|This game is currently in development. There is no download or playable content as yet. All information is based on Developer Journals, the Kickstarter, and community discussions with developers.|
Non-Player Characters, NPCs for short, are the canonically intelligent (and ai-controlled) beings players interact with in Elyria, mostly comprised of the Children of Mann.
Types of NPCs[edit | edit source]
Not all types of NPCs have necessarily been disclosed yet, but the following four make up most NPCs by a large margin:
NPCs in the World[edit | edit source]
Soulbound has said they plan to seed the world with 100K characters per server, so the ratio of PCs to NPCs will depend on how many humans join the game. They estimate that at the start it will be closer to 30K humans and 70K NPCs, but that will change over time.
There will be NPCs who hold towns where no player has been, so that as the players explore new, uncharted lands they will encounter established communities. NPCs will also help fill out roles in player-run cities. NPCs can create quests for characters - for example, an NPC shopkeeper may have a contract available for a player to bring them supplies.
NPCs in CoE have attitudes and personalities. Depending on the situation they may or may not listen to you. The better your reputation with the NPC and how well you frame your request, the more likely they are to do as you ask.
- Players can attempt to hire NPCs, but depending on pay, the NPC can always refuse.
- Players will be able to issue commands to NPCs (including "kill on sight"), who may or may not comply.
NPCs will differ in strength & skill, but that won't necessarily be apparent (ie, no visible levels). As a result, players will need to evaluate who they hire using recommendations, tests, or reputation.
It is against the law (but still possible) to kill NPCs (or players), whether it is on your land or not.
NPC Family Members[edit | edit source]
Players may have children by completing a Child Contract with another player or a willing NPC. The resulting child will begin as a baby, and the player will watch the child grow and develop for their first 15 years. At age 15, the child is eligible to be designated as the player's heir.
Players can marry NPCs, though these marriages will have fewer advantages than marriages between players. "Wooing" the NPC will use the fame/reputation system, as well as mechanics such as giving/receiving gifts. Players cannot soul bind a NPC spouse.
If a player (during character creation) joins a family with NPC members, those NPCs will have codes that help control which other players can inhabit them.
- If both parents are NPCs, their NPC codes automatically become "locked" to that player. The player can share a locked code with friends, or use it themselves to become a Non-Traditional Character (NTC).
- If both parents are NPCs, the player can see the NPC codes for all siblings, and any nephews/nieces/cousins that have NPC parents. These NPCs are not "locked," however. Thus, the player can give out the code to friends but cannot prevent other players from taking over the NPC as a NTC.
- Players can lock the NPC codes for any children or grandchildren that are not the children of another player, in order to create a chain of inheritance. Locking one child will automatically lock its entire lineage.
NPC Death[edit | edit source]
NPCs suffer instant permadeath when killed, that is they are gone forever.
NPC children under the age of 15 cannot be killed and can only be incapacitated.
NPC permadeath will be changed in some way in the future, details unknown.
|“||So, while I can't give any details yet, please understand we're aware of the effect that bringing back NPC family members has on PvP, Griefing, etc... and we will have a solution for it at some point. Trust us to think carefully through the problem and not slap on something that doesn't make sense."||„|
|~ Jeromy Walsh, 'Caspian', Chronicles of Elyria Forums|
Notable NPCs[edit | edit source]
See: Lore Characters