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EGamersWorld/Blog/Crimson Desert Inventory Guide: Små påsar, mellanstora påsar och hur man förvarar föremål

Crimson Desert Inventory Guide: Små påsar, mellanstora påsar och hur man förvarar föremål

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Crimson Desert Inventory Guide: Små påsar, mellanstora påsar och hur man förvarar föremål

Crimson Desert gives players 50 inventory slots at the start of Kliff Macduff's journey — a number Pearl Abyss raised from the original 20 following player feedback during early testing. Those slots fill quickly once weapons, armor, ammo, crafting materials, quest items, dyes, and the notes NPCs consistently hand out begin accumulating. Every item occupies one slot, with no weight system involved, meaning a captured butterfly takes the same space as a full armor set. Expanding capacity requires Inventory Bags, which come in three sizes and permanently add slots the moment they are obtained. No storage system exists at launch, so knowing how to find each bag type is the most direct route to staying mobile.

Crimson Desert: Increase Inventory

Crimson Desert Inventory Guide: Small Bags, Medium Bags, and How To Store Items 1

Three primary methods exist for increasing inventory space, each requiring different effort and delivering different slot returns.

  • Purchase Small Bags from vendors
  • Complete Faction Quests and Greymane Commissions for Medium Bags
  • Reach specific campaign milestones for Large Bags

Small Bags cost 50 Copper each and add one slot per purchase. Innkeepers, butchers, tanners, and less obvious vendors like the goblin merchant near the mill all carry them. Each vendor stocks exactly one bag, and it does not restock once purchased, so checking every merchant encountered — rather than assuming an area is already tapped — keeps slot gains consistent.

Medium Bags grant three slots each and come primarily from Faction Quests and Greymane Commissions listed under Journal: Faction Quests — Greymane — Greymane Commissions. Completing all 27 Greymane Commissions yields up to 81 additional inventory slots, making them the highest-volume source of bag rewards in the game. An early example is Renee's Request in Hernand, which rewards a Medium Bag on completion and introduces the request structure.

Large Bags add five slots each and unlock through campaign milestones: unlocking Damiane as a playable character in Chapter 3, completing the first Howling Hill camp expansion in Chapter 3, and unlocking Oongka in Chapter 7. Three total are available through story progression, making consistent forward movement through the main campaign as valuable as side content for inventory expansion.

How To Store Items in Crimson Desert

Crimson Desert Inventory Guide: Small Bags, Medium Bags, and How To Store Items 2

Crimson Desert has no functional storage at launch. Houses in Pywel hold furniture, including cabinets and drawers, but none of it functions as actual storage. Horses cannot carry items beyond trade goods loaded before acquiring a wagon. The Supply Chest at Howling Hill automatically collects items missed during liberation events, but players cannot deposit into it directly — some use it informally by leaving ingredients and upgrade materials they intend to retrieve later. The only functional workaround involves selling items to a vendor and using the Repurchase option to retrieve them, with the caveat that vendors discard sold goods after approximately seven in-game days. Pearl Abyss has confirmed that storage furniture is planned for a future patch.

Crimson Desert Tips for Beginners

Crimson Desert Inventory Guide: Small Bags, Medium Bags, and How To Store Items 3

Crimson Desert replaces XP-based leveling with a system built around resource acquisition and exploration. Character stats and abilities develop through "Abyss Artifacts" — items obtained through quests, boss fights, and open-world exploration — that unlock skill nodes, increase base stats like health and stamina, and enhance combat capabilities across weapons and abilities. I see this approach as one that ties character growth to how players engage with Pywel rather than how many enemies they clear.

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The game's skill tree operates differently from standard action RPG progressions because some abilities cannot be unlocked through resource spending alone. Certain moves within the "combo system" must first be observed in use by an enemy or NPC before the player gains the option to learn them. I think this design produces a more engaged form of character development than trees that simply list options for purchase.

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Vitalii Diakiv

Vitalii Diakiv skriver spelbloggar och guider med fokus på de senaste tillkännagivandena och spel som matchas med popkulturella fenomen. Dessutom bevakar han esport-evenemang som Counter-Strike 2, Marvel Rivals, League of Legends och andra.

Vitalii levererar djupgående spelnyheter och esportbevakning, med fokus på Fortnite, CS2, Marvel Rivals och LoL. Han sammanställer spelurvalslistor och upptäcker nya detaljer tillsammans med sina läsare. När han skriver nyheter söker han ämnen som väcker hans nyfikenhet; när han redigerar bloggar ger han en personlig touch med sitt eget perspektiv.

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