Neutral (alignment)

In the Wizardry series of games, a character can assume a Neutral alignment. Unlike the other alignments, a Neutral-aligned character can travel with members of either Good or Evil alignment on teams that incline toward Good or Evil, and can equip a great deal of equipment, but are restricted to very little classes.

Overview
Neutral-aligned characters, normally, don't have moral qualms in letting a being live or die, and the fate of said characters hangs on the character's whim. Usually, in game terms, this applies to friendly monsters, or those to which the character has a choice to fight or leave them. A Neutral aligned character never changes alignment, by any means other than magical items.

Neutral-aligned characters are heavily restricted to the access of certain character classes. A Neutral-aligned character cannot become a Priest, ever; instead, they can access most other classes such as the Thief and Samurai, which normally cannot be accessed by starting Good and Evil characters respectively. Because of their inability to change alignment, a Neutral-aligned character cannot ever become a Lord or Ninja.

Neutral characters have the unique ability to travel with characters of any alignment without trouble, although the alignment of the party often depends on the presence of Good or Evil characters. A team with characters of opposite alignments can be made, but inside the dungeon of the specific scenario.

Neutral characters, like other characters, may change alignment by means of magical items, whether equipped or used.

Duhan Saga (Wizardry: Tales of the Forsaken Land)
In this series of games, the alignment system acquires gains an improvement over the original mechanics. While the characters still may change their alignment by fighting (or leaving) friendly monsters, the choice of alignment upon the main character and his allies affect much more.

If the main character is Neutral-aligned, all beginning characters will have their true alignments (since the main character can add members of any alignment without much trouble).

Characters with Neutral alignments will receive different natures than their Good or Evil racial counterparts. In the area of Trust, Neutral characters behave much like Good characters; Neutral-aligned characters will gain greater Trust with their main character when s/he makes positive comments and choices. The opposite effect will happen with a negative comment or choice.

A particular difference between the TOFL games and other games is the capability of Neutral characters to be Priests, and the capability to change to a Knight (the game's Lord-equivalent), or to the Ninja class, by means of class-change orbs.