Treasure Anim.gif

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[edit | edit source]

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 | edit source]

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  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 Encounter Zone a Treasure point budget analogous to  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  Gold Coins - 3 in 15 50 - 1000
10 (1) 200 2 in 15  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 45% 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[edit | edit source]

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 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.

After rolling an Uncommon Spell and a pile of  Gold, the Lair evidently had enough treasure points remaining to keep going until it rolled another pile of  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  Gold and  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  50 -  1,000, or  40 -  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[edit | edit source]

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[edit | edit source]

To determine the actual reward, the game first chooses a Realm at random - - 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 → 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 Arcane spell at any time, except for Summon Champion and the Spell of Mastery, which are never awarded. However, due to a bug in the v1.31 (and v1.40) game code, Arcane 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[edit | edit source]

TerrainSpecial Tower.png
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[edit | edit source]

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. Arcane 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  Gold and  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[edit | edit source]

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[edit | edit source]

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 Fame requirements, out of gratitude for being rescued.

This is essentially equivalent to a Summon 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.png Aureus the Golden One Hero Malleus.png Malleus the Magician Hero Shuri.png Shuri the Huntress
Hero Bahgtru.png Bahgtru the Orc Warrior Hero Marcus.png Marcus the Ranger Hero Spyder.png Spyder the Rogue
Hero Brax.png Brax the Dwarf Hero Morgana.png Morgana the Witch Hero Taki.png Taki the War Monk
Hero BShan.png B'Shan the Dervish Hero Rakir.png Rakir the Beastmaster Hero Theria.png Theria the Thief
Hero Fang.png Fang the Draconian Hero Reywind.png Reywind the Warrior Mage Hero Tumu.png Tumu the Assassin
Hero Greyfairer.png Greyfairer the Druid Hero Serena.png Serena the Healer Hero Valana.png Valana the Bard
Hero Gunthar.png Gunther the Barbarian Hero Shalla.png Shalla the Amazon Hero Yramrag.png Yramrag the Warlock
Hero Jaer.png Jaer the Wind Mage Hero ShinBo.png Shin Bo the Ninja Hero Zaldron.png Zaldron the Sage

Failed Prisoners[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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 Life and Death do not appear in Nodes, so the prospects of obtaining these during the course of a game are much less certain.

Failed Specials[edit | edit source]

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 Life or Death Spellbooks 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 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 Life and Death 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[edit | edit source]

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  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[edit | edit source]

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 45% 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 ( 2,000 maximum value per wasted pick) somewhat redundant.

Community Patch[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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 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, while 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, 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 Nature books, 2nd is Sorcery, 3rd is Chaos, and 4th is Life. To give an example:
Item Bow 6.png Living Bow
Living Bow has two properties.  +1 Attack is the first property and requires no books. Elemental Armor is the second property, and requires four books. Accordingly, the game interprets this to mean the item demands 0 and 4 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  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, in the case of a Wizard with at least 6, the unquestionably-useful  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  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 Chaos and Life ranks, as 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 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 // shelf will gain access to some of the more exclusive items.

List of Generally-Available Items[edit | edit source]

The table below lists the 91 premade items that always have a chance of turning up in an Encounter Zone, ranked according to the  Mana value of their powers.
Magical Items That Do Not Require Spellbooks to Find
Jewelry
Item Attributes Powers
150 Item Misc 7.png Elven Ring of Health  1  1
350 Item Misc 1.png Amulet of Battle  2  2 Icon Movement Ground.png1
400 Item Misc 1.png Amulet of Lesser Shielding      1 Icon Movement Ground.png1  2 -1
550 Item Misc 11.png Orions Belt  2  2 Icon Movement Ground.png2  2
550 Item Misc 9.png Ring of Power  2 Icon Movement Ground.png1  2  5
600 Item Misc 6.png Pin of Health  1  1  1  1
700 Item Misc 1.png Ehr Rhee  1  1 Icon Movement Ground.png1  2
950 Item Misc 15.png Cloak of Armor  2 Icon Movement Ground.png2  3 -3
1000 Item Misc 20.png Gauntlet of Eastwood  2  1  1  10
1950 Item Misc 8.png Bracer of Mrad  4  4 Icon Movement Ground.png3  6
Armor
Item Attributes Powers
150 Item Shield 1.png Zir Daun  1
200 Item Shield 1.png Shield of Demos  1  1
250 Item Chain 1.png Chain Mail of Defense  1 Icon Movement Ground.png1
300 Item Chain 6.png Chain of Magical Health  1 Icon Movement Ground.png1  1
300 Item Chain 8.png Elvish Scalemail  1 Icon Movement Ground.png1  1
300 Item Chain 1.png Mail of Arcanus  1 Icon Movement Ground.png1  1
300 Item Shield 1.png Shield of the Fool  1 Icon Movement Ground.png1  1
400 Item Chain 3.png Chain Mail of Resistance  2  3
400 Item Plate 1.png Plate Mail of Defense  1  1
400 Item Shield 6.png Shield of Evasion  1 Icon Movement Ground.png2  1
500 Item Plate 1.png Champions Platemail  1 Icon Movement Ground.png1  1
500 Item Chain 4.png Light Mail Shirt  3  3
500 Item Chain 7.png Morthogs Chainmail  2 Icon Movement Ground.png2  2
600 Item Chain 1.png Chain Mail of Movement  2 Icon Movement Ground.png3
600 Item Shield 3.png Shield of Eros  3 Icon Movement Ground.png1  3
600 Item Shield 7.png Shield of Speed  2 Icon Movement Ground.png3
650 Item Chain 2.png Chain of Tyrolia  4 Icon Movement Ground.png1  2
700 Item Plate 2.png Plate Mail of Resistance  1  4
700 Item Plate 4.png Plate of Eandor  3 Icon Movement Ground.png1  2
850 Item Chain 2.png Chain Mail of Balance  4 Icon Movement Ground.png2  3
850 Item Shield 6.png Vans Shield  3 Icon Movement Ground.png2  4
900 Item Chain 1.png Mithril Chainmail  3 Icon Movement Ground.png3  3
950 Item Plate 3.png Plate Mail of Movement  3 Icon Movement Ground.png3  1
1050 Item Shield 9.png Shield of Quatis  4 Icon Movement Ground.png3  3
1200 Item Plate 4.png Plate Mail of Diversity  4 Icon Movement Ground.png2  4
1850 Item Shield 1.png Shield of Brooke  5 Icon Movement Ground.png3  6
1900 Item Shield 1.png The Resistor  3 Icon Movement Ground.png4  6
2500 Item Shield 1.png Disc of Advancement  6 Icon Movement Ground.png4  6
Melee Weapons
Item Attributes Powers
150 Item Axe 2.png Axe of Severe Pain  1
200 Item Mace 1.png Cannes Mace  1  1
200 Item Sword 6.png Sword of Cannae  1  1
200 Item Sword 2.png Sword of Mallana  1  1
300 Item Axe 1.png The Axe of Uncaring  3
500 Item Sword 5.png Dragon Slayer  2 Flaming
550 Item Sword 1.png Flaming Sword of Death  1  2 Flaming
550 Item Mace 2.png Pummel Mace  1  1
600 Item Mace 1.png Idspispopd  1  1  1
700 Item Sword 4.png Joshuas Sword  2  1  2
700 Item Axe 9.png The Beheader  3  1
750 Item Axe 1.png Flaming Axe  4 Flaming
800 Item Sword 2.png Bane Blade  1  1  1  5
850 Item Axe 8.png Axe of Vivisection  4  1
850 Item Mace 4.png Mauler  4  1
900 Item Axe 8.png Hacker  6
1000 Item Mace 3.png Irons Mace  1  2  1
1100 Item Mace 5.png Skull Smasher  3  2
1150 Item Mace 10.png Peppermace of Gates  3  2  1
1600 Item Mace 1.png Intimidator  1  3  1  5
1700 Item Axe 9.png Axe of the Caster  10 High Prayer x1
1700 Item Axe 4.png Executioners Friend  6  2
1700 Item Mace 1.png Jans Hammer  4  3  1
1700 Item Mace 1.png The Inquisition  4  3  1
1700 Item Sword 1.png The Revenge of Orculs  3  3  3
1750 Item Axe 2.png Double Axe of Pain  4  2  5 Flaming
Bows
Item Attributes Powers
500 Item Bow 1.png The Scarlet Bow  3  3
650 Item Bow 7.png Uhl Dover  1  1  2
900 Item Bow 9.png Crossbow of Power  6
900 Item Bow 1.png The Regulator  4  1  1
1050 Item Bow 1.png The Archer  2  2  1
1350 Item Bow 1.png The Telecaster  4  2  2
1400 Item Bow 1.png Hells Bolt  2  2  2 Flaming
1400 Item Bow 1.png The Deathstorm  1  2  1  10
2150 Item Bow 1.png Bow of The Dervish  6  3  1
Magic Rods
Item Attributes Powers
250 Item Wand 4.png The Branch of Magic  1
400 Item Staff 6.png The Mangler  2
450 Item Wand 3.png The Conjurers Friend  1  5
800 Item Staff 2.png Staff Of Magic Mastery  3  5 -1
800 Item Staff 1.png The Enlightener  1  1  5 -2
850 Item Wand 9.png Wand of Lesser Might  1  1  5
850 Item Wand 5.png Wand of the Mind  1  5 Psionic Blast x2
900 Item Staff 9.png Uhl Khakhaas  1  1  1 -1
900 Item Wand 3.png Wand of Infinite Magic  2  10 -2
1200 Item Wand 6.png Wand of the Mage  2  1  10 -1
1250 Item Wand 1.png The Mighty Wand of Zod  1  1  10 -2
1650 Item Staff 1.png Flaming Staff  5  10 -1 Flaming
1650 Item Staff 3.png Word of God  2  1  1 Holy Weapon x4
1750 Item Staff 7.png Golden Staff of Sharee  5  2  2
2700 Item Wand 1.png Wand of Ultimate Might  2  10 Disintegrate x2
3050 Item Wand 9.png Wand of the Beast  1 Phantom Beast x4
3200 Item Staff 4.png Staff of Horus  2  1  20 -4
9100 Item Staff 5.png Theodores Liberator  6  20 -4 Creature Binding x4


List of Conditionally-Available Items[edit | edit source]

The table below lists the 143 items that may only turn up in a Treasure pile if the Wizard has the right Spellbooks.
Magical Items That Require Spellbooks to Find
Jewelry
Item Attributes Powers Ranks Needed
950 Item Misc 1.png Amulet of Resistance  3  1  5 Resist Elements
 
 
 
2      
1150 Item Misc 2.png Devils Eye of Fear  1  2  1 Cloak of Fear
 
 
 
2
1550 Item Misc 35.png Orb of Fear  2  15 -3 Cloak of Fear
 
 
 
2
2100 Item Misc 28.png Helm of the Tides  4  2  15 Water Walking
 
 
 
2
1350 Item Misc 11.png Ring of Dasmiff  3  2 Icon Movement Ground.png1 Flight
 
 
 
3
1600 Item Misc 4.png Trinket of Strength  4  4  5 Giant Strength
 
 
 
3
1400 Item Misc 8.png Band of Chivalry  4  3 -1 Magic Immunity
 
 
 
5
1450 Item Misc 8.png Bracer of Invulnerability  2  2 Invulnerability
 
 
 
5
1800 Item Misc 1.png Gem of the Aerie  4  15 Guardian Wind
 
Cloak of Fear
 
3 2
850 Item Misc 33.png Jafars Orb of Sight  1  1  5 True Sight
 
 
 
6
1750 Item Misc 25.png Helm of Everlasting  2  2 Regeneration
 
 
 
6
2650 Item Misc 23.png Helm of Trollish Might  3  2 Icon Movement Ground.png1 Regeneration
 
 
 
6
2600 Item Misc 4.png Cross of Blessed Death  4  2 Bless
 
Invulnerability
 
2 5
1950 Item Misc 35.png Orb of Righteous Sight  2  2 True Sight
 
Righteousness
 
6 4
3100 Item Misc 7.png Ring of the Mad Mage  4  15 Magic Immunity
 
Invulnerability
 
5 5
Armor
Item Attributes Powers Ranks Needed
800 Item Plate 2.png Lor Goth  2 Icon Movement Ground.png1  3 Resist Elements
 
 
 
2
850 Item Shield 5.png Blessed Shield of Defense  3  4 Bless
 
 
 
2
1000 Item Plate 5.png Giddeons Plate  3 Icon Movement Ground.png2  2 Endurance
 
 
 
2
1200 Item Plate 6.png Plate of the Elements  4 Icon Movement Ground.png1  4 Resist Elements
 
 
 
2
1300 Item Chain 3.png Chain Mail of Endurance  3 Icon Movement Ground.png4 Endurance
 
 
 
2
1550 Item Plate 3.png Blood Plate of Lucifer  5 Icon Movement Ground.png3  2 Bless
 
 
 
2
1800 Item Chain 8.png Chainmail of Speed  4 Icon Movement Ground.png4  4 Endurance
 
 
 
2
1950 Item Chain 1.png Chainmail of the Elements  5 Icon Movement Ground.png3  6 Resist Elements
 
 
 
2
2900 Item Plate 1.png Suit of Power  6 Icon Movement Ground.png4  6 Endurance
 
 
 
2
1400 Item Plate 1.png Silvermail  3 Icon Movement Ground.png3  2 Guardian Wind
 
 
 
3
1450 Item Shield 2.png Shield of Guardian Defense  6 Icon Movement Ground.png1  1 Guardian Wind
 
 
 
3
2200 Item Shield 8.png The Wind Shield  6 Icon Movement Ground.png1  6 Guardian Wind
 
 
 
3
700 Item Shield 6.png Shield of Thiron  2 Elemental Armor    
 
 
 
4
1050 Item Chain 1.png Blessed Mail of Resistance      4 Icon Movement Ground.png2 Resist Magic
 
Bless
 
2 2
1100 Item Plate 6.png Armor of the Warrior  2 Icon Movement Ground.png1  2 Righteousness
 
 
 
4
1100 Item Shield 7.png Shield of Elements  2 Icon Movement Ground.png3 Elemental Armor
 
 
 
4
1250 Item Plate 6.png Plate Mail of Blessed Fear  4  3 Cloak of Fear
 
Bless
 
2 2
1300 Item Plate 3.png Bloodmail  3 Icon Movement Ground.png2  2 Elemental Armor
 
 
 
4
1400 Item Chain 1.png Mail of Pobox  3 Icon Movement Ground.png3  3 Elemental Armor
 
 
 
4
1500 Item Plate 7.png Righteous Plate of Evasion  3 Icon Movement Ground.png3  2 Righteousness
 
 
 
4
1600 Item Shield 4.png Shield of the Wraith  2 Icon Movement Ground.png2 Wraithform
 
 
 
4
1650 Item Shield 8.png Shield of Enduring Fear  6  4 Cloak of Fear
 
Endurance
 
2 2
2000 Item Chain 4.png Chain of Super Resistance  6  6 Resist Elements
 
Resist Magic
 
2 2
2000 Item Shield 1.png Shield of Ultimate Defense  6  6 Resist Elements
 
Resist Magic
 
2 2
2100 Item Shield 4.png Protection of Ramses  6 Icon Movement Ground.png4 Cloak of Fear
 
Endurance
 
2 2
2300 Item Shield 4.png Shield of the Undead Icon Movement Ground.png2  6 Wraithform
 
 
 
4
3000 Item Shield 9.png Holy Shield  6 Icon Movement Ground.png4  6 Righteousness
 
 
 
4
1650 Item Chain 1.png Chain Mail of Immunity  5 Icon Movement Ground.png1  3 Magic Immunity
 
 
 
5
1900 Item Shield 5.png Shield of the Gods  3 Icon Movement Ground.png2  3 Invulnerability
 
 
 
5
1950 Item Chain 1.png Chain Mail of Absorbtion  5  2 Invulnerability
 
 
 
5
2000 Item Plate 2.png Plate of Ultimax  3 Icon Movement Ground.png2  2 Invulnerability
 
 
 
5
3150 Item Plate 1.png Plate of Immunity  5 Icon Movement Ground.png4  6 Magic Immunity
 
 
 
5
1800 Item Plate 4.png Ziggmunds Armor  6 Bless
 
Righteousness
 
2 4
1850 Item Chain 1.png Wraithe Shirt  4 Wraithform
 
Resist Magic
 
2 4
1750 Item Plate 3.png Plate of Enduring Immunity  4 Icon Movement Ground.png2 Endurance
 
Magic Immunity
 
5 2
3100 Item Chain 1.png Mithril Mail of Talos  6  6 Bless
 
Invulnerability
 
2 5
2150 Item Plate 4.png Elemental Transformation  2  1 Wraithform
 
Elemental Armor
 
4 4
2450 Item Plate 1.png Plate of Divine Protection  5 Guardian Wind
 
Invulnerability
 
3 5
2050 Item Shield 8.png Shield of Transformation  1 Wraithform
 
Magic Immunity
 
5 4
4100 Item Shield 4.png Supreme Shield of Death  6 Icon Movement Ground.png4 Wraithform
 
Invulnerability
 
4 5
Melee Weapons
Item Attributes Powers Ranks Needed
600 Item Axe 1.png Axe of Stone  4 Stoning
 
 
 
2
750 Item Sword 1.png Sword of Medusa  2  2 Stoning
 
Flaming
 
2
1300 Item Sword 9.png Raindancer  3  2  2 Resist Elements
 
 
 
2
1400 Item Axe 3.png Edge of the Elements  3  2  5 Resist Elements
 
 
 
2
1550 Item Sword 7.png Stoning Sword  2  3 Stoning
 
 
 
2
500 Item Mace 1.png Deathbringer Death
 
 
 
3
1150 Item Sword 7.png Right Hand 0f Justice  2  1  1 Holy Avenger
 
 
 
3
1200 Item Axe 1.png Power Axe  6 Giant Strength
 
 
 
3
1750 Item Mace 3.png Whirlwind  2  3  1 Giant Strength
 
 
 
3
1900 Item Axe 8.png Inquisitor  2  2  10 Holy Avenger
 
 
 
3
2200 Item Axe 4.png Axe of the Apostles  6  2 Holy Avenger
 
 
 
3
2400 Item Axe 5.png Golden Axe of Rath  6  2  10 Giant Strength
 
 
 
3
250 Item Sword 1.png Black Asp  1 Resist Elements
 
 
 
2
950 Item Axe 9.png The Resistor  5 Resist Elements
 
Resist Magic
 
2 2
1250 Item Mace 2.png Merlins Nails  3  1  10 Power Drain
 
 
 
4
850 Item Sword 5.png Laik Kenegul  3  1 Resist Magic
 
Giant Strength
 
3 2
950 Item Axe 9.png Knight Chopper  1 Vampiric
 
 
 
5
1100 Item Mace 1.png Mace of Disintegration Destruction
 
 
 
5
1200 Item Sword 1.png Mae Govannon  1  1  5 Lightning
 
 
 
5
1600 Item Mace 11.png Storm Mace  3  5 Lightning
 
Flaming
 
5
2050 Item Sword 3.png Sword of Immunity  1  2  10 Magic Immunity
 
 
 
5
2100 Item Mace 8.png Fangs Avenger  4  2  1 Vampiric
 
 
 
5
2200 Item Mace 9.png White Lightning  3  2 Lightning
 
 
 
5
2350 Item Sword 4.png Sting  3  3  1 Lightning
 
 
 
5
2350 Item Sword 8.png Vlads Impaler  1  3  5 Vampiric
 
 
 
5
2450 Item Axe 1.png Vampiric Vanquisher  4  2  10 Vampiric
 
 
 
5
2700 Item Sword 8.png The Defender  3  3  3 Destruction
 
 
 
5
1000 Item Sword 3.png Sword of Stealth  3  3 True Sight
 
 
 
6
1000 Item Axe 7.png Tree Tamer  3 Death
 
Giant Strength
 
3 3
2650 Item Mace 6.png Club of Chaos  2  1  1 Chaos
 
 
 
6
1100 Item Sword 1.png Living Sword  2  2 Elemental Armor
 
Giant Strength
 
4 3
1350 Item Mace 2.png Freyas Friend  3  1 Holy Avenger
 
Power Drain
 
4 3
1400 Item Sword 1.png Sword of Renfield  2  2 Vampiric
 
Giant Strength
 
5 3
1550 Item Mace 7.png Fist of Destruction  1 Destruction
 
Death
 
5 3
2950 Item Mace 4.png Thors Hammer  4  3 Lightning
 
Holy Avenger
 
5 3
2150 Item Axe 1.png The Peacemaker  1  2 Magic Immunity
 
Power Drain
 
4 5
2300 Item Mace 9.png Dracken Mace  3  2 Magic Immunity
 
Power Drain
 
4 5
2900 Item Sword 4.png Sword of Mephisto  3  2 Chaos
 
Holy Avenger
 
6 3
3050 Item Axe 1.png Axe of Chaotic Death  5 Chaos
 
Death
 
6 3
3700 Item Axe 7.png Gabriels Axe  6  2 Holy Avenger
 
Phantasmal
 
3 6
1500 Item Sword 4.png Great Sword of Arkanna  3 Elemental Armor
Power Drain
Resist Magic
 
4 4 2
3050 Item Mace 5.png Hand of God  1  10 Haste
 
Holy Avenger
 
3 7
4000 Item Axe 1.png The Kick Axe  6  2 Haste
 
Giant Strength
 
3 7
1800 Item Mace 1.png Morphains Friend  4 Elemental Armor
Magic Immunity
Stoning
 
4 2 5
2000 Item Sword 6.png Ultimate Defense  3 Elemental Armor
Holy Avenger
Magic Immunity
 
3 4 5
2200 Item Axe 1.png Axe of Light  10 Elemental Armor
Holy Avenger
Magic Immunity
 
3 4 5
2850 Item Axe 1.png Axe of Haste  1 Haste
 
Magic Immunity
 
7 5
2400 Item Sword 3.png Monster Masher  2 Vampiric
True Sight
Resist Magic
 
5 6 2
Bows
Item Attributes Powers Ranks Needed
750 Item Bow 3.png Mithril Longbow  1  10 Resist Magic
 
 
 
2
1000 Item Bow 2.png Elvish Longbow  4  1 Resist Magic
 
Flaming
 
2
1400 Item Bow 2.png Bow of the Golden Horde  5  1  5 Stoning
 
 
 
2
1500 Item Bow 8.png The Undertaker  2  5 Death
 
 
 
3
650 Item Bow 6.png Living Bow  1 Elemental Armor
 
 
 
4
1650 Item Bow 4.png Gideons Harp  1  1  10 Magic Immunity
 
 
 
5
1900 Item Bow 1.png Little Flicker  2  10 Destruction
 
Flaming
 
5
2700 Item Bow 4.png Silver Shortbow  5  3  1 Lightning
 
 
 
5
2950 Item Bow 1.png Bow of Hazard  4  3 Destruction
 
Flaming
 
5
1050 Item Bow 5.png The Hartshone  3  2 Elemental Armor
 
Stoning
 
4 2
1750 Item Bow 1.png Life Bow  6  3 Elemental Armor
 
Stoning
 
4 2
4300 Item Bow 4.png White Flicker  6  3  3 Chaos
 
 
 
6
1300 Item Bow 1.png Bow of Magic Immunity Elemental Armor
 
Magic Immunity
 
4 5
2400 Item Bow 3.png Ray of Light  1  1 Haste
 
Resist Magic
 
7 2
1900 Item Bow 1.png The Devils Instrument  2  5 Lightning
 
Magic Immunity
 
5 5
Magical Rods
Item Attributes Powers Ranks Needed
400 Item Wand 3.png Wand of Immunity -1 Water Walking
 
 
 
2
750 Item Wand 1.png Wand of Arcanus  1  1 Water Walking
 
 
 
2
900 Item Wand 4.png Wand of Enhancement  2  1 -1 Water Walking
 
 
 
2
1000 Item Wand 2.png Wand of Elros  2  10 -2 Water Walking
 
 
 
2
1050 Item Wand 1.png Wand of Fiery Death  1  1 Water Walking
 
Flaming
 
2
1350 Item Staff 7.png The Ossifier  2  10 -3 Stoning
 
 
 
2
1500 Item Staff 1.png Stick of the Mage  1  3  15 Stoning
 
 
 
2
800 Item Staff 1.png Guardian Staff  2 Guardian Wind
 
 
 
3
1100 Item Wand 7.png Kraken Wand  2  10 Death
 
 
 
3
1450 Item Wand 1.png The Wand of Glenda  1  1  10 Guardian Wind
 
 
 
3
2150 Item Staff 9.png Purple Rain of Death  5  2  2 Death
 
 
 
3
900 Item Staff 1.png Elemental Staff of Nature  1  1 Elemental Armor
 
 
 
4
1350 Item Staff 6.png Planar Staff  2  1  10 Planar Travel
 
 
 
5
1450 Item Wand 1.png White Lightning  1  5 -2 Lightning
 
 
 
5
1500 Item Staff 2.png The Traveller  1  1 Holy Weapon x3
 
Planar Travel
 
5
1600 Item Wand 1.png Wand of Balmoth  2  1  5 Magic Immunity
 
 
 
5
2750 Item Staff 5.png The Pummeler  5  2 -1 Destruction
 
 
 
5
3100 Item Staff 3.png Staff of Pain  6  3 Lightning
 
 
 
5
4000 Item Staff 8.png Staff of Odin  3  3  20 Magic Immunity
 
 
 
5
3050 Item Staff 1.png Chaotic Staff of Fire  4  2 Chaos
 
Flaming
 
6
1750 Item Staff 6.png The Protector  4  5 Guardian Wind
 
Elemental Armor
 
4 3
2300 Item Wand 1.png Staff of the Constellation  10 -2 Destruction
 
Power Drain
 
5 4
3900 Item Staff 9.png The Destructor  20 -4 Magic Immunity
 
Power Drain
 
4 5
1800 Item Wand 1.png Wand of the Guardian  1 Guardian Wind
Stoning
Destruction
 
5 2 3
8200 Item Staff 1.png Staff of Superiority  20 Mind Storm x4
Phantasmal
Chaos
 
6 6


List of Forbidden Items[edit | edit source]

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 12 12 12 12 12.
Magic Items With Prohibitive Spellbook Requirements
For Sale by Merchant
Item Attributes Powers Ranks Needed
2300 Item Wand 1.png Wand of the Grey Wizard Dispel True x2
Power Drain
Magic Immunity
Planar Travel
4 5 5
2750 Item Misc 5.png Bird of Paradise Magic Immunity
Righteousness
Giant Strength
Invulnerability
3 5 4 5
3100 Item Staff 1.png Zlotakian Staff of Magic Invisibility x3
Chaos
Power Drain
Resist Elements
Resist Magic
6 4 2 2
3500 Item Staff 5.png Staff Of Confusion Confusion x4
Elemental Armor    
Destruction
Planar Travel
5 4 5
3650 Item Misc 31.png Magical Crystal of Power Wraithform
True Sight
Magic Immunity
Invulnerability
6 5 4 5
3700 Item Sword 8.png Sword of Pendulum Vampiric
Phantasmal
Lightning
Power Drain
5 5 4 6
3750 Item Mace 4.png Maul of Bathory  4 Vampiric
Haste
Elemental Armor    
 
5 4 7
3800 Item Wand 1.png Wand of Doom Destruction
Magic Immunity
Death
Phantasmal
5 3 6 5
4200 Item Plate 1.png Plate of Omnipotence  6 Wraithform
Invulnerability
Magic Immunity
 
5 4 5
4950 Item Mace 1.png Orc Smasher  4 Destruction
Phantasmal
Chaos
 
6 5 6
4950 Item Mace 3.png World Ender  4 Destruction
Phantasmal
Chaos
 
6 5 6
5100 Item Bow 9.png The Master Crossbow Destruction
Phantasmal
Chaos
Power Drain
6 5 4 6
5200 Item Sword 1.png Blade of Blood Vampiric
Haste
Lightning
Phantasmal
5 5 6 7
5400 Item Axe 4.png Phantastic Axe  6 Destruction
Phantasmal
Chaos
 
6 5 6
Impossible To Obtain
Item Attributes Powers Ranks Needed
1150 Item Wand 1.png The Great Wand  1  1  5 Merging
 
 
 
22    
2300 Item Staff 8.png Tammas Staff of Negation     Magic Immunity
Planar Travel
Power Drain
Merging
4 5 5 22


v1.40 Changes[edit | edit source]

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[edit | edit source]

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  240 -  6,120 range, which will correspondingly have minimum values half of these.

Community Patch[edit | edit source]

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.
Community content is available under CC-BY-SA unless otherwise noted.