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Dark Souls III

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

Early Small Lothric Banner

Force Small Lothric Banner into an early sphere in your world or across all worlds.
25
0
0
0

Late Basin of Vows

Guarantee that you don't need to enter Lothric Castle until later in the run. - **Off:** You may have to enter Lothric Castle and the areas beyond it immediately after High Wall of Lothric. - **After Small Lothric Banner:** You may have to enter Lothric Castle after Catacombs of Carthus. - **After Small Doll:** You won't have to enter Lothric Castle until after Irithyll of the Boreal Valley.
25
0
0
0

Late DLC

Guarantee that you don't need to enter the DLC until later in the run. - **Off:** You may have to enter the DLC after Catacombs of Carthus. - **After Small Doll:** You may have to enter the DLC after Irithyll of the Boreal Valley. - **After Basin:** You won't have to enter the DLC until after Lothric Castle.
25
0
0
0

Death Link

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

Enable DLC

Include DLC locations, items, and enemies in the randomized pools. To use this option, you must own both the "Ashes of Ariandel" and the "Ringed City" DLCs.
25
0
0

Enable NG+

Include items and locations exclusive to NG+ cycles.
25
0
0
Equipment

Randomize Starting Loadout

Randomizes the equipment characters begin with.
0
25
0

Require One-Handed Starting Weapons

Require starting equipment to be usable one-handed.
0
25
0

Auto-Equip

Automatically equips any received armor or left/right weapons.
25
0
0

Lock Equipment Slots

Lock the equipment slots so you cannot change your armor or your left/right weapons. Works great with the Auto-equip option.
25
0
0

No Equip Load

Disable the equip load constraint from the game.
25
0
0

No Weapon Requirements

Disable the weapon requirements by removing any movement or damage penalties, permitting you to use any weapon early.
25
0
0

No Spell Requirements

Disable the spell requirements permitting you to use any spell.
25
0
0
Weapons

Randomize Infusion

Enable this option to infuse a percentage of the pool of weapons and shields.
25
0
0

Percentage of Infused Weapons

The percentage of weapons/shields in the pool to be infused if Randomize Infusion is toggled.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • 2: Similar To Base Game
0
25
0
0
0
0
0

Randomize Weapon Level

Enable this option to upgrade a percentage of the pool of weapons to a random value between the minimum and maximum levels defined. - **All:** All weapons are eligible, both basic and epic - **Basic:** Only weapons that can be upgraded to +10 - **Epic:** Only weapons that can be upgraded to +5
25
0
0
0
0

Percentage of Randomized Weapons

The percentage of weapons in the pool to be upgraded if randomize weapons level is toggled.
This is a range option.

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

Minimum Level of +5 Weapons

The minimum upgraded value of a weapon in the pool of weapons that can only reach +5.
This is a range option.

Accepted values:
Normal range: 0 - 5
0
25
0
0
0
0
0

Maximum Level of +5 Weapons

The maximum upgraded value of a weapon in the pool of weapons that can only reach +5.
This is a range option.

Accepted values:
Normal range: 0 - 5
0
25
0
0
0
0

Minimum Level of +10 Weapons

The minimum upgraded value of a weapon in the pool of weapons that can reach +10.
This is a range option.

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

Maximum Level of +10 Weapons

The maximum upgraded value of a weapon in the pool of weapons that can reach +10.
This is a range option.

Accepted values:
Normal range: 0 - 10
0
25
0
0
0
0
Item Smoothing

Smooth Soul Items

Distribute soul items in a similar order as the base game. By default, soul items will be distributed totally randomly. If this is set, less valuable soul items will generally appear in earlier spheres and more valuable ones will generally appear later.
0
25
0

Smooth Upgrade Items

Distribute upgrade items in a similar order as the base game. By default, upgrade items will be distributed totally randomly. If this is set, lower-level upgrade items will generally appear in earlier spheres and higher-level ones will generally appear later.
0
25
0

Smooth Upgraded Weapons

Distribute upgraded weapons in a similar order as the base game. By default, upgraded weapons will be distributed totally randomly. If this is set, lower-level weapons will generally appear in earlier spheres and higher-level ones will generally appear later.
0
25
0
Enemies

Randomize Enemies

Randomize enemy and boss placements.
0
25
0

Simple Early Bosses

Avoid replacing Iudex Gundyr and Vordt with late bosses. This excludes all bosses after Dancer of the Boreal Valley from these two boss fights. Disable it for a chance at a much harder early game. This is ignored unless enemies are randomized.
0
25
0

Scale Enemies

Scale randomized enemy stats to match the areas in which they appear. Disabling this will tend to make the early game much more difficult and the late game much easier. This is ignored unless enemies are randomized.
0
25
0

Randomize Mimics With Enemies

Mix Mimics into the main enemy pool. If this is enabled, Mimics will be replaced by normal enemies who drop the Mimic rewards on death, and Mimics will be placed randomly in place of normal enemies. It's recommended to enable Impatient Mimics as well if you enable this. This is ignored unless enemies are randomized.
25
0
0

Randomize Small Crystal Lizards With Enemies

Mix small Crystal Lizards into the main enemy pool. If this is enabled, Crystal Lizards will be replaced by normal enemies who drop the Crystal Lizard rewards on death, and Crystal Lizards will be placed randomly in place of normal enemies. This is ignored unless enemies are randomized.
25
0
0

Reduce Harmless Enemies

Reduce the frequency that "harmless" enemies appear. Enable this to add a bit of extra challenge. This severely limits the number of enemies that are slow to aggro, slow to attack, and do very little damage that appear in the enemy pool. This is ignored unless enemies are randomized.
25
0
0

All Chests Are Mimics

Replace all chests with mimics that drop the same items. If "Randomize Mimics With Enemies" is set, these chests will instead be replaced with random enemies that drop the same items. This is ignored unless enemies are randomized.
25
0
0

Impatient Mimics

Mimics attack as soon as you get close instead of waiting for you to open them. This is ignored unless enemies are randomized.
25
0
0

Random Enemy Preset

The YAML preset for the static enemy randomizer. See the static randomizer documentation in `randomizer\presets\README.txt` for details. Include this as nested YAML. For example: .. code-block:: YAML random_enemy_preset: RemoveSource: Ancient Wyvern; Darkeater Midir DontRandomize: Iudex Gundyr
This option is not supported. Please edit your .yaml file manually.
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 these items.