Item Limit[edit | edit source]
The current item limit and the total items that the player currently has are both displayed at the top of Main Menu screen (or most other menu screens).
By default, players have an item limit of 100. (Prior to Patch 1.05, the item limit was 50 items.) Not all items that can be acquired during gameplay count towards the item limit.
The following items count towards the item limit:
- Weapons - Each weapon counts as one item.
- Armor - Each armor piece counts as one item.
- Mods - Each Mod counts as one item.
- Consumables - Each type of consumable counts as one item (7 total items) as long as Ryder has one of each consumable type. 37 Cobra RPGs only count as ONE item and so on for the other six consumables.
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 150. (Prior to Patch 1.05, the item limit increase was 50 to 65)
- Trade Capacity II increases the item limit from 150 to 200. (Prior to Patch 1.05, the item limit increase was 65 to 80)
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]
There are four categories:
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 & Development menu.
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.
The rarity of the research item is given beneath the name.
Resources[edit | edit source]
The Resources tab includes all 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.