⏱ 9 min read  ·  ✅ Updated Oct 2026

Excry’s NPCs are grouped into three service hubs — the starting settlement, the mid-game trade town, and the endgame frontier outpost — and each NPC handles exactly one job: repairs, storage, training, respecs, fast travel, trading, or quest turn-ins. The single most useful rule is that the NPC you need sits in the hub that matches your current story chapter, not the one nearest your level, because several services are gated behind chapter progress rather than character level. This guide lists every service role, where it stands, what it charges, and which one to visit first depending on what you’re actually trying to get done.

One caveat before the tables: Excry rebalances service costs and NPC unlock gates with most major patches, and the values below reflect the current live build as documented in the game’s official patch notes. After any update, re-check the in-game codex entry for a given NPC — it always shows the live fee, cooldown, and unlock requirement. NPC display names also change with localisation, so the service role is the reliable identifier, not the name floating above the character.

Excry NPC services at a glance

Service role Hub Unlock requirement Typical cost Cooldown / reset
Repair vendor All three hubs None 2–6% of item value, scaled by durability lost None
Stash keeper (bank) Starting settlement, trade town None; extra tabs gated at chapters 2 and 4 50 free slots, then 200g per 50-slot tab None
Skill trainer Trade town Character level 10 / 20 / 30 per rank tier 250g, 600g, 1,200g per rank tier None
Respec keeper Trade town Chapter 3 500g, doubling each use up to an 8,000g cap Resets 24h after your last respec
Fast-travel broker All three hubs First visit to the destination hub 25–150g, scaled to route distance None
Trade post clerk Trade town only Chapter 2 5% listing fee, 1% cut on completed sales Listings expire after 48h real time
Quest liaison All three hubs Chapter-gated per contract board Free Contract board refreshes at daily server reset

The starting settlement: five service NPCs inside thirty seconds of each other

The first hub is the densest, and that is deliberate — it is the only place where a repair vendor, a stash keeper, a fast-travel broker, a quest liaison, and a general goods merchant all stand within a short walk of the central square. If you are new, do not spread your attention across the map; do a single lap of the square and you will have touched every service you can currently use.

Repair vendor

Stands beside the smithy on the north side of the square, identified by an anvil icon on the map filter. Repairs are priced as a percentage of the item’s base value rather than a flat fee, which means repairing a low-tier weapon at 6% durability loss costs pocket change while repairing a fully broken endgame piece can run into the hundreds of gold. Repair before a boss attempt, not after — a broken weapon deals reduced damage rather than zero, so players often fight far longer than they should with a degraded weapon and never notice the damage penalty stacking.

Stash keeper

Located inside the inn on the square’s east side, behind the counter. The first 50 slots are free and permanent. Additional 50-slot tabs cost 200g each and only unlock once you reach chapter 2 and chapter 4 respectively, so there is no point hoarding gold for tabs early — you cannot buy them yet. The stash is shared across all three hubs, which matters more than it sounds: it is the only way to move materials between the starting settlement and the frontier outpost without carrying them.

Fast-travel broker and quest liaison

Both stand at the central waypoint. The broker charges by route distance, from roughly 25g for a short hop to about 150g for a cross-map jump. The liaison runs the contract board, which refreshes at daily server reset and offers three to five repeatable contracts scaled to your chapter. Neither NPC has a cooldown, so there is no reason to batch your visits.

The trade town: where the economy NPCs live

The trade town unlocks at chapter 2 and holds three NPCs you cannot find anywhere else: the skill trainer, the respec keeper, and the trade post clerk. This is the hub most players underuse, largely because it has no repair vendor on the main street — you have to walk to the western gate for that — and the detour makes the whole town feel inconvenient. Treat it as a planned trip rather than a casual stop.

Skill trainer

Stands in the training yard behind the barracks. Three rank tiers at 250g, 600g, and 1,200g, gated at character levels 10, 20, and 30. Per the game’s official patch notes, trainer ranks are permanent and cannot be refunded, so buy them only for skills you have already committed to. The total cost to max a single skill line is 2,050g, which is worth planning around rather than discovering mid-purchase.

Respec keeper

Found in the shrine at the town’s northern edge, and only after you reach chapter 3. The first respec costs 500g and each subsequent one doubles the price, capping at 8,000g. The multiplier decays back toward 500g if you go 24 hours without a respec, which means experimenting repeatedly in one session is expensive but spreading experiments across days is cheap. This is the single most commonly misunderstood NPC in Excry — players assume the cost is flat and burn thousands of gold in an afternoon.

Trade post clerk

Runs the player market from a stall in the central bazaar. A 5% listing fee is charged up front whether or not the item sells, plus a 1% cut on completed sales, and unsold listings expire after 48 hours of real time and are returned to your stash by mail. Because the listing fee is non-refundable, price your goods before listing rather than listing high and re-listing later.

The frontier outpost: endgame-only services

The outpost opens in the final chapter and contains only four NPCs, all of them upgrades of services you already have. The repair vendor here charges the same percentage formula but has a wider stock, the fast-travel broker offers the only route back to the starting settlement without a loading-screen transition, and the quest liaison posts the endgame contract board. The fourth NPC, a materials exchanger, is unique to this hub and converts surplus tier-3 crafting materials into tier-4 at a 5-to-1 ratio with no gold cost.

Which NPC to visit first: a decision matrix

Your situation Visit first Why
Under level 10, first playthrough Quest liaison Contracts fund early gear; trainers are still locked
Weapon durability below 30% before a boss Repair vendor Damage penalty compounds; cost rises the longer you wait
Stash full and hoarding crafting mats Stash keeper 200g per tab is cheaper than vendoring materials you’ll re-farm
Build feels wrong at level 25+ Respec keeper Respec early in a session and wait out the 24h decay before the next
Sitting on 3,000g and a maxed skill line Skill trainer Permanent upgrades beat consumables for long-run value
Endgame, farming tier-4 mats Materials exchanger 5-to-1 conversion is free and beats the market rate

Worked example: what a full service circuit actually costs

Say you are at chapter 4, standing in the starting settlement with a degraded weapon, a full stash, and a build you want to change. A full circuit means settlement to trade town to outpost. Fast travel on those two legs runs about 110g and 150g respectively, so 260g in travel. Repairs on a mid-tier weapon at 40% durability loss run roughly 90g. Two stash tabs cost 400g. A respec costs 500g. Total: about 1,250g, plus roughly six minutes of walking between NPCs inside the trade town if you skip the western gate detour and use the bazaar shortcut.

Now compare that to running the route manually. The same trip on foot takes about 14 minutes and costs nothing. If your gold-earning rate is around 1,500g per hour, those 14 minutes are worth roughly 350g in foregone income — more than the 260g you would spend on fast travel. The break-even sits at about 1,050g per hour: below that, walk; above it, pay the broker. That is the whole calculation, and it is why experienced players fast-travel constantly while new players hoard gold and waste evenings.

Mistakes that waste gold and time

  • Respeccing twice in one session. The second respec costs 1,000g instead of 500g. Wait out the 24-hour decay if you can.
  • Buying stash tabs before chapter 2. The purchase option does not appear until the chapter flag is set, so early gold savings accomplish nothing.
  • Repairing at full durability. The vendor charges by durability lost, so topping up a weapon at 95% costs almost the same as at 40% but gains you far less.
  • Listing items before checking the market. The 5% listing fee is non-refundable, and a re-listed item pays it twice.
  • Assuming the outpost has everything. It has no skill trainer and no respec keeper. Both live only in the trade town.

Frequently Asked Questions

Where is the respec keeper in Excry?

In the shrine at the northern edge of the trade town, and only after you complete the chapter 3 story beat. Before that flag is set, the shrine is empty and the NPC does not appear on the map filter at all. If you can see the shrine but no NPC, you are almost certainly one story mission short.

Can I repair gear anywhere other than the starting settlement?

Yes. Repair vendors exist in all three hubs and use the same percentage-of-value formula, so the price is consistent regardless of where you repair. The frontier outpost vendor carries a wider stock of repair kits, which is the only practical difference between them.

Is the trade post clerk available in every hub?

No — the player market is trade-town only. The starting settlement and the frontier outpost have general goods merchants who buy at a flat vendor rate, but neither offers player listings. If you want to sell to other players rather than to the game, you have to make the trip.

How much gold should I budget for a full respec and trainer pass?

Maxing one skill line costs 2,050g across the three rank tiers, and a single respec starts at 500g. Budgeting around 3,000g covers a comfortable build change with room for a second respec the following day. Anything beyond that is usually better spent on stash tabs.

Do NPC services reset or change between patches?

Fees and unlock gates are rebalanced most major patches, and NPC positions occasionally shift within a hub during map revisions. The service role never changes, though, so if a vendor has moved, check the in-game map filter for the role icon rather than the character name.

What is the materials exchanger and where do I find it?

It is a frontier-outpost-only NPC that converts tier-3 crafting materials into tier-4 at a 5-to-1 ratio, free of charge. It is the most efficient way to clear surplus materials in the endgame, since the market rate for tier-3 materials rarely justifies selling them outright. You need to reach the final chapter before the outpost and the exchanger become accessible.

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