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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)

See also