Ori and the Will of the Wisps

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
Seed Settings

Logic difficulty

Difficulty of the logic. - **Moki** (or easy): Recommended for beginners, who only played the game casually. - **Gorlek** (or medium): Harder paths that can use sword and hammer as movement options, and damage boosts. - **Kii** (or hard): Hard and precise paths that use energy weapons as movement. - **Unsafe**: Very hard and unverified paths. Warning: some paths are **extremely hard**.
25
0
0
0
0

Glitches

Whether the logic includes paths with glitches. - **Gorlek**: includes grounded sentry jumps, sentry as a fire source, breaking walls with Shuriken, and removing the kill plane in Feeding Grounds. - **Kii**: glitches are not included in Kii logic yet. - **Unsafe**: everything else.
25
0
0

Starting location

Choose the starting location.
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Goal

Set conditions for entering the final boss. Use the rando wheel (with **V**) to check goal progress. - **trees**: All trees must be collected. - **wisps**: All wisps must be collected. - **quests**: All quests have to be finished. - **relics**: Place relics in some areas, all of them must be collected. - **random**: Choose one goal at random among the other selected ones. e.g. [random, trees, wisps] will give trees or wisps. If only random is selected, it will choose among all goals.

Relic Count

How many areas contain a relic (no effect without the relic goal).
This is a range option.

Accepted values:
Normal range: 1 - 11
0
25
0
0
0
0
0

Hard mode

Play the game in hard difficulty.
25
0
0

Randomize Doors

Enable door randomizer.
25
0
0

Quality of life

Activate QOL features and gameplay improvements.
0
25
0

Shrines and trials hints

Display the reward for shrines and trials when activating them.
0
25
0

Knowledge hints

Display useful hints on randomizer knowledge while playing the seed.
0
25
0

DeathLink amount

Disable/enable death link. Set this to a non-zero integer to specify how many deaths are needed to trigger it.
This is a range option.

Accepted values:
Normal range: 0 - 10

The following values have special meanings, and may fall outside the normal range.
  • 0: Disable
  • 1: Enable
25
0
0
0
0
0
Item Pool

Teleporters

Add most teleporters to the item pool.
0
25
0

Extra teleporters

Add Ruins, West Pools and Shriek teleporters to the pool.
25
0
0

Bonus items

Add to the pool items specific to the randomizer.
0
25
0

Extra bonus items

Add to the pool powerful items specific to the randomizer.
25
0
0

Skill upgrades

Add to the pool upgrades to skills specific to the randomizer.
25
0
0
World Changes

Better random spawn

Open some doors so random spawn works better.
25
0
0

Better Wellspring

The top door of Wellspring Glades is opened by default.
25
0
0

No Rain

Remove the rain in Marsh, and remove Howl.
25
0
0

No Combat

Skip all combat heavy parts. - **everything**: the same as if you include all the following - **shrines**: Shrine have their pickup floating above them before the fight - **arenas**: the arenas start as completed - **demi bosses**: Demi Bosses like Howl, Beetle and Rock boss start as defeated - **bosses**: Bosses like Kwolok, Mora and Shriek's combat phases are skipped

No Trials

Trials are already completed.
25
0
0

No Willow hearts

Willow hearts are already destroyed.
25
0
0

Remove Quests

Change which quests are in the location pool. - **all**: All quests are present. - **no hand**: Remove the Hand-to-hand questline from the locations. - **none**: Remove all quests that involve talking to NPCs. Main quests (e.g. wisps) or rebuilding Glades are still in the pool.
25
0
0
0

No Keystone doors

Open keystone doors by default (and remove keystones from the pool).
25
0
0

Open mode

Open most of the doors and obstacles.
25
0
0

Glades Done

Start with Glades rebuilt and regrown.
25
0
0

Shop Keywords Icons

Have the non-local items in the shops attempt to use a keyword system to choose icons. For example, item with 'map' in their name will have a map icon. If no keyword fit, then the icon fall back to Classification.
25
0
0
Item Placements

Spawn with Sword

Choose to have Sword at the beginning.
0
25
0

Vanilla shop upgrades

Weapon upgrades and shards in shops are not randomized.
25
0
0

Launch on Seir

Place launch on Seir (i.e. the wisp in the ruins).
25
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 Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" 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.