Castlevania: Legacy of Darkness

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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Goal Options

Big Crystal Required

Whether activating the big crystal in Castle Center's basement should be required to enter Dracula's chamber at the end of the game. Can be mixed with other conditions.
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Bosses Required

How many bosses need to be defeated to enter Dracula's chamber. This will automatically adjust if there are fewer available bosses than the chosen number. Can be mixed with other conditions.
This is a range option.

Accepted values:
Normal range: 0 - 26
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Total Special2s

How many Speical2 jewels are in the pool in total. Finding a percentage of these can be required to enter Dracula's chamber.
This is a range option.

Accepted values:
Normal range: 0 - 99
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Percent Special2s Required

Percentage of Special2s in the pool that are required to enter Dracula's chamber. Can be mixed with other conditions.
This is a range option.

Accepted values:
Normal range: 1 - 100
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Warp Options

Warp Layout

Allows specifying a custom set of warps to be used, rather than it being a specific number of random ones. Type the names of each stage that you want to have a warp, separated by a semicolon. The starting stage does not need to be included. Example: Castle Center;Duel Tower;The Outer Wall creates warps for Castle Center, Duel Tower, and The Outer Wall, unlocked in that order if Warp Order is set to Seed Stage Order. If left blank or an invalid list is provided, a random selection will be used instead, the number of which can be specified in Total Random Warps.
This option allows custom values only. Please enter your desired values below.

Warp Order

Arranges the warps in the Z + R + START warp menu in whichever stage order chosen, thereby affecting the order they are unlocked in. Set Order only matters if using a custom Warp Layout; otherwise, Seed Stage Order will be deferred to.
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Total Random Warps

How many randomly-chosen warps to later stages are available. Will be ignored if a custom Warp Layout is being used.
This is a range option.

Accepted values:
Normal range: 0 - 16
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Castle Keep Warp Possible

Whether the Castle Keep warp is allowed to be chosen when using randomly-chosen warps.
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Special1s Per Warp

How many Special1 jewels are needed per warp menu option unlock. Does not apply if Total Available Warps is 0.
This is a range option.

Accepted values:
Normal range: 0 - 6
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Total Special1s

How many Speical1 jewels are available to be found in the multiworld item pool. Will auto-increase to Total Available Warps x Special1s Per Warp if lower.
This is a range option.

Accepted values:
Normal range: 0 - 99
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Stage Randomization

Stage Layout

Which stages in the game appear in the slot and in what order. Supports creating a custom layout by typing the name of each stage separated by a semicolon. Note that because Castle Keep is always at the end, there is no need to specify it. That is, unless you intend to play a slot that is ONLY it... Example: Room of Clocks;Art Tower;Foggy Lake creates a layout of Room of Clocks followed by Art Tower followed by Foggy Lake. If Villa branches are enabled, the next 2, 3, or 5 non-Castle Center stages in the list after Villa will represent the branching path stages. Example: Villa;Forest of Silence;Foggy Lake;Clock Tower;Castle Wall;Duel Tower results in Villa followed by Forest of Silence on branch 1, Foggy Lake on branch 2, and Clock Tower, Castle Wall, and Duel Tower making up the Cornell path. If Castle Center branches are enabled, the next 4 non-Villa stages after Castle Center will represent the branching path stages. Example: Castle Center;Tower of Ruins;Tunnel;The Outer Wall;Tower of Science results in Castle Center followed by Tower of Ruins and Tunnel on branch 1, and The Outer Wall and Tower of Science on branch 2.
Custom values are also allowed for this option. To create one, enter it into the input box below.
0
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Stage Shuffle

Shuffles which stages appear in which stage slots. Villa and Castle Center will never appear in any character stage slots if Character Stages is set to Both; they can only be somewhere on the main path. Castle Keep will always be at the end of the line.
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Shuffled Starting Stage

Which stage to start at if Stage Shuffle is turned on.
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Villa Branching Paths

Whether Villa is immediately followed by two diverging stage paths, three diverging stage paths, or three diverging stage paths with the third leading to two more stages that connect directly to the end of Castle Center. The latter option is only available if Castle Center is also enabled. If two paths are available, entering the Villa end coffin at day or night will send you to one path or the other. If three are available, entering within the following times will send you to path 1, 2, or 3 respectively: 12:01 AM - 8:00 AM, 8:01 AM - 4:00 PM, and 4:01 PM - 12:00 PM.
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Castle Center Branching Paths

Whether Castle Center is immediately followed by two diverging stage paths of two stages each. Both bridges at the end of Castle Center leading to both exits will be intact if Two enabled, or just the ones for Reinhardt or Carrie if a One option is chosen.
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Stage State Options

Castle Wall State

Which character's state Castle Wall should be in. Hybrid will have it be a combination of both Reinhardt/Carrie and Cornell's versions, with both Left Tower Key and Winch Lever required to progress past it.
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Villa State

Which character's state Villa should be in. Hybrid will have it be a combination of both Reinhardt/Carrie and Cornell's versions, with blockages, events, and fights from both. Rose Garden Key will be needed to unlock the maze's middle dividing doors.
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Villa Maze Kid

Which kid is found and rescued from the maze, regardless of the Villa state.
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Post-Behemoth Boss

Sets which boss is fought in the vampire triplets' room in Castle Center after defeating Behemoth.
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Duel Tower Final Boss

Sets which boss is fought at the fourth Duel Tower arena.
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Room of Clocks Boss

Sets which boss is fought at Room of Clocks.
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Renon Fight Condition

Sets the condition on which the Renon fight at Castle Keep will trigger.
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Vincent Fight Condition

Sets the condition on which the vampire Vincent fight at Castle Keep will trigger.
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Castle Keep Ending Sequence

Which character final boss and ending sequence you will go through at Castle Keep upon making it inside Dracula's chamber. Reinhardt Carrie Timed = You will receive either their good or bad ending depending on whether you took 16 in-game days to reach Dracula's chamber, regardless of whether you fought Vincent.
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Location Pool Options

Multi-hit Breakables

Adds the items that drop from the objects that break in three hits to the pool. There are 18 of these throughout the game, adding up to 79 or 80 checks (depending on sub-weapons being shuffled anywhere or not) in total with all stages. The game will be modified to remember exactly which of their items you've picked up instead of simply whether they were broken or not.
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Sub-weapon Shuffle

Shuffles all sub-weapons in the game within each other in their own pool or in the main item pool.
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Empty Breakables

Adds 12 check locations in the form of breakables that normally have nothing (all empty Outer Wall torches, etc.) and some additional Red Jewels and/or moneybags into the item pool to compensate.
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Lizard Locker Items

Adds the 6 items inside Castle Center 2F's Lizard-man generators to the pool. Picking up all of these can be a very tedious luck-based process, so they are off by default.
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Behemoth Drops

Adds 7 items dropped by Behemoth's various body parts to the pool. They will all drop regardless of whether you destroy them with Holy Water or not, and will still be there if you were to leave and come back without picking them up. This can make clearing Castle Center fully a bit more worthwhile.
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Item Pool Options

Permanent PowerUps

Adds two PermaUps to the item pool which, when found, will upgrade your B weapon level permanently and will stay even after dying and/or continuing. To compensate, all regular PowerUps will be removed from the game; they won't be in the pool or regular locations, nor will they drop from any enemy or projectile.
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Permanent Sub-weapons

Adds three Perma versions of each sub-weapon to the item pool. The first weapon instance, when found, will allow switching to that weapon at will and then subsequent instances will unlock its upgraded forms permanently even after dying. To compensate, all regular sub-weapons will be removed from the game; they won't be in the pool or regular locations, nor will they drop from any enemy or projectile. Use R + D-pad Left/Right to switch between unlocked weapons, and Up/Down to change the weapon's level (if unlocked).
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Item Pool Difficulty

Which difficulty in the game the item pool should be based on. Harder difficulty = lower value consumables, gold, and jewels in the pool. A few sub-weapon locations will also become regular locations and their distribution will be different.
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Spare Keys

Puts an additional copy of every non-Special key item in the pool for every key item that there is. Chance gives each key item a 50% chance of having a duplicate instead of guaranteeing one for all of them.
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Logic Options

Carrie Logic

Adds the 2 checks inside Underground Waterway's crawlspace to the pool. If you (and everyone else if playing the same slot) are planning to only ever play Reinhardt, don't enable this. Can be combined with Hard Logic to include Carrie-only tricks.
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Hard Logic

Properly considers sequence break tricks in logic (i.e. maze skip). Can be combined with Carrie Logic to include Carrie-only tricks. See the Game Page for a full list of tricks and glitches that may be logically required.
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Quality of Life

Countdown

Displays, near the HUD clock and below the health bar, the number of unobtained progression items, progression + useful items, or the total check locations remaining in the stage or part of the stage you are currently in.
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Invisible Items

Sets which items are visible in their locations and which are invisible until picked up. 'Chance' gives each item a 50/50 chance of being visible or invisible.
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Increase Item Limit

Increases the holding limit of usable items from 10 to 99 of each item.
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Drop Previous Sub-weapon

When receiving a sub-weapon, the one you had before will drop behind you, so it can be taken back if desired. The dropped sub-weapon will retain its level as well.
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Detransform At Will

Allows Cornell to transform back to human from wolf at any time by pressing L again, conserving jewels.
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Disable Time Restrictions

Disables the restrictions on some doors and events that require the current time to be within a specific range, so they can be triggered at any time. Art Tower Only will only affect the doors in Art Tower, while All will affect every stage with such doors and events. In the Villa, this includes the fountain pillar if the Villa State is Reinhardt/Carrie, the meeting with Rosa if the Villa State is Reinhardt/Carrie or Hybrid, and/or the 6AM rose patch if the Villa State is Cornell or Hybrid. The Villa end coffin is not affected by this.
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Skip Gondolas

Makes jumping on and activating a gondola in Tunnel instantly teleport you to the other station, thereby skipping the entire three-minute ride. The item normally at the gondola transfer point is moved to instead be near the red gondola at its station.
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Skip Waterway Blocks

Opens the door to the third switch in Underground Waterway from the start so that the jumping across floating brick platforms won't have to be done. Shopping at the Contract on the other side of them may still be logically required if Shopsanity is on.
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Goddess Statue Hints

Whether the goddess statues in Castle Center should contain hints as to the whereabouts of Magical Nitro and Mandragora. The elevator room statue will contain a hint for a Mandragora, the gear room statue will contain a hint for a Magical Nitro, and the library statue will have a hint for each. The area mentioned in the hint will be a location group the item's location is in, chosen at random if there's multiple. If the location of your item in someone else's world does not have a location group defined for it, only the player who has it will be specified.
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Increase Shimmy Speed

Increases the speed at which characters shimmy left and right while hanging on ledges.
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Fall Guard

Removes fall damage from landing too hard. Note that falling for too long will still result in instant death.
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Difficulty Enhancements

Nerf Healing Items

Decreases the amount of health healed by Roast Chickens to 25%, Roast Beefs to 50%, and Healing Kits to 80%.
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Loading Zone Heals

Whether end-of-level loading zones restore health and cure status aliments or not. Recommended off for those looking for more of a survival horror experience!
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Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too. Explosive: Makes received death links kill you via the Magical Nitro explosion instead of the normal death animation.
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Cosmetics

Window Color R

The red (RR) value for the background color of the text windows during gameplay.
This is a range option.

Accepted values:
Normal range: 0 - 255
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Window Color G

The green (GG) value for the background color of the text windows during gameplay.
This is a range option.

Accepted values:
Normal range: 0 - 255
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Window Color B

The blue (BB) value for the background color of the text windows during gameplay.
This is a range option.

Accepted values:
Normal range: 0 - 255
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Window Color A

The alpha (AA) value for the background color of the text windows during gameplay.
This is a range option.

Accepted values:
Normal range: 0 - 255
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Restore Cornell Fall Voice

Changes Cornell's voice clip when falling to be an unused one meant specifically for him instead of the same one as Reinhardt's and Henry's.
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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"

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.