default value: 5
Lunar Chimera To Lunar Exploder Split Amount = 5

## How many Golems should appear when the Titan has regressed?
# Setting type: Int32
# Default value: 4
Titan To Golem Split Amount = 4

## How many Parents should appear when the Grandparent has regressed?
# Setting type: Int32
# Default value: 5
Grandparent To Parent Split Amount = 5

## How many Vultures should appear when the Alloy Worship Unit has regressed?
# Setting type: Int32
# Default value: 6
Alloy Worship Unit To Vulture Split Amount = 6

## How many Solus Probes should appear when the Solus Control Unit has regressed?
# Setting type: Int32
# Default value: 6
Solus Control Unit To Solus Probe Split Amount = 6

## How many Clay Templars should appear when the Clay Dunestrider has regressed?
# Setting type: Int32
# Default value: 4
Clay Dunestrider To Clay Templar Split Amount = 4

## How many Imps should appear when the Imp Overlord has regressed?
# Setting type: Int32
# Default value: 5
Imp Overlord To Imp Split Amount = 5

## How many Hermit Crabs should appear when the Void Reaver has regressed?
# Setting type: Int32
# Default value: 4
Void Reaver To Hermit Crab Split Amount = 4

[Artifact: Artifact of the Journey]

## Should this artifact appear for selection?
# Setting type: Boolean
# Default value: true
Enable Artifact? = true

[Artifact: Artifact of the Nightmare]

## Should this artifact appear for selection?
# Setting type: Boolean
# Default value: true
Enable Artifact? = true

[Artifact: Artifact of the Tyrant]

## Should this artifact appear for selection?
# Setting type: Boolean
# Default value: true
Enable Artifact? = true

## How many elite statuses should Route-Ending bosses be granted by us?
# Setting type: Int32
# Default value: 1
Number of Elite Affixes to Give Route-Ending Bosses = 1

## What affixes should be blacklisted from Artifact of the Tyrant? (generally no spaces, comma delimited)
# Setting type: String
# Default value: 
Blacklisted Affixes String = 

[Artifact:Artifact of Progression]

## Should a sound play each time a monster reaches a progression checkpoint?
# Setting type: Boolean
# Default value: true
Enable Progression Sounds? = true

[Artifacts]

## Do you wish to disable every artifact in Aetherium?
# Setting type: Boolean
# Default value: false
Disable All Artifacts? = false

[Buff: Double XP and Double Gold]

## Should this buff be registered for use in the game?
# Setting type: Boolean
# Default value: true
Enable Buff? = true

[Buff: Soul Linked]

## Should this buff be registered for use in the game?
# Setting type: Boolean
# Default value: true
Enable Buff? = true

[Buffs]

## Do you wish to disable every standalone buff in Aetherium?
# Setting type: Boolean
# Default value: false
Disable All Standalone Buffs? = false

[Elite Equipment: Bloody Fealty]

Duration of the Abyssal Dash State = 0.2

Max Distance to Cover in a Single Abyssal Dash = 10

Cost Multiplier of Elite = 2.5

Damage Multiplier of Elite = 1

Health Multiplier of Elite = 2

Forced Cooldown Duration Between Player Blinks = 2

[Equipment]

Disable All Equipment? = false

[Equipment: Bell Totem]

Enable Equipment? = true

Time Between Consecutive Uses = 1

Radius of Bell Ring Shockwave = 25

Force of Bell Ring Shockwave = 6000

Forced Cooldown Time Between Equipment Uses = 2

[Equipment: Bloody Fealty]

Enable Elite Equipment? = true

[Equipment: Jar Of Reshaping]

Enable Equipment? = true

Base Projectile Absorption Radius = 20

Projectile Absorption Time / SUCC Mode Duration = 3

Cooldown Duration of Jar = 20

I Want To Lose Friends In Chaos Mode = false

Spawn Copy of Original Projectile from Jar of Reshaping? = true

[Interactable: Buff Brazier]

Enable Interactable? = true

Enable All BuffCatalog Entries for Flame Selection? = false

[Interactable: Buff Brazier Buffs]

Warcry: Enable in Runs? = true

Jade Elephant: Enable in Runs? = true

Super Leech: Enable in Runs? = true

Brainstalks: Enable in Runs? = true

Double XP and Double Gold: Enable in Runs? = true

[Interactable: Buff Brazier Debuffs]

Cripple: Enable in Runs? = true

80 Percent Slowdown: Enable in Runs? = true

Soul Linked: Enable in Runs? = true

[Item: Accursed Potion]

## Should this item appear in runs?
# Setting type: Boolean
# Default value: true
Enable Item? = true

## Should the AI not be able to obtain this item?
# Setting type: Boolean
# Default value: false
Blacklist Item from AI Use? = false

## Should the printers be able to print this item?
# Setting type: Boolean
# Default value: false
Blacklist Item from Printers? = false

## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.)
# Setting type: Boolean
# Default value: true
Require Unlock = true

## Should this item be able to emit sounds in certain conditions?
# Setting type: Boolean
# Default value: true
Enable Sounds? = true

## What should the base duration of the Accursed Potion sip cooldown be? (Default: 30 (30s))
# Setting type: Single
# Default value: 30
Base Duration of Sip Cooldown = 30

## How far should each stack reduce the cooldown? (Default: 0.75 (100% - 75% = 25% Reduction per stack))
# Setting type: Single
# Default value: 0.75
Percentage of Cooldown Reduction per Additional Stack = 0.75

## What radius of buff/debuff sharing should the first pickup have? (Default: 20m)
# Setting type: Single
# Default value: 20
Default Radius of Accursed Potion Effect Sharing = 20

## What additional radius of buff/debuff sharing should each stack after grant? (Default: 5m)
# Setting type: Single
# Default value: 5
Additional Radius Granted per Additional Stack = 5

## How many buffs or debuffs should we be able to have? (Default: 8)
# Setting type: Int32
# Default value: 8
Max Potion Effects Allowed = 8

## Which buffs and debuffs should not be allowed to roll via Accursed Potion?
# Setting type: String
# Default value: 
Blacklisted Buffs and Debuffs = 

[Item: Alien Magnet]

## Should this item appear in runs?
# Setting type: Boolean
# Default value: true
Enable Item? = true

## Should the AI not be able to obtain this item?
# Setting type: Boolean
# Default value: false
Blacklist Item from AI Use? = false

## Should the printers be able to print this item?
# Setting type: Boolean
# Default value: false
Blacklist Item from Printers? = false

## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.)
# Setting type: Boolean
# Default value: true
Require Unlock = true

## What should the starting pull force multiplier of the Alien Magnet's pull be?
# Setting type: Single
# Default value: 3
Starting Pull Force Multiplier = 3

## How much additional force multiplier should be granted per Alien Magnet stack?
# Setting type: Single
# Default value: 2
Additional Pull Force Multiplier per Stack = 2

## What should the minimum force multiplier be for the Alien Magnet?
# Setting type: Single
# Default value: 3
Minimum Pull Force Multiplier = 3

## What should the maximum force multiplier be for the Alien Magnet?
# Setting type: Single
# Default value: 10
Maximum Pull Force Multiplier = 10

[Item: Blaster Sword]

## Should this item appear in runs?
# Setting type: Boolean
# Default value: true
Enable Item? = true

## Should the AI not be able to obtain this item?
# Setting type: Boolean
# Default value: false
Blacklist Item from AI Use? = false

## Should the printers be able to print this item?
# Setting type: Boolean
# Default value: false
Blacklist Item from Printers? = false

## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.)
# Setting type: Boolean
# Default value: true
Require Unlock = true

## Do you wish to start feeling motivated now?
# Setting type: Boolean
# Default value: false
Use Alternate Blaster Sword Model = false

## Should the particle effects for the models be enabled?
# Setting type: Boolean
# Default value: true
Enable Particle Effects = true

## Should the swords impale and stick to targets (true), or pierce and explode on world collision (false)?
# Setting type: Boolean
# Default value: true
Use Impale Projectile Variant? = true

## In percentage, how much of the wielder's damage should we have for the sword projectile? (2 = 200%)
# Setting type: Single
# Default value: 2
Base Damage Inheritance Multiplier = 2

## In percentage, how much of the wielder's damage should we add per additional stack? (0.5 = 50%)
# Setting type: Single
# Default value: 0.5
Damage Multiplier Gained per Additional Stacks = 0.5

## Should the Blaster Sword projectiles home in on enemies?
# Setting type: Boolean
# Default value: false
Homing Projectiles = false

## Should having any amount of barrier allow you to use the effect of Blaster Sword?
# Setting type: Boolean
# Default value: false
Any Barrier Grants Blaster Sword Activation Buff = false

[Item: Bloodthirsty Shield]

Enable Item? = true

Blacklist Item from AI Use? = false

Blacklist Item from Printers? = false

Require Unlock = true

Use Alternative Icon Art? = false

Percentage of Shield Restored per Kill = 0.1

Additional Shield Restoration Percentage per Additional BSS Stack (Diminishing) = 0.1

Absolute Maximum Shield Restored per Kill = 0.5

Shield Granted on First BSS Stack = 0.08

[Item: Engineers Toolbelt]

Enable Item? = true

Blacklist Item from AI Use? = false

Blacklist Item from Printers? = false

Require Unlock = true

Enable Sounds? = true

Base Duplication Percent Chance = 0.2

Additional Duplication Percentage Chance = 0.2

Base Revival Percentage Chance = 0.1

Additional Revival Percentage Chance = 0.1

[Item: Feathered Plume]

Enable Item? = true

Blacklist Item from AI Use? = false

Blacklist Item from Printers? = false

Require Unlock = true

Use Alternative Icon Art? = false

Base Duration of Buff with One Feathered Plume = 5

Additional Duration of Buff per Feathered Plume Stack = 0.5

Stacks of Buff per Feathered Plume = 3

Movement speed per Feathered Plume Buff Stack = 0.07

[Item: Heart of the Void]

Enable Item? = true

Blacklist Item from AI Use? = false

Blacklist Item from Printers? = false

Require Unlock = true

Void Implosion Camera Spin Speed = 0.0125

Void Implosion Damage Multiplier = 120

Base Radius of Void Implosion = 15

Additional Implosion Radius per Additional Heart of the Void = 7.5

Ticking Time Bomb Threshold = 0.3

Percentage Raise in Ticking Time Bomb Threshold per Additional Heart of the Void = 0.05

Absolute Max Ticking Time Bomb Threshold = 0.99

Duration of Heart of the Void Cooldown After Use = 30

[Item: Inspiring Drone]

Enable Item? = true

Blacklist Item from AI Use? = false

Blacklist Item from Printers? = false

Require Unlock = true

Should the Inspiring Drone be required to be unlocked? = true

Should the Inspiring Drone be Green Rarity instead of Red Rarity? = false

Set All Stat Gain Percentages at Once? = true

Stat Gain Percentage (All) = 0.5

Damage Stat Gain (Individual) = 0.5

Attack Speed Stat Gain (Individual) = 0.5

Critical Chance Stat Gain (Individual) = 0.5

Health Stat Gain (Individual) = 0.5

Regeneration Stat Gain (Individual) = 0.5

Armor Stat Gain (Individual) = 0.5

Movement Speed Stat Gain (Individual) = 0.5

Duration of Turret Teleportation Cooldown = 40

Duration of Drone Teleportation Cooldown = 30

Distance Away from Owner to Teleport Turrets = 20

Distance Away from Owner to Teleport Drone = 30

[Item: Nail Bomb]

Enable Item? = true

Blacklist Item from AI Use? = false

Blacklist Item from Printers? = false

Require Unlock = true

Use Alternate Item Implementation? = false

Nail Bomb Child Direction Vector = {"x":0.0,"y":-1.0,"z":0.0}

Nail Bomb Child Min Spread Angle = 0

Nail Bomb Child Max Spread Angle = 45

Percent Damage Threshold Required to Activate Effect = 1.2

Amount of Nails per Nail Bomb = 20

Percent Damage per Nail in Nail Bomb = 0.3

Percent Damage Bonus of Additional Stacks = 0.5

Cooldown for Nail Bomb Absurdity Limiter = 2

Delay Between Nail Bomb Drops in Alternate Implementation = 10

Duration Percentage is Reduced By With Additional Stacks = 0.2

[Item: Shark Teeth]

Enable Item? = true

Blacklist Item from AI Use? = false

Blacklist Item from Printers? = false

Require Unlock = true

Base Damage Spread Percentage = 0.25

Damage Spread Percentage Gained Per Stack (Diminishing) = 0.25

Absolute Maximum Damage Spread Percentage = 0.75

Damage Spread Duration = 2

Damage Spread Ticks (Segments) = 5

Shark Teeth Effect is Non-Lethal = false

[Item: Shielding Core]

Enable Item? = true

Blacklist Item from AI Use? = false

Blacklist Item from Printers? = false

Require Unlock = true

Enable Particle Effects = true

First Shielding Core Bonus to Armor = 15

Additional Shielding Cores Bonus to Armor = 10

First Shielding Core Bonus to Max Shield = 0.08

[Item: Unstable Design]

Enable Item? = true

Blacklist Item from AI Use? = false

Blacklist Item from Printers? = false

Require Unlock = true

Enable Sounds? = true

Seconds Before First Lunar Chimera Spawn = 15

Duration of Chimera Resummoning Cooldown = 30

Duration of Chimera Retargeting Cooldown = 10

Minimum Spawn Distance Away From User = 80

Maximum Spawn Distance Away From User = 170

Base Damage Boosting Item Amount = 40

Additional Damage Boosting Item Amount = 10

HP Boosting Item Amount = 10

Attack Speed Item Amount = 30

Movement Speed Item Amount = 2

Enable Targeting Indicator? = true

Should Unstable Design Pull Aggression From Its Targets? = true

Replace Unstable Design Air Skill if AOTK is Installed = false

[Item: Weighted Anklet]

Enable Item? = true

Blacklist Item from AI Use? = false

Blacklist Item from Printers? = false

Require Unlock = true

Base Knockback Reduction Percentage = 0.25

Base Attack Speed Reduction Percentage = 0.1

Absolute Lowest Attack Speed Reduction Percentage = 0.1

Base Movement Speed Reduction Percentage = 0.1

Absolute Lowest Movement Speed Reduction Percentage = 0.1

Attack Speed Gained per Limiter Release (Flat) = 0.25

Movement Speed Gained per Limiter Release (Flat) = 1

Damage Percentage Gained per Limiter Release (Percentile) = 0.05

Base Dodge Depletion Cooldown Duration = 10

Additional Dodge Depletion Cooldown Duration for Additional Dodge Stacks = 5

[Item: Witches Ring]

Enable Item? = true

Blacklist Item from AI Use? = false

Blacklist Item from Printers? = false

Require Unlock = true

Damage Multiplier Required in a Hit to Activate = 5

Duration of Cooldown After Use = 10

Cooldown Duration Reduction per Additional Witches Ring (Diminishing) = 0.1

Global Cooldown On Use = false

[Item: Zenith Accelerator]

Enable Item? = true

Blacklist Item from AI Use? = false

Blacklist Item from Printers? = false

Require Unlock = true

Exponential Base Multiplier = 0.5

Percentage Increase per Hit = 0.1

Base Percentage Max of Zenith Acceleration Attack Speed Bonus = 3

Additional Percentage Cap per Additional Stack = 1

Duration of Zenith Acceleration Stack = 3

[Items]

## Do you wish to disable every item in Aetherium?
# Setting type: Boolean
# Default value: false
Disable All Items? = false

