Paper Mario 64

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

Keysanity

If disabled, keys that are used within dungeons can only be found in their respective dungeons.
0
25
0

Include Hidden Panels

Hidden panels can have any item; the star pieces normally hidden under them are added to the item pool. To flip hidden panels, you need Super Boots or Ultra Hammer.
25
0
0

Gear Shuffle

Vanilla: Gear (Boots and Hammers) appear in their vanilla locations Gear Location Shuffle: Gear is shuffled amongst the upgrade chests and the bush in Jr. Troopa's playground Full Shuffle: Gear can be anywhere.
0
0
25
0

Include Trading Event Rewards

Adds the 3 rewards obtained for doing the Trading Toad quests (started via Koopa Village's radio) into the item pool. These checks are available with 1, 3, and 5 star spirits saved.
25
0
0

Koopa Koot Favors

Koopa Koot's Favors unlock after ridding the village of the Fuzzies, and three more are unlocked per star spirit saved up to 6 star spirits. Vanilla: Koopa Koot Favor rewards and quest items are unshuffled. Shuffle rewards: Shuffle the favor rewards, but not the key items for his quests. Full Shuffle: Shuffle the rewards AND the quest key items.
25
0
0
0

Shuffle Favor Coins

Coins from Koopa Koot's favor rewards are included in the item pool. Only has an effect when Koopa Koot's rewards are shuffled.
25
0
0

Shuffle Overworld Coins

Overworld coins are included in the item pool
25
0
0

Shuffle Foliage Coins

Coins from bushes and trees are included in the item pool. It's recommended to turn on 'Foliage Item Hints' with this setting.
25
0
0

Shuffle Coin Blocks

Single coin blocks are included in the item pool
25
0
0

Shopsanity

Shop items are included in the item pool. This includes regular item shops, Rowf's badge shop, and Merlow's star piece trade
0
25
0

Dojo Rewards

Number of Dojo fights with randomized rewards. The logic can only expect you to do the 2nd fight with 1 star spirit saved. The three Master fights are only in logic after you have 3, 4, and 5 star spirits saved.
This is a range option.

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

Partner Upgrades

Vanilla: Partners are upgraded through super blocks as usual. Super Block Locations: Super blocks are replaced by item blocks that give partner specific upgrade items. Full Shuffle: Super blocks are replaced with item blocks and specific partner upgrades are added as items in the pool.
25
0
0
0

Letter Delivery Rewards

Vanilla: Letter rewards remain unshuffled. Vanilla Letter Chain: Shuffle delivery rewards, but don't shuffle anything in the long letter chain. Final Letter Chain Reward: Shuffle letter delivery rewards and the final reward of the long letter chain. Full shuffle: Every letter delivery reward is shuffled, effectively removing the letter chain as each letter in the chain is shuffled.
25
0
0
0
0

Shuffle Super/Multicoin Blocks

Off: Super Blocks and Multicoin blocks appear in their usual locations Shuffle: Shuffles the locations of the Super Blocks and Multicoin Brick Blocks together Anywhere: Multi coin blocks can be shuffled into non-block locations, which turns them into 'Coin Bag' items that grant you 10 coins.
25
0
0
0

Rowf Items in Logic

Determines how many sets of items sold by Rowf are candidates for progression items. He sells 4 items initially, and 3 more for each Star Spirit up to saved 4 Spirits, up to 16 total items. Note: You can talk to him and request he change his offerings.
This is a range option.

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

Merlow Items in Logic

Determines whether Merlow's Star Piece rewards can be required for progression. The items that you buy directly are never progression items. This is specifically for the rewards which are granted after spending X Star Pieces.
25
0
0

Rip Cheato Items In Logic

Number of items sold by Rip Cheato that can be required by logic. Items in logic will always be sold by him before the out of logic ones.
This is a range option.

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

Local Consumables Percentage

A percentage of consumable items will remain in the player's world instead of being shuffled into the multiworld. This can prevent other people from getting too many of your filler items, as well as make it easier to restock your inventory without farming items from enemies or using a potentially limited variety of consumables. Note: It's recommended that this stays at 100. There is currently no handling for receiving consumables with a full inventory. Extra items will disappear into the aether. Change at your own risk.
This is a range option.

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

Shuffle Partners

Partners become items in the item pool, and you get an item where you would normally get a partner.
25
0
0
0

Partners Always Usable

All partner field abilities are available to use even before you have unlocked them.
25
0
0

Start With Random Partners

Start with a random set of partners.
0
25
0

Number of Starting Partners

Number of random partners you start with, from 1 to 8
This is a range option.

Accepted values:
Normal range: 1 - 8
25
0
0
0
0
0

Start With Goombario

Have Goombario as a starting partner. You must have at least one partner selected or be given a random one.
25
0
0

Start With Kooper

Have Kooper as a starting partner. You must have at least one partner selected or be given a random one.
25
0
0

Start With Bombette

Have Bombette as a starting partner. You must have at least one partner selected or be given a random one.
25
0
0

Start With Parakarry

Have Parakarry as a starting partner. You must have at least one partner selected or be given a random one.
25
0
0

Start With Bow

Have Bow as a starting partner. You must have at least one partner selected or be given a random one.
25
0
0

Start With Watt

Have Watt as a starting partner. You must have at least one partner selected or be given a random one.
25
0
0

Start With Sushie

Have Sushie as a starting partner. You must have at least one partner selected or be given a random one.
25
0
0

Start With Lakilester

Have Lakilester as a starting partner. You must have at least one partner selected or be given a random one.
25
0
0

Badges BP

Vanilla: Badges have their original Badge Point (BP) costs. Balanced Random: Random BP costs 1-8, but weighted so most are +/-2 from vanilla. Shuffled: Original BP costs are shuffled together. Fully Random: Random BP costs from 1-6, unweighted.
25
0
0
0
0

Badges FP

Vanilla: Abilities granted by badges have their original Flower Point (FP) costs. Shuffled: Original FP costs are shuffled together. Balanced Random: Random FP costs 1-7, but weighted so most are +/-2 from vanilla. Fully Random: Random FP costs from 1-7, unweighted.
25
0
0
0
0

Partners FP

Vanilla: Partner special attacks have their original Flower Point (FP) costs. Shuffled: Original FP values are shuffled together. Balanced Random: Random FP values 1-8, but weighted so most are +/-2 from vanilla. Fully Random: Random FP values from 1-8, unweighted.
25
0
0
0
0

SP Costs

Vanilla: Star Spirit abilities have their original Star Power (SP) costs. Shuffled: Original SP costs are shuffled together. Balanced Random: Random SP costs 1-3, but weighted so most are +/-1 from vanilla. Fully Random: Random SP costs from 1-3, unweighted.
25
0
0
0
0

Mystery

Vanilla: Mystery will pull from the vanilla item pool (one of six basic items). Random Pick: Mystery will be a random item for the full playthrough. Random Per Use: Mystery will be a random item on every use.
25
0
0
0

Shuffle Battle Formations

Shuffles which enemies you encounter and in what number. Enemies are limited to those that normally appear in the area.
25
0
0

Randomize Puzzles

Randomizes most of the game's puzzles. See https://github.com/icebound777/PMR-SeedGenerator/wiki/Random-Puzzles for a full list.
25
0
0

Shuffle Bosses

Shuffles end of chapter bosses. While enabled, Mario can run on the first turn of a boss battle. Note: This is not yet implemented and will fail to generate if set to True.
25
0
0

Blooper Damage Requirements

There are 3 Blooper fights. Regardless of what order you visit the fight locations, you always fight Blooper, then Electro Blooper, then Super Blooper. This setting can add logic such that you are able to deal enough damage per turn with jump and partner attacks to comfortably defeat all 3 Bloopers before needing to defeat any of them. Note that damage is calculated only by partners and boot upgrades, not badges or partner upgrades/abilities. None: No logical requirements to defeat Bloopers Low: 3 damage per turn required Medium: 6 damage per turn required High: 9 damage per turn required
25
0
0
0
0

Enemy Difficulty

Vanilla: Original enemy stats. Shuffle Chapter Difficulty: Each chapter is assigned a new number, enemies are scaled accordingly. Progressive Scaling: Enemies scale as Mario gains more progression items and partners.
0
0
25
0

Enemy Difficulty

Increases the damage done by enemy attacks.
25
0
0
0

Cap Enemy XP

Limits the amount of XP per defeated enemy to 5.
25
0
0

XP Multiplier

Increase or decrease the star points gained from enemies. Double the desired value for this setting. ex: if you want double XP, set this to 4; for vanilla XP, set this to 2
This is a range option.

Accepted values:
Normal range: 0 - 4
0
25
0
0
0
0
0

No Save Blocks

Remove save blocks from the game. You can still save at the end of each chapter.
25
0
0

No Heart Blocks

Remove heart blocks from the game
25
0
0

No Healing Items

HP/FP restoring items will have no effect.
25
0
0

One Hit KO

Mario will die instantly from an enemy attack if a block action command is failed
25
0
0

Drop Star Points

Mario will drop star points when running away from battle. Equipping the Runaway Pay badge will prevent him from dropping star points.
25
0
0

No Healing Items

Increases Mario's attack power with boots or hammer attacks the more badges of similar type he wears.
25
0
0

Merlow Rewards Pricing

Cheap: Rewards every 5 star pieces spent, up to 30 total. Normal: Rewards every 10 star pieces spent, up to 60 total.
25
0
0

Chet Rippo Available

Determines if Chet Rippo, the shady NPC who you can pay to reallocate Mario's stats, appears in Toad Town.
25
0
0

Bowser Door Quiz

Quiz: The second Bowser door in Bowser's castle has a quiz. Pass it or be forced to fight the anti-guy unit. Anti Guys Unit: The second Bowser door in Bowser's castle has no quiz; you must fight the anti guys unit. Skip: The second Bowser door in Bowser's castle is open as though the quiz has already been completed.
25
0
0
0

Kent C. Koopa

Blocks Pleasant Path: You must pay 50 coins or defeat him to get into Pleasant Path. Must Defeat: You must defeat him to get into Pleasant Path. Expects two chapters completed and a way to flip him. Already Paid: Stands on the side of Pleasant Path as if already paid. Already Defeated: Removed from Pleasant Path as if already defeated.
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0
0
0
0

Seed Goal

Defeat Bowser: The game is complete once you've defeated Bowser to take back the Star Rod. Open Star Way: The game is complete once you've fulfilled the requirements to open Star Way
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0

Power Star Hunt

Adds power stars into the item pool. You must collect a certain amount and give them to Eldstar at Shooting Star Summit to open up Star Way.
25
0
0

Required Spirits

Determines if specific spirits are needed to open star way. Any: Any spirits can open Star Way. Specific: A set of specific spirits open Star Way. You can find which are required by visiting Shooting Star Summit. Specific and Limit Chapter Logic: Progression items will be limited to prologue, common areas, and areas in required chapters.
25
0
0
0

Spirits Required for Star Way

Number of star spirits required to open up Star Way and access Chapter 8. Access requirements will also include power stars if Power Star Hunt is turned on.
This is a range option.

Accepted values:
Normal range: 0 - 7
0
25
0
0
0
0
0

Power Stars Required for Star Way

Number of power stars required to open up Star Way and access Chapter 8.
This is a range option.

Accepted values:
Normal range: 0 - 120
0
25
0
0
0
0
0

Shuffle Star Beam

Star Beam becomes an item shuffled in the item pool. Another random item will replace Star Beam in Star Haven. Upon reaching the first Bowser fight in Peach's Castle, he will tell you where Star Beam is.
25
0
0

Spirits Required for Star Beam

Number of star spirits required to obtain the item in the Star Beam location in Star Sanctuary. Forced to 0 when Limit Chapter Logic is active.
This is a range option.

Accepted values:
Normal range: 0 - 7
25
0
0
0
0
0

Power Stars Required for Star Beam

Number of power stars required to be gifted the Star Beam in Star Sanctuary
This is a range option.

Accepted values:
Normal range: 0 - 120
0
25
0
0
0
0
0

Total Power Stars

Number of power stars placed in the game world. Must be more than the "Required Power Stars". It's recommended that this is around 1.5 times the number of required stars.
This is a range option.

Accepted values:
Normal range: 0 - 120
0
25
0
0
0
0
0

Starting Boots

Level of the boots that Mario will start the game with. Note: While jumpless, you can still climb up some places with Parakarry. You can also hit floating blocks by using Kooper's ability beneath them.
0
25
0
0
0

Starting Hammer

Level of the hammer that Mario will start the game with. Note: Without hammer, you can still hit trees and break yellow blocks using Bombette's ability.
0
25
0
0
0

Starting Coins

Amount of coins Mario will start the game with. Note: You will need to pay 50 coins to get past Kent C Koopa on the way to Koopa Village. It's recommended that you don't spend all your coins before paying him off.
This is a range option.

Accepted values:
Normal range: 0 - 999
0
25
0
0
0
0
0

Starting HP

Amount of Health Points Mario will start the game with Note: Mario must have at least one starting stat raised past its initial value (5 for HP and FP, 3 for BP)
This is a range option.

Accepted values:
Normal range: 5 - 50
0
25
0
0
0
0
0

Starting BP

Amount of Badge Points Mario will start the game with Note: Mario must have at least one starting stat raised past its initial value (5 for HP and FP, 3 for BP)
This is a range option.

Accepted values:
Normal range: 3 - 30
25
0
0
0
0
0

Starting FP

Amount of Flower Points Mario will start the game with Note: Mario must have at least one starting stat raised past its initial value (5 for HP and FP, 3 for BP)
This is a range option.

Accepted values:
Normal range: 5 - 50
25
0
0
0
0
0

Starting SP

Amount of Star Power Mario will start the game with. Starting with SP allows Mario to use star powers, which will be cast by Twink until star spirits are saved.
This is a range option.

Accepted values:
Normal range: 0 - 7
25
0
0
0
0
0

Random Starting Items

Number of random items you want to start with.
This is a range option.

Accepted values:
Normal range: 0 - 16
25
0
0
0
0
0

Random Starting Stats

Instead of choosing starting stats, you can have them randomized based on a chosen starting level. Setting this to true will overwrite the starting BP, HP, and FP stat settings Base stats are 5 HP, 5 FP, and 3 BP, with each level raising one of these at random
25
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0

Random Starting Stats Level

When random starting stats is true, this changes what level (1-27) Mario starts at. Starting stats will be randomly distributed and will overwrite the starting HP, FP, and BP stat settings
This is a range option.

Accepted values:
Normal range: 1 - 27
25
0
0
0
0
0

Consumable Item Pool

Vanilla: Original consumable items. Mystery Only: All consumables are replaced by Mystery. Fully Random: Consumables are completely random. Balanced Random: Consumables are randomized and balanced according to Balanced Random Item Quality.
25
0
0
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0

Consumable Item Quality (%)

Sets how powerful consumable items should be on average, where a higher % means better items. 100% is the strength of the vanilla item pool.
This is a range option.

Accepted values:
Normal range: 25 - 125
0
25
0
0
0
0
0

Item Traps

Replaces some items with fakes that deal 2 damage upon contact. Note: Traps are not yet implemented, so leave this setting set to No Traps.
25
0
0
0
0

Add Item Pouches

Adds 5 item pouches into the item pool. Every pouch found increases Mario's inventory size by 2. This increases total inventory size from 10 items up to a maximum of 20.
25
0
0

Add Unused Badge Duplicates

Adds unused duplicates of badges that can stack into the item pool.
25
0
0

Add Beta Items

Adds unused beta badges and consumable items into the item pool.
25
0
0

Progressive Badges

Badges that come in different power levels are changed to progressive badges. This affects jump/hammer charge, power and mega jump/hammer, and quake hammer. Intermediate beta badges are included for the involved badge families even if beta badges are turned off.
25
0
0

Badge Pool Limit

Sets the max amount of badges that can be in the item pool. There are 80 badges in vanilla.
This is a range option.

Accepted values:
Normal range: 0 - 128
0
25
0
0
0
0

Starting Location

Sets the town/village where the game starts. This is also where the Homeward Shroom warps Mario. You may use the warp shroom from the key items menu in the overworld.
25
0
0
0
0

Open Prologue

When enabled, Goomba King starts off defeated and the bridge to reach Goomba Village will be open from the start. When starting from anywhere other than Goomba Village, this will mean having to reach the village via sewers.
25
0
0

Open Mt. Rugged

When enabled, the boulder blocking the train from going to Mt. Rugged will be gone from the start. When disabled, you will have to use Bombette to blow up the boulder.
25
0
0

Open Forest

When enabled, Oakley allows you through Forever Forest with no requirements. When disabled, Oakley only allows you through once you have a Forest Pass (added randomizer item), and Fice T's cutscene will have an item check.
25
0
0

Magical Seeds Required

The amount of Magical Seeds required to open the gate to Flower Fields. Changing this does not remove the Bub-ulb checks.
This is a range option.

Accepted values:
Normal range: 0 - 4
0
25
0
0
0
0

Open Toy Box

When enabled, you can open the door to enter Shy Guy's Toy Box from the start. When disabled, you will have to use Bow to hide from the Shy Guy to enter Shy Guy's Toy Box for the first time.
25
0
0

Open Whale

When enabled, you can ride the whale to Lavalava Island from the start. When disabled, you will have to use Watt to catch and defeat Fuzzipede in order to ride the whale.
25
0
0

Open Blue House

When enabled, the door to the Blue House in Toad Town's Southern District is unlocked from the start and the Odd Key is removed from the item pool. When disabled, you will have to use the Odd Key to open the Blue House door.
25
0
0

Ch.7 Bridge Visible

When enabled, blocks leading to Shiver City are visible and can be hit from above with Super Boots. When disabled, they will be invisible and you will have to hit them from below with Ultra Boots.
25
0
0

Mirror Mode

Off: The overworld is never mirrored. Always On: The overworld is always mirrored. Random On Every Load: Whether the overworld is mirrored or not is random with every screen transition. Static Random: Some overworld screens are mirrored, some are not, but they won't change within a playthrough. Note: The Static Random option is not yet implemented and will fail to generate.
25
0
0
0
0

Bowser's Castle Mode

Vanilla: Mario will need to go through the entire castle, requiring 5 keys and most partner abilities. Shortened: Multiple sections of Bowser's Castle will be skipped. No keys or partner abilities will be required. Boss Rush: The entire castle will be skipped until the hallway where you fight the Duplighosts.
25
0
0
0

Dungeon Entrance Shuffle

Shuffles the main entrance of every chapter dungeon. You can also choose to include Bowser's Castle's entrance. Note: This is not yet implemented and will fail to generate if set to True.
25
0
0
0

Hidden Block Mode

Vanilla: Hidden blocks are only visible while using Watt's ability. Watt Out: Hidden blocks are visible when Watt is your active partner, even without using her ability. Watt Obtained: Hidden blocks are always visible after you have obtained Watt as a partner. Always Visible: Hidden blocks are always visible.
25
0
0
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0

Prevent OOB/LZS Tricks

When enabled, prevents out of bound and loading zone storage tricks. This setting does NOT affect logic. Warning: in some cases, attempting OOB exploits with this enabled can cause softlocks since the game fails to properly reset Mario's position.
25
0
0

Skip Quiz

When enabled, quiz rewards will be handed out without having to answer questions.
0
25
0

Quizmo Always Appears

When enabled, Chuck Quizmo always appears somewhere in town until his location questions have been answered.
0
25
0

Visible Hidden Panels

When enabled, hidden panels will have an altered appearance to make identifying them easier. Recommended for players not familiar with every single hidden panel locations when shuffling hidden panels.
0
25
0

Always Speedy Spin

When enabled, Mario will always spin fast when pressing Z without needing to equip the Speedy Spin badge. The Speedy Spin badge is also removed from the item pool.
0
25
0

Always Peekaboo

When enabled, you will always be able to see enemy's HP bars without needing to equip the Peekaboo badge. The Peekaboo badge is also removed from the item pool.
0
25
0

Always I Spy

When enabled, you will always get an indicator if you enter a room with a hidden panel without needing to equip the I Spy badge. The sound effect is removed, so it is only a visual cue. The I Spy badge is also removed from the item pool. Recommended for players not familiar with every single hidden panel locations when shuffling hidden panels.
0
25
0

I Spy Panel Hints

Off: Don't show panel hints. Vague: Display a generic item sprite based on the type of item inside the panel (e.g. badge, Shortened: Cutscenes are quicker but preserved with some condensed dialogue. Minimal: Most cutscenes and dialogues are removed.
25
0
0
0

Foliage Item Hints

When enabled, bushes and trees will emit a glow when they are hiding something.
0
25
0

Cook Without Frying Pan

When enabled, allows Tayce T. to cook for you without first finding the frying pan. When disabled, you will have to find the frying pan before Tayce T. can cook anything for you.
25
0
0

Cutscene Mode

Vanilla: Cutscenes from the original game are preserved. Shortened: Cutscenes are quicker but preserved with some condensed dialogue. Minimal: Most cutscenes and dialogues are removed.
0
25
0
0

Skip Epilogue

When enabled, the game will skip directly to credits once you have acquired the Star Rod.
0
25
0

Mario's Color Palette

Changes the way the sprite looks in-game.
25
0
0
0
0
0
0
0
0
0
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0

Goombario's Color Palette

Changes the way the sprite looks in-game.
25
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0
0
0
0
0
0
0
0

Kooper's Color Palette

Changes the way the sprite looks in-game.
25
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0
0
0
0
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0

Bombette's Color Palette

Changes the way the sprite looks in-game.
25
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0
0
0
0
0
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0

Parakarry's Color Palette

Changes the way the sprite looks in-game.
25
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0
0
0
0
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0

Bow's Color Palette

Changes the way the sprite looks in-game.
25
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Watt's Color Palette

Changes the way the sprite looks in-game.
25
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0
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0
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0

Sushie's Color Palette

Changes the way the sprite looks in-game.
25
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0
0
0
0
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0

Lakilester's Color Palette

Changes the way the sprite looks in-game.
25
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0
0
0
0
0
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0

Bosses Color Palettes

Changes the way the sprites look in-game.
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NPC Color Palettes

Changes the way the sprites look in-game.
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Enemy Color Palettes

Changes the way the sprites look in-game.
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Hammer Color Palette

Changes the way the sprite looks in-game.
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0

Status Menu Color Palette

Changes the way the status menu at the top of the screen looks in-game.
25
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0
0
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0

Coin Color Palette

Changes the way the sprites look in-game.
25
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0
0
0

Random Text

When enabled, all text in the game will be randomized.
25
0
0

Roman Numerals

When enabled, enemy HP bars will use roman numerals.
25
0
0

Shuffle Music

Shuffles the different songs in the game. Shuffle By Mood: Songs will be shuffled within groups of similar moods such as relaxed, upbeat, battle. Shuffle By Type: Songs will be shuffled within groups of similar types such as overworld, battle, event. Full Shuffle: Any song can play anywhere in the game.
25
0
0
0
0

Shuffle Jingles

When enabled, shuffles the different short music jingles in the game.
25
0
0

Random Pitch

When enabled, randomizes the pitch of the game's music and sounds.
25
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0

Mute Danger Beeps

When enabled, mutes the sound effect that plays when Mario is in danger.
25
0
0

PMR Settings String

Put a value for this if grabbing the settings string from https://pm64randomizer.com/. Keep in mind not to use settings specific to base PMR, and that AP-specific settings not on the site will keep their default values. If you aren't using the site to get your settings, leave this as 'None'.
This option allows custom values only. Please enter your desired values below.
25

Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
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 these items.

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.