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Alignment System

Core SystemsSimplified Chinese availableV0.9.6.0
Guide noticeThis page contains gameplay and story spoilers and may describe mature systems.

The Alignment system tracks the moral weight of the player's choices across three independent counters: Good, Evil, and Neutral. Every choice in plots, search encounters, and certain dedicated actions can push one or more of these counters up.

Your effective alignment isn't decided by which counter is highest — it's decided by how far it leads the runner-up. Until one counter is at least 10 points ahead of the next, you remain Unaligned.

Alignment unlocks special endgame items and modifies how NPCs respond to you. It is a long-game system — designed to feel earned by the time you reach late-game content.

🧭 Quick Navigation

  • ⚙️ How It Works
  • 🎚️ Tiers and Naming
  • 🚫 Unaligned (and the Toggle)
  • 💕 Effect on NPC Relationships
  • 🎁 Endgame Items (Master Alignment Items)
  • 🪙 The Balance Scales (Friction Reducer)
  • 🐙 Cthulhu's Head (Evil NPC Bonus)
  • 📜 Ways to Gain Alignment
  • 🔄 Resetting Your Alignment
  • 💡 Strategy Notes
  • 🔗 Related Pages

How It Works

Three counters live silently on your character from the moment you start the game:

  • Good — Charity, mercy, protection of the vulnerable, virtuous choices.
  • Evil — Theft, cruelty, intimidation, selfish choices.
  • Neutral — Detachment, balance, pragmatism, refusing to take sides.

Each counter starts at 0. Counters can go both up and down, but they never drop below 0. Choices in plots, dedicated actions, and search encounters can each add (or subtract) points on one or more counters.

Your Effective Alignment

At any given moment, the game calculates your alignment with a simple rule:

  1. Find your highest counter.
  2. Subtract your second-highest counter from it. This is your lead.
  3. If your lead is less than 10 → you are Unaligned.
  4. If your lead is 10 or more → you are actively aligned to the top axis, at a tier based on the size of the lead.

So a player with Good 30 / Evil 20 / Neutral 5 has a lead of 10 → just barely Good. A player with Good 12 / Evil 11 / Neutral 6 has a lead of 1 → still Unaligned despite the choices made.

This is the most important thing to understand about alignment: you don't accumulate "an alignment" by adding points to one side. You accumulate it by pulling ahead of the other sides. Mixing your choices keeps you Unaligned indefinitely.

Tiers and Naming

Once your lead crosses 10, you enter the alignment ladder. There are ten tiers per axis. Each tier covers a 10-point lead range.

Lead Tier Evil Name Neutral Name Good Name
10–19 1 Mischievous Detached Kind
20–29 2 Selfish Impartial Honorable
30–39 3 Cruel Pragmatic Virtuous
40–49 4 Ruthless Balanced Noble
50–59 5 Sinister Centered Righteous
60–69 6 Wicked Steady Heroic
70–79 7 Malevolent Unswayed Saintly
80–89 8 Diabolical Equilibrium Exalted
90–99 9 Nefarious Harmonized Divine
100+ 10 Abyssal Eternal Celestial

Within each tier, the position is shown in parentheses — for example, Cruel (4) means a lead of 34. Position 0 (e.g. lead exactly 30) shows just the tier name. Position increments each time your lead grows by 1, and the tier name advances each time your lead crosses a multiple of 10.

The maximum visible tier is the 10th. Beyond a 109-point lead, the display caps but the underlying counter keeps growing — useful for buffer against future Neutralizer use.

Unaligned (and the Toggle)

There are two ways to be Unaligned:

  1. Natural Unaligned — Your lead is below 10. Mixed choices keep you here.
  2. Manual Toggle — In the Notebook (Page 8 — "Debug Variables"), there is an Unaligned Toggle button. Switching it on locks your status to Unaligned regardless of your counters.

The Manual Toggle is there for players who want to enjoy the story without worrying about alignment outcomes. While the toggle is on:

  • Your counters still tick up silently.
  • NPC relationship modifiers based on alignment are disabled.
  • You cannot trigger the alignment-locked endgame items.
  • Switching the toggle back off resumes normal calculation.

The toggle is the only way to fully opt out of the system. Resetting alignment to 0/0/0 makes you Unaligned by default, but choices going forward will start pulling you toward an alignment again.

Effect on NPC Relationships

Every NPC in the game has been deliberately assigned an alignment — Good, Evil, or Neutral. The split is roughly even across the cast, not weighted toward Neutral. When you take a relationship action with an NPC (Talk, Praise, Gift, etc.), the points you earn are adjusted based on how your alignments compare:

Your Axis vs. NPC Axis Effect
Same axis (e.g. both Good) +1 to minimum, +2 to maximum point gain
Opposite axis (Good vs. Evil) −2 to minimum, −1 to maximum point gain
Mismatch with neutral (one of you is Neutral, the other Good or Evil) −1 to maximum point gain

These modifiers apply whenever the player has an axis — i.e. you are not Unaligned. A Neutral player still gets the bonus when interacting with a Neutral NPC, and gets the mismatch penalty when interacting with a Good or Evil NPC.

The modifier is disabled entirely while the Unaligned Toggle is on, or while the player is naturally Unaligned (lead under 10).

Aligning yourself can therefore deeply affect which workers, lovers, and allies are easy or hard to grow close to. Picking the wrong alignment for a romance target makes every interaction slower; picking the right one makes every interaction faster.

Endgame Items (Master Alignment Items)

The system's biggest payoff is access to three exclusive endgame weapons/armors — one per axis. Each requires reaching the top tier (lead 90+) of its axis AND being In Love with the relevant NPC.

Axis Item NPC Effect
Good Helmet of Immortality Seraph (Future) Prevents one lethal heavy blow (250+ damage), recharging after 10 rounds
Evil Hell Fire Lillian (Medieval) +10% physical damage, +50% fire magic
Neutral Shield of Balance Azariel (Brothel Secret Room) −15% damage taken from all enemy attacks and spells

Reaching tier 9 in an axis requires a 90-point lead — a long road that involves committing to one axis early and consistently making aligned choices throughout the game. Once you acquire an item it stays in your inventory permanently and its effect remains active forever, regardless of any later changes to your alignment. This means a determined player can, over a very long playthrough, grind alignment back and forth between axes and collect all three items — each one once obtained never goes away.

A separate plot for each of Seraph and Lillian — The Eternal War — also auto-triggers once you are Friend level with that character. This plot lets you commit to a side; choices reward +1 alignment like any other plot choice, but the real value is the symbolic decision and the relationship points with the NPC. (There is no Azariel version of The Eternal War.)

The Balance Scales (Friction Reducer)

The Balance Scales is a key item earned through Kupie's Love Training. It softens the alignment relationship modifier in your favor:

  • Same axis — +1 additional to minimum (compatibility bonus is even bigger).
  • Mismatch with neutral — +1 to maximum (mismatch penalty cancelled).
  • Opposite axis — +1 to maximum (opposition penalty partially cancelled).

The Balance Scales raises the minimum floor in the same-axis case (a real boost to the average gain), and cancels the maximum-roll penalty in both the mismatch and opposite-axis cases. It's the recommended pickup if you've committed to an alignment but still want to romance NPCs on other axes.

Draculas Ring (Matching Alignment Bonus)

Draculas Ring is a key item that rewards matching the NPC's alignment. When your active alignment axis matches the NPC's alignment, it adds +1 to the maximum possible relationship points for that action.

This only applies when the player has an active Good, Neutral, or Evil axis. It does not apply while the Unaligned Toggle is on or while the player is treated as Unaligned by the alignment system.

Cthulhu's Head (Evil NPC Bonus)

Cthulhu's Head is a separate key item that affects how relationships scale with Evil-aligned NPCs. Whenever you take a relationship action with an NPC whose alignment is Evil, owning Cthulhu's Head adds +1 to the base relationship points before any other modifier runs.

The bonus respects the Unaligned Toggle — switching the toggle on disables it. The NPC's alignment is what matters here, not yours; you can be Good, Neutral, Evil, or Unaligned (by lead) and the bonus still applies as long as the toggle is off.

Ocean Fragrance (Neutral NPC Bonus)

Ocean Fragrance is a key item sold at Shelly's Gift Shop on Sirena Isle (60 sea shells). Whenever you take a relationship action with an NPC whose alignment is Neutral, it adds +1 to the maximum possible relationship points for that action.

Like Cthulhu's Head, it keys off the NPC's alignment, not yours — it works even while you're Unaligned, and no toggle affects it.

Ways to Gain Alignment

Alignment is sourced from four different systems. The most reliable points come from dedicated daily actions; the rest come from story choices and random encounters.

1. Daily Alignment Actions

Each of these actions is once per day. They live at specific locations across the eras and are the primary way to build up alignment intentionally.

Action Location Effect
Pray Monk's Temple Training Hall (Medieval — Village Outskirts) 25% chance: +1 Good
Meditate Mystic's Meditation Grove (Medieval — Village Outskirts) 25% chance: +1 Neutral
Volunteer City Hospital (Uptown) — Present Always: +1 Good
Neutralizer Cognitive Optimization Academy (Future Prime Sector) Always: −1 Good, −1 Evil, +1 Neutral
Steal Supplies Village Market (Medieval — Village Outskirts) 25% chance: +1 Evil (also random ingredients)
Steal Valuables Exotic Goods Merchant (Medieval — Kings Demesne) 25% chance: +1 Evil (also Valuables)
Steal Coins General Goods Store (Medieval — Kings Demesne) 25% chance: +1 Evil (also gold)
Pickpocket Crowd Bards Guild (Medieval — Kings Demesne) 25% chance: +1 Evil (also gold)
Pickpocket Warriors Fighters Guild (Medieval — Kings Demesne) 25% chance: +1 Evil (also gold)

The five theft actions require:

  • 10 Thieves Guild clout (so you must be a guild initiate)
  • Sleight of Hand skill (taught by Sabrina in the Present)

Each theft action also has a 25% independent chance to award +1 Thieves Guild clout on success — a small bonus reason to rotate through them.

A few additional actions outside the daily set also push alignment:

  • Steal Chocolate Bar — Corner Convenience Store (Present Uptown). A one-time-ever action that guarantees +1 Evil along with +1 Rogue and a chocolate consumable.
  • Sensei (work) — Dojo (Present), via the Martial Artist proficiency. 15% chance of +1 Neutral on each shift.

2. Plot Choices

Many plots present choices that explicitly award alignment. Common patterns include:

  • "Wait for cops" / "Defend the weak" / "Side with angels" → Good
  • "Stay neutral" / "Defuse situation" / "Walk away" → Neutral
  • "Intimidate" / "Side with rachel" / "Side with demons" → Evil

Each such choice grants +1 of the matching axis. Within a single plot only the last choice you commit to counts — re-rolling the plot with the R-restart system revokes the prior award and applies the new one. Story Beat 10 and onward increasingly weave in alignment options.

3. Search Encounters

Random encounters during the Search action — drunks in alleys, lost nobles, traveling bards, pickpocket targets — frequently offer choices that carry a chance (often 25%, but it varies per encounter) to award +1 of the appropriate axis. They add up over a long playthrough but aren't reliable on their own.

4. Dungeon Scenarios

Many dungeon scenarios — especially on floors 1-35 — present a three-option choice where each option commits to a different axis and awards +1 alignment along with its other rewards. The deep Void floors (36-40) include rarer encounters that can shift alignment more dramatically, including one that grants +5 to one axis and -5 to the other two at once.

Resetting Your Alignment

A crystal-purchased action — Reset Alignment (3 crystals) — is available at Azariel's Secret Room in the Brothel. Using it sets all three counters back to 0. This is permanent for the current alignment state but doesn't lock you in: choices going forward will start pulling you toward an alignment again.

The reset is the only way to undo accumulated alignment without using the Neutralizer repeatedly (which only chips away at Good and Evil while pushing Neutral up).

Strategy Notes

  • Pick a direction early. The relationship modifier compounds across the entire game. Picking Good in the early prologue and sticking with it will produce a Divine player by mid-to-late game with no effort beyond just playing.
  • Daily actions are the backbone. Volunteer at the hospital every single day. It's the fastest reliable way to push Good. Use the steal actions daily for Evil. Pray/Meditate are extra 25% boosts that compound over months.
  • Reach tier 9 (or higher) before going for the endgame item. A lead of 90+ is required. Pushing into tier 10 (lead 100+) also qualifies. Stay focused — every choice that pushes a counter you don't want is a step backward.
  • Watch your NPC roster. Some of your favorite romance targets may have an alignment that clashes with your chosen direction. The Balance Scales (from Kupie) heavily reduces friction.
  • Use the Notebook to monitor live values. Page 8 ("Debug Variables") shows your raw counter values and the Unaligned Toggle. Check it whenever you want to confirm progress.
  • All three master items can stack. Once you obtain an item it stays in your inventory permanently and its effect never expires. A determined long-term player can switch alignments via Neutralizer/Reset and grinding, eventually collecting all three.
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