Table of Contents

Randomized Healing Items

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.

HP Healing Items

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

MP Healing Items

The base MP value can be between 7 and 13. Hyperethers are not affected; they will always bring a character's MP to max.

Ether (10 MP) 7 10 13
x1 7 10 13
Mid Ether (30 MP) 7 10 13
x2 14 10 13
x3 21 20 26
x4 28 30 39
Full Ether (60 MP) 7 10 13
x5 35 40 52
x6 42 50 65
x7 49 60 78

Lapis

The Lapis is randomized specially - it can remain a typical Lapis and restore HP for the entire party, or it can become a Lapis-M and restore the party's MP.

Lapis (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
Lapis-M 7 10 13
x2 14 20 26
x3 21 30 39
x4 28 40 52