SlayerQuest - Equipment

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:
LabelLocationRelated 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 SlotBuckler or Shield
E)Body SlotRobes or Body Armor
F)Cloak SlotCloak
G)Head SlotCap, Crown, or Helmet
H)Hands SlotGloves or Gauntlets
I)Waist SlotSash or Belt
J)Feet SlotSandals, Shoes, or Boots
K)Back SlotBackpack
L)Neck SlotAmulet or Medalion
M)Left Finger SlotRing
N)Right Finger SlotRing
O)Miscelaneous SlotLight Source, Quiver, Stone, Rune, Instrument, or Holy Symbol
P)Miscelaneous SlotLight Source, Quiver, Stone, Rune, Instrument, or Holy Symbol
Q)Miscelaneous SlotLight Source, Quiver, Stone, Rune, Instrument, or Holy Symbol

A few things to note comparing these equipment slots to those of angband
Weapon and Shield SlotsIn 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 SlotIn addition to the standard angband armor slots, the game provides a belt slot.
Back SlotThis "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 SlotsIn 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).