There is no universally correct ten-item loadout in Kingdom Come: Deliverance II. What Henry should carry depends on the route, the activity, how much weight he can manage, access to his horse and storage, and how he saves. Use this list as a flexible field kit: keep immediate needs on Henry, limited backup or sale loot on the horse, and bulk reserves in personal storage.
How to choose what belongs in your inventory
Before adding an item, consider whether it will help with the next task, how often you expect to use it, how much it weighs, whether Henry needs it immediately, and when you can next reach reliable storage. The current KCD2 inventory guide recommends separating active field equipment from horse-carried backup and long-term personal storage.
- Henry: active equipment and supplies needed on the route.
- Horse: limited backup supplies or loot intended for sale, when you can access the horse.
- Personal storage: bulk provisions, spare equipment, and items you do not expect to need soon.
Leave room for quest items, rewards, and useful finds rather than setting out at your carrying limit. The guide also notes that outfit presets remember arrangements; they do not create extra copies of equipment or remove the weight of items Henry carries.
10 useful things to plan for
1. Bandages
Keep an emergency supply for injuries. How many to bring depends on the route and how often you expect to face danger; the available KCD2 guidance supports carrying bandages, not a universal quantity.
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2. A repair kit for your active gear
Choose a repair option that matches the equipment you plan to use and the task ahead. Do not assume one kit repairs every kind of item. If you are changing your gear for a particular outing, check that your repair supplies still match it.
3. Saviour Schnapps, if you use manual saves
Saviour Schnapps lets you make a manual save away from a suitable bed, and the save consumes it. Keep a small reserve if that is part of how you play; Save & Quit is another save option.
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4. Food for the route
Bring provisions appropriate to the length and demands of the trip. Keep the food you expect to use with Henry and move bulk supplies out of the active load, following the inventory guide’s distinction between field needs and reserves.
5. A torch when the trip calls for one
Night travel or a route where you need light can make a torch worth carrying. If it is not relevant to the outing, it need not occupy space in your field kit.
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6. Lockpicks for relevant quests or play styles
Carry lockpicks when you expect to encounter locks or when your approach to a quest makes them useful. They are a conditional tool, not a mandatory everyday item.
7. Potions selected for the activity
Plan potions around what you intend to do rather than carrying a large assortment by default. The inventory guide identifies planned potions as a possible field supply, but does not establish a fixed set that every player should keep on hand.
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8. Alcohol as an optional useful supply
A KCD2 tips guide recommends carrying alcohol, making it a reasonable option to consider. Treat it as a preference, not a requirement for every journey or character build.
9. One route-appropriate contingency
A backup weapon or another high-value spare can be useful on a trip where a particular failure would leave you poorly equipped. The inventory guide places limited backup supplies on the horse; account for whether and when you can reach it before relying on anything stored there.
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10. Uncommitted carrying capacity
The final “item” is room for what the journey brings back. Keep enough capacity available for quest items, rewards, and worthwhile finds instead of filling every available space with supplies before departure.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What to keep on Henry, the horse, or in storage
| Where | Best fit | Practical trade-off |
|---|---|---|
| Henry | Active equipment and supplies needed during the next leg | Immediately accessible, but adds to the active load. |
| Horse | Limited backup or loot for sale | Can reduce what Henry carries, but depends on having access to the horse when needed. |
| Personal storage | Bulk supplies, spare gear, and long-term reserves | Keeps nonessential weight out of the field kit, but is not a substitute for supplies needed before the next storage stop. |
Use the next reliable storage point as part of your plan: an item is not useful in an emergency if it is stored somewhere you cannot reach. Likewise, do not treat saved outfit presets as a weight-free way to bring multiple complete kits; presets remember arrangements, not duplicate items.
Turn the list into a trip-specific loadout
- Define the outing. Identify the next quest, route, or activity and decide whether you expect night travel, injuries, locked doors, or a need for a particular weapon or potion.
- Pack the immediate essentials. Put active equipment, route food, and any needed medical or repair supplies on Henry.
- Make conditional choices. Add a torch, lockpicks, alcohol, potions, or a contingency only when they suit the trip.
- Move reserves out of the active load. Leave limited backup or sale loot on the horse when horse access makes that practical; keep bulk and long-term spares in personal storage.
- Preserve room for the return trip. Before leaving, check that you have not filled your capacity with items that can wait in storage.
How to read advice about “must-carry” items
Players sometimes ask what they should always carry on Henry and the horse, or which potions should always be at hand. Those are useful questions about personal routines, not evidence of a fixed game-mandated checklist. Community discussions and individual player preferences are anecdotes; use them as ideas to test against your own route, inventory weight, and storage access rather than as rules.
The practical guidance here comes from KCD2-specific secondary gameplay guides, including the inventory, saving, and tips references linked above. It does not establish a universal quantity for supplies or exact current weight limits, so this guide avoids prescribing either.
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