Compare equipment by type, item power, rarity and effect. Your character's level and equipment power appear in separate fields. This guide explains where to look on the Japanese inventory screen and how each equipment type works. To look up an item, open the equipment index.

The Japanese screen descriptions were rechecked on October 12, 2026, using approved gameplay captures from September 29. Equipment roles and ammunition replenishment retain the earlier official-source checks. This update includes no new combat tests or stat-formula verification.

Reading the Japanese inventory screen

Japanese label What to read
レベル Character level, at the upper left
アイテムのパワー Equipment power, near the top center; read separately from character level
武器 / 防具 Weapon and armor equipment slots
アーティファクト / タリスマン Artifact abilities and talisman support slots
エフェクトと状態 A separate effects and status control at the upper right

The level-1 capture shows both character level 1 and equipment power 1. Matching numbers do not make them the same field. It also shows locked artifact slots labelled level 5 and level 10; a visible slot is not necessarily available yet. These are observations of that screen, not a test of every unlock condition.

Level, item power and rarity are different

Field How to compare it
Character level The hero's progression field; do not substitute an item's number for it
Item power Equipment power; compare the relevant item or individual example
Rarity A separate label, such as レア (Rare); it does not replace power or effect text
Effect Read the target, condition and value stated in the description

Two artifact captures taken on September 29 both show Rare items, but their power, cooldown and cost displays differ. Matching rarity does not mean matching stats. The captures do not establish a conversion from power to actual damage or a fixed bonus for each rarity.

Comparing newly found gear

  1. Check its type and equipment slot so you compare the items you would actually exchange.
  2. Read item power and rarity separately.
  3. Read the effect's target, trigger and value. A bonus to a specific attack is not automatically a bonus to every attack.
  4. For artifacts, also read cooldown and cost. The available captures do not establish the combat-use buttons, HUD readiness indicators, resource recovery or cooldown units.
  5. Separate the item's own effects from enchantments selected through books.

In the equipment index, keep individual examples separate. Do not combine the stats from one example with the effects from another.

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

Browse the melee weapons, ranged weapons, armor, artifacts and talismans indexes for individual equipment.

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

Read the description of unlimited ammunition together with its replenishment over time. It does not establish that you can fire continuously without waiting. Replenishment rates and differences between weapons remain unverified.

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.

The equipment indexes above cover the items themselves. Read the enchantment description separately from an item's own effects.

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.