Ys Origin

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.
25
0
0

Character

Which playable character this run uses. Yunica, Hugo, and Toal climb the same tower with different skills/POV. The vertical slice targets **Hugo**; Yunica/Toal come once their routes are mapped.
0
25
0
0

Goal

What finishing the seed requires. defeat_darm: finish your character's story. Toal's ends with Darm; Yunica's and Hugo's end with Dalles, so for them this means beating Dalles. defeat_all_bosses: the same, after also defeating all six floor bosses (Velagunder, Nygtilger, Gelaldy, Khonsclard, Pictimos and Zava). Useful with warps, which can otherwise skip a boss.
25
0
0

Statue checks

Add a check for activating each goddess statue / save point (~22).
0
25
0

Blessing checks

Add a check for buying each Divine Blessing (~24, filler-only for now).
0
25
0

Boss checks

Add a check for defeating each boss / mid-boss (~12). Sent when the fight is won, and it can hold any item.
0
25
0

Floor checks

Add a check for reaching each tower floor (~21).
0
25
0

Room checks (sanity)

Add a check for entering each tower room (~140). Big. A room check can hold any item, like a chest.
25
0
0

Statue warp locks

Lock the goddess statues. Each statue starts wrapped in darkness and stays fully inactive — no warp, healing, saving, or blessings — until you receive its unlock item (one per statue, shuffled into the multiworld). One statue is unlocked from the start so you can always save (see Random start). Unlock items are bonus convenience and don't affect logic (everything stays reachable on foot).
25
0
0

Random start statue

Start a New Game at a RANDOM goddess statue anywhere in the tower instead of 1F. Requires Statue warp locks. The mod skips the entire intro (movies + cutscenes, all characters) and warps you straight to the spawn statue with a floor-appropriate level + weapon loadout so you're playable wherever you land; reachability uses a bidirectional warp-network logic so the seed stays beatable from any spawn. (Normal, non-random seeds are unchanged.)
25
0
0

Random start max floor

Highest tower floor a Random start may spawn you on. Random start picks a goddess statue uniformly at random, and the deep statues (a 25F spawn) drop you into brutal rooms with no gear history behind you. This caps the draw to statues on floor <= this value, so New Game always begins somewhere survivable while still landing you *somewhere* rather than 1F. Only affects ``random_start``; lower = gentler openings, raise it (up to 25 = the summit) for more variety. Ignored when ``random_start`` is off. If no statue exists at or below the cap, the lowest-floor statue is used. Default 5 keeps openings in the early tower (1F/4F/5F statues) so a fresh, low-level, starter-weapon run stays fair.
This is a range option.

Accepted values:
Normal range: 1 - 25
0 ❌
25 ❌
0 ❌
0
0
0
0

Max warp floors skipped

How many tower floors ahead of your current reach a warp may jump, in the random-spawn warp network. With 0 the warp network is unrestricted (a single received unlock can send you 15 floors up into rooms you have no business in yet). With N > 0 the generator only puts a statue's warp in logic once you can already reach a floor within N of it — so progress climbs in steps of at most N floors instead of one lucky unlock teleporting you across the tower. Everything still stays reachable on foot; this only paces the warp shortcuts. Only affects ``random_start``; 0 = unlimited (old behaviour).
This is a range option.

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

Starting items

Items to grant at the start of every New Game, as a floor (they're simply marked owned — good for key items). Defaults to the two warp Crystals the opening cutscene normally hands you (Crystal, and Toal's Dark Crystal), so a Random start — which skips that intro — still begins with them. Add any item names here (e.g. ``Mask of Eyes``) to start with them; unknown names are ignored. Names must match the game's item names exactly.
This option cannot be modified here. Please edit your .yaml file manually.

Starting level

Character level to start every New Game at, applied as a floor (only ever raises you — never below your real level). Default 1 = vanilla. Raise it for a gentler opening, especially with Random start dropping you on a higher floor. Stacks with catch-up level scaling: you end up at the higher of this and the floor's expected level.
This is a range option.

Accepted values:
Normal range: 1 - 60
25 ❌
0 ❌
0
0
0
0

Starting weapon level

Displayed weapon level (1-6) to start every New Game with, applied as a floor. Default 1 = the vanilla starter weapon. The in-game mod owns the weapon (it upgrades on Cleria Ore and re-applies the floor-appropriate weapon on a Random-start spawn), so this raises the *minimum*: you begin with at least this level, and Cleria Ore / floor-appropriate gear can take you higher.
This is a range option.

Accepted values:
Normal range: 1 - 6
25 ❌
0 ❌
0
0
0
0

Level scaling

Catch-up leveling so the statue warp network never means a grind wall. Compares your level to the floor you're on (per the game's own level curve): - ``off`` : vanilla leveling. - ``level_floor`` : entering a floor far above your level bumps you up to (floor level - margin); only ever raises you. - ``exp_multiplier`` : boosted EXP only — no instant bump. A flat always-on multiplier (default) so you level naturally but fast; raise the catch-up option for extra EXP while behind. This is the DEFAULT: with a low ``max_starting_floor`` you begin near-vanilla and just gain levels quicker, rather than being teleported up in power. - ``both`` : the bump gets you most of the way, the EXP boost finishes it through play — for high warp-ahead starts.
0
0
25
0
0

Level scaling margin

How many levels under a floor's expected level you may be before Level scaling kicks in (also the gap the level-floor bump leaves for you to earn). Default 0: with the corrected floor-level curve and a floor-appropriate weapon, the level floor brings you to exactly the floor's expected level (live-tuned at 18F: expected 27 + weapon Lv4 = the right difficulty). Raise it if you want more challenge (you'll be that many levels under); too high and combat clamps to 1 damage on warped-ahead floors.
This is a range option.

Accepted values:
Normal range: 0 - 10
25 ❌
0 ❌
0
0
0
0

Base EXP multiplier

Flat EXP multiplier applied everywhere while EXP scaling is on (the ``exp_multiplier`` / ``both`` modes). Default 20x: a rando run zig-zags the tower out of order and the mod's own EXP hook only reaches kills once fixed, so a strong flat boost keeps leveling brisk. 1 = vanilla rate. A kill never gives less than half the multiplier, however far below your level the monster is.
This is a range option.

Accepted values:
Normal range: 1 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Catch-up EXP multiplier

EXP multiplier while you're CATCHING UP: your level is at or under the expected level of the deepest floor you've visited, plus the margin below. Replaces the base multiplier whenever the condition holds, so falling behind your furthest progress levels you back fast wherever you choose to fight. Default 60, three times the base: the floor curve climbs steeply from 18F (27 -> 44 over five floors), and at the base rate a player who was on curve at 17F fell a dozen levels behind by 20F. Set it equal to the base for a single flat multiplier with no catch-up.
This is a range option.

Accepted values:
Normal range: 1 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Catch-up margin (levels)

How many levels ABOVE the deepest-visited floor's expected level still count as catching up (the catch-up multiplier applies while your level <= expected + this). Default 5.
This is a range option.

Accepted values:
Normal range: 0 - 20
0 ❌
25 ❌
0 ❌
0
0
0
0

Progressive armor & boots

Make defensive gear progressive. Ys Origin has two gear slots — Armor and Boots — each a strict tier ladder per character. When on, every gear chest puts a "Progressive Armor" / "Progressive Boots" in the pool instead of a specific piece: receiving one grants your character's NEXT tier, so you can't get the 22F armor before the 7F one (pickups never skip ahead). Off = raw pieces are shuffled as-is (you can find endgame armor first).
0
25
0

Blessing effects in the item pool

Shuffle the divine-blessing EFFECTS into the item pool. Off (default): buying a blessing at a goddess statue sends the check AND gives you that blessing, as it does today. On: the statue sells checks only — the purchase reports the location and the blessing itself does nothing. The 24 effects become real items that can land anywhere in the multiworld, so someone else's chest might hand you "Increase SP gain". The purchase is detected at the grant opcode rather than by watching the effect bit, so a bought slot still reads as bought and cannot be re-bought.
25
0
0

Progressive blessing tiers

Make the tiered blessings progressive (LV1 -> LV2 -> LV3). Seven blessings come in levels. Shuffled independently you can be handed LV3 before LV1, which is both nonsense and a balance jump. On, each family is one chain granted in order. Only does anything together with "Blessing effects in the item pool" — the effects have to BE items before they can be made progressive.
0
25
0

Blessing shop hints

Show what each Divine Blessing purchase actually gives (the multiworld item scouted at that shop slot) on the in-game overlay while you're at a goddess statue. Off = blessings are blind buys.
0
25
0

Blessing costs

Blessing shop economy. ``vanilla`` = buy from the game's own statue menu at its normal prices. ``shuffled`` = the mod's OWN shop overlay (F5) sells the blessings at seed-randomized SP prices (between the min/max below) — the vanilla menu still works at vanilla prices, but the overlay shop is where the deals (and ripoffs) are. Purchases either way grant the blessing effect AND the multiworld check. (The value can't be called ``random`` — that's a reserved yaml keyword for Choice options in Archipelago.)
25
0
0

Blessing cost min

Price of the CHEAPEST blessing slot (SP). The shop is priced on a geometric ladder from this value up to ``blessing_cost_max``, so the early slots sit near this number and only the last few approach the maximum.
This is a range option.

Accepted values:
Normal range: 10 - 5000
0 ❌
25 ❌
0 ❌
0
0
0
0

Blessing cost max

Price of the most EXPENSIVE blessing slot (SP). The default spans 100 -> 100,000: early slots land in the low hundreds, the midgame in the low thousands, and only the last couple are a real endgame investment. The old 800 ceiling made every blessing trivially affordable by the midgame. Expensive slots are also gated in logic behind the tower depth their price implies, so a five-figure slot can never hold a sphere-1 item.
This is a range option.

Accepted values:
Normal range: 10 - 500000
0 ❌
25 ❌
0 ❌
0
0
0
0

Blessing shop unlock

How the overlay shop's inventory unlocks. ``all`` = every blessing is purchasable from the start. ``one_per_floor`` = one more shop slot (cheapest first) unlocks for each distinct tower floor you visit — pace your power to your exploration.
25
0
0

Weapon requirements

Gate each tower zone behind enough Cleria Ore (= weapon upgrades) to fight there, so the warp network can't strand you somewhere your weapon can't dent. When on, the generator guarantees the **vanilla weapon level for each floor** is obtainable (by you, or friends in a multiworld) before that zone is in logic, and Cleria Ore becomes progression. Off = no weapon gating (Cleria Ore is filler). Either way, receiving a Cleria Ore upgrades your weapon on the spot.
0
25
0

Fire skill crosses gaps (Toal)

Count Toal's fire skill as a way across gaps the logic otherwise wants the wind skill or the double jump for: the 2F Path 2 gap, and the 22F Path 2 chest (which otherwise needs both). His fire skill is a forward dash and carries him over; the other two characters' fire skills do not, so the option does nothing for them. Off (the default) = those need the wind skill and / or the Gold Bracelet.
25
0
0

Item classification overrides

Retune how individual items are classified for THIS seed (advanced). Map item names to a tier — ``filler``, ``useful``, ``progression`` or ``trap`` — to override the apworld's built-in classification. The tier controls how the fill algorithm treats the item: only ``progression`` items are guaranteed to land somewhere reachable, ``useful`` are placed with mild priority, ``filler`` anywhere. Empty (the default) = use the built-in tiers. Applied LAST, so it wins over every default (including the automatic Cleria-Ore / statue-warp promotions). Unknown item names and invalid tiers are ignored with a log warning — a typo never aborts generation. Use it to stop *minor* progression items from eating your priority locations, e.g. ``{"Mask of Eyes": useful}``. You may also DOWNGRADE a default-progression item to ``filler`` when you know a skip makes it non-essential — that's allowed on purpose. Caveat: if you demote an item the logic actually requires, generation fails loudly (a broken seed is never produced), so only downgrade items you're sure are skippable. The current default tiers are listed in the yaml template comment; anything not listed there is ``filler``.
This option cannot be modified here. Please edit your .yaml file manually.

Trap count

How many filler slots to replace with TRAP items, shuffled into the multiworld — you'll send them to other players and receive them yourself. Traps: **EXP Leech** (drops a chunk of your EXP), **Chaos Warp** (yanks you to a random unlocked statue), **Butterfingers** (weapon reverts to Lv1 for a few seconds), **Blinding Fog** (screen hazes over briefly). 0 = no traps.
This is a range option.

Accepted values:
Normal range: 0 - 50
0 ❌
25 ❌
0 ❌
0
0
0
0

death_link

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