How much you carry, how much ammo you hold and how fast your guns wear all come down to gear in Red Dead Redemption 2. Satchels raise your carrying limits, Bandoliers and Gun Belts raise ammo capacity, and Holsters slow weapon wear. Pearson crafts the satchels at camp, the Trapper sells challenge gear, and any Gunsmith sells the basic upgrades.
Equipment section
Tools
Binoculars
Magnify distant targets for a closer look and help study animals.
- How to get
- Available from the start of the story.
- Requirements
- None, supplied by the story.
Camera
Lets you take photographs.
- How to get
- Available from the start of the story.
- Requirements
- None, supplied by the story.
Electric Lantern
Lights dark areas with an electric beam.
- How to get
- After A Bright Bouncing Boy - II, return to Doverhill at least two in-game days later and pick it up from the floor.
- Requirements
- Complete A Bright Bouncing Boy - II.
Fishing Rod
Lets you fish with a rod and bait.
- How to get
- Obtain it during the A Fisher of Men story mission.
- Requirements
- Complete A Fisher of Men.
Lasso
Lets Arthur restrain animals and people without killing them.
- How to get
- Obtain it during Old Friends in Chapter 1.
- Requirements
- Complete Old Friends.
Old Lantern
Lights dark areas when carried.
- How to get
- Available from the first mission.
- Requirements
- None, supplied by the story.
Equipment section
Satchels
Pearson crafts a satchel at camp, which means pelts, the Leather Working Tools and a camp gate. The Fence route skips all of that, but it only opens after Epilogue Part 1 and asks for a purchase price. The Legend of the East Satchel is the exception on both routes, because it needs the other satchels first.
Ingredients Satchel
Raises carrying capacity for edible ingredients.
- How to get
- Have Pearson craft it at camp, or buy it from a Fence in Epilogue Part 1.
- Requirements
- For Pearson crafting: Perfect Deer Pelt, Perfect Badger Pelt, and Perfect Squirrel Pelt. Donate five animal carcasses to Pearson and buy the Leather Working Tools. A perfect squirrel carcass can count toward the donation total. Buying from a Fence instead requires Epilogue Part 1 and the purchase price.
Kit Satchel
Raises carrying capacity for items in the Kit category.
- How to get
- Have Pearson craft it at camp, or buy it from a Fence in Epilogue Part 1.
- Requirements
- For Pearson crafting: Perfect Deer Pelt, Perfect Elk Pelt, and Perfect Panther Pelt. Donate three valuables to the camp tithing box and buy the Leather Working Tools. Buying from a Fence instead requires Epilogue Part 1 and the purchase price.
Legend of the East Satchel
Raises most carrying limits to 99.
- How to get
- Have Pearson craft it at camp, or buy it from a Fence in Epilogue Part 1.
- Requirements
- For Pearson crafting: Perfect Deer Pelt, Perfect Cougar Pelt, and Perfect Wolf Pelt. Craft the other six satchels and buy the Leather Working Tools. For a Fence purchase: reach Epilogue Part 1, obtain the other six satchels, and pay the purchase price.
Materials Satchel
Raises carrying capacity for most inedible crafting materials.
- How to get
- Have Pearson craft it at camp, or buy it from a Fence in Epilogue Part 1.
- Requirements
- For Pearson crafting: Perfect Deer Pelt, Perfect Boar Pelt, and Perfect Iguana Pelt. Craft three recipes at the Scout Fire and buy the Leather Working Tools. Buying from a Fence instead requires Epilogue Part 1 and the purchase price.
Provisions Satchel
Raises carrying capacity for provisions.
- How to get
- Have Pearson craft it at camp, or buy it from a Fence in Epilogue Part 1.
- Requirements
- For Pearson crafting: Perfect Deer Pelt, Perfect Bison Pelt, and Perfect Raccoon Pelt. Upgrade the Provisions Wagon twice and buy the Leather Working Tools. Buying from a Fence instead requires Epilogue Part 1 and the purchase price.
Tonics Satchel
Raises carrying capacity for tonics.
- How to get
- Have Pearson craft it at camp, or buy it from a Fence in Epilogue Part 1.
- Requirements
- For Pearson crafting: Perfect Deer Pelt, Perfect Buck Pelt, and Perfect Elk Pelt. Upgrade the Medicine Wagon twice and buy the Leather Working Tools. Buying from a Fence instead requires Epilogue Part 1 and the purchase price.
Valuables Satchel
Raises carrying capacity for valuables.
- How to get
- Have Pearson craft it at camp, or buy it from a Fence in Epilogue Part 1.
- Requirements
- For Pearson crafting: Perfect Deer Pelt, Perfect Beaver Pelt, and Perfect Rabbit Pelt. Donate $50 to the camp tithing box and buy the Leather Working Tools. Buying from a Fence instead requires Epilogue Part 1 and the purchase price.
Equipment section
Core weapon gear
The Upgraded Bandolier, Gun Belt and Holster come from any Gunsmith with no extra unlock, so they're the easiest upgrades to plan. The Upgraded Off-Hand Holster is the exception. A story mission hands it out instead, and it's the one that lets you wield two sidearms at once.
Upgraded Bandolier
Increases repeater, rifle, and shotgun ammunition capacity by 50%.
- How to get
- Buy it from any Gunsmith.
- Requirements
- No additional unlock is required.
Upgraded Gun Belt
Increases revolver and pistol ammunition capacity by 50%.
- How to get
- Buy it from any Gunsmith.
- Requirements
- No additional unlock is required.
Upgraded Holster
Slows weapon degradation by 20%.
- How to get
- Buy it from any Gunsmith.
- Requirements
- No additional unlock is required.
Upgraded Off-Hand Holster
Lets you wield two sidearms at once.
- How to get
- Obtain it after the Blessed are the Meek? story mission.
- Requirements
- Complete Blessed are the Meek?
Equipment section
Bandit gear
Bandit Bandolier
Doubles the base ammunition capacity for repeaters, rifles, and shotguns.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 1 of the Bandit Challenge.
Bandit Gun Belt
Doubles the base ammunition capacity for revolvers and pistols.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 10 of the Bandit Challenge.
Bandit Holster
Reduces weapon degradation by 20%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 3 of the Bandit Challenge.
Bandit Off-Hand Holster
Reduces weapon degradation by 10%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 7 of the Bandit Challenge.
Equipment section
Explorer gear
Explorer Bandolier
Doubles the base ammunition capacity for repeaters, rifles, and shotguns.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 3 of the Explorer Challenge.
Explorer Gun Belt
Doubles the base ammunition capacity for revolvers and pistols.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 7 of the Explorer Challenge.
Explorer Holster
Reduces weapon degradation by 20%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 1 of the Explorer Challenge.
Explorer Off-Hand Holster
Reduces weapon degradation by 10%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 10 of the Explorer Challenge.
Equipment section
Gambler gear
Gambler Bandolier
Doubles the base ammunition capacity for repeaters, rifles, and shotguns.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 3 of the Gambler Challenge.
Gambler Gun Belt
Doubles the base ammunition capacity for revolvers and pistols.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 7 of the Gambler Challenge.
Gambler Holster
Reduces weapon degradation by 20%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 1 of the Gambler Challenge.
Gambler Off-Hand Holster
Reduces weapon degradation by 10%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 10 of the Gambler Challenge.
Equipment section
Herbalist gear
Herbalist Bandolier
Doubles the base ammunition capacity for repeaters, rifles, and shotguns.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 10 of the Herbalist Challenge.
Herbalist Gun Belt
Doubles the base ammunition capacity for revolvers and pistols.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 3 of the Herbalist Challenge.
Herbalist Holster
Reduces weapon degradation by 20%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 7 of the Herbalist Challenge.
Herbalist Off-Hand Holster
Reduces weapon degradation by 10%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 1 of the Herbalist Challenge.
Equipment section
Horseman gear
Horseman Bandolier
Doubles the base ammunition capacity for repeaters, rifles, and shotguns.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 7 of the Horseman Challenge.
Horseman Gun Belt
Doubles the base ammunition capacity for revolvers and pistols.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 1 of the Horseman Challenge.
Horseman Holster
Reduces weapon degradation by 20%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 3 of the Horseman Challenge.
Horseman Off-Hand Holster
Reduces weapon degradation by 10%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 10 of the Horseman Challenge.
Equipment section
Master Hunter gear
Master Hunter Bandolier
Doubles the base ammunition capacity for repeaters, rifles, and shotguns.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 3 of the Master Hunter Challenge.
Master Hunter Gun Belt
Doubles the base ammunition capacity for revolvers and pistols.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 7 of the Master Hunter Challenge.
Master Hunter Holster
Reduces weapon degradation by 20%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 10 of the Master Hunter Challenge.
Master Hunter Off-Hand Holster
Reduces weapon degradation by 10%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 1 of the Master Hunter Challenge.
Equipment section
Sharpshooter gear
Sharpshooter Bandolier
Doubles the base ammunition capacity for repeaters, rifles, and shotguns.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 1 of the Sharpshooter Challenge.
Sharpshooter Gun Belt
Doubles the base ammunition capacity for revolvers and pistols.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 10 of the Sharpshooter Challenge.
Sharpshooter Holster
Reduces weapon degradation by 20%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 3 of the Sharpshooter Challenge.
Sharpshooter Off-Hand Holster
Reduces weapon degradation by 10%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 7 of the Sharpshooter Challenge.
Equipment section
Survivalist gear
Survivalist Bandolier
Doubles the base ammunition capacity for repeaters, rifles, and shotguns.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 7 of the Survivalist Challenge.
Survivalist Gun Belt
Doubles the base ammunition capacity for revolvers and pistols.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 1 of the Survivalist Challenge.
Survivalist Holster
Reduces weapon degradation by 20%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 10 of the Survivalist Challenge.
Survivalist Off-Hand Holster
Reduces weapon degradation by 10%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 3 of the Survivalist Challenge.
Equipment section
Weapons Expert gear
Weapons Expert Bandolier
Doubles the base ammunition capacity for repeaters, rifles, and shotguns.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 10 of the Weapons Expert Challenge.
Weapons Expert Gun Belt
Doubles the base ammunition capacity for revolvers and pistols.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 3 of the Weapons Expert Challenge.
Weapons Expert Holster
Reduces weapon degradation by 20%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 1 of the Weapons Expert Challenge.
Weapons Expert Off-Hand Holster
Reduces weapon degradation by 10%.
- How to get
- Buy it from the Trapper.
- Requirements
- Complete Rank 7 of the Weapons Expert Challenge.
Crafting Satchels at Camp
Pearson does the crafting, and every recipe starts with a Perfect Deer Pelt and the Leather Working Tools. Two more perfect pelts change from satchel to satchel. Each satchel also has its own camp gate, and most of them fall into three types:
- Donations: The Ingredients Satchel needs five animal carcasses given to Pearson. The Kit Satchel takes three valuables for the camp tithing box, and the Valuables Satchel takes $50 for the same box.
- Wagon upgrades: The Provisions Satchel needs the Provisions Wagon upgraded twice. The Tonics Satchel needs the Medicine Wagon upgraded twice.
- Crafting: The Materials Satchel needs three recipes made at the Scout Fire.
The Legend of the East Satchel Comes Last
The Legend of the East Satchel raises most carrying limits to 99, which makes it the one to save for last. It needs the other satchels either way. Pearson also wants the Perfect Cougar Pelt, the Perfect Wolf Pelt and the Leather Working Tools, on top of the Perfect Deer Pelt. The Fence route waits for Epilogue Part 1 and asks for a purchase price.
When Challenge Gear Unlocks
Each challenge family sells a Bandolier, a Gun Belt, a Holster and an Off-Hand Holster from the Trapper. Every family uses the same ranks, 1, 3, 7 and 10, but the pieces land on those ranks in a different order. Hitting a rank only makes the piece available. You still have to buy it. For the tasks behind each rank, see Challenges.
| Rank | Pieces that open |
|---|---|
| 1 | Bandit Bandolier, Explorer Holster, Gambler Holster, Herbalist Off-Hand Holster, Horseman Gun Belt, Master Hunter Off-Hand Holster, Sharpshooter Bandolier, Survivalist Gun Belt, Weapons Expert Holster |
| 3 | Bandit Holster, Explorer Bandolier, Gambler Bandolier, Herbalist Gun Belt, Horseman Holster, Master Hunter Bandolier, Sharpshooter Holster, Survivalist Off-Hand Holster, Weapons Expert Gun Belt |
| 7 | Bandit Off-Hand Holster, Explorer Gun Belt, Gambler Gun Belt, Herbalist Holster, Horseman Bandolier, Master Hunter Gun Belt, Sharpshooter Off-Hand Holster, Survivalist Bandolier, Weapons Expert Off-Hand Holster |
| 10 | Bandit Gun Belt, Explorer Off-Hand Holster, Gambler Off-Hand Holster, Herbalist Bandolier, Horseman Off-Hand Holster, Master Hunter Holster, Sharpshooter Gun Belt, Survivalist Holster, Weapons Expert Bandolier |
Rank 1 opens a piece in every family, so every set starts at the same point. Find your current rank in the table, then buy what's open.
Health, Stamina and Dead Eye Bonus Tanks
Buy one full set in a group and that stat's first bonus tank unlocks. Partial sets don't count. Buy all three sets in the group and you get the second tank. The groups are:
- Health: Horseman, Sharpshooter and Weapons Expert
- Stamina: Bandit, Gambler and Master Hunter
- Dead Eye: Explorer, Herbalist and Survivalist
Equipment Mistakes to Avoid
- Waiting on the Fence. The Fence doesn't sell satchels until Epilogue Part 1. Before that, Pearson is the only way to get one, so start gathering pelts early.
- Mixing up the squirrel pelt and the donation. The Ingredients Satchel recipe needs a Perfect Squirrel Pelt. The camp donation is a separate requirement, so it doesn't replace the pelt.
- Stacking ammo bonuses. Challenge Bandoliers double base repeater, rifle and shotgun ammo capacity. Challenge Gun Belts double base revolver and pistol capacity. Holsters reduce weapon degradation by 20%, and Off-Hand Holsters by 10%. Buying another Bandolier or Gun Belt from a different challenge family does not stack that ammo bonus.
FAQ
Where are the trinkets and talismans?
They're in Trinkets and Talismans. The Compendium's Equipment section lists them alongside gear.
Do I need every equipment item for 100%?
No. The 100% checklist requires 10 Equipment entries, so you do not need every item.
Does Red Dead Online gear count?
No. Red Dead Online gear is separate from Story Mode equipment.
Is the Legend of the East outfit the same as the satchel?
No. The Legend of the East Satchel raises most carrying limits to 99. The Legend of the East outfit is clothing, and it's covered in Outfits.

