* Restricted Information: DMs and characters with specialist knowledge only
The following tables may be used as a DM'ing aid to generate treasure at random. They do not necessarily correspond to the frequency with which treasure of different kinds may be obtained as a result of encounters in Anarea. The DM's discretion must always be used. As an obvious example, wandering monsters are much less likely to be carrying treasure than those killed in their lairs. If an item that is inappropriate for the area or is odd is generated, the DM may re-roll it at his discretion. It should be noted however that some odd items do exist; possibly as a result of Chaos, their being created by Madmen, or simply due to poor wording of Pacts.
This information is Restricted because most characters will not know what Magic Items exist, due largely to their rarity. Weapons, Armour and Potions are generally well-known. Magic-Users may be aware of the Items within their specialities, but even then only those who have studied such matters will know much about them, as they are not normally covered in Initial Basic Training. Binders and specialist Magic-Item dealers who traffic in such Items may know more, but often only of the Items of which they have experience. Most Items cannot readily be purchased (check the Shops).
Table T: Treasure Type | %age chance of its occurring (roll for each separately) |
Cash: go to Table C | 90%: 11 -100 |
Gems and Jewellery: go to Table G | 10%: 91 - 100 |
Magic Items, Potions and Scrolls: go to Table M1 | 5%: 96 - 100 |
The above chances may be modified depending on the type of encounter.
If none of the above occur, there is no cash after all.
Table G: Gems and Jewellery | %age chance of its occurring (roll for each separately) |
Gems: d6 rolls on the Random Gem Generation Table at the Jeweller's Shop | 50%: 51 - 100 |
Jewellery: d4 items each of value d1002 / 2 GP FRU | 20%: 81 - 100 |
If none of the above occur, there are only paste replicas.
Table M1: Number of Magic Items, Potions and Scrolls | %age roll (roll once only) |
0 | <= 9 * |
1 | 10 - 49 |
2 | 50 - 69 |
3 | 70 - 84 |
4 | 85 - 94 |
5 | 95 - 99 |
<= 6 | 100 + add 1 Item for each time rolled up |
* If the result is 0, roll up a number of Magic Items equal to the &age result, but they will be non-Magical look-alikes (e.g. non-Magical weapons and armour).
If the result is a number, generate that many Items on the following Tables:
Table M2: Type of Magic Item, Potion or Scroll | %age roll (roll once only) |
Cursed Item: reroll for what it appears to be | 1%: <= 01 |
Weapon: go to Table W1 | 20%: 02 - 21 |
Armour: go to Table A1 | 15%: 22 - 36 |
Ring: go to Table R | 10%: 37 - 46 |
Wand or Staff: go to Table WS | 5%: 47 - 51 |
Other Magic Item: go to Table O | 10%: 52 - 61 |
Potion: go to Table P | 33%: 62 - 94 |
Scroll: go to Table S | 5%: 95 - 99 |
Bound Higher Power: reroll for form It takes (Potion will be Bound in a bottle, Scroll will be a Pact to Bearer) | 1%: >= 100 |
Table W1: Weapon Types | 1st roll for Class: | Then roll for Type (after which go to Table W2): | |
Daggers | 8%: 01 - 08 | Dagger | 60%: 01 - 60 |
Stiletto | 10%: 61 - 70 | ||
Throwing Knife | 30%: 71 - 100 | ||
Swords | 25%: 09 - 33 | Short Sword | 30%: 01 - 30 |
Scimitar / Tulwar | 10%: 31 - 40 | ||
Broad Sword | 45%: 41 - 85 | ||
Bastard Sword | 10%: 86 - 95 | ||
Great Sword | 5%: 96 - 100 | ||
Axes | 16%: 34 - 49 | Hand Axe | 15%: 01 - 15 |
Taper Axe | 70%: 16 - 85 | ||
Broad Axe | 10%: 86 - 95 | ||
Great Axe | 5%: 96 - 100 | ||
Hammers, Maces & Picks | 8%: 50 - 57 | Light Hammer | 10%: 01 - 10 |
Light Mace | 10%: 11 - 20 | ||
Light Spiked Mace | 25%: 21 - 45 | ||
Heavy Hammer | 10%: 46 - 55 | ||
Heavy Mace | 10%: 56 - 65 | ||
Heavy Spiked Mace | 25%: 66 - 90 | ||
War Hammer | 5%: 91 - 95 | ||
Military Pick | 5%: 96 - 100 | ||
Whips & Flails | 2%: 58 - 59 | Whip | 25%: 01 - 25 |
Barbed Whip | 50%: 26 - 75 | ||
Flail | 8%: 76 - 83 | ||
Nunchuck | 2%: 84 - 85 | ||
Morningstar | 5%: 86 - 90 | ||
Spiked Morningstar | 10%: 91 - 100 | ||
Staves, Spears & Polearms | 8%: 60 - 67 | Quarterstaff | 10%: 01 - 10 |
Short Spear / Javelin / Assegai | 20%: 11 - 30 (27 - 28 = Assegai / 29 - 30 = Elvish) | ||
Spear | 40%: 31 - 70 (67 - 70 = Elvish) | ||
Trident | 10%: 71 - 80 | ||
Lance / Pike | 5%: 81 - 85 | ||
Halberd | 10%: 86 - 95 | ||
Polearm | 5%: 96 - 100 | ||
Bows | 8%: 68 - 75
(30% chance found with Magic Ammo) |
Short Bow | 20%: 01 - 20 |
Horse Bow | 10%: 21 -30 | ||
Longbow | 50%: 31 - 80 | ||
Elven Bow | 10%: 81 - 90 | ||
Composite Bow | 10%: 91 - 100 | ||
Crossbows | 16%: 76 - 91
(20% chance found with Magic Ammo) |
Light Crossbow (5% chance underwater treated) | 40%: 01 - 40 |
Heavy Crossbow (5% chance underwater treated) | 55%: 41 - 95 | ||
Harpoon Crossbow | 5%: 96 - 100 | ||
Slings | 1%: 92
(40% chance found with Magic Ammo) |
Sling | 67%: 01 - 67 |
Staff Sling | 34%: 68 - 100 | ||
Ammo | 6%: 93 - 98
(of same type as Ranged Weapon if found with one) |
d6 Short Bow arrows | 8%: 01 - 08 |
d6 Horse Bow arrows | 4%: 09 - 12 | ||
d6 Longbow / Elven Bow arrows | 35%: 13 - 47 | ||
d6 Composite Bow arrows | 4%: 48 - 51 | ||
d6 Light Crossbow quarrels | 20%: 52 - 71 | ||
d6 Heavy Crossbow quarrels | 25%: 72 - 96 | ||
d6 Sling stones | 4%: 97 - 100 | ||
Specialist | 2%: 99 - 100 | Throwing Star | 20%: 01 - 20 |
Net | 20%: 21 - 40 | ||
Bolas | 20%: 41 - 60 | ||
Lassoo | 10%: 61 - 70 | ||
Harpoon | 10%: 71 - 80 | ||
Blowpipe | 20%: 81 - 100 |
Then roll for pluses:
Table W2: Weapon Pluses | %age roll (after which go to Table W3): |
+0 (but may still have non-Plus enchantments) | 6%: 01 - 06 |
+1 | 54%: 07 - 60 |
+2 | 27%: 61 - 87 |
+3 | 9%: 88 - 96 |
+4 | 3%: 97 - 99 |
+5 | 1%: 100 |
Then roll for enchantments:
The enchantments will be the Plus from Table W2 to each of the attributes specified for the Weapon in Row 1 of Table W3 (in that order; e.g. a Magic Broad Sword + 2 with 2 enchantments has +2A, +2DAM, but +0P), with any additional enchantments rolled being determined by rolling on Table W4:
Table W4: Weapon Enchantment Types | Melee Weapons | Ranged Weapons | Thrown Weapons & Ammo |
Mithril (not technically an enchantment, but counts as one for the purpose of these Tables) | if "+0" with 1 enchantment | if "+0" with 1 enchantment | |
Flaming | 20%: 01 - 20 | 2%: 01 - 02 | |
Flaming vs Undead (only) | 5%: 21 - 25 | 3%: 03 - 05 | |
Cold | 5%: 26 - 30 | 1%: 06 | |
Lightning | 3%: 31 - 33 | 2%: 07 - 08 | |
Poison | 3%: 34 - 36 | Blowpipes only: 5%: 01 - 05 | 3%: 09 - 11 |
Fester Wounds | 3%: 37 - 39 | Blowpipes only: 5%: 06 - 10 | 3%: 12 - 14 |
Unholy Drain Life (Evil, roll Alignment on L/C Axis only) | 3%: 40 - 42 | ||
(Un)Holy +s vs (by Alignment): roll again on Table W2 for extra +s | 20%: 43 - 62 | not Blowpipes: 10%: 01 - 10 | 6%: 15 - 20 |
Dagger of SOROK | Daggers only: 5%: 63 - 67 | ||
+s vs (by Species): roll again on Table W2 for extra +s | Daggers: 5%: 68 - 72 not Daggers: 10%: 63 - 72 |
6%: 11 - 16 | 8%: 21 - 28 |
Slaying (by Species) | 10%: 73 - 82 | 3%: 17 - 19 | 16%: 29 - 44 |
Sharpness (edged Weapons, arrows and quarrels only) | 2%: 83 - 84 | 2%: 45 - 46 | |
Vorpal (edged Weapons, arrows and quarrels only) | 1%: 85 | 1%: 47 | |
Dancing | 3%: 86 - 88 | ||
* 2 Shots | 15%: 20 - 34 | 8%: 48 - 55 | |
* 2 Range | 15%: 35 - 49 | 15%: 56 - 70 | |
Auto-arm (not Ammo) | 10%: 89 - 98 | 10%: 50 - 59 | 5%: 71 - 75 |
Auto-reload (may be quivers / cases / bags for Ammo) | 30%: 60 - 89 | ||
Auto-return | 20%: 76 - 95 | ||
Shoot through trees | Elven Bows & Blowpipes only: 10%: 90 - 99 | Elven Spears, Arrows & Assegai only: 5%: 96 - 100 | |
Shoot through obstacles | not Elven Bows or Blowpipes: 10%: 90 - 99 | not Elven Spears, Arrows or Assegai: 5% 96 - 100 | |
Bound Higher Power | 2%: 99 - 100 | 1%: 100 |
Notes:
Table Al: Alignment of Holy Weapons - d6 Roll: | Alignment |
1 | Good |
2 | Neutral on G/E Axis |
3 | Evil |
4 | Lawful |
5 | Neutral on L/C Axis |
6 | Chaotic |
Table Sp: Target of anti-Species Weapons - d100 Roll: | Species |
5%: 01 - 05 | Humans |
5%: 06 -10 | Elves |
5%: 11 - 15 | Dwarves |
12%: 16 - 27 | Orcs |
10%: 28 - 37 | Goblins |
12%: 38 - 49 | Lycanthropes |
2%: 50 - 51 | Bears |
Ranged Weapons & Ammo only: 2%: 52 -53 | Birds |
not Ranged Weapons & Ammo: 2%: 52 -53 | Cats |
2%: 54 - 55 | Boars |
4%: 56 - 59 | Rats |
4%: 60 - 63 | Scorpions |
2%: 64 -65 | Spiders |
2%: 66 -67 | Snakes |
4%: 68 - 71 | Wolves |
6%: 72 - 77 | Saurians |
12%: 78 - 89 | Dragons (incl. Wyverns) |
5%: 90 - 94 | Giants (incl. Ogres) |
1%: 95 | Creatures of Madness |
2%: 96 - 97 | Balrogs |
2%: 98 - 99 | Demons |
1%: 100 | Random (roll on Encounter Tables) |
Table A1: Type of Armour | 1st roll for Class: | Then roll for Type (after which go to Table A2): | |
Complete Suits | 50%: 01 - 50 | Reinforced Plate (roll 3d6 for Sz) | 10%: 01 - 10 |
Platemail (roll 3d6 for Sz) | 30%: 11 - 40 | ||
Ringmail (roll 3d6 for Sz) | 10%: 41 - 50 | ||
Chainmail (roll 3d6 for Sz) | 15%: 51 - 65 | ||
Scale (roll 3d6 for Sz) | 5%: 66 - 70 | ||
Leather (roll 3d6 for Sz) | 25%: 71 - 95 | ||
Quilt (roll 3d6 for Sz) | 4%: 96 - 99 | ||
Combat Suit (roll 3d6 for Sz) | 1%: 100 | ||
Shields | 25%: 51 - 75 | Buckler | 40%: 01 - 40 |
Shield | 55%: 41 - 95 | ||
Tilt Shield | 5%: 96 - 100 | ||
Helmets | 8%: 76 - 83 | Steel helmet with vision slot (roll 3d6 for Sz) | 10%: 01 - 10 |
Steel helmet with visor (roll 3d6 for Sz) | 30%: 11 - 40 | ||
Steel helmet with nasal (roll 3d6 for Sz) | 10%: 41 - 50 | ||
Open faced steel helmet (roll 3d6 for Sz) | 30%: 51 - 80 | ||
Steel 'pot' helmet (roll 3d6 for Sz) | 20%: 81 - 100 | ||
Pieces | 15%: 84 - 98 | Plate front breastplate (roll 3d6 for Sz) | 25%: 01 - 25 |
Plate Gauntlets (roll 3d6 for Sz) | 6%: 26 - 31 | ||
Ringmail Hauberk (roll 3d6 for Sz) | 4%: 32 - 35 | ||
Ringmail Byrnie (roll 3d6 for Sz) | 4%: 36 - 39 | ||
Chainmail Hauberk (roll 3d6 for Sz) | 6%: 40 - 45 | ||
Chainmail Byrnie (roll 3d6 for Sz) | 6%: 46 - 51 | ||
Scale Hauberk (roll 3d6 for Sz) | 2%: 52 - 53 | ||
Scale Byrnie (roll 3d6 for Sz) | 2%: 54 - 55 | ||
Leather Hauberk (roll 3d6 for Sz) | 15%: 56 - 70 | ||
Leather Byrnie (roll 3d6 for Sz) | 15%: 71 - 85 | ||
Leather Skirt (roll 3d6 for Sz) | 5%: 86 - 90 | ||
Leather Gauntlets (roll 3d6 for Sz) | 10%: 91 - 100 | ||
Horse Armour | 2%: 99 - 100 | Plate Barding for Heavy Warhorse | 33%: 01 - 33 |
Plate Barding for Medium Warhorse | 33%: 34 - 66 | ||
Scale Barding for Heavy Warhorse | 17%: 67 - 83 | ||
Scale Barding for Medium Warhorse | 17%: 84 - 100 |
Armour will comfortably fit up to one Size out from wearer's Sz, and uncomfortably fit up to two Sizes out from wearer's Sz. An armourer can modify armour by up to 2 Sizes down or 1 Size up.
Then roll for pluses:
Table A2: Armour Pluses | %age roll (after which go to Table A3): |
+0 (but may still have non-Plus enchantments) | 6%: 01 - 06 |
+1 | 54%: 07 - 60 |
+2 | 27%: 61 - 87 |
+3 | 9%: 88 - 96 |
+4 | 3%: 97 - 99 |
+5 | 1%: 100 |
Then roll for enchantments:
1 enchantment will be the Plus from Table A2 to ADS. For Shields, 2 Enchantments will be the Plus from Table A2 to ADS and to Interpose (B, S or T), with any additional enchantments rolled being determined by rolling on Table A4.
Note that the maximum Plus to ADS of a piece or suit of Armour is equal to its normal max. ADS; e.g. Leather Armour is max. +2, Plate Armour is max. +5.
Table A4: Armour Enchantment Types | Armour | Horse Armour | Shields |
Mithril (not technically an enchantment, but counts as one for the purpose of these Tables) | if "+0" with 1 enchantment (not Leather or Quilt) | if "+0" with 1 enchantment | |
Weightlessness | 15%: 01 - 15 | 25%: 01 - 25 | 10%: 01 - 10 |
Displacement + to D & RD: roll again on Table A2 for +s | 20%: 16 - 35 | 35%: 26 - 60 | |
Invulnerability (60% Inv 1 / 30% Inv 2 / 10% Inv 3) | 10%: 36 - 45 | 12%: 61 - 72 | 10%: 11 - 20 |
(Un)Holy +s vs (by Alignment): roll again on Table A2 for extra +s | 20%: 46 - 65 | 40%: 21 - 60 | |
Immunity to Undead | 12%: 66 - 77 | 22%: 73 - 94 | |
Immunity to Species (roll on Table Sp) | 8%: 78 - 85 | ||
Auto-arm | 20%: 61 - 80 | ||
Auto-Interpose | 10%: 81 - 90 | ||
Missile Turning | 3%: 86 - 88 | 2%: 95 - 96 | 6%: 91 - 96 |
Spell Turning | 2%: 89 - 90 | 1%: 97 | 3%: 97 - 99 |
Regeneration | 2%: 91 - 92 | ||
Speed | 2%: 93 - 94 | 2%: 98 - 99 | |
Levitation | 1%: 100 | ||
Flying | 1%: 95 | 1%: 100 | |
Gaseous Form | 1%: 96 | ||
Invisibility | 1%: 97 | ||
Phasing | 2%: 98 - 99 | ||
Planewalking | 1%: 100 |
Table WS: Type of Wand or Staff | 1st roll for Class: | Then roll for Type: | |
Binder's Staff | |||
Clerical Staff | |||
Druidic Staff | |||
Elementalist Wand | Activated Elemental Wand | ||
Elementalist Staff | Activated Elemental Staff | ||
Demon-Given Wand | |||
Demon-Given Staff |
Demon-Given Wands and Staves are usable by anyone. Binder, Clerical or Elementalist ones are usable only by those respective Classes of Magic-User.
Table O: Type of Other Magic Item | 1st roll for Class: | Then roll for Type: | |
Fighter Items | |||
Thievish Items | Shadowman | ||
Binder Items | |||
Changer Items | |||
Clerical Items | |||
Druidic Items | |||
Elementalist Items | |||
Cloak of Invisibility | |||
Displacer Cloak | |||
Chaos Items | |||
Dreamer Items | Mirror of Life Trapping | ||
Madness Items | |||
Demon-Given Items |
Demon-Given Items are usable by anyone. Those Classes of Item referencing a Character Class are generally usable only by those respective Character Classes.
Table P: Type of Potion | 1st roll for Class: | Then roll for Type: | |
Potions | Standard: 57%: 44 - 100 | Roll on Random Potion Generation Table | |
Non-Standard: 3% 41 - 43 | |||
Acids, Fire Bombs & Poisons | 20%: 21 - 40 | Acids (d6 for level) | |
Fire Bombs (d8 for level) | |||
Poisons (d10 for level) | |||
Blade Venoms (d12 for level) | |||
Poison Antidotes (d10 for level) | |||
Gas Bombs (d8 for level) | |||
"Special" Bombs (d10 for level) | |||
Other Items | 20%: 01 - 20 | Antidote, Disease | |
Antidote, Paralysis | |||
Aphrodisiacs | |||
Body Grease | |||
Burning (Oil of) | |||
Dust of Appearance | |||
Dust of Sneezing | |||
Dust of Sneezing & Choking | |||
Flash Pellets | |||
Sleeping Draughts | |||
Stink Bombs | |||
Tanglefoot Pills | |||
Water Purifier |
Spells to learn and Cast are usable only by the stated Classes of Magic-User.
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