Any character can change alignment in the Hell trials, irrespective of whether the resulting alignment would have been legal to them when creating the character. Only rangers and paladins can fall.
i always prefer useing the revised hell trials section of the quest pack as it adds up all the choices not making you evil because you did one evil choice.
i always prefer useing the revised hell trials section of the quest pack as it adds up all the choices not making you evil because you did one evil choice.
Thats a big slap in the face of the themes of the game though.
i always prefer useing the revised hell trials section of the quest pack as it adds up all the choices not making you evil because you did one evil choice.
Thats a big slap in the face of the themes of the game though.
Getting pissed at Sarevok and taker the anger choice can be justified even on a good or even neutral character. A Lawful stupid, low wis/int paladin could fall for the bait and not listen to reason, for instance, just like Ajantis did with you at the Windspear Hills, this would not make him or her Evil. I know each of them is supposed to reflect a particular sin (greed etc...) but IMHO, getting angry when provoked is not nearly as evil as getting a companion killed instead of yourself being impaired.
But then again, this is my opinion, and it only applies to that one trial, where it's more about self control than being good or evil
@Arunsun A good argument could be made that self control is one of the biggest differences between good and evil. But my main point is that you are in an axtraplanar trial literally fighting for control over your own soul. This place is DESIGNED to corrupt your soul, and the taint of Bhaal is strong. One slip up, and it takes control. It takes constant effort (eg, doing every trial as good) to keep it at bay. You give in once, and you lose. Being good is a constant conscious decision. Evil is impulsive and takes hold in a moment.
from the read me regarding the revised hell trials.
Originally intended as a small contribution to a larger project that is now never to be completed, this mod deals with the five tests that occur in the Abyss (or Gehenna, depending on whom you ask) during chapter 7. From a roleplaying standpoint, this final stage of the game seemed somewhat unsatisfying, especially for neutral characters. And the fact that a neutral protagonist had to complete all five tests in the "good" manner in order to remain neutral doesn't appear too logical, either. Therefore, this mod attempts to resolve these issues by changing the following things: For each of the tests there's now a "neutral" path to take, resulting in a different reward as well. Sometimes the neutral path is closer to the original evil way, sometimes to the good one, and sometimes it is completely different to either of them. After the last test the protagonist's alignment is judged, which can result both in a positive or negative adjustment. It's generally easier to drop down to evil than to become good, though. The conditions for a paladin's or ranger's loss of his class have been slightly refined, causing a higher tolerance of neutral and evil acts for the ranger. In addition, specialist clerics will now lose their kit if they stray from the alignment dictated by the respective god.
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I know each of them is supposed to reflect a particular sin (greed etc...) but IMHO, getting angry when provoked is not nearly as evil as getting a companion killed instead of yourself being impaired.
But then again, this is my opinion, and it only applies to that one trial, where it's more about self control than being good or evil
For each of the tests there's now a "neutral" path to take, resulting in a different reward as well. Sometimes the neutral path is closer to the original evil way, sometimes to the good one, and sometimes it is completely different to either of them.
After the last test the protagonist's alignment is judged, which can result both in a positive or negative adjustment. It's generally easier to drop down to evil than to become good, though.
The conditions for a paladin's or ranger's loss of his class have been slightly refined, causing a higher tolerance of neutral and evil acts for the ranger. In addition, specialist clerics will now lose their kit if they stray from the alignment dictated by the respective god.