Death's Door

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

Plando Connections

Generic connection plando. Format is: - entrance: Entrance Name exit: Exit Name direction: Direction percentage: 100 Direction must be one of entrance, exit, or both, and defaults to both if omitted. Direction entrance means the entrance leads to the exit. Direction exit means the exit leads to the entrance. If you do not have Decoupled enabled, you do not need the direction line, as it will only use both. Percentage is an integer from 0 to 100 which determines whether that connection will be made. Defaults to 100 if omitted. This option does nothing if Entrance Randomization is disabled.
This option cannot be modified here. Please edit your .yaml file manually.
Logic Options

Goal

Choose the goal for this run. - Lord of Doors: Defeat the Lord of Doors. Removes the Rusty Belltower Key location. - True Ending: Receive all 7 Ancient Tablets of Knowledge and go to the door in the Camp of the Free Crows - Green Tablet: Open the door in Family Tomb by planting enough life seeds (determined by plant_pot_number). Removes the Green Tablet location. The amount of extra Life Seeds in the pool is controlled by extra_life_seeds. - Any: any of the above goals are valid. Note: on minimal accessibility, not all goals may be possible. Both the Rusty Belltower Key and the Green Tablet locations are removed from randomization.
25
0
0
0
0

Entrance Randomization

Randomize entrances.
25
0
0
0

Start Day or Night

Choose whether to start during the day or night. You must access the Rusty Belltower Bell to toggle the time of day.
25
0
0

Number of Planted Pots Required for Green Tablet

Number of planted pots required for Green Tablet location.
This is a range option.

Accepted values:
Normal range: 1 - 50
0 ❌
25 ❌
0 ❌
0
0
0
0

Early Important Item

Choose whether one random important item will be placed early in the multiworld, early and in your world, or to allow the items to be placed randomly. If the random placement is chosen, generation is more likely to fail with smaller multiworlds. Important items include non-boss doors, Hookshot, Bomb, and Fire, as these grant access to checks immediately.
25
0
0
0

Gate Rolls Glitch

Puts rolling through certain "gates" in logic. - Estate entrance to Crypt through metal gate - Mushroom Dungeon Lobby to Overgrown Ruins through vines - Mushroom Dungeon Ancient Door to Lobby through a metal gate and a cobweb
25
0
0

Bomb Bell Glitch

Puts bombing the Rusty Belltower's bell from a railing to toggle Day/Night in logic. Also, known as "Early Night".
25
0
0

Offscreen Targeting Tricks

Puts three tricks in which you must target an enemy or switch from offscreen in logic. - Open the switch between Lost Cemetery and Stranded Sailor caves using an Arrow through a fire source instead of Fire - Open a bomb wall in Overgrown Ruins lower by hitting an offscreen bomb flower with an arrow - Open the path backwards from Flooded Fortress Frog King Statue back to the entrance by hitting a switch offscreen
25
0
0

Geometry Exploits

Puts a series of exploits where you roll on unintended surfaces in logic. - Rolling across the walls near the ladder immediately outside the exit from Lost Cemetery to Stranded Sailor Caves to navigate around the switch on the Lost Cemetery side - Rolling behind the grate in Castle Lockstone East Upper down to East - Rolling onto the wall from the upper right platform in Lockstone East Upper after making it go up to get into East Upper Keyed Door without the lever - When coming from the Old Watchtowers Barb Elevator, the lever to Ice Skating Start can be skipped by hooking over the gate from the ledge around the top of the elevator - In Overgrown Ruins, access the Soul Orb in Lower that requires Hookshot by rolling onto the wall above and falling down. Standalone randomizer notes that this roll may require Haste (rolling stat) >=2. - In Overgrown Ruins, access the Soul Orb in the Lord of Doors Hookshot arena by ???. Standalone randomizer is missing a description of this one, but best guess it is the same as the above.
25
0
0

Roll Buffers

Puts roll buffers in logic, where you roll in mid-air after a heavy attack. Three of these tricks can be performed with any weapon but the Thunder Hammer. Two are only doable with the Rogue Daggers. This option will cause all weapons besides the Thudner Hammer to be marked as progression. - Hall of Doors - Surveillance Device: Heavy to the right and roll down-right from behind the bin near the Discarded Umbrella check - Hall of Doors - Bomb Secret Soul Orb: Same as above - Hall of Doors - Hookshot Secret Soul Orb: Up-right heavy and roll from above the Lord of Doors poster by the staircase near the Bomb Avarice Chest (Rogue Daggers only) - Hall of Doors - Modern Door Scale Model: Same as above (Rogue Daggers only) - Castle Lockstone - West Locked Crow: Heavy out of the ledge above the gate then immediately roll back
25
0
0
Itempool Modification Options

Adjust Extra Life Seeds

Add extra life seeds or remove extra life seeds from the item pool, which are interchanged with Soul Orb items. Counted from the 50 vanilla Life Seeds, regardless of plant_pot_number. Every Life Seed counts in logic. Life Seeds skip progression balancing, so they aren't pulled into early spheres of the multiworld. When removing life seeds (using a negative number), the number left in the pool will be at minimum the number required by plant_pot_number.
This is a range option.

Accepted values:
Normal range: -49 - 20
0 ❌
25 ❌
0 ❌
0
0
0
0

Extra Magic Shards

Add extra magic shards to the item pool, replacing Soul Orb items. Extra magic shards can allow your magic to go over the vanilla maximum of 6. Each extra pip of magic requires 4 shards.
This is a range option.

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

Extra Vitality Shards

Add extra vitality shards to the item pool, replacing Soul Orb items. Extra vitality shards can allow your health to go over the vanilla maximum of 6. Each extra pip of health requires 4 shards.
This is a range option.

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

Remove Spell Upgrades

Remove the spell upgrades from the pool, such that there is only 1 Fire, 1 Bomb, and 1 Hookshot in the pool (and no upgrade for Arrow).
25
0
0

Unrandomized Pools

Allows sets of location-item pairs (pools) to be removed from randomization. Valid keys are: - Spell - Weapon - Giant Soul - Shrine - Shiny Thing - Life Seed - Soul Orb - Tablet - Lever - Door - Lost Crow Keys must be randomized because their vanilla locations can cause a softlock in rando. If you remove Weapons from randomization, your starting weapon will be forced to be the Reaper's Sword (default weapon). If you remove Shiny Things from randomization, Rusty Belltower Key will still be added to the pool for day/night access. If you remove Doors from randomization, you start with the Castle Lockstone and Camp of the Free Crows doors, since generation rarely succeeds otherwise. If you remove Soul Orbs together with so many other pools that fewer than 70 locations stay randomized, Soul Orbs will be randomized anyway, since generation is not reliable without them. If you combine this option with plando not from pool, you are very likely to encounter generation errors. The fewer pools randomized, the more likely you are to encounter generation errors.

Trap Chance

The probability for each filler item (including unique filler) to be replaced with a trap item. The exact number of trap items will still be somewhat random, so you can't know if you've seen the 'last trap' in your world without checking the spoiler log. If you don't want any traps, set this to 0.
This is a range option.

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

Trap Type Weights

When a filler item is replaced with a trap, these weights determine the odds for each trap type to be selected. If you don't want a specific trap type, set its weight to 0. Setting all weights to 0 is the same as setting trap_chance to 0.
This option cannot be modified here. Please edit your .yaml file manually.
Shop and Planting

Shop Upgrades

Turn the 20 stat upgrades sold by the Banker (5 each of Strength, Dexterity, Haste and Magic) into checks. Buying an upgrade sends a check instead of raising your stat; your stats rise when you receive the matching "Progressive Strength/Dexterity/Haste/Magic" items. Logic expects the 1st, 2nd, 3rd, 4th and 5th upgrade of a stat once you can reach 1, 2, 4, 6 and 8 areas with enemies to earn souls in (the Hall of Doors has none). Each stat's prices always rise from one upgrade to the next. The Banker in the Hall of Doors and in the Camp of the Free Crows share the same stock.
25
0
0

Shop Prices

How much each shop upgrade costs when Shop Upgrades is on. - Vanilla: 400, 600, 800, 1000, 1500 souls for the 1st to 5th purchase of each stat. - Shuffled: the 20 vanilla prices are shuffled between the stats (each stat still gets cheaper upgrades first). - Random Range: every upgrade costs a random amount between Shop Price Minimum and Shop Price Maximum, sorted so each stat gets more expensive.
25
0
0
0

Shop Hints

When Shop Upgrades is on, looking at a stat in the shop shows the item its next upgrade holds and sends a hint for it, so it shows up in your hint list and in the tracker (and tells the player it belongs to).
0
25
0

Shop Price Minimum

Lowest price of a shop upgrade when Shop Prices is Random Range.
This is a range option.

Accepted values:
Normal range: 0 - 5000
0 ❌
25 ❌
0 ❌
0
0
0
0

Shop Price Maximum

Highest price of a shop upgrade when Shop Prices is Random Range. If lower than the minimum, the two are swapped.
This is a range option.

Accepted values:
Normal range: 0 - 5000
0 ❌
25 ❌
0 ❌
0
0
0
0

Extra Stat Upgrades

Add this many extra Progressive Strength/Dexterity/Haste/Magic items (random stats) on top of the normal ones, replacing Soul Orb filler. Stats can go past the vanilla maximum of 5 this way. Works with or without Shop Upgrades.
This is a range option.

Accepted values:
Normal range: 0 - 20
25 ❌
0 ❌
0
0
0
0

Planting Checks

Number of checks for planting Life Seeds in pots. Each check is sent once you have planted a multiple of Seeds Per Planting Check (e.g. 10 checks with 5 seeds each: checks at 5, 10, ..., 50 seeds planted). 0 turns planting checks off. The number is lowered automatically if there aren't enough Life Seeds in the pool.
This is a range option.

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

Seeds Per Planting Check

How many Life Seeds you have to plant for each planting check.
This is a range option.

Accepted values:
Normal range: 1 - 50
25 ❌
0 ❌
0
0
0
0
Customization Options

Starting Weapon

Choose which weapon you would like to start with. The others will be shuffled into the itempool as useful items. Note: Umbrella is a much worse weapon than the other 4, choose it at your own risk.
25
0
0
0
0
0
0

Soul Multiplier

Multilpy the amount of souls you receive, both from enemies and received Soul Orbs. Must be an integer.
This is a range option.

Accepted values:
Normal range: 1 - 10
0 ❌
25 ❌
0 ❌
0
0
0
0

Starting Souls

Amount of souls to start the game with. Each full upgrade of a stat costs 4,300 souls.
This is a range option.

Accepted values:
Normal range: 0 - 17200
25 ❌
0 ❌
0
0
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, Arrow: 3}

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: {Bomb: 1, Arrow: 3} 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.