Item Limit[edit | edit source]
The current item limit and the number of items currently in inventory are both displayed at the top of Main Menu screen (and most other menu screens). On picking up the nth item, the inventory numbers will briefly flash red.
By default, there is an item limit of 1001. Not all items that can be acquired during gameplay count towards the item limit.
The following items count towards the item limit:
- These items do not stack; each piece takes up one inventory slot:
- These items stack; each stack takes up one inventory slot:
The following items do not count towards the item limit:
- Fusion mods
- Research - All blueprints.
- Resources - All six resource types - Augmentations, Bio materials, Minerals, Salvage, Special items, and Tech materials.
- Trade Capacity increases the item limit from 100 to 1502.
- Trade Capacity II increases the item limit from 150 to 2003.
When the item limit is reached, attempting to pick up an item that counts toward the limit will result in the Inventory Full screen. Ryder may close the container, open the inventory, and deconstruct as many items as required to accommodate new items. Then Ryder may reopen the container using the Item Pickup menu and take the items.
Items that do not count may be picked up indefinitely even after the limit has been reached.
DO NOT open Item Loot Boxes when inventory is full. Claiming an item when Ryder's inventory is full will result in the loss of the claimed item. The Inventory Full screen is displayed, but Ryder has no opportunity to sell, destroy, or deconstruct an existing item to make room for the new one.
Activating the Special Delivery Cache terminal awards items in an automatic process and so it is possible to violate the inventory item limit by having a greater number of items than normally possible. However, until the item count is at or below the normal limit, any regular inventory-based actions that rely on the item limit will not be possible.
Weapons[edit | edit source]
The Weapons tab has nine categories: five for weapons (assault rifles, pistols, shotguns, sniper rifles, melee weapons) and four for firearms mods (assault rifle mods, pistol mods, shotgun mods, sniper rifle mods). Under each category is a list of items in that category. Equipped items have a green check mark .
There are two views for each firearm: details and statistics. Both views show any equipped mods.
There is one view for each melee weapon and weapon mod, showing both description and damage statistics at the same time.
The rarity of the weapon is given beneath the name, except for crafted weapons.
Armor[edit | edit source]
There is one view for each armor item, showing both description and statistics at the same time.
The rarity of the armor item is given beneath the name, except for crafted armor.
Consumables[edit | edit source]
The Consumables tab lists inventory alphabetically. The number given beside the item name is the number in inventory. Equipped items have a green check mark .
The view for each type of consumable shows a description of its effects.
The rarity of the consumable item is given beneath the name.
Research[edit | edit source]
The blueprints in each category are shown in a single scrolling list, highest tier at the top, alphabetically within a tier. There is no way to sort them further in the Inventory screen. This makes finding weapons and armor blueprints increasingly difficult. It's easier to go to the Research and Development console which have better categorization.
There is one view for each blueprint that has a description and a list of resource requirements for crafting the item. Firearms have an additional view with the statistics of the weapon.
Nomad and special item blueprints only appear on the lists before they are developed. Once developed, these items are gone from the blueprint lists.
The rarity of the research item is given beneath the name.
Resources[edit | edit source]
The Resources tab includes the six resource types: minerals, tech materials, bio materials, salvage, augmentations, and special items. Each resource type is considered a category for all of the different items that fall under that category. The number beside each resource category shows the number of distinct items in that resource category, not the amount of each individual item.
There is one view for each resource item that has a description and any pertinent information about the resource.
The rarity of the resource item is given beneath the name, except for Salvage, which has none.
Notes[edit | edit source]
While the Remnant Decryption Keys do not count toward the inventory limit, they do have a stacking limit of nine. Attempting to pick up a tenth key will result in an Inventory Full screen.
1Prior to Patch 1.05, the default item limit was 50 items.
2Prior to Patch 1.05, the item limit increase was 50 to 65 for Trade Capacity.
3Prior to Patch 1.05, the item limit increase was 65 to 80 for Trade Capacity II.