Symphony of the Night (Recomp)

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. **Items:** ensure all logically relevant items can be acquired. Some items, such as keys, may be self-locking, and some locations may be inaccessible.
0
0
25
0
Goal

Goal

What finishes your game. defeat_dracula: beat Dracula at the end of the inverted castle, with the five relics of Vlad. defeat_richter: beat Richter in the Castle Keep (saving him counts too), for a shorter game. The inverted castle isn't part of the seed: its spots aren't checks, and the items found there in the vanilla game (the relics of Vlad, Force of echo and Gas cloud) aren't in the item pool.
25
0
0
Item pool

Item pool

Which spots hold items from the multiworld. The others keep their vanilla item (or get shuffled, with randomize_other_items). key_items: only the spots that hold key items in the vanilla game. guarded: those, plus most items guarded by bosses. equipment: those, plus most of the equipment lying around. everything: every item spot in the castle.
0
0
0
25
0

Shuffle the other items

The vanilla items of the spots that aren't in the item pool are shuffled among those spots.
25
0
0

Powerful items

Puts the game's most powerful items in: Duplicator, Crissaegrim, Ring of varda, Mablung sword, Masamune, Marsil and Yasutsuna, each in place of another item (in the item pool, or with randomize_other_items at one of the other spots).
25
0
0

Boss drops

The items the 13 bosses drop when beaten are checks. Your own key items are never put there: a drop you leave behind is gone for good.
0
25
0

Enemysanity

Each kind of enemy is a check the first time it gets into your enemy list (141 checks). What fills them depends on difficulty: easy: a second copy of every key item, plus 50 vessels and 50 pieces of equipment. normal: a second Gold ring, Silver ring, Spike breaker and Holy glasses, plus 35 vessels and 35 pieces of equipment. hard: 15 vessels and 15 pieces of equipment. very_hard: nothing extra. The rest is filler (fruit).
25
0
0

Enemysanity needs the Faerie scroll

Enemysanity checks only count once you have the Faerie scroll (enemies met before then count once you get it).
25
0
0

Trap percentage

How much of your filler is replaced by traps, in percent. 0: no traps. A trap goes off on you when anyone finds it, and it can be in any world of the multiworld.
This is a range option.

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

Trap types

Which traps can be in your game. Poison: weapons do half damage and you take double, for up to about a minute. Stone: you turn to stone until you wiggle free with the d-pad, and hits while you're stone hurt a lot. Curse: you can't use your weapons for up to about 17 seconds. Gear that makes you immune to the status also protects you from the trap.

Disguise traps

Traps lying in your castle, from any game, show the gold badge of a progression item until you pick them up. Off: they show a red badge.
0
25
0
Castle

Caverns back door

The back door between the Castle Entrance and the Underground Caverns. closed: closed, as in the vanilla game (opened from the Caverns side). open_after_alchemy_lab: open once you've been to the Alchemy Laboratory. open_from_start: open from the start, so you can get to it before meeting Death at the entrance.
25
0
0
0

Colosseum back door

The back door between the Royal Chapel and the Colosseum is open from the start.
25
0
0

Open shortcuts

The castle's shortcuts are open from the start: from the Castle Entrance to the Underground Caverns, to the Marble Gallery and to its warp room, from Olrox's Quarters and from the Colosseum to the Royal Chapel, and the one in the inverted castle's Entrance. The logic doesn't count on them.
25
0
0

Starting area

After the first Warg at the entrance, you're taken to a random room and play on from there. vanilla: you aren't; the game goes on from the entrance. random_castle: a room in the castle. random_inverted_castle: a room in the inverted castle (Leap stone and Gravity boots work there until you reach the castle). random_anywhere: a room in either. With goal defeat_richter, the start is always a room in the castle. The logic doesn't take the new start into account.
25
0
0
0
0

Library card to the inverted castle

Hold down while using a Library card to go to the inverted castle's library instead (once Richter is saved).
25
0
0

Skip the Clock Tower puzzle

No gear puzzle in the Clock Tower: hitting any of the gears once opens the secret door.
25
0
0

No logic

Items go anywhere, without logic: the seed can need glitches, or be unbeatable.
25
0
0
Enemies and drops

Difficulty

easy: enemies have half their HP, attack and defence and always drop their items; the shop costs 50-75%. normal: the vanilla game. hard: enemies have 1.5 times their HP, attack and defence; the shop costs 100-125%. very_hard: enemies have twice their HP, attack and defence; the shop costs 125-150%.
0
25
0
0
0

Enemy strength

Enemy HP, attack and defence as a percentage of the vanilla values (25-200), instead of what difficulty sets. use_difficulty: leave it to difficulty.
This is a range option.

Accepted values:
Normal range: 24 - 200

The following values have special meanings, and may fall outside the normal range.
  • 24: Use Difficulty
25 ❌
0 ❌
0
0
0
0

Random enemy stats

Each enemy gets random HP, attack and defence (25-200% of the vanilla values; difficulty or enemy_strength replaces this part with its own scaling), and a random attack element, weaknesses and resistances.
25
0
0

Drop rate

How often enemies drop their items. normal: as difficulty sets (the vanilla rates, or always on easy). increased: more often. abundant: more often still. guaranteed: every enemy that has a drop always drops; with the Ring of arcana, its rare one.
25
0
0
0
0

Enemy drops

What enemies drop. vanilla: the vanilla drops. shuffled: the vanilla drops, shuffled between enemies. same_type: each drop is a random item of the same kind (a weapon for a weapon, a potion for a potion...). any_item: each drop is any random item.
25
0
0
0
0

Enemy drops: hearts and gold too

With enemy_drops, the hearts, gold and other small drops any enemy can leave change too.
25
0
0

Enemy drops: can be key items

With enemy_drops same_type or any_item, a drop can be a Gold ring, Silver ring, Spike breaker or Holy glasses: extra copies, outside the logic.
25
0
0

Candle drops

What candles drop (not the ones with the Stopwatch). vanilla: the vanilla items. shuffled: the vanilla items, shuffled between candles. same_type: each is a random item of the same kind, never a key item. any_item: each is any random item, never a key item. any_item_with_key_items: any random item, including the Gold ring, Silver ring, Spike breaker and Holy glasses (extra copies, outside the logic).
25
0
0
0
0
0
Shop and equipment

Shop stock

What the Librarian sells. vanilla: the vanilla stock. random_items: random items, which can be key items (extra copies, outside the logic). random_non_key_items: random items, never a key item.
25
0
0
0

Shop sells the Library card

With random items in shop_stock, the Librarian still sells the Library card.
25
0
0

Random shop prices

Shop prices are random, 50-150% of the vanilla prices, instead of what difficulty sets.
25
0
0

Random starting equipment

Alucard starts with a random weapon, shield, helmet, armour, cloak and accessory, never a key item.
25
0
0

Death doesn't take your equipment

Death doesn't take Alucard's equipment at the entrance.
25
0
0
Quality of life

Skip the prologue

A new game starts with Alucard, without Richter's fight with Dracula.
0
25
0

Infinite wing smash

Wing smash keeps going until you hit a wall or run out of MP (leave bat form to stop it).
0
25
0

Magic vessels

Heart Vessels also raise max MP by 3 and refill MP.
25
0
0

No screen freezes

The game doesn't pause when you level up or pick up a relic or a vessel.
25
0
0

Fast warp

Faster animation when using a warp room.
25
0
0

Heal at save rooms

Entering a save room restores HP and MP.
0
25
0

DeathLink

When you die, everyone else with DeathLink on dies too, and the other way round.
25
0
0
Cosmetic

Map colour

Colour of the map (the pause map, and the mod's map window).
25
0
0
0
0
0
0
0
0
0
0

Alucard's colours

Alucard's colours.
25
0
0
0
0
0
0
0
0

Cape lining

Colour of the lining of Alucard's cape.
25
0
0
0
0
0

Random colours

Random colours for Alucard's cape, the Gravity boots trail, Hydro storm, wing smash, Richter, Dracula's cape and Maria.
25
0
0

Relic surprise

Every relic looks the same: you only find out which one it is when you pick it up.
25
0
0

Random music

Each area plays a random song.
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 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.