The Inventory tab contains all the Items owned by the Agent. The Agent can use this screen to maintain their collection by dropping, recycling, and encapsulating items.
The Inventory screen also tracks the Agent's item count. An Agent's inventory is capped at 2 000 items, with C.O.R.E. Agents having their inventory limit extended by 500 as part of their C.O.R.E.-membership.
Filtering the Inventory[]
The inventory is broken down into multiple categories, with the number of items in each category shown below. Should an Agent not possess any items in a category, it is hidden from the inventory view.
If the Agent exits the OPS Menu and reopens it afterwards, the Scanner will remember the last category and item he or she selected.
Sorting the Inventory[]
Portal Keys can be sorted by distance or name. If sorted by distance, the Portal Keys will only be re-sorted when the Agent closes and reopens the OPS Menu, even if he or she is on the move.
Maintaining the Inventory[]
An Agent can remove unwanted items from the Inventory by dropping them on the world map or recycling them into Exotic Matter (XM). To do so, select the target item to open its Item Card, then tap the 'Drop'- or 'Recycle'-button as desired. Items can be recycled in bulk, but must be dropped individually.
Dropped items will appear on other Agents' Scanners for ~12 hours, and then vanish. Recycling the items denies other Agents the ability to salvage them, and provides a small amount of XM.
To load an item into a Capsule , open the Capsule's Item Card, tap the Load button, select the desired item, set the quantity, and hit Load.
Using Items from Inventory[]
An Agent can activate Power Cubes , XMP Bursters , Ultra Strikes , Flip Cards (ADA Refactors /JARVIS Viruses ), Media , and Portal Keys from Inventory. Media can only be used from Inventory.
Resonators and Portal Mods, as well as certain Boosts can not be activated from Inventory. They can only be dropped or recycled.
Inventory Cap[]
Agents can hold 2 000 items, with a 500 inventory capacity extension for active C.O.R.E. members. Items contained in Capsules still count towards inventory cap. Exceptions to this are Portal Keys stored in a Key Locker.
If an Agent is carrying too many items, they can not hack Portals nor pick up dropped items. The action will fail with a warning that the Agent is out of inventory space. In addition, all Quantum Capsules they own will not produce items and the Agent can not redeem Passcodes.
To pick up a Capsule , the Agent must have enough room for all items within the Capsule , plus one for the Capsule itself. A full Capsule thus needs 101 slots.
Hacking a Portal while close to cap can overload the inventory and cause the Agent to possess more items than cap. For example, if a non-C.O.R.E. Agent is holding 1 999 items and perfectly Glyph Hacks a Level 7 Portal, they could, for example, be awarded with 4 Resonators , 5 XMP Bursters , a Portal Shield , and a Portal Key for a total of 2 010 items.
In addition, reaching a new Access Level or having the C.O.R.E. Subscription renewed always awards the Agent an Item Pack, even if that puts the Agent significantly over cap.
Key Lockers[]
- Main article: Key Locker
Key Lockers are special capsules that only hold Portal Keys , outside of your regular Inventory. They are not hackable and can only be obtained by purchasing them from the in-Scanner Store. While a Key Locker itself takes an inventory slot, its contents do not. An Agent may carry up to six Key Lockers, and each Key Locker may carry up to 100 Portal Keys , effectively giving the Agent an extra 594 inventory slots over the 2 000 maximum (but only for Portal Keys ). The Key Lockers are colour-coded for your convenience. The drawback is that while in a Key Locker, like Capsule , Portal Keys are invisible to normal operations and cannot be used.
During the Ingress Year Five double AP celebration in November 2017, Agents could get an special Red-Black coloured Key Locker for 0 CMU. This Key Locker colour can currently not be obtained, and it is unclear if it will ever be made available again.
Strategy[]
Managing cap and optimizing inventory is a key skill in high-level operations. An Agent's collection of Capsules , high-end Portal Mods, Flip Cards, and important Portal Keys will tie up a substantial amount of Inventory space, making item allocation an important strategic decision.
An Agent with a substantial number of Resonators in different levels and a large stash of Portal Keys has maximum versatility in linking and fielding, but lacks the hundreds of Weapons required to attack a fortified area. Likewise, an Agent who devotes more space to Weapons and Power Cubes can attack nearly any target, but could be cut off from the Resonators required to Link, Control Field Δ, and upgrade friendly Portals after a relatively short time. Some Agents prefer to leave slots open to store an increased number of Common Portal Mods, reduce the amount of prep work before farming, and readily acquire dropped Capsules . Some Agents stockpile only L7 and L8 Resonators , and rely on hacking to fill out Portals.