The traditional way to alter your alignment is to do 10 Alignment Missions, then a Morality Mission. These missions are got when Tips drop after level 20. 40 Reward Merits are awarded for completing a Morality Mission.
Heroes and villains who do not fall or redeem themselves have access only to the appropriate hero or villain zones. There is not a badge for staying hero or villain that is revoked if they ever fall or are redeemed.
Heroes are granted access to a special lounge called Fort Trident which has copies of most of the Signature Heroes, allowing characters to teleport to their location in the "real world" to start their Task Forces.
- A Hero can become a Vigilante, but not a Rogue.
- A Vigilante can become a Villain or return to being a Hero.
- A Villain can become a Rogue, but not a Vigilante.
- A Rogue can become a Hero or return to being a Villain.
- Vigilantes and Rogues have access to both Paragon City and Rogue Isles zones.
- A character gets to keep their badges when switching alignment.
- Sometimes badges will change names/descriptions to match a character's current alignment.
A character may start at Level 1 in Praetoria. During the course of their career, they will choose to assist The Resistance or the Loyalists. Neither the Resistance, nor the Loyalists equate to "good" or "evil", but are more a matter of "us" versus "them" than the "hero" versus "villain" which is typical throughout Paragon City and the Rogue Isles. The character will be presented with the opportunity to switch which side they fight for at key points in the story. They even have the opportunity to go "undercover"; a Praetorian can only ever go undercover for the faction they originally selected at the end of the tutorial (and so must do the tutorial if they want to go undercover).
Occasionally the game treats both of the Resistance factions as Heroes and both Loyalists factions as Villains; for example the Valentine's Event does so, and Praetorian Day Job Badges get titles on this basis. However, this is purely a game mechanical oddity; Praetoria's alignments are intended to be shades of grey.
- The Wardens, while opposed to Emperor Cole, hold life to be valuable. They make every attempt to reach their goals with as little loss of life as possible. This is not to say that they will not kill, but for the Wardens it is more of a last resort.
- The Crusaders are more extreme than the Wardens. They believe in winning the fight at any cost, regardless of how many lives it costs. Many of The Crusaders are motivated by revenge, others simply see killing as a means to an end. Most of them believe that they are fighting for a good cause and do not view themselves as evil, but some of them care little about the true cause of the Resistance, and use it merely as an excuse to wreak havoc.
- Those Loyalists who follow the path of Responsibility support Cole, but do everything they can to protect the citizens of Praetoria in the process. They believe in maintaining law and order within the city, but they do not abuse their power. They tend to be selfless for the most part and represent the idea that not everyone with The Loyalists is bad.
- Those Loyalists who follow the path of Power support Cole and all that he stands for; however, they use their positions to gain more power, prestige, fame, and fortune for themselves. Much like The Crusaders, they hold life to be of little value, especially the lives of members of The Resistance. If there is something to be gained from it, they will not hesitate to kill, and will not lose any sleep over "collateral damage".
Life After Praetoria
When a Praetorian reaches level 20, they will be offered a mission to leave Praetoria. The moral choices made up to this point will have no impact on the character's final choice of alignment after leaving Praetoria. Regardless of whether the player followed the Wardens, Crusaders, Power, Responsibility or a combination of these, he or she will be able to choose to be either a hero or a villain. Alternatively, they may continue as a Praetorian, with the First Ward and Night Ward zones providing a convenient way to reach level 40. The mission to pick a Primal alignment does not expire.
You will not lose any badges due to alignment changes. However, certain badges will have their names changed if you choose to cross over.
Primal Earth Alignment Badges
|Ear to the Street||Complete a Hero Alignment mission|
|Gallant||Complete a Hero Morality mission|
|Heard the Call||Maintain a Hero alignment for 7 days|
|Ascended||Shift alignment from Villain to Hero|
|Come Full Circle||Return to your original alignment of Hero|
|Streetwise||Complete a Vigilante Alignment mission|
|Above the Law||Complete a Vigilante Morality mission|
|Fearsome||Maintain a Vigilante alignment for 7 days|
|Inquisitor||Complete a Villain Alignment mission|
|Dastardly||Complete a Villain Morality mission|
|Frenzied||Maintain a Villain alignment for 7 days|
|Descended||Shift alignment from Hero to Villain|
|Come Full Circle||Return to your original alignment of Villain|
|Well Informed||Complete a Rogue Alignment mission|
|Scoundrel||Complete a Rogue Morality mission|
|Trickster||Maintain a Rogue alignment for 7 days|
Praetorian Alignment Badges
|Moral High Ground||Choose Loyalist or Resistance morality five times|
|Resistance Member||Choose a Resistance outcome in a moral choice mission|
|Loyalist||Choose a Loyalist outcome in a moral choice mission|