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Alignment is the measure of how good or evil you are. This is of vital importance to priests (and of some importance to followers), since being too far out of alignment makes it impossible to performm rituals or even enter the advancement room.

Newbies still in Pumpkin Town can change their alignment by rescuing or drowning beetles in the priests' guild area. This is a good idea if you're planning to join the priests' guild, and you can almost get to ideal Pishite or Sekkite alignment this way.

Alignments for different deities

Each deity has a different range of alignments they would like their priests and followers to stay inside. You can check your alignment at any time with "score align" or "score alignment" ("score" by itself also contains this information)--this gives you a general indication of how good or evil you are, and tells you how happy (or not) your deity is with you. If you are in alignment, they will be "very happy" or "pleased" with you. If you're so far out of alignment as to not be able to perform rituals, they'll be "quite annoyed", or worse, "very angry" with you. If you're on the edge, they'll be "a little concerned" about you, and rituals may be more difficult.

Alignment is on a scale that goes from 50 good to 50 evil.

  • Pishe wants her worshippers to be at least 3 good ("good") and up, being concerned at 2 good ("barely good") and 49 - 50 good (the very high end of "extremely good"). Perfect alignment is around 25 - 26 good, or around the beginning of the "extremely good" range.
  • Gufnork wants his worshippers to be at least 3 good, but not more than about 11 - 12 good ("quite good"), being concerned at 2 good and 12 good. Perfect alignment is around 6 - 7 good ("quite good").
  • Gapp wants his worshippers to be at least 0 good (on the very slightly good side of "neutral", in other words) but not more than 6 good, being concerned somewhere in the "neutral" range and at 7 good. Perfect alignment is around 3 good.
  • Sandelfon wants his worshippers to be less than 2 evil or 2 good, being concerned at 2 good or 2 evil. Perfect alignment is around 0 good/evil.
  • Fish wants his worshippers to be between 0 (perfectly "neutral") and 2 evil, being concerned at 3 evil and less than 1 good. Perfect alignment is around 0 - 1 evil.
  • Hat wants his worshippers to be at least 2 evil, but not more than about 9 evil, being concerned at 1 evil and 9 or 10 evil. Perfect alignment is around 5 evil.
  • Sek wants his worshippers to be at least 3 evil and up, being concerned at 2 evil and 49 - 50 evil. Perfect alignment is around 26 evil.

Changing alignment

The most common way to change your alignment, either intentionally or unintentionally, is by killing things. In general, killing evil things makes you more good, killing good things makes you more evil, and killing neutral things moves you towards neutrality. Killing things with more extreme alignments moves you towards more extreme alignments, and works more quickly. There are, however, a few other ways:

  • Ritually burying corpses: Priests can use their ritual bury command to move their alignment more towards their ideal. This depends on faith.rituals.special.
  • Praying: Praying moves priests and followers towards ideal alignment. Prayer is more effective when further away from the ideal, and is also more effective with more faith.rituals.special.
  • Shattering holy relics: If you're more evil than your deity's ideal, then you can shatter a relic of a deity more evil than yours to become more good. Likewise, if you're more good than your deity's ideal, you can shatter a relic of a deity more good than yours to become more good. So, for example, a Pishite may shatter any non-Pishe relics to become more good (until going past ideal alignment) and a Sekkite may shatter any non-Sek relics to become more evil. A Gufnorkian would shatter Pishe relics to become less good, and relics of any other non-Gufnork deity to become more good.
  • Donating to priest newbie coffers: Donating priest items (holy relics, holy symbols, prayer books, prayer beads, and holy amulets) to a priesthood's newbie coffer moves you towards the ideal alignment of that deity. You can donate to priesthoods other than your own to good effect, but mind that it's possible to get out of alignment this way. This works best when you're not allowed to take things out of that coffer. The consecration of the item must match the coffer you're putting it in, and the amount that your alignment changes is roughly proportional to the cost of the item (hint: stolen items work).

Determining alignment

For yourself, you can get a fuzzy indicator of your alignment with your score. To see others' alignments, there are a variety of methods available.

Detect Alignment

Granted by Pishe, Sek, and Sandelfon, as well as to Sandelfon's followers, this ritual gives you a numeric indication of the target's alignment and is the most precise method. With lower skills, your result may be less accurate, but even then it seems to give you a result in the general area of the target's actual alignment.

See Alignment

Granted by Pishe and Sek, this ritual changes your vision so that when you see someone, their fuzzy alignment (the same as is shown in "score align") and their deity, if applicable, is shown after their name.


Performing Light on a target will cause them to glow in a colour that gives a general indication of their alignment. Green is neutral, or nearly so. The more towards the red end of the spectrum they glow (with crimson being the highest), the eviller they are, and the more towards the violet end of the spectrum they glow (with violet being the highest), the more good they are.

This ritual is pk-checked, as it can interfere with covert actions.

Red-hilted dagger

Hitting someone with a red-hilted dagger will cause the dagger to spout flames--black flames for evil creatures, white flames for good, and nothing for neutral or nearly neutral creatures. You can get, a "flicker", a "gout", or a "jet", with a flicker meaning 2 - 4 degrees, a gout meaning 5 - 15 degrees, and a jet meaning anything over 15.

External links