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#23
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Ple-Sen
Okay, I guess I'll write my own analysis of the alignments for now.

Mana
A choice for support characters. The bonuses to characteristics are mainly of a social and defensive nature, while the abilities are aimed at healing and protecting allies. The unique ability for non-lethal damage seems interesting, but it's hard to say how often it will actually be used. Nevertheless, there are no particularly serious obstacles for creating a combat character with this alignment – it all comes down to a -3 penalty to attack, which is not so difficult to compensate for with the chosen origin or weapon specialization. A possible problem is only that a third of the available origins also give a penalty to this parameter, and therefore the choice for combat characters is not so great. The only alternative here is to take a Lily and rely on magic arrow, which is not such a bad option.

Dante
Not the most interesting alignment in terms of bonuses, but one of the strongest and most versatile. Without any additional investment, the character will have a +20-40% bonus to experience gained at the start, which can be increased by another 2-4% by choosing the appropriate weapon specializations. The passives also look quite useful, especially in the context of their cost. Some may object to the situational nature of the damage bonus, but in the context of the current setting, it will almost certainly be useful.

Abelia
Here, the features become situational and ambiguous. It's hard to call the first free passive unambiguously useful, and its penalties even on paper are equivalent to minuses. But I would say that +30% to damage received is definitely not worth +30% to damage dealt, while the defensive alternative would be more useful for a support character. And the key word here is "would be," since the most useful abilities for support characters went to other alignments. Of the paid abilities, only the ability to gain information seems interesting to me, since antimagic is too expensive and situational (but it may turn out to be useful in the right situation), and resurrection does not seem like something that players (even those willing to become skeletons) will use. Unless the ability to use it on themselves, in case the character is in danger of death, makes it a little more useful. In general, from a gameplay point of view, this alignment is more suitable for some kind of Karinez, who, by his nature, flies away from a breath of wind, or someone who has increased their speed to 20+. And for me personally, the ability to break a not-too-well-thought-out initiative system does not make this alignment look good.

Risha
An alignment that, as I understand it, is associated with certain risks, but also offers significant bonuses for it. One event alone is worth a lot, but it comes with access to magic and a couple of quite useful, albeit expensive, abilities. But the high cost of abilities should not be such a big problem when you have twice as many event points as other players.

Superbia
Another flexible and quite strong alignment, although perhaps not as strong or versatile as Dante. No penalties to characteristics, while the bonuses are useful for mages, warriors, and even bards. Singing is a useful option for a non-combat character, although it is not the most interesting from a gameplay point of view. Breaking blocks has always been a useful, albeit situational, ability. And you don't even need to talk about the items in Revan's expeditions. I'm not sure if it's the strongest of the alignments, but it's definitely good.

Avaritia
A good choice for a merchant, but for someone else, the choice is quite average. A bonus to speed is definitely useful, as is the starting capital in Revan's games, but these are the only bonuses for non-merchants. But it's still more useful than Abelia, in my opinion.

Gula
An alignment that is potentially strong and has a good set of passives, but the start with it promises to be difficult. First, without bonuses to speed from the origin, the character will move rarely. Secondly, -1 to movement is very noticeable for melee characters, especially those who have chosen specializations that do not allow this disadvantage to be compensated. +90 HP is, of course, good, technically even equivalent to 9 points of characteristics, but not when you have nothing but health and you are slow, and your penalties are equivalent to -7 points of characteristics. If you don't want to play a ranged character or use a melee weapon with a bonus to OD (Roman sword, saber, dagger, and in a very, very distant perspective, an axe), then I would choose something else.

Invidia
In my opinion, an average alignment. Perhaps even one of the weaker ones, especially if the character already has access to magic. And one of the few that can break the game balance only by pure chance. +500 experience is essentially equivalent to +5 to the characteristics of other alignments, just with a greater degree of control. Potentially, they can be turned into +15 characteristics, but these characteristics will be random and the chances of this are extremely small. Access to magic is potentially useful, but it is difficult to assess its exact usefulness for now. The paid abilities include both a useful combat option for warriors (although a small chance of a critical hit also looks a bit strange), potentially allowing you to kite the enemy or counter archers/flyers, and a number of useful non-combat (or not directly combat) options.

Ira
If you want to create your own Tsukiko, get controlled by a mage/succubus, and cause a party wipe, then this is a very strong choice. There is less randomness with the characteristics (which will not allow you to pass into the city), and there are good combat bonuses, but the main plus of the alignment, in my opinion, is the halved damage from ranged attacks. Perhaps one of the strongest passives tied to an alignment. The chance of a critical hit is not very interesting, but it is cheaper and better than alternatives from weapon specializations. Duelist is situational, but we all know that Revan has quests for duelists in almost every game.

Luxuria
One of the strongest alignments for a melee warrior. Seriously. Considering the passives, only the bonus to charisma can be characterized as something of dubious use. Gaze is a cheaper and, outside of encounters with archers, a stronger alternative to Risha's Delusion. Allure is potentially massive (but on average +4-9, depending on the origin) bonuses to dodge and accuracy, which will not work only against Mage Guild characters. In a duel between Ira's terminator and a Luxuria character, I would bet on the latter.

Tristitia
Something like Abelia, but without the two-sided passive, with a slightly weaker dispel (in the rest, the abilities are identical, Revan?) and more useful in combat (or after combat) options. I can't say that I'm particularly impressed with this alignment, since the bonus to speed looks thematically strange (I would rather expect bonuses to will or charisma, even stranger than El-Isin, who has no bonuses to charisma), not to mention the potential watermelons.

My sword, my trusted ally, unphased by my aspect.