Pokemon Black and White

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
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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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Game Version

Select your game version. **Dynamic** lets you choose any of the two versions, but logic will be a bit restricted to account for that.
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Goal

Determines what your goal is to consider the game beaten. - **Ghetsis** - Clear the main story by defeating Ghetsis - **Champion** - Become the champion by defeating Alder - **Cynthia** - Defeat Cynthia in Undella Town - **Cobalion** - Reach and defeat/catch Cobalion in Mistralton Cave - **TM/HM hunt** - Get all TMs and HMs and show them to a scientist at Castelia City's Central Plaza - **Seven Sages hunt** - Find the Seven Sages - **Legendary hunt** - Find and defeat/catch all (stationary available) legendary encounters, including Volcarona - **Pokemon master** - Complete the requirements of all other goals combined You can also combine multiple goals by providing a list of multiple option names. See the options guides for more information.
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Encounter

Randomize Wild Pokemon

Randomizes wild pokemon encounters. You can add as many of the following modifiers as you want. The following is an example for how options like this can look like (when edited in a yaml): randomize_wild_pokemon: ["Randomize", "Prevent rare encounters"] - **Randomize** - Toggles wild pokemon being randomized. Automatically added if any other modifier is added. - **Ensure all obtainable** - Ensures that every pokemon species is obtainable in some way. - **Similar base stats** - Tries to keep every randomized pokemon at a similar base stat total as before. - **Prevent overpowered pokemon** - Tries to prevent pokemon with a very high base stat total in wild randomization. - **Prevent bad early pokemon** - Tries to prevent encountering pokemon with Wonder Guard or fixed HP attacks in areas not far from home. - **Type themed areas** - Tries to make all pokemon in an area have a common type. - **Area 1 to 1** - Keeps the amount of different encounters and their encounter rate in every area. - **Dungeon 1 to 1** - The same as **Area 1 to 1**, but works across all areas of a dungeon. Ignored when **Ensure all obtainable** is added. - **Global 1 to 1** - The same as **Dungeon 1 to 1**, but works across all areas in the game. - **Merge phenomena** - Makes rustling grass, rippling water spots (surfing and fishing separate), dust clouds, and flying shadows in the same area have only one encounter. - **Prevent rare encounters** - Randomizes the encounter slots with the lowest chance in each area to the same pokemon. It is **highly recommended** to include **Prevent rare encounters** or one of the **... 1 to 1** modifiers if you want to randomize wild pokemon, else you might find yourself searching for multiple 1% encounters on every route. Some modifiers might not be fully enforced due to conflicts with other modifiers or options.

Randomize Trainer Pokemon

Randomizes trainer pokemon. You can add as many of the following modifiers as you want. - **Randomize** - Toggles trainer pokemon being randomized. Automatically added if any other modifier is added. - **Similar base stats** - Tries to keep the randomized pokemon at a similar base stats total as the replaced one. - **Prevent overpowered pokemon** - Prevents trainers from having pokemon with a base stats total above an adjustable threshold. Takes priority over most other modifiers. - **Evolve when possible** - Tries to evolve pokemon if they are able to (based on their level). Pokémon that evolve independently of their level are evolved at level 25. - **Force fully evolved** - Always fully evolves pokemon above a certain (adjustable) level. - **Force not underpowered** - Prevents pokemon above a certain (adjustable) level from having base stats below a certain (adjustable) total. - **Type themed** - All pokemon of a trainer will share at least one randomly chosen type. - **Shuffle gym leader types** - Assigns a (unique) random type to each gym leader and elite 4 member instead of using their vanilla type. Do note that they always have type themed teams. - **Themed gym trainers** - All pokemon of gym trainers will share the type of their gym leader. - **Rivals keep starter** - Makes all Bianca/Cheren fights have one pokemon in common, which will always evolve when possible. - **Exclude boss trainers** - Excludes certain strong trainers like gym leaders and the champion. Combining multiple modifiers that affect all trainer pokémon (i.e. not just gym trainers, ...) might massively increase generation time. Also in that case, most options tend to be less strict in order to reduce generation time. This, as well as other modifier-based options, supports nested randomness. Check the options guides for more information.

Randomize Starter Pokemon

Randomizes the starter pokemon you receive at the start of the game. You can add as many of the following modifiers as you want. - **Randomize** - Toggles starter pokemon being randomized. Automatically added if any other modifier is added. - **Any base** - Only use unevolved/baby pokemon. - **Base with 2 evolutions** - Only use unevolved/baby pokemon that can evolve twice (or more, if evolutions are randomized). Supersedes **Any base**. - **Only official starters** - Only use pokemon that have been a starter in any mainline game. Overrides **Any base** and **Base with 2 evolutions**. - **Similar base stats** - Tries to keep the randomized pokemon at a similar base stats total as the replaced one. - **Type variety** - Every starter will have types that are different from the other two. - **Vanilla types** - Every starter will have one of the vanilla types, i.e. Grass, Fire, and Water.

Randomize Static Pokemon

Randomizes static encounters you can battle and catch throughout the game, e.g. Volcarona in Relic Castle. You can add as many of the following modifiers as you want. - **Randomize** - Toggles static pokemon being randomized. Automatically added if any other modifier is added. - **Similar base stats** - Tries to keep the randomized pokemon at a similar base stat total as the replaced one. - **No legendaries** - Exclude legendaries from being placed into static encounters. - **Split statues** - Splits the statues in Desert Resort into 5 different species. - **Split mimics** - Splits the fake pokeballs on routes 6 and 10 into more than just two different pokemon.

Randomize Gift Pokemon

Randomizes gift pokemon that you receive for free, e.g. the Larvesta egg on route 18. You can add as many of the following modifiers as you want. - **Randomize** - Toggles gift pokemon being randomized. Automatically added if any other modifier is added. - **Similar base stats** - Tries to keep the randomized pokemon at a similar base stat total as the replaced one. - **Any base** - Only use unevolved/baby pokemon. - **No legendaries** - Exclude legendaries from being placed into gift encounters. - **Split monkeys** - Makes the gift encounter in Dreamyard depend on which starter you picked (like in vanilla), else it will always give you the same species.

Randomize Legendary Pokemon

Randomizes legendary and mythical encounters. You can add as many of the following modifiers as you want. - **Randomize** - Toggles legendary pokemon being randomized. Automatically added if any other modifier is added. - **Keep legendary** - Randomized pokemon will all still be legendaries or mythicals. - **No legendaries** - Exclude legendaries and mythicals from being placed into these encounters. - **Similar base stats** - Tries to keep the randomized pokemon at a similar base stat total as the replaced one. Overrides **Keep legendary**. - **Same type** - Tries to keep at least one type of every encounter. Including **Keep legendary** AND **No legendaries** will instead only put pseudo legendaries (and Rotom) into these encounters.

Pokemon Randomization Adjustments

Adjust various parameters in various pokemon randomization options (with individual ranges). Every parameter can be specified as unweighted/weighted lists, "random", and "random-range-x-y" like usual range options. - **Stats leniency** (0-1530) - The starting maximum difference between base stat totals of vanilla and randomized species (for options with **Similar base stats** activated). - **Rare encounters threshold** (1-100) - If **Prevent rare encounters** is included, this will be the minimum encounter chance (in percent) for each species. - **Overpowered threshold** (200, 1530) - The maximum base stat total (for options with **Prevent overpowered pokemon** activated). - **Underpowered threshold** (200, 1530) - The minimum base stat total (for options with **Force not underpowered** activated). - **Force threshold** (1, 100) - The minimum level at which trainer pokemon are forced to be fully evolved (if **Force fully evolved** is included) or not be underpowered (if **Force not underpowered** is included).

Encounter Plando

Places specific pokemon species at specific locations. Every entry follows the following format: - map: Name of map seasons: Season name(s), optional method: Grass/Dark grass/... slots: Slot number(s) (0-11), optional species: Name(s) of species, random if multiple Encounter Plando requires the corresponding host setting to be enabled, else it will be ignored for all players. Be aware that this can lead to generation failures when combined with other restrictive options. Refer to the options guides of this game for further information.
This option cannot be modified here. Please edit your .yaml file manually.

Wild Randomization Blacklist

Excludes a list of pokemon from being used in wild randomization. Be aware that certain pokemon still have to be encountered somewhere, especially with **Ensure all obtainable** enabled. Also, a big list can lead to generation failures.

Trainer Randomization Blacklist

Excludes a list of pokemon from being used in trainer randomization. Be aware that a big list can lead to generation failures.
Stats

Randomize Base Stats

Randomizes the base stats of every pokemon species. You can add as many of the following modifiers as you want. - **Randomize** - Toggles base stats being randomized. Automatically added if any other modifier is added. - **Random total** - Allows the base stats of a species to be entirely random. Otherwise, the species will be roughly as strong as before. - **Follow evolutions** - Evolved species will use their pre-evolution's base stats and add on top of that. If evolutions are randomized and **Follow evolutions** is included, then not including **Random total** might not be followed consistently.

Randomize Evolutions

Randomizes the evolutions of every pokemon species. You can add as many of the following modifiers as you want. - **Randomize** - Toggles evolutions being randomized. Automatically added if any other modifier is added. - **Random methods** - Allows the method (e.g. levelup, evolution stone, ...) of every evolution to be randomized as well. - **Common type** - Pre- and post-evolution pokemon always share at least one type. - **Follow type** - Whole evolution lines will share at least one type. - **Multiple pre-evolutions** - Different pokemon species can evolve into the same species. - **More or less branches** - All species can evolve into more or less different species than before. Requires **Random methods*. - **Looping evolution lines** - Allows all species to evolve into one of their pre-evolutions. - **Every level** - Makes all species have (at least) one levelup evolution on level 2. This potentially ignores some other modifiers and disables **Consider evolutions** from the **Modify Logic** option. - **Pair stats** - Always makes the stats-dependent methods of Tyrogue be randomized together. - **Pair 50 50** - Always makes the PID-dependent methods of Wurmple be randomized together. - **Increasing stats** - Evolved pokemon will always have an equal or higher base stat total than their pre-evolutions.

Randomize Types

Randomizes the type(s) of every pokemon species. You can add as many of the following modifiers as you want. - **Shuffle** - Replaces each type with a fixed other type, e.g. all Water types might be replaced with Flying types. Automatically added if any other modifier is added. - **Randomize** - Fully randomizes the type(s) of every pokemon species. - **Mono only** - All species will only get a single type. - **Dual only** - All species will only get two distinct types. - **Follow evolutions** - Evolved species will share at least one type with (one of) their pre-evolutions. Might not be fully ensured if combined with plando. - **Force evolutions** - Evolved species will have the exact same type(s) as (one of) their pre-evolutions. Might not be fully ensured if combined with plando. Supersedes **Follow evolutions**. - **Usual combinations** - Usual combinations in vanilla (e.g. Normal/Flying, Rock/Ground, ...) and more prominent mono types are more likely to show up. Including both **Mono only** and **Dual only** will cancel each other out, i.e. it will be the same as including none of them.

Randomize Level Up Movesets

Randomizes the moves a pokemon species learns by leveling up. You can add as many of the following modifiers as you want. - **Randomize** - Toggles level up movesets being randomized. Automatically added if any other modifier is added. - **Match types** - Randomized moves have either a matching or normal type. - **Progressive power** - If a move is learned after another one (and it's not a status move), it will have an equal or higher base power. - **Keep levels and amount** - Tries to keep the vanilla levels and amount of learned moves. - **Follow evolutions** - Evolved species will have a large portion of the levelup moveset(s) of their pre-evolution(s). Has priority over some other modifiers. Might not be applied to all species if plando is used. - **Start with 4** - Ensures that each species learns at least 4 moves at level 1. Has priority over other modifiers.

Randomize TM/HM Compatibility

Randomizes the TM and HM compatibility of every pokemon species. You can add as many of the following modifiers as you want. - **Force all TMs** - Forces all TMs (not HMs) to be compatible with every pokemon species. - **Force all HMs** - Forces all HMs (and TM70 Flash) to be compatible with every pokemon species. - **Randomize** - Toggles TM and HM compatibility being randomized. Automatically added if any other modifier is added. - **Match types** - Compatible TM moves have either a matching or normal type. - **Follow evolutions** - Evolved species will be able to learn all TMs/HMs of their pre-evolution(s).

Randomize Catch Rates

Randomizes the catch rate of every pokemon species. You can add as many of the following modifiers as you want. - **Shuffle** - Gives every species a commonly used catch rate (e.g. 255, 45, 3, ...). Automatically added if any other modifier is added. - **Randomize** - Gives every species a completely random catch rate in range 3-255. Supersedes **Shuffle**. - **Follow evolutions** - Evolved species will have a catch rate equal to or lower than their pre-evolution(s). - **Correlate with base stats** - Species with a higher base stat total are more likely to have a lower catch rate.

Randomize Egg Groups

Randomizes the egg groups of every pokemon species. You can add as many of the following modifiers as you want. - **Randomize** - Toggles egg groups being randomized. Automatically added if any other modifier is added. - **Mono only** - Gives every species only one egg group. - **Dual only** - Gives every species exactly two egg group. - **Correlate with types** - Prevents unreasonable combinations of types and egg groups. Best effect if combined with randomized types. - **Follow evolutions** - Evolved pokemon will have the same egg groups as their pre-evolution(s). Takes priority over **Correlate with types**. - **Allow baby stages** - If **Follow evolutions** is included, pre-evolutions of non-Unknown pokemon are allowed to have the Unknown egg group (which is the case for most vanilla baby pokemon). - **Allow custom groups** - Allows custom, player-submitted groups to be used in multiworld generation. Those can also be used in plando without having this modifier included. **Mono only** and **Dual only** will cancel each other out. Note that Ditto and its egg group cannot be randomized at the moment.

Randomize Egg Species

Randomizes the pokemon species that results from breeding specific other species. Note that the resulting species is always either the mother's egg species or whatever was bred with Ditto. Also, certain special conditions that lead to non-standard egg species (e.g. baby stages, Nidoran, ...) will be removed. You can add as many of the following modifiers as you want. - **Fix evolutions** - Makes all species have an unevolved pre-evolution as their egg species. Intended for evolution randomization and plando. Looping evolution lines with no unevolved species will result in the same egg species as the breeding species. - **Randomize** - Toggles egg species being randomized. Automatically added if any other of the modifiers below is added. Supersedes **Fix evolutions**. - **Base stages only** - Only allows species with no pre-evolutions to be egg species. - **Common type** - Breeding species and egg species always share at least one type. - **Follow evolutions** - Evolved pokemon will have the same egg species as their pre-evolution(s). Takes priority over **Common type**.

Stats Randomization Adjustments

Adjust various parameters in various randomization options. Any minimum parameter cannot be higher than its corresponding maximum parameter. Every parameter can be specified as unweighted/weighted lists, "random", and "random-range-x-y" like usual range options. - **Stats total minimum/maximum** (6-1530) - The minimum/maximum base stats total, if randomized. - **Levelup evo weight** (0-99) - If evolutions are randomized and **Random methods** is included, this will determine how likely it is to roll the levelup method. The lower this value, the more likely it is to get special methods (like using a stone, high friendship, ...). Setting this to -1 disables other methods. - **Maximum evo level** (10-100) - The maximum level at which levelup evolutions can occur. - **Catch rates minimum/maximum** (3-255) - The minimum/maximum catch rates, if randomized. - **Levelup moves amount minimum/maximum** (1-22) - The minimum/maximum amount of levelup moves a species can get, if randomized.

Stats Plando

Here you can change certain stats of a pokemon species to your liking. Here's an example of how this would look like: stats_plando: Bulbasaur: base_hp: 5 base_attack: 5 types: [Fire, Electric] evolutions: - species: Squirtle method: Stone stone: Water Stone - species: Eevee method: Friendship levelup_moveset: - move: Earthquake level: 1 - move: Pound level: 100 ... # (There are even more values than listed here) Stats Plando requires the corresponding host setting to be enabled, else it will be ignored for all players. Be aware that this can lead to generation failures when combined with other restrictive options or potential softlocks. Refer to the options guides of this game for further information.
This option cannot be modified here. Please edit your .yaml file manually.
Move Data

Randomize Move Data

Randomizes various move data. You can add as many of the following modifiers as you want. - **Shuffle power** - Gives every damaging move a commonly used power value (e.g. 50, 75, 100, ...). Ignores moves with a unique damage calculation. - **Randomize power** - Supersedes **Shuffle power** with arbitrary power values. - **Randomize type** - Randomizes the type of each move, with the Normal type having an adjustable chance. - **Shuffle accuracy** - Gives every move a commonly used accuracy (e.g. 100, 95, 50, ...). ignores moves with a guaranteed hit chance. - **Randomize accuracy** - Supersedes **Shuffle accuracy** with arbitrary accuracy values. - **Randomize category** - Randomizes the category of all physical and special moves. Ignores status moves. - **Shuffle PP** - Gives every move a commonly used maximum PP count (e.g. 10, 15, 25, ...). - **Randomize PP** - Supersedes **Shuffle PP** with arbitrary pp counts. - **Correlate power and PP** - Moves with a higher PP count are more likely to be less powerful, if any of the two are randomized. - **Correlate power and accuracy** - Moves with a lower accuracy are more likely to be more powerful, if any of the two are randomized. - **Correlate PP and accuracy** - Moves with a lower PP count are more likely to have a higher accuracy, if any of the two are randomized.

Randomize Type Chart

Randomizes the type effectiveness chart. You can add as many of the following modifiers as you want. - **Shuffle** - Shuffles all type effectiveness, thereby keeping the overall amount of weaknesses, resistances, and immunities. Automatically added if any other modifier is added. - **Randomize** - Completely randomizes all type effectiveness. Supersedes **Shuffle**. - **Disable weaknesses/resistances/immunities** - Prevents all type matchups from being a weakness/resistance/immunity (respectively).

Move Data Randomization Adjustments

Adjust various parameters in various randomization options. Any minimum parameter cannot be higher than its corresponding maximum parameter. Every parameter can be specified as unweighted/weighted lists, "random", and "random-range-x-y" like usual range options. - **Move power minimum/maximum** (5-250) - The minimum/maximum move power, if randomized. - **Accuracy minimum/maximum** (5-100) - The minimum/maximum accuracy, if randomized. - **PP minimum/maximum** (1-250) - The minimum/maximum PP, if randomized. - **Normal type probability** (10-90) - The chance of a move becoming a normal type, if randomized.

Move Data Plando

Here you can change the data of moves and type effectiveness to your liking, regardless of whether they're randomized or not. Here's an example of how this would look like: move_data_plando: Tackle: power: 120 type: Dragon accuracy: 30 category: Special pp: 250 ThunderShock: power: 5 pp: 1 Normal_Ice: effectiveness: 4 Psychic_Bug: effectiveness: 0 Move Data Plando requires the corresponding host setting to be enabled, else it will be ignored for all players. Be aware that this can lead to generation failures or potential softlocks when combined with other restrictive options. Refer to the Move Data Plando guide of this game for further information.
This option cannot be modified here. Please edit your .yaml file manually.
Items, locations, and progression

Shuffle Badge Rewards

Determines how gym badges are randomized and what items gym badge locations can have. - **Vanilla** - Gym badges will stay at their vanilla locations. - **Shuffle** - Gym badges are shuffled between the gym leaders. - **Anything** - Gym badges can be anywhere and gym leaders can give any item.
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Shuffle TM Rewards

Determines what items NPCs, who would normally give TMs or HMs, can have. - **Shuffle** - These NPCs will always give a TM or HM from the same world. - **HM with Badge** - Like "Shuffle", but puts each HM (and TM70 Flash) at a gym leader's badge reward (including the TM from Clay on route 6). - **Anything** - No restrictions.
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Dexsanity

Adds a number of locations that can be checked by catching a certain pokemon species and registering it in the pokedex. The actual maximum number of added checks depends on what pokemon species are actually obtainable in the wild. If you want to have all 649 possible checks, then you need to randomize wild encounters and add the **Ensure all obtainable** modifier. Alternatively, you can put in a list of dex numbers, names, ranges, lists, and weighted lists in order to plando what pokemon you want to have locations for. See the options guides for more information.
This is a range option.

Accepted values:
Normal range: 0 - 649
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Dexcountsanity

Adds a number of locations that can be checked by catching a certain total number of species. This option consists of more than just one value: - **Maximum** (0-649) - The highest number of pokemon that will have a check. - **Steps** (1-649) - Excludes all locations with a count that is not dividable by this value, except **Maximum** (but only if there are actually **<Maximum>** pokemon species catchable). - **Leniency** (0-648) - Makes all checks logically require this many more pokemon species being available. Every parameter can be specified as unweighted/weighted lists, "random", and "random-range-x-y" like usual range options. The actual maximum number of added checks depends on how many different species are actually obtainable in the wild. If you want to have all 649 possible checks, then you need to randomize wild encounters and add the **Ensure all obtainable** modifier.

Seensanity

Adds a number of locations that can be checked by seeing a certain Pokemon species, which is marked in the pokedex. The actual maximum number of added checks depends on what pokemon species are actually observable in the wild or in trainer battles. If you want to have all 649 possible checks, then you need to randomize wild encounters and add the **Ensure all obtainable** modifier. Alternatively, you can plando your Seensanity checks the same way as in Dexsanity. See the options guides for more information.
This is a range option.

Accepted values:
Normal range: 0 - 649
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Formsanity

Adds a number of locations that can be checked by seeing a specific form of certain pokemon species. The actual maximum number of added checks depends on what pokemon species are actually obtainable in the wild and in trainer battles. If you want to have all 72 possible checks, then you need to randomize wild encounters and add the **Ensure all obtainable** modifier. Alternatively, you can put in a list of form names and (weighted or unweighted) form name lists in order to plando what forms you want to have locations for. See the options guides for more information.
This is a range option.

Accepted values:
Normal range: 0 - 72
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Shinysanity

Adds a location for a randomly picked pokemon species to be seen in its shiny form. By editing your yaml with a text editor, you can set this option to any value in range 0-649 in order to have more than just one location. Otherwise, this option will be shown as a simple toggle. This also supports random-range-x-y. Adding at least one location enables an ingame option in the portable menu to change the shiny rate up to (almost) guaranteed. If you want to have all 649 possible checks, then you need to randomize wild encounters and add the **Ensure all obtainable** modifier. Alternatively, you can plando your Shinysanity checks the same way as in Dexsanity. See the options guides for more information.
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Season Control

Determines how seasons are handled by the game. - **Vanilla** - Seasons are not randomized and change based on real time. Locations that depend on the season will only contain filler items. - **Changeable** - The current season can be changed by an NPC next to the Pokemon Center in Nimbasa City. - **Randomized** - All seasons are unlockable by items that get shuffled into the item pool. They can as well be changed by an NPC in Nimbasa City, with one season being unlocked from the beginning.
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Modify Item Pool

Modifies what items your world puts into the item pool. You can add as many of the following modifiers as you want. - **Useless key items** - Adds one of each unused key item with filler classification. - **Useful filler** - Main bag items that would normally occur only once can be generated multiple times. - **Ban bad filler** - Bans niche berries and mail from being generated as filler items.

Modify Logic

Modifies parts of what's logically required for various locations. You can add as many of the following modifiers as you want. - **Require Dowsing Machine** - Makes the Dowsing Machine a logical requirement to find hidden items. - **Require Flash** - Makes Mistralton Cave, Challenger's Cave, and the basement of Wellspring Cave logically require TM70 Flash. - **Consider <feature X>** - Toggles whether <feature X> is considered in logic to get access to some pokemon species. The available features are **evolutions**, **static pokemon**, **trades**, **form change**, and **trainers**. However, do note that trades are automatically excluded if evolutions are excluded and wild pokemon are not randomized. Also, evolutions are automatically excluded if evolutions are randomized with the **Every level** modifier.

Filler Items Blacklist

Excludes these items from being thrown into the item pool as filler items.
 
Miscellaneous

Adjust levels

Adjusts the levels of wild and trainer pokemon to have a consistent level curve in all areas, including vanilla post-game areas (regardless of randomization). You can add as many of the following modifiers as you want. - **Wild by distance** - Normalizes wild pokemon levels by distance from home, including all encounter methods. - **Trainer by distance** - Normalizes trainer pokemon levels by distance from home, excluding Elite Four rematches, Alder, and Cynthia. - **Wild by sphere** - Normalizes wild pokemon levels by the spheres in multiworld generation, including all encounter methods. This is ignored by logic, only applied in patching, and doesn't fully lower the logical levels. - **Trainer by sphere** - Normalizes trainer pokemon levels by the spheres in multiworld generation, excluding Elite Four rematches, Alder, and Cynthia. This is ignored by logic, only applied in patching, and doesn't fully lower the logical levels. - **Tolerance X** - The percentage of how much a logical level can be lowered by sphere normalizing. Allowed values for **X** are (currently) 0, 20, 50, and 100. Including multiple percentages always takes the highest one. Including none defaults to 20.

Modify levels

Modifies the level of all wild and trainer pokemon. You can choose a certain mode for each type of encounter. This is applied AFTER adjusting levels by distance and BEFORE adjusting them by sphere. The mode decides how to apply the value to every pokemon. You can write either the name of the mode or the corresponding number: - **Multiply** or **0** - Multiply each level with the value being seen as a percentage, i.e. 100 means no modifying. Allowed values are in range 1 to 10000. - **Add** or **1** - Add the value directly to each level (with negative values being allowed), i.e. 0 means no modifying. Allowed values are in range -99 to 99. - **Power** or **2** - Raise each level to the power of the value (which is seen as a percentage), i.e. 100 means no modifying. Allowed values are in range 1 to 700. An alternative way with more capabilities is to write this as a list with multiple entries (similar to most plando options). See the options guides for more information

Modify Encounter Rates

Modifies the encounter slot rates for wild encounters. - **Vanilla** - Keeps the vanilla encounter slot rates. - **Try normalized** - Normalizes the rates for the 12 grass method slots to 8-9% each and the rates for surfing and fishing method slots to 20% each. - **Try normalized alternative** - Same as **Try normalized**, but sets 9 slots to 10% each and 3 slots to 3-4% each for grass methods. - **Invasive** - Sets one slot to 65-80%, one slot to 10-15%, and the remaining slots to 5% or less each for all encounter methods. - **One per method** - Sets all slots (except one) to 1%. Best in combination with **Prevent rare encounters** and **Rare encounters threshold** set to at least 12. - **Dexsanity friendly** - Sets two slots to 33-34%, one slot to 24%, and the remaining slots to 1% for grass methods. For surfing and fishing methods, all slots (except one) are set to 1%. Best in combination with **Prevent rare encounters** and **Rare encounters threshold** set to at least 12. - **Randomized (12)** - Distributes the encounter rates randomly between all 12 grass methods slots, 5 surfing methods slots, and 5 fishing methods slots. All slots will still have at least a 1% rate. Expect multiple 1% slot rates. Alternatively, you can provide a list of custom encounter rates. See the option guides for more information.
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Experience Multiplier

Multiplies the experience points received from defeating wild and trainer pokemon. This can also be changed ingame afterwards.
This is a range option.

Accepted values:
Normal range: 1 - 100
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All Pokemon Seen

Start with all pokemon seen in your Pokedex. This allows you to see where the pokemon can be encountered in the wild. However, pokemon species with a Seensanity location will be excluded from this option and having any Seencountsanity location disables this option entirely.
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Replace Evolution Methods

Replaces certain vanilla evolution methods with other methods that are easier to achieve. This also excludes them from randomized evolutions. Trade and time based evolutions are always replaced/excluded. You can add as many of the following modifiers as you want. - **Locations** - Replaces evolutions requiring a magnetic place, the mossy rock, or the ice rock with using a thunder stone, leaf stone, and shiny stone (respectively). - **Friendship** - Replaces friendship based evolutions with level up evolutions. - **PID** - Replaces personality value based evolutions. Gender dependant evolutions lose their gender dependency, Wurmple's random evolutions will require a Butterfree/Venomoth in your party, and Burmy will also evolve into Mothim while having a Venomoth in your party. Be aware that this can lead to affected pokemon changing their gender when evolved. - **Stats** - Replaces Tyrogue's stat based evolutions with level up while holding a protein, iron, or carbos.

Master Ball Seller

Adds the possibility to buy or obtain an unlimited amount of Master Balls. You can select multiple sellers. If multiple cost modifiers are added, a random cost in range between them (in steps of 500) gets selected. Adding no cost modifier defaults to 3000. - **Ns Castle** - Repurposes an NPC in N's Castle, who can be found in the same room as the grunt giving Ultra Balls to the player, to give/sell Master Balls to the player. - **AP Menu** - Adds an option to the portable AP menu, which you can open by pressing the Start button, to buy/obtain Master Balls. - **Cherens Mom** - Repurposes Cheren's Mom in Nuvema Town to give/sell Master Balls. - **Undella Mansion seller** - Adds the Master Ball to the pool of items that you can buy from the evolution items seller in the Undella Mansion for a random price. His offers are not affected by any cost modifier. - **Cost Free** - Makes Master Balls (potentially) cost nothing. - **Cost X** - Makes Master Balls (potentially) cost X Pokedollars. X can be any number in range of 0 to 30000.

Funny Dialog

Adds humorous dialog submitted by the folks in the Pokemon Black and White channel on the Archipelago Discord server. This option requires Text Plando being enabled in the host settings.
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Text Plando

Replaces specified text lines. Every entry follows the following format: - text: 'This is your text' at: text_key percentage: 100 Refer to the Text Plando guide of this game for further information.
This option cannot be modified here. Please edit your .yaml file manually.

Plugin Options

This can be used to define certain options that are used by plugins. The main apworld will ignore this option entirely.
This option cannot be modified here. Please edit your .yaml file manually.

Reusable TMs

Enables reusable TMs, allowing for the reuse of TMs.
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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.