Items

Death Maze magic items

Every magic item in the rulebook, grouped by kind. Monsters drop them as treasure, and each find is two dice: the first picks the kind, the second the item. The odds below are for one magic item found.

Magic weapons

Item Chance Effect
Magic sword 1 in 36 A magic sword goes in the sword column and can be used from the front rank.
Magic hammer 1 in 36 A magic hammer hits hardest at mid-to-high totals: it reaches 3 wounds at a modified roll of 12, where a sword needs 13.
Magic axe 1 in 36 A magic axe matches the hammer at the top of the table (4 wounds at 14, 5 at 16) and beats the sword there.
Magic bow 1 in 36 A magic bow can only be fired from the second rank, where its bonus makes an archer hit far more reliably.
Magic dagger 1 in 36 A magic dagger is a light hitter, but it is a front-rank weapon, and the bonus matters most on weak columns: it lifts the dagger from nothing at a total of 4 to a wound at 5.
Magic knife 1 in 36 A magic knife can only be thrown once per fight, from the second rank, so even a big bonus buys a single throw.

Magic armour

Item Chance Effect
Armour +1 1 in 12 The commonest armour: one more point of strength, so one more wound before death.
Armour +2 1 in 18 Two extra points of strength.
Armour: roll twice 1 in 36 Roll the armour table again twice and add the two results, and a further roll twice means more rolls.

Potions

Item Chance Effect
Poison 1 in 36 The character who tests it takes 1K3 wounds, so send someone with strength to spare, or one with a Neutralise Poison medallion or ring.
Dexterity 1 in 18 Adds 1K6 agility (3.5 on average) for the next combat only.
Charm (person) 1 in 36 Drink it to take control of a Black Knight, Warlock, Orc or Troll in the same segment, exactly as with the Charm spell, including the monster's chance to resist.
Charm (monster) 1 in 36 The same as the Charm (person) potion, for any monster that is not a Black Knight, Warlock, Orc or Troll.
Healing 1 in 36 Heals 1K6 wounds (3.5 on average), slightly more than the Healing spell and with no cost to a caster.

Talismans

Item Chance Effect
Thought 1 in 36 For 1 wound, it deals 1K6 wounds (3.5 on average) to an opponent that fails to resist, but it can only be used 1K6 times in all.
Yellow Sun 1 in 36 Adds 1K3 spells under the yellow sun (2 on average).
Blue Sun 1 in 36 Adds 1K3 spells under the blue sun (2 on average).
Red Sun 1 in 36 Adds 1K3 spells under the red sun (2 on average).
All Suns 1 in 36 Adds 1K3 to the magic potential under every sun, so it helps in every adventure.
Evil 1 in 36 Whoever picks it up must resist a spell or turn on the party, attacking from their current position until they are killed, Charmed or Released.

Medallions

Item Chance Effect
Neutralise Poison 1 in 18 Immunity to all poison while worn: poison potions, fountains, arrows and gas lose their sting.
Potion Identification 1 in 36 Lets the wearer identify a potion without drinking it, and the potion stays whole for two uses.
Eloquence 1 in 36 Adds 3 to the negotiation roll when the wearer is in the same segment, whoever leads the talks.
Dexterity 1 in 36 Adds 2 agility for as long as it is worn, which adds 2 to every attack roll.
Choker 1 in 36 It tightens around the neck of whoever puts it on, for 1K6 wounds (3.5 on average).

Rings

Item Chance Effect
Resistance +1 1 in 36 One more point of resistance against every spell, up to the cap of 5.
Resistance +2 1 in 36 Two more points of resistance against every spell, up to the cap of 5.
Sleep 1 in 36 The wearer casts Sleep once per adventure for free, saving the 2 wounds.
Neutralise Poison 1 in 36 The wearer casts Neutralise Poison once per adventure for free.
Healing 1 in 36 The wearer casts Healing once per adventure for free, mending 1K3+1 wounds on someone else.
Resurrection 1 in 36 The wearer casts Resurrection once per adventure for free, where a spellbook would charge 5 wounds.

Chance is for one magic item found: the kind is one face in six, and the item takes some of that kind's six faces.