Nearly every action (or lack thereof) affects how the player is judged by their followers: the player may be seen as a good god, an evil one, or in-between the two. The land, interface (including the hand), and music change according to that alignment. A good god's temple is brightly coloured, while an evil god's is designed to look intimidating. It is not necessary to consistently perform acts of either alignment and a mixture of the two can be used to stay neutral. The player has two advisors, one good and the other evil, who try to persuade the player to do things according to their alignment.