A character's equipment consists of the items (primarily weapons and armor) that are being worn and used by the character at the time. The character receives all of an item's benefits while being worn. Equippable items that possess an activation power, will only recharge while equipped. Some of the slots will be explained in more detail after the summary:
| Label | Location | Related Item Types |
|---|---|---|
| A) | Weapon Slot 'X' | Melee Weapon or Missile Launcher |
| B) | Weapon Slot 'Y' | Melee Weapon or Missile Launcher |
| C) | Weapon Slot 'Z' | Melee Weapon or Missile Launcher |
| D) | Shield Slot | Buckler or Shield |
| E) | Body Slot | Robes or Body Armor |
| F) | Cloak Slot | Cloak |
| G) | Head Slot | Cap, Crown, or Helmet |
| H) | Hands Slot | Gloves or Gauntlets |
| I) | Waist Slot | Sash or Belt |
| J) | Feet Slot | Sandals, Shoes, or Boots |
| K) | Back Slot | Backpack |
| L) | Neck Slot | Amulet or Medalion |
| M) | Left Finger Slot | Ring |
| N) | Right Finger Slot | Ring |
| O) | Miscelaneous Slot | Light Source, Quiver, Stone, Rune, Instrument, or Holy Symbol |
| P) | Miscelaneous Slot | Light Source, Quiver, Stone, Rune, Instrument, or Holy Symbol |
| Q) | Miscelaneous Slot | Light Source, Quiver, Stone, Rune, Instrument, or Holy Symbol |
A few things to note comparing these equipment slots to those of angband
| Weapon and Shield Slots | In place of a weapon slot and a missile launcher slot, there are three "generic" weapon slots. The idea here is to encourage the use of an alternate weapon (by removing the burden of an inventory slot to house the alternate weapon) -- and it also allows the alternate weapon to be a second (or third!) missile launcher. Monsters will have varying degrees of resistance to different sources of damage (edged, blunt, and piercing) -- so having alternate damage types may be crucial for combat-focused characters. Only one of the weapon slots will be "primary" at any given time. None of the attributes or powers of a weapon in an "inactive" slot will contribute to the character. Wielding a two-handed weapon (for example a long bow) will further render the shield slot "inactive" (unless filled with a buckler). Characters that can dual wield (fighters and rogues) will further be able to designate a "secondary" weapon in addition to their "primary" weapon, provided their primary weapon is not two-handed. When dual wielding, the shield slot is again rendered "inactive" unless it contains a buckler. |
| Waist Slot | In addition to the standard angband armor slots, the game provides a belt slot. |
| Back Slot | This "new" slot allows for the implementation of a "split" inventory. The standard inventory represents items carried, and "readily available" for use in combat. The backpack will represent additional storage for items that need not be immediately accessed. It also allows for inventory expansion, as "deeper" backpacks can possess a greater number of internal slots, or "absorb" a portion of the weight of its contents. Backpacks can only hold items inside them while equipped, when un-equipping a backpack all of its contained items will be placed in the standard inventory or dropped to the ground (this is to prevent the "nesting" of backpacks to achieve arbitrary storage). |
| Miscelaneous Slots | In place of angband's light source slot, three more generic slots are provided. Missile specialists will be able to place a quiver in one of these slots to facilitate missile combat. Bards and Clerics each have special items that can fill these slots and enhance their power. Runes and Stones are "new" items that typically provide an activation power or special property (respectively). |