Regions/Yomori

Yomori

Matcha's homeworld. Civilization in tandem with nature with study and respect, but the great wizard spires are not what they ought to be. +75% Anima Gain

How to unlock

Defeat a Leviathan and extract from Elysia with Leviathan parts.

That means finishing a boss in Elysia and leaving through the extract sigil, in the same run.

The game keeps this on your save, not in the region's own data: the map select screen carries a lock switch per region and all four ship switched off, so what actually opens a region is your run history.

Monsters you meet here

MonsterRoleTierHealthSpeedExperienceLoot chanceWhen it arrives
Common monsterCommon300.8100%All the time on its own: 90 a minute at the start of a run. Sometimes on the clock: Every 75 s; Every 30 s (only part of the time, or only later in a run).
InterloperCommon1001100%On the clock: Every 104 s.
SprinterCommon301.2100%Sometimes on the clock: Every 75 s; Every 60 s; Every 49 s; Every 30 s (only part of the time, or only later in a run).
EliteElite5001250100%Sometimes on the clock: Every 150 s; Every 75 s; Every 60 s (only part of the time, or only later in a run).
BombBomb501.5750.5%Sometimes on the clock: Every 120 s; Every 75 s; Every 49 s (only part of the time, or only later in a run).
Elite bombBombElite2001.51000.5%Sometimes on the clock: Every 120 s; Every 75 s; Every 60 s; Every 49 s (only part of the time, or only later in a run).
MinibossMinibossElite15001.2500100%On the clock: Every 300 s.

This is the roster a run starts with, stage 1 of the region's spawn setting. Each miniboss you kill moves it on a stage, so others take these roles later in the same run (see how the roster changes, below).

Boss

BossSquid Boss
Health3000
Speed3
Experience2500
Seconds between attacks3.5
Region rewardManatrap Heart
Corrupted-region rewardKnot of Roots

It fights faster once it drops under half its health, and beating it is what opens the next region. Its own page has the full pattern.

Who appears when

The common monster of the current stage arrives on its own all the time: 90 a minute at the start of a run (180 in the final battle and on hard mode), spread over one spawn tick every 0.25 seconds, each tick up to 33% above or below the average.

At the start of a run that is Wizard Snail.

While a boss fight is on, it is 180 a minute instead.

A run opens with 5 of them at once.

No more than 300 monsters are on the field at once: a spawn that comes while the field is full is skipped.

The wave number starts at 0 and goes up by one every 60 seconds; many counts below grow with it. A change to common monsters a minute is worked out from the normal starting rate, so a stage that scales the rate scales those changes too.

WhenWhat arrivesWhat else changes
Every 1000 sDeath: one arrives, 1.5 screens outnothing
At 2:00, then 600 s later for every boss you have killed
while no boss is on the field
nothing newyour magus says "Something's coming…"
the screen shakes
At 7:30, then 600 s later for every boss you have killed
while no boss is on the field
nothing newyour magus says "It's getting closer…"
a boss distance readout counts down from 10000000 metres to 0 over 150 seconds
Every 600 sSquid Boss: arrives, and the boss fight starts52.2 fewer common monsters a minute (-58% of the starting rate)
the music turns tense
Every 300 sNautilus (miniboss): one arrives, 1.5 screens out
Thrower: a surge, one per 3 minutes survived (with Shifting Tide)
54 more common monsters a minute (+60% of the starting rate)
a cage is drawn around you: it pens you in, and brings no monster with it
monster strength +0.5
Every 150 s
only when the 300 s step does not fire on the same second
Skele Manta (elite): one arrives, 1.4 screens out
Thrower: a surge, one per 3 minutes survived, at least 1 (with Shifting Tide)
monster strength +0.25
18 more common monsters a minute (+20% of the starting rate)
Every 120 s
only when none of the 300 s, 150 s steps fires on the same second
Bell Jelly (bomb): a surge, one per minute survived
Angler (elite bomb): a surge, one per 3 minutes survived (from 6 minutes in)
Bomb Thrower: one arrives, 1.4 screens out (from 11 minutes in, with Shifting Tide)
29.7 fewer common monsters a minute (-33% of the starting rate)
monster strength +0.1
Every 120 snothing newthe nearest unopened chest is marked on your map
Every 104 sDumbo Octo (interloper): 2 per minute survived drop in as one clump, each with +1 on top of the strength multipliernothing
Every 75 s
while no boss is on the field, with Hazard Pay
nothing new3 to 8 Hazard Pay traps drop around you, 20 to 40 units out, scaling up over 20 minutes
Every 75 s
while no boss is on the field
a full ring closes in around you, each with +3 on top of the strength multiplier at the start of a run, rising to +20 by 60 minutes: Bell Jelly (bomb, 50%), Sea Angel (sprinter, 50%) (the 4th firing, then one firing in 3)
a full ring closes in around you, each with +3 on top of the strength multiplier at the start of a run, rising to +20 by 60 minutes: Angler (elite bomb, 80%), Skele Manta (elite, 20%) (otherwise, the 6th firing, then one firing in 5)
Wizard Snail (common monster): a full ring closes in around you, each with +3 on top of the strength multiplier at the start of a run, rising to +20 by 60 minutes (otherwise, not the first firing)
nothing
Every 60 s
only when none of the 300 s, 150 s, 120 s steps fires on the same second
Skele Manta (elite): one arrives, 1.4 screens out
Sea Angel (sprinter): a surge, one per minute survived
Angler (elite bomb): a surge, one per 3 minutes survived (from 5 minutes in)
90 more common monsters a minute (+100% of the starting rate)
monster strength +0.1
Every 49 s
while no boss is on the field
10 drop in as one clump, each with +1 on top of the strength multiplier at the start of a run, rising to +1.5 by 10 minutes; how many clumps: a random number from 1 to 0.4 per minute of run time, rounded down: Sea Angel (sprinter, 65%), Bell Jelly (bomb, 30%), Angler (elite bomb, 5%, until 5 minutes in, Sea Angel instead)nothing
Every 30 s
only when none of the 300 s, 150 s, 120 s, 60 s steps fires on the same second
Wizard Snail (common monster): a surge, 1.5 per minute survived, rounded down
Sea Angel (sprinter): a surge, one per 2 minutes survived (from 2 minutes in)
Thrower: a surge, one per 5 minutes survived, at least 1 (from 20 minutes in, with Shifting Tide)
nothing

Monsters in this table are the ones of stage 1, the roster a run starts with; each role is filled by the current stage's monster, see how the roster changes below.

While you extract

While you extract (never in the final battle), every spawn tick also rolls this table once for every 30% of the common monsters it brought. Each roll is out of 100 and picks one line.

MonsterChanceHow manyWhere
Skele Manta (elite)30%12 screens out
Sea Angel (sprinter)20%31.6 screens out
Angler (elite bomb)25%12 screens out
Bell Jelly (bomb)20%31.6 screens out
Nautilus (miniboss)2%13 screens out

The other 3% of rolls bring nothing extra.

How the roster changes

The roster moves on one stage every time you kill a miniboss.

Nothing on the clock moves it, so a run that leaves the miniboss alive keeps its starting monsters for as long as it lasts.

After stage 4 the next move goes back to stage 2, and the loop carries on from there.

Every move past the last stage also makes every monster except bosses faster: +0.25 to their speed multiplier each time, up to 2 times their speed.

Stage 1 is where every run starts; its entry changes never apply to that first stage.

RoleRoster stage 1Roster stage 2Roster stage 3Roster stage 4
Common monsterWizard SnailDumbo OctoOnibranchWizard Snail
InterloperDumbo OctoOnibranchGarden EelDumbo Octo
SprinterSea AngelSea AngelSea AngelSea Angel
EliteSkele MantaYuzu ShrimpThesis AdvisorSkele Manta
BombBell JellyBell JellyBell JellyBell Jelly
Elite bombAnglerAnglerAnglerAngler
MinibossNautilusNautilusNautilusNautilus
Common monsters a minute, on entering---x0.93
Monster strength, on entering---x5
Surge on entering-Dumbo Octo: 5-Wizard Snail: one per minute survived

The first 10 minutes

The same rules run second by second and grouped by the minute they land in, with no miniboss killed, no run modifier active and every step that waits for no boss on the field treated as clear. The common monster's own steady arrival is left out.

Difficulty ramp

Monster strength multiplies every monster's health and the experience it gives, once it is above 1. Monsters a minute is how many of the common monster arrive on their own between the steps.

WhenMonster strengthCommon monsters a minute
When a run beginsset to 190 normally, 180 in the final battle and on hard mode
Every 600 s52.2 fewer common monsters a minute (-58% of the starting rate)
Every 300 smonster strength +0.554 more common monsters a minute (+60% of the starting rate)
Every 150 s
only when the 300 s step does not fire on the same second
monster strength +0.2518 more common monsters a minute (+20% of the starting rate)
Every 120 s
only when none of the 300 s, 150 s steps fires on the same second
monster strength +0.129.7 fewer common monsters a minute (-33% of the starting rate)
Every 60 s
only when none of the 300 s, 150 s, 120 s steps fires on the same second
monster strength +0.190 more common monsters a minute (+100% of the starting rate)
On reaching stage 4 of the rosterx5x0.93
While a boss fight is on180, in place of the rate above

What that adds up to

Time into the runMonster strengthWizard Snail healthCommon monsters a minute
5 minutesx2.1564282.6
10 minutesx3.399423
20 minutesx5.6168756
30 minutesx7.92361089
60 minutesx14.84432088

The same steps worked out on the clock, with no miniboss killed and no boss fight. Every miniboss kill moves the roster on a stage and can change both numbers, so a real run usually climbs faster than this.

Music

Has its own combat theme.

Every map plays the same combat track and switches its mood instead of its song. The game keeps one setting for that and moves it to a different value on each of the 7 maps it knows.

How the ground is built

Chance of small scenery65%
Chance of medium scenery89%
Chance of large scenery99%
Space kept clear around small scenery1
Space kept clear around medium scenery3
Space kept clear around large scenery5
Scatter luck lost each time something is placed-100
Size of one piece of ground50
Pieces of ground kept loaded around you2
Distance before a piece of ground unloads5
Most ground tiles in one map (the map stops growing here)25

The ground is built in pieces as you walk, and these are the settings it is scattered with. They change what the map looks like and how much cover you get, not how strong the monsters are.

What map objects give

Nothing this region's map places gives an item: its props are scenery only.

Corrupted Yomori

The game also carries a corrupted Yomori. It is built from the same layout settings as Yomori, so it is the same ground under a different sky.

History

  • 0.9.85
    • Description. Before: Matcha's homeworld. Civilization in tandem with nature with study and respect, but the great wizard spires are not what they ought to be. After: Matcha's homeworld. Civilization in tandem with nature with study and respect, but the great wizard spires are not what they ought to be. +75% Anima Gain
    • Unlock Requirement. Before: Beat a boss and extract from Elysia After: Defeat a Leviathan and extract from Elysia with Leviathan parts
  • 0.9.1

Full list of this build.

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