Final Fantasy Crystal Chronicles

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
General

Victory Goal

What is required to send the victory condition. All Myrrh: collect all 13 Myrrh drops. Final Boss: defeat the final boss (Mount Vellenge). Monster Hunt: defeat at least one of every enemy type (bosses too with "Monster Hunt Bosses").
25
0
0
0

Progressive Artifacts

Replace the 73 distinct artifact items with 73 copies of Progressive Artifact. Each copy received grants the next artifact in sequence rather than a specific one.
25
0
0

Progressive Artifact Order

The order Progressive Artifacts are given in. Every artifact is still given once. This only picks which come first. Game Order: the game's own artifact order (Strength, Magic, Defense, then the rest). Strength First / Magic First / Defense First: that stat's artifacts first, then the rest in game order. Random Order: a random order. Only used with Progressive Artifacts.
25
0
0
0
0
0

Progressive Equipment

Adds Progressive Weapon, Progressive Armor and Progressive Tribal Gear (shield, gauntlets, helm or belt) to the item pool. Each one puts the next piece for your tribe in your bag, so equip it from the menu. It needs a free bag slot so if the bag is full it arrives once there is room.
25
0
0

Progression Cycles

How many cycles of each dungeon can hold progression and useful items. Chests in later cycles are still checks, but they only hold filler, so you never need to play those cycles. 3 = every cycle.
This is a range option.

Accepted values:
Normal range: 1 - 3
0 ❌
25 ❌
0
0
0
0

Cycle Location Checks

When enabled, reaching Cycle 2 or 3 in a dungeon counts as a location check and gives a random item reward from the pool. When disabled, cycle advancement still auto-tracks on the map but gives no item reward and adds no extra locations to the multiworld.
25
0
0

Year Location Checks

When enabled, each year advancement counts as a location check with a random item reward. When disabled, year advancement still auto-tracks on the map tracker but gives no item reward.
25
0
0

Shop Checks

The first purchase of each slot in the towns' shops is a check (94 slots in 8 shops, from Marr's Pass in Year 1 to Leuda in Year 5). A slot sells your own item if it's one a shop can sell (food, materials, recipes, Phoenix Downs), otherwise an "AP Item" for 10 gil. Every shop sells the same thing all game, instead of growing its stock with the story. Tipa's shop (only there with a Merchant family), the Selkie Peddler and the blacksmiths' crafting aren't checks. Replaces "Randomize Shops".
25
0
0

Mog Stamp Hints

Every new Mog Stamp from a Moogle Nest hints where one of your progression items is (in your world or another), one you haven't found yet. The client sends the hint, so keep it connected.
0
25
0
Monster Hunt

Monster Hunt Checks

Make defeating enemies the checks instead of chests. Off: chests are the checks. Enemy Types: defeating the first enemy of each type is a check (about 100 enemy types, and enemies that only appear with more than one player aren't included). Every Enemy: defeating each enemy in each dungeon is a check (about 960, and an enemy that appears in several cycles is one check).
25
0
0
0

Monster Hunt Bosses

The dungeon bosses are part of the Monster Hunt: each boss is a check with "Monster Hunt Checks" and has to be defeated for the "Monster Hunt" goal.
0
25
0
Progression

Stage Keys

Every dungeon except River Belle Path needs its own key to enter. The 13 keys are shuffled into the item pool. The element menus on the world map (changing the chalice's element at a stop) work without the key and without clearing the stage first, so the element a Miasma Stream asks for can always be picked up without a key.
25
0
0

Shuffle Loading Zones

Shuffle which dungeon each world-map spot leads to (12 dungeons - Mount Kilanda and Mount Vellenge stay where they are). Each spot keeps its own Miasma Stream and shows the building of the dungeon it now leads to. Only layouts that can be finished year by year are used. Veo Lu Sluice always stays on this side of the Jegon River (Tipa Peninsula, Iron Mine Downs, Vale of Alfitaria or Veo Lu), so it can be healed when the river dries up in Year 5. Also opens Goblin Wall's spot in Year 1.
25
0
0

Randomize Miasma Streams

Shuffle which element each Miasma Stream asks for, every year. Also opens Goblin Wall in Year 1, so every element can be found from the start.
25
0
0

Hotspot Elements

Change the elements each dungeon's hotspots (the elemental pools) give, every year. A dungeon keeps its usual number of different elements, and its name bubble and "Change element" menu on the world map show the year's ones. The pools keep their look, so check the chalice after touching one. Off: every hotspot gives its usual element. Match Miasma Streams: each year, the dungeons and menus on each side of the world share out the elements its Miasma Streams ask for, on and back. Shuffled: random elements each year (seeds are only kept if every year can still be finished). The menus still match the streams. Lynari Desert's Unknown pool always gives Unknown.
25
0
0
0

Goblin Wall in Year 1

Goblin Wall's spot on the world map is open from Year 1 instead of Year 2. Always on when Shuffle Loading Zones or Randomize Miasma Streams is on.
0
25
0

Rebena Te Ra Timed Chests

Rebena Te Ra chests 6 and 9 count as in logic. Reaching them alone needs painful timing (Mog casting the spell for you), so when this is off they can only hold filler items.
25
0
0
Gameplay

Items Dropped At Your Feet

Items you receive are put on the ground in front of you instead of in your bag, so you pick up only what you want. Materials, food, recipes, magicite and Phoenix Downs are dropped. Progressive Equipment goes in your bag (equipment can't lie on the ground), and artifacts, stage keys and Spell Rings still go straight to you. An item counts as received once it is on the ground: one you leave behind can be dropped again with the client's /resend command.
0
25
0

Keep Picked-Up Artifacts

Artifacts you pick up in a dungeon go straight into your artifact list and are kept, instead of only lasting until the end of the dungeon (where you normally keep just one). With "Items Dropped At Your Feet", artifacts you receive are then dropped at your feet too (stage keys and Spell Rings still go straight to you).
0
25
0

Mog Never Tired

Mog never gets tired while carrying the chalice.
0
25
0

Skip Intro Cutscene

Skip the opening cutscene of a new game.
0
25
0

Skip Mio's Questions

Skip Mio's questions at the start of a new game.
25
0
0

Trap Visuals

Status traps show the game's own effects (ice, flames, poison, paralysis, slow).
0
25
0

Chest Color Matches Contents

Chests holding a progression or useful item, for any player, are gold. Chests holding filler look normal.
0
25
0

Hide Collected Chests

A chest doesn't appear once its check for the dungeon's current cycle is done, so only chests with something left to find show up. Each cycle has its own checks, so a chest comes back in a cycle where it hasn't been checked yet. Just in case the player wants to keep farming the cycles chests for items.
0
25
0

Magicite Needs Its Ring

Fire, Blizzard, Thunder, Cure and Life magicite can only be put in your command list once you have the matching ring (Ring of Fire, Blizzard, Thunder, Cure or Life). Other magicite works as usual. The Ring of Cure is an artifact, so Cure stays unavailable until you find it.
25
0
0

Always Best Bonus Tier

The end-of-dungeon bonus always gives the best reward tier your score reached, instead of a random tier up to it.
0
25
0

Randomize Shops

Shuffle what each shop sells. Does not currently have location checks so may break things currently
25
0
0

Randomize Shop Prices

Shuffle shop prices.
25
0
0

Randomize Bonus Pools

Shuffle the end-of-dungeon bonus rewards. The trackers show each dungeon's rewards either way.
25
0
0
Dungeon Shortcuts

River Belle Path Bridges Lowered

River Belle Path's two drawbridges start lowered, without standing on the floor switches.
25
0
0

Goblin Wall Gates Open

Every gate in Goblin Wall starts open, without hitting its switch sphere.
25
0
0

Mine of Cathuriges Boxes Cleared

The box piles in the Mine of Cathuriges that the mine cart breaks are already gone.
25
0
0

Tida Webs Cleared

The spider webs in Tida are already burnt away. Tida still needs the Ring of Fire in logic.
25
0
0

Moschet Manor Doors Open

Moschet Manor's tribe switches press themselves when you enter a room, so every door opens without waiting for your tribe's icon.
25
0
0

Selepation Cave Elevators Lowered

Selepation Cave's three elevators start at the bottom.
25
0
0

Conall Curach Log Bridges

Conall Curach has all its log bridges without bombing the log bridges in Daemon's Court first. Chests 12 and 21 still need Daemon's Court in logic.
25
0
0

Rebena Te Ra Gates Open

The gates and barriers Rebena Te Ra's switches control start open. The item pedestals are unchanged. Rebena Te Ra still needs all four rings in logic.
25
0
0

Unknown Element Puzzle Solved

Lynari Desert's Unknown element puzzle starts solved, so its hotspot gives Unknown right away, and the element obstacles in its second area are gone.
25
0
0
Traps

Include Traps

Add trap items to the multiworld item pool.
0
25
0

Frozen Trap Weight

Relative weight for the Frozen Trap in the filler pool. 0 = disabled.
This is a range option.

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

Burned Trap Weight

Relative weight for the Burned Trap. 0 = disabled.
This is a range option.

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

Slowed Trap Weight

Relative weight for the Slowed Trap. 0 = disabled.
This is a range option.

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

Poisoned Trap Weight

Relative weight for the Poisoned Trap. 0 = disabled.
This is a range option.

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

Chalice Element Trap Weight

Relative weight for the Chalice Element Trap (randomizes chalice element). 0 = disabled.
This is a range option.

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

Bonus Set Reset Trap Weight

Relative weight for the Bonus Set Reset Trap (changes dungeon bonus). 0 = disabled.
This is a range option.

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

Food Preference Trap Weight

Relative weight for the Food Preference Trap (scrambles food favorites). 0 = disabled.
This is a range option.

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

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 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.