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Ranges from -10000 to +6000:

C- -10000 to -5000
C -4999 to -1251
CN -1250 to -1000
NC -999 to -750
N- -749 to -126
N= -125 to +125
N+ +126 to +749
NL +750 to +999
LN +1000 to +1250
L +1251 to +4999
L+ +5000 to +60001

Change = * 1.2 If Negative and Unicorn
= * 0.9 If Negative and Book or Wand
= * 0.9 If Tree
= * (51 - PCLevel) * 0.02 If Positive
= / 2\4\8 If wearing a C\U\B Amulet of Balance And Neutral

  • Giving the village healer healing equipment raises your alignment
  • If your alignment is over 1000 (LN or higher), you can get an amulet of order from Tywat for bringing him to Holeinthewall.
  • Blessing a monster that's not already blessed: +5
  • Causing an explosion that injures/kills friendly/tame creatures (may also count ball spells): -500 or -750
  • Attacking with the Scythe of Corruption: -Damage Dealt (Pretty sure, anyway)
  • Using 'of Vampirism' weapons: -1 every time you drain HP
  • Using a Necromancer's level 25 Shadow Touch ability can lower alignment equal to damage dealt; may depend on monster's alignment or some other factor.
  • Robbing shops - seems to be worst in Holeinthewall, next worst in Casino? (lesser effect using thief power to steal single items, but still a moderate negative hit, based on value.)
  • Permanently pissing off a town
  • Digging graves: Griff's -250, Normal -100
  • If lawful and you let a monster flee from you in the wilderness, +100
  • Bringing live Cute Dog to Terinyo: +800
  • Killing a White Unicorn: -2000; killing the Greater White Unicorn: -4000
  • Killing a Black Unicorn: +100; killing the Greater Black Unicorn: +1000
  • Killing something 'innocent' will be especially bad for your alignment - cute dog, child, etc.
  • Saving the carpenter: +1000
  • Killing the Mad Carpenter: +50. Killing the Black Druid: +250 if lawful (moves towards neutral if neutral already). Killing the Crime Lord + Some Amount. Killing the Sheriff: -50. Killing the Healer: -200.
  • Wearing Amulets of Chaos or Order gradually adjust alignment; more effective if blessed.
  • Hearing the chants of the holy chorus in Dwarftown: +1
  • Completing first (slay random monster) or Ogre Cave Dwarftown quests: +250
  • Reading tracts will adjust by a small amount in the direction of the tract.
  • Pickpocketing, if N- or higher: -50 (and then, only if friendly? not sure.) Learn pickpocketing: -100.
  • (successfully using?) Ventriloquism: -10; on the Ancient Dwarf: -1000.
  • Successfully using Necromancy: -300
  • Successfully using Gardening to plant an herb seed: +5 (Random sidenote: code looks like it's supposed to make level an herb level when you plant, if it wasn't before, but looks like the check is bugged; Is * this true?)
  • Talking to lonely NPC: +20
  • Complete Druid quest: +400 if lawful (move towards neutral if already neutral). Complete Village Elder quest: +500. Complete Raider Lord quest: +250 if lawful already; towards balance otherwise. Complete * Hotzenplotz quest: +350.
  • Complete Gaab'Bay quest: -1000. Complete Black Unicorn quest: -2000
  • Accepting monster's peace offer: +50 to 200 (varies)
  • Tell the little girl you killed her dog: -600. Telling her the dog died (from other causes): +600.
  • Complete Ratling Rebel's request to kill the Arena Master: -500.
  • Sacrificing friendly monsters: - A fair bit (depends on monster's power level; the higher the more you lose). Sacrificing the Healer: -2000
  • Destroying a lawful altar: -1500; destroying another altar: -200. (I think)
  • Giving meat to animals, -10? (also fish meat to black hurtlings?) Giving gold to monsters: +1 to 50 (might have to befriend them...?) (Insert other give data here from other notes.)
  • Saving Kelly: +5000
  • Chopping down trees in Terinyo: -100 (or -10?)
  • Tell Blup you killed his Mom: -1000; Tell Blup where Mom is: +1000.
  • Giving Gold to Beggars: +1 for every 20 gold, up to a maximum of +50 (1000 gold).


Altars have an alignment score much like yours, one crucial difference is that the caps are much higher - 1 million stones in either direction. Initial value appears to be random from -2000 to 2000, making N altars twice as common as the other types? Needs testing.

Altars are not simply converted, they experience alignment motion just like the PC. Exception: an altar cannot swing from L to C in a single move, or vice versa, if this would happen the altar is set to plus or minus 749 (extreme N+/N-) instead.


If your inventory is empty and you are standing on an altar, you can sacrifice yourself. This is always fatal. If you (not the altar) are non-lawful, your amulet of life saving will be destroyed first.

Undead, unlife, bred, and summoned monsters cannot be sacrificed.

Dwarves (other than small dwarf and dwarven chaos knight) cannot be sacrificed in Dwarftown, regardless of the altar's alignment.

Priests (Ruun) cannot be sacrificed on any altar anywhere. Merely attempting will make them hostile.

Animated trees cannot be sacrificed.

No monster can be sacrificed on an elemental temple altars which is still chaotic. Orb guardians cannot be sacrificed on elemental temple altars even after conversion.

The first time (appears to be in an ADOM process, could be game, needs testing) that you attempt to sacrifice a monster on a non-chaotic altar of the same alignment, you will be warned off and nothing else will happen. This is checked after non-sacrificability checks.

Sacrificing a monster puts it on your kill list and has all the normal effects of killing it. It appears experience gain from doing this is divided by 20.

Sacrificing pets or (for a non-chaotic druid) animals is an extremely chaotic act; appears to be 100 stones for every xp the monster would ordinarily have given on death.

Sacrificing an animal as a non-chaotic druid will wipe your positive piety with your (now) current god, and give 2000 points of negative piety as well.

Sacrificing Jharod grants -2000 alignment, in addition to the alignment penalty for killing.

Sacrificed monsters drop all carried items, but no fixed drops. Sacrificing an orb guardian will therefore make the game unwinnable. Do not attempt.

Selecting ratling food (you will not be prompted for an amount) will destroy the entire stack and give -200 piety.

There are three groups of sacrificable things: gold, food, and valuable items. Sacrificed gold has a value proportional to its amount; valuables are proportional to the sale price (with a bonus of 16 times if an artifact, only 4 if the si); food is related to nutritional value. The constants of proportionality are very confusing and will not be listed here; they'd be wrong anyway. Live sacrifices are considered to be sacrifices of the corresponding corpse, but blessed and with a multiplier of 3 on top.

Offering food uses a different set of rules from eating it. Start with the base value; blessing is +25%, curse is -50%, cooking is +100%, Wolf is +10%, out of luck is -95%.

Certain combinations of item and race yield percentage bonuses to value: Tools or Scythes/Sickes & Humans: May vary on type; *1.5ish probably?
Rocks & Trolls: *3
Rings & High/Gray Elves: *2.5
Wands or Books & Dark Elves: *2
Gold and Dwarves: *1.2 (?? Could've sworn in-game testing said this was *1.5?)
Gems & Gnomes: *3
Cooked Food & Hurthlings: *1.5
Weapons & Orcs: *1.5
Instruments * Drakelings: *4

Priests receive +50% to all sacrifice values; paladins +20%.

Chaos Orbs cannot be sacrificed. Attempting to do so will cause them to reappear on the altar.

At high levels, sacrifice values are reduced. How this works is confusing.

What happens next depends on three alignments; your alignment, the altar's alignment, and the alignment of the sacrifice. The last is normally the same as your alignment, however, sacrifices of the same alignment as the altar (dead or alive), sacrifices of pets, and sacrifices of druid's animals are always treated as chaotic.

Sacrificing a god gift on the altar of the god who gave it causes -Fate -Luck +Curs +Doom, and you lose piety equal to twice what you would have gained.

If the alignment of the sacrifice is different from the alignment of the altar, conversions may occur. First, the altar is drawn towards the alignment of the sacrifice by an amount proportional to the value of the sacrifice. This effect is three times larger for forced chaotic sacrifices. Next, if the altar is now (still) not of your alignment, your alignment will be shifted; generally 500 alignment points in the direction of the altar's *old* alignment, it could be larger if you made a huge sacrifice and somehow failed to convert the altar to your alignment.

If you are sacrificing on an elemental temple altar and not crowned, all alignment changes to the altar are forced to be in the C direction.

If the sacrifice alignment is the same as the altar alignment, you gain piety. The altar's alignment is proportionally drawn towards neutrality or the extremes. If the altar is neutral, your alignment will be proportionally drawn towards neutrality, otherwise no effect on your alignment. If the altar is not of your alignment (this is only possible for forced chaotic sacrifices), your alignment will be pulled slightly towards the altar.

If you sacrifice (under any circumstance besides regifting) an item which grants +Curs, +Doom, or CHAOS, you will gain alignment; 5 stones per gp of the item's base value.

If as a result of this, the altar's overall alignment has changed, you gain 1000 piety with the gaining god and lose 2000 piety with the losing god.

Finally, effects are applied for your piety with the altar's god. If your piety with your current god is negative, there appears to be a check preventing more than one of the same punishment in a row.