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Lufia II Ancient Cave

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

Blue chest chance

The chance of a chest being a blue chest. It is given in units of 1/256, i.e., a value of 25 corresponds to 25/256 ~ 9.77%. If you increase the blue chest chance, then the red chest chance is decreased in return. Supported values: 5 – 75 Default value: 25 (five times as much as in an unmodified game)
This is a range option.

Accepted values:
Normal range: 5 - 75
0
25
0
0
0
0
0

Blue chest count

The number of blue chest items that will be in your item pool. The number of blue chests in your world that count as multiworld location checks will be equal this amount plus one more for each party member or capsule monster if you have shuffle_party_members/shuffle_capsule_monsters enabled. (You will still encounter blue chests in your world after all the multiworld location checks have been exhausted, but these chests will then generate items for yourself only.) Supported values: 10 – 100 Default value: 25
This is a range option.

Accepted values:
Normal range: 10 - 100
0
25
0
0
0
0
0

Boss

Which boss to fight on the final floor. Supported values: lizard_man, big_catfish, regal_goblin, follower_x2, camu, tarantula, pierre, daniele, gades_a, mummy_x4, troll_x3, gades_b, idura_a, lion_x2, idura_b, idura_c, rogue_flower, soldier_x4, gargoyle_x4, venge_ghost, white_dragon_x3, fire_dragon, ghost_ship, tank, gades_c, amon, erim, daos, egg_dragon, master random-low — select a random regular boss, from lizard_man to troll_x3 random-middle — select a random regular boss, from idura_a to gargoyle_x4 random-high — select a random regular boss, from venge_ghost to tank random-sinistral — select a random Sinistral boss Default value: master (same as in an unmodified game)
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
25
0
0
0
0
0

Capsule cravings JP style

Make capsule monster cravings behave as in the Japanese version. In the US version, the data that determines which items a capsule monster can request is a mess. It allows only for a very limited selection of items to be requested, and the quality of the selected item is almost always either too low or too high (compared to the capsule monsters current quality preference). This means that, if fed, the requested item will either be rejected by the capsule monster or lead to an unreasonable increase of the quality preference, making further feeding more difficult. This setting provides a fix for the bug described above. If enabled, the capsule monster feeding behavior will be changed to behave analogous to the JP (and EU) version. This means that requests become more varied, while the requested item will be guaranteed to be of the same quality as the capsule monsters current preference. Thus, it can no longer happen that the capsule monster dislikes eating the very item it just requested. Supported values: false, true Default value: false (same as in an unmodified game)
25
0
0

Capsule monster starting form

The starting form of your capsule monsters. Supported values: 1 – 4, m Default value: 1 (same as in an unmodified game)
This is a range option.

Accepted values:
Normal range: 1 - 5

The following values have special meanings, and may fall outside the normal range.
  • 1: Default
  • 5: M
25
0
0
0
0
0

Capsule monster starting level

The starting level of your capsule monsters. Can be set to the special value party_starting_level to make it the same value as the party_starting_level option. Supported values: 1 – 99, party_starting_level Default value: 1 (same as in an unmodified game)
This is a range option.

Accepted values:
Normal range: 1 - 99

The following values have special meanings, and may fall outside the normal range.
  • 1: Default
  • 0: Party Starting Level
25
0
0
0
0
0

Crowded floor chance

The chance of a floor being a crowded floor. It is given in units of 1/256, i.e., a value of 16 corresponds to 16/256 = 6.25%. A crowded floor is a floor where most of the chests are grouped in one room together with many enemies. Supported values: 0 – 255 Default value: 16 (same as in an unmodified game)
This is a range option.

Accepted values:
Normal range: 0 - 255
0
25
0
0
0
0
0

Custom item pool

Customize your multiworld item pool. Using this option you can place any cave item in your multiworld item pool. (By default, the pool is filled with blue chest items.) Here you can add any valid item from the Lufia II Ancient Cave section of the datapackage (see https://archipelago.gg/datapackage). The value of this option has to be a mapping of item name to count, e.g., to add two Deadly rods and one Dekar Blade: {Deadly rod: 2, Dekar blade: 1} The maximum total amount of custom items you can place is limited by the chosen blue_chest_count; any remaining, non-customized space in the pool will be occupied by random blue chest items.

Death Link

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

Default capsule monster

Preselect the active capsule monster. (Only has an effect if shuffle_capsule_monsters is set to false.) Supported values: jelze, flash, gusto, zeppy, darbi, sully, blaze Default value: jelze
25
0
0
0
0
0
0
0

Default party lineup

Preselect the party lineup. (Only has an effect if shuffle_party_members is set to false.) Supported values: Can be set to any valid combination of up to 4 party member initials, e.g.: M — Maxim DGMA — Dekar, Guy, Maxim, and Arty MSTL — Maxim, Selan, Tia, and Lexis random-2p — a random 2-person party random-3p — a random 3-person party random-4p — a random 4-person party Default value: M
Custom values are also allowed for this option. To create one, enter it into the input box below.
0
0
0
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

Enemy floor numbers

Change which enemy types are encountered at which floor numbers. Supported values: vanilla Ninja, e.g., is allowed to appear on the 3 floors B44-B46 shuffle — The existing enemy types are redistributed among nearby floors. Shifts by up to 6 floors are possible. Ninja, e.g., will be allowed to appear on exactly 3 consecutive floors somewhere from B38-B40 to B50-B52 randomize — For each floor, new enemy types are chosen randomly from the set usually possible on floors [-6, +6]. Ninja, e.g., is among the various possible selections for any enemy slot affecting the floors from B38 to B52 Default value: vanilla (same as in an unmodified game)
25
0
0
0

Enemy movement patterns

Change the movement patterns of enemies. Supported values: vanilla shuffle_by_pattern — The existing movement patterns are redistributed among each other. Sprites that usually share a movement pattern will still share movement patterns after shuffling randomize_by_pattern — For each movement pattern, a new one is chosen randomly from the set of existing patterns. Sprites that usually share a movement pattern will still share movement patterns after randomizing shuffle_by_sprite — The existing movement patterns of sprites are redistributed among the enemy sprites. Sprites that usually share a movement pattern can end up with different movement patterns after shuffling randomize_by_sprite — For each sprite, a new movement is chosen randomly from the set of existing patterns. Sprites that usually share a movement pattern can end up with different movement patterns after randomizing singularity — All enemy sprites use the same, randomly selected movement pattern Alternatively, you can directly specify an enemy name such as "Red Jelly" as the value of this option. In that case, the movement pattern usually associated with this sprite will be used by all enemy sprites Default value: vanilla (same as in an unmodified game)
Custom values are also allowed for this option. To create one, enter it into the input box below.
25
0
0
0
0
0
0

Enemy sprites

Change the appearance of enemies. Supported values: vanilla shuffle — The existing sprites are redistributed among the enemy types. This means that, after shuffling, exactly 1 enemy type will be dressing up as the "Red Jelly" sprite randomize — For each enemy type, a new sprite is chosen randomly from the set of existing sprites. This means that, after randomizing, any number of enemy types could end up using the "Red Jelly" sprite singularity — All enemies use the same, randomly selected sprite Alternatively, you can directly specify an enemy name such as "Red Jelly" as the value of this option. In this case, the sprite usually associated with that enemy will be used by all enemies Default value: vanilla (same as in an unmodified game)
Custom values are also allowed for this option. To create one, enter it into the input box below.
25
0
0
0
0

EXP modifier

Percentage modifier for EXP gained from enemies. Supported values: 100 – 500 Default value: 100 (same as in an unmodified game)
This is a range option.

Accepted values:
Normal range: 100 - 500
25
0
0
0
0
0

Final floor

The final floor, where the boss resides. Supported values: 2 – 99 Default value: 99 (same as in an unmodified game)
This is a range option.

Accepted values:
Normal range: 2 - 99
0
25
0
0
0
0

Increase gear variety after B9

Fixes a bug that prevents various gear from appearing after B9. Due to an overflow bug in the game, the distribution of red chest gear is impaired after B9. Starting with B10, the number of items available from red chests is severely limited, meaning that red chests will no longer contain any shields, headgear, rings, or jewels (and the selection of body armor is reduced as well). This setting provides a fix for the bug described above. If enabled, red chests beyond B9 will continue to produce shields, headgear, rings, and jewels as intended, while the odds of finding body armor in red chests are decreased as a result. The distributions of red chest weapons, spells, and consumables as well as blue chests are unaffected. Supported values: false, true Default value: false (same as in an unmodified game)
25
0
0

Goal

The objective you have to fulfill in order to complete the game. Supported values: boss — defeat the boss on the final floor iris_treasure_hunt — gather the required number of Iris treasures and leave the cave boss_iris_treasure_hunt — complete both the "boss" and the "iris_treasure_hunt" objective (in any order) final_floor — merely reach the final floor Default value: boss
25
0
0
0
0

Gold modifier

Percentage modifier for gold gained from enemies. Supported values: 25 – 400 Default value: 100 (same as in an unmodified game)
This is a range option.

Accepted values:
Normal range: 25 - 400
0
25
0
0
0
0
0

Healing tile floor chance

The chance of a floor having a healing tile hidden under a bush. It is given in units of 1/256, i.e., a value of 16 corresponds to 16/256 = 6.25%. Supported values: 0 – 255 Default value: 16 (same as in an unmodified game)
This is a range option.

Accepted values:
Normal range: 0 - 255
0
25
0
0
0
0
0

Inactive character EXP gain

The rate at which characters not currently in the active party gain EXP. Supported values: disabled, half, full Default value: disabled (same as in an unmodified game)
25
0
0
0

Initial floor

The initial floor, where you begin your journey. (If this value isn't smaller than the value of final_floor, it will automatically be set to final_floor - 1) Supported values: 1 – 98 Default value: 1 (same as in an unmodified game)
This is a range option.

Accepted values:
Normal range: 1 - 98
25
0
0
0
0
0

Iris treasure floor chance

The chance of a floor being able to generate an Iris treasure. It is given in units of 1/256, i.e., a value of 5 corresponds to 5/256 ~ 1.95%. The true chance of a floor holding an Iris treasure you need is usually lower than the chance specified here, e.g., if you have already found 8 of 9 Iris items then the chance of generating the last one is only 1/9 of this value. Supported values: 5 – 255 Default value: 5 (same as in an unmodified game)
This is a range option.

Accepted values:
Normal range: 5 - 255
25
0
0
0
0
0

Iris treasures required

The number of Iris treasures required to complete the goal. This setting only has an effect if the "iris_treasure_hunt" or "boss_iris_treasure_hunt" goal is active. Supported values: 1 – 9 Default value: 9
This is a range option.

Accepted values:
Normal range: 1 - 9
0
25
0
0
0
0

Master HP

The number of hit points of the Master (Only has an effect if boss is set to master.) Supported values: 1 – 9980 Default value: 9980 (same as in an unmodified game)
This is a range option.

Accepted values:
Normal range: 1 - 9980
0
25
0
0
0
0

Party starting level

The starting level of your party members. Supported values: 1 – 99 Default value: 1 (same as in an unmodified game)
This is a range option.

Accepted values:
Normal range: 1 - 99
25
0
0
0
0
0

Run speed

Modifies the game to allow you to move faster than normal when pressing the Y button. Supported values: disabled, double, triple, quadruple Default value: disabled (same as in an unmodified game)
25
0
0
0
0

Shop interval

Place shops after a certain number of floors. E.g., if you set this to 5, then you will be given the opportunity to shop after completing B5, B10, B15, etc., whereas if you set it to 1, then there will be a shop after every single completed floor. Shops will offer a random selection of wares; on deeper floors, more expensive items might appear. You can customize the stock that can appear in shops using the shop_inventory option. You can control how much gold you will be obtaining from enemies using the gold_multiplier option. Supported values: disabled, 1 – 10 Default value: disabled (same as in an unmodified game)
This is a range option.

Accepted values:
Normal range: 1 - 10

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
0
0
0
0
0
0

Shop inventory

Determine the item types that can appear in shops. The value of this option should be a mapping of item categories (or individual items) to weights (non-negative integers), which are used as relative probabilities when it comes to including these things in shops. (The actual contents of the generated shops are selected randomly and are subject to additional constraints such as more expensive things being allowed only on later floors.) Supported keys: non_restorative — a selection of mostly non-restorative red chest consumables restorative — all HP- or MP-restoring red chest consumables blue_chest — all blue chest items spell — all red chest spells gear — all red chest armors, shields, headgear, rings, and rocks (this respects the gear_variety_after_b9 option, meaning that you will not encounter any shields, headgear, rings, or rocks in shops from B10 onward unless you also enabled that option) weapon — all red chest weapons Additionally, you can also add extra weights for any specific cave item. If you want your shops to have a higher than normal chance of selling a Dekar blade, you can, e.g., add "Dekar blade: 5". You can even forego the predefined categories entirely and design a custom shop pool from scratch by providing separate weights for each item you want to include. (Spells, however, cannot be weighted individually and are only available as part of the "spell" category.) Default value: {spell: 30, gear: 45, weapon: 82}
This option is not supported. Please edit your .yaml file manually.

Shuffle capsule monsters

Shuffle the capsule monsters into the multiworld. Supported values: false — all 7 capsule monsters are available in the menu and can be selected right away true — you start without capsule monster; 7 new "items" are added to your pool and shuffled into the multiworld; when one of these items is found, the corresponding capsule monster is unlocked for you to use Default value: false (same as in an unmodified game)
25
0
0

Shuffle party members

Shuffle the party members into the multiworld. Supported values: false — all 6 optional party members are present in the cafe and can be recruited right away true — only Maxim is available from the start; 6 new "items" are added to your pool and shuffled into the multiworld; when one of these items is found, the corresponding party member is unlocked for you to use. While cave diving, you can add or remove unlocked party members by using the character items from the inventory Default value: false (same as in an unmodified game)
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 these items.

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 is not supported. Please edit your .yaml file manually.