Golden Sun The Lost Age

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
General Pool

Item Shuffle

Determine which locations in the game are part of the pool. All Chests and Tablets: includes all chests and tablets and does not include items from pots, barrels, dug up. Roughly 100 less locations to check from All Items All Items: includes everything from the vanilla game, including items in pots, barrels, scooped up, covered in leaves or on the overworld. Roughly 320 locations in total.
25
0
0

Omit Locations

Choose to omit locations containing optional harder boss fights No Omission: keeps all super bosses in play. Omit Anemos Inner Sanctum: omits Anemos Inner Sanctum. Removes roughly 4 locations from the pool. Omit Superbosses and Inner Sanctum: omits all super bosses and Anemos Inner Sanctum. Removes roughly 7 locations from the pool
0
0
25
0

Add Elven Shirt and Cleric's ring

Adds the Elven Shirt and Cleric's Ring from Golden Sun to the item pool.
0
25
0

Add Normally Unobtainable Equipment

Adds a variety of items that are normally unobtainable through normal means in the game. These are: Casual Shirt, Golden Boots, Aroma Ring, Golden Shirt, Ninja Sandals, Golden Ring, Herbed Shirt, Knight's Greave, Rainbow Ring, Divine Camisole, Silver Greave and Soul Ring
25
0
0
Logic Adjustments

Reveal Required For Hidden Items

Require Reveal to be able to logically access hidden items. Note that most hidden items can be gotten regardless of having Reveal or not. Also there are a few locations that hard require Reveal to be obtainable, this setting does not alter those.
0
25
0

Lemurian Ship

What needs to be done to get the ship? Vanilla: requires getting the Black Crystal and completing the Gabomba Statue to get the reward from Madras Mayor to be able to enter the ship and activate it. Ship Door Unlocked: The ship door is unlocked but you still require to activate the ship by reaching the engine room. Black Crystal is no longer in the pool as it is not required. Available From The Start: allows you to use the ship from the beginning of the game. Black Crystal is no longer in the pool as it is not required.
0
25
0
0

Start with Ship Wings

When enabled, the ship starts with the Wings of Anemos.
25
0
0

Anemos Inner Sanctum Access

Determine accesss to Anemos Inner Sanctun Vanilla: requires all 72 Djinn to be able to enter Anemos Inner Sanctum Randomized: will select a value between 16 to 28 Djinn to be able to access Anemos Inner Sanctum Open: allows you to enter Anemos Inner Sanctum without any Djinn
25
0
0
0

Djinn Logic

How much do Djinn affect logic for being able to defeat bosses? Assuming this is set to 100 (Normal) beating Briggs expects 6 djinn, Poseidon 24 djinn and Doom Dragon 56 djinn. Dullahan goes up to 72 (All Djinn in the game). Setting this to 50 (Hard) will halve all of these numbers and 0 will remove the requirement completely.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • 100: Normal
  • 50: Hard
  • 0: None
0
25
0
0
0
0

Named Puzzles

Determines how the named puzzles will generate. These include the puzzles for Gambomba Statue, Gaia Rock and Trial Road Vanilla: uses the name that is given to Felix Fixed: will force the puzzles to use the name 'Felix' Randomized: will force the puzzles to be a random name
25
0
0
0
Character Changes

Character Shuffle

Where can you find the other characters? Vanilla: makes it like the vanilla experience. Vanilla Shuffled: puts the characters in each others locations. Anywhere: puts the characters in the multiworld itempool, note that Jenna's character location is forced to be a character due to game limiations with psynergy learning.
0
25
0
0

Second Starting Character

Which character will join Felix on Idejima? This will always be Jenna when Character Shuffle is set to Vanilla, otherwise it will be whichever character this is set to.
0
0
0
0
0
0
0
25

Scale Characters

Whether to scale character levels by spheres. Increases generation time.
0
25
0

Max Scaled Level

The maximum level a scaled character should have. Only valid if scale_characters is true.
This is a range option.

Accepted values:
Normal range: 5 - 99
0
25
0
0
0
0
0

Character Stats Shuffle

Determine the stats for characters Vanilla: leaves the stats as per the vanilla game. Shuffle Character Stats: will shuffle stats between characters. Adjust Character Stats: will randomize stats for each character within a margin of vanilla.
0
0
25
0

Character Element Shuffle

Determine how character elements are shuffled Vanilla: leaves character elements as per the vanilla game Shuffle Character Elements: will shuffle them between characters Randomize Character Elements: will randomize each characters element
0
25
0
0

Randomize class stat boosts

When enabled the base stats for classes are randomized
25
0
0
Psynergy Changes

No utility Psynergy from classes

Prevents utility Psynergy (Growth, Frost, etc.) from being learned by classes.
0
25
0

Character Element Shuffle

Determine what Psynergy a class will learn Vanilla: leaves the Psynergy on their vanilla classes Randomize Psynergy by Classline: Learned Psynergy is shuffled by classlines (e.g. Squire will have Brute Psynergy) Randomize by Psynergy Group: Learned Psynergy is shuffled by Psynergy groups (e.g. if a class learns Spire, it will also learn Clay Spire) Randomize by Psynergy Group Prefer Element: As by group, but with a preference to the same Element Randomize by Psynergy Element: Learned Psynergy is freely shuffled with another Psynergy of the same element Fully Randomize it will randomize it completely without grouping or preference
0
0
25
0
0
0
0

Character Element Shuffle

Determine when Psynergy is learned Vanilla: leaves the learning of Psynergy on the vanilla levels. Adjust Learning Levels: will randomize learning levels within a margin from vanilla. Randomize Learning Levels: will randomize learning levels completely.
0
25
0
0

Adjust Psynergy Power

When enabled the power of Psynergy is randomized within a margin of vanilla.
25
0
0

Adjust Psynergy PP Cost

When enabled the PP cost of Psynergy is randomized within a margin of vanilla.
25
0
0

Randomize Psynergy AoE

When enabled the AoE of Psynergy is randomized
25
0
0

Adjust Enemy Psynergy Power

When enabled the power of Enemy Psynergy is randomized within a margin of vanilla.
25
0
0

Randomize Enemy Psynergy AoE

When enabled the AoE of Enemy Psynergy is randomized.
25
0
0

Enemy Elemental Resistance Shuffle

Determine how Enemy Elemental Resistance is shuffled Vanilla: leaves the elemental resistance as per the vanilla game. Shuffle Elemental Resistance: will shuffle them between enemies. Randomize Elemental Resistance: will randomize the resistances for each enemy.
25
0
0
0
Djinn and Summon Changes

Shuffle Djinn

How Djinn should be placed in your own world. The client has extra commands to help find which Djinni locations have (not) been checked. Note currently Djinn can only be placed in djinn locations in their own world due to game limitations. Vanilla keeps them in their vanilla locations. Vanilla Shuffled by Element, Djinni are placed in vanilla Djinni locations that share their element. Vanilla Shuffled are placed in any vanilla Djinni location regardless of element.
0
0
25
0

Shuffle Djinn stat boosts

When enabled the stats a djinn grant are shuffled amongst each other.
0
25
0

Adjust Djinn attack power

When enabled the attack power of djinn are randomized within a margin of vanilla.
25
0
0

Randomize Djinn Area of Effect

When enabled the Area of Effect of djinn used in battle is randomized.
25
0
0

Scale Djinn battle difficulty

Adjust Djinn battle difficulty based on number of owned Djinn.
0
25
0

Randomize Summon costs

When enabled the costs for Summons is randomized.
25
0
0

Adjust Summon Power

when enabled the power of Summons is randomized within a margin of vanilla.
25
0
0
Equipment Changes

Shuffle Equipment Compatability

When enabled the compatability for each equipment piece is randomized. Compatibility defines what each character can equip.
25
0
0

Adjust Equipment Prices

When enabled the price for each equipment piece is randomized within a margin of vanilla.
25
0
0

Adjust Equipment Stats

When enabled the stats for each equipment piece is randomized within a margin of vanilla.
25
0
0

Shuffle weapon attack

When enabled, the attack stat from weapons is shuffled amongst each other
25
0
0

Shuffle Weapon Effects

When enabled the effects for weapons are shuffled amongst each other.
25
0
0

Shuffle armour defense

When enabled, the defense from equipment is shuffled amongst each other
25
0
0

Shuffle Armour Effects

When enabled the bonus effects for armour are shuffled amongst each other.
25
0
0

Randomize Curses

When enabled the curses for equipment are randomized.
25
0
0

Remove all Curses

When enabled, curses are removed.
0
25
0
Quality Of Life

Start with Healing Psynergy

Start the game with at least one healing Psynergy (Cure, Ply, Wish or Aura)
25
0
0

Start with Revive Psynergy

When enabled, start the game with Revive Psynergy
25
0
0

Avoid costs no PP

When enabled, the Avoid Psynergy will cost no PP
0
25
0

Toggleable Avoid and always works

When enabled, Avoid always succeeds and will disable encounters. Using it again will enable encounters
0
25
0

Retreat costs no PP

When enabled, the Retreat Psynergy will cost no PP
0
25
0

Manual Retreat Glitch

When enabled, Hold select to trigger the Retreat glitch. Logic does not require or expect use of glitches to beat your seed, this purely gives more control to activating the glitch over draining your PP to than use it anyway.
25
0
0

Sanctum revive cost

Determine how expensive the Sanctuary is to revive characters Vanilla: leaves the cost per the vanilla game (20x level) Reduced: will alter the cost to be cheaper than vanilla (2x level) Fixed: will alter the cost to the same price throughout (100 coins)
0
25
0
0

Enable Hard Mode

When enabled, all enemies will have 50% more health, 25% more attack and defense
25
0
0

Reduce Encounter Rate

When enabled, the encounter rate will be halved
25
0
0

Easier Bosses

When enabled, boss fights will be easier by altering their scripts / stats
25
0
0

Teleport Everywhere

When enabled, allows Teleport to target small villages and dungeons
0
25
0

Scale Exp

Scale how much Exp is earned by the party.
This is a range option.

Accepted values:
Normal range: 1 - 15
0
25
0
0
0
0
0

Scale Coins

Scale how much Coins are earned by the party.
This is a range option.

Accepted values:
Normal range: 1 - 15
0
25
0
0
0
0
0

Starting levels

Determine the starting levels for characters joining the party. Note this only increases levels of characters that are lower level than the party
This is a range option.

Accepted values:
Normal range: 5 - 99
25
0
0
0
0
0

Show items outside chest

Chests and Tablets are replaced with their contents on the floor. This allows for scouting items. Note certain locations are still not visible, for example items in pots or barrels.
0
25
0

Music Shuffle

When enabled, music is shuffled amongst each other.
25
0
0

Auto Run

Swaps the behavior of holding B when moving (default is now run instead of walk)
0
25
0
Trap and Filler Distribution

Forge Materials are Filler

Whether Forge Materials should be marked as filler instead of useful
25
0
0

Artifacts are Filler

Whether "Rare" Equipment should be considered filler instead of useful. Rings, Shirts, and Boots are not reclassified by this option.
25
0
0

Trap Chance

The chance for filler items in the pool to be replaced by a trap. This can vary from about 70 to 130 traps depending on your settings. Have fun! Note that this does not replace every filler item as some options force add filler items to the pool.
This is a range option.

Accepted values:
Normal range: 0 - 100
25
0
0
0
0
0

Mimic Trap Weight

The weight for a trap to be a Mimic. As not all vanilla locations can be mimics. Mimics will drop their vanilla contents which tend to be more useful consumables but can also be things like Game Tickets or Lucky Medals. Note: Enabling this will force a number of filler items to the pool to ensure generation success due to locations not supporting mimics.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Scale Mimics

Whether the strength of mimics should be scaled based on the sphere they are in. Increases generation time
0
25
0

Forge Material Filler Weight

The weight for a filler item to be a forge material. These will be forged into any of their regular results. Note that forging results are RNG based in the game and the randomizer does not alter this behaviour. Examples of materials are Tear Stone, Sylph Feather, Golem Core, Dark Matter and Orihalcon.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Rusty Material Filler Weight

The weight for a filler item to be a rusty weapon. These weapons will forge into their counterparts as per usual. E.g. you can find a Rusty Sword which when forged turns into the Soul Brand or a Rusty Staff for a Glower Staff.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Stat Boost Filler Weight

The weight for a filler item to be a stat boost item. These are Cookie, Hard Nut, Apple, Mint, Power Bread and Lucky Pepper.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Uncommon Consumable Filler Weight

The weight for a filler item to be an uncommon consumable. Examples of these are Psy Crystal, Mist Potion, Potion and Water of Life.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Forged Equipment Filler Weight

The weight for a filler item to be the end result of forging equipment through materials or rusty weapons. Examples are Excalibur, Viking Axe, Goblin's Rod, Luna Shield, Astral Circlet and Dragon Boots.
This is a range option.

Accepted values:
Normal range: 0 - 100
25
0
0
0
0
0

Lucky Fountain Equipment Filler Weight

The weight for a filler item to be a lucky item reward from the fountain in Lemuria. Examples of these are Hestia Blade, Mighty Axe, Aegis Shield and Crown of Glory.
This is a range option.

Accepted values:
Normal range: 0 - 100
25
0
0
0
0
0

Shop Equipment Filler Weight

The weight for a filler item to be equipment from the shop. These include the normal things you can buy amongst a few of the artefacts. Think along the lines of Long Sword, Silver Helm, Chain Mail to a Frost Wand.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Coin Filler Weight

The weight for a filler item to be coins. The coin amounts are the vanilla coin items you can find. These vary from 3 coins to 911 coins. Majority is around or below 300.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Common Consumable Filler Weight

The weight for a filler item to be a common consumable. Examples of these are Herbs, Vials, Antidotes, Elixirs, Smoke Bombs and Lucky Medals
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
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 these items.

Start Inventory from Pool

Start with these items and don't place them in the world. 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 cannot be modified here. Please edit your .yaml file manually.