Inventory in Monsters & Memories is finite and physical. Space is limited by the bags you have equipped, weight pushes you into a movement penalty, and everything you are carrying stays on your corpse when you die. Those three facts drive most equipment decisions in the game.
What you can carry
A character can carry one backpack, three bags, and three belt items, which may be pouches or other trinkets. Each bag has to be equipped in the appropriate slot, and bags hold items of varying types and sizes rather than a flat number of identical stacks. Holding right-click on an item opens its inspection window.
A new character starts with a Trainee's Candle, which is lit and extinguished with right-click, and a note in the first inventory slot introducing their class guild.
Slots named so far
Slot | Notes |
|---|---|
Backpack | One per character. |
Bag slots | Three, each holding an equipped bag. |
Belt slots | Three, for pouches, trinkets, a lantern or a spellbook. |
Waist | A distinct slot from the belt slots, and a common point of confusion. |
Ammo slot and quiver | Named slots for ranged ammunition. See Combat. |
Offhand | Freed up if your light source is on your belt instead. |
Shield | A named slot. Shield effectiveness is one of the systems the studio has said it is tuning alongside the class rework. |
Item flags
Four item flags appear in the developer's glossary. They are the only item classifications published so far.
Flag | Meaning |
|---|---|
No Drop | An item that cannot be dropped on the ground or traded. |
No Rent | A temporary item that will disappear after logging out. |
Unique | An item that you can only carry one of at a time, often used in quests. See Quests. |
Unique Equip, also called Lore | An item that you can only equip one of at a time. |
As of September 2026, no published page from the developer describes rarity colours or tiers, an item level, a gear score, or set bonuses. The four flags above, plus the item's own stats, are the whole published classification surface.
Light sources
Light is a progression in its own right, and it matters because outside a city at night, when it is dark, it is dark.
Source | Notes |
|---|---|
Trainee's Candle | The starter light every new character carries. It burns out. |
Torch | The cheapest replacement. Craftable with the Survival skill on Tradeskills. |
Lantern | Can be affixed to your belt, so you do not have to give up your offhand slot. When its light fades, you replace the fuel rather than the lantern. |
Infravision | A trait available to some races rather than an item. See Races. |
Reagents
A number of spells consume an item on cast, so a caster's bag space is part of their loadout.
Ability | Requirement |
|---|---|
Cleric Hymn of Fortitude and Blessing of Devotion | Each requires a reagent. |
Shaman Tribal Spirit | Consumes a Ritual Talisman per cast. |
Druid Burning Embers | Requires a Fire Beetle Eye. |
Archer trap abilities | Require a trap in inventory, with a 5 percent chance of consuming it. |
Weight and encumbrance
Carried weight is shown in the stats pane and has a threshold. Crossing it puts you in the Encumbered state, which reduces your movement speed and stops you gating or teleporting entirely. That last part is what turns a heavy haul into a long walk. See Travel.
Buying and selling
Merchants only buy what fits their trade, and pay a premium for it: a butcher wants meat, a tailor wants tailoring supplies. Shady individuals buy anything at a worse price. Everything players sell to a merchant becomes part of that merchant's inventory, so what is on a shop's shelves depends on what the local player base has offloaded there.
Spells, scrolls and the spellbook
Spells are items before they are abilities. A scroll has to be scribed into your spellbook and then memorized onto the ability bar, and scrolls cannot be restored once they have been scribed. Right-clicking a scroll performs a quick-scribe. The spellbook has separate tabs for Skills, Innates and Spells, and a scroll has to go on the correct tab.
You can only have ten memorized abilities at once, but you can swap them at almost any time. The spellbook itself must be equipped in a belt slot, not the waist slot, in order to scribe or memorize, although it is not required in order to cast. Because it is equipped, it drops on death, which is the situation cantrips exist to cover. See Death Penalty. Additional scrolls are bought from merchants near your class's guild hall. See Classes.