List of NPC Alignments

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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.

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.

Colour code for the bullet points (based on the most common alignment or the middle of the range (if the range is evenly distributed)):


: Very wide range/unknown alignment
: More than five degrees evil
: One to five degrees evil
: Neutral or narrow range centered on neutral
: One to five degrees good
: More than five degrees good

Alignment_Templates (for indented versions and versions without line breaks built in)

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:

Through Sto Plains


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 40 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 45 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: Range from at least 12 good to 33 evil.

Through Ramtops


Farmers: Neutral.
Gnolls: Neutral.
Hikers: Neutral.
Locksmiths: Neutral.
Pebbles: Neutral. (These are trolls.)
Ramblers: Neutral.
Trappers: Neutral.
Travellers: Neutral.
Trolls: Neutral.
Truffle-hunters: Neutral.
Tourists: Neutral.
Wanderers: Neutral.
Witches: Also "crones" or "hags". The ones with cheerful descriptions (leering, jolly, flighty, scatterbrained) are 1 degree good, the ones with descriptions that mention constant muttering (the mad or midnight ones) are 2 degrees evil, and the others (sour, stern, po-faced, stubborn, prim) are neutral.

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.

Klatch

Ephebian desert


Desert foxes: Neutral.
Desert lions: Neutral. These attack, but don't pursue. Very common.
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.
Lizards: Range from at least 3 degrees good to 2 degrees evil. About half seem to be neutral.
Lyre-horned gazelles: Neutral.
Scorpions: Range from at least 2 degrees good to 1 degree evil.
Vultures: Range from at least neutral to 7 degrees evil. Neutral ones seem the most common.

Oasis


Boys: 3 or 4 degrees good.
Captains: 1 or 2 degrees good. These will assist any other npcs they see you attack.
Spoiled child: Neutral.
Girls: 2 to 4 degrees 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.
Men: 1 or 2 degrees 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.
Nomads: Neutral.
Palms: Range from neutral to 4 degrees good, usually 1 to 3 degrees good.
Patrollers: 3 or 4 degrees good.
Peacekeeper commanders: 3 or 4 degrees good. These will assist any other npcs they see you attack.
Women: 1 or 2 degrees good.

Garlic farm


Farmers: Neutral or 1 degree evil.

Melon farm


Farmers: 1 or 2 degrees good.
Tortoises: 2 to 4 degrees good.

Savanna

Most things in this area are neutral. Grassy plains in Klatch seem to have the same npc types as the savanna.


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.

Ramtops

Deciduous forests

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.


Birdwatchers: Neutral
Black bears: Neutral
Blackbirds: 1-3 degrees good.
Charcoal burners: Neutral.
Chipmunks: Neutral.
Does: Neutral.
Dwarfs: Neutral.
Falcons: Neutral.
Gnolls: Neutral.
Grizzly bears: Neutral.
Hedge wizards: Neutral.
Hunters: 1-3 degrees evil.
Lumberjacks: 2 degrees good.
Mighty oaks: 12 degrees evil
Mooses: Neutral. May attack on sight.
Owls: Neutral.
Rabbits: 2 degrees good.
Sparrows: 1-4 degrees good.
Squirrels: 1 degree evil
Stags: Neutral.
Starlings: 1-4 degrees good.
Swineherds: Neutral. Come with:
    Pigs: Neutral.
Trolls: Neutral.

Evergreen forest


Black bears: Neutral
Blackbirds: 1-3 degrees good.
Charcoal burners: Neutral.
Chipmunks: Neutral.
Does: Neutral.
Dwarfs: Neutral.
Falcons: Neutral.
Gnolls: Neutral.
Grizzly bears: Neutral-1 degree evil.
Hedge wizards: Neutral.
Hares: 3 or 4 degrees good.
Hunters: 1-3 degrees evil.
Huntresses: 1-3 degrees evil. Rarer than hunters.
Lumberjacks: 2 degrees good.
Pines: 12 degrees evil.
Pine saplings: 7 degrees evil. Sometimes group with pines.
Rabbits: 2 degrees good.
Sparrows: 1-4 degrees good.
Squirrels: 1 degree evil
Stags: Neutral.
Starlings: 1-4 degrees good.
Swineherds: Neutral. Come with:
    Pigs: Neutral.
Trolls: Neutral.

Gloomy Forest


Druids: 2-4 degrees evil. Apparently these may attack on sight if you've been killing them.
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.
Oaks: 12 degrees evil.
Pines: 12 degrees evil.

Marshland


Alligators: 2 degrees evil.
Birdwatchers: Neutral. Hang out around bird groups.
Blackbirds: 1-3 good.
Lizards: 4 good.
Peahens: Neutral.
Sparrows: 1-4 good.
Starlings: 1-4 good.
Turkeys: Neutral.

Plains


Evil trolls: 3 degrees evil. These attack on sight. (Note: have only found one of these.)
Field mice: Neutral.
Horses: Neutral.
Hunters: 1-3 degrees evil.
Pebbles: Neutral.
Rats: 3 degrees evil.
Squirrels: 1 degree evil.
Tharga beasts: Neutral.
Turkeys: Neutral.
Weasels: Neutral.

SUR/Sto Plains

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.

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.

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.

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). They may or may not actually have a different npc mix than Skund forest. 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.
Owls: 3 degrees evil.
Toads: 4 degrees evil.
Rabbits: 10 degrees good.
Rangers: Vary.
Silver birches: 12 degrees evil.
Weeping willows: 12 degrees evil.
Wolves: 8 or 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): 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.
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.

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.

Cities and towns

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 (also be prepared for the priest to heal and shield the God Squad). Npcs here include:


Accountants: Usually 1 to 3 degrees evil, sometimes neutral.
Actors: Neutral. Found in the Isle of Gods.
Assassins: Usually neutral, sometimes 1 degree good or evil. They're often hiding.
Bankers: Usually neutral, rarely 2 degrees evil.
Barbarians: Range from at least 3 to 8 degrees good.
Beggers: Neutral (both rich and poor).
Bodyguards: Neutral. Usually accompany traders, dealers, and merchants.
Children: Neutral (including troll children).
Chorus girls: Neutral.
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.
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).
LAG: 5 degrees evil.
Lawyers: Seem to come in three varieties:
    Normal lawyers: Range from at least 2 to 4 degrees evil.
    Evil lawyers: Range from at least 2 to 11 degrees evil.
    Heartless lawyers: May or may not be different from normal lawyers, not enough data yet. Can be at least 2 or 3 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.
Opera singers: Neutral. These can be found in the Isle of Gods.
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. Found all over Ankh-Morpork, but especially on God Street and the Street of Small Gods. 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 or neutral, more commonly 1 degree evil.
    Hat: 3-6 degrees evil, usually 5.
    Sek: 20, 23, 26, or 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.
Servants: Neutral.
Street urchins: Neutral.
Starlets: Neutral. These can be found in the Isle of Gods.
Tallywomen and tallymen: Neutral.
Thieves: 2 degrees evil.
Tourists: Neutral.
Town criers: Neutral.
Tricksters: Neutral.
Trolls: Neutral.
Troll warriors: Neutral.
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.
Watchmen: 1 good or neutral.
Weapons masters: 4 or 5 degrees evil.
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.
Women: Neutral. (As in, npcs which are just called "an interesting woman", for example.)
Zombies: Neutral.

Docks


Drunks: These seem to come in two basic varieties (you can tell them apart by looking at them):
    Priests and priestesses of Hat: These range from at least five to nine degrees evil.
    Others: These are 1 or 2 degrees good and have various non-Hat-related descriptions.
Figures: Neutral. These sell various things.
Fishermen: Mostly neutral or 1 degree evil (neutral about twice as often), sometimes 2 degrees evil.
Fishmongers: Range from at least 4 to 5 degrees good.
Fixers: Range from 1 degree evil to 1 degree good. They sell various things.
Hawkers: Neutral. They sell various things.
Quiet people: Neutral. They sell various things.
Seagulls: Neutral.
Smugglers: Range from at least 3 degrees evil to 2 degrees good. They sell various things.
Suspicious character/person: Neutral. They sell various things.

Bes Pelargic

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. 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.


Beggars: Neutral.
Calligraphers: Range from at least 3 to 5 degrees good.
Children: 2 degrees good.
Civil servants: 2 to 4 degrees evil
Dockers: Neutral.
Dogs: Neutral.
Ducks and ducklings: Neutral.
Farmers: Range from at least 2 to 7 degrees good.
Hags: Neutral.
Hogs: Neutral.
Imperial Guards: Usually range from neutral to 4 degrees good, rarely 1 degree evil.
Kabuki actor: Range from at least 2 degrees evil to 2 degrees good, neutral about half the time.
Laggy-san: 5 degrees evil.
Mandarins: Range from at least 2 to 5 degrees good. Family seems not to matter.
Men: Neutral.
Merchants: Neutral. May come with:
    Bodyguards: Range from 1 degree good to 1 degree evil.
Monks: Neutral.
Ninja: Neutral.
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.
Noh actor: Range from at least 2 to 5 dgrees good.
Officers: Neutral.
Old men and women: Neutral. There may be some punishment later on for attacking them or having attacked them.
Pickpockets: 2 degrees evil.
Poets: Range from at least 3 to 5 degrees good.
Rats: Neutral.
Rickshaw drivers: Neutral.
Sailors: Neutral.
Saleswomen/Salesmen: Neutral. Same as merchants.
Samurai: Range from at least 2 to 7 degrees good. Family seems not to matter.
Scribes: Range from at least 2 to 7 degrees good.
Sensei: Neutral.
Shoppers: Neutral or 1 degree good, usually neutral.
Sows: Neutral.
Sweepers: Range from at least 3 to 7 degrees good.
Traders: Neutral. Same as merchants.
Tsimo handlers: Neutral. Come with:
Tsimo wrestlers: Neutral.
Urchins: Range from at least 3 to 6 degrees evil.
Vendors: Neutral. Same as merchants.
Women: Neutral.
Youths: Neutral.

Hong Pagoda Gardens


Gardeners: Neutral.
Peacocks: Neutral.
Ritual guards: 1 degree good.
Snakes: Neutral.
Vine trellises: Neutral.

Family estates

Fang Estate

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.
Cranes: Neutral.
Egrets: Neutral.
Family guards: Neutral.
Fish: Neutral.
Geisha: Usually neutral, sometimes 1 degree good.
Herons: Neutral.
Koi: Neutral.
Water dragons: Neutral.

Hong Estate


Gardeners: Range from at least 7 to 20 degrees evil.
Geisha: Range from at least 2 to 9 degrees evil.
Family guards: Range from at least 1 to 24 degrees evil.
Servants: Range from at least 2 to 24 degrees evil.

McSweeney Estate


Eunuchs: Neutral or 1 degree evil.
Family Guards: Range from at least 2 degrees evil to 1 degree good.
Gardeners: Range from at least 1 degree evil to 2 degrees good.
Geishas: Neutral or 1 degree good or evil.
Gnolls: Neutral or 1 degree good.
Guards: Neutral or 1 degree good. These guard the entrances to the men's and women's wings.
Maids: Neutral.

Sung Estate


Family Guards: Range from at least 1 degree good to 2 degrees evil. Usually neutral or evil; neutral about twice as often.
Geishas: 2 or 3 degrees evil.

Tang Estate

The animals here are in the surrounding walkway/garden, not indoors.


Family Guards: Range from at least 2 to 23 degrees good.
Gulls: Neutral.
Peacocks: Neutral.
Pelicans: Neutral.

Bleak Prospect

There are auto-attacking zombies here from at least the afternoon to the nighttime.


Cats: Neutral.
Chickens: Neutral.
Children: Neutral.
Ducks: Neutral.
Farmers: Found in the pub. Neutral.
Farmhands: Neutral.
Lasses: Neutral.
Mice: Neutral.
Old coots: Found in the town hall. Range from at least 43 degrees evil to 3 degrees good.
Peddlers: Neutral.
Pigeons: Neutral.
Sheep: Neutral.
Zombies: 5 degrees evil.

Bois

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.


Children: Neutral
Does: 4 degrees good or 4 degrees evil (about 1/4 seem to be evil).
Foragers: 4 degrees good.
Rabbits: Neutral.
Villagers: Neutral.
Woodcutters: Neutral.

Djelibeybi

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.


Ambassadors: 2 degrees good.
Architects: Range from at least 14 degrees evil to 36 degrees good.
Camels: 2 degrees evil
Cats: Neutral.
Ceremonial guards in the Djelian Guard: Mostly 1 degree evil, sometimes 2 degrees evil.
Ceremonial sentries in the Djelian Guard: 1 degree evil.
Children: Neutral, unless they're the pickpocketing ones--those are 2 degrees evil.
Dealers: Neutral.
D'reg: Range from at least 13 degrees evil to 7 degrees good.
D'reg women: 1 degree good.
Farmers: Range from at least 3 degrees good to neutral.
Ibises: 5 degrees good.
Labourers: 1 degree good.
Madmen: See "Priests and priestesses". They don't count as priests themselves, but priests of the same deity will assist them.
Men: 1 degree good. (I.e., "a sombre young man", for example.)
Palace guards: 1 degree good.
Party-goers in Hat's temple: 5 degrees evil.
Priests and priestesses, by deity:
    Bast: 10 degrees evil.
    Bunu: 1 degree good.
    Cephnet: 6 degrees good.
    Cephut: 6 degrees evil.
    Dhek: Neutral.
    Gil: Neutral.
    Hast: 2 degrees evil.
    Hat: 5 degrees evil.
    Herpentine triskeles: 17 degrees good.
    Juf: 6 degrees good.
    Ket: Neutral.
    Khefin: Neutral.
    Nept: 2 degrees evil.
    Nesh: 1 degree evil.
    Net: 9 degrees evil.
    Orexis-Nupt: 2 degrees evil.
    Ptooie: 9 degrees evil.
    Put: Neutral.
    Sarduk: 13 degrees evil.
    Scrab: 6 degrees evil.
    Sessifet: 16 degrees good.
    Set: 12 evil.
    Sot: 5 degrees good.
    Teg: 1 or2 degrees good.
    Ugizalizai: Neutral.
    Vut: 4 degrees evil.
    What: 37 degrees good.
Recruits: 3 or 4 degrees evil.
Sailors: Range from at least 6 degrees evil to 13 degrees good.
Scarab beetles: 3 degrees good.
Scorpions: 3 degrees evil.
Scribes: Range from at least 5 degrees good to 9 degrees good.
Snakes: Neutral.
Soldiers: Range from 4 degrees good to 4 degrees evil. Priests will assist them.
Stone masons: Range from at least 3 degrees good to 5 degrees good.
Suspicious-looking woman/man: Neutral. May be hiding.
Tortoises: Neutral.
Vagabonds: 5 degrees evil. May be hiding.
Warriors: Range from at least 47 degrees evil to 40 degrees good.
Wizards: Neutral.
Women: 1 degree good. (I.e., "an old woman", for example.)