Exile III: Ruined World — Walkthrough & Guide
Exile III: Ruined World is copyright Jeff Vogel and Spiderweb Software. You are a party of adventurers sent to spy on the surface world of Valorim, emerging from the underground tunnels of Exile — only to find the continent ravaged by mysterious monster plagues.
The Story of Exile III
The surface world is ruled by the Empire. For many years, the Empire banished everyone it felt didn't fit in — eccentrics, petty criminals, malcontents — into Exile: a network of hundreds of miles of caves and tunnels beneath the surface of the world. Kept lit by magic, fed by fungus, and populated by an unending stream of humans and humanoids from the surface, the people of Exile struggled by as best they could.
In its arrogance, the Empire made its greatest mistake: it sent down several powerful mages who were on the wrong side of a political struggle. One of them, Erika Redmark — a harsh and vindictive incantatrix — enlisted a band of adventurers in a dangerous and eventually successful scheme to assassinate Emperor Hawthorne. Five years later, Hawthorne was killed in his own throne room.
The Empire's response was vicious. The portal into Exile was closed; soldiers were sent to exterminate every citizen of the underground. In launching this invasion, however, the Empire discovered the Vahnatai — a highly intelligent humanoid race living deep in the caves, skilled in the use of crystals for magical deeds. The Empire kidnapped three of their revered ancestors, the Crystal Souls. The Vahnatai, appalled, attacked Exile.
Aided by the peaceful Vahnatai Bon-Ihrno, bold Exiles infiltrated the Empire lands, recovered the Crystal Souls, and returned them to their rightful owners. In return, the Vahnatai joined forces with the Exiles and helped slaughter the Empire troops. The Empire War ended victoriously.
Now, aided by Erika Redmark and their Vahnatai allies, the Exiles have built a mighty teleporter and a new network of cave cities — Upper Exile — just below the surface. The plan: emerge and claim a chunk of the surface world for Exile. Before that can happen, however, much spying must be done.
A small group of adventurers has been selected to be the first spies on the surface — you. Your job is to explore and find out what's going on. Simple recon. However, events may take an unexpected course, and you may become far more enmeshed in surface affairs than anyone expected.
Skills
Skills determine your characters' combat effectiveness, magical ability, and utility. The format below is: Cost (skill points / gold), maximum level, description, and recommendations.
- Health — 1 SP / 10 gold. Max 200. Determines hit points. Assign last, after all other skills are set. Anyone with low Strength who ends up below 15 total should have points taken from elsewhere.
- Spell Points — 1 SP / 15 gold. Max 150. Determines magic power. Give mages and priests plenty of this combined with Intelligence.
- Strength — 3 SP / 50 gold. Max 20. Affects damage, hit points, breaking doors, and more. Fighters should start at 7, archers at 5, mages at 3. Raise this first on mages as they level.
- Dexterity — 3 SP / 50 gold. Max 20. Determines speed, dodging, and thieving. Archers should start at 7, fighters at 6, mages at 4. Excellent on a Nephil combined with lockpicking and trap disarming.
- Intelligence — 3 SP / 50 gold. Max 20. Governs magic and affects trap disarming. Give 8 to mages, 4 to archers, 1–2 to fighters. As the game progresses, raise fighters' intelligence so they can learn magic.
- Sharp Weapons — 2 SP / 40 gold. Max 20. Improves skill with swords, axes, and most artifacts found in Valorim. Give to one mage and your prime fighter.
- Bashing Weapons — 2 SP / 40 gold. Max 20. Improves skill with flails, maces, clubs, hammers, and the artifact Smite. Give to an archer and a priest.
- Pole Weapons — 2 SP / 40 gold. Max 20. Spears, halberds, and bardiches. Give to one character, preferably a Slith.
- Throwing Weapons — 1 SP / 30 gold. Max 20. Darts, knives, daggers, razordisks, lightning rods. Give to mages as a backup so they can still fight when drained of magic points.
- Archery — 2 SP / 50 gold. Max 20. Bows and crossbows. Assign to your dedicated archer.
- Defense — 2 SP / 40 gold. Max 20. Improves armor use. Make sure everyone starts with at least 1–2 levels so they can handle heavy armor.
- Mage Spells — 6 SP / 250 gold. Max 7. Determines the maximum level of mage spells you can cast. Required to use powerful spells like Death Arrows. Second priority for mages.
- Priest Spells — 5 SP / 250 gold. Max 7. Same as above for priest magic. Required for spells like Revive All. Second priority for priests.
- Mage Lore — 1 SP / 25 gold. Max 20. Ability to identify magical tomes. Especially useful in the Tower of Magi, Ghikra, and the lair of Khoth. Spread across the party — six characters with 2 lore each equals one character with 12.
- Alchemy — 2 SP / 100 gold. Max 20. Determines potion-making success and the level of potions you can create. Load this on one character over the course of the game, preferably your priest.
- Disarm Traps — 2 SP / 30 gold. Max 20. Note: some traps activate automatically without a chance to disarm. Load on your archer.
- Lockpicking — 1 SP / 20 gold. Max 20. Load on one character, preferably the archer.
- Assassination — 4 SP / 100 gold. Max 20. Deals extra damage in combat. Give to fighters unless you plan to enchant weapons with flame in the future.
- Poison — 2 SP / 80 gold. Max 20. Improves skill with poisoning a weapon safely. Buy 3–6 levels max for fighters over the course of the game.
- Luck — 5 SP / 0 gold. Max 20. Affects survival when dealt a killing blow — high Luck may let a character survive at 0 HP. Save this skill until characters are highly built up.
Traits
Traits set your character's race, advantages, and disadvantages. Each trait modifies the experience required to gain a level. No disadvantages are recommended — allow no character to take any of them.
Races
- Human — No experience modifier. No bonuses or penalties; can become powerful fighters. Recommended: create two humans — one fighter, one mage.
- Nephil — +12% experience required per level. Cat warriors: swift but fragile. Gain bonuses to Dexterity, Archery, and Thrown Weapons at creation. Recommended: create two Nephilim — one as archer/thief, one as a mage/priest hybrid.
- Slith (Slithzerikai) — +20% experience required per level. Tough and smart lizardmen. Gain bonuses to Strength, Intelligence, and Pole Weapons at creation. Recommended: create two Slithzerikai — one as a pike fighter, one as a priest.
Advantages
- Toughness (+10% exp) — Thick skin; more resistant to damage. Give to your two weakest characters.
- Magically Apt (+20% exp) — Much better with all magical spells. Give to mages and priests.
- Ambidextrous (+8% exp) — Wield two weapons without penalty. Give to your sharp weapons fighter so he can handle two Wave Blades at once.
- Nimble Fingers (+10% exp) — Much better at lockpicking and trap disarming. Give to your thief/archer.
- Cave Lore (+4% exp) — Find hidden paths and special features underground. Give to any one character.
- Woodsman (+6% exp) — Find hidden paths outdoors. Give to any one character.
- Good Constitution (+10% exp) — Resist poison and disease better. Give freely if desired.
- Highly Alert (+7% exp) — Resist magical sleep and paralysis; may prevent surprise attacks (especially useful in towns infested with Rakshasi). Give to one party member.
- Exceptional Strength (+12% exp) — Extra strong. Give freely.
- Recuperation (+15% exp) — Magical blood; regenerates hit points as if wearing Rings of Regeneration. Not as cost-efficient as once thought — healing spells are not hard to come by. Fits well on humans, who have no racial penalty.
Disadvantages
Do not give any character a disadvantage. All subtract from the experience required per level (making leveling faster) but inflict lasting penalties:
- Sluggish (−10% exp) — Fewer Action Points in combat, as if heavily encumbered.
- Magically Inept (−8% exp) — Cannot use magical items effectively.
- Frail (−8% exp) — Becomes poisoned and diseased more easily; conditions last longer.
- Chronic Disease (−20% exp) — The worst disadvantage. Character becomes afflicted with mild disease periodically.
- Bad Back (−8% exp) — Cannot carry much weight.
Character Creation
Below is a recommended starting party for Exile III: Ruined World. These are based on personal experience; you may have different ideas. You can also use the pre-fabricated party the designers provided, or mix and match. After starting the game, magic users gain a bonus to spell points, Slithzerikai gain bonuses to Strength, Intelligence, and Pole Weapons, and Nephilim gain bonuses to Dexterity, Thrown Missiles, and Archery.
Character 1: Human Fighter
Race: Human. Advantages: Recuperation, Ambidexterity, Highly Alert. This raises experience required to level to 130 — a good target for fighting characters (±20 points).
Starting skills: 24 Health, 7 Strength, 5 Dexterity, 7 Sharp Weapons, 1 Defense, 1 Mage Lore, 1 Assassination. Use a human-with-sword graphic. Example name: Killem.
Character 2: Slith Pikesman
Race: Slithzerikai. Advantages: Toughness, Exceptional Strength. Experience required: 146 — a bit high, but workable. Remember that Slithzerikai gain a bonus in Intelligence and Strength, so don't worry about slightly lower-than-average base Strength.
Starting skills: 20 Health, 6 Strength, 8 Dexterity (Slithzerikai are slow), 7 Pole Weapons, 1 Mage Lore, 1 Defense. Use a lizardman graphic. Example name: Thessra.
Character 3: Nephil Thief/Archer
Race: Nephil. Advantages: Nimble Fingers, Toughness, Good Constitution (Nephilim are weaker and frail by nature). Experience required: 145.
Starting skills: 5 Strength, 5 Dexterity, 3 Intelligence, 5 Bashing Weapons, 5 Archery, 1 Disarm Traps, 1 Lockpicking. Remaining skill points go to Health. Use the catman-with-bow graphic. Example name: Thefpurr.
Character 4: Human Mage
Race: Human. Advantages: Cave Lore, Woodsman, Magically Apt. Experience required: 140.
Starting skills: 14 Health, 16 Spell Points, 3 Strength, 6 Intelligence, 3 Mage Spells, 1 Mage Lore. Use a robed human graphic. Example name: Polgara.
Character 5: Nephil Mage/Priest
Race: Nephil. Advantages: Magically Apt, Good Constitution. Experience required: 147. This character is trained in both wizard and priest spells.
Starting skills: 16 Health, 14 Spell Points, 2 Strength, 6 Intelligence, 2 Mage Spells, 2 Priest Spells. Use a catman-with-glowing-hand graphic. Example name: Malkil.
Character 6: Slith Priest
Race: Slithzerikai. Advantage: Magically Apt. Experience required: 144.
Starting skills: 16 Health, 14 Spell Points, 3 Strength, 6 Intelligence, 1 Bashing Weapons, 1 Alchemy, 3 Priest Spells. Example name: Ontrosse.
The Status Menu
The status menu is divided into three windows: the character screen, the inventory screen, and the messages screen.
The character screen shows all six character names with current hit points and magic points. Along the bottom it displays current food, gold, and the day. Status icons appear next to character names; click the question mark button to see what each icon looks like. Here is what each status icon means:
- Reddish-grey stick figure, one arrow — Character is Slowed; misses every other combat turn.
- Grey stick figure, two arrows — Character is at Normal Speed. (This icon appears in the spell screen, not on the main game screen.)
- Yellow stick figure, three arrows — Character is Hasted; receives double (or triple) normal Action Points per turn.
- Green splotch, black "P" — Character is Poisoned; takes damage every few steps.
- Green splotch, red "P" — Character is Extremely Poisoned; takes heavy damage every few steps. Weakens to normal poison after a short time.
- Two yellow "+"s, blue "B" — Character is Blessed; deals more damage, hits more often, gets hit less often, and takes less damage.
- Two grey "+"s, black "C" — Character is Cursed; the opposite of Blessed.
- Pale greenish face — Character is Diseased; may lose HP or MP, become poisoned, slowed, cursed, or dumbfounded. Disease does not go away naturally for over three days.
- Green "PW" and green dripping sword — Character's weapon is poisoned; the next creature struck will become poisoned.
- Grey web — Character is Webbed; fewer Action Points in combat. Can be removed by pausing to clean them off.
- Light green splotch — Character is covered in Acid; takes electrical damage every step. Fades quickly.
- Light grey stick figure — Character is Hidden; melee attacks automatically miss. Fades with time or when the character attacks.
- Grey stick figure, yellow aura — Character is Magically Resistant; electrical damage and damage from Kill or Martyr's Shield spells is lessened. Does not protect against fire or cold.
- Grey stick figure, black horizontal lines — Character is Paralyzed; takes a while to recover naturally.
- ZZZ — Character is Asleep; cannot attack until awakened.
- Grey shield, white "I" — Character is Invulnerable; takes no damage.
- Red shield, red "M" — Character has a Martyr's Shield on them; physical attackers take the same damage they deal. Magically immune creatures are unaffected.
- "?" — Character is Dumbfounded; cannot cast high-level spells and weapon skills drop.
Two additional clickable icons: the question mark shows maximum stats; the double arrow lets you switch character positions (usable only once or twice).
The inventory screen has six character buttons along the bottom grey area. A Spec button shows special items such as maps, and a Jobs button shows any active side jobs from a job dispatcher. Click an item's name to equip it. The four item icons are: U (Use), G (Give to another PC), D (Drop — be careful, items dropped outside of town are lost permanently!), and I (Info).
The messages screen displays combat messages, journal updates, and effects of used magical items.
Walkthrough
Fort Emergence
You awaken in Fort Emergence, ready to take on the world. Pick up the random items in your room and use the piece of paper — it shows a small map of the fort, including the location of Anaximander's Office and your personal storage space.
Key locations within Fort Emergence:
- Your quarters — Free health and mana replenishment. Life is good.
- West of your quarters — A training hall. Bring skill points and gold to improve your characters.
- South of the quarters — Mage quarters. Vital later in the game. At this stage, there are small fights to get into (kill the hostile wolves in the animal pens; let the chickens roam).
- West of the living quarters and mage quarters — The courtyard. Agents of Unspecified Services and guards patrol here. A man will identify items for you — incredibly helpful.
- North of the courtyard — The exit to the surface world. Ignore it for now.
- South of the courtyard — The exit to Upper Exile. Head here to level up after exploring the fort.
- West of the courtyard — The kitchens (free food every day!) and the storage area (loot this place — it contains essential starting equipment and is one of several safe places to store items permanently).
- South of this building — Unfinished barracks. Search every nook and cranny for secret passages and treasures.
- The Office of Exceptional Supplies — Levi will give you daily allowances and a reward for each plague you end.
- Bureaucratic Offices — Your ultimate goal at the start. Key NPCs are here, most notably Anaximander in the northwest office.
Head to Anaximander's Office and receive your instructions. You can speak about staying in Exile, helping others rebuild, and boosting morale. Unless you're feeling brave, head through the south exit back into the tunnels of your homeland first.
Plague Hunters
The continent of Valorim is being ravaged by six monster plagues. Each plague afflicts a different region; ending each one requires tracking down the source and destroying it.
First Plague: The Slimes
Afflicts the province around Krizsan. Colorful magical slimes have overrun the area, led by an archmage who discovered how to create them.
Creatures involved:
- Mauve Slimes — No special attack, but can cast level 1 mage and priest spells.
- Amber Slimes — Their attack webs you. Be careful!
- Emerald Slimes — Small chance to put you to sleep on hit. Don't let it happen.
- Ochre Slimes — Possibly the most dangerous. Getting hit covers you in acid, dealing damage every step.
- Brigands — Travelling with the slimes for some reason. Under the command of Jordan.
- Jordan — The archmage who discovered how to create slimes. His library holds the key to ending the plague.
- Slime Zombies — Undead terrors made of goo. Very high hit points. Fortunately they count as undead, so priest spells work on them.
- Alien Slime — The queen slime and source of all slime invasions. Can summon all slime colors and has a powerful physical attack. Search her lair for evidence of who caused the plague.
A sailor in Krizsan points you toward a tower. Battle through it until you find Jordan. Defeat him and search his library for (A) how to destroy slime pits and (B) a map to the original slime lair. Exit the tower through the west door to find a slime pit — direct a Fireball at it to destroy it and kill all slimes on that level.
Level up until both your wizard and mage can cast level 3 mage spells, then head east of Colchis to the slime lair shown on the map. This dungeon has eight separate areas: two on the first floor (the main area and a moldy area with giant slugs and spore beasts), and six on the second floor. In the center of the main area is a pedestal with five buttons corresponding to five gates; each gate opens a section with a hidden slime pit:
- A giant hallway of Mauve Slimes and Slime Zombies — the pit is off to the side through a secret passage.
- A lake area with a boat — the pit is at the far end of the lake.
- A tiny chamber with dead bodies that rise as Slime Zombies when you approach.
- A chasm-filled chamber where mauve slimes cast spells across the gaps — turn your lights off. A trapped Empire Archer can be freed to help.
- A narrow-passageway cave with the last pit at the end.
Once all five pits are destroyed with fire, the magical barriers guarding the final chamber dissolve. The Alien Slime is not too difficult with fireball spells and decent fighters. Save before the fight; search the chamber afterward for evidence of who orchestrated the plague.
Second Plague: The Cockroaches
Afflicts the Isle of Bigail. Hundreds of cockroaches have overrun the island; their breeding ground is the Filth Factory.
Creatures involved:
- Cockroach — 8–12 HP; bites cause mild disease.
- Large Roach — Bigger and stronger; worse disease.
- Giant Roach — Huge; causes heavy disease and has a strong attack.
- Guardian Roach — Stronger than Giant Roaches; highest HP and worst disease. Charm them if you can — they'll tear apart other roaches before dying.
- Mung Roach — Large Roach size, Giant Roach HP; inflicts heavy poison rather than disease.
- Talking Spiders — Friendly spiders living in Webwood. Help them fight a roach infestation to earn their trust.
- Talking Roaches (a.k.a. Big Roaches) — The only friendly roaches on the isle. Ask each one about "FACTORY" or "FILTH" to learn the Factory's location.
- Purgatos — A wizard hiding in the ruined town of Kneece. He will give you the Egg of the Phoenix once you know where the Filth Factory is.
Finding the Filth Factory: Go to ruined Kneece, avoid the lizards, search the central building for two secret doors, and speak with the wizard Purgatos. He will give you the Egg of the Phoenix — but only after you've found the factory's location.
To find the location, head south along the isle until you find a sign reading "WEBWOOD. BEWARE OF SPIDERS." Find the cave nearby; go inside to meet the Talking Spiders. Head to the northwestern cave, then east — a spider blocks the path. Say "Spider" and he'll let you through. Speak to the leader spider; he won't tell you about the Talking Roaches until you help him.
He directs you to a circle of eight stones to the northwest. In the center, spiders ask for your help — agree and fight a large wave of cockroaches using Fireballs. Return to the spider leader; he tells you the Talking Roaches are in a hidden copse directly north. Head north, find a circle of trees, walk into the eastern tree to reveal the hidden copse. Ask every non-guard roach about "Filth" and "Factory" — one (possibly named Crud Muncher) will tell you the factory is north of Shayder.
Follow the west coast to a place called Roach Beach. Fight through to a small cave set into the rock — this is the Filth Factory.
Inside the Filth Factory: Your goal is the control panel on the lower level where the breeding pit is. Beware the vats of filth — stepping into the center drops you into a whirlpool of blades, instantly killing everyone.
In the northeast section, find a teleporter in the west part of a large chamber leading to the control room. Send your mage in with an energy potion and a healing potion. Two doors open, revealing giant roaches and 3–5 ghasts — kill the ghasts with Fireballs first, then hurl Fireballs at the giant roaches (they're too big to fit through the hallway). Proceed to the northwest corner of the wrecked control room and press the "Stop Slime Flow" button. Hurry back to your party!
Fight south to find a 2×8 room with a pit, filth in the middle, gates, and a door. Cross the filth quickly — if the factory restarts, the filth becomes water and you'll drown. Unlock the door and go downstairs.
In the room with three levers, read each sign before flipping anything. Flip "Halt Slime Flow," then go to the southwest room with 8 barrels and flip its lever — the vents close. Go back and flip "Halt Slime Flow" back to its original position. Slime flows into the sealed barrel room, the machinery goes wild, and you'll hear a massive explosion. The explosion tears a hole in the wall — go through it and into the teleporter to appear on the second level outside the breeding pits.
Follow the northern tunnels to find an earthquake crack; head through it to the filth gathering area. Navigate the filth maze, charming any Guardian Roaches you see, and look for a special in the inner wall — you'll find withered scales (more false evidence of who caused the plagues). Head to the very center of the maze; you'll automatically throw the Egg of the Phoenix into the filth. Now — RUN! The egg creates quickfire. Sprint out of the filth maze, ignore small roaches, and head to the west stairway. Climb up and immediately go west to exit the factory. Once you leave, it explodes and is sealed off forever.
Third Plague: The Troglodytes
Afflicts the province around Sharimik. These red-skinned creatures have been raiding the area; ending this plague also ends the Hill Giant plague.
Creatures involved:
- Troglodyte — Common infantry; about the HP and attack of a Slime Zombie, but not undead.
- Troglodyte Warrior — Painful in melee but no ranged attack. Use arrows and spells from a distance.
- Troglodyte Defender — Very fast and very strong. Web, slow, and/or charm them. Charmed Defenders can tear through other Troglodytes.
- Troglodyte Shaman — Similar HP to a Warrior but lower attack; can cast spells up to level 5.
- Troglodyte Khazi — The Troglodyte wizards; can cast up to level 6 priest AND mage spells, including the exclusive Unholy Ravaging. Highly recommended to capture one in a soul crystal.
- Troglodyte Lord — Only two exist: one is the non-hostile king in Troglodyte Castle (becomes hostile after you deliver the peace message), and one is found in a camp elsewhere.
- Elhioc — The Head Khazi and main villain of this plague. Has level 7 priest and mage magic, but very weak physically. Immune to magic and fire, resistant to poison and ice. Trap him in an Antimagic Field, haste and bless your fighters, and hammer him — Wound works well as it deals typeless damage.
When you first enter Sharimik, you'll learn about Troglodyte raids. The mayor cannot give you the peace mission without permission from both a local official (bribable for 1,000 gold) and the town Dervish. The Dervish tells you to clear out an evil Troglodyte altar to the east, and that you'll need the Ritual of Sanctification first. He sends you to a hut in the north where a priest will teach it to you — mention "Ritual," then the Dervish's name.
At the Troglo lair, turn off your lights and stealth up. Head east, find the stairway up, enter combat, and haste and bless your fighters before ascending. Upstairs is an altar full of Troglodytes. Cast an Antimagic Field to trap the Khazis, then focus on Warriors and Defenders. Mass Charm is extremely useful here. Cast the Ritual of Sanctification on the altar — it cracks! Hordlings and a Demon appear as a last defense but use weak magic most of the time.
Return to Sharimik and ask the Dervish for permission. Now go to the Mayor for the peace mission: deliver a message to the Troglodyte King in Troglodyte Castle. At Troglodyte Checkpoints, say you have the message of peace (or fight through for extra experience). At the castle gates, the guards knock you out and you awaken in a jail cell. Wait (long wait) rather than using Unlock spells — a letter will be slipped under the door. Read it (the secret passage won't appear until you do). Head north and west, ignoring Troglodytes, to the king on his throne.
The king will agree to peace if you slay the Head Khazi Elhioc. He sends you back to your cell; a second letter gives you Elhioc's location in the far northwest of the underground passages beneath Castle Troglo. Follow the northeast wall to the Hall of Concordance, staying stealthed. You'll find a large control panel with six dials and a marble wall to the west — set the dials to 543202 to pass through.
Open the door to find five Troglodyte Warriors and Elhioc. Hit him with Antimagic Fields immediately. Surround him with fighters and attack. Keep your casters outside the field to heal, bless, haste, and re-cast Antimagic as needed. Wound is your best spell against him.
After defeating Elhioc, return to the Troglodyte Lord. He asks you to find a way to open the giant barrier and help the Troglodytes fight their mortal enemies, the Hill Giants — a map that would show how was stolen by the giants. Exit through the secret passage and return to Sharimik. The Mayor grants you access to the library where the Dispel Barrier spell is kept. The plague isn't fully ended yet — see the Hill Giant plague to finish it.
Fourth Plague: The Hill Giants
Afflicts the city of Lorelei. Giants hurl rocks over the walls. Ending this plague simultaneously ends the Troglodyte plague.
Creatures involved:
- Hill Giants — About as powerful as a Troglodyte Warrior. They occupy two spaces, making magical fields doubly effective. Both melee and rock-throwing attacks.
- Hill Giant Warriors — About as powerful as a Troglodyte Defender but slower. Rock throws really hurt.
- Hill Giant Shamen — Only use level 3 spells and fight poorly, but can throw rocks like all giants.
- Hill Giant Chieftains — Extremely powerful; fortunately only a few exist.
- Nagas — Serpent women found in the giant caves. Extremely dangerous — see the Hard to Kill Monsters section.
- Demons, Black Shades, Guardians — Invisible creatures guarding the artifact hammer Smite.
- Doomguard — Guarding a chamber critical to ending both this plague and the Troglodyte plague. See Hard to Kill Monsters.
Key objectives in the Giant caves:
- Find Smite: The giant-killing hammer Smite is in the southwest end of the Giant's Armory, past a lot of lava. Firewalk spells are essential. Stealth up so the Demons, Guardians, and Black Shades don't spot you early. Save before entering. Once you grab the hammer you may be attacked by four additional Demons. Equip Smite to your archer — it deals an extra 30 damage to giants per hit.
- Survive the Naga Lair: You'll know you've entered it when you trip a ground switch and stalagmites block your path, forcing you into a large cave. Stepping inside triggers several Nagas, various Hill Giants, and a Hill Giant Chieftain to appear. Best approach: don't fight directly. Cast as many Major Summoning spells as you can in the room BEFORE tripping the switch, then trigger it and back away. Use Mass Charm and energy potions while waiting for your summoned creatures to fight for you. After a long battle, the room will be mostly clear. Take remaining Nagas one at a time. Search the cave thoroughly — the rewards are worth it.
- Recover the Troglodyte map: Upstairs in the main giant lair is a shrine where giants worship stolen items. The map stolen from the Troglodyte Lord is here. To open the shrine, you may need to visit a lava temple in the Giant's Forge (guarded by two Efreets) or explore the Naga lair.
- Break the Crystal: The map shows a cave containing a Doomguard. Defeat it (see Hard to Kill Monsters). Then approach the special in the center of the cave. Save before touching it, then break the crystal. The barriers to the north and south disappear; a massive wave of giants and troglodytes appears. Pick up the broken crystal shards as evidence for Berra. You have four options: flee (hardest), fight without charms (hard), fight with Mass Charm spells (easier), or charm and flee (easiest). Shockwave spells are very useful if fighting. Once you leave the cave, both the Troglodyte plague and the Hill Giant plague are ended.
Fifth Plague: The Golems
Afflicts the cities of Gale and Tevrono. Magical constructs have overrun the area. The dungeon required to end this plague is more irritating than the golems themselves. Further details to follow.
Sixth Plague: The Alien Beasts
Six-legged canines from another world are the final plague threatening Valorim. Defeating this plague leads to the endgame.
Artifact Quests
These optional side quests reward your party with powerful weapons, armor, and accessories.
Ring of Magery
This quest involves a nasty maze with diminishing MP and a tough creature at the end. The Ring of Magery functions as a weak energy potion with 40 charges. Further details to follow.
Black Halberd
A very good pole weapon. There is a treasure map in a bar somewhere that starts this quest. Further details to follow.
Fury Crossbow
Find a woman named Judith — she starts this quest. Further details to follow.
Pachtar's Plate
To find this artifact, first gain entry to the library in Gale. Enter the hidden herb house and ask the woman who sells Skribbane Herb about "Library" — she'll sell you a key at a high price. The key doesn't work in the front door; instead, search the interior perimeter for a secret door from the south end. Once inside, read the shelves. One shelf tells the story of Pachtar, a brave hero who died on the Isle of Bigail at the hands of two drake lords, and reveals the dungeon's location.
Head to the Isle of Bigail and check the east side. Sail or use the Orb of Thralni to fly to an island with lizards. You'll find a cave that only becomes visible when you're close. Inside is an abusive maze with a secret entrance — be prepared for pain. After the maze, go downstairs and cast Magic Map. Head for the lava pit area; upon entering, the drake lords teleport you into a pool of lava. Enter combat immediately and cast Firewalk. Cast Major Blessing, Avatar, and other preparatory spells before the drake lords attack. Use your mages to dumbfound both of them, then concentrate four Kill Arrows on one (the drake lords are very large). After the grueling battle, use Resurrection Balm to raise fallen party members. Head to the northern lava pit, cast Firewalk, and cross to a hidden cave where Pachtar's Plate awaits along with other treasures.
What you get: Pachtar's Plate protects against cold, fire, magic, poison, disease, and more — similar to steel plate and magic plate, but slightly lighter and less encumbering. Even mages can equip it if they have enough Strength.
Orb of Thralni
A returning artifact from the first two Exile games. This quest is triggered by a time event somewhere between 75–100 days. Levi in Fort Emergence failed to guard it, and bandits broke into its storage room to steal it. Anaximander sends you to the portal fortress in southwestern Upper Exile.
Step through the portal — instead of arriving at the Tower of Magi, you appear in the middle of an enemy camp. Fight your way out and heal; you can't return without making your way through. You find yourself in Exile, infested with bandits who have formed a cult that worships rare stolen items. Find the docks, get a boat, and cross the lake to the cult's building. Inside, fight more bandits. Your main goal: find a key (in the southeast corner) to enter the inner fortress. The doors cannot be picked or magically unlocked — the key is essential. Work south; if a special encounter blocks you, find a pool of water nearby and wash your hands in it to be allowed to proceed. At the end is a storage room full of rare items, including the Orb of Thralni. Head to the northwesternmost corner of the map, find the control panel, strike it, and return to the portal — cultists attack in one last attempt to recover the orb. Kill them and step through.
What you get: The Orb of Thralni is a special item. When used outdoors (or in Upper Exile), it causes your party to fly for up to six turns. While flying, you can cross water, mountains, and pits. You are immune to random encounters. You cannot enter towns while flying — click your party in place if you want to land on your current square. Be careful not to stop flying over a chasm or water or your party will be instantly killed.
Knowledge Brew
The recipe for the ultimate potion begins with a wild goose chase in Lorelei. Spend a night at the inn; when you wake, the innkeeper starts the chain of clues. After following several leads, someone will direct you to Foxfire the Bard, who travels between the towns of Lorelei. Ask her about the recipe — she tells you who owns it and offers to sell you a key to their cult. Buy it.
Head to the far southeastern point of Valorim. Take the ferry to the odd town and leave immediately without exploring. Head around all the islands, stepping onto the ocean by offshore islands — if you can cross, do so. On a very remote island, a previously hidden building appears: the Monastery of Madness, a keep of inside jokes from the developers. Navigate around the building (watch out for Mad Monks — they have a very high number of Action Points!). Find the stairway up. Upstairs, navigate to the bookshelves; beware of fireballs that randomly shoot through rooms with pillars. Search all the bookshelves to find the recipe for Knowledge Brew.
Hard to Kill Monsters
Some enemies in Exile III require specific tactics to defeat effectively.
Nagas — Level 28 serpent women. Skilled magic casters, but relatively weak if trapped in an Antimagic Field. Their attacks can poison and paralyze you. They can summon serpents and asps during combat, appear in groups, and are resistant (though not immune) to everything. Best approach: Death Arrows (you can target two on the same Naga as long as it's not in an Antimagic Field). A fighter with two weapons and a Helm of Alertness also fares well against them.
Doomguards — Essentially fighters with 150–200 HP, except for one critical trait: dealing ANY damage causes them to split in two, and each half has the same HP as the original had remaining after the damage. Counter this by casting Major Summoning spells until the dungeon is full of monsters (you'll see the message "Summon failed. Too many monsters."). Once the dungeon is at capacity, beat the Doomguard — it cannot split because there's no room. Summon replacements whenever monsters die. The Wound spell is type-less and always damages them. Additionally, Doomguards cannot split into magical fields — use Protective Circle to surround them.
Rakshasi (plural of Rakshasa) — Cat illusionists: level 25, 125 HP, 200 health, 5 Action Points, mage level 6. Immune to fire, cold, and magic; resistant to poison. They have a paralysis touch and absorb most spells (except Wound and Shockwave). Trap them in a corner with an Antimagic Cloud and beat away with fighters, or summon basilisks via a soul crystal or Major Summoning (they are NOT immune to stone). Crucially: Rakshasi are considered demons — Demonslayer, the Prismatic Wand, and Ravage Spirit all work on them.
Liche — Undead masters of level 7 mage and priest magic. They use every spell available to them. Since they are undead, Dispel Undead is very effective. A crystal wand also works well, as does the ever-reliable Wound spell. Not the absolute toughest enemy, but close.
Haakai — The biggest, baddest demons in the game. Resistant to everything, with level 7 mage and priest spells, and level 8 poison (one bite can kill you if you don't cure fast). The Wound spell is your primary damage tool. As demons, Ravage Spirit and Prismatic Wands deal nearly 100 points of damage in some cases.
Mage Spells
Mage spells are grouped by required skill level. The format below is: spell name, MP cost, range, description, and usefulness rating (Covered in cobwebs / Barely used / Used sometimes / Used a lot / Overabused / Necessary).
Level 1 Mage Spells
- Light — 1 MP, no range. Creates a small amount of light in dark areas; fades extremely fast. Barely used.
- Spark — 1 MP, range 6. The weakest damaging spell; only useful when a mage has exactly 1 MP left. Barely used.
- Minor Haste — 1 MP, no range. Gives the target twice their normal Action Points per turn. Useful when mages are nearly drained but fighters need an edge. Used sometimes.
- Strength — 1 MP, no range. Temporarily blesses the target. Inferior to the priest spell Bless. Covered in cobwebs.
- Scare — 1 MP, range 6. Lowers a monster's morale; weak monsters may flee. Inferior to Fear (mage) and Repel (priest). Covered in cobwebs.
- Flame Cloud — 2 MP, range 7. Creates a fire wall at the target location. Useful for trapping weak monsters in a corner. Barely used.
- Identify — 50 MP, no range. Automatically identifies all unidentified items in your party. Use only in safe areas far from a town sage. Barely used.
- Scry Monster — 2 MP, range 14. Brings up the target NPC's full roster — in or out of combat — and permanently adds them to your monster menu. Cast this on everything. Used sometimes.
- Goo — 1 MP, range 8. Covers a space with webs that reduce Action Points for anyone walking through. Used sometimes.
- True Sight — 3 MP, range 2. Can only be cast in towns; reveals the map in a radius of two squares. Excellent for finding secret passages. Used a lot.
Level 2 Mage Spells
- Minor Poison — 2 MP, range 6. Lightly poisons the target; deals damage roughly every two turns. Barely used.
- Flame — 3 MP, range 8. Deals decent fire damage to a single target. More efficient than a Fireball for single targets. Scales with the mage's level. Used a lot.
- Slow — 2 MP, range 7. Slows the target. Standard-AP creatures lose every other turn; high-AP creatures (like quickghasts or Vahnatai) are halved. Barely used.
- Dumbfound — 2 MP. Prevents the target from casting high-level spells and lowers weapon skills. Very effective against powerful enemy spellcasters such as Elhioc and the drake lords. Used a lot.
Level 2 (continued)
- DUMBFOUND — 2 Magic Points required, range of 10 spaces.
This spell is much like a curse. When the victim gets hit with this spell, they become incompetent. They become easier to hit, easier to damage, and harder for them to hit you. Also, if they are magic users, the level of the magic they can use goes down. Usefulness- Covered in cobwebs. - ENVENOM — 2 Magic Points required, no range.
This spell is much like poisoning a weapon with medium poison, except there is no chance of failing, putting the poison on worse, or poisoning yourself. Usefulness- Used sometimes. - STINKING CLOUD — 2 Magic Points required, range of 8 spaces.
After you target this spell, a 3 by 3 space long wall of gas will appear. Any creature passing through this gas becomes mildly cursed. Usefulness- Used sometimes. - SUMMON BEAST — 4 Magic Points required, no range.
This spell will summon a random, low-level, non-magical animal to fight for your party. The Level 3 Spell Weak Summoning works better in my opinion. Usefulness- Covered in cobwebs. - CONFLAGRATION — 4 Magic Points required, range of 8 spaces.
This spell is much like the level 1 spell Flame Cloud, except firewalls appear over a radius-2 circle. Considering it takes so long to find this spell, it isn't very useful. Usefulness- Covered in cobwebs. - DISPEL FIELD — 2 Magic Points required, range of 10 spaces.
This spell will dispel a magical field in a target space. However, it won't affect powerful fields like Walls of Blades and Quickfire. The Priest version of this spell is what I use instead of this. Usefulness- Covered in cobwebs. - SLEEP CLOUD — 6 Magic Points required, range of 6 spaces.
This spell produces a 2x2 square of sleeping gas. Anyone who enters it has a chance of falling asleep, which is like a combination curse-and-paralysis. Some creatures, like slimes and Gorgons, can't be put to sleep. Usefulness- Used sometimes.
Level 3
- UNLOCK — 3 Magic Points required, range of 4 spaces.
This spell will unlock a locked door. This spell works on magically locked doors, doors that are just too hard to open, or any door that you are too lazy to bash down. Some doors can't be unlocked. Usefulness- Necessary. - HASTE — 3 Magic Points required, no range.
This magic spell is like the Level 1 spell Minor Haste, except the effect lasts longer. Usefulness- Used sometimes. - FIREBALL — 5 Magic Points required, range of 12 spaces.
Wow, the first overabused spell! This is like the spell flame, except all the monsters adjacent to the target space will take damage. Useful all the way up until you buy Firestorm. Wait, its also necessary if you want to end the slime plagues... Usefulness- Necessary. - LONG LIGHT — 3 Magic Points required, no range.
This is like the Level 1 spell Light. It creates the amount of light equivalent to a lamp. Usefulness- Used sometimes. - FEAR — 3 Magic Points required, range of 10 spaces.
This spell is almost the same thing as the Level 1 spell Scare, except the monster has a greater chance of fleeing. Usefulness- Barely used. - WALL OF FORCE — 5 Magic Points required, range of 12 spaces.
This spell will create a line of force walls, which are much like fire walls except that A- they deal magical type damage rather than fire, B- they last longer, and C- they deal more damage. Enemies almost never cross it unless they are at near perfect health. Usefulness- Overabused. - WEAK SUMMONING — 6 Magic Points required, range of 4 spaces.
This spell will bring up a numbered targeting box. Clicking on a space will create a red bullseye. When all the numbers in the box are used up, low level creatures will appear. If the caster's level is very high, you will be able to summon many creatures at once. Usefulness- Used sometimes. - FLAME ARROWS — 4 Magic Points required, range of 10 spaces.
The same numbered targeting box will appear. After all the targets are used up, bolts of flame will strike any place a red bullseye showed up. It will deal about half the damage of a normal flame spell to each target. However, fireball is much better and damaging. Usefulness- Covered in cobwebs. - WEB — 6 Magic Points required, range of 8 spaces.
This spell has the same effect of the Level 1 spell Goo. It will cover a radius-2 circle in webs, which last until someone/something walks through it. On a side note, if a layer of webs is thick enough (3 spaces), then enemies can't see you and therefore not target you at long range! Usefulness- Used sometimes. - RESIST MAGIC — 4 Magic Points required, no range.
This targeted spell makes a character in your party resistant to magic (duh!). That character will take less damage from magical sources and also resist curses and other spells like it. Keep in mind that the character won't resist fire or cold. Usefulness- Covered in cobwebs.
Level 4
- POISON — 4 Magic Points required, range of 8 spaces.
This spell is just like the Level 2 spell Minor Poison, except the poison lasts longer and is more damaging. If you repeat casting on the same target, the poison will deal a TON of damage. Usefulness- Used sometimes. - ICE BOLT — 5 Magic Points required, range of 8 spaces.
This spell will strike an opponent with a bolt of ice. It is very useful against fire creatures. Usefulness- Used sometimes. - SLOW GROUP — 4 Magic Points required, range of 12 spaces.
All hostile creatures within a radius of 12 will be slowed, missing every other turn or having their Action Points cut in half. Usefulness- Overabused. - MAGIC MAP — 8 Magic Points and a Sapphire required, no range.
This powerful spell will reveal the map of the entire level you are on. It is useful for finding secret passages and other things. Usefulness- Overabused. - CAPTURE SOUL — 30 Magic Points and a Soul Crystal required, range of 10 spaces.
If successful, this spell will create a copy of a targeted creature and store it in your Soul Crystal. If you cast the spell Simulacrum, you can summon that copy. Usefulness- Used sometimes. - SIMULACRUM — Variable Magic Points and a Soul Crystal with a monster stored inside required, range of 4 spaces.
This spell will recreate a copy of a stored monster and summon it to fight for you. The more powerful the creature levelwise, the higher the casting cost. Usefulness- Overabused. - VENOM ARROWS — 8 Magic Points required, range of 8 spaces.
The same format of Flame Arrows is used here, except the creatures targeted will be affected with minor poison. Usefulness- Used sometimes. - WALL OF ICE — 6 Magic Points required, range of 8 spaces.
This spell is the very same thing as a Wall of Force spell, except A- the damage dealt is cold, not magical, and B- it lasts longer.
Level 5
- STEALTH — 5 Magic Points required, no range.
This spell will make your party hidden, making it easier for you to sneak by monsters without them seeing you. The duration of the spell depends on the level of the caster. Usefulness- Necessary. - MAJOR HASTE — 8 Magic Points required, no range.
This spell casts a Haste spell on every party member. Usefulness- Overabused. - FIRE STORM — 8 Magic Points to cast, range of 14 spaces.
This spell is almost exactly like the Level 3 spell Fireball, except every creature in a radius-2 circle will be affected. Usefulness- Overabused. - DISPEL BARRIER — 6 Magic Points to cast, range of 4 spaces.
This spell will attempt to knock down a magical barrier, allowing you entrance to the area beyond. Usefulness- Necessary++. - FIRE BARRIER — 9 Magic Points to cast, range of 4 spaces.
This spell creates a permanent magical barrier that can be walked through, at the toll of high damage. Also an efficient way to block Quickfire! Usefulness- Barely used. - SUMMONING — 10 Magic Points required, range of 4 spaces.
This does the same exact thing as the Level 3 spell Minor Summoning, except the monsters are much more powerful. Usefulness- Overabused. - SHOCKSTORM — 6 Magic Points required, range of 10 spaces.
Think the Level 2 spell Conflagration with walls of force. 'Nuff said. Usefulness- Covered in cobwebs. - SPRAY FIELDS — 6 Magic Points required, range of 12 spaces.
This will bring up the infamous numbered targeting box. When all the targets are used, a + shape of random fields will appear at each target. If you're lucky, you'll get the blade wall. Usefulness- Used sometimes.
Level 6
- MAJOR POISON — 7 Magic Points required, range of 8 spaces.
This is about the same effect as casting two poison spells on the same target. Usefulness- Used sometimes. - GROUP FEAR — 6 Magic Points required, range of 12 spaces.
Any hostile creature in a radius of 12 spaces will become scared. The effectiveness of the fear gains with each level. Usefulness- Barely used. - KILL — 8 Magic Points required, range of 6 spaces.
This spell deals a TON of magical damage to a single target. The most I've ever seen dealt by this spell is 170 damage. Usefulness- Overabused. - PARALYSIS — 7 Magic Points required, range of 8 spaces.
Stop the enemy in their tracks with this targeted spell! The higher the level, the more targets you can attempt to paralyze. Paralysis is just like sleep, but lasts a VERY long time. Usefulness- Used sometimes. - DAEMON — 12 Magic Points required, range of 4 spaces.
A demon appears on the space you target. In my opinion, Major Summoning is more useful. Usefulness- Barely used. - ANTIMAGIC CLOUD — 10 Magic Points required, range of 8 spaces.
One of the most useful spells when battling magic using creatures like Rakshasi and Gazers, this spell will create a radius 2 circle of green energy in which no spells can be targeted and no spells can be cast. Keep in mind that magical ITEMS can be used inside a field. Usefulness- Necessary. - MINDDUEL — 12 Magic Points and a Smoky Crystal required, range of 4 spaces.
Using this spell on a magic using enemy will cause them to get in a mental battle, draining spell points from each other. The loser can end up either dumbfounded, drained, killed, or all three. Usefulness- Barely used. - FLIGHT — 20 Magic Points required, no range.
If you cast this spell outdoors, your party will fly for a short time (about three steps.) If you land on a pit space, water space, or mountain space, you all die. This is needed only until you get the Orb of Thralni, and once or twice afterwards. Usefulness- Necessary.
Level 7
- SHOCKWAVE — 12 Magic Points required, range of a radius-10 circle.
Casting this spell will cause a highly damaging tremor to ring out from the caster. The farther someone is from the caster, the more damage they take. This affects your characters, as well. Be careful not to cast it in towns unless you are sure there is nobody friendly nearby. Usefulness- Overabused. - MAJOR BLESSING — 8 Magic Points required, no range.
A combined form of Major Haste, Bless Party, and Envenom. Every party member will be hasted heavily (sometimes they get triple the AP's), blessed heavily, and have a minor poison added to their weapon. One of the most powerful spells in the repertoire, and (I think) it is necessary to use it in the Tower of Shifting Floors so you can get past some of the trickier conveyor belts. Usefulness- Necessary. - MASS PARALYSIS — 20 Magic Points required, range of 8 spaces.
Any hostile creature within 8 spaces of the caster has a chance of freezing in their tracks. The higher the level of the hostile monster, the lower the chance they will be paralyzed. Usefulness- Barely used. - PROTECTION — 10 Magic Points required, no range.
Think of casting a Magic Resistance spell on every member of the party, and making one immune to all damage. Useful in the last battle. Usefulness- Used sometimes. - MAJOR SUMMONING — 14 Magic Points required, range of 4 spaces.
Need to kick back for a little bit with no worries of being hurt? Well, that won't happen, but casting this spell allows you to laugh in your opponent's face while a group of super strong creatures tear them up! Usefulness- Overabused. - FORCE BARRIER — 10 Magic Points required, range of 2 spaces.
This spell is much like the Fire Barrier spell, except it CANNOT be passed through unless dispelled. Great for stopping enemies in close quarters and Quickfire. Usefulness- Used sometimes. - QUICKFIRE — 50 Magic Points required, range of 4 spaces.
Do you wish to completely wipe out a town? If you use this spell, a space of quickfire will appear. With every step, the quickfire will spread to an adjacent space (NOT a diagonal space.) When you return to the town it was cast in, you'll see that the whole place has been wiped out and covered in quickfire. Waiting about 10 days calms down the quickfire and allows you to explore the town again. It is HORRIBLY cost-inefficient though. So use only for fun. Usefulness- Covered in cobwebs. - DEATH ARROWS — 10 Magic Points required, range of 6 spaces.
Imagine Flame/Venom Arrows and replace it with a kill spell. Questions? Oh, where to find it? Check the FAQs, silly. Usefulness- Overabused.
13. Priest Spells
In this section I will describe the divine spells you can cast in Exile III. The format is the same thing as the Mage Spell section, so see above.
Level 1
- MINOR BLESS — 1 Magic Point required, no range.
The target of this spell becomes tougher to hit and takes less damage from blows. The character will also hit more often and deal more damage. This is much like the Mage spell Strength. Usefulness- Barely used. - MINOR HEAL — 1 Magic Point required, no range.
The target of this spell regains a small amount of hit points. Not very good... Usefulness- Barely used. - WEAKEN POISON — 1 Magic Point required, no range.
This is a minor version of the level 2 spell Cure Poison. If a character is mildly poisoned, this will cure it. If it is heavily poisoned, it will weaken it. Usefulness- Used sometimes. - TURN UNDEAD — 2 Magic Points required, range of 8 spaces.
If you target an undead creature (such as a specter or zombie), this spell will deal a little bit of damage to it. Note that the spell is not always successful. Usefulness- Barely used. - LOCATION — 1 Magic Point required, no range.
This spell gives the (x,y) coordinate in town or outside. I never use it, personally. Usefulness- Covered in cobwebs. - SANCTUARY — 1 Magic Point required, no range.
The target of this spell will become invisible. The only way that character can take damage while hidden is to be hit by a magical spell or field. If the character attacks or uses magic, the spell disappears. Useful if you are trying to defeat an enemy who deals great physical damage. Usefulness- Used sometimes. - SYMBIOSIS — 3 Magic Points required, no range.
When you cast this spell in combat, the targeted player will heal a LOT of damage. The caster, in return, will take damage. Be careful you don't kill off that person! Usefulness- Barely used. - MINOR MANNA — 5 Magic Points required, no range.
Starving? No worries! This spell gives you a tiny bit more food. You shouldn't have to use this unless you have to give up food to someone (like a certain drake lord...). Usefulness- Covered in cobwebs. - RITUAL OF SANCTIFICATION — 50 Magic Points required, range of 4 spaces.
If you cast this on an altar that you believe has evil magic on it, this will attempt to drive that magic out. If successful, the altar may damage you, set a defense on you, and/or break. If you want to complete the various missions around Valorim, this spell is a necessity. Usefulness- Necessary. - STUMBLE — 1 Magic Point required, range of 8 spaces.
This spell is the lowest divine curse spell. It causes everything to go wrong for its victim. Usefulness- Barely used.
Level 2
- BLESS — 2 Magic Points required, no range.
This is a more powerful version of the Level 1 spell Minor Bless. The effect of it increases with the level of the caster. Usefulness- Barely used. - CURE POISON — 2 Magic Points required, no range.
A more powerful version of the Level 1 spell Weaken Poison. If the caster is skilled, this spell may cure even serious poison. Usefulness- Used sometimes. - CURSE — 2 Magic Points required, range of 10 spaces.
This is the direct opposite of a blessing. It will cause the opponent to deal less damage, hit less often, be hit more often, and be hit for more damage. Usefulness- Used sometimes. - LIGHT — 2 Magic Points required, no range.
This spell gives off the equivalent in light of a torch. The Mage versions work better. Usefulness- Covered in cobwebs. - WOUND — 3 Magic Points required, range of 5 spaces.
This spell will deal a heavy blow to a target, ranging from 5–40 damage. The damage increases with the level. Also, this spell is type-less, so any monster will take damage from it. Usefulness- Overabused. - SUMMON SPIRIT — 5 Magic Points required, range of 4 spaces.
This spell summons a Shade. This creature has a fair amount of hit points and deals a fair amount of damage. If not killed, the shade will disappear after a short time. Usefulness- Used sometimes. - MOVE MOUNTAINS — 8 Magic Points required, range of 4 spaces.
If this spell is cast on a moldy/cracked/weakened wall or outcropping or rock, that wall or outcropping will shatter. Usefulness- Necessary. - CHARM FOE — 6 Magic Points required, range of 6 spaces.
If this spell succeeds, the targeted hostile monster will become friendly and start fighting for your party. The higher the level of the monster, the lower the chance this will work. Usefulness- Overabused. - DISEASE — 4 Magic Points required, range of 6 spaces.
Casting this spell on a creature will cause it to become diseased. Every three turns in combat (or ten steps out of combat), something bad will probably happen to the plagued victim. He may become poisoned, dumbfounded, cursed, slowed, or drained of hit points. Diseases last a long time. Usefulness- Barely used. - AWAKEN — 2 Magic Points required, no range.
This spell instantly wakes up an asleep party member. Usefulness- Barely used.
Level 3
- HEAL — 3 Magic Points required, no range.
This spell heals quite a few lost hit points on a targeted character. Useful until you find the spell of Light Heal All. Usefulness- Used sometimes. - LIGHT HEAL ALL — 4 Magic Points required, no range.
This spell automatically casts TWO Minor Heals on each Party character. Useful! Usefulness- Overabused. - HOLY SCOURGE — 3 Magic Points required, range of 8 spaces.
This is the 2nd most powerful of the curse spells. The victim will be heavily cursed. For some reason, when cast against you, the spell also slows you... Usefulness- Used sometimes. - DETECT LIFE — 3 Magic Points required, no range.
Every living thing will appear on explored sections on your map. Useful if you want to steal something and you aren't sure if someone is nearby. Usefulness- Overabused. - CURE PARALYSIS — 3 Magic Points required, no range.
This spell instantly restores movement to a paralyzed character. However, only a select few creatures can paralyze you, so this spell should hardly ever be used. Usefulness- Covered in cobwebs. - MANNA — 10 Magic Points required, no range.
A more powerful version of the Level 1 spell Minor Manna, this will give you a lot of food. Usefulness- Barely used. - FORCEFIELD — 5 Magic Points required, range of 8 spaces.
This is the first offensive priest spell that targets a large area. This spell will cause a 3x3 square of force walls to pop up on and around the targeted space. Usefulness- Overabused. - CURE DISEASE — 3 Magic Points required, no range.
Does what it says. Some diseases are stronger than others and may need repeat castings, however. Usefulness- Overabused. - RESTORE MIND — 4 Magic Points required, no range.
This will remove the dumbfounding from a dumbfounded character. Usefulness- Used sometimes. - SMITE — 6 Magic Points required, range of 8 spaces.
Think of the Level 3 Mage spell Flame Arrows and replace it with ice. Questions? Usefulness- Used sometimes.
Level 4
- CURE ALL POISON — 5 Magic Points required, no range.
This spell casts a Cure Poison on everyone in the party. Usefulness- Overabused. - CURSE ALL — 5 Magic Points required, range of 10 spaces.
This spell will cast a Curse on every monster within a radius of 10 from the caster. Usefulness- Overabused. - DISPEL UNDEAD — 5 Magic Points required, range of 8 spaces.
This spell is a more powerful version of the Level 1 spell Turn Undead. Save it for strong undeads like vampires and liches. Usefulness- Used sometimes. - REMOVE CURSE — 15 Magic Points required, no range.
If you put on a cursed item, it refuses to come off or be dropped, etc. Casting this spell will allow you to do that, but only for about five seconds after the casting. If you are smart, though, you would identify everything and not put anything cursed ON. Usefulness- Covered in cobwebs. - STICKS TO SNAKES — 6 Magic Points required, range of 4 spaces.
This is one of the targeting box spells. On each target will appear either a serpent or an asp. The 2nd worst priestly summoning spell. Usefulness- Covered in cobwebs. - MARTYR'S SHIELD — 5 Magic Points required, no range.
This spell will put up a magical shield around a targeted character. When an enemy strikes that character, that enemy will receive as much damage as the character took. Usefulness- Used sometimes. - CLEANSE — 5 Magic Points required, no range.
This spell removes all webs and disease from the target character. Usefulness- Used sometimes. - FIREWALK — 8 Magic Points required, no range.
This spell allows your party to walk over lava for short periods of time. For every ten levels, the duration raises by a step. Usefulness- Necessary.
Level 5
- BLESS PARTY — 6 Magic Points required, no range.
Casts a Bless spell on everyone. Usefulness- Overabused. - MAJOR HEAL — 7 Magic Points required, no range.
The selected character gains a TON of hit points. Usefulness- Barely used. - RAISE DEAD — 25 Magic Points and Resurrection Balm required, no range.
When cast on a character, this has a chance to bring them back to life. However, there is a chance that he will turn to dust. Casting this spell also drains the dead character's attributes. Usefulness- Barely used. - FLAMESTRIKE — 8 Magic Points required, range of 9 spaces.
This spell is identical in every way to the Mage spell Fireball. Usefulness- Overabused. - MASS SANCTUARY — 10 Magic Points required, no range.
This hides every party member. Once again, attacking or casting a spell voids this magic. Usefulness- Used sometimes. - SUMMON HOST — 12 Magic Points required, range of 4 spaces.
This casts 4 Summon Spirit spells, and then casts a spell that summons a Deva to lead them. The best mass summoning spell for a priest. Usefulness- Used sometimes. - SHATTER — 12 Magic Points required, range of 1 space.
This spell casts a Move Mountain spell on every space adjacent to your party. Usefulness- Necessary. - DISPEL FIELDS — 6 Magic Points required, range of 4 spaces.
This spell is the best of the dispel field spells. This will attempt to dispel any magical field in a radius-2 circle. Usefulness- Used sometimes. - HEAL ALL — 8 Magic Points required, no range.
This spell casts a Heal spell on every party member. I think a few Minor Heal All's work better. Usefulness- Covered in cobwebs. - REVIVE — 7 Magic Points required, no range.
This spell instantly heals all damage and cures all poison on a selected character. Usefulness- Overabused. - HYPERACTIVITY — 8 Magic Points required, no range.
This Gorgon-battling spell awakens every party member, and also provides a resistance from sleeping. Usefulness- Barely used. - DESTONE — 8 Magic Points required, no range.
If one of your characters are turned to stone by a basilisk, then this will return them to flesh and blood. Usefulness- Used sometimes. - SUMMON GUARDIAN — 14 Magic Points required, range of 4 spaces.
This spell summons a powerful, poisonous, invisible being to fight for your party. Be careful you don't fry him with a spell or he'll turn on you! Usefulness- Used sometimes. - MASS CHARM — 17 Magic Points required, range of 8 spaces.
This spell casts Charm Foe on every hostile creature within 8 spaces of the caster. Usefulness- Overabused. - PROTECTIVE CIRCLE — 8 Magic Points required, no range.
This odd spell surrounds the caster with layers of magical fields, arranged in this way:- Under caster and the spaces adjacent to the caster — Antimagic fields.
- Every space adjacent to the antimagic field — Blade walls.
- Every space adjacent to that — Ice walls.
- Every space adjacent to that — Force walls.
- PESTILENCE — 7 Magic Points required, range of 8 spaces.
Unless resisted, this spell diseases every hostile creature within 8 spaces of the caster. Not recommended, since disease is very slow... Usefulness- Barely used.
Level 7
- REVIVE ALL — 10 Magic Points required, no range.
This spell casts two Major Heals and a Cure Poison on every party member. Usefulness- Overabused. - RAVAGE SPIRIT — 10 Magic Points required, range of 4 spaces.
This spell deals a severe blow to any demon it is cast upon. Almost necessary in the Tower of Magi. Usefulness- Necessary. - RESURRECT — 35 Magic Points and Resurrection Balm required, no range.
This spell is a more powerful version of Raise Dead. It will even work on a dusted character, and has a lower chance of lowering attributes. Usefulness- Barely used. - DIVINE THUD — 10 Magic Points required, range of 12 spaces.
This spell deals a TON of magical damage to anyone with 2 spaces of the targeted area. Usefulness- Overabused. - AVATAR — 12 Magic Points required, no range.
This spell casts a Revive, Cleanse, Martyr's Shield, Protection, two Blesses, and two Hastes on the caster, turning him/her into an Avatar of the Gods. Usefulness- Used sometimes. - WALL OF BLADES — 12 Magic Points required, range of 10 spaces.
This spell creates a wall of the most highly damaging field: the blade wall. This will deal type-less damage to anyone who walks through one. Usefulness- Used sometimes. - WORD OF RECALL — 30 Magic Points required, no range.
This spell instantly teleports you to Fort Emergence, so long as you are outdoors. If you are about to land on a deadly square while flying, use this spell! Usefulness- Barely used. - MAJOR CLEANSING — 10 Magic Points required, no range.
This spell casts a Cleanse spell on every party member. Questions? I didn't think so. Usefulness- Barely used (especially since you can always use Graymold Salve in battle for the same effect).
14. Alchemy and its Many Uses
In Exile, alchemy is the creation of poisons and potions of many uses rather than the dictionary definition of "an ancient study based on turning metals to gold." To do alchemy, you must have three things. First off, you must have the ingredient or ingredients for the potion you wish to make in the hands of the person who you want to make it. Second, that person who is going to make the potion must have the required skill to make the potion. Last, and most importantly, you must have the recipe required to make it. When you have all of these, go to the Action menu bar on the top of the game screen. Click on the option Do Alchemy, and pick a character to make the potion. Next, click on the potion you want to make. If successful, the ingredients used will disappear and be replaced by that potion. If failed, you will hear your character grunt in frustration, PLUS your ingredients will disappear.
- Weak Curing Potion — Holly needed, minimum alchemy skill 1.
This potion will cast the priest spell Weaken Poison on the drinker. Useful if your priests are trying to conserve magic points. - Weak Healing Potion — Comfrey root needed, minimum alchemy skill 1.
This spell will cast two of the priest spells Minor Heal on the drinker. Helps in tight situations. - Weak Poison — Holly OR giant spider glands required, minimum alchemy skill 1.
This "potion", when used in combat, will place poison on your blade. Striking an enemy with this poison will poison them to about the equivalent of a Mage spell of Minor Poison. - Weak Speed Potion — Comfrey root OR wormgrass required, minimum alchemy skill 3.
The drinker of this potion will have the Mage spell Minor Haste cast upon them. - Medium Poison — Wormgrass OR giant spider glands required, minimum alchemy skill 3.
Striking an enemy with this poison is about the same as casting two Minor Poisons upon it. - Medium Healing Potion — Glowing nettle required, minimum alchemy skill 4.
Drinking this potion is about the same as casting Major Heal on the drinker. - Strong Curing Potion — Glowing nettle required, minimum alchemy skill 5.
Drinking this potion is about the same as casting both a Weaken Poison and Cure Poison spell on the drinker. - Medium Speed Potion — Glowing nettle and wormgrass required, minimum alchemy skill 5.
Drinking this potion is the same thing as casting a Haste spell on the drinker. - Graymold Salve — Graymold required, minimum alchemy skill 7.
Using this in combat will cure the disease of ALL of your characters. The only time it can be used other than that is when a sick person cannot be cured of disease. - Weak Energy Potion — Wormgrass and glowing nettle required, minimum alchemy skill 9.
This, upon drinking, will restore 15 spell points. - Potion of Clarity — Graymold and holly required, minimum alchemy skill 9.
This instantly cures a dumbfounded character. Keep one handy in case your priests get dumbfounded to the point that they can't cast Restore Mind. - Strong Poison — Holly and wormgrass required, minimum alchemy skill 10.
Striking an enemy with this on your blade is about the same as casting both a Poison and a Minor Poison spell on an enemy. This is also good to sell for a fair amount of money. - Strong Healing Potion — Graymold and comfrey root required, minimum alchemy skill 12.
Drinking this is about the same as casting a Major Heal and a Heal spell on the drinker. - Killer Poison — Mandrake root required, minimum alchemy skill 12.
Striking with this poison is about the same as casting a Major Poison and a Poison spell on an enemy. This sells for a lot of money (however, the mandrake root may sell for more, I'm not sure...) - Resurrection Balm — Ember flowers required, minimum alchemy skill 9.
You can't use this, but you need it in your possession to cast the Priest spells Raise Dead and Resurrection. - Medium Power Potion (Medium Energy Potion) — Mandrake root and wormgrass required, minimum alchemy skill 14.
This will give 30 spell points to the drinker. - Knowledge Brew — Ember flowers and mandrake root required, minimum alchemy skill 19.
This spell adds a few skill points to your character. This also sells for a lot of money. However, the recipe of it is extremely hard to find (it can even be considered an Artifact Quest!)
15. Magical Fields
This section will describe each of the magical fields you may encounter in the worlds of Valorim and Exile.
- Special Encounter — This isn't really a MAGICAL field; rather, it is a sprite trigger. The visible ones appear as white dots, while the invisible ones can't be seen without cheating in some way.
- Wall of Fire — This is the weakest of the damaging walls. Anyone stepping on this field will take light fire-based damage, usually from 5–15 HP. If a PC or NPC is resistant or immune to fire, they will obviously take less or no damage. This wall will rapidly fade upon creation. Beware that creatures like Salamanders and Efreets radiate this kind of wall.
- Wall of Force — Stepping onto this field will electrocute you. This deals more damage (10–20) than a firewall, but fades almost as quickly. Anyone resistant or immune to magic will take less or no damage from this field.
- Wall of Ice — Stepping onto this field will freeze you. This deals the same amount of damage as a force wall, but lasts a lot longer. Anyone resistant or immune to cold will take less or no damage from this field. Be warned: Ice drakes and Ice Puddings radiate this wall with every step they take.
- Wall of Blades — The strongest and longest lasting of all damaging walls, this spell causes blades to spin about through the air. The only way creatures can resist this wall is if they have tough armor.
- Fire Barrier — This permanent barrier can be walked through. However, when it is, the creature or character walking through it will be dealt mild fire-type damage.
- Force Barrier — This is another permanent barrier, and is an annoyance in many places. The only way it helps you is that it blocks other creatures off from attacking you.
- Web — This field is permanent until walked through. Anyone or anything who walked through a web will have less Action Points in combat. To counter this effect, pause so you can clean off the webs, or cast a cleanse spell.
- Stinking Cloud — Anything that is not magic immune will be mildly cursed when walking through this wall.
- Sleep Cloud — Anything that is able to be put asleep has a chance to when they walk through this wall, making them easier to critically wound. Beware! Gorgons breathe sleep clouds.
- Antimagic Cloud — If you are standing in this quickly fading field, you cannot cast spells by normal means (you CAN use an item, however.) You cannot target any of your magic into this field either, but if you cast a spell that affects many spaces (such as Shockwave) the spell will strike. (Note: Thanks for pointing this field out, EALacey!)
- Lava — This permanent "field" cannot be created by a creature or character. When walked upon without a Firewalk spell, lava deals a HEAVY amount of damage to that person. Creatures will never walk across lava unless they are immune to fire.
- Quickfire — The most damaging of any magical field, this will expand to fill any area it is able to. Quickfire does not deal a whole lot of damage, but since it fills up a whole town, it is extremely deadly. If you leave town with Quickfire running free, then that town will be cleaned out of creatures later on. After about ten days, Quickfire dies down.
16. The Editor
This section covers, in detail, the various things you can do with the editor. Keep in mind that it is very easy to get stuck in the game if you fool around with it too much.
Menu Bars
File — Unless you were suddenly dropped into the world of Windows, then this is self-explanatory.
Registration — This allows you to register your copy of Exile. Sure, you can random guess until the cows come home, but unless you pay for it, you probably won't unlock the other sections of the editor until you register it.
Free Extras — Free with the shareware version.
- A. Edit Gold — Give yourself anywhere from 0 to 25,000 gold. This is probably the most used cheat.
- B. Edit Food — Give yourself anywhere from 0 to 25,000 food. Unlike in the other two Exile games, you probably won't go to this option too much because the rate of food consumption has greatly decreased in Exile III.
- C. Leave Town — If you are stuck in a dungeon or a town, use this option to transport yourself outside. Things you do inside the town won't be saved (e.g. casting Magic Map.)
- D. Reunite Party — If for some reason your party becomes separated (like in the Filth Factory, for example) this option will make your party regroup.
- E. Return Party to Start — This returns your party to Fort Emergence, where you began the game.
- F. Reset All Boats/Horses — This returns all of the boats and horses to where they originally came from. This is useful if you screw up if you teleport somewhere and leave a boat in someplace unreachable. I don't know, however, if you still OWN the boats/horses you bought.
- G. Make Towns Forget You — If you were a bad, bad boy (or slith, or nephil,) then you can use this option to make towns mad at you not quite so mad anymore. This does NOT work if you steal from the Anama temple in Shayder. Keep in mind this doesn't work if you are still IN the town mad at you. You may want to select Leave Town before you use this. Also note that any monsters you killed in towns/dungeons will regenerate.
- H. Slow Down Tower of Magi Timer — At sometime around Day 50, you will begin to have disturbing images inside your head. This is actually a signal that the Tower of Magi, deep inside Exile, is being destroyed. This option will actually restart the timer, so you can have some more time to train/raise gold/etc. Keep in mind that you will really, really NEED a lot of training... the Tower is full of demons.
- I. Heal Damage — This will restore all of your PC's (Player Character) hit points. Keep in mind that they will still have bad effects on them and will still be dead, dust, or stone.
- J. Restore Spell Points — This will recover all of your characters' magic power.
- K. Raise Dead, Destone, etc. — This will resurrect a character, remove a character from stone, or reassemble ashes of a character. There will be no status losses (e.g. strength, dexterity, and intelligence will remain the same.)
- L. Remove Bad Conditions — If one or more of your characters were poisoned, dumbfounded, diseased, and/or covered in acid, this will remove those effects. I believe, however, that a slowed speed or a curse will still remain on the characters.
Edit Party (registration required)
- A. Add Special Items — This will bring up a menu of all the special items required in the game, and a few that aren't. This menu will be described later in the editor section.
- B. Add Alchemy — With this option, you can add any of the various alchemical recipes you can acquire around Exile and Valorim. It is particularly useful for getting the Knowledge Brew, which you have to go on a wild goose chase to find in the game itself.
- C. Own All Boats/Horses — Need you ask?
- D. Edit PC's Mage Spells — This will add or remove any or all mage spells of a selected PC.
- E. Edit PC's Priest Spells — Same thing as above, except that you can add or remove divine spells.
- F. Edit PC's Skills — This is basically the same thing as when you visit a trainer, except that you have an unlimited amount of skill points and gold.
- G. Edit PC's Traits — This allows you to edit the race, advantages, and disadvantages of a PC. These all will affect the rate at which you gain experience levels, so be cautious.
- H. Edit Day — This does as it says. Normally used to give yourself more time for a job or to have the dispatcher forgive a late delivery. This option can cause some really weird effects on the game. If you set the day back too far, any monster plagues you may have ended will restart. If you set the day ahead too far, some time related events may have already passed you by (the Tower of Magi may already be destroyed.)
- I1–I10 — These bars add almost EVERY item in the game, cursed, magical, unique, or normal.
Special Items
This lists all the special items you can find in the editor. It can be a pain scrolling across the ten menus trying to find the item you want, so this section is here for reference.
- Maps of Krizsan Province, Upper Exile, Isle of Bigail, Karnold Province, Midori Province, Monoroe Province, Footracer Province — Adds these maps.
- Orb of Thralni — When used, allows you to fly for six steps outdoors.
- Amulet of Rapid Returning — When used in outdoor Valorim, will return you to Fort Emergence. However, it has a limited range (it won't work in far northern Valorim.)
- Wand of Unusual Results — Produces a random effect when used. Possible results include: a bar of iron appearing (more gold), some cash disappearing (lose gold), a fish appearing (more food), sudden hunger (lose food), feeling dumber (stats lower), feeling smart (skill points may raise), feeling romantic (nothing), grass growing (nothing), fingernails turning green (nothing), or flowers appearing underfoot (nothing).
- Twisted Steel Key, Giant's Key, Electrum Key, Stone Key, Key to Hawke's Manse, Silver Key, Vahnatai Crypt Key, Large Iron Key, Twisted Gold Key — Opens various doors around Valorim and Upper Exile.
- Scroll from Prazac / Aniximander Scroll — Negotiation scrolls between your boss Aniximander and the Empire's leader, Prazac.
- Soul Crystal — You can't use it automatically; you must cast a Capture Soul spell to capture the image of a monster, then cast Simulacrum during battle to summon that monster.
- Drawing of Rune, Withered Scales, Crystal Shards, Hot Crystal Shards — Evidence of who has been causing the monster plagues on Valorim.
- Silver Runed Amulet — Give it to Denise in the Portal Fortress for a spell or two!
- Crystal Statue — Give this to a Vahnatai and, in return, he will give you a Soul Crystal.
- Cooling Amulets — If you think Erika was behind the monster plagues, get this made so you can resist her fire traps when you attempt to kill her. This will also give your party fire resistance.
- Thought Crystal — If you think the Vahnatai were behind the monster plagues, get this so you can resist any crystalline magic they throw at you when you attempt to kill them.
- Book on Teleportation — If you give this to a certain librarian, she will teach you the spell of Identify.
- Blessed Athame — This super sharp knife is a key item in driving out the threat to the Tower of Magi.
- Erika's Amulet — If you get this activated by Erika, she can keep an eye on you at all times. She'll help you in a certain time of need if you have this.
- Metal Lumps — These are mithral, a rare metal, used in three places: the Inn of Blades, the lair of the Dragons, and a certain town with a blacksmith eager for a real challenge.
- Egg of the Phoenix — This artifact will destroy the Filth Factory, if you can bring it to the right place.
- Anama Rings — Though you don't have to be a member of the Anama to wear them, these rings ensure that people think, at first glance, that your party is of the Anama, the main religion of the Isle of Bigail.
- Suspicious Package — If you deliver this to a certain person in Lorelei, you will be able to enter her guild. Be careful! Troops around the city want to find people that have this and will attack you if they find any on you.
- Scroll of Passage — Used to enter the Troglodyte Castle without being attacked. Attacked isn't the same thing as captured, though...
- Sharimik Ring — Give this ring to Ginny the Food Seller and she'll reward you.
- Troglodyte Message — A return message for the mayor of Sharimik from the Troglodyte King. The message on this scroll is quite amusing!
- Love Letter, Embroidered Favor, Good Luck Charm, Locket with Painting — A commander lost some of his men in the giant's cave. He'll pay you 500 gold for each you bring back (I think.)
- Silver Ring — This belongs to a dead sailor. Find it and return it to a person very close to him.
- Baziron Message — Deliver this to General Baziron in Tevrono. He'll give you a pouch of gold for it.
Maps
- Add Exile/Caves Maps — Adds the "outdoors" maps for Upper Exile and other "outdoor" caves.
- Add Northern Valorim Maps — Gives you the outdoor maps for anywhere north of Sharimik.
- Add Southern Valorim Maps — Gives you the outdoor maps for anywhere south of Sharimik.
- Add Tiny Town Maps — Gives you any in-town maps for the tiny huts dotted around Valorim.
- Add Small Town Maps — Gives you any in-town maps for most minor towns and small dungeons.
- Add Medium Town Maps — Gives you any in-town maps for towns and dungeons 64 by 64 spaces large.
- Add Large Town Maps — Along with adding the 64 by 64 space large maps, this option will also give you the maps of the five major cities in Valorim.
Other Options
- Raise Special NPCs from Dead — If you decided to be cruel and daring, and killed either Erika or any of the three dragons, they will now be back to life.
- Be Member of Anama Church — Selecting this option makes you a member of the Anama church. You can now not cast any mage spells, but you can go upstairs in the temple and visit other Anama places of worship around Valorim. Make sure you put on Anama Rings for full effect.
- Activate Erika Amulets — Selecting this option activates Erika's amulets. To get the full effect, put ON the amulets.
- Make Job Dispatchers Forgive You — If you took too long delivering stuff to other people, the job dispatcher that gave you the job will be ticked off at you for about 50 days. Select this option and presto! Instantly happy dispatchers.
- Reset Shayder, Quit Anama — If you found the great treasure of the Anama in Shayder, and took it, everyone in Shayder will attack you on sight for the remainder of the game. Selecting this removes you from the Anama, and therefore they can't suspect you of taking the treasure (Non-Anama members can't be let upstairs!)
- End Curse of Vahkhos — In the southeastern corner of Valorim, you will find a vampire that wishes to fight you in exchange for taking his treasure. If you kill him, but don't destroy the crystal that contains his soul, he'll haunt you. Selecting this option shatters the crystal and therefore ends the curse.
- Cure Skribbane Addiction — There is a "wonder drug" on sale in Gale. If you take too much of it, you'll become addicted and have all your stats lower after the initial effect of the drug wears off. Selecting this option corrects your status.
- Make All Dungeons Visible — There are certain dungeons you can't find until you are told their location (one example is the Monastery of Madness). Selecting this option reveals the location of ALL hidden dungeons and towns.
Editor Item Lists
The following lists all items available through the editor menus I1–I10. Keep in mind that repeats are present in the original editor — these are listed as-is.
- I1 — Pants, shirt, robes, rock, stick, mug, plate, bottle, bottle, candle, lamp, bones, skull, torches, Vahnatai robes, stone knife, stone short sword, stone club, stone mace, stone axe, stone spear, bronze knife, bronze short sword, bronze club, bronze mace, bronze axe, bronze spear, bronze hammer, bronze rapier, bronze broadsword, bronze flail, bronze bardiche, bronze halberd, bronze greatsword, bronze great mace, iron knife, iron short sword, iron mace.
- I2 — Iron axe, iron spear, iron hammer, iron rapier, iron broadsword, iron flail, iron bardiche, iron halberd, iron greatsword, iron great mace, steel knife, steel short sword, steel mace, steel axe, steel spear, steel hammer, steel rapier, steel broadsword, steel flail, steel bardiche, steel halberd, steel greatsword, steel great mace, magic knife, magic short sword, magic mace, magic axe, magic spear, magic hammer, magic rapier, magic broadsword, magic flail, magic bardiche, magic halberd, magic greatsword, magic great mace, iron slith spear, steel slith spear.
- I3 — Bronze wave blade, iron wave blade, steel wave blade, magic wave blade, steel razordisks, iron razordisks, darts, iron darts, magic darts, throwing knives, throwing daggers, arrows, iron arrows, magic arrows, javelins, iron javelins, cavewood bow, lemonwood bow, yew bow, crossbow, fine crossbow, magic crossbow, bolts, iron bolts, magic bolts, leather baldric, leather armor, bronze studded armor, bronze chain mail, bronze breastplate, bronze plate, iron studded armor, iron chain mail, iron breastplate, iron plate, steel studded armor, steel chain mail.
- I4 — Steel breastplate, steel plate, magic studded armor, magic chain mail, magic breastplate, magic plate, mithril chain mail, crude buckler, bronze buckler, iron buckler, steel buckler, magic buckler, crude shield, bronze shield, iron shield, steel shield, magic shield, crude large shield, bronze large shield, iron large shield, steel large shield, magic large shield, leather helm, bronze helm, iron helm, steel helm, magic helm, leather greathelm, bronze greathelm, iron greathelm, steel greathelm, magic greathelm, leather gloves, bronze gauntlets, iron gauntlets, steel gauntlets, magic gauntlets, boots.
- I5 — Steel-toed boots, lockpicks, weak poison, medium poison, strong poison, killer poison, ruby, sapphire, fine lockpicks, magic lockpicks, Orb of Sight, Smoky Crystal, Piercing Crystal, Mist Globe (×3, all do different things), Shielding Crystal, Goo Bomb, Orb of Foul Vapors, Dust of Hiding, Dust of Choking, Cleansing Powder, gold statue, ivory bug, ebony lizard, Horn of Warriors, Scroll: Flame, Scroll: Slow, Scroll: Poison, Scroll: Stealth, Scroll: Kill, Scroll: Ice Bolt, Scroll: Fireball, Scroll: Firestorm, Scroll: Major Haste, Scroll: Shockwave, Scroll: Charm, Scroll: Magic Resistance.
- I6 — Alabaster lizard, diamond, emerald, cursed helm, ruby helm, emerald helm, Helm of Speed, runed helm, crystal, iron bar, silver bar, platinum bar, Nimble Gloves, Ogrish Gauntlets, Giant Gauntlets, Glue Gauntlets, aspskin gloves, Asp Gloves, Micah's Gloves, magic boots, dancing boots, Boots of Apollo, Boots of Speed, cursed boots, crystal shield, Iceshield, Shield of Khar, Shield of Klin, Lifeshield, Shield of Klud, Martyr's Shield, Runeshield, cursed shield, strong curing potion, strong healing potion, strong energy potion, strong strength potion, strong speed potion.
- I7 — Strong invulnerability potion, strong skill potion, medium curing potion, medium healing potion, medium energy potion, medium strength potion, medium speed potion, medium invulnerability potion, medium skill potion, weak curing potion, weak healing potion, weak energy potion, weak strength potion, weak speed potion, weak invulnerability potion, weak skill potion, Ambrosia, Potion of Bliss, poison potion, Potion of Doom, Brew of Lethe, Potion of Clarity, Brew of Knowledge, Brew of Ironskin, Brew of Battle, Brew of Lethe, Dart of Returning, lightning rods, Infinite Arrow, Arrows of Light, Arrows of Life, burning arrows, exploding arrows, Archer's Bow, Bow of Kag, poison darts, Wand of Venom, Wand of Fireballs.
- I8 — Wand of Flame, Wand of Carrunos, Wand of Slow, Wand of Death, Wand of Charming, Wand of Nullity, Wand of Phyrrus, Wand of Vorb, Wand of Rats, Wand of Paralysis, Wand of Acid, Prismatic Wand, Crystal Wand, gold ring of regeneration, gold ring of protection, gold ring of accuracy, gold ring of skill, gold weight ring, gold ring, gold serpent ring, silver ring of regeneration, silver ring of protection, silver ring of accuracy, silver ring of skill, silver weight ring, silver ring, silver serpent ring, bronze ring of regeneration, bronze ring of protection, bronze ring of accuracy, bronze ring of skill, bronze weight ring, bronze ring, bronze serpent ring, Ring of Warmth, Ring of Fire Resistance, Ring of Speed, Ring of Will.
- I9 — Aescal's Ring, Ring of Free Action, Ring of Resistance, silver ankh, Amulet of the Cobra, Ruby Charm, Onyx Charm, fang necklace, fire orb necklace, diamond necklace, gold necklace, Lifesaver Amulet, Scale Necklace, amber periapt, sapphire necklace, Feldspar Charm, Ivory Charm, silver necklace, basic necklace, uranium bar, gold bar, Graymold Salve, Resurrection Balm, rough diamond, Power Geode, Firestone, Ravage Knife, Assassin's Knife, Alien Blade, Demonslayer, Wyrmsbane, Flaming Sword, Smite, Mace of Disruption, Black Halberd, Adamantine Axe, luck charm, Lodestone.
- I10 — Airy Stone, basic powder, Powder of Lethe, Potion of Paralysis, Helm of Alertness, Shield of Kron, Pachtar's Plate, Ring of Magery, Boltblade, Shield Mace, Fury Crossbow, Quicksilver Band, holly, comfrey root, glowing nettle, wormgrass, graymold, ember flowers, mandrake root, unicorn horn, asp fangs, golem gem, silver ore, gold ore, Clothes & Goods, Exotic Herbs, perfect flower, Mithral Broadsword, Beastslayer Blade, Skribbane Herb, cursed axe, cursed broadsword, cursed greatsword, cursed knife, cursed shield, cursed mace, cursed ring, cursed halberd.
17. FAQ
Got any questions? Send 'em via email, and, if they are INTELLIGENT ones, they might get posted here.
Can you give me your registration key?
No. No, no, no, no, NO!!!!! Honestly, don't you people read the introductions?! And, BTW, this also includes FILES from my game.
How do I obtain the Orb of Thralni?
So many people asked this, and it's considered an artifact — look above in the Artifact Quests section.
"X" never gives me any magic spells! I've beaten some plagues, how can I get him to give them to me?
X teaches strong magic. VERY strong magic. So you have to beat the later plagues (i.e. giants, troglodytes, golems.) Once you do this, you must say "grant" to him. If you have defeated the giants and the troglodytes, he will give you Daemon and Mindduel. If you have defeated the Golems, he will give you Shockwave and Protection.
How do I get into the back room in Erika's Tower?
Honestly, I don't know. I believe it is impossible.
I've heard there is a spell to break the golem generators! I've tried every one and it won't work!
Obviously you didn't try EVERY one... Dispel Barrier breaks golem generators with ease.
Where on God's green earth is the Death Arrows spell?!
You know those stone circles? Visit each one. The first one bestows the spell Restore Mind, the second Magic Map, the third improves the party's dexterity by one, the fourth gives an assload of experience, and the final one is your precious Death Arrows. Now have fun paying for it later in the game.
18. Thanks!
Thanks, EALacey from the GameFAQs boards, for TONS (and I mean that) of help on the troglodyte/golem plague, editor information, and artifact quests.
Thanks to the contributor who submitted the name of the troglodyte Khazi leader.
Thanks, CJayC, for being nice and sweet and allowing this FAQ to be reposted after many a long year.
19. Copyright Notice
Exile III: Ruined World FAQ Version 4.15
Last updated on 11/13/2003
Started on 10/22/99 by Earthshaker
Copyright 1999–2003 by Earthshaker. Anyone may reproduce this FAQ electronically, but do not sell it for money. If you wish to place this on your website, do so with this disclaimer intact, and contact the author before doing so. The most updated version of this FAQ will always be found at www.GameFAQs.com.
Exile III: Ruined World is copyright Spiderweb Software and Jeff Vogel.
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