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Caretakers Gear List: Verified Items and Their Effects

The gear confirmed in Caretakers — Entity Mask, Taser, Scanner, revive shots and more — with each item's stated effect and observed limits.

Gear in Caretakers is the equipment you buy with Money from the lobby shop and slot into your loadout before a round. Confirmed in actual gameplay: the Entity Mask, the Taser, the Scanner, Revive shots, a wearable that makes you vanish from Bon, a sprint drink, and a tossable slip trap. A purchasable Extra Gear Slot lets you carry two of them at once instead of one. Each entry below pairs the effect stated in game with what one round of real use revealed about it. (The shop labels of the vanish item, the drink and the trap were never shown being read aloud in the sessions we checked, so those three are listed by what their descriptions say they do — new to the game entirely? Start with the Caretakers beginner guide.)

The confirmed gear roster

GearStated effectObserved limits
Entity MaskWorn in a gear slot; putting it on banishes the entity after you ("It banishes them.")Does nothing until you actively put it on — the most common way to die with it equipped; banish length never stated
Taser"Firing at an entity will stun them for a few seconds"The stun window is only a few seconds
Revive shotRevives a downed player — and works on yourself ("I'm going to use a self-revive shot." while being hunted)A consumable; how many you can carry wasn't shown
Vanish wearable"Put it on and vanish from Bon for a few seconds."The escape window is only "a few seconds"
Sprint drink"Drink it to sprint faster."One player rated it "probably not the best" in his session
Slip trapToss it on the floor — "Anyone who steps on it slips."The same player dismissed it as "just a troll thing"
Scanner"Scans all objects on the map and highlights them all"Duration and repeat use weren't shown
Extra Gear SlotNot an item you use — it expands your loadout from one gear slot to two ("Boom. Two gear slots.")A capacity purchase, not an active effect

Note that the player ratings in that table are one person's one-session opinions, not verdicts — if you want recommendations, that's a separate question from what gear exists.

The Entity Mask must actually be put on

This is the gear gotcha worth learning from someone else's deaths. After buying the Supporter bundle, one player opened Load out, found his gear slot and equipped the Entity Mask — but equipping it into the loadout is not the same as wearing it during a chase. He got caught right after shouting "NO. I DIDN'T KNOW I had to put it actually on," and earlier in the same session: "I should have put me mask on, but I didn't."

Once he understood the activation step, his behaviour changed: he announced "Mask on. Mask on." while an entity closed in, and started keeping the mask out ready before encounters. Treat the mask as an active item — the moment you hear Bon coming, put it on. The mask banishes the entity that's after you; the vanish wearable is the defensive counterpart that hides you instead. Both counter the same stalker — more on him in the Bon guide.

Gear that earned its keep in a real round

Two items showed concrete results beyond their menu text:

  • Scanner — hunting a "repair a broadcast" objective with no idea where to look, the player activated it: "I want to try this scanner. Boom. Oh, it was right here." The scan highlighted the task object directly, which is why he later called it "that little scanner thing to tell you where everything is. So useful." If you struggle with objective locations, this is the item aimed at that problem — see the objectives guide for the tasks themselves.
  • Revive shot — a player being chased while down used one to self-revive mid-pursuit, and the browsing player called the revive "pretty cool." Since teammates can also revive you, this is the insurance item for solo play or bad teams.

Perks and classes are equippable, but not gear

The same menus also hold character perks and classes. They don't occupy gear slots, but they're bought with Money and equipped the same way:

  • Lock-on perk: "The instant an entity locks onto you, gain a 5-second burst of speed to get away."
  • Technician: lets you "finish tasks one stage sooner."
  • Carrier perk: its description includes going "through walls and gain a speed boost while carrying players."
  • Cash perk: "Pocket an extra 10% cash."
  • Angel class: equipped it, the player could "see if anyone gets downed" — a support pick for spotting and reviving teammates.

Bundles and the shop entries that aren't gear

The shop also lists two bundles whose contents were never itemized on screen. The Gear bundle drew the reaction "Oh, there's different gear," and the Supporter bundle was bought with "It gives us some stuff we can use" — the purchase granted a supporter tag, and the Entity Mask was waiting in the loadout afterwards. What else those bundles contain is unknown until someone shows the full contents.

Two entries are not gear at all: Double cash and Spawn entity. Neither equips into a loadout.

One gate applies to all of it: everything costs Money, and a first-time player found the shop completely closed to him — "I am broke, so I can't do that." The same session shows objectives paying out (after repairing the broadcast: "Got some money from that"), so a few rounds of tasks fund your first purchase. Our money farming guide covers earning it faster.

What this list does and doesn't cover

Everything in the table was seen being bought, equipped or used on screen, so you can rely on those items existing with those stated effects. What the sessions never showed: Money prices for any entry, exact durations beyond "a few seconds," how long the mask's banish lasts or which entity types it works on, and the shop label of one additional Equipment entry praised only as "quite good as well if you need your task done."

All of this was recorded when Caretakers had literally just released, and no update notes existed for it yet — so nothing here tracks balance changes, and names or effects should be rechecked after a patch. Big changes will land on our updates page.

Once you've picked an item, the gear unlocking guide walks through how each one is obtained and the equipping guide covers the loadout menu itself. And if you'd rather know which items are worth your Money first, that ranking lives on the best gear page — this catalog stays neutral on purpose.