Soul Blazer

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
World Options

Goal

How you beat the game. Deathtoll: Defeat Deathtoll. Emblem Hunt: Collect all 8 master's emblems and turn them in at the Gem Fairy in Greenwood.
25
0
0

Act Progression

Act/World progression. Vanilla: Talk to town leaders to open the next Act/World. Open: All worlds are open from the start of the game.
25
0
0

Stones Placement

Determines the placement of the 6 stones needed to enter the World of Evil. Vanilla: Stones are given by the town leader of each act. Bosses: Stones are rewarded from the boss lair of each act. Totally Random: Stones are randomized with everything else.
25
0
0
0

Stones Count

Number of Stones needed to open the World of Evil.
This is a range option.

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

Open Deathtoll

Determines if Deathtoll's Palace in the World of Evil is already open.
25
0
0

Starting Sword

Determines the sword you will get in the first chest. Vanilla: You will get the Sword of Life. <Sword Name>: You will get that sword. Randomized: You will get a random sword.
25
0
0
0
0
0
0
0
0
0

Magician's Item

Determines the item the Magician gives you at the start of the game. Vanilla: The vanilla reward (Flame Ball). Random Spell: A random castable magic spell. Totally Random: Any reward in the item pool.
0
25
0
0

Magician's Soul

Determines what reward you will get in place of the Magician's Soul at the start of the game. Vanilla: You get the Soul of Magician. Random Soul: Any progression soul. (Soul of Magician, Soul of Light, Soul of Detection) Totally Random: Any reward in the item pool.
25
0
0
0
QOL Options

Text Speed

Text Speed. Instant: Text renders an entire window at a time. Fast: Text renders a character at a time at the same speed as the JP version.
0
25
0

Release Cutscenes

NPC Release Cutscenes. Show: Shows NPC release cutscenes. Skip: Skips NPC release cutscenes.
25
0
0

Equipment Stats

Determines equipment power & defense. Vanilla: No change to the way Weapons/Armor work. Semi-progressive: Equipment strength/defense scales with the number of swords/armors obtained. Shuffle: Shuffles the stats of all swords and armor.
0
25
0
0

Equipment Scaling

Determines the stat progression for swords/armor. Vanilla: Swords/Armor follow the vanilla 1/2/3/4/6/8/10/12 strength/defense progression. Improved: Swords/Armor follow an improved 1/3/5/7/9/12/12/12 strength/defense progression. Strong: Swords/Armor follow a strong 2/4/6/9/12/12/12/12 strength/defense progression. Weak: Swords/Armor follow a weak 1/1/2/2/3/4/5/6 strength/defense progression. Broken: Swords/Armor strength is set to 1/1/1/1/1/1/1/1 strength/defense progression.
25
0
0
0
0
0

Gem/Exp Pool

Modifies the Gem/Exp rewards in the item pool. Vanilla: The same Gem/Exp values as the vanilla game. Improved: Gem rewards in the item pool are multiplied by 2, and Exp rewards by 10. Random Range: Gem rewards in the pool are randomized in the range of 1-999, and Exp rewards in the range of 1-9999.
0
0
25
0
Enemizer

Randomize Lair Enemies

Randomize enemies spawned from lairs.
25
0
0

Randomize Lair Type

Randomize how lairs spawn enemies (multi-spawn, one-by-one, proximity, etc).
25
0
0

Randomize Lair Number of Enemies

Randomize number of enemies spawned from lairs.
25
0
0

Randomize Lair Spawn Rate

Randomize how fast enemies are spawned from lairs.
25
0
0

Randomize Pre-Spawned Enemies

Randomize pre-spawned enemies which are already on the map. **Not currently implemented!**
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"

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.