Equipment slots

"So, you'll wanna know what you're up against. Facing a trained force? Got a pike? No need for greaves then. Except if you're on horseback. Or if you're facing halflings."

Well versed equipment forms a baseline for adventure and crusade, but for greater challenges, many like to further enhance their gear with magical or technological mervels. In such cases, one is limited in the amount of gear that can be worn by the 9 equipment slots, depicted below.

Only one item can be worn in each slot, although certain items may occupy more than 1 slot. For example, most types of medium armor occupy both the torso and the headwear slot, while magical robes occupy both the torso and cloak equipment slot. Items without special functions can typically be exchanged or worn beneath other items without problem. Creatures with different physiques may have different equipment slots.

* **Torso**. The torso is occupied by all types of armor except limb plate, and is occupied by all types of robes. Pins, emblems, nonmagical belts and nonmagical clothing that isn't excessively bulky can be worn along items that occupy the torso.
* **Headwear**. Occupied by helmets, crowns, circlets, hats and even earrings, the headwear category includes an array of item types. However, even if such items are worn together, only one can ever be active at a time, usually the item worn the longest.
* **Gloves**. Anything that occupies the palms or forearms of a creature is considered gloves, even if in some cases, only one arm is covered. Even so, only one magical item that occupies the slot can be active at any time.
* **Boots**. From sandals to heels, every type of footwear occupies the boot slot. The boot slot is often also occupied by nonmagical gadgets, preventing the use of magic items in such places.
* **Cloak**. Capes and cloaks that can be worn over armor occupy this slot. Backpacks are worn under cloaks, and don't occupy the slot, unless they are modified to do so.
* **Belt**. Belts are worn around the waist, and while fashion is without limit, magical belts can only affect the wearer if they occupy this slot. While equipment belts occupy this slot, belt holsters and similar can be attached to magical belts.
* **Necklace**. Jewlery worn around the neck, such gear is very rarely physically protective, and conflicts only with other magical necklaces.
* **Left** **Ring**. Identical to the right ring slot. Rings are the only piece of magical gear that can be worn in more than one slot, with one magical ring per hand being able to provide effects. There is typically no difference in which hand the ring is worn on.
* **Right** **Ring**. Same as the left ring. Purely decorational rings can be worn alongside magical rings without conflict. The ring can be worn on any finger.

### Armor and Equipment Slots

If a set of nonmagical armor worn occupies an equipment slot, it can only be replaced with magical items that can also function as armor, even without enchantments. The description or special notes of items typically state if an items is suitable armor, but if not, your DM may decide if the piece of equipment is compatible with your gear.

If magical armor occupies equipment slots, no other items can replace gear worn in those slots. An exception to this can be modified armor, since a magic gambeson worn as half plate isn't relieant on the helmet to uphold it's magic.

### Other Situational Equipment Slots

Some situations may call for additional equipment slots, typically when handling items not included within the original 9 slots. In such cases, the general rule is, that no two items of the same type can be worn in the same place. For example, a creature cannot benefit from two pairs of glasses at the same time.