There are several randomization levels to customize the contents of the treasure chests throughout the world. (Note that “treasure chests” also refers to treasures in pots, bookshelves, etc.)
Note that all randomization levels treat trapped chests (ie. those containing monsters) differently from untrapped chests. Except where otherwise noted, the discussion below generally refers to untrapped chests.
Additionally, the chests containing the Rat Tail and Ribbons in vanilla FF4 are handled by the key item randomizer logic, and are not affected by the behaviors detailed here.
Tvanilla, chests contain the same items as they did in the Japanese version of FF4. Trapped chests deliver the same rewards as in the Japanese version of FF4 as well.
If Japanese-exclusive items are excluded from treasure chests (see below), chest contents match the US version of Final Fantasy IV instead.
Tshuffle, chests overall contain the same contents as in
Tvanilla, but they are shuffled so they appear in different locations.
Untrapped chests are shuffled separately from trapped chests. Untrapped chest contents from the overworld tend to remain in the overworld, and likewise for non-overworld chests. Specifically:
Trapped chest rewards are shuffled amongst themselves without regards to location.
Twildish select random contents to populate each chest, with varying distributions.
Twild are unweighted distributions. That is, the location of the chest does not affect the probability of its contents.
Tstandard, each chest contains a random item from tiers 1-5.
Twild, each chest contains a random item from tiers 1-7.
Twildish are weighted distributions; chests in different locations have different probabilities of containing strong vs. weak items. Trapped chests also have their own distributions. For full probability information, see Treasure probability curves.
Players seeking a challenge can use the
Tempty flag to remove all treasures from untrapped chests. Trapped chests are treated the same as in
For a similar, less extensive effect, the other randomization levels may be combined with a
Tsparse: flag, which removes all but a specified percentage of untrapped chests.
To reduce busywork, chests rendered empty by
Tsparse begin the game already opened, so you can tell at a glance whether they need to be checked.
If other flags force items into treasure chests (for example, a Dark Matter Hunt), those choices are made after the randomization is applied, and overwrite the previous chest contents.
Tno:j will exclude Japanese-version exclusive items from appearing in chests.
Normally, tier 1 items in chests are replaced with an equivalent amount of GP, to prevent cluttering up the inventory with weak items. Enable the
Tjunk flag to keep tier 1 items as they are.
Trapped chests are randomly relocated within their respective dungeons. For example, Eblan Castle contains three trapped chests with the same fights as usual, just in different locations.
Note that for technical reasons, the trapped chest in Upper Bab-il will always be positioned somewhere before the drop to the underworld.
-vanilla:traps flag will force trapped chests to remain in their original positions.