http://www.dwpriests.com/w/api.php?action=feedcontributions&user=Ruedii&feedformat=atomDWPriests - User contributions [en]2024-03-28T18:57:02ZUser contributionsMediaWiki 1.22.15http://www.dwpriests.com/wiki/SplashSplash2012-04-27T08:41:40Z<p>Ruedii: Fish's followers get Splash</p>
<hr />
<div>{{RitualInfoBox<br />
| name=Splash<br />
| gp=30<br />
| learntat=30 in [[faith.rituals.misc.target]]<br />
| skills=[[faith.rituals.misc.self]]/[[faith.rituals.misc.target|target]]<br />
| grantedby=[[Pishe]] and [[Fish]] (+[[followers]])<br />
| requirements=''None''<br />
| rodtype=m<br />
}}<br />
<br />
Covers a target in water<br />
<br />
__TOC__<br />
<br />
= Description =<br />
Splashes the target with water. Easy to perform. There is also a major benefit for a priest being wet when they are fighting witches that use the Bee spell. Being wet (or performing Splash when dry) will cause some of the honey to fall off in a gloop and can counteract damage received from bees. Coupled with [[Major Shield]], this can negate most incoming damage received from this source.<br />
<br />
= Help File =<br />
<!-- If something in this "Help File" section needs changing, please also submit an in-game typo-rep, as this section should mirror the MUD's help file --><br />
Splash summons a wave of water to drench the target, covering them thoroughly with water.<br />
<br />
= Ward Effect =<br />
When warded, Splash will affect the thief and not the victim.<br />
<br />
= Example =<br />
> perform splash on Taffyd<br />
You speak the prayer of saturation.<br />
You ask Fish to grant you water.<br />
A wave of water appears out of thin air and splashes over Taffyd.<br />
<br />
= Granted By =<br />
[[Pishe]] and [[Fish]] (also to His [[followers]])<br />
<br />
= Learnt At =<br />
[[faith.rituals.misc.target]] level 30<br />
<br />
= Skills Used =<br />
[[Category:Rituals needing to be mocked]]<br />
*[[faith.rituals.misc.self]]/[[faith.rituals.misc.target|target]]<br />
<br />
= Base GP Cost =<br />
30 GP<br />
<br />
= Requirements =<br />
''None''<br />
<br />
= [[Meditate]] =<br />
{{MeditateBox<br />
| type=m<br />
| steps=2<br />
| target=Yourself & Others<br />
| components=None<br />
| powers=Speech<br />
| resist=n<br />
}}<br />
<br />
[[Category:Pishe Rituals]]<br />
[[Category:Fish Rituals]]<br />
[[Category:Rituals]]</div>Ruediihttp://www.dwpriests.com/wiki/List_of_NPC_AlignmentsList of NPC Alignments2010-11-15T16:09:48Z<p>Ruedii: /* Cabbage fields and plains */</p>
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<div>This is a listing of various unnamed npcs and their [[alignment]]s according to [[Detect Alignment]], by area. Of the npcs that have a range of possible alignments and come in groups, they don't necessarily group with others of similar alignments. For example, if a merchant has two bodyguards, one may be 11 degrees good and the other 5 degrees evil. "At least" means that a range may extend further in either direction.<br />
<br />
Also, similar npcs in different areas aren't necessarily the same. Crows in the terrains are evil, while the ones in Ankh-Morpork are neutral, for example.<br />
<br />
Colour code for the bullet points (based on the most common alignment or the middle of the range (if the range is evenly distributed)):<br />
<br />
{{None}}: Very wide range/unknown alignment<br />
{{Extra_Evil}}: More than five degrees evil<br />
{{Evil}}: One to five degrees evil<br />
{{Neutral}}: Neutral or narrow range centered on neutral<br />
{{Good}}: One to five degrees good<br />
{{Extra_Good}}: More than five degrees good<br />
<br />
[[Alignment_Templates]] (for indented versions and versions without line breaks built in)<br />
<br />
=Roads=<br />
There are specific types of npcs that wander the roads, but you'll also find that some npcs from the surrounding terrains will show up on them--chipmunks, crows, grass wolves, hunters, and such will show up on the roads in the Sto Plains, for example. Bandits (also known as brigands and outlaws) roam the roads at night and early morning, and will attack on sight, making the roads somewhat dangerous at those times. Road npcs are:<br />
<br />
==Through Sto Plains==<br />
{{Neutral}} Bandits: Usually neutral. At least one has been 5 degrees good, though. These wander the roads at night (and early morning, before the sun's up) singly and in groups, and attack travelers.<br />
{{None}} Bodyguards: vary. These accompany merchants, traders, and dealers. Their alignments vary from at least 40 degrees evil to at least 39 degrees good. They seem to be more likely to be good than evil. <br />
{{Neutral}} Brigands: Usually neutral. Same as bandits; will attack on sight. <br />
{{Neutral}} Cooking monsters: Neutral. These are trolls, and they sell food. <br />
{{Neutral}} Dealers: neutral. Sometimes come alone, sometimes come with bodyguards (generally one to three) that will protect them. Sometimes have items for sale. <br />
{{Neutral}} Dwarf warriors: Seem to range from 2 degrees evil to 2 degrees good. The "old" dwarf warriors may all be neutral. <br />
{{Neutral}} Fighters: Seem to range from 2 degrees evil to 2 degrees good. Often come in groups and may assist each other. They're about as likely to be neutral as to be at all evil, and a bit more likely to be neutral or evil than to be at all good. <br />
{{None}} Journeyman blacksmiths: Range from at least 4 evil to 27 good. <br />
{{None}} Journeyman carpenters: Range from at least 42 evil to 45 good. <br />
{{Good}} Knights: 1 degree good (even the "holy" knights). Usually come in small groups. <br />
{{Neutral}} Merchants: Neutral. Same as dealers. <br />
{{Neutral}} Outlaws: Usually neutral. Same as bandits; will attack on sight. <br />
{{Neutral}} Traders: Neutral. Same as dealers. <br />
{{None}} Wandering labourers: Range from at least 47 degrees evil to 46 degrees good. <br />
{{None}} Youths: Range from at least 12 good to 33 evil.<br />
<br />
==Through Ramtops==<br />
{{Neutral}} Farmers: Neutral. <br />
{{Neutral}} Gnolls: Neutral. <br />
{{Neutral}} Hikers: Neutral. <br />
{{Neutral}} Locksmiths: Neutral. <br />
{{Neutral}} Pebbles: Neutral. (These are trolls.) <br />
{{Neutral}} Ramblers: Neutral. <br />
{{Neutral}} Trappers: Neutral. <br />
{{Neutral}} Travellers: Neutral. <br />
{{Neutral}} Trolls: Neutral. <br />
{{Neutral}} Truffle-hunters: Neutral. <br />
{{Neutral}} Tourists: Neutral. <br />
{{Neutral}} Wanderers: Neutral. <br />
{{None}} Witches: Also "crones" or "hags". Attack one (or possibly steal from one), and the others will start to attack you on sight, though they'll forget after a while. There are at least three types:<br />
{{Indented_Good}} The ones with cheerful descriptions (leering, jolly, flighty, scatterbrained) are 1 degree good.<br />
{{Indented_Evil}} The ones with descriptions that mention constant muttering (the mad or midnight ones) are 2 degrees evil.<br />
{{Indented_Neutral}} The others (sour, stern, po-faced, stubborn, prim) are neutral.<br />
<br />
=Terrains=<br />
Rangers are found throughout the mountains, Skund Forest, and sometimes the plains. Unlike most terrain npcs, however, their alignments vary widely--from extremely evil to extremely good (at least), and everything in-between. There doesn't seem to be any correlation between alignment and description (mysterious, lean, etc.) or equipment. Therefore, if you want to kill them for alignment purposes, it's necessary to check them individually.<br />
<br />
==Counterweight Continent==<br />
You can get to the terrains here by swimming out of Tuna Bay and then swimming west along the coast until you reach land outside of the Wall.<br />
<br />
===Beach or Rocky shore===<br />
{{Neutral}} Crabs: Neutral.<br />
{{Neutral}} Seagulls: Neutral. Can come in small groups.<br />
<br />
===Deciduous forest===<br />
{{Neutral}} Black bears: Neutral.<br />
{{Good}} Blackbirds: Range from 1 to 3 degrees good.<br />
{{Neutral}} Chipmunks: Neutral.<br />
{{Neutral}} Does: Neutral.<br />
{{Neutral}} Falcons: Neutral.<br />
{{Extra_Evil}} Mighty oaks: 12 degrees evil.<br />
{{Neutral}} Pigs: Neutral. Come in groups of 4-6.<br />
{{Good}} Rabbits: 2 degrees good.<br />
{{Good}} Sparrows: Range from 1 to 3 degrees good.<br />
{{Evil}} Squirrels: 1 degree evil.<br />
{{Neutral}} Stags: Neutral.<br />
{{Good}} Starlings: Range from 1 to 3 degrees good.<br />
<br />
===Meadow===<br />
{{Neutral}} Black bears: Neutral.<br />
{{Neutral}} Field mice: Neutral.<br />
{{Neutral}} Goats: Neutral.<br />
{{Neutral}} Horses: Neutral.<br />
{{Evil}} Rats: 3 degrees evil.<br />
{{Neutral}} Squirrels: Neutral.<br />
{{Neutral}} Turkeys: Neutral.<br />
{{Neutral}} Weasels: Neutral.<br />
<br />
===Moorland/Tundra===<br />
There is moorland in the southwesternmost part of the Counterweight Continent, just before the ice bridge to the Ramtops.<br />
<br />
{{Neutral}} Dog foxes: neutral<br />
{{Good}} Hares: Three or four degrees good.<br />
{{Neutral}} Lemmings: neutral<br />
{{Neutral}} Vixens: neutral<br />
{{Neutral}} White bears: neutral<br />
<br />
===Plains===<br />
{{Neutral}} Black bears: Neutral.<br />
{{Good}} Blackbirds: Range from 1 to 3 degrees good.<br />
{{Neutral}} Field mice: Neutral.<br />
{{Neutral}} Horses and foals: Neutral. They come singly or in groups of 7-8.<br />
{{Evil}} Rats: 3 degrees evil.<br />
{{Good}} Sparrows: Range from 1 to 3 degrees good.<br />
{{Evil}} Squirrels: 1 degree evil.<br />
{{Good}} Starlings: Range from 1 to 3 degrees good.<br />
{{Neutral}} Turkeys: Neutral.<br />
{{Neutral}} Weasels: Neutral.<br />
<br />
==Klatch==<br />
===Ephebian desert===<br />
The Tsortian desert (west of the Haribos mountain range) seems to be the same as the Ephebian desert, as far as npcs go.<br><br />
{{Neutral}} Desert foxes: Neutral. <br />
{{Neutral}} Desert lions: Neutral. These attack, but don't pursue. Very common. <br />
{{Neutral}} Horned Vipers: Range from at least 2 degrees good to 4 degrees evil. Neutral and 1 degree good seem to be the most common alignments. <br />
{{Neutral}} Lizards: Range from at least 3 degrees good to 2 degrees evil. About half seem to be neutral. <br />
{{Neutral}} Lyre-horned gazelles: Neutral.<br />
{{Neutral}} Scorpions: Range from at least 2 degrees good to 1 degree evil. <br />
{{Neutral}} {{Also_Evil}} Vultures: Range from at least neutral to 7 degrees evil. Neutral ones seem the most common.<br />
<br />
====Oasis====<br />
{{Good}} Boys: 3 or 4 degrees good.<br />
{{Good}} Captains: 1 or 2 degrees good. These will assist any other npcs they see you attack.<br />
{{Neutral}} Spoiled child: Neutral.<br />
{{Good}} Girls: 2 to 4 degrees good.<br />
{{Good}} Hermits: 5 degrees good. These will dispell shields (though possibly not magical shields), and are technically Gufnork priests. They will also assist any other npcs they see you attack.<br />
{{Good}} Men: 1 or 2 degrees good.<br />
{{Extra_Good}} Mystics: 9 degrees good. These will dispell shields (though possibly not magical shields), and are technically Gufnork priests. They will also assist any other npcs they see you attack.<br />
{{Neutral}} Nomads: Neutral.<br />
{{Good}} Palms: Range from neutral to 4 degrees good, usually 1 to 3 degrees good.<br />
{{Good}} Patrollers: 3 or 4 degrees good.<br />
{{Good}} Peacekeeper commanders: 3 or 4 degrees good. These will assist any other npcs they see you attack.<br />
{{Good}} Women: 1 or 2 degrees good.<br />
<br />
===Garlic farm===<br />
{{Neutral}} {{Also_Evil}} Farmers: Neutral or 1 degree evil.<br />
<br />
===Jungle===<br />
{{Neutral}} Chequered zebras: Neutral.<br />
{{Neutral}} Gaurs: Neutral. Come singly or in pairs.<br />
{{Neutral}} Giant's leaf birds: Neutral.<br />
{{Neutral}} Jungle cocks: Neutral. Come singly or in groups of 4-6 with other cocks or hens.<br />
{{Neutral}} Jungle hens: Neutral. Come singly or in groups of 4-6 with other hens or cocks.<br />
{{Neutral}} Klatchian monkey pythons: Neutral.<br />
{{Neutral}} Dappled leopards: Neutral. Attack if looked at or considered.<br />
{{Neutral}} Black panthers: Neutral. Attack if looked at or considered.<br />
{{Neutral}} Peacocks: Neutral.<br />
{{Neutral}} Peahens: Neutral.<br />
{{Neutral}} Top hat monkey (including babies): Neutral. Come singly or in groups of 2-4.<br />
{{Neutral}} Tree vipers: Neutral.<br />
<br />
===Melon farm===<br />
{{Good}} Farmers: 1 or 2 degrees good.<br />
{{Good}} Tortoises: 2 to 4 degrees good.<br />
<br />
===Mountains===<br />
The Haribos mountain range, which you reach if you go west along the Philosopher's Way and keep going west. Either there aren't any npcs here, or the population is so low that there might as well not be any.<br />
<br />
===Savanna===<br />
Most things in this area are neutral. Grassy plains in Klatch seem to have the same npc types as the savanna.<br />
<br />
{{Neutral}} Cheetahs: Neutral. These will pursue if attacked.<br />
{{Neutral}} Dwarf gazelles: Neutral.<br />
{{Good}} Elephants: 3 degrees good.<br />
{{Neutral}} Giraffes: Neutral.<br />
{{Neutral}} Lions, lionesses, and lion cubs: all neutral. Adults will protect cubs.<br />
{{Neutral}} Lyre-horned gazelles: Neutral.<br />
{{Neutral}} Painted dogs and their pups: Neutral. Adults will protect pups.<br />
{{Extra_Evil}} Rogue bull elephants: 10 degrees evil (based on only two readings). These are rare, and will attack unprovoked. They don't pursue.<br />
{{Neutral}}{{Also_Good}} Scorpions: These seem to have alignments ranging from 1 degree evil to 2 degrees good.<br />
{{Evil}} Vultures: These have various alignments; the range seems to be from neutral to 5 degrees evil. You can get vultures of different alignments in the same group.<br />
{{Extra_Evil}} Warthogs: 6 degrees evil. Are aggressive about half the time.<br />
{{Neutral}} Zebras: Neutral.<br />
<br />
===Tomato farm===<br />
No npcs?<br />
<br />
===Water pastures===<br />
The water pastures can be found along the Djel, slightly west of Djelibeybi. The bull hippopotami often attack unprovoked, and in groups, ''all'' the adults may attack (and warcry!) at once. Crocodiles are sometimes aggressive.<br />
<br />
{{Evil}} Crocodiles: 1 degree evil<br />
{{Good}} Egrets: 4 degrees good.<br />
{{Neutral}} Adolescent hippos: Neutral.<br />
{{Good}} Adult female hippos: 3 degrees good.<br />
{{Good}} Bull hippos (adult males): 2 degrees good.<br />
{{Neutral}} Hippo calves: Neutral.<br />
{{Good}} Tortoises: 3 or 4 degrees good.<br />
<br />
==Oceans==<br />
If you kill anything underwater, you won't be able to bury it until it sinks to the seafloor. Things here that attack on sight here are killer whales and sharks.<br />
<br />
===Circle Sea===<br />
Completely devoid of npcs, or such an incredibly low concentration as makes no difference.<br />
<br />
===Turnwise Ocean===<br />
This is the ocean you're in if you swim out of Tuna Bay. As far as I can tell, there's absolutely nothing on the surface--you have to actually go underwater to find anything living. Sharks and killer whales will attack you on sight.<br />
<br />
{{Neutral}} Blowfish: Neutral.<br />
{{Extra_Good}} Blue whales: Range from at least 6 to 13 degrees good.<br />
{{Neutral}} Goldfish: Neutral.<br />
{{Neutral}} Graylings: Neutral.<br />
{{Neutral}} Gropers: Neutral.<br />
{{Neutral}} Jellyfish: Neutral.<br />
{{Evil}} Killer whales: Range from at least 2 to 5 degrees evil. Will attack.<br />
{{Neutral}} Mullets: Neutral.<br />
{{Neutral}} Pikes: Neutral<br />
{{Neutral}} Salmon: Neutral.<br />
{{Neutral}} Sea bass: Neutral.<br />
{{Neutral}} Seahorses: Neutral.<br />
{{Neutral}} Sea urchins: Neutral.<br />
{{Evil}} Sharks: 5 degrees evil (based on only two sharks). Will attack.<br />
{{Neutral}} Starfish: Neutral.<br />
{{Neutral}} Tuna fish: Neutral.<br />
<br />
===Widdershins Ocean Glacier===<br />
You get here by going east of the Ramtops, past the ice land. (Note: Haven't detected any of these yet, only explored as a ghost.) There don't seem to be any npcs in the ocean itself--only on the glacier. (Note: alignments here are extrapolated from those of the ice land npcs rather than detected directly, since they appear to be the same.)<br />
<br />
{{Neutral}} Dog foxes: neutral<br />
{{Good}} Hares: 3 or 4 degrees good.<br />
{{Neutral}} Hublandish barbarians: Mostly neutral or 1 degree evil, sometimes 2 degrees evil.<br />
{{Extra_Evil}} Ice giants: range from at least 8 to 11 degrees evil. Come singly or in groups of 2-3. Will attack on sight and pursue. Will attack other npcs in the room.<br />
{{Neutral}} Penguins: neutral. Come in groups of 4-6 mixed with:<br />
{{Indented_Neutral}} Penguin chicks: neutral<br />
{{Neutral}} Snow eagles: neutral<br />
{{Neutral}} Vixens: neutral<br />
{{Neutral}} White bears: neutral<br />
<br />
==Ramtops==<br />
===Deciduous forests===<br />
It seems likely that the deciduous and evergreen forests in the Ramtops actually have the same mix of npcs--barring the npc trees--but I'm keeping them separate for now since I haven't seen every single Ramtops forest npc in both areas.<br />
<br />
{{Neutral}} Birdwatchers: Neutral <br />
{{Neutral}} Black bears: Neutral <br />
{{Good}} Blackbirds: 1-3 degrees good. <br />
{{Neutral}} Charcoal burners: Neutral. <br />
{{Neutral}} Chipmunks: Neutral. <br />
{{Neutral}} Does: Neutral. <br />
{{Neutral}} Dwarfs: Neutral. <br />
{{Neutral}} Falcons: Neutral. <br />
{{Neutral}} Gnolls: Neutral. <br />
{{Neutral}} Grizzly bears: Neutral. <br />
{{Neutral}} Hedge wizards: Neutral. <br />
{{Evil}} Hunters: 1-3 degrees evil. <br />
{{Good}} Lumberjacks: 2 degrees good. <br />
{{Extra_Evil}} Mighty oaks: 12 degrees evil <br />
{{Neutral}} Mooses: Neutral. May attack on sight. <br />
{{Neutral}} Owls: Neutral. <br />
{{Good}} Rabbits: 2 degrees good. <br />
{{Good}} Sparrows: 1-4 degrees good. <br />
{{Evil}} Squirrels: 1 degree evil <br />
{{Neutral}} Stags: Neutral. <br />
{{Good}} Starlings: 1-4 degrees good. <br />
{{Neutral}} Swineherds: Neutral. Come with: <br />
{{Indented_Neutral}} Pigs: Neutral. <br />
{{Neutral}} Trolls: Neutral.<br />
<br />
===Evergreen forest===<br />
{{Neutral}} Black bears: Neutral <br />
{{Good}} Blackbirds: 1-3 degrees good. <br />
{{Neutral}} Charcoal burners: Neutral. <br />
{{Neutral}} Chipmunks: Neutral. <br />
{{Neutral}} Does: Neutral. <br />
{{Neutral}} Dwarfs: Neutral. <br />
{{Neutral}} Falcons: Neutral. <br />
{{Neutral}} Gnolls: Neutral. <br />
{{Neutral}} Goatherds: Neutral. Come with:<br />
{{Indented_Neutral}} Goats: Neutral.<br />
{{Neutral}} Grizzly bears: Neutral-1 degree evil. <br />
{{Neutral}} Hedge wizards: Neutral. <br />
{{Good}} Hares: 3 or 4 degrees good. <br />
{{Evil}} Hunters: 1-3 degrees evil. <br />
{{Evil}} Huntresses: 1-3 degrees evil. Rarer than hunters. <br />
{{Neutral}} Lancre reciprocating foxes: Neutral.<br />
{{Good}} Lumberjacks: 2 degrees good. <br />
{{Extra_Evil}} Pines: 12 degrees evil. <br />
{{Extra_Evil}} Pine saplings: 7 degrees evil. Sometimes group with pines. <br />
{{Good}} Rabbits: 2 degrees good. <br />
{{Good}} Sparrows: 1-4 degrees good. <br />
{{Evil}} Squirrels: 1 degree evil <br />
{{Neutral}} Stags: Neutral. <br />
{{Good}} Starlings: 1-4 degrees good. <br />
{{Neutral}} Swineherds: Neutral. Come with: <br />
{{Indented_Neutral}} Pigs: Neutral. <br />
{{Neutral}} Trolls: Neutral.<br />
<br />
===Gloomy Forest===<br />
{{Evil}} Druids: 2-4 degrees evil. Apparently these may attack on sight if you've been killing them. <br />
{{Evil}} Giant spiders: 2-4 degrees evil. These can be found off of the safe path, and attack on sight. They have a nasty poison, as well.<br />
{{Extra_Evil}} Oaks: 12 degrees evil. <br />
{{Extra_Evil}} Pines: 12 degrees evil.<br />
<br />
===Hub===<br />
This area, in addition to being very cold and being home to tough, aggressive, pursuing ice giants, has a huge amount of background magic, making it potentially deadly to cast spells here. (Note: alignments here are extrapolated from those of the ice land npcs rather than detected directly, since they appear to be the same.)<br />
<br />
{{Neutral}} Dog foxes: neutral<br />
{{Good}} Hares: 3 or 4 degrees good.<br />
{{Neutral}} Hublandish barbarians: Mostly neutral or 1 degree evil, sometimes 2 degrees evil.<br />
{{Extra_Evil}} Ice giants: range from at least 8 to 11 degrees evil. Come singly or in groups of 2-3. Will attack on sight and pursue. Will attack other npcs in the room.<br />
{{Neutral}} Penguins: neutral. Come in groups of 4-6 mixed with:<br />
{{Indented_Neutral}} Penguin chicks: neutral<br />
{{Neutral}} Snow eagles: neutral<br />
{{Neutral}} Vixens: neutral<br />
{{Neutral}} White bears: neutral<br />
<br />
===Ice land===<br />
These are east of the Ramtops. Dangers here: the dangerously cold temperatures and the tough, aggressive, pursuing ice giants.<br />
<br />
{{Neutral}} Dog foxes: neutral<br />
{{Good}} Hares: 3 or 4 degrees good.<br />
{{Neutral}} Hublandish barbarians: Mostly neutral or 1 degree evil, sometimes 2 degrees evil.<br />
{{Extra_Evil}} Ice giants: range from at least 8 to 11 degrees evil. Come singly or in groups of 2-3. Will attack on sight and pursue. Will attack other npcs in the room.<br />
{{Neutral}} Penguins: neutral. Come in groups of 4-6 mixed with:<br />
{{Indented_Neutral}} Penguin chicks: neutral<br />
{{Neutral}} Snow eagles: neutral<br />
{{Neutral}} Vixens: neutral<br />
{{Neutral}} White bears: neutral<br />
<br />
===Marshland===<br />
{{Evil}} Alligators: 2 degrees evil. <br />
{{Neutral}} Birdwatchers: Neutral. Hang out around bird groups. <br />
{{Good}} Blackbirds: 1-3 good. <br />
{{Good}} Lizards: 4 good. <br />
{{Neutral}} Peahens: Neutral. <br />
{{Good}} Sparrows: 1-4 good. <br />
{{Good}} Starlings: 1-4 good. <br />
{{Neutral}} Turkeys: Neutral.<br />
<br />
===Moorland===<br />
Moose here are sometimes aggressive. At night there are evil trolls and brigands, which will attack on sight.<br />
<br />
{{Neutral}} Bears: Neutral.<br />
{{Evil}} Brigands: 2 degrees evil. Come out at night singly or in groups of 2-3, will attack on sight. Roads only?<br />
{{Neutral}} Dog foxes: Neutral.<br />
{{Evil}} Evil trolls: 3 degrees evil. They turn into boulders during the day, and wake back up around evening. These attack on sight.<br />
{{Good}} Hares: 3 or 4 degrees good.<br />
{{Evil}} Hublandish barbarians (in the vicinity of their camp): Range from at least neutral to 3 degrees evil. Come singly or in small groups (up to four).<br />
{{Neutral}} Lemming: Neutral.<br />
{{Neutral}} Moose: Neutral. Will sometimes attack.<br />
{{Neutral}} Tharga beasts (likely neutral, if they're like the others in the Ramtops)<br />
{{Neutral}} Vermine: Neutral.<br />
{{Neutral}} Vixens: Neutral.<br />
<br />
===Mountain===<br />
Dangers: aggressive, pursuing lynxes and yeti, sometimes aggressive moose, and agressive brigands and evil trolls at night.<br />
<br />
{{Evil}} Brigands: 2 degrees evil. Come out at night singly or in groups of 2-3, will attack on sight. Are on the roads sometimes as well.<br />
{{Neutral}} Dog foxes: Neutral.<br />
{{Evil}} Evil trolls: 3 degrees evil. They turn into boulders during the day, and wake back up around evening. These attack on sight.<br />
{{Neutral}} Goatherds: Neutral. Come with:<br />
{{Indented_Neutral}} Goats: Neutral.<br />
{{Good}} Hares: 3 or 4 degrees good<br />
{{Evil}} Hublandish barbarians: Range from at least neutral to 3 degrees evil. Come singly or in groups of up to four.<br />
{{Neutral}} Lynxes: neutral. Will pursue and attack on sight.<br />
{{Neutral}} Moose: Neutral. Sometimes aggressive.<br />
{{None}} Mountain climbers: ??<br />
{{Neutral}} Mountain goats: Neutral.<br />
{{Good}} Pebbles (trolls): 1 degree good.<br />
{{Neutral}}{{Also_Good}} Tharga beasts: Neutral or 1 degree good.<br />
{{None}} Vixens: ??<br />
{{Neutral}} White bears: Neutral.<br />
{{Evil}} Yeti: range from at least 2 to 4 degrees evil. Will pursue and attack on sight. Sometimes come in pairs.<br />
<br />
===Pictsie barrow lake===<br />
There are sometimes pikes here, which will attack on sight.<br />
<br />
{{Neutral}} Salmon: Neutral.<br />
{{Neutral}} Trout: Neutral.<br />
<br />
===Plains===<br />
At night, there are evil trolls which will attack on sight.<br />
<br />
{{Neutral}} Black bears: Neutral.<br />
{{Evil}} Evil trolls: 3 degrees evil. They turn into boulders during the day, and wake back up around evening. These attack on sight.<br />
{{Neutral}} Field mice: Neutral. <br />
{{Evil}} Highwaymen: 1 degree evil. (Note: have only found one of these.) Roads only?<br />
{{Neutral}} Horses and foals: Neutral. Come singly or in groups of around seven.<br />
{{Neutral}} Hublandish barbarians (in the vicinity of their camp): neutral. Come singly or in groups of up to four.<br />
{{Evil}} Hunters: 1-3 degrees evil. <br />
{{Neutral}} Pebbles: Neutral. <br />
{{Evil}} Rats: 3 degrees evil. <br />
{{Good}} Sheep: 1 or 2 degrees good. Come attended by:<br />
{{Indented_Neutral}} Shepherds: neutral.<br />
{{Indented_Neutral}} Sheepdogs: neutral.<br />
{{Evil}} Squirrels: 1 degree evil. <br />
{{Neutral}} Tharga beasts: Neutral. <br />
{{Neutral}} Turkeys: Neutral. <br />
{{Neutral}} Weasels: Neutral.<br />
<br />
==SUR/Sto Plains==<br />
The small birds found in these areas (blackbirds, redwings, finches, thrushes, and to a lesser extent quails and meadowhawks) have a tendancy to fly off if you wait in the room with them for too long.<br />
<br />
===Beach (Circle Sea)===<br />
The Circle Sea beach has its own npcs, but as on the roads, you'll also sometimes see npcs from the surroundng area wander in. Here, you'll see:<br />
<br />
{{Evil}} Crabs: 2 degrees evil. They come singly and in small or medium-sized groups. <br />
{{Neutral}} Fishermen: neutral. <br />
{{Evil}} Seagulls: 3 or 4 degrees evil. These are less desirable targets, as they tend to fly off.<br />
<br />
===Cabbage fields and plains===<br />
The area surrounding Ankh-Morpork and the cities around it. Npcs you'll find here:<br />
<br />
{{Good}} Badgers: 1 degree good. <br />
{{Evil}} Bears: 1 degree evil. Sometimes aggressive.<br />
{{Extra_Good}} Blackbirds: 9 degrees good. <br />
{{Neutral}} {{Also_Good}} Butterflies and moths: Neutral or good. They come in large mixed groups, possibly only in the plains. There are two basic types:<br />
{{Indented_Good}} Obsidian and jet black butterflies: 2-4 degrees good, are tougher than you might expect.<br />
{{Indented_Neutral}} Other butterflies and moths: Neutral. Include blue butterflies, iridescent blue butterflies, cabbage-eating butterflies, emerald butterflies, green butterflies, grey butterflies, monarch butterflies, leopard moths, and giant leopard moths.<br />
{{Neutral}} Cabbages (in cabbage fields): Neutral and can't be attacked (but you can "eat" them live). <br />
{{Good}} Chipmunks: 3 or 4 degrees good. <br />
{{Evil}} Crows: Seem to range from 4 to 6 degrees evil. Often come in conveniently large groups. Sometimes they will come down on corpses.<br />
{{Evil}} Dog foxes: 2 degrees evil. Sometimes come with three or four:<br />
{{Indented_Extra_Good}} Fox cubs: 6 or 7 degrees good. (May be seasonal--spring.)<br />
{{Extra_Good}} Fieldfares: 9 degrees good. <br />
{{Extra_Good}} Foals: 6 degrees good, and come in groups with horses. <br />
{{Good}} Grass wolves: 1 degree good. <br />
{{Good}} Horses (including "young" horses): 2 degrees good. <br />
{{Neutral}} Hunters: These are most often neutral, but a few of them are one degree good or evil (more seem to be good than evil). They may attack pets. Some of them also have dogs: <br />
{{Indented_Good}} Bloodhound: 1 degree good. <br />
{{Indented_Good}} Boarhound: 1 degree good. <br />
{{Indented_Good}} Pointer: 1 degree good. <br />
{{Indented_Good}} Retriever: 1 degree good. <br />
{{Indented_Good}} Wolfhound: 1 degree good. <br />
{{Neutral}} Moths: See "Butterflies and moths" above.<br />
{{Neutral}} Poachers: Neutral. <br />
{{Good}} Quails: 3 degrees good. <br />
{{Extra_Good}} Rabbits: 10 degrees good. <br />
{{None}} Rangers: Vary. <br />
{{Good}} Red meadowhawks: 3 degrees good. <br />
{{Extra_Good}} Redwings: 9 degrees good. <br />
{{Good}} Sheep: 2 degrees good. Accompanied by... <br />
{{Indented_Evil}} Shepherds: 2 degrees evil. <br />
{{Extra_Evil}} Silver birches: 12 degrees evil. <br />
{{Extra_Good}} Thrushes: 9 degrees good. <br />
{{Evil}} Vixens: 2 degrees evil. Sometimes come with three or four:<br />
{{Indented_Extra_Good}} Fox cubs: 6 or 7 degrees good. (May be seasonal--spring.)<br />
{{Extra_Evil}} Weeping willows: 12 degrees evil. <br />
{{Extra_Evil}} Wild boars: 6 degrees evil. Sometimes these will attack.<br />
<br />
===Forest (not Skund)===<br />
There are small forested areas in the middle of the plains. The wolves here may or may not attack on sight (possibly wolves by themselves won't attack while groups will). They may or may not actually have a different npc mix than Skund forest. Npcs found here include:<br />
<br />
{{Evil}} Bears: 1 degree evil. Sometimes aggressive.<br />
{{Extra_Good}} Bear cubs: 8 or 9 degrees good. Obviously you can't kill cubs without the adult bears protecting them. The adults may also attack you if you hug their cubs--it's possible this depends on your alignment. <br />
{{Good}} Chipmunks: 4 degrees good. <br />
{{Evil}} Dog foxes: 2 degrees evil. <br />
{{Evil}} Owls: 3 degrees evil. <br />
{{Evil}} Toads: 4 degrees evil. <br />
{{Extra_Good}} Rabbits: 10 degrees good. <br />
{{None}} Rangers: Vary. <br />
{{Extra_Evil}} Silver birches: 12 degrees evil. <br />
{{Extra_Evil}} Weeping willows: 12 degrees evil. <br />
{{Extra_Evil}} Wolves: 8 or 9 degrees evil. These may attack even outside of Skund.<br />
<br />
===Hilly mountain range (Morpork Mountains)===<br />
This kind of terrain can be found south of Anhk-Morpork, and west of Nowhere. Here, you'll see:<br />
<br />
{{Evil}} Bears: 1 degree evil. Sometimes aggressive.<br />
{{Extra_Good}} Blackbirds: 9 degrees good. <br />
{{Good}} Bucks: 3 degrees good. <br />
{{Good}} Does: 3 degrees good. <br />
{{Evil}} Dog foxes: 2 degrees evil. Sometimes come with three or four:<br />
{{Indented_Extra_Good}} Fox cubs: 6 or 7 degrees good. (May be seasonal--spring.)<br />
{{Neutral}} Eagles: Neutral. <br />
{{Good}} Fawns: 3 degrees good. <br />
{{Extra_Good}} Finches: 9 degrees good. <br />
{{Neutral}} Frogs: Neutral. <br />
{{Neutral}} Hares: Neutral. <br />
{{Neutral}} Moon dragons: Neutral. <br />
{{Good}} Mountain lions: 4 degrees good. Note that they like to run off during a fight so that they can ambush you. <br />
{{Evil}} Oreads: 1 degree evil. They can also heal themselves and make themselves stronger during a fight. <br />
{{Extra_Good}} Pure white bird (Caladrius): 10 degrees good, and will heal you if you find them while injured. Apparently you can't kill them, but just attacking will make you more evil. <br />
{{Good}} Quails: 3 degrees good. <br />
{{Extra_Good}} Rabbits: 10 degrees good. <br />
{{None}} Rangers: Vary. <br />
{{Extra_Evil}} Silver birches: 12 degrees evil. <br />
{{Evil}} Vixens: 2 degrees evil. Sometimes come with four or so:<br />
{{Indented_Extra_Good}} Fox cubs: 6 or 7 degrees good. (May be seasonal--spring.)<br />
{{Extra_Evil}} Wolves: 10 degrees evil. Unlike the ones in Skund Forest, these seem to come alone, and don't seem to attack unprovoked.<br />
<br />
===Skund forest===<br />
The wolves here tend to come in groups, will attack on sight, and are fairly tough and fast, making this area dangerous for lower-level characters. Npcs in this area include:<br />
<br />
{{Evil}} Bears: 1 degree evil. Sometimes aggressive.<br />
{{Extra_Good}} Bear cubs: 9 degrees good. <br />
{{Evil}} Bucks: 3 degrees evil. <br />
{{Good}} Chipmunks: 3 degrees good. <br />
{{Good}} Does: 3 degrees good. <br />
{{Good}} Fawns: 3 degrees good. <br />
{{Evil}} Owls: 3 degrees evil. <br />
{{None}} Rangers: Vary. <br />
{{Extra_Evil}} Silver birches: 12 degrees evil <br />
{{Evil}} Toads: 4 evil. <br />
{{Evil}} Vixens: 2 degrees evil. <br />
{{Extra_Evil}} Weeping willows: 12 degrees evil. <br />
{{Extra_Evil}} Wolves: 8 or 9 degrees evil. Will attack on sight, but don't pursue.<br />
<br />
=Cities, towns, and villages=<br />
==Ankh-Morpork==<br />
Note that fighting in front of a watchman will get you into trouble with the Watch, and attacking priests may bring the God Squad down on your head (also be prepared for the priest to heal and shield the God Squad). Npcs here include:<br />
<br />
{{Evil}} Accountants: Usually 1 to 3 degrees evil, sometimes neutral.<br />
{{Neutral}} Actors: Neutral. Found in the Isle of Gods.<br />
{{Neutral}} Assassins: Usually neutral, sometimes 1 degree good or evil. They're often hiding.<br />
{{Neutral}} Bankers: Usually neutral, rarely 2 degrees evil. <br />
{{Good}}{{Also_Extra_Good}} Barbarians: Range from at least 3 to 8 degrees good.<br />
{{Neutral}} Beggers: Neutral (both rich and poor). <br />
{{Neutral}} Bodyguards: Neutral. Usually accompany traders, dealers, and merchants. <br />
{{Neutral}} Children: Neutral (including troll children). <br />
{{Neutral}} Chorus girls: Neutral. <br />
{{Neutral}} City guards: Range from at least 2 degrees good to 2 degrees evil. <br />
{{Neutral}} Cockroaches: Neutral. <br />
{{Neutral}} Crows: Neutral. <br />
{{Neutral}} Dealers: Neutral. <br />
{{Neutral}} Dogs: Neutral. <br />
{{Neutral}} Dwarf warriors: Neutral. <br />
{{Good}} Errand boys: 3 or 4 degrees good. <br />
{{Neutral}} Farmers: Neutral. <br />
{{Good}} God Squad: All 2 degrees good. Consists of Fujiyama, Freda, Septa, Diego, and Rixacardo. Found wherever someone's attacking a priest or priestess (besides Kess) or at the very top of the Temple of Small Gods (fourth floor, in the belltower).<br />
{{Evil}} LAG: 5 degrees evil. <br />
{{None}} Lawyers: Seem to come in three varieties:<br />
{{Indented_Evil}} Normal lawyers: Range from at least 2 to 6 degrees evil.<br />
{{Indented_Extra_Evil}}{{Also_Evil}} Evil lawyers: Range from at least 2 to 11 degrees evil.<br />
{{Indented_Evil}} Heartless lawyers: May or may not be different from normal lawyers, not enough data yet. Range from at least 2 to 7 degrees evil.<br />
{{Evil}} Little old ladies: 1 or 2 evil. Come in medium to large groups. <br />
{{Neutral}} Men: Neutral. (As in, npcs which are just called "an interesting man", for example.) <br />
{{Neutral}} Mercenaries: Generally neutral, sometimes 1 degree good or evil, except for: <br />
{{Indented_Extra_Evil}} Mean mercenaries: 5, 6, or 7 degrees evil, probably with about equal probability. <br />
{{Neutral}} Opera singers: Neutral. These can be found in the Isle of Gods.<br />
{{Good}} Palace guards: 3 or 4 good. <br />
{{Neutral}} Paperboys and papergirls: Neutral. <br />
{{Neutral}} Pigeons: Neutral. <br />
{{None}} Priests and priestesses: These vary by deity. Men or women who are called "zealous", "godly", "prayerful", "pious", "believing", "holy", "religious", or "pietistic" are also priests and priestesses (and if you look at them, their descriptions will identify which deity they worship). Attacking any of them can bring the entire God Squad down on you (see God Squad) unless you kill them quickly enough or unless the God Squad's dead. The ones that are explicitly named priests and priestesses don't always have their deities' names in their descriptions, but they can still be easily identified by looking at their holy amulets or symbols (or Major Shield/Minor Shield, since they usually have one up), and tend to say their deity's name, if you wait. Found all over Ankh-Morpork, but especially on God Street and the Street of Small Gods. By deity: <br />
{{Indented_Extra_Good}} Pishe: 25 degrees good. <br />
{{Indented_Extra_Good}} Gufnork: 4 to 9 degrees good, usually 6 or 7. <br />
{{Indented_Good}} Gapp: 2 or 3 degrees good, usually 3. <br />
{{Indented_Neutral}} Sandelfon: Neutral. <br />
{{Indented_Evil}} Fish: 1 degree evil or neutral, more commonly 1 degree evil. <br />
{{Indented_Evil}} Hat: 3-6 degrees evil, usually 5. <br />
{{Indented_Extra_Evil}} Sek: 20, 23, 26, or 28 degrees evil. <br />
{{Neutral}} Rats: Neutral. <br />
{{Neutral}} Sailors: Usually neutral, can also be 1-3 degrees good or 1-2 degrees evil. (1 degree good and evil are more frequent than more extreme alignments, but much less frequent than neutral.) <br />
{{Good}} Sailors that are called something else. Captains, crewmen, deckhands, first mates, helmsmen, seafarers, and skippers are also sailors, but these varieties are 2 or 3 degrees good--more often 3. <br />
{{Neutral}} Servants: Neutral. <br />
{{Neutral}} Street urchins: Neutral. <br />
{{Neutral}} Starlets: Neutral. These can be found in the Isle of Gods.<br />
{{Neutral}} Tallywomen and tallymen: Neutral. <br />
{{Evil}} Thieves: 2 degrees evil. <br />
{{Neutral}} Tourists: Neutral. <br />
{{Neutral}} Town criers: Neutral. <br />
{{Neutral}} Tricksters: Neutral.<br />
{{Neutral}} Trolls: Neutral. <br />
{{Neutral}} Troll starlets: Neutral. These are found on the Isle of Gods.<br />
{{Neutral}} Troll warriors: Neutral. <br />
{{None}} Warriors: Dwarf and troll warriors are neutral, but human ones range from at least 5 degrees evil to 6 degrees good. Alignment may depend on their description.<br />
{{Neutral}}{{Also_Good}} Watchmen: 1 good or neutral. <br />
{{Evil}} Weapons masters: 4 or 5 degrees evil. <br />
{{None}} Witches: Range from at least 4 degrees good to 9 degrees evil. They're also called hags, crones, and girls, and can be identified by warts being mentioned after their descriptions. There doesn't seem to be a correlation between their descriptions and their alignment. <br />
{{Neutral}} Wizards: Neutral.<br />
{{Neutral}} Women: Neutral. (As in, npcs which are just called "an interesting woman", for example.) <br />
{{Neutral}} Zombies: Neutral.<br />
<br />
===Docks===<br />
{{None}} Drunks: These seem to come in two basic varieties (you can tell them apart by looking at them):<br />
{{Indented_Evil}}{{Also_Extra_Evil}} Priests and priestesses of Hat: These range from at least two to nine degrees evil.<br />
{{Indented_Good}} Others: These are 1 or 2 degrees good and have various non-Hat-related descriptions.<br />
{{Neutral}} Figures: Neutral. These sell various things.<br />
{{Neutral}}{{Also_Evil}} Fishermen: Mostly neutral or 1 degree evil (neutral about twice as often), sometimes 2 degrees evil.<br />
{{Neutral}} Fishmongers: Range from at least 4 to 6 degrees good.<br />
{{Neutral}} Fixers: Range from 1 degree evil to 2 degrees good. They sell various things.<br />
{{Neutral}} Hawkers: Neutral. They sell various things.<br />
{{Neutral}} Quiet people: Neutral. They sell various things.<br />
{{Neutral}} Seagulls: Neutral. <br />
{{Neutral}} Smugglers: Range from at least 3 degrees evil to 2 degrees good. They sell various things.<br />
{{Neutral}} Suspicious character/person: Neutral. They sell various things.<br />
<br />
===River and underdocks===<br />
The muddy and solid parts of the river are safe to walk on, as are the underdocks.<br />
<br />
{{Neutral}} Crabs: neutral. Show up everywhere but the liquid part of the river.<br />
{{Evil}} Evil-looking rats: usually 4 or 5 degrees evil, sometimes 8. Show up everywhere but the liquid part of the river. These attack, but are not much tougher than regular rats.<br />
{{Neutral}} Fish of various types: Neutral. Show up in the liquid part of the river.<br />
{{Good}} Boys: 5 degrees good. Show up on the underdocks.<br />
{{Good}} Girls: 4 or 5 degrees good. Show up on the underdocks.<br />
{{Good}} Men: 1 or 2 degrees good. Show up on the underdocks.<br />
{{Neutral}} Rats: neutral. Show up on the solid/muddy parts of the river. <br />
{{Good}} Scavengers: 1 or 2 degrees good. Show up on the underdocks.<br />
{{Neutral}} Seagulls: neutral<br />
{{Neutral}} Toads: neutral. Show up on the solid/muddy parts of the river.<br />
{{Good}} Women: 1 or 2 degrees good. Show up on the underdocks.<br />
<br />
===The Tump===<br />
{{Neutral}} Bunnies: Neutral.<br />
{{Neutral}} Rabbits: Neutral.<br />
{{Neutral}} Rabid rabbits: Neutral. Will attack, but are only about as tough as normal rabbits.<br />
<br />
===Hide Park===<br />
{{Neutral}} Bunnies: Neutral.<br />
{{Neutral}} Rabbits: Neutral.<br />
<br />
==Bes Pelargic==<br />
Carrying weapons openly without a permit here is illegal; if a imperial guards see you with them, they'll take them away and you'll have to buy them back from the confiscated item shop to get them back. Guards also attack you if they see you fighting. You can buy a permit from a shifty looking man, but since the price increases with your guild level, you may want to buy one from a player shop instead. All of the animals here--dogs, ducks, hogs, sows, peacocks, rats, and snakes--seem to be neutral.<br />
<br />
{{Neutral}} Beggars: Neutral.<br />
{{Good}} Calligraphers: Range from at least 3 to 5 degrees good.<br />
{{Good}} Children: 2 degrees good.<br />
{{Evil}} Civil servants: 2 to 4 degrees evil<br />
{{Neutral}} Dockers: Neutral.<br />
{{Neutral}} Dogs: Neutral.<br />
{{Neutral}} Ducks and ducklings: Neutral.<br />
{{Good}} Farmers: Range from at least 2 to 7 degrees good.<br />
{{Neutral}} Hags: Neutral.<br />
{{Neutral}} Hogs: Neutral.<br />
{{Good}}{{Also_Neutral}} Imperial Guards: Usually range from neutral to 4 degrees good, rarely 1 degree evil.<br />
{{Neutral}} Kabuki actor: Range from at least 2 degrees evil to 2 degrees good, neutral about half the time.<br />
{{Evil}} Laggy-san: 5 degrees evil.<br />
{{Good}} Mandarins: Range from at least 2 to 5 degrees good. Family seems not to matter.<br />
{{Neutral}} Men: Neutral.<br />
{{Neutral}} Merchants: Neutral. May come with:<br />
{{Indented_Neutral}} Bodyguards: Range from 1 degree good to 1 degree evil.<br />
{{Neutral}} Monks: Neutral.<br />
{{Neutral}} Ninja: Neutral.<br />
{{None}} Noblemen: Range from at least 9 degrees good to 9 degrees evil. These come with two to five bodyguards (usually four or five) who are all within two degrees of the nobleman's alignment. Family may or may not matter.<br />
{{Good}} Noh actor: Range from at least 2 to 5 dgrees good.<br />
{{Neutral}} Officers: Neutral.<br />
{{Neutral}} Old men and women: Neutral. There may be some punishment later on for attacking them or having attacked them.<br />
{{Evil}} Pickpockets: 2 degrees evil.<br />
{{Good}} Poets: Range from at least 3 to 5 degrees good.<br />
{{Neutral}} Rats: Neutral.<br />
{{Neutral}} Rickshaw drivers: Neutral.<br />
{{Neutral}} Sailors: Neutral.<br />
{{Neutral}} Saleswomen/Salesmen: Neutral. Same as merchants.<br />
{{Good}}{{Also_Extra_Good}} Samurai: Range from at least 2 to 7 degrees good. Family seems not to matter.<br />
{{Good}}{{Also_Extra_Good}} Scribes: Range from at least 2 to 7 degrees good.<br />
{{Neutral}} Sensei: Neutral.<br />
{{Neutral}} Shoppers: Neutral or 1 degree good, usually neutral.<br />
{{Neutral}} Sows: Neutral.<br />
{{Good}}{{Also_Extra_Good}} Sweepers: Range from at least 3 to 7 degrees good.<br />
{{Neutral}} Traders: Neutral. Same as merchants.<br />
{{Neutral}} Tsimo handlers: Neutral. Come with:<br />
{{Neutral}} Tsimo wrestlers: Neutral.<br />
{{Evil}} Urchins: Range from at least 3 to 6 degrees evil.<br />
{{Neutral}} Vendors: Neutral. Same as merchants.<br />
{{Neutral}} Women: Neutral.<br />
{{Neutral}} Youths: Neutral.<br />
<br />
===Hong Pagoda Gardens===<br />
{{Neutral}} Gardeners: Neutral.<br />
{{Neutral}} Peacocks: Neutral.<br />
{{Good}} Ritual guards: 1 degree good.<br />
{{Neutral}} Snakes: Neutral.<br />
{{Neutral}} Vine trellises: Neutral.<br />
<br />
===Family estates===<br />
Reportedly, attacking npcs in the family estates can cause huge groups of guards to appear. Proceed at your own risk.<br />
<br />
====Fang Estate====<br />
This estate features a large lake, which is where all the animals are. The lake isn't too difficult to swim in, but there are underwater rooms so it is possible to drown.<br />
{{Neutral}} Cranes: Neutral.<br />
{{Neutral}} Egrets: Neutral.<br />
{{Neutral}} Family guards: Neutral.<br />
{{Neutral}} Fish: Neutral.<br />
{{Neutral}} Geisha: Usually neutral, sometimes 1 degree good.<br />
{{Neutral}} Herons: Neutral.<br />
{{Neutral}} Koi: Neutral.<br />
{{Neutral}} Water dragons: Neutral.<br />
<br />
====Hong Estate====<br />
{{Extra_Evil}} Gardeners: Range from at least 7 to 20 degrees evil.<br />
{{Evil}}{{Also_Extra_Evil}} Geisha: Range from at least 2 to 9 degrees evil.<br />
{{Evil}}{{Also_Extra_Evil}} Family guards: Range from at least 1 to 24 degrees evil.<br />
{{Evil}}{{Also_Extra_Evil}} Servants: Range from at least 2 to 24 degrees evil.<br />
<br />
====McSweeney Estate====<br />
{{Neutral}}{{Also_Evil}} Eunuchs: Neutral or 1 degree evil.<br />
{{Neutral}} Family Guards: Range from at least 2 degrees evil to 1 degree good.<br />
{{Neutral}} Gardeners: Range from at least 1 degree evil to 2 degrees good.<br />
{{Neutral}} Geishas: Neutral or 1 degree good or evil.<br />
{{Neutral}}{{Also_Good}} Gnolls: Neutral or 1 degree good.<br />
{{Neutral}} Guards: Neutral or 1 degree good. These guard the entrances to the men's and women's wings.<br />
{{Neutral}} Maids: Neutral.<br />
<br />
====Sung Estate====<br />
{{Neutral}}{{Also_Evil}} Family Guards: Range from at least 1 degree good to 2 degrees evil. Usually neutral or evil; neutral about twice as often.<br />
{{Evil}} Geishas: 2 or 3 degrees evil.<br />
<br />
====Tang Estate====<br />
The animals here are in the surrounding walkway/garden, not indoors.<br />
<br />
{{Good}}{{Also_Extra_Good}} Family Guards: Range from at least 2 to 23 degrees good.<br />
{{Neutral}} Gulls: Neutral.<br />
{{Neutral}} Peacocks: Neutral.<br />
{{Neutral}} Pelicans: Neutral.<br />
<br />
==Bleak Prospect==<br />
There are auto-attacking zombies here from at least the afternoon to the nighttime.<br />
<br />
{{Neutral}} Cats: Neutral.<br />
{{Neutral}} Chickens: Neutral.<br />
{{Neutral}} Children: Neutral.<br />
{{Neutral}} Ducks: Neutral.<br />
{{Neutral}} Farmers: Found in the pub. Neutral.<br />
{{Neutral}} Farmhands: Neutral.<br />
{{Neutral}} Lasses: Neutral.<br />
{{Neutral}} Mice: Neutral.<br />
{{None}} Old coots: Found in the town hall. Range from at least 43 degrees evil to 31 degrees good. Evil ones seem more common, but it's probably random or semi-random.<br />
{{Neutral}} Peddlers: Neutral.<br />
{{Neutral}} Pigeons: Neutral.<br />
{{Neutral}} Sheep: Neutral.<br />
{{Evil}} Zombies: 5 degrees evil.<br />
<br />
==Bois==<br />
The town of Bois and the surrounding forest. Children and villagers are only found in the town; does, rabbits, and foragers are found in the forest and disappear when night falls. Woodcutters are found in both areas.<br />
<br />
{{Neutral}} Children: Neutral <br />
{{Good}}{{Also_Evil}} Does: 4 degrees good or 4 degrees evil (about 1/4 seem to be evil). <br />
{{Good}} Foragers: 4 degrees good. <br />
{{Neutral}} Rabbits: Neutral. <br />
{{Neutral}} Villagers: Neutral. <br />
{{Neutral}} Woodcutters: Neutral.<br />
<br />
==Brown Islands==<br />
{{Neutral}} Crabs: Neutral. Found on the rock in the ocean.<br />
{{Neutral}} Jellyfish: Neutral. Found in the ocean.<br />
{{Neutral}} Natives: Neutral.<br />
{{Neutral}} Sailors: Neutral.<br />
<br />
==Djelibeybi==<br />
Killing priests or cats here will get you thrown in the crocodile pit, if the priests catch you after you do it, so some swimming and rock climbing skills may be neccessary if you plan on doing that.<br />
<br />
{{Good}} Ambassadors: 2 degrees good. <br />
{{None}} Architects: Range from at least 14 degrees evil to 36 degrees good. <br />
{{Evil}} Camels: 2 degrees evil <br />
{{Neutral}} Cats: Neutral.<br />
{{Evil}} Ceremonial guards in the Djelian Guard: Mostly 1 degree evil, sometimes 2 degrees evil. <br />
{{Evil}} Ceremonial sentries in the Djelian Guard: 1 degree evil. <br />
{{Neutral}}{{Also Evil}} Children: Neutral, unless they're the pickpocketing ones--those are 2 degrees evil. <br />
{{Neutral}} Dealers: Range from at least 1 degree good to 2 degrees evil.<br />
{{None}} D'reg: Range from at least 13 degrees evil to 7 degrees good. <br />
{{Good}} D'reg women: 1 degree good. <br />
{{Good}} Engineers: Usually 2 degrees good, sometimes 1 degree good.<br />
{{Good}} Farmers: Range from at least 3 degrees good to neutral. <br />
{{None}} Hashishim: Range from at least 3 degrees good to 3 degrees evil. They are spacey, dazed, beautific, and giggly men and women.<br />
{{Good}} Ibises: 5 degrees good. <br />
{{Good}} Labourers: 1 degree good. <br />
{{None}} Madmen: See "Priests and priestesses". They don't count as priests themselves, but priests of the same deity will assist them.<br />
{{Good}} Men: 1 degree good. (I.e., "a sombre young man", for example.) (This doesn't include Hashishim.)<br />
{{Neutral}} Merchants: Range from at least 1 degree good to 1 degree evil.<br />
{{Good}} Palace guards: 1 degree good. <br />
{{Evil}} Party-goers in Hat's temple: 5 degrees evil. <br />
{{None}} Priests and priestesses, by deity: <br />
{{Indented_Extra_Evil}} Bast: 10 degrees evil. <br />
{{Indented_Good}} Bunu: 1 degree good. <br />
{{Indented_Extra_Good}} Cephnet: 6 degrees good. <br />
{{Indented_Extra_Evil}} Cephut: 6 degrees evil. <br />
{{Indented_Neutral}} Dhek: Neutral. <br />
{{Indented_Evil}} Fhez: 2 degrees evil.<br />
{{Indented_Neutral}} Gil: Neutral. <br />
{{Indented_Evil}} Hast: 2 degrees evil. <br />
{{Indented_Evil}} Hat: 5 degrees evil. <br />
{{Indented_Extra_Good}} Herpentine triskeles: 17 degrees good. <br />
{{Indented_Good}} Jeht: 3 degrees good.<br />
{{Indented_Extra_Good}} Juf: 6 degrees good.<br />
{{Indented_Neutral}} Ket: Neutral. <br />
{{Indented_Neutral}} Khefin: Neutral. <br />
{{Indented_Evil}} Nept: 2 degrees evil. <br />
{{Indented_Evil}} Nesh: 1 degree evil. <br />
{{Indented_Extra_Evil}} Net: 9 degrees evil. <br />
{{Indented_Evil}} Orexis-Nupt: 2 degrees evil. <br />
{{Indented_Extra_Evil}} Ptooie: 9 degrees evil. <br />
{{Indented_Neutral}} Put: Neutral. <br />
{{Indented_Extra_Evil}} Sarduk: 13 degrees evil. <br />
{{Indented_Extra_Evil}} Scrab: 6 degrees evil. <br />
{{Indented_Extra_Good}} Sessifet: 16 degrees good. <br />
{{Indented_Extra_Evil}} Set: 12 evil. <br />
{{Indented_Good}} Sot: 5 degrees good. <br />
{{Indented_Good}} Teg: 1 or 2 degrees good.<br />
{{Indented_Neutral}} Ugizalizai: Neutral. <br />
{{Indented_Evil}} Vut: 4 degrees evil. <br />
{{Indented_Extra_Good}} What: 36 or 37 degrees good. <br />
{{Indented_Neutral}}: Yay: Neutral.<br />
{{Evil}} Recruits: 3 or 4 degrees evil. <br />
{{None}} Sailors: Range from at least 6 degrees evil to 13 degrees good. <br />
{{Good}} Scarab beetles: 3 degrees good. <br />
{{Evil}} Scorpions: 3 degrees evil. <br />
{{None}} Scribes: Range from at least 5 degrees good to 9 degrees good. <br />
{{Neutral}} Snakes: Neutral.<br />
{{Evil}}{{Also_Neutral}}{{Also_Good}} Soldiers: Range from 4 degrees good to 4 degrees evil. Priests will assist them.<br />
{{Good}} Stone masons: Range from at least 3 degrees good to 5 degrees good. <br />
{{Neutral}} Suspicious-looking woman/man: Neutral. May be hiding. <br />
{{Neutral}} Tortoises: Neutral. <br />
{{Neutral}} Traders: Neutral. (Not including fig traders.)<br />
{{None}} Tramps: Range from at least 5 degrees good to 17 degrees evil.<br />
{{Evil}} Vagabonds: 5 degrees evil. May be hiding. <br />
{{None}} Warriors: Range from at least 47 degrees evil to 40 degrees good. <br />
{{Neutral}} Wizards: Neutral. <br />
{{Good}} Women: 1 degree good. (I.e., "an old woman", for example.) (This doesn't include Hashishim.)<br />
<br />
==Escrow==<br />
There are a few things to note about this area. First, killing the locals (aside from vampires) will get you thrown to the werewolves, who will attack you and break your legs. Second, in the nighttime there are aggressive vampires.<br />
<br />
{{Evil}} Vampires: Range from 3 - 5 degrees evil, usually 4 degrees evil. They show up at night and look like a "slinky girl", "young man", "slim woman", or "handsome man" (though there may be others). They are aggressive, and though they don't pursue, if you leave the room while fighting them they'll follow after a little while. Their bite does occasional damage and leaves you under a negative stat effect (appears to be -2 dex, -2 int, -2 str, -2 wis), but it will wear off on its own after a few minutes or so.<br />
<br />
==Genua City==<br />
{{Neutral}} Agitators: Neutral.<br />
{{Neutral}} Beggars: Neutral.<br />
{{Neutral}} Bullfrogs: Neutral.<br />
{{Neutral}} Cadgers: Neutral<br />
{{Neutral}}{{Also_Evil}} Children: Neutral, except for the ones whose descriptions say they're no stranger to the streets--those are 4 degrees evil.<br />
{{Extra_Good}} City guards: Usually 18 or 19 degrees good, sometimes 17 degrees good.<br />
{{Extra_Good}} City sergeants: 18 or 19 degrees good<br />
{{Neutral}} Citizens: Neutral.<br />
{{Neutral}} Coachman mice: Neutral.<br />
{{Neutral}}{{Also_Extra_Good}} Courtesans: Neutral. Some of them are city guards in disguise; these consider much tougher and soul/say things to you. The guards in disguise are neutral until they reveal themselves (they'll do this if you attack them--or, probably, attack someone else in their presence); afterwards they have normal city guard alignment (17-19 good).<br />
{{Neutral}} Dealers: Neutral.<br />
{{Neutral}} Drunkards: Neutral.<br />
{{Neutral}} Fireflies: Neutral. Genua City Park only.<br />
{{Neutral}} Fishermen: Neutral.<br />
{{Extra_Evil}} Gentlemen: 9 degrees evil.<br />
{{Extra_Evil}} Hitmen: Range from at least 34-37 degrees evil.<br />
{{Neutral}} Labourers: Neutral.<br />
{{Extra_Good}} Knights: 9 degrees good. They will assist citizens and guards, and probably any npcs you try to fight in the same room as them.<br />
{{Neutral}} Maids: Neutral. Found in the Musketeers' guild building.<br />
{{Neutral}} Mana Rosa: Neutral. These have short descriptions that look like, "<adjective> man" or "<adjective> woman", and if you look at them it says they're with the Mana Rosa.<br />
{{Extra_Evil}} Men of low moral fibre: 9 degrees evil. May be hiding.<br />
{{Neutral}} Mendicants: Neutral.<br />
{{Neutral}} Mercenaries: Neutral.<br />
{{Neutral}} Merchants: Neutral.<br />
{{Evil}} Musketeers: Mainly 1 degree evil, sometimes neutral, 1 good, or 2 evil.<br />
{{Extra_Good}} Noobie: 36-37 degrees good<br />
{{Extra_Good}} Officers: 9 degrees good.<br />
{{Extra_Evil}} Pirates: 8 or 9 degrees evil.<br />
{{Neutral}} Schoolgirls/schoolboys: Neutral.<br />
{{Extra_Evil}} Shady characters: 9 evil.<br />
{{Evil}} Smugglers: 4 degrees evil. These sell things.<br />
{{Extra_Evil}} Smuggler captains: 18 degrees evil.<br />
{{Neutral}} Snakes: Neutral.<br />
{{Extra_Good}} Soldiers: Usually 9 degrees good, sometimes 8 degrees good.<br />
{{Neutral}} Street cleaners: Neutral.<br />
{{Neutral}} Traders: Neutral.<br />
{{Extra_Evil}} Women of low moral fibre: 9 degrees evil. May be hiding.<br />
{{Neutral}} Zombie town criers: Neutral.<br />
{{Extra_Evil}} Zombies in graveyard: 8 degrees evil. Aggressive.<br />
<br />
===Barracks===<br />
{{Neutral}} Army cook: Neutral.<br />
{{Neutral}} General Sallyforth: Neutral.<br />
{{Extra_Good}} Knights: 9 degrees good.<br />
{{Extra_Good}} Soldiers: Usually 9 degrees good, sometimes 8 degrees good.<br />
{{Neutral}} Wounded soldiers: Neutral.<br />
<br />
===Casino===<br />
Apparently killing npcs here will make you a target of hitmen (may only apply to the npcs upstairs).<br />
{{Neutral}} Buffet girl: Neutral.<br />
{{Neutral}} Cigarette girl: Neutral.<br />
{{Neutral}} Gamblers: Neutral.<br />
{{Extra_Evil}} Heavily muscled man: 9 degrees evil.<br />
{{Neutral}} Security guards: Neutral.<br />
<br />
===Racetrack===<br />
Note that the racetrack is associated with one of the Coffee Nostra families, so killing npcs here may have consequences, such as hitmen.<br />
{{Extra_Evil}} Albert Dimagio: 8 degrees evil.<br />
{{Extra_Evil}} Gentlemen: 9 degrees evil.<br />
{{Neutral}} Gamblers: Neutral.<br />
{{Neutral}} Phillip 'the beard' Persico: Neutral.<br />
{{Neutral}} Punters: Neutral.<br />
{{Evil}} Stablehand: 4 degrees evil.<br />
<br />
<br />
===Tacticus Academy===<br />
{{Neutral}} Security guard: Neutral<br />
{{Evil}} Schneider (headmaster): 4 degrees evil.<br />
{{Neutral}} School janitor: Neutral<br />
{{Neutral}} Schoolboys: Neutral.<br />
{{Neutral}} Schoolgirls: Neutral.<br />
{{Extra_Good}} School nurse: 9 good<br />
{{None}} Teachers:<br />
{{Indented_Good}} Ray, Sworde: 4 degrees good.<br />
{{Indented_Neutral}} Filius, Steele, Goghson: Neutral.<br />
<br />
==Lancre Town==<br />
{{Extra_Good}} Boys: 15 degrees good.<br />
{{Good}} Chickens: 1 degree good.<br />
{{Good}} Dames: 2 or 3 degrees good.<br />
{{Extra_Good}} Frogs: Range from 5 to 7 degrees good, mostly 5 or 6.<br />
{{Extra_Good}} Girls: 15 degrees good.<br />
{{Good}} Householders: 2 degrees good.<br />
{{Good}} Housewives: 1 or 2 degrees good.<br />
{{Good}} Locals: 2 or 3 degrees good.<br />
{{Good}} Lodgers: 2 or 3 degrees good.<br />
{{Good}} Rustics: 2 degrees good.<br />
{{Good}} Subjects: 1 or 2 degrees good.<br />
{{Evil}} Teenagers: Range from at least neutral to 2 degrees evil.<br />
{{Good}} Tenants: 2 or 3 degrees good.<br />
{{Good}} Townsmen: 2 or 3 degrees good.<br />
{{Good}} Yokels: 2 degrees good.<br />
{{Evil}} Youths: 1 degree evil.<br />
<br />
===Lancre Castle===<br />
South of Lancre Town. As of yet, this is just the area around the castle, since the castle itself isn't open yet.<br><br />
{{Neutral}} Bears: Neutral.<br />
{{Neutral}} Children: Neutral.<br />
{{Neutral}} Mothers: Neutral.<br />
{{Neutral}} Woodcutters: Neutral.<br />
<br />
==Lancre villages: Bad Ass, Brass Neck, Creel Springs, Mad Stoat, Mad Wolf, Razorback, and Slice==<br />
These all have basically the same npcs, with the exception that Razorback has a few extra types.<br />
{{Neutral}} Children: Neutral.<br />
{{Neutral}} Farmers: Neutral.<br />
{{Neutral}} Field mice (field in Razorback only): Neutral.<br />
{{Neutral}} Rats (field in Razorback only): Neutral.<br />
{{Neutral}} Sheep (Razorback only): Neutral.<br />
{{Neutral}} Shepherds: Neutral.<br />
{{Good}} Villagers: 3 degrees good.<br />
<br />
==Ohulan Cutash==<br />
{{Neutral}} Barge sailors: Neutral.<br />
{{Neutral}} Cows: Neutral.<br />
{{Good}} Farmers: 3 degrees good.<br />
{{Neutral}} Peasants: Neutral.<br />
{{Good}} Soldiers: 1 degree good.<br />
{{Evil}} Strongarms: 2 or 3 degrees evil, usually 2.<br />
{{Neutral}} Town guards: Neutral.<br />
{{Good}} Tramps: 1 degree good.<br />
{{Good}} Zoon liar: 2 degrees good.<br />
{{Good}} Zoon sailors: 1 degree good.<br />
<br />
==Sto Lat==<br />
Killing people here can get you catapulted out of the city if the royal guards catch you. (This can be deadly, depending on your hp.)<br />
{{None}} Beekeepers: Range from at least 10 evil to 26 good.<br />
{{Neutral}} Blackbirds: Neutral.<br />
{{Evil}} Brawlers: 1 or 2 degrees evil.<br />
{{Neutral}} Bums: Neutral.<br />
{{Neutral}} Butterflies: Neutral.<br />
{{None}} Children: Range from at least 30 degrees evil to 33 degrees good.<br />
{{Neutral}} Crows: Neutral.<br />
{{Neutral}} Dogs of various kinds: Neutral.<br />
{{None}} Drovers: Range from at least 10 good to 41 evil.<br />
{{None}} Drunks: Range from at least 43 degrees evil to 11 degrees good.<br />
{{Neutral}} Executioners: Netural.<br />
{{Neutral}} Jesters: Neutral.<br />
{{None}} Merchants: Range from at least 12 good to 13 evil.<br />
{{Neutral}} Mourners (cemetary only): Neutral.<br />
{{Neutral}} Noblewomen: Neutral.<br />
{{None}} Peasants: Range from at least 44 evil to 26 good.<br />
{{Neutral}} Pie sellers: Neutral.<br />
{{Neutral}} Pigeons: Neutral.<br />
{{None}} Priests<br />
{{Indented_Neutral}} Jimi: Neutral.<br />
{{Indented_Extra_Good}} Pishe: 25 degrees good.<br />
{{Indented_Neutral}} Reg: Neutral.<br />
{{None}} Rich men: Range from at least 9 evil to 39 good.<br />
{{None}} Rich women: Range from at least 30 evil to 39 good.<br />
{{None}} Royal Guards: Range from at least 25 evil to 5 good.<br />
{{Neutral}} Royal judges: Neutral.<br />
{{Neutral}} Sparrows: Neutral.<br />
{{Neutral}} Starlings: Neutral.<br />
{{Evil}} Thieves: 1 degree evil.<br />
{{Neutral}} Thrushes: Neutral.<br />
{{None}} Tinkers: Range from at least 22 good to 5 evil.<br />
{{None}} Warehouse workers: Range from at least 29 evil to 11 good.<br />
{{None}} Washerwomen: Range from at least 40 evil to 4 good.</div>Ruediihttp://www.dwpriests.com/wiki/List_of_NPC_AlignmentsList of NPC Alignments2010-11-15T16:07:42Z<p>Ruedii: /* Cabbage fields and plains */ Can "eat" sentient cabbages live</p>
<hr />
<div>This is a listing of various unnamed npcs and their [[alignment]]s according to [[Detect Alignment]], by area. Of the npcs that have a range of possible alignments and come in groups, they don't necessarily group with others of similar alignments. For example, if a merchant has two bodyguards, one may be 11 degrees good and the other 5 degrees evil. "At least" means that a range may extend further in either direction.<br />
<br />
Also, similar npcs in different areas aren't necessarily the same. Crows in the terrains are evil, while the ones in Ankh-Morpork are neutral, for example.<br />
<br />
Colour code for the bullet points (based on the most common alignment or the middle of the range (if the range is evenly distributed)):<br />
<br />
{{None}}: Very wide range/unknown alignment<br />
{{Extra_Evil}}: More than five degrees evil<br />
{{Evil}}: One to five degrees evil<br />
{{Neutral}}: Neutral or narrow range centered on neutral<br />
{{Good}}: One to five degrees good<br />
{{Extra_Good}}: More than five degrees good<br />
<br />
[[Alignment_Templates]] (for indented versions and versions without line breaks built in)<br />
<br />
=Roads=<br />
There are specific types of npcs that wander the roads, but you'll also find that some npcs from the surrounding terrains will show up on them--chipmunks, crows, grass wolves, hunters, and such will show up on the roads in the Sto Plains, for example. Bandits (also known as brigands and outlaws) roam the roads at night and early morning, and will attack on sight, making the roads somewhat dangerous at those times. Road npcs are:<br />
<br />
==Through Sto Plains==<br />
{{Neutral}} Bandits: Usually neutral. At least one has been 5 degrees good, though. These wander the roads at night (and early morning, before the sun's up) singly and in groups, and attack travelers.<br />
{{None}} Bodyguards: vary. These accompany merchants, traders, and dealers. Their alignments vary from at least 40 degrees evil to at least 39 degrees good. They seem to be more likely to be good than evil. <br />
{{Neutral}} Brigands: Usually neutral. Same as bandits; will attack on sight. <br />
{{Neutral}} Cooking monsters: Neutral. These are trolls, and they sell food. <br />
{{Neutral}} Dealers: neutral. Sometimes come alone, sometimes come with bodyguards (generally one to three) that will protect them. Sometimes have items for sale. <br />
{{Neutral}} Dwarf warriors: Seem to range from 2 degrees evil to 2 degrees good. The "old" dwarf warriors may all be neutral. <br />
{{Neutral}} Fighters: Seem to range from 2 degrees evil to 2 degrees good. Often come in groups and may assist each other. They're about as likely to be neutral as to be at all evil, and a bit more likely to be neutral or evil than to be at all good. <br />
{{None}} Journeyman blacksmiths: Range from at least 4 evil to 27 good. <br />
{{None}} Journeyman carpenters: Range from at least 42 evil to 45 good. <br />
{{Good}} Knights: 1 degree good (even the "holy" knights). Usually come in small groups. <br />
{{Neutral}} Merchants: Neutral. Same as dealers. <br />
{{Neutral}} Outlaws: Usually neutral. Same as bandits; will attack on sight. <br />
{{Neutral}} Traders: Neutral. Same as dealers. <br />
{{None}} Wandering labourers: Range from at least 47 degrees evil to 46 degrees good. <br />
{{None}} Youths: Range from at least 12 good to 33 evil.<br />
<br />
==Through Ramtops==<br />
{{Neutral}} Farmers: Neutral. <br />
{{Neutral}} Gnolls: Neutral. <br />
{{Neutral}} Hikers: Neutral. <br />
{{Neutral}} Locksmiths: Neutral. <br />
{{Neutral}} Pebbles: Neutral. (These are trolls.) <br />
{{Neutral}} Ramblers: Neutral. <br />
{{Neutral}} Trappers: Neutral. <br />
{{Neutral}} Travellers: Neutral. <br />
{{Neutral}} Trolls: Neutral. <br />
{{Neutral}} Truffle-hunters: Neutral. <br />
{{Neutral}} Tourists: Neutral. <br />
{{Neutral}} Wanderers: Neutral. <br />
{{None}} Witches: Also "crones" or "hags". Attack one (or possibly steal from one), and the others will start to attack you on sight, though they'll forget after a while. There are at least three types:<br />
{{Indented_Good}} The ones with cheerful descriptions (leering, jolly, flighty, scatterbrained) are 1 degree good.<br />
{{Indented_Evil}} The ones with descriptions that mention constant muttering (the mad or midnight ones) are 2 degrees evil.<br />
{{Indented_Neutral}} The others (sour, stern, po-faced, stubborn, prim) are neutral.<br />
<br />
=Terrains=<br />
Rangers are found throughout the mountains, Skund Forest, and sometimes the plains. Unlike most terrain npcs, however, their alignments vary widely--from extremely evil to extremely good (at least), and everything in-between. There doesn't seem to be any correlation between alignment and description (mysterious, lean, etc.) or equipment. Therefore, if you want to kill them for alignment purposes, it's necessary to check them individually.<br />
<br />
==Counterweight Continent==<br />
You can get to the terrains here by swimming out of Tuna Bay and then swimming west along the coast until you reach land outside of the Wall.<br />
<br />
===Beach or Rocky shore===<br />
{{Neutral}} Crabs: Neutral.<br />
{{Neutral}} Seagulls: Neutral. Can come in small groups.<br />
<br />
===Deciduous forest===<br />
{{Neutral}} Black bears: Neutral.<br />
{{Good}} Blackbirds: Range from 1 to 3 degrees good.<br />
{{Neutral}} Chipmunks: Neutral.<br />
{{Neutral}} Does: Neutral.<br />
{{Neutral}} Falcons: Neutral.<br />
{{Extra_Evil}} Mighty oaks: 12 degrees evil.<br />
{{Neutral}} Pigs: Neutral. Come in groups of 4-6.<br />
{{Good}} Rabbits: 2 degrees good.<br />
{{Good}} Sparrows: Range from 1 to 3 degrees good.<br />
{{Evil}} Squirrels: 1 degree evil.<br />
{{Neutral}} Stags: Neutral.<br />
{{Good}} Starlings: Range from 1 to 3 degrees good.<br />
<br />
===Meadow===<br />
{{Neutral}} Black bears: Neutral.<br />
{{Neutral}} Field mice: Neutral.<br />
{{Neutral}} Goats: Neutral.<br />
{{Neutral}} Horses: Neutral.<br />
{{Evil}} Rats: 3 degrees evil.<br />
{{Neutral}} Squirrels: Neutral.<br />
{{Neutral}} Turkeys: Neutral.<br />
{{Neutral}} Weasels: Neutral.<br />
<br />
===Moorland/Tundra===<br />
There is moorland in the southwesternmost part of the Counterweight Continent, just before the ice bridge to the Ramtops.<br />
<br />
{{Neutral}} Dog foxes: neutral<br />
{{Good}} Hares: Three or four degrees good.<br />
{{Neutral}} Lemmings: neutral<br />
{{Neutral}} Vixens: neutral<br />
{{Neutral}} White bears: neutral<br />
<br />
===Plains===<br />
{{Neutral}} Black bears: Neutral.<br />
{{Good}} Blackbirds: Range from 1 to 3 degrees good.<br />
{{Neutral}} Field mice: Neutral.<br />
{{Neutral}} Horses and foals: Neutral. They come singly or in groups of 7-8.<br />
{{Evil}} Rats: 3 degrees evil.<br />
{{Good}} Sparrows: Range from 1 to 3 degrees good.<br />
{{Evil}} Squirrels: 1 degree evil.<br />
{{Good}} Starlings: Range from 1 to 3 degrees good.<br />
{{Neutral}} Turkeys: Neutral.<br />
{{Neutral}} Weasels: Neutral.<br />
<br />
==Klatch==<br />
===Ephebian desert===<br />
The Tsortian desert (west of the Haribos mountain range) seems to be the same as the Ephebian desert, as far as npcs go.<br><br />
{{Neutral}} Desert foxes: Neutral. <br />
{{Neutral}} Desert lions: Neutral. These attack, but don't pursue. Very common. <br />
{{Neutral}} Horned Vipers: Range from at least 2 degrees good to 4 degrees evil. Neutral and 1 degree good seem to be the most common alignments. <br />
{{Neutral}} Lizards: Range from at least 3 degrees good to 2 degrees evil. About half seem to be neutral. <br />
{{Neutral}} Lyre-horned gazelles: Neutral.<br />
{{Neutral}} Scorpions: Range from at least 2 degrees good to 1 degree evil. <br />
{{Neutral}} {{Also_Evil}} Vultures: Range from at least neutral to 7 degrees evil. Neutral ones seem the most common.<br />
<br />
====Oasis====<br />
{{Good}} Boys: 3 or 4 degrees good.<br />
{{Good}} Captains: 1 or 2 degrees good. These will assist any other npcs they see you attack.<br />
{{Neutral}} Spoiled child: Neutral.<br />
{{Good}} Girls: 2 to 4 degrees good.<br />
{{Good}} Hermits: 5 degrees good. These will dispell shields (though possibly not magical shields), and are technically Gufnork priests. They will also assist any other npcs they see you attack.<br />
{{Good}} Men: 1 or 2 degrees good.<br />
{{Extra_Good}} Mystics: 9 degrees good. These will dispell shields (though possibly not magical shields), and are technically Gufnork priests. They will also assist any other npcs they see you attack.<br />
{{Neutral}} Nomads: Neutral.<br />
{{Good}} Palms: Range from neutral to 4 degrees good, usually 1 to 3 degrees good.<br />
{{Good}} Patrollers: 3 or 4 degrees good.<br />
{{Good}} Peacekeeper commanders: 3 or 4 degrees good. These will assist any other npcs they see you attack.<br />
{{Good}} Women: 1 or 2 degrees good.<br />
<br />
===Garlic farm===<br />
{{Neutral}} {{Also_Evil}} Farmers: Neutral or 1 degree evil.<br />
<br />
===Jungle===<br />
{{Neutral}} Chequered zebras: Neutral.<br />
{{Neutral}} Gaurs: Neutral. Come singly or in pairs.<br />
{{Neutral}} Giant's leaf birds: Neutral.<br />
{{Neutral}} Jungle cocks: Neutral. Come singly or in groups of 4-6 with other cocks or hens.<br />
{{Neutral}} Jungle hens: Neutral. Come singly or in groups of 4-6 with other hens or cocks.<br />
{{Neutral}} Klatchian monkey pythons: Neutral.<br />
{{Neutral}} Dappled leopards: Neutral. Attack if looked at or considered.<br />
{{Neutral}} Black panthers: Neutral. Attack if looked at or considered.<br />
{{Neutral}} Peacocks: Neutral.<br />
{{Neutral}} Peahens: Neutral.<br />
{{Neutral}} Top hat monkey (including babies): Neutral. Come singly or in groups of 2-4.<br />
{{Neutral}} Tree vipers: Neutral.<br />
<br />
===Melon farm===<br />
{{Good}} Farmers: 1 or 2 degrees good.<br />
{{Good}} Tortoises: 2 to 4 degrees good.<br />
<br />
===Mountains===<br />
The Haribos mountain range, which you reach if you go west along the Philosopher's Way and keep going west. Either there aren't any npcs here, or the population is so low that there might as well not be any.<br />
<br />
===Savanna===<br />
Most things in this area are neutral. Grassy plains in Klatch seem to have the same npc types as the savanna.<br />
<br />
{{Neutral}} Cheetahs: Neutral. These will pursue if attacked.<br />
{{Neutral}} Dwarf gazelles: Neutral.<br />
{{Good}} Elephants: 3 degrees good.<br />
{{Neutral}} Giraffes: Neutral.<br />
{{Neutral}} Lions, lionesses, and lion cubs: all neutral. Adults will protect cubs.<br />
{{Neutral}} Lyre-horned gazelles: Neutral.<br />
{{Neutral}} Painted dogs and their pups: Neutral. Adults will protect pups.<br />
{{Extra_Evil}} Rogue bull elephants: 10 degrees evil (based on only two readings). These are rare, and will attack unprovoked. They don't pursue.<br />
{{Neutral}}{{Also_Good}} Scorpions: These seem to have alignments ranging from 1 degree evil to 2 degrees good.<br />
{{Evil}} Vultures: These have various alignments; the range seems to be from neutral to 5 degrees evil. You can get vultures of different alignments in the same group.<br />
{{Extra_Evil}} Warthogs: 6 degrees evil. Are aggressive about half the time.<br />
{{Neutral}} Zebras: Neutral.<br />
<br />
===Tomato farm===<br />
No npcs?<br />
<br />
===Water pastures===<br />
The water pastures can be found along the Djel, slightly west of Djelibeybi. The bull hippopotami often attack unprovoked, and in groups, ''all'' the adults may attack (and warcry!) at once. Crocodiles are sometimes aggressive.<br />
<br />
{{Evil}} Crocodiles: 1 degree evil<br />
{{Good}} Egrets: 4 degrees good.<br />
{{Neutral}} Adolescent hippos: Neutral.<br />
{{Good}} Adult female hippos: 3 degrees good.<br />
{{Good}} Bull hippos (adult males): 2 degrees good.<br />
{{Neutral}} Hippo calves: Neutral.<br />
{{Good}} Tortoises: 3 or 4 degrees good.<br />
<br />
==Oceans==<br />
If you kill anything underwater, you won't be able to bury it until it sinks to the seafloor. Things here that attack on sight here are killer whales and sharks.<br />
<br />
===Circle Sea===<br />
Completely devoid of npcs, or such an incredibly low concentration as makes no difference.<br />
<br />
===Turnwise Ocean===<br />
This is the ocean you're in if you swim out of Tuna Bay. As far as I can tell, there's absolutely nothing on the surface--you have to actually go underwater to find anything living. Sharks and killer whales will attack you on sight.<br />
<br />
{{Neutral}} Blowfish: Neutral.<br />
{{Extra_Good}} Blue whales: Range from at least 6 to 13 degrees good.<br />
{{Neutral}} Goldfish: Neutral.<br />
{{Neutral}} Graylings: Neutral.<br />
{{Neutral}} Gropers: Neutral.<br />
{{Neutral}} Jellyfish: Neutral.<br />
{{Evil}} Killer whales: Range from at least 2 to 5 degrees evil. Will attack.<br />
{{Neutral}} Mullets: Neutral.<br />
{{Neutral}} Pikes: Neutral<br />
{{Neutral}} Salmon: Neutral.<br />
{{Neutral}} Sea bass: Neutral.<br />
{{Neutral}} Seahorses: Neutral.<br />
{{Neutral}} Sea urchins: Neutral.<br />
{{Evil}} Sharks: 5 degrees evil (based on only two sharks). Will attack.<br />
{{Neutral}} Starfish: Neutral.<br />
{{Neutral}} Tuna fish: Neutral.<br />
<br />
===Widdershins Ocean Glacier===<br />
You get here by going east of the Ramtops, past the ice land. (Note: Haven't detected any of these yet, only explored as a ghost.) There don't seem to be any npcs in the ocean itself--only on the glacier. (Note: alignments here are extrapolated from those of the ice land npcs rather than detected directly, since they appear to be the same.)<br />
<br />
{{Neutral}} Dog foxes: neutral<br />
{{Good}} Hares: 3 or 4 degrees good.<br />
{{Neutral}} Hublandish barbarians: Mostly neutral or 1 degree evil, sometimes 2 degrees evil.<br />
{{Extra_Evil}} Ice giants: range from at least 8 to 11 degrees evil. Come singly or in groups of 2-3. Will attack on sight and pursue. Will attack other npcs in the room.<br />
{{Neutral}} Penguins: neutral. Come in groups of 4-6 mixed with:<br />
{{Indented_Neutral}} Penguin chicks: neutral<br />
{{Neutral}} Snow eagles: neutral<br />
{{Neutral}} Vixens: neutral<br />
{{Neutral}} White bears: neutral<br />
<br />
==Ramtops==<br />
===Deciduous forests===<br />
It seems likely that the deciduous and evergreen forests in the Ramtops actually have the same mix of npcs--barring the npc trees--but I'm keeping them separate for now since I haven't seen every single Ramtops forest npc in both areas.<br />
<br />
{{Neutral}} Birdwatchers: Neutral <br />
{{Neutral}} Black bears: Neutral <br />
{{Good}} Blackbirds: 1-3 degrees good. <br />
{{Neutral}} Charcoal burners: Neutral. <br />
{{Neutral}} Chipmunks: Neutral. <br />
{{Neutral}} Does: Neutral. <br />
{{Neutral}} Dwarfs: Neutral. <br />
{{Neutral}} Falcons: Neutral. <br />
{{Neutral}} Gnolls: Neutral. <br />
{{Neutral}} Grizzly bears: Neutral. <br />
{{Neutral}} Hedge wizards: Neutral. <br />
{{Evil}} Hunters: 1-3 degrees evil. <br />
{{Good}} Lumberjacks: 2 degrees good. <br />
{{Extra_Evil}} Mighty oaks: 12 degrees evil <br />
{{Neutral}} Mooses: Neutral. May attack on sight. <br />
{{Neutral}} Owls: Neutral. <br />
{{Good}} Rabbits: 2 degrees good. <br />
{{Good}} Sparrows: 1-4 degrees good. <br />
{{Evil}} Squirrels: 1 degree evil <br />
{{Neutral}} Stags: Neutral. <br />
{{Good}} Starlings: 1-4 degrees good. <br />
{{Neutral}} Swineherds: Neutral. Come with: <br />
{{Indented_Neutral}} Pigs: Neutral. <br />
{{Neutral}} Trolls: Neutral.<br />
<br />
===Evergreen forest===<br />
{{Neutral}} Black bears: Neutral <br />
{{Good}} Blackbirds: 1-3 degrees good. <br />
{{Neutral}} Charcoal burners: Neutral. <br />
{{Neutral}} Chipmunks: Neutral. <br />
{{Neutral}} Does: Neutral. <br />
{{Neutral}} Dwarfs: Neutral. <br />
{{Neutral}} Falcons: Neutral. <br />
{{Neutral}} Gnolls: Neutral. <br />
{{Neutral}} Goatherds: Neutral. Come with:<br />
{{Indented_Neutral}} Goats: Neutral.<br />
{{Neutral}} Grizzly bears: Neutral-1 degree evil. <br />
{{Neutral}} Hedge wizards: Neutral. <br />
{{Good}} Hares: 3 or 4 degrees good. <br />
{{Evil}} Hunters: 1-3 degrees evil. <br />
{{Evil}} Huntresses: 1-3 degrees evil. Rarer than hunters. <br />
{{Neutral}} Lancre reciprocating foxes: Neutral.<br />
{{Good}} Lumberjacks: 2 degrees good. <br />
{{Extra_Evil}} Pines: 12 degrees evil. <br />
{{Extra_Evil}} Pine saplings: 7 degrees evil. Sometimes group with pines. <br />
{{Good}} Rabbits: 2 degrees good. <br />
{{Good}} Sparrows: 1-4 degrees good. <br />
{{Evil}} Squirrels: 1 degree evil <br />
{{Neutral}} Stags: Neutral. <br />
{{Good}} Starlings: 1-4 degrees good. <br />
{{Neutral}} Swineherds: Neutral. Come with: <br />
{{Indented_Neutral}} Pigs: Neutral. <br />
{{Neutral}} Trolls: Neutral.<br />
<br />
===Gloomy Forest===<br />
{{Evil}} Druids: 2-4 degrees evil. Apparently these may attack on sight if you've been killing them. <br />
{{Evil}} Giant spiders: 2-4 degrees evil. These can be found off of the safe path, and attack on sight. They have a nasty poison, as well.<br />
{{Extra_Evil}} Oaks: 12 degrees evil. <br />
{{Extra_Evil}} Pines: 12 degrees evil.<br />
<br />
===Hub===<br />
This area, in addition to being very cold and being home to tough, aggressive, pursuing ice giants, has a huge amount of background magic, making it potentially deadly to cast spells here. (Note: alignments here are extrapolated from those of the ice land npcs rather than detected directly, since they appear to be the same.)<br />
<br />
{{Neutral}} Dog foxes: neutral<br />
{{Good}} Hares: 3 or 4 degrees good.<br />
{{Neutral}} Hublandish barbarians: Mostly neutral or 1 degree evil, sometimes 2 degrees evil.<br />
{{Extra_Evil}} Ice giants: range from at least 8 to 11 degrees evil. Come singly or in groups of 2-3. Will attack on sight and pursue. Will attack other npcs in the room.<br />
{{Neutral}} Penguins: neutral. Come in groups of 4-6 mixed with:<br />
{{Indented_Neutral}} Penguin chicks: neutral<br />
{{Neutral}} Snow eagles: neutral<br />
{{Neutral}} Vixens: neutral<br />
{{Neutral}} White bears: neutral<br />
<br />
===Ice land===<br />
These are east of the Ramtops. Dangers here: the dangerously cold temperatures and the tough, aggressive, pursuing ice giants.<br />
<br />
{{Neutral}} Dog foxes: neutral<br />
{{Good}} Hares: 3 or 4 degrees good.<br />
{{Neutral}} Hublandish barbarians: Mostly neutral or 1 degree evil, sometimes 2 degrees evil.<br />
{{Extra_Evil}} Ice giants: range from at least 8 to 11 degrees evil. Come singly or in groups of 2-3. Will attack on sight and pursue. Will attack other npcs in the room.<br />
{{Neutral}} Penguins: neutral. Come in groups of 4-6 mixed with:<br />
{{Indented_Neutral}} Penguin chicks: neutral<br />
{{Neutral}} Snow eagles: neutral<br />
{{Neutral}} Vixens: neutral<br />
{{Neutral}} White bears: neutral<br />
<br />
===Marshland===<br />
{{Evil}} Alligators: 2 degrees evil. <br />
{{Neutral}} Birdwatchers: Neutral. Hang out around bird groups. <br />
{{Good}} Blackbirds: 1-3 good. <br />
{{Good}} Lizards: 4 good. <br />
{{Neutral}} Peahens: Neutral. <br />
{{Good}} Sparrows: 1-4 good. <br />
{{Good}} Starlings: 1-4 good. <br />
{{Neutral}} Turkeys: Neutral.<br />
<br />
===Moorland===<br />
Moose here are sometimes aggressive. At night there are evil trolls and brigands, which will attack on sight.<br />
<br />
{{Neutral}} Bears: Neutral.<br />
{{Evil}} Brigands: 2 degrees evil. Come out at night singly or in groups of 2-3, will attack on sight. Roads only?<br />
{{Neutral}} Dog foxes: Neutral.<br />
{{Evil}} Evil trolls: 3 degrees evil. They turn into boulders during the day, and wake back up around evening. These attack on sight.<br />
{{Good}} Hares: 3 or 4 degrees good.<br />
{{Evil}} Hublandish barbarians (in the vicinity of their camp): Range from at least neutral to 3 degrees evil. Come singly or in small groups (up to four).<br />
{{Neutral}} Lemming: Neutral.<br />
{{Neutral}} Moose: Neutral. Will sometimes attack.<br />
{{Neutral}} Tharga beasts (likely neutral, if they're like the others in the Ramtops)<br />
{{Neutral}} Vermine: Neutral.<br />
{{Neutral}} Vixens: Neutral.<br />
<br />
===Mountain===<br />
Dangers: aggressive, pursuing lynxes and yeti, sometimes aggressive moose, and agressive brigands and evil trolls at night.<br />
<br />
{{Evil}} Brigands: 2 degrees evil. Come out at night singly or in groups of 2-3, will attack on sight. Are on the roads sometimes as well.<br />
{{Neutral}} Dog foxes: Neutral.<br />
{{Evil}} Evil trolls: 3 degrees evil. They turn into boulders during the day, and wake back up around evening. These attack on sight.<br />
{{Neutral}} Goatherds: Neutral. Come with:<br />
{{Indented_Neutral}} Goats: Neutral.<br />
{{Good}} Hares: 3 or 4 degrees good<br />
{{Evil}} Hublandish barbarians: Range from at least neutral to 3 degrees evil. Come singly or in groups of up to four.<br />
{{Neutral}} Lynxes: neutral. Will pursue and attack on sight.<br />
{{Neutral}} Moose: Neutral. Sometimes aggressive.<br />
{{None}} Mountain climbers: ??<br />
{{Neutral}} Mountain goats: Neutral.<br />
{{Good}} Pebbles (trolls): 1 degree good.<br />
{{Neutral}}{{Also_Good}} Tharga beasts: Neutral or 1 degree good.<br />
{{None}} Vixens: ??<br />
{{Neutral}} White bears: Neutral.<br />
{{Evil}} Yeti: range from at least 2 to 4 degrees evil. Will pursue and attack on sight. Sometimes come in pairs.<br />
<br />
===Pictsie barrow lake===<br />
There are sometimes pikes here, which will attack on sight.<br />
<br />
{{Neutral}} Salmon: Neutral.<br />
{{Neutral}} Trout: Neutral.<br />
<br />
===Plains===<br />
At night, there are evil trolls which will attack on sight.<br />
<br />
{{Neutral}} Black bears: Neutral.<br />
{{Evil}} Evil trolls: 3 degrees evil. They turn into boulders during the day, and wake back up around evening. These attack on sight.<br />
{{Neutral}} Field mice: Neutral. <br />
{{Evil}} Highwaymen: 1 degree evil. (Note: have only found one of these.) Roads only?<br />
{{Neutral}} Horses and foals: Neutral. Come singly or in groups of around seven.<br />
{{Neutral}} Hublandish barbarians (in the vicinity of their camp): neutral. Come singly or in groups of up to four.<br />
{{Evil}} Hunters: 1-3 degrees evil. <br />
{{Neutral}} Pebbles: Neutral. <br />
{{Evil}} Rats: 3 degrees evil. <br />
{{Good}} Sheep: 1 or 2 degrees good. Come attended by:<br />
{{Indented_Neutral}} Shepherds: neutral.<br />
{{Indented_Neutral}} Sheepdogs: neutral.<br />
{{Evil}} Squirrels: 1 degree evil. <br />
{{Neutral}} Tharga beasts: Neutral. <br />
{{Neutral}} Turkeys: Neutral. <br />
{{Neutral}} Weasels: Neutral.<br />
<br />
==SUR/Sto Plains==<br />
The small birds found in these areas (blackbirds, redwings, finches, thrushes, and to a lesser extent quails and meadowhawks) have a tendancy to fly off if you wait in the room with them for too long.<br />
<br />
===Beach (Circle Sea)===<br />
The Circle Sea beach has its own npcs, but as on the roads, you'll also sometimes see npcs from the surroundng area wander in. Here, you'll see:<br />
<br />
{{Evil}} Crabs: 2 degrees evil. They come singly and in small or medium-sized groups. <br />
{{Neutral}} Fishermen: neutral. <br />
{{Evil}} Seagulls: 3 or 4 degrees evil. These are less desirable targets, as they tend to fly off.<br />
<br />
===Cabbage fields and plains===<br />
The area surrounding Ankh-Morpork and the cities around it. Npcs you'll find here:<br />
<br />
{{Good}} Badgers: 1 degree good. <br />
{{Evil}} Bears: 1 degree evil. Sometimes aggressive.<br />
{{Extra_Good}} Blackbirds: 9 degrees good. <br />
{{Neutral}} {{Also_Good}} Butterflies and moths: Neutral or good. They come in large mixed groups, possibly only in the plains. There are two basic types:<br />
{{Indented_Good}} Obsidian and jet black butterflies: 2-4 degrees good, are tougher than you might expect.<br />
{{Indented_Neutral}} Other butterflies and moths: Neutral. Include blue butterflies, iridescent blue butterflies, cabbage-eating butterflies, emerald butterflies, green butterflies, grey butterflies, monarch butterflies, leopard moths, and giant leopard moths.<br />
{{Neutral}} Cabbages (in cabbage fields): Neutral and can't be attacked (but you can "eat" them live). <br />
{{Good}} Chipmunks: 3 or 4 degrees good. <br />
{{Evil}} Crows: Seem to range from 4 to 6 degrees evil. Often come in conveniently large groups. <br />
{{Evil}} Dog foxes: 2 degrees evil. Sometimes come with three or four:<br />
{{Indented_Extra_Good}} Fox cubs: 6 or 7 degrees good. (May be seasonal--spring.)<br />
{{Extra_Good}} Fieldfares: 9 degrees good. <br />
{{Extra_Good}} Foals: 6 degrees good, and come in groups with horses. <br />
{{Good}} Grass wolves: 1 degree good. <br />
{{Good}} Horses (including "young" horses): 2 degrees good. <br />
{{Neutral}} Hunters: These are most often neutral, but a few of them are one degree good or evil (more seem to be good than evil). They may attack pets. Some of them also have dogs: <br />
{{Indented_Good}} Bloodhound: 1 degree good. <br />
{{Indented_Good}} Boarhound: 1 degree good. <br />
{{Indented_Good}} Pointer: 1 degree good. <br />
{{Indented_Good}} Retriever: 1 degree good. <br />
{{Indented_Good}} Wolfhound: 1 degree good. <br />
{{Neutral}} Moths: See "Butterflies and moths" above.<br />
{{Neutral}} Poachers: Neutral. <br />
{{Good}} Quails: 3 degrees good. <br />
{{Extra_Good}} Rabbits: 10 degrees good. <br />
{{None}} Rangers: Vary. <br />
{{Good}} Red meadowhawks: 3 degrees good. <br />
{{Extra_Good}} Redwings: 9 degrees good. <br />
{{Good}} Sheep: 2 degrees good. Accompanied by... <br />
{{Indented_Evil}} Shepherds: 2 degrees evil. <br />
{{Extra_Evil}} Silver birches: 12 degrees evil. <br />
{{Extra_Good}} Thrushes: 9 degrees good. <br />
{{Evil}} Vixens: 2 degrees evil. Sometimes come with three or four:<br />
{{Indented_Extra_Good}} Fox cubs: 6 or 7 degrees good. (May be seasonal--spring.)<br />
{{Extra_Evil}} Weeping willows: 12 degrees evil. <br />
{{Extra_Evil}} Wild boars: 6 degrees evil. Sometimes these will attack.<br />
<br />
===Forest (not Skund)===<br />
There are small forested areas in the middle of the plains. The wolves here may or may not attack on sight (possibly wolves by themselves won't attack while groups will). They may or may not actually have a different npc mix than Skund forest. Npcs found here include:<br />
<br />
{{Evil}} Bears: 1 degree evil. Sometimes aggressive.<br />
{{Extra_Good}} Bear cubs: 8 or 9 degrees good. Obviously you can't kill cubs without the adult bears protecting them. The adults may also attack you if you hug their cubs--it's possible this depends on your alignment. <br />
{{Good}} Chipmunks: 4 degrees good. <br />
{{Evil}} Dog foxes: 2 degrees evil. <br />
{{Evil}} Owls: 3 degrees evil. <br />
{{Evil}} Toads: 4 degrees evil. <br />
{{Extra_Good}} Rabbits: 10 degrees good. <br />
{{None}} Rangers: Vary. <br />
{{Extra_Evil}} Silver birches: 12 degrees evil. <br />
{{Extra_Evil}} Weeping willows: 12 degrees evil. <br />
{{Extra_Evil}} Wolves: 8 or 9 degrees evil. These may attack even outside of Skund.<br />
<br />
===Hilly mountain range (Morpork Mountains)===<br />
This kind of terrain can be found south of Anhk-Morpork, and west of Nowhere. Here, you'll see:<br />
<br />
{{Evil}} Bears: 1 degree evil. Sometimes aggressive.<br />
{{Extra_Good}} Blackbirds: 9 degrees good. <br />
{{Good}} Bucks: 3 degrees good. <br />
{{Good}} Does: 3 degrees good. <br />
{{Evil}} Dog foxes: 2 degrees evil. Sometimes come with three or four:<br />
{{Indented_Extra_Good}} Fox cubs: 6 or 7 degrees good. (May be seasonal--spring.)<br />
{{Neutral}} Eagles: Neutral. <br />
{{Good}} Fawns: 3 degrees good. <br />
{{Extra_Good}} Finches: 9 degrees good. <br />
{{Neutral}} Frogs: Neutral. <br />
{{Neutral}} Hares: Neutral. <br />
{{Neutral}} Moon dragons: Neutral. <br />
{{Good}} Mountain lions: 4 degrees good. Note that they like to run off during a fight so that they can ambush you. <br />
{{Evil}} Oreads: 1 degree evil. They can also heal themselves and make themselves stronger during a fight. <br />
{{Extra_Good}} Pure white bird (Caladrius): 10 degrees good, and will heal you if you find them while injured. Apparently you can't kill them, but just attacking will make you more evil. <br />
{{Good}} Quails: 3 degrees good. <br />
{{Extra_Good}} Rabbits: 10 degrees good. <br />
{{None}} Rangers: Vary. <br />
{{Extra_Evil}} Silver birches: 12 degrees evil. <br />
{{Evil}} Vixens: 2 degrees evil. Sometimes come with four or so:<br />
{{Indented_Extra_Good}} Fox cubs: 6 or 7 degrees good. (May be seasonal--spring.)<br />
{{Extra_Evil}} Wolves: 10 degrees evil. Unlike the ones in Skund Forest, these seem to come alone, and don't seem to attack unprovoked.<br />
<br />
===Skund forest===<br />
The wolves here tend to come in groups, will attack on sight, and are fairly tough and fast, making this area dangerous for lower-level characters. Npcs in this area include:<br />
<br />
{{Evil}} Bears: 1 degree evil. Sometimes aggressive.<br />
{{Extra_Good}} Bear cubs: 9 degrees good. <br />
{{Evil}} Bucks: 3 degrees evil. <br />
{{Good}} Chipmunks: 3 degrees good. <br />
{{Good}} Does: 3 degrees good. <br />
{{Good}} Fawns: 3 degrees good. <br />
{{Evil}} Owls: 3 degrees evil. <br />
{{None}} Rangers: Vary. <br />
{{Extra_Evil}} Silver birches: 12 degrees evil <br />
{{Evil}} Toads: 4 evil. <br />
{{Evil}} Vixens: 2 degrees evil. <br />
{{Extra_Evil}} Weeping willows: 12 degrees evil. <br />
{{Extra_Evil}} Wolves: 8 or 9 degrees evil. Will attack on sight, but don't pursue.<br />
<br />
=Cities, towns, and villages=<br />
==Ankh-Morpork==<br />
Note that fighting in front of a watchman will get you into trouble with the Watch, and attacking priests may bring the God Squad down on your head (also be prepared for the priest to heal and shield the God Squad). Npcs here include:<br />
<br />
{{Evil}} Accountants: Usually 1 to 3 degrees evil, sometimes neutral.<br />
{{Neutral}} Actors: Neutral. Found in the Isle of Gods.<br />
{{Neutral}} Assassins: Usually neutral, sometimes 1 degree good or evil. They're often hiding.<br />
{{Neutral}} Bankers: Usually neutral, rarely 2 degrees evil. <br />
{{Good}}{{Also_Extra_Good}} Barbarians: Range from at least 3 to 8 degrees good.<br />
{{Neutral}} Beggers: Neutral (both rich and poor). <br />
{{Neutral}} Bodyguards: Neutral. Usually accompany traders, dealers, and merchants. <br />
{{Neutral}} Children: Neutral (including troll children). <br />
{{Neutral}} Chorus girls: Neutral. <br />
{{Neutral}} City guards: Range from at least 2 degrees good to 2 degrees evil. <br />
{{Neutral}} Cockroaches: Neutral. <br />
{{Neutral}} Crows: Neutral. <br />
{{Neutral}} Dealers: Neutral. <br />
{{Neutral}} Dogs: Neutral. <br />
{{Neutral}} Dwarf warriors: Neutral. <br />
{{Good}} Errand boys: 3 or 4 degrees good. <br />
{{Neutral}} Farmers: Neutral. <br />
{{Good}} God Squad: All 2 degrees good. Consists of Fujiyama, Freda, Septa, Diego, and Rixacardo. Found wherever someone's attacking a priest or priestess (besides Kess) or at the very top of the Temple of Small Gods (fourth floor, in the belltower).<br />
{{Evil}} LAG: 5 degrees evil. <br />
{{None}} Lawyers: Seem to come in three varieties:<br />
{{Indented_Evil}} Normal lawyers: Range from at least 2 to 6 degrees evil.<br />
{{Indented_Extra_Evil}}{{Also_Evil}} Evil lawyers: Range from at least 2 to 11 degrees evil.<br />
{{Indented_Evil}} Heartless lawyers: May or may not be different from normal lawyers, not enough data yet. Range from at least 2 to 7 degrees evil.<br />
{{Evil}} Little old ladies: 1 or 2 evil. Come in medium to large groups. <br />
{{Neutral}} Men: Neutral. (As in, npcs which are just called "an interesting man", for example.) <br />
{{Neutral}} Mercenaries: Generally neutral, sometimes 1 degree good or evil, except for: <br />
{{Indented_Extra_Evil}} Mean mercenaries: 5, 6, or 7 degrees evil, probably with about equal probability. <br />
{{Neutral}} Opera singers: Neutral. These can be found in the Isle of Gods.<br />
{{Good}} Palace guards: 3 or 4 good. <br />
{{Neutral}} Paperboys and papergirls: Neutral. <br />
{{Neutral}} Pigeons: Neutral. <br />
{{None}} Priests and priestesses: These vary by deity. Men or women who are called "zealous", "godly", "prayerful", "pious", "believing", "holy", "religious", or "pietistic" are also priests and priestesses (and if you look at them, their descriptions will identify which deity they worship). Attacking any of them can bring the entire God Squad down on you (see God Squad) unless you kill them quickly enough or unless the God Squad's dead. The ones that are explicitly named priests and priestesses don't always have their deities' names in their descriptions, but they can still be easily identified by looking at their holy amulets or symbols (or Major Shield/Minor Shield, since they usually have one up), and tend to say their deity's name, if you wait. Found all over Ankh-Morpork, but especially on God Street and the Street of Small Gods. By deity: <br />
{{Indented_Extra_Good}} Pishe: 25 degrees good. <br />
{{Indented_Extra_Good}} Gufnork: 4 to 9 degrees good, usually 6 or 7. <br />
{{Indented_Good}} Gapp: 2 or 3 degrees good, usually 3. <br />
{{Indented_Neutral}} Sandelfon: Neutral. <br />
{{Indented_Evil}} Fish: 1 degree evil or neutral, more commonly 1 degree evil. <br />
{{Indented_Evil}} Hat: 3-6 degrees evil, usually 5. <br />
{{Indented_Extra_Evil}} Sek: 20, 23, 26, or 28 degrees evil. <br />
{{Neutral}} Rats: Neutral. <br />
{{Neutral}} Sailors: Usually neutral, can also be 1-3 degrees good or 1-2 degrees evil. (1 degree good and evil are more frequent than more extreme alignments, but much less frequent than neutral.) <br />
{{Good}} Sailors that are called something else. Captains, crewmen, deckhands, first mates, helmsmen, seafarers, and skippers are also sailors, but these varieties are 2 or 3 degrees good--more often 3. <br />
{{Neutral}} Servants: Neutral. <br />
{{Neutral}} Street urchins: Neutral. <br />
{{Neutral}} Starlets: Neutral. These can be found in the Isle of Gods.<br />
{{Neutral}} Tallywomen and tallymen: Neutral. <br />
{{Evil}} Thieves: 2 degrees evil. <br />
{{Neutral}} Tourists: Neutral. <br />
{{Neutral}} Town criers: Neutral. <br />
{{Neutral}} Tricksters: Neutral.<br />
{{Neutral}} Trolls: Neutral. <br />
{{Neutral}} Troll starlets: Neutral. These are found on the Isle of Gods.<br />
{{Neutral}} Troll warriors: Neutral. <br />
{{None}} Warriors: Dwarf and troll warriors are neutral, but human ones range from at least 5 degrees evil to 6 degrees good. Alignment may depend on their description.<br />
{{Neutral}}{{Also_Good}} Watchmen: 1 good or neutral. <br />
{{Evil}} Weapons masters: 4 or 5 degrees evil. <br />
{{None}} Witches: Range from at least 4 degrees good to 9 degrees evil. They're also called hags, crones, and girls, and can be identified by warts being mentioned after their descriptions. There doesn't seem to be a correlation between their descriptions and their alignment. <br />
{{Neutral}} Wizards: Neutral.<br />
{{Neutral}} Women: Neutral. (As in, npcs which are just called "an interesting woman", for example.) <br />
{{Neutral}} Zombies: Neutral.<br />
<br />
===Docks===<br />
{{None}} Drunks: These seem to come in two basic varieties (you can tell them apart by looking at them):<br />
{{Indented_Evil}}{{Also_Extra_Evil}} Priests and priestesses of Hat: These range from at least two to nine degrees evil.<br />
{{Indented_Good}} Others: These are 1 or 2 degrees good and have various non-Hat-related descriptions.<br />
{{Neutral}} Figures: Neutral. These sell various things.<br />
{{Neutral}}{{Also_Evil}} Fishermen: Mostly neutral or 1 degree evil (neutral about twice as often), sometimes 2 degrees evil.<br />
{{Neutral}} Fishmongers: Range from at least 4 to 6 degrees good.<br />
{{Neutral}} Fixers: Range from 1 degree evil to 2 degrees good. They sell various things.<br />
{{Neutral}} Hawkers: Neutral. They sell various things.<br />
{{Neutral}} Quiet people: Neutral. They sell various things.<br />
{{Neutral}} Seagulls: Neutral. <br />
{{Neutral}} Smugglers: Range from at least 3 degrees evil to 2 degrees good. They sell various things.<br />
{{Neutral}} Suspicious character/person: Neutral. They sell various things.<br />
<br />
===River and underdocks===<br />
The muddy and solid parts of the river are safe to walk on, as are the underdocks.<br />
<br />
{{Neutral}} Crabs: neutral. Show up everywhere but the liquid part of the river.<br />
{{Evil}} Evil-looking rats: usually 4 or 5 degrees evil, sometimes 8. Show up everywhere but the liquid part of the river. These attack, but are not much tougher than regular rats.<br />
{{Neutral}} Fish of various types: Neutral. Show up in the liquid part of the river.<br />
{{Good}} Boys: 5 degrees good. Show up on the underdocks.<br />
{{Good}} Girls: 4 or 5 degrees good. Show up on the underdocks.<br />
{{Good}} Men: 1 or 2 degrees good. Show up on the underdocks.<br />
{{Neutral}} Rats: neutral. Show up on the solid/muddy parts of the river. <br />
{{Good}} Scavengers: 1 or 2 degrees good. Show up on the underdocks.<br />
{{Neutral}} Seagulls: neutral<br />
{{Neutral}} Toads: neutral. Show up on the solid/muddy parts of the river.<br />
{{Good}} Women: 1 or 2 degrees good. Show up on the underdocks.<br />
<br />
===The Tump===<br />
{{Neutral}} Bunnies: Neutral.<br />
{{Neutral}} Rabbits: Neutral.<br />
{{Neutral}} Rabid rabbits: Neutral. Will attack, but are only about as tough as normal rabbits.<br />
<br />
===Hide Park===<br />
{{Neutral}} Bunnies: Neutral.<br />
{{Neutral}} Rabbits: Neutral.<br />
<br />
==Bes Pelargic==<br />
Carrying weapons openly without a permit here is illegal; if a imperial guards see you with them, they'll take them away and you'll have to buy them back from the confiscated item shop to get them back. Guards also attack you if they see you fighting. You can buy a permit from a shifty looking man, but since the price increases with your guild level, you may want to buy one from a player shop instead. All of the animals here--dogs, ducks, hogs, sows, peacocks, rats, and snakes--seem to be neutral.<br />
<br />
{{Neutral}} Beggars: Neutral.<br />
{{Good}} Calligraphers: Range from at least 3 to 5 degrees good.<br />
{{Good}} Children: 2 degrees good.<br />
{{Evil}} Civil servants: 2 to 4 degrees evil<br />
{{Neutral}} Dockers: Neutral.<br />
{{Neutral}} Dogs: Neutral.<br />
{{Neutral}} Ducks and ducklings: Neutral.<br />
{{Good}} Farmers: Range from at least 2 to 7 degrees good.<br />
{{Neutral}} Hags: Neutral.<br />
{{Neutral}} Hogs: Neutral.<br />
{{Good}}{{Also_Neutral}} Imperial Guards: Usually range from neutral to 4 degrees good, rarely 1 degree evil.<br />
{{Neutral}} Kabuki actor: Range from at least 2 degrees evil to 2 degrees good, neutral about half the time.<br />
{{Evil}} Laggy-san: 5 degrees evil.<br />
{{Good}} Mandarins: Range from at least 2 to 5 degrees good. Family seems not to matter.<br />
{{Neutral}} Men: Neutral.<br />
{{Neutral}} Merchants: Neutral. May come with:<br />
{{Indented_Neutral}} Bodyguards: Range from 1 degree good to 1 degree evil.<br />
{{Neutral}} Monks: Neutral.<br />
{{Neutral}} Ninja: Neutral.<br />
{{None}} Noblemen: Range from at least 9 degrees good to 9 degrees evil. These come with two to five bodyguards (usually four or five) who are all within two degrees of the nobleman's alignment. Family may or may not matter.<br />
{{Good}} Noh actor: Range from at least 2 to 5 dgrees good.<br />
{{Neutral}} Officers: Neutral.<br />
{{Neutral}} Old men and women: Neutral. There may be some punishment later on for attacking them or having attacked them.<br />
{{Evil}} Pickpockets: 2 degrees evil.<br />
{{Good}} Poets: Range from at least 3 to 5 degrees good.<br />
{{Neutral}} Rats: Neutral.<br />
{{Neutral}} Rickshaw drivers: Neutral.<br />
{{Neutral}} Sailors: Neutral.<br />
{{Neutral}} Saleswomen/Salesmen: Neutral. Same as merchants.<br />
{{Good}}{{Also_Extra_Good}} Samurai: Range from at least 2 to 7 degrees good. Family seems not to matter.<br />
{{Good}}{{Also_Extra_Good}} Scribes: Range from at least 2 to 7 degrees good.<br />
{{Neutral}} Sensei: Neutral.<br />
{{Neutral}} Shoppers: Neutral or 1 degree good, usually neutral.<br />
{{Neutral}} Sows: Neutral.<br />
{{Good}}{{Also_Extra_Good}} Sweepers: Range from at least 3 to 7 degrees good.<br />
{{Neutral}} Traders: Neutral. Same as merchants.<br />
{{Neutral}} Tsimo handlers: Neutral. Come with:<br />
{{Neutral}} Tsimo wrestlers: Neutral.<br />
{{Evil}} Urchins: Range from at least 3 to 6 degrees evil.<br />
{{Neutral}} Vendors: Neutral. Same as merchants.<br />
{{Neutral}} Women: Neutral.<br />
{{Neutral}} Youths: Neutral.<br />
<br />
===Hong Pagoda Gardens===<br />
{{Neutral}} Gardeners: Neutral.<br />
{{Neutral}} Peacocks: Neutral.<br />
{{Good}} Ritual guards: 1 degree good.<br />
{{Neutral}} Snakes: Neutral.<br />
{{Neutral}} Vine trellises: Neutral.<br />
<br />
===Family estates===<br />
Reportedly, attacking npcs in the family estates can cause huge groups of guards to appear. Proceed at your own risk.<br />
<br />
====Fang Estate====<br />
This estate features a large lake, which is where all the animals are. The lake isn't too difficult to swim in, but there are underwater rooms so it is possible to drown.<br />
{{Neutral}} Cranes: Neutral.<br />
{{Neutral}} Egrets: Neutral.<br />
{{Neutral}} Family guards: Neutral.<br />
{{Neutral}} Fish: Neutral.<br />
{{Neutral}} Geisha: Usually neutral, sometimes 1 degree good.<br />
{{Neutral}} Herons: Neutral.<br />
{{Neutral}} Koi: Neutral.<br />
{{Neutral}} Water dragons: Neutral.<br />
<br />
====Hong Estate====<br />
{{Extra_Evil}} Gardeners: Range from at least 7 to 20 degrees evil.<br />
{{Evil}}{{Also_Extra_Evil}} Geisha: Range from at least 2 to 9 degrees evil.<br />
{{Evil}}{{Also_Extra_Evil}} Family guards: Range from at least 1 to 24 degrees evil.<br />
{{Evil}}{{Also_Extra_Evil}} Servants: Range from at least 2 to 24 degrees evil.<br />
<br />
====McSweeney Estate====<br />
{{Neutral}}{{Also_Evil}} Eunuchs: Neutral or 1 degree evil.<br />
{{Neutral}} Family Guards: Range from at least 2 degrees evil to 1 degree good.<br />
{{Neutral}} Gardeners: Range from at least 1 degree evil to 2 degrees good.<br />
{{Neutral}} Geishas: Neutral or 1 degree good or evil.<br />
{{Neutral}}{{Also_Good}} Gnolls: Neutral or 1 degree good.<br />
{{Neutral}} Guards: Neutral or 1 degree good. These guard the entrances to the men's and women's wings.<br />
{{Neutral}} Maids: Neutral.<br />
<br />
====Sung Estate====<br />
{{Neutral}}{{Also_Evil}} Family Guards: Range from at least 1 degree good to 2 degrees evil. Usually neutral or evil; neutral about twice as often.<br />
{{Evil}} Geishas: 2 or 3 degrees evil.<br />
<br />
====Tang Estate====<br />
The animals here are in the surrounding walkway/garden, not indoors.<br />
<br />
{{Good}}{{Also_Extra_Good}} Family Guards: Range from at least 2 to 23 degrees good.<br />
{{Neutral}} Gulls: Neutral.<br />
{{Neutral}} Peacocks: Neutral.<br />
{{Neutral}} Pelicans: Neutral.<br />
<br />
==Bleak Prospect==<br />
There are auto-attacking zombies here from at least the afternoon to the nighttime.<br />
<br />
{{Neutral}} Cats: Neutral.<br />
{{Neutral}} Chickens: Neutral.<br />
{{Neutral}} Children: Neutral.<br />
{{Neutral}} Ducks: Neutral.<br />
{{Neutral}} Farmers: Found in the pub. Neutral.<br />
{{Neutral}} Farmhands: Neutral.<br />
{{Neutral}} Lasses: Neutral.<br />
{{Neutral}} Mice: Neutral.<br />
{{None}} Old coots: Found in the town hall. Range from at least 43 degrees evil to 31 degrees good. Evil ones seem more common, but it's probably random or semi-random.<br />
{{Neutral}} Peddlers: Neutral.<br />
{{Neutral}} Pigeons: Neutral.<br />
{{Neutral}} Sheep: Neutral.<br />
{{Evil}} Zombies: 5 degrees evil.<br />
<br />
==Bois==<br />
The town of Bois and the surrounding forest. Children and villagers are only found in the town; does, rabbits, and foragers are found in the forest and disappear when night falls. Woodcutters are found in both areas.<br />
<br />
{{Neutral}} Children: Neutral <br />
{{Good}}{{Also_Evil}} Does: 4 degrees good or 4 degrees evil (about 1/4 seem to be evil). <br />
{{Good}} Foragers: 4 degrees good. <br />
{{Neutral}} Rabbits: Neutral. <br />
{{Neutral}} Villagers: Neutral. <br />
{{Neutral}} Woodcutters: Neutral.<br />
<br />
==Brown Islands==<br />
{{Neutral}} Crabs: Neutral. Found on the rock in the ocean.<br />
{{Neutral}} Jellyfish: Neutral. Found in the ocean.<br />
{{Neutral}} Natives: Neutral.<br />
{{Neutral}} Sailors: Neutral.<br />
<br />
==Djelibeybi==<br />
Killing priests or cats here will get you thrown in the crocodile pit, if the priests catch you after you do it, so some swimming and rock climbing skills may be neccessary if you plan on doing that.<br />
<br />
{{Good}} Ambassadors: 2 degrees good. <br />
{{None}} Architects: Range from at least 14 degrees evil to 36 degrees good. <br />
{{Evil}} Camels: 2 degrees evil <br />
{{Neutral}} Cats: Neutral.<br />
{{Evil}} Ceremonial guards in the Djelian Guard: Mostly 1 degree evil, sometimes 2 degrees evil. <br />
{{Evil}} Ceremonial sentries in the Djelian Guard: 1 degree evil. <br />
{{Neutral}}{{Also Evil}} Children: Neutral, unless they're the pickpocketing ones--those are 2 degrees evil. <br />
{{Neutral}} Dealers: Range from at least 1 degree good to 2 degrees evil.<br />
{{None}} D'reg: Range from at least 13 degrees evil to 7 degrees good. <br />
{{Good}} D'reg women: 1 degree good. <br />
{{Good}} Engineers: Usually 2 degrees good, sometimes 1 degree good.<br />
{{Good}} Farmers: Range from at least 3 degrees good to neutral. <br />
{{None}} Hashishim: Range from at least 3 degrees good to 3 degrees evil. They are spacey, dazed, beautific, and giggly men and women.<br />
{{Good}} Ibises: 5 degrees good. <br />
{{Good}} Labourers: 1 degree good. <br />
{{None}} Madmen: See "Priests and priestesses". They don't count as priests themselves, but priests of the same deity will assist them.<br />
{{Good}} Men: 1 degree good. (I.e., "a sombre young man", for example.) (This doesn't include Hashishim.)<br />
{{Neutral}} Merchants: Range from at least 1 degree good to 1 degree evil.<br />
{{Good}} Palace guards: 1 degree good. <br />
{{Evil}} Party-goers in Hat's temple: 5 degrees evil. <br />
{{None}} Priests and priestesses, by deity: <br />
{{Indented_Extra_Evil}} Bast: 10 degrees evil. <br />
{{Indented_Good}} Bunu: 1 degree good. <br />
{{Indented_Extra_Good}} Cephnet: 6 degrees good. <br />
{{Indented_Extra_Evil}} Cephut: 6 degrees evil. <br />
{{Indented_Neutral}} Dhek: Neutral. <br />
{{Indented_Evil}} Fhez: 2 degrees evil.<br />
{{Indented_Neutral}} Gil: Neutral. <br />
{{Indented_Evil}} Hast: 2 degrees evil. <br />
{{Indented_Evil}} Hat: 5 degrees evil. <br />
{{Indented_Extra_Good}} Herpentine triskeles: 17 degrees good. <br />
{{Indented_Good}} Jeht: 3 degrees good.<br />
{{Indented_Extra_Good}} Juf: 6 degrees good.<br />
{{Indented_Neutral}} Ket: Neutral. <br />
{{Indented_Neutral}} Khefin: Neutral. <br />
{{Indented_Evil}} Nept: 2 degrees evil. <br />
{{Indented_Evil}} Nesh: 1 degree evil. <br />
{{Indented_Extra_Evil}} Net: 9 degrees evil. <br />
{{Indented_Evil}} Orexis-Nupt: 2 degrees evil. <br />
{{Indented_Extra_Evil}} Ptooie: 9 degrees evil. <br />
{{Indented_Neutral}} Put: Neutral. <br />
{{Indented_Extra_Evil}} Sarduk: 13 degrees evil. <br />
{{Indented_Extra_Evil}} Scrab: 6 degrees evil. <br />
{{Indented_Extra_Good}} Sessifet: 16 degrees good. <br />
{{Indented_Extra_Evil}} Set: 12 evil. <br />
{{Indented_Good}} Sot: 5 degrees good. <br />
{{Indented_Good}} Teg: 1 or 2 degrees good.<br />
{{Indented_Neutral}} Ugizalizai: Neutral. <br />
{{Indented_Evil}} Vut: 4 degrees evil. <br />
{{Indented_Extra_Good}} What: 36 or 37 degrees good. <br />
{{Indented_Neutral}}: Yay: Neutral.<br />
{{Evil}} Recruits: 3 or 4 degrees evil. <br />
{{None}} Sailors: Range from at least 6 degrees evil to 13 degrees good. <br />
{{Good}} Scarab beetles: 3 degrees good. <br />
{{Evil}} Scorpions: 3 degrees evil. <br />
{{None}} Scribes: Range from at least 5 degrees good to 9 degrees good. <br />
{{Neutral}} Snakes: Neutral.<br />
{{Evil}}{{Also_Neutral}}{{Also_Good}} Soldiers: Range from 4 degrees good to 4 degrees evil. Priests will assist them.<br />
{{Good}} Stone masons: Range from at least 3 degrees good to 5 degrees good. <br />
{{Neutral}} Suspicious-looking woman/man: Neutral. May be hiding. <br />
{{Neutral}} Tortoises: Neutral. <br />
{{Neutral}} Traders: Neutral. (Not including fig traders.)<br />
{{None}} Tramps: Range from at least 5 degrees good to 17 degrees evil.<br />
{{Evil}} Vagabonds: 5 degrees evil. May be hiding. <br />
{{None}} Warriors: Range from at least 47 degrees evil to 40 degrees good. <br />
{{Neutral}} Wizards: Neutral. <br />
{{Good}} Women: 1 degree good. (I.e., "an old woman", for example.) (This doesn't include Hashishim.)<br />
<br />
==Escrow==<br />
There are a few things to note about this area. First, killing the locals (aside from vampires) will get you thrown to the werewolves, who will attack you and break your legs. Second, in the nighttime there are aggressive vampires.<br />
<br />
{{Evil}} Vampires: Range from 3 - 5 degrees evil, usually 4 degrees evil. They show up at night and look like a "slinky girl", "young man", "slim woman", or "handsome man" (though there may be others). They are aggressive, and though they don't pursue, if you leave the room while fighting them they'll follow after a little while. Their bite does occasional damage and leaves you under a negative stat effect (appears to be -2 dex, -2 int, -2 str, -2 wis), but it will wear off on its own after a few minutes or so.<br />
<br />
==Genua City==<br />
{{Neutral}} Agitators: Neutral.<br />
{{Neutral}} Beggars: Neutral.<br />
{{Neutral}} Bullfrogs: Neutral.<br />
{{Neutral}} Cadgers: Neutral<br />
{{Neutral}}{{Also_Evil}} Children: Neutral, except for the ones whose descriptions say they're no stranger to the streets--those are 4 degrees evil.<br />
{{Extra_Good}} City guards: Usually 18 or 19 degrees good, sometimes 17 degrees good.<br />
{{Extra_Good}} City sergeants: 18 or 19 degrees good<br />
{{Neutral}} Citizens: Neutral.<br />
{{Neutral}} Coachman mice: Neutral.<br />
{{Neutral}}{{Also_Extra_Good}} Courtesans: Neutral. Some of them are city guards in disguise; these consider much tougher and soul/say things to you. The guards in disguise are neutral until they reveal themselves (they'll do this if you attack them--or, probably, attack someone else in their presence); afterwards they have normal city guard alignment (17-19 good).<br />
{{Neutral}} Dealers: Neutral.<br />
{{Neutral}} Drunkards: Neutral.<br />
{{Neutral}} Fireflies: Neutral. Genua City Park only.<br />
{{Neutral}} Fishermen: Neutral.<br />
{{Extra_Evil}} Gentlemen: 9 degrees evil.<br />
{{Extra_Evil}} Hitmen: Range from at least 34-37 degrees evil.<br />
{{Neutral}} Labourers: Neutral.<br />
{{Extra_Good}} Knights: 9 degrees good. They will assist citizens and guards, and probably any npcs you try to fight in the same room as them.<br />
{{Neutral}} Maids: Neutral. Found in the Musketeers' guild building.<br />
{{Neutral}} Mana Rosa: Neutral. These have short descriptions that look like, "<adjective> man" or "<adjective> woman", and if you look at them it says they're with the Mana Rosa.<br />
{{Extra_Evil}} Men of low moral fibre: 9 degrees evil. May be hiding.<br />
{{Neutral}} Mendicants: Neutral.<br />
{{Neutral}} Mercenaries: Neutral.<br />
{{Neutral}} Merchants: Neutral.<br />
{{Evil}} Musketeers: Mainly 1 degree evil, sometimes neutral, 1 good, or 2 evil.<br />
{{Extra_Good}} Noobie: 36-37 degrees good<br />
{{Extra_Good}} Officers: 9 degrees good.<br />
{{Extra_Evil}} Pirates: 8 or 9 degrees evil.<br />
{{Neutral}} Schoolgirls/schoolboys: Neutral.<br />
{{Extra_Evil}} Shady characters: 9 evil.<br />
{{Evil}} Smugglers: 4 degrees evil. These sell things.<br />
{{Extra_Evil}} Smuggler captains: 18 degrees evil.<br />
{{Neutral}} Snakes: Neutral.<br />
{{Extra_Good}} Soldiers: Usually 9 degrees good, sometimes 8 degrees good.<br />
{{Neutral}} Street cleaners: Neutral.<br />
{{Neutral}} Traders: Neutral.<br />
{{Extra_Evil}} Women of low moral fibre: 9 degrees evil. May be hiding.<br />
{{Neutral}} Zombie town criers: Neutral.<br />
{{Extra_Evil}} Zombies in graveyard: 8 degrees evil. Aggressive.<br />
<br />
===Barracks===<br />
{{Neutral}} Army cook: Neutral.<br />
{{Neutral}} General Sallyforth: Neutral.<br />
{{Extra_Good}} Knights: 9 degrees good.<br />
{{Extra_Good}} Soldiers: Usually 9 degrees good, sometimes 8 degrees good.<br />
{{Neutral}} Wounded soldiers: Neutral.<br />
<br />
===Casino===<br />
Apparently killing npcs here will make you a target of hitmen (may only apply to the npcs upstairs).<br />
{{Neutral}} Buffet girl: Neutral.<br />
{{Neutral}} Cigarette girl: Neutral.<br />
{{Neutral}} Gamblers: Neutral.<br />
{{Extra_Evil}} Heavily muscled man: 9 degrees evil.<br />
{{Neutral}} Security guards: Neutral.<br />
<br />
===Racetrack===<br />
Note that the racetrack is associated with one of the Coffee Nostra families, so killing npcs here may have consequences, such as hitmen.<br />
{{Extra_Evil}} Albert Dimagio: 8 degrees evil.<br />
{{Extra_Evil}} Gentlemen: 9 degrees evil.<br />
{{Neutral}} Gamblers: Neutral.<br />
{{Neutral}} Phillip 'the beard' Persico: Neutral.<br />
{{Neutral}} Punters: Neutral.<br />
{{Evil}} Stablehand: 4 degrees evil.<br />
<br />
<br />
===Tacticus Academy===<br />
{{Neutral}} Security guard: Neutral<br />
{{Evil}} Schneider (headmaster): 4 degrees evil.<br />
{{Neutral}} School janitor: Neutral<br />
{{Neutral}} Schoolboys: Neutral.<br />
{{Neutral}} Schoolgirls: Neutral.<br />
{{Extra_Good}} School nurse: 9 good<br />
{{None}} Teachers:<br />
{{Indented_Good}} Ray, Sworde: 4 degrees good.<br />
{{Indented_Neutral}} Filius, Steele, Goghson: Neutral.<br />
<br />
==Lancre Town==<br />
{{Extra_Good}} Boys: 15 degrees good.<br />
{{Good}} Chickens: 1 degree good.<br />
{{Good}} Dames: 2 or 3 degrees good.<br />
{{Extra_Good}} Frogs: Range from 5 to 7 degrees good, mostly 5 or 6.<br />
{{Extra_Good}} Girls: 15 degrees good.<br />
{{Good}} Householders: 2 degrees good.<br />
{{Good}} Housewives: 1 or 2 degrees good.<br />
{{Good}} Locals: 2 or 3 degrees good.<br />
{{Good}} Lodgers: 2 or 3 degrees good.<br />
{{Good}} Rustics: 2 degrees good.<br />
{{Good}} Subjects: 1 or 2 degrees good.<br />
{{Evil}} Teenagers: Range from at least neutral to 2 degrees evil.<br />
{{Good}} Tenants: 2 or 3 degrees good.<br />
{{Good}} Townsmen: 2 or 3 degrees good.<br />
{{Good}} Yokels: 2 degrees good.<br />
{{Evil}} Youths: 1 degree evil.<br />
<br />
===Lancre Castle===<br />
South of Lancre Town. As of yet, this is just the area around the castle, since the castle itself isn't open yet.<br><br />
{{Neutral}} Bears: Neutral.<br />
{{Neutral}} Children: Neutral.<br />
{{Neutral}} Mothers: Neutral.<br />
{{Neutral}} Woodcutters: Neutral.<br />
<br />
==Lancre villages: Bad Ass, Brass Neck, Creel Springs, Mad Stoat, Mad Wolf, Razorback, and Slice==<br />
These all have basically the same npcs, with the exception that Razorback has a few extra types.<br />
{{Neutral}} Children: Neutral.<br />
{{Neutral}} Farmers: Neutral.<br />
{{Neutral}} Field mice (field in Razorback only): Neutral.<br />
{{Neutral}} Rats (field in Razorback only): Neutral.<br />
{{Neutral}} Sheep (Razorback only): Neutral.<br />
{{Neutral}} Shepherds: Neutral.<br />
{{Good}} Villagers: 3 degrees good.<br />
<br />
==Ohulan Cutash==<br />
{{Neutral}} Barge sailors: Neutral.<br />
{{Neutral}} Cows: Neutral.<br />
{{Good}} Farmers: 3 degrees good.<br />
{{Neutral}} Peasants: Neutral.<br />
{{Good}} Soldiers: 1 degree good.<br />
{{Evil}} Strongarms: 2 or 3 degrees evil, usually 2.<br />
{{Neutral}} Town guards: Neutral.<br />
{{Good}} Tramps: 1 degree good.<br />
{{Good}} Zoon liar: 2 degrees good.<br />
{{Good}} Zoon sailors: 1 degree good.<br />
<br />
==Sto Lat==<br />
Killing people here can get you catapulted out of the city if the royal guards catch you. (This can be deadly, depending on your hp.)<br />
{{None}} Beekeepers: Range from at least 10 evil to 26 good.<br />
{{Neutral}} Blackbirds: Neutral.<br />
{{Evil}} Brawlers: 1 or 2 degrees evil.<br />
{{Neutral}} Bums: Neutral.<br />
{{Neutral}} Butterflies: Neutral.<br />
{{None}} Children: Range from at least 30 degrees evil to 33 degrees good.<br />
{{Neutral}} Crows: Neutral.<br />
{{Neutral}} Dogs of various kinds: Neutral.<br />
{{None}} Drovers: Range from at least 10 good to 41 evil.<br />
{{None}} Drunks: Range from at least 43 degrees evil to 11 degrees good.<br />
{{Neutral}} Executioners: Netural.<br />
{{Neutral}} Jesters: Neutral.<br />
{{None}} Merchants: Range from at least 12 good to 13 evil.<br />
{{Neutral}} Mourners (cemetary only): Neutral.<br />
{{Neutral}} Noblewomen: Neutral.<br />
{{None}} Peasants: Range from at least 44 evil to 26 good.<br />
{{Neutral}} Pie sellers: Neutral.<br />
{{Neutral}} Pigeons: Neutral.<br />
{{None}} Priests<br />
{{Indented_Neutral}} Jimi: Neutral.<br />
{{Indented_Extra_Good}} Pishe: 25 degrees good.<br />
{{Indented_Neutral}} Reg: Neutral.<br />
{{None}} Rich men: Range from at least 9 evil to 39 good.<br />
{{None}} Rich women: Range from at least 30 evil to 39 good.<br />
{{None}} Royal Guards: Range from at least 25 evil to 5 good.<br />
{{Neutral}} Royal judges: Neutral.<br />
{{Neutral}} Sparrows: Neutral.<br />
{{Neutral}} Starlings: Neutral.<br />
{{Evil}} Thieves: 1 degree evil.<br />
{{Neutral}} Thrushes: Neutral.<br />
{{None}} Tinkers: Range from at least 22 good to 5 evil.<br />
{{None}} Warehouse workers: Range from at least 29 evil to 11 good.<br />
{{None}} Washerwomen: Range from at least 40 evil to 4 good.</div>Ruediihttp://www.dwpriests.com/wiki/User:Ruedii/researchUser:Ruedii/research2010-10-23T20:20:33Z<p>Ruedii: Created page with "= Ruedii's Personal Discworld Mud ritual research page = Here is where I, Ruedii, store my personal research data. Please add your related research at the botto…"</p>
<hr />
<div>= Ruedii's Personal Discworld Mud ritual research page =<br />
<br />
Here is where I, [[User:Ruedii|Ruedii]], store my personal research data. Please add your related research at the bottom of the appropriate segment. Link to your own research page if it is longer than my segment.</div>Ruediihttp://www.dwpriests.com/wiki/TotemTotem2010-09-14T13:26:00Z<p>Ruedii: Minor formatting improvements.</p>
<hr />
<div>{{RitualInfoBox<br />
| name=Totem<br />
| gp=40<br />
| learntat=25-30 [[faith.rituals.misc.target]]<br />
| skills=[[faith.rituals.defensive.area]], [[faith.rituals.defensive.target]]<br />
| grantedby=[[Pishe]], [[Gufnork]], [[Gapp]], [[Sandelfon]], [[Fish]], [[Hat]] and [[Sek]]<br />
| requirements=[[Holy symbol|Symbol]] and a god-specific item<br />
| rodtype=d<br />
}}<br />
<br />
Transforms an item into a being. The resulting totem is a type of [[:Category:Minions|minion]].<br />
<br />
__TOC__<br />
<br />
= Description =<br />
This rather new ritual is in fact a very old one (that was removed for a while). When performed upon an item related to your God (see below), it transforms the item in a being (also depending on your god). Due to the recent changes to dust devils, this totem (together with spectres) is the only summoned creature that will protect the performer. Totems have horrible offensive skills but when shielded, they may be a useful protection for younger priests. A totem will not attack a priest, and will depart if it starts fighting a priest or if a priest starts fighting it. Totems granted are different from God to God. <br />
<br />
The totem's alignment is the same as that of the priest who summoned it.<br />
<br />
Totems can be referred to as "totem", "summon", "minion", "creature", or the specific type ("salamander", "lungfish", etc). The Sandelfon version--a rocky creature--can also be referred to as a troll.<br />
<br />
== Special features of individual totems ==<br />
Sandelfon's totem is notable in that it has troll skin. <br />
<br />
Hat's totem leaves behind a party hat when it departs, effectively making it an endless source of free party hats.<br />
<br />
Pishe's totem will not attack.<br />
<br />
= Help File =<br />
<!-- If something in this "Help File" section needs changing, please also submit an in-game typo-rep, as this section should mirror the MUD's help file --><br />
When performed upon an item of significance to your deity, it will summon a creature that protects you. The exact item and creature vary from god to god. To perform this ritual you will need a holy symbol, and you may only command one totem at a time.<br />
<br />
= Example =<br />
> perform totem on fluff<br />
You chant the psalm of transformation.<br />
You call upon Gufnork to transform a huge ball of orchid fluff.<br />
A dust bunny flashes into being.<br />
<br />
= Granted By =<br />
[[Pishe]], [[Gufnork]], [[Gapp]], [[Sandelfon]], [[Fish]], [[Hat]], [[Sek]]<br />
<br />
= Learnt At =<br />
25-30 [[faith.rituals.misc.area]] (Hat)<br />
<br />
= Skills Used =<br />
*[[faith.rituals.defensive.area]] {{Mocked}}<br />
*[[faith.rituals.defensive.target]] {{Mocked}}<br />
<br />
= Base GP Cost =<br />
It costs 40 gp to summon a totem if you are not already controlling any [[:Category:Minions|minion]]s, and an additional 20 gp for every minion you're controlling. So, summoning a totem when you have one dust devil will cost 60 gp.<br />
<br />
= Requirements =<br />
* [[Holy symbol]] and a god-specific item (not consumed):<br />
** Wet Towel or Container with 1 pint of water* ([[Pishe]])<br />
** Fluff ([[Gufnork]])<br />
** Stylish clothes ([[Gapp]])<br />
** A rock/pebble/stone ([[Sandelfon]])<br />
** A fish? ([[Fish]]) (The wrong item will be "not fishy enough".) Items that work: stuffed haddock.<br />
** Party hat or underwear ([[Hat]])<br />
** Body part* ([[Sek]])<br />
<br />
===== * requirement details =====<br />
* [[Pishe]]: Wet towel -- will be dried, but will not be consumed. Items other than towels have not been tested but may work. <br />
:* Performing splash on yourself while carrying or wearing a towel will get it wet enough for the ritual. <br />
:* The lightest towels (at 5/9 lbs) are red beach towels, large black towels, frog green towels, blue hand towels, and yellow foot towels. (Please fill in if another lighter towel can be found)<br />
:* Patched floral towels are next at 1 1/9 lb, while fluffy pink towels and large white towels are 2 2/9 lbs each.<br />
* [[Pishe]]: Container with at least 1 pint of water. (Neither container nor water will be consumed.) <br />
:* Blue water will work.<br />
:* Container must be worn or in inventory.<br />
* [[Sek]]: Body part -- Human fingers weigh only 1/9 lb. (Although any creative Sekkite will undoubtedly find many more small body parts to cut off.)<br />
<br />
= Totems =<br />
The totems vary, depending on which god the priest is worshipping.<br />
* For [[Pishe]], it is a misty woman.<br />
* For [[Gufnork]], it is a dust bunny.<br />
* For [[Gapp]], it is an empty robe.<br />
* For [[Sandelfon]], it is a rocky creature.<br />
* For [[Fish]], it is a lungfish.<br />
* For [[Hat]], it is a vulture.<br />
* For [[Sek]], it is a salamander.<br />
<br />
<br />
= [[Meditate]] =<br />
{{MeditateBox<br />
| type=d<br />
| steps=2<br />
| target=Objects<br />
| components=[[Holy symbol]]<br />
| powers=Speech<br />
| resist=na<br />
}}<br />
<br />
[[Category:Pishe Rituals]]<br />
[[Category:Gufnork Rituals]]<br />
[[Category:Gapp Rituals]]<br />
[[Category:Sandelfon Rituals]]<br />
[[Category:Fish Rituals]]<br />
[[Category:Hat Rituals]]<br />
[[Category:Sek Rituals]]<br />
[[Category:Rituals]]<br />
[[Category:Minions]]</div>Ruediihttp://www.dwpriests.com/wiki/Talk:ResurrectTalk:Resurrect2010-09-14T13:19:12Z<p>Ruedii: /* xp return */</p>
<hr />
<div>==messages==<br />
<br />
Today I got a message at the end of my resurrect that is not in the list: "<b>A few scenes from your vision remain with you as a cautionary example.</b>"<br><br />
I think I got around 50k xp for that, but I'm not sure where it would fit in the list.<br><br />
I would guess between "A few flashes... " and "All the important moments..." ?<br><br />
--[[User:Nauia|Nauia]] 19:30, 7 March 2009 (UTC)<br />
<br />
:Oh, hey, I didn't see this. :O I put the "scenes" message between "a few flashes" and "all the important moments" since 1)it ''looks'' like it should go between those two, and 2)when I got that one the person apparently got around 50% back, and a couple of times when I've gotten the "all the important moments" one they've told me they got around half back then, too. I was assuming that the message was an indicator of how much xp the ghost got back (because... I read it on this page. :p Maybe that could do with some verification), so that would mean they're close together.<br />
<br />
:Here's an interesting thing:<br />
::All of the important moments from your vision remain with you as a cautionary example.<br />
::GP Used: -44 (117 left) XP Gained: 387146 (from 630208 to 1017354) (-8799x) <br />
:That seems to be the highest message--''but'' it amounts to 2-3% of the amount he got back (14.6 million out of 28). I therefore think that the message may very well indicate the amount of xp you got relative to the xp they got back, ''but'' the ranges for which you get the various messages probably change with the amount they get back.<br />
:--[[User:Ilde|Ilde]] 07:47, 28 February 2010 (UTC)<br />
<br />
==xp return==<br />
<br />
Appearantly there is more to the xp the performer gets then I thought. The xp you get can go up to 5% (according to Zexium) of the xp that is returned to the resurrected person, which is up to 75% of what the resurrected person lost. Those percentages depend on your fa.ri.cu.ta skill.<br><br />
I think the message at the end of the ritual gives some sort of indication to the xp the performer got (which of course depends on how much was returned to the resurrected person). Allthough its also possible the messages are just random (though I dont think so :)).<br><br />
I'm not entirely sure of any of this, thats why I put it here and not on the page.<br><br />
--[[User:Nauia|Nauia]] 22:59, 11 March 2009 (UTC)<br />
<br />
:Also: maybe the 5% number has been changed. Recently I got 84637 from ressing someone who apparently had 1.9 million beforehand and got about 50% back... which is about 8-9%. (This was with a cu.ta bonus of 358, and "quite a bit easier ... because you have been actively worshipping Pishe and you are near a sacred shower". I got the "all the important moments" message.) --[[User:Ilde|Ilde]] 05:49, 17 November 2009 (UTC)<br />
<br />
:ETA: Oh, and looking at my scrollback, the "scenes" message got me 40516 when the resee got around 800k back (apparently out of around 1.5 million). So around 5% there. --[[User:Ilde|Ilde]] 05:58, 17 November 2009 (UTC)<br />
<br />
:Although I was suggesting 5%, recent research and playing with numbers has suggested that the return to the pishite is non linear, although the return to the recently deceased is (with suitable res bonus) pretty linear. Graphs on the main page. The curve on the pishite graph is not great, but is clearly a better correlation than my previous one of 5%, what I had assumed to be skillcheck failures leading to less than 5% were actually due to the non linear nature of the formula. Also note that the significant XP for the resurrect ritual seems to be the amount the ghost actually died with, any heartbeat xp, shared group command xp, exploration xp or achievement xp earned after the moment of death seems to be returned 100%. This is indicated by the fact that the correlation works better on the "death xp" graph than on the "res xp" graph - if I try and correlate the pishite return against the "after res" xp of the deceased the match isn't anywhere near as tidy. Also, note that Scouter actually found the basic form of the correlation. [[User:Zexium|Zexium]] 18:23, 6 March 2010 (UTC)<br />
<br />
<br />
:Should the XP Return segment be move to a sub-page. It seems a little large, and isn't in the standard "basic ritual data" template. [[User:Ruedii|--&quot;Ruedii&quot;]] 13:19, 14 September 2010 (UTC)<br />
<br />
==meditate==<br />
<br />
The best meditate result I have received so far is this: You finish meditating and gain some knowledge. Resurrect is a healing ritual with eight steps.<br><br />
This was with a modified (flat cap) fa.ri.sp bonus of 421 after several failures. --[[User:Garrion|Garrion]] 03:26, 8 January 2010 (UTC)</div>Ruediihttp://www.dwpriests.com/wiki/Talk:Learnt_at_level_tableTalk:Learnt at level table2010-07-04T04:39:35Z<p>Ruedii: /* Even more Proposed further adjustment by Ruedii */</p>
<hr />
<div>== Attempt at Making Thinner Table ==<br />
{| border="1" cellspacing="0" cellpadding="5" align="center"<br />
! rowspan="4" | || colspan="11" | faith<br />
|-<br />
! colspan="11" | rituals<br />
|-<br />
! colspan="2" | offensive || colspan="3" | defensive || colspan="2" | curing || colspan="3" | misc || rowspan="2" | special<br />
|-<br />
! area || target || area || self || target || self || target || area || self || target<br />
|-<br />
| '''Foo''' || || || || || align="center" | fa.ri.de.ta || || || || || || <br />
|-<br />
| '''Bar''' || colspan="2" align="center" | fa.ri.of || || || || || || || || ||<br />
|-<br />
| '''Baz''' || colspan="11" align="center" | fa.ri<br />
|-<br />
| '''Frog''' || colspan="11" align="center" | fa<br />
|-<br />
| '''Cabbage''' || || || || || || || || || || || align="center" | fa.ri.sp<br />
|}<br />
<br />
''Replace the skill abbreviations in the table with level numbers. The abbreviations were used to show what each position/value indicates.''<br />
<br />
<br />
== Proposed further adjustment by Ruedii ==<br />
{| border="1" cellspacing="0" cellpadding="5" align="center"<br />
! rowspan="4" | || colspan="11" | faith<br />
|-<br />
! colspan="11" | rituals<br />
|-<br />
! colspan="2" | off || colspan="3" | def || colspan="2" | cur || colspan="3" | misc || rowspan="2" | sp<br />
|-<br />
! ar || ta || ar || se || ta || se || ta || ar || se || ta<br />
|-<br />
| '''Foo''' || || || || || align="center" | fa.ri.de.ta || || || || || || <br />
|-<br />
| '''Bar''' || colspan="2" align="center" | fa.ri.of || || || || || || || || ||<br />
|-<br />
| '''Baz''' || colspan="11" align="center" | fa.ri<br />
|-<br />
| '''Frog''' || colspan="11" align="center" | fa<br />
|-<br />
| '''Cabbage''' || || || || || || || || || || || align="center" | fa.ri.sp<br />
|}<br />
<br />
If we switch to 2 letter abreviations for area, target, self and special we should be able to reach our goal.<br />
<br />
Additionally having additional sorting by type of ritual would help make it easier to find your desired ritual on the table. --[[User:Ruedii|--&quot;Ruedii&quot;]] 15:30, 7 July 2009 (UTC)<br />
<br />
Further edit: If we use 3/4 letter abbreviations for the second level skills it should provide even more space. [[User:Ruedii|--&quot;Ruedii&quot;]] 04:39, 4 July 2010 (UTC)</div>Ruediihttp://www.dwpriests.com/wiki/Talk:Guild_titlesTalk:Guild titles2010-02-14T04:20:50Z<p>Ruedii: /* New post-title levels */</p>
<hr />
<div><br />
== Recent edit to Blessed father, and how to find levels ==<br />
<br />
Here is the note, as well as how to collect these stats:<br />
<br />
I noticed that the title became available with the title command.<br />
...<br />
You can set your player title to one of Blessed, Blessed father, Brother, Competent, Miss, Mostly reverend, Mr, Mrs, Ms and Reverend.<br />
...<br />
<br />
I checked my status:<br />
...<br />
Your current experience is 17028 and you are level 220 in the priesthood of Pishe; your overall rating is 19700<br />
...<br />
<br />
Be sure to fine tune it and other levels closer to the actual level as you find it. They are not exact. I am going to add a comment on the main page discussion, to see this needs to be added to the "inexact information" list.<br />
<br />
== New post-title levels ==<br />
<br />
Does anyone know at what level(s) your title changes? [[User:Kione|Kione]] 20:05, 13 February 2010 (UTC)<br />
<br />
:These charts are far from complete but they seem to be filling in.<br />
:I extendended "Prayer Leader of Pishe" down to my level, as it seems I had it below the level indicated.</div>Ruediihttp://www.dwpriests.com/wiki/Guild_titlesGuild titles2010-02-14T04:19:55Z<p>Ruedii: /* Pishe */</p>
<hr />
<div>Titles are used when someone uses the ‘who’ command in one of its forms, or using ‘refer laotzu’. They will appear after your name followed by the name of your god. For example: '''LaoTzu The Taoist the Prelate of Hat'''<br />
<br />
Also available are pre-titles which go in front of your name. Besides the generic titles, available to players, every guild has its own special set of titles. As you advance in the guild, your religious instructor will provide you with special titles, such as "Brother", "Reverend" and "Holy". Ministers and High Priests also find that their positions are available as pre titles.<br />
<br />
Your title will also be followed by other information, including a title of your choosing, a quest name and any other positions you may hold, e.g.<br />
<br />
'''You are Minister LaoTzu The Taoist the Prelate of Hat, Enlightened, the leader of the-Way, Secretary to the High Priest of Hat, Coffee Bean.'''<br />
<br />
= Pre-Titles and Required Guild Level =<br />
:51 Brother/Sister<br />
:101 Mostly reverend<br />
:151 Reverend<br />
:201 Blessed<br />
:220 Blessed father/mother<br />
:223 Blessed brother/sister<br />
:251 Venerable<br />
:261 Venerable brother/sister<br />
:271 Venerable father/mother<br />
:300 Holy<br />
:311 Holy brother/sister<br />
:403 Beatus<br />
<br />
=New post-titles=<br />
On February 12, 2010, we got some new titles. Some of these depend on skills as well as guild level and some appear to be deity-specific.<br />
<br />
From cinnamon's post on the Priests board:<br />
<br />
:These are the titles available to me from the guildtitle command. Some definitely look very Sekkite in nature, there's quite a few new ones, and I've already seen players of other deities with titles not on this list.<br />
<br />
:01) the Abbot of Sek<br />
:02) the Acolyte of Sek<br />
:03) the Altar Boy of Sek<br />
:04) the Apostle of Sek<br />
:05) the Archbishop of Sek<br />
:06) the Archcardinal of Sek<br />
:07) the Archpriest of Sek<br />
:08) the Beatus of Sek<br />
:09) the Bishop of Sek<br />
:10) the Canon of Sek<br />
:11) the Cantor of Sek<br />
:12) the Cardinal of Sek<br />
:13) the Catechumen of Sek<br />
:14) the Censor of Sek<br />
:15) the Chancellor of Sek<br />
:16) the Choir Boy of Sek<br />
:17) the Choir Soloist of Sek<br />
:18) the Consumed One of Sek<br />
:19) the Convert of Sek<br />
:20) the Curate of Sek<br />
:21) the Dean of Sek<br />
:22) the Definitor of Sek<br />
:23) the Disciple of Sek<br />
:24) the Divine of Sek<br />
:25) the Exalted of Sek<br />
:26) the Exarch of Sek<br />
:27) the Executioner of Sek<br />
:28) the Expeditor of Sek<br />
:29) the Exquisitor of Sek<br />
:30) the Friar of Sek<br />
:31) the Grand Penitentiary of Sek<br />
:32) the Keeper of the Faith of Sek<br />
:33) the Lector of Sek<br />
:34) the Novice of Sek<br />
:35) the Ordained Priest of Sek<br />
:36) the Parson of Sek<br />
:37) the Pastor of Sek<br />
:38) the Penitentiary of Sek<br />
:39) the Precentor of Sek<br />
:40) the Prelate of Sek<br />
:41) the Primate of Sek<br />
:42) the Prior of Sek<br />
:43) the Prophet of Sek<br />
:44) the Saint of Sek<br />
:45) the Sectary of Sek<br />
:46) the Sectator of Sek<br />
:47) the True Believer of Sek<br />
:48) the Votary of Sek<br />
<br />
==Title vs. Level tables==<br />
<br />
===Pishe===<br />
{| class="wikitable sortable" border="1"<br />
!Title || Guild levels || Other requirements<br />
|-<br />
|Worker || 58 || <br />
|-<br />
|Avouched || 79 - 93 || <br />
|-<br />
|Faithful || 101 - 112 || <br />
|-<br />
|Committed Follower || 115 - 125 || <br />
|-<br />
|Initiate || 134 || <br />
|-<br />
|Loyal Daughter/Son || 156 - 159|| <br />
|-<br />
|Novice || 165 || <br />
|-<br />
|Collector || 177 || <br />
|-<br />
|Proselytizer || 195 || <br />
|-<br />
|Trusted Daughter/Son || 200||<br />
|-<br />
|Prayer Leader || ~221 - 229 || <br />
|-<br />
|Confessor || 230 - 239 || <br />
|-<br />
|Preacher || 240 - 249 || <br />
|-<br />
|Pacifist || 288 || <br />
|-<br />
|Keeper || 312 || <br />
|-<br />
|Magister || 326-329 || <br />
|-<br />
|Zelator || 330 ||<br />
|-<br />
|Holy Brother/Sister || 341 ||<br />
|-<br />
|Devotee of Pishe's Templars || 358 || <br />
|-<br />
|Sage || 374 || <br />
|-<br />
|Choral Leader || ? || <br />
|-<br />
|Defender || ? || <br />
|-<br />
|Temple Servant || ? ||<br />
|-<br />
|Impassioned of Pishe's Auditors || ? || <br />
|}<br />
<br />
===Gufnork===<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Title || Guild levels || Other requirements<br />
|-<br />
|Convert || 36 || <br />
|-<br />
|Altar Girl/Boy || 54 - 63 || <br />
|-<br />
|Choir Boy/Girl || 75 - 77 || <br />
|-<br />
|Sectary || 122 || <br />
|-<br />
|Choir Soloist || 130 || <br />
|-<br />
|Acolyte || 140 - 142 || <br />
|-<br />
|Ordained priest/ess || 177 ||<br />
|-<br />
|Curate || 189 || <br />
|-<br />
|Friar || 240 || <br />
|-<br />
|Canon(ess) || 257 || <br />
|-<br />
|Prelate || 335 ||<br />
|-<br />
|Bishop of the Gufnorkian Templars || 353 ||<br />
|-<br />
|Primate of the Gufnorkian Templars || 367 || <br />
|-<br />
|}<br />
<br />
===Gapp===<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Title || Guild levels || Other requirements<br />
|-<br />
|Convert || 28 || <br />
|-<br />
|Numerary || 67 || <br />
|-<br />
|Follower || 106 || <br />
|-<br />
|Proselytizer || 135 || <br />
|-<br />
|Sidesman || 150 ||<br />
|-<br />
|Rector || 320 ||<br />
|-<br />
|Grace of the Gappic Templars || 409 || <br />
|-<br />
|Heirophant of the Gappic Templars || 410 || <br />
|-<br />
|Lay Elder of the Gappic Inquisition || ? || <br />
|}<br />
<br />
===Sandelfon===<br />
{| class="wikitable sortable" border="1"<br />
!Title || Guild levels || Other requirements<br />
|-<br />
|Sectator || 108 || <br />
|-<br />
|Novice || 162 || <br />
|-<br />
|Ordained Priest || 170 ||<br />
|-<br />
|Definitor || 225 || <br />
|-<br />
|Lector || 235 || <br />
|-<br />
|Dean || 283 - 287 || <br />
|-<br />
|Archpriest || 302 - 303 || <br />
|-<br />
|Chancellor || 313 - 319 || <br />
|-<br />
|Record-keeper || 377 || <br />
|}<br />
<br />
===Fish===<br />
{| class="wikitable sortable" border="1"<br />
!Title || Guild levels || Other requirements<br />
|-<br />
|Worker || 54 || <br />
|-<br />
|Avouched || 70 || <br />
|-<br />
|Faithful || 94 ||<br />
|-<br />
|Trusted Son || 203 || <br />
|-<br />
|Monk || 266 ||<br />
|-<br />
|Guru of the Drowned Men || 410 || <br />
|-<br />
|Apostle || 430 || <br />
|-<br />
|Defender || ? ||<br />
|-<br />
|Collector || ? ||<br />
|-<br />
|Sage || ? || <br />
|}<br />
<br />
===Hat===<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Title || Guild levels || Other requirements<br />
|-<br />
|Believer || 79 || <br />
|-<br />
|Follower || 103 || <br />
|-<br />
|Lay Brother/Sister || 122 || <br />
|-<br />
|Designated || 150 ||<br />
|-<br />
|Preacher || 181 || <br />
|-<br />
|Archdeacon || 314 - 315 || <br />
|-<br />
|Deacon || ? ||<br />
|-<br />
|Numerary || ? ||<br />
|-<br />
|Teacher || ? ||<br />
|-<br />
|Guarantor || ? ||<br />
|-<br />
|Lay Elder of the Unexpecteds || ? || <br />
|}<br />
<br />
===Sek===<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Title || Guild levels || Other requirements<br />
|-<br />
|Choir Boy/Girl || 72 ||<br />
|-<br />
|Sectator || 110 || <br />
|-<br />
|Acolyte || 148-149 || <br />
|-<br />
|Catechumen || 150 || <br />
|- <br />
| Votary || 202 || <br />
|-<br />
| Chancellor || 318 || <br />
|- <br />
| Prior || 322 || <br />
|- <br />
| Abbot || ? || <br />
|- <br />
| Altar Boy || ? || <br />
|- <br />
| Apostle || ? || <br />
|- <br />
| Archbishop || ? || <br />
|- <br />
| Archcardinal || ? || <br />
|- <br />
| Archpriest || ? || <br />
|- <br />
| Beatus || ? || <br />
|- <br />
| Bishop || ? || <br />
|- <br />
| Canon || ? || <br />
|- <br />
| Cantor || ? || <br />
|- <br />
| Cardinal || ? || <br />
|- <br />
| Censor || ? || <br />
|- <br />
| Choir Soloist || ? || <br />
|- <br />
| Consumed One || ? || <br />
|- <br />
| Convert || ? || <br />
|- <br />
| Curate || ? || <br />
|- <br />
| Dean || ? || <br />
|- <br />
| Definitor || ? || <br />
|- <br />
| Disciple || ? || <br />
|- <br />
| Divine || ? || <br />
|- <br />
| Exalted || ? || <br />
|- <br />
| Exarch || ? || <br />
|- <br />
| Executioner || ? || <br />
|- <br />
| Expeditor || ? || <br />
|- <br />
| Exquisitor || ? || <br />
|- <br />
| Friar || ? || <br />
|- <br />
| Grand Penitentiary || ? || <br />
|- <br />
| Keeper of the Faith || ? || <br />
|- <br />
| Lector || ? || <br />
|- <br />
| Novice || ? || <br />
|- <br />
| Ordained Priest || ? || <br />
|- <br />
| Parson || ? || <br />
|- <br />
| Pastor || ? || <br />
|- <br />
| Penitentiary || ? || <br />
|- <br />
| Precentor || ? || <br />
|- <br />
| Prelate || ? || <br />
|- <br />
| Primate || ? || <br />
|- <br />
| Prophet || ? || <br />
|- <br />
| Saint || ? || <br />
|- <br />
| Sectary || ? || <br />
|- <br />
| True Believer || ? || <br />
|}<br />
<br />
=Guild Level and Guild Title achieved (old)= <br />
:0-9 Convert <br />
:10-19 Altar Boy/Girl <br />
:20-29 Beadle <br />
:30-39 Choir Boy/Girl <br />
:40-49 Acolyte <br />
:50-59 Follower <br />
:60-69 Verger <br />
:70-79 Novice <br />
:80-89 Sexton <br />
:90-99 Sectary <br />
:100-109 Almoner <br />
:110-119 Choir Soloist <br />
:120-129 Sectator <br />
:130-139 Sideman/woman<br />
:140-149 Preacher <br />
:150-159 Missionary <br />
:160-169 Votary <br />
:170-179 Minister <br />
:180-189 Canon(ess) <br />
:190-199 Chaplain <br />
:200-209 Precentor <br />
:210-219 Disciple <br />
:220-229 Revivalist <br />
:230-239 Church Warden <br />
:240-249 Deacon <br />
:250-259 Proselytizer <br />
:260-269 Prior(ess) <br />
:270-279 Pastor <br />
:280-290 Archdeacon <br />
:290-299 Abbot/Abbess<br />
:300-309 Penitentiary <br />
:310-319 Curate <br />
:320-329 Prelate <br />
:330-339 Archpriest(ess)<br />
:340-344 Parson <br />
:345-349 Bishop<br />
:350-354 Confessor<br />
:355-359 Convertor<br />
:360-364 Dean<br />
:365-369 Archbishop<br />
:370-374 Apostle<br />
:375-379 Cardinal<br />
:380-384 Elder<br />
:385-389 Dogmatist<br />
:390-394 Witness<br />
:395-399 Fanatic<br />
:400-404 Grand Penitentiary<br />
:405-409 Hierophant<br />
:410-414 Primate<br />
:415-419 Zealot<br />
:420-424 Holy Shepherd<br />
:425-429 Archcardinal<br />
:430-434 Patriarch/Matriarch<br />
:435-439 Beatified<br />
:440-444 Prophet<br />
:445-449 Saint<br />
:450+ Divine<br />
<br />
At guild level 450 a religious instructor will teach the command guildtitle which can be used to pick from any title on the list.<br />
<br />
(This table to gl 350 was composed and donated by Pthag)</div>Ruediihttp://www.dwpriests.com/wiki/User:RuediiUser:Ruedii2010-02-10T06:40:30Z<p>Ruedii: Created page with ' = Ruedii = == MUD Characters == Ruedii's primary priest character is "Ruedii" a Pishite. :He is a friendly, but rather light-hearted, and sometimes downright silly. :Unusual …'</p>
<hr />
<div><br />
= Ruedii =<br />
<br />
== MUD Characters ==<br />
<br />
Ruedii's primary priest character is "Ruedii" a Pishite.<br />
:He is a friendly, but rather light-hearted, and sometimes downright silly. <br />
:Unusual for a Pishite, he likes dark humor, and finds that destruction has it's place in order to prepare for creation, and truly appreciates that irony.<br />
:He despises the aristocrats, and sees them as responsible for disrupting the natural cycles of the disc. He deals with this anger in the manners promoted by Sek and Midis, and has become an accomplished thief.<br />
:He sells various goods on Trade, particularly relocated holy items, but items such as crafting and music supplies. He tends to like to undercut aristocratic monopolists.<br />
:More unusually much to the horror of Gappites he love terry cloth, and other soft fabrics, but fluffy no concern one way or another.<br />
:His pet moon dragon "Blankety-Blank" humorously named after most people's reaction to Moon Dragons is a lovely snowdrop white with a green ruff and green eyes. Well known for wearing an angelic halo. He was managed to be trained to enjoy playing in the water, but not much else.<br />
:<br />
:Ruedii is an excellent Cabbie and offers other priestly services. Any quick non-cabbie service is free, but rent-a-pishite services are available at a reasonable rate.<br />
<br />
He also has a Thief character similarly "Ruedi"<br />
:Fluffy for a thief, Ruedi worships Gufnork.<br />
:He loves summoning fluff for people when he has spare time. <br />
:Stealing, he prefers to frequent jewellery, just to make quick cash. When it comes to accessories, if it isn't fluffy he doesn't wear it.<br />
:Well known for his bad sense of humour.<br />
<br />
<br />
== Ruedii in RoundWorld ==<br />
<br />
<br />
In real life, He is American, and his name is from a shortened form of his surname, which originates from Swiss German ancestress. He also has, British (Father's Mother's side) and Lithuanian (Entire Mother's side) heritage. <br />
<br />
He is Married, and in his late 20s.<br />
<br />
He is a downtrodden savant, often pessimistic from repetitive disability discrimination, this sometimes can cause him to be defensive if he feels he is being treated unfairly, please be patient and kind in such cases. <br />
<br />
He is a strong advocate of U.S. Green Party principals, but unlike most people of such extreme progressive ideals, he actually believes in the progressive concept of gradual means. (e.g. Most things can only be done one small step at a time, and a step towards the end goal is better than nothing.) The most frustrating thing in this case is explaining to anyone the concept of having extreme ideals but having moderate short term goals.<br />
<br />
He is a perfectionist in the sense that he always strives to improve in small steps towards the impossible goal of perfection, and do things the best he can. He gets very frustrated when other people do not understand his belief in this concept, or the very concept himself.<br />
<br />
He is a Linux advocate, and an advocate for patent and copyright reform. He exclusively uses Linux on his system, but is thinking of finally caving in and buying a copy of Windows to use in VirtualBox exclusively for gaming.<br />
<br />
He used to program a lot, but those skills have gotten rusty at times, but he can still debug XML derivatives and most Object Oriented, and partially Object Oriented languages. He is currently interested in learning Python/GTK Glade, Python/XUL, Python/SOAP, and/or Python/WebKit. He also may try his hands with JavaFX someday. However, he has too much to do right now, so that will have to wait.<br />
<br />
He is a moderator at [http://linuxtracker.org LinuxTracker.org] which is one of the few Torrent download sites with a pre-emptive illegal materials downloading policy. The site is dedicated to downloads of Open Source software and related Free media (e.g. Share and Share Alike class CopyLeft licensing)</div>Ruediihttp://www.dwpriests.com/wiki/Talk:Holy_WeaponTalk:Holy Weapon2010-02-10T05:52:16Z<p>Ruedii: Created page with ' == Holy Weapon colour for Gapp == Is there a Gappite capable of Holy Weapon that can do this? Also, is it possible Gapp's holy weapon colour is based on what is in style? Soun…'</p>
<hr />
<div><br />
== Holy Weapon colour for Gapp ==<br />
Is there a Gappite capable of Holy Weapon that can do this?<br />
<br />
Also, is it possible Gapp's holy weapon colour is based on what is in style? Sounds like Gapp.</div>Ruediihttp://www.dwpriests.com/wiki/Main_PageMain Page2010-02-10T05:47:41Z<p>Ruedii: /* Things to Update */</p>
<hr />
<div><center><font size="5" color="blue">'''[http://discworld.atuin.net Discworld MUD] Priests Guild Wiki!'''</font></center><br />
----<br />
==Introduction==<br />
<br />
This Wiki is made for and made by Discworld priests. These priests have spend a lot of their time to collect data to the best of their ability. In an effort to make this information widely available and as up to date as possible the old static pages of Warrax and [[User:LaoTzu|LaoTzu]] have been converted into a wiki!<br />
Please use this information carefully. No one but yourself will be accountable for harm caused by incorrect data.<br />
If you feel anything is missing or incorrect, please register yourself (preferably with a DW alt's name) and make a contribution!<br />
<br />
==Table of Contents==<br />
* [[Main_Page|Main page]]: That's here!<br />
* [[Newbie stuff]]: Newbie? Start here!<br />
* [[Followers]]: Information for non-priest followers<br />
* [[Gods]]: Information about the different gods<br />
* [[:Category:Rituals|Rituals]]: A complete list of rituals, alphabetical or by god<br />
* [[Faith rods]]: A stick full of faith<br />
* [[Wards]]: Divine theft deterrence<br />
* [[Alignment]]: Nearly almost barely evil? Quite possibly very good?<br />
* [[Skills]]: What skills do we have?<br />
* [[Commands]]: Priest-specific commands<br />
* [[:Category:Ritual components|Components]]: Ritual components<br />
* [[Deity points]]: What are they? How to use them?<br />
* [[High priests]]: How to become/stay a high priest and what to do while you're in office<br />
* [[Misc info]]: Miscellaneous bits of information<br />
* [[Research and Ideas]]: Dump your brain here!<br />
* [[Credits]]: Credits to the previous owners and contributors of the Priests' Guild Website<br />
<br />
==Things to Update==<br />
Willing to contribute? Check out what we're still after!<br />
<br />
* [[:Category:Rituals with no meditate information|Rituals with no meditate information]] (currently: 0)<br />
* [[:Category:Rituals with limited meditate information|Rituals with limited meditate information]] (currently: 3)<br />
* [[:Category:Rituals with conflicting or dubious learnt at information|Rituals with conflicting or dubious learnt at information]] (currently: 29)<br />
* [[:Category:Rituals with no best rod information|Rituals with no "best baton/cane" information]] (currently: 3)<br />
* [[:Category:Rituals needing to be mocked|Rituals which need to have skill usage confirmed by mocking]] (currently: 72)<br />
* [[Holy Weapon#Description|Holy weapon colour for Gapp]]<br />
* Move the [[Learnt at level table|ritual learnt-at-level tables]] to better page names...<br />
* [[Artefact Inquisition]] and [[Celestial Anchor]] need a lot more details added<br />
* [[Guild_titles]] do not all have exact numbers. Some are close, but on the high side.<br />
<!-- * [[Special:WantedPages|Wanted pages yet to be written]] (currently: 0) --><br />
<br />
__NOTOC__</div>Ruediihttp://www.dwpriests.com/wiki/Talk:Guild_titlesTalk:Guild titles2010-02-10T05:01:14Z<p>Ruedii: Created page with ' == Recent edit to Blessed father, and how to find levels == Here is the note, as well as how to collect these stats: I noticed that the title became available with the title c…'</p>
<hr />
<div><br />
== Recent edit to Blessed father, and how to find levels ==<br />
<br />
Here is the note, as well as how to collect these stats:<br />
<br />
I noticed that the title became available with the title command.<br />
...<br />
You can set your player title to one of Blessed, Blessed father, Brother, Competent, Miss, Mostly reverend, Mr, Mrs, Ms and Reverend.<br />
...<br />
<br />
I checked my status:<br />
...<br />
Your current experience is 17028 and you are level 220 in the priesthood of Pishe; your overall rating is 19700<br />
...<br />
<br />
Be sure to fine tune it and other levels closer to the actual level as you find it. They are not exact. I am going to add a comment on the main page discussion, to see this needs to be added to the "inexact information" list.</div>Ruediihttp://www.dwpriests.com/wiki/Guild_titlesGuild titles2010-02-10T04:56:45Z<p>Ruedii: /* Pre-Titles and Required Guild Level */</p>
<hr />
<div>Titles are used when someone uses the ‘who’ command in one of its forms, or using ‘refer laotzu’. They will appear after your name followed by the name of your god. For example: '''LaoTzu The Taoist the Prelate of Hat'''<br />
<br />
Also available are pre-titles which go in front of your name. Besides the generic titles, available to players, every guild has its own special set of titles. As you advance in the guild, your religious instructor will provide you with special titles, such as "Brother", "Reverend" and "Holy". Ministers and High Priests also find that their positions are available as pre titles.<br />
<br />
Your title will also be followed by other information, including a title of your choosing, a quest name and any other positions you may hold, e.g.<br />
<br />
'''You are Minister LaoTzu The Taoist the Prelate of Hat, Enlightened, the leader of the-Way, Secretary to the High Priest of Hat, Coffee Bean.'''<br />
<br />
= Pre-Titles and Required Guild Level =<br />
:51 Brother/Sister<br />
:101 Mostly reverend<br />
:151 Reverend<br />
:201 Blessed<br />
:220 Blessed father/mother<br />
:223 Blessed brother/sister<br />
:251 Venerable<br />
:261 Venerable brother/sister<br />
:271 Venerable father/mother<br />
:300 Holy<br />
:311 Holy brother/sister<br />
:403 Beatus<br />
<br />
=Guild Level and Guild Title achieved= <br />
:0-9 Convert <br />
:10-19 Altar Boy/Girl <br />
:20-29 Beadle <br />
:30-39 Choir Boy/Girl <br />
:40-49 Acolyte <br />
:50-59 Follower <br />
:60-69 Verger <br />
:70-79 Novice <br />
:80-89 Sexton <br />
:90-99 Sectary <br />
:100-109 Almoner <br />
:110-119 Choir Soloist <br />
:120-129 Sectator <br />
:130-139 Sideman/woman<br />
:140-149 Preacher <br />
:150-159 Missionary <br />
:160-169 Votary <br />
:170-179 Minister <br />
:180-189 Canon(ess) <br />
:190-199 Chaplain <br />
:200-209 Precentor <br />
:210-219 Disciple <br />
:220-229 Revivalist <br />
:230-239 Church Warden <br />
:240-249 Deacon <br />
:250-259 Proselytizer <br />
:260-269 Prior(ess) <br />
:270-279 Pastor <br />
:280-290 Archdeacon <br />
:290-299 Abbot/Abbess<br />
:300-309 Penitentiary <br />
:310-319 Curate <br />
:320-329 Prelate <br />
:330-339 Archpriest(ess)<br />
:340-344 Parson <br />
:345-349 Bishop<br />
:350-354 Confessor<br />
:355-359 Convertor<br />
:360-364 Dean<br />
:365-369 Archbishop<br />
:370-374 Apostle<br />
:375-379 Cardinal<br />
:380-384 Elder<br />
:385-389 Dogmatist<br />
:390-394 Witness<br />
:395-399 Fanatic<br />
:400-404 Grand Penitentiary<br />
:405-409 Hierophant<br />
:410-414 Primate<br />
:415-419 Zealot<br />
:420-424 Holy Shepherd<br />
:425-429 Archcardinal<br />
:430-434 Patriarch/Matriarch<br />
:435-439 Beatified<br />
:440-444 Prophet<br />
:445-449 Saint<br />
:450+ Divine<br />
<br />
At guild level 450 a religious instructor will teach the command guildtitle which can be used to pick from any title on the list.<br />
<br />
(This table to gl 350 was composed and donated by Pthag)</div>Ruediihttp://www.dwpriests.com/wiki/Talk:TotemTalk:Totem2009-12-25T14:43:30Z<p>Ruedii: /* Pishite Asterisk */</p>
<hr />
<div><br />
== Pishite Asterisk ==<br />
After further research I am modifying my asterisk on the water containing item to "May"<br />
<br />
For further details I need to do more research.<br />
<br />
However, there is no apparent change in the water level of a canteen repetively done totem on, however towel which totem is done on becomes dry. I will test some other ultra-cheap but unpractical containers (vials from the Alchemists guild, for instance.) <br />
<br />
If someone has a poison container they could fill with several ounces of water to test, that would be useful.<br />
<br />
I will also find some time to do further experimentation on volume of water needed, and with more measurable ammounts of water than 2 pints (the capacity of my canteen). I will also check differences between an open and closed canteen.<br />
<br />
:I did the research and posted my results. <br />
:I still need to do research on towel types. --[[User:Ruedii|--&quot;Ruedii&quot;]] 10:49, 2 July 2009 (UTC)<br />
<br />
:OK I edited for more clarification and to make it easier to read. Could Fishites do some research into what types of Fish can be used? --[[User:Ruedii|--&quot;Ruedii&quot;]] 02:35, 21 July 2009 (UTC)<br />
<br />
:Thanks to whoever added towel weight examples. If we get enough of those, we can add a page for towels. We may want to have some Gufnorkians, Fishites, and Hattites, Sandelfonians and Sekians do experiments on optimal and acceptable items of each class for their deity. Also, if a Pishite finds a towel that doesn't work and a wearable container that holds EXACTLY one pint, let us know. --[[User:Ruedii|--&quot;Ruedii&quot;]] 14:43, 25 December 2009 (UTC)</div>Ruediihttp://www.dwpriests.com/wiki/TotemTotem2009-12-11T09:31:06Z<p>Ruedii: /* * Pishe requirement details */ -- Formatting improvements</p>
<hr />
<div>{{RitualInfoBox<br />
| name=Totem<br />
| gp=30<br />
| learntat=25 in [[faith.rituals.misc.target]]<br />
| skills=[[faith.rituals.misc.target]]<br />
| grantedby=[[Pishe]], [[Gufnork]], [[Gapp]], [[Sandelfon]], [[Fish]], [[Hat]] and [[Sek]]<br />
| requirements=[[Holy symbol|Symbol]] and a god-specific item<br />
| rodtype=d<br />
}}<br />
<br />
Transforms an item into a being.<br />
<br />
__TOC__<br />
<br />
= Description =<br />
This rather new ritual is in fact a very old one (that was removed for a while). When performed upon an item related to your God (see below), it transforms the item in a being (also depending on your god). Due to the recent changes to dust devils, this totem (together with spectres) is the only summoned creature that will protect the performer. Totems have horrible offensive skills but when shielded, they may be a useful protection for younger priests. A totem will not attack a priest, and will depart if it starts fighting a priest or if a priest starts fighting it. Totems granted are different from God to God. <br />
<br />
The totem's alignment is the same as that of the priest who summoned it.<br />
<br />
== Special features of individual totems ==<br />
Sandelfon's totem is notable in that it has troll skin. <br />
<br />
Hat's totem leaves behind a party hat when it departs, effectively making it an endless source of free party hats.<br />
<br />
Pishe's totem will not attack.<br />
<br />
= Help File =<br />
<!-- If something in this "Help File" section needs changing, please also submit an in-game typo-rep, as this section should mirror the MUD's help file --><br />
When performed upon an item of significance to your deity, it will summon a creature that protects you. The exact item and creature vary from god to god. To perform this ritual you will need a holy symbol, and you may only command one totem at a time.<br />
<br />
= Example =<br />
> perform totem on fluff<br />
You chant the psalm of transformation.<br />
You call upon Gufnork to transform a huge ball of orchid fluff.<br />
A dust bunny flashes into being.<br />
<br />
= Granted By =<br />
[[Pishe]], [[Gufnork]], [[Gapp]], [[Sandelfon]], [[Fish]], [[Hat]], [[Sek]]<br />
<br />
= Learnt At =<br />
[[faith.rituals.misc.target]] level 25<br />
<br />
= Skills Used =<br />
*[[faith.rituals.misc.target]] {{Mocked}}<br />
<br />
= Base GP Cost =<br />
30 GP<br />
<br />
= Requirements =<br />
* [[Holy symbol]] and a god-specific item (not consumed):<br />
** Wet Towel or Container with 1 pint of water* ([[Pishe]])<br />
** Fluff ([[Gufnork]])<br />
** Stylish clothes ([[Gapp]])<br />
** A rock/pebble/stone ([[Sandelfon]])<br />
** A fish? ([[Fish]]) (The wrong item will be "not fishy enough".)<br />
** Party hat or underwear ([[Hat]])<br />
** Body part ([[Sek]])<br />
<br />
====== * Pishe requirement details ======<br />
* Wet towel -- will be dried, but will not be consumed. Items other than towels have not been tested but may work. <br />
:* Performing splash on yourself while carrying or wearing a towel will get it wet enough for the ritual. <br />
:* The lightest towels (at 5/9 lbs) are red beach towels, large black towels, frog green towels, blue hand towels, and yellow foot towels. <br />
:* Patched floral towels are next at 1 1/9 lb, while fluffy pink towels and large white towels are 2 2/9 lbs each.<br />
* Container with at least 1 pint of water. (Neither container nor water will be consumed.) <br />
:* Blue water will work.<br />
<br />
= Totems =<br />
The totems vary, depending on which god the priest is worshipping.<br />
* For [[Pishe]], it is a misty woman.<br />
* For [[Gufnork]], it is a dust bunny.<br />
* For [[Gapp]], it is an empty robe.<br />
* For [[Sandelfon]], it is a rocky creature.<br />
* For [[Fish]], it is a lungfish.<br />
* For [[Hat]], it is a vulture.<br />
* For [[Sek]], it is a salamander.<br />
<br />
<br />
= [[Meditate]] =<br />
{{MeditateBox<br />
| type=d<br />
| steps=2<br />
| target=Objects<br />
| components=[[Holy symbol]]<br />
| powers=Speech<br />
| resist=na<br />
}}<br />
<br />
[[Category:Pishe Rituals]]<br />
[[Category:Gufnork Rituals]]<br />
[[Category:Gapp Rituals]]<br />
[[Category:Sandelfon Rituals]]<br />
[[Category:Fish Rituals]]<br />
[[Category:Hat Rituals]]<br />
[[Category:Sek Rituals]]<br />
[[Category:Rituals]]</div>Ruediihttp://www.dwpriests.com/wiki/TotemTotem2009-12-11T09:29:47Z<p>Ruedii: /* * Pishe requirement details */</p>
<hr />
<div>{{RitualInfoBox<br />
| name=Totem<br />
| gp=30<br />
| learntat=25 in [[faith.rituals.misc.target]]<br />
| skills=[[faith.rituals.misc.target]]<br />
| grantedby=[[Pishe]], [[Gufnork]], [[Gapp]], [[Sandelfon]], [[Fish]], [[Hat]] and [[Sek]]<br />
| requirements=[[Holy symbol|Symbol]] and a god-specific item<br />
| rodtype=d<br />
}}<br />
<br />
Transforms an item into a being.<br />
<br />
__TOC__<br />
<br />
= Description =<br />
This rather new ritual is in fact a very old one (that was removed for a while). When performed upon an item related to your God (see below), it transforms the item in a being (also depending on your god). Due to the recent changes to dust devils, this totem (together with spectres) is the only summoned creature that will protect the performer. Totems have horrible offensive skills but when shielded, they may be a useful protection for younger priests. A totem will not attack a priest, and will depart if it starts fighting a priest or if a priest starts fighting it. Totems granted are different from God to God. <br />
<br />
The totem's alignment is the same as that of the priest who summoned it.<br />
<br />
== Special features of individual totems ==<br />
Sandelfon's totem is notable in that it has troll skin. <br />
<br />
Hat's totem leaves behind a party hat when it departs, effectively making it an endless source of free party hats.<br />
<br />
Pishe's totem will not attack.<br />
<br />
= Help File =<br />
<!-- If something in this "Help File" section needs changing, please also submit an in-game typo-rep, as this section should mirror the MUD's help file --><br />
When performed upon an item of significance to your deity, it will summon a creature that protects you. The exact item and creature vary from god to god. To perform this ritual you will need a holy symbol, and you may only command one totem at a time.<br />
<br />
= Example =<br />
> perform totem on fluff<br />
You chant the psalm of transformation.<br />
You call upon Gufnork to transform a huge ball of orchid fluff.<br />
A dust bunny flashes into being.<br />
<br />
= Granted By =<br />
[[Pishe]], [[Gufnork]], [[Gapp]], [[Sandelfon]], [[Fish]], [[Hat]], [[Sek]]<br />
<br />
= Learnt At =<br />
[[faith.rituals.misc.target]] level 25<br />
<br />
= Skills Used =<br />
*[[faith.rituals.misc.target]] {{Mocked}}<br />
<br />
= Base GP Cost =<br />
30 GP<br />
<br />
= Requirements =<br />
* [[Holy symbol]] and a god-specific item (not consumed):<br />
** Wet Towel or Container with 1 pint of water* ([[Pishe]])<br />
** Fluff ([[Gufnork]])<br />
** Stylish clothes ([[Gapp]])<br />
** A rock/pebble/stone ([[Sandelfon]])<br />
** A fish? ([[Fish]]) (The wrong item will be "not fishy enough".)<br />
** Party hat or underwear ([[Hat]])<br />
** Body part ([[Sek]])<br />
<br />
====== * Pishe requirement details ======<br />
* Wet towel -- will be dried, but will not be consumed. Items other than towels have not been tested but may work. Performing splash on yourself while carrying or wearing a towel will get it wet enough for the ritual. The lightest towels (at 5/9 lbs) are red beach towels, large black towels, frog green towels, blue hand towels, and yellow foot towels. Patched floral towels are next at 1 1/9 lb, while fluffy pink towels and large white towels are 2 2/9 lbs each.<br />
* Container with at least 1 pint of water. (Neither container nor water will be consumed.) <br />
:* Blue water will work.<br />
<br />
= Totems =<br />
The totems vary, depending on which god the priest is worshipping.<br />
* For [[Pishe]], it is a misty woman.<br />
* For [[Gufnork]], it is a dust bunny.<br />
* For [[Gapp]], it is an empty robe.<br />
* For [[Sandelfon]], it is a rocky creature.<br />
* For [[Fish]], it is a lungfish.<br />
* For [[Hat]], it is a vulture.<br />
* For [[Sek]], it is a salamander.<br />
<br />
<br />
= [[Meditate]] =<br />
{{MeditateBox<br />
| type=d<br />
| steps=2<br />
| target=Objects<br />
| components=[[Holy symbol]]<br />
| powers=Speech<br />
| resist=na<br />
}}<br />
<br />
[[Category:Pishe Rituals]]<br />
[[Category:Gufnork Rituals]]<br />
[[Category:Gapp Rituals]]<br />
[[Category:Sandelfon Rituals]]<br />
[[Category:Fish Rituals]]<br />
[[Category:Hat Rituals]]<br />
[[Category:Sek Rituals]]<br />
[[Category:Rituals]]</div>Ruediihttp://www.dwpriests.com/wiki/Talk:Main_PageTalk:Main Page2009-11-16T02:50:20Z<p>Ruedii: /* The other wiki */</p>
<hr />
<div>[[Talk:Main Page/Archive 1|Archive]]<br />
<br />
==Woohoo!==<br />
We're up and running! Fluffs to ourselves and mostly Mishal!<br />
<br />
== MUD IP Address ==<br />
<br />
Because [http://en.wikipedia.org/wiki/Talk:Discworld_MUD#IP_adress.3F Wikipedia doesn't want the IP address posted], but it is useful to know (for strange situations in which DNS breaks), here it is: 82.68.167.69. Connecting to that will work in exactly the same way as connecting to discworld.atuin.net, even if DNS breaks!<br />
<br />
== Skill redirects ==<br />
<br />
Currently, if you link to a skills, like [[faith.rituals.special]], it redirects to [[Skills]]. However, I think it would be much more useful if each skill redirected to its own "what links here" page ([[Special:WhatLinksHere/Faith.rituals.special]]), since then if you clicked on a skill, you'd get a nice list of rituals and such that used that skill. As it is, it's not obvious how you find that (I assumed at first that "what links here" was for outside sites that linked to the wiki). (I think redirecting to the "what links here" page would be better than just editing each skill's page to list the rituals that use it, since then there'd be no need to edit those pages when we found another skill a ritual uses.)<br />
<br />
If nobody objects, I'll go ahead and do this. It seems like a somewhat major change, though, so I'd like to get people's thoughts first.<br />
<br />
--[[User:Ilde|Ilde]] 11:15, 20 February 2009 (UTC)<br />
<br />
<br />
:That sounds like a good idea. I wonder if the What Links Here page can be included as a template or something... Not sure if that's possible. That way we could still link to the skills page at the same time and potentially add more information about each skill in future. Worth a try, anyway. I'd say go for it, when you can :) *hopes editing on his phone won't break things...* -- [[User:Mishal|Mishal]] ([[User talk:Mishal|talk]]) ([http://discworld.atuin.net/lpc/secure/finger.c?player=mishal MUD finger]) 15:34, 20 February 2009 (UTC)<br />
<br />
::Great! It's done; I went ahead and added links to the faith tree skills in [[Skills]], too. --[[User:Ilde|Ilde]] 02:17, 21 February 2009 (UTC)<br />
<br />
== Navigation Menu ==<br />
<br />
Editing the navigation menu (the list on the left) is done by editing the [[MediaWiki:Sidebar|Sidebar page]]. Whether this can be done by anyone besides sysops ([[User:LaoTzu|LaoTzu]] and [[User:Mishal|myself]]), I'm unsure, but if I don't leave this note on the discussion page, I'll forget where to edit it and have to Google that same question for a third time :p -- [[User:Mishal|Mishal]] ([[User talk:Mishal|talk]]) ([http://discworld.atuin.net/lpc/secure/finger.c?player=mishal MUD finger]) 01:00, 2 March 2009 (UTC)<br />
<br />
== MediaWiki Software Upgrades ==<br />
<br />
* 12 April 2009: Upgraded from 1.13.2 to 1.14.0<br />
* 10 June 2009: Upgraded from 1.14.0 to 1.15.0<br />
<br />
I'm so glad that I set this up with Subversion. Upgrading is so easy :)<br><br />
-- [[User:Mishal|Mishal]] ([[User talk:Mishal|talk]]) ([http://discworld.atuin.net/lpc/secure/finger.c?player=mishal MUD finger]) 15:37, 12 April 2009 (UTC)<br />
<br />
== Learnt-at levels ==<br />
<br />
I converted [[Learnt_at_level_table/Pishe]] to the [[Talk:Learnt_at_level_table | format suggested here]]--seems to work pretty well, though it might be useful to have a way to show which category a number is in lower down, i.e., as it is, if you're near the bottom of the table it's hard to see at a glance whether it's, say, 75 in cu.ta or mi.ar--you have to count columns or scroll back up. I was thinking possibly background colours for individual cells, something like:<br />
<br />
{| border="1" cellspacing="0" cellpadding="5" align="center"<br />
! rowspan="4" | || colspan="11" | faith<br />
|-<br />
! colspan="11" | rituals<br />
|-<br />
! colspan="2" | offensive || colspan="3" | defensive || colspan="2" | curing || colspan="3" | misc || rowspan="2" | special<br />
|-<br />
! area || target || area || self || target || self || target || area || self || target<br />
|-<br />
| '''[[Turn Undead]]''' ||style="background-color:#ffbbbb;" | <!--fa.ri.of.ar--> ||style="background-color:#ffbbbb;" | <!--fa.ri.of.ta-->100 ||style="background-color:#bbbbff;" | <!--fa.ri.def.ar--> ||style="background-color:#bbbbff;" | <!--fa.ri.def.se--> ||style="background-color:#bbbbff;" | <!--fa.ri.def.ta--> ||style="background-color:#bbffbb;" | <!--fa.ri.cu.se--> ||style="background-color:#bbffbb;" | <!--fa.ri.cu.ta--> || <!--fa.ri.mi.ar--> || <!--fa.ri.mi.se--> || <!--fa.ri.mi.ta--> || <!--fa.ri.sp--> <br />
|-<br />
| '''[[Warm]]''' ||style="background-color:#ffbbbb;" | <!--fa.ri.of.ar--> ||style="background-color:#ffbbbb;" | <!--fa.ri.of.ta--> ||style="background-color:#bbbbff;" | <!--fa.ri.def.ar-->999 ||style="background-color:#bbbbff;" | <!--fa.ri.def.se--> ||style="background-color:#bbbbff;" | <!--fa.ri.def.ta--> ||style="background-color:#bbffbb;" | <!--fa.ri.cu.se--> ||style="background-color:#bbffbb;" | <!--fa.ri.cu.ta--> || colspan="3" align="center" | <!--fa.ri.mi-->30 || <!--fa.ri.sp--> <br />
|-<br />
| '''[[Wicker Ward]]''' ||style="background-color:#ffbbbb;" | <!--fa.ri.of.ar--> ||style="background-color:#ffbbbb;" | <!--fa.ri.of.ta--> ||style="background-color:#bbbbff;" | <!--fa.ri.def.ar--> ||style="background-color:#bbbbff;" | <!--fa.ri.def.se--> ||style="background-color:#bbbbff;" | <!--fa.ri.def.ta--> ||style="background-color:#bbffbb;" | <!--fa.ri.cu.se-->999 ||style="background-color:#bbffbb;" | <!--fa.ri.cu.ta--> || <!--fa.ri.mi.ar--> || <!--fa.ri.mi.se--> || <!--fa.ri.mi.ta--> || <!--fa.ri.sp--> <br />
|}<br />
<br />
Added a couple of extra numbers to show what text looks like against the light green and blue (chose the colours to match what those types of rituals look like as wards, seemed appropriate--though sadly it means misc and ri.sp are both white. Could make ri.sp grey or something). Anyway--this would be pretty quick to add (just a replace operation on "--fa.ri.def" and so forth--those comments are terribly useful) and would look nice, but the downside--which you'll see if you edit the page--is that it clutters up the code enormously and would make it more difficult to edit. But then, what with the nature of these, they probably wouldn't need to be edited very often. Thoughts?<br />
<br />
--[[User:Ilde|Ilde]] 03:57, 15 May 2009 (UTC)<br />
<br />
:Ooh yes, the colours are very nice :) My first thought was to have them match the colours that we already use for the meditate box, though maybe a lighter shade of each, making offensive red, defensive green, healing yellow and miscellaneous grey (though we still wouldn't have a colour for special...). Alternatively/additionally we could replicate the header either halfway down the table or at the bottom of the table:<br />
:{| border="1" cellspacing="0" cellpadding="5" align="center"<br />
! rowspan="4" | || colspan="11" | faith<br />
|-<br />
! colspan="11" | rituals<br />
|-<br />
! colspan="2" | offensive || colspan="3" | defensive || colspan="2" | curing || colspan="3" | misc || rowspan="2" | special<br />
|-<br />
! area || target || area || self || target || self || target || area || self || target<br />
|-<br />
| '''[[Turn Undead]]''' ||style="background-color:#fbb;" | <!--fa.ri.of.ar--> ||style="background-color:#fbb;" | <!--fa.ri.of.ta-->100 ||style="background-color:#bfb;" | <!--fa.ri.def.ar--> ||style="background-color:#bfb;" | <!--fa.ri.def.se--> ||style="background-color:#bfb;" | <!--fa.ri.def.ta--> ||style="background-color:#ffb;" | <!--fa.ri.cu.se--> ||style="background-color:#ffb;" | <!--fa.ri.cu.ta--> || style="background-color:#bbb;" | <!--fa.ri.mi.ar--> || style="background-color:#bbb;" | <!--fa.ri.mi.se--> || style="background-color:#bbb;" | <!--fa.ri.mi.ta--> || style="background-color:#bbf;" | <!--fa.ri.sp--> <br />
|-<br />
| '''[[Warm]]''' ||style="background-color:#fbb;" | <!--fa.ri.of.ar--> ||style="background-color:#fbb;" | <!--fa.ri.of.ta--> ||style="background-color:#bfb;" | <!--fa.ri.def.ar-->999 ||style="background-color:#bfb;" | <!--fa.ri.def.se--> ||style="background-color:#bfb;" | <!--fa.ri.def.ta--> ||style="background-color:#ffb;" | <!--fa.ri.cu.se--> ||style="background-color:#ffb;" | <!--fa.ri.cu.ta--> || colspan="3" align="center" style="background-color:#bbb;" | <!--fa.ri.mi-->30 || style="background-color:#bbf;" | <!--fa.ri.sp--> <br />
|-<br />
! rowspan="4" | || colspan="11" | faith<br />
|-<br />
! colspan="11" | rituals<br />
|-<br />
! colspan="2" | offensive || colspan="3" | defensive || colspan="2" | curing || colspan="3" | misc || rowspan="2" | special<br />
|-<br />
! area || target || area || self || target || self || target || area || self || target<br />
|-<br />
| '''[[Wicker Ward]]''' ||style="background-color:#fbb;" | <!--fa.ri.of.ar--> ||style="background-color:#fbb;" | <!--fa.ri.of.ta--> ||style="background-color:#bfb;" | <!--fa.ri.def.ar--> ||style="background-color:#bfb;" | <!--fa.ri.def.se--> ||style="background-color:#bfb;" | <!--fa.ri.def.ta--> ||style="background-color:#ffb;" | <!--fa.ri.cu.se-->999 ||style="background-color:#ffb;" | <!--fa.ri.cu.ta--> || style="background-color:#bbb;" | <!--fa.ri.mi.ar--> || style="background-color:#bbb;" | <!--fa.ri.mi.se--> || style="background-color:#bbb;" | <!--fa.ri.mi.ta--> || style="background-color:#bbf;" | <!--fa.ri.sp--> <br />
|}<br />
:My main concern with doing it with this table format is that we remove the comments for each skill, so if, for example, the skill at which a ritual was learnt switched from faith to fa.ri.mi.ta, it wouldn't be too easy to do (though it'd be easy enough to just copy a full line, I guess). Also, there isn't any distinction between fa and fa.ri, but I don't think we really need one, do we?<br />
:I wonder if templates can be used for individual table rows. That would certainly make things easier. Instead of putting the code for a full row in each page, we could just use, say, <code><nowiki>{{LearntAtTableRow | fa.ri.mi.ta=175}}</nowiki></code> and have the template take care of it all. Would only work if templates get replaced in pages BEFORE tables get parsed, though. This would also solve the problem of the messy code with colours...<br />
:-- [[User:Mishal|Mishal]] ([[User talk:Mishal|talk]]) ([http://discworld.atuin.net/lpc/secure/finger.c?player=mishal MUD finger]) 08:29, 15 May 2009 (UTC)<br />
<br />
::Hmmm... true, but I think it would be easy enough to just copy from another row, since most of them ''are'' learned at a level of a subskill. And we could always put a full, empty row somewhere as an example/thing to copy. The template thing sounds cool, though... think that's doable?<br />
::ETA: oh! Or, if it isn't, what if we made a template for each ''cell''? So that, I guess, a row would look something like, <code><nowiki> {{of.ar}} {{of.ta}} {{de.ar}} {{de.se}}50 {{de.ta}} {{mi.ar}} {{mi.se}} {{mi.ta}} {{ri.sp]]</nowiki></code> or of course <code><nowiki> {{of.ar}} {{of.ta}} {{de.ar}} {{de.se}} {{de.ta}} {{mi}}60 {{ri.sp]]</nowiki></code><br />
::--[[User:Ilde|Ilde]] 21:12, 15 May 2009 (UTC)<br />
<br />
::Another version! Now fully fiddled with.<br />
::{| border="1" cellspacing="0" cellpadding="5" align="center"<br />
! rowspan="4" | || colspan="11" | faith<br />
|-<br />
! colspan="11" | rituals<br />
|-<br />
! {{Colour: offensive}} colspan="2" | offensive || {{Colour: defensive}} colspan="3" | defensive || {{Colour: curing}} colspan="2" | curing || {{Colour: misc}} colspan="3" | misc || {{Colour: special}} rowspan="2" | special<br />
|-<br />
! {{Colour: offensive}} | area || {{Colour: offensive}} | target || {{Colour: defensive}} | area || {{Colour: defensive}} | self || {{Colour: defensive}} | target || {{Colour: curing}} | self || {{Colour: curing}} | target || {{Colour: misc}} | area || {{Colour: misc}} | self || {{Colour: misc}} | target<br />
|-align="center"<br />
| learnt at 5 levels of faith {{fa|5}}<br />
|-align="center"<br />
| learnt at 15 levels of fa.ri {{fa.ri|15}}<br />
|-align="center"<br />
| learnt at 25 levels of fa.ri.of {{fa.ri.of|25}}<br />
|-align="center"<br />
| learnt at 35 levels of fa.ri.of.ar {{fa.ri.of.ar|35}}<br />
|-align="center"<br />
| learnt at 45 levels of fa.ri.of.ta {{fa.ri.of.ta|45}}<br />
|-align="center"<br />
| learnt at 65 levels of fa.ri.de {{fa.ri.de|65}}<br />
|-align="center"<br />
| learnt at 75 levels of fa.ri.de.ar {{fa.ri.de.ar|75}}<br />
|-align="center"<br />
| learnt at 85 levels of fa.ri.de.se {{fa.ri.de.se|85}}<br />
|-align="center"<br />
| learnt at 95 levels of fa.ri.de.ta {{fa.ri.de.ta|95}}<br />
|-align="center"<br />
| learnt at 10 levels of fa.ri.cu {{fa.ri.cu|10}}<br />
|-align="center"<br />
| learnt at 20 levels of fa.ri.cu.se {{fa.ri.cu.se|20}}<br />
|-align="center"<br />
| learnt at 30 levels of fa.ri.cu.ta {{fa.ri.cu.ta|30}}<br />
|-align="center"<br />
| learnt at 40 levels of fa.ri.mi {{fa.ri.mi|40}}<br />
|-align="center"<br />
| learnt at 50 levels of fa.ri.mi.ar {{fa.ri.mi.ar|50}}<br />
|-align="center"<br />
| learnt at 60 levels of fa.ri.mi.se {{fa.ri.mi.se|60}}<br />
|-align="center"<br />
| learnt at 70 levels of fa.ri.mi.ta {{fa.ri.mi.ta|70}}<br />
|-align="center"<br />
| learnt at 80 levels of fa.ri.sp {{fa.ri.sp|80}}<br />
|}<br />
::Ta-dah!<br />
::Alright--I think this takes care of objections to other methods, since it's very easy, this way, to see which skill any ritual is learnt at, or to change it. (Also, the colours are easily changeable, since I just put them all in their own templates.) [[Learnt_at_level_table/Pishe]] to see it in action beyond the above proof-of-concept. :)<br />
::I'll go ahead and convert the rest if nobody objects.<br />
::--[[User:Ilde|Ilde]] 21:55, 18 September 2009 (UTC)<br />
<br />
==Site problems?==<br />
What's up with the watchlist and recent changes pages? I get a database error when I try to access them:<br />
<pre><code>A database query syntax error has occurred. This may indicate a bug in the software. The last attempted database query was: <br />
(SQL query hidden)<br />
from within function "SpecialRecentChanges::doMainQuery". MySQL returned error "1146: Table 'moria_dwpriests.tag_summary' doesn't exist (localhost)".</code></pre><br />
--[[User:Ilde|Ilde]] 00:21, 13 June 2009 (UTC)<br />
<br />
:Turns out there were some database changes in the latest MediaWiki update, and I had to run the update script. Nothing ever told me that, though :p Probably best to email/mudmail me about issues like that in future, though - I'm more likely to read it than a note on the main page (which I won't ever see if the recent changes page - and thus its RSS feed - is broken :( ). Fixed now, anyway! :D<br />
:--[[User:Mishal|Mishal]] ([[User talk:Mishal|talk]]) ([http://discworld.atuin.net/lpc/secure/finger.c?player=mishal MUD finger]) 11:12, 20 June 2009 (UTC)<br />
<br />
== prebox template! ==<br />
<br />
{{Prebox | I ganked this thing from Chat [http://discworld.imaginary-realities.com/wiki/Talk:Main_Page#Quoting_text_from_the_MUD over here]--it's a lot less ugly than inserting your own line breaks everywhere. Brilliant solution IMO. *goes off to change pages with quoted text which she's sure she remembers seeing*}}<br />
<br />
--[[User:Ilde|Ilde]] 00:10, 25 June 2009 (UTC)<br />
<br />
PS: Non-paragraph line breaks need to be inserted for the most part. Also, I'm only bothering when the quotes include long lines. :p --[[User:Ilde|Ilde]] 00:17, 25 June 2009 (UTC)<br />
<br />
== The other wiki ==<br />
<br />
I've seen noises about merging this wiki into [http://discworld.imaginary-realities.com/wiki]. Good idea? Bad idea? It would be a largish undertaking to move all the pages over, but I'd be willing to help with that. (I could do all the ritual pages semi-efficiently, and they're the bulk of the site.) --[[User:Ilde|Ilde]] 22:56, 11 July 2009 (UTC)<br />
:Hum, wouldn't it be an better idea with a larger degree of cooperation instead? Some sort of partial merge.. In the english wikipedia you can use links to other wikies in other languages and things like that without working with the whole url adress like the one you use. If the two wikies would link to eachother where their own field of interest stoped.. well, could be usefull I think. If it is even possible.. It would mean that priests would still have controll over the priests parts and so one.. Then again.. if you're willing to do all the hard work required it would be nice with a proper wiki for everything in this game. And also we know that a merge do work. Hum, I donno what the rest of you think, but that's what I feel.. [[User:Oshnugimo|Oshnugimo]] 18:04, 29 July 2009 (UTC)<br />
::Hmm... yeah, maybe. I did just find out how to make a template that's good for cross-linking, so I think I'll go ahead and make one, there and hopefully here if it'll work. --[[User:Ilde|Ilde]] 01:20, 30 July 2009 (UTC)<br />
::{{Dwwiki| Main_Page}} Bah, I can't get it to work. Guess we don't have the same code to allow it here. --[[User:Ilde|Ilde]] 01:27, 30 July 2009 (UTC)<br />
::Still! [http://discworld.imaginary-realities.com/wiki/Template:Priestwiki] Tadah. I went through and changed what internal priest-thing links I could find to use the template instead... the nice thing is that if we ever ''do'' merge these, it'll be a simple matter to change it to do internal links instead. --[[User:Ilde|Ilde]] 08:16, 30 July 2009 (UTC)<br />
:I would not object to my content being merged. I would like it to preferably be at both places. This site could be the more active one, loaded with scratchpages on our procedures for deriving information, and we could have a few head people replicate over our results along with a list of contributors and a link back to the active development page. I see no reason all our scratchpages on how to experiment to find out levels and point consumption and WiPs should go over to the main Wiki, when they are really for a far more advanced audience. [[User:Ruedii|--&quot;Ruedii&quot;]] 02:50, 16 November 2009 (UTC)</div>Ruediihttp://www.dwpriests.com/wiki/Talk:TotemTalk:Totem2009-07-21T02:35:34Z<p>Ruedii: /* Pishite Asterisk */</p>
<hr />
<div><br />
== Pishite Asterisk ==<br />
After further research I am modifying my asterisk on the water containing item to "May"<br />
<br />
For further details I need to do more research.<br />
<br />
However, there is no apparent change in the water level of a canteen repetively done totem on, however towel which totem is done on becomes dry. I will test some other ultra-cheap but unpractical containers (vials from the Alchemists guild, for instance.) <br />
<br />
If someone has a poison container they could fill with several ounces of water to test, that would be useful.<br />
<br />
I will also find some time to do further experimentation on volume of water needed, and with more measurable ammounts of water than 2 pints (the capacity of my canteen). I will also check differences between an open and closed canteen.<br />
<br />
:I did the research and posted my results. <br />
:I still need to do research on towel types. --[[User:Ruedii|--&quot;Ruedii&quot;]] 10:49, 2 July 2009 (UTC)<br />
<br />
:OK I edited for more clarification and to make it easier to read. Could Fishites do some research into what types of Fish can be used? --[[User:Ruedii|--&quot;Ruedii&quot;]] 02:35, 21 July 2009 (UTC)</div>Ruediihttp://www.dwpriests.com/wiki/TotemTotem2009-07-21T02:34:13Z<p>Ruedii: Moved details on pishe requirements to a separate section.</p>
<hr />
<div>{{RitualInfoBox<br />
| name=Totem<br />
| gp=30<br />
| learntat=25 in [[faith.rituals.misc.target]]<br />
| skills=[[faith.rituals.misc.target]]<br />
| grantedby=[[Pishe]], [[Gufnork]], [[Gapp]], [[Sandelfon]], [[Fish]], [[Hat]] and [[Sek]]<br />
| requirements=[[Holy symbol|Symbol]] and a god-specific item<br />
| rodtype=d<br />
}}<br />
<br />
Transforms an item into a being.<br />
<br />
__TOC__<br />
<br />
= Description =<br />
This rather new ritual is in fact a very old one (that was removed for a while). When performed upon an item related to your God (party hat for Hat, anything for Fish, stylish clothes for Gapp, fluff for Gufnork, bodyparts for Sek, water for Pishe, rocks for Sandelfon), it transforms the item in a being (also depending on your god). Due to the recent changes to dust devils, this totem (together with spectres) is the only summoned creature that will protect the performer. Totems have horrible offensive skills but when shielded, they may be a useful protection for younger priests. Totems granted are different from God to God. Sandelfon's totem is notable in that it has troll skin. The totem's alignment is the same as that of the priest who summoned it.<br />
<br />
= Help File =<br />
<!-- If something in this "Help File" section needs changing, please also submit an in-game typo-rep, as this section should mirror the MUD's help file --><br />
When performed upon an item of significance to your deity, it will summon a creature that protects you. The exact item and creature vary from god to god. To perform this ritual you will need a holy symbol, and you may only command one totem at a time.<br />
<br />
= Example =<br />
> perform totem on fluff<br />
You chant the psalm of transformation.<br />
You call upon Gufnork to transform a huge ball of orchid fluff.<br />
A dust bunny flashes into being.<br />
<br />
= Granted By =<br />
[[Pishe]], [[Gufnork]], [[Gapp]], [[Sandelfon]], [[Fish]], [[Hat]], [[Sek]]<br />
<br />
= Learnt At =<br />
[[faith.rituals.misc.target]] level 25<br />
<br />
= Skills Used =<br />
*[[faith.rituals.misc.target]] {{Mocked}}<br />
<br />
= Base GP Cost =<br />
30 GP<br />
<br />
= Requirements =<br />
* [[Holy symbol]] and a god-specific item (not consumed):<br />
** Wet Towel or Container with 1 pint of water* ([[Pishe]])<br />
** Fluff ([[Gufnork]])<br />
** Stylish clothes ([[Gapp]])<br />
** A rock/pebble/stone ([[Sandelfon]])<br />
** A fish? ([[Fish]]) (The wrong item will be "not fishy enough".)<br />
** Party hat or underwear ([[Hat]])<br />
** Body part ([[Sek]])<br />
<br />
====== * Pishe requirement details ======<br />
* Wet Towel (Item will be dried, but will not be consumed. Items other than towels have not been tested but may work.)<br />
* Container with at least 1 pint of water. (Neither container nor water will be consumed)<br />
<br />
= [[Meditate]] =<br />
{{MeditateBox<br />
| type=d<br />
| steps=2<br />
| target=Objects<br />
| components=[[Holy symbol]]<br />
| powers=Speech<br />
| resist=na<br />
}}<br />
<br />
[[Category:Pishe Rituals]]<br />
[[Category:Gufnork Rituals]]<br />
[[Category:Gapp Rituals]]<br />
[[Category:Sandelfon Rituals]]<br />
[[Category:Fish Rituals]]<br />
[[Category:Hat Rituals]]<br />
[[Category:Sek Rituals]]<br />
[[Category:Rituals]]</div>Ruediihttp://www.dwpriests.com/wiki/Talk:Learnt_at_level_tableTalk:Learnt at level table2009-07-07T15:30:38Z<p>Ruedii: Oops forgot signature!</p>
<hr />
<div>== Attempt at Making Thinner Table ==<br />
{| border="1" cellspacing="0" cellpadding="5" align="center"<br />
! rowspan="4" | || colspan="11" | faith<br />
|-<br />
! colspan="11" | rituals<br />
|-<br />
! colspan="2" | offensive || colspan="3" | defensive || colspan="2" | curing || colspan="3" | misc || rowspan="2" | special<br />
|-<br />
! area || target || area || self || target || self || target || area || self || target<br />
|-<br />
| '''Foo''' || || || || || align="center" | fa.ri.de.ta || || || || || || <br />
|-<br />
| '''Bar''' || colspan="2" align="center" | fa.ri.of || || || || || || || || ||<br />
|-<br />
| '''Baz''' || colspan="11" align="center" | fa.ri<br />
|-<br />
| '''Frog''' || colspan="11" align="center" | fa<br />
|-<br />
| '''Cabbage''' || || || || || || || || || || || align="center" | fa.ri.sp<br />
|}<br />
<br />
''Replace the skill abbreviations in the table with level numbers. The abbreviations were used to show what each position/value indicates.''<br />
<br />
<br />
== Proposed further adjustment by Ruedii ==<br />
{| border="1" cellspacing="0" cellpadding="5" align="center"<br />
! rowspan="4" | || colspan="11" | faith<br />
|-<br />
! colspan="11" | rituals<br />
|-<br />
! colspan="2" | offensive || colspan="3" | defensive || colspan="2" | curing || colspan="3" | misc || rowspan="2" | sp<br />
|-<br />
! ar || ta || ar || se || ta || se || ta || ar || se || ta<br />
|-<br />
| '''Foo''' || || || || || align="center" | fa.ri.de.ta || || || || || || <br />
|-<br />
| '''Bar''' || colspan="2" align="center" | fa.ri.of || || || || || || || || ||<br />
|-<br />
| '''Baz''' || colspan="11" align="center" | fa.ri<br />
|-<br />
| '''Frog''' || colspan="11" align="center" | fa<br />
|-<br />
| '''Cabbage''' || || || || || || || || || || || align="center" | fa.ri.sp<br />
|}<br />
<br />
If we switch to 2 letter abreviations for area, target, self and special we should be able to reach our goal.<br />
<br />
Additionally having additional sorting by type of ritual would help make it easier to find your desired ritual on the table. --[[User:Ruedii|--&quot;Ruedii&quot;]] 15:30, 7 July 2009 (UTC)</div>Ruediihttp://www.dwpriests.com/wiki/Talk:Learnt_at_level_tableTalk:Learnt at level table2009-07-07T15:27:10Z<p>Ruedii: /* Attempt at Making Thinner Table */</p>
<hr />
<div>== Attempt at Making Thinner Table ==<br />
{| border="1" cellspacing="0" cellpadding="5" align="center"<br />
! rowspan="4" | || colspan="11" | faith<br />
|-<br />
! colspan="11" | rituals<br />
|-<br />
! colspan="2" | offensive || colspan="3" | defensive || colspan="2" | curing || colspan="3" | misc || rowspan="2" | special<br />
|-<br />
! area || target || area || self || target || self || target || area || self || target<br />
|-<br />
| '''Foo''' || || || || || align="center" | fa.ri.de.ta || || || || || || <br />
|-<br />
| '''Bar''' || colspan="2" align="center" | fa.ri.of || || || || || || || || ||<br />
|-<br />
| '''Baz''' || colspan="11" align="center" | fa.ri<br />
|-<br />
| '''Frog''' || colspan="11" align="center" | fa<br />
|-<br />
| '''Cabbage''' || || || || || || || || || || || align="center" | fa.ri.sp<br />
|}<br />
<br />
''Replace the skill abbreviations in the table with level numbers. The abbreviations were used to show what each position/value indicates.''<br />
<br />
<br />
== Proposed further adjustment by Ruedii ==<br />
{| border="1" cellspacing="0" cellpadding="5" align="center"<br />
! rowspan="4" | || colspan="11" | faith<br />
|-<br />
! colspan="11" | rituals<br />
|-<br />
! colspan="2" | offensive || colspan="3" | defensive || colspan="2" | curing || colspan="3" | misc || rowspan="2" | sp<br />
|-<br />
! ar || ta || ar || se || ta || se || ta || ar || se || ta<br />
|-<br />
| '''Foo''' || || || || || align="center" | fa.ri.de.ta || || || || || || <br />
|-<br />
| '''Bar''' || colspan="2" align="center" | fa.ri.of || || || || || || || || ||<br />
|-<br />
| '''Baz''' || colspan="11" align="center" | fa.ri<br />
|-<br />
| '''Frog''' || colspan="11" align="center" | fa<br />
|-<br />
| '''Cabbage''' || || || || || || || || || || || align="center" | fa.ri.sp<br />
|}<br />
<br />
If we switch to 2 letter abreviations for area, target, self and special we should be able to reach our goal.<br />
<br />
Additionally having additional sorting by type of ritual would help make it easier to find your desired ritual on the table. --Ruedii</div>Ruediihttp://www.dwpriests.com/wiki/File:Dustie.JPGFile:Dustie.JPG2009-07-03T09:58:37Z<p>Ruedii: uploaded a new version of "File:Dustie.JPG":&#32;I trimmed title-bar and OS task-bar which were both unneeded for the purpose and contained copyrighted skinning components, widgets and icons.
(A screen-shot does constitute fair use, but they were just</p>
<hr />
<div>TM'ing of.ar from performing dust devil.</div>Ruediihttp://www.dwpriests.com/wiki/Talk:TotemTalk:Totem2009-07-02T10:49:19Z<p>Ruedii: /* Pishite Asterisk */</p>
<hr />
<div><br />
== Pishite Asterisk ==<br />
After further research I am modifying my asterisk on the water containing item to "May"<br />
<br />
For further details I need to do more research.<br />
<br />
However, there is no apparent change in the water level of a canteen repetively done totem on, however towel which totem is done on becomes dry. I will test some other ultra-cheap but unpractical containers (vials from the Alchemists guild, for instance.) <br />
<br />
If someone has a poison container they could fill with several ounces of water to test, that would be useful.<br />
<br />
I will also find some time to do further experimentation on volume of water needed, and with more measurable ammounts of water than 2 pints (the capacity of my canteen). I will also check differences between an open and closed canteen.<br />
<br />
:I did the research and posted my results. <br />
:I still need to do research on towel types. --[[User:Ruedii|--&quot;Ruedii&quot;]] 10:49, 2 July 2009 (UTC)</div>Ruediihttp://www.dwpriests.com/wiki/TotemTotem2009-07-02T10:37:38Z<p>Ruedii: </p>
<hr />
<div>{{RitualInfoBox<br />
| name=Totem<br />
| gp=30<br />
| learntat=25 in [[faith.rituals.misc.target]]<br />
| skills=[[faith.rituals.misc.target]]<br />
| grantedby=[[Pishe]], [[Gufnork]], [[Gapp]], [[Sandelfon]], [[Fish]], [[Hat]] and [[Sek]]<br />
| requirements=[[Holy symbol|Symbol]] and a god-specific item<br />
| rodtype=d<br />
}}<br />
<br />
Transforms an item into a being.<br />
<br />
__TOC__<br />
<br />
= Description =<br />
This rather new ritual is in fact a very old one (that was removed for a while). When performed upon an item related to your God (party hat for Hat, anything for Fish, stylish clothes for Gapp, fluff for Gufnork, bodyparts for Sek, water for Pishe, rocks for Sandelfon), it transforms the item in a being (also depending on your god). Due to the recent changes to dust devils, this totem (together with spectres) is the only summoned creature that will protect the performer. Totems have horrible offensive skills but when shielded, they may be a useful protection for younger priests. Totems granted are different from God to God. Sandelfon's totem is notable in that it has troll skin. The totem's alignment is the same as that of the priest who summoned it.<br />
<br />
= Help File =<br />
<!-- If something in this "Help File" section needs changing, please also submit an in-game typo-rep, as this section should mirror the MUD's help file --><br />
When performed upon an item of significance to your deity, it will summon a creature that protects you. The exact item and creature vary from god to god. To perform this ritual you will need a holy symbol, and you may only command one totem at a time.<br />
<br />
= Example =<br />
> perform totem on fluff<br />
You chant the psalm of transformation.<br />
You call upon Gufnork to transform a huge ball of orchid fluff.<br />
A dust bunny flashes into being.<br />
<br />
= Granted By =<br />
[[Pishe]], [[Gufnork]], [[Gapp]], [[Sandelfon]], [[Fish]], [[Hat]], [[Sek]]<br />
<br />
= Learnt At =<br />
[[faith.rituals.misc.target]] level 25<br />
<br />
= Skills Used =<br />
*[[faith.rituals.misc.target]] {{Mocked}}<br />
<br />
= Base GP Cost =<br />
30 GP<br />
<br />
= Requirements =<br />
* [[Holy symbol]] and a god-specific item (not consumed):<br />
** Wet Towel (towel will be dried) or container with 1 pint of water (not consumed) ([[Pishe]])<br />
** Fluff ([[Gufnork]])<br />
** Stylish clothes ([[Gapp]])<br />
** A rock/pebble/stone ([[Sandelfon]])<br />
** A fish? ([[Fish]]) (The wrong item will be "not fishy enough".)<br />
** Party hat or underwear ([[Hat]])<br />
** Body part ([[Sek]])<br />
<br />
= [[Meditate]] =<br />
{{MeditateBox<br />
| type=d<br />
| steps=2<br />
| target=Objects<br />
| components=[[Holy symbol]]<br />
| powers=Speech<br />
| resist=na<br />
}}<br />
<br />
[[Category:Pishe Rituals]]<br />
[[Category:Gufnork Rituals]]<br />
[[Category:Gapp Rituals]]<br />
[[Category:Sandelfon Rituals]]<br />
[[Category:Fish Rituals]]<br />
[[Category:Hat Rituals]]<br />
[[Category:Sek Rituals]]<br />
[[Category:Rituals]]</div>Ruediihttp://www.dwpriests.com/wiki/Talk:TotemTalk:Totem2009-07-02T08:53:50Z<p>Ruedii: Created page with ' == Pishite Asterisk == After further research I am modifying my asterisk on the water containing item to "May" For further details I need to do more research. However, there i…'</p>
<hr />
<div><br />
== Pishite Asterisk ==<br />
After further research I am modifying my asterisk on the water containing item to "May"<br />
<br />
For further details I need to do more research.<br />
<br />
However, there is no apparent change in the water level of a canteen repetively done totem on, however towel which totem is done on becomes dry. I will test some other ultra-cheap but unpractical containers (vials from the Alchemists guild, for instance.) <br />
<br />
If someone has a poison container they could fill with several ounces of water to test, that would be useful.<br />
<br />
I will also find some time to do further experimentation on volume of water needed, and with more measurable ammounts of water than 2 pints (the capacity of my canteen). I will also check differences between an open and closed canteen.</div>Ruediihttp://www.dwpriests.com/wiki/Faith_rodsFaith rods2009-07-02T08:38:44Z<p>Ruedii: fixed extra line typo in imbued numbered list.</p>
<hr />
<div>The faith rods, maces, and flails are carriers for rituals allowing a player (priest or non-priest) to perform rituals they would otherwise not have at their disposition. The services that each item allows the player to request depends on which powers have been infused into them. Note that this system means that wizards, witches and any others not worshipping a god are unable to access the powers contained within the items.<br />
The rods need to be charged by a priest, then have to be consecrated to your God and charged in order to be of use for you. So when requesting a rod, please remember it's a VERY time consuming process!<br />
<br />
Rods (includes batons/canes/maces) need to be held to charge or perform the ritual(s) in them. This requires significant faith.item.rod skills - research is limited at present(see (and contribute to!) [[Bonuses For Faith Rods]]), but it appears that the minimum requirement to guarantee reasonable success in holding a rod is a similar bonus in fa.it.ro as the bonus in the skill(s) required to perform the ritual. This will be much higher if you are using a cane/mace/rod with multiple rituals.<br />
<br />
===Some good old references===<br />
The [[Ancient Rods|ancient faith rods]] and how they used to work.<br />
<br />
The very first successful [[nonpishite res|resurrect by a non-Pishite]]: LaoTzu resses Sined.<br />
<br />
Early [[Datheds Rod Research|research]] into the gp used in charging new rods by Dathed.<br />
<br />
===Bestowing===<br />
<br />
You will need deity points, the ritual, and the relevant faith skills to put a ritual on a rod. You will need to find an empty "slot", and bestow the ritual into that slot. You can only put one copy of each ritual into each rod, and when you bestow it you will attempt to perform it normally, but with a success resulting in that ritual becoming imbued. Since bestowing costs DP it cannot be done by excommunicated priests! The different types of rod have affinities that suit some ritual types more than others (see [[List of Rods]]). It is much harder to bestow a ritual into a rod if it has a poor affinity for it.<br />
<br />
===Scouring===<br />
<br />
If you have a faith rod with a certain ritual, but you want to get rid of the ritual, you have two options: ask a priest of a different god to re-consecrate the rod, or use your scour command. But beware, you might end up with less than you intended to!<br />
<br />
===Performing===<br />
Using "perform <ritual> on <target> [using|from] <rod> " you can perform a ritual from a rod instead of from your mind. It'll still cost gp. If it's more than a one-shot imbue (see below), it'll also cost deity points. If the rod has the ritual, then you will be able to perform as though you had it yourself. You'll still need to be able to actually succeed in performing it, which will be harder than performing the ritual from your mind. <br />
<br />
Any follower or priest can perform rituals these ways. Since they use [[Deity points|deity points]], heretics are again excluded.<br />
<br />
===Charging up the rod=== <br />
When you bestow a ritual into a rod, it can only be used once!! So if you perform the ritual, it will dissolve from the rod, leaving an empty slot. It can be made to be used multiple times by pouring guild point into the rod. You can do this by praying whilst holding the rod. If you're holding two rods, or a rod and beads, the gp invested will be split over the items. To be able to charge a rod, you will need to be a priest of the same deity as the rod to do this (use see consecration!). When you charge the rod, you will find that the ritual can be "imbued", "impressed" or "imprinted" into the rod.<br />
<br />
This means:<br />
<br />
*''imbued'': ritual can only be used once <br />
*''impressed'': ritual can be uses multiple times, but the ritual will disappear when you consecrate the rod to another deity <br />
*''imprinted'': ritual can be used multiple times and it will remain on the rod when reconsecrated <br />
When charging a rod, you'll see these levels of chargement:<br />
<br />
#imbued, barely visible light <br />
#imbued, faint light <br />
#imbued, dull light <br />
#imbued, pale light <br />
#imbued, dim light <br />
#imbued, moderate light <br />
#imbued, softly pulsing light <br />
<br />
"The <rod name> trembles momentarily as its bond with the ritual <ritual name> is strengthened."<br />
<br />
#impressed, softly pulsing light <br />
#impressed, brightly pulsing light <br />
#impressed, bright light <br />
#impressed, strong light <br />
#impressed, brilliant light <br />
#impressed, dazzling light <br />
#impressed, radiant light <br />
<br />
"The <rod name> throbs with power as its bond with the ritual <ritual name> is fastened tight."<br />
<br />
#imprinted - no light level!<br />
<br />
<br />
To reach the impressed stage, on a baton with good affinity, takes around 300 times the gp cost of the ritual itself. To imprint a ritual takes around an additional 450 times the gp cost, for a total of around 750 times the gp cost. If you are trying to charge a rod that has a poor affinity for a ritual, it will cost even more gp to charge. Charging rituals on multiple slot rods also takes longer.<br />
<br />
Charging up to and including "moderate light" takes around 45 times the ritual gp per visible stage of charging. Charging beyond this point takes around 60 times the ritual gp per visible stage of charging. The change from Imbued to Impressed takes place part way through the "softly pulsing light" stage.<br />
<br />
Using rods with affinity for a different type of ritual can increase the gp cost of charging by up to 100%. Using a rod with neutral affinity can increase the gp cost of charging by up to 44%.<br />
<br />
===Transferring rods between gods=== <br />
Only followers and priests of the rod's deity can use a rod to cast rituals. But you can consecrate a rod to change its deity, and allow other gods to use the rituals. However, the rituals must be really well-connected (imprinted) to the rod to survive the consecration, else they will leave the rod. When you reconsecrate a rod, all rituals drop to the "imbued" level!! So you have to recharge the rod before being able to use it multiple times! <br />
<br />
When a rod changes deity, the new deity takes on the responsibility for paying for the deity point costs. <br />
<br />
===Linked slots=== <br />
If you look at the rods, you'll see they have several slots in which you can put rituals. Some are dependent on others. You can only put a ritual in an empty slot which is not dependent on another empty slot. You can also only put rituals in slots which are smaller than the one in their linked slot. Bestowing a ritual on a rod will affect that rods affinity.<br />
<br />
If an imbued ritual is performed and leaves the rod, it'll empty all other slots dependent on it too. <br />
<br />
===Different rods available===<br />
There's a wide variety of rods available on the Disc. There are rods with one, two, three or even four slots. The four slot rods are each unique to a certain npc of a God. (List courtesy of Nightcrawler)<br />
<br />
;Spiked black pole - Kess of Sek <br />
;Blue lacquered staff - Vy of Fish <br />
;Speckled grey staff - Naefela of Gufnork <br />
;Silver flail - Althea of Pishe <br />
;Tasseled staff - Charisse of Gapp <br />
;Marble sceptre - Hermal of Sandelfon <br />
;Bronzed crook - Very Reverend Khepresh <br />
<br />
I'll probably be unable to list them all here, but Nightcrawler was so kind to provide me with [[List of Rods|this list of rods]].<br />
<br />
You will see that some rods have colours. Those colours indicate their affinity to certain types of rituals.</div>Ruediihttp://www.dwpriests.com/wiki/Talk:Learnt_at_level_table/PisheTalk:Learnt at level table/Pishe2009-06-30T04:57:37Z<p>Ruedii: comment prompting discussion about possible alternative table sort method</p>
<hr />
<div><br />
== Order change ==<br />
Would it not be more useful to sort the rituals by classification and then by learned at level?<br />
This would make the table easier to read in my opinion. --[[User:Ruedii|--&quot;Ruedii&quot;]] 04:57, 30 June 2009 (UTC)</div>Ruediihttp://www.dwpriests.com/wiki/TotemTotem2009-06-16T08:21:43Z<p>Ruedii: </p>
<hr />
<div>{{RitualInfoBox<br />
| name=Totem<br />
| gp=30<br />
| learntat=25 in [[faith.rituals.misc.target]]<br />
| skills=[[faith.rituals.misc.target]]<br />
| grantedby=[[Pishe]], [[Gufnork]], [[Gapp]], [[Sandelfon]], [[Fish]], [[Hat]] and [[Sek]]<br />
| requirements=[[Holy symbol|Symbol]] and a god-specific item<br />
| rodtype=d<br />
}}<br />
<br />
Transforms an item into a being.<br />
<br />
__TOC__<br />
<br />
= Description =<br />
This rather new ritual is in fact a very old one (that was removed for a while). When performed upon an item related to your God (party hat for Hat, anything for Fish, stylish clothes for Gapp, fluff for Gufnork, bodyparts for Sek, water for Pishe, rocks for Sandelfon), it transforms the item in a being (also depending on your god). Due to the recent changes to dust devils, this totem (together with spectres) is the only summoned creature that will protect the performer. Totems have horrible offensive skills but when shielded, they may be a useful protection for younger priests. Totems granted are different from God to God. Sandelfon's totem is notable in that it has troll skin. The totem's alignment is the same as that of the priest who summoned it.<br />
<br />
= Help File =<br />
<!-- If something in this "Help File" section needs changing, please also submit an in-game typo-rep, as this section should mirror the MUD's help file --><br />
When performed upon an item of significance to your deity, it will summon a creature that protects you. The exact item and creature vary from god to god. To perform this ritual you will need a holy symbol, and you may only command one totem at a time.<br />
<br />
= Example =<br />
> perform totem on fluff<br />
You chant the psalm of transformation.<br />
You call upon Gufnork to transform a huge ball of orchid fluff.<br />
A dust bunny flashes into being.<br />
<br />
= Granted By =<br />
[[Pishe]], [[Gufnork]], [[Gapp]], [[Sandelfon]], [[Fish]], [[Hat]], [[Sek]]<br />
<br />
= Learnt At =<br />
[[faith.rituals.misc.target]] level 25<br />
<br />
= Skills Used =<br />
*[[faith.rituals.misc.target]] {{Mocked}}<br />
<br />
= Base GP Cost =<br />
30 GP<br />
<br />
= Requirements =<br />
* [[Holy symbol]] and a god-specific item (not consumed):<br />
** Water ([[Pishe]]) *consumes a portion of the water, but not the item containing it.<br />
** Fluff ([[Gufnork]])<br />
** Stylish clothes ([[Gapp]])<br />
** A rock/pebble/stone ([[Sandelfon]])<br />
** A fish? ([[Fish]]) (The wrong item will be "not fishy enough".)<br />
** Party hat or underwear ([[Hat]])<br />
** Body part ([[Sek]])<br />
<br />
= [[Meditate]] =<br />
{{MeditateBox<br />
| type=d<br />
| steps=2<br />
| target=Objects<br />
| components=[[Holy symbol]]<br />
| powers=Speech<br />
| resist=na<br />
}}<br />
<br />
[[Category:Pishe Rituals]]<br />
[[Category:Gufnork Rituals]]<br />
[[Category:Gapp Rituals]]<br />
[[Category:Sandelfon Rituals]]<br />
[[Category:Fish Rituals]]<br />
[[Category:Hat Rituals]]<br />
[[Category:Sek Rituals]]<br />
[[Category:Rituals]]</div>Ruedii