Player wiki noticeThis community-maintained page may contain gameplay, story, and mature-content spoilers.
对齐三个独立的计数器: 不错, 邪恶,以及 中立您的当前对齐取决于 你最高的柜台领先第二高不仅仅是你赚到的分数
对齐会影响关系点卷,光和暗咒破坏,太极奇技,以及获取三个主关键项。本指南在不披露主要故事结果的情况下解释当前的力学和准备。
如何运作
每个柜台开始于 0选择和行动可以提高或降低个人的计数器,但计数器永远不能低于0.
要找到您的活动对齐 :
- 寻找至高无上的善恶和中立
- 减掉第二高的计数器。 牵头.
- 领先 0–9 给 不对齐.
- 领先 10+ 给出主轴,其等级由该主轴决定。
| 好/ 邪恶/ 中立 | 铅 | 结果 |
|---|---|---|
| 30 / 20 / 5 | 10 | 不错,第1级: 温柔 |
| 12 / 11 / 6 | 1 | 不对齐 |
| 30 / 30 / 0 | 0 | 不对齐因为顶端的柜台是领带 |
| 100 / 20 / 0 | 80 | 很好,8级: 伟大的; 100 Good 单独不是十级对齐 |
| 0 / 0 / 100 | 100 | 中立,第10级: 永恒 |
添加到一个仍然位于跑步器下方的计数器不会立即改变你的领先。 提高跑步器即使最高的计数器保持不变,也能降低你的活跃级别。 切换轴通常需要关闭现有的缺口,然后建立新的领先 。
检查您的对齐
打开 注解本第8页——调试变量 原始数据 邪恶, 真中立,以及 不错 计数器和 不对齐切换此处“真正中立”是指中立计数器和轴线;它不同于 不对齐.
那个 灵魂的视觉 在关系屏幕上显示 NPC 校正图标。 Azariel 教会它 关闭朋友或更多,用于 1个晶体 基本培训时间: 120分钟. NPC的当前对齐决定了兼容性;像Friend或In Love这样的关系阶段是一个单独的值.
等级和命名
有一个 每轴10级。前9级中,每组领先10分,第10级以领先100分开始。
| 铅 | 级别 | 恶名 | 中性名称 | 不错的名字 |
|---|---|---|---|---|
| 10–19 | 1 | 邪恶 | 已卸载 | 温柔 |
| 20–29 | 2 | 自私 | 公正性 | 荣誉 |
| 30–39 | 3 | 残忍 | 实用 | 邪恶 |
| 40–49 | 4 | 无情 | 余额 | 贵族 |
| 50–59 | 5 | 锡斯特 | 居中 | 不错 |
| 60–69 | 6 | 邪恶 | 稳住 | 英雄主义 |
| 70–79 | 7 | 恶意 | 无摇摆 | 圣灵 |
| 80–89 | 8 | 糖尿病 | 平衡 | 伟大的 |
| 90–99 | 9 | 杂 | 统一 | 向导 |
| 100+ | 10 | 纵横 | 永恒 | 天体 |
括号内的数字是一层内的位置。 残忍(4) 邪恶的线索 34; 残忍 没有括号就意味着领先 30。第 10 级可以显示位置 0 - 9,显示上限为 纵横(9)., 永远(9),或 天体(9) 109或以上领先。
只有显示封顶。您的基础计数器可以继续增长。 级别内的位置不会增加基于等级的战斗奖金;当您到达下一个完整级别时, 奖金会改变 。
9级需要90分领先;10级需要100分领先. 主项事件需要9级或更高,而不是要求最后一级.
不对齐和切换
通过10以下的领先,或者通过手动设置笔记本,可以自然地变得不结盟. 不对齐切换到 ON。手动切换将覆盖活动对齐计算,而不删除您的计数器。
| 机械 | 自然不结盟 | 不对齐切换上 |
|---|---|---|
| 选择和行动引起的抗辩 | 继续更改 | 继续更改 |
| 良好/Evil/Neutral兼容性奖金或处罚 | 非活动 | 非活动 |
| 平衡尺度和德古拉 | 非活动 | 非活动 |
| 好光/ 邪恶黑暗级奖金 | 非活动 | 非活动 |
| 中立的台池级奖金 | 不活跃;学习的台池保留其基础5%/5% | 不活跃;学习的台池保留其基础5%/5% |
| 需要活动轴的主项目事件 | 无法启动 | 无法启动 |
| Cthulhus 恶性NPC的头奖 | 拥有的工程 | 已禁用 |
| 中立国家民警的海洋碎片奖金 | 拥有的工程 | 拥有的工程 |
| 已经拥有的盔甲、地狱火或平衡盾的被动效应 | 工作 | 工作 |
切换回切换 关闭 恢复从当前计数器中计算出的对齐。它不会恢复在切换时获得的更早的计数器总数或撤消点。
对NPC关系的影响
对于使用普通随机关系点计算法的相互作用,对齐调整 点数卷的最小和最大值。这些是滚动边界的改变,而不是每次颁发的固定奖金。
| 与 NPC 相对应的您活动轴 | 最小变化 | 最大变化 |
|---|---|---|
| 同轴:好/好、邪恶/邪恶、中立/中立 | +1 | +2 |
| 对面:善/恶或恶/善 | −2 | −1 |
| 中立与善或恶对齐,任意方向 | 无变动 | −1 |
| 玩家自然或通过切换不匹配 | 无兼容性更改 | 无兼容性更改 |
调整后的最低标准为: 1因此,惩罚不会自动将普通的成功互动变为负点滚动。每日限制惩罚和其他关系规则仍然分开。
例如,如果在兼容性之前的卷是 2–5,匹配对齐后将其更改为 3–7。善与恶将它改为 1–4 最小下层之后; 中性错配将其修改为 2–4。其他技能、最爱的数据、礼物和关键物品也可以改变原来的范围。
同样计算也用于情节奖励,明确要求随机化的关系点,有些完成奖励会增加一个平数,因此校对不会修改游戏中的每一个关系奖励.
关系关键项目
这些项目影响关系,而不在您自己的对齐计数器中添加点数。当条件适用时,其效果可以堆叠 。
平衡表
余额比额表,通过 Kupie的爱情训练,修改对您的主动兼容性:
| 兼容性 | 平衡表的额外效果 | 合并兼容性变化 |
|---|---|---|
| 相同的轴 | +1 最小值 | +2 最小,+2 最大值 |
| 好/反对 | +1 最大值 | -2 最小,无最大变化 |
| 中性错配 | +1 最大值 | 无最小或最大变化 |
它取消了两个不匹配案件中的最高滚动处罚,但 不取消−2最低处罚 对于 Good/ Evil 的反对。它不会在玩家未对齐时创建兼容性奖金 。
德古拉环
德古拉环 添加 +1 最大值 当您 活动轴匹配 NPC。它与普通匹配的奖金和平衡天平堆叠在一起。它没有匹配轴效果,而您是未对齐的。
戒指是卖的 Ruxandra的炼金店 (单位:千美元) 70个血球,与 25岁以上吸血鬼 需要解开它的报价。
铁胡斯头
铁胡斯头- 也称为Cthulhu头饰 +1到基本关系点 当NPC是 邪恶。这在最喜爱的Stat奖金、NPC的特殊技能乘数以及转换成随机范围之前应用;它不仅仅是+1的最大值。
你自己的轴线不必是邪恶的,它在自然而然地不结盟的同时起作用,而是 不对齐切换会禁用它。见 敦煌指南 对于周围的地牢系统 不需要这里的故事结果。
海洋断层
海洋断层 添加 +1 最大值 当NPC是 中立,不管您自己的轴线如何。它同样在自然不结盟和不结盟切换时起作用。
卖了 Shelly 锡雷纳岛的礼品店 (单位:千美元) 60枚海弹.
战斗中的对齐
主动善恶对齐改善匹配咒语损坏。主动中立对齐改善 泰姬,如果你已经知道技巧了. 即将到来的中立人不会自动教大池.
| 活动轴 | 分级福利 |
|---|---|
| 不错 | 轻魔法: 咒语的损坏计算,从 第1级+5% 改为 10级+50% |
| 邪恶 | 黑暗魔术: 咒语的损坏计算,从 第1级+5% 改为 10级+50% |
| 中立 | 太阴曰: 添加 每级3个百分点 损害百分比 |
Light/Dark奖金会改变正常损伤滚滚之前和后来的防御之前使用的咒语损伤。它不是每次攻击、Fire/Ice损伤、愈合或所有退回的损伤的奖金,只是因为反射是视觉魔法。
大池缩放
学太池有基地 5%的触发机会 反映 5%的损坏。中性地增加了这两个值;触发机会和反映的份额是两个单独的数字。
| 活动级别 | 好光/ 邪恶黑暗奖金 | 中立的泰姬机会 | 中性反映份额 |
|---|---|---|---|
| 没有活动对齐 | 无轴奖金 | 5% | 5% |
| 1 | +5% | 8% | 8% |
| 2 | +10% | 11% | 11% |
| 3 | +15% | 14% | 14% |
| 4 | +20% | 17% | 17% |
| 5 | +25% | 20% | 20% |
| 6 | +30% | 23% | 23% |
| 7 | +35% | 26% | 26% |
| 8 | +40% | 29% | 29% |
| 9 | +45% | 32% | 32% |
| 10 | +50% | 35% | 35% |
10级为35%的概率/35%的反射. 在成功的Proc上,反射部分会减少来袭的命中量,并通过敌人的损伤和部队场的处理被送回去,它不能保证反射,敌人的盾牌或遭遇规则可以限制返回的损害.
现在的战斗代码叫太池是普通敌人 伤害技能 和 网络攻击伤害技巧可以包括魔法效果,因此旧的“只有身体伤害”描述过于狭隘。它不能防止每一次特殊攻击、状态滴或百分比健康机械师。 战斗系统 为那些路径。
没有轴线是普遍最强的:好西装 Light 铸造,邪恶西装 Dark 铸造,中立西装使用 Tai-Chi 铸造。在选择时考虑你的学习技能、设备、对手和偏好的关系。
主对齐密钥项目
这三项活动都需要 第9级或以上的活动匹配轴(铅90+), 爱着相关的NPC,并访问事件位置。保留不匹配切换 关闭,输入位置,然后结束事件以接收其项目。
| 轴 | 关键项目 | NPC和触发位置 | 被动战斗效果 |
|---|---|---|---|
| 不错 | 头盔不朽 | Seraph — Seraph的三叠纪未来 弗林格区 | 准备就绪后,会遇到致命的重击并离开 1 卫生;以下详细限制 |
| 邪恶 | 地狱之火 | Lillian — Lillian的巢穴中世纪 德梅斯内国王 | +10% 物理损害, +50% 火魔法损伤 |
| 中立 | 平衡盾牌 | Azariel — 密室, Rose& Thorn, 中世纪 | 减少15% 在支援的敌人直接攻击/攻击破坏中 |
这些是 关键项目,在拥有时具有被动效果。它们不会占用你装备的武器、盔甲或宝石槽。它们的战斗检查并不要求您在接收后保持获取对齐,切换到Unagnation不会使其被动效果失效。一旦收集到,它们可以一起工作。
第9级要求意味着: 领先90分。例如,Good 90 / Evil 30 / 中立 0 仅领先 60 ,不与 Seraph 的大门相遇。
长冠不朽限制
头盔是一种保障措施,具体条件如下:
- 你一定有过 目前超过10人 在被击中之前
- 检查的击中一定是 至少250次损坏,现在仍然 在上述损害减少后致命.
- 头盔必须准备就绪: 10转冷却 激活后 开始新的战斗
- 激活时,损伤仅限于你目前的健康减1,离开 1 卫生.
- 主动力场通常会阻止这种头盔检查. 支持的攻击明确绕过场仍能到达.
更小的致命打击、已经达到10个健康水平的打击、被正常活动场吸收的破坏、或冷却过程中的打击,都不属于这些规则的范畴。 启动后愈合;它不会给予一般不可伤害性或消除超时损害效应。
地狱之火和平衡之盾
地狱之火的"火"奖金与"邪恶的黑暗"奖金分开. 火的奖金加在一起 火元素Talisman的+20%,用于合并 +70% 火灾奖金 其他作战修改剂分别适用。
平衡盾牌 乘以支持直接收到的损害 0.85。它不是对每一次资源损失、状态勾选或特殊损害下限的通用减少。在普通减少后,脚本最小损害攻击仍可强制降低自己的下限。
相关个人情况
Seraph和Lillian各有一个自动 永恒的战争 一旦您在他们自己的地点 朋友或更高级别。它绘制了选择奖+1 Good, Evil, 或 中立。这些事件不同于主项目事件; 一边不取代 90分领先和恋爱 门。他们的故事结果留给游戏。
实现对齐的方法
每日对齐动作
可以尝试下列行动: 每场比赛一天一次。失败的祷告、冥想或盗窃企图仍然使用这一动作的日常尝试;它会在第二天返回。这九项动作有不同的限制。
| 行动 | 地点 | 基本费用 | 对齐结果 |
|---|---|---|---|
| 中立器 | 认知优化学院——未来,第一产业. | 60分钟30个能源,30个平静; $200 | 保证d -1好, -1 邪恶,+1 中立 |
| 志愿人员 | 城市医院(上城)——现,上城. | 60分钟; 30 能量, 30 平静 | 保证d +1 不错 |
| 祈祷 | Monk的寺庙训练厅——中世纪,乡村外裙 | 30分钟 | +1的25%机会好 |
| 深思熟虑 | 神秘的冥想之园——中世纪,乡村脱衣舞 | 30分钟 | +1 的25% 机会 |
| 偷窃用品 | 乡村市场——中世纪,乡村外裙; 06:00–21:00 | 20分钟 | 独立 +1 的概率为25%即使抢劫失败 |
| 偷贵重物品 | 外卖商品——中世纪,德梅斯内国王; 06:00–21:00 | 20分钟 | 独立 +1 的概率为25%即使抢劫失败 |
| 偷钱 | 一般货物储存——中世纪,德梅斯内国王; 06:00–21:00 | 20分钟 | 独立 +1 的概率为25%即使抢劫失败 |
| 扒手群众 | 巴兹协会——中世纪,德梅斯内国王; 13:00–00:00 | 20分钟 | 独立 +1 的概率为25%即使抢劫失败 |
| 扒手战士 | 战士协会——中世纪,德梅斯内国王; 10:00–20:00 | 20分钟 | 独立 +1 的概率为25%即使抢劫失败 |
列出的费用是动作的基准值。正常位置访问和开放时间仍然适用。
偷窃要求和独立卷
所有五个日常盗窃行动都要求 盗贼协会 10+ 和 手戏,教学者 Sabrina他们的抢掠成功的机会 使用您的修改 流氓 STAT,每个动作上限 :
| 行动 | 闲置成功盖 | 抢劫成功 |
|---|---|---|
| 偷窃用品 | 90% | 1 -9 常见 和 1-3 稀有成分 |
| 偷贵重物品 | 75% | 1-4 价值 |
| 偷钱 | 85% | $10–50,加上随机的基于运气的奖金 |
| 扒手群众 | 85% | $10–50,加上随机的基于运气的奖金 |
| 扒手战士 | 85% | $10–50,加上随机的基于运气的奖金 |
那个 25%的+1机会邪恶独立于抢掠成功,因此失败的盗窃仍然可以授予邪恶点。 25%的+1 盗贼加盟圈圈的机会 只有在成功偷窃后才能推出。一个更高的 Rogue 数据库可以帮助抢掠和获取 Clout 卷;它不会增加单独的 25% Evil 卷。
其他行动
偷巧克力条时, 目前 Uptown 的角方便店,是一个 永远 动作。 20分钟 奖励 +1 邪恶、+1 流氓和 1 巧克力它不是一个可以重复的每日邪恶农场。
那个 老师 工作调动 下城的道场 有一个 15%的+1中性机率 当完成时,需要 30岁以上 和 武术家或所有行业的杰克运行 10:00–22:00,并具有 60分钟30 能量它的调整机会是一种工作转变效应,与每日的冥想极限不同。
绘图选择
选择明确映射到通常的坐标轴 +1到该轴。不是每个对话框选择奖对齐。发布的主要故事实例出现在Beats 10、48、50、53和55; 全 Story 击败 涵盖其进展,但不透露主要成果。
对于这些映射的选项, 游戏会跟踪每个图案一个当前对齐的奖项。如果您重新启动图案 R级 并选择另一个映射选择,它撤销了先前的点并应用了新的点。重复相同的映射选择不会堆叠对齐点。未映射的响应不是新的映射对齐奖。 Extras replay模式不授予现场对齐点.
搜索对接
搜索相遇可以提供滚动对齐的选择,通常 +1的25%机会和后果取决于遭遇,视之为额外机会,而不是每次搜索行动的保证结果;故事式的奖励和遭遇条件各不相同。
敦煌情景
Dungeon 情景选择可以直接添加对齐或滚动机会。您必须到达并解决资格分支; 拒绝碰面, 缺少付款/ 物品, 或没有提前的条件并不能保证裁决 。
- 更早的楼层: 直接添加一些对齐的情景选项 +1 到选定的轴。
- Void 楼层36-40: 许多合格选择名册 +1的50%。其他一些分支直接得分。现在增加了一个随机值班 +1到一个轴和−1到另一个轴零下楼
- 41–45层: 当前作者的对齐-滚动调用 +1 的100% 在它们的资格分支解析后 。 先前的 60– 80% 描述已经过时。 并非所有可用的选项都必然是一个不同的轴 。
- 最终深度46-50: 选中的相遇分支也授予对齐, 通常 +1这可不是每个房间的全程奖
见 敦煌岛 了解这些调整规则不需要主要场景结果。
重置对齐
选择 重置对齐 在 Azariel 时 玫瑰和汤恩的秘密房间费用 3 个晶体,则 0分钟,并打开显示当前计数器的确认。确认使用晶体和套件 好,邪恶,中立到0; 取消不执行重置。
在计数器已经是零时确认 仍然花在三块水晶上启用 保持当前对齐 关闭确认而不重置。
重设 不修改未对齐切换 或删除您的主密钥项。如果切换已关闭,则零计数器会自动取消对齐,直到新选择建立线索。如果打开,则保持手动不调整,直到关闭。
中立器 这是一个不同的、一天一次的选项:它减去1 Good和1 Evil,并增加了1 中性,计数器的下限为零。它使您转向中性,而不是将所有三个计数器恢复为零。
对齐极端进度
追踪器记得每个轴 其原始计数器曾经达到一个 100分领先编辑 对齐极端 圣塔姆奖赏记录了所达到的不同轴线,最多3个。
这使用原始的计数器铅,因此即使使用 Unaccessed Toggle ON 也可以录制100 点铅。 计数器仍然会阻断活动轴奖金和主项事件门。 重置计数器不会抹去记录的进度 。
对齐和终端优化
对于希望优化自身性格的玩家来说(不包括小霸王战斗,他们有自己的系统)以及希望收集所有三个关键物品的玩家来说,强烈建议他们最终成为中立者。虽然光明/黑暗魔法奖金是好的,但它们是情况性的,而泰姬触发机会和反映损害的奖金将永远有用。这是因为在与更强硬的敌人战斗时,你总是有机会反映身体伤害,但可能不会使用光明或黑暗魔法,从而使最大中性调和成为三个物品中最好的生存能力。对于希望收集所有3个关键物品和结束中立者的玩家来说,此处建议通过:
- 达到最大程度的好协调,并收集不朽之盔:迄今为止,它是长期战斗中生存能力最好的关键项目之一。
- 重置对齐并达到最大邪恶对齐:地狱之火是一个不错的密钥项,但这只是情势上的用处.
- 最后的重置可以达到最大中和度,并留在那里享受大池奖金。平衡之盾也是一个很好的存活力提升。
别忘了恋爱的要求 以获得关键项目,特别是 Seraph 和 Lillian 。 也就是说, 并不是每个玩家都想走这条道路, 完全没问题。每个人都以自己的方式享受游戏,但我至少想为那些想要优化游戏和战斗生存能力的人提供一个指南。
战略和解决问题
- 磨磨前检查一下跑步 对于主项,你的目标计数器必须至少是 最高点90不只是90个
- 向自己选择的回报进发 志愿者给出一个可靠的好点;中立者给出一个可靠的中立点,同时减少Good/Evil;盗窃在邪恶点每天提供数个机会.
- 有用时使用匹配的 NPC 。 Soul Sight 帮助识别兼容性,而平衡缩放会软化不匹配. 匹配轴是一个关系辅助,而不是每个浪漫的要求.
- 如果行动消失,请检查今天的尝试及其出入门. 失败仍然需要每日的对齐动作。 窃贼还需要 Clout 和 Sleit of Hand 。
- 如果主项场景没有开始,请检查活动轴,90点领先,In Love,精确的房间,并切换. 先前完成的项目活动不会重复授予第二个副本。 完成其他待定的场景, 并准备就绪后重新进入 。
- 如果太池比预期的要弱,则确认技能和活跃的中立级. 内层位置不另加3%; 10级上限机会和分享时间 35% / 35%.
- 如果头盔不能救你,请检查最终的命中和当前的健康。 250年的损坏阈值, 超过10年的健康要求, 活跃的战地规则, 冷却所有物质。
收集全部三个主项是可选的。一个可能的路径是获取 Good 的头盔, 更改 Evil 的地狱火,然后再次更改中性盾牌 。每次获取仍然需要它 NPC 的关系和位置门 。 重置可以缩短反切换,但成本为晶体 ; 中立器较慢, 仅更改 Good/ Evil/ Neutral 的列表数量 。 完成适合您自己构建和关系的轴 。
准确性和相关页面
检查过了 2026年10月4日 (中文(简体) ). 相对于当前对齐计算,动作处理,关系卷,图案门,战斗效果,重置确认,地牢选择,以及跟踪器。本指南除了发布Beat 85外,不需要主故事内容。
Alignment tracks three independent counters: Good, Evil, and Neutral. Your active alignment depends on the lead of your highest counter over the second-highest, not simply the number of points you have earned.
Alignment affects relationship-point rolls, Light and Dark spell damage, the Tai-Chi skill, and access to three master key items. This guide explains the current mechanics and preparation without revealing major story outcomes.
How It Works
Each counter starts at 0. Choices and actions can raise or lower individual counters, but a counter never falls below 0.
To find your active alignment:
- Find the highest of Good, Evil, and Neutral.
- Subtract the second-highest counter. The difference is your lead.
- A lead of 0–9 gives Unaligned.
- A lead of 10+ gives the leading axis, with its tier determined by that lead.
| Good / Evil / Neutral | Lead | Result |
|---|---|---|
| 30 / 20 / 5 | 10 | Good, Tier 1: Kind |
| 12 / 11 / 6 | 1 | Unaligned |
| 30 / 30 / 0 | 0 | Unaligned, because the top counters tie |
| 100 / 20 / 0 | 80 | Good, Tier 8: Exalted; 100 Good alone is not a Tier 10 alignment |
| 0 / 0 / 100 | 100 | Neutral, Tier 10: Eternal |
Adding to a counter that remains below the runner-up does not immediately change your lead. Raising the runner-up can lower your active tier even while your highest counter stays unchanged. Switching axes usually requires closing the existing gap and then building a new lead.
Checking Your Alignment
Open Notebook Page 8 — Debug Variables for the raw Evil, True Neutral, and Good counters and the Unaligned Toggle. “True Neutral” here refers to the Neutral counter and axis; it is different from Unaligned.
The Soul Sight skill reveals NPC alignment icons in the Relationships screen. Azariel teaches it at Close Friend or higher, for 1 crystal with a base training time of 120 minutes. The NPC's current alignment determines compatibility; a relationship stage such as Friend or In Love is a separate value.
Tiers and Naming
There are ten tiers per axis. Each of the first nine spans ten points of lead. Tier 10 begins at a lead of 100.
| 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 |
The number in parentheses is the position within a tier. Cruel (4) means Evil leads by 34; Cruel without parentheses means the lead is exactly 30. Tier 10 can show positions 0–9, with the display capped at Abyssal (9), Eternal (9), or Celestial (9) for a lead of 109 or more.
Only the display caps. Your underlying counters can continue growing. Within-tier positions do not increase the tier-based combat bonuses; a bonus changes when you reach the next full tier.
Tier 9 requires a 90-point lead; Tier 10 requires a 100-point lead. The master-item events require Tier 9 or higher, rather than requiring the final tier.
Unaligned and the Toggle
You can become Unaligned naturally by having a lead below 10, or manually by setting the Notebook's Unaligned Toggle to ON. The manual toggle overrides the active alignment calculation without erasing your counters.
| Mechanic | Naturally Unaligned | Unaligned Toggle ON |
|---|---|---|
| Counters from choices and actions | Continue changing | Continue changing |
| Good/Evil/Neutral compatibility bonus or penalty | Inactive | Inactive |
| Balance Scales and Draculas Ring compatibility effects | Inactive | Inactive |
| Good Light / Evil Dark tier bonus | Inactive | Inactive |
| Neutral Tai-Chi tier bonus | Inactive; learned Tai-Chi retains its base 5% / 5% | Inactive; learned Tai-Chi retains its base 5% / 5% |
| Master-item event requiring an active axis | Cannot start | Cannot start |
| Cthulhus Head bonus with Evil NPCs | Works if owned | Disabled |
| Ocean Fragrance bonus with Neutral NPCs | Works if owned | Works if owned |
| Passive effects of already-owned Helmet, Hell Fire, or Shield of Balance | Work | Work |
Switching the toggle back OFF restores the alignment calculated from your current counters. It does not restore an earlier counter total or undo points gained while the toggle was on.
Effect on NPC Relationships
For interactions that use the normal randomized relationship-point calculation, alignment adjusts the minimum and maximum of the point roll. These are changes to roll boundaries, not a fixed bonus awarded every time.
| Your active axis compared with the NPC | Minimum change | Maximum change |
|---|---|---|
| Same axis: Good/Good, Evil/Evil, or Neutral/Neutral | +1 | +2 |
| Opposite: Good/Evil or Evil/Good | −2 | −1 |
| Neutral paired with Good or Evil, in either direction | No change | −1 |
| Player Unaligned, naturally or by toggle | No compatibility change | No compatibility change |
The adjusted minimum is floored at 1, and the maximum is raised to the minimum if the changes would invert the range. A penalty therefore does not automatically turn an ordinary successful interaction into a negative point roll. Daily-limit penalties and other relationship rules remain separate.
For example, if the roll immediately before compatibility is 2–5, matching alignments change it to 3–7. Good versus Evil changes it to 1–4 after the minimum floor; a Neutral mismatch changes it to 2–4. Other skills, favorite stats, gifts, and key items can also alter the original range.
The same calculation is used by plot rewards that explicitly request randomized relationship points. Some completion rewards add a flat number instead, so alignment does not modify every relationship award in the game.
Relationship Key Items
These items affect relationships without adding points to your own alignment counters. Their effects can stack when their conditions apply.
The Balance Scales
Balance Scales, earned through Kupie's Love Training, modifies active compatibility in your favor:
| Compatibility | Extra effect from Balance Scales | Combined compatibility change |
|---|---|---|
| Same axis | +1 minimum | +2 minimum, +2 maximum |
| Good/Evil opposition | +1 maximum | −2 minimum, no maximum change |
| Neutral mismatch | +1 maximum | No minimum or maximum change |
It cancels the maximum-roll penalty in both mismatched cases, but does not cancel the −2 minimum penalty for Good/Evil opposition. It does not create a compatibility bonus while the player is Unaligned.
Draculas Ring
Draculas Ring adds +1 maximum when your active axis matches the NPC's. It stacks with the normal matching bonus and Balance Scales. It has no matching-axis effect while you are Unaligned.
The ring is sold by Ruxandra's Alchemy Shop for 70 Blood Orbs, with effective Vampire 25+ required to unlock its offer.
Cthulhus Head
Cthulhus Head—also referred to as Cthulhu's Head—adds +1 to the base relationship points when the NPC is Evil. This is applied before favorite-stat bonuses, the NPC's special-skill multiplier, and conversion to a random range; it is not simply +1 maximum.
Your own axis does not need to be Evil. It works while naturally Unaligned, but the Unaligned Toggle disables it. See the Dungeon guide for the surrounding dungeon systems without needing story outcomes here.
Ocean Fragrance
Ocean Fragrance adds +1 maximum when the NPC is Neutral, regardless of your own axis. It also works while naturally Unaligned and while the Unaligned Toggle is ON.
It is sold at Shelly's Gift Shop on Sirena Isle for 60 sea shells.
Alignment in Combat
Active Good and Evil alignment improve matching spell damage. Active Neutral alignment improves Tai-Chi if you already know the skill. Becoming Neutral does not teach Tai-Chi automatically.
| Active axis | Tier-based benefit |
|---|---|
| Good | Light Magic: +5% per tier to the spell's damage calculation, from +5% at Tier 1 to +50% at Tier 10 |
| Evil | Dark Magic: +5% per tier to the spell's damage calculation, from +5% at Tier 1 to +50% at Tier 10 |
| Neutral | Tai-Chi: add 3 percentage points per tier to both its trigger chance and reflected damage percentage |
The Light/Dark bonus changes the spell damage used before the normal damage roll and later defenses. It is not a bonus to every attack, Fire/Ice damage, healing, or all returned damage simply because a reflection is visually magical.
Tai-Chi Scaling
Learned Tai-Chi has a base 5% trigger chance to reflect 5% of incoming damage. Neutral adds to both values; the chance to trigger and the reflected share are two separate numbers.
| Active tier | Good Light / Evil Dark bonus | Neutral Tai-Chi chance | Neutral reflected share |
|---|---|---|---|
| No active alignment | No axis bonus | 5% | 5% |
| 1 | +5% | 8% | 8% |
| 2 | +10% | 11% | 11% |
| 3 | +15% | 14% | 14% |
| 4 | +20% | 17% | 17% |
| 5 | +25% | 20% | 20% |
| 6 | +30% | 23% | 23% |
| 7 | +35% | 26% | 26% |
| 8 | +40% | 29% | 29% |
| 9 | +45% | 32% | 32% |
| 10 | +50% | 35% | 35% |
Tier 10 is 35% chance / 35% reflection. On a successful proc, the reflected portion reduces that incoming hit and is sent back through the enemy's damage and force-field handling. It is not guaranteed reflection, and enemy shields or encounter rules can limit the returned damage.
The current combat code calls Tai-Chi for ordinary enemy damage skills and web attacks. Damage skills can include magical effects, so the old “physical damage only” description was too narrow. It does not protect against every special attack, status tick, or percentage-Health mechanic. See Combat System for those paths.
No axis is universally strongest: Good suits Light casting, Evil suits Dark casting, and Neutral suits a build using Tai-Chi. Consider your learned skills, equipment, opponents, and preferred relationships when choosing.
Master Alignment Key Items
Each of the three events requires an active matching axis at Tier 9 or higher (lead 90+), In Love with the relevant NPC, and access to the event's location. Keep the Unaligned Toggle OFF, enter the location, and finish the event to receive its item.
| Axis | Key item | NPC and trigger location | Passive combat effect |
|---|---|---|---|
| Good | Helmet of Immortality | Seraph — Seraph's Sanctuary, Future, Fringe Zone | When ready, catches a qualifying lethal heavy hit and leaves 1 Health; detailed limits below |
| Evil | Hell Fire | Lillian — Lillian's Lair, Medieval, Kings Demesne | +10% physical damage, +50% Fire Magic damage |
| Neutral | Shield of Balance | Azariel — Secret Room, Rose & Thorn, Medieval | 15% reduction in supported direct enemy attack/spell damage |
These are key items, with passive effects while owned. They do not occupy your equipped weapon, armor, or grimoire slot. Their combat checks do not require you to keep the acquisition alignment after receiving them, and switching to Unaligned does not disable their passive effects. They can work together once collected.
The Tier 9 requirement means 90 points ahead of the runner-up. For example, Good 90 / Evil 30 / Neutral 0 only leads by 60 and does not meet Seraph's gate.
Helmet of Immortality Limits
The helmet is a safeguard with specific conditions:
- You must have more than 10 current Health before the hit.
- The checked hit must be at least 250 damage, and still be lethal after the preceding damage reductions.
- The helmet must be ready: it has a 10-turn cooldown after activation, and starts a new battle ready.
- On activation, damage is limited to your current Health minus 1, leaving 1 Health.
- An active force field normally prevents this helmet check. A supported attack that explicitly bypasses the field can still reach it.
A smaller lethal hit, a hit while you are already at 10 Health or less, damage absorbed by a normal active field, or a hit during cooldown is not covered by those rules. Heal after it activates; it does not grant general invulnerability or remove damage-over-time effects.
Hell Fire and Shield of Balance
Hell Fire's Fire bonus is separate from Evil's Dark bonus. The Fire bonus combines additively with Fire Elemental Talisman's +20%, for a combined +70% Fire bonus from those two key items at that step. Other combat modifiers are applied separately.
Shield of Balance multiplies supported direct incoming damage by 0.85, with integer rounding. It is not a universal reduction to every resource loss, status tick, or special damage floor. A scripted minimum-damage attack can still impose its own floor after ordinary reductions.
Related Personal Stories
Seraph and Lillian each have an automatic The Eternal War event at their own location once you are Friend or higher. Its mapped choice awards +1 Good, Evil, or Neutral. These events are distinct from the master-item events; taking a side does not replace the 90-point lead and In Love gates. Their story outcomes are left to the game.
Ways to Gain Alignment
Daily Alignment Actions
The following actions can each be attempted once per in-game day. A failed Pray, Meditate, or theft attempt still uses that action's daily attempt; it returns on the next day. The nine actions have separate limits.
| Action | Location | Base cost | Alignment result |
|---|---|---|---|
| Neutralizer | Cognitive Optimization Academy — Future, Prime Sector | 60 minutes; 30 Energy, 30 Calm; $200 | Guaranteed −1 Good, −1 Evil, +1 Neutral |
| Volunteer | City Hospital (Uptown) — Present, Uptown | 60 minutes; 30 Energy, 30 Calm | Guaranteed +1 Good |
| Pray | Monk's Temple Training Hall — Medieval, Village Outskirts | 30 minutes | 25% chance of +1 Good |
| Meditate | Mystic's Meditation Grove — Medieval, Village Outskirts | 30 minutes | 25% chance of +1 Neutral |
| Steal Supplies | Village Market — Medieval, Village Outskirts; 06:00–21:00 | 20 minutes | Independent 25% chance of +1 Evil, even if loot fails |
| Steal Valuables | Exotic Goods Merchant — Medieval, Kings Demesne; 06:00–21:00 | 20 minutes | Independent 25% chance of +1 Evil, even if loot fails |
| Steal Coins | General Goods Store — Medieval, Kings Demesne; 06:00–21:00 | 20 minutes | Independent 25% chance of +1 Evil, even if loot fails |
| Pickpocket Crowd | Bards Guild — Medieval, Kings Demesne; 13:00–00:00 | 20 minutes | Independent 25% chance of +1 Evil, even if loot fails |
| Pickpocket Warriors | Fighters Guild — Medieval, Kings Demesne; 10:00–20:00 | 20 minutes | Independent 25% chance of +1 Evil, even if loot fails |
Listed costs are the action's base values. Normal location access and opening hours still apply.
Theft Requirements and Independent Rolls
All five daily theft actions require Thieves Guild Clout 10+ and Sleight of Hand, taught by Sabrina. Their loot-success chance uses your modified Rogue stat, capped per action:
| Action | Loot-success cap | Successful loot |
|---|---|---|
| Steal Supplies | 90% | 1–9 Common and 1–3 Rare ingredients |
| Steal Valuables | 75% | 1–4 Valuables |
| Steal Coins | 85% | $10–50, plus a random Luck-based bonus |
| Pickpocket Crowd | 85% | $10–50, plus a random Luck-based bonus |
| Pickpocket Warriors | 85% | $10–50, plus a random Luck-based bonus |
The 25% chance of +1 Evil is independent of loot success, so a failed theft can still award an Evil point. The 25% chance of +1 Thieves Guild Clout is rolled only after a successful theft. A higher Rogue stat helps loot and access to that Clout roll; it does not increase the separate 25% Evil roll.
Other Actions
Steal Chocolate Bar, at the Corner Convenience Store in Present Uptown, is a once-ever action. It takes 20 minutes and awards +1 Evil, +1 Rogue, and 1 Chocolate. It is not a repeatable daily Evil farm.
The Sensei work shift at the Dojo in Present Downtown has a 15% chance of +1 Neutral when completed. It requires Stamina 30+ and Martial Artist or Jack of All Trades, runs 10:00–22:00, and has a base cost of 60 minutes and 30 Energy. Its alignment chance is a work-shift effect, separate from the daily Meditate limit.
Plot Choices
Choices explicitly mapped to an axis normally award +1 to that axis. Not every dialogue choice awards alignment. Released main-story examples appear in Beats 10, 48, 50, 53, and 55; Full Story Beats covers their progression without revealing major outcomes.
For these mapped choices, the game tracks one current alignment award per plot. If you restart the plot with R and select another mapped choice, it revokes the previous point and applies the new one. Repeating the same mapped selection does not stack alignment points. An unmapped response is not a new mapped alignment award. Extras replay mode does not award live alignment points.
Search Encounters
Search encounters can offer choices that roll for alignment, commonly 25% for +1. Chance and consequences depend on the encounter. Treat these as additional opportunities rather than a guaranteed result of every Search action; story-style rewards and encounter conditions vary.
Dungeon Scenarios
Dungeon scenario choices can add alignment directly or roll a chance. You must reach and resolve the qualifying branch; refusing an encounter, lacking its payment/item, or failing an earlier condition does not guarantee an award.
- Earlier floors: some aligned scenario choices directly add +1 to the selected axis.
- Void floors 36–40: many qualifying choices roll 50% for +1. Some other branches award points directly. One random shift now adds +1 to one axis and −1 to each other axis, floored at zero.
- Mech floors 41–45: the current authored alignment-roll calls use 100% for +1 after their qualifying branch resolves. The previous 60–80% description is out of date. Not every available option is necessarily a different axis.
- Final Depths 46–50: selected encounter branches also award alignment, commonly +1, alongside their other effects. This is not a blanket award for completing every room.
See Dungeon for the floor systems and encounters. Major scene outcomes are not needed to understand these alignment rules.
Resetting Your Alignment
Choose Reset Alignment in Azariel's Secret Room at the Rose & Thorn. It costs 3 crystals, takes 0 minutes, and opens a confirmation showing your current counters. Confirming spends the crystals and sets Good, Evil, and Neutral to 0; cancelling does not perform the reset.
Confirming while the counters are already all zero still spends the 3 crystals. Use Keep Current Alignment to close the confirmation without resetting.
Resetting does not change the Unaligned Toggle or remove your master key items. If the toggle is OFF, the zeroed counters make you naturally Unaligned until new choices build a lead. If it is ON, you remain manually Unaligned until you switch it off.
Neutralizer is a different, once-daily option: it subtracts 1 Good and 1 Evil and adds 1 Neutral, with counters floored at zero. It shifts you toward Neutral rather than restoring all three counters to zero.
Alignment Extremes Progress
The tracker remembers each axis whose raw counters have ever reached a 100-point lead. The Alignment Extremes Sanctum reward progress counts the distinct axes reached, up to three.
This uses the raw counter lead, so a 100-point lead can be recorded even with the Unaligned Toggle ON. The toggle still blocks active-axis bonuses and the master-item event gates. Resetting the counters does not erase this recorded progress.
Alignment and End-Game Optimization
For players wishing to optimize their character for combat situations (excluding miniboss fights, which have their own system) and who want to collect all three key items, it is highly recommended to end up Neutral-aligned. While the Light/Dark Magic bonuses are good, they are situational, whereas the Tai-Chi bonuses of trigger chance and reflected damage will always be useful. That is because when fighting tougher enemies, you will always have a chance to reflect physical damage but might not use Light or Dark Magic, thus making max neutral alignment the best of the three for survivability. For players wishing to collect all 3 Key Items and end up Neutral-aligned, here is the recommended walkthrough:
- Reach max Good-aligned and collect the Helmet of Immortality: it is by far one of the best Key Items regarding survivability for longer fights.
- Reset your alignment and reach max Evil-aligned: Hell Fire is a nice Key Item to have, but it is only situationally useful.
- Final reset to reach max Neutral-aligned and stay there for the Tai-Chi bonuses. Shield of Balance is also a good survivability boost.
Don't forget the In-Love requirement to get the Key Item, particularly for Seraph and Lillian. That said, not every player will want to follow this path, and that is completely fine. Everyone enjoys the game in their own way, but I wanted to, at least, provide a guide for those who want to optimize their playthrough and combat survivability.
Strategy and Troubleshooting
- Check the runner-up before grinding. For a master item, your target counter must be at least 90 above the next-highest, not merely 90 total.
- Build toward your chosen reward. Volunteer gives a reliable Good point; Neutralizer gives a reliable Neutral point while reducing Good/Evil; theft gives several daily chances at Evil points.
- Use matching NPCs when useful. Soul Sight helps identify compatibility, while Balance Scales softens mismatches. A matching axis is a relationship aid, not a requirement for every romance.
- If an action disappears, check today's attempt and its access gates. Failure still consumes a daily alignment action. Theft also needs Clout and Sleight of Hand.
- If a master-item scene does not start, check the active axis, 90-point lead, In Love, exact room, and toggle. A previously completed item event does not repeat to award a second copy. Finish other pending scenes and re-enter when ready.
- If Tai-Chi is weaker than expected, confirm the skill and active Neutral tier. A within-tier position does not add another 3%; Tier 10 caps the chance and share at 35% / 35%.
- If the helmet does not save you, check the final hit and current Health. The 250-damage threshold, more-than-10-Health requirement, active field rule, and cooldown all matter.
Collecting all three master items is optional. One possible route is to earn Good's helmet, change alignment for Evil's Hell Fire, then change again for Neutral's shield. Each acquisition still needs its NPC's relationship and location gate. Resetting can shorten the counter transition but costs crystals; Neutralizer is slower and changes only Good/Evil/Neutral in its listed amounts. Finish on the axis that suits your own build and relationships.
Accuracy and Related Pages
Checked on 4 October 2026 against the current alignment calculation, action handling, relationship rolls, plot gates, combat effects, reset confirmation, dungeon choices, and tracker. No main-story content beyond released Beat 85 is required by this guide.
Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.
