When this flag is enabled, consumable items will heal for a randomized amount of HP or MP. This value will be the same throughout a single seed.
When generating a seed, the randomizer will select base values for HP items and MP items, then assign multipliers to this base value. The possible multipliers are determined by the relative power of the item: a Mid Tonic will always be better than a Tonic and so on. While the base value will be the same for each item that heals either HP or MP, the multiplier is selected individually for each item.
The game's item descriptions will reflect the randomized values in shops and menus.
The base HP value can be any whole number between 30 and 50. The tables below use only multiples of 10 to illustrate the lowest, median, and highest possible values. The vanilla value of the item has been noted in parentheses.
Tonic (50 HP) | 30 | 40 | 50 |
x1 | 30 | 40 | 50 |
x2 | 60 | 80 | 100 |
Mid Tonic (200 HP) | 30 | 40 | 50 |
x3 | 90 | 120 | 150 |
x4 | 120 | 160 | 200 |
x5 | 150 | 200 | 250 |
x6 | 180 | 240 | 300 |
x7 | 210 | 280 | 350 |
Full Tonic (500 HP) | 30 | 40 | 50 |
x8 | 240 | 320 | 400 |
x9 | 270 | 360 | 450 |
x10 | 300 | 400 | 500 |
x11 | 330 | 440 | 550 |
x12 | 360 | 480 | 600 |
x11 | 390 | 520 | 650 |
x12 | 420 | 560 | 700 |
Revive (50 HP) | 30 | 40 | 50 |
x1 | 30 | 40 | 50 |
x2 | 60 | 80 | 100 |
x3 | 90 | 120 | 150 |