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....·····.....·····/ \·····.....·····.... · . . · · . | Help on: alignment | . · · . . · ····.....·····.....\ /.....·····.....···· For help on the alignment command, type HELP ALIGNMENT. Note: Primarily Paladins, Clerics, Deathknights, and Liches must be concerned with alignment. --------------------------------------------------------------------------- Every player and monster on the mud has what is called alignment. It ranges from being evil to neutral to good. A players alignment in the game changes depending on the monsters you fight. Monsters also range from evil to neutral to good alignment. Being under the know-aura spell (HELP KNOW-AURA) allows you see what a monster's alignment is. For example, if the monster is of blood red, red, reddish or pinkish aura, that means the monster is of evil alignment. Neutral monsters (neither evil or good) are of a grey aura, while good monsters are from light blue, to bluish, to plue, to royal blue. The deeper the aura of the monster, the more evil or good it is. Monsters of a blood red aura will change your alignment towards being good moreso than those having a pinkish aura. Some classes must remain a certain alignment, or their abilities wane. For example Aramon clerics are supposed to remain evil, therefore the player would always try to attack monsters of a good alignment (light blue -> royal blue). A paladin on the other hand, must remain good so they should kill monsters of evil alignment (pinkish -> blood red). Alignment changes can also be explained by using numbers where -1000 is the most evil you can become and 1000 is the most good. -118 to 118 represents being of neutral alignment: -1000 -118 to 118 1000 Evil Neutral Good Colors order of alignment: blood red --> red --> reddish --> pinkish --> grey <-- lightblue <-- bluish <-- blue <-- royal blue As well, certain items have auras which will also be shown while under the know-aura spell. If the item has a red aura (like a sacrificial knife) then only those who are of evil alignment can wield it. If you're using ANSI colors and your alignment changes, your status prompt (HP/MP) will change accordingly. Red prompt means you are evil, white/grey is neutral, and a blue prompt means you're good. Should Be Evil: Clerics of Aramon Clerics of Arachnus Deathknights Liches Should Be Neutral: Clerics of Ares Clerics of Jakar Clerics of Gradius (or light blue) Should Be Good: Clerics of Enoch Clerics of Linothan Clerics of Mara Clerics of Kamira Paladins