Looking at the database entry, Potions were healing 25% + 200 health. So, at level 1, it would restore 350 HP to Richard. When he’s level 2, it would be 377, 405 at level 3, and so on. The flat value was likely a left over from when I was considering such items originally. I just plum forgot to remove that portion of the effect when I switched to percentile-based restoration. These things happen! I’ll be double-checking the other consumables for this as well.
Players would only get one Lucky Card during the opening sequence, and the best encounter to use it during that sequence (outside of the Dark Sun Bandits, themselves), would be a two Soldier encounter. The frequency of that encounter should be about the same as the one Soldier encounter. The cancel cost of either encounter should be the same, as they would effectively have the same average level.
All those factors aside, grinding out enough levels to actually beat the Dark Sun bandits wasn’t a test of patience I was willing to attempt myself. Nothing special happens should a player win that encounter, but, it’s also largely considered a corner case at best that players could win it to begin with.
Edit: Thanks again for the spelling corrections! As an additional aside, WAUTAH introduced me to LukHash through “Another World”, which, I think played during the school section, or thereabouts? It has been some time. That said, “Hongdae” was a track I used in Bunker 9 at least. Maybe another game?