>Hope this totally clears things up...
>
>
>Alignment change tutorial
>------------------------------------------
>
>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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