> ## Documentation Index
> Fetch the complete documentation index at: https://entities.lodemc.net/llms.txt
> Use this file to discover all available pages before exploring further.

# Equipment

> Dress a mob: what it wears and holds, per slot, from vanilla or custom-item plugins, in YAML or in game.

An `equipment:` block on a mob says what it wears and holds, one entry per slot.

```yaml theme={null}
knight:
  base: wither_skeleton
  equipment:
    drop-chance: 0.1                                # applies to every piece below
    hand: diamond_sword
    offhand: shield
    head: { item: skeleton_skull, drop-chance: 1 }  # ...unless the piece says otherwise
    chest: iron_chestplate
    legs: iron_leggings
    feet: iron_boots
```

MythicMobs writes this as a list (`Equipment: [- diamond_sword HAND]`); here it is a slot-keyed section, so a glance tells you what is on which limb. A MythicMobs file converts into this shape on load, slot names and all.

## Slots

| Write | Slot |
| :- | :- |
| `hand`, `mainhand` | Main hand |
| `offhand` | Off hand |
| `head`, `helmet` | Head |
| `chest`, `chestplate` | Chest |
| `legs`, `leggings` | Legs |
| `feet`, `boots` | Feet |

Slot names are case-insensitive and `_` and `-` are ignored, so `OFF_HAND`, `off-hand` and `offhand` are one key.

## Ways to name an item

| Written as | Means |
| :- | :- |
| `hand: diamond_sword` | A vanilla item. |
| `hand: nexo:forest_sword` | An item from a custom-item plugin, by id. |
| `head: { nexo: forest_helmet, drop-chance: 1 }` | The same, spelled out so it can carry options. |
| `chest: { item: iron_chestplate, amount: 1, drop-chance: 0.5 }` | A vanilla item, spelled out. `material:` works for `item:`. |
| `legs: { snapshot: … }` | An exact copy of an item, every component included. The in-game editor writes these. |

**Prefer an id over a snapshot.** An id is looked up again on every load, so a Nexo sword that gets retuned next week is retuned on every mob wearing it. A snapshot is a photograph: exact, and frozen at the moment it was taken.

Installed custom-item plugins are found automatically, and **Nexo** is supported out of the box. A slot naming a plugin that isn't installed is left empty and reported by [`/le debug Mobs`](debug), rather than failing the mob. If the plugin is installed but starts after LodeEntities, the slot fills itself a tick later.

## Drop chance

> [!WARNING]
>
> Drop chance defaults to **0**, not vanilla's \~8.5%. Gear you put on a mob in config is costume, and a boss quietly seeding the floor with free diamond swords is nobody's intent. Set it when you do want drops.

A `drop-chance` written directly under `equipment:` is the default for every slot in the block, and a slot may still override it. `1` is always, `0` is never, and anything outside `0`–`1` is clamped.

## Dressing a mob in game

`/le gui` → left-click a mob → **Equipment** opens a screen with the six slots along the top and their drop chances underneath.

| Click | What happens |
| :- | :- |
| A slot, then an item **in your own inventory** | Puts a copy of that item in the slot. The item is copied, never taken, so you can dress a mob from your own gear. |
| Right-click a slot | Empties it. |
| A drop chance | Cycles it. |

Because the item is copied whole, everything on it comes along: custom model data, name, lore, enchantments, attributes, trims. If a custom-item plugin claims the item, the YAML records its **id** instead of a copy, so the mob keeps up with the item.

## Notes

* Slots the block does not mention are left as the vanilla entity spawned with them: a zombie keeps its own sword unless you say otherwise.
* An unknown slot name or vanilla item is reported by [`/le debug`](debug) and that slot is skipped, rather than failing the whole mob.
* Gear carries across when a mob [grows into another stage](https://entities.lodemc.net/mob-aging.md), landing in any slot the new stage does not fill itself.
* A mob with `can-pick-up-items: true` may swap its gear for what it finds on the ground.


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