Inventory

The Inventory is accessible from the Main Menu and consists of five tabs: weapons, armor, consumables, research, and resources.

Item Limit
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:
 * Weapons
 * Armor
 * Weapon mods
 * These items stack; each stack takes up one inventory slot:
 * Consumables
 * Each consumable stack counts as one item. As a result, consumables take up no more than seven inventory slots. Thirty-seven Cobra RPGs in a stack take up no more space than one Cobra RPG.

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.

The item limit can be increased by investing in the Commerce cryo pod perks Trade Capacity and Trade Capacity II.
 * 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.

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
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
The Armor tab lists five categories: arms, chests, helmets, legs, and fusion mods. Equipped items have a green check mark. Under each category is a list of items in that category.

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
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
The Research tab shows blueprints for items Ryder has researched, as well as blueprints that are unlocked based upon current level.

There are four categories: armor blueprints, weapon blueprints, Nomad blueprints, and special item blueprints.

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
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.