NPCs
In Wildoria, NPCs (Non-Player Characters) include everything from friendly shopkeepers to deadly bosses. This section covers all interactive entities in the game world.
One Person, Many Doorways
The single most useful thing to understand about the city's residents is that who someone is and where they stand are stored separately.
- A definition is the person or thing itself: the blacksmith, the wolf, the iron rock. There are 129 of them.
- A placement is one spot in the world where that definition appears. There are over seven hundred.
So "the blacksmith" is one resident with six doorways, one per race town, and 60 of the city's residents stand in six or more places. They are not clones of each other; they are the same person, met wherever you happen to live.
This is why a contract can be written once and still work for everyone. A quest step that names a role rather than a specific doorway resolves to whoever holds that role in your town: 171 of the game's quest steps are written this way. See Race Based Quests for what that means for what you can and cannot repeat.
When a database entry lists several spawn locations, you are looking at one definition with several placements, not several NPCs with the same name.
NPC Categories
| Category | Description |
|---|---|
| Nodes | Spawner points for fish, bees, and other gatherable entities |
| Wildlife | Passive and hostile animals in the wilderness |
| Resources | Mineable rocks, harvestable plants, and gathering nodes |
| Plants | Farm life entities that grow through care, time, and harvest |
| Bosses | Powerful enemies with unique mechanics and rewards |
NPC Types
The game differentiates NPCs by their type:
| Type | Behavior | Examples |
|---|---|---|
| SPAWNER | Generates other entities | Fish Spawner, Iron Spawner |
| CREATURE | Living beings (passive or hostile) | Rabbit, Spider, Fire Elemental |
| RESOURCE | Gatherable static objects | Iron Rock, Herb Node |
| NPC | Interactive characters | Shopkeepers, Quest Givers |
Key Stats
All NPCs share common attributes:
| Stat | Description |
|---|---|
| Level | Determines difficulty and scaling |
| HP | Health points |
| Speed | Movement speed multiplier |
| Attack Damage | Base damage dealt |
| Attack Rate | Time between attacks (ms) |
| Reward XP | Experience given on defeat |
| Reward Coin | Currency dropped |
Resistances
Some NPCs have elemental resistances:
| Resistance | Effect |
|---|---|
| Fire | Reduces fire damage taken |
| Ice | Reduces ice damage taken |
| Poison | Reduces poison damage taken |
| Curse | Reduces curse damage taken |
| Holy | Reduces holy damage taken |
Check enemy resistances before engaging! Using the wrong damage type can significantly reduce your effectiveness.
Living World NPC Logic
Not every NPC in Wildoria is about combat. Some NPCs represent living world loops such as farming, gathering stations, and interactable machines.
These NPCs move through a staged flow:
- You interact
- You spend or use the required resource
- The world entity changes state
- Time passes (if growth is needed)
- You return for completion and rewards
This keeps progression readable for players while allowing different professions to share one consistent interaction style.