Dark Souls Remastered

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
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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.
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Allow Collecting

If other players are allowed to '!collect' items from your world.
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Enable Deathlink

Includes Deathlink
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Goal Condition

Set the goal condition - **Gwyn:** Default option -Beat Gwyn, Lord of Cinder - **Bosses:** Defeat all bosses - **Ornstein and Smough:** Kill Ornstein and Smough
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Guaranteed Items

Guarantees that the specified items will be in the item pool

Excluded Locations Behavior

How to choose items for excluded locations in DSR. - **Forbid Useful:** Neither progression items nor useful items can be placed in excluded locations. - **Do Not Randomize:** Excluded locations always contain the same item as in vanilla Dark Souls: Remastered.
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Quality of Life

Can Warp Without Lordvessel

Gain the ability to warp as soon as you have rested at any warpable bonfire.
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Warp To All Bonfires

Makes all bonfires eligible to be warped to via the in-game menu. No matter your settings, you will still need to actually rest at the warpable points to be able to warp to them. As a side-effect, this will also make warping set your destination as your "return" point upon next death, homeward, etc. Warpable bonfires are synced between all saves on the slot, regardless of your choice.
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Difficulty

Ghost Difficulty

How to manage difficulty for ghosts. - **Normal:** Ghost's behavior is unchanged and no mitigations are made to make them easier to deal with. - **Ghosts Are Not Ghostly:** Ghosts can be damaged by all weapons and items. Similar to having a transient curse always active. - **Rickert Sells Curses:** Rickert, the blacksmith/shopkeeper in the safe part of New Londo, will sell unlimited transient curse items, 1500 souls apiece.
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Soul Multiplier - Base Percentage

Base value for a multiplier applied to enemy & boss soul drops, expressed as a percentage. 100 is vanilla.
This is a range option.

Accepted values:
Normal range: 20 - 500
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Soul Multiplier - Maximum Percentage

Maximum (final) value for a multiplier applied to enemy & boss soul drops, expressed as a percentage. Only takes effect if not equal to soul_multiplier_base, and soul_multiplier_steps is non-zero.
This is a range option.

Accepted values:
Normal range: 20 - 500
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Soul Multiplier Steps

Number of steps from the base to the maximum multiplier. This is how many "Progressive Soul Multiplier" items will be added to the item pool. Upon receiving one, the soul multiplier will increase (1/(this value)) * (the distance from max to base). As an example, if your soul_multiplier_base is 100, soul_multiplier_max is 200, and this is set to 4, then the first such item will set the soul drop multiplier to 125%, 2nd to 150%, and so on. Progressive Soul Multiplier update will only take effect when enemies are reloaded or respawned. Has no effect if the soul_multiplier_base and soul_multiplier_max are equal. If zero, soul_multiplier_base is applied as a static multiplier.
This is a range option.

Accepted values:
Normal range: 0 - 10
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Weight Multiplier - Base Percentage

Base value for a multiplier applied to weight of weapons, shields, and armors, expressed as a percentage. 100 is vanilla weight. 50 is half weight. 0 is no weight.
This is a range option.

Accepted values:
Normal range: 0 - 300
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Weight Multiplier - Minimum Percentage

Minimum (final) value for a multiplier applied to weight of weapons, shields, and armors, expressed as a percentage. Only takes effect if not equal to weight_multiplier_base, and weight_multiplier_steps is non-zero.
This is a range option.

Accepted values:
Normal range: 0 - 300
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Weight Multiplier Steps

Number of steps from the base to the minimum multiplier. This is how many "Progressive Weight Reducer" items will be added to the item pool. Upon receiving one, the weight multiplier will decrease (1/(this value)) * (the distance from base to min). As an example, if your weight_multiplier_base is 100, weight_multiplier_min is 20, and this is set to 4, then the first such item will set the weight multiplier to 80%, 2nd to 60%, and so on. Has no effect if the weight_multiplier_base and weight_multiplier_min are equal. If zero, weight_multiplier_base is applied as a static multiplier. If you want to turn off weapon and armor weight entirely, set weight_multiplier_base and this value both to 0.
This is a range option.

Accepted values:
Normal range: 0 - 10
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Sanity

Fogwall Sanity

Makes area fog walls uninteractable until you receive their items from the item pool. Fog walls will also give checks when you pass through them. The Undead Asylum fog wall will not be locked, to avoid super-early BK. Recommended to turn this on.
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Boss Fogwall Sanity

Makes boss fog walls uninteractable until you receive their items from the item pool. Boss fog walls will also give checks when you pass through them. The following will be neither locations nor checks as they all do not have fog walls upon your first entry into their arena: Asylum Demon (first encounter), Sif, Seath (2nd encounter), and Kalameet.
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Shuffling

Boss Soul Shuffle

Makes boss soul drops be shuffled into the multiworld item pool. Does not affect the Lord Souls, which are always shuffled in.
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Boss Humanity Shuffle

Makes boss humanity and twin humanity drops be shuffled into the multiworld item pool.
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Boss Bone Shuffle

Makes boss homeward bone drops be shuffled into the multiworld item pool.
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Black Knight Weapon Shuffle

Makes Black Knight weapon drop locations guaranteed, and adds their weapons to the multiworld item pool. This only applies to the 7 non-respawning Black Knights in the game. With this off, their Titanite Chunk drops are still added to the pool, and the weapon drops are left to chance. These weapons are quite powerful, and this option adds 2 Swords, 2 Halberds, 1 Greataxe, 1 Greatsword, and 1 Shield to the pool.
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Crystal Lizard Shuffle

Adds Crystal Lizard drop locations to the multiworld item pool. This adds 2 locations per lizard: 1 for their Twinkling Titanite, and 1 for an additional drop - which is made guaranteed. There are 25 total crystal lizards, 10 of which are in the Great Hollow, and 5 of which are in the DLC. If one escapes, typically you can quit out and reload to respawn it. Great Hollow lizards may each require several reloads, because they only have a 1 in 3 chance to activate each time.
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Shops

Limited Shop Item Shuffle

Adds limited quantity shop slots from unmissable shopkeepers as locations, and shuffles their items into the multiworld. Missable shopkeepers, who can be made unavailable based on progression or dialogue options, will not have their shops shuffled into the multiworld. Shuffled Shops' keepers will be made immune to player attacks to make them unmissable, and their drops added as shuffled locations to their shop. Shops Shuffled by this option: Andre of Astora Big Hat Logan Crestfallen Merchant Domhnall of Zena (not including post-boss equipment yet) Female Undead Merchant Giant Blacksmith (shared Repairbox and Blacksmith Giant Hammer) Griggs of Vinheim Hawkeye Gough Male Undead Merchant Marvelous Chester Oswald of Carim Petrus of Thorolund Rickert of Vinheim Vamos (shared Repairbox + 2 drops only)
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Shop Hints

When Shop items are shuffled, this options control what types of Archipelago Hints will be created upon talking to the relevant merchant (with the shop slots unlocked).
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Logic

Logic Requirement to Access Firelink Altar

Firelink Altar logical Access requirement. Before the chosen condition, Firelink Altar will be considered "out of logic". This will also restrict logical access to areas behind golden fog walls, since Firelink Altar access is required for placing the lordvessel. This will not actually prevent you from accessing the Altar from either Serpent. - **Either:** As soon as you can reach either Serpent (Kaathe or Frampt), Firelink Altar in-logic. It is left up to chance (the generate process) which one is expected by the logic. - **Both:** Only when both Serpents are accessible is Firelink Altar considered in-logic. This is the "safest" option. - **Frampt:** (default) Frampt being accessible puts Firelink Altar in-logic (both bells can be rung) - **Kaathe:** Kaathe being accessible puts Firelink Altar in-logic (via defeating the Four Kings in the Abyss under New Londo). If you accidentally dismiss or anger Kaathe, and this option is "Either" or "Kaathe", thus making you unable to get to the altar, you can use the /warp FA command in the client to warp to the altar.
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Logic Requirement to Access Catacombs

Artificial logic for The Catacombs access. Before the chosen condition, The Catacombs will be considered "out of logic" - **no_logic:** (not recommended) Catacombs is in-logic as soon as you get to Firelink Shrine. - **undead_merchant:** Access to Undead Merchant in the Upper Undead Burg puts Catacombs in-logic. - **andre:** Access to Andre puts Catacombs in-logic. - **andre_or_undead_merchant:** Access to either Andre or Undead Merchant puts Catacombs in-logic. - **ornstein_and_smough:** (Default) Access to Ornstein and Smough puts Catcombs in-logic.
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Logic Requirement to Access Tomb of the Giants

Artificial logic for Tomb of the Giants (TotG) access. Before the chosen condition, TotG will be considered "out of logic". - **no_logic:** TotG is in-logic as soon as you defeat Pinwheel. - **skull_lantern:** Receiving a Skull Lantern as an AP item puts TotG in-logic. - **sunlight_maggot:** Receiving a Sunlight Maggot as an AP item puts TotG in-logic.
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Equipment

Randomize Starting Loadout

Randomize each class's starting weapons, shields, and armors. This will also replace the thief's master key, which would break logic. Shields will always be 1-handed-wieldable with starting stats. Weapons will always be at least 2-handed-wieldable with starting stats. You can see what weapons/shield/item each class starts with in their description. Starting spells are randomized separately.
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Randomize Starting Gifts

Randomize the starting gift options to a subset of a custom item pool. This pool includes many additional consumable options, and some rings. This pool also includes most of the default gifts, except Master key, which breaks logic.
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Require One Handed Starting Weapons

If randomize_starting_loadouts is on, this option determines if each class's weapons can be wielded with one hand with their starting stats. Ignored if no_weapon_requirements is true.
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Extra Starting Weapon For Melee Classes

If randomize_starting_loadouts is on, this option determines if melee classes will get a second melee weapon.
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Extra Starting Shield For All Classes

If randomize_starting_loadouts is on, this option determines if all classes will get a second starting shield.
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Starting Sorcery

How to randomize starting sorceries. Limited to spells the sorcerer can cast with their starting stats, unless "remove_spell_stat_requirements" is on. - **Soul Arrow:** Default option - vanilla starting sorcery - **Any:** Any sorcery - **Attack:** Any attack sorcery
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Starting Miracle

How to randomize starting miracles. Limited to spells the cleric can cast with their starting stats, unless "remove_spell_stat_requirements" is on. - **Heal:** Default option - vanilla starting miracle - **Any:** Any miracle - **Healing:** Any healing miracle
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Starting Pyromancy

How to randomize starting pyromancies. - **Fireball:** Default option - vanilla starting pyromancy - **Any:** Any pyromancy - **Attack:** Any attack pyromancy
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No Weapon Stat Requirements

Removes weapon and shield stat requirements.
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No Spell Stat Requirements

Removes stat requirements for casting all miracles and sorceries.
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No Miracle Covenant Requirements

Removes covenant requirements for casting certain miracles.
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Upgraded Weapons

Upgraded Weapons Percentage

Percentage of weapons (including shields) in the pool that will be replaced with upgraded versions, if possible. Does not affect starting equipment. Choose a higher value for an easier time.
This is a range option.

Accepted values:
Normal range: 0 - 100
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Upgraded Weapons - Allowed Infusions

Which infusions are allowed if UpgradedWeapons. Available infusion types are Normal, Raw, Magic, Fire, Divine, Chaos, Enchanted, Occult, Crystal, and Lightning. If "Normal" is removed, all upgraded weapons will have a different, available infusion.

Upgraded Weapons - Adjust Ranges

For upgraded weapons added to the pool, Whether to 'adjust' weapon levels for applying the ranges. When true, the min/max levels will apply to an calculated "level" of an infused weapon adjusted by: +5 for Raw/Magic/Fire/Divine +10 for Chaos/Enchanted/Occult/Crystal/Lightning When false, the min/max levels will not be adjusted.
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Upgraded Weapons - Minimum Level

Minimum upgrade value on upgraded weapons in the pool. This can exclude certain infusions if their calculated level cannot be at the minimum level.
This is a range option.

Accepted values:
Normal range: 0 - 15
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Upgraded Weapons - Maximum Level

Maximum upgrade plus value on upgraded weapons in the pool.
This is a range option.

Accepted values:
Normal range: 0 - 15
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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 the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: {Bomb: 1, Arrow: 3} The game decides what the replacement items will be.

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 needs to be configured manually in the YAML file.