I can confirm that if you are already Evil-aligned the Hell trials do not change your alignment. You stay Lawful/Chaotic Evil.
On the other hand, they seem to have got rid of the bonus +1 Core Stat from the Wrath Trial, which is a shame.
According to one walkthrough online I read the Wrath bonus for being evil is +2 to STR and the good is +1 to both Wiz and Cha? Was there an additional + to Core Stat that isn't listed?
You got an additional +1 Core Stat when you turned into the Slayer. Okay, 'core stat' is a bit misleading, since Bards got Dex and their Core stat is technically Charisma. If you were multi-class it was the first class's bonus, so a F/M would get +1 Str and a T/M would get +1 Dex.
DSimpson's walkthrough, copied and pasted right from it:
1) FEAR TEAR (the Nymph cloak)
Good: Immunity to +1 weapons or less Evil: +2 CON
2) SELFISHNESS TEAR (sacrifice for companion)
Good: +10 resistance to magic Evil: -2 to your AC
3) GREED TEAR (the Blackrazor sword)
Good: +2 to all saving throws Evil: +15 to HP
4) PRIDE TEAR (the dragon)
Good: +20% resistances to fire, cold and electricity Evil: Gain 200,000 experience
5) WRATH TEAR (Sarevok)
Good: +1 to WIS and CHA Evil: +2 to STR
I would have liked class-dependent boosts~ Guys guys guys who wants to mod this I want to be able to do all of the things. But yes, agreed. The game's pretty two-dimensional when it comes to handling Good and Evil. It's complicated, but then again Chaos, Evil, Good, Neutrality, and Law are all very real things in the Dungeons & Dragons multiverse...
I think @Bercon hits it right on the spot. It is not about being a saint. It is about not giving in to the taint of Bhaal while you are in Hell and your evil side is stronger. If you let yourself go once, you lose to it. It doesn't seem so bad to me. Neutral characters also need to battle the evil within them. To be honest, losing a point of dex or not getting a sword for not losing your soul is ridiculous. The sacrifices should have been bigger.
Comments
DSimpson's walkthrough, copied and pasted right from it:
1) FEAR TEAR (the Nymph cloak)
Good: Immunity to +1 weapons or less
Evil: +2 CON
2) SELFISHNESS TEAR (sacrifice for companion)
Good: +10 resistance to magic
Evil: -2 to your AC
3) GREED TEAR (the Blackrazor sword)
Good: +2 to all saving throws
Evil: +15 to HP
4) PRIDE TEAR (the dragon)
Good: +20% resistances to fire, cold and electricity
Evil: Gain 200,000 experience
5) WRATH TEAR (Sarevok)
Good: +1 to WIS and CHA
Evil: +2 to STR
But yes, agreed. The game's pretty two-dimensional when it comes to handling Good and Evil. It's complicated, but then again Chaos, Evil, Good, Neutrality, and Law are all very real things in the Dungeons & Dragons multiverse...