In Enshrouded 1.0, most crafting does not come from a skill tree. It comes from people. Melee gear, potions, furniture, crops and better storage all belong to craftspeople who are asleep inside Ancient Vaults across the Springlands. Until you wake them and bring them home, your base can only build simple things. A full 1.0 play session takes a starter base with three craftspeople and pushes it to five by rescuing the Carpenter and the Farmer. That run shows how tightly this system controls everything else.
Quick answer: Each craftsperson is woken from a pod in their Ancient Vault and then summoned at your base with the Summoning Staff. A rescue has worked when your base’s Craftspeople counter goes up, for example from 3/11 to 4/11.
The five Enshrouded craftspeople and what they unlock
Five core craftspeople make up the progression spine. Each one has a named Ancient Vault, and all five vaults sit in or just around the Springlands, the starting biome.
| Role | Survivor | Vault area | Crafts |
|---|---|---|---|
| Blacksmith | North of the Cinder Vault | Melee armor and weapons | |
| Alchemist | Western Springlands | Magic armor, potions, Shroud consumables | |
| Carpenter | Eastern Springlands | Wood building, furniture, storage, traversal tools | |
| Hunter | East of the Springlands Spire | Ranged gear, arrows, fur and leather | |
| Farmer | Northwestern tip of the Springlands | Food, seedlings, farm animals |
Every craftsperson also provides workstations that expand the recipe selection. The Blacksmith gets a Charcoal Kiln, followed by a Forge and Smelter, with the Blast Furnace coming later. The Alchemist receives a Mortar, Grinding Stones, an Alchemy Station, a Laboratory, and a Mill. For the Carpenter, the additions are a Kiln, Table Saw, and Masonry Tools; the Hunter gets a Drying Rack, Tanning Station, Spinning Wheel, and Loom. The Farmer gains a Seedbed, Cooking Station, and Oven, along with beekeeping gear.
The base counter goes up to 11. That is because the full survivor list goes past the five core roles. Alden Crowley, the Collector, waits at the end of a Hollow Halls dungeon. The Bard, Barber, Fisher and seasonal traders cover cosmetics, instruments and event wares.
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Add to Google Preferences →How the rescue-and-summon loop works
You never walk a survivor home. You travel to the vault, fight through its guards and wake the person sleeping inside a pod. That gives you their soul, which you carry back. In the footage, the Carpenter’s vault is a real expedition. It is east of the starting base, past scavenger camps and wolf packs, and it ends with a glide over a pocket of red Deadly Shroud.

The vaults are guarded, and their difficulty rises as you go. The Carpenter’s entrance has Level 7 fell guards and archers on stone pillars. Inside are insect swarms and banshees, and one of those banshees kills the player once before they reach the pod. The Farmer’s vault adds lava pits, pressure traps and a gate that opens only after three wall rune buttons are pressed.

Waking the survivor is a single interaction at the glowing pod. Once you have their soul, you can leave the vault.

The rest happens at your base, and a few rules control it.
- The Summoning Staff makes the survivor appear near a Flame Altar inside your base.
- Its recipe unlocks after the Blacksmith rescue, and it costs a single Twig.
- Survivors need a roofed shelter and an assigned bed to stay content and fully working.
- While placing a survivor, holding
Ctrland scrolling sets their roaming radius, from 0m (standing still) up to wide ranges. - Rescues are saved to the world, not the character, so everyone at that base shares them.
Because of that shelter rule, the session builds a new wooden cabin before summoning Cade Hawthorn. The first house is already full with three craftspeople. That is why a 1.0 starter base often grows sideways early on.
Signs a craftsperson is unlocked
The clearest sign is the base status screen. In the session, it goes from Craftspeople 3/11 to 5/11 after both rescues. Talking to a newly placed survivor also opens their recipe menu and their quests right away.

Cade Hawthorn, the Carpenter
Cade’s first conversation unlocks Brick by Brick, Tombs and Treasures, a bridge quest and The Vukah. His Bridge Construction Report points to a chest buried in the rubble at the middle pillar of Braelyn Bridge. In the footage, it holds the Legendary Misfortune Mace. His menu also opens the Decoration Workbench, the Kiln, furniture and building blocks. Soon after, the Small Backpack (+16 slots) and the Improved Grappling Hook, which costs 30 stamina, become available.

Emily Fray, the Farmer
The Farmer’s rescue is tied to the Growing Stronger Together quest. Once she is placed, she gives farming tips, the Seedbed recipe and follow-up quests to build Seedbeds and start farming.

Balthazar and the missing Mortar
A rescued craftsperson can still be missing tools. Balthazar’s Mortar has to be recovered from the Alchemist Tower near Lone Thistle and installed at the base before his more advanced alchemy recipes open. The Alchemist’s quest into the Hollow Halls comes only after the Farmer and Carpenter are home and their quests, Growing Stronger Together and Carpentry Assistance, are done.
Flame progression runs alongside the rescues. Strengthening the Flame to Level 3 takes Sparks from Flame Shrines, Shroud Wood, Salt and boss trophies such as the Scavenger Matron Head. It increases the base area, the number of active altars, your Shroud passage level and your time in the Shroud.

Enshrouded 1.0 recipe values tied to craftspeople
Many recipes are learned the moment you pick up a certain material. They are then crafted at a specific craftsperson or workshop. Here are the exact triggers and figures for the items that come up during a rescue run.
| Item | Made at | Learned on picking up | Figures |
|---|---|---|---|
| Workbench | Animal Fur, Shroud Spores, Shroud Wood, String | Uncommon, 40 stamina | |
| Workbench | Stone (player level 2+) | Common | |
| Alchemist | Wood Acid (under a roof) | +120 s Shroud time, stack 20 | |
| Alchemy Station | — | Item level 16, stack 250 | |
| Laboratory | Coal Powder | Item level 25, stack 250 | |
| Alchemist | Shroud Relic (under a roof) | Epic, item level 40 | |
| Carpenter | Circular Sawblades (under a roof) | Common | |
| Carpenter | Gold Ore (under a roof) | Common |
The Grappling Hook comes before any craftsperson. It is also a quest reward, and it is the base tool behind the Carpenter’s improved version.
Before approaching the Elixir Well’s Shroud Root, consume the Alchemist’s Shroud Survival Flask. Use it before you enter the Shroud; it gives your Shroud timer two extra minutes, with the effect remaining active for 45 minutes.
Magic chests highlight the craftspeople’s interdependence: the Carpenter makes them, and their contents are available for crafting anywhere in your base. The bigger chest sizes, however, call for Shroud resources from the Alchemist’s branch of the tree: Shroud Particles dropped by Fell enemies and found in Shroud zones, Alchemical Base, Enshrouded Oil, and the Epic-rarity Shroud Radiance. So, reliable storage depends on rescuing and developing both craftspeople.
The Carpenter role is also not limited to Cade. Aunt Braelyn is a villager found in Blackmire who takes the Carpenter role and moves into your base. She is a reward from the Helping Hands quest. Her recipe list has 338 entries, including the Improved Grappling Hook, the Advanced Glider, the Table Saw, the Kiln and every magic chest size from Medium to Enormous.
The overall pattern is the same each time. Vault, pod, Summoning Staff, roof, bed, then a new recipe menu and a new quest list. Each rescue unlocks the next tier of what your base can make, and the Craftspeople counter on the base status screen tracks how far along you are.






