https://dwwiki.mooo.com/w/api.php?action=feedcontributions&user=PrINTer&feedformat=atomDiscworld MUD Wiki - User contributions [en]2024-03-19T14:05:16ZUser contributionsMediaWiki 1.25.2https://dwwiki.mooo.com/w/index.php?title=NPC_insights&diff=70271NPC insights2023-04-28T11:01:12Z<p>PrINTer: /* Unique humans */</p>
<hr />
<div>Ever wondered what stats, skills or alignments various NPCs have? Then you've found the right page.<br />
<br />
The data below captures our findings. The research generally involves the following tools:<br />
<br />
* The [[Holy Insight]] ritual, for stats and rough bonuses.<br />
* The [[See Alignment]] ritual, for general alignment and the deity they follow, if any.<br />
* The [[Detect Alignment]] ritual, for precise alignment measurements.<br />
* The [[Bless]] and [[Wrath]] rituals, for stats bonuses and pentalties for further refinements.<br />
<br />
See the [[Research:NPC insights|research page]] for details on how the data is processed.<br />
<br />
In most cases there is some random factor involved, therefore multiple records per single NPC may be listed to provide a better picture. Unique NPCs hopefully vary less than generic specimens. The formula might work for non-humans but you'll need to measure their weight via some other means.<br />
<br />
As Holy Insight doesn't work very well for extremely high skills or stats, we often wander into the territory of infinity. The ranges can be refined by giving NPCs stat boosts or penalties, with Bless and Wrath being particularly useful in this case. Bonuses are available for fighting, covert, faith and magic root trees, as well as adventuring.perception and adventuring health. Weights are in kilograms.<br />
<br />
== Humans ==<br />
<br />
Human NPCs are simple to inspect and the abovementioned formula can generally be applied.<br />
<br />
=== Unique humans ===<br />
<br />
{| class="wikitable sortable"<br />
! Short name<br />
! Area<br />
! data-sort-type="number" | Con<br />
! data-sort-type="number" | Dex<br />
! data-sort-type="number" | Int<br />
! data-sort-type="number" | Str<br />
! data-sort-type="number" | Wis<br />
! data-sort-type="number" | Fighting<br />
! data-sort-type="number" | Covert<br />
! data-sort-type="number" | Faith<br />
! data-sort-type="number" | Magic<br />
! data-sort-type="number" | Perception<br />
! data-sort-type="number" | Health<br />
! data-sort-type="number" | Weight<br />
! data-sort-type="number" | Hit points<br />
! data-sort-type="number: | Alignment<br />
! class="unsortable" | Notes<br />
|-<br />
| Aaron || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=150-200|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| Albert || Death's domain || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=0|pe=100-150|he=150-200|a=-1}} || <br />
|-<br />
| Agnes Nitt || Mad Stoat || {{Insight|t=human|c=10-11|d=10-11|i=23+|s=17-18|w=10-11|fi=150-200|co=0|fa=0|ma=300-350|pe=200-250|he=200-250}} || <br />
|-<br />
| Agnetha Phedre || Slippery Hollow || {{Insight|t=human|c=12-14|d=23+|i=12-14|s=23+|w=23+|fi=200-250|co=0|fa=0|ma=250-300|pe=200-250|he=250-300}} || <br />
|-<br />
| Althea of Pishe || Ankh-Morpork || {{Insight|t=human|c=15-16|d=12-14|i=12-14|s=15-16|w=19-20|fi=400+|co=0|fa=400+|ma=0|pe=400+|he=400+|a=25|g=Pishe}} || <br />
|-<br />
| A man named Sue || Ankh-Morpork || {{Insight|t=human|c=12-14|d=?|i=12-14|s=0|w=12-14|fi=350-400|co=0|fa=0|ma=?|pe=400+|he=400+|a=0}} ||<br />
|-<br />
| Analla Lumberg || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=100-150|co=0|fa=0|ma=0|pe=66-100|he=100-150}} || <br />
|-<br />
| Annie Spindlewits || Brass Neck || {{Insight|t=human|c=12-14|d=12-14|i=19-20|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=250-300|pe=150-200|he=200-250}} || <br />
|-<br />
| Aristide Felon || Genua || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=200-250|fa=0|ma=0|pe=250-300|he=400+}} || <br />
|-<br />
| Aroh || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=200-250|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| Artan || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=200-250|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| Arthur || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=100-150|co=0|fa=0|ma=0|pe=66-100|he=100-150|a=0}} || <br />
|-<br />
| Arty Ludd || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=100-150|fa=0|ma=0|pe=66-100|he=150-200}} || <br />
|-<br />
| Baldwin's apprentice || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=0|fa=200-250|ma=0|pe=200-250|he=200-250}} || <br />
|-<br />
| Baldwin "the Disemboweler" MacAvrik || Ankh-Morpork || {{Insight|t=human|c=23+|d=12-14|i=12-14|s=23+|w=12-14|fi=300-350|co=0|fa=0|ma=0|pe=200-250|he=400+}} || <br />
|-<br />
| Ben the ex-herbalist || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=0|fa=250-300|ma=0|pe=150-200|he=300-350|a=25|g=Pishe}} || <br />
|-<br />
| Benna of Hat || Djelibeybi || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=15-16|w=21|fi=200-250|co=0|fa=350-400|ma=0|pe=200-250|he=300-350}} || <br />
|-<br />
| Buffey || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=150-200|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| Captain Angua || Ankh-Morpork || {{Insight|t=human|c=23+|d=17-18|i=12-14|s=17-18|w=12-14|fi=400+|co=0|fa=0|ma=0|pe=400+|he=400+|a=0}} || The blonde wolf in her human form.<br />
|-<br />
| Captain Smith || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=350-400|co=200-250|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| Celina || Klatch || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=0|co=0|fa=0|ma=0|pe=0|he=0}} || <br />
|-<br />
| Chidder || Ephebe || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=350+|co=200-250|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| Christopher of Gufnork || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=21|fi=150-200|co=0|fa=300-350|ma=0|pe=300-350|he=300-350|a=6|g=Gufnork}} || <br />
|-<br />
| Claud || Genua || {{Insight|t=human|c=6-7|d=23+|i=15-16|s=23+|w=0-5|fi=400+|co=350-400|fa=0|ma=0|pe=300-350|he=400+}} || <br />
|-<br />
| Cohen the Barbarian || Barbarian camp || {{Insight|t=human|c=12-14|d=19-20|i=12-14|s=23+|w=12-14|fi=400+|co=0|fa=0|ma=0|pe=300-350|he=400+}} || Location of the camp varies.<br />
|-<br />
| Commander Vimes || Ankh-Morpork || {{Insight|t=human|c=17-18|d=17-18|i=15-16|s=15-16|w=12-14|fi=400+|co=0|fa=0|ma=0|pe=300-350|he=400+}} || <br />
|-<br />
| cook || Ankh-Morpork || {{Insight|t=human|c=8-9|d=19-20|i=12-14|s=15-16|w=8-9|fi=150-200|co=150-200|fa=0|ma=0|pe=66-100|he=150-200}} || Thieves' Guild cook.<br />
|-<br />
| [[Cut-Me-Own-Throat Dibbler]] || Ankh-Morpork || {{Insight|t=human|c=10-11|d=15-16|i=15-16|s=12-14|w=10-11|fi=0|co=0|fa=0|ma=0|pe=0|he=0|a=0}} || <br />
|-<br />
| Decate the Dreadful || Ephebe || {{Insight|t=human|c=17-18|d=17-18|i=17-18|s=17-18|w=17-18|fi=400+|co=100-150|fa=400+|ma=400+|pe=400+|he=400+}} || <br />
|-<br />
| Delbert || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=0|pe=66-100|he=150-200}} || <br />
|-<br />
| Diego Montoya || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=250-300|co=0|fa=0|ma=0|pe=200-250|he=400+}} || <br />
|-<br />
| Doctor Whiteface || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=100-150|co=66-100|fa=0|ma=0|pe=100-150|he=150-200}} || <br />
|-<br />
| Dodgy Bill || Mad Stoat || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=300-350|fa=0|ma=0|pe=200-250|he=400+}} || <br />
|-<br />
| Duncan || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=150-200|fa=0|ma=0|pe=200-250|he=200-250}} || <br />
|-<br />
| Eduard || Ankh-Morpork || {{Insight|t=human|c=23+|d=23+|i=10-11|s=23+|w=12-14|fi=250-300|co=0|fa=0|ma=0|pe=200-250|he=250-300}} || <br />
|-<br />
| Elmira || Razorback || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=250-300|pe=200-250|he=250-300}} || <br />
|-<br />
| Elusive Adriano || Ephebe || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=250-300|co=250-300|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| Elusive Ron || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=250-300|fa=0|ma=0|pe=250-300|he=300-350}} || <br />
|-<br />
| Ethel Applebaum || Scrogden || {{Insight|t=human|c=12-14|d=12-14|i=21|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=250-300|pe=150-200|he=200-250}} || <br />
|-<br />
| Fai Chu || Bes Pelargic || {{Insight|t=human|c=15-16|d=23+|i=19-20|s=23+|w=17-18|fi=400+|co=0|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| Feather Ramkin || Barbarian camp || {{Insight|t=human|c=10-11|d=21|i=15-16|s=8-9|w=8-9|fi=400+|co=0|fa=0|ma=0|pe=400+|he=400+}} || Location of the camp varies.<br />
|-<br />
| Fillet of Fish || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=21|fi=150-200|co=0|fa=300-350|ma=0|pe=300-350|he=300-350|a=0|g=Fish}} || <br />
|-<br />
| Francis with his ukulele of pain || Ankh-Morpork || {{Insight|t=human|c=17-18|d=8-9|i=6-7|s=17-18|w=8-9|fi=250-300|co=0|fa=0|ma=0|pe=150-200|he=350-400}} || <br />
|-<br />
| Frank || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=0|pe=100-150|he=200-250}} || <br />
|-<br />
| Freda Glottik || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=300-350|co=0|fa=0|ma=0|pe=200-250|he=400+}} || <br />
|-<br />
| Fujiyama Osanawa || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=300-350|co=0|fa=0|ma=0|pe=200-250|he=350-400}} || <br />
|-<br />
| Fulber || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=200-250|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| Gadmere || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=150-200|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| Gassy Holmfirth || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=150-200|fa=0|ma=0|pe=66-100|he=150-200}} || <br />
|-<br />
| Gennie Applebottom || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=0|fa=0|ma=350-400|pe=400+|he=350-400}} || <br />
|-<br />
| Ginzo of Hat || Genua || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=15-16|w=21|fi=200-250|co=0|fa=350-400|ma=0|pe=200-250|he=300-350}} || <br />
|-<br />
| Goodie Darncliff || Bad Ass || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=66-100|co=0|fa=0|ma=150-200|pe=100-150|he=150-200}} || <br />
|-<br />
| Granny Weatherwax || Bad Ass || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=0|co=100-150|fa=400+|ma=400+|pe=400+|he=0}} || <br />
|-<br />
| Guido of Gapp || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=21|fi=150-200|co=0|fa=300-350|ma=0|pe=300-350|he=300-350|a=5|g=Gapp}} || <br />
|-<br />
| Haia || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=150-200|fa=0|ma=0|pe=100-150|he=150-200}} || <br />
|-<br />
| Hannah of Sandelfon || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=21|fi=150-200|co=0|fa=300-350|ma=0|pe=300-350|he=300-350|a=0|g=Sandelfon}} || <br />
|-<br />
| Harmony Stardancer || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=0|co=0|fa=0|ma=0|pe=0|he=0}} || <br />
|-<br />
| Harriett Palm || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=250-300|co=0|fa=250-300|ma=0|pe=250-300|he=300-350}} || <br />
|-<br />
| Harry || Ankh-Morpork || {{Insight|t=human|c=19-20|d=15-16|i=15-16|s=19-20|w=23+|fi=300-350|co=0|fa=350-400|ma=0|pe=200-250|he=300-350|a=5|g=Gapp}} || <br />
|-<br />
| Hibiscus Dunelm || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=0|pe=66-100|he=150-200|a=0}} || <br />
|-<br />
| Hilta Goatfounder || Ohulan-Cutash || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=100-150|co=0|fa=0|ma=200-250|pe=150-200|he=200-250}} || <br />
|-<br />
| Hin-lop-heds || Djelibeybi || {{Insight|t=human|c=10-11|d=23+|i=17-18|s=8-9|w=6-7|fi=400+|co=0|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| Hotan Hwoar Ni || Bes Pelargic || {{Insight|t=human|c=15-16|d=23+|i=19-20|s=23+|w=17-18|fi=400+|co=0|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| Hrun || Ankh-Morpork || {{Insight|t=human|c=15-16|d=15-16|i=8-9|s=17-18|w=8-9|fi=200-250|co=0|fa=0|ma=0|pe=100-150|he=250-300|a=0}} || <br />
|-<br />
| Hsif K'nip || Ankh-Morpork || {{Insight|t=human|c=12-14|d=23+|i=12-14|s=12-14|w=23+|fi=150-200|co=0|fa=0|ma=0|pe=100-150|he=150-200}} || <br />
|-<br />
| Hugh || Barbarian camp || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=400+|co=0|fa=0|ma=0|pe=400+|he=400+}} || Location of the camp varies.<br />
|-<br />
| Ilik Tanikalot || Ankh-Morpork || {{Insight|t=human|c=8-9|d=22|i=23+|s=19-20|w=10-11|fi=350-400|co=350-400|fa=0|ma=0|pe=400+|he=300-350}} || <br />
|-<br />
| Ilir || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=250-300|fa=0|ma=0|pe=250-300|he=350-400}} || <br />
|-<br />
| Iris || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=150-200|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| Jak Raplin || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=300-350|fa=0|ma=0|pe=200-250|he=400+}} || <br />
|-<br />
| Kang Wu || Bes Pelargic || {{Insight|t=human|c=23+|d=23+|i=12-14|s=23+|w=12-14|fi=400+|co=0|fa=0|ma=0|pe=350-400|he=400+|g=Hat}} || Patrols the black market.<br />
|-<br />
| Khin-bin-lap || Djelibeybi || {{Insight|t=human|c=10-11|d=17-18|i=23+|s=12-14|w=10-11|fi=250-300|co=0|fa=0|ma=400+|pe=250-300|he=300-350}} || <br />
|-<br />
| Klepton the Fixer || Ephebe || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=300-350|co=300-350|fa=0|ma=0|pe=300-350|he=400+}} || <br />
|-<br />
| Kordane || Ankh-Morpork || {{Insight|t=human|c=10-11|d=22|i=17-18|s=8-9|w=8-9|fi=350-400|co=400+|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| Leena || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=150-200|fa=0|ma=0|pe=100-150|he=150-200}} || <br />
|-<br />
| Linny || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=66-100|co=0|fa=0|ma=0|pe=0|he=100-150|a=0}} || <br />
|-<br />
| Lip-bibh-khin || Djelibeybi || {{Insight|t=human|c=10-11|d=19-20|i=19-20|s=15-16|w=10-11|fi=250-300|co=0|fa=0|ma=400+|pe=200-250|he=300-350}} || <br />
|-<br />
| Louis Bingham || Ankh-Morpork || {{Insight|t=human|c=17-18|d=6-7|i=12-14|s=17-18|w=12-14|fi=150-200|co=0|fa=0|ma=0|pe=100-150|he=200-250}} || <br />
|-<br />
| Luc || Genua || {{Insight|t=human|c=10-11|d=21|i=15-16|s=8-9|w=8-9|fi=350-400|co=400+|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| Lucy Tockley || Lancre Town || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=200-250|pe=150-200|he=200-250}} || <br />
|-<br />
| Mad Gammer Nudity || Razorback || {{Insight|t=human|c=12-14|d=12-14|i=23+|s=8-9|w=8-9|fi=150-200|co=0|fa=0|ma=350-400|pe=200-250|he=250-300}} || <br />
|-<br />
| Madam Yena || Genua || {{Insight|t=human|c=10-11|d=12-14|i=23+|s=8-9|w=8-9|fi=66-100|co=0|fa=0|ma=150-200|pe=66-100|he=100-150}} || <br />
|-<br />
| Maiciany || Barbarian camp || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=250-300|co=0|fa=0|ma=0|pe=250-300|he=400+}} || Location of the camp varies.<br />
|-<br />
| Mama Diksha || Bes Pelargic || {{Insight|t=human|c=10-11|d=23+|i=22|s=10-11|w=23+|fi=200-250|co=400+|fa=0|ma=350-400|pe=250-300|he=250-300}} || <br />
|-<br />
| Mamie Olivia || Genua || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=250-300|pe=200-250|he=250-300}} || <br />
|-<br />
| Mamma Filomena || Genua || {{Insight|t=human|c=12-14|d=12-14|i=19-20|s=19-20|w=19-20|fi=200-250|co=0|fa=0|ma=350-400|pe=400+|he=300-350}} || <br />
|-<br />
| Mariania || Genua || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=300-350|fa=0|ma=0|pe=200-250|he=400+}} || <br />
|-<br />
| Mihk-gran-bohp || Djelibeybi || {{Insight|t=human|c=10-11|d=17-18|i=8-9|s=17-18|w=17-18|fi=200-250|co=0|fa=300-350|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| Millie Hopgood || Slice || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=100-150|co=0|fa=0|ma=150-200|pe=250-300|he=150-200}} || <br />
|-<br />
| Min Bertram || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=0|co=0|fa=100-150|ma=0|pe=66-100|he=100-150|a=0}} || Not actually a Gappic. Reported.<br />
|-<br />
| Miss Pennie Laced || Ohulan-Cutash || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=0|co=0|fa=0|ma=66-100|pe=0|he=66-100}} || <br />
|-<br />
| Mort || Death's domain || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=250-300|co=0|fa=0|ma=0|pe=150-200|he=250-300|a=0}} || <br />
|-<br />
| Mr Founder || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=250-300|co=0|fa=0|ma=0|pe=200-250|he=350-400}} || <br />
|-<br />
| Mr Smith || Barbarian camp || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=250-300|co=0|fa=0|ma=0|pe=200-250|he=300-350}} || Location of the camp varies.<br />
|-<br />
| Mr Werks || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=250-300|co=0|fa=0|ma=0|pe=200-250|he=350-400}} || <br />
|-<br />
| Mrs Gogol || Genua || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=250-300|pe=200-250|he=250-300}} || <br />
|-<br />
| Mum Blithesome || Sto Lat || {{Insight|t=human|c=12-14|d=12-14|i=15-16|s=12-14|w=15-16|fi=200-250|co=0|fa=0|ma=300-350|pe=200-250|he=250-300}} || <br />
|-<br />
| Nadow || Ankh-Morpork || {{Insight|t=human|c=12-14|d=15-16|i=23+|s=15-16|w=23+|fi=200-250|co=0|fa=0|ma=250-300|pe=200-250|he=200-250}} || <br />
|-<br />
| Nanny Ogg || Bad Ass || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=250-300|co=0|fa=0|ma=400+|pe=400+|he=400+}} || <br />
|-<br />
| Neelie Awkside || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=0|pe=100-150|he=150-200}} || <br />
|-<br />
| Nora Bodgett || Lancre Town || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=200-250|pe=150-200|he=200-250}} || <br />
|-<br />
| nosy witch || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=17-18|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=150-200|pe=100-150|he=150-200}} || <br />
|-<br />
| Nertue || Genua || {{Insight|t=human|c=12-14|d=23+|i=15-16|s=8-9|w=6-7|fi=350-400|co=400+|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| Niknax || Ephebe || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=250-300|co=0|fa=250-300|ma=0|pe=250-300|he=300-350}} || <br />
|-<br />
| Notorious Jones || Bes Pelargic || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=300-350|fa=0|ma=0|pe=200-250|he=400+}} || <br />
|-<br />
| Notserp || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=15-16|s=19-20|w=12-14|fi=200-250|co=0|fa=0|ma=0|pe=100-150|he=200-250}} || <br />
|-<br />
| Nyvven || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=23+|s=12-14|w=23+|fi=150-200|co=0|fa=0|ma=0|pe=200-250|he=200-250}} || <br />
|-<br />
| Old Auntie Ogg-San || Bes Pelargic || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=400+|pe=400+|he=250-300}} || <br />
|-<br />
| Old John || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=0|pe=100-150|he=200-250|a=0}} || <br />
|-<br />
| old lady || Bes Pelargic || {{Insight|t=human|c=10-11|d=10-11|i=23+|s=8-9|w=12-14|fi=0|co=0|fa=0|ma=66-100|pe=0|he=66-100}} || Fruitbat Fabrics.<br />
|-<br />
| Oliver || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=150-200|fa=0|ma=0|pe=100-150|he=150-200}} || <br />
|-<br />
| Olivia || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=100-150|co=0|fa=0|ma=0|pe=66-100|he=100-150|a=0}} || <br />
|-<br />
| One Tender Tulip || Bes Pelargic || {{Insight|t=human|c=12-14|d=23+|i=12-14|s=22|w=23+|fi=350-400|co=300-350|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| Ozzie Guntram || Sto Lat || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=0|fa=0|ma=0|pe=350-400|he=200-250}} || <br />
|-<br />
| Pamela Blonde || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=150-200|fa=0|ma=0|pe=100-150|he=200-250}} || <br />
|-<br />
| Phos-phor || Djelibeybi || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=350-400|co=0|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| Prissy || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=150-200|fa=0|ma=0|pe=100-150|he=150-200}} || <br />
|-<br />
| Pthaliaa || Djelibeybi || {{Insight|t=human|c=10-11|d=23+|i=17-18|s=8-9|w=6-7|fi=350-400|co=400+|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| Ptricza Ptrete || Djelibeybi || {{Insight|t=human}} || <br />
|-<br />
| Raffy the Rook || Ohulan-Cutash || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=200-250|fa=0|ma=0|pe=300-350|he=250-300}} || <br />
|-<br />
| Ragman || Sto Lat || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=300-350|fa=0|ma=0|pe=200-250|he=400+}} || <br />
|-<br />
| Rixacardo || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=250-300|co=0|fa=0|ma=0|pe=200-250|he=300-350}} || <br />
|-<br />
| Ronel || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=150-200|fa=0|ma=0|pe=100-150|he=150-200}} || <br />
|-<br />
| Ronnie 'Cheese It' Boggis || Bes Pelargic || {{Insight|t=human|c=12-14|d=22|i=15-16|s=8-9|w=6-7|fi=350-400|co=400+|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| Rudolpho of Sek || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=21|fi=150-200|co=0|fa=300-350|ma=0|pe=200-250|he=200-250|a=-25|g=Sek}} || <br />
|-<br />
| Saira || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=150-200|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| Salan Feiht || Ankh-Morpork || {{Insight|t=human|c=19-20|d=23+|i=10-11|s=15-16|w=12-14|fi=250-300|co=250-300|fa=0|ma=0|pe=150-200|he=300-350}} || <br />
|-<br />
| Sam Slager || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=23+|w=12-14|fi=250-300|co=0|fa=200-250|ma=0|pe=200-250|he=250-300}} || <br />
|-<br />
| Scoone of Hat || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=21|fi=200-250|co=0|fa=400+|ma=0|pe=350-400|he=300-350|a=-5|g=Hat}} || <br />
|-<br />
| Scrakkik || Djelibeybi || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=300-350|fa=0|ma=0|pe=200-250|he=400+}} || <br />
|-<br />
| Septa DeBlano || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=300-350|co=0|fa=0|ma=0|pe=200-250|he=400+}} || <br />
|-<br />
| Sergeant Bacchus || Ankh-Morpork || {{Insight|t=human|c=17-18|d=17-18|i=15-16|s=17-18|w=15-16|fi=400+|co=0|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| Shifty Jim || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=300-350|fa=0|ma=0|pe=200-250|he=400+}} || <br />
|-<br />
| Sir Reynold Stitched || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=100-150|co=0|fa=0|ma=0|pe=66-100|he=100-150|a=0}} || <br />
|-<br />
| Slim Stevie || Mad Stoat || {{Insight|t=human|c=17-18|d=12-14|i=12-14|s=17-18|w=12-14|fi=66-100|co=100-150|fa=0|ma=0|pe=66-100|he=150-200}} || <br />
|-<br />
| S.M.W.L. Dhibbjaramasphelopetalon || Ankh-Morpork || {{Insight|t=human|c=8-9|d=8-9|i=15-16|s=8-9|w=22|fi=0|co=0|fa=66-100|ma=0|pe=0|he=0|a=0}} || <br />
|-<br />
| Sol || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=300-350|fa=0|ma=0|pe=200-250|he=400+}} || <br />
|-<br />
| Stephen Jobbes || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=0|fa=0|ma=0|pe=100-150|he=200-250}} || <br />
|-<br />
| Straker Ludd || Sto Lat || {{Insight|t=human|c=12-14|d=21|i=15-16|s=8-9|w=8-9|fi=350-400|co=400+|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| Stren Withel || Ankh-Morpork || {{Insight|t=human|c=12-14|d=19-20|i=12-14|s=12-14|w=6-7|fi=150-200|co=200-250|fa=0|ma=0|pe=100-150|he=200-250|a=0}} || <br />
|-<br />
| the Weasel || Ankh-Morpork || {{Insight|t=human|c=10-11|d=23+|i=15-16|s=8-9|w=8-9|fi=200-250|co=300-350|fa=0|ma=0|pe=150-200|he=250-300|a=0}} || <br />
|-<br />
| Tiffany Glitter || Pekan Ford || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=200-250|co=300-350|fa=0|ma=0|pe=200-250|he=400+}} || <br />
|-<br />
| Tneduts || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=0|co=0|fa=0|ma=66-100|pe=0|he=66-100}} || <br />
|-<br />
| Tue Fluffy Panda || Bes Pelargic || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=250-300|co=0|fa=0|ma=200-250|pe=200-250|he=250-300}} || <br />
|-<br />
| Tuffy the Vampire Slayer || Escrow || {{Insight|t=human|c=23+|d=23+|i=15-16|s=23+|w=15-16|fi=400+|co=0|fa=0|ma=0|pe=350-400|he=400+}} || <br />
|-<br />
| Very Reverend Khepresh || ''anywhere'' || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=15-16|w=21|fi=200-250|co=0|fa=400+|ma=0|pe=200-250|he=400+}} || <br />
|-<br />
| Vy of Fish || Ankh-Morpork || {{Insight|t=human|c=12-14|d=23+|i=12-14|s=15-16|w=23+|fi=250-300|co=0|fa=350-400|ma=0|pe=200-250|he=300-350}} || <br />
|-<br />
| Vyrt || Ephebe || {{Insight|t=human|c=10-11|d=23+|i=23+|s=23+|w=10-11|fi=400+|co=400+|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| Wee Flaudia || Mad Wolf || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=66-100|co=0|fa=0|ma=200-250|pe=66-100|he=100-150}} || <br />
|-<br />
| Wreck-Me-Own-Boat Thursday || Isle of Tonahamen || {{Insight|t=human|c=10-11|d=15-16|i=15-16|s=12-14|w=10-11|fi=66-100|co=0|fa=0|ma=0|pe=66-100|he=66-100}} || <br />
|-<br />
| Y Llit || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=100-150|co=0|fa=0|ma=0|pe=66-100|he=100-150}} || <br />
|-<br />
| Zilda || Ankh-Morpork || {{Insight|t=human|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=150-200|fa=0|ma=0|pe=100-150|he=150-200}} || <br />
|-<br />
|}<br />
<br />
=== Generic humans ===<br />
<br />
{| class="wikitable sortable"<br />
! Short name<br />
! Variant<br />
! Area<br />
! data-sort-type="number" | Con<br />
! data-sort-type="number" | Dex<br />
! data-sort-type="number" | Int<br />
! data-sort-type="number" | Str<br />
! data-sort-type="number" | Wis<br />
! data-sort-type="number" | Fighting<br />
! data-sort-type="number" | Covert<br />
! data-sort-type="number" | Faith<br />
! data-sort-type="number" | Magic<br />
! data-sort-type="number" | Perception<br />
! data-sort-type="number" | Health<br />
! data-sort-type="number" | Weight<br />
! data-sort-type="number" | Hit points<br />
! data-sort-type="number" | Alignment<br />
! class="unsortable" | Notes<br />
|-<br />
| architect || ''none'' || Djelibeybi || {{Insight|t=human|c=12-14|d=19-20|i=12-14|s=12-14|w=10-11|fi=150-200|co=0|fa=0|ma=0|pe=66-100|he=150-200}} || <br />
|-<br />
| barge sailor || drunken || Ohulan-Cutash || {{Insight|t=human|c=10-11|d=19-20|i=12-14|s=12-14|w=8-9|fi=66-100|co=0|fa=0|ma=0|pe=0|he=66-100}} || <br />
|-<br />
| barge sailor || inebriated || Ohulan-Cutash || {{Insight|t=human|c=12-14|d=12-14|i=15-16|s=12-14|w=8-9|fi=66-100|co=0|fa=0|ma=0|pe=0|he=66-100}} || <br />
|-<br />
| barge sailor || intoxicated || Ohulan-Cutash || {{Insight|t=human|c=12-14|d=17-18|i=8-9|s=12-14|w=12-14|fi=100-150|co=0|fa=0|ma=0|pe=0|he=100-150}} || <br />
|-<br />
| beggar || rich || Ankh-Morpork || {{Insight|t=human|c=10-11|d=8-9|i=12-14|s=12-14|w=15-16|fi=150-200|co=0|fa=150-200|ma=0|pe=150-200|he=150-200}} || <br />
|-<br />
| captain || Fang || Bes Pelargic || {{Insight|t=human|c=10-11|d=17-18|i=12-14|s=15-16|w=10-11|fi=250-300|co=0|fa=0|ma=0|pe=150-200|he=250-300}} || <br />
|-<br />
| captain || Hong || Bes Pelargic || {{Insight|t=human|c=10-11|d=21|i=10-11|s=10-11|w=8-9|fi=250-300|co=0|fa=0|ma=0|pe=150-200|he=250-300}} || <br />
|-<br />
| ceremonial guard || ''none'' || Djelibeybi || {{Insight|t=human|c=17-18|d=21|i=15-16|s=21|w=6-7|fi=400+|co=0|fa=0|ma=0|pe=350-400|he=400+}} || <br />
|-<br />
| ceremonial guard || ''none'' || Djelibeybi || {{Insight|t=human|c=17-18|d=23+|i=10-11|s=21|w=6-7|fi=400+|co=0|fa=0|ma=0|pe=350-400|he=400+}} || <br />
|-<br />
| ceremonial sentry || ''none'' || Djelibeybi || {{Insight|t=human|c=19-20|d=23+|i=15-16|s=19-20|w=0-5|fi=400+|co=0|fa=0|pe=250-300|he=400+}} || <br />
|-<br />
| citadel guard || ''none'' || Ephebe || {{Insight|t=human|c=12-14|d=22|i=12-14|s=23+|w=12-14|fi=400+|co=0|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| guard thief || ''none'' || Ankh-Morpork || {{Insight|t=human|c=6-7|d=23+|i=10-11|s=23+|w=10-11|fi=400+|co=350-400|fa=0|ma=0|pe=400+|he=400+}} || <br />
|-<br />
| little old lady || ''none'' || Ankh-Morpork || {{Insight|t=human|c=10-11|d=15-16|i=15-16|s=12-14|w=10-11|fi=150-200|co=0|fa=0|ma=0|pe=66-100|he=150-200}} || <br />
|-<br />
| man || mean || Ankh-Morpork || {{Insight|t=human|c=12-14|d=23+|i=12-14|s=19-20|w=10-11|fi=300-350|co=0|fa=0|ma=0|pe=150-200|he=250-300}} || Delbert's group.<br />
|-<br />
| man || strong || Ankh-Morpork || {{Insight|t=human|c=12-14|d=17-18|i=12-14|s=23+|w=12-14|fi=400+|co=0|fa=0|ma=0|pe=200-250|he=350-400}} || Delbert's group.<br />
|-<br />
| nobleman || important, Hong || Bes Pelargic || {{Insight|t=human|c=10-11|d=17-18|i=12-14|s=12-14|w=12-14|fi=250-300|co=0|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| palace guard || ''none'' || Djelibeybi || {{Insight|t=human|c=10-11|d=15-16|i=12-14|s=17-18|w=10-11|fi=350-400|co=0|fa=0|ma=0|pe=200-250|he=300-350}} || <br />
|-<br />
| palace guard || ''none'' || Djelibeybi || {{Insight|t=human|c=10-11|d=23+|i=12-14|s=12-14|w=10-11|fi=350-400|co=0|fa=0|ma=0|pe=200-250|he=300-350}} || <br />
|-<br />
| palace guard || ''none'' || Djelibeybi || {{Insight|t=human|c=12-14|d=15-16|i=10-11|s=12-14|w=12-14|fi=350-400|co=0|fa=0|ma=0|pe=200-250|he=350-400}} || <br />
|-<br />
| palace guard || bitter || Ankh-Morpork || {{Insight|t=human|c=19-20|d=22|i=17-18|s=19-20|w=12-14|fi=400+|co=0|fa=0|ma=0|pe=250-300|he=400+}} || <br />
|-<br />
| palace guard || edgy || Ankh-Morpork || {{Insight|t=human|c=19-20|d=19-20|i=17-18|s=19-20|w=12-14|fi=350-400|co=0|fa=0|ma=0|pe=200-250|he=400+}} || <br />
|-<br />
| party-goer || groggy || Djelibeybi || {{Insight|t=human|c=10-11|d=15-16|i=12-14|s=17-18|w=8-9|fi=100-150|co=0|fa=0|ma=0|pe=0|he=100-150}} || <br />
|-<br />
| soldier || ''none'' || Ohulan-Cutash || {{Insight|t=human|c=12-14|d=15-16|i=12-14|s=10-11|w=12-14|fi=150-200|co=0|fa=0|ma=0|pe=100-150|he=200-250}} || <br />
|-<br />
| soldier || ''none'' || Ohulan-Cutash || {{Insight|t=human|c=17-18|d=12-14|i=8-9|s=15-16|w=8-9|fi=200-250|co=0|fa=0|ma=0|pe=100-150|he=200-250}} || <br />
|-<br />
| strongarm || angry || Ohulan-Cutash || {{Insight|t=human|c=15-16|d=17-18|i=8-9|s=12-14|w=10-11|fi=200-250|co=0|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| strongarm || burly || Ohulan-Cutash || {{Insight|t=human|c=10-11|d=15-16|i=12-14|s=15-16|w=10-11|fi=200-250|co=0|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| strongarm || grizzled || Ohulan-Cutash || {{Insight|t=human|c=12-14|d=15-16|i=12-14|s=12-14|w=8-9|fi=200-250|co=0|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| strongarm || psychotic || Ohulan-Cutash || {{Insight|t=human|c=10-11|d=17-18|i=10-11|s=17-18|w=8-9|fi=250-300|co=0|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| strongarm || scarred || Ohulan-Cutash || {{Insight|t=human|c=15-16|d=17-18|i=10-11|s=12-14|w=6-7|fi=250-300|co=0|fa=0|ma=0|pe=150-200|he=250-300}} || <br />
|-<br />
| thug || grizzled, Fang || Bes Pelargic || {{Insight|t=human|c=10-11|d=17-18|i=10-11|s=15-16|w=10-11|fi=250-300|co=0|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| thug || grizzled, Hong || Bes Pelargic || {{Insight|t=human|c=12-14|d=12-14|i=10-11|s=15-16|w=8-9|fi=200-250|co=0|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| thug || powerful, Hong || Bes Pelargic || {{Insight|t=human|c=10-11|d=17-18|i=10-11|s=15-16|w=8-9|fi=250-300|co=0|fa=0|ma=0|pe=150-200|he=200-250}} || <br />
|-<br />
| Zoon sailor || ''none'' || Ohulan-Cutash || {{Insight|t=human|c=12-14|d=15-16|i=10-11|s=15-16|w=10-11|fi=66-100|co=0|fa=0|ma=0|pe=0|he=66-100}} || <br />
|-<br />
| woman || thuggish || Ankh-Morpork || {{Insight|t=human|c=23+|d=23+|i=10-11|s=23+|w=10-11|fi=350-400|co=300-350|fa=0|ma=0|pe=400+|he=400+}} || Thieves' Guild heavy.<br />
|-<br />
|}<br />
<br />
== Dwarfs ==<br />
<br />
=== Unique dwarfs ===<br />
<br />
{| class="wikitable sortable"<br />
! Short name<br />
! Area<br />
! data-sort-type="number" | Con<br />
! data-sort-type="number" | Dex<br />
! data-sort-type="number" | Int<br />
! data-sort-type="number" | Str<br />
! data-sort-type="number" | Wis<br />
! data-sort-type="number" | Fighting<br />
! data-sort-type="number" | Covert<br />
! data-sort-type="number" | Faith<br />
! data-sort-type="number" | Magic<br />
! data-sort-type="number" | Perception<br />
! data-sort-type="number" | Health<br />
! data-sort-type="number" | Weight<br />
! data-sort-type="number" | Hit points<br />
! data-sort-type="number" | Alignment<br />
! class="unsortable" | Notes<br />
|-<br />
| Dogbottler || Ankh-Morpork || {{Insight|t=dwarf|c=15-16|d=17-18|i=12-14|s=19-20|w=15-16|fi=200-250|co=0|fa=0|ma=0|pe=150-200|he=200-250}} ||<br />
|-<br />
| Sergeant Littlebottom || Ankh-Morpork || {{Insight|t=dwarf|c=15-16|d=17-18|i=12-14|s=19-20|w=15-16|fi=350-400|co=0|fa=0|ma=0|pe=200-250|he=400+}} ||<br />
|-<br />
|}<br />
<br />
=== Generic dwarfs ===<br />
<br />
{| class="wikitable sortable"<br />
! Short name<br />
! Variant<br />
! Area<br />
! data-sort-type="number" | Con<br />
! data-sort-type="number" | Dex<br />
! data-sort-type="number" | Int<br />
! data-sort-type="number" | Str<br />
! data-sort-type="number" | Wis<br />
! data-sort-type="number" | Fighting<br />
! data-sort-type="number" | Covert<br />
! data-sort-type="number" | Faith<br />
! data-sort-type="number" | Magic<br />
! data-sort-type="number" | Perception<br />
! data-sort-type="number" | Health<br />
! data-sort-type="number" | Weight<br />
! data-sort-type="number" | Hit points<br />
! data-sort-type="number" | Alignment<br />
! class="unsortable" | Notes<br />
|-<br />
|}<br />
<br />
== Trolls ==<br />
<br />
=== Unique trolls ===<br />
<br />
{| class="wikitable sortable"<br />
! Short name<br />
! Area<br />
! data-sort-type="number" | Con<br />
! data-sort-type="number" | Dex<br />
! data-sort-type="number" | Int<br />
! data-sort-type="number" | Str<br />
! data-sort-type="number" | Wis<br />
! data-sort-type="number" | Fighting<br />
! data-sort-type="number" | Covert<br />
! data-sort-type="number" | Faith<br />
! data-sort-type="number" | Magic<br />
! data-sort-type="number" | Perception<br />
! data-sort-type="number" | Health<br />
! data-sort-type="number" | Weight<br />
! data-sort-type="number" | Hit points<br />
! data-sort-type="number" | Alignment<br />
! class="unsortable" | Notes<br />
|-<br />
| Detritus || Holy Wood || {{Insight|t=troll|c=23+|d=8-9|i=8-9|s=23+|w=10-11|fi=250-300|co=0|fa=0|ma=0|pe=150-200|he=350-400}} || <br />
|-<br />
| Ruby || Holy Wood || {{Insight|t=troll|c=21|d=6-7|i=8-9|s=23+|w=10-11|fi=150-200|co=0|fa=150-200|ma=0|pe=100-150|he=200-250}} || <br />
|-<br />
| the splatter || Ankh-Morpork || {{Insight|t=troll|c=23+|d=8-9|i=0-5|s=23+|w=6-7|fi=250-300|co=0|fa=0|ma=0|pe=100-150|he=350-400|a=0}} || The tough bouncer of the Mended Drum.<br />
|-<br />
|}<br />
<br />
=== Generic trolls ===<br />
<br />
{| class="wikitable sortable"<br />
! Short name<br />
! Variant<br />
! Area<br />
! data-sort-type="number" | Con<br />
! data-sort-type="number" | Dex<br />
! data-sort-type="number" | Int<br />
! data-sort-type="number" | Str<br />
! data-sort-type="number" | Wis<br />
! data-sort-type="number" | Fighting<br />
! data-sort-type="number" | Covert<br />
! data-sort-type="number" | Faith<br />
! data-sort-type="number" | Magic<br />
! data-sort-type="number" | Perception<br />
! data-sort-type="number" | Health<br />
! data-sort-type="number" | Weight<br />
! data-sort-type="number" | Hit points<br />
! data-sort-type="number" | Alignment<br />
! class="unsortable" | Notes<br />
|-<br />
|}<br />
<br />
== Other species ==<br />
<br />
=== Unique other species ===<br />
<br />
{| class="wikitable sortable"<br />
! Short name<br />
! Area<br />
! data-sort-type="number" | Con<br />
! data-sort-type="number" | Dex<br />
! data-sort-type="number" | Int<br />
! data-sort-type="number" | Str<br />
! data-sort-type="number" | Wis<br />
! data-sort-type="number" | Fighting<br />
! data-sort-type="number" | Covert<br />
! data-sort-type="number" | Faith<br />
! data-sort-type="number" | Magic<br />
! data-sort-type="number" | Perception<br />
! data-sort-type="number" | Health<br />
! data-sort-type="number" | Weight<br />
! data-sort-type="number" | Hit points<br />
! data-sort-type="number" | Alignment<br />
! class="unsortable" | Notes<br />
|-<br />
| Constable Swires || Ankh-Morpork || {{Insight|t=gnome|c=10-11|d=21|i=12-14|s=19-20|w=12-14|fi=200-250|co=0|fa=0|ma=0|pe=150-200|he=400+}} || A gnome.<br />
|-<br />
| Death || Death's domain || {{Insight|t=death|c=0|d=0|i=0|s=0|w=0|fi=0|co=0|fa=0|ma=0|pe=0|he=0|a=0}} || HE WHO TALKS LIKE THIS. HE DOESN'T ACTUALLY HAVE ANY ALIGNMENT, PROBABLY WEIGHS NOTHING AND HAS ZERO HP.<br />
|-<br />
| Retlobgod || Ankh-Morpork || {{Insight|t=golem|c=23+|d=23+|i=12-14|s=23+|w=12-14|fi=250-300|co=0|fa=0|ma=0|pe=100-150|he=300-350}} || A golem.<br />
|-<br />
| Sebboh || Ankh-Morpork || {{Insight|t=demon|c=23+|d=23+|i=10-11|s=23+|w=17-18|fi=200-250|co=0|fa=300-350|ma=0|pe=150-200|he=300-350}} || A seven-handed demon.<br />
|-<br />
| Darth Jolene || Ankh-Morpork || {{Insight|t=Being|c=22|d=19-20|i=17-18|s=21|w=17-18|fi=400+|co=0|fa=0|ma=?|pe=400+|he=400+}} || Eldritch One (Halloween Special).<br />
|-<br />
| The Beast || Ankh-Morpork || {{Insight|t=beast|c=19-20|d=23-25|i=10-11|s=?|w=9|fi=350-400|co=300-350|fa=0|ma=0|pe=400+|he=400+}} || A Beast who lurks about northern Ankh-Morpork.<br />
|-<br />
| The enraged giant Hogswatch tree || Sto-Lat || {{Insight|t=Tree|c=23-25|d=6-8|i=10-11|s=23-25|w=17-18|fi=350-400|co=0|fa=0|ma=?|pe=200-250|he=400+}} || A seasonal tree imported by the Rotary Club of Sto Lat during Hogswatch.<br />
|-<br />
| The enraged giant Hogswatch sapling|| Sto-Lat || {{Insight|t=Tree|c=?<6|d=?|i=10-11|s=10-11|w=17-18|fi=100-150|co=0|fa=0|ma=?|pe=100-150|he=?}} || A minion summoned by an irritated and often poked tree.<br />
|-<br />
|}<br />
<br />
=== Generic other species ===<br />
<br />
{| class="wikitable sortable"<br />
! Short name<br />
! Variant<br />
! Area<br />
! data-sort-type="number" | Con<br />
! data-sort-type="number" | Dex<br />
! data-sort-type="number" | Int<br />
! data-sort-type="number" | Str<br />
! data-sort-type="number" | Wis<br />
! data-sort-type="number" | Fighting<br />
! data-sort-type="number" | Covert<br />
! data-sort-type="number" | Faith<br />
! data-sort-type="number" | Magic<br />
! data-sort-type="number" | Perception<br />
! data-sort-type="number" | Health<br />
! data-sort-type="number" | Weight<br />
! data-sort-type="number" | Hit points<br />
! data-sort-type="number" | Alignment<br />
! class="unsortable" | Notes<br />
|-<br />
|-<br />
| Redwood|| ''towering'' || Uberwald Forest || {{Insight|t=tree|c=23-25|d=6-8|i=10-11|s=23-25|w=17-18|fi=400+|co=?|fa=?|ma=?|pe=?|he=400+}} || <br />
|-<br />
| Oak|| ''mighty'' || Uberwald Forest || {{Insight|t=tree|c=23-25|d=6-8|i=10-11|s=23-25|w=17-18|fi=300-350|co=?|fa=?|ma=?|pe=200-250|he=400+}} || <br />
|}<br />
<br />
== Animals ==<br />
<br />
=== Unique animals ===<br />
<br />
{| class="wikitable sortable"<br />
! Short name<br />
! Area<br />
! data-sort-type="number" | Con<br />
! data-sort-type="number" | Dex<br />
! data-sort-type="number" | Int<br />
! data-sort-type="number" | Str<br />
! data-sort-type="number" | Wis<br />
! data-sort-type="number" | Fighting<br />
! data-sort-type="number" | Covert<br />
! data-sort-type="number" | Faith<br />
! data-sort-type="number" | Magic<br />
! data-sort-type="number" | Perception<br />
! data-sort-type="number" | Health<br />
! data-sort-type="number" | Weight<br />
! data-sort-type="number" | Hit points<br />
! data-sort-type="number" | Alignment<br />
! class="unsortable" | Notes<br />
|-<br />
| Aggy the pale green swamp dragon || SS Unsinkable || {{Insight|t=swampdragon|c=10-11|d=15-16|i=8-9|s=12-14|w=10-11|fi=150-200|co=0|fa=0|ma=0|pe=66-100|he=150-200}} || One of the dragons powering the ship.<br />
|-<br />
| blonde wolf || Ankh-Morpork || {{Insight|t=werewolf|c=23+|d=17-18|i=12-14|s=17-18|w=12-14|fi=400+|co=0|fa=0|ma=0|pe=400+|he=400+}} || Captain Angua in her wolf form.<br />
|-<br />
| Florette the bunny rabbit || Ankh-Morpork || {{Insight|t=rabbit|c=10-11|d=21|i=8-9|s=8-9|w=6-7|fi=66-100|co=0|fa=0|ma=100-150|pe=66-100|he=100-150|a=0}} || Temple of Small Gods bunny.<br />
|-<br />
| Gaspode || Holy Wood || {{Insight|t=dog|c=15-16|d=23+|i=10-11|s=19-20|w=8-9|fi=100-150|co=0|fa=0|ma=0|pe=0|he=100-150}} || The wonder dog.<br />
|-<br />
| Idiot the bright red swamp dragon || SS Unsinkable || {{Insight|t=swampdragon|c=10-11|d=15-16|i=8-9|s=12-14|w=10-11|fi=150-200|co=0|fa=0|ma=0|pe=66-100|he=150-200}} || One of the dragons powering the ship.<br />
|-<br />
| Mr Muggins || Ankh-Morpork || {{Insight|t=raccoon|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=150-200|co=150-200|fa=0|ma=0|pe=350-400|he=300-350}} || Thieves' Guild raccoon.<br />
|-<br />
| Mr Tiddles || Ankh-Morpork || {{Insight|t=cat|c=12-14|d=23+|i=15-16|s=10-11|w=15-16|fi=100-150|co=0|fa=0|ma=0|pe=66-100|he=150-200}} || Post Office cat.<br />
|-<br />
| Nugget the dark purple swamp dragon || SS Unsinkable || {{Insight|t=swampdragon|c=10-11|d=15-16|i=8-9|s=12-14|w=10-11|fi=150-200|co=0|fa=0|pe=66-100|he=150-200}} || One of the dragons powering the ship.<br />
|-<br />
|}<br />
<br />
=== Generic animals ===<br />
<br />
{| class="wikitable sortable"<br />
! Short name<br />
! Variant<br />
! Area<br />
! data-sort-type="number" | Con<br />
! data-sort-type="number" | Dex<br />
! data-sort-type="number" | Int<br />
! data-sort-type="number" | Str<br />
! data-sort-type="number" | Wis<br />
! data-sort-type="number" | Fighting<br />
! data-sort-type="number" | Covert<br />
! data-sort-type="number" | Faith<br />
! data-sort-type="number" | Magic<br />
! data-sort-type="number" | Perception<br />
! data-sort-type="number" | Health<br />
! data-sort-type="number" | Weight<br />
! data-sort-type="number" | Hit points<br />
! data-sort-type="number" | Alignment<br />
! class="unsortable" | Notes<br />
|-<br />
| rat || ''none'' || Ankh-Morpork || {{Insight|t=rat|c=8-9|d=21|i=10=11|s=8-9|w=8-9|fi=0|co=0|fa=0|ma=0|he=0|weight=0.55}} || <br />
|-<br />
| zebra || ''none'' || terrains || {{Insight|t=zebra|c=17-18|d=?|i=12-14|s=19-20|w=10-11|fi=150-200|co=0|fa=0|ma=?|pe=66-100|he=200-250|weight=0}} || <br />
|-<br />
| water buffalo|| ''none'' || klatchian swamp || {{Insight|t=buffalo|c=17-18|d=10-11|i=9|s=19-20|w=6-8|fi=250-300|co=0|fa=?|ma=?|pe=100-150|he=350-400|weight=0}} || <br />
|}<br />
<br />
== Summons and pets ==<br />
<br />
This section covers arcane and divine companions, minions and other summons, as well as pets. Notably:<br />
<br />
* Sentient cabbages summoned with the [[Brassica Oleracea Ambulata]] spell.<br />
* Clouds of aggressive insects summoned with the [[Creeping Doom]] ritual.<br />
* Whirlwinds summoned with the [[Dust Devil]] ritual.<br />
* Carrier clouds summoned with the [[Fyodor's Nimbus of Porterage]] spell.<br />
* Fierce skeletons summoned with the [[Grisald's Reanimated Guardian]] spell.<br />
** ''These probably use the human formula but take the weight and hit point information with a gain of salt.''<br />
* Swarms of fireflies summoned with the [[Hag's Blessing]] spell.<br />
* Balls of light summoned with the [[Master Woddeley's Luminescent Companion]] spell.<br />
* [[Giant fruitbat]]s summoned with the [[Mother Harblist's Fruity Flyer]] spell.<br />
* Various protective creatures summoned with the [[Totem]] ritual.<br />
* Tiny moths summoned with the [[Union of the Phoenix and Divine Dragon]] spell.<br />
* Spectres summoned with the [[Unquiet Spirit]] ritual.<br />
** ''Based on NPC reactions, spectres appear to be considered human thieves. Human formula is used below.''<br />
<br />
Player summons should include the summoner's skills in the notes.<br />
<br />
=== NPC summons and pets ===<br />
<br />
{| class="wikitable sortable"<br />
! Short name<br />
! Type & variant<br />
! Area<br />
! data-sort-type="number" | Con<br />
! data-sort-type="number" | Dex<br />
! data-sort-type="number" | Int<br />
! data-sort-type="number" | Str<br />
! data-sort-type="number" | Wis<br />
! data-sort-type="number" | Fighting<br />
! data-sort-type="number" | Covert<br />
! data-sort-type="number" | Faith<br />
! data-sort-type="number" | Magic<br />
! data-sort-type="number" | Perception<br />
! data-sort-type="number" | Health<br />
! data-sort-type="number" | Weight<br />
! data-sort-type="number" | Hit points<br />
! data-sort-type="number" | Alignment<br />
! class="unsortable" | Notes<br />
|-<br />
| Ahtued the giant fruitbat || MHFF || Ankh-Morpork || {{Insight|t=mhff|c=23+|d=23+|i=12-14|s=23+|w=12-14|fi=250-300|co=0|fa=0|ma=0|pe=150-200|he=400+}} || Nadow's fruitbat.<br />
|-<br />
| cabbage || BOA || ''anywhere'' || {{Insight|t=cabbage|c=8-9|d=8-9|i=6-7|s=8-9|w=6-7|fi=0|co=0|fa=0|ma=0|pe=0|he=0}} || Summoned by a plump wizard in Ankh-Morpork.<br />
|-<br />
|}<br />
<br />
=== Player summons and pets ===<br />
<br />
{| class="wikitable sortable"<br />
! Short name<br />
! Type & variant<br />
! data-sort-type="number" | Con<br />
! data-sort-type="number" | Dex<br />
! data-sort-type="number" | Int<br />
! data-sort-type="number" | Str<br />
! data-sort-type="number" | Wis<br />
! data-sort-type="number" | Fighting<br />
! data-sort-type="number" | Covert<br />
! data-sort-type="number" | Faith<br />
! data-sort-type="number" | Magic<br />
! data-sort-type="number" | Perception<br />
! data-sort-type="number" | Health<br />
! data-sort-type="number" | Weight<br />
! data-sort-type="number" | Hit points<br />
! data-sort-type="number" | Alignment<br />
! class="unsortable" | Notes<br />
|-<br />
| bloodhound || pet<br>benevolent || {{Insight|t=bloodhound|c=15-16|d=23+|i=10-11|s=15-16|w=8-9|fi=250-300|co=0|fa=0|ma=0|pe=100-150|he=300-350}} || Camelion's bloodhound.<br />
|-<br />
| cloud || FNP<br>small || {{Insight|t=fnp|c=23+|d=12|i=12|s=23+|w=13|fi=66-100|co=0|fa=0|ma=0|pe=400+|he=66-100|a=0}} || Mauve's cloud.<br>Summoned with a scroll.<br>ma.sp.mi 316<br>ma.sp.sp 322<br>ma.me.el.ai 307<br>ma.me.el.fi 187<br>ma.me.el.wa 186<br>ma.me.sp.su 318<br>ma.me.sp.ab 251<br>ma.me.me.chan 236<br>ma.it.sc 194<br />
|-<br />
| cloud || FNP<br>medium || {{Insight|t=fnp|c=23+|d=12-14|i=12-14|s=23+|w=12-14|fi=66-100|co=0|fa=0|ma=0|pe=400+|he=100-150|a=0}} || Quow's cloud<br>Skills unknown.<br />
|-<br />
| giant fruitbat || MHFF || {{Insight|t=mhff|c=23+|d=23+|i=12-14|s=23+|w=12-14|fi=250-300|co=0|fa=0|ma=66-100|pe=400+|he=400+}} || Ablyss, Frazyl's fruitbat<br>Skills unknown.<br />
|-<br />
| giant fruitbat || MHFF || {{Insight|t=mhff|c=23+|d=23+|i=12-14|s=23+|w=12-14|fi=250-300|co=0|fa=0|ma=66-100|pe=400+|he=400+}} || Billiwig, Circe's fruitbat<br>Skills unknown.<br />
|-<br />
| giant fruitbat || MHFF || {{Insight|t=mhff|c=23+|d=23+|i=12-14|s=23+|w=12-14|fi=250-300|co=0|fa=0|ma=66-100|pe=400+|he=400+}} || Frances, cheeky's fruitbat<br>Skills unknown.<br />
|-<br />
| giant fruitbat || MHFF || {{Insight|t=mhff|c=23+|d=23+|i=12-14|s=23+|w=12-14|fi=250-300|co=0|fa=0|ma=66-100|pe=400+|he=400+}} || mayo, pommes's fruitbat<br>Skills unknown.<br />
|-<br />
| large vulture || Totem || {{Insight|t=totemvulture|c=12-14|d=23+|i=8-9|s=15-16|w=6-7|fi=150-200|co=0|fa=0|ma=0|pe=66-100|he=150-200}} || Mauve's Totem, Hattian.<br>Summoned with no modifiers.<br>fa.ri.de.ar 439<br>fa.ri.de.ta 439<br>fa.ri.mi.ar 654<br>fa.ri.sp 546<br />
|-<br />
| moon dragon || pet || {{Insight|t=moondragon|c=10-11|d=15-16|i=8-9|s=12-14|w=10-11|fi=150-200|co=0|fa=0|ma=0|pe=66-100|he=150-200}} || QiYing's cornflower blue moon dragon.<br />
|-<br />
| mynah bird || pet || {{Insight|t=mynah|c=17-18|d=23+|i=8-9|s=8-9|w=6-7|fi=0|co=0|fa=0|ma=0|pe=0|he=300-350|weight=0.95}} || Murmur, Mauve's mynah bird.<br />
|-<br />
| monkey || pet || {{Insight|t=monkey|c=12-14|d=19-20|i=22|s=15-16|w=10-11|fi=0|co=?|fa=?|ma=?|pe=0|he=200-250|weight=10}} || Wukong, BeastEaters's monkey.<br />
|-<br />
| skeleton warrior || GRG<br>only slightly fierce || {{Insight|t=human|c=15-16|d=15-16|i=8-9|s=23+|w=10-11|fi=250-300|co=0|fa=0|ma=0|pe=100-150|he=250-300}} || Sylph's skeleton.<br>Originally a busy Tang salesman from Bes Pelargic.<br>ma.me.me.an 215<br>ma.me.ph.bi 285<br>ma.me.ph.he 285<br>ma.me.sp.su 258<br>ma.sp.de 350<br />
|-<br />
| skeleton warrior || GRG<br>very fierce || {{Insight|t=human|c=15-16|d=10-11|i=10-11|s=23+|w=8-9|fi=300-350|co=0|fa=0|ma=0|pe=150-200|he=400+}} || Sylph's skeleton.<br>Originally a thin man from Genua.<br>ma.me.me.an 215<br>ma.me.ph.bi 285<br>ma.me.ph.he 285<br>ma.me.sp.su 258<br>ma.sp.de 350<br />
|-<br />
| skeleton warrior || GRG<br>very fierce || {{Insight|t=human|c=10-11|d=8-9|i=15-16|s=23+|w=10-11|fi=300-350|co=0|fa=0|ma=0|pe=200-250|he=350-400}} || Sylph's skeleton.<br>Originally a persistent beggar from Ephebe.<br>ma.me.me.an 215<br>ma.me.ph.bi 285<br>ma.me.ph.he 285<br>ma.me.sp.su 258<br>ma.sp.de 350<br />
|-<br />
| skeleton warrior || GRG<br>very fierce || {{Insight|t=human|c=12-14|d=10-11|i=12-14|s=23+|w=10-11|fi=300-350|co=0|fa=0|ma=0|pe=150-200|he=400+}} || Sylph's skeleton.<br>Originally a bald Tang bodyguard from Bes Pelargic.<br>ma.me.me.an 215<br>ma.me.ph.bi 285<br>ma.me.ph.he 285<br>ma.me.sp.su 258<br>ma.sp.de 350<br />
|-<br />
| spectre || Unquiet Spirit<br>moaning || {{Insight|t=human|c=10-11|d=19-20|i=12-14|s=12-14|w=8-9|fi=250-300|co=0|fa=0|ma=0|pe=200-250|he=300-350}} || Chymode's spectre.<br>Summoned with no modifiers.<br>Originally an old lady from Ankh-Morpork.<br>fa.ri.de.ar 230<br>fa.ri.mi.ar 232<br>fa.ri.sp 332<br />
|-<br />
| spectre || Unquiet Spirit<br>sobbing || {{Insight|t=human|c=12-14|d=15-16|i=12-14|s=15-16|w=8-9|fi=350-400|co=0|fa=0|ma=0|pe=200-250|he=400+}} || Mauve's spectre.<br>Summoned with no modifiers.<br>Originally an upset thief from Ankh-Morpork.<br>fa.ri.de.ar 439<br>fa.ri.mi.ar 666<br>fa.ri.sp 546<br />
|-<br />
| spectre || Unquiet Spirit<br>sobbing || {{Insight|t=human|c=6-7|d=23+|i=8-9|s=17-18|w=6-7|fi=350-400|co=0|fa=0|ma=0|pe=150-200|he=300-350}} || Mauve's spectre.<br>Summoned with no modifiers.<br>Originally an architect from Djelibeybi.<br>fa.ri.de.ar 439<br>fa.ri.mi.ar 677<br>fa.ri.sp 546<br />
|-<br />
| spectre || Unquiet Spirit<br>wailing || {{Insight|t=human|c=10-11|d=19-20|i=12-14|s=12-14|w=10-11|fi=300-350|co=0|fa=0|ma=0|pe=200-250|he=350-400}} || Skippy's spectre.<br>Summoning modifier: much more difficult.<br>Originally a sailor from Bes Pelargic.<br>fa.ri.de.ar 312<br>fa.ri.mi.ar 213<br>fa.ri.sp 376<br>fa.it.ro 270<br />
|-<br />
| spectre || Unquiet Spirit<br>wretched || {{Insight|t=human|c=10-11|d=15-16|i=12-14|s=19-20|w=6-7|fi=350-400|co=0|fa=0|ma=0|pe=200-250|he=400+}} || Mauve's spectre.<br>Summoned with no modifiers.<br>Originally a quiet man from Bes Pelargic.<br>fa.ri.de.ar 439<br>fa.ri.mi.ar 654<br>fa.ri.sp 546<br />
|-<br />
| truffle pig || pet<br>young || {{Insight|t=trufflepig|c=15-16|d=12-14|i=10-11|s=12-14|w=8-9|fi=100-150|co=0|fa=0|ma=0|pe=0|he=150-200}} || Kly's or Quow's truffle pig.<br />
|-<br />
| whirlwind || Dust Devil<br>unbelievably large<br>pure faith || {{Insight|t=dustdevil|c=12-14|d=12-14|i=12-14|s=12-14|w=12-14|fi=300-350|co=0|fa=0|ma=0|pe=150-200|he=200-250}} || Mauve's Dust Devil.<br>Summoned with no modifiers.<br>fa.ri.of.ar 439<br>fa.ri.mi.ar 654<br>fa.ri.sp 546<br />
|-<br />
| Horse || Mount (Munz Charger) || {{Insight|t=horse|c=23-25|d=16|i=10-11|s=19-20|w=?|fi=300-350|co=0-36|fa=?|ma=?|pe=150-200|he=400+}} || Stamens Mount (named Móinéar)<br>Horse stats:<br> Vitality 14,<br> Speed 2,<br> Intuition 86,<br> Strength 56,<br> Docility 72<br />
|-<br />
| Horse || Mount (Sto Plains Charger) || {{Insight|t=horse|c=23-25|d=15-16|i=10-11|s=19-20|w=10-11|fi=350-400|co=0|fa=0|ma=0|pe=150-200|he=400+}} || Proeliator's Mount (named Royal Enfield)<br>Horse stats:<br> Vitality 16,<br> Speed 3,<br> Intuition 72,<br> Strength 100,<br> Docility 39<br />
|-<br />
|}<br />
<br />
==See also==<br />
*[[List of NPC alignments]]<br />
*[[Research:Gods]]<br />
*[[Research:Faith]]<br />
*[[Faith]]<br />
*[[Priests' Guild]]<br />
*[[Gods]]<br />
<br />
{{Navbox priests guild}}<br />
[[Category:Research]][[Category:Faith]]</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Quest:Genua_City_quests&diff=70081Quest:Genua City quests2023-04-14T20:31:03Z<p>PrINTer: </p>
<hr />
<div>{{Questintro}}<br />
=={{PAGENAME}}==<br />
<br />
<onlyinclude>{{Questform|Buxom Winch|took the opportunity to participate in a wind up|8|location=Genua City|<br />
First of all, you need to go the harbour mistress in the sewers. To find her, go to the triangle market on the east side side of Genua and go "down" in the market room that also has a seafood stall in it. It's on the west side of the market and has a manhole cover visible. Then go east, northeast, northeast, west, west, up. Say twice that you need a job, and the harbour mistress will give you a package to deliver to an NPC in Genua. After you deliver it, come back and say you need a job again, and she'll give you a bit of money. You'll then have to wait a couple of hours until she'll give you a new job. You have to deliver 10 packages in total. If you can't deliver one, give it back to the harbour mistress and wait 1-2 hours before getting a new one. <br />
<br />
''** TANGATHOR 03/25/11''<br />
In each attempt for me it took 2 hours before another package was available for delivery (From the time of recieving my reward)<br />
<br />
''** PrINTer 14/04/23''<br />
Checked and double checked, it seems the cut off point is very close to 1hr, used a stopwatch and everything, and that's from when dropping the package off, not returning to collect reward from the mistress.<br />
<br />
The following NPC's were targets of Delivery:<br />
Cogsworth (Cogsworth Clocks on Trade Street)<br />
Cigarette Girl (Inside the Casino)<br />
Terrance Dupres (Shopkeepper on the docks General Store)<br />
Edna Scum (Bartender inside Scum's Bar on Pirate Ave.)<br />
Tfat Chick (Wanders throughout Town, usually along the outer circle)<br />
Ayna (in the southern room of "Magick Boxe" on Voodoo Lane)<br />
Several packages were repeats so likely there are other NPC's to be delivered too.<br />
<br />
After you deliver the 10 packages, the harbour mistress will instruct you to go to the portcullis and open it. It's located down, east, northeast, east from the harbour mistress. To do the winching, when the time comes, you need to push one button at a time. One system is to start with 1 1 and work your way across to 1 15, then down to 2 1 and across to 2 15 and so forth with each iteration of looking for the next button. Once you find the first button that moves the portcullis, you need to start with that button each try, then move on to the next attempt.<br />
<br />
'''Looks like the quest may have been made easier:'''<br />
''Perhaps I got very lucky...'' But I suspect the quest has been changed to make it easier, my solution was as follows: ''3 4, 3 1, 3 6, 3 3, 3 8, anything'', so once you found the first correct button (which you can use an alias for, by typing out push 1 1; push 1 2; push 1 3 ...up to... push 1 15;, and then copying and pasting that, then using a "find and replace" function in a second file of your text editor of choice to replace "push 1" with "push 2", then repeat for the ten rows and mash it all together. It's easier to spot which button combination is the first one by using a colour trigger on "The portcullis to the south opens a little." Then just alter your alias to just be "push 3 4" (in my case), but your second button combination will (probably) be on the same row as the first correct combination. (I haven't managed to confirm if I was just very, very lucky, so if anyone can confirm that all correct button combinations are on the same row now, please up date this or give me, or someone else a tell on the mud, thanks). --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 16:31, 14 April 2023 (EDT)<br />
<br />
An example of the solution I had recently was something like:<br />
push 5 2<br />
push 4 14<br />
push 3 10<br />
push 5 2 (THE SAME BUTTON CAN BE REPEATED)<br />
push 7 3<br />
push (anything)<br />
<br />
I use aliases after I get the first button to speed things up. At the end, the alias looked like: alias p push 5 2;push 4 14;push 3 10;push 5 2;push<br />
Then I do "p 1 1" etc to work my way through.<br />
<br />
You only need to find 5 buttons to completely raise the portcullis, but then it makes you press a 6th button to give you the quest, even though nothing happens to the portcullis when pressing it.<br />
|1643210637<br />
}}<br />
<br />
{{Questform|Cipher Solver|cracked it until you broke it|6|location=Genua City|<br />
First you need to find a shadowy gentleman in a random tavern in Genua. In addition to taverns seen on maps, there is another one on Liquor Alley accessed by going "down" in the room where the street turns west and southeast. The gentleman can be in a food tavern, as well as one of the bars. Start saying stuff to him, and he'll start talking somewhat cryptically. Repeat the key words he uses, and he'll assume you know what's going on. Eventually he'll tell you to go to the clacks tower to receive a clacks message.<br />
<br />
Go upstairs in the clacks tower on Grim Street. Pull the lever to indicate you're ready to receive the message. It will start to come in one letter at a time, each letter encoded in a 3x3 grid using the symbols @, #, and *. Take special note of the pauses, for those are spaces between words. When the message finishes, "lookup" each letter of the alphabet in the book in the tower, and translate each symbol into a letter.<br />
<br />
The result is still encoded, this time by a simple substitution cipher. Unfortunately, the cipher is too short for mere humans to solve, hence you'll probably need to use an internet site that translates substitution ciphers. Keep in mind that some of the phrases should have an apostrophe that might trip up the cipher solving sites.<br />
<br />
One such site is: https://www.ics.uci.edu/~eppstein/cryptogram/ or http://www.blisstonia.com/software/WebDecrypto/index.php<br />
<br />
If it gets stuck solving the entire cipher at once, try solving half at a time (this will help with the apostrophe problem or a missed letter or space). Now that your cipher is solved, go back to the shadowy gentleman and say the solution. The following are solutions other people have had, and should let you know if you're on the right track:<br />
THE DILEMMA IS UNFORTUNATE WE MUST RESPOND BEFORE WE'RE ALL DEAD<br />
THE DILEMMA IS MOST UNFORTUNATE WE MUST RESPOND TO THIS IMMEDIATELY<br />
THE SITUATION IS BENEFICIAL WE MUST RESPOND IN A FEW YEARS<br />
THE DIFFICULTY IS UNSETTLING WE MUST RESPOND TO THIS IN A FEW MONTHS<br />
THE DIFFICULTY IS A MOST FORTUITOUS SITUATION WE MUST TAKE ACTION IN A FEW YEARS<br />
THE EVENT IS A MOST FORTUITOUS SITUATION WE MUST RESPOND IN A FEW YEARS<br />
THE PREDICAMENT IS UNFORTUNATE WE MUST TAKE ACTION IN A FEW MONTHS<br />
THE CONTINGENCY IS UNFORTUNATE ACTION MUST BE TAKEN SOON SOON<br />
THE CONTINGENCY IS A MOST FORTITUOUS SITUATION WE MUST REACT TO THIS IMMEDIATELY<br />
THE OPPORTUNITY IS UNFORTUNATE WE MUST RESPOND PRESENTLY<br />
THE OPPORTUNITY IS WORRYING WE MUST RESPOND TO THIS PRESENTLY<br />
THE CONSIGLIERE IS SNIFFING THE BEARS<br />
THE CONSIGLIERE IS SINGING ABOUT THE POND<br />
THE CAPOREGIME IS DIGGING AROUND THE SWANS<br />
THE CAPOREGIME IS DANCING AROUND THE AGATEANS<br />
THE CAPOREGIME IS LISTENING TO THE TINKER<br />
THE CORPORAL IS STARING AT THE TIGERS<br />
THE MOTH IS KILLING THE TIGERS<br />
THE GODFATHER IS STARING AT THE SAILOR<br />
THE DUCHESS IS SINGING ABOUT THE TIGERS<br />
THE PATRICIAN IS EXAGGERATING THE EFFECTS OF THE TAILOR<br />
CONTACT SISTER REGARDING THE CONTINGENCY<br />
CONTACT OUR ORGANISATION WITH REFERENCE TO THE QUANDRY<br />
CONTACT OUR ORGANISATION WITH REFERENCE TO THE DIFFICULTY<br />
CONTACT OUR ORGANIZATION ABOUT THE DEVELOPMENT<br />
CONTACT O REGARDING THE EVENT<br />
CONTACT A REGARDING THE EVENT<br />
CONTACT O WITH REFERENCE TO THE SITUATION<br />
CONTACT Q WITH REFERENCE TO THE DIFFICULTY<br />
CONTACT O CONCERNING THE PREDICAMENT<br />
CONTACT R CONCERNING THE CONTINGENCY<br />
CONTACT Q REGARDING THE CONTINGENCY<br />
<br />
So the first word is always "CONTACT" or "THE" which is a nice starting point. If the first word is "THE", the third word is "IS". If the first word is "CONTACT", the second to last word is "THE". Some of the above solutions might not be used anymore, as they were reported before the pig-latin aspect was removed.<br />
<br />
Note however that if you started the quest before the pig-latin aspect was removed, your cipher may still involve pig-latin. Look for repeating letters at the end of each coded word, which may come in the form YAY or AY. The 1st letter of the word may also be transposed to the end of the word, so for example "ABOUT" may be "BOUTAAY" or "BOUTAYAY". In this case, when you repeat your message to the shadowy gentleman, say it in its pig-latin form to save you lots of grief and paranoia that your pure answer with no pig-latin is incorrect!<br />
<br />
Beware that sometimes pig-latin ciphers will contain different variants of the same word. i.e. "the" could be "ETHAY" and "ETHYAY" etc within the same cipher. <br />
<br />
Paracelsus: The message I deciphered was THE SITUATION IS TO OUR ADVANTAGE WE MUST TAKE ACTION BEFORE WE RE ALL DEAD. <br />
When I returned to the tavern, '''I needed to add the apostrophe to the word "we're" before the quest was accepted''', even though there is no clack cipher for the punctuation. <br />
<br />
> You say to the shadowy gentleman: the situation is to our advantage we must take action before we re all dead<br />
> The shadowy gentleman whispers to you with a Genuan accent: If I were you, I'd go and check again.<br />
> The shadowy gentleman mutters something about amateurs under his breath.<br />
<br />
You say to the shadowy gentleman: the situation is to our advantage we must take action before we're all dead<br />
You have completed the quest Cipher Solver, in which you cracked it until you broke it (240000 xp).<br />
A Creator Collector Card appears in your inventory with a flash.<br />
|3971901633<br />
}}<br />
<br />
{{Questform|Ghostbuster|were the one they were going to call|7|location=Genua City|<br />
First of all, you need seven items:<br />
1) a [[bell]], available from the wandering merchants, etc, in Lancre Town<br />
2) a candle, available from the candle shop on Genua Avenue<br />
3) a [[voodoo rattle stick]], available at the voodoo shop on Voodoo Lane in Genua<br />
4) a coffin nail, available at the voodoo shop on Voodoo Lane in Genua<br />
5) a bleached skull, available at the voodoo shop on Voodoo Lane in Genua<br />
6) a prayer book, available from the Gapp temple on Darling Road in Genua<br />
7) a set of [[prayer beads]], available from the Gapp temple on Darling Road in Genua<br />
<br />
The book and beads don't have to be consecrated to your god, and you don't have to hold or light any of the items. Go to the house on the north side of Zombie Walk, and go upstairs. There you can pull a book out of the bookcase to enter Funster's room. He'll tell you what to do, or you can just read it here.<br />
<br />
In rooms of the mansion other than Funster's, you'll eventually spot some ghostly mischief (sometimes causing a bit of damage or moving something from your inventory into the room). When you see it, "exorcise" the ghost with two of the above listed items. The ghost seems to move into a random room every minute or so, so it can take a while to find it each time. Standing still might be effective as well, and waiting for it to come to you.<br />
<br />
Note: one of the things the ghost can do is lock the front door of the house. This does not get unlocked when the ghost is exorcised, so make sure you have a way out, just in case!<br />
<br />
After exorcising successfully, the ghost will laugh at you. The message can be used to determine if you're using the correct items or not. If at least one of the items you use is a "strengthening" item, he will also summon a new ghost that shares a weakness or strength with him, and be replaced by that ghost. If neither item is strengthening for the ghost, but one is a weakness, he will summon a new ghost that shares that weakness, and be replaced by it, and the laugh will be a "wheezy snigger". If neither item strengthens or weakens the ghost, he'll simply laugh.<br />
<br />
To complete the quest, you need to exorcise the ghost with the two items that are its weaknesses. Each ghost has a unique profile for the haunting, and the nature of their haunting will allow a player to uniquely identify the ghost they are currently dealing with. The combination of unique identifiers and responses to the exorcism attempts allows for a logical deduction regarding which items are effective for which ghosts.<br />
<br />
Or, you could visit the house everyday with the same two items and try to exorcise the ghost until you get lucky.<br />
|1853367536<br />
}}<br />
<br />
{{Questform|Private Detective|deduced dastardly doings from disparate dubious developments|8|location=Genua City|<br />
Skills: ad.perception bonus of 175-180+. Check on "watch high" to see if it's enough. If it's lower, you can probably TM from attempting this quest but won't solve it. <br />
<br />
You'll probably need 1+ hour(s) to solve this quest the first time, and at least half an hour if you're experienced with it. UNCONFIRMED NOTE FROM 2009: "In addition, I think there's a bug somewhere in the hiding of items in the quest. I've solved it several times, yet with the same bonuses, sometimes one item is never found despite trying all add_items etc several times."<br />
<br />
'''STARTING THE QUEST'''<br />
Go to the receptionist of the Hotel on Genua Ave and say ''"murder"''. Saying ''"murder"'' again will tell you when the real cops will arrive and you'll be out of time, as well as a refresher on who the dead person is and where they died. You will have 10 Discworld hours (3 Roundworld hours) to solve the case. South of the receptionist is the quest area: ballroom, lower hallway, garden, dining room, kitchen, drawing room, upper hallway, balcony, and privy. <br />
<br />
An example chart to plot data might contain the names of the 6 suspects and 1 victim on the columns with the times of day on the rows. Times of day are: early morning, early mid morning, mid morning, late morning, early afternoon, early mid afternoon, mid afternoon, late afternoon, early evening, early mid evening, mid evening, late evening. For questioning, keep the times of day broader (morning, afternoon, evening), as suspects will break the broader times into specific ones in their response.<br />
<br />
'''FINDING CLUES'''<br />
Go to the corpse, and look at it with ''"watch high"'' turned on until you see five clues (wound type + 4 of: earring, ring, perfume, cufflink, torn clothes, rope marks). Looking at the corpse can be done multiple times and uses a big chunk of gp (~50 of adv gp), so make sure you have enough ad.points before looking or the clue sentences will just describe the wound. Even if you find all of the evidence in the hotel, you won't get credit for solving the murder unless you see all the clues on the corpse yourself.<br />
<br />
'''INTERVIEWING THE SUSPECTS'''<br />
Know that suspects can lie, even if they're innocent. e.g. they might say they were in a room and saw no-one there, when multiple other people were in fact there.<br />
<br />
Additionally, you'll sometimes get messages saying you think they're lying, they're acting suspicious, etc., but you can get these messages even when they're apparently telling the truth, and you don't always get them when they're lying. You can tm ad.perception when questioning witnesses (it can be tmed with a bonus of 152), so it's possible the skillcheck determines whether your perception of whether they're lying is accurate.<br />
<br />
Start with your first suspect, ask them 2-4 questions (the number of questions they let you ask the first time varies), and methodically repeat this with the others before breaking to look for evidence (see next section). Suspects grow paranoid after some interrogation at which time a cooldown goes into effect on a per-person basis, so keep the order of suspects the same for each round of questioning. Looking for evidence between rounds will help you stay busy while waiting, maximizing your time.<br />
<br />
Suggestion: Start with getting everyone's movements during the EVENING because the murderer always has alibis at that time, resulting in all suspects seeing each other more frequently.<br />
''sayto [suspect] Where were you this [evening]?''<br />
Verify these locations by asking who they saw there (although they may lie about this as well)<!--took out note that they don't lie about this: they absolutely can; I just did the quest and two people said different things about a third person's location at a specific time. --~~~~ -->: <br />
''sayto [suspect] Who did you see in the [location]?''<br />
Do not narrow this question down by time of day. As you work through the suspects, they'll start corroborating each other and providing details on who they saw at the location throughout the whole day. Then you can ask where they were during the afternoon and morning, and verify it based on who they've seen in those locations. You can do this until you know where everyone was at all times of day. <br />
<br />
Next, it can help to find out where the victim was prior to dying:<br />
''sayto [suspect] Where did you see [victim] this [morning]?''<br />
''sayto [suspect] Who did you see in the [location] this [morning]?''<br />
The victim usually dies in late morning or early afternoon, but might not have been seen at all prior to death (except by the murderer).<br />
<br />
By now, you should know who was always in a room with someone else after the victim was murdered. This is your murderer. To verify, you can ask everyone about their occupation:<br />
''sayto [suspect] What is your job?''<br />
''sayto [suspect] What is [other suspect]'s job?''<br />
The murderer will be familiar with the murder weapon through their job. You can also ask, ''Who do you/[other person] like?'' but it seems extremely random and useless. Even with consistent replies, the murderer is rarely anyone that disliked the victim or was disliked by the victim.<br />
<br />
'''GETTING THE EVIDENCE'''<br />
You need to find the 5 items associated with the clues on the corpse (There should be 7 evidences in total). You will not get credit for solving the murder without doing this. If there is an ad.pe check for finding evidence, it's pretty low (evidence found with 154 bonus, also try ''"watch high"''). Note the rooms the evidence was found in, as the murderer was in all the rooms containing relevant clues after committing the crime. Check (search) the following places:<br />
'''Balcony''': (chair, chairs), creeper, (plant, plants), pot<br />
'''Ballroom''': (chair, chairs), (cupboard, cupboards) trapdoor<br />
'''Dining room''': {buffet table, trolley), cupboard, table<br />
'''Drawing room''': cupboard, desk, drawer<br />
'''Garden''': bed, bush<br />
'''Kitchen''': cupboard, drawer, sink<br />
'''Lower hallway''': cupboard, drawers, plant, (pot, pots)<br />
'''Privy''': cabinet, cupboard, (privy, privies), sink<br />
'''Upper hallway''': clock, couch<br />
NOTE: It's important to use the singular (pot, not pots) even if it's plural in the room description, except as listed above. Items in parentheses point to the same hiding spot, but the rest are all separate, even when it makes no sense. The hiding spots don't always match up to add_items either. Two items that look the same when looking at them will not both be the same hiding spot.<br />
<br />
NOTE: There can be more than five pieces of hidden evidence total, with some of them being unrelated to the clues on the corpse.<br />
<br />
'''SOLVING THE QUEST'''<br />
To recap, the murderer will be:<br />
*Familiar with the murder weapon via their profession.<br />
*The only one who was in all the rooms containing clues after the murder was committed.<br />
*Seen by another NPC every hour after the murder.<br />
<br />
Go to the room with your murderer and:<br />
''accuse [murderer] of murder''<br />
If you're right AND found all the clues and evidence, you'll get the quest. If you fail you'll have to wait out the timer to let the quest reset.<br />
|1452992822<br />
}}<br />
<br />
{{Questform|Small Gods Exorcist|banished a troublesome god to save a druid from losing his marbles|3|location=Genua City|<br />
You'll need a cloth robe or a druidic robe, and full gp. Go to Dolmen Walk in northeast Genua City and walk south through the arch, which drain all those gp. Go south again to find the druid, Bwk, and say you want to help. Say yes when he asks if you're the assistant druid, and he'll ask you which universal force you best identify with. The options are charm, persuasion, uncertainty, and bloody-mindedness. He'll then ask for three items: a herb, a vegetable, and a special item, all available in Genua City.<br />
<br />
Here's a list of some items and locations:<br />
<br />
Holly berry - "pluck" from a bush north and west through a hidden exit from Bwk,<br />
Graveyard dust - Voodoo shop on Voodoo lane,<br />
Leek - Wandering leek seller,<br />
Other vegetables - Vegetable stalls on Tchuttifrutti Street, NW Genua, or in the Triangle Market, SW Genua,<br />
Herbs - Herb stalls on Tchuttifrutti Street, NW Genua, or in the Triangle Market, SW Genua,<br />
Four leaf clover - Look at plants and grass on Golden Key Crescent and "hunt" it using the room syntax.<br />
|3490911141<br />
}}</onlyinclude><br />
<br />
[[Category:Quest pages]]</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Quest:Genua_City_quests&diff=70073Quest:Genua City quests2023-04-14T14:01:28Z<p>PrINTer: /* {{PAGENAME}} */</p>
<hr />
<div>{{Questintro}}<br />
=={{PAGENAME}}==<br />
<br />
<onlyinclude>{{Questform|Buxom Winch|took the opportunity to participate in a wind up|8|location=Genua City|<br />
First of all, you need to go the harbour mistress in the sewers. To find her, go to the triangle market on the east side side of Genua and go "down" in the market room that also has a seafood stall in it. It's on the west side of the market and has a manhole cover visible. Then go east, northeast, northeast, west, west, up. Say twice that you need a job, and the harbour mistress will give you a package to deliver to an NPC in Genua. After you deliver it, come back and say you need a job again, and she'll give you a bit of money. You'll then have to wait a couple of hours until she'll give you a new job. You have to deliver 10 packages in total. If you can't deliver one, give it back to the harbour mistress and wait 1-2 hours before getting a new one. <br />
<br />
''** TANGATHOR 03/25/11''<br />
In each attempt for me it took 2 hours before another package was available for delivery (From the time of recieving my reward)<br />
''** PrINTer 14/04/23''<br />
Checked and double checked, it seems the cut off point is very close to 1hr, used a stopwatch and everything, and that's from when dropping the package off, not returning to collect reward from the mistress.<br />
The following NPC's were targets of Delivery:<br />
Cogsworth (Cogsworth Clocks on Trade Street)<br />
Cigarette Girl (Inside the Casino)<br />
Terrance Dupres (Shopkeepper on the docks General Store)<br />
Edna Scum (Bartender inside Scum's Bar on Pirate Ave.)<br />
Tfat Chick (Wanders throughout Town, usually along the outer circle)<br />
Ayna (in the southern room of "Magick Boxe" on Voodoo Lane)<br />
Several packages were repeats so likely there are other NPC's to be delivered too.<br />
<br />
After you deliver the 10 packages, the harbour mistress will instruct you to go to the portcullis and open it. It's located down, east, northeast, east from the harbour mistress. To do the winching, when the time comes, you need to push one button at a time. One system is to start with 1 1 and work your way across to 1 15, then down to 2 1 and across to 2 15 and so forth with each iteration of looking for the next button. Once you find the first button that moves the portcullis, you need to start with that button each try, then move on to the next attempt.<br />
<br />
An example of the solution I had recently was something like:<br />
push 5 2<br />
push 4 14<br />
push 3 10<br />
push 5 2 (THE SAME BUTTON CAN BE REPEATED)<br />
push 7 3<br />
push (anything)<br />
<br />
I use aliases after I get the first button to speed things up. At the end, the alias looked like: alias p push 5 2;push 4 14;push 3 10;push 5 2;push<br />
Then I do "p 1 1" etc to work my way through.<br />
<br />
You only need to find 5 buttons to completely raise the portcullis, but then it makes you press a 6th button to give you the quest, even though nothing happens to the portcullis when pressing it.<br />
|1643210637<br />
}}<br />
<br />
{{Questform|Cipher Solver|cracked it until you broke it|6|location=Genua City|<br />
First you need to find a shadowy gentleman in a random tavern in Genua. In addition to taverns seen on maps, there is another one on Liquor Alley accessed by going "down" in the room where the street turns west and southeast. The gentleman can be in a food tavern, as well as one of the bars. Start saying stuff to him, and he'll start talking somewhat cryptically. Repeat the key words he uses, and he'll assume you know what's going on. Eventually he'll tell you to go to the clacks tower to receive a clacks message.<br />
<br />
Go upstairs in the clacks tower on Grim Street. Pull the lever to indicate you're ready to receive the message. It will start to come in one letter at a time, each letter encoded in a 3x3 grid using the symbols @, #, and *. Take special note of the pauses, for those are spaces between words. When the message finishes, "lookup" each letter of the alphabet in the book in the tower, and translate each symbol into a letter.<br />
<br />
The result is still encoded, this time by a simple substitution cipher. Unfortunately, the cipher is too short for mere humans to solve, hence you'll probably need to use an internet site that translates substitution ciphers. Keep in mind that some of the phrases should have an apostrophe that might trip up the cipher solving sites.<br />
<br />
One such site is: https://www.ics.uci.edu/~eppstein/cryptogram/ or http://www.blisstonia.com/software/WebDecrypto/index.php<br />
<br />
If it gets stuck solving the entire cipher at once, try solving half at a time (this will help with the apostrophe problem or a missed letter or space). Now that your cipher is solved, go back to the shadowy gentleman and say the solution. The following are solutions other people have had, and should let you know if you're on the right track:<br />
THE DILEMMA IS UNFORTUNATE WE MUST RESPOND BEFORE WE'RE ALL DEAD<br />
THE DILEMMA IS MOST UNFORTUNATE WE MUST RESPOND TO THIS IMMEDIATELY<br />
THE SITUATION IS BENEFICIAL WE MUST RESPOND IN A FEW YEARS<br />
THE DIFFICULTY IS UNSETTLING WE MUST RESPOND TO THIS IN A FEW MONTHS<br />
THE DIFFICULTY IS A MOST FORTUITOUS SITUATION WE MUST TAKE ACTION IN A FEW YEARS<br />
THE EVENT IS A MOST FORTUITOUS SITUATION WE MUST RESPOND IN A FEW YEARS<br />
THE PREDICAMENT IS UNFORTUNATE WE MUST TAKE ACTION IN A FEW MONTHS<br />
THE CONTINGENCY IS UNFORTUNATE ACTION MUST BE TAKEN SOON SOON<br />
THE CONTINGENCY IS A MOST FORTITUOUS SITUATION WE MUST REACT TO THIS IMMEDIATELY<br />
THE OPPORTUNITY IS UNFORTUNATE WE MUST RESPOND PRESENTLY<br />
THE OPPORTUNITY IS WORRYING WE MUST RESPOND TO THIS PRESENTLY<br />
THE CONSIGLIERE IS SNIFFING THE BEARS<br />
THE CONSIGLIERE IS SINGING ABOUT THE POND<br />
THE CAPOREGIME IS DIGGING AROUND THE SWANS<br />
THE CAPOREGIME IS DANCING AROUND THE AGATEANS<br />
THE CAPOREGIME IS LISTENING TO THE TINKER<br />
THE CORPORAL IS STARING AT THE TIGERS<br />
THE MOTH IS KILLING THE TIGERS<br />
THE GODFATHER IS STARING AT THE SAILOR<br />
THE DUCHESS IS SINGING ABOUT THE TIGERS<br />
THE PATRICIAN IS EXAGGERATING THE EFFECTS OF THE TAILOR<br />
CONTACT SISTER REGARDING THE CONTINGENCY<br />
CONTACT OUR ORGANISATION WITH REFERENCE TO THE QUANDRY<br />
CONTACT OUR ORGANISATION WITH REFERENCE TO THE DIFFICULTY<br />
CONTACT OUR ORGANIZATION ABOUT THE DEVELOPMENT<br />
CONTACT O REGARDING THE EVENT<br />
CONTACT A REGARDING THE EVENT<br />
CONTACT O WITH REFERENCE TO THE SITUATION<br />
CONTACT Q WITH REFERENCE TO THE DIFFICULTY<br />
CONTACT O CONCERNING THE PREDICAMENT<br />
CONTACT R CONCERNING THE CONTINGENCY<br />
CONTACT Q REGARDING THE CONTINGENCY<br />
<br />
So the first word is always "CONTACT" or "THE" which is a nice starting point. If the first word is "THE", the third word is "IS". If the first word is "CONTACT", the second to last word is "THE". Some of the above solutions might not be used anymore, as they were reported before the pig-latin aspect was removed.<br />
<br />
Note however that if you started the quest before the pig-latin aspect was removed, your cipher may still involve pig-latin. Look for repeating letters at the end of each coded word, which may come in the form YAY or AY. The 1st letter of the word may also be transposed to the end of the word, so for example "ABOUT" may be "BOUTAAY" or "BOUTAYAY". In this case, when you repeat your message to the shadowy gentleman, say it in its pig-latin form to save you lots of grief and paranoia that your pure answer with no pig-latin is incorrect!<br />
<br />
Beware that sometimes pig-latin ciphers will contain different variants of the same word. i.e. "the" could be "ETHAY" and "ETHYAY" etc within the same cipher. <br />
<br />
Paracelsus: The message I deciphered was THE SITUATION IS TO OUR ADVANTAGE WE MUST TAKE ACTION BEFORE WE RE ALL DEAD. <br />
When I returned to the tavern, '''I needed to add the apostrophe to the word "we're" before the quest was accepted''', even though there is no clack cipher for the punctuation. <br />
<br />
> You say to the shadowy gentleman: the situation is to our advantage we must take action before we re all dead<br />
> The shadowy gentleman whispers to you with a Genuan accent: If I were you, I'd go and check again.<br />
> The shadowy gentleman mutters something about amateurs under his breath.<br />
<br />
You say to the shadowy gentleman: the situation is to our advantage we must take action before we're all dead<br />
You have completed the quest Cipher Solver, in which you cracked it until you broke it (240000 xp).<br />
A Creator Collector Card appears in your inventory with a flash.<br />
|3971901633<br />
}}<br />
<br />
{{Questform|Ghostbuster|were the one they were going to call|7|location=Genua City|<br />
First of all, you need seven items:<br />
1) a [[bell]], available from the wandering merchants, etc, in Lancre Town<br />
2) a candle, available from the candle shop on Genua Avenue<br />
3) a [[voodoo rattle stick]], available at the voodoo shop on Voodoo Lane in Genua<br />
4) a coffin nail, available at the voodoo shop on Voodoo Lane in Genua<br />
5) a bleached skull, available at the voodoo shop on Voodoo Lane in Genua<br />
6) a prayer book, available from the Gapp temple on Darling Road in Genua<br />
7) a set of [[prayer beads]], available from the Gapp temple on Darling Road in Genua<br />
<br />
The book and beads don't have to be consecrated to your god, and you don't have to hold or light any of the items. Go to the house on the north side of Zombie Walk, and go upstairs. There you can pull a book out of the bookcase to enter Funster's room. He'll tell you what to do, or you can just read it here.<br />
<br />
In rooms of the mansion other than Funster's, you'll eventually spot some ghostly mischief (sometimes causing a bit of damage or moving something from your inventory into the room). When you see it, "exorcise" the ghost with two of the above listed items. The ghost seems to move into a random room every minute or so, so it can take a while to find it each time. Standing still might be effective as well, and waiting for it to come to you.<br />
<br />
Note: one of the things the ghost can do is lock the front door of the house. This does not get unlocked when the ghost is exorcised, so make sure you have a way out, just in case!<br />
<br />
After exorcising successfully, the ghost will laugh at you. The message can be used to determine if you're using the correct items or not. If at least one of the items you use is a "strengthening" item, he will also summon a new ghost that shares a weakness or strength with him, and be replaced by that ghost. If neither item is strengthening for the ghost, but one is a weakness, he will summon a new ghost that shares that weakness, and be replaced by it, and the laugh will be a "wheezy snigger". If neither item strengthens or weakens the ghost, he'll simply laugh.<br />
<br />
To complete the quest, you need to exorcise the ghost with the two items that are its weaknesses. Each ghost has a unique profile for the haunting, and the nature of their haunting will allow a player to uniquely identify the ghost they are currently dealing with. The combination of unique identifiers and responses to the exorcism attempts allows for a logical deduction regarding which items are effective for which ghosts.<br />
<br />
Or, you could visit the house everyday with the same two items and try to exorcise the ghost until you get lucky.<br />
|1853367536<br />
}}<br />
<br />
{{Questform|Private Detective|deduced dastardly doings from disparate dubious developments|8|location=Genua City|<br />
Skills: ad.perception bonus of 175-180+. Check on "watch high" to see if it's enough. If it's lower, you can probably TM from attempting this quest but won't solve it. <br />
<br />
You'll probably need 1+ hour(s) to solve this quest the first time, and at least half an hour if you're experienced with it. UNCONFIRMED NOTE FROM 2009: "In addition, I think there's a bug somewhere in the hiding of items in the quest. I've solved it several times, yet with the same bonuses, sometimes one item is never found despite trying all add_items etc several times."<br />
<br />
'''STARTING THE QUEST'''<br />
Go to the receptionist of the Hotel on Genua Ave and say ''"murder"''. Saying ''"murder"'' again will tell you when the real cops will arrive and you'll be out of time, as well as a refresher on who the dead person is and where they died. You will have 10 Discworld hours (3 Roundworld hours) to solve the case. South of the receptionist is the quest area: ballroom, lower hallway, garden, dining room, kitchen, drawing room, upper hallway, balcony, and privy. <br />
<br />
An example chart to plot data might contain the names of the 6 suspects and 1 victim on the columns with the times of day on the rows. Times of day are: early morning, early mid morning, mid morning, late morning, early afternoon, early mid afternoon, mid afternoon, late afternoon, early evening, early mid evening, mid evening, late evening. For questioning, keep the times of day broader (morning, afternoon, evening), as suspects will break the broader times into specific ones in their response.<br />
<br />
'''FINDING CLUES'''<br />
Go to the corpse, and look at it with ''"watch high"'' turned on until you see five clues (wound type + 4 of: earring, ring, perfume, cufflink, torn clothes, rope marks). Looking at the corpse can be done multiple times and uses a big chunk of gp (~50 of adv gp), so make sure you have enough ad.points before looking or the clue sentences will just describe the wound. Even if you find all of the evidence in the hotel, you won't get credit for solving the murder unless you see all the clues on the corpse yourself.<br />
<br />
'''INTERVIEWING THE SUSPECTS'''<br />
Know that suspects can lie, even if they're innocent. e.g. they might say they were in a room and saw no-one there, when multiple other people were in fact there.<br />
<br />
Additionally, you'll sometimes get messages saying you think they're lying, they're acting suspicious, etc., but you can get these messages even when they're apparently telling the truth, and you don't always get them when they're lying. You can tm ad.perception when questioning witnesses (it can be tmed with a bonus of 152), so it's possible the skillcheck determines whether your perception of whether they're lying is accurate.<br />
<br />
Start with your first suspect, ask them 2-4 questions (the number of questions they let you ask the first time varies), and methodically repeat this with the others before breaking to look for evidence (see next section). Suspects grow paranoid after some interrogation at which time a cooldown goes into effect on a per-person basis, so keep the order of suspects the same for each round of questioning. Looking for evidence between rounds will help you stay busy while waiting, maximizing your time.<br />
<br />
Suggestion: Start with getting everyone's movements during the EVENING because the murderer always has alibis at that time, resulting in all suspects seeing each other more frequently.<br />
''sayto [suspect] Where were you this [evening]?''<br />
Verify these locations by asking who they saw there (although they may lie about this as well)<!--took out note that they don't lie about this: they absolutely can; I just did the quest and two people said different things about a third person's location at a specific time. --~~~~ -->: <br />
''sayto [suspect] Who did you see in the [location]?''<br />
Do not narrow this question down by time of day. As you work through the suspects, they'll start corroborating each other and providing details on who they saw at the location throughout the whole day. Then you can ask where they were during the afternoon and morning, and verify it based on who they've seen in those locations. You can do this until you know where everyone was at all times of day. <br />
<br />
Next, it can help to find out where the victim was prior to dying:<br />
''sayto [suspect] Where did you see [victim] this [morning]?''<br />
''sayto [suspect] Who did you see in the [location] this [morning]?''<br />
The victim usually dies in late morning or early afternoon, but might not have been seen at all prior to death (except by the murderer).<br />
<br />
By now, you should know who was always in a room with someone else after the victim was murdered. This is your murderer. To verify, you can ask everyone about their occupation:<br />
''sayto [suspect] What is your job?''<br />
''sayto [suspect] What is [other suspect]'s job?''<br />
The murderer will be familiar with the murder weapon through their job. You can also ask, ''Who do you/[other person] like?'' but it seems extremely random and useless. Even with consistent replies, the murderer is rarely anyone that disliked the victim or was disliked by the victim.<br />
<br />
'''GETTING THE EVIDENCE'''<br />
You need to find the 5 items associated with the clues on the corpse (There should be 7 evidences in total). You will not get credit for solving the murder without doing this. If there is an ad.pe check for finding evidence, it's pretty low (evidence found with 154 bonus, also try ''"watch high"''). Note the rooms the evidence was found in, as the murderer was in all the rooms containing relevant clues after committing the crime. Check (search) the following places:<br />
'''Balcony''': (chair, chairs), creeper, (plant, plants), pot<br />
'''Ballroom''': (chair, chairs), (cupboard, cupboards) trapdoor<br />
'''Dining room''': {buffet table, trolley), cupboard, table<br />
'''Drawing room''': cupboard, desk, drawer<br />
'''Garden''': bed, bush<br />
'''Kitchen''': cupboard, drawer, sink<br />
'''Lower hallway''': cupboard, drawers, plant, (pot, pots)<br />
'''Privy''': cabinet, cupboard, (privy, privies), sink<br />
'''Upper hallway''': clock, couch<br />
NOTE: It's important to use the singular (pot, not pots) even if it's plural in the room description, except as listed above. Items in parentheses point to the same hiding spot, but the rest are all separate, even when it makes no sense. The hiding spots don't always match up to add_items either. Two items that look the same when looking at them will not both be the same hiding spot.<br />
<br />
NOTE: There can be more than five pieces of hidden evidence total, with some of them being unrelated to the clues on the corpse.<br />
<br />
'''SOLVING THE QUEST'''<br />
To recap, the murderer will be:<br />
*Familiar with the murder weapon via their profession.<br />
*The only one who was in all the rooms containing clues after the murder was committed.<br />
*Seen by another NPC every hour after the murder.<br />
<br />
Go to the room with your murderer and:<br />
''accuse [murderer] of murder''<br />
If you're right AND found all the clues and evidence, you'll get the quest. If you fail you'll have to wait out the timer to let the quest reset.<br />
|1452992822<br />
}}<br />
<br />
{{Questform|Small Gods Exorcist|banished a troublesome god to save a druid from losing his marbles|3|location=Genua City|<br />
You'll need a cloth robe or a druidic robe, and full gp. Go to Dolmen Walk in northeast Genua City and walk south through the arch, which drain all those gp. Go south again to find the druid, Bwk, and say you want to help. Say yes when he asks if you're the assistant druid, and he'll ask you which universal force you best identify with. The options are charm, persuasion, uncertainty, and bloody-mindedness. He'll then ask for three items: a herb, a vegetable, and a special item, all available in Genua City.<br />
<br />
Here's a list of some items and locations:<br />
<br />
Holly berry - "pluck" from a bush north and west through a hidden exit from Bwk,<br />
Graveyard dust - Voodoo shop on Voodoo lane,<br />
Leek - Wandering leek seller,<br />
Other vegetables - Vegetable stalls on Tchuttifrutti Street, NW Genua, or in the Triangle Market, SW Genua,<br />
Herbs - Herb stalls on Tchuttifrutti Street, NW Genua, or in the Triangle Market, SW Genua,<br />
Four leaf clover - Look at plants and grass on Golden Key Crescent and "hunt" it using the room syntax.<br />
|3490911141<br />
}}</onlyinclude><br />
<br />
[[Category:Quest pages]]</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Quest:Genua_City_quests&diff=70034Quest:Genua City quests2023-04-12T22:16:26Z<p>PrINTer: </p>
<hr />
<div>{{Questintro}}<br />
=={{PAGENAME}}==<br />
<br />
<onlyinclude>{{Questform|Buxom Winch|took the opportunity to participate in a wind up|8|location=Genua City|<br />
First of all, you need to go the harbour mistress in the sewers. To find her, go to the triangle market on the east side side of Genua and go "down" in the market room that also has a seafood stall in it. It's on the west side of the market and has a manhole cover visible. Then go east, northeast, northeast, west, west, up. Say twice that you need a job, and the harbour mistress will give you a package to deliver to an NPC in Genua. After you deliver it, come back and say you need a job again, and she'll give you a bit of money. You'll then have to wait a couple of hours until she'll give you a new job. You have to deliver 10 packages in total. If you can't deliver one, give it back to the harbour mistress and wait 1-2 hours before getting a new one. <br />
<br />
''** TANGATHOR 03/25/11''<br />
In each attempt for me it took 2 hours before another package was available for delivery (From the time of recieving my reward)<br />
The following NPC's were targets of Delivery:<br />
Cogsworth (Cogsworth Clocks on Trade Street)<br />
Cigarette Girl (Inside the Casino)<br />
Terrance Dupres (Shopkeepper on the docks General Store)<br />
Edna Scum (Bartender inside Scum's Bar on Pirate Ave.)<br />
Tfat Chick (Wanders throughout Town, usually along the outer circle)<br />
Ayna (in the southern room of "Magick Boxe" on Voodoo Lane)<br />
Several packages were repeats so likely there are other NPC's to be delivered too.<br />
<br />
After you deliver the 10 packages, the harbour mistress will instruct you to go to the portcullis and open it. It's located down, east, northeast, east from the harbour mistress. To do the winching, when the time comes, you need to push one button at a time. One system is to start with 1 1 and work your way across to 1 15, then down to 2 1 and across to 2 15 and so forth with each iteration of looking for the next button. Once you find the first button that moves the portcullis, you need to start with that button each try, then move on to the next attempt.<br />
<br />
An example of the solution I had recently was something like:<br />
push 5 2<br />
push 4 14<br />
push 3 10<br />
push 5 2 (THE SAME BUTTON CAN BE REPEATED)<br />
push 7 3<br />
push (anything)<br />
<br />
I use aliases after I get the first button to speed things up. At the end, the alias looked like: alias p push 5 2;push 4 14;push 3 10;push 5 2;push<br />
Then I do "p 1 1" etc to work my way through.<br />
<br />
You only need to find 5 buttons to completely raise the portcullis, but then it makes you press a 6th button to give you the quest, even though nothing happens to the portcullis when pressing it.<br />
|1643210637<br />
}}<br />
<br />
{{Questform|Cipher Solver|cracked it until you broke it|6|location=Genua City|<br />
First you need to find a shadowy gentleman in a random tavern in Genua. In addition to taverns seen on maps, there is another one on Liquor Alley accessed by going "down" in the room where the street turns west and southeast. The gentleman can be in a food tavern, as well as one of the bars. Start saying stuff to him, and he'll start talking somewhat cryptically. Repeat the key words he uses, and he'll assume you know what's going on. Eventually he'll tell you to go to the clacks tower to receive a clacks message.<br />
<br />
Go upstairs in the clacks tower on Grim Street. Pull the lever to indicate you're ready to receive the message. It will start to come in one letter at a time, each letter encoded in a 3x3 grid using the symbols @, #, and *. Take special note of the pauses, for those are spaces between words. When the message finishes, "lookup" each letter of the alphabet in the book in the tower, and translate each symbol into a letter.<br />
<br />
The result is still encoded, this time by a simple substitution cipher. Unfortunately, the cipher is too short for mere humans to solve, hence you'll probably need to use an internet site that translates substitution ciphers. Keep in mind that some of the phrases should have an apostrophe that might trip up the cipher solving sites.<br />
<br />
One such site is: https://www.ics.uci.edu/~eppstein/cryptogram/ or http://www.blisstonia.com/software/WebDecrypto/index.php<br />
<br />
If it gets stuck solving the entire cipher at once, try solving half at a time (this will help with the apostrophe problem or a missed letter or space). Now that your cipher is solved, go back to the shadowy gentleman and say the solution. The following are solutions other people have had, and should let you know if you're on the right track:<br />
THE DILEMMA IS UNFORTUNATE WE MUST RESPOND BEFORE WE'RE ALL DEAD<br />
THE DILEMMA IS MOST UNFORTUNATE WE MUST RESPOND TO THIS IMMEDIATELY<br />
THE SITUATION IS BENEFICIAL WE MUST RESPOND IN A FEW YEARS<br />
THE DIFFICULTY IS UNSETTLING WE MUST RESPOND TO THIS IN A FEW MONTHS<br />
THE DIFFICULTY IS A MOST FORTUITOUS SITUATION WE MUST TAKE ACTION IN A FEW YEARS<br />
THE EVENT IS A MOST FORTUITOUS SITUATION WE MUST RESPOND IN A FEW YEARS<br />
THE PREDICAMENT IS UNFORTUNATE WE MUST TAKE ACTION IN A FEW MONTHS<br />
THE CONTINGENCY IS UNFORTUNATE ACTION MUST BE TAKEN SOON SOON<br />
THE CONTINGENCY IS A MOST FORTITUOUS SITUATION WE MUST REACT TO THIS IMMEDIATELY<br />
THE OPPORTUNITY IS UNFORTUNATE WE MUST RESPOND PRESENTLY<br />
THE OPPORTUNITY IS WORRYING WE MUST RESPOND TO THIS PRESENTLY<br />
THE CONSIGLIERE IS SNIFFING THE BEARS<br />
THE CONSIGLIERE IS SINGING ABOUT THE POND<br />
THE CAPOREGIME IS DIGGING AROUND THE SWANS<br />
THE CAPOREGIME IS DANCING AROUND THE AGATEANS<br />
THE CAPOREGIME IS LISTENING TO THE TINKER<br />
THE CORPORAL IS STARING AT THE TIGERS<br />
THE MOTH IS KILLING THE TIGERS<br />
THE GODFATHER IS STARING AT THE SAILOR<br />
THE DUCHESS IS SINGING ABOUT THE TIGERS<br />
THE PATRICIAN IS EXAGGERATING THE EFFECTS OF THE TAILOR<br />
CONTACT SISTER REGARDING THE CONTINGENCY<br />
CONTACT OUR ORGANISATION WITH REFERENCE TO THE QUANDRY<br />
CONTACT OUR ORGANISATION WITH REFERENCE TO THE DIFFICULTY<br />
CONTACT OUR ORGANIZATION ABOUT THE DEVELOPMENT<br />
CONTACT O REGARDING THE EVENT<br />
CONTACT A REGARDING THE EVENT<br />
CONTACT O WITH REFERENCE TO THE SITUATION<br />
CONTACT Q WITH REFERENCE TO THE DIFFICULTY<br />
CONTACT O CONCERNING THE PREDICAMENT<br />
CONTACT R CONCERNING THE CONTINGENCY<br />
CONTACT Q REGARDING THE CONTINGENCY<br />
<br />
So the first word is always "CONTACT" or "THE" which is a nice starting point. If the first word is "THE", the third word is "IS". If the first word is "CONTACT", the second to last word is "THE". Some of the above solutions might not be used anymore, as they were reported before the pig-latin aspect was removed.<br />
<br />
Note however that if you started the quest before the pig-latin aspect was removed, your cipher may still involve pig-latin. Look for repeating letters at the end of each coded word, which may come in the form YAY or AY. The 1st letter of the word may also be transposed to the end of the word, so for example "ABOUT" may be "BOUTAAY" or "BOUTAYAY". In this case, when you repeat your message to the shadowy gentleman, say it in its pig-latin form to save you lots of grief and paranoia that your pure answer with no pig-latin is incorrect!<br />
<br />
Beware that sometimes pig-latin ciphers will contain different variants of the same word. i.e. "the" could be "ETHAY" and "ETHYAY" etc within the same cipher. <br />
<br />
Paracelsus: The message I deciphered was THE SITUATION IS TO OUR ADVANTAGE WE MUST TAKE ACTION BEFORE WE RE ALL DEAD. <br />
When I returned to the tavern, '''I needed to add the apostrophe to the word "we're" before the quest was accepted''', even though there is no clack cipher for the punctuation. <br />
<br />
> You say to the shadowy gentleman: the situation is to our advantage we must take action before we re all dead<br />
> The shadowy gentleman whispers to you with a Genuan accent: If I were you, I'd go and check again.<br />
> The shadowy gentleman mutters something about amateurs under his breath.<br />
<br />
You say to the shadowy gentleman: the situation is to our advantage we must take action before we're all dead<br />
You have completed the quest Cipher Solver, in which you cracked it until you broke it (240000 xp).<br />
A Creator Collector Card appears in your inventory with a flash.<br />
|3971901633<br />
}}<br />
<br />
{{Questform|Ghostbuster|were the one they were going to call|7|location=Genua City|<br />
First of all, you need seven items:<br />
1) a [[bell]], available from the wandering merchants, etc, in Lancre Town<br />
2) a candle, available from the candle shop on Genua Avenue<br />
3) a [[voodoo rattle stick]], available at the voodoo shop on Voodoo Lane in Genua<br />
4) a coffin nail, available at the voodoo shop on Voodoo Lane in Genua<br />
5) a bleached skull, available at the voodoo shop on Voodoo Lane in Genua<br />
6) a prayer book, available from the Gapp temple on Darling Road in Genua<br />
7) a set of [[prayer beads]], available from the Gapp temple on Darling Road in Genua<br />
<br />
The book and beads don't have to be consecrated to your god, and you don't have to hold or light any of the items. Go to the house on the north side of Zombie Walk, and go upstairs. There you can pull a book out of the bookcase to enter Funster's room. He'll tell you what to do, or you can just read it here.<br />
<br />
In rooms of the mansion other than Funster's, you'll eventually spot some ghostly mischief (sometimes causing a bit of damage or moving something from your inventory into the room). When you see it, "exorcise" the ghost with two of the above listed items. The ghost seems to move into a random room every minute or so, so it can take a while to find it each time. Standing still might be effective as well, and waiting for it to come to you.<br />
<br />
Note: one of the things the ghost can do is lock the front door of the house. This does not get unlocked when the ghost is exorcised, so make sure you have a way out, just in case!<br />
<br />
After exorcising successfully, the ghost will laugh at you. The message can be used to determine if you're using the correct items or not. If at least one of the items you use is a "strengthening" item, he will also summon a new ghost that shares a weakness or strength with him, and be replaced by that ghost. If neither item is strengthening for the ghost, but one is a weakness, he will summon a new ghost that shares that weakness, and be replaced by it, and the laugh will be a "wheezy snigger". If neither item strengthens or weakens the ghost, he'll simply laugh.<br />
<br />
To complete the quest, you need to exorcise the ghost with the two items that are its weaknesses. Each ghost has a unique profile for the haunting, and the nature of their haunting will allow a player to uniquely identify the ghost they are currently dealing with. The combination of unique identifiers and responses to the exorcism attempts allows for a logical deduction regarding which items are effective for which ghosts.<br />
<br />
Or, you could visit the house everyday with the same two items and try to exorcise the ghost until you get lucky.<br />
|1853367536<br />
}}<br />
<br />
{{Questform|Private Detective|deduced dastardly doings from disparate dubious developments|8|location=Genua City|<br />
Skills: ad.perception bonus of 175-180+. Check on "watch high" to see if it's enough. If it's lower, you can probably TM from attempting this quest but won't solve it. <br />
<br />
You'll probably need 1+ hour(s) to solve this quest the first time, and at least half an hour if you're experienced with it. UNCONFIRMED NOTE FROM 2009: "In addition, I think there's a bug somewhere in the hiding of items in the quest. I've solved it several times, yet with the same bonuses, sometimes one item is never found despite trying all add_items etc several times."<br />
<br />
'''STARTING THE QUEST'''<br />
Go to the receptionist of the Hotel on Genua Ave and say ''"murder"''. Saying ''"murder"'' again will tell you when the real cops will arrive and you'll be out of time, as well as a refresher on who the dead person is and where they died. You will have 10 Discworld hours (3 Roundworld hours) to solve the case. South of the receptionist is the quest area: ballroom, lower hallway, garden, dining room, kitchen, drawing room, upper hallway, balcony, and privy. <br />
<br />
An example chart to plot data might contain the names of the 6 suspects and 1 victim on the columns with the times of day on the rows. Times of day are: early morning, early mid morning, mid morning, late morning, early afternoon, early mid afternoon, mid afternoon, late afternoon, early evening, early mid evening, mid evening, late evening. For questioning, keep the times of day broader (morning, afternoon, evening), as suspects will break the broader times into specific ones in their response.<br />
<br />
'''FINDING CLUES'''<br />
Go to the corpse, and look at it with ''"watch high"'' turned on until you see five clues (wound type + 4 of: earring, ring, perfume, cufflink, torn clothes, rope marks). Looking at the corpse can be done multiple times and uses a big chunk of gp (~50 of adv gp), so make sure you have enough ad.points before looking or the clue sentences will just describe the wound. Even if you find all of the evidence in the hotel, you won't get credit for solving the murder unless you see all the clues on the corpse yourself.<br />
<br />
'''INTERVIEWING THE SUSPECTS'''<br />
Know that suspects can lie, even if they're innocent. e.g. they might say they were in a room and saw no-one there, when multiple other people were in fact there.<br />
<br />
Additionally, you'll sometimes get messages saying you think they're lying, they're acting suspicious, etc., but you can get these messages even when they're apparently telling the truth, and you don't always get them when they're lying. You can tm ad.perception when questioning witnesses (it can be tmed with a bonus of 152), so it's possible the skillcheck determines whether your perception of whether they're lying is accurate.<br />
<br />
Start with your first suspect, ask them 2-4 questions (the number of questions they let you ask the first time varies), and methodically repeat this with the others before breaking to look for evidence (see next section). Suspects grow paranoid after some interrogation at which time a cooldown goes into effect on a per-person basis, so keep the order of suspects the same for each round of questioning. Looking for evidence between rounds will help you stay busy while waiting, maximizing your time.<br />
<br />
Suggestion: Start with getting everyone's movements during the EVENING because the murderer always has alibis at that time, resulting in all suspects seeing each other more frequently.<br />
''sayto [suspect] Where were you this [evening]?''<br />
Verify these locations by asking who they saw there (although they may lie about this as well)<!--took out note that they don't lie about this: they absolutely can; I just did the quest and two people said different things about a third person's location at a specific time. --~~~~ -->: <br />
''sayto [suspect] Who did you see in the [location]?''<br />
Do not narrow this question down by time of day. As you work through the suspects, they'll start corroborating each other and providing details on who they saw at the location throughout the whole day. Then you can ask where they were during the afternoon and morning, and verify it based on who they've seen in those locations. You can do this until you know where everyone was at all times of day. <br />
<br />
Next, it can help to find out where the victim was prior to dying:<br />
''sayto [suspect] Where did you see [victim] this [morning]?''<br />
''sayto [suspect] Who did you see in the [location] this [morning]?''<br />
The victim usually dies in late morning or early afternoon, but might not have been seen at all prior to death (except by the murderer).<br />
<br />
By now, you should know who was always in a room with someone else after the victim was murdered. This is your murderer. To verify, you can ask everyone about their occupation:<br />
''sayto [suspect] What is your job?''<br />
''sayto [suspect] What is [other suspect]'s job?''<br />
The murderer will be familiar with the murder weapon through their job. You can also ask, ''Who do you/[other person] like?'' but it seems extremely random and useless. Even with consistent replies, the murderer is rarely anyone that disliked the victim or was disliked by the victim.<br />
<br />
'''GETTING THE EVIDENCE'''<br />
You need to find the 5 items associated with the clues on the corpse (There should be 7 evidences in total). You will not get credit for solving the murder without doing this. If there is an ad.pe check for finding evidence, it's pretty low (evidence found with 154 bonus, also try ''"watch high"''). Note the rooms the evidence was found in, as the murderer was in all the rooms containing relevant clues after committing the crime. Check (search) the following places:<br />
'''Balcony''': (chair, chairs), creeper, (plant, plants), pot<br />
'''Ballroom''': (chair, chairs), (cupboard, cupboards) trapdoor<br />
'''Dining room''': {buffet table, trolley), cupboard, table<br />
'''Drawing room''': cupboard, desk, drawer<br />
'''Garden''': bed, bush<br />
'''Kitchen''': cupboard, drawer, sink<br />
'''Lower hallway''': cupboard, drawers, plant, (pot, pots)<br />
'''Privy''': cabinet, cupboard, (privy, privies), sink<br />
'''Upper hallway''': clock, couch<br />
NOTE: It's important to use the singular (pot, not pots) even if it's plural in the room description, except as listed above. Items in parentheses point to the same hiding spot, but the rest are all separate, even when it makes no sense. The hiding spots don't always match up to add_items either. Two items that look the same when looking at them will not both be the same hiding spot.<br />
<br />
NOTE: There can be more than five pieces of hidden evidence total, with some of them being unrelated to the clues on the corpse.<br />
<br />
'''SOLVING THE QUEST'''<br />
To recap, the murderer will be:<br />
*Familiar with the murder weapon via their profession.<br />
*The only one who was in all the rooms containing clues after the murder was committed.<br />
*Seen by another NPC every hour after the murder.<br />
<br />
Go to the room with your murderer and:<br />
''accuse [murderer] of murder''<br />
If you're right AND found all the clues and evidence, you'll get the quest. If you fail you'll have to wait out the timer to let the quest reset.<br />
|1452992822<br />
}}<br />
<br />
{{Questform|Small Gods Exorcist|banished a troublesome god to save a druid from losing his marbles|3|location=Genua City|<br />
You'll need a cloth robe or a druidic robe, and full gp. Go to Dolmen Walk in northeast Genua City and walk south through the arch, which drain all those gp. Go south again to find the druid, Bwk, and say you want to help. Say yes when he asks if you're the assistant druid, and he'll ask you which universal force you best identify with. The options are charm, persuasion, uncertainty, and bloody-mindedness. He'll then ask for three items: a herb, a vegetable, and a special item, all available in Genua City.<br />
<br />
Here's a list of some items and locations:<br />
<br />
Holly berry - "pluck" from a bush north and west through a hidden exit from Bwk,<br />
Graveyard dust - Voodoo shop on Voodoo lane,<br />
Leek - Wandering leek seller,<br />
Other vegetables - Vegetable stalls on Tchuttifrutti Street, NW Genua, or in the Triangle Market, SW Genua,<br />
Herbs - Herb stalls on Tchuttifrutti Street, NW Genua, or in the Triangle Market, SW Genua,<br />
Four leaf clover - Look at plants and grass on Golden Key Crescent and "hunt" it using the room syntax.<br />
|3490911141<br />
}}</onlyinclude><br />
<br />
[[Category:Quest pages]]</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Talk:Beat&diff=62735Talk:Beat2021-06-29T14:40:27Z<p>PrINTer: </p>
<hr />
<div>My understanding of this command is that it is currently broken.<br />
<br />
Can't remember who told me this, but apparently at one stage both beat and feint were broken and did nothing. At some point after that, feint was 'fixed' into its current state, but no change was made to beat.<br />
<br />
Can anyone confirm this?<br />
<br />
Also if you can mock the usage of beat, can you mock what skill is used to defend? That'd be interesting.<br />
<br />
[[User:Pokey|Pokey]] ([[User talk:Pokey|talk]]) 08:16, 28 September 2020 (EDT)<br />
<br />
Have used this command thousands of times (it's part of a script I have that cycles through fighting commands to gain the command xp while hunting), it's pretty rare that it will even prepare successfully, much, much, much rarer than feint, trip, shove, riposte, slash, stab for instance, but when it does successfully "prepare" then nothing further happens, have never noticed "you lose the moment"[1] after successfully preparing it. There's definitely something not working correctly with it.--[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 14:14, 13 March 2021 (EST)<br />
<br />
One interesting thing I've noticed about this command is that it seems to bypass the protect command, so for instance, if I successfully "You prepare to beat aside the thrifty merchant's weapon." then the merchant's bodyguard stops protecting them (but carries on attacking me), I've only noticed this happen twice, but then dealers, merchants and traders often don't have weapons, and even when they do, the command often doesn't successfully "prepare". --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 06:19, 15 March 2021 (EDT)<br />
<br />
OK! I set up some colour triggers so I'd be more likely to see anything related to the beat command... And for the first time in literally thousands of uses I saw this: "You slash at the expansive merchant with your Rusty Blade, '''beating aside her lightable torch.'''" This may have (and probably has?) happened numerous times but it's not easy to notice in amongst the combat spam, I'm still not convinced it's working as intended... Will keep taking notes... In case it's helpful to anyone I currently have a 283 bonus in fi.sp.we --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 08:57, 15 March 2021 (EDT)<br />
<br />
Nearly a week later and still haven't seen it land again... I did TM fi.sp.we from it though: "As you begin to prepare a special beating attack, you realise that you can do it more easily than you'd thought.", which as far as I know is the first time it's TM'ed. --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 07:00, 21 March 2021 (EDT)<br />
<br />
[1]Since I've set up colour triggers I have noticed that it *does* "you lose the moment" on any fight that goes on long enough. --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 07:03, 21 March 2021 (EDT)<br />
<br />
Ok, after many, many, many attempts... I got another TM for the beat command. It TM'ed fi.sp.we from 252 to 253. This was on a "normal" druid near the druid circle. --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 12:11, 3 June 2021 (EDT)<br />
<br />
Many, many, many, many more attempts later.... From around 300 bonus in fi.sp.we I've had something like 12 tm's from the beat command when preparing it against fighters, traders/merchants/dealers and their bodyguards, dwarven warriors and hunters. Another interesting observation: when successfully preparing beat against a hunter, and then a wolfhound sauntering up and protecting the hunter, they were able to successfully protect the hunter (as opposed to when successfully preparing it against dealers, traders and merchants, who are protected by guards, where it cancels the guards protecting them.). At a fi.sp.we bonus of 315+ it seems to prepare quite often now, maybe 40% of the time. --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 10:40, 29 June 2021 (EDT)</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Talk:Beat&diff=62374Talk:Beat2021-06-03T16:11:27Z<p>PrINTer: </p>
<hr />
<div>My understanding of this command is that it is currently broken.<br />
<br />
Can't remember who told me this, but apparently at one stage both beat and feint were broken and did nothing. At some point after that, feint was 'fixed' into its current state, but no change was made to beat.<br />
<br />
Can anyone confirm this?<br />
<br />
Also if you can mock the usage of beat, can you mock what skill is used to defend? That'd be interesting.<br />
<br />
[[User:Pokey|Pokey]] ([[User talk:Pokey|talk]]) 08:16, 28 September 2020 (EDT)<br />
<br />
Have used this command thousands of times (it's part of a script I have that cycles through fighting commands to gain the command xp while hunting), it's pretty rare that it will even prepare successfully, much, much, much rarer than feint, trip, shove, riposte, slash, stab for instance, but when it does successfully "prepare" then nothing further happens, have never noticed "you lose the moment"[1] after successfully preparing it. There's definitely something not working correctly with it.--[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 14:14, 13 March 2021 (EST)<br />
<br />
One interesting thing I've noticed about this command is that it seems to bypass the protect command, so for instance, if I successfully "You prepare to beat aside the thrifty merchant's weapon." then the merchant's bodyguard stops protecting them (but carries on attacking me), I've only noticed this happen twice, but then dealers, merchants and traders often don't have weapons, and even when they do, the command often doesn't successfully "prepare". --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 06:19, 15 March 2021 (EDT)<br />
<br />
OK! I set up some colour triggers so I'd be more likely to see anything related to the beat command... And for the first time in literally thousands of uses I saw this: "You slash at the expansive merchant with your Rusty Blade, '''beating aside her lightable torch.'''" This may have (and probably has?) happened numerous times but it's not easy to notice in amongst the combat spam, I'm still not convinced it's working as intended... Will keep taking notes... In case it's helpful to anyone I currently have a 283 bonus in fi.sp.we --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 08:57, 15 March 2021 (EDT)<br />
<br />
Nearly a week later and still haven't seen it land again... I did TM fi.sp.we from it though: "As you begin to prepare a special beating attack, you realise that you can do it more easily than you'd thought.", which as far as I know is the first time it's TM'ed. --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 07:00, 21 March 2021 (EDT)<br />
<br />
[1]Since I've set up colour triggers I have noticed that it *does* "you lose the moment" on any fight that goes on long enough. --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 07:03, 21 March 2021 (EDT)<br />
<br />
Ok, after many, many, many attempts... I got another TM for the beat command. It TM'ed fi.sp.we from 252 to 253. This was on a "normal" druid near the druid circle. --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 12:11, 3 June 2021 (EDT)</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Talk:Beat&diff=60879Talk:Beat2021-03-21T11:03:06Z<p>PrINTer: </p>
<hr />
<div>My understanding of this command is that it is currently broken.<br />
<br />
Can't remember who told me this, but apparently at one stage both beat and feint were broken and did nothing. At some point after that, feint was 'fixed' into its current state, but no change was made to beat.<br />
<br />
Can anyone confirm this?<br />
<br />
Also if you can mock the usage of beat, can you mock what skill is used to defend? That'd be interesting.<br />
<br />
[[User:Pokey|Pokey]] ([[User talk:Pokey|talk]]) 08:16, 28 September 2020 (EDT)<br />
<br />
Have used this command thousands of times (it's part of a script I have that cycles through fighting commands to gain the command xp while hunting), it's pretty rare that it will even prepare successfully, much, much, much rarer than feint, trip, shove, riposte, slash, stab for instance, but when it does successfully "prepare" then nothing further happens, have never noticed "you lose the moment"[1] after successfully preparing it. There's definitely something not working correctly with it.--[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 14:14, 13 March 2021 (EST)<br />
<br />
One interesting thing I've noticed about this command is that it seems to bypass the protect command, so for instance, if I successfully "You prepare to beat aside the thrifty merchant's weapon." then the merchant's bodyguard stops protecting them (but carries on attacking me), I've only noticed this happen twice, but then dealers, merchants and traders often don't have weapons, and even when they do, the command often doesn't successfully "prepare". --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 06:19, 15 March 2021 (EDT)<br />
<br />
OK! I set up some colour triggers so I'd be more likely to see anything related to the beat command... And for the first time in literally thousands of uses I saw this: "You slash at the expansive merchant with your Rusty Blade, '''beating aside her lightable torch.'''" This may have (and probably has?) happened numerous times but it's not easy to notice in amongst the combat spam, I'm still not convinced it's working as intended... Will keep taking notes... In case it's helpful to anyone I currently have a 283 bonus in fi.sp.we --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 08:57, 15 March 2021 (EDT)<br />
<br />
Nearly a week later and still haven't seen it land again... I did TM fi.sp.we from it though: "As you begin to prepare a special beating attack, you realise that you can do it more easily than you'd thought.", which as far as I know is the first time it's TM'ed. --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 07:00, 21 March 2021 (EDT)<br />
<br />
[1]Since I've set up colour triggers I have noticed that it *does* "you lose the moment" on any fight that goes on long enough. --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 07:03, 21 March 2021 (EDT)</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Talk:Beat&diff=60878Talk:Beat2021-03-21T11:00:25Z<p>PrINTer: </p>
<hr />
<div>My understanding of this command is that it is currently broken.<br />
<br />
Can't remember who told me this, but apparently at one stage both beat and feint were broken and did nothing. At some point after that, feint was 'fixed' into its current state, but no change was made to beat.<br />
<br />
Can anyone confirm this?<br />
<br />
Also if you can mock the usage of beat, can you mock what skill is used to defend? That'd be interesting.<br />
<br />
[[User:Pokey|Pokey]] ([[User talk:Pokey|talk]]) 08:16, 28 September 2020 (EDT)<br />
<br />
Have used this command thousands of times (it's part of a script I have that cycles through fighting commands to gain the command xp while hunting), it's pretty rare that it will even prepare successfully, much, much, much rarer than feint, trip, shove, riposte, slash, stab for instance, but when it does successfully "prepare" then nothing further happens, have never noticed "you lose the moment" after successfully preparing it. There's definitely something not working correctly with it.--[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 14:14, 13 March 2021 (EST)<br />
<br />
One interesting thing I've noticed about this command is that it seems to bypass the protect command, so for instance, if I successfully "You prepare to beat aside the thrifty merchant's weapon." then the merchant's bodyguard stops protecting them (but carries on attacking me), I've only noticed this happen twice, but then dealers, merchants and traders often don't have weapons, and even when they do, the command often doesn't successfully "prepare". --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 06:19, 15 March 2021 (EDT)<br />
<br />
OK! I set up some colour triggers so I'd be more likely to see anything related to the beat command... And for the first time in literally thousands of uses I saw this: "You slash at the expansive merchant with your Rusty Blade, '''beating aside her lightable torch.'''" This may have (and probably has?) happened numerous times but it's not easy to notice in amongst the combat spam, I'm still not convinced it's working as intended... Will keep taking notes... In case it's helpful to anyone I currently have a 283 bonus in fi.sp.we --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 08:57, 15 March 2021 (EDT)<br />
<br />
Nearly a week later and still haven't seen it land again... I did TM fi.sp.we from it though: "As you begin to prepare a special beating attack, you realise that you can do it more easily than you'd thought.", which as far as I know is the first time it's TM'ed. --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 07:00, 21 March 2021 (EDT)</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Talk:Beat&diff=60766Talk:Beat2021-03-15T12:57:07Z<p>PrINTer: </p>
<hr />
<div>My understanding of this command is that it is currently broken.<br />
<br />
Can't remember who told me this, but apparently at one stage both beat and feint were broken and did nothing. At some point after that, feint was 'fixed' into its current state, but no change was made to beat.<br />
<br />
Can anyone confirm this?<br />
<br />
Also if you can mock the usage of beat, can you mock what skill is used to defend? That'd be interesting.<br />
<br />
[[User:Pokey|Pokey]] ([[User talk:Pokey|talk]]) 08:16, 28 September 2020 (EDT)<br />
<br />
Have used this command thousands of times (it's part of a script I have that cycles through fighting commands to gain the command xp while hunting), it's pretty rare that it will even prepare successfully, much, much, much rarer than feint, trip, shove, riposte, slash, stab for instance, but when it does successfully "prepare" then nothing further happens, have never noticed "you lose the moment" after successfully preparing it. There's definitely something not working correctly with it.--[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 14:14, 13 March 2021 (EST)<br />
<br />
One interesting thing I've noticed about this command is that it seems to bypass the protect command, so for instance, if I successfully "You prepare to beat aside the thrifty merchant's weapon." then the merchant's bodyguard stops protecting them (but carries on attacking me), I've only noticed this happen twice, but then dealers, merchants and traders often don't have weapons, and even when they do, the command often doesn't successfully "prepare". --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 06:19, 15 March 2021 (EDT)<br />
<br />
OK! I set up some colour triggers so I'd be more likely to see anything related to the beat command... And for the first time in literally thousands of uses I saw this: "You slash at the expansive merchant with your Rusty Blade, '''beating aside her lightable torch.'''" This may have (and probably has?) happened numerous times but it's not easy to notice in amongst the combat spam, I'm still not convinced it's working as intended... Will keep taking notes... In case it's helpful to anyone I currently have a 283 bonus in fi.sp.we --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 08:57, 15 March 2021 (EDT)</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Talk:Beat&diff=60765Talk:Beat2021-03-15T10:19:03Z<p>PrINTer: </p>
<hr />
<div>My understanding of this command is that it is currently broken.<br />
<br />
Can't remember who told me this, but apparently at one stage both beat and feint were broken and did nothing. At some point after that, feint was 'fixed' into its current state, but no change was made to beat.<br />
<br />
Can anyone confirm this?<br />
<br />
Also if you can mock the usage of beat, can you mock what skill is used to defend? That'd be interesting.<br />
<br />
[[User:Pokey|Pokey]] ([[User talk:Pokey|talk]]) 08:16, 28 September 2020 (EDT)<br />
<br />
Have used this command thousands of times (it's part of a script I have that cycles through fighting commands to gain the command xp while hunting), it's pretty rare that it will even prepare successfully, much, much, much rarer than feint, trip, shove, riposte, slash, stab for instance, but when it does successfully "prepare" then nothing further happens, have never noticed "you lose the moment" after successfully preparing it. There's definitely something not working correctly with it.--[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 14:14, 13 March 2021 (EST)<br />
<br />
One interesting thing I've noticed about this command is that it seems to bypass the protect command, so for instance, if I successfully "You prepare to beat aside the thrifty merchant's weapon." then the merchant's bodyguard stops protecting them (but carries on attacking me), I've only noticed this happen twice, but then dealers, merchants and traders often don't have weapons, and even when they do, the command often doesn't successfully "prepare". --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 06:19, 15 March 2021 (EDT)</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Talk:Beat&diff=60762Talk:Beat2021-03-13T19:14:59Z<p>PrINTer: </p>
<hr />
<div>My understanding of this command is that it is currently broken.<br />
<br />
Can't remember who told me this, but apparently at one stage both beat and feint were broken and did nothing. At some point after that, feint was 'fixed' into its current state, but no change was made to beat.<br />
<br />
Can anyone confirm this?<br />
<br />
Also if you can mock the usage of beat, can you mock what skill is used to defend? That'd be interesting.<br />
<br />
[[User:Pokey|Pokey]] ([[User talk:Pokey|talk]]) 08:16, 28 September 2020 (EDT)<br />
<br />
Have used this command thousands of times (it's part of a script I have that cycles through fighting commands to gain the command xp while hunting), it's pretty rare that it will even prepare successfully, much, much, much rarer than feint, trip, shove, riposte, slash, stab for instance, but when it does successfully "prepare" then nothing further happens, have never noticed "you lose the moment" after successfully preparing it. There's definitely something not working correctly with it.--[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 14:14, 13 March 2021 (EST)</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Research:Delusions_of_Grandeur&diff=60656Research:Delusions of Grandeur2021-02-19T11:07:52Z<p>PrINTer: /* Turning */</p>
<hr />
<div>==Spell stages==<br />
<br />
===Data===<br />
Merging Clover's old research with my own gives the following data:<br />
<br />
;Divining<br />
*''bonus'' - ''chance of success''<br />
*118 and possibly higher - 0<br />
*184 - 0.55<br />
*192 - 0.65<br />
*205 - 0.75<br />
*230 - 0.85<br />
<br />
;Convoking<br />
*0-198 - 0<br />
*204 - 0.05<br />
*207 - 0.15<br />
*215 - 0.25<br />
*220 - 0.35<br />
*260 - 0.75<br />
*277 - 0.85<br />
<br />
;Enchanting<br />
*0-250 - 0<br />
*255 - 0.15<br />
*264 - 0.25<br />
*270 - 0.35<br />
*274 - 0.45<br />
*284 - 0.55<br />
*292 - 0.65<br />
<br />
===Analysis===<br />
Curve fitting gives:<br />
<br />
;Divining: <br />
*Equation: Y = ln(X - 43.2) - 4.37<br />
*Error: 2.36%<br />
*Parameters: ''cutoff'' = 122, ''half-life'' = 51<br />
<br />
;Convoking:<br />
*Equation: Y = ln(X - 141.13) - 4.05<br />
*Error: 2.25%<br />
*Parameters: ''cutoff'' = 198, ''half-life'' = 37<br />
<br />
;Enchanting<br />
*Equation: Y = ln(X - 202.44) - 3.85<br />
*Error: 2.06%<br />
*Parameters: ''cutoff'' = 249, ''half-life'' = 30<br />
<br />
--[[User:Chat|Chat]] 18:10, 8 July 2009 (UTC)<br />
<br />
== Pampering ==<br />
<br />
This is the approximate amount of times a freshly deluded item has to get shown to another person who manually accepts the offer in order to get it to an octarine haze:<br />
* small paper packet ~50<br />
* rose rhodonite rings ~110<br />
<br />
While showing is certainly a quick and effective way to pamper your talisman, you will find that you can alias some of your more commonly used commands to simply locate the item. One such alias is alias score locate <deluded name>; score $*$<br />
<br />
== Turning ==<br />
<br />
Once your item has reached Octarine Haze, no amount of pampering will cause the item to turn faster. It takes a set amount of game time for the item to "Turn", this stage usually takes between 12 and 36 hours of play time. This time seems to be connected to the length of the items description as well as its names. That is not to say that you do not still need to pamper it. If you do not continue to pamper the item it can slip out of the Haze stage after awhile.<br />
<br />
Seven-fold oxhide shield took about 23 hours of playtime to turn. I locate-spammed it to haze very soon after the spell was cast. My vague memory seems to say my last floater delude, a custom ks buckler, took significantly longer. Some differences: The ks buckler was great deal much more expensive, about 1 pound lighter and had shorter description (129 characters as opposed to 383 of the oxhide shield). Probably meaningless but the deluded names were about the same length, 15 for ks shield, 13 for oxhide. -Marya<br />
<br />
I got two sea serpent fangs deluded at the same time, then I dubbed them almost at the same time (approximately 10 seconds between them). One of them was dubbed with a name that's 14 characters long (including one space) and the other with a name that's 11 characters long (including one space). Then I pampered them by adding "glance at <deluded name>" for each item each time I used my bury alias, basically they had exactly the same amount of pampering, at exactly the same time for the entire pampering process. They turned 10 seconds apart, in the order that they were dubbed. My conclusion: the length of the name makes no difference to how long an item takes to turn once they have been dubbed (as opposed to from when the pampering process begun, because in that case they would have turned at exactly the same time) --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 17:14, 14 February 2021 (EST)<br />
<br />
I got four different items dubbed at the same time, a peaked cap (the reinforced version), a pair of steel-toed boots, a blackened klatchian steel bevor, and a pair of iron gauntlets. They all had different length deluded names, they have different length descriptions, and different weights (from 2ish to 4ish lbs)... They all received exactly the same amount of pampering at exactly the same time (again using my bury alias), and they all turned within moments of each other, a few seconds apart, in the order that I dubbed them. Obviously they are all armour pieces, and although the different weights are not wildly different, but it seems unlikely that the deluded name, the description, or the weight of the item effects the length of time before an item turns. I'm starting to think that perhaps a a witche's bonus has an impact on the length of the delude... Next experiment will be to delude to identical things by two different witches at the same time... --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 06:07, 19 February 2021 (EST)</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Club&diff=60644Club2021-02-16T21:00:12Z<p>PrINTer: /* Club badges */</p>
<hr />
<div>'''Clubs''' give you the following things:<br />
*Club members can access a special channel for the club, similar to a talker channel, through club badges.<br />
*People can use "[[who]] <club name>" to see the online members of a club. This is useful for service-oriented clubs, or for finding recruiters.<br />
*An elected club can rent [[club housing]] which only members can access, and which can (but does not usually) have a [[bulletin board]].<br />
*A club can have [[finger info]] explaining its purpose. This also shows online members, offline members, and recruiters. For non-secret clubs, this is visible to everyone.<br />
*The club gets its own bank account, accessible through club control rooms, which members can deposit money into. Fees for maintaining the club are withdrawn from this account.<br />
<br />
==Clubs with a page on this wiki==<br />
{{Special:PrefixIndex/{{FULLPAGENAME}}/}}<br />
<br />
==Creation and maintenance==<br />
[[service area#Club control room|Club control rooms]] can be found in each [[service area]].<br />
<br />
In these places, you can perform various club-related functions. Most importantly, this is where you can create and disband clubs, check the balance and deposit money into the accounts of clubs you're in, create announcements and discussion items, and change aspects of clubs (such as whether they're founder controlled or elected, and whether they're secret).<br />
<br />
Only recruiters can <br />
<br />
If the club goes into remission for 2 pay periods then the club will be disbanded. If the club is not touched for 8 real weeks then the club will be disbanded. A club is considered touched if a member is added or removed, if an election is held or nominations are added, money is deposited into the account. <br />
<br />
If the founder of a founder based club leaves the mud or is idle for 8 real weeks then the club will be disbanded.<br />
<br />
Clubs default to being founder controlled clubs, this means the founder has all the control of the club. Once a club gets over 10 members it can change to an elected club, and a personal club cannot have more than 30 members. The committee members of an elected club are elected to their positions. A new election will be forced by the Patrician every 2 Discworld years and an election can be forced 1/2 a Discworld year after the last election. <br />
*Only elected clubs can bid on [[club housing]], the ability for elected persons to change various extra elements of the club and there is a detailed transaction history of their bank changes.<br />
*An elected club can continue to function after the founder has left the mud.<br />
<br />
*All members can get a detailed transaction history of the account.<br />
*The treasurer and president can remove money from the bank account by withdrawing or transferring it.<br />
*Anyone can start a discussion item to remove someone from the club.<br />
*The president and the vice president can immediately disbar a member from the club.<br />
*The president and the vice president can add and remove recruiters.<br />
*The president and secretary can add announcements to the club.<br />
<br />
Discussion Items control various features of the club.<br />
*When a discussion item is completed, the results are mailed to the committee, and posted to the bulletin board if the club has one.<br />
*A history of all the discussion items in the club will be kept that can be perused to see what has happened in the past.<br />
*A discussion item is not acted upon unless it has quorum.<br />
*For a committee-only discussion item 3/4 of the committee (i.e. all those elected to a position in the club) are required to vote.<br />
*For an open vote 1/2 of the club (so half of all members) are required to vote for it to have quorum.<br />
*If there is no quorum, the discussion item cannot be passed. <br />
<br />
Discussion items can be used to discuss or change different elements of the club.<br />
discuss [open/committee] {description|add position|change position name|memo|secret|public information|remove member|no confidence|remove position|create account|remove account} in <club name><br />
<br />
All members can start the following discussion items to a vote:<br />
*<code>discuss [open/committee] '''no confidence''' in [club]</code> - remove a member from a committee position<br />
*<code>discuss [open/committee] '''remove member''' in [club]</code> - disbar a member from the club, the president and the vice president can do this without a discussion item<br />
<br />
Committee members can start the following discussion items to a vote:<br />
*<code>discuss [open/committee] '''description''' in [club]</code> - change the club's description as seen with finger<br />
*<code>discuss [open/committee] '''add position''' in [club]</code> - add a new position to the club<br />
*<code>discuss [open/committee] '''change position name''' in [club]</code> - change the name of a position in the club<br />
*<code>discuss [open/committee] '''memo''' in [club]</code> - general purpose voting tools<br />
*<code>discuss [open/committee] '''secret''' in [club]</code> - make the club secret<br />
*<code>discuss [open/committee] '''public information''' in [club]</code> - change finger info<br />
*<code>discuss [open/committee] '''remove position''' in [club]</code> - remove a position that was added<br />
*<code>discuss [open/committee] '''create account''' in [club]</code> - create a sub account for the club<br />
*<code>discuss [open/committee] '''remove account''' in [club]</code> - remove a sub account for the club<br />
<br />
A nomination will be accepted if at least two people have nominated a person and one of those people is the person being nominated. In other words the nomination needs to be seconded. All nominations for positions in the major elections need to be done in the club control room. The commands on your club badges are only for nominating people and voting for people in discussion items, not general elections.<br />
<br />
==Club badges==<br />
Club badges allow you to access the club channel, as well as giving you access to some club functions. You can get a regular one for a club by going to the club room and using the syntax:<br />
<pre>replace <number> insignia for <club name> <br />
replace insignia for <club name> </pre><br />
They cost {{Dollars|$1}}.<br />
<br />
The syntax is different from [[talker]] channels. For example, if you have a club called "Club awesome", then to chat on the channel you would type "club_awesome talk" followed by your message. Similarly, to emote on the channel, you would type "club_awesome emote" followed by your message, and to check the channel history you would type "club_awesome history". Turning the club channel off can be achieved with "club_awesome mute on".<br />
<br />
Using "syntax club_awesome" would give you a list of things you can do with your badge.<br />
<br />
Apart from club channel things, these functions include:<br />
*Recruiting<br />
*Resigning<br />
*Voting and nomination<br />
*Reading announcements and discussion items<br />
<br />
Club badges can be combined with the witch spell [[Gammer Tumult's Amalgamator]]. This makes it so that one badge lets you access functions for multiple clubs.<br />
<br />
Club badges can be deluded with the witch spell [[Delusions of Grandeur]]. It is possible to combine a deluded badge and non-deluded badge, and have the amalgamated badge retain the deluded name. (Warning: This has been show to work, but it's not entirely clear if it's possible to accidently lose the deluded badge in the process, see [https://dwwiki.mooo.com/wiki/Research:Club Research]<br />
<br />
Custom badges in various forms (for one club each) can be ordered at the [[Temple of Cool]].<br />
<br />
==See also==<br />
*[[:Category:Clubs|Player created clubs]]<br />
*[[Club housing]]<br />
*[[Gammer Tumult's Amalgamator]]<br />
<br />
==External links==<br />
*{{Concepthelp|club}}<br />
*{{Roomhelp|club_control_room}}<br />
*[https://discworld.starturtle.net/lpc/playing/clubs.c?type=club List of non-secret clubs]<br />
<br />
==List of clubs==<br />
See the live list: [https://discworld.starturtle.net/lpc/playing/clubs.c?type=club Current Discworld Clubs]<br />
<br />
The following is a snapshot of the clubs listed from a [[service area#Club control room|club control room]].<br />
<br />
Note that clubs with unknown number of members are secret clubs.<br />
{{prebox|<br />
{{Club|ABC}} founded by Tavish with an unknown number of members.<br />
{{Club|Absolut Svenskt}} founded by Airk with seventy-one members.<br />
{{Club|Administrative Force}} founded by Llylia with an unknown number of members.<br />
{{Club|AHL}} founded by Zagor with four members.<br />
{{Club|AMAC}} founded by Starr with an unknown number of members.<br />
{{Club|AMDaily}} founded by Jeanie with twelve members.<br />
{{Club|Anarchs}} founded by Nines with eleven members.<br />
{{Club|Artificers Anonymous}} founded by Camelion with ninety-seven members.<br />
{{Club|Bastard Creators from Hell}} founded by Rhinehold with eighteen members.<br />
{{Club|beer}} founded by Olium with an unknown number of members.<br />
{{Club|BeneluX}} founded by Taishar with one hundred and twenty-nine members.<br />
{{Club|black_ops}} founded by Martinez with an unknown number of members.<br />
{{Club|black_widows}} founded by Iohannes with thirty-eight members.<br />
{{Club|Boardgames}} founded by Klawdees with forty members.<br />
{{Club|bRain}} founded by Wizkid with an unknown number of members.<br />
{{Club|Cam}} founded by Dasquian with twelve members.<br />
{{Club|Cares}} founded by Koschei with one member.<br />
{{Club|Catgirls}} founded by Meme with thirty-four members.<br />
{{Club|Charm Chasers}} founded by Persephone with forty members.<br />
{{Club|chess}} founded by Camelion with seventeen members.<br />
{{Club|Club_Casaubon}} founded by Lune with nineteen members.<br />
{{Club|Cobra House}} founded by Leyan with thirty-nine members.<br />
{{Club|Council of Seers}} founded by Jensang with fifty-five members.<br />
{{Club|crime}} founded by Dacrian with two members.<br />
{{Club|ctf}} founded by Yase with seventeen members.<br />
{{Club|CWC Outcasts}} founded by Maulkin with an unknown number of members.<br />
{{Club|DAHLOOKAHS}} founded by Talven with nineteen members.<br />
{{Club|Dead Letter's Society}} founded by Avocado with forty-five members.<br />
{{Club|Def}} founded by Valkyr with an unknown number of members.<br />
{{Club|Demonologists}} founded by Mancow with thirty-three members.<br />
{{Club|DnD}} founded by Llylia with sixteen members.<br />
{{Club|Dragon's Flock}} founded by Emily with an unknown number of members.<br />
{{Club|emporium germanicum}} founded by Eisschrube with fifty-four members.<br />
{{Club|EnO}} founded by Lanfear with two members.<br />
{{Club|Faculty}} founded by Griffin with two hundred and eighty-three members.<br />
{{Club|Firaxis}} founded by Drakkos with three members.<br />
{{Club|Free Adventurer's Association}} founded by Mattias with twenty members.<br />
{{Club|Ganel's Girls}} founded by Ganel with an unknown number of members.<br />
{{Club|Geezers}} founded by Moody with thirty-one members.<br />
{{Club|Gits and Shiggles}} founded by Dtrain with an unknown number of members.<br />
{{Club|Godfathers}} founded by Calosal with eighteen members.<br />
{{Club|HAGS}} founded by Nefret with thirty-five members.<br />
{{Club|hardworking cres}} founded by Pit with an unknown number of members.<br />
{{Club|Hoodwinkers}} founded by Evox with fifty-two members.<br />
{{Club|House of Lords}} founded by Exote with an unknown number of members.<br />
{{Club|inertia}} founded by Keita with seventy-two members.<br />
{{Club|Insights}} founded by Mauve with one member.<br />
{{Club|Kaizen}} founded by Azaroth with an unknown number of members.<br />
{{Club|KCC}} founded by Ptenisnet with ninety-five members.<br />
{{Club|KGB}} founded by Penguin with an unknown number of members.<br />
{{Club|Kimori Clan}} founded by Taiki with eighteen members.<br />
{{Club|Klatchian_Wizards}} founded by Ochrion with eleven members.<br />
{{Club|limo}} founded by Mauve with three members.<br />
{{Club|Llamedos_Building_Co}} founded by Ptoink with one member.<br />
{{Club|Lodgers}} founded by Aiwendil with one hundred and fifty-eight members.<br />
{{Club|LReaux}} founded by Aimi with an unknown number of members.<br />
{{Club|Midnight}} founded by Haug with sixty-five members.<br />
{{Club|MLFH}} founded by Pit with thirty-seven members.<br />
{{Club|Muses}} founded by Shabree with three members.<br />
{{Club|NancyBoysAnonymous}} founded by Mandarb with an unknown number of members.<br />
{{Club|niceties}} founded by Epic with an unknown number of members.<br />
{{Club|Nil mortifi sine lucre}} founded by Malcom with an unknown number of members.<br />
{{Club|nullspace}} founded by The Surgeon General with eighteen members.<br />
{{Club|playerhelpers}} founded by Mancow with forty-six members.<br />
{{Club|poLEdAnCERs}} founded by Dialapishe with fifty-five members.<br />
{{Club|Politics}} founded by Rhinehold with four members.<br />
{{Club|QMA}} founded by Henrey with sixty-one members.<br />
{{Club|Rainbows}} founded by Tariki with an unknown number of members.<br />
{{Club|Robin Hood}} founded by Kasimir with seventy-eight members.<br />
{{Club|Rogues}} founded by Kreed with an unknown number of members.<br />
{{Club|RRU}} founded by Thalasso with two hundred and fifty members.<br />
{{Club|Sages of Circle}} founded by Elanor with ninety-two members.<br />
{{Club|SAS}} founded by Starr with an unknown number of members.<br />
{{Club|SB}} founded by Andrei with an unknown number of members.<br />
{{Club|SBTC}} founded by Ploosk with two members.<br />
{{Club|Scallywags}} founded by Gracie with an unknown number of members.<br />
{{Club|Scorpion House}} founded by Sciante with forty-one members.<br />
{{Club|ScribersInk}} founded by Woof with one member.<br />
{{Club|Seamonsters}} founded by Meiso with an unknown number of members.<br />
{{Club|Seamstresses}} founded by Carlota with thirty-three members.<br />
{{Club|Shelox Hunters}} founded by Mattias with eleven members.<br />
{{Club|Shonkers}} founded by Kimo with twenty-five members.<br />
{{Club|shopkeep}} founded by Pipien with forty-seven members.<br />
{{Club|Silver Stars}} founded by Aerk with forty members.<br />
{{Club|Singapore Sling}} founded by Pazuzu with four members.<br />
{{Club|SMACdown}} founded by Shrike with four members.<br />
{{Club|Smugglers Den}} founded by Rakah with seventeen members.<br />
{{Club|Society Concerning Arm Multiplicity}} founded by Polycheria with three members.<br />
{{Club|Speed Mafia}} founded by Life with one hundred and ninety-four members.<br />
{{Club|Stab through the EYES}} founded by Taffyd with one member.<br />
{{Club|Summoners}} founded by Mauve with six members.<br />
{{Club|Swordsmith Construction Ltd}} founded by Drakkos with an unknown number of members.<br />
{{Club|SydMUD}} founded by Bfg with an unknown number of members.<br />
{{Club|Taxi}} founded by Mordred with one hundred and fifty-six members.<br />
{{Club|Teacher}} founded by Murky with one hundred and seventy members.<br />
{{Club|tgs}} founded by Elistan with eight members.<br />
{{Club|The GUY channel}} founded by Dasquian with four members.<br />
{{Club|The Last Wizards}} founded by Kilstrin with ten members.<br />
{{Club|The Moosers}} founded by Elorf with fifty-one members.<br />
{{Club|The Order of the Night Light}} founded by Arwyn with an unknown number of members.<br />
{{Club|The Pugilist Society}} founded by Charon with nine members.<br />
{{Club|The Uberwaldean Alliance}} founded by Gilaed with eight members.<br />
{{Club|The Unsinkables}} founded by Sylfver with seventy-four members.<br />
{{Club|They Might Be Alts}} founded by Ruhsbaar with an unknown number of members.<br />
{{Club|Torn}} founded by Lexx with an unknown number of members.<br />
{{Club|Trade}} founded by Asaram with two hundred and thirty-three members.<br />
{{Club|Tree Frog House}} founded by Dirk with thirty-seven members.<br />
{{Club|Tshop Spotters}} founded by Estimate with seven hundred and twenty-eight members.<br />
{{Club|Tu Felix Austria}} founded by Dweezz with an unknown number of members.<br />
{{Club|Turtle Sports}} founded by Celes with seven members.<br />
{{Club|Uberwalds}} founded by Aeson with two members.<br />
{{Club|Vent}} founded by Yase with one member.<br />
{{Club|Viper House}} founded by Sleffie with thirty-seven members.<br />
{{Club|Von Brassbridge Clan}} founded by Appelhof with ninety-eight members.<br />
{{Club|WAF}} founded by Queenmab with thirty-two members.<br />
{{Club|Warriors Guild Creators}} founded by Rhinehold with an unknown number of members.<br />
{{Club|Witch Life Fund}} founded by Elspeth with nine members.<br />
{{Club|xOr}} founded by Starr with an unknown number of members.<br />
}}<br />
Updated on 2020-08-30.<br />
<br />
[[Category:Player_content]]</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Research:Club&diff=60643Research:Club2021-02-16T20:58:28Z<p>PrINTer: Created page with "= Deluding club badges: = Haize very kindly investigated this after I was curious about it. It was possible to delude a club badge successfully, and then amalgamate it with a..."</p>
<hr />
<div>= Deluding club badges: =<br />
Haize very kindly investigated this after I was curious about it. It was possible to delude a club badge successfully, and then amalgamate it with a non-deluded club badge, being left with a single deluded club badge which functioned for both clubs. However, Haize pointed out that it might have only worked because the deluded badge may have been the first badge in the inventory and it'll always combine the second badge into the first, or perhaps it is random in some other way, in this instance it worked though, which proves that the amalgamated badge is not a "new" badge.--[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 15:58, 16 February 2021 (EST)<br />
<br />
== Further research on deluding club badges to be done: ==<br />
It would be great to see if it's possible to:<br />
Delude club badge clothing?<br />
Amalgamate a deluded piece of club badge clothing, if it's possible?<br />
--[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 15:58, 16 February 2021 (EST)</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Delusions_of_Grandeur&diff=60628Delusions of Grandeur2021-02-14T22:17:39Z<p>PrINTer: /* Pampering */</p>
<hr />
<div><onlyinclude>{{Infobox spell<br />
|name = Delusions of Grandeur<br />
|nickname = dg<br />
|guild = Witches<br />
|type = Miscellaneous<br />
|desc = Dub an item so that it might become a [[magical talisman]].<br />
|GP cost = 100<br />
|mind space = 50<br />
|components = none<br />
}}</onlyinclude><br />
'''Delusions of Grandeur''' is a miscellaneous [[:Category:Witch spells|witch spell]] which turns an item into a [[magical talisman]], and allows it to be dubbed with a special name. <br />
<br />
__TOC__{{-}}<br />
==Acquisition==<br />
This spell can be learned at 150 levels of [[magic.spells.misc]]. It is taught by [[Granny Weatherwax]] and [[Aunty Ogg-San]].<br />
<br />
==Mechanics==<br />
<br />
===Dubbing===<br />
Once this spell has been cast on an item, that item is ready to be 'dubbed' with its own name, via one of the following syntaxes:<br />
<br />
{{prebox|dub <object> "<proper name>"<br />
<br />
dub <object> my <adjective> <object>}}<br />
<br />
The first syntax will eventually result in the object's name changing to the <proper name> specified. So, for example, dubbing a short sword "Harmless Stick" will change its appearance from<br />
<br />
{{prebox|Bob is holding a short sword.}}<br />
<br />
to<br />
<br />
{{prebox|Bob is holding Harmless Stick.}}<br />
<br />
The second syntax is used to gain the [[magical talisman|talisman]] benefit of this spell without visibly changing the object's name. It will add a line to the item's long description. For example, dubbing a short sword 'my shining sword' will add the line 'The short sword is a shining sword.' to the description. <br />
*At least one adjective must be added that the object does not already have. Failure will cause the dub command to be removed, requiring the spell to be cast on the object again. Fail message looks like: The <object short> wilts when it learns it isn't anything out of the ordinary after all.<br />
*Two adjectives can be used, and will be separated by 'and'. For example 'dub sword my shining sharp sword' will result in 'The short sword is a shining and sharp sword.' being added to the description.<br />
<br />
An item may be dubbed by anyone, not just the caster witch. In order to dub an item, the dubber must be carrying it.<br />
*The dubbed name cannot exceed 20 characters, including spaces. Trying to dub an object with a longer name will cause the delude to break.<br />
*The dubbed name cannot be solely the name of a player or a banished name (<code>finger <name></code>). However, it can include the name of any such.<br />
*Apostrophes are allowed, but hyphens are not.<br />
*While a dubbed name can be identical to the original item's name (e.g. "Black Backpack" for a black backpack), it will not be successfully pampered as such and will revert back to normal. However if you add a new word like "The Black Backpack" it can work.<br />
<br />
===Pampering===<br />
Once this spell has been successfully cast and the item dubbed, the [[magical talisman|talisman]] and any name change effects do not take place immediately. In order for these to happen, the item must first go through a substantial amount of ''pampering''.<br />
<br />
This is a process by which the fledgeling ego of the item is stoked up, until it eventually gains enough sentience to 'turn' into a proper talisman. Pampering may be done by anyone; it is not required that the caster witch be the one to do this.<br />
<br />
The pampering process requires:<br />
*Referring to the object by its new name. In the case of an object dubbed with a proper name, this is the new proper name. In the case of an object dubbed with the alternate syntax, this is "<adjective> <object>" as per the second dub syntax above. The object may be 'referred to' by:<br />
**Using ''any command'' with the new name.<br />
**Showing the item to people using the new name.<br />
***This is by far the fastest way to get to the final stage. You need a '''willing''' participant - you spam the show command and they spam the show accept command.<br />
**Speaking the item name in Morporkian<br />
***So far testing shows only the person holding it can pamper it so troll children,other players don't help at all,also other languages don't help,tester's spoken.morporkian was ~60 and it still worked.<br />
*Time. '''No matter how fast you get it to octarine haze, it will still take some time, probably at least a day up to about three days.'''<br />
**The amount of time required is variable, and probably depends on the type of object or material or something else like length of short name (the length of name probably doesn't make a difference, see [https://dwwiki.mooo.com/wiki/Research:Delusions_of_Grandeur Research]) or description, weight or coverage of the item.<br />
**Casual observations about the time it takes to get to the octarine haze stage might (or might not) indicate the following :<br />
***Plants, jewellery, containers and furniture seem to be pretty fast.<br />
***Clothing and armour seem to vary based on what they cover and/or weight or something else.<br />
***Scabbards seem to take a while, maybe like weapons, possibly less.<br />
***Weapons seem to take a very long time, often about three days.<br />
<br />
Note also that:<br />
*Showing an object is ''much'' more effective than just referring to it with less spammy commands.<br />
*The limiting factor on your item turning is almost certainly time, not the amount of referring.<br />
<br />
===Delusion line===<br />
<br />
A magic user can observe an item to see how strongly it has been referred to; the following are the stages of this process:<br />
# It has a faint octarine shadow about it that disappears if you look at it squarely.<br />
# It has a faint octarine shadow about it.<br />
# It has an octarine shadow about it that flickers occasionally out of the corner of your eye.<br />
# It has a flickering octarine shadow about it.<br />
# It has a flickering octarine haze about it.<br />
<br />
Note that the final stage will appear to take much longer than the others. This is normal. Do not panic and start a frenzy of showing this item to everyone you meet. Once again, the pandering process requires '''time'''.<br />
<br />
If you have the item in your inventory when it turns you can see the transformation:<br />
<pre><br />
The short leather miniskirt shudders suddenly and sharply. It flashes an intense octarine for just a moment and the shuddering subsides.<br />
</pre><br />
<br />
Once an item has turned into a talisman, the delusion line will be:<br />
* It has the hazy octarine sparkle of a magical talisman.<br />
<br />
===Deflation===<br />
If a dubbed item is left alone, it will ''very slowly'' lose its 'referral strength'. Eventually, this will cause it to leave its proto-talisman state and return to being an ordinary object.<br />
<br />
Witches can accelerate this process greatly by [[mock]]ing the object. The difficulty appears to be related to the stage the object is at, with higher stages requiring higher [[magic.methods.mental.cursing|cursing]] or [[magic.methods.spiritual.banishing|banishing]] or both. At higher stages multiple mocks may be necessary to shatter the delusion completely.<br />
<br />
==Casting==<br />
This spell costs 100 GP to cast, and requires 50 units of [[mind space]]. It may be cast on any non-living object that is not part of a continuous medium in the caster's inventory or environment.<br />
<br />
Note that this spell cannot be successfully cast on items which are already [[magical talisman]]s.<br />
<br />
===Skills===<br />
{{Spellcheck<br />
|guild=Witches<br />
|barsize=300<br />
|scale-min=100<br />
|scale-max=400<br />
|intervals=10<br />
|skill1=magic.methods.spiritual.divining<br />
|threshold-low1=122<br />
|half-life1=51<br />
|skill2=magic.methods.mental.convoking<br />
|threshold-low2=198<br />
|half-life2=37<br />
|skill3=magic.methods.physical.enchanting<br />
|threshold-low3=249<br />
|half-life3=30<br />
}}<br />
The following skills are used in the stages of this spell<br />
*[[magic.methods.spiritual.divining]]<br />
*[[magic.methods.mental.convoking]]<br />
*[[magic.methods.physical.enchanting]]<br />
<br />
===Components===<br />
No components are required to cast this spell.<br />
<br />
===Casting Messages===<br />
====Casting====<br />
<pre><br />
Carefully, so as not to startle it, you let your mind settle into <object> and slowly fade into the foreground of its awareness, getting a feel for the terrain.<br />
After sizing up what makes it tick, you begin to gather and direct the threads of your <object>'s thoughts towards things that have a certain innate power, like crowns, witches' broomsticks and kings' swords.<br />
You subtly manipulate the <object>, enchanting it with visions of grandeur and priming it to believe it could be such a talisman, too, if only people would Believe.<br />
</pre><br />
<br />
====Success====<br />
<pre><br />
Entranced, the <object> perks up and looks around for someone to Believe in its greatness.<br />
</pre><br />
<br />
====Already deluded====<br />
The small handwritten sign nods eagerly at you and gives you two metaphorical thumbs up.<br />
<br />
====Already a talisman====<br />
<pre><br />
The <talisman> glares imperiously at you as if to say, "Yes, yes, We are aware."<br />
The <talisman> sniffs haughtily.<br />
</pre><br />
<br />
====What others see====<br />
<pre><br />
<caster> turns <object> over slowly, considering it from all angles, then massages it gently with her fingertips.<br />
<caster> waggles her eyebrows at <object> then nods gravely at it, as if answering unspoken questions.<br />
</pre><br />
<br />
====Failure====<br />
Uses [[standard spell failures]].<br />
<br />
==See also==<br />
*[[Magical talisman]]<br />
*[[Mock]]<br />
*[[Granny Benedict's Bond of Loyalty]]<br />
*[[Delusions of Goodeur]], [[trick]] to help [[tm]] methods of Delusions of Grandeur<br />
*[[Delusions of Greateur]], [[trick]] to help [[tm]] methods of Delusions of Grandeur<br />
<br />
==External links==<br />
*{{Spellhelp}}<br />
*{{Focusteadb}}<br />
<br />
{{Navbox witches guild}}<br />
<br />
[[Category:Spells]]<br />
[[Category:Witch spells]]<br />
[[Category:Customization]]</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Research:Delusions_of_Grandeur&diff=60627Research:Delusions of Grandeur2021-02-14T22:15:20Z<p>PrINTer: </p>
<hr />
<div>==Spell stages==<br />
<br />
===Data===<br />
Merging Clover's old research with my own gives the following data:<br />
<br />
;Divining<br />
*''bonus'' - ''chance of success''<br />
*118 and possibly higher - 0<br />
*184 - 0.55<br />
*192 - 0.65<br />
*205 - 0.75<br />
*230 - 0.85<br />
<br />
;Convoking<br />
*0-198 - 0<br />
*204 - 0.05<br />
*207 - 0.15<br />
*215 - 0.25<br />
*220 - 0.35<br />
*260 - 0.75<br />
*277 - 0.85<br />
<br />
;Enchanting<br />
*0-250 - 0<br />
*255 - 0.15<br />
*264 - 0.25<br />
*270 - 0.35<br />
*274 - 0.45<br />
*284 - 0.55<br />
*292 - 0.65<br />
<br />
===Analysis===<br />
Curve fitting gives:<br />
<br />
;Divining: <br />
*Equation: Y = ln(X - 43.2) - 4.37<br />
*Error: 2.36%<br />
*Parameters: ''cutoff'' = 122, ''half-life'' = 51<br />
<br />
;Convoking:<br />
*Equation: Y = ln(X - 141.13) - 4.05<br />
*Error: 2.25%<br />
*Parameters: ''cutoff'' = 198, ''half-life'' = 37<br />
<br />
;Enchanting<br />
*Equation: Y = ln(X - 202.44) - 3.85<br />
*Error: 2.06%<br />
*Parameters: ''cutoff'' = 249, ''half-life'' = 30<br />
<br />
--[[User:Chat|Chat]] 18:10, 8 July 2009 (UTC)<br />
<br />
== Pampering ==<br />
<br />
This is the approximate amount of times a freshly deluded item has to get shown to another person who manually accepts the offer in order to get it to an octarine haze:<br />
* small paper packet ~50<br />
* rose rhodonite rings ~110<br />
<br />
While showing is certainly a quick and effective way to pamper your talisman, you will find that you can alias some of your more commonly used commands to simply locate the item. One such alias is alias score locate <deluded name>; score $*$<br />
<br />
== Turning ==<br />
<br />
Once your item has reached Octarine Haze, no amount of pampering will cause the item to turn faster. It takes a set amount of game time for the item to "Turn", this stage usually takes between 12 and 36 hours of play time. This time seems to be connected to the length of the items description as well as its names. That is not to say that you do not still need to pamper it. If you do not continue to pamper the item it can slip out of the Haze stage after awhile.<br />
<br />
Seven-fold oxhide shield took about 23 hours of playtime to turn. I locate-spammed it to haze very soon after the spell was cast. My vague memory seems to say my last floater delude, a custom ks buckler, took significantly longer. Some differences: The ks buckler was great deal much more expensive, about 1 pound lighter and had shorter description (129 characters as opposed to 383 of the oxhide shield). Probably meaningless but the deluded names were about the same length, 15 for ks shield, 13 for oxhide. -Marya<br />
<br />
I got two sea serpent fangs deluded at the same time, then I dubbed them almost at the same time (approximately 10 seconds between them). One of them was dubbed with a name that's 14 characters long (including one space) and the other with a name that's 11 characters long (including one space). Then I pampered them by adding "glance at <deluded name>" for each item each time I used my bury alias, basically they had exactly the same amount of pampering, at exactly the same time for the entire pampering process. They turned 10 seconds apart, in the order that they were dubbed. My conclusion: the length of the name makes no difference to how long an item takes to turn once they have been dubbed (as opposed to from when the pampering process begun, because in that case they would have turned at exactly the same time) --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 17:14, 14 February 2021 (EST)</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Talk:Wimpy&diff=60614Talk:Wimpy2021-02-13T09:24:51Z<p>PrINTer: /* Wimpy direction */ new section</p>
<hr />
<div>== wimpy affects xp? ==<br />
<br />
I don't think wimpy level (still?) affects XP.<br />
<br />
I've been killing the same NPC several times with wimpy 0%, then several times with wimpy 30%. The amount of XP gained was the same: 3,282 plus or minus 3 points. Tried with another NPC and got the same results.<br />
<br />
I kept other variables the same: my hp and armour at the start, no commands or magic used, same attitude, etc.<br />
<br />
---- I'm not sure if it's worth making a spreadsheet to back this up, but I've experimented by killing many dwarven warriors on the SUR (and other mobs) and found exactly the same thing, there's some small variation in the amount of XP gained, but it's in no way correlated to what the wimpy is set at, and in any case the difference is far too small. IMO wimpy appears to have no impact on XP gained from killing.--[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 04:13, 13 February 2021 (EST)<br />
<br />
== celestial anchor ==<br />
<br />
Does this ritual prevent wimpy? --[[User:Zexium|Zexium]] 14:36, 12 November 2010 (UTC)<br />
<br />
== Wimpy direction ==<br />
<br />
In my experience you always wimpy by exiting towards the direction you entered the room from, for example: If you move into a room to the south from the north, you will wimpy to the north. I have a hazy recollection that this may not have been true in the past as I seem to recall wimpying off a cliff and dying many years ago, and I didn't enter the room I wimpy'ed out of by climbing up the cliff. Can anyone else confirm this? (I haven't got enough HP at the moment to risk testing it out numerous times) --[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 04:24, 13 February 2021 (EST)</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Wimpy&diff=60613Wimpy2021-02-13T09:15:31Z<p>PrINTer: /* Disadvantages */</p>
<hr />
<div>'''Wimpying''' describes an automatic or involuntary departure from a combat, via the "backwards" exit by default. Wimpying is usually triggered when a player's health has fallen below a proportion of their maximum [[hitpoints]]. This level is referred to as a player's wimpy. Players and NPCs alike can wimpy.<br />
<br />
==Setting the wimpy level==<br />
A player can set their wimpy level either by using the 'wimpy' command, or through 'options combat'.<br />
<br />
The wimpy level can be set anywhere between 0% and 30%, and is displayed in the [[score]] command. If wimpy is set to zero, then this is displayed as being 'in brave mode'.<br />
<br />
==Operation==<br />
Whenever a player is hit and their current hitpoints are below the wimpy proportion, they will immediately and automatically attempt to leave the room. This has advantages and disadvantages.<br />
<br />
===Advantages===<br />
*Wimpying temporarily puts the player out of harm's way, potentially allowing them to escape and recover if they take further action.<br />
*In periods of heavy lag, an automatic wimpy may allow a player to escape from peril whilst they are unable to manually intervene with any surety.<br />
<br />
===Disadvantages===<br />
*Wimpy can be disorienting, as it causes a sudden and unexpected change of location; thus, it can sometimes be worse than a less timely, but better planned retreat.<br />
*Almost all NPCs will follow players who leave the room within a couple of seconds, thus the reprieve is temporary at best.<br />
*Some NPCs or players may [[pursue]], in which case wimpy will not remove the player from danger.<br />
*Wimpying may be fatal in and of itself if the exits are [[trap]]ped, enemies are waiting in [[ambush]], or the exit taken is off of a sheer drop.<br />
*If you wimpy into a room with aggressive npcs, you can end up wimpying back and forth between the two rooms, making it more difficult to run away properly (as opposed to accidentally fleeing to the room you just left).<br />
*Awarded kill [[XP]] is scaled down in proportion to the victor's wimpy level (so a wimpy of 10% results in 90% of the kill XP being awarded, for example). (This doesn't appear to be true now, see [https://dwwiki.mooo.com/wiki/Talk:Wimpy discussion])<br />
*Wimpying interrupts [[rituals]], potentially stopping you from passaging away, etc., at a vital moment.<br />
*Wimpy ends your combat when you flee, but does not affect those who are fighting you. A PK who is in combat with a mix of PKs and NPCs will die a real death if they wimpy from a PK and are then killed by an NPC. A player of over a year's experience gained in a 7 year period died their last death after running from an aggressive NPC, then taking unintended PK area effect spell damage which caused him to wimpy back to that NPC.<br />
<br />
==Forcing and preventing wimpy==<br />
Targets can be forced to wimpy (irrespective of their actual wimpy level) by:<br />
*Performing the [[Fear]], [[Horror]], or [[Terror]] rituals on them.<br />
*(If outside) Performing the [[Agoraphobia]] ritual on them.<br />
*(If in combat) Allegedly, performing the [[Demoralise]] ritual on them.<br />
*Casting [[Sorsalsean's Seismic Eruption]] on the room they are in. <br />
*Intoxicating them.<br />
<br />
Targets can be prevented from wimpying by:<br />
*A [[warrior]] [[guard]]ing exits against them.<br />
*A witch casting [[vines]] on them.<br />
*Casting [[Myrandil's Vicious Seizure]] on the room they are in.<br />
<br />
A failure to pull something from a [[black top hat]] can result in a feeling of paranoia which causes occasional wimpying.<br />
<br />
==See also==<br />
*[[Hit points]]<br />
*[[Monitor]]<br />
*[[Tactics]]<br />
<br />
==External links==<br />
*{{Helpdirhelp}}<br />
<br />
[[Category:Innate commands]]<br />
[[Category:Commands]]<br />
[[Category:Concepts]]<br />
[[Category:Combat]]<br />
[[Category:Options]]<br />
[[Category:Newbie_Guides]]</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Talk:Wimpy&diff=60612Talk:Wimpy2021-02-13T09:13:24Z<p>PrINTer: /* wimpy affects xp? */</p>
<hr />
<div>== wimpy affects xp? ==<br />
<br />
I don't think wimpy level (still?) affects XP.<br />
<br />
I've been killing the same NPC several times with wimpy 0%, then several times with wimpy 30%. The amount of XP gained was the same: 3,282 plus or minus 3 points. Tried with another NPC and got the same results.<br />
<br />
I kept other variables the same: my hp and armour at the start, no commands or magic used, same attitude, etc.<br />
<br />
---- I'm not sure if it's worth making a spreadsheet to back this up, but I've experimented by killing many dwarven warriors on the SUR (and other mobs) and found exactly the same thing, there's some small variation in the amount of XP gained, but it's in no way correlated to what the wimpy is set at, and in any case the difference is far too small. IMO wimpy appears to have no impact on XP gained from killing.--[[User:PrINTer|PrINTer]] ([[User talk:PrINTer|talk]]) 04:13, 13 February 2021 (EST)<br />
<br />
== celestial anchor ==<br />
<br />
Does this ritual prevent wimpy? --[[User:Zexium|Zexium]] 14:36, 12 November 2010 (UTC)</div>PrINTerhttps://dwwiki.mooo.com/w/index.php?title=Fighting.special.tactics&diff=60611Fighting.special.tactics2021-02-13T07:43:44Z<p>PrINTer: /* 301-350 bonus */</p>
<hr />
<div>{{Infonav skill<br />
|con=0<br />
|dex=0<br />
|int=3<br />
|str=0<br />
|wis=2<br />
}}<br />
'''Fighting.special.tactics''' is a skill which has a strong influence on how rapidly one is able to act in combat.<br />
<br />
==Commands==<br />
This skill is used in the following commands:<br />
*[[Berserk]]<br />
*[[Warcry]]<br />
*[[Abscond]]<br />
<br />
<br />
==Other uses==<br />
This skill affects the [[action points|action point]] cost of physically attacking or defending during combat.<br />
<br />
It also defends against the following:<br />
*The [[warcry]] command.<br />
*The [[feint]] command.<br />
*The [[Calm]] ritual.<br />
*The [[Fear]] ritual.<br />
*The [[Visions]] ritual.<br />
{{-}}<br />
<br />
==Primaries==<br />
The following groups have this skill as a primary:<br />
*[[Adventurers]]<br />
*[[Warriors]] - the following specialisations<br />
**[[Ankh-Morpork Palace Guard]]<br />
**[[Djelian Guard]]<br />
**[[Hunters]]<br />
**[[Imperial Guard]]<br />
**[[Klatchian Foreign Legion]]<br />
**[[Lancre Highland Regiment]]<br />
**[[Duchess Saturday's Musketeers]]<br />
**[[Samurai]]<br />
**[[Weapon Masters' Court]]<br />
<br />
==TM opportunities==<br />
<br />
===0-50 bonus===<br />
<br />
{| class="wikitable sortable" border="1"<br />
! Bonus !! Action taken<br />
|}<br />
<br />
===51-100 bonus===<br />
<br />
{| class="wikitable sortable" border="1"<br />
! Bonus !! Action taken<br />
|-<br />
| 69|| Fighting Excitable Pickpocket, ornate warhammer, neutral combat attitude<br />
|-<br />
| 75|| Fighting Stinking Vagabond, ornate warhammer, neutral combat attitude<br />
<br />
|}<br />
<br />
===101-150 bonus===<br />
<br />
{| class="wikitable sortable" border="1"<br />
! Bonus !! Action taken<br />
|-<br />
| 114|| Fighting a smiling traveller, Tachibo (one-handed), Neutral, Dodge, 21% burden<br />
|-<br />
| 129|| Fighting a Fang Bodyguard and Salesman, Blackened Wakizashi (x2), Neutral 7 Dodge, 15% burden<br />
<br />
|}<br />
<br />
===151-200 bonus===<br />
<br />
{| class="wikitable sortable" border="1"<br />
! Bonus !! Action taken<br />
|-<br />
| 174|| Fighting 3 drunken dwarfs, wielding 2 tree frog stilettos, offensive combat attitude<br />
|-<br />
| 181|| Fighting Streetwise Peddler (Lancre Town), unarmed, insane combat attitude, just prior to wimpying out<br />
|-<br />
| 192|| Absconding from a tired chorus girl, wielding 2 e-stils, neutral combat attitude<br />
|-<br />
| 195|| Warcry against old woman, wielding Klatchian Steel Sabre and stiletto, neutral tactics<br />
|-<br />
| 195|| Warcry against smirking thief, wielding rose-hilted long sword, neutral tactics<br />
|-<br />
| 196|| Warcry against old man, wielding rose-hilted long sword, neutral tactics<br />
|-<br />
| 196|| Warcry against rich beggar, wielding rose-hilted long sword, neutral tactics<br />
|-<br />
| 197|| Warcry against skinny Ephebian recruit, wielding rose-hilted long sword, neutral tactics.<br />
|-<br />
| 197|| Warcry against vulture, wielding rose-hilted long sword, neutral tactics.<br />
<br />
|}<br />
<br />
===201-250 bonus===<br />
<br />
{| class="wikitable sortable" border="1"<br />
! Bonus !! Action taken<br />
|-<br />
|209|| Resisting a battlecry off a fighter<br />
|-<br />
|209|| Casting tpa while fighting bandit camp bandit, neutral tactics, no floater<br />
|-<br />
|209|| Casting tpa while fighting bandit camp bandit, neutral tactics, no floater<br />
|-<br />
|217|| Fighting 3 little old ladies at once, neutral tactics, 28% burden.<br />
|-<br />
|226|| Fighting 4 (Sto Plains) bandits at once, insane tactics, 51% burden<br />
|-<br />
|235|| Resisting 'Fear' ritual from NPC priest, insane combat attitude<br />
|-<br />
|236|| Resisting warcry from a paranoid bull hippopotamus, attitude: offensive, response: neutral<br />
|-<br />
|240|| Warcry on a Dwarf Warrior, Offensive Tactics<br />
<br />
|}<br />
<br />
===251-300 bonus===<br />
<br />
{| class="wikitable sortable" border="1"<br />
! Bonus !! Action taken<br />
|-<br />
| 260|| Melee with a smiling traveller, offensive tactics, 12% burden<br />
|-<br />
| 278|| Resisting a warcry from a Genuan city guard<br />
|-<br />
| 280|| Warcry against disciplined soldier, neutral attitude<br />
|-<br />
| 296|| Resisting Visions from Rudolpho of Sek, defensive tactics, 13% burden.<br />
<br />
|}<br />
<br />
===301-350 bonus===<br />
<br />
{| class="wikitable sortable" border="1"<br />
! Bonus !! Action taken<br />
|-<br />
| 308|| Melee with Fighter on SUR, "You move more swiftly than you thought possible to defend yourself." 14% Burden<br />
|-<br />
| 325|| Warcrying a Sung samurai<br />
|-<br />
| 336|| Warcrying a mean mercenary<br />
|-<br />
| 339|| Warcrying a mean mercenary<br />
<br />
|}<br />
<br />
===351-400 bonus===<br />
<br />
{| class="wikitable sortable" border="1"<br />
! Bonus !! Action taken<br />
|-<br />
| 374|| Warcry from security guards in First Imperial Bank<br />
|-<br />
|}<br />
<br />
===401-450 bonus===<br />
<br />
{| class="wikitable sortable" border="1"<br />
! Bonus !! Action taken<br />
|}<br />
<br />
===451-500 bonus===<br />
<br />
{| class="wikitable sortable" border="1"<br />
! Bonus !! Action taken<br />
|}<br />
<br />
==See also==<br />
*[[Action points]]<br />
<br />
[[Category:Skills]]</div>PrINTer