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    .  .      .  .  |      Help on:  alignment       |  .  .      .  .  
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For help on the alignment command, type HELP 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,
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 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. -100 to 100 represents
being of neutral alignment:

-1000                    -100 to 100                   1000
Evil                       Neutral                     Good

Colors order of alignment:
   blood red --> reddish --> pinkish
   grey
   lightblue --> bluish --> 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. Most classes should try not to be either too evil or too good, unless they
are meant to be one way or the other. For example, clerics of aramon, death
knights and liches are meant to stay as evil as possible, while paladins and
clerics of enoch are meant to stay good. For the rest of the classes, it's best
not to stray too much from being neutral, or your spells/abilities might be
affected.

