The Legend of Zelda - Oracle of Ages

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

Goal

The goal to accomplish in order to complete the seed. - Beat Veran: beat the usual final boss (same as vanilla) - Beat Ganon: teleport to the Room of Rites after beating Veran, then beat Ganon (same as linked game)
25
0
0

Logic Difficulty

The difficulty of the logic used to generate the seed. - Casual: expects you to know what you would know when playing the game for the first time - Medium: expects you to know well the alternatives on how to do basic things, but won't expect any trick - Hard: expects you to know difficult tricks such as bomb jumps
25
0
0
0

Required Essences

The amount of essences that need to be obtained in order to get the Maku Seed from the Maku Tree and be able to fight Veran in the Black Tower
This is a range option.

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

Required Slates

The amount of slate that need to be obtained in order to get to the boss of the eigth dungeons.
This is a range option.

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

Animal Companion

Determines which animal companion you can summon using the Flute, as well as the layout of the Nuun region. - Ricky: the kangaroo with boxing skills - Dimitri: the swimming dinosaur who can eat anything - Moosh: the flying blue bear with a passion for Spring Bananas
0
0
0
25

Default Seed Type

Determines which of the 5 seed types will be the "default seed type", which is given: - when obtaining Seed Satchel - when obtaining Slingshot - by Lynna Seed Tree
25
0
0
0
0
0

Shuffle Dungeons

- Vanilla: each dungeon entrance leads to its intended dungeon - Shuffle: each dungeon entrance leads to a random dungeon picked at generation time
25
0
0

Master Keys

<NOT IMPLEMENTED RIGHT NOW> - Disabled: All dungeon keys must be obtained individually, just like in vanilla - All Small Keys: Small Keys are replaced by a single Master Key for each dungeon which is capable of opening every small keydoor for that dungeon - All Dungeon Keys: the Master Key for each dungeon is also capable of opening the boss keydoor, removing Boss Keys from the item pool Master Keys placement is determined following the "Keysanity (Small Keys)" option.
25
0
0
0

Keysanity (Small Keys)

If enabled, dungeon Small Keys can be found anywhere instead of being confined in their dungeon of origin.
25
0
0

Keysanity (Boss Keys)

If enabled, dungeon Boss Keys can be found anywhere instead of being confined in their dungeon of origin.
25
0
0

Maps & Compasses Outside Dungeon

If enabled, Dungeon Maps and Compasses can be found anywhere instead of being confined in their dungeon of origin.
25
0
0

Slates Outside Dungeon 8

If enabled, Slates can be found anywhere instead of being confined in Dungeon 8.
25
0
0

Required Rings

Forces a specified set of rings to appear somewhere in the seed. Adding too many rings to this list can cause generation failures. List of ring names can be found here: https://zeldawiki.wiki/wiki/Magic_Ring
 

Excluded Rings

Forces a specified set of rings to not appear in the seed. List of ring names can be found here: https://zeldawiki.wiki/wiki/Magic_Ring
 

Prices Factor (%)

A factor (expressed as percentage) that will be applied to all prices inside all shops in the game. - Setting it at 10% will make all items almost free - Setting it at 500% will make all items horrendously expensive, use at your own risk!
This is a range option.

Accepted values:
Normal range: 10 - 500
0
25
0
0
0
0
0

Open Advance Shop

In the vanilla game, there is secret "Advance Shop" next to the shooting gallery in past Lynna Village that can only be accessed if the game is being played on a Game Boy Advance console. If enabled, this option makes this shop always open, adding 3 shop locations to the game (and some rupees to the item pool to compensate for the extra purchases that might be required)
25
0
0

Combat Difficulty

Modifies the damage taken during combat to make this aspect of the game easier or harder depending on the type of experience you want to have
0
0
25
0
0
0

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 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.