Paladine
Light, Order, Mercy · Lawful Good
Father of the gods of Good. Grants protection, healing, and wrath against undead and demonic kin.
Servants: Paladins, Missionaries, White-aligned Priests
Two casters can sit at the same table and read from the same primer at level 1. By level 40 they are different creatures, because they have sworn different oaths.
Stock magery teaches you to cast. The high spells do not come from a teacher — they come from a Moon. At level 40, every Mage must travel to Dalamar’s Sanctum and swear allegiance to one of the three lunar orders of High Sorcery. Without a robe, the highest-tier arcane spells will not be taught to you, and certain scroll-locked spells cannot be read at all.
Solinari, the Silver Moon · Good alignment
Healing magics turned outward to combat. Wards, banishments, dispels. Spell-craft used in defense of others. The White Order's most potent spells favor protection, restoration, and harm to undead and unaligned darkness.
Sworn at: Tower of Solinari (NW from Dalamar's Sanctum)
Lunitari, the Red Moon · Neutral alignment
The middle path. The Red Order serves the balance and answers to no king save the moon itself. Their high spells are versatile, often dramatic, and free of either order's restrictions on use.
Sworn at: Sanctum of Lunitari (SE from Dalamar's Sanctum)
Nuitari, the Black Moon · Evil alignment
Magic for power and dominion. Necromancy, compulsion, raw destruction. The Black Order's high spells are the most dangerous on the field, and the most dangerous to cast. They demand a willingness to spend what is wielded.
Sworn at: Vault of Nuitari (SW from Dalamar's Sanctum)
Divine casters must pray to one of the deities who still answer in these reaches of the realm. The alignment of your god determines which alignments will receive you, which monsters will turn on sight, and which boons you may channel. Choose carefully.
Light, Order, Mercy · Lawful Good
Father of the gods of Good. Grants protection, healing, and wrath against undead and demonic kin.
Servants: Paladins, Missionaries, White-aligned Priests
Healing, Compassion · Good
The Healing Hand. The most-prayed-to deity among Priests; her grace is the broadest.
Servants: Clerics, Priests of healing
Honourable War, Justice · Lawful Good
The Sword of Justice. Grants martial boons and stands with those who fight for cause.
Servants: Paladins, Knight-Clerics
Discipline, Meditation · Lawful Good
The patron of the inward path. Mystics under Majere have a quiet edge.
Servants: Mystics, monastic orders
Knowledge, Balance · Neutral
The Book. Neither asks nor forbids — records. Priests of Gilean walk freely between courts.
Servants: Neutral Priests, scholars
Forge, Craft · Neutral
The Hammer. Patron of crafters and battle-clerics who fight with weapons of their own making.
Servants: Dwarf clergy, smiths
Vengeance, Fire · Lawful Evil
The Red Condor. Grants vengeful flame and the discipline to wield it without burning oneself.
Servants: Dark Priests, ash-kin
Dominion, Dragons · Evil
The Queen of Many. Her servants stand before five-headed altars and bargain in colors.
Servants: Dark Clerics, dragon-touched
Undeath, Decay · Evil
The Lord of Bones. Some Priests pray here because nothing else still listens. The cost is steep.
Servants: Necromantic Priests
Shrines and chapels are seeded throughout the expansion zones. Some require quest progress to consecrate. A Priest who has not formally bound to a deity by mid-game will find their higher divine spells curdle in the mouth before they leave it.
Every adventurer carries an alignment — declared at character creation, sometimes shifted by deeds. The realm reacts. Some monsters attack on sight; some refuse to. Some doors open; some shrines reject. Below is the quick reference.
| Alignment | Source | Effect in the Realm |
|---|---|---|
| Lawful Good | Character creation (Lawful option) | Protected from Evil-aligned hostility (within limits). Welcomed in good shrines. Witchunters and Paladins start here. |
| Good | Default for many starting classes | Standard alignment for most early-game adventurers. Hostile to Lawful Evil monsters and undead. |
| Neutral | Default for some classes (Mystic, Druid) | Most monsters react to you based on disposition rather than alignment. The Red Robes and Reorx Priests favor neutral characters. |
| Evil | Character creation (Evil option) or by deed | Attacked on sight by Good-aligned monsters. Welcomed by the Black Order, Sargonnas’ servants, and most denizens of the deeper Dominion. |
| Lawful Evil | Specific choices and deeds; sysop-granted | The hardest alignment to maintain and the rarest to encounter. Lawful Evil characters may engage some Align-4 monsters that pure Evil characters cannot. |
The engine tracks an Evil Points (EP) counter per character. Killing Good-aligned NPCs raises it. Slaying Evil ones lowers it. Past certain thresholds, your effective alignment shifts — doors may open, others may close, and your god may stop answering. The threshold values are not published. They are an in-game discovery.
Witchunters under Lawful Good alignment can earn back EP through faith-quest progress — their EP cap is enforced in-engine and locks against runaway drift either direction.