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Bronze, Coral

The Arms and Equipment Guide is a supplementary rule book for the Dungeons & Dragons fantasy role-playing game. It describes various equipment that can be used in a campaign. more...

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It was first published in 1991 for Advanced Dungeons & Dragons 2nd edition, and again in 2003 for the d20 system 3rd editon Dungeons & Dragons. Below is information on the latter edition of the book.

Weapons and Armor

The first section of the book is concerned with mundane weapons and armor. It introduces many new weapons. An example is the Gyrspike, a sword with a spiked ball attached to the hilt by a chain. Next it gives examples of the use of weapons in different cultures and time periods, and the names they were known by. It describes several different materials for use in creating weapons or armour, such as bronze and coral.

Adventuring Gear

Approximately 145 items show up in this section. Everything from the price of clothes, to candles, to alchemical items. The section ends with a discussion on economic systems in a fantasy world.

Vehicles

A wide range of vehicles are discussed in this section, from nautical wind-powered ships and horse drawn carriages, to zeppelins and Triceratops. Rules are given on how to control mounts, and what happens when to vehicles crash. Several magical items are given for the use in vehicles, such as the Wind-Favoured Sails.

Hirelings and Creatures

Prices are given for hirelings of various skill levels. Also stats are given for cheap to expensive mercenaries, including some fantasy creatures, like Pixies. A section on pets discusses the training of animals and magical creatures as guard animals and pets. Several new creatures are introduced, such as the Climbdog. Rules concerning mounts, several magic items relating to animal training, and new mounts are proposed.

Magic Items

Many new potions, rings, staffs, rods, and wondrous items are detailed in this chapter, including a new type of potion called Elixir Armor, made from the essence of creatures with natural armor, that by altering the drinker's skin, grants them some of its benefit.

Weapons

A large part of the book focuses on magical weapons. 3 pages of weapon abilities is followed by 24 pages of specific magical weapons.

Special Magic Items

This section contains new intelligent, cursed, and artifact items, the most notable of which include the Regalia of Might and the Rod of Seven Parts.

Read more at Wikipedia.org


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