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Treasure Anim

Treasure encompasses a set of tangible rewards for vanquishing the various Encounter Zones, or "Lairs", which are scattered throughout Arcanus and Myrror. To obtain its Treasure, the Wizard's forces need to annihilate all of the guardians at the Lair, with at least one unit surviving the Encounter to claim victory and loot the place.

The general usefulness of a Treasure hoard tends to match the strength of its guardians closely. The stronger the creatures inhabiting the Encounter Zone, the better the Treasure. Some rewards are practically impossible to acquire from any other source: items that the Wizard could not otherwise craft, spells they could not otherwise Research, and even wholesale escalation of their power in the form of Spellbooks and Retorts.

Description[]

Treasure hoards accumulate in dangerous nooks of Arcanus and Myrror for any number of dubious reasons. Some treasure is simply strewn about the location of a monster lair, left there by former occupants or long-digested intruders. Intelligent creatures may be amassing valuable objects intentionally, for reasons befitting their nature or mission on this plane.

Sites of spiritual or scientific interest, such as temples, towers of wizardry, and magic nodes, are likely to harbor treasure in the form of theories and secrets. These are extremely tempting objectives to any Wizard, but accessible only to those who can overcome their mighty guardians and warding systems.

How Treasure is Generated[]

See also: Encounter Zone#Treasure
Treasure Types determined at worldgen
in the official game
Object Distribution
Magical Item 5 in 15
Spell 3 in 15
10 - 200 Icon Gold Gold Pieces 2 in 15
10 - 200 Icon Mana Mana Crystals 2 in 15
Spellbook or Retort 2 in 15
Prisoner 1 in 15

When a game begins, the program assigns each Encounter Zone a Treasure point budget analogous to Icon Mana Mana Crystals. It then spends these points by rolling imaginary 15-sided dice (d15) to select the basic types of objects found in the Treasure Hoard. The game only determines particulars about these objects at the moment that a Wizard wins the Encounter. Reloading the session and fighting the Encounter repeatedly will award the same kind of Treasure every time, but exactly which spell, item, prisoner, or special is found will vary.

A priori, the point budget for Treasure is determined by:

  • The game's Difficulty Setting.
  • The type of the Encounter Zone.
  • The Plane on which the site is located.
  • Random chance.

A posteriori, the budget is tied to the strength of the guardians. It will be a random roll of either 50-125% (Arcanus) or 76-175% (Myrror) of the budget used to generate the garrison; and has a minimum floor-value of 50. With that in mind, Treasure budgets conform to ranges given in the table below.

Treasure Points in version 1.31 - Arcanus & Myrror
Encounter Zone Difficulty Setting
Intro Easy Normal Hard Impossible
Tower of Wizardry (1) 300 - 1,600 310 - 1,600 303 - 1,600 322 - 1,600 322 - 1,975
Weak Lair Arcanus 50 - 50 50 - 75 50 - 116 50 - 125 50 - 150
Myrror 50 - 210 50 - 350 50 - 350 50 - 350 50 - 437
Normal Lair Arcanus 50 - 1,750 50 - 1,875 50 - 1,832 50 - 1,875 50 - 2,293
Myrror 50 - 4,200 76 - 4,375 70 - 4,280 91 - 4,280 129 - 5,355
Node, Weak
Magic Setting
Arcanus 50 - 850 50 - 900 50 - 916 50 - 937 50 - 1,137
Myrror 50 - 5,250 106 - 5,040 121 - 5,250 106 - 5,250 152 - 6,405
Node, Normal
Magic Setting
Arcanus 50 - 1,800 50 - 1,875 50 - 1,875 50 - 1,800 50 - 2,293
Myrror 212 - 10,080 212 - 10,500 222 - 10,500 231 - 10,500 231 - 12,775
Node, Powerful
Magic Setting
Arcanus 50 - 2,750 50 - 2,812 50 - 2,750 60 - 2,812 67 - 3,500
Myrror 364 - 15,750 334 - 15,750 308 - 15,165 351 - 14,700 425 - 14,700
(1) : The ranges include the extra 100 points given for the mandatory Spell roll (see below).

During map generation, the basic routine by which the program spends the lairs' Treasure budgets is as follows:

  1. Verify that there are at least 50 treasure points remaining; if not, break this loop (terminate).
  2. Roll d15 to select an object to add.
  3. Check if the remaining budget meets the object's Qualify value; if not, reroll (step 2).
  4. Throw a Qualified item onto the pile, and deduct its Spend value from the budget.
  5. Loop back to step 1.

Qualifying for objects and Spending the treasure points - : To throw objects into the pile of Treasure, the remaining budget points must meet or exceed the value given in the Qualify column in the chart below; otherwise, nothing is spent and the imaginary d15 is recast (Chance column) to find something cheaper. The Spend column denotes how many treasure points are then spent to add the object. Unlike Qualifying, the Spend value is permitted to exceed the remaining budget. If it does, or whenever there are less than 50 budget points remaining, the procedure terminates.

The Unofficial Patch 1.50 simplifies this process by aligning (most of) the Qualify and Spend values to be the same, represented as a unified Cost column in the table. The sole exception is Magical Items, for which the previous versions' Qualify requirement of 300 still applies.

Treasure Types: Chance, Qualify, Spend, and Cost:
v1.31 / v1.40 / v1.52+ Treasure v1.50 / v1.51
"Qualify" "Spend" Chance Type Max Chance "Cost"
10 (1) 200 2 in 15 Icon Gold Gold Coins - 3 in 15 50 - 1000
10 (1) 200 2 in 15 Icon Mana Mana Crystals - 3 in 15 40 (1) - 800
300 400 (2) - 3,000 5 in 15 Magical Item 3 3 in 15 200 (3) - 5,100
400 1,000 1 in 15 Prisoner Hero 1 1 in 15 400
3 in 15 Spell 1 (4) 4 in 15
50 50 Common Spell 150
200 200 Uncommon Spell 600
450 450 Rare Spell 1,350
800 800 Very Rare Spell 2,400
1,000 all
remaining
2 in 15 Special
(Spellbook / Retort)
1 (4) (5) 1 (6) in 15 800
(1) : The 50-point minimum to generate any kind of Treasure still applies.
(2) : If the remaining budget is lower than 400, the amount spent can be reduced below this.
(3) : Magical Items still require 300 points remaining to be added to a hoard even in v1.50.
(4) : Spell and Specials are mutually exclusive.
(5) : Specials may only be added once, but the amount of picks added (up to 2) depends on the remaining budget.
(6) : There is a further 44% chance that this Treasure type is rerolled regardless of remaining budget.

The following sections cover details on how Master of Magic handles each type of object in Treasure. They make frequent references to Qualifying and Spending points in the above chart.

Gold and Mana[]

A pile of Icon Gold Gold or Icon Mana Mana Crystals could randomly be added to the Treasure Hoard whenever it has 50 or more points left to allocate. There is normally a 2-in-15 chance of selecting each, but this can rise to a near-certainty if the Encounter Zone simply doesn't have enough budget points left to Qualify for more expensive objects. It is possible to find multiple piles of between 10 and 200 of either type of asset, and their amounts are all determined when the map is generated.

Treasure 290GPUncSpell

After rolling an Uncommon Spell and a pile of Icon Gold Gold, the Lair evidently had enough treasure points remaining to keep going until it rolled another pile of Icon Gold Gold. A luckier roll could have increased the default Rarity of the spell to Rare instead.

While the Spend value of both resource types is a fixed 200 regardless of the amount awarded; if the budget left is lower than the amount picked by the computer, the final reward will be reduced to the highest multiple of 10 that is less than, or equal to, the remaining points. On the other hand, the amount will not be increased to fill the budget if it is less, even if Spending the points is certain to terminate the process of generating Treasure.

The Unofficial Patch 1.50 changes the amount of budget points spent for Icon Gold Gold and Icon Mana Mana Crystals, in addition to increasing both their frequency of appearance, and amounts per instance of adding them. In this game version, the points taken out of the budget will exactly match the amount of the resource awarded. This will then yield either Icon Gold 50 - Icon Gold 1,000, or Icon Mana 40 - Icon Mana 800; or as many of either as the budget can afford. While the Community Patch reverses these changes by default, they still remain available through the now optional combined "TREASURE.TXT" patch.

Spells[]

A maximum of one Spell may appear in Treasure, although only if there is no Special reward. A default Spell Rarity for the spell is determined during the world generation process (before the game begins), but the Realm of the spell, and the exact spell that appears, is only determined when a Wizard pops the Encounter Zone. It will not necessarily be of the default Rarity, but the game generally does use that as a starting point (more on this below).

When a Spell is rolled by the d15 during map generation (a 3-in-15 chance with each iteration as described above), the program makes a special die roll, this time a d4, to set the spell at one of the four levels of Rarity: Common, Uncommon, Rare, or Very Rare. If the site does not Qualify - based on its remaining budget for loot - for a spell of the magnitude generated, or a Very Rare spell is already part of the hoard, then the roll is discarded: no points are spent, and the program returns to rolling d15's for other items (i.e. it will not try to award a lower Rarity spell even if there is no Spell or Special in the pile yet).

If the Spell roll does Qualify, then its Spend value gets deducted from the site's remaining loot budget. If there is already a Spell in the loot pile, the new one's Rarity value (1, 2, 3, or 4) gets added to what's already in there, resulting in a higher default Rarity, up to the maximum of Very Rare.

Resolving Spells Found[]

To determine the actual reward, the game first chooses a Realm at random - Icon LifeIcon DeathIcon ChaosIcon NatureIcon SorceryIcon Arcane - from the conquering Wizard's bookshelf. Then, it attempts to award a random spell, of the default Rarity specified at the worldgen, and of the color chosen at that instant; i.e., Uncommon → Icon ChaosChaosIcon ChaosChimeras.
With one Spellbook in the chosen color, the Wizard may obtain, at best, an unknown Common or Uncommon spell of that school; Rare spells are possible with two books; and Very Rare if having at least three books. It should normally be possible to obtain any Icon ArcaneArcane spell at any time, except for Icon ArcaneSummon Champion and the Icon ArcaneSpell of Mastery, which are never awarded. However, due to a bug in the v1.31 (and v1.40) game code, Icon ArcaneArcane spells can only ever actually be found by players who possess either of the - completely unrelated - Alchemy or Warlord Retorts.
If the Wizard already has all spells of the Rarity and Realm specified by the Treasure, the game will first attempt to reward a higher level spell, or failing that, a lower level spell, of the same Realm. It is therefore possible to find a Very Rare spell in a place meant to yield a Common one, and vice versa, simply depending on the circumstances. Should the Wizard's bookshelf be insufficient to learn a spell of the default Rarity, the game will typically try first for the highest level spells that can be obtained from the chosen Realm. The only exceptions are a Rare default with a single book, or a Very Rare one with 2 books: in these cases, the program starts with trying to award Common spells instead of Uncommon and Rare respectively.
Either way, once the Realm is chosen, it can only be rerolled if the Wizard knows every spell that they can from it. In the off chance that they already know all of the spells that could be awarded, absolutely nothing will appear in the Spell's place (i.e. there is no replacement reward for this Treasure type).

Towers of Wizardry[]

TerrainSpecial Tower
A Tower of Wizardry is an ancient stronghold of magical research and will always yield a Spell when captured (unless it contains a Special instead). During map generation, the first item of Treasure rolled by the d15 at these sites will always be a Spell, and the Spend value of adding it to the hoard is discounted by 100 points. The Qualify value is also completely ignored.

v1.50 Changes[]

As noted in the table above, the Unofficial Patch 1.50 triples the Treasure value of Spells which, because of the new Cost of Common Spells, means that this type of Treasure may no longer be found in unguarded Encounter Zones. However, this is not the only change. Icon ArcaneArcane spells may now only be found if the default Rarity of the Spell to be awarded is Uncommon or lower. In addition, rarity values may no longer be added together to result in a higher default; meaning that if there is already a Spell in the pile, any further ones will cause an immediate reroll of the d15 to select a different Treasure type instead.
While the base chance for finding Spells is slightly increased, the higher costs and inability to combine the rewards, coupled with the significantly bigger budget drain of Icon Gold Gold and Icon Mana Mana, generally results in lower average Rarities overall. Finally, Towers of Wizardry are no longer guaranteed to reward a Spell, or get a discount for containing one. The Treasure generated for Towers still starts with a Spell Rarity roll (d4), but this will only be added to the hoard if the Cost of the resulting Rarity fits the Tower's (initial) Treasure budget. Although this typically won't pose a problem for the lower Rarities (Towers also have increased budgets in this patch), on the "Easy" and "Normal" Difficulties, the changes remove the possibility of finding a Very Rare default Rarity Spell in a Tower entirely.

Community Patch[]

The Community Patch reverses some of the above changes, restoring both the distribution (Chance), and Cost of spells to their v1.31 values. In addition, rather than automatically rerolling a Spell reward if one is already present, the game will now check whether there is enough budget to upgrade the default Rarity, and do so if possible, up to the sum of the old and new Rarity rolls, or Very Rare. Towers of Wizardry also again always contain a Spell unless overwritten by a Special, and regain the 100 points discount to get one. However, a procedure similar to the added rolls now applies here as well: instead of ignoring budget constraints, the Towers will only get the highest default Rarity they can afford even if they roll above it.

A Prisoner[]

A single Prisoner might be held at any Encounter Zone. Such an individual will always be one of the 24 non-champion Heroes in the game, drawn at random from those who are not already in active service or resting in peace. These captive V.I.P.s will offer to join the liberating Wizard at zero hiring fee, and in total disregard of their normal Icon Fame Fame requirements, out of gratitude for being rescued.

This is essentially equivalent to a Icon ArcaneSummon Hero spell cast at the location of the Encounter Zone upon victory. Exactly which Hero appears at the site is determined at the moment the Treasure is awarded. If hired, the Hero will be ready to deploy immediately. An Encounter Zone needs at least 400 treasure points to Qualify for adding a Prisoner to its hoard, and it will Spend 1,000 points to add it, quite possibly exhausting its budget.

Set of Possible Prisoners in Treasure
Hero Aureus Aureus the Golden One Hero Malleus Malleus the Magician Hero Shuri Shuri the Huntress
Hero Bahgtru Bahgtru the Orc Warrior Hero Marcus Marcus the Ranger Hero Spyder Spyder the Rogue
Hero Brax Brax the Dwarf Hero Morgana Morgana the Witch Hero Taki Taki the War Monk
Hero BShan B'Shan the Dervish Hero Rakir Rakir the Beastmaster Hero Theria Theria the Thief
Hero Fang Fang the Draconian Hero Reywind Reywind the Warrior Mage Hero Tumu Tumu the Assassin
Hero Greyfairer Greyfairer the Druid Hero Serena Serena the Healer Hero Valana Valana the Bard
Hero Gunthar Gunther the Barbarian Hero Shalla Shalla the Amazon Hero Yramrag Yramrag the Warlock
Hero Jaer Jaer the Wind Mage Hero ShinBo Shin Bo the Ninja Hero Zaldron Zaldron the Sage

Failed Prisoners[]

20120822-211616

A "Failed Prisoner".

It should be noted that if the army which captures and occupies the prison lair's tile is nine units deep; or they are controlled by a Wizard who already has a full compliment of six Heroes in their service, the Prisoner will fail to show up altogether. There won't even be a notification of the missed opportunity. Most unfortunately of all, Absolutely Nothing appears in place of a Prisoner in this case (i.e. there is no replacement reward).

v1.50 Changes[]

The Unofficial Patch 1.50 removes the 9-unit constraint from finding Prisoners, so long as there are adjacent land tiles for them to spawn on; while also greatly reducing the amount of points deducted from the Treasure budget for adding a Hero. Both of these changes are also carried over into the Community Patch.

Specials[]

When a Special is rolled (2-in-15 chance), and the budget has the necessary 1,000 points to Qualify for adding this type of loot, the game immediately discards all of the other Treasure, and replaces it with one or two Spellbooks and/or Retorts. Technically, the rest of the Treasure is actually not immediately discarded, but only when the process terminates, which matters in the Unofficial Patch 1.50 (since it removes this feature). However, in the official versions (and Insecticide), this makes no practical difference, as the end result is the same: Specials exclude all other Treasure types from being found at the same site.

Exactly which Specials appear is only determined at the moment of victory. These assets will be added to the Wizard's profile and begin taking effect that turn. About three-quarters of Specials found will be Spellbooks. Their color depends on the type of the Encounter Zone (and possibly random chance). Retorts are not subject to any limitations (and ignore any pre-requisites), save that Myrran will never appear.

Spellbook and Retort Combinations
(Descending Order of Frequency)
1 Pick Conditions
Spellbook ~74%
Retort ~26%
Artifact 1 Failed Special
2 Picks Conditions
2 Spellbooks ~55%
Spellbook & Retort ~31%
1 Expensive Retort ~8%
2 Retorts ~6%
1 Spellbook 1 Failed Special
1 Retort 1 Failed Special
Artifact 2 Failed Specials


Any strong Encounter Zone could harbor a Spellbook or Retort, and they are considered the ultimate possible rewards in Treasure. The Qualify values needed are 1,000 budget points for one pick, and 2,000 points for two. While the Spend value is 3,000 in either case, this is largely irrelevant, for there will be no other Treasure in the end, once the dice land upon a Special.

Myrran Nodes on high Difficulty Settings are the best source of Specials. Working from their massive budgets, these Nodes make reams of die rolls for adding various objects to the hoard, and chances are that they will eventually acquire one. Spellbooks of Icon LifeLife and Icon DeathDeath do not appear in Nodes, so the prospects of obtaining these during the course of a game are much less certain.

Failed Specials[]

Some restrictions apply when finding Specials, and they may be replaced with an Artifact (see below), or not awarded at all in a few cases.
  • If the treasure fails to award any of its Specials, a single Artifact appears. This happens when a Wizard has a full profile of 13 books and 6 Retorts, and/or when the Special(s) offered by the lair end up consisting entirely of Icon LifeLife or Icon DeathDeath Spellbooks opposing the Wizard.
  • If the Treasure is 2 Specials, and exactly one of these ends up being a forbidden Icon LifeLife or Icon DeathDeath book, then that Special is wastefully discarded and no Artifact appears in its place. Only the remaining, valid Special appears.
  • If the Wizard has 13 books, but fewer than 6 Retorts, the default 26% chance of a Retort appearing goes up to 100%.
  • If the Wizard has 6 Retorts, but fewer than 13 books, the default 74% chance of a book appearing goes up to 100%, but the above caveats on Icon LifeLife and Icon DeathDeath books still apply.
  • The two-pick retorts (Warlord, Channeler, Divine Power, Infernal Power, and Famous) do not fail on account of a Wizard having 5 Retorts. They are awarded, as normal, if the loot pile holds 2 Specials and happens to roll them. However, they are only valid on the first roll, and are rerolled automatically if there is only one pick left.

Artifacts[]

Magical Items frequently occur as part of the normal loot in an Encounter Zone. Artifact is a term occasionally used for a peculiar case: the item awarded in place of a "Failed Special" (it actually denotes an item grade, as described in the article on Magical Items). Although the Official Strategy Guide claims that this sort of item could be any one of the 250 prefabricated Magical Items in the game, with no limitations on its potential strength, this is not the case in practice.
In fact, all restrictions dealt with in the next section on Magical Items apply here, and moreover, the "Artifact" is limited to a narrow value range of Icon Mana 600 - 1200. While this prevents a "Failed Special" from being atrocious, it also prevents it from being of real use to a Wizard who already has 13 Spellbooks, 6 Retorts, and enough military muscle to defeat the sort of monsters who typically guard Specials.

v1.50 Changes[]

The Unofficial Patch 1.50 greatly reduces the frequency of Specials appearing in Treasure. Although they now cost less budget points (800 per pick), and no longer remove all other Treasure; the chance for adding them is only 1-in-15, which is further reduced by an immediate percentile roll, that will discard (reroll) this Treasure type 44% of the time. Given the overall reduction of Treasure budgets (especially on the lower Difficulties), and the increased amount of points spent on almost every other type of Treasure, Specials are fairly rare occurrences in this patch. This makes the fact that "Failed Specials" now award higher quality items (Icon Mana 2,000 maximum value per wasted pick) somewhat redundant.

Community Patch[]

The Community Patch reverses all of the above changes, restoring Special Treasure generation to its v1.31 state. These mechanics are now instead available as part of the optional, combined "TREASURE.TXT" patch.

Magical Items[]

Main article: Magical Item

During map generation, the game has a 5-in-15 chance of rolling Magical Items as it stocks an Encounter Zone. Items are therefore a common occurrence whenever the lair's budget can meet their Qualify value of 300 points. Up to three Items can be added to a single Treasure Hoard, although their Spend range is a fairly high 400 - 3,000, determined randomly (in increments of 100) at the time of adding one. This is supposed to set the value range of the rewarded Item, but does not actually do so in the official game, due to a coding bug.

The sections below group Items together under specific terms as they apply to Treasure in v1.31. There is a large set of premade items that can appear within Treasure for any Wizard who captures a lair with an Item in it. Those aside, most premade items may be obtained by Wizards who have certain amounts of Spellbooks in their profile. Finally, there is a small set of items that have impossibly-large Spellbook requirements, and will never be awarded in Treasure under any circumstances.

Spellbook Requirements[]

Most of the 250 premade items in the game require the Wizard to possess an arbitrary number of Spellbooks in arbitrary Realms before they can possibly turn up in a Treasure pile. It does not make much sense (it's the result of another bug, after all), but if a Wizard does not have the Spellbooks required by an item in the database, then they simply cannot find it in Encounter Zones; their only chance of acquiring it is from a Merchant.
Stat bonuses listed for an item, such as "+4 Attack" or "-4 Spell Save", do not cause the item to require Spellbooks. But if it has properties associated with a Realm, such as Icon NatureResist Elements, Icon SorceryPhantasmal, Icon LifeRighteousness, etc., it may require Spellbooks, but not in the correct color. The result is a situation where some players will have access to exotic items with powers they couldn't enchant on their own, while others (mainly Icon DeathDeath and Icon NatureNature Wizards) will get a rather inferior pool of random items in their loot.
The technical reason for this is a systemic problem with the game file ITEMDATA.LBX, and the accompanying utility ITEMMAKE.EXE likely used to produce it. ITEMMAKE stores a book requirement (such as "2") to match the 1st, 2nd, 3rd, or 4th property for the item. But the game interprets this positioning as the required Realm, instead; 1st is Icon NatureNature books, 2nd is Icon SorcerySorcery, 3rd is Icon ChaosChaos, and 4th is Icon LifeLife. To give an example:
Item Bow 6 Living Bow
Living Bow has two properties. Icon Ranged Bow +1 Attack is the first property and requires no books. Icon NatureElemental Armor is the second property, and requires four books. Accordingly, the game interprets this to mean the item demands Icon Nature0 and Icon Sorcery4 to be found. This applies to any item created or altered with the original ITEMMAKE.EXE supplied with the game.
Aside from spell rank requirements, the official version is completely indiscriminate with item types, specs, and Icon Mana Mana values when it awards Items in Treasure. The uncared-for Icon Mana 300 "Axe of Uncaring" has the same probability of appearing as the insanely-expensive Icon Mana 9,100 "Theodores Liberator" or, in the case of a Wizard with at least Icon Life6, the unquestionably-useful Icon Mana 2,650 "Helm of Trollish Might". The strength of the Encounter Zone does not matter. However, each prefab item can only appear once in every campaign, regardless of source; and items sacrificed for Icon Mana Mana may not reappear again either. Should the game run out of pre-generated items to award, it will start creating Magical Items from scratch (see the main article for more details).
In all, the technical problems generate these trends:
  • Requirements tend to be dominated by Icon ChaosChaos and Icon LifeLife ranks, as the Realm-specific Item Powers are usually the 3rd and 4th abilities listed, corresponding to these Realms' index numbers.
  • No Icon DeathDeath Spellbooks are required for finding any item — not even the ones with Icon DeathDeath Realm powers (since that would require there being five properties on the item).
  • Spell Charges and Icon ChaosFlaming do not generate rank requirements; the former because it depends on spell Research rather than available ranks to enchant in the game, the latter because of yet another bug in the ITEMMAKE.EXE utility.
  • A crammed Icon Sorcery/Icon Chaos/Icon Life shelf will gain access to some of the more exclusive items.

List of Generally-Available Items[]

The table below lists the 91 premade items that always have a chance of turning up in an Encounter Zone, ranked according to the Icon Mana Mana value of their powers.
Magical Items That Do Not Require Spellbooks to Find
Jewelry
Icon Mana Item Attributes Powers
150 Item Misc 7 Elven Ring of Health Icon Melee Normal 1 Icon Defense 1
350 Item Misc 1 Amulet of Battle Icon Melee Normal 2 Icon Defense 2 Icon Movement Ground1
400 Item Misc 1 Amulet of Lesser Shielding     Icon Defense 1 Icon Movement Ground1 Icon Resist 2 Icon SpellSave -1
550 Item Misc 11 Orions Belt Icon Melee Normal 2 Icon Defense 2 Icon Movement Ground2 Icon Resist 2
550 Item Misc 9 Ring of Power Icon Defense 2 Icon Movement Ground1 Icon Resist 2 Icon Mana 5
600 Item Misc 6 Pin of Health Icon Melee Normal 1 Icon ToHit 1 Icon Defense 1 Icon Resist 1
700 Item Misc 1 Ehr Rhee Icon ToHit 1 Icon Defense 1 Icon Movement Ground1 Icon Resist 2
950 Item Misc 15 Cloak of Armor Icon Defense 2 Icon Movement Ground2 Icon Resist 3 Icon SpellSave -3
1000 Item Misc 20 Gauntlet of Eastwood Icon Melee Normal 2 Icon ToHit 1 Icon Defense 1 Icon Mana 10
1950 Item Misc 8 Bracer of Mrad Icon Melee Normal 4 Icon Defense 4 Icon Movement Ground3 Icon Resist 6
Armor
Icon Mana Item Attributes Powers
150 Item Shield 1 Zir Daun Icon Defense 1
200 Item Shield 1 Shield of Demos Icon Defense 1 Icon Resist 1
250 Item Chain 1 Chain Mail of Defense Icon Defense 1 Icon Movement Ground1
300 Item Chain 6 Chain of Magical Health Icon Defense 1 Icon Movement Ground1 Icon Resist 1
300 Item Chain 8 Elvish Scalemail Icon Defense 1 Icon Movement Ground1 Icon Resist 1
300 Item Chain 1 Mail of Arcanus Icon Defense 1 Icon Movement Ground1 Icon Resist 1
300 Item Shield 1 Shield of the Fool Icon Defense 1 Icon Movement Ground1 Icon Resist 1
400 Item Chain 3 Chain Mail of Resistance Icon Defense 2 Icon Resist 3
400 Item Plate 1 Plate Mail of Defense Icon Defense 1 Icon Resist 1
400 Item Shield 6 Shield of Evasion Icon Defense 1 Icon Movement Ground2 Icon Resist 1
500 Item Plate 1 Champions Platemail Icon Defense 1 Icon Movement Ground1 Icon Resist 1
500 Item Chain 4 Light Mail Shirt Icon Defense 3 Icon Resist 3
500 Item Chain 7 Morthogs Chainmail Icon Defense 2 Icon Movement Ground2 Icon Resist 2
600 Item Chain 1 Chain Mail of Movement Icon Defense 2 Icon Movement Ground3
600 Item Shield 3 Shield of Eros Icon Defense 3 Icon Movement Ground1 Icon Resist 3
600 Item Shield 7 Shield of Speed Icon Defense 2 Icon Movement Ground3
650 Item Chain 2 Chain of Tyrolia Icon Defense 4 Icon Movement Ground1 Icon Resist 2
700 Item Plate 2 Plate Mail of Resistance Icon Defense 1 Icon Resist 4
700 Item Plate 4 Plate of Eandor Icon Defense 3 Icon Movement Ground1 Icon Resist 2
850 Item Chain 2 Chain Mail of Balance Icon Defense 4 Icon Movement Ground2 Icon Resist 3
850 Item Shield 6 Vans Shield Icon Defense 3 Icon Movement Ground2 Icon Resist 4
900 Item Chain 1 Mithril Chainmail Icon Defense 3 Icon Movement Ground3 Icon Resist 3
950 Item Plate 3 Plate Mail of Movement Icon Defense 3 Icon Movement Ground3 Icon Resist 1
1050 Item Shield 9 Shield of Quatis Icon Defense 4 Icon Movement Ground3 Icon Resist 3
1200 Item Plate 4 Plate Mail of Diversity Icon Defense 4 Icon Movement Ground2 Icon Resist 4
1850 Item Shield 1 Shield of Brooke Icon Defense 5 Icon Movement Ground3 Icon Resist 6
1900 Item Shield 1 The Resistor Icon Defense 3 Icon Movement Ground4 Icon Resist 6
2500 Item Shield 1 Disc of Advancement Icon Defense 6 Icon Movement Ground4 Icon Resist 6
Melee Weapons
Icon Mana Item Attributes Powers
150 Item Axe 2 Axe of Severe Pain Icon Melee Normal 1
200 Item Mace 1 Cannes Mace Icon Melee Normal 1 Icon Defense 1
200 Item Sword 6 Sword of Cannae Icon Melee Normal 1 Icon Defense 1
200 Item Sword 2 Sword of Mallana Icon Melee Normal 1 Icon Defense 1
300 Item Axe 1 The Axe of Uncaring Icon Melee Normal 3
500 Item Sword 5 Dragon Slayer Icon Melee Normal 2 Flaming
550 Item Sword 1 Flaming Sword of Death Icon Melee Normal 1 Icon Defense 2 Flaming
550 Item Mace 2 Pummel Mace Icon Melee Normal 1 Icon ToHit 1
600 Item Mace 1 Idspispopd Icon Melee Normal 1 Icon ToHit 1 Icon Defense 1
700 Item Sword 4 Joshuas Sword Icon Melee Normal 2 Icon ToHit 1 Icon Defense 2
700 Item Axe 9 The Beheader Icon Melee Normal 3 Icon ToHit 1
750 Item Axe 1 Flaming Axe Icon Melee Normal 4 Flaming
800 Item Sword 2 Bane Blade Icon Melee Normal 1 Icon ToHit 1 Icon Defense 1 Icon Mana 5
850 Item Axe 8 Axe of Vivisection Icon Melee Normal 4 Icon ToHit 1
850 Item Mace 4 Mauler Icon Melee Normal 4 Icon ToHit 1
900 Item Axe 8 Hacker Icon Melee Normal 6
1000 Item Mace 3 Irons Mace Icon Melee Normal 1 Icon ToHit 2 Icon Defense 1
1100 Item Mace 5 Skull Smasher Icon Melee Normal 3 Icon ToHit 2
1150 Item Mace 10 Peppermace of Gates Icon Melee Normal 3 Icon ToHit 2 Icon Defense 1
1600 Item Mace 1 Intimidator Icon Melee Normal 1 Icon ToHit 3 Icon Defense 1 Icon Mana 5
1700 Item Axe 9 Axe of the Caster Icon Mana 10 High Prayer x1
1700 Item Axe 4 Executioners Friend Icon Melee Normal 6 Icon ToHit 2
1700 Item Mace 1 Jans Hammer Icon Melee Normal 4 Icon ToHit 3 Icon Defense 1
1700 Item Mace 1 The Inquisition Icon Melee Normal 4 Icon ToHit 3 Icon Defense 1
1700 Item Sword 1 The Revenge of Orculs Icon Melee Normal 3 Icon ToHit 3 Icon Defense 3
1750 Item Axe 2 Double Axe of Pain Icon Melee Normal 4 Icon ToHit 2 Icon Mana 5 Flaming
Bows
Icon Mana Item Attributes Powers
500 Item Bow 1 The Scarlet Bow Icon Melee Normal 3 Icon Defense 3
650 Item Bow 7 Uhl Dover Icon Melee Normal 1 Icon ToHit 1 Icon Defense 2
900 Item Bow 9 Crossbow of Power Icon Melee Normal 6
900 Item Bow 1 The Regulator Icon Melee Normal 4 Icon ToHit 1 Icon Defense 1
1050 Item Bow 1 The Archer Icon Melee Normal 2 Icon ToHit 2 Icon Defense 1
1350 Item Bow 1 The Telecaster Icon Melee Normal 4 Icon ToHit 2 Icon Defense 2
1400 Item Bow 1 Hells Bolt Icon Melee Normal 2 Icon ToHit 2 Icon Defense 2 Flaming
1400 Item Bow 1 The Deathstorm Icon Melee Normal 1 Icon ToHit 2 Icon Defense 1 Icon Mana 10
2150 Item Bow 1 Bow of The Dervish Icon Melee Normal 6 Icon ToHit 3 Icon Defense 1
Magic Rods
Icon Mana Item Attributes Powers
250 Item Wand 4 The Branch of Magic Icon Melee Normal 1
400 Item Staff 6 The Mangler Icon Melee Normal 2
450 Item Wand 3 The Conjurers Friend Icon Melee Normal 1 Icon Mana 5
800 Item Staff 2 Staff Of Magic Mastery Icon Melee Normal 3 Icon Mana 5 Icon SpellSave -1
800 Item Staff 1 The Enlightener Icon Melee Normal 1 Icon Defense 1 Icon Mana 5 Icon SpellSave -2
850 Item Wand 9 Wand of Lesser Might Icon Melee Normal 1 Icon ToHit 1 Icon Mana 5
850 Item Wand 5 Wand of the Mind Icon Melee Normal 1 Icon Mana 5 Psionic Blast x2
900 Item Staff 9 Uhl Khakhaas Icon Melee Normal 1 Icon ToHit 1 Icon Defense 1 Icon SpellSave -1
900 Item Wand 3 Wand of Infinite Magic Icon Melee Normal 2 Icon Mana 10 Icon SpellSave -2
1200 Item Wand 6 Wand of the Mage Icon Melee Normal 2 Icon ToHit 1 Icon Mana 10 Icon SpellSave -1
1250 Item Wand 1 The Mighty Wand of Zod Icon Melee Normal 1 Icon ToHit 1 Icon Mana 10 Icon SpellSave -2
1650 Item Staff 1 Flaming Staff Icon Melee Normal 5 Icon Mana 10 Icon SpellSave -1 Flaming
1650 Item Staff 3 Word of God Icon Melee Normal 2 Icon ToHit 1 Icon Defense 1 Holy Weapon x4
1750 Item Staff 7 Golden Staff of Sharee Icon Melee Normal 5 Icon ToHit 2 Icon Defense 2
2700 Item Wand 1 Wand of Ultimate Might Icon Melee Normal 2 Icon Mana 10 Disintegrate x2
3050 Item Wand 9 Wand of the Beast Icon Melee Normal 1 Phantom Beast x4
3200 Item Staff 4 Staff of Horus Icon Melee Normal 2 Icon ToHit 1 Icon Mana 20 Icon SpellSave -4
9100 Item Staff 5 Theodores Liberator Icon Melee Normal 6 Icon Mana 20 Icon SpellSave -4 Creature Binding x4


List of Conditionally-Available Items[]

The table below lists the 143 items that may only turn up in a Treasure pile if the Wizard has the correct Spellbooks.
Magical Items That Require Spellbooks to Find
Jewelry
Icon Mana Item Attributes Powers Ranks Needed
950 Item Misc 1 Amulet of Resistance Icon Melee Normal 3 Icon Defense 1 Icon Resist 5 Resist Elements
 
 
 
Icon Life2      
1150 Item Misc 2 Devils Eye of Fear Icon Melee Normal 1 Icon ToHit 2 Icon Defense 1 Cloak of Fear
 
 
 
Icon Life2
1550 Item Misc 35 Orb of Fear Icon Defense 2 Icon Mana 15 Icon SpellSave -3 Cloak of Fear
 
 
 
Icon Life2
2100 Item Misc 28 Helm of the Tides Icon Melee Normal 4 Icon ToHit 2 Icon Mana 15 Water Walking
 
 
 
Icon Life2
1350 Item Misc 11 Ring of Dasmiff Icon Melee Normal 3 Icon ToHit 2 Icon Movement Ground1 Flight
 
 
 
Icon Life3
1600 Item Misc 4 Trinket of Strength Icon Melee Normal 4 Icon Defense 4 Icon Resist 5 Giant Strength
 
 
 
Icon Life3
1400 Item Misc 8 Band of Chivalry Icon Defense 4 Icon Resist 3 Icon SpellSave -1 Magic Immunity
 
 
 
Icon Life5
1450 Item Misc 8 Bracer of Invulnerability Icon Melee Normal 2 Icon Defense 2 Invulnerability
 
 
 
Icon Chaos5
1800 Item Misc 1 Gem of the Aerie Icon Melee Normal 4 Icon Mana 15 Guardian Wind
 
Cloak of Fear
 
Icon Chaos3 Icon Life2
850 Item Misc 33 Jafars Orb of Sight Icon Melee Normal 1 Icon Defense 1 Icon Mana 5 True Sight
 
 
 
Icon Life6
1750 Item Misc 25 Helm of Everlasting Icon Melee Normal 2 Icon Defense 2 Regeneration
 
 
 
Icon Chaos6
2650 Item Misc 23 Helm of Trollish Might Icon Melee Normal 3 Icon ToHit 2 Icon Movement Ground1 Regeneration
 
 
 
Icon Life6
2600 Item Misc 4 Cross of Blessed Death Icon Melee Normal 4 Icon ToHit 2 Bless
 
Invulnerability
 
Icon Chaos2 Icon Life5
1950 Item Misc 35 Orb of Righteous Sight Icon Melee Normal 2 Icon ToHit 2 True Sight
 
Righteousness
 
Icon Chaos6 Icon Life4
3100 Item Misc 7 Ring of the Mad Mage Icon Melee Normal 4 Icon Mana 15 Magic Immunity
 
Invulnerability
 
Icon Chaos5 Icon Life5
Armor
Icon Mana Item Attributes Powers Ranks Needed
800 Item Plate 2 Lor Goth Icon Defense 2 Icon Movement Ground1 Icon Resist 3 Resist Elements
 
 
 
Icon Life2
850 Item Shield 5 Blessed Shield of Defense Icon Defense 3 Icon Resist 4 Bless
 
 
 
Icon Chaos2
1000 Item Plate 5 Giddeons Plate Icon Defense 3 Icon Movement Ground2 Icon Resist 2 Endurance
 
 
 
Icon Life2
1200 Item Plate 6 Plate of the Elements Icon Defense 4 Icon Movement Ground1 Icon Resist 4 Resist Elements
 
 
 
Icon Life2
1300 Item Chain 3 Chain Mail of Endurance Icon Defense 3 Icon Movement Ground4 Endurance
 
 
 
Icon Chaos2
1550 Item Plate 3 Blood Plate of Lucifer Icon Defense 5 Icon Movement Ground3 Icon Resist 2 Bless
 
 
 
Icon Life2
1800 Item Chain 8 Chainmail of Speed Icon Defense 4 Icon Movement Ground4 Icon Resist 4 Endurance
 
 
 
Icon Life2
1950 Item Chain 1 Chainmail of the Elements Icon Defense 5 Icon Movement Ground3 Icon Resist 6 Resist Elements
 
 
 
Icon Life2
2900 Item Plate 1 Suit of Power Icon Defense 6 Icon Movement Ground4 Icon Resist 6 Endurance
 
 
 
Icon Life2
1400 Item Plate 1 Silvermail Icon Defense 3 Icon Movement Ground3 Icon Resist 2 Guardian Wind
 
 
 
Icon Life3
1450 Item Shield 2 Shield of Guardian Defense Icon Defense 6 Icon Movement Ground1 Icon Resist 1 Guardian Wind
 
 
 
Icon Life3
2200 Item Shield 8 The Wind Shield Icon Defense 6 Icon Movement Ground1 Icon Resist 6 Guardian Wind
 
 
 
Icon Life3
700 Item Shield 6 Shield of Thiron Icon Defense 2 Elemental Armor    
 
 
 
Icon Sorcery4
1050 Item Chain 1 Blessed Mail of Resistance     Icon Defense 4 Icon Movement Ground2 Resist Magic
 
Bless
 
Icon Chaos2 Icon Life2
1100 Item Plate 6 Armor of the Warrior Icon Defense 2 Icon Movement Ground1 Icon Resist 2 Righteousness
 
 
 
Icon Life4
1100 Item Shield 7 Shield of Elements Icon Defense 2 Icon Movement Ground3 Elemental Armor
 
 
 
Icon Chaos4
1250 Item Plate 6 Plate Mail of Blessed Fear Icon Defense 4 Icon Resist 3 Cloak of Fear
 
Bless
 
Icon Chaos2 Icon Life2
1300 Item Plate 3 Bloodmail Icon Defense 3 Icon Movement Ground2 Icon Resist 2 Elemental Armor
 
 
 
Icon Life4
1400 Item Chain 1 Mail of Pobox Icon Defense 3 Icon Movement Ground3 Icon Resist 3 Elemental Armor
 
 
 
Icon Life4
1500 Item Plate 7 Righteous Plate of Evasion Icon Defense 3 Icon Movement Ground3 Icon Resist 2 Righteousness
 
 
 
Icon Life4
1600 Item Shield 4 Shield of the Wraith Icon Defense 2 Icon Movement Ground2 Wraithform
 
 
 
Icon Chaos4
1650 Item Shield 8 Shield of Enduring Fear Icon Defense 6 Icon Resist 4 Cloak of Fear
 
Endurance
 
Icon Chaos2 Icon Life2
2000 Item Chain 4 Chain of Super Resistance Icon Defense 6 Icon Resist 6 Resist Elements
 
Resist Magic
 
Icon Chaos2 Icon Life2
2000 Item Shield 1 Shield of Ultimate Defense Icon Defense 6 Icon Resist 6 Resist Elements
 
Resist Magic
 
Icon Chaos2 Icon Life2
2100 Item Shield 4 Protection of Ramses Icon Defense 6 Icon Movement Ground4 Cloak of Fear
 
Endurance
 
Icon Chaos2 Icon Life2
2300 Item Shield 4 Shield of the Undead Icon Movement Ground2 Icon Resist 6 Wraithform
 
 
 
Icon Chaos4
3000 Item Shield 9 Holy Shield Icon Defense 6 Icon Movement Ground4 Icon Resist 6 Righteousness
 
 
 
Icon Life4
1650 Item Chain 1 Chain Mail of Immunity Icon Defense 5 Icon Movement Ground1 Icon Resist 3 Magic Immunity
 
 
 
Icon Life5
1900 Item Shield 5 Shield of the Gods Icon Defense 3 Icon Movement Ground2 Icon Resist 3 Invulnerability
 
 
 
Icon Life5
1950 Item Chain 1 Chain Mail of Absorbtion Icon Defense 5 Icon Resist 2 Invulnerability
 
 
 
Icon Chaos5
2000 Item Plate 2 Plate of Ultimax Icon Defense 3 Icon Movement Ground2 Icon Resist 2 Invulnerability
 
 
 
Icon Life5
3150 Item Plate 1 Plate of Immunity Icon Defense 5 Icon Movement Ground4 Icon Resist 6 Magic Immunity
 
 
 
Icon Life5
1800 Item Plate 4 Ziggmunds Armor Icon Resist 6 Bless
 
Righteousness
 
Icon Sorcery2 Icon Chaos4
1850 Item Chain 1 Wraithe Shirt Icon Defense 4 Wraithform
 
Resist Magic
 
Icon Sorcery2 Icon Chaos4
1750 Item Plate 3 Plate of Enduring Immunity Icon Defense 4 Icon Movement Ground2 Endurance
 
Magic Immunity
 
Icon Chaos5 Icon Life2
3100 Item Chain 1 Mithril Mail of Talos Icon Defense 6 Icon Resist 6 Bless
 
Invulnerability
 
Icon Chaos2 Icon Life5
2150 Item Plate 4 Elemental Transformation Icon Defense 2 Icon Resist 1 Wraithform
 
Elemental Armor
 
Icon Chaos4 Icon Life4
2450 Item Plate 1 Plate of Divine Protection Icon Defense 5 Guardian Wind
 
Invulnerability
 
Icon Sorcery3 Icon Chaos5
2050 Item Shield 8 Shield of Transformation Icon Defense 1 Wraithform
 
Magic Immunity
 
Icon Sorcery5 Icon Chaos4
4100 Item Shield 4 Supreme Shield of Death Icon Defense 6 Icon Movement Ground4 Wraithform
 
Invulnerability
 
Icon Chaos4 Icon Life5
Melee Weapons
Icon Mana Item Attributes Powers Ranks Needed
600 Item Axe 1 Axe of Stone Icon Melee Normal 4 Stoning
 
 
 
Icon Sorcery2
750 Item Sword 1 Sword of Medusa Icon Melee Normal 2 Icon Defense 2 Stoning
 
Flaming
 
Icon Life2
1300 Item Sword 9 Raindancer Icon Melee Normal 3 Icon ToHit 2 Icon Defense 2 Resist Elements
 
 
 
Icon Life2
1400 Item Axe 3 Edge of the Elements Icon Melee Normal 3 Icon ToHit 2 Icon Mana 5 Resist Elements
 
 
 
Icon Life2
1550 Item Sword 7 Stoning Sword Icon Melee Normal 2 Icon ToHit 3 Stoning
 
 
 
Icon Chaos2
500 Item Mace 1 Deathbringer Death
 
 
 
Icon Nature3
1150 Item Sword 7 Right Hand 0f Justice Icon Melee Normal 2 Icon ToHit 1 Icon Defense 1 Holy Avenger
 
 
 
Icon Life3
1200 Item Axe 1 Power Axe Icon Melee Normal 6 Giant Strength
 
 
 
Icon Sorcery3
1750 Item Mace 3 Whirlwind Icon Melee Normal 2 Icon ToHit 3 Icon Defense 1 Giant Strength
 
 
 
Icon Life3
1900 Item Axe 8 Inquisitor Icon Melee Normal 2 Icon ToHit 2 Icon Mana 10 Holy Avenger
 
 
 
Icon Life3
2200 Item Axe 4 Axe of the Apostles Icon Melee Normal 6 Icon ToHit 2 Holy Avenger
 
 
 
Icon Chaos3
2400 Item Axe 5 Golden Axe of Rath Icon Melee Normal 6 Icon ToHit 2 Icon Mana 10 Giant Strength
 
 
 
Icon Life3
250 Item Sword 1 Black Asp Icon Melee Normal 1 Resist Elements
 
 
 
Icon Sorcery2
950 Item Axe 9 The Resistor Icon Melee Normal 5 Resist Elements
 
Resist Magic
 
Icon Sorcery2 Icon Chaos2
1250 Item Mace 2 Merlins Nails Icon Melee Normal 3 Icon Defense 1 Icon Mana 10 Power Drain
 
 
 
Icon Life4
850 Item Sword 5 Laik Kenegul Icon Melee Normal 3 Icon Defense 1 Resist Magic
 
Giant Strength
 
Icon Chaos3 Icon Life2
950 Item Axe 9 Knight Chopper Icon Melee Normal 1 Vampiric
 
 
 
Icon Sorcery5
1100 Item Mace 1 Mace of Disintegration Destruction
 
 
 
Icon Nature5
1200 Item Sword 1 Mae Govannon Icon Melee Normal 1 Icon Defense 1 Icon Mana 5 Lightning
 
 
 
Icon Life5
1600 Item Mace 11 Storm Mace Icon Melee Normal 3 Icon Mana 5 Lightning
 
Flaming
 
Icon Life5
2050 Item Sword 3 Sword of Immunity Icon Melee Normal 1 Icon ToHit 2 Icon Mana 10 Magic Immunity
 
 
 
Icon Life5
2100 Item Mace 8 Fangs Avenger Icon Melee Normal 4 Icon ToHit 2 Icon Defense 1 Vampiric
 
 
 
Icon Life5
2200 Item Mace 9 White Lightning Icon ToHit 3 Icon Defense 2 Lightning
 
 
 
Icon Chaos5
2350 Item Sword 4 Sting Icon Melee Normal 3 Icon ToHit 3 Icon Defense 1 Lightning
 
 
 
Icon Life5
2350 Item Sword 8 Vlads Impaler Icon Melee Normal 1 Icon ToHit 3 Icon Mana 5 Vampiric
 
 
 
Icon Life5
2450 Item Axe 1 Vampiric Vanquisher Icon Melee Normal 4 Icon ToHit 2 Icon Mana 10 Vampiric
 
 
 
Icon Life5
2700 Item Sword 8 The Defender Icon Melee Normal 3 Icon ToHit 3 Icon Defense 3 Destruction
 
 
 
Icon Life5
1000 Item Sword 3 Sword of Stealth Icon Melee Normal 3 Icon Defense 3 True Sight
 
 
 
Icon Chaos6
1000 Item Axe 7 Tree Tamer Icon Melee Normal 3 Death
 
Giant Strength
 
Icon Sorcery3 Icon Chaos3
2650 Item Mace 6 Club of Chaos Icon Melee Normal 2 Icon ToHit 1 Icon Defense 1 Chaos
 
 
 
Icon Life6
1100 Item Sword 1 Living Sword Icon Melee Normal 2 Icon Defense 2 Elemental Armor
 
Giant Strength
 
Icon Chaos4 Icon Life3
1350 Item Mace 2 Freyas Friend Icon Melee Normal 3 Icon Defense 1 Holy Avenger
 
Power Drain
 
Icon Chaos4 Icon Life3
1400 Item Sword 1 Sword of Renfield Icon Melee Normal 2 Icon Defense 2 Vampiric
 
Giant Strength
 
Icon Chaos5 Icon Life3
1550 Item Mace 7 Fist of Destruction Icon Melee Normal 1 Destruction
 
Death
 
Icon Sorcery5 Icon Chaos3
2950 Item Mace 4 Thors Hammer Icon Melee Normal 4 Icon ToHit 3 Lightning
 
Holy Avenger
 
Icon Chaos5 Icon Life3
2150 Item Axe 1 The Peacemaker Icon Melee Normal 1 Icon ToHit 2 Magic Immunity
 
Power Drain
 
Icon Chaos4 Icon Life5
2300 Item Mace 9 Dracken Mace Icon Melee Normal 3 Icon ToHit 2 Magic Immunity
 
Power Drain
 
Icon Chaos4 Icon Life5
2900 Item Sword 4 Sword of Mephisto Icon Melee Normal 3 Icon Defense 2 Chaos
 
Holy Avenger
 
Icon Chaos6 Icon Life3
3050 Item Axe 1 Axe of Chaotic Death Icon Melee Normal 5 Chaos
 
Death
 
Icon Sorcery6 Icon Chaos3
3700 Item Axe 7 Gabriels Axe Icon Melee Normal 6 Icon ToHit 2 Holy Avenger
 
Phantasmal
 
Icon Chaos3 Icon Life6
1500 Item Sword 4 Great Sword of Arkanna Icon Defense 3 Elemental Armor
Power Drain
Resist Magic
 
Icon Sorcery4 Icon Chaos4 Icon Life2
3050 Item Mace 5 Hand of God Icon Defense 1 Icon Mana 10 Haste
 
Holy Avenger
 
Icon Chaos3 Icon Life7
4000 Item Axe 1 The Kick Axe Icon Melee Normal 6 Icon ToHit 2 Haste
 
Giant Strength
 
Icon Chaos3 Icon Life7
1800 Item Mace 1 Morphains Friend Icon Melee Normal 4 Elemental Armor
Magic Immunity
Stoning
 
Icon Sorcery4 Icon Chaos2 Icon Life5
2000 Item Sword 6 Ultimate Defense Icon Defense 3 Elemental Armor
Holy Avenger
Magic Immunity
 
Icon Sorcery3 Icon Chaos4 Icon Life5
2200 Item Axe 1 Axe of Light Icon Mana 10 Elemental Armor
Holy Avenger
Magic Immunity
 
Icon Sorcery3 Icon Chaos4 Icon Life5
2850 Item Axe 1 Axe of Haste Icon Melee Normal 1 Haste
 
Magic Immunity
 
Icon Sorcery7 Icon Chaos5
2400 Item Sword 3 Monster Masher Icon ToHit 2 Vampiric
True Sight
Resist Magic
 
Icon Sorcery5 Icon Chaos6 Icon Life2
Bows
Icon Mana Item Attributes Powers Ranks Needed
750 Item Bow 3 Mithril Longbow Icon Defense 1 Icon Mana 10 Resist Magic
 
 
 
Icon Chaos2
1000 Item Bow 2 Elvish Longbow Icon Melee Normal 4 Icon Defense 1 Resist Magic
 
Flaming
 
Icon Life2
1400 Item Bow 2 Bow of the Golden Horde Icon Melee Normal 5 Icon ToHit 1 Icon Mana 5 Stoning
 
 
 
Icon Life2
1500 Item Bow 8 The Undertaker Icon ToHit 2 Icon Mana 5 Death
 
 
 
Icon Chaos3
650 Item Bow 6 Living Bow Icon Melee Normal 1 Elemental Armor
 
 
 
Icon Sorcery4
1650 Item Bow 4 Gideons Harp Icon ToHit 1 Icon Defense 1 Icon Mana 10 Magic Immunity
 
 
 
Icon Life5
1900 Item Bow 1 Little Flicker Icon Melee Normal 2 Icon Mana 10 Destruction
 
Flaming
 
Icon Life5
2700 Item Bow 4 Silver Shortbow Icon Melee Normal 5 Icon ToHit 3 Icon Defense 1 Lightning
 
 
 
Icon Life5
2950 Item Bow 1 Bow of Hazard Icon Melee Normal 4 Icon ToHit 3 Destruction
 
Flaming
 
Icon Life5
1050 Item Bow 5 The Hartshone Icon Melee Normal 3 Icon Defense 2 Elemental Armor
 
Stoning
 
Icon Chaos4 Icon Life2
1750 Item Bow 1 Life Bow Icon Melee Normal 6 Icon Defense 3 Elemental Armor
 
Stoning
 
Icon Chaos4 Icon Life2
4300 Item Bow 4 White Flicker Icon Melee Normal 6 Icon ToHit 3 Icon Defense 3 Chaos
 
 
 
Icon Life6
1300 Item Bow 1 Bow of Magic Immunity Elemental Armor
 
Magic Immunity
 
Icon Nature4 Icon Sorcery5
2400 Item Bow 3 Ray of Light Icon Melee Normal 1 Icon Defense 1 Haste
 
Resist Magic
 
Icon Chaos7 Icon Life2
1900 Item Bow 1 The Devils Instrument Icon Defense 2 Icon Mana 5 Lightning
 
Magic Immunity
 
Icon Chaos5 Icon Life5
Magical Rods
Icon Mana Item Attributes Powers Ranks Needed
400 Item Wand 3 Wand of Immunity Icon SpellSave -1 Water Walking
 
 
 
Icon Sorcery2
750 Item Wand 1 Wand of Arcanus Icon Melee Normal 1 Icon ToHit 1 Water Walking
 
 
 
Icon Chaos2
900 Item Wand 4 Wand of Enhancement Icon Melee Normal 2 Icon ToHit 1 Icon SpellSave -1 Water Walking
 
 
 
Icon Life2
1000 Item Wand 2 Wand of Elros Icon Melee Normal 2 Icon Mana 10 Icon SpellSave -2 Water Walking
 
 
 
Icon Life2
1050 Item Wand 1 Wand of Fiery Death Icon Melee Normal 1 Icon ToHit 1 Water Walking
 
Flaming
 
Icon Life2
1350 Item Staff 7 The Ossifier Icon Melee Normal 2 Icon Mana 10 Icon SpellSave -3 Stoning
 
 
 
Icon Life2
1500 Item Staff 1 Stick of the Mage Icon Melee Normal 1 Icon Defense 3 Icon Mana 15 Stoning
 
 
 
Icon Life2
800 Item Staff 1 Guardian Staff Icon Defense 2 Guardian Wind
 
 
 
Icon Sorcery3
1100 Item Wand 7 Kraken Wand Icon Melee Normal 2 Icon Mana 10 Death
 
 
 
Icon Chaos3
1450 Item Wand 1 The Wand of Glenda Icon Melee Normal 1 Icon ToHit 1 Icon Mana 10 Guardian Wind
 
 
 
Icon Life3
2150 Item Staff 9 Purple Rain of Death Icon Melee Normal 5 Icon ToHit 2 Icon Defense 2 Death
 
 
 
Icon Life3
900 Item Staff 1 Elemental Staff of Nature Icon Melee Normal 1 Icon Defense 1 Elemental Armor
 
 
 
Icon Chaos4
1350 Item Staff 6 Planar Staff Icon Melee Normal 2 Icon Defense 1 Icon Mana 10 Planar Travel
 
 
 
Icon Life5
1450 Item Wand 1 White Lightning Icon Melee Normal 1 Icon Mana 5 Icon SpellSave -2 Lightning
 
 
 
Icon Life5
1500 Item Staff 2 The Traveller Icon Melee Normal 1 Icon Defense 1 Holy Weapon x3
 
Planar Travel
 
Icon Chaos5
1600 Item Wand 1 Wand of Balmoth Icon Melee Normal 2 Icon ToHit 1 Icon Mana 5 Magic Immunity
 
 
 
Icon Life5
2750 Item Staff 5 The Pummeler Icon Melee Normal 5 Icon ToHit 2 Icon SpellSave -1 Destruction
 
 
 
Icon Life5
3100 Item Staff 3 Staff of Pain Icon Melee Normal 6 Icon ToHit 3 Lightning
 
 
 
Icon Chaos5
4000 Item Staff 8 Staff of Odin Icon ToHit 3 Icon Defense 3 Icon Mana 20 Magic Immunity
 
 
 
Icon Life5
3050 Item Staff 1 Chaotic Staff of Fire Icon Melee Normal 4 Icon Defense 2 Chaos
 
Flaming
 
Icon Life6
1750 Item Staff 6 The Protector Icon Melee Normal 4 Icon Mana 5 Guardian Wind
 
Elemental Armor
 
Icon Chaos4 Icon Life3
2300 Item Wand 1 Staff of the Constellation Icon Mana 10 Icon SpellSave -2 Destruction
 
Power Drain
 
Icon Chaos5 Icon Life4
3900 Item Staff 9 The Destructor Icon Mana 20 Icon SpellSave -4 Magic Immunity
 
Power Drain
 
Icon Chaos4 Icon Life5
1800 Item Wand 1 Wand of the Guardian Icon Melee Normal 1 Guardian Wind
Stoning
Destruction
 
Icon Sorcery5 Icon Chaos2 Icon Life3
8200 Item Staff 1 Staff of Superiority Icon Mana 20 Mind Storm x4
Phantasmal
Chaos
 
Icon Sorcery6 Icon Chaos6


List of Forbidden Items[]

The following items have requirements exceeding the maximum number of Spellbooks a Wizard could possibly have. Consequently, they'll never be seen in a Treasure hoard. Most of them may still be offered by a Merchant, a random petitioner treated as having Icon Life12 Icon Death12 Icon Chaos12 Icon Nature12 Icon Sorcery12.
Magic Items With Prohibitive Spellbook Requirements
For Sale by Merchant
Icon Mana Item Attributes Powers Ranks Needed
2300 Item Wand 1 Wand of the Grey Wizard Dispel True x2
Power Drain
Magic Immunity
Planar Travel
Icon Nature4 Icon Sorcery5 Icon Chaos5
2750 Item Misc 5 Bird of Paradise Magic Immunity
Righteousness
Giant Strength
Invulnerability
Icon Nature3 Icon Sorcery5 Icon Chaos4 Icon Life5
3100 Item Staff 1 Zlotakian Staff of Magic Invisibility x3
Chaos
Power Drain
Resist Elements
Resist Magic
Icon Nature6 Icon Sorcery4 Icon Chaos2 Icon Life2
3500 Item Staff 5 Staff Of Confusion Confusion x4
Elemental Armor    
Destruction
Planar Travel
Icon Nature5 Icon Sorcery4 Icon Chaos5
3650 Item Misc 31 Magical Crystal of Power Wraithform
True Sight
Magic Immunity
Invulnerability
Icon Nature6 Icon Sorcery5 Icon Chaos4 Icon Life5
3700 Item Sword 8 Sword of Pendulum Vampiric
Phantasmal
Lightning
Power Drain
Icon Nature5 Icon Sorcery5 Icon Chaos4 Icon Life6
3750 Item Mace 4 Maul of Bathory Icon Melee Normal 4 Vampiric
Haste
Elemental Armor    
 
Icon Sorcery5 Icon Chaos4 Icon Life7
3800 Item Wand 1 Wand of Doom Destruction
Magic Immunity
Death
Phantasmal
Icon Nature5 Icon Sorcery3 Icon Chaos6 Icon Life5
4200 Item Plate 1 Plate of Omnipotence Icon Defense 6 Wraithform
Invulnerability
Magic Immunity
 
Icon Sorcery5 Icon Chaos4 Icon Life5
4950 Item Mace 1 Orc Smasher Icon Melee Normal 4 Destruction
Phantasmal
Chaos
 
Icon Sorcery6 Icon Chaos5 Icon Life6
4950 Item Mace 3 World Ender Icon Melee Normal 4 Destruction
Phantasmal
Chaos
 
Icon Sorcery6 Icon Chaos5 Icon Life6
5100 Item Bow 9 The Master Crossbow Destruction
Phantasmal
Chaos
Power Drain
Icon Nature6 Icon Sorcery5 Icon Chaos4 Icon Life6
5200 Item Sword 1 Blade of Blood Vampiric
Haste
Lightning
Phantasmal
Icon Nature5 Icon Sorcery5 Icon Chaos6 Icon Life7
5400 Item Axe 4 Phantastic Axe Icon Melee Normal 6 Destruction
Phantasmal
Chaos
 
Icon Sorcery6 Icon Chaos5 Icon Life6
Impossible To Obtain
Icon Mana Item Attributes Powers Ranks Needed
1150 Item Wand 1 The Great Wand Icon Melee Normal 1 Icon ToHit 1 Icon Mana 5 Merging
 
 
 
Icon Life22    
2300 Item Staff 8 Tammas Staff of Negation     Magic Immunity
Planar Travel
Power Drain
Merging
Icon Nature4 Icon Sorcery5 Icon Chaos5 Icon Life22


v1.40 Changes[]

The unofficial Insecticide patch corrects most of the original game's item-related bugs, in addition to completely removing the Spellbook-requirement mechanic from Items found as Treasure. It also includes fixed versions of the ITEMDATA.LBX and ITEMMAKE.EXE files, although players who have altered their item data file may want to back that up before applying the patch. This way, the ITEMMAKE.EXE utility can be ran to simply correct the requirements of the modified items (after copying the file back into the game directory), instead of forcing the player to recreate their changes in a new file.
Items found in v1.40, while not being limited by Spellbook ranks, now are limited in value. This means that when selecting an item, the game applies the correct constraints on the maximum value, as set out when generating the Treasure; and a minimum value half of that.

v1.50 Changes[]

The Unofficial Patch 1.50 slightly reduces the quantity of Item rewards, but greatly enhances their quality. The new formula for determining the budget Cost of Magical Items is [Random(50) × 100 + 100], resulting in a range of 200 - 5100 points spent on each item. However, the item value stored into the Treasure table is actually 120% of the budget Cost. This yields items with maximum values in the Icon Mana 240 - Icon Mana 6,120 range, which will correspondingly have minimum values half of these.

Community Patch[]

The Community Patch by default reverses the changes made in v1.50, but leaves intact the fixes of Insecticide. The improved item values are now part of the combined "TREASURE.TXT" optional patch instead, which the player can apply and remove separately.
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