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Stardew Valley - Equipment


Equipment is everything worn rather than held. Rings grant a bonus each and two can be worn at once, boots add defence and immunity, and hats, shirts and trousers are for looks. The Forge combines rings, and the sewing machine makes clothing out of cloth and almost any item.


Equipment Groups


Equipment sorted by the slot it fills.

Overview


Equipment is the half of the inventory screen that does its work quietly. Hats, shirts, trousers, footwear, a trinket and a pair of rings each have their own slot in the player menu, and once something is dropped into a slot it keeps working without being held, selected or recharged. Four of those slots change what happens in a fight. The rest change what the farmer looks like while it happens.

The branch is enormous because of the hats. More than a hundred of them exist and almost none are bought outright: they are prizes, museum rewards, achievement souvenirs, fishing accidents and festival trinkets, and the mouse living in the ruined house south of Cindersap Forest adds one to its shelf for every achievement the farm earns. That shop is the closest thing the valley has to a trophy cabinet.

The rings are the half of the branch that decides how a cavern run goes. Thirty of them exist and each grants one standing effect, from a circle of light to a tenth more damage on every swing. Two can be worn at once, which sounds generous until the farm owns a dozen worth wearing, and that pressure is what makes the Forge on Ginger Island matter so much.

Boots carry defence and immunity and nothing else, which makes them the most honest items in the branch: a better pair is simply a better pair. Trinkets are the newest slot and the strangest. Each one fights alongside the farmer in its own way, summoning a companion, firing ice or arrows, or handing out coffee, and most of them carry a rolled number that can be gambled on again at an Anvil.

Groups


Five kinds of thing sit under this heading, and they are earned in five different ways. Rings come from crafting recipes unlocked by combat levels, from the Adventurer's Guild counter, from monster eradication goals and from chests in the volcano. Boots come almost entirely out of the ground. Hats come from achievements and festivals. Trinkets come from monsters, crates and treasure rooms once Combat Mastery has been claimed. Shirts, trousers and skirts come from the Sewing Machine.

Within the rings there are two clear families. The gem rings are bought, each one adding a flat tenth to a single combat statistic, and they are the straightforward ones. The earned rings work on the world instead of on a number: they make slimes harmless, make monsters explode, drop coffee, return energy, pull items across the floor or stand the farmer back up after a knockout. Those are the ones worth planning around.

Order


A farm meets the branch in the first fortnight underground. Slimes on the shallow floors drop small glow and magnet rings, barrels break open with the larger versions inside, and the floors hand out starter boots at the same time. All four of those are worth equipping the moment they appear, because light and reach cost nothing and defence softens every hit.

The Adventurer's Guild opens next. Finishing its initiation puts two cheap gem rings on the counter, and forty floors of depth adds the critical rings while eighty adds the attack and speed rings. Crafting runs in parallel: the first combat level teaches a ring that halves the length of every debuff, the fourth and seventh teach three more, and the ninth teaches the Iridium Band, which is the single most useful crafted item in the branch.

Monster eradication goals are the slow track. Gil in the Guild's back room pays out for killing enough of a particular creature, and those payments are the only route to the rings that charm slimes, double loot, heal on a kill or make corpses explode. Each one needs hundreds of kills, so they arrive across the second and third years rather than in a burst.

The island closes the branch. Volcano Dungeon chests hold four rings and two of the three best pairs of boots, its dwarf shop sells another pair for Cinder Shards, and the Forge at its top is where two rings become one. Trinkets begin dropping as soon as Combat Mastery is claimed, which places them firmly in the late game as well.

Best


The Iridium Band is the branch's answer to the two-slot problem, because it does the work of three rings on its own: light, item attraction and a tenth more attack damage. It is crafted rather than found, so any farm with iridium bars and a stock of essences can simply make one, and from that point the second slot is free for something situational.

What goes in that second slot depends on the week. A farm hunting drops wants the burglar's ring, which rolls the monster's loot table twice. A farm on the slime floors wants the slime charmer, which makes an entire category of monster harmless. A farm diving the Skull Cavern wants the Lucky Ring, because a point of luck shows up in ladders, treasure rooms and chests all day long. The Crabshell Ring is the quiet pick for anyone who keeps dying, carrying five points of defence in a slot where most rings carry one.

The Forge dissolves the argument. Twenty Cinder Shards combine any two rings into a single item that keeps both effects, which means a late farm can wear four effects instead of two. An Iridium Band welded to a burglar's ring, paired with a Lucky Ring welded to a Crabshell Ring, is about as much as the branch can give.

Among the boots, the volcano's three pairs stand clear of everything the mine produces, and immunity is the number that ages best, because the debuffs in the deep caverns cost more minutes than their damage costs health. Among the trinkets, the paw that shrugs off every debuff is the one that changes a run; the quiver and the Ice Rod are the ones that do the killing.

Locations


The Mines are the branch's main supplier. Floors one to forty shed glow and magnet rings along with the starter footwear, the middle floors hand out the better boots as random drops, and the landmark chests on floors ten, fifty, eighty and one hundred and ten each hold a pair. Deeper still, the hundredth floor and the Skull Cavern drop the Immunity Band and the Lucky Ring as special items.

The Guild hut beside the mine entrance is both shop and buyer. It stocks gem rings and most of the mine's boots, pays out the eradication rings, and takes anything from this branch back at the counter, which is where the duplicates go.

Ginger Island holds the top end: four rings and two pairs of boots in the Volcano Dungeon's chests, a third pair in its dwarf shop, the Forge for combining, and the Anvil for rerolling trinkets. Alex sells the one trinket that is bought rather than found at his Desert Festival stall.

Strategy


Keep two loadouts rather than one best set. A mining loadout wants light, reach and luck, because the job is covering ground and spotting ladders. A fighting loadout wants damage, defence and whatever answers the monster of the week. Swapping between them takes a moment in the player menu and saves far more time than it costs.

Spend the eradication goals deliberately. Each one asks for hundreds of kills, so the sensible approach is to let the goals follow the farm rather than lead it: a season in the Skull Cavern clears the serpent goal on its own, a season in the mines clears dust sprites and bats, and a Slime Hutch on the farm clears the biggest goal of all without a single trip underground.

Notes


Glow and magnet effects stack with themselves, so two magnet rings pull from further than one and the Iridium Band adds its own reach on top. Most other ring effects simply apply once.

The same trinket can be found many times over, and the Guild pays a thousand gold for each spare, which makes them a steady late income on top of being equipment. The Anvil rerolls a trinket's rolled stat for three iridium bars, so a weak roll is a setback of a few bars rather than a dead item.

Combat levels raise health as well as unlocking recipes, and the professions chosen at the fifth and tenth levels change which rings are worth wearing: a farmer who took the critical path gets far more out of the aquamarine and jade rings than one who took the damage path.

All Rings


Every entry in this group, with its key details.

Name Image Price
Amethyst Ring Amethyst Ring 100g
Aquamarine Ring Aquamarine Ring 200g
Burglar's Ring Burglar's Ring 750g
Crabshell Ring Crabshell Ring 1000g
Emerald Ring Emerald Ring 300g
Glow Ring Glow Ring 100g
Glowstone Ring Glowstone Ring 100g
Hot Java Ring Hot Java Ring 100g
Immunity Band Immunity Band 250g
Iridium Band Iridium Band 1000g
Jade Ring Jade Ring 200g
Jukebox Ring Jukebox Ring 100g
Lucky Ring Lucky Ring 100g
Magnet Ring Magnet Ring 100g
Napalm Ring Napalm Ring 1000g
Phoenix Ring Phoenix Ring 100g
Protection Ring Protection Ring 100g
Ring of Yoba Ring of Yoba 750g
Ruby Ring Ruby Ring 300g
Savage Ring Savage Ring 750g
Slime Charmer Ring Slime Charmer Ring 350g
Small Glow Ring Small Glow Ring 50g
Small Magnet Ring Small Magnet Ring 50g
Soul Sapper Ring Soul Sapper Ring 100g
Sturdy Ring Sturdy Ring 750g
Thorns Ring Thorns Ring 100g
Topaz Ring Topaz Ring 100g
Vampire Ring Vampire Ring 750g
Warrior Ring Warrior Ring 750g

All Boots


Every entry in this group, with its key details.

Name Image Stats
Cinderclown Shoes Cinderclown Shoes Defense (+6); Immunity (+5)
Combat Boots Combat Boots Defense (+3)
Cowboy Boots Cowboy Boots Defense (+2); Immunity (+2)
Crystal Shoes Crystal Shoes Defense (+3); Immunity (+5)
Dark Boots Dark Boots Defense (+4); Immunity (+2)
Dragonscale Boots Dragonscale Boots Defense (+7)
Emily's Magic Boots Emily's Magic Boots Defense (+4); Immunity (+4)
Firewalker Boots Firewalker Boots Defense (+3); Immunity (+3)
Genie Shoes Genie Shoes Defense (+1); Immunity (+6)
Leather Boots Leather Boots Defense (+1); Immunity (+1)
Leprechaun Shoes Leprechaun Shoes Defense (+2); Immunity (+1)
Mermaid Boots Mermaid Boots Defense (+5); Immunity (+8)
Rubber Boots Rubber Boots Immunity (+1)
Sneakers Sneakers Defense (+1)
Space Boots Space Boots Defense (+4); Immunity (+4)
Thermal Boots Thermal Boots Defense (+1); Immunity (+2)
Tundra Boots Tundra Boots Defense (+2); Immunity (+1)
Work Boots Work Boots Defense (+2)

All Hats


Every entry in this group, with its key details.

Name Image Location
??? (hat) ??? (hat) Volcano Caldera
Abigail's Bow Abigail's Bow Desert Festival
Arcane Hat Arcane Hat Adventurer's Guild
Archer's Cap Archer's Cap Abandoned House
Beanie Beanie Tailoring
Blobfish Mask Blobfish Mask Tailoring
Blue Bonnet Blue Bonnet Abandoned House
Blue Bow Blue Bow Desert Festival
Blue Cowboy Hat Blue Cowboy Hat Skull Cavern
Blue Ribbon Blue Ribbon Abandoned House
Bluebird Mask Bluebird Mask Island Trader
Bowler Hat Bowler Hat Abandoned House
Bridal Veil Bridal Veil Tailoring
Bucket Hat Bucket Hat Trout Derby
Butterfly Bow Butterfly Bow Abandoned House
Cat Ears Cat Ears Abandoned House
Chef Hat Chef Hat Abandoned House
Chicken Mask Chicken Mask Abandoned House
Cone Hat Cone Hat Night Market
Cool Cap Cool Cap Abandoned House
Copper Pan (hat) Copper Pan (hat) Copper Pan
Cowboy Hat Cowboy Hat Abandoned House
Cowgal Hat Cowgal Hat Abandoned House
Cowpoke Hat Cowpoke Hat Abandoned House
Daisy Daisy Abandoned House
Dark Ballcap Dark Ballcap Desert Festival
Dark Cowboy Hat Dark Cowboy Hat Skull Cavern
Dark Velvet Bow Dark Velvet Bow Desert Festival
Delicate Bow Delicate Bow Abandoned House
Deluxe Cowboy Hat Deluxe Cowboy Hat Island Trader
Deluxe Pirate Hat Deluxe Pirate Hat Volcano Dungeon
Dinosaur Hat Dinosaur Hat Tailoring
Earmuffs Earmuffs Abandoned House
Elegant Turban Elegant Turban Abandoned House
Emily's Magic Hat Emily's Magic Hat Emily's 14-heart event
Eye Patch Eye Patch Abandoned House
Fashion Hat Fashion Hat Tailoring
Fedora Fedora Stardew Valley Fair
Fishing Hat Fishing Hat Tailoring
Flat Topped Hat Flat Topped Hat Tailoring
Floppy Beanie Floppy Beanie Tailoring
Forager's Hat Forager's Hat Tailoring
Frog Hat Frog Hat Ginger Island
Garbage Hat Garbage Hat Garbage Cans
Gil's Hat Gil's Hat Desert Festival
Gnome's Cap Gnome's Cap Abandoned House
Goblin Mask Goblin Mask Abandoned House
Goggles Goggles Tailoring
Gold Pan (hat) Gold Pan (hat) Gold Pan
Golden Helmet Golden Helmet Golden Coconuts
Golden Mask (hat) Golden Mask (hat) Tailoring
Good Ol' Cap Good Ol' Cap Abandoned House
Governor's Hat Governor's Hat Abandoned House
Green Turban Green Turban Desert Trader
Hair Bone Hair Bone Tailoring
Hard Hat Hard Hat Adventurer's Guild
Hunter's Cap Hunter's Cap Abandoned House
Infinity Crown Infinity Crown Abandoned House
Iridium Pan (hat) Iridium Pan (hat) Iridium Pan
Jester Hat Jester Hat Abandoned House
Joja Cap Joja Cap Desert Festival
Junimo Hat Junimo Hat Abandoned House
Knight's Helmet Knight's Helmet Adventurer's Guild
Laurel Wreath Crown Laurel Wreath Crown Desert Festival
Leprechaun Hat Leprechaun Hat Cindersap Forest
Living Hat Living Hat Weeds; Wilderness Golems; Iridium Golems
Logo Cap Logo Cap Tailoring
Lucky Bow Lucky Bow Abandoned House
Magic Cowboy Hat Magic Cowboy Hat Desert Trader
Magic Turban Magic Turban Desert Trader
Mouse Ears Mouse Ears Abandoned House
Mr. Qi's Hat Mr. Qi's Hat Qi's Walnut Room
Mummy Mask Mummy Mask Desert Festival
Mushroom Cap Mushroom Cap Mushroom Trees
Mystery Hat Mystery Hat Mystery Boxes; Golden Mystery Boxes
Official Cap Official Cap Abandoned House
Pageboy Cap Pageboy Cap Abandoned House
Panda Hat Panda Hat WeGame exclusive
Paper Hat Paper Hat Abandoned House
Party Hat (blue) Party Hat (blue) Tailoring
Party Hat (green) Party Hat (green) Tailoring
Party Hat (red) Party Hat (red) Tailoring
Pink Bow Pink Bow Volcano Dungeon
Pirate Hat Pirate Hat Tailoring
Plum Chapeau Plum Chapeau Abandoned House
Polka Bow Polka Bow Abandoned House
Propeller Hat Propeller Hat Tailoring
Pumpkin Mask Pumpkin Mask Tailoring
Qi Mask Qi Mask Tailoring
Raccoon Hat Raccoon Hat Giant Stump; Raccoon Wife's Shop
Radioactive Goggles Radioactive Goggles Tailoring
Red Cowboy Hat Red Cowboy Hat Skull Cavern
Red Fez Red Fez Traveling Cart
Sailor's Cap Sailor's Cap Festival of Ice
Santa Hat Santa Hat Abandoned House
Skeleton Mask Skeleton Mask Adventurer's Guild
Small Cap Small Cap Island Trader
Sombrero Sombrero Abandoned House
Sou'wester Sou'wester Abandoned House
Space Helmet Space Helmet Abandoned House
Sports Cap Sports Cap Mayor's Manor; Abandoned House
Spotted Headscarf Spotted Headscarf Tailoring
Squid Hat Squid Hat SquidFest
Squire's Helmet Squire's Helmet Metal Heads; Hot Heads; Metal Head (dangerous)
Star Helmet Star Helmet Tailoring
Steel Pan (hat) Steel Pan (hat) Steel Pan
Straw Hat Straw Hat Egg Festival
Sunglasses Sunglasses Tailoring
Swashbuckler Hat Swashbuckler Hat Tailoring
Tiara Tiara Abandoned House
Tiger Hat Tiger Hat Tiger Slimes
Top Hat Top Hat Casino
Totem Mask Totem Mask Tailoring
Tricorn Hat Tricorn Hat Desert Festival
Tropiclip Tropiclip Abandoned House
Trucker Hat Trucker Hat Abandoned House
Warrior Helmet Warrior Helmet Tailoring
Watermelon Band Watermelon Band Abandoned House
Wearable Dwarf Helm Wearable Dwarf Helm Tailoring
White Bow White Bow Abandoned House
White Turban White Turban Tailoring; Skull Cavern
Witch Hat Witch Hat Tailoring

All Trinkets


Every entry in this group, with its key details.

Name Image Price
Basilisk Paw Basilisk Paw 1000g
Fairy Box Fairy Box 1000g
Frog Egg Frog Egg 1000g
Golden Spur Golden Spur 1000g
Ice Rod Ice Rod 1000g
Magic Hair Gel Magic Hair Gel 1000g
Magic Quiver Magic Quiver 1000g
Parrot Egg Parrot Egg 1000g

All Clothing


Every entry in this group, with its key details.

Name Image Price
Dyeing - -
Emily's Magic Shirt Emily's Magic Shirt -
Luau Skirt Luau Skirt -
Mystery Shirt Mystery Shirt -
Tailoring - -
Tight Pants Tight Pants -

Subcategories

This category has the following 56 subcategories, out of 56 total.

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