Final Fantasy Tactics Ivalice Island

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
Main Options

Zodiac Stones in Pool

How many Zodiac Stones will be in the item pool. If set to less than the number required, will instead become however many are required.
This is a range option.

Accepted values:
Normal range: 1 - 13
0
25
0
0
0
0
0

Zodiac Stones Required

How many Zodiac Stones will be required to beat the game.
This is a range option.

Accepted values:
Normal range: 1 - 13
0
25
0
0
0
0
0

Zodiac Stone Locations

Where can Zodiac Stones appear? Vanilla limits their possible locations to those events which had one in the vanilla game. This limits the maximum number of stones in the pool from 8-12, depending on sidequest and Altima options. Note that with fewer stones in the pool, potential Stone locations can have other items. Anywhere Local means stones can be at any location in your world. Anywhere means stones can be anywhere in the multiworld.
25
0
0
0

Final Battles

What the final goal is, located at the Murond Death City world map dot near Deep Dungeon. Vanilla requires the completion of all six final battles in sequence at Murond Death City. Altima Only requires only Altima at Murond Death City, and the other endgame battles will be located at Orbonne.
25
0
0

Sidequest Battles

Are sidequest battles (Colliery, Nelveska, Zarghidas, Deep Dungeon) in the pool of locations?
0
25
0

Job Unlocks

Are job unlocks in the item and location pools?
0
25
0

Poach Locations

Are poaches in the location pool? WARNING: Can be grindy and RNG-heavy.
25
0
0

Rare Battles

Are the rare battles for each battleground in the location pool?
25
0
0

Logical Difficulty

Affects the placement of logically required shop levels and jobs in the multiworld.
0
25
0
0
0
Item Options

Chemist Placement

Where Chemist is placed in the multiworld when Job Unlocks are enabled. Starting will have you start with Chemist. Early will ensure Chemist is one of your first items in the multiworld. Shuffled will shuffle Chemist into the pool like other jobs.
0
25
0
0

Early Pass

Will a Pass for a neighboring region be an early item?
0
25
0

Starting Shop Level

The starting shop level of your game.
This is a range option.

Accepted values:
Normal range: 0 - 14
25
0
0
0
0
0

Randomize Poach Rewards

Whether Fur Shop awards from poaching should be randomized. Split will make the rare result (12% of the time) always be an item unavailable in shops, while the common result will always be an item available in shops.
25
0
0
0
0
0
Filler Options

Normal Item Weight

Weight of items normally sold in shops in the filler pool.
This is a range option.

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

Rare Item Weight

Weight of items not normally sold in shops in the filler pool.
This is a range option.

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

Bonus Gil Item Weight

Weight of bonus items in the filler pool.
This is a range option.

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

JP Boon Item Weight

Weight of JP Boon items that award JP to the team in the filler pool
This is a range option.

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

Bonus Gil Item Size

Adjusts the value of bonus gil items in the pool. Normal is 5000/10000/40000. Frugal halves that, Expensive doubles.
0
25
0
0

JP Boon Item Size

Adjusts the value of JP Boon items. Normal is 50/100/250 JP. Frugal halves that, Expensive doubles.
0
25
0
0
Enemy Randomizer Options

Enemy Randomizer

Randomizes enemies. Disabled leaves enemies as vanilla. Boss Shuffle shuffles only unique story bosses amongst each other. Randomized randommizes all enemies per other settings in this section. Boss Shuffle Randomized combines the above two options: bosses will be shuffled and all other slots will be randomized per other settings.
25
0
0
0
0

Randomize Gariland

Whether to randomize the Gariland story fight.
25
0
0

Cross Enemy Randomizer

If enabled, generic jobs can randomize into special units and vice versa.
25
0
0

Cross Species Randomizer

If enabled, randomized humans can become monster units and vice versa.
25
0
0

Randomize Story Fights Only

If enabled, only story and sidequest fights will be randomized, and random encounters will be left alone.
25
0
0

Enemy Randomizer Locality

Controls the scope of enemy randomization. Battle randomizes enemy units of the same job differently per battle. Region randomizes enemy units of the same job differently per region. Global randomizes all enemy units in the game of the same job to the same randomized job.
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0
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0

Lucavi Randomizer

Controls if Lucavi and Altima are included in randomization. Disabled leaves Lucavi (Queklain, Velius, Zalera, Adramelk, Hashmalum, Elidibs) the same as vanilla. Lucavi enables those locations and jobs to be included in randomization. Include Altima also includes Altima 1 and 2 in the randomization. Will cause graphical glitches.
25
0
0
0

Enemy Randomizer Method

Controls the randomization method for determining randomized units. Shuffle will attempt to map vanilla units to new unique jobs, such that only Squires will become Chemists, for example. Chaos allows duplicates, such that multiple jobs could become Chemists, for example.
25
0
0
Move-Find Item Options

Move-Find Item Locations

Will Move-Find Item locations contain multiworld items? WARNING: Will be more annoying than you think.
25
0
0

Move-Find Item Location Logic

Controls what is needed and used to access MFI locations. Vanilla requires Move-Find Item to be equipped. Chemist Innate makes Move-Find Item innate to Chemists. Player Innate makes Move-Find Item innate to all player units.
25
0
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0

Randomize Move-Find Item Rewards

Should MFI tile rewards be randomized? If Split is chosen, the rare slot (more likely with lower Brave) will always have an item unavailable in shops while the common slot will only have shop items.
25
0
0
0
0
0
QOL Options

EXP Gain Multiplier

Multiplier to in-battle EXP gains.
0
25
0
0

JP Gain Multiplier

Multiplier to in-battle JP gains.
0
25
0
0

Vanilla Changes

Controls changes from vanilla. SwordskillUsersSwordOnly locks swordskill users like Orlandu and Beowulf to swords and knightswords. Most impactful for enemy randomizer. MateriaBladeNotRequired changes Limit to require any sword, not specifically the Materia Blade. RandomMagicHitsIncreased increases the number of hits of Truth, Un-Truth, and Holy Bracelet to ten, like in WotL/TIC. Improved Shops adds in an early katana and spear as well as adding guns to trade cities.
Transmooglifier Options

Enable Transmooglifier

Enables Transmooglifier, which gives Rad, Alicia, and Lavian new special jobs. Check the Transmooglifier wiki page at https://github.com/Rosalie-A/Archipelago/wiki/FFT-Transmooglifier-Reference for more info.
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0

Transmooglifier Options

Which jobs are options for Transmooglifier. If fewer than three, the remainder will be picked at random.
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.