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  4. Equipment

All 53 Equipment Items in Red Dead Redemption 2

Updated on October 12, 2026 (5 days ago)

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.

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Equipment section

Tools

6 items

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

7 items

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

4 items

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

4 items

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

4 items

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

4 items

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

4 items

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

4 items

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

4 items

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

4 items

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

4 items

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

4 items

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.

RankPieces that open
1Bandit 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
3Bandit Holster, Explorer Bandolier, Gambler Bandolier, Herbalist Gun Belt, Horseman Holster, Master Hunter Bandolier, Sharpshooter Holster, Survivalist Off-Hand Holster, Weapons Expert Gun Belt
7Bandit 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
10Bandit 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

Q.

Where are the trinkets and talismans?

They're in Trinkets and Talismans. The Compendium's Equipment section lists them alongside gear.

Q.

Do I need every equipment item for 100%?

No. The 100% checklist requires 10 Equipment entries, so you do not need every item.

Q.

Does Red Dead Online gear count?

No. Red Dead Online gear is separate from Story Mode equipment.

Q.

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.

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