Minecraft Dungeons II is out, and the gear catalog is now large enough to browse instead of guess at. Mojang states the rules of the system; the item names, numbers and effects below come from launch-week catalog data. Anything that catalog leaves blank is marked as such.
Checked in-game on October 1, 2026.
Every entry is also searchable in our gear database.
What does Mojang say about the gear system?
Four official statements frame everything else. Combat slots grow from six to twelve. Armor is four separate pieces, each able to roll random effects. Talismans are passive, and they level up as you use them. Ranged weapons have unlimited ammo that recharges on its own.
Artifacts are the active part: cooldown abilities that spend Souls, the resource earned from defeating enemies. Enchantment books go into a personal library, and you apply and level them at the Enchantsmith. Our enchanting guide walks through that loop.
Which weapon types are in the game?
Weapons come as 48 melee and 18 ranged types, plus unique variants of some of them. The base melee types are Axe, Battle Hammer, Battlestaff, Claws, Claymore, Clobberer, Cookiecutter, Double Daggers, Double Sickles, Gauntlets, Glaive, Greataxe, Greatsword, Mace, Mallet, Meat Cleaver, Pickaxe, Pike, Rapier, Riftslasher, Sabre, Scythe, Short Spear, Shovel, Spear, Sword, War Hammer.
The base ranged types are Bow, Crossbow (15 ammo), Dual Crossbows (20 ammo), Greatbow (10 ammo), Heavy Crossbow (8 ammo), Longbow, Powerbow, Rapid Crossbow, Scatter Crossbow (12 ammo), Shortbow (18 ammo), Trickbow (15 ammo). Where the catalog lists an ammo count, it is shown; a few bows have none listed. Each weapon type has its own jump attack, tied to the jump ability, so the weapon you carry changes what a jump does.
Which unique weapons have known effects?
Unique gear carries two effects, one fixed and one random. The table lists the fixed one and says when the weapon earns a slot. Exact wording for each is in the gear database.
| Unique weapon | Kind | Good for |
|---|---|---|
| Awesomeaxe | Melee | A 70% Strength proc. Steady, but it won’t scale. |
| Cacaphonous Cleaver | Melee | Sustain: each soul you pick up heals 7% max health. Fight crowds. |
| Diamond Shovel | Melee | Pushing packs away, with a 20% damage shockwave and +200% knockback. |
| Elemental Staff | Melee | Random elemental buffs from kills. Fun, not plannable. |
| Emerald Hammer | Melee | Loot hunting: a 5% shot at a higher-rarity drop. |
| Pride of the Plains | Melee | Bosses and elites. Your main target takes 40% more from melee hits. |
| Sculker’s Bane | Melee | Soul-attack builds only, for +20% damage. |
| Sift Sickles | Melee | Co-op healers. Your heals and your allies’ heals go up 50%. |
| Sift Socks | Melee | Chip-then-finish play, with 40% extra against wounded enemies. |
| Soul Reaper | Melee | Artifact spam. You collect 60% more souls. |
| Spectral Spear | Melee | Hitting a line of enemies with a 90% damage wave, plus a bit of soul damage. |
| Stormcaller | Melee | Lightning builds, where lightning attacks gain 25%. |
| Tornado Blade | Melee | Clearing rooms. Every swing spins off a swirl at 60% weapon damage. |
| Creaking’s Reach | Ranged | Sniping. Far-away hits do double damage. |
| Double Crossers | Ranged | Roll-heavy play. Each roll stacks +20% on your next attack. |
| Phantom Wing | Ranged | Jump shots, but only +6%. Small. |
| Shooting Star | Ranged | Safety for a ranged build, with a 20% chance to dodge melee hits. |
| The Shackler | Ranged | Control. A 30% chance per hit to Chain the target. |
These unique weapons exist but list no special effect yet: Burning Blade, Diamond Pickaxe, Great Hammer, Mob Mallet, Prime Enchanter Gauntlets, Redstone Club, Sculk Claws, Tidal Sickle, Harp Crossbow, Sabrewing.
Which armor sets are there?
Armor comes in 31 sets: Alchemist, Beekeeper, Bounty Hunter, Disciple, Fly Agaric, Hivemind, Hoarfrost, Mad Sifter, Monarch, Mushroom, Mystic, Nomad, Oracle, Phantom, Protector, Ranger, Realmreacher, Redstone, Redstone Monstrosity, Rover, Scamp, Sculk Digger, Sharpshooter, Sifter, Sorcerer, Soul Fire, Steel Wool, Treehugger, Twisted Warden, Wolfpack, Woodsprite. Some sets are incomplete in the catalog, so a piece count under four means the other pieces are not documented yet, not that they are missing from the game.
Most plain set pieces are stat sticks. These unique pieces are the ones with a fixed effect worth building around.
| Armor piece | Slot | Set | Good for |
|---|---|---|---|
| Alchemist Loafers | Boots | Alchemist | Big artifact kits: 50% more Soul room. |
| Fly Agaric Coat | Chestplate | Fly Agaric | Recovering between fights (30% health per second after 5 s of quiet). |
| Fly Agaric Trousers | Leggings | Fly Agaric | Companion builds, at +40% companion damage. |
| Hivemind Hardhat | Helmet | Hivemind | Buff stacking: your positive statuses last 70% longer, allies included. |
| Mad Sifter Paws | Boots | Mad Sifter | Archer-heavy rooms. 25% of projectiles bounce off. |
| Mad Sifter Vest | Chestplate | Mad Sifter | Artifact damage, up 25%. |
| Monarch Talons | Boots | Monarch | Poison, burn and freeze users, since afflicted enemies take 50% more. |
| Oracle Crown | Helmet | Oracle | Lightning gear, +25%. |
| Oracle Tights | Leggings | Oracle | Artifact rotations. Cooldowns drop 30%. |
| Rover Sabatons | Boots | Rover | Risky low-health play. You add 25% of your missing health as damage. |
| Sharpshooter Fedora | Helmet | Sharpshooter | Bows and crossbows, with a 60% chance of extra projectiles. |
| Twisted Warden Blindfold | Helmet | Twisted Warden | Crit melee, at +45% on crits. |
| Twisted Warden Tights | Leggings | Twisted Warden | Stealth, with shadowcloak running 45% longer. |
| Twisted Warden Vest | Chestplate | Twisted Warden | Dodging melee hits (20% chance). |
| Woodsprite Crown | Helmet | Woodsprite | Keeping companions alive; they take 20% less damage. |
| Woodsprite Root Boots | Boots | Woodsprite | Ranged builds, with ammo recharging 35% faster. |
| Woodsprite Trunks | Leggings | Woodsprite | Punishing melee mobs, since 100% of the damage you take goes back at them. |
Which talismans can you equip?
Talismans go in three dedicated slots. The catalog lists 20, and the table shows what each one is for.
| Talisman | Good for |
|---|---|
| Armadillo Amulet | Rolling more often: 20% off the roll cooldown. |
| Essence of Efficiency | Almost nothing. A 4% artifact cooldown cut is barely felt. |
| Fist of Iron | Melee damage, though no value is listed. |
| Golem Kit | A golem that shields you. |
| Healing Heart | Free regen, 2% health per second after 5 s out of combat. |
| Looter’s Charm | Farming drops. |
| Lucky Clover | A 2% shot at bonus loot. Skippable. |
| Medallion of Momentum | Long runs and open fields: 10% speed after 3 s of moving. |
| Ocelot’s Paw | Jump-attack builds, at an unlisted bonus. |
| Prickle’s Mark | Bringing the Prickle companion. |
| Sculk Badge | Buff builds, since good statuses on you last 15% longer. |
| Sigil of Beeswax | A bigger health bar. |
| Soul Chip | Artifact users, with 15% more Soul capacity. |
| Tasty Bone | A wolf companion that soaks hits. |
| Tendrils of the Sprout | Not getting hit: +10% damage above 95% health. |
| The Eye of Experience | Faster leveling. |
| Thrifty Pendant | Emerald hoarders. It climbs to +25% damage as you carry up to 7000. |
| Twig of Dark Oak | Ranged builds that run dry, with 20% more ammo. |
| Twisted Tooth | More souls per kill. |
The rest are documented only by name. Tasty Bone brings a wolf; the early-access footage called it a bone talisman that brings a dog.
Which artifacts cost the fewest Souls?
The catalog gives Soul costs and cooldowns for most artifacts, so you can compare them directly. The Winter Staff and Soul Harvester are the cheapest at 15 Souls. The Totem of Regeneration is the most expensive at 65, with a 27-second cooldown.
| Artifact | Souls | Cooldown | Use it to |
|---|---|---|---|
| Blaze Bangle | 35 | 6 s | Light enemies on fire with every hit. |
| Blight Bangle | 35 | 6 s | Poison everything you hit. |
| Cinder Scepter | 25 | 5 s | Charge it, then release a soul-fire blast. |
| Conductive Quiver | 20 | 5 s | Make arrows call lightning. |
| Corrupted Seeds | 20 | 5 s | Poison and root a crowd around you. |
| Creeper Candle | 25 | 5 s | Drop a timed bomb. |
| Death Cap Mushroom | 20 | 4 s | Go berserk, faster in both attack and movement. |
| Electric Bangle | 35 | 6 s | Stun enemies briefly with lightning on your weapon. |
| Ender Fog | 20 | 5 s | Vanish behind smoke and walk up on ranged enemies. |
| Fighter’s Flute | 45 | 5 s | Crit on every hit while it lasts. |
| Firework Arrow | 20 | 5 s | Shoot one big explosive rocket. |
| Flaming Quiver | 20 | 5 s | Set arrows on fire. |
| Picnic Basket | 15 | 15 s | Hand out healing food to the party. |
| Pouch of Frost | 40 | 5 s | Throw down a freezing blizzard. |
| Pouch of Thunder | 40 | 5 s | Throw down electrified ground. |
| Powershaker | 35 | 16 s | Hit an area, on a long cooldown. |
| Redstone Mine Launcher | 40 | 5 s | Fire off a spread of mines. |
| Soul Harvester | 15 | 5 s | Store souls, then spend them on a hex. |
| Tempo Truffle | 20 | 5 s | Sprint for a short burst. |
| Totem of Casting | 30 | 15 s | Shorten your allies’ artifact cooldowns. |
| Totem of Regeneration | 65 | 27 s | Heal whoever stands near it. |
| Totem of Shielding | 30 | 15 s | Block projectiles with a barrier. |
| Venomous Quiver | 20 | 5 s | Poison your arrow targets. |
| Warding Chimes | 40 | 15 s | Harden yourself for a while. |
| Warrior Drums | 45 | 5 s | Double your crit damage while active. |
| Winter Staff | 15 | 5 s | Freeze enemies with a soul blizzard. |
No cost or effect is documented yet for Banner, Corrupted Beacon, Freezing Quiver, Grindstone, Honey Dipper, Humbling Horn, Lightning Rod, Pouch of Ember, Turtle Master’s Mandolin, Wind Horn, Witch Brew.
Which enchantments are named?
24 enchantments carry names in the catalog. Three of them, Ender Mines, Healing Smite and Somersault, were named in Xbox Wire’s September 28 post. Full effect text for each is in the gear database.
| Enchantment | Goes on | Pick it for |
|---|---|---|
| Ancient Alchemy | Armor | Turning potions into soul refills, even at full health. |
| Artifact Amplifier | Armor | Chaining artifacts, since each use makes the next faster and stronger. |
| Barrier Brew | Armor | Drinking a potion to drop a Fortifying well for the party. |
| Bottomless Brew | Chestplate | More potions in the bag. |
| Buddy Brew | Armor | Drinking a potion to drop a Regenerating well for the party. |
| Cow Stampede | Armor | Charging through packs after a full sprint. |
| Crash Landing | Weapon | Jump attacks that hit and shove. |
| Critical Quiver | Weapon | Crit-refilled arrows, which matter less now that ammo recharges. |
| Dynamo | Armor | Roll-and-hit play. Each roll stacks a damage charge. |
| Ender Mines | Weapon | Area damage from End crystals. Watch your teammates. |
| Fire Aspect | Melee weapon | A fire wave on jump attacks and combo finishers. |
| Frost Crescent | Melee weapon | The same wave with ice, so it freezes and slows. |
| Gravity Pulse | Armor | Dragging enemies into a pile for area damage. |
| Healing Smite | Weapon | Co-op. Kills can drop a healing well. |
| Health Synergy | Armor | Artifact builds that trade hits. |
| Lightning Surge | Melee weapon | The same wave with lightning, so it zaps. |
| Piercing | Ranged weapon | Bows. Shots pass through several enemies. |
| Poison Fog | Melee weapon | The same wave again, this time poison. |
| Shadowcloak | Melee weapon | Random invisibility after kills. |
| Somersault | Armor | Longer roll chains for defense. |
| Springload | Armor | A quick speed boost after each artifact. |
| Swirling | Weapon | A small air swirl on hits. |
| Thundering | Weapon | Lightning that sometimes jumps to nearby enemies. |
| Tumbleshot | Ranged | Arrows fired off every roll. |
How do rarity tiers affect modifiers?
Rare gear carries one modifier, Special carries two, and Unique carries two with one of them fixed. A Blacksmith can raise gear power for emeralds, up to the Item Power cap for your Hero Level, and reroll one effect for echo shards. Rerolls are permanent and need Blacksmith level 1 for Rare, level 2 for Special and level 3 for Unique gear. Talismans cannot be upgraded there. See our Sift and Brave Haven guide for how merchant leveling works.
Quick FAQ
Is there a full weapon list for Minecraft Dungeons 2? Yes, for names: 48 melee and 18 ranged. Damage numbers and drop rates are still missing.
Do talismans replace artifacts? No. Talismans are passive and level up with use. Artifacts are active, cost Souls and go on cooldown.
Which weapon is best? Nobody has published drop rates or damage values, so any ranking is a guess. Our builds tier list will cover it once the data allows.
Where do I start? Our beginner tips and build plans cover a first loadout, and the gameplay breakdown shows how the systems fit together.
Not confirmed yet
The names below appeared in press guides or earlier previews and are not in the launch catalog. Treat them as unverified.
| Name | Type | Why it is unverified |
|---|---|---|
| Echo Ocarina | Artifact, 40 Souls, 10 s | Named by a press guide; no catalog page yet |
| Power of Frost | Artifact | Seen in early footage; it may be an early name for Pouch of Frost |
| Battle Banner | Artifact | Likely the same item as Banner; not verified |
Drop rates, exact base damage values and armor stat numbers are also unconfirmed. Several enchantment effects shown in demos, such as ground healing and an extra dodge charge, resemble catalog entries, but no source ties a demo effect to a specific name, so we do not match them.
