Final Fantasy 1 PSP

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
Goal

Crystals Needed

💠 How many of the four Crystals (defeated Fiends) you need before the Black Orb in the Chaos Shrine will shatter, opening the way to Chaos. 0 = the orb opens right away. See Lute Tablets Required for the other key required to win.
This is a range option.

Accepted values:
Normal range: 0 - 4
0
25
0
0
0
0

Lute Tablets Required

🪕 How many Lute Tablets you need to collect to reach the very end of the game. The Lute is broken into pieces; collect this many to win. 0 = off (the Lute is a single randomized item). See Crystals Needed for the other key required to win.
This is a range option.

Accepted values:
Normal range: 0 - 99
0
25
0
0
0
0
0

Lute Tablets Percentage

🪕 How many Lute Tablet pieces exist in the whole multiworld, as a percent of Lute Tablets Required (Lute Tablets Extra is then added on top). 100 = exactly Required, 150 = 50% extra tablets. Extra tablets found above Required don't do anything.
This is a range option.

Accepted values:
Normal range: 100 - 1000
0
25
0
0
0
0
0

Lute Tablets Extra

🪕 How many extra Lute Tablet pieces exist on top of Lute Tablets Percentage (a flat count, not a percent).
This is a range option.

Accepted values:
Normal range: 0 - 98
25
0
0
0
0
0
Scale

Monster Encounter Rate (%)

Random-encounter rate as a percent. 0 = no random encounters at all, 100 = vanilla rate, 500 = x5. This setting can be changed mid-game from the Boost tab.
This is a range option.

Accepted values:
Normal range: 0 - 500
0
25
0
0
0
0
0

XP Boost (%)

Experience rewarded from battles, as a percent of vanilla. 100 = vanilla, 200 = double XP, 10 = one-tenth. This setting can be changed mid-game from the Boost tab.
This is a range option.

Accepted values:
Normal range: 10 - 500
0
25
0
0
0
0
0

Gil Boost (%)

💰 Gil dropped by battles, as a percent of vanilla. 100 = vanilla, 0 = no gil ever drops, 500 = x5. This setting can be changed mid-game from the Boost tab.
This is a range option.

Accepted values:
Normal range: 0 - 500
0
25
0
0
0
0
0

Monster Power (%)

🏋🏻‍♂️ Regular monster strength, as a percent of vanilla. Applies to every enemy that is not a boss (bosses use Boss Difficulty instead). 100 = vanilla. 10 = pushover mobs (10% stats). 200 = twice as difficult. Scales HP, offense and defenses. Spells that have a chance to miss (Sleep, Dark, Death, Warp...) get less reliable as this rises, roughly half as likely to land at 200%. This setting can be changed mid-game from the Boost tab.
This is a range option.

Accepted values:
Normal range: 10 - 500
0
25
0
0
0
0
0

Boss Difficulty (%)

🏋🏻‍♂️ Boss strength, as a percent of vanilla. 100 = vanilla. 10 = pushover bosses (10% stats). 200 = twice as difficult (200% HP and offense, plus massive defense), a huge jump. Expect to grind a lot for any value above 200, and around 300 most bosses one-shot your party members. This setting can be changed mid-game from the Boost tab.
This is a range option.

Accepted values:
Normal range: 10 - 500
0
25
0
0
0
0
0
World

Open Progression

⛰️ How much of the world opens up early on foot/canoe: off (0) -- vanilla routing. The southern continent needs the Ship. early (1) -- carves a foot trail from Cornelia to Mount Duergar, and a Canoe river linking the Crescent Lake water system to the Ice Cavern rivers. The Canoe opens up the entire southern continent. extended (2) -- also adds a foot trail from Mount Duergar to the Western Keep, and a new Canoe river linking Mount Duergar to Melmond. The whole Cornelia/Marsh section is sphere 1 and the Earth crystal is reachable with only the Canoe.
0
25
0
0

Northern Docks

⚓ Adds two ship docks to the northern continents: one south of Onrac, one south of the Mirage Tower desert. Much more of the map becomes reachable by ship, well before you get the airship. Pairs well with Regional Ocean Encounters.
0
25
0

Levistone Shards Required

🪨 Set this above 0 to break the Levistone into shards. Collect this many Levistone Shards to assemble the Levistone and raise the airship. 0 = off (the Levistone is a single randomized item).
This is a range option.

Accepted values:
Normal range: 0 - 9
25
0
0
0
0
0

Levistone Shards Percentage

🪨 How many Levistone Shard pieces exist in the whole multiworld, as a percent of Levistone Shards Required (Levistone Shards Extra is then added on top). 100 = exactly Required, 150 = 50% extra shards. Extra shards found above Required don't do anything.
This is a range option.

Accepted values:
Normal range: 100 - 1000
0
25
0
0
0
0
0

Levistone Shards Extra

🪨 How many extra Levistone Shard pieces exist on top of Levistone Shards Percentage (a flat count, not a percent).
This is a range option.

Accepted values:
Normal range: 0 - 8
25
0
0
0
0
0

Loot in Normally Empty Chests

📦 Puts real loot in the chests that are empty in vanilla. These empty chests are in Marsh Cave, Mt Gulg, and Citadel of Trials. Turn this off to leave those chests empty.
0
25
0
Bonus Dungeons

Exclude Bonus Dungeons

🚫 Keep all Soul-of-Chaos bonus-dungeon content out of the item pool. This includes all dynamic and static chests from Earthgift Shrine, Hellfire Chasm, Lifespring Grotto, and Whisperwind Cove. Turn this on to skip all those bonus dungeons.
25
0
0

Earthgift Shrine AP Locations

🏔️ Number of procedural chests in Earthgift Shrine (5 floors) that become AP locations. After you open this many chests here, additional chests work like vanilla chests. 0 = none, and this dungeon's static boss-chamber chest is also dropped. Forced to 0 by Exclude Bonus Dungeons.
This is a range option.

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

Hellfire Chasm AP Locations

🌋 Number of procedural chests in Hellfire Chasm (10 floors) that become AP locations. After you open this many chests here, additional chests work like vanilla chests. 0 = none, and this dungeon's static boss-chamber chest is also dropped. Forced to 0 by Exclude Bonus Dungeons.
This is a range option.

Accepted values:
Normal range: 0 - 40
0
25
0
0
0
0
0

Lifespring Grotto AP Locations

🌊 Number of procedural chests in Lifespring Grotto (20 floors) that become AP locations. After you open this many chests here, additional chests work like vanilla chests. 0 = none, and this dungeon's static boss-chamber chest is also dropped. Forced to 0 by Exclude Bonus Dungeons.
This is a range option.

Accepted values:
Normal range: 0 - 60
0
25
0
0
0
0
0

Whisperwind Cove AP Locations

💨 Number of procedural chests in Whisperwind Cove (40 floors) that become AP locations. After you open this many chests here, additional chests work like vanilla chests. 0 = none, and this dungeon's static boss-chamber chest is also dropped. Forced to 0 by Exclude Bonus Dungeons.
This is a range option.

Accepted values:
Normal range: 0 - 64
0
25
0
0
0
0
0
Party

Starting Job — Member 1

Job for party member 1 (top of the menu). random_job picks a random job for the party member, adhering to Party Diversity (below) if enabled.
25
0
0
0
0
0
0
0
0

Starting Job — Member 2

Job for party member 2. random_job picks a random job for the party member, adhering to Party Diversity (below) if enabled.
25
0
0
0
0
0
0
0
0

Starting Job — Member 3

Job for party member 3. random_job picks a random job for the party member, adhering to Party Diversity (below) if enabled.
25
0
0
0
0
0
0
0
0

Starting Job — Member 4

Job for party member 4 (bottom of the menu). random_job picks a random job for the party member, adhering to Party Diversity (below) if enabled.
25
0
0
0
0
0
0
0
0

Party Diversity

☯️ When on, random jobs avoid stacking the same job: never 3 or more of one job; never two separate pairs. So it will not roll 2 White Mages + 2 Warriors, or 3 Thieves. Jobs you picked yourself aren't changed.
0
25
0

White And Black Magics

☯️ When on, random jobs avoid stacking all one magic color. There will be at least one white magic user and at least one black magic user. White: White Mage, Warrior, Monk (only if dabble in magic is on) Black: Black Mage, Thief Both: Red Mage Jobs you picked yourself aren't changed.
0
25
0
Quality of Life

Auto Dash

🏃 Start with the Config "Dash" setting on, so the party auto runs without you holding the dash button. Super Dash is always available in every seed: with Config "Dash" on, hold the Dash button to move at double speed anywhere. Towns, dungeons, the overworld, the ship, the canoe and the airship. Off = Config "Dash" starts off, and you can turn it on any time from the in game Config menu to get both auto dash and Super Dash.
0
25
0

Message Speed

💬 Starting value for the Config "Message Speed" setting. This only sets the default at new game.
0
0
25
0
0

Cursor

🖐️ Starting value for the Config "Cursor" setting. default -- menu cursors start at the top every time you open a menu. memory -- menus remember where the cursor was and put it back. This only sets the default at new game. Change Cursor in the Config menu whenever you like.
0
25
0

Spell Chance Colors

🎨 Color the battle "miss!!" text by the odds the spell actually had of landing on that target, so a near-miss looks different from a cast that never had a chance. white -- 0% chance; the target was immune. yellow -- 1% to 15%; small chance, but possible. red -- over 15%; it had a real chance of working. This even covers spells sent at your party! It will show you how close Quake was to killing your whole party.
0
25
0

Naked Monks

🥋 A Monk's defense actually goes up with their starting Clothes removed, so with this on, starting Monks auto-sell their Clothes and Staff. Nothing stops you re-arming a Monk later.
0
25
0
Bonus Abilities

Monk & Thief Dabble in Magic

✨ Monk and Thief can learn a little magic. They each learn only 1 spell per spell level, and they gain max MP very slowly. The Thief can learn spells like Sleep and Confuse; the Monk can learn spells like Protect and NulBlaze. (With Shuffle Magic Shops on, those will be other random spells instead.) This changes these classes from having zero options in battle (always attack) to having 1 or 2 things they can do per long rest.
0
25
0

Thieves Steal

🎁 Thieves (and Ninja) scavenge after battle. If a thief spots an item to take, there is a sound effect and an extra sprite shows up briefly next to your thief. The chance is based on Agility, and Luck gives an extra chance to find lower-tier loot. More thieves means more chances at extra loot.
0
25
0

Thief Extra Crit

🗡️ Thieves (and Ninja) get an extra chance to land a critical hit, based on their Agility. When your thief scores an extra crit from this, there's an extra sound effect.
0
25
0

Job Scroll Boosts

📜 Adds Job Scrolls to the item pool, one for each job in your party. Each grants a permanent boost to the matching party member. - 🩸⚔️ Blood Knight Scroll: gain lifesteal and armor penetration with physical attacks. - 🥷🎁 Stealth Ninja Scroll: much better steals (needs Thieves Steal on; without it, this half of the scroll does nothing). Damaging floors also deal less damage. With more Stealth Thieves or Ninja, damaging floors actually heal you and restore mana each step. - 🥋💪 Grand Master Scroll: as they take damage, they gain attack and max HP, and heal. - 🎩🩸 Crimson Wizard Scroll: restore mana based on damage taken, and heal based on mana spent. - 🪄☀️ White Cleric Scroll: Dia spells hurt all bosses. Also, casting a Dia-family spell heals the caster and grants temporary INT. - ☠️🔮 Necrocaster Scroll: instant-kill spells are far more reliable (Death/Quake/Scourge/Warp/Kill hit more often), and spells deal damage instead of nothing when they miss. Kill deals a little more damage than Flare.
0
25
0
Shops

Shop Item Pool

❔💰 Which weapons, armor and items get shuffled into shops. Each level is a strict superset of the one below: unshuffled (0) -- shops keep their vanilla inventories (no shuffle). mundane (1) -- shuffle, but only ordinary stock: what vanilla town shops sell (Nunchaku, Rapier, Potion, Knight's Armor) plus plain treasure gear (Flame Sword, Ice Brand, Diamond Armor, etc.). No exotic gear. exotic (2) -- also exotic weapons, armor and items (Duel Rapier, Genji gear, Curtains, Emergency Exit, etc.), but not activatable weapons and priceless gear (like Black Robe). activatable (3) -- also exotic weapons that cast a free spell when used (Wizard's Staff, Thor's Hammer, Healing Staff, etc.) plus fangs (White/Red/Blue/Vampire Fang, Cockatrice Claw). This equipment costs an extra x1.5. all (4) -- also priceless gear and consumables (Ultima, Barbarian Sword, Excalibur, Stat Pills, Apples, etc.). Priceless items cost an extra x2. (Magic shops are covered by Shuffle Magic Shops instead.)
0
0
25
0
0
0

Max Extra Items Per Shop

🏪 Max number of EXTRA normal items added to each shop, on top of the stock it would carry anyway.
This is a range option.

Accepted values:
Normal range: 0 - 6
0
25
0
0
0
0
0

AP Offers Per Shop

🛒 Max number of Archipelago items for sale in each shop.
This is a range option.

Accepted values:
Normal range: 0 - 6
0
25
0
0
0
0
0

Max Hints Per Gear Shop

🔮 Max number of HINTS for sale in each shop. Sold at Weapon and Armor shops, purchased hints reveal the ap item at a location or a set of locations within your world.
This is a range option.

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

Randomize Prices

Randomize gil prices (items, weapons, armor, spells).
0
25
0

Item Price Range — Low (%)

🪙🧤 Low bound (percent of vanilla) for randomized item, weapon and armor prices. So 25 here means an item can randomly cost as little as a quarter of its vanilla price (never below 5 gil). Needs Randomize Prices on.
This is a range option.

Accepted values:
Normal range: 1 - 1000
0
25
0
0
0
0
0

Item Price Range — High (%)

🪙🧤 High bound (percent of vanilla) for randomized item, weapon and armor prices. So 200 here means an item can randomly cost as much as 2 times its vanilla price. Needs Randomize Prices on.
This is a range option.

Accepted values:
Normal range: 1 - 10000
0
25
0
0
0
0
0
Magic

Slot Magic

🪄 Replace the MP pool with NES/Pixel-Remaster-style spell slots. Each spell level has its own pool of charges. This setting is not balanced around Shuffle Magic Shops. Flare could land as a level 1 spell with this vancian system.
25
0
0

Spells Hit Low HP Enemies

🎯 Your spells that can miss hit more on low health enemies. Soften up enemies to more reliably land spells like Break or Sleep.
0
25
0

Spell Tomes

📙 Adds Spell Tomes to the item pool. A tome is a consumable item that can be consumed to teach its spell to a party member that can learn it. Shops still sell spells normally.
0
25
0

Shuffle Magic Shops

🔮 Shuffle which spells each magic shop sells. Gil and MP costs are still based on vanilla prices. Each class learns the same number of spells from each shop as vanilla, so the White Mage learns all 4 spells in Cornelia's white shop, the Red Mage learns 2 of them, and later the Red Wizard learns those 2 plus 1 more.
0
25
0

Spell Gil Price Range — Low (%)

🪙🔮 Low bound (percent of vanilla) for randomized spell gil prices. So 25 here means a spell can randomly cost as little as a quarter of its vanilla gil price. Independent from item prices. Needs Randomize Prices on.
This is a range option.

Accepted values:
Normal range: 1 - 1000
0
25
0
0
0
0
0

Spell Gil Price Range — High (%)

🪙🔮 High bound (percent of vanilla) for randomized spell gil prices. So 200 here means a spell can randomly cost as much as 2 times its vanilla gil price. Independent from item prices. Needs Randomize Prices on.
This is a range option.

Accepted values:
Normal range: 1 - 10000
0
25
0
0
0
0
0

Randomize Spell Mana Costs

🪄 Randomize each spell's MP cost.
0
25
0

Costly Best Spells

🪄 Best spells cost more mana. With Randomize Spell Mana Costs on, these roll their MP cost over the upper half of the mana-cost range instead of the whole range, so a lucky roll can't make them dirt cheap. For Slot Magic, these are instead more likely to cost higher-level spell slots. 'Cure', 'Dia', 'Protect', 'Blink', 'Blindna', 'Silence', 'NulShock', 'Invis', 'Cura', 'Diara', 'NulBlaze', 'Heal', 'Poisona', 'Fear', 'NulFrost', 'Vox', 'Curaga', 'Life', 'Diaga', 'Healara', 'Stona', 'Exit', 'Protera', 'Invisira', 'Curaja', 'Diaja', 'NulDeath', 'Healaga', 'Full-Life', 'Holy', 'NulAll', 'Dispel', 'Fire', 'Sleep', 'Focus', 'Thunder', 'Blizzard', 'Dark', 'Temper', 'Slow', 'Fira', 'Hold', 'Thundara', 'Focara', 'Sleepra', 'Haste', 'Confuse', 'Blizzara', 'Firaga', 'Scourge', 'Teleport', 'Slowra', 'Thundaga', 'Death', 'Quake', 'Stun', 'Blizzaga', 'Break', 'Saber', 'Blind', 'Flare', 'Stop', 'Warp', 'Kill'

Spell Mana Cost Range — Low (%)

🪄 Low bound (percent of vanilla) for randomized spell MP costs. So 50 here means a spell can randomly cost as little as half its vanilla MP cost. Needs Randomize Spell Mana Costs on.
This is a range option.

Accepted values:
Normal range: 1 - 1000
0
25
0
0
0
0
0

Spell Mana Cost Range — High (%)

🪄 High bound (percent of vanilla) for randomized spell MP costs. So 250 here means a spell can randomly cost as much as 2.5 times its vanilla MP cost (capped at 99 MP). Needs Randomize Spell Mana Costs on.
This is a range option.

Accepted values:
Normal range: 1 - 1000
0
25
0
0
0
0
0
Loot

Blood Magic (activatable equipment HP cost)

🩸 Activating equipment (spell-on-use gear like Thor's Hammer, Judgment Staff, Healing Staff, Black Robe) costs the user 10% of their max HP. Activatable gear stops being a free infinite spell. (Equipment Runes Required gates whether you can activate at all. This governs what it costs once you can.)
25
0
0

Equipment Runes Required

🗝️ Set this above 0 to lock equipment activation (Healing Helm, Thor's Hammer, White/Black Robe, etc.) behind Equipment Runes. Collect this many to earn the Equipment Rune Key, which unlocks activation for good. 0 = off, so equipment activates normally. Related: Blood Magic sets what activating costs. Shop Item Pool's "activatable" level decides whether shops stock this gear.
This is a range option.

Accepted values:
Normal range: 0 - 50
25
0
0
0
0
0

Equipment Runes Percentage

🗝️ How many Equipment Rune pieces exist in the whole multiworld, as a percent of Equipment Runes Required (Equipment Runes Extra is then added on top). 100 = exactly Required, 150 = 50% extra runes. Extra runes found above Required don't do anything.
This is a range option.

Accepted values:
Normal range: 100 - 1000
0
25
0
0
0
0
0

Equipment Runes Extra

🗝️ How many extra Equipment Rune pieces exist on top of Equipment Runes Percentage (a flat count, not a percent).
This is a range option.

Accepted values:
Normal range: 0 - 49
25
0
0
0
0
0

Exotic Loot Amount

💍 How much exotic or high-end equipment (Genji set, Sun Blade, Thor's Hammer, Elven Cloak, Black Robe, etc.) to shuffle into the multiworld, on a scale from 0 (none) to 10 (the entire exotic pool). Mundane loot (Flame Sword, Diamond Armor, Aegis Shield, etc.) fills in the loot pool gaps.
This is a range option.

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

Priceless Loot Amount

💎 How much priceless equipment (Ultima, Excalibur, Masamune, Rune Axe, Judgment Staff, Ragnarok, Ribbon, etc.) to shuffle into the multiworld, on a scale from 0 (none) to 10 (the entire priceless pool). By default, there are restrictions on who can equip priceless gear (see Only Advanced Jobs Equip Priceless Gear).
This is a range option.

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

Only Advanced Jobs Equip Priceless Gear

🛡️ Lock priceless gear (the same gear Priceless Loot Amount and Shop Item Pool call priceless) so only promoted jobs can equip it. A Warrior cannot wield the Barbarian Sword until they class-change into a Knight, and nobody wears a Ribbon pre-promotion. Off: Priceless gear keeps whatever equip permissions it would otherwise have in vanilla (Ribbon = anyone, Barbarian Sword = Warrior, Knight, Red Mage, Red Wizard).
0
25
0

Shuffle Who Equips What

🧤 Randomize which jobs can equip which weapons and armor. This keeps the overall distribution intact: Ninja can still equip nearly everything, Monk still almost nothing.
25
0
0

Auto-Sell Unusable Items

💰 When you get equipment that NOBODY in your party can ever equip you are paid its shop sell value. Never sold: consumables, anything you bought in a store, your starting inventory, and activatable gear.
0
25
0

Starting Gil

💰 Gil the party starts a new game with. 500 = vanilla.
This is a range option.

Accepted values:
Normal range: 0 - 99999
0
25
0
0
0
0
0
Enemies

Regional Ocean Encounters

🌊 The sea has regions. The world's four ocean quadrants get their own encounter pools. The starting sea around Cornelia is left vanilla. Sail into the open ocean and the monsters get harder to match where you are. Pairs well with Northern Docks.
0
25
0

Northern River Encounters

🛶 Northern rivers get their own encounter pool. With this on, the rivers of the northern continent draw from a separate, harder, themed pool of monsters.
25
0
0

Dangerous Forests

🌳 Watch out for forest tiles! Random encounters in forests are significantly harder than the surrounding overworld encounters. These encounters are carefully hand-picked per overworld zone.
25
0
0

Harder Overworld Encounters

👹 Overworld zones throw a harder, hand-picked pool of monsters at you.
25
0
0

Harder Dungeon Encounters

🐲 Dungeons are much tougher, on a deliberately rising curve. Most roll from the next dungeon's difficulty tier; several use hand-picked pools instead.
25
0
0

Boss Minions

👥 Bosses bring friends. off -- vanilla; bosses fight alone. light -- +1 minor minion. difficult -- +3 minor minions. absurd -- +3 minor minions and 1 elite minion.
0
25
0
0
0

Encounters on Chaos' Floor

👑 Random encounters on Chaos' floor. In the vanilla game, there are no encounters on the last floor of the Chaos Shrine, just before Chaos. Turn this off to leave that floor quiet.
0
25
0
Death Link

death_link

💀 When you die, everyone who enabled death link dies. Of course, the reverse is true too. For FF1 PSP, "dying" means a total party wipe (every party member KO'd). Receiving a death kills Death Link Severity of your living party members (see that option).
25
0
0

Death Link Severity

💀 How many party members are killed when a death link is received.
This is a range option.

Accepted values:
Normal range: 1 - 4
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"

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.