Owned equipment only provides equipped effects when placed in an appropriate slot. Use Inventory to inspect a piece, check its requirements and equip it.
The item's equipment metadata determines its allowed slot and whether it needs one or two hands. The game checks its level and battle-stat requirements before equipping it. Owning a stronger item does not automatically make it usable.
A two-handed weapon occupies both hand slots. Unequip it before placing a one-handed weapon in a hand slot. Armor uses its configured armor slot. Use the available equip action rather than assuming any item can go into any slot.
Rare and Epic weapons and armor use individual instances. Two copies of the same base item can have different rolled bonuses. Inspect and equip the specific copy from your inventory list.
An individual piece must be in your inventory to be equipped. Equipped pieces have their location updated, and displaced individual pieces return to inventory. Check the exact piece before offering it in a trade or listing it for sale.
Base-crime Mugging requires an equipped melee weapon. Armed Robbery requires an eligible equipped firearm. A weapon stored in inventory does not meet either requirement.
In combat, compare the weapon's properties, your battle stats and its bonuses. Gun actions normally require ammunition, so an equipped firearm is not a substitute for carrying bullets. Armor bonuses have their own conditions; a larger rarity label does not explain every effect.
This guide covers manually equipping items. It does not imply that saved loadout presets or automatic equipment switching are available.
Mechanics checked against the game code on 17 September 2026.