Recommended kits by class¶
What every class should grab in their first hour of shopping - beyond what their starter inventory already includes.
Prices use relative tiers
cheap / mid / pricey / expensive. See Survival essentials
for the currency system note. Use /stock <item> in-game for
live prices.
Universal additions (assume everyone gets):
- Bandages ×3
- Torch ×2
- Rope ×1
- Coin pouch
- Bread/cheese + waterskin
Below is the class-specific top-up - what to spend the rest of your starting coin on.
Wanderer¶
You don't know what you'll become yet. Stay flexible.
- Extra dagger / shortsword - backup weapon
- Lockpick ×2 - for opportunities
- Skinning knife - pelts pay
Warrior¶
You're loaded with gear. Spend on durability + sustain.
- Steel sword - upgrade from iron, by Day 3 (pricey tier)
- Shield - Guardian path prep (mid tier)
- Health potion ×2 - combat sustain (mid-pricey)
Rogue¶
You start with picks; you need more picks + stealth gear.
- Lockpick ×5 - they break (cheap each)
- Shadowweave cloak - when Thieves Guild rep allows (pricey)
- Poison vial - illicit, but it works on daggers (mid)
Ranger¶
Arrows + camp gear.
- Crude arrows ×30 - restock immediately (cheap)
- Hunting trap ×3 - passive kills overnight (mid each)
- Tinder + flint - wilderness fires (cheap)
- Local map - wilderness travel (mid)
Scholar¶
Books + scribing supplies.
- Ink + paper bundle - sells notes for income (mid)
- Identifier's lens - Identify bonus (mid-pricey)
- Codex of common herbs - bestiary equivalent for plants (mid)
Bard¶
Performance kit.
- Spare lute strings - strings break mid-set (cheap)
- Fancy cloak - Performance modifier (mid-pricey)
- Drinks ×4 - buy rounds for NPCs (cheap Trust + rumors)
Herbalist¶
Reagents + storage.
- Empty potion vials ×10 - for brews (cheap each)
- Mortar upgrade - better brews (mid-pricey)
- Satchel - herb capacity (mid)
Mage¶
Mana + focus.
- Mana potion ×3 - you will burn through these (mid each)
- Reagent component bag - spell components (mid)
- Spellbook upgrade - at the Collegium, friendly rep (pricey)
Monk¶
Light + sustain.
- Prayer beads upgrade - meditation bonus (mid)
- Sash + wraps - counts as light gear, not armor (mid)
- Health potion ×2 - backup when meditation isn't enough (mid)
Cleric¶
Mana + holy items.
- Mana potion ×3 (mid each)
- Bronze holy symbol - upgrade from wood (mid)
- Holy water vial - undead-specific, scenario use (mid)
Necromancer¶
Quietly.
- Bone dust ×5 - necromancy components (cheap each)
- Spirit chalk - ritual binding (mid)
- Plain hooded cloak - concealment in town (cheap)
Tinkerer¶
Components + workshop access.
- Wire spool ×5 - trap supply (cheap each)
- Scrap metal ×10 - recipe inputs (cheap each)
- Tinker's tools full kit - repair/lockpick combo (pricey)
Paladin¶
Faith + martial.
- Mana potion ×2 (mid each)
- Bronze holy symbol (mid)
- Chain shirt upgrade - over starting chain (pricey)