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
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.
Goal
Sets the unlock condition for the final mission
All mission gates: The final mission is unlocked after going through every mission gate.
Totema Gauntlet: A series of the five Totema battles must be cleared to unlock the final mission. These are
unlocked alongside the mission gates. An additional five items are added to unlock them.
Starting units
Sets the option for your starting units
Vanilla: The same starting units as the original game
Shuffle: Jobs are randomized within the original starting races of the game.
Random: Jobs and race of the starting units are randomized
Balanced: Ensures two attacker jobs, two magic jobs, and two support jobs. Excludes morphers, beastmasters, and gadgeteers.
Random Monster: Starting units jobs and race are randomized with monster units also in the pool
Note: Monsters are unable to change jobs, equip anything or use items.
Starting unit equipment
Sets the equipment option for your starting units
Basic: Units will always start with their most basic equipment
Randomized: The equipment load out will be random within the job's equipment
Percent chance of starting special units
Percent chance of any unit besides Marche and Montblanc to be a special unit such as Ritz or Cid.
1 = 10% and 10 = 100% chance that all units are a special unit
This is a range option.
Accepted values:
Normal range: 0 - 10
Percent of starting abilities mastered
Sets the amount of mastered abilities for each starting unit's job. Based on percentage. 1 = 10% and 10 = 100% of abilities mastered
This is a range option.
Accepted values:
Normal range: 0 - 10
Ability AP
Sets a standardized amount of AP needed for job abilities. Set to 0 to have every ability already learned.
This also applies to recruits, enemy units etc. Every number goes up by 10, for example 1 = 10 and 64 = 999.
Use 65 for vanilla AP values
This is a range option.
Accepted values:
Normal range: 0 - 65
Ability Randomization
Randomize the abilities each job can use.
WARNING: Currently certain combinations may result in softlocks.
Vanilla: Jobs have their original abilities
Random within race: Abilities are randomized between jobs in the same race. No duplicate abilities within jobs
Random: Abilities are randomized throughout all jobs. Jobs may contain duplicate abilities.
Random with monster and special unit abilities: Abilities are randomized throughout all jobs and most duplicates
are replaced with abilities from monsters, special units, and Totema.
Ability Randomization
Stat growth options for all the jobs
Vanilla: Stat growth will be the same as vanilla
Average: Stat growth will be average across all stats in every job
Job Unlock Requirements
Sets the unlock requirements for every unit's job
Vanilla: Job unlock requirements are the same as vanilla
All Unlocked: All jobs are unlocked from the start
All Locked: All jobs are locked. The unit must use their assigned job and cannot change
Enables or disables laws/judges.
Enable or disable the law and judge system found in the game. JP will rarely be awarded with laws turned off.
No Laws: Judges and laws are disabled.
Laws: Laws are vanilla but are enabled.
Random laws: Laws are enabled and are randomized among law sets.
Add law cards to the item pool.
Add Law cards to the pool.
Optionally also unlock law cards and the law card shop from the start.
(Using cards and trading with the card shop are normally unlocked after the Antilaws mission.)
Disabled: No law cards in the pool.
Enabled: Law cards are added to the pool.
Unlock Cards: As Enabled and law cards are usable from the start.
Unlock Cards and Shop: As Unlock Cards and the law card shop is unlocked from the start.
Randomize Enemies
Randomizes the enemy units. Special units such as bosses currently are not randomized.
Vanilla: Enemies aren't changed
Randomized: Enemies are randomized
Enemy Level Scaling
Sets the level scaling for enemies.
Average Level: Enemies are scaled to the average level of your units.
Highest Level: Enemies are scaled to your highest level unit.
Double EXP
Multiplies all exp gained.
Starting gil
Sets the amount of gil you will start with.
This is a range option.
Accepted values:
Normal range: 0 - 99999999
Gil mission rewards
Sets the amount of gil you get for completing a mission.
Must be a multiple of 200. Will be rounded down to the nearest 200 if not.
individually-randomized(-low/-middle/-high): Sets a random value for each mission (with optional bias)
This is a range option.
Accepted values:
Normal range: 0 - 51000
The following values have special meanings, and may fall outside the normal range.
- individually-randomized: Individually-Randomized
- individually-randomized-low: Individually-Randomized-Low
- individually-randomized-middle: Individually-Randomized-Middle
- individually-randomized-high: Individually-Randomized-High
Number of mission gates
Sets the number of mission gates. Each gate contains four missions each. Expect an hour or more added for every gate.
Royal Valley or Decision Time will always be the last mission depending on options.
Amount of locations per gate depends on number of item rewards and dispatch missions added
This is a range option.
Accepted values:
Normal range: 1 - 27
Mission gate paths
Sets the number of branching mission gates paths. Each must currently still
be progressed through to unlock the final mission.
Useful for higher mission gate counts.
This is a range option.
Accepted values:
Normal range: 1 - 3
Number of dispatch missions
Sets the number of dispatch missions per gate. Each dispatch mission adds two locations for each gate.
This is a range option.
Accepted values:
Normal range: 0 - 6
Randomize dispatch missions
Randomizes the order of the dispatch mission. Setting only has effect is dispatch missions setting is more than 0.
Number of required gate unlock items
Sets how the mission gates are unlocked
One Mission item: Mission gates are unlocked by one mission item. Gate unlocks both encounter and dispatch missions.
Two Mission items: Mission gates are unlocked by two mission items. Gate unlocks both encounter and dispatch missions.
Dispatch mission gate: Dispatch missions are separated into their own gate sequence which each require an item.
Dispatch missions must be more than 0 for this setting or it will be ignored
(Adds 1 or 2 progression items to the pool for each gate depending on the setting)
Mission order
Sets the option for the order of missions
Linear: Missions are in order, with the first 26 being story.
Story as gate unlocks: The story missions in linear order will be the gate unlock mission for the first 23 gates. Every other mission is random.
Randomized: Missions are completely randomized
Final mission
Sets what the final mission will be between the two missions that play the credits.
Royal Valley: The final mission will be Royal Valley. This mission is three phases. Original final mission.
Decision Time: The final mission will be Decision Time. This mission is one phase.
Turn on quick options by default
Enables quick options by default which turn off attack names, exp popups, and turns on
fast text and fast cursor. All of these can be tweaked in the game options.
Faster received item popup
Skip most of the animations and text when receiving items
Force recruitment
Forces every mission to give a new recruit.
Disabled: Recruit chances are vanilla
Enabled: Every mission will give a new recruit, special recruit missions such as Mortal Snow will still
give their vanilla unit which is Ritz in this example.
Enabled Secret: Every mission will give a new recruit, special recruit missions will be random and there is a
chance to receive a special unit such as Ritz, Babus and Cid from any mission.
Enabled Monster: Every mission will give a new recruit and there is a chance to receive a monster unit.
Number of rewards per mission
Sets the number of rewards received from each mission. Must be between 2 and 6.
This is a range option.
Accepted values:
Normal range: 2 - 6
Always receive gate items in order
Always receive gate items in order.
If multiple gate paths are enabled each path will have a separate progressive item.
Enabled: Gate items are always received in order for each path.
Number of additional progressive items
Sets how many additional progressive items are added to the pool.
If multiple gate paths are enabled this amount is added for each path.
0: There is exactly the amount of progressive items in the pool that is needed to reach the goal.
1 to 10: This amount of extra progressive items is added to the pool.
This is a range option.
Accepted values:
Normal range: 0 - 10
Choose what excess progressive items turn into
Sets what progressive items past the ones needed to reach the goal are replaced with.
Nothing (or 0): Excess progressive items don't give anything.
Random Equipment: Excess progressive items give a random non-consumable item.
Number between 1 and 375: Excess progressive items give the item with the corresponding id.
This is a range option.
Accepted values:
Normal range: 0 - 375
The following values have special meanings, and may fall outside the normal range.
- 0: Nothing
- 768: Random Equipment
Add shop upgrades to the item pool
Adds shop upgrades to the item pool
Unlock up to 2 shop upgrades by fighting battles
Enables unlocking 2 shop upgrades by fighting 10 and 20 battles total.
Enabled: This progress does not stack with other upgrades. 10 battles + 1 upgrade = 1 upgrade total.
Stacking: This progress stacks with other upgrades. 10 battles + 1 upgrade = 2 upgrades total.
Replacing: As stacking but also removes 2 shop upgrades from the pool.
Fighting 20 battles and finding all shop upgrades will be required to unlock the highest shop tier.
Sets how many shop upgrades there are and what items they unlock
Sets how many shop upgrades there are and what items they unlock.
If an item's price is changed its sell value is set to half its price (like most items in vanilla).
named options:
four_tiers: 3 shop upgrades. Starting items and first two upgrades are vanilla.
The items normally unlocked by freeing some number of turfs are all in tier 3.
four_tiers_random: four_tiers but with random prices
five_tiers: 4 shop upgrades. Starting items and first two upgrades are vanilla.
The items normally unlocked by freeing some number of turfs are split between tier 3 and 4.
five_tiers_random: five_tiers but with random prices
vanilla: 13 shop upgrades. Starting items and first two upgrades are vanilla.
The rest have 1 item each, unlocked in the same order as freeing turfs.
vanilla_random: vanilla but with random prices
default: Same as five_tiers.
Custom option syntax:
[[<Tier>], [<Tier>], [<Tier>], ...]
<Tier> syntax:
[<Item>, <Item>, <Item>, ...]
<Item> syntax:
[<Name>, <Price>] or <Name>
<Price> may be a number between 1-65535, "default", "random", "random-high",
"random-middle", "random-low", "random-range-low-<min>-<max>", "random-range-middle-<min>-<max>",
"random-range-high-<min>-<max>", or "random-range-<min>-<max>".
<Name> may be the name of any equipment or consumable item, an <ItemGroup>, or a <Random> value.
If only <Name> is specified, <Price> will be "default".
<Random> may be: "random-<Groups>", "random-<Groups>-<number>", or "random-<Groups>-<min>-<max>".
<Groups> syntax:
<ItemGroup>-<ItemGroup>-<ItemGroup> ...
<ItemGroup> may be: "vanillashoptier0", "vanillashoptier1", "vanillashoptier2", "all", "weapons", "otherequipment",
"swords", "blades", "sabers", "knightswords", "greatswords", "broadswords", "knives", "rapiers", "katanas",
"staves", "rods", "maces", "bows", "greatbows", "spears", "instruments", "knuckles", "souls", "guns", "shields",
"helmets", "gloves", "hats", "armor", "rings", "clothing", "robes", "shoes", "consumables"
If the same item appears more than once, only the first processed entry takes effect.
Entries are processed in 3 steps. Each step starts from the lowest tier:
1. Directly named items.
2. Items that are added as part of a group
3. Random items. (Will never pick an item already added in previous steps)
Example:
[
[
["vanillashoptier0", "random-range-low-100-10000"],
["Elixir", "random-high"],
["Potion", "default"],
],
[
["vanillashoptier1", "default"],
["random-otherequipment-20", "random-range-200-20000"],
["random-weapons-10-20", "random-range-500-50000"],
],
[
"vanillashoptier2",
["random-katanas-knightswords-staves-6-12", "random-range-5000-50000"],
]
]
Before upgrades the shop will have:
Vanilla items at random prices between 100 and 10000, biased towards 100.
Elixirs at a random price between 1 and 65535, biased towards high numbers.
Potions at default price (higher priority than the potion in vanillashoptier0).
The first upgrade will add:
Vanilla items unlocked at 10 battles.
20 non-weapon equipment at random prices between 200 and 20000.
A random amount between 10 and 20 of random weapons at random prices between 500 and 50000.
The second upgrade will add:
Vanilla items unlocked at 20 battles.
A random amount between 6 and 12 of random katanas, knightswords,
and staffs at random prices between 500 and 50000.
This option cannot be modified here. Please edit your .yaml file manually.
Random units named after other players
Random unit names are named after players in the multiworld.