If we take the percentages as fractions out of all magic items, we'd need at least 2000 items to have each appear at least once. Here are how many of each item are in the 2000 large pile. You can also multiply the number by 0.05% to get the absolute % you get this item when rolling for a random magic item.
Note that before getting to the magic items tables you'd first roll if its actually a map. So in addition to the 2000 items we also have 666 and ⅔rds of a map. Just a coincidence.
MAGIC ITEMS
400 Swords
300 Armor
100 Misc. Weapons
500 Potions
400 Scrolls
100 Rings
100 Wands/Staves
100 Misc. Magic
SWORD
140 Sword +1
20 Sword +1, +2 vs. Lycanthropes
20 Sword +1, +2 vs. Magic-Users and Enchanted Monsters
20 Sword +1, Locating Objects Ability
40 Sword +1, +3 vs. Trolls (Clerics)
20 Sword, Flaming: +1 +2 vs. Trolls (Pegasi, Hippogriffs, + Rocs) +3 vs. Undead (Treants)
20 Sword +1, Wishes Included (2–8 Wishes)
20 Sword +1, +3 vs. Dragons
12 Sword +2
8 Sword +2, Charm Person Ability
8 Sword +3
4 Sword, One Life Energy Drain
68 Sword –2 (Cursed Sword)
of course all swords are likely to be unique due to different ego scores and powers
ARMOR
90 Shield +1
90 Armor +1
45 Armor & Shield +1
24 Shield +2
21 Armor +2
21 Armor & Shield +2
9 Shield +3
This is a pretty weird table, because often there is a set of shield and armor, so actually there are a few more than 2000 items in the pile. Not sure how that's meant to function in the game though. Shame its just numerical bonuses.
MISCELLANEOUS WEAPONS:
25 10 Magic Arrows
15 3–30 Magic Arrows
15 Dagger +1 vs. Man-Sized Opponents, +2 vs. Goblins and Kobolds
5 Dagger +2 vs. Man-Sized Opponents, +3 vs. Orcs, Goblins and Kobolds
5 Magic Bow
5 Axe +1
10 Mace +2
5 War Hammer +1
4 War Hammer +2
1 War Hammer +3, 6” Throwing Range with Return
6 Spear +1
3 Spear +2
1 Spear +3
POTIONS: x5
20 Growth
20 Clairvoyance
20 Diminution
15 Clairaudience
20 Giant Strength
25 Animal Control
20 Invisibility
20 Undead Control
20 Gaseous Form
20 Plant Control
20 Polymorph (Self)
20 Human Control
20 Speed
20 Giant Control
20 Levitation
20 Dragon Control*
20 Flying
20 Poison**
10 ESP
20 Invulnerability
10 Delusion
20 Fire Resistance
20 Healing
20 Treasure Finding
20 Longevity
20 Heroism
*Referee to roll to determine which of the six types of Dragons will be controlled.
** Referee will mislead by naming any of the other Potions, but if carefully questioned should give it a singular feature.
SCROLLS: x4
80 1 Spell
60 2 Spells
40 3 Spells
20 7 Spells
40 1 Curse*
40 Protection: Lycanthropes
40 Protection: Undead
40 Protection: Elementals
40 Protection: Magic
There is a 25% chance that any scroll of spells found will contain those usable by clerics.
* The referee must take extreme care in handling all Scrolls with an eye towards dup-
ing the players when a Curse Scroll is found. The curse takes effect immediately upon reading the Scroll; therefore having non-Curse Scrolls disappear on occasion if not identified will help to force reading of Curse Scrolls. To determine the type of curse use the table below:
Die Roll Curse: (Range 3” diameter) out of 40:
10 Any monster of the referee’s choice
10 Disease, fatal in 3 turns unless healed
10 Polymorph to insect of referee’s choice
5 Transportation 1,000 miles, random direction
5 Transportation to another planet
RINGS:
9 Invisibility
5 Protection, 5’ r.
6 Mammal Control
5 Regeneration
6 Human Control
2 Djinn Summoning
9 Weakness
2 Telekinesis
9 Protection
2 X-Ray Vision
10 Three Wishes
2 Spell Turning
11 Delusion
1 Spell Storing
10 Water Walking
1 Many Wishes (4–24)
10 Fire Resistance
WANDS AND STAVES (All wands usable by Magic-Users only):
15 Metal Detection
5 Polymorph
5 Enemy Detection
5 Negation
5 Magic Detection
10 Staff of Healing*
5 Secret Doors & Traps Detection
5 Staff of Commanding**
5 Illusion
5 Snake Staff*
5 Fear
5 Staff of Striking**
5 Cold
2 Staff of Withering*
5 Paralyzation
2 Staff of Power***
5 Fire Balls
1 Staff of Wizardry***
5 Lightning Bolts
*Clerics only can employ
**Clerics and Magic-Users may employ
***Magic-Users only may employ
MISCELLANEOUS MAGIC:
4 Crystal Ball
2 Crystal Ball with Clairaudience
1 Crystal Ball with ESP
5 Medallion of ESP, 3” Range*
3 Medallion of ESP, 9” Range*
3 Amulet vs. Crystal Balls and ESP*
5 Scarab of Protection from Evil High Priests*
5 Bag of Holding*
1 Censer Controlling Air Elementals
1 Stone Controlling Earth Elementals
1 Brazier Commanding Fire Elementals
1 Bowl Commanding Water Elementals
2 Efreet Bottle*
3 Displacer Cloak*
9 Elven Cloak and Boots*
5 Boots of Speed*
5 Boots of Levitation*
5 Boots of Traveling and Leaping*
5 Broom of Flying
5 Helm of Reading Magic and Languages*
3 Helm of Telepathy*
1 Helm of Teleportation
11 Helm of Chaos (Law)*
1 Flying Carpet*
1 Drums of Panic, 24” Range*
1 Horn of Blasting, 10” Range*
7 Gauntlets of Ogre Power*
2 Girdle of Giant Strength*
1 Mirror of Life Trapping
*Usable by all classes
Personal observations:
The armor and shield table is kind of a head scratcher.
You are more likely to find a curse scroll than a healing potion.
For some reason clairaudience is slightly less common and animal control slightly more. Mysterious.
Those -2 swords are really damn common.
I did not expect magic bows to be this rare.
There are 5% as many magic weapons usable by clerics as magic swords alone.
31 whole items give wishes, and a large number at that. 144 wishes total in the pile.
Ring of spell storing is an unique item. Interesting how several of the items are unique, 1 in 2000 pulls. This elevates them to a status similar to artifacts in later editions, but of course they are powercrept in AD&D.
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