How Enshrouded's survivors work in 1.0: rescue quests, the Summoning Staff, craftspeople vs assistants vs villagers, and what each one unlocks.
Enshrouded Survivors: How to Rescue and Place Every NPC
Quick answer: survivors are the NPCs that turn a Flame Altar and a pile of walls into a working base. Each one is rescued from a specific location in Embervale, then summoned with the Summoning Staff and placed around one of your altars. There are three tiers: Craftspeople who unlock whole crafting trees, Assistants who duplicate a craftsperson in a second base, and Villagers who are decorative and hand out side quests. The Blacksmith comes first, because his quest Find The Sleeping Survivor is what unlocks the staff itself.
- The Summoning Staff is unlocked by rescuing the Blacksmith and is made with manual crafting.
- Craftspeople are the progression NPCs. Their quests unlock the workstations the rest of the game is built on.
- Assistants are copies, not upgrades: same recipes, different base.
- In 1.0 every survivor is fully voiced, and you can set how far they wander before you place them.

How rescue and placement actually work
You do not recruit survivors from a menu. Each one sits in a named location or ancient vault, usually behind a short quest chain. Reaching them is the hard part; after that the pattern is always the same.
- Complete or reach the quest that introduces the survivor. The Blacksmith's is Find The Sleeping Survivor.
- Free the survivor at the location the quest points to. The Farmer, for example, waits in Ancient Vault - Farmer during Growing Stronger Together.
- Craft the Summoning Staff. Its recipe is unlocked by the Blacksmith rescue and it is made by hand, not at a station.
- Return to a base, select the staff, and summon the survivor around a Flame Altar.
Placement matters more than it looks. Survivors work at stations you build near them, and a second base with a second Flame Altar is how you use Assistants later. If you are still choosing where to settle, read the base building guide before you commit an altar.
Official sources: Official Enshrouded Wiki - Survivors for the three survivor types, the full roster and the Summoning Staff flow; the Steam store page for the co-op and settlement description; and the 1.0 changelog for the survivor and voicing changes.
The five craftspeople who carry progression
These are the NPCs whose quests and stations gate entire systems. The order below is roughly the order you meet them, not a required build order.
| Craftsperson | Name | What they unlock |
|---|---|---|
| Blacksmith | Oswald Anders | Melee armour and weapons, plus the Summoning Staff quest that starts the whole system |
| Alchemist | Balthazar | Magic armour, potions and the alchemy station chain |
| Carpenter | Cade Hawthorn | Everything wooden: beams, furniture, and the sawing stations |
| Hunter | Athalan Skree | Ranged armour, survival gear, and the Unknown Waters fishing tutorial |
| Farmer | Emily Fray | Food, the Seedbed, cooking stations, and animal husbandry |
Beyond those five, the roster includes the Collector, who makes dark and mystical furniture and food, the Bard, who carves instruments, the Barber, who changes your appearance, the Fisher, who supplies fishing gear, and seasonal traders such as the Lunar New Year Trader. These are quality-of-life and cosmetic NPCs rather than progression gates, but the Barber and the Fisher are worth rescuing early because they remove trips.
Assistants: the second base trick
Assistants are the answer to a problem every long run hits: your Blacksmith is at the main base, and you are building a second outpost on the far side of the map. Each craftsperson has an assistant who can craft the same recipes, including weapons, armour, consumables and decorations, at a different location.
They are not a straight upgrade. You still have to rescue them, and some of them carry their own side quests that reward items or cosmetics. The value is logistical: one assistant at a forward base means you do not have to teleport home every time a wall needs a repair or a weapon needs an upgrade.
Bring the Blacksmith's and Carpenter's assistants first. Almost every outpost needs metalwork and wood before it needs potions.
Villagers and the 1.0 changes
Villagers are the third tier. They do not craft, but they live at your base and some of them offer side quests that reward new items or cosmetics. Treat them as decoration with a quest hook rather than a system.
Two 1.0 changes are worth knowing. First, every survivor is fully voiced, which is the biggest presentation change since early access. Second, Keen added a setting for how far survivors wander from their assigned spot, configurable before the survivor is placed for the first time, with a minimum of 2 metres. If an NPC keeps walking into a doorway you are trying to build, that slider is the fix, not a rebuild.
The 1.0 changelog also confirmed that the full map is now open, so survivors that used to sit behind the old boundary are reachable. If a location name means nothing to you yet, the biome and level guide will tell you whether you are close enough to survive the trip.
FAQ
Do I need the Summoning Staff for every survivor? Yes. Rescuing a survivor is only half the job; the staff is what brings them to a base, and it can summon them to any base with a Flame Altar.
Can I move a survivor after placing them? The staff is the tool for placing survivors around an altar, so keep it in your inventory rather than storing it. The exact repositioning rules are not spelled out in the official notes.
Do assistants replace craftspeople? No. An assistant crafts the same items as its craftsperson but exists so you can run a second location. You still want the original at your main base.
Is there a maximum number of survivors per base? Keen has not published a survivor cap. The documented cap nearby is 128 animals per world, which is a different system.
Related Guides
- Base building guide - altars, comfort and the space a survivor workshop needs.
- Farming and fishing - what Emily Fray unlocks once she is at your base.
- Beginner guide - the first survivor quests in context.
- Crafting recipes and stations - which station belongs to which craftsperson.
More Enshrouded Guides
Enshrouded ranger build for 1.0: Puncture, Barrage and Survival Instinct, the three new Eternal arrows, aim assist settings and the reworked ranger armor tiers.
What Enshrouded 1.0 changed about bosses, including the reworked Albaneve Summits fight, stun tactics, and boss health recovery.
How to reach Cinder's Cradle in Enshrouded 1.0, what the lava ruins and floating islands contain, its 12 new Shroud Roots, and the Flame level to bring.
How crafting works in Enshrouded 1.0: which stations exist, crafting from storage, the Gem Forge and Quick Stash Station, and the recipes the patch rebalanced.
Enshrouded has no crossplay at 1.0, so PC and PS5 cannot share a world yet. Here is how co-op works, the player cap, permissions and progress sharing.
The server tool ships free with the game and is Windows only for now. Config fields, UDP port 15637, user groups and the new Automatic enemy scaling.
An Enshrouded Elixir Well is a Shroud pocket with a Shroud Root at the bottom. What it awards, why it may not reset, and what 1.0 did and did not change.
How many enemy types Enshrouded 1.0 adds, which factions got new variants, and how the reworked damage susceptibility system changes fights.
