Create shopkeepers, quest givers, and townspeople.

NPCs & Dialogue

NPCs are the non-player characters that bring your world to life — quest givers, merchants, trainers, and ambient townspeople.

NPC list — all NPCs with search and pagination
NPC list — all NPCs with search and pagination
NPC editor modal — Identity, Visuals, World Placement, Behavior, Dialogue Defaults, Quest Integration, Light Emission, and Metadata tabs
NPC editor modal — Identity, Visuals, World Placement, Behavior, Dialogue Defaults, Quest Integration, Light Emission, and Metadata tabs
Full NPC editor with roles (Quest Giver, Merchant, Trainer, Blacksmith, Innkeeper, Guard, and more), appearance settings, and quest integration — all in one form.

NPC Properties

PropertyDescription
Name / TitleDisplay name and subtitle (e.g., "Kira — Village Blacksmith")
RoleVendor, quest giver, innkeeper, blacksmith, stable master, etc.
FactionFaction affiliation (affects reputation interactions)
Zone + PositionWhich zone and X/Y coordinates
PortraitImage shown during dialogue
SpriteIn-world visual appearance
ActiveWhether the NPC is currently in the world

What NPCs Can Do

RoleFunction
Quest GiverOffers and completes quests (linked quest definitions)
MerchantHas a shop with items to sell and buys player items
InnkeeperProvides rest and HP/MP recovery
BlacksmithRepairs equipment, may sell weapons/armor
Stable MasterManages pet and mount storage
TrainerOpens the skill trainer interface
Guard / AmbientHas dialogue but no special function

Dialogue

NPC dialogue uses the event command system — the same tool used for cutscenes and map events. You build conversations by chaining commands:

1. Show Text — "Welcome to my shop! See anything you like?" 2. Show Choices — "Show me your goods" / "Got any quests?" / "Goodbye" 3. Conditional Branch — check if a quest is active, if the player has an item, etc. 4. Open Shop — opens the merchant's inventory 5. Start Quest — begins a new quest

This gives you complete control over branching dialogue trees with conditions, loops, and variable tracking.

Shops

NPC merchants have a configurable shop inventory:

PropertyDescription
ItemWhich item to sell
Base PriceGold cost
StockAvailable quantity (-1 = unlimited)
Restock IntervalSeconds between restocks
Required ReputationFaction reputation needed to see the item

Shops also support a buyback system — items players sell to the NPC can appear for other players to purchase.

> Roles are freeform tags on top of a small set of interaction types (dialogue, quest giver, vendor, trainer, service), so "Innkeeper" or "Blacksmith" is a flavor label on a vendor/service NPC rather than a distinct engine mode.

Death VFX

Like mobs, each NPC can pick a per-NPC Death VFX from the VFX editor, falling back to the editable engine default when unset.

AI Chat (optional, runtime LLM dialogue)

When the npcAiChat feature is enabled and an AI provider/credits are configured, players can talk freely to an NPC and the server answers in character through the normal dialogue channel, with hard per-conversation budget caps. With no key or credits it simply falls back to the authored event-command dialogue — so AI chat is a live enhancement layered on top of your scripted lines, never a replacement. (This is a player-facing runtime feature, distinct from the authoring-time Studio AI; see Providers & AI Credits for the cost model.)