NPCs

Delverium NPC Roles

Four reported jobs — gatherer, blacksmith, agronomist, merchant — and what they are for.

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NPC Roles and Traders

Delverium’s reported NPC cast is four jobs, not a novel. Demo coverage and playthroughs keep lining up on a gatherer (forager), a blacksmith, an agronomist, and a merchant. Individual given names appear in footage; treat those as preview examples of the jobs, not as a promise that Early Access freezes the roster. Steam Early Access is scheduled for September 22, 2026 (the storefront may show September 21). Housing steps are on recruiting NPCs. The parent page is the NPCs hub.

Sagestone Games has said NPCs offer trading, dialogue (hints and lore), and can attack nearby threats. Additional automation (they farm while you sleep, they mine while you cook) is not something this wiki will invent.

Gatherer / forager

Job. Wild goods, seeds, and the “I already walked the biome for you” shop.

Why house them early. The first hours are a forage problem. Demo previews start you with an axe, pickaxe, and hammer and then send you into grass, trees, and wheat. A gatherer shortens that loop: seeds, materials, and food ingredients without another full circuit of the spawn biome. If your chests are empty and you do not want to punch every bush, this is the first spare bed worth building.

What they are not. They are not an automatic woodcutter. You still chop. You still hoe if you want a real farm. Think of them as a seed stall and a lore signpost.

Blacksmith

Job. Smithing services and the practical gear shop: tools, weapons, armor leads.

Why house them before a serious cave. Preview write-ups have players selling junk, standing up a forge and workbench, then buying or crafting a helmet, boots, and a sword before they stop bouncing off zombies. A housed blacksmith is how that gear loop becomes a destination instead of a hope. Pair their shop with your own crafting stations; nested crafting still wants you in range of the right benches.

Loadout tie-in. When the tools and weapons ranks say “upgrade the pickaxe” or “craft a sword before the staff,” the blacksmith is the NPC who makes that advice feel like a town, not a wiki. They do not replace the pickaxe in your hand.

Agronomist

Job. Farming teacher, livestock dealer, pen conscience.

Why they change the settlement. Previews have the agronomist restate the official loop out loud: till soil, plant seeds, water, fertilize, harvest; grow livestock, but keep them penned with a water trough. Chicks and chickens, lambs and sheep show up as catchable on the map or as stock once this NPC lives with you. If you want the farming tier list to be more than wild wheat, house this job.

Pen reminder. Fence + gate + trough. Larger pens hold more animals. A bedroom for the agronomist is separate from the pen. Do not merge them.

Cooking. They will not cook for you. You still combine crops, fish, wild ingredients, and animal products at your own station. They just make the inputs less painful.

Merchant

Job. General trade. The “we have too much straw and not enough of everything else” dump.

Why they are fourth, not first. A merchant is only as good as the extras you carry. Early on, a gatherer or blacksmith returns more per bed. Once chests overflow with forage and ore, a general shop turns clutter into seeds, food, or the next craft ingredient. Demo notes also mention buying essentials (seeds, food, ingredients) if you would rather spend coin than walk.

What they are not. They are not a secret endgame vendor with unpublished item IDs. If a trailer did not show it, this page will not stock it.

Who to house first (playstyle, not a tier list)

This is not an S-tier fighter ranking. It is a first-bed recommendation:

  • Delve-first groups: blacksmith, then gatherer for food insurance.
  • Farm-first groups: agronomist, then gatherer, then merchant.
  • Co-op mixed lobby: blacksmith and agronomist before a second combat shop. Eight people on online co-op get hungrier and break more tools than they need duplicate merchants.

There is no official dedicated server, so the host’s village is the roster. If the host logs off, shops close with the world unless you look at community hosting.

Combat and night watch

Developer comments are modest: NPCs can hit nearby threats. That helps when a zombie walks the lane. It does not mean you can AFK a dungeon. Bring your own sword or bow, place torches, and treat villagers as neighbors with sticks, not as a raid team.

Names, rumors, and the line we will not cross

Playthrough chapters have labeled people in the four jobs (a forager, an agronomist, a blacksmith, a merchant). Those labels are useful for matching footage. They are not a complete official encyclopedia, and we will not pad five extra personalities to look finished. When Sagestone publishes a new job, it belongs here as a fifth section with the same honesty: what they sell, what they say, what room they need.

Feedback on missing roles belongs on Steam Discussions and Discord, listed on the links hub. There is no confirmed Trello of planned villagers.

A village that matches the rest of the wiki

Put rooms in a line: gatherer near the farm gate, agronomist facing the pen, blacksmith next to forge and workbench, merchant on the path from the mine. That layout turns getting started into a town instead of a hallway of beds. It also makes co-op shopping obvious when someone yells for arrows or chicks.

House the job you will actually visit twice a day. In Delverium that is usually food or tools, which means agronomist and blacksmith, with the gatherer as the cheap first bed and the merchant as the overflow valve. A fifth sign over an empty room is decoration. Four working shops are a settlement.

FAQ

Frequently Asked Questions

Quick answers to the most common Delverium questions.

Which NPC should I recruit first?

Delve-first: blacksmith. Farm-first: agronomist. If you have only one spare bed, a gatherer is the safest all-purpose shop. Details on rooms are in recruiting.

Does the agronomist unlock animals?

They sell livestock and explain pens. You can also catch chicks and lambs on the map. Either way you still need fence, gate, and a water trough. See the farming guide.

Will the blacksmith craft for me automatically?

No. They offer blacksmith services and gear trade. You still use crafting stations and carry a pickaxe into caves. NPCs are not a full labor AI in the current preview.

Are the demo names the full roster?

No. Footage shows named examples of the four jobs. This wiki will not invent extra characters. Sagestone Games may add NPC options during Early Access, scheduled for September 22, 2026.

Do NPCs defend the farm?

They can attack nearby threats according to the developer. Still wall your rooms, place lights, and keep a sword or bow on the bar. Night zombies are not a solved problem.

Can I skip the merchant?

Yes, until chests overflow. Gatherer, blacksmith, and agronomist cover seeds, gear, and livestock. The merchant is the overflow shop, not the first bed.