The Legend of Zelda

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

Expanded Item Pool

Puts room clear drops and take any caves into the pool of items and locations.
0
25
0

Triforce Locations

Where Triforce fragments can be located. Note that Triforce pieces obtained in a dungeon will heal and warp you out, while overworld Triforce pieces obtained will appear to have no immediate effect. This is normal.
25
0
0
0

Starting Position

How easy is the start of the game. Safe means a weapon is guaranteed in Starting Sword Cave. Unsafe means that a weapon is guaranteed between Starting Sword Cave, Letter Cave, and Armos Knight. Dangerous adds these level locations to the unsafe pool (if they exist): # Level 1 Compass, Level 2 Bomb Drop (Keese), Level 3 Key Drop (Zols Entrance), Level 3 Compass Very Dangerous is the same as dangerous except it doesn't guarantee a weapon. It will only mean progression will be there in single player seeds. In multi worlds, however, this means all bets are off and after checking the dangerous spots, you could be stuck until someone sends you a weapon
25
0
0
0
0

Starting Weapon

For StartingPosition settings that guarantee a starting weapon, determines what that weapon will be. bluecandle makes the starting weapon a Blue Candle which is likely to be very difficult. sword makes the starting weapon a basic wooden Sword which is an average challenge. weapon makes the starting weapon any repeating weapon which on average will be very powerful.
0
0
25
0

Blue Candle Fighting

This allows the Blue Candle to be used to fight enemies and farm resources. This can be very tedious and is only recommended for expert players.
25
0
0

Blue Wizzrobe Bombs

This allows defeating Blue Wizzrobes with bombs to be in logic. This requires skillful 10 counts and is only recommended for expert players.
25
0
0

Combat Difficulty

This setting allows the player to decide how much equipment is needed to fight difficult enemies. Difficulty in this case is looking at how hard the player can hit (sword upgrades, Wand) and how defensive the player is (rings). Hearts are not considered as the player always respawns with 3 hearts and refilling health is often inconvenient. Expect the most help for fighting Blue Darknuts/Wizzrobes and hard bosses, some help for most enemies that take several hits, and minimal help for the weakest enemies. Very Easy: Expect both defense and offense upgrades for any multi-hit enemy. Easy: Expect the maximum stats for the hardest enemies and somewhat more help for other enemies than normal. Normal: The hardest fights guarantee you help to both defense and offense. Middling enemies get at least one piece of help. Hard: Only the hardest fights offer any help, and you can only be sure of one of defense or offense. Very Hard: You get minimal help for the hardest fights. Disabled: The logic does not care about combat difficulty and could make you do anything. Custom: Advanced options can be used to tune the difficulty in a player chosen way.
0
0
25
0
0
0
0
0

Hard Enemy Combat Help

This is the amount of combat help guaranteed to the player to fight hard enemies. Each sword upgrade (beyond wooden) is worth one point, and each ring upgrade is worth one point. Wizzrobes and Ganon understand that the Wand is ineffective, but otherwise, the Wand is equivalent to the White Sword (one point, does not stack with sword upgrades). The hard enemy list is Blue Darknuts, Blue Wizzrobes, Blue Lanmolas, Manhandla, Gleeok, Patra, and Ganon.
This is a range option.

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

Medium Enemy Combat Help

This is the amount of combat help guaranteed to the player to fight medium enemies. Each sword upgrade (beyond wooden) is worth one point, and each ring upgrade is worth one point. Wizzrobes understand that the Wand is ineffective, but otherwise, the Wand is equivalent to the White Sword (one point, does not stack with sword upgrades). The medium enemy list is Red Darknuts, Red Wizzrobes, Red Lanmolas, Goriyas (all), Gibdos, Like Likes, Digdogger, and Super Ropes (2q only).
This is a range option.

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

Easy Enemy Combat Help

This is the amount of combat help guaranteed to the player to fight easy enemies. Each sword upgrade (beyond wooden) is worth one point, and each ring upgrade is worth one point. The Wand is equivalent to the White Sword (one point, does not stack with sword upgrades). The easy enemy list is Keese, Vires, Gels, Zols, Stalfos, Wallmasters, Moldorms, Aquamentus, Dodongos, Gohma (all), and Ropes (1q only).
This is a range option.

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

Pols Voice Combat Help

This is the amount of combat help guaranteed to the player to fight Pols Voice without arrows. Each sword upgrade (beyond wooden) is worth one point, and each ring upgrade is worth one point. The Wand is equivalent to the White Sword (one point, does not stack with sword upgrades). Set this to 5 to make arrows always required to fight Pols Voice.
This is a range option.

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

LogicTrickq1d1KeyDoor

This setting dictates whether entering and exiting First Quest Dungeon 1 to force open the key door in the first room can be required by logic.
0
25
0

LogicTrickBlindDarkRooms

This setting dictates whether the player can be forced to navigate dark rooms without the ability to illuminate them.
25
0
0

Entrance Shuffle

Shuffle entrances around. Dungeons means only dungeon entrances will be shuffled with each other. Major means that dungeon entrances and major item locations (sword caves, take any caves, letter cave) will be shuffled with each other Open means that only dungeon entrances and open caves will be shuffled with each other. Major Open is a combination combines and shuffles both Major and Open locations. All means all entrances will be shuffled amongst each other. Starting Sword Cave will be in an open location and have a weapon. Warp Caves will be included as major locations if the Randomize Warp Caves setting is turned on
25
0
0
0
0
0
0

Randomize Warp Caves

Include the Take Any Road caves in entrance randomization
25
0
0

ShopItems

Items that are guarnateed to be in a shop somewhere. If more items than the number of shop slots (fourteen) are picked, then a random remainder will be excluded. Small Keys are always included in an open shop. All items except Triforce Fragments are valid options.
 
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.