Talk:List of NPC Alignments

From DWPriests
Jump to: navigation, search

I'm collecting a list of the alignments of (unnamed, mostly) npcs here. My method's been to wander around the terrains performing Detect Alignment on the npcs I see. I'm a Sandelfonian, so I'm using the degrees good/evil... my misc.target bonus during this is either 337 or 348, depending on whether I'm holding my beads; hopefully that's enough for accuracy. When I can (ie, when I can find several of them and they don't run off before I finish the ritual... this has been a problem with the small birds), I'm performing the ritual on several of the npcs to see if there are variations. --Ilde 12:26, 12 January 2009 (UTC)

Very Nice

Ooh, very nice idea :) I've often found it difficult to find good things to kill, and I can't be the only one. Hopefully this will help people out a lot. (Damnit, forgot to sign :P) -- Mishal (talk) (MUD finger) 19:59, 12 January 2009 (UTC)

Perhaps we could make this more visual in some way? At the moment it's a lot of information to read through to get to the information that you want. Maybe it could be put into a table (or multiple tables - one per area) with colours to indicate evil/good and how far evil/good they are. Then you could just glance down it to see what to kill and where they can be found. Just an idea :) -- Mishal (talk) (MUD finger) 11:36, 16 January 2009 (UTC)
Oh, hey, good idea. I'll see what I can do about that. --Ilde 22:21, 10 March 2009 (UTC)
Right. Instead of font colors for the whole line, or a table with background color, I thought this would be easier to read... I guess the downside is that it might be confusing to edit if you don't know html. Would have just done font colours for regular bullet points, but that didn't seem to work--plus, the ♦ stand out a bit more, I think. Plus, I'm hoping I'll be able to work out a way to do the colours semi-automatically (as in, before I paste it into the wiki) later on (especially since I'm going to try for a list of colours Light gives and actually match them to that--I know it's beyond what the alignment page says; I just don't know all of it yet) and this way it's a lot easier than it is with tables. --Ilde 23:55, 10 March 2009 (UTC)
You could dump the <font color="green">&diams;</font> stuff into a template, then call the template instead. Would remove the HTML from the actual pages. You could just have, say, {{{neutral}}} instead :) -- Mishal (talk) (MUD finger) 09:44, 11 March 2009 (UTC)
Oh, neat! Yeah, I can do that. --Ilde 14:50, 11 March 2009 (UTC)
There we go... I'd like a better name for the more extreme ones, but I don't really want to use the game's names (barely, quite, very, extremely) since I'm not sure I want to map it to those precisely... hm. --Ilde 15:30, 11 March 2009 (UTC)

-

Thanks!

Some notes on the data for road npcs: With the bodyguards, I've observed the following alignments: good (39, 34, 30, 29, 28, 20, 11, 11, 7, 5, 4, 1, 1, 1, 1), neutral (once), evil (2, 4, 7, 8, 10, 11). So out of twenty-two, fifteen were good, one neutral, and six evil. This is what I'm basing my statement that they seem more likely to be good than evil on. As far as the dwarf warriors go, I've tested four of them, and all were neutral. Could be coincidence, though... the other descriptions (angry, grumpy, burly, fat) don't seem to go with any particular alignments. Of the fifty-two fighters I tested, eight were 2 evil, nine were 1 evil, twenty were neutral, nine were 1 good, and six were 2 good. There's enough variety in the short descriptions that I have no idea whether certain descriptions correlate with certain alignments, but here they are anyway:

  • 2 good: affronted, appealing young, perplexed, good natured, unrefined, skinny young
  • 1 good: raven haired young, peaceful young, inquisitive, powerful young, white haired young, skinny young, indifferent young, wandering, sinewy young
  • Neutral: flirtatious, easy going, foreign looking, ravenous young, fastidious (2), hungry (2), scowling young, shy young, fat, impressive, jolly, carefree young, seductive, shabby, unpretentious young, intuitive, perplexed, impatient
  • 1 evil: impassioned, breezy young, calm (2), ugly, mousey young, fair, fierce, unassuming young
  • 2 evil: repulsive young, good looking, smooth young, nervous, tantalizing, militant young, patient, unassuming

I tested ten wandering labourers, four journeyman carpenters, four journeyman blacksmiths, and three youths (all I could find so far). The small sample sizes there probably account for the smaller ranges of alignments for blacksmiths and youths(two were 5 good; one was 4 good). I'm guessing that blacksmiths, at least, and probably youths too, can be any alignment. Bandits (under whatever name)... I've found eight neutral ones (five outlaws, two bandits, one brigand) and one who was 5 good(a "powerful bandit", if that matters).

Lack of Good NPCs

Looking through this list, there is a distinct lack of anything more than 10 degrees good, excluding DJB priests. No wonder it's impossible for Sekkites to stay in align while killing things :P -- Mishal (talk) (MUD finger) 08:43, 17 March 2009 (UTC)

No kidding! Well, I guess you could always... er... go to the Tang estate and kill the family guards. Wait, that's no good; I think you can only do that once because they're the ones who are off on their own little island that you have to get to via boat--I've heard if they don't like you they won't let you on at all, just summon infinite xp-less guards or something. Hm. Pishe priests in AM? Wander the roads looking for labourers, bodyguards, etc., with See Alignment on and hope you get lucky? I have my own theory about why there's such an imbalance: the evil npcs got that way by killing most of the good ones. --Ilde 18:49, 17 March 2009 (UTC)
ETA: Maybe it'll look a little better once I do Genua (although given what a freaking ghost town it is, it's looking like that'll take several trips, just like the oasis); I've heard it has good npcs. --Ilde 18:52, 17 March 2009 (UTC)
Aside from killing Lancre children and Genuan guards, the Easy Way to stay evil is to visit Djelibeybi from time to time and burn corpse parts. Great fun. :P --Tabs 2:00, 2 December 2010 (UTC)