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:
- Lockpick set (3-5 picks) - if you're Rogue / Tinkerer
- Satchel - universal carry upgrade
- Skinning knife - if you fight outdoor enemies (most classes)
- Rope (if not already)
- Local map - if you plan travel
- Thieves' tools - only if Rogue-focused + rep allows
See also¶
- Survival essentials - the bandage/torch/food list
- Recommended kits by class
- Class onramps