Crystalis

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
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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.
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World Options

Shuffle areas (Wa)

Shuffles some or all area connections.
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Shuffle house entrances (Wh)

Shuffles all the house entrances, as well as a handful of other things, like the palace/fortress-type entrances at the top of several towns, and standalone houses.
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Randomize trade-in items (Wt)

Items expected by various NPCs will be shuffled: specifically, Statue of Onyx, Kirisa Plant, Love Pendant, Ivory Statue, and Fog Lamp. Rage will expect a random sword, and Tornel will expect a random bracelet.
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Unidentified key items (Wu)

Item names will be generic and effects will be shuffled. This includes keys, flutes, lamps, and statues.
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Randomize elements to break walls (We)

Walls will require a randomized element to break. Normal rock and ice walls will indicate the required element by the color (light grey or yellow for wind, blue for fire, bright orange ("embers") for water, or dark grey ("steel") for thunder. The element to break these walls is the same throughout an area. Iron walls require a one-off random element, with no visual cue, and two walls in the same area may have different requirements.
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Shuffle Goa fortress floors (Wg)

The four areas of Goa fortress will appear in a random order.
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Randomize sprite colors (Ws)

Monsters and NPCs will have different colors.
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Randomize wild warp (Ww)

Wild warp will go to Mezame Shrine and 15 other random locations. These locations will be considered in-logic.
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Routing Options

Story Mode (Rs)

Draygon 2 won't spawn unless you have all four swords and have defeated all major bosses of the tetrarchy.
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No Bow mode (Rb)

No items are required to finish the game. An exit is added from Mezame shrine directly to the Draygon 2 fight (and the normal entrance is removed). Draygon 2 spawns automatically with no Bow of Truth.
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Orbs not required to break walls (Ro)

If true, walls can be broken and bridges formed with level 1 shots.
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Sword of Thunder warp

Determines where the player is warped to when receiving the Sword of Thunder. Shuffled: The Sword of Thunder will warp you to a random town. None: The Sword of Thunder won't warp you. (Rt) <town name>: The Sword of Thunder will warp you to the chosen town.
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Vanilla Dolphin interactions (Rd)

By default, the randomizer changes a number of dolphin and boat interactions: (1) healing the dolphin and having the Shell Flute is no longer required before the fisherman spawns: instead, he will spawn as soon as you have the item he wants; (2) talking to Kensu in the beach cabin is no longer required for the Shell Flute to work: instead, the Shell Flute will always work, and Kensu will spawn after the Fog Lamp is turned in and will give a key item check. This flag restores the vanilla interaction where healing and shell flute are required, and Kensu no longer drops an item.
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Glitch Options

Fake flight (Gf)

Fake flight allows using Dolphin and Rabbit Boots to fly up the waterfalls in the Angry Sea (without calming the whirlpools). This is done by swimming up to a diagonal beach and jumping in a different direction immediately before disembarking. Note: Fake flight cannot be disabled. The available options are in_logic or out_of_logic.
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Statue glitch (Gs)

Statue glitch allows getting behind statues that block certain entrances: the guards in Portoa, Amazones, Oak, Goa, and Shyron, as well as the statues in the Waterfall Cave. It is done by approaching the statue from the top right and holding down and left on the controller while mashing B.
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Mt Sabre requirements skip (Gn)

Entering Mt Sabre North normally requires (1) having Teleport, and (2) talking to the rabbit in Leaf after the abduction (via Telepathy). Both of these requirements can be skipped: first by flying over the river in Cordel plain rather than crossing the bridge, and then by threading the needle between the hitboxes in Mt Sabre North.
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Statue gauntlet skip (Gg)

The shooting statues in front of Goa and Stxy normally require Barrier to pass safely. With this flag, Flight can also be used by flying around the edge of the statue.
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Sword charge glitch (Gc)

Sword charge glitch allows charging one sword to the level of another sword by equipping the higher-level sword, re-entering the menu, changing to the lower-level sword without exiting the menu, creating a hard save, resetting, and then continuing.
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Trigger skip (Gt)

A wide variety of triggers and exit squares can be skipped by using an invalid item every frame while walking. This allows bypassing both Mt Sabre North entrance triggers, the Evil Spirit Island entrance trigger, triggers for guards to move, slopes, damage tiles, and seamless map transitions.
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Rage skip (Gr)

Rage can be skipped by damage-boosting diagonally into the Lime Tree Lake screen. This provides access to the area beyond the lake if flight or bridges are available. For simplicity, the logic only assumes this is possible if there's a flyer.
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Aesthetic Options

Randomize background music (Am/As)

Randomizes or disables the background music.
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Randomize map colors (Ac)

Randomizes the palettes of the background tiles.
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Monster Options

Randomize monster weaknesses (Me)

Monster and boss elemental weaknesses are shuffled.
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Replace all chests with mimics (Mg)

Every chest is now a mimic, and killing the mimic will drop the real item chest. Careful when killing the mimic, if it drops the chest out of reach you'll need to reset the room!
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Shuffle tower robots (Mt)

Tower robots will be shuffled into the normal pool.
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Easy Mode Options

Don't shuffle mimics (Et)

Mimics will be in their vanilla locations.
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Keep unique items and consumables separate (Eu)

Normally all items and mimics are shuffled into a single pool and distributed from there. If this flag is set, unique items (specifically, anything that cannot be sold) will only be found in either (a) checks that held unique items in vanilla, or (b) boss drops. Chests containing consumables in vanilla may be safely ignored, but chests containing unique items in vanilla may still end up with non-unique items because of bosses like Vampire 2 that drop consumables. If mimics are shuffled, they will only be in consumable locations. These locations are tracked by the multiworld, so they will still count against your hint points, but they will only contain your non-unique items.
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Decrease enemy damage (Ed)

Enemy attack power will be significantly decreased in the early game (by a factor of 3). The gap will narrow in the mid-game and eventually phase out at scaling level 40.
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Guarantee starting sword (Es)

The Leaf elder is guaranteed to give a sword. It will not be required to deal with any enemies before finding the first sword.
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Guarantee refresh (Er)

Guarantees the Refresh spell will be available before fighting Tetrarchs.
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Experience scales faster (Ex)

Less grinding will be required to "keep up" with the game difficulty.
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No community jokes (Ec)

Skip community jokes, such as funny/misspelled item, monster, or character names. This will make it easier to look up information in guides/FAQs if necessary.
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No Guarantees Options

Battle magic not guaranteed (Nw)

Normally, the logic will guarantee that level 3 sword charges are available before fighting the tetrarchs (with the exception of Karmine, who only requires level 2). This disables that check.
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Matching sword not guaranteed ("Tink Mode") (Ns)

Enables "tink strats", where wrong-element swords will still do a single damage per hit. Player may be required to fight monsters (including bosses) with tinks.
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Barrier not guaranteed (Nb)

Normally, the logic will guarantee Barrier before entering Stxy, the Fortress, or fighting Karmine. This puts those locations in logic with any sword (to farm money) and one of Shield Ring, Refresh, or a place to buy Medical Herbs.
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Gas mask not guaranteed (Ng)

The logic will not guarantee gas mask before needing to enter the swamp, nor will leather boots (or hazmat suit) be guaranteed to cross long stretches of spikes. Gas mask is still guaranteed to kill the insect.
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Hard Mode Options

Don't buff medical herb or fruit of power (Hm)

If this is set to true, Medical Herb is not buffed to heal 80 damage, which is helpful to make up for cases where Refresh is unavailable early. Fruit of Power is not buffed to restore 56 MP.
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Max scaling level in tower (Ht)

Enemies in the tower spawn at max scaling level.
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Experience scales slower (Hx)

More grinding will be required to "keep up" with the difficulty.
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Charge shots only (Hc)

Stabbing is completely ineffective. Only charged shots work.
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Blackout (Hz)

All caves and fortresses are permanently dark.
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Permadeath (Hh)

Hardcore mode: checkpoints and saves are removed.
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death_link

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

Don't buff Dyna (Vd)

By default, we make the Dyna fight a bit more of a challenge. Side pods will fire significantly more. The safe spot has been removed. The revenge beams pass through barrier. Side pods can now be killed. This flag prevents that change.
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Don't buff bonus items (Vb)

Leather Boots are changed to Speed Boots, which increase player walking speed (this allows climbing up the slope to access the Tornado Bracelet chest, which is taken into consideration by the logic). Deo's pendant restores MP while moving. Rabbit boots enable sword charging up to level 2 while walking (level 3 still requires being stationary, so as to prevent wasting tons of magic). Turning this on removes all these changes.
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Vanilla maps (Vm)

Normally the randomizer adds a new "East Cave" to Valley of Wind, borrowed from the GBC version of the game. This cave contains two chests (one considered a key item) on the upper floor and exits to two random areas (chosen between Lime Tree Valley, Cordel Plain, Goa Valley, or Desert 2), one unblocked on the lower floor, and one down the stairs and behind a rock wall from the upper floor. This flag prevents adding that cave. If set as "Lime Passage" then a direct path will instead be added between Valley of Wind and Lime Tree Valley.
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Vanilla shops (Vs)

By default, we disable shop glitch, shuffle shop contents, and tie the prices to the scaling level (item shops and inns increase by a factor of 2 every 10 scaling levels, armor shops decrease by a factor of 2 every 12 scaling levels). This flag prevents all of these changes, restoring shops to be completely vanilla.
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Vanilla wild warp (Vw)

By default, Wild Warp is nerfed to only return to Mezame Shrine. This flag restores it to work like normal. Note that this will put all wild warp locations in logic unless the flag is set as "Out Of Logic".
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Vanilla HUD (Vh)

By default, the blue status bar (HUD) at the bottom of the screen is reorganized a bit, including displaying enemies' names and HP. This disables those changes.
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Quality of Life Options

Don't automatically equip orbs and bracelets (Qa)

Prevents adding a quality-of-life improvement to automatically equip the corresponding orb/bracelet whenever changing swords.
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Disable controller shortcuts (Qc)

By default, we disable second controller input and instead enable some new shortcuts on controller 1: Start+A+B for wild warp, and Select+B to quickly change swords. To support this, the action of the start and select buttons is changed slightly. This flag disables this change and retains normal behavior.
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Audible wall cues (Qw)

Provide an audible cue when failing to break a non-iron wall. The intended way to determine which sword is required for normal cave walls is by looking at the color. This causes the level 3 sword sound of the required element to play when the wall fails to break. Note that fortress walls (iron in vanilla) do not give this hint, since there is no visual cue for them, either.
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Plando
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 cannot be modified here. Please edit your .yaml file manually.