Etrian Odyssey

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

Controls what the goal of the game is for the randomizer. - **Defeat Fenrir:** Defeat the boss of the 1st Stratum, Fenrir (B5F) (Lvl 30). - **Defeat Cernunos:** Defeat the boss of the 2nd Stratum, Cernunos (B10F) (Lvl 40). - **Defeat Cotrangl:** Defeat the boss of the 3rd Stratum, Cotrangl (B15F) (Lvl 50). - **Annihilate the Forest Folk:** Defeat the boss of the 4th Stratum, Iwaopeln and all the FOEs on B20F (Lvl 60). - **Defeat Etreant:** Defeat the boss of the 5th Stratum (and the normal end of the game), Etreant (B25F) (Lvl 70). - **Defeat Primevil:** Defeat the boss of the 6th Stratum (postgame), Primevil (B30F) (Lvl 70). WARNING: NOT RECOMMENDED UNLESS YOU KNOW WHAT YOU ARE GETTING INTO - **Fully Complete Codex and Compendium:** Don't. Why is this even an option. (B30F) (Lvl 70). WARNING: NOT RECOMMENDED UNLESS YOU KNOW WHAT YOU ARE GETTING INTO. PLEASE RECONSIDER. Note: To goal, you need to collect the Town Crown at Radha Hall.
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Experience Modifier

Experience modifier (as percentage). Recommended at least 500(%). Note: Etrian Odyssey 1 uniquely has the level difference factored in damage calculation, making level extremely important. Note: This doesn't affect logic.
This is a range option.

Accepted values:
Normal range: 50 - 1000
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Battle Logic Mode

Controls how battle logic function. - **Simplified:** (Recommended) Criteria based logic for each individual enemies. Also does everything "Level Only" does. - **Level Only:** Battle Logic only consider the level cap of the player. Not recommended with Skill Shuffling. - **No Logic:** Absolutely no logic, everything is considered defeatable from the go. Recommended only if only level cap, class shuffling and skill shuffling are disabled.
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Battle Logic Difficulty

Placeholder for future settings.
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Sustain Logic Enabled

When enabled, ensure the player has strong enough renewable healing items or healing skills to reach each region. Note: This has a noticeable cost on generation time and should be turned off if Skills and Class are not shuffled.
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Level Cap Mode

Option that controls how level cap are handled. By default, in Etrian Odyssey 1, the player level cap at level 70 and nothing increase it. This randomizer restrict this level cap and add Items that increase the starting cap for every player characters. This does not allow to go above level 70. Note: The starting level cap is defined by the Initial Level Cap option. Note: The item pool is balanced based on the goal in a way to have the final level cap to be within reason for it, instead of always having enough items to reach level 70. See the goals to know what are the targeted level cap. - **None:** Level cap is vanilla (70). Expect a lot of potential level grinding to be required. - **Fixed Increase:** (Recommended) Every level cap items will have the same level value, determined by the options. - **Complete Shuffle:** Add level cap items with random values.
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Initial Level Cap

Define the starting level cap of the player. Only used if "Level Cap Mode" is not "None".
This is a range option.

Accepted values:
Normal range: 1 - 70
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Level Cap Increase Value

Define by how many level each Level Cap items increase the player level cap. Only used if "Level Cap Mode" is "Fixed Increase".
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Extra Progressive Level Cap Items

Add extra Level Cap items to the item pool (instead of the minimum). Works with both "Fixed Increase" and "Complete Shuffle". The purpose of this option is to not require the player to need every single level cap items from the pool.
This is a range option.

Accepted values:
Normal range: 0 - 30
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Floor Limit Mode

Option that controls how floor limit are handled. By default, in Etrian Odyssey 1, there are no concept of Floor Limit. The player can go to any floor available to their current progression (up to floor B30F). This randomizer restrict this by adding Items that increase the maximum floor the player go enter. Note: The starting floor limit is defined by the Initial Floor Limit option. Note: Pitfalls allow to bypass this limit, but are never considered in logic. This is intentional behavior. Note: The item pool is balanced based on the goal in a way to have the final floor limit stop at it, instead of always having enough items to reach Floor 30. See the goals to know what are the floor limit. - **None:** Floor Limit is vanilla (30). - **Fixed Increase:** (Recommended) Every floor limit items will have the same floor value, determined by the options. - **Complete Shuffle:** Add floor limit items with random values.
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Initial Floor Limit

Define the starting floor limit. Only used if "Floor Limit Mode" is not "None".
This is a range option.

Accepted values:
Normal range: 1 - 30
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Floor Limit Increase Value

Define by how many floor each Floor Limit items increase the floor limit. Only used if "Floor Limit Mode" is "Fixed Increase".
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Extra Progressive Floor Limit Items

Add extra Floor Limit items to the item pool (instead of the minimum). Works with both "Fixed Increase" and "Complete Shuffle". The purpose of this option is to not require the player to need every single Floor Limit items from the pool.
This is a range option.

Accepted values:
Normal range: 0 - 10
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Class Sanity Mode

Controls how available character class are shuffled. - **Vanilla:** Start with all the vanilla starting class, shuffling only Ronin and Hexer. Note that theses are shuffled in the item pool and are not unlocked by their normal method. - **Start With All:** No class are shuffled, the player starts with all of them available. - **Shuffle Availability:** Start with the amount of class defined by "Starting Class Count". Every other class are shuffled in the item pool.
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Starting Class Count

Define how many class are available at the start. Only used if "Class Sanity Mode" is "Shuffle Availability".
This is a range option.

Accepted values:
Normal range: 1 - 9
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Skill Sanity Mode

Controls how available class Skills are shuffled. Note: This shuffles the ability to learn skills. It doesn't change what skill a class have. - **None:** Vanilla behavior. All class skills are available as normal. - **Shuffle Individually:** Every Skill are their own individual item in the pool. - **Shuffle Group:** Skill are grouped in predetermined arbitrary categories, and each group are one item in the pool.
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Shuffle Generic Stats Increase Skills

Determine if the Generic Stats increase skills are shuffled. These are: - HP Up - TP Up - Atk Up - Def Up - Agi Up If enabled, these skills are shuffled according to the "Skill Sanity Mode" option. If disabled, the player start with all of them available.
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Shuffle Mastery Skills

Determine if the Mastery Skills are shuffled. These are: - Landsknecht Axes - Landsknecht Swords - Survivalist Bows - Protector Shields - Dark Hunter Whips - Dark Hunter Swords - Medic Healer - Alchemist Fire Up - Alchemist Ice Up - Alchemist Volt Up - Alchemist Toxins - Troubadour Songs - Ronin Katanas - Hexer Curses If enabled, these skills are shuffled according to the "Skill Sanity Mode" option. If disabled, the player start with all of them available. Note: This is not particularly useful for Skill Sanity Mode "Group".
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Shuffle Gathering Skills

Determine if the Gathering skills are shuffled. These are: - Take - Mine - Chop If enabled, these skills are shuffled according to the "Skill Sanity Mode" option. If disabled, the player start with all of them available.
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Starting Skill Item Count

Define how many skill items each character class start with unlocked. This doesn't count skills that are not shuffled because of the options. Skill Item in this context mean that with "Shuffle Group", each Skill Group count for one, instead of each skill counting individually. Note: Starting Skills are not guaranteed to be usable if required skills are not also unlocked.
This is a range option.

Accepted values:
Normal range: 0 - 21
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Skill Requirement Shuffle

Randomize Skill Requirements. Logic is affected by every option. - **Vanilla:** Vanilla Requirements. Nothing is changed. - **Remove:** Removes the skills requirement from the game. This mean that every skill are learnable by themselves from level 1 (if unlocked). - **Level Shuffle:** The required skills are kept the same, but the level requirement are randomized. - **Non-Root Shuffle with Mastery retention:** All non-base skills requirements are randomized, retaining the mastery trees. - **Non-Root Shuffle:** All non-base skills requirements are randomized without retaining the mastery trees. - **Full Shuffle with Mastery retention:** All skills requirements are randomized, retaining the mastery trees. - **Full Shuffle:** All skills requirements are randomized without retaining the mastery trees.** - **Chaos:** All skills requirements are randomized. Mastery are not prioritized as primary requirement. No chain dependency limit. WARNING: This can make very messed up seeds that are borderline impossibles, use at your own risk.** Note: Root Skills refer to any skills that can has no vanilla requirements. Note: Full Shuffle and Chaos Shuffle makes shuffle_generic_stats_increase_skills, shuffle_mastery_skills and shuffle_gathering_skills less meaningful, but are still supported. Note: Mastery retention mean that skills that are part of a mastery tree will remain with that mastery tree. The mastery trees in this context are: - Landsknecht Axes - Landsknecht Swords - Survivalist Bows - Survivalist AGI Up - Protector Shields - Protector DEF Up - Dark Hunter Whips - Dark Hunter Swords - Medic Healer - Alchemist Fire Up - Alchemist Ice Up - Alchemist Volt Up - Alchemist Toxins - Troubadour Songs - Ronin Katanas - Hexer Curses Note: Most Ronin skills still need their respective Stance skills to be usable. Logic accounts for this. Note: Hexer Paralyze, Betrayal and Suicide skills still need Evil Eye to be usable. Logic accounts for this. About Randomization: The level requirements randomization is distributed to be similar to vanilla, so most skills requirement are expected to be between lv1 and lv5. Primary requirements prioritize skills without requirements. Secondary requirements are randomly determined based on a distribution similar to vanilla per class (in quantity)
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Codex Sanity

Shuffles Monster Codex entries as Locations. Monster Codex entries are unlocked by defeating a monster for the first time.
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Codex Sanity Include Monsters

Shuffles the Quest only Monster Codex entries as Locations. Note: Only used if "codex_sanity" is enabled. Quest only monsters are: - Fireater - Toxinfly - Omnivore - Nightoad - Hextoad - Steelweb - Golem - Alraune - Wyrm - Drake - Dragon
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Compendium Sanity

Shuffles Item Compendium entries as Locations. Includes both Gathering items and Monster Drops. Item Compendium entries are unlocked by obtaining a material for the first time.
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Compendium Sanity Include Conditional Drops

Shuffles Item Compendium entries only available by Conditional Monster Drops as locations.
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Quest Sanity

Shuffles Quest completions as Locations. See the Quest Document for more information.
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Quest Completion Reward Hint

When enabled, replace part of the quest description in-game with the name of the reward for clearing the quest.
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Shop Unlock Sanity

Shuffles Shop Item Unlocks as Locations. Does not change the actual shop items.
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Shuffle Radha Note

When enabled, add the Radha Note to the item pool and remove it from the first mission rewards. WARNING: Radha Note is necessary to unlock Warp Wires in the shop, enabling this can make a seed incredibly harder.
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Minimize Quest Material Grind

When enabled, reduce the item requirement for completing the following quests to 1 per material: - The leathersmith's favor - Chef's request I - Fashionista I - Prayer to the stars - Chef's request II - Under construction - A sister's parting gift - The Crystal Maiden - Emblem of love - The gold enthusiast This option is fully independent of Quest Sanity, and it doesn't affect its logic.
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Shop Unlock Material Cost Divider

Reduce the amount of material required to be sold to unlock new shop items. - **Vanilla:** Nothing is changed. - **Half:** The amount of material required is halved (rounded up). - **Quarter:** The amount of material required is divided by 4 (rounded up). - **One for All:** The amount of material required is set to 1 for every item. Minimal grind. Note: This doesn't affect logic.
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Material Sell Value Multiplier

Multiply the amount of money acquired by selling material. "1" means vanilla values. Note: This doesn't affect logic.
This is a range option.

Accepted values:
Normal range: 1 - 100
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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 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.