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** Special encounters are always marked with a dot on the map, even if the event is something that you'd realistically detect, such as an ambush.

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** Special encounters are always marked with a dot on the map, even if the event encounter is not something that you'd realistically detect, would be plain to see, such as an ambush.



** Monsters will never fight each other, and friendly [=NPCs=] never fight at all.



* FinalSolution: The Empire exterminated all sapient species they found on the surface world, except the Nephilim, who were subjugated and most sent on a one-way trip to Exile; only a handful of survivors were left to eke out a miserable existence in remote areas on the surface.



* GenderBender: The Dragons appear to change gender from game to game. Only Motrax and Pyrog are male in all three games. Khoth is female in ''Exile I'', but male in the sequels. Sulfras is male in ''Exile I'', but female in the sequels. Athron is clearly male in ''Exile I'', clearly female in ''Exile III'', but referred to using both male and female pronouns in ''Exile II''. It is unclear whether these are simply {{Retcon}}s, or do Dragons have a BizarreAlienBiology that allows them to shift their gender. To make things even more confusing, their genders are shifted again in Avernum, and yet again in the new Avernum series. In fact, the only dragon whose gender is consistent through all the games and the remakes is Motrax.

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* GenderBender: The Dragons appear to change gender from game to game. Only Motrax and Pyrog are male in all three games. Khoth is female in ''Exile I'', but male in the sequels. Sulfras is male in ''Exile I'', but female in the sequels. Athron is clearly male in ''Exile I'', clearly female in ''Exile III'', but referred to using both male and female pronouns in ''Exile II''. It is unclear whether these are simply {{Retcon}}s, or do Dragons have a BizarreAlienBiology that allows them to shift their gender. To make things even more confusing, their genders are shifted again in Avernum, ''Avernum'', and yet again in the new Avernum ''Avernum'' series. In fact, the only dragon whose gender is consistent through all the games and the remakes is Motrax.



* GiantSpiders: They're also intelligent, friendly, talking and have cute, high pitched voices.
** In the third game, there are Giant Cockroaches, too. Some of them are also friendly.

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* GiantSpiders: They're also GiantSpiders:
** There are three types: 1) the basic low-level monsters, 2)
intelligent, friendly, talking and have spiders with cute, high pitched voices.
voices, and 3) intelligent, evil, spell-casting Aranea.
** In the third game, there are Giant Cockroaches, too. Some of them are also friendly. No spellcasters this time round, though.



* InexplicablyIdenticalIndividuals: Features a ''lot'', especially for minor vendors. Because of how the game stored NPC conversations, it was a lot easier to have one conversation come up all the time. If a vendor or similar character ''wasn't'' inexplicably identical, it was a good, though by no means infallible, clue that they had special wares and/or plot significance.

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* InexplicablyIdenticalIndividuals: InexplicablyIdenticalIndividuals:
**
Features a ''lot'', especially for minor vendors. Because of how the game stored NPC conversations, it was a lot easier to have one conversation come up all the time. If a vendor or similar character ''wasn't'' inexplicably identical, it was a good, though by no means infallible, clue that they had special wares and/or plot significance.



*** There's a few other "generic" traders who are also justified in ridiculous and humorous ways in Exile III, such as a fletcher who apparently keeps forgetting everything except his trade, but has an inexplicable gift for "fitting in" wherever he goes. There's also a guy who owns a chain or near-identical shops, and who personally runs one of them every day - hilariously, it will always just happen to be the one you've just entered.

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*** ** There's a few other "generic" traders who are also justified in ridiculous and humorous ways in Exile III, such as a fletcher who apparently keeps forgetting everything except his trade, but has an inexplicable gift for "fitting in" wherever he goes. There's also a guy who owns a chain or near-identical shops, and who personally runs one of them every day - hilariously, it will always just happen to be the one you've just entered.



* InterspeciesRomance: PlayedForLaughs when some of the friendly, intelligent, talking spiders show romantic interest in your characters.



* NonStandardGameOver: Try opening a certain portal in Exile II and "forget" to close it before leaving. [[spoiler: The entire northwestern part of Exile will collapse, killing your party and many, many other people. On the bright side, most Empire troops were stationed in the northwest, which means Exile wins the war... at an enormous cost.]]
** There are a few more: For example, try killing King Micah or Erika.

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* NonStandardGameOver: NonStandardGameOver:
**
Try opening a certain portal in Exile II and "forget" to close it before leaving. [[spoiler: The entire northwestern part of Exile will collapse, killing your party and many, many other people. On the bright side, most Empire troops were stationed in the northwest, which means Exile wins the war... at an enormous cost.]]
** There are a few more: For example, try killing more, usually triggered when you kill a plot-critical NPC like King Micah or Erika.

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* CityGuards: Most towns are defended by Guards who will turn hostile if you steal something, damage a non-hostile creature or tresspass in certain areas. They are much more powerful than one would expect, and resistant to most types of attacks, even magical ones. In fact, if a town isn't protected by Guards (for example, if it has the much weaker Soldiers instead) and you reach it in the early or early-mid-game, there is a good chance it will be attacked or turn hostile towards you. This is because Guards are so powerful that a fight involving them early in the game would be a CurpStompBattle.

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* CityGuards: Most towns are defended by Guards who will turn hostile if you steal something, damage a non-hostile creature or tresspass in certain areas. They are much more powerful than one would expect, and resistant to most types of attacks, even magical ones. In fact, if a town isn't protected by Guards (for example, if it has the much weaker Soldiers instead) and you reach it in the early or early-mid-game, there is a good chance it will be attacked or turn hostile towards you. This is because Guards are so powerful that a fight involving them early in the game would be a CurpStompBattle.CurbStompBattle.


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* UnwinnableByDesign: In the third game you are given three theories for who is creating the plagues: Erika, the dragons or the Vahnatai. You have to ask a group of wizards to create a powerful specialized magical item to counter attacks from ''one'' of these, and they can only create one as the process is so taxing it costs the ''life'' of one of the wizards. If you got the wrong one, you will not survive the endgame no matter how har you try.
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moving to YMMV


* DifficultySpike: The Golem plague in ''Exile III''. They are much nastier than anything you faced before, being tough and having powerful magical projectiles that ignore armour. In addition, their lair is one of the nastiest dungeons in the entire series, being a giant maze of conveyor belts.



* GoodBadBugs: Earlier versions of Exile 2 and 3 didn't properly list some weapons or weapon artifacts as "magical" which meant one could augment them further.



* SoloCharacterRun: The maximum party size is six, but slots can be left empty as the player sees fit. (In fact, the [[AllThereInTheManual instructions]] suggest that you try making one "really powerful character" and seeing how far you can get.)
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** Slith Mages and Priests use the same graphic.

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** There are fewer graphics available, so many monsters use the same ones. For example, Slith Mages and Priests use look identical, which may confuse players who played the same graphic.sequels before ''Exile I''.
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* EarlyInstallmentWeirdness: ''Exile I'' has some notable differences from the later games, including:
** Special encounters are always marked with a dot on the map, even if the event is something that you'd realistically detect, such as an ambush.
** Spells always cost an amount of mana equal to their level (not true in later games).
** Imps are the weakest of the demons; there are no Hordlings.
** There are no summoning spells or magical fields.
** The Empire uses generic human troops (so no Empire Archers, Dervishes, etc.), though they do have Royal Guards and Royal Mages, who only appear during one encounter, and do not appear in the sequels.
** Slith Mages and Priests use the same graphic.
** There is no "Diseased" status; you get poisoned instead.

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* CityGuards: And extremely powerful ones to boot.

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* CityGuards: And extremely Most towns are defended by Guards who will turn hostile if you steal something, damage a non-hostile creature or tresspass in certain areas. They are much more powerful ones than one would expect, and resistant to boot.most types of attacks, even magical ones. In fact, if a town isn't protected by Guards (for example, if it has the much weaker Soldiers instead) and you reach it in the early or early-mid-game, there is a good chance it will be attacked or turn hostile towards you. This is because Guards are so powerful that a fight involving them early in the game would be a CurpStompBattle.



* DifficultySpike: The Golem plague in Exile III. They are much nastier than anything you faced before, being tough and having powerful magical projectiles that ignore armour. In addition, their lair is one of the nastiest dungeons in the entire series.

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* DifficultySpike: The Golem plague in Exile III.''Exile III''. They are much nastier than anything you faced before, being tough and having powerful magical projectiles that ignore armour. In addition, their lair is one of the nastiest dungeons in the entire series.series, being a giant maze of conveyor belts.



** Wights compared to Skeletons and Zombies.



* EnemySummoner: Introduced in Exile II. Enemy spellcasters can summon additional creatures to help them.

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* EnemySummoner: Introduced in Exile II.''Exile II''. Enemy spellcasters can summon additional creatures to help them.

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* FlowerFromTheMountaintop: A quest given by a dryad in Exile III.

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* FlowerFromTheMountaintop: A quest given by a dryad in Exile III.''Exile III'' involves bringing her a specific, hard-to-find flower.



* InformedAbility: The Nephilim are supposed to be superior archers. While player characters indeed do get a bonus to their Archery skill, enemy Nephilim archers are no better than the standard human {{Mook}} archers.



* NationalWeapon: Some weapons are associated with particular races:
** The Sliths mostly use Javelins and double-headed spears called... Slith Spears (who'd have thought?)
** The Nephilim like bows
** The Vahnatai almost exclusively use Razordisks (throwing stars), Waveblades and knives
** Giants like throwing boulders



* OddlyShapedSword: Waveblades. And they're the most powerful 1-handed swords in the games.

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* OddlyShapedSword: Waveblades. And Waveblades are, like their name suggests, swords with a wavy blade. A signature weapon of the Vahnatai, they're the most powerful 1-handed swords in the games.



* SealedEvilInACan: Grah-Hoth in ''Exile I''. There are also a few other demons you can release, the vast majority of which will immediately attack you.

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* SealedEvilInACan: Grah-Hoth in In ''Exile I''. I'', the demon lord Grah-Hoth waged a terrible war against the Kingdom of Exile long ago, but was eventually defeated and sealed in a prison. However, you will learn that it appears he is getting close to escaping; one of the game's three major objectives is to stop him. There are also a few other trapped demons you can release, release; many are former servants of Grah-Hoth, and one is Adze Haakai, his former lieutenant, trapped in the Tower of the Magi. The vast majority of which demons will immediately attack you.you, but a few bear grudges against their former master and may assist you for their own ends.
* SealedEvilInADuel: In ''Exile I'', you can find what appears to be an ancient battle of human troops fighting demons, apparently frozen in time. If you touch any of the participants, the battle will suddenly come back to life, and the badly outmatched humans will be wiped out almost instantly, leaving you to fight the demons...



* SealedEvilInADuel: In ''Exile I'', you can find what appears to be an ancient battle of human troops fighting demons, apparently frozen in time. If you touch any of the participants, the battle will suddenly come back to life, and the badly outmatched humans will be wiped out almost instantly, leaving you to fight the demons...



* SuicidalOverconfidence: Averted. Monsters can flee unwinnable battles, but they do so only rarely, usually when you hit them with a fear spell.

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* SuicidalOverconfidence: Averted.Usually played straight. Monsters can flee unwinnable battles, but they do so only rarely, usually when you hit them with a fear spell.
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* SealedEvilInADuel: In ''Exile I'', you can find what appears to be an ancient battle of human troops fighting demons, apparently frozen in time. If you touch any of the participants, the battle will suddenly come back to life, and the badly outmatched humans will be wiped out almost instantly, leaving you to fight the demons...
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[[SimilarlyNamedWorks Not to be confused with]] ''VideoGame/MystIIIExile'', or a completely different ''[[VideoGame/ExileBBCMicro Exile]]'' created in 1988 for the UsefulNotes/BBCMicro, or an ActionRPG ''VideoGame/PathOfExile'' which shares the premise of being exiled to the very inhospitable place.

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[[SimilarlyNamedWorks Not to be confused with]] ''VideoGame/MystIIIExile'', or a completely different ''[[VideoGame/ExileBBCMicro Exile]]'' created in 1988 for the UsefulNotes/BBCMicro, or an the ActionRPG ''VideoGame/PathOfExile'' which shares the premise of being exiled to the very inhospitable place.
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* {{Minimalism}}: Parodied in the fan-made ''Kill Ogre, Win Prize'' scenario for ''Blades of Exile''. It's [[ExactlyWhatItSaysOnTheTin exactly what it sounds like]]. You appear in a tiny corridor right next to an ogre. You can kill the ogre to win a prize. Or just run away. The End.
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* MageTower: The Tower of Magi.

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* MageTower: The Tower of Magi.the Magi, the one of the oldest human buildings in Exile, originally housed the five most powerful mages who were banished from the Empire. It soon grew into the Kingdom of Exile's center of magical learning. It also served as the Kingdom's capital before The Castle was built.

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* MinmaxersDelight: The Ambidextrous trait. It allows DualWielding without penalty. Incredibly powerful and the experience penalty for taking it is mild.

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* MinmaxersDelight: MinmaxersDelight:
**
The Ambidextrous trait. It allows DualWielding without penalty. Incredibly powerful and the experience penalty for taking it is mild.mild.
** In ''III'', the different races are just perks, but really beneficial ones. Making your warriors and mages Slithzerikai and archers Nephilim is vastly worth it.



* StockSoundEffects

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* StockSoundEffectsStockSoundEffects: ''All of the sound effects.''
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* GoodBadBugs: Earlier versions of Exile 2 and 3 didn't properly list some weapons or weapon artifacts as "magical" which meant one could augment them further.

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* BeastMan: The Nephilim, Nepharim (both cat-people) and the Slithzerikai (lizard-people) to name a few.



* PettingZooPeople: The Nephilim, Nepharim (both cat-people) and the Slithzerikai (lizard-people) to name a few.
Tabs MOD

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* MageTower: The [[CaptainObvious Tower of]] [[DepartmentOfRedundancyDepartment Magi]].

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* MageTower: The [[CaptainObvious Tower of]] [[DepartmentOfRedundancyDepartment Magi]].of Magi.
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clarifying


* GenderBender: The Dragons appear to change gender from game to game. Only Motrax and Pyrog are male in all three games. Khoth is female in ''Exile I'', but male in the sequels. Sulfras is male in ''Exile I'', but female in the sequels. Athron is clearly male in ''Exile I'', clearly female in ''Exile III'', but referred to using both male and female pronouns in ''Exile II''. It is unclear whether these are simply {{Retcon}}s, or do Dragons have a BizarreAlienBiology that allows them to shift their gender. To make things even more confusing, their genders are shifted again in Avernum, and yet again in the new Avernum series. In fact, the only dragon whose gender is consistent through all the games is Motrax.

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* GenderBender: The Dragons appear to change gender from game to game. Only Motrax and Pyrog are male in all three games. Khoth is female in ''Exile I'', but male in the sequels. Sulfras is male in ''Exile I'', but female in the sequels. Athron is clearly male in ''Exile I'', clearly female in ''Exile III'', but referred to using both male and female pronouns in ''Exile II''. It is unclear whether these are simply {{Retcon}}s, or do Dragons have a BizarreAlienBiology that allows them to shift their gender. To make things even more confusing, their genders are shifted again in Avernum, and yet again in the new Avernum series. In fact, the only dragon whose gender is consistent through all the games and the remakes is Motrax.
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grammar


* GenderBender: The Dragons appear to change gender from game to game. Only Motrax and Pyrog are male in all three games. Khoth is female in ''Exile I'', but male in the sequels. Sulfras is male in ''Exile I'', but female in the sequels. Athron is clearly male in ''Exile I'', clearly female in ''Exile III'', but referred to using both male and female pronouns in ''Exile II''. It is unclear whether these are simply {{Retcon}}s, or do Dragons have a BizarreAlienBiology that allows them to shift their gender. To make things even more confusing, their genders are shifted again in Avernum, and yet again in the new Avernum series. In fact, the only dragon who's gender is consistent through all the games is Motrax.

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* GenderBender: The Dragons appear to change gender from game to game. Only Motrax and Pyrog are male in all three games. Khoth is female in ''Exile I'', but male in the sequels. Sulfras is male in ''Exile I'', but female in the sequels. Athron is clearly male in ''Exile I'', clearly female in ''Exile III'', but referred to using both male and female pronouns in ''Exile II''. It is unclear whether these are simply {{Retcon}}s, or do Dragons have a BizarreAlienBiology that allows them to shift their gender. To make things even more confusing, their genders are shifted again in Avernum, and yet again in the new Avernum series. In fact, the only dragon who's whose gender is consistent through all the games is Motrax.

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* BonusBoss: In the first game, there are six dragons, and one of them has to be killed in order to beat the game. Each of the others tells or gives you something that is also necessary to beat the game. Once they've done that, though, you're free to kill them and take their loot. (Later in the series, [[spoiler:Motrax does die, but it wasn't the player who killed him.]])

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* BonusBoss: In the first game, there are six five dragons, and one of them has to be killed in order to beat the game. Each of the others tells or gives you something that is also necessary to beat the game. Once they've done that, though, you're free to kill them and take their loot. (Later in the series, [[spoiler:Motrax does die, but it wasn't the player who killed him.]])



* EventFlag: "Stuff Done Flags".

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* EventFlag: "Stuff Done Flags".Flags" keep track of what has happened in the games. Understanding how they work is essential to using the ''Blades of Exile'' scenario editor.



* ForgingScene: You get to read one if you manage to find all three pieces of the sword Demonslayer and the blacksmith who can reforge them.
* GenderBender: The Dragons appear to change gender from game to game. Only Motrax and Pyrog are male in all three games. Khoth is female in ''Exile I'', but male in the sequels. Sulfras is male in ''Exile I'', but female in the sequels. Athron is clearly male in ''Exile I'', clearly female in ''Exile III'', but referred to using both male and female pronouns in ''Exile II''. It is unclear whether these are simply {{Retcon}}s, or do Dragons have a BizarreAlienBiology that allows them to shift their gender. To make things even more confusing, their genders are shifted again in Avernum, and yet again in the new Avernum series. In fact, the only dragon who's gender is consistent through all the games is Motrax.



* MoonLogicPuzzle

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* MoonLogicPuzzleMoonLogicPuzzle: Exile occasionally challenged the player with riddles or mathematical problems. They were removed in the Avernum series because of complaints that they were too hard (apparently Jeff even received death threats).



* PettingZooPeople: The Nephilim, Nepharim and the Slithzerikai to name a few.

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* PettingZooPeople: The Nephilim, Nepharim (both cat-people) and the Slithzerikai (lizard-people) to name a few.



* RiverOfInsanity / InevitableWaterfall: ''Exile II'' has a section where your party must cross over a series of underground waterfalls, each one taking away some of your food. Eventually, a really big waterfall will make you lose ''all'' your remaining food, forcing you to scavenge (usually fighting off monsters along the way) or face starvation. It's also worth mentioning that there are no shops or training avaliable along the way, and no way to identify the items you find (and you probably won't have enough space to take everything you find). Oh, and the caverns you pass are full of dangerous monsters...

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* RiverOfInsanity / InevitableWaterfall: ''Exile II'' has a section where your party must cross over a series of underground waterfalls, each one taking away some of your food. Eventually, a really big waterfall will make you lose ''all'' your remaining food, forcing you to scavenge (usually fighting off monsters along the way) or face starvation. It's also worth mentioning that there are no shops or training avaliable available along the way, and no way to identify the items you find (and you probably won't have enough space to take everything you find). Oh, and the caverns you pass are full of dangerous monsters...



* UltimateBlacksmith: Boutell in Fort Draco is the only smith in Exile capable of reforging Demonslayer, the most powerful sword in the game.



* WarpWhistle: The Amulet of Returning.

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* WarpWhistle: The Amulet of Returning.Returning in ''Exile III'' can return you back to your starting town. It doesn't work in dungeons (too dangerous to teleport in narrow corridors), or in the northernmost parts of Valorim (out of range).
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** At one point in ''Exile III'', [[spoiler:you need to drop the name of a GIFT chief to get access to him. As mentioned, they're ''all'' named "Spider". This, depending largely on how fast it took you to twig to it, was either a [[CrowningMomentOfFunny brilliant]] or [[MoonLogicPuzzle horrid]] idea.]]

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** At one point in ''Exile III'', [[spoiler:you need to drop the name of a GIFT chief to get access to him. As mentioned, they're ''all'' named "Spider". This, depending largely on how fast it took you to twig to it, was either a [[CrowningMomentOfFunny [[SugarWiki/FunnyMoments brilliant]] or [[MoonLogicPuzzle horrid]] idea.]]

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* AsteroidsMonster: Slimes and Doomguards.
* AutomatonHorses: Only appear in Exile III and Blades. They are utterly invincible and require no food. On the other hand, you can't take them indoors or into dungeons.

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* AsteroidsMonster: Slimes Viscous Goo and Doomguards.
Doomguards. Both of them will split into two identical copies when damaged, after said damage is subtracted from their Hit Points. This makes them very dangerous unless you kill them with a few very strong blows.
* AutomatonHorses: Only appear in Exile III ''Exile III'' and Blades.''Blades''. They are utterly invincible and require no food. On the other hand, you can't take them indoors or into dungeons.



* CatFolk: The Nephilim. They're more nimble than humans and good archers, but not as organized, and thus serve as low-level antagonists in the first two games.

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* CatFolk: The Nephilim. They're more nimble than humans and good archers, but not as organized, and thus serve as low-level antagonists in the first two games. They're available as player characters from ''Exile II'' on.



* TheEmpire: What the surface world is called.

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* EliteMooks: Many of them, some examples being:
** Nephil and Slith Warriors compared to ordinary Nephilim/Sliths.
** Empire Bladesmen and Dervishes compared to ordinary soldiers.
** Empire Archers compared to *any* archers.
** Vahnatai Blademasters compared to Vahnatai Warriors.
* TheEmpire: What the human nation that dominates the surface world is called.



* FantasticDrug: Skribbane.

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* FantasticDrug: Skribbane. It will push your stats beyond the maximum for a short time, but it is also very addictive. Its use is banned and Empire patrols will attack you if they detect you're carrying some.



* FirstTimeInTheSun: The beginning of ''Exile III''.

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* FirstTimeInTheSun: The beginning of ''Exile III''.III'' involves the nation of Exile sending its first explorers and spies onto the surface world after centuries of imprisonment in the vast subterranean world (also called Exile).



** In the third game, there are Giant Cockroaches, too.

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** In the third game, there are Giant Cockroaches, too. Some of them are also friendly.



* {{Sssssnaketalk}}: The majority of the Slithzerikai.

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* {{Sssssnaketalk}}: The majority of the Slithzerikai. A few do manage to learn human speech well enough to avoid this trope, though.



* SuperDrowningSkills: You can't swim, and if your five steps of hovering run out when you're above water, you drown. (But you can walk on lava!)

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* SuperDrowningSkills: You can't swim, and if your five steps of hovering run out when you're above water, you drown. (But you can walk on lava!)lava - yes, this means water is more dangerous to your party than lava!)
* SuperSoldier: The Empire created Mutant Giants in an attempt to breed a race of super-warriors. The results weren't exactly perfect, as they proved difficult to control.



* UnSorcerer: The Magically Inept disadvantage.

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* UnSorcerer: The Magically Inept disadvantage.disadvantage makes you unable to cast spells and also unable to use many magic items.



** In Exile III, you can let the monsters ravage Valorim as much as you want - the game will never become unwinnable (though it will be harder as you lose access to certain quests, shops etc.).

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** In Exile III, ''Exile III'', you can let the monsters ravage Valorim as much as you want - the game will never become unwinnable (though it will be harder as you lose access to certain quests, shops etc.).



* WhatHappenedToTheMouse: It's mentioned in the first game that the Nephilim were sent down through another portal, but you can't find it in-game, and it's never explained what happened to it by the time Exile II starts. You'd think it would be important, since it's another potential entry point for the Empire.

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* WhatHappenedToTheMouse: It's mentioned in the first game that the Nephilim were sent down through another portal, but you can't find it in-game, and it's never explained what happened to it by the time Exile ''Exile II starts.starts''. You'd think it would be important, since it's another potential entry point for the Empire.
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* BuryYourGays: The Empire considers homosexuals to be "misfits" and sends them to Exile. The nation of Exile, however, is much more tolerant.

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* BuryYourGays: Played with. The Empire considers homosexuals to be "misfits" and sends them to Exile. The nation of Exile, however, is much more tolerant.

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-> ''Exile (verb) To banish or expel from one's native land. Exile is also a place - many miles of caves and tunnels, far below the world's surface...''
-->-- Exile III introduction



* TheGoodKingdom: Exile (the nation) is ruled by a king and, while not perfect, is certainly a lot nicer and more tolerant than the Empire.



* {{Hellfire}}: Quickfire.

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* {{Hellfire}}: Quickfire. Basically a magically created fire that will soon spread and cover a whole town/dungeon. Only solid walls and strong magical barriers can stop it.



* OutrunTheFireball: Quickfire.

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* OutrunTheFireball: Quickfire.Several challenges in Exile II and III involve leaving the dungeon before magically-spreading Quickfire claims your party.



* SavedForTheSequel: There are several mentions of the Vahnatai in ''Exile I'', and you even get to fight a few undead that were obviously Vahnatai in life. However, the cave leading to the Vahnatai lands is sealed by an impenetrable barrier with the inscription:
--> "Here is the grave and hiding place of the Vahnatai race. One day we may return to claim our home with love. Until then we sleep."



* WizardingSchool: The Tower of the Magi.

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* WizardingSchool: The Tower of the Magi.Magi, the only place in Exile that systematically trains mages.

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* TakeYourTime: Very, ''very'' averted in ''Exile III''.

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* TakeYourTime: TakeYourTime:
** Present but mostly justified in ''Exile I'', in that the biggest known threat, the Slithzerikai, are at a deadlock with the Exile army, so there's no immediate threat. At least until Grah-Hoth is released, at which point you're told to you need to banish him before he can rebuild his army, but there's no time limit to doing so.
** Also used in ''Exile II''. The introductory text tells you that the more you dawdle, the more of Exile the Empire destroys. Despite that, there's no time limit, and you can spend as much time as you want wandering around Exile, doing whatever you wish.
**
Very, ''very'' averted in ''Exile III''.III''. There is a day counter, and the longer you wait around, the more damage the monster plagues ravaging the continent can do, up to and including destroying entire towns. The game is never rendered unwinnable, as key [=NPCs=] will retreat to more fortified towns that will never be destroyed, but it is made much more difficult.
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** In the first game, there is the Pit Drake and the Spider Lord that are optional to fight.
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* UnSorcerer: The Magically Inept disadvantage.
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* {{Tuckerization}}: See [[http://spiderwebforums.ipbhost.com/index.php?/topic/9166-name-cameos-in-jeffs-games/ this thread]] for a list.
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* SoloSequence: A few dungeons in series have sections where only one party member can enter. Usually, these are of the "test of strength/agility/mind" variety.
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moving to YMMV


* ThatOneDisadvantage: Pacifist in ''Exile II''. Such a character cannot attack the enemy in any way whatsoever, and can't even cast most spells that would indirectly lead to an enemy being harmed. Even worse when you realize that, since most experience is gained by killing stuff, your character will lag behind despite the massive experience bonus he gets by taking this disadvantage. Still, some players use it as a challenge.
** Also, Sluggish. It wasn't worth much in XP savings, and a game like this requires perfect rationing of action points to succeed. A character with less-than-stellar action points will easily be left behind when everyone else advances on the enemy, and also left to be ganged up on and eaten alive when everyone else is fleeing. Furthermore, the Haste spells (critical in the late game) only multiply action points; someone who can barely move before Haste can still only move a little better after it.
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* SolitarySorceress: Erika Redmark. Because of her anti-social personality and all-consuming desire for revenge on TheEmpire, she lives by herself in a MageTower far to the west, rather than [[WizardingSchool some more centralized location]].


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* WizardingSchool: The Tower of the Magi.
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* TheExile: The whole nation of them, and most of the player characters.

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