Experience Multiplier (-xpm)
Multiplies experience received from each enemy at the end of battle by the given multiplier. This multiplier is applied after enemy scaling. The maximum experience a single enemy can award is 65535, but the overall total experience received after battle can exceed that limit.
Magic Points Multiplier (-mpm)
Multiplies magic points received at the end of battle by the given multiplier. The maximum possible after battle is 255.
Gold Multiplier (-gpm)
Multiplies GP received from each enemy at the end of battle by the given multiplier. This multiplier is applied after enemy scaling. The maximum GP a single enemy can award is 65535, but the overall total GP received after battle can exceed that limit.
No Exp Party Divide (-nxppd)
If enabled, the total experience received after battle will not be divided by the number of surviving party members.
Enemy scaling affects an enemy's level, HP, MP, experience (EXP), and GP. The level is first calculated based on one of the selected options below and then HP/MP/GP/experience values are calculated as:
floor(original_value / original_level) * scaled_level
To prevent unintentional zero values, if original_level > original_value then the original_value is not scaled.
After scaling, an enemy's level is distorted by between -1 and 2 but will never be lower than 3. This means that if a player calculates what level an enemy will be scaled to, level-based abilities and spells have a 1/4 chance of success. A player can still cast “Scan” to see the true level of an enemy.
“Level scaling” is primarily used in calculations for enemy physical/magic damage and is not directly related to enemy HP/MP.
“HP/MP scaling” is used for determining enemy HP and MP values.
“Exp/GP scaling” is used to determine how much EXP and GP is awarded after an enemy is defeated.
Enemies are not scaled and no level distortion is applied.
Party Average Level (-lsa, -hma, -xga)
Enemy level, HP/MP, EXP/GP is scaled to the average level of the active party.
Party Highest Level (-lsh, -hmh, -xgh)
Enemy level, HP/MP, EXP/GP is scaled to the highest level in the active party.
Characters + Espers (-lsce, -hmce, -xgce)
Enemies gain given levels, HP/MP, EXP/GP for each character/esper found. For example, if the player has currently found 5 characters and 12 espers and defeated 6 dragons then the enemy level will be scaled to (5 + 12) * n, where n is the scaling factor.
Characters + Espers + Dragons (-lsced, -hmced, -xgced)
Enemies gain given levels, HP/MP, EXP/GP for each character/esper found and dragon defeated. For example, if the player has currently found 5 characters and 12 espers and defeated 6 dragons then the enemy level will be scaled to (5 + 12 + 6) * n, where n is the scaling factor.
Checks (-lsc, -hmc, -xgc)
Enemies gain given levels, HP/MP, EXP/GP for each completed check (acquiring 1 reward slot item in the Auction House counts as completing a check, so you can complete 2 checks total at the Auction House). For example, if the player has currently completed 5 checks, then the enemy level will be scaled to 5 * n, where n is the scaling factor.
Game Time (-lst, -hst, -xgt)
Enemies gain given levels, HP/MP, EXP/GP as the number of in-game minutes increases. For example, with Game Time / n levels selected, if the time displayed in the party menu is 1:05 then the enemy level will be scaled to (1 * 60 + 5) / n. Note that due to the minimum enemy level of 3, enemies will not begin to increase in level until 4 * n minutes have elapsed.
Enemy abilities which inflict damage are scaled based on an enemy's level after scaling.
For more details: Enemy Ability Scaling
Enemy abilities are not scaled.
Scale Element (-ase)
Enemy abilities will be scaled but retain their original element. For example, Fire 2 may be replaced by Fire or Fire 3 but not Ice.
Scale Random (-asr)
Enemy abilities will be scaled to any ability within the enemy's current level tier.
Ability Scaling Factor
The Ability Scaling Factor slider determines the level breakpoints for enemy ability base tiers when using Scale Element or Random. Base level tiers will increase every n + 3 Scaling Factor levels, up to a maximum of level (n + 3) * 8. For example, when the Ability Scaling Factor is set to 2, base level tiers will increase every 2 + 3 = 5 levels reaching max base tier of 8 at level (2 + 3) * 8 = 40.
Note that other tier modifications can further adjust what tier an enemy ability is selected from.
Max Scale Level (-msl 3-99)
The maximum level an enemy can be scaled to by the enemy scaling option. The given value is applied before level distortion. Note that Objective Results that add extra levels to enemies can raise their levels above this max limit.
Scale Final Battles (-sfb)
Applies to Face, Short Arm, Long Arm, Hit, Tiger, Tools, Magic, Girl, Sleep, and Final Kefka. If enabled, the listed enemies will not be affected by the enemy scaling and enemy abilities options and their level/HP/MP/GP/experience/abilities will be unmodified. Extra enemy levels are still applied to the enemies listed.
Scale Eight Dragons (-sed)
Applies to Ice, Storm, Dirt, Gold, Skull, Blue, Red, and White dragons. If enabled, the listed enemies will not be affected by the enemy scaling and enemy abilities options and their level/HP/MP/GP/experience/abilities will be unmodified. Extra enemy levels are still applied to the enemies listed.
Boss locations are not modified.
The locations of bosses will be shuffled. Each boss will appear in only one boss location.
The boss at each location will be randomly chosen using a uniform distribution. Bosses may appear in multiple locations or none. This flag will also randomize the 8 Dragons in their respective locations, allowing for duplicate dragons to appear.
Note that Final Kefka Objective Conditions may impose limits on boss/dragon randomization. For example, if “Defeat Whelk” is a Condition for Final Kefka, Whelk will be forced into the Boss pool. This applies to ALL Objectives with Final Kefka as a Result, even though only 1 particular Final Kefka Objective needs to be completed to finish the game.
Mix Bosses & Dragons (-bmbd)
If enabled, dragons and bosses will be shuffled/randomized together. Dragons may appear in boss locations (except Statues/Guardian) but will never appear in random/fixed encounters. Additionally, Kefka Tower dragon requirements will count dragon battles and not their original locations. If disabled, dragons will only appear in their original locations. Regardless of this setting, exactly eight dragons are guaranteed in every seed.
Shuffle/Random Phunbaba3 (-srp3)
At the end of battle, Phunbaba3 will use the BabaBreath ability on one or two party members. BabaBreath removes the targeted character from the current party until they are added back in through a party select menu. If enabled, the location of Phunbaba3 may change depending on the selected Boss Battles option. Otherwise, Phunbaba3 will only appear as the first boss in Mobliz WOR.
Note that due to a bug, Phunbaba3 will never appear at the end of the mine cart ride in Magitek Facility. Instead, if randomly selected to appear there he will be replaced by Phunbaba4.
Normalize & Distort Stats (-bnds)
If enabled, low boss stats will typically be randomly increased and high stats will be randomly selected using a uniform distribution within 25% of the original value.
For more details: Boss Normalize Distort
Boss Experience (-be)
If enabled, boss fights will reward experience with the exceptions of Chupon/Ultros and Phunbaba3 which end with Sneeze and BabaBreath respectively.
For more details: Boss Experience Table
No Undead (-bnu)
Applies to GhostTrain, Hidon, Hidonite, and SrBehemoth. If enabled, bosses will no longer be undead.
Random encounters can be avoided by equipping the Moogle Charm relic on an active party member.
Note: The location of Zone Eater is never modified.
Original random encounters are in their original locations.
Original random encounters are assigned to random locations using a uniform distribution.
Randomly selected encounters are assigned to random locations using a uniform distribution. Given percent of randomly selected encounters are replaced by a random boss encounter using a uniform distribution.
Fixed encounters occur at specific locations/events and cannot be avoided using Moogle Charms. These include: Lete River, Imperial Camp, Doma siege soldiers, Phantom Train ghosts, Serpent Trench, Kefka At Narshe soldiers, Opera House rats, Vector soldiers, Mine Cart, Imperial Base soldiers, Sealed Cave ninja, Burning House flames, IAF, Floating Continent escape, Owzer Mansion paintings/chests.
Original fixed encounters are in their original fixed locations.
Randomly selected fixed encounters are assigned to random fixed locations using a uniform distribution. Given percent of randomly selected fixed encounters are replaced by a random boss encounter using a uniform distribution.
Escapable options apply to random and fixed encounters but not bosses.
Escapable encounters are unmodified.
Given percent of encounters are randomly chosen to be escapable using a uniform distribution and those not chosen are set to be inescapable.
Doom Gaze No Escape (-dgne)
If enabled, Doom Gaze does not escape and cannot be escaped from. Otherwise, Doom Gaze can escape and be escaped from and will be excluded from any shuffling/randomization options (i.e. will only appear in the WOR skies).
Wrexsoul No Zinger (-wnz)
If enabled, Wrexsoul does not use Zinger to possess a character until they expire. Otherwise, Wrexsoul will begin the battle with Zinger and possibly use it throughout the fight.
MagiMaster No Ultima (-mmnu)
If enabled, MagiMaster does not cast Ultima before death. Otherwise, MagiMaster will attempt to cast Ultima once defeated. Note that this Ultima cast will be affected by Ability Scaling, if that flag is on.
Chadarnook More Demon (-cmd)
If enabled, Chadarnook demon form appears for longer and does not immediately switch back to painting form. Otherwise, Chadarnook's conditions for reverting to painting form are not modified.
Specifically, Chadarnook originally switches back to painting form after ~40 seconds have passed or being attacked 5 times. However, after switching forms the other condition is not reset. For example, if 39 seconds pass and the player attacks 5 times then the next time Chadarnook appears in demon form it may immediately switch back to painting form after only 1 second. Enabling this flag resets both conditions when changing forms and also increases the timer threshold to ~48 seconds and the attack threshold to 6.