What upgrading costs
Preview-build economy. Prices are the first published anywhere for Dungeons II, and they are also the kind of number most likely to be retuned before release.



Prices seen on screen
| Item | Rarity | Power | Cost |
|---|---|---|---|
| Scatter Crossbow | Rare | 19 → 20 | 45 |
| Redstone Shinguards | Rare | 18 → 20 | 62 |
| Nomad Hood | Common | 18 → 20 | 72 |
| Pride of the Plains | Unique | 20 → 21 | 56 |
| Rover Pauldrons | Unique | 18 → 20 | 182 |
Five upgrades priced on screen in emeralds. The spread is wide for the same +2 step — 62 for a Rare, 72 for a Common, 182 for a Unique — so cost tracks something beyond the number of levels bought. Preview-build economy figures, and the first ones published anywhere.
Two limits the interface names
- Item Power upgrades are capped by Hero Level. A favourite weapon can be carried the whole game, but only as fast as the hero levels — the demo save was capped at item power 20.
- Re-rolling effects unlocks at Merchant Level 3. Upgrading works from merchant level 1; changing an item’s random effects does not, and the confirmation warns it cannot be undone.
The gear system carries the loot-driven structure of the original but restructures how a character is assembled. The biggest change is armor: instead of one set filling a single slot, four individual pieces are equipped separately.
The Xbox Wire hands-on demo showed one melee weapon slot, one ranged weapon slot, three artifact slots, four armor slots and three talisman slots. Artifacts remain active abilities, while talismans provide passive bonuses.

The preview also showed a bone-shaped talisman that summoned a dog companion and a weapon enchantment that could create regeneration zones after kills. Their final names, statistics and rarity tiers were not published, so the item database remains intentionally empty.

What the demo build showed
Preview-build values, read off the gamescom demo. Balance figures are exactly what changes before release — treat every number here as provisional.


Equipment slots
- 2 weapon slots
- 4 armour slots
- 3 artifact slots
- 3 talisman slots
Counted off the inventory screen in the gamescom demo build. Two separate captures agree, one at player level 20 and one at level 29, so the counts are not a level-gated subset.
Named items with figures
- Tornado BladeUnique melee weapon
- Item power 45. Effects: swirling deals 60% of weapon damage on every swing; melee attacks deal 30% more damage to secondary targets.
- Twisted ToothTalisman
- Increases souls gained by 40%. Shown at LV 1, confirming talismans carry their own level.
- Death Cap MushroomCommon artifact
- Cooldown 4, cost 20. Eaten before battle for a berserker state raising movement and attack speed.
More gear, with rarity and power
- Pride of the PlainsUnique · power 20
- A copper sword. Melee attacks deal 40% more damage to primary targets, and 20% more damage overall.
- Rover PauldronsUnique · power 18
- Chestplate. 25% chance to deflect enemy projectiles, and 10% less damage from ranged attacks.
- Scatter CrossbowRare · power 19
- Ranged. Reduces time between shots with ranged weapons by 30%.
- Wolfpack BootsSpecial · power 17
- Defeated companions come back 20% faster, and reduces potion cooldown by 15%.
Two more things the UI settles
- Item Power is the headline stat, broken down into melee, ranged, armour and artifact figures.
- Merchants have levels. The Blacksmith starts at level 1 and costs 20 echo shards to raise.
Frequently asked questions
How many equipment slots does Minecraft Dungeons II have?
The Xbox Wire demo showed one melee slot, one ranged slot, three artifact slots, four armor slots and three talisman slots.
Are there weapon stats available yet?
No. No specific weapon has been named with stats, so our weapons database is intentionally empty.
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