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NPC types

Every kind of NPC, and what each one does.

Every NPC is one of these kinds, and the kind decides what happens when you click it.

KindNPCsWhat it does
passive scenery299Scenery: stands there and cannot be spoken to or attacked.
mob (passive)132A monster that leaves you alone until attacked.
mob (aggressive)106A monster that attacks on sight.
crafter103Makes items from materials and gold.
shop68Sells a fixed list of items and buys things back.
inn2Rents a bed for the night and runs the citizenship test.
bank10Keeps your locker.
barber1Sells a new hairstyle.
guild master1Runs guilds.
priest1Performs weddings.
law1Issues marriage approvals and handles divorce.
skill master13Teaches spells and skills.
quest giver250Hands out quests.
collectible9Stands on the map; clicking it gathers its drop.
mount1Sells and keeps mounts.
transport24Carries you elsewhere for a fare.
milkable1Can be milked.
shadow master1Takes Shadow Guide applications.

Only the three monster kinds can be attacked, and only the aggressive one attacks first. Everything else is talked to.

Behaviours

A monster is aggressive or passive, and some carry more: an attack pack flag makes an NPC alert its neighbours when it is attacked (any NPC, its own kind, or its exact kind), and the Cyclopses were the first to carry it; fleesome NPCs, the Ashbiters of the Dragon Path and Den, switch between attacking and fleeing; the dragons change speed by state and can sprint at a player they notice (0.4.41). Casters stay back and face what they cast at (0.4.51). The Bogo Supremes apply Stained, which makes your attacks miss now and then while it lasts.

See also

  • Spawn, Where monsters stand, how many, and what that means for a hunt.
  • Drop, What a monster leaves behind, and how often.
  • Shop, Buying and selling: what a shop charges and what it pays.
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