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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:
The variable ranges are:<br />
* Light Blue - 6-15 levels below you. (Decent XP) [Light Blue starts at level 20]
Light Blue - 6-15^ levels below you. (Decent XP)   LB starts at level 25.<br />
: The end of Light Blue (and the start of Green) varies somewhat with your level.
Green - 6^-20^^ levels below you.  (Minimal XP)<br />
* Green - 6-20 levels below you.  (Minimal XP)
Grey - 6^^^-21^^^ or more levels below you.  (No 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)
^The end of Light Blue (and the start of Green) varies somewhat with your level.<br />
: Grey starts whenever you can no longer gain XP from a mob of that level; this varies with your level.
^^The end of Green varies somewhat with level depending on when Grey starts for your level<br />
^^^Grey starts whenever you can no longer gain XP from a mob of that level; this varies with your level.<br />


== Spawn timers ==  
== 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
"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
=== Zone load ===
{{Cquote|<br />If the zone is running with no load, spawns are approximately 20% faster than what's specified in data.||| [https://forums.daybreakgames.com/eq/index.php?threads/next-patch-items-that-will-affect-tlp.250815/page-4#post-3691824 Prathun, EQ Developer]}}


=== Ancient Cyclops ===
=== 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
"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
== Zone load ==
{{Cquote|<br />If the zone is running with no load, spawns are approximately 20% faster than what's specified in data.||| [https://forums.daybreakgames.com/eq/index.php?threads/next-patch-items-that-will-affect-tlp.250815/page-4#post-3691824 Prathun, EQ Developer]}}


==Little Bo==
==Little Bo==
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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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The bonus for rares for the Independence Weekend is 76%, the same as faction and experience.||| [https://forums.daybreakgames.com/eq/index.php?threads/so-about-that-76-named-spawn-rate.242344/#post-3563050 Prathun, EverQuest Developer]}}
The bonus for rares for the Independence Weekend is 76%, the same as faction and experience.||| [https://forums.daybreakgames.com/eq/index.php?threads/so-about-that-76-named-spawn-rate.242344/#post-3563050 Prathun, EverQuest Developer]}}
{{Cquote|<br />Our general target is one rare every 72 minutes if all placeholders are killed within a minute of their spawning.<br /><br />BUT it's all random number based, so you get streaks.||| [https://forums.daybreakgames.com/eq/index.php?threads/are-bosses-supposed-to-be-this-slow-to-spawn.262435/#post-3859222 Adam "Ngreth" Bell, Senior Designer, EverQuest, January 16, 2020]}}


== Behavior ==
== Behavior ==
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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 ==
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].
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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