NPCs

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This page is for information on Non Player Characters (NPCs), both quest ones and mobs (monsters).

There are nearly as many NPCs in EverQuest as there are people in Tampa, Florida: The total population of Norrathian NPCs is well over 344,935!



Consider messages (faction and difficulty)

See also: Rare creatures

When you Consider NPCs (/con) you will get a message. The message relays two things. The first is the NPCs attitude toward you. The second is how tough the NPC is compared to you.


Attitude (from worst to best):

ready to attack, threateningly, dubious, apprehensive, indifferent, amiably, kindly, warmly, ally

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.
Raid NPCs will have "This creature would take an army to defeat!" as part of their consider message.

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.

The static ranges are:
Red - 4+ levels above you. (Great XP)
Yellow - 1-3 levels above you. (Excellent XP)
White - Your exact level. (Good XP)
Dark Blue - 1-5 levels below you. (Nice XP)

The variable ranges are:
Light Blue - 6-15^ levels below you. (Decent XP) LB starts at level 25.
Green - 6^-20^^ levels below you. (Minimal XP)
Grey - 6^^^-21^^^ or more levels below you. (No XP)

^The end of Light Blue (and the start of Green) varies somewhat with your level.
^^The end of Green varies somewhat with level depending on when Grey starts for your level
^^^Grey starts whenever you can no longer gain XP from a mob of that level; this varies with your level.

Spawn Timers

"Actually we just reduced the spawn times for everything Luclin and below (I think we stopped there - pretty sure) to 3 days +/- (X) less than a year ago for all raid targets that were over that limit. There are no plans to reduce it any further at this time." - Nodyin, EQ Designer http://forums.station.sony.com/eqold/posts/list.m?start=0&topic_id=106875&#1495972

Ancient Cyclops

"There's one spawn in South Ro with a 30.66666666 minute repop time that has a 10% chance of being the ancient cyclops, but he has to spawn at night. He's on the same spawn table with a_desert_madman, a_dervish_cutthroat, a_sand_giant, and a_mummy." - Prathun, EQ Designer http://forums.station.sony.com/eqold/posts/list.m?topic_id=143508

Little Bo

Little Bo (Elite Supplier) in The Steam Factory zone is at location -61 +443.

Mob corpse timer

If the mob is level 54 or below, the corpse will disappear eight minutes after death. Corpses of mobs level 55 or higher last for 30 minutes.

Mob debuff / DoT limit

According to 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).

Rare creatures

Some quick answers:

Up until recently, it was hit or miss on whether classic spawns that would meet our criteria as 'rare' were flagged. However, as hunter achievements have been implemented, we've identified and flagged these NPCs.

As of the June [2017] update, consider information shows whether your target is rare. For example: Lasna Cheroon - a rare creature - scowls at you, ready to attack -- what would you like your tombstone to say?

NPCs flagged as rare have a higher chance to spawn during a bonus rares event. The bonus is a multiplier on their chance. So, for example, if the bonus were 76%, a rare NPC that has a 10% chance to spawn on its encounter will have a 17.6% chance instead. Note that this does not guarantee the rare, but it does make it significantly more likely to appear.

The bonus for rares for the Independence Weekend is 76%, the same as faction and experience.

Prathun, EverQuest Developer

Behavior

NCD is short for "NPC Command." A spawn has a list of sequential NCDs that determine their out of combat behavior. This behavior is the same regardless of what creature(s) are rolled up on the encounter for that spawn. For most modern spawns, their NCDs are 1. Go home, 2. Wait. or 1. Wander route, 2. Wait. These commands loop in most cases, unless an NCD is a goto NCD X or other edge cases, but I digress... Lord Elgnub's spawn's NCDs are 1. Go home, 2. Wait, 3. Despawn.

Prathun, EQ Developer


Yep [NPCs that corpse camp are Waiting], exactly. That can happen if the spawn has no Go home NCD.

Prathun, EQ Developer

Elf names

For the NPC elves:

  • Sol'Dal - Fire Elves
  • Sul'Dal - Sand Elves