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

Slot names are case-insensitive and _ and - are ignored, so OFF_HAND, off-hand and offhand are one key — nobody should have to guess which.

Two ways to write a slot

The short form is just the item:
The long form takes options:
material: is accepted as a synonym for item:.

Drop chance

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 per slot 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 01 is clamped.

Notes

  • Slots the block does not mention are left exactly as the vanilla entity spawned with them, so you can dress one hand and leave the rest alone.
  • Items are vanilla item ids. Custom plugin items are not supported here yet — an unrecognised name is reported by /nme debug and that slot is skipped, rather than failing the whole mob.
  • An unknown slot name is reported the same way and lists the ones that exist.
  • Equipment is one of the two fields the in-game editor shows but does not edit — it reads as “3 piece(s)” there and is edited in the YAML.
  • Gear carries across when a mob grows into another stage, landing in any slot the new stage does not fill itself.