There are like 5 types of magic items in this book
1) The normal items that appear in later books and editions such as a Bag of Holding, Crystal Balls and Daeirn's Instant Fortress. 2) Relics, obscure or niche items sometimes with an interesting backstory given 3) Useful items that are WAY overpowered and game breaking often with very low gp prices. 4) Variations of Bags of Holding 5) Cursed items. Sometimes it seems like 1 in 4 items in the book are along the lines of: "Seems in all ways to be a useful ____ and NO amount of detection or even a wish will let a player determine otherwise. When touched [insert method of demise or horrible fate]."
The amount in the book, which is only Vol. I, is tremendous though.
Collecting every single magic item from every single source of gaming so far - all the magazines, sourcebooks, campaign books, everything, of every edition - this book is a wealth of resource, inspiration, and new ideas. Unfortunately, a rather large number of them are gimmicky and fairly unsuited for most campaigns: get ready to reroll often and with feeling if you use the complete random tables at the end of volume four.