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Utility & tools

When the world doesn't open the door for you, these do.

Prices use relative tiers

cheap / mid / pricey / expensive - the exact price swings by vendor, town, and reputation, and shifts as the economy is balanced. Use /stock <item> in-game for the live price at a given shop.


Lockpicks

Why: Locked chests + locked doors + handcuffs (yes, jail). Every class can use them; Rogues and Tinkerers are better with them.

Tier Success rate Cost Notes
Crude lockpick Low - breaks often cheap Starter, buy in bulk
Lockpick Medium cheap-mid Standard
Master lockpick High, rare break pricey Thieves Guild
Tinker's tools Highest, reusable pricey Tinkerer-craftable
pick lock chest

Lockpicks break

Always carry 3+. They break on failure, and some doors will eat 2-3 picks before they open.

Best class fits: Rogue (starts with 3), Tinkerer (crafts own).


Tinker's tools

Why: The Tinkerer-side approach to locks AND the gating requirement for crafting traps, repairs, mechanical puzzles.

  • Reusable (doesn't break on use)
  • Higher success rate than lockpicks
  • Pricey tier - but the durability pays back

Best class fit: Tinkerer (starts with kit), Scholar (appraisal sites use them too).


Shovel

Why: Digging up buried caches, grave-robbing (Necromancer-friendly), some quest chains literally require one. Also: an improvised weapon.

  • Mid tier price (smithy or general store)
  • Heavy (carry weight 5+)
  • Doubles as a club in a pinch (low damage but free)

Best class fits: Ranger (wilderness caches), Necromancer (cemetery work), Tinkerer (digging trap-pits).


Thieves' tools

Why: Specialty kit beyond lockpicks - includes wires, files, glass cutter, climbing claws. Required for:

  • High-tier safes (Master+ locked)
  • Window-entry heist routes
  • Some pickpocket targets (cutpurse skill check)

Locked behind: Thieves Guild acquaintance rep, usually. Some black-market vendors sell partial sets.

  • Full kit: pricey tier
  • Components individually: cheap-mid each

Best class fit: Rogue (assumed), Tinkerer (also welcome).


:material-rope: Rope (mentioned again, but here for utility)

Already covered in Survival essentials, but worth emphasizing: rope is your vertical movement gear. Climbing rope also gates 2 quest chains (rooftop heist, cliff descent).

Carry rope always. It doesn't weigh much.


Reagents + crafting components

For Herbalists, Mages, Tinkerers, Necromancers - your inputs.

Item For Notes
Herbs (raw) Herbalist brewing Forage in Greenweald
Reagent crystals Mage spell focus Collegium vendor
Wire spool Tinker traps Smithy / general store
Bone dust Necromancy Crypt sites, dark vendor
Holy water Cleric / Paladin Temple vendor

Containers (sack, satchel, pack)

Why: Carry capacity. Without a bigger container, you'll be overencumbered by Day 2 and lose dodge / speed.

Container Capacity Cost Notes
Sack +10 carry cheap Starter, common
Satchel +20 carry mid Market vendors
Pack +40 carry pricey Traveler vendor
Bag of holding +∞ quest only Quest reward, rare

Buy a satchel by Day 2.


Skinning knife

Why: Harvest pelts from kills. Pelts + dried meat are real money for Rangers + Herbalists. Without a knife, you walk past the kill.

  • Mid tier (trapper / fletcher)
  • Lasts forever (no break)
  • Doubles as a small backup blade

Best class fits: Ranger (starts with one), Herbalist (starts with one), Rogue (combat use too).


:material-scroll-text: Map + compass

Why: Wilderness travel. Without a map, you can get lost in Greenweald or the deep Thornwood - multiplies travel time.

  • Local map: mid tier, town vendors (one per town)
  • Compass: mid-pricey tier, navigator vendor (port towns mostly)
  • Full atlas: quest reward only

Best class fit: Ranger (assumed), Wanderer (general navigation).


Buying priority

If you're on a budget, here's the order:

  1. Lockpick set (3-5 picks) - if you're Rogue / Tinkerer
  2. Satchel - universal carry upgrade
  3. Skinning knife - if you fight outdoor enemies (most classes)
  4. Rope (if not already)
  5. Local map - if you plan travel
  6. Thieves' tools - only if Rogue-focused + rep allows

See also