Keyboard shortcuts

Press ← or → to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

Alignment

Every character stands somewhere between good and evil, and what you do moves you along the way. Behind it is a score from −1000 (as evil as can be) to +1000 (as good). The game never shows the score. The character screen (@) and the summary at character creation name your band instead, one of seven words.

BandScoresWhat it means
Saintly+750 to +1000A beacon of goodness: good shopkeepers ask you less, and the evil scorn you.
Good+400 to +749Righteous and steadfast: the evil scorn you.
Kind+150 to +399Kind-hearted: you do more good than harm.
Neutral−149 to +149Neither good nor evil: you go your own way.
Callous−399 to −150Hard-hearted: what others suffer is no concern of yours.
Evil−749 to −400Evil: the good scorn you, and their shopkeepers ask you more.
Wicked−1000 to −750Utterly wicked: the good scorn you, and their shopkeepers ask you much more.

Where you start

Your class sets where you start. Paladins start Good, thieves and witches Callous, and everyone else Neutral.

Your race leans you a little. Elves and halflings lean a little toward good, and half-orcs a little toward evil, never far enough to change a band on their own. The evil races, though, start on the evil side: goblins, kobolds, lizardfolk, and ratfolk Callous, drow and duergar Evil (see Races). So a goblin thief starts Evil, and a drow paladin Neutral.

Then the stars nudge you. The animal of your birth year adds to the score (the Alignment column on the Horoscope page):

AnimalAdds
Unicorn+100
Griffin, Phoenix, Wyvern+50
Kraken−50
Basilisk, Manticore−100
the others0

It is small, but near an edge it decides the band. An elf wizard born under the Unicorn starts Kind (+150). A paladin starts Good under any animal unless their race is one of the evil ones. A half-orc paladin born under the Manticore or the Basilisk starts at +400, just Good.

The summary shows the band you start in. The table below is before the stars.

ClassDrowDuergarDwarfElfGnomeGoblinHalf-elfHalf-orcHalflingHumanKoboldLizardfolkRatfolk
AristocratEvil (−450)Evil (−450)Neutral (0)Neutral (+50)Neutral (0)Callous (−200)Neutral (0)Neutral (−50)Neutral (+50)Neutral (0)Callous (−200)Callous (−200)Callous (−200)
AsceticEvil (−450)Evil (−450)Neutral (0)Neutral (+50)Neutral (0)Callous (−200)Neutral (0)Neutral (−50)Neutral (+50)Neutral (0)Callous (−200)Callous (−200)Callous (−200)
BardEvil (−450)Evil (−450)Neutral (0)Neutral (+50)Neutral (0)Callous (−200)Neutral (0)Neutral (−50)Neutral (+50)Neutral (0)Callous (−200)Callous (−200)Callous (−200)
BerserkerEvil (−450)Evil (−450)Neutral (0)Neutral (+50)Neutral (0)Callous (−200)Neutral (0)Neutral (−50)Neutral (+50)Neutral (0)Callous (−200)Callous (−200)Callous (−200)
CommonerEvil (−450)Evil (−450)Neutral (0)Neutral (+50)Neutral (0)Callous (−200)Neutral (0)Neutral (−50)Neutral (+50)Neutral (0)Callous (−200)Callous (−200)Callous (−200)
CraftspersonEvil (−450)Evil (−450)Neutral (0)Neutral (+50)Neutral (0)Callous (−200)Neutral (0)Neutral (−50)Neutral (+50)Neutral (0)Callous (−200)Callous (−200)Callous (−200)
DruidEvil (−450)Evil (−450)Neutral (0)Neutral (+50)Neutral (0)Callous (−200)Neutral (0)Neutral (−50)Neutral (+50)Neutral (0)Callous (−200)Callous (−200)Callous (−200)
MerchantEvil (−450)Evil (−450)Neutral (0)Neutral (+50)Neutral (0)Callous (−200)Neutral (0)Neutral (−50)Neutral (+50)Neutral (0)Callous (−200)Callous (−200)Callous (−200)
PaladinNeutral (+100)Neutral (+100)Good (+550)Good (+600)Good (+550)Kind (+350)Good (+550)Good (+500)Good (+600)Good (+550)Kind (+350)Kind (+350)Kind (+350)
PriestEvil (−450)Evil (−450)Neutral (0)Neutral (+50)Neutral (0)Callous (−200)Neutral (0)Neutral (−50)Neutral (+50)Neutral (0)Callous (−200)Callous (−200)Callous (−200)
RangerEvil (−450)Evil (−450)Neutral (0)Neutral (+50)Neutral (0)Callous (−200)Neutral (0)Neutral (−50)Neutral (+50)Neutral (0)Callous (−200)Callous (−200)Callous (−200)
ThiefEvil (−650)Evil (−650)Callous (−200)Callous (−150)Callous (−200)Evil (−400)Callous (−200)Callous (−250)Callous (−150)Callous (−200)Evil (−400)Evil (−400)Evil (−400)
WarriorEvil (−450)Evil (−450)Neutral (0)Neutral (+50)Neutral (0)Callous (−200)Neutral (0)Neutral (−50)Neutral (+50)Neutral (0)Callous (−200)Callous (−200)Callous (−200)
WitchEvil (−650)Evil (−650)Callous (−200)Callous (−150)Callous (−200)Evil (−400)Callous (−200)Callous (−250)Callous (−150)Callous (−200)Evil (−400)Evil (−400)Evil (−400)
WizardEvil (−450)Evil (−450)Neutral (0)Neutral (+50)Neutral (0)Callous (−200)Neutral (0)Neutral (−50)Neutral (+50)Neutral (0)Callous (−200)Callous (−200)Callous (−200)

What moves you

Deeds move you. The further along a way you already are, the less each deed that way moves you. A saint’s next good deed counts for little, and small kindnesses alone never make anyone a saint. A deed the other way counts in full, so a fall is quick and a climb back is slow.

Exactly: a deed in the direction your score already leans moves it by its worth × (1000 − |score|) / 1000, rounded toward 0. At +500, a good deed worth +10 moves you +5; at +950, not at all. A deed the other way, or from 0, moves it by its whole worth. The score never passes −1000 or +1000.

DeedMoves youWorth
Killing a good creature that is not hostile to youvery strongly evil−150
Killing a neutral creature that talks and is not hostile to youstrongly evil−100
Killing an evil creature that is not hostile to youstrongly evil−100
Killing a beast that is not hostile to you (hunting)nothing0
Killing an evil creature that is hostile to youa little good+10
Killing a neutral creature that is hostile to younothing0
Killing a good creature that is hostile to younothing0
Attacking a shopkeeper who trades with youstrongly evil−100
Leaving a shop with goods you have not paid for, or stealing unnoticedstrongly evil−100
Paying a shopkeeper what you owea little good+5
Eating one of your own race, or a peaceful creature who talksvery strongly evil−200
Eating a keeper’s corpse and taking its profane giftsvery strongly evil−300
Consecrating a cursed or draining placesomewhat good+20
Praying at a good forgotten altar (gold glow)a little good+5
Praying at an evil forgotten altar (red glow)a little evil−10
  • Killing. It matters whether someone meant you harm. A creature is hostile to you if look mode says so. One that is not, such as the peaceful folk of the hall, means you no harm. Beasts that do not talk (deer, rats, bats) may be hunted without a stain. Only your own kills count, and those of a wound you dealt.
  • Shops. Attacking a shopkeeper who trades with you is evil, and so is walking out with what you have not paid for. So is lifting something from anyone and getting away with it (see Stealing). Paying what you owe is a little good.
  • Corpses. Eating a corpse of your own race, or of someone who talks and meant you no harm, is very evil, fresh or rotten.
  • Quests that help someone are a little good; a dark errand would be evil.
  • Consecrating a cursed, draining, or haunted place is good. That is the priest’s and the paladin’s Consecrate; see Special rooms.
QuestGiven byCompleting it isWorthOffered to
A letter for the deepFactor Wulfruna little good+10anyone
A score and fiveWat One-Eyea little good+5anyone
Eleven floors downWat One-Eyea little good+5anyone
Fire in the deepFactor Wulfrunsomewhat good+25anyone
Grave goodsSister Hildsomewhat good+20anyone
Rats in the arenaOld hermitsomewhat good+20anyone
Rats in the barrowsReeve Leofricsomewhat good+15anyone
Taken under the hillGammer Wynflædsomewhat good+20anyone
The bard’s letterWandering barda little good+10anyone
The barrow’s heartReeve Leofrica little good+10anyone
The crystal guardianYsella the Bindera little good+10anyone
The fen minsterSister Hildsomewhat good+15anyone
The lost shaftFactor Wulfruna little good+10anyone
The moot’s answerHeadman Perana little good+10anyone
The wight of the barrowReeve Leofricsomewhat good+30anyone
Three applesGardenera little good+10anyone
Three levels downOld hermitsomewhat good+15anyone
WantedWat One-Eyea little good+10anyone
What the water keepsSister Hildsomewhat good+30anyone

Nothing else moves you. When you cross into another band you feel it (“You feel righteous.”, “You feel your righteousness waver.”). Smaller moves you do not notice.

What it changes

People. Good folk turn cold to an Evil or Wicked character. They answer with a cold word instead of their greeting and their talk, though they still offer you their quests. Evil folk would do the same to a Good or Saintly one. Some quests are offered only to those of the right alignment.

Shops. Every shopkeeper is good, and their prices follow your band. The prices you see already include it:

BandA good shopkeeper’s pricesIn your favour
Saintlya little lower+10 %
Evila little higher−10 %
Wickedmuch higher−20 %
Any otheras for anyone0 %

Holy gifts. No class, talent, or ability is barred by your alignment, and nothing you have is taken away when it sinks. But the holy gifts work only for the good side. Used by anyone else, they are still used and take the time of a cast, but do nothing: no healing, no blow, no light, no consecration, and no cooldown, zeal, or mana spent. Putting your holy light out always works.

Zeal. Any deed that moves you toward evil empties a paladin’s zeal at once (“Your zeal deserts you.”). It bars nothing: the pool fills again.

AbilityWorks for
Banishing smiteKind or better
Branding smiteKind or better
ConsecrateNeutral or better
Holy radianceKind or better
Lay on handsKind or better
SmiteKind or better
Wrathful smiteKind or better

You cannot see whether creatures are good, neutral, or evil; you learn it from how they behave. Magic (mana) does not care where you stand.

See also: Races, Prayer, and Profane gifts.