Lost Kingdoms II

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

Win Condition

Choose the win condition. Warning: Emperor win condition may be bugged right now. Baseline: 175 locations, 175 items
25
0
0
0

Collect Red Fairies Amount

How many red fairies you need to goal. Only relevant if your goal is collecting red fairies.
This is a range option.

Accepted values:
Normal range: 1 - 97
0 ❌
25 ❌
0 ❌
0
0
0
0

Fairysanity

Choose whether Red Fairies are added to the pool. +100 locations, +100 items.
0
25
0

Combosanity

Choose whether to add combos as locations. +40 locations.
25
0
0

Enemysanity

Choose whether to make enemy kills into locations. Light means one check per "species" of enemy. While standard enemysanity is one check per instance of an enemy. Plus means that enemies in the Proving Grounds will be included, otherwise they are excluded. Be warned that some spawn triggers in this game are very unintuitive, hidden, and once a level is beaten it will have new enemy spawn triggers. Please report any issue you encounter. Light: ~113 locations Light Plus: ~203 locations Enemysanity: ~552 locations Enemysanity Plus: ~955 locations
25
0
0
0
0
0

Level Unlocks as Items

Whether to add level unlocks to the pool. Instead of unlocking a level after beating a level, you must find the level unlocks as AP items Takes precedence over Level randomization. Experimental; there may be serious bugs, so play at your own risk, and report any issues.
25
0
0

Exclude Sacred Battle Checks

By enabling, prevents the checks in the sacred battle arenas from being progressive.(There are still checks)
25
0
0

Progressive Leveling

Choose whether to have character levels as a progressive item. You will no longer be able to level up normally. +19 items
25
0
0

Progressive Leveling

Choose whether to have character levels as a progressive item. You will no longer be able to level up normally. +34 items
25
0
0

death_link

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

Randomize Starting Deck

Choose whether to randomize your starting deck. Off = Vanilla, no randomization of the starting deck. Weighted Random = Randomized, with a much higher chance to get cards with low magic costs. (No key cards) Fully Random = Randomized; every card is equally likely to appear in your starting deck. (No key cards)
0
25
0
0

Randomize Shop Contents

Choose whether to randomize what cards appear in the shops. Off = Vanilla, no randomization of the shops' contents. Weighted Random = Randomized. Early shops are more likely to have low magic cost cards, later shops are more likely to have higher cost cards. (No key cards) Fully Random = Randomized; every card is equally likely to appear in the shop. (No key cards)
0
25
0
0

Randomize Bonus Draws

Choose whether to randomize the contents of the bonus draws at the end of each level. Off = Vanilla, no randomization of the bonus draw. Weighted Random = Randomized. Early bonus are more likely to have low magic cost cards, later bonus draw are more likely to have higher cost cards. (No key cards) Fully Random = Randomized; every card is equally likely to appear in the bonus draws. (No key cards).
0
25
0
0

Level Randomization

Randomize which levels unlock when you would normally unlock a level. Note: Alenjah Castle still always leads to all the towers in order, and the sacred battle arena still leads to sacred battle arena 2. Proving Grounds is still unlocked only after beating the game. Nobleman's Residence is always the starting level.
25
0
0

Randomize Enemies

Choose to randomize every non-unique enemy in the game. Every instance of enemy X will become enemy Y. Still very experimental, so play at your own risk. If the game crashes, lags, or becomes corrupted; please report with logs.
25
0
0

Level Music Randomization

Randomize the music that plays during levels
25
0
0

Character Model

Change your character model. Note: Models other than Tara do not have injured animations, and therefor are mechanically better.
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Randomize Magic Costs

Choose to randomize the magic stone cost of every card to between the set minimal and maximum values. Shuffle swaps the vanilla costs randomly, maintaining the same distribution. Warning: This can trivialize the game
25
0
0
0

randomize_magic_stone_costs_min

The minimum magic cost a card can be if Randomize magic Costs is enabled.
This is a range option.

Accepted values:
Normal range: 0 - 20
25 ❌
0 ❌
0
0
0
0

randomize_magic_stone_costs_max

The maximum magic cost a card can be if Randomize magic Costs is enabled.
This is a range option.

Accepted values:
Normal range: 0 - 20
0 ❌
25 ❌
0 ❌
0
0
0
0

magic_stone_costs_multiplier

Multiplies all the of the magic stone costs by amount divided by 100; So 100 means no multiplier, 50 means half cost, 200 means double, etc. Takes place after any randomization and is clamped by what the game allows.
This is a range option.

Accepted values:
Normal range: 0 - 1000
0 ❌
25 ❌
0 ❌
0
0
0
0

Randomize Card Prices

Choose to randomize the buy/sell costs of every card to between the set minimal and maximum values. Shuffle swaps the vanilla costs randomly, maintaining the same distribution. Cards always sell for approximately 2/3 of their price.
25
0
0
0

randomize_card_prices_min

The minimum price a card can have if Randomize Card Prices is enabled.
This is a range option.

Accepted values:
Normal range: 0 - 9999
25 ❌
0 ❌
0
0
0
0

randomize_card_prices_max

The maximum price a card can have if Randomize Card Prices is enabled.
This is a range option.

Accepted values:
Normal range: 0 - 9999
0 ❌
25 ❌
0 ❌
0
0
0
0

card_prices_multiplier

Multiplies all the of the card prices by amount divided by 100; So 100 means no multiplier, 50 means half cost, 200 means double, etc Takes place after any randomization and is clamped by what the game allows.
This is a range option.

Accepted values:
Normal range: 0 - 1000
0 ❌
25 ❌
0 ❌
0
0
0
0

Randomize Magic Costs

Choose to randomize the Copy XP cost of every card to between the set minimal and maximum values. Shuffle swaps the vanilla costs randomly, maintaining the same distribution.
25
0
0
0

randomize_copy_xp_costs_min

The minimum Copy XP cost a card can have if Randomize magic Costs is enabled.
This is a range option.

Accepted values:
Normal range: 0 - 65535
25 ❌
0 ❌
0
0
0
0

randomize_copy_xp_costs_max

The maximum Copy XP cost a card can have if Randomize magic Costs is enabled.
This is a range option.

Accepted values:
Normal range: 0 - 65535
0 ❌
25 ❌
0 ❌
0
0
0
0

copy_xp_cost_multiplier

Multiplies all the of the Copy XP costs by amount divided by 100; So 100 means no multiplier, 50 means half cost, 200 means double, etc Takes place after any randomization and is clamped by what the game allows.
This is a range option.

Accepted values:
Normal range: 0 - 1000
0 ❌
25 ❌
0 ❌
0
0
0
0

Randomize Magic Costs

Choose to randomize the upgrade XP cost of every card to between the set minimal and maximum values. Shuffle swaps the vanilla costs randomly, maintaining the same distribution.
25
0
0
0

randomize_upgrade_xp_costs_min

The minimum upgrade XP cost a card can have if Randomize magic Costs is enabled.
This is a range option.

Accepted values:
Normal range: 0 - 65535
25 ❌
0 ❌
0
0
0
0

randomize_upgrade_xp_costs_max

The maximum upgrade XP cost a card can have if Randomize magic Costs is enabled.
This is a range option.

Accepted values:
Normal range: 0 - 65535
0 ❌
25 ❌
0 ❌
0
0
0
0

upgrade_xp_cost_multiplier

Multiplies all the of the Upgrade XP costs by amount divided by 100; So 100 means no multiplier, 50 means half cost, 200 means double, etc Takes place after any randomization and is clamped by what the game allows.
This is a range option.

Accepted values:
Normal range: 0 - 1000
0 ❌
25 ❌
0 ❌
0
0
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.