Gaming
 

Category:Equipment

From Darelth Wiki

General Rules

  1. There are no magic or psionic items.
  2. Darelth has no large plains or deserts, and thus no horses, ponies, or camels, and no small character races, and thus no riding dogs.
  3. Racially specific weapons are not generally available.
  4. Weapons designed for use on the open plain are not generally available.
  5. Dire Weapons found in a D&D source are not generally available. Arcana Evolved reserves that term for a (slightly) different use.
  6. Which saddles are common and which are exotic depend on the culture. In the Great Neck Empire, saddles for Dire Boar are common, while those for Dire Elk are exotic. In the countries surrounding the Harthak Sea, the reverse is true.

Sources of Equipment

RulebookKind of Equipment
Arcana EvolvedBasic weapons, armor, and adventuring gear.
Expanded Psionics HandbookVery little mundance equipment
Complete AdventurerA few weapons, adventuring gear, and alchemical items.
Complete ArcaneNo mundane equipment
Complete MageA few alchemical items
Complete PsionNo mundane equipment
Complete WarriorWeapons
Races of DestinyNo mundane equipment
Races of StoneSome armor, few weapons, adventuring gear, and alchemical items.
Tome of MagicNo mundane equipment
HyperconsciousNo mundane equipment
Untapped PotentialNo mundane equipment
Arms & Equipment GuideA WIDE range
Ultimate Equipment GuideA WIDE range
Ultimate Equipment Guide IIA WIDE range
StormwrackShips
Complete ScoundrelMundane and alchemical equipment
Phrenic Creations: Special MaterialsPsionic alchemy

See the list of allowed equipment for a specific breakdown by rulebook.

Miscellaneous Clarifications

The rules for alcohol and intoxication from Arms & Equipment are in effect.

Darelth uses the 3.0 weapon size terminology; a medium weapon is a one-handed weapon for a medium character. A large weapon is a two-handed weapon for a medium character, or a one-handed weapon for a goliath. A huge weapon is a two-handed weapon for a goliath.

All effects that improve the critical range of a weapon stack. Multiply the range before adding to it.

Alchemical Weapon Capsules: These alchemical coatings cannot be combined with alchemical weapon paste, or each other.

Arms & Equipment has extensive sections on Hirelings and Guilds. While individual Craft and Profession skills are treated on a case-by-case basis for Arcana Evolved, the general pricing structure remains in place.

While technically manifester services are available, they are a Specialty service at best, and often rarer. If a manifester is found who is willing to sell his services, pricing will very high; literally, whatever the market can bear. Even so, some normal D&D powers and spells (such as teleportation) are simply not available.

Non-human hirelings and mercenaries are not available.

Arms & Equipment also has a lengthy section dealing with Animal Companions, Pets, and Mounts, including the useful sidebars of "[Creature Type] Trainer", "Pets and Animal Companions", "New Tricks", and "How much will a Trainer charge?". The individual entries for pets and creatures are on a case-by-case basis; not all exist on Darelth. Monster entries are solely at the GM's discretion, and are not available to players.

Pages in category "Equipment"

The following 10 pages are in this category, out of 10 total.

A

A cont.

I

M

N

S