Weapons and armor are only part of your equipment in Minecraft Dungeons II. Artifacts and talismans also help shape what your hero can do. If those names are unfamiliar, start with the job each item does. This guide explains their roles and how enchantments differ from equipment, before you get into individual items or detailed stats.

This guide is based on official pre-release information checked on September 17, 2026, including official coverage of demos. It is not based on our own hands-on testing of the finished game.

What kinds of equipment are there?

Minecraft's official introduction describes finding weapons, armor, artifacts, and talismans to create your own hero. A useful starting point is to ask whether an item is something you attack with, wear, use for an ability, or equip for an extra benefit. Minecraft's introduction to equipment (Japanese)

Type Main role What sets it apart
Melee weapon Attacks nearby enemies A weapon used at close range
Ranged weapon Attacks enemies from a distance Lets you attack without being right next to the target
Armor Supports your hero through the effects of the gear you wear Worn on different parts of the body
Artifact Adds an ability you actively use Adds to your available actions in combat
Talisman Supports your hero through extra equipment effects Described as providing passive bonuses

This is a beginner's overview of roles, not an exhaustive official classification. The number of rows does not tell you how many items you can equip. Official Dungeons II demo coverage describes melee and ranged weapons and the different roles of artifacts and talismans. Xbox Wire's June demo coverage

What weapons do

Weapons are your tools for attacking enemies. Melee and ranged weapons differ in the distance at which you attack.

Melee weapons

Melee weapons are used to attack at close range. A sword is one example: Xbox's official preview coverage describes using a sword to finish enemies in a demo. Xbox Wire's combat coverage

Ranged weapons

Ranged weapons let you attack enemies from farther away. A bow is one example, and Xbox's official preview coverage describes firing a bow in a demo. Xbox Wire's combat coverage

The official systems article also explains that projectile weapons replenish their ammunition automatically over time. Official explanation of ammunition replenishment

What armor does

Armor is equipment your hero wears to prepare for combat, supporting your hero through its effects. With weapons, ask how you will attack; with armor, ask what you will wear and which effects it provides. The official systems article introduces helmets, chestplates, leggings, and boots. Official gameplay systems article

Picture choosing equipment for your head, torso, legs, and feet. Official demo coverage also describes a screen that brings together equipment effects, including those from armor. Xbox Wire's equipment effects coverage

What artifacts do

An artifact is equipment that adds an ability you actively use. Xbox's official Dungeons II demo coverage describes artifacts as active abilities or spells. Think of them as powers you bring along in addition to attacking with weapons. Xbox Wire's explanation of artifacts

What talismans do

Talismans support your hero through additional equipment effects. The official systems article describes them as providing “passive bonuses.” Here, passive means an effect that works through your equipment, rather than an ability you choose to use each time. Official explanation of talismans

Xbox's official preview coverage features one talisman that summons a dog companion to fight alongside the hero in a demo. Xbox Wire's talisman example

Artifacts add abilities you actively use, while talismans provide supporting effects through your equipment. However, passive effects are not necessarily active at all times without conditions; the requirements of individual effects still need to be checked.

How are enchantments different from equipment?

An enchantment is not another equipment type alongside weapons and armor. It is a way to add an effect to an equipment slot. The official article describes expanding your available effects with enchantment books and having the Enchantsmith apply a chosen effect to an equipment slot. Official explanation of enchanting

Equipment is about what you carry and wear. Enchanting introduces another question: which effect do you want to add?

The official article describes both random effects on equipment you find and a system for collecting books and choosing enchantments. Think separately about effects on the equipment itself and effects you add through enchanting.

Understanding equipment makes the adventure easier to follow

Weapons provide attacks, armor is worn, artifacts add abilities to use, and talismans provide supporting effects. Enchantments offer another way to adjust that setup. Together, these roles give you a starting point for understanding your equipment.

When you encounter a new item, ask whether it is something you attack with, wear, or use to add or support an ability. Understanding each item's job is the first step toward making sense of individual equipment.