Castlevania - Harmony of Dissonance

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
goal requirements

Medium Ending Required

Whether watching the medium ending (defeat Maxim in Castle A) is required for goal completion.
25
0
0

Worst Ending Required

Whether watching the worst ending (defeat Maxim in Castle B with JB's and MK's Bracelets unequipped) is required for goal completion.
25
0
0

Best Ending Required

Whether watching the best ending (defeat Maxim in Castle B with JB's and MK's Bracelets equipped) is required for goal completion. Will be forced on if no other goal requirement is enabled.
0
25
0

Furniture Amount Required

How many pieces of furniture are required to be found and set for goal completion. Furniture will be irrelevant if set to 0.
This is a range option.

Accepted values:
Normal range: 0 - 31
25
0
0
0
0
0
entrance randomizer

Area Shuffle

Randomizes where every transition to a different named area leads. Separate: Both castles will have their areas kept separate from each other. Combined: Both castles will have their areas mixed into one.
25
0
0
0

Decouple Transitions

Whether transition entrances should be decoupled from exits if Area Shuffle is enabled. Going back through an area transition will send you somewhere completely different from whence you came.
25
0
0

Link Door Types

Whether special door types should only be linked with each other (all skull doors link to other skull doors and all MK's Bracelet doors link to other MK's Bracelet doors).
25
0
0
difficulty

Early Lizard

Ensures you will find Lizard Tail in the multiworld's Sphere 1 somewhere, making the harder paths out less likely.
0
25
0

Spellbound Boss Logic

Makes certain bosses that are considered "medium" or "hard" in difficulty logically expect spell books to get past. See the Game Page for information on which bosses are considered what difficulty. None: No boss expects any number of spell books. Easy: Medium bosses expect 2 spell books and hard bosses expect 3 spell books. Normal: Medium bosses expect 1 spell book and hard bosses expect 2 spell books.
0
0
25
0

Castle Warp Condition

The condition for allowing usage of all the warp room round gates to travel between castles. None: No condition; the gates are all usable from the beginning. Bracelet: The gates will unlock upon finding JB's Bracelet. There's no need to equip it. Death: The gates will unlock after talking to Death at Clock Tower A like in the vanilla game.
0
25
0
0

Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0
quality of life

Double-Sided Warps

Allows changing castles at a round warp gate without needing to fulfill the cross-castle warp condition if the warp rooms on both sides of it have been reached independently of each other.
0
25
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"

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.