// Minor Rings Table
object Table819a();
// Medium Rings Table
object Table819b();
// Major Rings Table
object Table819c();

object Table819a() // Minor Rings
    {
    int iRoll = d100();
    string sString;
    if (iRoll <= 10)      sString = "ring034";      // Ring of Climbing
    else if (iRoll <= 25) sString = "ring001";      //+1 Protection
    else if (iRoll <= 30) sString = "ring002";      //Warmth
    else if (iRoll <= 40) sString = "ring035";      //Featherfall
    else if (iRoll <= 50) sString = "ring036";      //Sustenance
    else if (iRoll <= 60) sString = "ring037";      // Ring of Counter Spelling
    else if (iRoll <= 70) sString = "ring003";      //+2 Protection
    else if (iRoll <= 75) sString = "ring004";      //Shield
    else if (iRoll <= 85) sString = "ring005";      //Animal Friendship
    else if (iRoll <= 90) sString = "ring006";      // Chameleon
    else if (iRoll <= 92) sString = "ring007";      // Acid Resist
    else if (iRoll <= 94) sString = "ring008";      //Cold Resist
    else if (iRoll <= 96) sString = "ring009";      // Electrical resist
    else if (iRoll <= 98) sString = "ring010";      //Fire resist
    else sString = "ring011";                       //Ring Sonic Resist
    return CreateItemOnObject(sString);
    }

object Table819b() // Medium Rings
    {
    int iRoll = d100();
    string sString;
    if (iRoll <= 5) sString = "ring037";            // Ring of Counter Spelling
    else if (iRoll <= 20) sString = "ring003";      //+2 Protection
    else if (iRoll <= 30) sString = "ring004";      //Shield
    else if (iRoll <= 35) sString = "ring005";      //Animal Friendship
    else if (iRoll <= 40) sString = "ring006";      // Chameleon
    else if (iRoll <= 42) sString = "ring007";      // Acid Resist
    else if (iRoll <= 44) sString = "ring008";      //Cold Resist
    else if (iRoll <= 46) sString = "ring009";      // Electrical resist
    else if (iRoll <= 48) sString = "ring010";      //Fire resist
    else if (iRoll <= 50) sString = "ring011";      //Sonic resist
    else if (iRoll <= 60) sString = "ring012";      //Protection +3
    else if (iRoll <= 70) sString = "ring013";      //Invisibility
    else if (iRoll <= 75) sString = "ring014";      //Wizardary I
    else if (iRoll <= 76) sString = "ring015";      // Acid Resist Major
    else if (iRoll <= 77) sString = "ring016";      //Cold Resist Major
    else if (iRoll <= 78) sString = "ring017";      // Electrical resist major
    else if (iRoll <= 79) sString = "ring018";      //Fire resist major
    else if (iRoll <= 80) sString = "ring019";      //Sonic resist major
    else if (iRoll <= 82) sString = "ring021";      // Clairvoyance/Audience
    else if (iRoll <= 84) sString = "ring021";      //Evasion
    else if (iRoll <= 86) sString = "ring022";      //Blinking
    else if (iRoll <= 88) sString = "ring023";      //Protection +4
    else if (iRoll <= 90) sString = "ring024";      //Wizardry II
    else if (iRoll <= 94) sString = "ring025";      //Freedom of Movement
    else if (iRoll <= 97) sString = "ring026";      // Protection + 5
    else if (iRoll <= 98) sString = "ring039";      // Shooting Stars
    else sString = "ring027";                       //Wizardary III
    return CreateItemOnObject(sString);
    }

object Table819c() // Major Potions
    {
    int iRoll = d100();
    string sString;
    if (iRoll <= 2) sString = "ring005";            //Animal Friendship
    else if (iRoll <= 3) sString = "ring006";       // Chameleon
    else if (iRoll <= 4) sString = "ring007";       // Acid Resist
    else if (iRoll <= 5) sString = "ring008";       //Cold Resist
    else if (iRoll <= 6) sString = "ring009";       // Electrical resist
    else if (iRoll <= 7) sString = "ring010";       //Fire resist
    else if (iRoll <= 8) sString = "ring011";       //Sonic resist
    else if (iRoll <= 10) sString = "ring012";      //Protection +3
    else if (iRoll <= 15) sString = "ring013";      //Invisibility
    else if (iRoll <= 20) sString = "ring014";      //Wizardary I
    else if (iRoll <= 21) sString = "ring015";      // Acid Resist Major
    else if (iRoll <= 22) sString = "ring016";      //Cold Resist Major
    else if (iRoll <= 23) sString = "ring017";      // Electrical resist major
    else if (iRoll <= 24) sString = "ring018";      //Fire resist major
    else if (iRoll <= 25) sString = "ring019";      //Sonic resist major
    else if (iRoll <= 30) sString = "ring021";      // Clairvoyance/Audience
    else if (iRoll <= 35) sString = "ring021";      //Evasion
    else if (iRoll <= 40) sString = "ring022";      //Blinking
    else if (iRoll <= 45) sString = "ring023";      //Protection +4
    else if (iRoll <= 50) sString = "ring024";      //Wizardry II
    else if (iRoll <= 55) sString = "ring025";      //Freedom of Movement
    else if (iRoll <= 65) sString = "ring026";      // Protection + 5
    else if (iRoll <= 70) sString = "ring039";      // Shooting Stars
    else if (iRoll <= 80) sString = "ring027";      //Wizardary III
    else if (iRoll <= 84) sString = "ring038";      //Spell Storing
    else if (iRoll <= 87) sString = "ring028";      //Regeneration
    else if (iRoll <= 92) sString = "ring029";      //Wizardary IV
    else if (iRoll <= 94) sString = "ring030";      //Air Command
    else if (iRoll <= 96) sString = "ring031";      //Earth Command
    else if (iRoll <= 98) sString = "ring032";      //Fire Command
    else sString = "ring033";                       //Water Command
    return CreateItemOnObject(sString);
    }
