Author:
A Shining Face
[Edit]
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Date Posted: 16:33:34 10/15/04 Fri
Hope this totally clears things up...
Alignment change tutorial
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Arctic has 10 different alignments,
GL = Good Lawful
GC = Good Chaotic
GN = Good Neutral
NG = Neutral Good
NL = Neutral Lawful
NC = Neutral Chaotic
NE = Neutral Evil
EN = Evil Neutral
EL = Evil Lawful
EC = Evil Chaotic
It's possible to move through the alignment system, but only one step at a time.
GL <-> GC <-> GN <-> NG <-> NL <-> NC <-> NE <-> EN <-> EL <-> EC
Thus, a NG rolled char can become GN or NL, depending on which direction
their 'soul' is moving. This is revealed with 'know alignment'
xxx has a strong white aura around his soul. <- Char is leaning towards good
xxx has a grey aura around his soul. <- Neutral
xxx has a strong black aura around his soul. <- Char is leaning towards evil
The trick then is to track down the alignment changer of the sphere you're trying
to move into. They are listed here:
GL = A priest of Paladine has a pure soul, with good intentions. (Near Palanthas clerics guild)
GC = A disciple of Habbakuk's soul is in turmoil, but it is yet pure. (NW corner of Kalaman park)
GN = A monk of Majere's soul shines slightly with elements of purity. (SE corner of Solace reading room)
NG = A disciple of Chislev's soul shines slightly with elements of purity. (East of Caergoth, off of highway)
NL = A young disciple of Shinare has a balanced soul. (Outside W gate of Tarsis)
NC = A priest of Gilean's soul is in turmoil, having no direction. (E side of Hopeful)
NE = A disciple of Sirrion's soul is slightly tinged with shades of darkness. (NE from Pasal in Newport)
EN = A withered servant of Morgion's soul is slightly tinged with shades of darkness. (2n of Balifor Thieve's guild)
EL = A dark acolyte of Takhisis has a dark soul, with dark intentions. (Neraka, southern part of temple)
EC = A servant of Hiddukel's soul is in turmoil, but it is yet dark. (Delphon, S from bank)
Note also the message revealed by 'know alignment' for each of these. These
can help determine a mob or chars alignment.
Race and Guild restrictions apply to which alignments a char can shift to.
Example: A Goblin can never be more good than NL, and a Ranger cannot move
from GN to NG or lower.
Gnome = GL <-> GC <-> GN <-> NG <-> NL <-> NC <-> NE <-> EN <-> EL <-> EC
Goblin = NL <-> NC <-> NE <-> EN <-> EL <-> EC
Half-elf = GL <-> GC <-> GN <-> NG <-> NL <-> NC <-> NE <-> EN <-> EL <-> EC
High elf = GL <-> GC <-> GN <-> NG <-> NL <-> NC <-> NE <-> EN <-> EL <-> EC
Hill dwarf = GL <-> GN <-> NG <-> NL <-> NE <-> EN <-> EL
Human = GL <-> GC <-> GN <-> NG <-> NL <-> NC <-> NE <-> EN <-> EL <-> EC
Hylar dwarf = GL <-> GC <-> GN <-> NG <-> NL
Kender = GL <-> GC <-> GN <-> NG <-> NL <-> NC <-> NE <-> EN <-> EL <-> EC
Minotaur = GL <-> GC <-> GN <-> NG <-> NL <-> NC <-> NE <-> EN <-> EL <-> EC
Theiwar dwarf = NL <-> NC <-> NE <-> EN <-> EL <-> EC
Wild elf = GL <-> GC <-> GN <-> NG <-> NL <-> NC <-> NE <-> EN <-> EL <-> EC
Barbarian = GL <-> GC <-> GN <-> NG <-> NL <-> NC <-> NE <-> EN <-> EL <-> EC
Cleric = GL <-> GC <-> GN <-> NG <-> NL <-> NC <-> NE <-> EN <-> EL <-> EC
Dark Knight = EN <-> EL <-> EC
Druid = GL <-> GC <-> GN <-> NG <-> NL <-> NC <-> NE <-> EN <-> EL <-> EC
Mage = GL <-> GC <-> GN <-> NG <-> NL <-> NC <-> NE <-> EN <-> EL <-> EC
Paladin = GL
Thief = GL <-> GC <-> GN <-> NG <-> NL <-> NC <-> NE <-> EN <-> EL <-> EC
Ranger = GL <-> GC <-> GN
Warrior = GL <-> GC <-> GN <-> NG <-> NL <-> NC <-> NE <-> EN <-> EL <-> EC
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