List of NPC Alignments

From DWPriests
Revision as of 09:55, 22 January 2009 by Ilde (Talk | contribs)

Jump to: navigation, search

This is a listing of various unnamed npcs and their alignments 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.

Roads

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:

  • 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.
  • Bodyguards: vary. These accompany merchants, traders, and dealers. Their alignments vary from at least 11 degrees evil to at least 39 degrees good. They seem to be more likely to be good than evil.
  • Brigands: Usually neutral. Same as bandits; will attack on sight.
  • Cooking monsters: Neutral. These are trolls, and they sell food.
  • Dealers: neutral. Sometimes come alone, sometimes come with bodyguards (generally one to three) that will protect them. Sometimes have items for sale.
  • Dwarf warriors: Seem to range from 2 degrees evil to 2 degrees good. The "old" dwarf warriors may all be 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.
  • Journeyman blacksmiths: Range from at least 4 evil to 27 good.
  • Journeyman carpenters: Range from at least 42 evil to 20 good.
  • Knights: 1 degree good (even the "holy" knights). Usually come in small groups.
  • Merchants: Neutral. Same as dealers.
  • Outlaws: Usually neutral. Same as bandits; will attack on sight.
  • Traders: Neutral. Same as dealers.
  • Wandering labourers: Range from at least 47 degrees evil to 46 degrees good.
  • Youths: 3 degrees good and 5 degrees good observed (in a sample size of three).

Terrains

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.

The small birds found in the plains and hilly mountain ranges (blackbirds, redwings, finches, thrushes, and to a lesser extent quails and meadowhawks) have a tendancy to fly off, and might not be worth going after unless you can kill them in one or two hits.

Beach (Circle Sea)

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:

  • Crabs: 2 degrees evil. They come singly and in small or medium-sized groups.
  • Fishermen: neutral.
  • Seagulls: 3 or 4 degrees evil. These are less desirable targets, as they tend to fly off.

Forest (not Skund)

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). Npcs found here include:

  • Bears: 1 degree evil.
  • 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.
  • Chipmunks: 4 degrees good.
  • Dog foxes: 2 degrees evil.
  • Toads: 4 degrees evil.
  • Rangers: Vary.
  • Weeping willows: 12 degrees evil.
  • Wolves: 9 degrees evil. These may attack even outside of Skund.

Hilly mountain range (Morpork Mountains)

This kind of terrain can be found south of Anhk-Morpork, and west of Nowhere. Here, you'll see:

  • Bears: 1 degree evil.
  • Blackbirds: 9 degrees good.
  • Bucks: 3 degrees good.
  • Does: 3 degrees good.
  • Dog foxes: 2 degrees evil.
  • Eagles: Neutral.
  • Fawns: 3 degrees good.
  • Finches: 9 degrees good.
  • Frogs: Neutral.
  • Hares: Neutral.
  • Moon dragons: Neutral.
  • Mountain lions: 4 degrees good. Note that they like to run off during a fight so that they can ambush you.
  • Oreads: 1 degree evil. They can also heal themselves and make themselves stronger during a fight.
  • Pure white bird (Caladrius): ?
  • Quails: 3 degrees good.
  • Rabbits: 10 degrees good.
  • Rangers: Vary.
  • Silver birches: 12 degrees evil.
  • Vixens: 2 degrees evil.
  • Wolves: 10 degrees evil. Unlike the ones in Skund Forest, these seem to come alone, and don't seem to attack unprovoked.

Savanna

Most things in this area are neutral.

  • Cheetahs: Neutral. These will pursue if attacked.
  • Dwarf gazelles: Neutral.
  • Elephants: 3 degrees good.
  • Giraffes: Neutral.
  • Lions, lionesses, and lion cubs: all neutral.
  • Lyre-horned gazelles: Neutral.
  • Painted dogs and their pups: Neutral.
  • Rogue bull elephants: These are rare, and seem to be the only savanna creature that will attack unprovoked. Probably evil.
  • Scorpions: These seem to have alignments ranging from neutral to 2 degrees good.
  • 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.

Skund forest

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:

  • Bears: 1 degree evil.
  • Bear cubs: 9 degrees good.
  • Bucks: 3 degrees evil.
  • Chipmunks: 3 degrees good.
  • Does: 3 degrees good.
  • Fawns: 3 degrees good.
  • Owls: 3 degrees evil.
  • Rangers: Vary.
  • Silver birches: 12 degrees evil
  • Toads: 4 evil.
  • Vixens: 2 degrees evil.
  • Weeping willows: 12 degrees evil.
  • Wolves: 8 or 9 degrees evil. Will attack on sight, but don't seem to pursue.

Sto Plains(cabbage fields and plains)

The area surrounding Ankh-Morpork and the cities around it. Npcs you'll find here:

  • Badgers: 1 degree good.
  • Bears: 1 degree evil.
  • Blackbirds: 9 degrees good.
  • Cabbages (in cabbage fields): Neutral and can't be attacked.
  • Chipmunks: 3 or 4 degrees good.
  • Crows: Seem to range from 4 to 6 degrees evil. Often come in conveniently large groups.
  • Dog foxes: 2 degrees evil.
  • Fieldfares: 9 degrees good.
  • Foals: 6 degrees good, and come in groups with horses.
  • Grass wolves: 1 degree good.
  • Horses (including "young" horses): 2 degrees good.
  • 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:
    • Bloodhound: 1 degree good.
    • Boarhound: 1 degree good.
    • Pointer: 1 degree good.
    • Retriever: 1 degree good.
    • Wolfhound: 1 degree good.
  • Poachers: Neutral.
  • Quails: 3 degrees good.
  • Rabbits: 10 degrees good.
  • Rangers: Vary.
  • Red meadowhawks: 3 degrees good.
  • Redwings: 9 degrees good.
  • Sheep: 2 degrees good. Accompanied by...
  • Shepherds: 2 degrees evil.
  • Silver birches: 12 degrees evil.
  • Thrushes: 9 degrees good.
  • Vixens: 2 degrees evil.
  • Weeping willows: 12 degrees evil.
  • Wild boars: 6 degrees evil. Sometimes these will attack.

Cities

Ankh-Morpork

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. Unlike in the terrains and on the roads, animals here tend to be neutral; killing city crows isn't a fast track to a good alignment. Npcs here include:

  • Bankers: 2 degrees evil.
  • Beggers: Neutral (both rich and poor).
  • Bodyguards: Neutral. Usually accompany traders, dealers, and merchants.
  • Children: Neutral (including troll children).
  • City guards: Range from at least 2 degrees good to 2 degrees evil.
  • Cockroaches: Neutral.
  • Crows: Neutral.
  • Dealers: Neutral.
  • Dogs: Neutral.
  • Dwarf warriors: Neutral.
  • Errand boys: 3 or 4 degrees good.
  • Farmers: Neutral.
  • Fishermen: Mostly neutral or 1 degree evil (neutral about twice as often), sometimes 2 degrees evil. They can be found along the docks.
  • God Squad: All 2 degrees good. Consists of Fujiyama, Freda, Septa, Diego, and Rixacardo.
  • LAG: 5 degrees evil.
  • Lawyers: Range from at least 2 degrees evil to 10 degrees evil.
  • Little old ladies: 1 or 2 evil. Come in medium to large groups.
  • Men: Neutral. (As in, npcs which are just called "an interesting man", for example.)
  • Mercenaries: Generally neutral, sometimes 1 degree good or evil, except for:
    • Mean mercenaries: 5, 6, or 7 degrees evil, probably with about equal probability.
  • Palace guards: 3 or 4 good.
  • Paperboys and papergirls: Neutral.
  • Pigeons: Neutral.
  • 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. By deity:
    • Pishe: 25 degrees good.
    • Gufnork: 5 to 9 degrees good, usually 6 or 7.
    • Gapp: 2 or 3 degrees good, usually 3.
    • Sandelfon: Neutral.
    • Fish: 1 degree evil.
    • Hat: 3-6 degrees evil, usually 5.
    • Sek: Range from at least 20-28 degrees evil.
  • Rats: 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.)
    • 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.
  • Seagulls: Neutral.
  • Servants: Neutral.
  • Street urchins: Neutral.
  • Thieves: 2 degrees evil.
  • Tourists: Neutral.
  • Town criers: Neutral.
  • Trolls: Neutral.
  • Troll warriors: Neutral.
  • Watchmen: 1 good or neutral.
  • Weapons masters: 4 or 5 degrees evil.
  • Women: Neutral. (As in, npcs which are just called "an interesting woman", for example.)
  • Zombies: Neutral.