EMPIREMC

NPCS & SHOPS

Quantum Rift is staffed by dozens of NPCs — Empire officials, merchants, bandits, and rank envoys — who sell gear, run services, or just add flavor to the world. Every NPC is a humanoid Villager-model character wearing a player-style skin, so they look like people, not vanilla villagers. This page catalogs who they are, where to find them, and what they sell.

Quick overview

  • 33 NPCs are actually spawned in the world. (A 34th, the old Team Registrar, is retired — team management now lives in the Base Core and /team commands, and it never appears in-game.)
  • They break down into four groups:
    • Ship NPCs (9) — near your starting ship, the first shops you’ll meet.
    • City NPCs (9 live) — the Empire’s hub city.
    • Bandit Settlement NPCs (10) — two rival bandit camps, five roles each.
    • Rank Envoys (5) — one per paid rank tier, clustered near the Banker.
  • The economy starts small: a fresh player has 20 credits. Almost nothing sells back to a shop — most sell prices are 0, so plan purchases carefully.
  • Most machines, defenses, and siege gear require researching the matching Tech before you can buy them — the shop sells the physical item, but the tech tree unlocks your ability to purchase and place it.

Ship NPCs

Found near ship spawn (around y=64). These are your first stop after arriving.

NPC Role
Quartermaster Sells the two Armour Trim smithing templates (Gathering & Scout gear sets).
Field Medic Runs the Medical shop — bandages, antidotes, and food.
Chief Engineer Runs the Engineering shop — automation machines.
Spawner Depot Sells all 27 resource/animal/specialty spawners.
Defense Depot Sells walls, trap pads, and sentry turrets.
Wardrobe Master Token-paid cosmetics shop with a daily rotating shuffle-bag.
Beacon Operator Runs teleporter network access.
Imperial Administrator Flavor/lore NPC — no shop.
Crate Master Opens crate keys through the animated reveal screen.

Dialogue highlights:

  • Quartermaster: “Welcome aboard, citizen.” / “Speak with me when you’re ready for new orders.”
  • Spawner Depot: “Resource taps, livestock, the rare stuff — all here.” / “Research it first. I don’t sell what you can’t plant.”
  • Defense Depot: “Walls, turrets, pads. Research it, then buy it.” / “A sentry only fires inside your own claim. Don’t waste one out here.”
  • Imperial Administrator: “The Empire watches over you.” / “Quantum Rift is one of many worlds we shape.” / “Your work here shall not be forgotten.” / “Carry on, citizen.”

City NPCs

Found in the Empire’s hub city (around y=80).

NPC Role
Imperial Merchant Admin-run shop with dynamic pricing — buys and sells raw resources at fluctuating rates.
Flea Auctioneer Opens the player-run auction house / flea market.
Tag Merchant Sells decorative chat tags.
Stable Master Mount breeding services.
Empire Officer City official.
Bounty Board Bounty board access.
Imperial Banker Hosts the Banker menu — Vault, personal, team, history, and exchange tabs (this is also where your bank vault storage lives).
Master Smith Repairs gear and strips armor trims.
Empire Historian Lore-only NPC — no shop.

Master Smith services:

  • Repairs gear at 0.05 credits per durability point, across all tiers T0–T7.
  • Strips an armor trim (removes a Gathering/Scout set look from a piece) for a flat 50 credits — otherwise this is a permanent choice. This isn’t free by design, so re-picking a set between fights costs something.

Dialogue highlights:

  • Tag Merchant: “Words are cheap. Mine are not.” / “Pick a flourish, sign the paper, wear it forever.”
  • Empire Historian: “This city was the Empire’s first foothold on Quantum Rift.” / “The bandit clans came later — drawn by the wealth we built.” / “Read carefully, and you’ll find the planet remembers its rebellions.” / “Knowledge outlasts every emperor.”

Bandit Settlement NPCs

There are two rival bandit camps — a “main” camp and an “East” camp — each with the same five roles. No hostile mobs spawn at either settlement; the only danger there is other players fighting over merchant access.

Role Main camp East camp
Quartermaster (contraband shop) Bandit Quartermaster Bandit Quartermaster (East)
Fence (buys/sells common goods) Bandit Fence Bandit Fence (East)
Smuggler (endgame fence) Bandit Smuggler Bandit Smuggler (East)
Leader (quest giver) Bandit Leader Bandit Leader (East)
Siege Engineer Siege Engineer Siege Engineer (East)

Dialogue highlights:

  • Bandit Leader (main): “Looking for work? Step inside.” / “I’ve got jobs the Empire would hang you for.”
  • Bandit Leader (East): “Different camp, same business.” / “Word is you’ve been busy. Want more work?”
  • Siege Engineer: “You here for the heavy gear? Show me the rep — and the tech.” / “Empire doesn’t sell what I sell.”

The Bandit Leader hands out daily/weekly missions with a PvP/illegal flavor and pays out bandit reputation on completion. Some quest objectives require killing specific wilderness mobs (wolf, hoglin, ravager, fox, pillager, vindicator, witch, stray, husk) outside any claim or POI, or mining inside “danger zone” POIs like caves or the Volcano Heart interior.

Bandit reputation

Stock at the bandit shops is gated by your bandit reputation — a stat tracked on your PDA that only ever goes up from kills or missions.

Action Reputation change
Kill another player +15 (6-hour cooldown per victim, so it can’t be farmed)
Kill a bandit NPC −50
Attack the camp −5 per hit (debounced every 60 seconds)

Reputation never decays on its own — it’s a permanent, one-way-earnable stat by design.


Rank Envoys

Five NPCs near the Banker in the city hub, one per paid rank tier. Each opens the same tabbed rank-purchase storefront, bound to its own rank. All wear a default (Steve) skin unless staff have set a custom one.

Envoy Dialogue
Hero “Everyone starts unknown. Not everyone stays that way.”
Mercenary “Loyalty is expensive. Mine is for sale.”
Aurora “They see you coming from the far side of the Rift.”
Legend “The Empire remembers those who fund it.”
Imperial “There is nothing above this. That is the point.”

Rank egg prices (Tokens): Hero 100 · Mercenary 250 · Aurora 350 · Legend 450 · Imperial 500.


Shop catalogs

Medical Merchant

Nothing here sells back.

Item Buy price Stack
Bandage 1 cr 1
Antidote 1 cr 1
Bread 0.1 cr 8
Cooked Beef 0.25 cr 4
Glow Berries 0.25 cr 4
Honey Bottle 1 cr 1

Engineering Merchant

Every automation machine (except the spawners, which have their own shop) plus three vanilla bootstrap items. All machines require the matching researched Tech, except the Conveyor and the three vanilla items, which are deliberately ungated.

Item Price Tech required
Redstone (vanilla) 0.1 cr
Piston (vanilla) 1 cr
Hopper (vanilla) 2 cr
Conveyor 5 cr — (ungated)
Repair Kit 5 cr Machinery: Repair Kit
Grabber 5 cr Machinery: Grabber
Extractor 5 cr Machinery: Extractor
Extractor T2 10 cr Machinery: Extractor T2
Coal Generator 10 cr Energy: Coal Generator
Auto Smelter 10 cr Machinery: Auto Smelter
Crafter 20 cr Machinery: Auto Crafter
Water Generator 20 cr Machinery: Water Generator
Crop Harvester 40 cr Machinery: Crop Harvester
Solar Panel 50 cr Energy: Solar Panels
Fabricator 50 cr Machinery: Fabricator
Cloth Machine 50 cr Machinery: Cloth Making Machine
Copper Furnace 50 cr Machinery: Copper Furnace
Quarry 50 cr Machinery: Quarry
Wind Turbine 100 cr Energy: Wind Turbine
Water Boiling Engine 100 cr Machinery: Water Boiling Engine
Shield Crafter 100 cr Machinery: Shield Crafter
Auto Smelter T4 100 cr Machinery: Auto Smelter T4
Auto Crafter T4 100 cr Machinery: Auto Crafter T4
Water Generator T4 100 cr Machinery: Water Generator T4
Water Reservoir 100 cr Machinery: Water Reservoir
Repair Station 100 cr Machinery: Repair Station
Water Turbine 200 cr Energy: Water Turbine

Spawner Depot

All 27 spawners are tech-gated but not reputation-gated. Contraband spawners (gunpowder, blaze rod, breeze rod, ender pearl) are not sold here — those are bandit-only. Note: an ancient-debris spawner was removed from the game entirely, so the Volcano Heart POI remains the only reliable source of Netherite.

Price Spawners
10 cr Sand, Gravel
20 cr Wood, Chicken, Feather, Egg
50 cr Stone, Clay, Deepslate, Cow, Pig, Sheep, Rabbit, Cod, Coal, Leather, String, Bone, Ink, Honeycomb
100 cr Slime, Redstone, Lapis, Copper, Quartz
200 cr Iron, Gold

Defense Depot

Everything here requires research first, and nothing sells back.

Item Price
Reinforced Wood (block) 2 cr
Reinforced Stone (block) 4 cr
Slow Trap Pad 4 cr
Jump Trap Pad 4 cr
Goo Trap Pad 8 cr
Reinforced Copper (block) 10 cr
Sickness Trap Pad 10 cr
Iron Door 15 cr
Wither Trap Pad 20 cr
Compacted Deepslate (block) 40 cr
Sentry Turret, Basic (T2) 40 cr
Sentry Turret, Small (T3) 100 cr
Sentry Turret, Medium (T4) 300 cr

Armour Trim Templates (Quartermaster, Ship)

Template Price Requires
Rib Armor Trim Smithing Template (Gathering set) 2500 cr Gear: Gathering Set
Wayfinder Armor Trim Smithing Template (Scout set) 2500 cr Gear: Scout Set

These templates let a team apply a permanent cosmetic/functional armor “set” at a smithing table. When used, a purchased template duplicates itself plus 7 diamonds, so one 2500-credit purchase is meant to outfit an entire team, not just one player. Not sellable back.

Chat Tag Merchant

Five purely decorative, one-use chat-flourish papers.

Tag Price
Paper Trail 100 cr
Neon Sign 250 cr
Velvet Tongue 500 cr
Brass Herald 750 cr
Starlit Sigil 1000 cr

Buying repeatedly is allowed, and each purchase counts toward two hidden loyalty milestones: Merchant Patron (5 lifetime purchases) and Gilded Voice (25 lifetime purchases). These milestone rewards aren’t sold directly — you earn them by buying tags.

Bandit Quartermaster (contraband shop, both camps)

Gated by bandit reputation — the required rep is listed per item (0 = always available).

Item Price Required rep Other requirement
Gunpowder 0.1 cr 0
Flint 0.1 cr 0
TNT 0.5 cr 100
Stimpack 150 cr 250
Flint and Steel 1 cr 500
Gunpowder Spawner 100 cr 500
Ender Pearl 2 cr 1000
Breeze Rod 20 cr 1000 Team tech: Breeze Rod Input
Blaze Rod Spawner 200 cr 1000
Ender Pearl Spawner 200 cr 1000
Breeze Rod Spawner 500 cr 1200
Heavy Core 50 cr 1500 Team tech: Heavy Core Input

Bandit Fence (both camps)

No reputation gate. Prices are deliberately worse than the Imperial Market’s — the fence is a worse deal than the city market by design.

Item Buy Sell
Iron Ingot 0.469 cr 0.141 cr
Gold Ingot 0.688 cr 0.206 cr
Diamond 7.5 cr priced dynamically (separate stock-pool system)
Emerald 0.938 cr 0.281 cr
Book 0.25 cr not sellable

Bandit Smuggler (both camps)

The endgame fence — a single line, deep reputation gate.

Item Price Required rep
Ancient Debris 20 cr 1500

This is the only way to get Netherite-tier ancient debris outside the Volcano Heart POI, deliberately gated behind deep bandit alignment.

Siege Engineer (both camps)

Almost every line is double-gated by reputation and a completed team Tech.

Item Price Required rep Tech required
Raid Bomb 10 cr Attack: Raid Bomb
Raid Pickaxe (Stone) 10 cr Attack: Raid Pickaxe Stone
Raid Pickaxe (Copper) 20 cr Attack: Raid Pickaxe Copper
Raid Pickaxe (Iron) 50 cr Attack: Raid Pickaxe Iron
Portable Battery (consumable) 5 cr Attack: Drill
Battering Ram 20 cr 250 Attack: Battering Ram
Cannonball (ammo, stack of 8) 2 cr 500
Siege Drill 80 cr 500 Attack: Drill
Siege Bull 150 cr 750 Attack: Siege Bull
Cannon 250 cr 1200 Attack: Cannon
Explosives 500 cr 1500 Attack: Explosives

The Cannon is a placeable siege weapon; Cannonball is its consumable ammo. The Portable Battery fuels the Siege Drill — a Drill burns 2 batteries over its working life (10 charge uses, or 5 strikes, per battery). Explosives is the single most expensive item sold anywhere in the game’s shops.


Tips

  • Save up before visiting a shop — nearly everything is a one-way purchase. The Bandit Fence is the only place selling back iron, gold, or emerald for credits.
  • Check your Tech tree before heading to the Engineering, Defense, or Siege Engineer shops — most items there are locked until you’ve researched the matching tech, even if you can afford them.
  • Bandit reputation only goes up through PvP kills or bandit missions, and only goes down by attacking bandits or their camp — it never fades on its own, so a single bad decision (attacking a camp) can set back your access to the best contraband and siege gear.
  • The Master Smith’s trim-stripping fee (50 cr) exists specifically so switching gear sets mid-fight costs something — plan your loadout before you commit.

Last updated 1 September 2026