Mechanic

Equipped

Equipped means a usable weapon, off-hand, armour piece, belt, amulet, or ring placed in the character's equipment slots. Flasks, Charms, Skill Gems, and Jewels are not Equipped, even when they occupy another character interface slot.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Equipped does

Current rules

Place a compatible weapon, off-hand, armour piece, belt, amulet, or ring in its character equipment slot and meet its level and attribute requirements. The item then grants its modifiers and can be counted by effects that say Equipped Item. An item that is disabled is not considered Equipped. Flasks, Charms, Skill Gems, Jewels, and Augments do not become Equipped items.

Only character equipment slots count
Weapons, off-hands, armour, belts, amulets, and rings are Equipment. They become Equipped when placed into a compatible character equipment slot and remain usable. Quivers are off-hand Equipment used with bows.
Flasks, Charms, Skill Gems, and Jewels do not count
A Flask or Charm may occupy its own inventory-panel slot, but it is not an Equipped Item. Skill Gems and Jewels are socketed through their own systems and are also excluded. An effect that counts Equipped Items therefore does not add these objects to its count.
Augments are socketed into Equipment
Runes, Soul Cores, and other Augments are socketed into an item rather than Equipped directly. Their modifiers can change the Equipment that contains them. If that host item becomes disabled, its bonuses, including bonuses supplied by its socketed Augments, are disabled.
Requirements determine whether an item is usable
A character must meet the item's level and attribute requirements. If a later equipment change or weapon swap removes required attributes, the affected item is disabled until the requirements are met again. A disabled item does not grant its modifiers and is not considered Equipped.
Disabled slots also disable their items
Some effects disable an equipment slot. An item left in that slot is disabled and stops granting its effects. The visual presence of an item in the inventory panel is therefore not enough to prove that it currently counts as Equipped.
Weapon-set stats follow the active set
The two weapon sets have separate main-hand and off-hand arrangements. Switching sets recalculates character modifiers from the active items immediately. A compatible Skill assigned only to the other set can trigger an automatic swap before use.
One weapon arrangement can be shared by both sets
Since version 0.3.0, the weapon-set controls can assign equipped weapons to both sets. This is useful when the same weapon must remain available while the two sets use different passive allocations or Skill assignments.
Equipped Armour Items is a narrower scope
Effects that say Equipped Armour Items inspect only equipped items in armour classes. They do not inspect weapons, belts, amulets, rings, Flasks, Charms, Skill Gems, or Jewels. A line naming Equipped Body Armour, Helmet, Gloves, Boots, Shield, or Focus is narrower still.
The modifier text decides what is counted
Per Equipped Item counts, Corrupted Item Equipped counts, and values taken from an Equipped Helmet or Body Armour are different queries. Read the complete modifier. Do not apply a value from one slot or property to every piece of Equipment.
Empty or disabled hands can make the character Unarmed
A character is Unarmed when the relevant weapon hand is empty or its weapon is disabled. Facebreaker and Hollow Palm Technique use special wording that lets Unarmed Attacks behave as though a named weapon class were equipped, but that wording does not place an actual weapon in the empty slot.

Common Equipped item checks

6 cases
01
Any Equipped Item

Counts usable weapons, off-hands, armour, belts, amulets, and rings. It excludes Flasks, Charms, Skill Gems, Jewels, and socketed Augments.

Related: Browse Equipment
02
Equipped Item with a named modifier

Safrin's Resolve, Eshtera's Path, and Zaida's Longevity count Equipment that has the specified Fire, Lightning, or Cold Resistance modifier. The ring's wording does not count every source of that Resistance on the character.

Related: Safrin's Resolve, Eshtera's Path, Zaida's Longevity, Resistances
03
04
Equipped Armour Items

Adds or reads Item Armour, Item Evasion, Energy Shield, requirements, or other stated values only from equipped armour classes. Ironbound and Hollow Palm Technique use this narrower family.

Related: Ironbound, Item Armour, Evasion, Energy Shield
05
One named equipped slot

Effects such as Equipped Helmet, Equipped Body Armour, Equipped Shield, or Equipped Amulet inspect only that slot and only the value or bonuses named by the modifier.

Related: Helmets, Body Armours, Off-hands, Jewellery
06
Active weapon set

The active main-hand and off-hand items provide their current modifiers and determine compatible Skills. Swapping sets recalculates character stats and available Spirit.

Related: Spirit, How to Use Weapon Sets

Limits and exceptions

8 rules
  • An item in a character slot is not considered Equipped while it is disabled.
  • Flasks and Charms are not Equipped Items.
  • Skill Gems and Jewels are not Equipped Items.
  • Runes, Soul Cores, and other Augments are socketed, not Equipped.
  • An Equipped Armour Item check does not include weapons or jewellery.
  • A named-slot check does not read another equipment slot.
  • Changing weapon sets can change active modifiers, requirements, Spirit, and Skill availability.
  • Special Unarmed wording can imitate a weapon's use without filling the empty weapon slot.