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Sound effects

Contents

Victory cueEdit

A short "victory cue" will play when certain conditions are met.

  1. Player defeats a challenging monster
  2. Player defeats an impossible monster
  3. Player defeats a player
  4. Group defeats a challenging monster
  5. Group defeats an impossible monster
  6. Group defeats a player
  7. Player increases in craft skill
  8. Player crafts an exceptional item
  9. Player masters a skill
  10. Player fishes a difficult fish
  11. Player mines a rare yield
  12. Player wins a casual game
  13. Player kisses someone
  14. Player is thanked by an NPC

Cues will not occur within 15 seconds of each other

Distance soundsEdit

Sounds are meant to be carried over long distances to alert players. These sounds carry further than their ordinary counterparts.

  • Alarm bell
  • War drums
  • Trumpet

Musical instrumentsEdit

Musical instruments carry sound within the range of a room or building. They can be used with sheet music or memorization to create a song from a set of notes. They can also be played manually.

  • Bell
  • Horn
  • Flute
  • Violin
  • Drum
  • Xylophone
  • Viola
  • Cello
  • Lute
  • Pan pipes
  • Harmonica
  • Glass harmonica
  • Guitar
  • Banjo
  • Bass Guitar
  • Timpani
  • Triangle
  • Saxaphone
  • Ocarina
  • Bagpipes
  • Piano
  • Pipe Organ

Monster soundsEdit

Monsters use sounds based on their state, such as idling, talking, inspecting, or spotting an opponent. When an event takes place, the client uses the appropriate sound for that monster for that state, and does not play the same sound for a certain amount of time in order to prevent an echo effect from nearby monsters. An MPQ file can keep monster sounds, with monster type determining the appropriate sound for each state. Some monsters do not have a sound response for some states. Some monsters have up to eight different sounds for a state, chosen at random.

  • Idle
  • Interact with same type
  • Interact with tamer
  • Interact with object
  • Find food
  • Eat food
  • Spot target
  • Flee from target
  • Move to attack target
  • Attack target
  • Take critical hit from target
  • Fear
  • Run away
  • Die
  • Take damage from spell
  • Take status effect from spell
  • Cast spell
  • Hide
  • Sneak
  • Suspicion of hiding player
  • Locating hiding player
  • Chasing hiding player
  • Throwing attack
  • Tossing
  • Being tossed
  • Defeating opponent
  • Vandalizing
  • Attacking building
  • Attacking object
  • Commanding others
  • Yelling to others
  • Alerting others
  • Training others
  • Telling others of suspicious evidence
  • Telling others of suspicious noise
  • Having an item stolen
  • Having a building attacked or vandalized

LanguageEdit

NPCs and intelligent monsters may use phrases or words to describe events. While English is used for human NPCs, intelligent monsters can use made up words and phrases to refer to certain actions. If the action is recognizing a fire, then a human can yell "fire" while a monster can scream or yell a word for fire based on the monster type.

Example:

Conversation, meaning:

ID Type Meaning Human Monster
1 Conversation Suspicious noise
Guard (1): I thought I heard something
Guard (2): What was that?
King: Did you hear something?
Peasant: Who's there?
Peasant (2): What the?
Orc (1): Grah?
Troll (1): Unglah.
Wolf: Nrrr.
Spider: (worried screaching)
Ghost: (worried wailing)
2 Comment Spotting food when hungry
Wolf: (whine)
Dog: (whimper)
Bear: (low grumble)
Orc: Grayshalaya
Troll: Nogrokshnarl

StealthEdit

Intelligent monsters and NPCs can use stealth recognition similar to the Thief series of games. This requires a detailed level of dialog and interaction between NPCs.

  • No acknowledgement: The NPC continues to perform functions around the player, converse with NPCs, idle, and continue routine.
  • Vague acknowledgement: Caused by mild visual or auditive disturbances, which prompts a "startled" dialogue or comment.
  • Definite acknowledgement caused by significant visual or auditive disturbances which causes the NPC to enter "search mode."
  • Definite acquisition: Triggered by visual on the fully lit player, or face-first contact with a player regardless of the light level), prompting a direct attack.

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