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* [[Aggro]]
* [[Aggro]]
* [[Agent of Change]]
* [[Akhevan language and social structure]]
* [[Akhevan language and social structure]]
* [[Distribution Facilitator XCV]] (Living Legacy quests reward distributor)
* [[Distribution Facilitator XCV]] (Living Legacy quests reward distributor)
* [[Encounter Lock]] a/k/a First to Engage (FTE)
* [[Faction]]
* [[Faction]]
* [[Marcia Attamilgad]] - The Shadiest Swashbuckler
* [[Marcia Attamilgad]] - The Shadiest Swashbuckler
* [[Mercenaries]]
* [[Mercenaries]]
* [[Old Man McKenzie]]
* [[Old Man McKenzie]]
* [[Pets]]
* [[Pulling guide]]
* [[Pulling guide]]
* [[Quillmane]]
* [[Quillmane]]
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When you Consider NPCs (/con) you will get a message. The message relays three things. The first is the NPCs attitude toward you. The second is how tough the NPC is compared to you. The third is if it is "a rare creature", also called a "named" mob.
When you Consider NPCs (/con) you will get a message. The message relays three things. The first is the NPCs attitude toward you. The second is how tough the NPC is compared to you. The third is if it is "a rare creature", also called a "named" mob.


'''Attitude (from worst to best):'''
 
:'''Attitude (from worst to best):'''


ready to attack, threateningly, dubious, apprehensive, indifferent, amiably, kindly, warmly, ally
ready to attack, threateningly, dubious, apprehensive, indifferent, amiably, kindly, warmly, ally
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NPCs will attack you on sight if "ready to attack" and "threateningly", but NPCs which con "threateningly" have a smaller agro radius than those which are "ready to attack".  They will not attack but will refuse to trade if "dubious".
NPCs will attack you on sight if "ready to attack" and "threateningly", but NPCs which con "threateningly" have a smaller agro radius than those which are "ready to attack".  They will not attack but will refuse to trade if "dubious".


'''How tough:'''
* Gray: Below level 25 "-- looks like a reasonably safe opponent."  Otherwise, "-- You could probably win this fight."
* Green: "-- You would probably win this fight... it's not certain though."
* Light blue: "-- looks kind of dangerous."
* Dark blue: Below level 25, "-- looks kind of risky, but you might win."  Otherwise, "-- it appears to be quite formidable."
* White: Below level 25, "-- looks kind of risky... you might win."  Otherwise, "-- looks like quite a gamble."
* Yellow: Below level 25, "-- looks like quite a gamble."  Otherwise, "-- looks like he/she/it would wipe the floor with you!"
* Red: what would you like your tombstone to say?


Weak NPCs will have an additional message as part of their consider message.
:'''How tough:'''
 
Gray: Below level 25 "-- looks like a reasonably safe opponent."  Otherwise, "-- You could probably win this fight."<br />
Green: "-- You would probably win this fight... it's not certain though."<br />
Light blue: "-- looks kind of dangerous."<br />
Dark blue: Below level 25, "-- looks kind of risky, but you might win."  Otherwise, "-- it appears to be quite formidable."<br />
White: Below level 25, "-- looks kind of risky... you might win."  Otherwise, "-- looks like quite a gamble."<br />
Yellow: Below level 25, "-- looks like quite a gamble."  Otherwise, "-- looks like he/she/it would wipe the floor with you!"<br />
Red: what would you like your tombstone to say?


Weak NPCs will have an additional message as part of their consider message.<br />
Raid NPCs will have "This creature would take an army to defeat!" as part of their consider message.
Raid NPCs will have "This creature would take an army to defeat!" as part of their consider message.


'''Con Color Level Ranges:'''
:'''Con Color Level Ranges:'''


When it comes to telling whether or not you're going to be able to stand up to that mob that you are staring down or not, using the /con system is a good way to get a general idea.  These messages and their colors vary depending upon the level difference between you and the PC or NPC which you have /con'd.  Most of these con colors/messages have static ranges, while a couple of them vary a little bit depending upon level.
When it comes to telling whether or not you're going to be able to stand up to that mob that you are staring down or not, using the /con system is a good way to get a general idea.  These messages and their colors vary depending upon the level difference between you and the PC or NPC which you have /con'd.  Most of these con colors/messages have static ranges, while a couple of them vary a little bit depending upon level.


The static ranges are:
The static ranges are:<br />
* Red - 4+ levels above you.  (Great XP)
Red - 4+ levels above you.  (Great XP)<br />
* Yellow - 1-3 levels above you.  (Excellent XP)
Yellow - 1-3 levels above you.  (Excellent XP)<br />
* White - Your exact level.  (Good XP)
White - Your exact level.  (Good XP)<br />
* Dark Blue - 1-5 levels below you.  (Nice XP)
Dark Blue - 1-5 levels below you.  (Nice XP)
 
The variable ranges are:<br />
Light Blue - 6-15^ levels below you.  (Decent XP)  LB starts at level 25.<br />
Green - 6^-20^^ levels below you.  (Minimal XP)<br />
Grey - 6^^^-21^^^ or more levels below you.  (No XP)


The variable ranges are:
^The end of Light Blue (and the start of Green) varies somewhat with your level.<br />
* Light Blue - 6-15 levels below you. (Decent XP) [Light Blue starts at level 20]
^^The end of Green varies somewhat with level depending on when Grey starts for your level<br />
: The end of Light Blue (and the start of Green) varies somewhat with your level.
^^^Grey starts whenever you can no longer gain XP from a mob of that level; this varies with your level.<br />
* Green - 6-20 levels below you.  (Minimal XP)
: The start and end of Green varies somewhat with level depending on when Grey starts for your level.
* Grey - 6-21 or more levels below you.  (No XP)
: Grey starts whenever you can no longer gain XP from a mob of that level; this varies with your level.


== Spawn timers ==  
== Spawn timers ==  
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== Mob debuff / DoT limit ==
== Mob debuff / DoT limit ==
The maximum debuffs / DoTs that may be placed on mob used to be 97.  The 97 consisted of 55 hard coded (which are displayed by the UI) + 42 that everybody has (which are not displayed on mobs).
According to [http://forums.station.sony.com/eq/index.php?threads/mob-debuff-dot-limit.5208/page-4#post-66838 this thread], the maximum debuffs / DoTs that may be placed on mob is 97.  The 97 consists of 55 hard coded (which are displayed by the UI) + 42 that everybody has (which are not displayed on mobs).  
{{Cquote|<br /><nowiki>NPC debuff slots = 55 (NPC) + 42 (player) = 97</nowiki><br />Only the first 55 are visible||| [https://forums.daybreakgames.com/eq/index.php?threads/total-debuffs-on-mobs.263671/#post-3876504 niente, EQ Developer, March 5, 2020]}}
With [https://forums.daybreakgames.com/eq/index.php?threads/game-update-notes-may-18-2022.282966/ the May 18, 2022 game update] this was increased to 200:
{{cquote|<br />Refactored the way buffs/debuffs are stored on characters and NPCs, enabling an increase in hostile NPC's maximum from 97 to 200.}}


== Rare creatures ==
== Rare creatures ==
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     Note that this is one of many ways that an NPC can cast a spell.</blockquote>
     Note that this is one of many ways that an NPC can cast a spell.</blockquote>


== Body types ==
== Debuff slots ==
All NPCs are one of the following '''body types'''.  They were adjusted with the [https://forums.daybreakgames.com/eq/index.php?threads/game-update-notes-april-20-2022.282258/ April 20, 2022 game update].
{{Cquote|<br /><nowiki>NPC debuff slots = 55 (NPC) + 42 (player) = 97</nowiki><br />Only the first 55 are visible||| [https://forums.daybreakgames.com/eq/index.php?threads/total-debuffs-on-mobs.263671/#post-3876504 niente, EQ Developer, March 5, 2020]}}
 
Creatures now uniformly belong to one of the following categories:
* '''Special damage targets''' - Greater Akheva, Draz Nurakk, and Zek.
* '''Animals''' - Non-magical living organisms, not plants, not quite humanoids.
* '''Construct/Elemental''' - Conjured, Elemental, or animated matter, including Clockworks.
* '''Dragons''' - Draconic creatures (Dragons, Drakes, Wurms, Wyverns). Excludes dinosaurs and Drakkin.
* '''Extraplanar''' - Death-Touching creature, typically the Avatar of a God.
* '''Giants''' - Large bipedal creatures descended from the creations of Rallos Zek.
* '''Humanoids''' - Living non-magical sentient bipedal organisms.
* '''Magical''' - Magical creatures and anything that does not fit into another category.
* '''Plants''' - Potentially sentient living photosynthetic or fungus-based non-animal organism.
* '''Undead''' - Deceased souls, optionally corporeal, distinct from animist spirits and other magical beings.
 
== Merchants ==
In order to sell the entire contents of a bag, open the merchant window (right-click on merchant) and select the bag. The merchant will then offer to buy the contents of the bag.




[[Category:EverQuest]]
[[Category:EverQuest]]
[[Category:NPCs]]
[[Category:NPCs]]
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