The general usefulness of a Treasure Hoard tends to match the strength of its guardians closely. The stronger the creatures inhabiting the lair, the better the treasure. Some rewards are practically impossible to acquire from any other source: items the Wizard could not otherwise craft, spells he could not otherwise research, and even wholesale escalation of his powers in the form of Spellbooks and Retorts.
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 Edit
- Note: The following section contains some information from the Official Strategy Guide which may not be accurate in its entirety. Any original research is welcome and can be added here or reported in the Forum.
|Magical Item||5 in 15|
|Spell||3 in 15|
|10 - 200 Gold Pieces||2 in 15|
|10 - 200 Mana Crystals||2 in 15|
|Spellbook or Retort||2 in 15|
|Prisoner||1 in 15|
When a game begins, the program assigns each Lair a point budget analogous to Mana Crystals. It spends these points by rolling imaginary 15-sided dice (d15) to select the basic types of objects found in its Treasure Hoard. The program only determines particulars about these objects at the moment a Wizard wins the encounter. If you reload the session and fight the encounter repeatedly, you will obtain the same kind of Treasure every time, but exactly which spell, item, prisoner, or special you find will vary.
A priori, the point budget for Treasure is determined by:
- The game's Difficulty setting.
- Whether this was a Weak, Normal, or Strong lair.
- The Plane on which this lair 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 75-175% (Myrror) of the budget used to generate the garrison; this is increased by 25% on the "Impossible" difficulty setting, and has a minimum floor-value of 50.
Treasure points conform to ranges given in the table below.
|Encounter Zone||Difficulty Setting|
|Weak Lair|| 50-125|
|Normal Lair|| 50-1625|
|Weak Node|| 50-935|
|Normal Node|| 62-1875|
|Strong Node|| 92-2810|
During map generation, the basic routine by which the program spends the lairs' Treasure budgets is as follows:
- Verify that there are at least 50 treasure points remaining; if not, break this loop (terminate).
- Roll d15 to select an object to add.
- Check if the remaining budget meets the object's Qualify value; if not, reroll (step 2).
- Throw a Qualified item onto the pile, and deduct its Spend value from the budget.
- Loop back to step 1.
- Qualifying for objects and Spending the treasure points -
- To throw objects into the pile of Treasure, the remaining treasure 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. And at that time, or whenever there are less than 50 treasure points remaining, the procedure terminates.
|Treasure Point Qualify and Spend Values|
|Magical Item||5 in 15||300||400-3000||Random|
|Spell|| 3 in 15|
→ roll d4
|10 - 200||2 in 15||50||200|
|10 - 200||2 in 15||50||200|
|Special||2 in 15||1000||3000||1 Pick|
|Prisoner||1 in 15||400||1000|
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 Edit
A pile of Gold or 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 Lair simply doesn't have enough treasure points left to Qualify for more expensive objects. It is possible to find multiple piles of between 10 and 200 of either one. The amounts of gold and mana found in Lairs are all determined when the map is generated, and will not change.
A maximum of one Spell will appear in Treasure. The rarity of 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 Lair.
When a Spell is rolled by the d15 during map generation (a 3-in-15 chance with each iteration as described in the How Treasure is Generated section 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 lair does not Qualify, based on its remaining budget for loot, for a spell of the magnitude obtained, 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.
If the Spell roll does qualify, then its Spend value gets deducted from the lair'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 and results in a higher-level spell.
Resolving Spells Found Edit
- The game chooses a color at random - - from the conquering wizard's bookshelf. At this point it attempts to award a random spell, of the rarity specified at the worldgen, and of the color chosen at that instant; i.e., Uncommon → Chaos → Chimeras.
- With one Spellbook in the chosen color, the Wizard will obtain, at best, an unknown Common or Uncommon spell of that school; Rare spells are possible with two books; and Very Rare for having at least three books. It is possible to obtain any Arcane spell at any time except for Summon Champion and the Spell of Mastery. These are never awarded.
- If the wizard already has all spells of the rarity and realm specified by the lair, the game will first attempt to reward a lower level spell, or failing that, a higher level spell, of the same realm. It's 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.
Towers of Wizardry Edit
- A Tower of Wizardry is an ancient stronghold of magical research and will always yield a spell when captured. 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 Treasure Hoard is discounted by 100 points.
A Prisoner Edit
A single Prisoner might be held at a Lair, and is a highly unusual find. This individual will 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 Fame requirements, out of gratitude for being rescued.
This is essentially a Summon Hero Spell cast at the location of the Encounter Zone upon victory. Exactly which Hero appears in the lair is determined at the moment of victory. If hired, the hero will be ready to deploy immediately. A Lair needs at least 400 treasure points to Qualify for adding a Prisoner to its hoard, and it will Spend 1000 points to add it, quite likely exhausting its budget.
Failed Prisoners Edit
- Be warned that if the army which captures and occupies the prison lair's tile is nine units deep, or you already have a full compliment of six heroes in your service, the prisoner will fail to show up. You won't even be informed that you missed the opportunity. Most unfortunately of all, Absolutely Nothing appears in place of a prisoner.
When a Wizard Special is rolled (2-in-15 chance), and the budget has the necessary 1000 points to Qualify 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. 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 lair. Retorts are not subject to any limitations, save that Myrran will never appear.
|Spellbook and Retort Combinations|
|(Descending Order of Frequency)|
|Artifact||1 Failed Special|
|Spellbook & Retort||~32%|
|1 Expensive Retort||~7%|
|Spellbook||1 Failed Special|
|Retort||1 Failed Special|
|Artifact||2 Failed Specials|
|Tower of Wizardry|
Any extremely strong Lair could harbor a Spellbook or Retort, and they are considered the ultimate possible rewards in Treasure. The Qualify values needed are 1000 treasure points for one pick, and 2000 points for two. While the Spend value is 3000 in either case, this is irrelevant, for there can be no other treasure 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 they will eventually acquire one. Spellbooks of Life and Death do not appear in Nodes, so your prospects on obtaining these during the course of a game are less certain.
Failed Specials Edit
- Certain restrictions apply when finding Specials, and they may be replaced with an Artifact (next section) or not be awarded at all in some 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 Life or Death books opposing the wizard.
- If the treasure is 2 Specials, and exactly one of these ends up being a forbidden Life or Death 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 25% chance of a retort appearing goes up to 100%.
- If the Wizard has 6 retorts, but fewer than 13 books, the default 75% chance of a book appearing goes up to 100%, but the above caveats on Life and Death books still apply.
- The two-pick retorts (Warlord, Channeler, Divine, Infernal, 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.
- Magic Items frequently occur as part of the normal loot in a lair. Artifact is a term often used for a peculiar case: the item awarded in place of a "failed special." Although the Official Strategy Guide claims that this sort of item could be any one of the 250 prefabricated magic items in the game, with no limitations on its potential strength, this is not the case.
- In fact, all restrictions dealt with in the next section on Magical Items apply here, and moreover, the Artifact is limited to a narrow mana cost range of 600 - 1,200. 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 books, 6 retorts, and enough military muscle to defeat the sort of monsters who typically guard Specials. If you suspect you were given a / rank and failed to receive it, you may want to reload the game prior to battle and try for a different reward.
Magical Items Edit
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.
Current best-guesswork suggests that when Magical Items are added, a random number from their Spend range of 400-3000 may be deducted from the Treasure point budget, but that this number definitely has no influence at all on what Item eventually appears. In version 1.31 of Master of Magic, the Item found is determined the instant a Wizard conquers the lair. If you reload the game and fight the battle all over again, your finds will be rerolled.
The last sections group Items together under specific terms as they apply to Treasure. 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 demand that the Wizard have certain Books in his 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 Edit
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, but if a Wizard does not have the spellbooks required by an item in the database, then he simply cannot find it in Lairs; his only chance of acquiring it might be 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 Resist Elements, Phantasmal, Righteousness, 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, and others (mainly Death and Nature 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, or a problem with how the game reads it. ITEMDATA 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 Nature Books, 2nd Sorcery, 3rd Chaos, 4th Life. To give an example:
- Living Bow
- Living Bow has two properties. +1 Attack is the 1st property and requires no books; Elemental Armor is the 2nd property and requires four books; accordingly, the game interprets this to mean the item demands 0 4 to be found.
Aside from spell rank requirements, the game is completely indiscriminate with item types, specs, and mana values when it awards items in Treasure. The uncared-for 300 "Axe of Uncaring" has the same probability of appearing as the insanely-expensive 9,100 "Theodores Liberator", or, provided you have 6, the unquestionably-useful 2,650 "Helm of Trollish Might." The strength of the lair does not matter.
In all, the technical problems generated these trends:
- Requirements tend to be dominated by Chaos and Life ranks; the realm-specific Item Powers are usually the 3rd and 4th abilities listed, corresponding to these realms' index numbers.
- No Death Spellbooks are required for finding any item— not even the ones with Death Realm powers, since that would require there being five properties on the item.
- Spell Charges and Flaming apparently do not generate rank requirements.
- A crammed // shelf will gain access to some of the more exclusive items.
List of Generally-Available Items Edit
- The table below lists the 91 premade items that always have a chance of turning up in a Lair, ranked according to the Mana value of their powers.
|Magic Items That Do Not Require Spellbooks to Find|
|150||Elven Ring of Health||1||1|
|350||Amulet of Battle||2||2||1|
|400||Amulet of Lesser Shielding||1||1||2||-1|
|550||Ring of Power||2||1||2||5|
|600||Pin of Health||1||1||1||1|
|950||Cloak of Armor||2||2||3||-3|
|1000||Gauntlet of Eastwood||2||1||1||10|
|1950||Bracer of Mrad||4||4||3||6|
|200||Shield of Demos||1||1|
|250||Chain Mail of Defense||1||1|
|300||Chain of Magical Health||1||1||1|
|300||Mail of Arcanus||1||1||1|
|300||Shield of the Fool||1||1||1|
|400||Chain Mail of Resistance||2||3|
|400||Plate Mail of Defense||1||1|
|400||Shield of Evasion||1||2||1|
|500||Light Mail Shirt||3||3|
|600||Chain Mail of Movement||2||3|
|600||Shield of Eros||3||1||3|
|600||Shield of Speed||2||3|
|650||Chain of Tyrolia||4||1||2|
|700||Plate Mail of Resistance||1||4|
|700||Plate of Eandor||3||1||2|
|850||Chain Mail of Balance||4||2||3|
|950||Plate Mail of Movement||3||3||1|
|1050||Shield of Quatis||4||3||3|
|1200||Plate Mail of Diversity||4||2||4|
|1850||Shield of Brooke||5||3||6|
|2500||Disc of Advancement||6||4||6|
|150||Axe of Severe Pain||1|
|200||Sword of Cannae||1||1|
|200||Sword of Mallana||1||1|
|300||The Axe of Uncaring||3|
|550||Flaming Sword of Death||1||2||Flaming|
|850||Axe of Vivisection||4||1|
|1150||Peppermace of Gates||3||2||1|
|1700||Axe of the Caster||10||High Prayer x1|
|1700||The Revenge of Orculs||3||3||3|
|1750||Double Axe of Pain||4||2||5||Flaming|
|500||The Scarlet Bow||3||3|
|900||Crossbow of Power||6|
|2150||Bow of The Dervish||6||3||1|
|250||The Branch of Magic||1|
|450||The Conjurers Friend||1||5|
|800||Staff Of Magic Mastery||3||5||-1|
|850||Wand of Lesser Might||1||1||5|
|850||Wand of the Mind||1||5||Psionic Blast x2|
|900||Wand of Infinite Magic||2||10||-2|
|1200||Wand of the Mage||2||1||10||-1|
|1250||The Mighty Wand of Zod||1||1||10||-2|
|1650||Word of God||2||1||1||Holy Weapon x4|
|1750||Golden Staff of Sharee||5||2||2|
|2700||Wand of Ultimate Might||2||10||Disintegrate x2|
|3050||Wand of the Beast||1||Phantom Beast x4|
|3200||Staff of Horus||2||1||20||-4|
|9100||Theodores Liberator||6||20||-4||Creature Binding x4|
List of Conditionally-Available Items Edit
- The table below lists the 143 items might turn up in a treasure pile, if the wizard has the right spellbooks.
|Magic Items That Do Require Spellbooks to Find|
|950||Amulet of Resistance||3||1||5|| Resist Elements|| ||2|
|1150||Devils Eye of Fear||1||2||1|| Cloak of Fear|| ||2|
|1550||Orb of Fear||2||15||-3|| Cloak of Fear|| ||2|
|2100||Helm of the Tides||4||2||15|| Water Walking|| ||2|
|1350||Ring of Dasmiff||3||2||1|| Flight|| ||3|
|1600||Trinket of Strength||4||4||5|| Giant Strength|| ||3|
|1400||Band of Chivalry||4||3||-1|| Magic Immunity|| ||5|
|1450||Bracer of Invulnerability||2||2|| Invulnerability|| ||5|
|1800||Gem of the Aerie||4||15|| Guardian Wind|| Cloak of Fear||3||2|
|850||Jafars Orb of Sight||1||1||5|| True Sight|| ||6|
|1750||Helm of Everlasting||2||2|| Regeneration|| ||6|
|2650||Helm of Trollish Might||3||2||1|| Regeneration|| ||6|
|2600||Cross of Blessed Death||4||2|| Bless|| Invulnerability||2||5|
|1950||Orb of Righteous Sight||2||2|| True Sight|| Righteousness||6||4|
|3100||Ring of the Mad Mage||4||15|| Magic Immunity|| Invulnerability||5||5|
|800||Lor Goth||2||1||3|| Resist Elements|| ||2|
|850||Blessed Shield of Defense||3||4|| Bless|| ||2|
|1000||Giddeons Plate||3||2||2|| Endurance|| ||2|
|1200||Plate of the Elements||4||1||4|| Resist Elements|| ||2|
|1300||Chain Mail of Endurance||3||4|| Endurance|| ||2|
|1550||Blood Plate of Lucifer||5||3||2|| Bless|| ||2|
|1800||Chainmail of Speed||4||4||4|| Endurance|| ||2|
|1950||Chainmail of the Elements||5||3||6|| Resist Elements|| ||2|
|2900||Suit of Power||6||4||6|| Endurance|| ||2|
|1400||Silvermail||3||3||2|| Guardian Wind|| ||3|
|1450||Shield of Guardian Defense||6||1||1|| Guardian Wind|| ||3|
|2200||The Wind Shield||6||1||6|| Guardian Wind|| ||3|
|700||Shield of Thiron||2|| Elemental Armor || ||4|
|1050||Blessed Mail of Resistance||4||2|| Resist Magic|| Bless||2||2|
|1100||Armor of the Warrior||2||1||2|| Righteousness|| ||4|
|1100||Shield of Elements||2||3|| Elemental Armor|| ||4|
|1250||Plate Mail of Blessed Fear||4||3|| Cloak of Fear|| Bless||2||2|
|1300||Bloodmail||3||2||2|| Elemental Armor|| ||4|
|1400||Mail of Pobox||3||3||3|| Elemental Armor|| ||4|
|1500||Righteous Plate of Evasion||3||3||2|| Righteousness|| ||4|
|1600||Shield of the Wraith||2||2|| Wraithform|| ||4|
|1650||Shield of Enduring Fear||6||4|| Cloak of Fear|| Endurance||2||2|
|2000||Chain of Super Resistance||6||6|| Resist Elements|| Resist Magic||2||2|
|2000||Shield of Ultimate Defense||6||6|| Resist Elements|| Resist Magic||2||2|
|2100||Protection of Ramses||6||4|| Cloak of Fear|| Endurance||2||2|
|2300||Shield of the Undead||2||6|| Wraithform|| ||4|
|3000||Holy Shield||6||4||6|| Righteousness|| ||4|
|1650||Chain Mail of Immunity||5||1||3|| Magic Immunity|| ||5|
|1900||Shield of the Gods||3||2||3|| Invulnerability|| ||5|
|1950||Chain Mail of Absorbtion||5||2|| Invulnerability|| ||5|
|2000||Plate of Ultimax||3||2||2|| Invulnerability|| ||5|
|3150||Plate of Immunity||5||4||6|| Magic Immunity|| ||5|
|1800||Ziggmunds Armor||6|| Bless|| Righteousness||2||4|
|1850||Wraithe Shirt||4|| Wraithform|| Resist Magic||2||4|
|1750||Plate of Enduring Immunity||4||2|| Endurance|| Magic Immunity||5||2|
|3100||Mithril Mail of Talos||6||6|| Bless|| Invulnerability||2||5|
|2150||Elemental Transformation||2||1|| Wraithform|| Elemental Armor||4||4|
|2450||Plate of Divine Protection||5|| Guardian Wind|| Invulnerability||3||5|
|2050||Shield of Transformation||1|| Wraithform|| Magic Immunity||5||4|
|4100||Supreme Shield of Death||6||4|| Wraithform|| Invulnerability||4||5|
|600||Axe of Stone||4|| Stoning|| ||2|
|750||Sword of Medusa||2||2|| Stoning|| Flaming||2|
|1300||Raindancer||3||2||2|| Resist Elements|| ||2|
|1400||Edge of the Elements||3||2||5|| Resist Elements|| ||2|
|1550||Stoning Sword||2||3|| Stoning|| ||2|
|500||Deathbringer|| Death|| ||3|
|1150||Right Hand 0f Justice||2||1||1|| Holy Avenger|| ||3|
|1200||Power Axe||6|| Giant Strength|| ||3|
|1750||Whirlwind||2||3||1|| Giant Strength|| ||3|
|1900||Inquisitor||2||2||10|| Holy Avenger|| ||3|
|2200||Axe of the Apostles||6||2|| Holy Avenger|| ||3|
|2400||Golden Axe of Rath||6||2||10|| Giant Strength|| ||3|
|250||Black Asp||1|| Resist Elements|| ||2|
|950||The Resistor||5|| Resist Elements|| Resist Magic||2||2|
|1250||Merlins Nails||3||1||10|| Power Drain|| ||4|
|850||Laik Kenegul||3||1|| Resist Magic|| Giant Strength||3||2|
|950||Knight Chopper||1|| Vampiric|| ||5|
|1100||Mace of Disintegration|| Destruction|| ||5|
|1200||Mae Govannon||1||1||5|| Lightning|| ||5|
|1600||Storm Mace||3||5|| Lightning|| Flaming||5|
|2050||Sword of Immunity||1||2||10|| Magic Immunity|| ||5|
|2100||Fangs Avenger||4||2||1|| Vampiric|| ||5|
|2200||White Lightning||3||2|| Lightning|| ||5|
|2350||Sting||3||3||1|| Lightning|| ||5|
|2350||Vlads Impaler||1||3||5|| Vampiric|| ||5|
|2450||Vampiric Vanquisher||4||2||10|| Vampiric|| ||5|
|2700||The Defender||3||3||3|| Destruction|| ||5|
|1000||Sword of Stealth||3||3|| True Sight|| ||6|
|1000||Tree Tamer||3|| Death|| Giant Strength||3||3|
|2650||Club of Chaos||2||1||1|| Chaos|| ||6|
|1100||Living Sword||2||2|| Elemental Armor|| Giant Strength||4||3|
|1350||Freyas Friend||3||1|| Holy Avenger|| Power Drain||4||3|
|1400||Sword of Renfield||2||2|| Vampiric|| Giant Strength||5||3|
|1550||Fist of Destruction||1|| Destruction|| Death||5||3|
|2950||Thors Hammer||4||3|| Lightning|| Holy Avenger||5||3|
|2150||The Peacemaker||1||2|| Magic Immunity|| Power Drain||4||5|
|2300||Dracken Mace||3||2|| Magic Immunity|| Power Drain||4||5|
|2900||Sword of Mephisto||3||2|| Chaos|| Holy Avenger||6||3|
|3050||Axe of Chaotic Death||5|| Chaos|| Death||6||3|
|3700||Gabriels Axe||6||2|| Holy Avenger|| Phantasmal||3||6|
|1500||Great Sword of Arkanna||3|| Elemental Armor|
| Resist Magic||4||4||2|
|3050||Hand of God||1||10|| Haste|| Holy Avenger||3||7|
|4000||The Kick Axe||6||2|| Haste|| Giant Strength||3||7|
|1800||Morphains Friend||4|| Elemental Armor|
|2000||Ultimate Defense||3|| Elemental Armor|
| Magic Immunity||3||4||5|
|2200||Axe of Light||10|| Elemental Armor|
| Magic Immunity||3||4||5|
|2850||Axe of Haste||1|| Haste|| Magic Immunity||7||5|
|2400||Monster Masher||2|| Vampiric|
| Resist Magic||5||6||2|