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
0
25
0
0
0
0
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
0
0

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.
25
0
0

Enable Deathlink

Includes Deathlink
25
0
0
Quality of Life

Can Warp Without Lordvessel

Gain the ability to warp as soon as you have rested at any warpable bonfire. You will still need to actually rest at the warpable points to be able to warp to them. Warpable bonfires are synced between all saves on the slot, regardless of your choice. Warning: If you start a new save, don't warp out of the Asylum without getting your Estus Flask.
0
25
0
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.
0
25
0

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.
25
0
0
Logic

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:** (default) Access to either Andre or Undead Merchant puts Catacombs in-logic. - **ornstein_and_smough:** Access to Ornstein and Smough puts Catcombs in-logic.
0
0
0
25
0
0
Equipment

Randomize Starting Loadout

Randomize each class's starting weapons, shields, and armors. This will also randomize 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.
0
25
0

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.
0
25
0

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.
0
25
0

Extra Starting Weapon For Melee Classes

If randomize_starting_loadouts is on, this option determines if melee classes will get a second melee weapon.
25
0
0

Extra Starting Shield For All Classes

If randomize_starting_loadouts is on, this option determines if all classes will get a second starting shield.
25
0
0

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
25
0
0
0

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
25
0
0
0

Starting Pyromancy

How to randomize starting pyromancies. - **Fireball:** Default option - vanilla starting pyromancy - **Any:** Any pyromancy - **Attack:** Any attack pyromancy
25
0
0
0

No Weapon Stat Requirements

Removes weapon and shield stat requirements.
25
0
0

No Spell Stat Requirements

Removes stat requirements for casting all miracles and sorceries.
25
0
0

No Miracle Covenant Requirements

Removes covenant requirements for casting certain miracles.
0
25
0
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
25
0
0
0
0
0

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.
0
25
0

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
25
0
0
0
0
0

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
0
25
0
0
0
0
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"

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.