See also DMGR3 Arms and Equipment Guide.
* '''Published:''' 1st March 2003 * '''Publisher:''' Wizards of the Coast * '''Author:''' Eric Cagle, Jesse Decker, Jeff Quick, Rich Redman, James Wyatt * '''Format:''' 292 page hardback * '''Rules:''' D&D 3.0 Edition * '''Wizards of the Coast:''' * [[http://archive.wizards.com/default.asp?x=dnd/ag/20030322a|Art Gallery]] * [[http://archive.wizards.com/default.asp?x=dnd/ex/20030302a|Excerpts]] * '''Product:''' * [[https://rpggeek.com/rpgitem/44671/arms-and-equipment-guide|RPG Geek]] * [[https://index.rpg.net/display-entry.phtml?mainid=170|RPG Net]] * [[http://tsr.bothgunsblazing.com/3e/arms.htm|TSR Archive]] * [[wp>Arms and Equipment Guide|Wikipedia]]
Get Ready for Whatever the Adventurer's Life Throws at You
Heroes need to be prepared for anything, which means having the right weapons and gear on hand at all times. The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble, including:
* A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles. * Over 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor. * Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops. * Rules for vehicle combat on land, sea, and air.
Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency. To use this accessory, a Dungeon Master also needs the Player’s Handbook and the Dungeon Master’s Guide. A player needs only the Player’s Handbook.