EldenRing

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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Logic

Goal

Which bosses must be defeated in order to win the game, of the form "<Region> Boss". If multiple bosses are selected, all of them must be defeated in order to achieve your goal. By default, only "Final Boss" and "DLC Final Boss" is selected. If you want random bosses to be goal bosses you can put 'Random'. This overwrites all other goal bosses and will be a max of host.yaml goal_bosses_allowed or all_bosses.

Key Item Shards

Which key items should be broken up into shards and how many shards are required to use them. **KeyItem**Shards: - Req: (1-10) *required shards* - Max: (1-10) *maximum shards* Requiring about half of the maximum shards allows for more flexibility to not get blocked at major required gates.
This option cannot be modified here. Please edit your .yaml file manually.

Exclude Mini Dungeon Bosses

Exclude mini dungeon bosses from Goal. ex: Catacomb, Cave, Tunnels etc.., and **not** Underground, Ruins or Evergaol bosses.
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World Logic

World Logic options - **Region Lock:** Each region will require a 'Special item'. - **Open World:** No region locking. This can create a huge sphere 1, so this setting is disallowed in multiworlds unless force_region_lock is disabled in host.yaml.
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Region Soft Logic

You will always get Altus access before needing to go to Caelid and Mountaintops access before needing to go Consecrated Snowfield. You will also get access to another region before Jagged Peak in DLC.
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Leyndell Great Runes Required

How many great runes are required to enter Leyndell.
This is a range option.

Accepted values:
Normal range: 0 - 7
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Mountaintops Great Runes Required

What is required to enter Mountaintops. This is ignored if Rold Medallion shards are used as both basically do the same thing. - **Vanilla:** Rold Medallion is required. - **0-7:** Rold Medallion is not required; require this many Great Runes instead.
This is a range option.

Accepted values:
Normal range: -1 - 7
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Erdtree Great Runes Required

How many great runes are required to access the Erdtree.
This is a range option.

Accepted values:
Normal range: 0 - 7
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Royal Capital Accessable

Keep Royal Capital graces accessable after it becomes ashen.
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Stonesword Master Key

Stonesword Key options **Regional Key:** Adds an individual Master Key for each region. **Single Key:** Adds a Single Master Key.
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Seperate Imbued Key

Whether Imbued Keys are separated into distinct items, each linked to a specific imp statue at a belfry.
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Other Randomizers

Enemy Randomizer

Randomizes the enemies. You can change the enemy preset in the static randomizer itself before you randomize the game.
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Merge All Bosses

Merge all boss categories into the same pool. When off: major bosses, minidungeon bosses, world minibosses, evergaol bosses, night bosses, dragon bosses are all randomized among themselves only.
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Restrictive Boss Placement

Restrict arenas bosses can be placed into based on size.
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Rykard Encounter

Give Serpent-Hunter on encounter with Rykard/Serpent in boss arenas. If off Serpent-Hunter will be randomized and be required for whatever Rykard/Serpent blocks.
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Disable Damage Tick in Valiant Gargoyles' Poison Cloud

Disable the damage tick in Valiant Gargoyles' poison cloud while leaving poison buildup intact.
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Night Bosses

Normal: Bosses spawn at night. Always On: Bosses will always spawn.
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Material Randomizer

Randomizes the indefinitely spawning materials.
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Equipment

Randomize Starting Loadout

Randomizes the equipment characters begin with.
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Randomize Starting Keepsakes

Randomizes selectable keepsakes at character creation.
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Require One-Handed Starting Weapons

Require starting equipment to be usable one-handed.
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Remove All Weapon and Spell Requirements

Remove all stat requirements from weapons and spells.
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No Equip Load

Disable the equip load constraint from the game.
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Reduce Upgrade Cost for Non-Somber Weapons

Reduce regular Smithing Stone costs for non-somber weapons to one stone per weapon level.
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Add Shortcuts in Mountaintops for Faster Traversal

Adds Mountaintops of the Giants shortcuts for faster traversal.
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Auto-Equip

Automatically equips any received armor or left/right weapons.
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Auto-Upgrade

Automatically upgrades any received weapons to highest upgraded level.
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Death Link

death_link

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

Enable Tarnished Pack

Enable Tarnished Pack
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Enable DLC

Enable Shadow of the Erdtree DLC
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Separate Progression

Separate Progression. If separate: - Base game progession will be in base game or other worlds. - DLC progression will be in DLC or other worlds.
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DLC Messmer's Kindling

Randomize Messmer's Kindling / Shards. **Normal:** Messmer's Kindling / Shards can be anywhere. **DLC Only:** Randomize Kindling to your DLC. **Not Base:** Don't randomize Kindling to your base game.
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DLC Scadutree Fragments

Randomize Scadutree Fragments. **Normal:** Scadutree Fragments can be anywhere. **DLC Only:** Randomize Scadutree Fragments to your DLC. **Not Base:** Don't randomize Scadutree Fragments to your base game.
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DLC Timing

Guarantee that you don't need to enter the DLC until later in the run. This just changes how early you can get Mohgwyn Palace access so you'll still need to find the region_lock items if it's on. - **Early:** 'Pureblood Knight Medal' will spawn in an early sphere, unless MissableLocationBehaviorOption is set to do_not_randomize, it'll be at its normal spot. - **Mid:** You won't have Mohgwyn Palace access until after getting to Altus. - **Late:** You won't have Mohgwyn Palace access until after getting to Snowfield.
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DLC Max Level Weapons

Upgrade all weapons to max level in the DLC. Currently this only works when using DLC Start.
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DLC Abyssal Torrent

Prevent Torrent from getting frightened.
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Randomize Spiritspring Stones

Randomize Spiritspring Stones into the item pool.
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DLC Start

DLC Start

Where the run starts. - **Normal:** Start in Limgrave. - **DLC Start:** Start in Gravesite Plain, with no access to base game. - **DLC Start With Base:** Start in either Stranded Graveyard or Gravesite Plain.
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DLC Start Starting Items

Choose what base game items to start with in DLC Start. If there is no access to base game, items not started with will be randomized into the DLC. - **Sacred Tears** - **Golden Seeds** - **Talisman Pouches** - **Memory Stones** - **Whetblades** - **Upgrade Bell Bearings** *You don't any 1's in DLC only.*

DLC Start Starting Shop

Add a shop at grace with all base game equipment for free.
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DLC Start Care Package

Start with 80 extra base game items.
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DLC Start Initial Rune Level

Runes are given to level up at start.
This is a range option.

Accepted values:
Normal range: 0 - 200
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Traps

Total Trap Count

Total amount of traps in the world. This can be capped to total filler your world has or 1000 if you're crazy. A quarter of added traps are split evenly between enabled trap types and the rest are divided based on trap chances. This does nothing if no traps are enabled.
This is a range option.

Accepted values:
Normal range: 0 - 1000
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NG+ Trap Chance

**NG+ Trap:** Sets the game to random NG+ level until the player dies.
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Status Trap Chance

**Status Trap:** Applies a random status to the player, with a low chance of deathblight when receiving multiple in close succession.
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Blindness Trap Chance

**Blindness Trap:** Blinds the player for a short time.
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Blizzard Trap Chance

**Blizzard Trap:** Spawns a blizzard that heavily limits visibility as long as you're outside, lasting for a while or until death.
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Heavy Trap Chance

**Heavy Trap:** Gives the player heavy load regardless of equipment, lasting until death.
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Item & Location Options

Crafting Kit Behavior

Choose how the Crafting Kit is handled. - **Randomize:** Can be anywhere. - **Early:** Make it anywhere before Altus and not in Caelid, if DLC Only it'll be in Gravesite Plain. - **Do Not Randomize:** Leave it at its normal spot, if DLC Only is on it'll be in Roundtable Twin Maiden Shop.
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Flask of Wondrous Physick Behavior

Choose how the Flask of Wondrous Physick is handled. - **Randomize:** Can be anywhere. - **Early:** Make it anywhere before Altus and not in Caelid, if DLC Only it'll be in Gravesite Plain. - **Do Not Randomize:** Leave it at its normal spot, if DLC Only is on it'll be in Roundtable Twin Maiden Shop.
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Map Behavior

Choose how maps are handled. - **Randomize:** Can be anywhere. - **Give:** Add to starting inventory. - **Do Not Randomize:** Leave them at their normal spots.
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Smithing Bell Bearing Behavior

Choose how smithing stone bell bearings are handled. This doesn't work with dlc only, add them to starting inventory or they get randomized. - **Randomize:** Can be anywhere. - **Progression Randomize:** Make them a progression item, and be required for the area after they would normally be in and for DLC. - **Do Not Randomize:** Leave them at their normal spots.
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Smooth Upgrade Items

Smooth Upgrade Items. The smoothing is fuzzy, so you should see stones 1-4 in early spheres and 6-dragon in ending spheres.
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Smooth Rune Items

Smooth Rune Items. The smoothing is fuzzy, so you'll see lower tier (200-10k) runes in early spheres and high tier (35k-80k) runes in ending spheres.
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Spell Shop Spells Only

Spell Shops only have spells.
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Stormveil and Raya Lucaria Early

Access to Stormveil and Raya Lucaria will be early.
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Local Item Only

Which categories should be local only, useful and progression excluded. - [Est Items] **Item Group** *done on full game* - [472] **Weapons**: All Weapons and Ammo. - [423] **Armor**: All Armors. - [160] **Accessories**: All Talismans. - [105] **Ash of war**: All Ashes of War. - [3250] **Goods**: The two below - [1000] **Filler**: All Crafting Mats, and some craftables. - [2200] **Non-Filler**: Below and Key Items which don't get made local. - [650] **Runes**: All Rune items. - [585] **Smithing Stones**: Smithing Stones and Somber Stones. - [220] **Spells**: Incantations and Sorceries. - [86] **Gloveworts**: Grave and Ghost Gloveworts. - [82] **Ashes**: Spirit Ashes. *host.yaml can force categories local, by default Filler, Ash of war, Gloveworts and Ashes are forced local.*
 

Excluded Locations

Prevent these locations from having an important item. - **DLC**: If you want DLC items but dont wanna do DLC. - **Hidden**: Hard to find locations. - **Rise**: Chests at the top of rises. - **Blizzard**: The hard to see area of snowfield. - **Scarab**: Scarabs that drop items. - **Furnace Golem**: DLC Furnace Golems. - **Out of the Way**: Locations that take a bit to get. - **Drop**: One time drop items from enemies. - **Dungeon**: All locations in mini dungeons. *Caves, Catas, Tunnels, ect..* - **Region Name**: Any individual region in the Region Guide. - **Post Leyndell**: Used for great rune hunt, excludes everything after Leyndell. *-untested*
 

Excluded Locations Behavior

How to choose items for excluded locations in ER. - **Allow Useful:** Excluded locations can't have progression items, but they can have useful items. - **Forbid Useful:** Neither progression items nor useful items can be placed in excluded locations. - **Do Not Randomize:** Excluded locations always contain the same item as in vanilla. - **Omit:** This location won't count as a check (if the item is filler) and contains the same item as in vanilla. A "progression item" is anything that's required to unlock another location in some game. A "useful item" is something each game defines individually, usually items that are quite desirable but not strictly necessary.
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Missable Locations Behavior

Which items can be placed in locations that can be permanently missed. - **Allow Useful:** Missable locations can't have progression items, but they can have useful items. - **Forbid Useful:** Neither progression items nor useful items can be placed in missable locations. - **Do Not Randomize:** Missable locations always contain the same item as in vanilla. - **Omit:** This location won't count as a check (if the item is filler) and contains the same item as in vanilla. A "progression item" is anything that's required to unlock another location in some game. A "useful item" is something each game defines individually, usually items that are quite desirable but not strictly necessary.
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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 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.
 

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.
Priority Location Rules

Priority Location Groups

Prevent these location types from having an unimportant items. If you add more priority locations then progression items, random priority locations will contain normal items. Otherwise your world would contain a lot of other worlds progression. Base Game - **Achievement Boss**: Base game Achievement bosses. - **Boss Reward**: Base game bosses. *Use exclude_locations: 'Dungeon' for overworld bosses only.* - **Key Items**: Base game Key items. - **Shop**: Base game unmissable shops. - **Map**: Base game Map pillars. - **Chest**: Base game Chests. - **Scarab**: Base game Scarabs. - **Seedtree**: Golden Seed trees. - **Church**: Sacred Tears. - **Basin**: Basins that contain tears. DLC - **DLC Remembrance Boss**: DLC Remembrance bosses. - **DLC Boss Reward**: DLC bosses. *Use exclude_locations: 'Dungeon' for overworld bosses only.* - **DLC Key Items**: DLC Key items. - **DLC Shop**: DLC unmissable shops. - **DLC Map**: DLC Map pillars. - **DLC Chest**: DLC Chests. - **DLC Scarab**: DLC Scarabs. - **Cross**: Scadutree Fragments by Miquella's Crosses. - **Fragment**: Other Scadutree Fragments. *Includes enemy dropped ones.* - **Revered**: Revered Spirit Ashes. *Includes enemy dropped ones.* - **Spiritspring Stones**: Spiritspring Stone if spiritspring_stones is on.
 

Important at Priority Only

Should important items be only at priority locations. Creates extra locations at priority locations to contain all important items. If there are no priority locations in the starting region one will be added. Base: "LG/(SGr): Finger Severer - beside grace" DLC: "GP/TPC: Scadutree Fragment - by cross" Generator likes to fail if there is to little priority locations, add more if it fails.
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Important At Priority Early

Needs Important at Priority Only On. Does nothing if there are tons of Priority Locations. Make extra generated locations appear more early game (Limgrave, Weeping, Liurnia, Stormveil and Raya Lucaria). If starting in DLC (Gravesite, Belurat, Dragon Pit and Ensis). 1: Normal. 2+: Multiplied odds of early game locations. Example: Setting this to 3 will make early locations 3 times more likely to have extra locations.
This is a range option.

Accepted values:
Normal range: 1 - 5
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Other World Useful At Priority

Should other worlds useful items place only at priority locations. You probaly don't want this off, but also can cause gen fails due to lots of item rules.
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Flask Upgrades at Priority

Should flask upgrades be randomized to important locations.
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Whetblades at Priority

Should whetblades be randomized to important locations.
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Scadutree Fragments at Priority

Should scadu fragments be randomized to important locations.
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Talisman Pouches at Priority

Should talisman pouches be randomized to important locations.
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Crystal Tears at Priority

Should Wondrous Physick tears be randomized to important locations.
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Memory Stones at Priority

Should memory stones be randomized to important locations.
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Remembrances at Priority

Should remembrances be randomized to important locations.
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