[[quoteright:249:http://static.tvtropes.org/pmwiki/pub/images/exile_original_game_9819.jpg]]
''Exile'' was a series of [[FantasyVideoGames Fantasy]] [[WesternRPG RPGs]] created by Jeff Vogel of Creator/SpiderwebSoftware. They [[http://www.spiderwebsoftware.com/productsOld.html remain available]] as {{freeware}} for older computers running [[AppleMacintosh Mac OS Classic]] or [[IBMPersonalComputer 32-bit Windows]]. (''Exile III'' was also ported to [[UsefulNotes/{{UNIX}} Linux]] by a third party.) The four games were later remade as an [[IsometricProjection isometric 3D]] series called ''VideoGame/{{Avernum}}'', which added a fifth, sixth, and seventh installment.

The eponymous nation is a vast network of caves to which the surface world banishes its criminals, dissenters, and misfits. In each game, you play a team of Exiles swept up in conflicts between the people of Exile, their nonhuman neighbors in the caves, and the cruel Empire that rules the surface.

* ''Exile: Escape from the Pit'' (released in January 1995)
* ''Exile II: Crystal Souls'' (released in November 1995)
* ''Exile III: Ruined World'' (released in January 1997)
* ''Blades of Exile'' (released in December 1997)

[[SimilarlyNamedWorks Not to be confused with]] the third installment of the ''VideoGame/{{Myst}}'' series, or a completely different ''[[VideoGame/ExileBBCMicro Exile]]'' created in 1988 for the BBCMicro.

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!!This RPG series displays the following tropes:

* ActuallyFourMooks: Wandering monsters (and occasionally non-hostile guard patrols) are represented this way on the map.
* AlwaysChaoticEvil: Averted for the Slithzerikai, Nephilim and Vahnatai - there are plenty of good members of each race, and there are even a few friendly Undead spirits. Played straight with Daemons, who are always evil, though some do help you for entirely selfish reasons. Subverted with the Troglodytes and Giants - they are always your enemies, but then again it was the humans who virtually exterminated them in the first place, so they have good reason to hate you.
* TheArchmage: Several. The Triad mages, the ruling trio of the Tower of the Magi in Exile, are the most prominent examples. They have a very important role in the plot of the entire series - more important than the royalty, in fact. It is explicitly stated that the greatest mistake the Empire made was sending several powerful mages to Exile.
* ArtifactCollectionAgency: The Cult of the Sacred Item.
* AsteroidsMonster: Slimes and Doomguards.
* AutomatonHorses: Only appear in Exile III and Blades. They are utterly invincible and require no food. On the other hand, you can't take them indoors or into dungeons.
* AntiMagic: From Exile II on, Anti Magic fields make an appearance. These provide complete protection against most spells and also against "breath" type attacks.
* AntiMagicalFaction: The Anama. A cult on Valorim that considers all Mage magic to be evil (they allow - even encourage - the use of Priest magic, though).
* BagOfSharing: Averted. Everyone has their own inventory (limited by number, rather than weight as in VideoGame/{{Avernum}}), and you have to be adjacent to pass stuff along in combat.
** ''Exile III'' introduced the weight mechanic.
* BanditMook: Gremlins steal your food.
* BeneathTheEarth: Exile itself, an enormous underground cavern large enough to house several human and non-human nations, as well as vast expanses of wilderness.
* BonusBoss: In the first game, there are six dragons, and one of them has to be killed in order to beat the game. Each of the others tells or gives you something that is also necessary to beat the game. Once they've done that, though, you're free to kill them and take their loot. (Later in the series, [[spoiler:Motrax does die, but it wasn't the player who killed him.]])
* BuryYourGays: The Empire considers homosexuals to be "misfits" and sends them to Exile. The nation of Exile, however, is much more tolerant.
* CatFolk: The Nephilim. They're more nimble than humans and good archers, but not as organized, and thus serve as low-level antagonists in the first two games.
* CityGuards: And extremely powerful ones to boot.
* CollectionSidequest: The seven crystals, the five (or four, but that's not as good) brooches, the four syllables of the password, the six pieces of mold to get into Erika's tower free--and that's just ''Exile I''!
* CrapsackWorld: A globe-spanning totalitarian empire that summarily dispatches the "eccentric" and "awkward"... into a violent penal colony where a nasty death lurks around every corner!
* {{Cult}}: The Church of the Anama, which believes that Mage spells are an ultimately evil force that humanity should abandon in favour of divine magic and alchemy.
** There's also some very weird ones, such as one that worships magic items, or one that takes martial arts a bit too far.
* DialogueTree: Of the hyperlink variety, in ''Exile III'' and ''Blades''. The first two games had you input keywords (of which the game ignored all but the first four letters). This led to bugs, like being able to say [[spoiler:"divulge" to the talking statues long before you'd met Erika, and "Icarus" to the Scimitar before you knew to say it]]. The later games have the same input system and the same potential for abuse, but obvious conversations can happen faster by clicking on text.
** This led to [=NPCs=] having a stock response for keywords they didn't have a response for. Each town had one that all its inhabitants (except for some notable exceptions) used, although some pairs of towns had the same one. (In ''Exile I'', for example, Fort Exile's was "I don't know about that", and Fort Duvno's was "You get a questioning look". In the Tower of Magi, it was "You receive a blank stare", consistent with the apprentices not being allowed to speak. The [=GIFTs=]? "You're silly!")
* DifficultySpike: The Golem plague in Exile III. They are much nastier than anything you faced before, being tough and having powerful magical projectiles that ignore armour. In addition, their lair is one of the nastiest dungeons in the entire series.
* TheEmpire: What the surface world is called.
--> Not the Empire of Something, or the Something Empire. Just the Empire. It's understandable. There's no need for elaborate names when there's only one game in town.
* EnemySummoner: Introduced in Exile II. Enemy spellcasters can summon additional creatures to help them.
* EventFlag: "Stuff Done Flags".
* FantasticDrug: Skribbane.
* FantasticRacism: The Empire hunts down damn near everything that isn't human, and has succeeded in wiping out at least one race of sentient humanoids. They have pretty much cleared the entire surface world of non-humans, save for a few isolated groups deep in the wilderness.
* FantasticSlurs: There are various derogatory nicknames for the non-human races, plus the human residents of the Empire, Exile, and the Abyss who all hate each other.
** Those in the Abyss, who are basically Exile's truly dangerous criminals, call all other Exiles voles. Empire jerks do so love to call Exiles worms, though.
* FirstTimeInTheSun: The beginning of ''Exile III''.
* FlowerFromTheMountaintop: A quest given by a dryad in Exile III.
* GameMaker: ''Blades of Exile''. Now open source.
* GiantSpiders: They're also intelligent, friendly, talking and have cute, high pitched voices.
** In the third game, there are Giant Cockroaches, too.
* {{Golem}}s: Only the classic rock version in the first two games, but many new types are introduced in the third game.
* GoshdangItToHeck: In the first game, there's a sound effect shouting out "darn" or "dang!" if you fail to pick a lock.
* {{Hellfire}}: Quickfire.
* InconvenientlyPlacedConveyorBelt: The golem factory in Exile III is a maze of these.
* InexplicablyIdenticalIndividuals: Features a ''lot'', especially for minor vendors. Because of how the game stored NPC conversations, it was a lot easier to have one conversation come up all the time. If a vendor or similar character ''wasn't'' inexplicably identical, it was a good, though by no means infallible, clue that they had special wares and/or plot significance.
** Humorously justified for one particular set of [=IIIs=] in ''Exile III'': evidently, they're all siblings, all trained by their parents in the same craft (toolmaking), and all named "Merry" because their parents were horribly uncreative.
*** There's a few other "generic" traders who are also justified in ridiculous and humorous ways in Exile III, such as a fletcher who apparently keeps forgetting everything except his trade, but has an inexplicable gift for "fitting in" wherever he goes. There's also a guy who owns a chain or near-identical shops, and who personally runs one of them every day - hilariously, it will always just happen to be the one you've just entered.
* InvisibleMonsters: Guardians and Black Shades. Both can attack from a distance, making them even more annoying.
* IneffectualSympatheticVillain: The Goblins. They're so stupid and uncultured that only thing they can do is banditry, but they're so laughably weak it's quite possible you'll feel pity for them. Bonus points because they're often bullied or enslaved by other races, especially the Nephilim.
* InvoluntaryGroupSplit: Used occasionally, and can be quite nasty since it always involves just one of you characters splitting off from the other five.
* InvulnerableHorses: Played perfectly straight because horses are treated like vehicles rather than creatures.
* KleptomaniacHero: You. But {{NPC}}s only care about some items.
* LastChanceHitPoint: Any hit that would reduce you to under zero HP first reduces you to zero and plays a "coughing up blood" sound. The LuckStat also gives you a chance to avoid otherwise fatal blows.
* LinearWarriorsQuadraticWizards: Somewhat subverted: The warriors are weaker later in the game, but the most effective use of a mage or priest's spell points is buffing the warriors - a blessed, hasted warrior can usually do more damage than a single fireball.
* LivingStatue: Some serve as "concealed" enemies, others can offer important information, but you often need to tell them a password of some sort.
* LizardFolk: The Slithzerikai. They are both stronger and smarter than the humans, but their vicious ways prevent them from obtaining allies. They are the major mid-game antagonists in the first two games.
* LuckStat: Put points in it and you have a chance of "lucking out" of death. Max it out and you will essentially never die. And there's more: each point of luck will reduce damage from most sources by one point - it's not much if you have 1-2 points in Luck, but if you have say 9-10 it can make a huge difference.
* MageTower: The [[CaptainObvious Tower of]] [[DepartmentOfRedundancyDepartment Magi]].
* MinmaxersDelight: The Ambidextrous trait. It allows DuelWielding without penalty. Incredibly powerful and the experience penalty for taking it is mild.
* MoneySpider: Yes, but "gold" isn't [[GlobalCurrency standard currency]]. Instead, "gold" represents all sorts of valuable stuff you're lugging around.
* MonsterTown: You get to visit a Demon Fort and an Empire outpost in Exile II, and most of the locals aren't hostile.
* MoonLogicPuzzle
* {{Nephilim}}: InNameOnly, they're a race of CatFolk.
* NonStandardGameOver: Try opening a certain portal in Exile II and "forget" to close it before leaving. [[spoiler: The entire northwestern part of Exile will collapse, killing your party and many, many other people. On the bright side, most Empire troops were stationed in the northwest, which means Exile wins the war... at an enormous cost.]]
** There are a few more: For example, try killing King Micah or Erika.
* NostalgiaLevel: The Tower of Magi is pretty much the same (and very awesome) in every game. [[spoiler:Until it gets destroyed by demons in ''Exile III'']].
* OddlyShapedSword: Waveblades. And they're the most powerful 1-handed swords in the games.
* OurLichesAreDifferent: The classical robed, spellcasting skeleton type.
* OurWightsAreDifferent: Basically stronger versions of skeletons that can drain your experience if they hit you.
* OutrunTheFireball: Quickfire.
* PartyInMyPocket: Outside of combat, your party is always represented only by its leader, or a boat, or a figure on horseback.
* ThePasswordIsAlwaysSwordfish: In ''Blades of Exile'', the password to enter a cave full of giant gnats is... [[spoiler:"gnats".]]
* PenalColony: Exile is where the Empire dumps its misfits and petty criminals. There's also the Abyss, a sort of "Exile within Exile".
* PettingZooPeople: The Nephilim, Nepharim and the Slithzerikai to name a few.
* PlanetOfSteves: The Giant Intelligent Friendly Talking Spiders are all named Spider.
** At one point in ''Exile III'', [[spoiler:you need to drop the name of a GIFT chief to get access to him. As mentioned, they're ''all'' named "Spider". This, depending largely on how fast it took you to twig to it, was either a [[CrowningMomentOfFunny brilliant]] or [[MoonLogicPuzzle horrid]] idea.]]
* TheRashomon: Different {{NPC}}s who have been in Exile since early on in its history tell you different stories about those early years. Notably, Erika claims to have invented the light-giving fungus on the cave walls, whereas actually it was just there when they arrived.
* ReforgedBlade: The Demonslayer, the strongest sword in the games. You can reforge it in Exile I, and can obtain it in Exile II, but you can only get it in Exile III by cheating.
* RiddleMeThis: ''Exile II'' has a dungeon that is supposed to test your mind. In addition to several puzzles are many riddles.
** Which were omitted in the ''Avernum II'' remake in favor of more "normal" puzzles that fit directly into the gameplay.
* RiverOfInsanity / InevitableWaterfall: ''Exile II'' has a section where your party must cross over a series of underground waterfalls, each one taking away some of your food. Eventually, a really big waterfall will make you lose ''all'' your remaining food, forcing you to scavenge (usually fighting off monsters along the way) or face starvation. It's also worth mentioning that there are no shops or training avaliable along the way, and no way to identify the items you find (and you probably won't have enough space to take everything you find). Oh, and the caverns you pass are full of dangerous monsters...
* SealedEvilInACan: Grah-Hoth in ''Exile I''. There are also a few other demons you can release, the vast majority of which will immediately attack you.
* {{Shareware}}: "Suddenly, the Shareware Demon appears!"
* ShopliftAndDie: Shoplifting is considered a crime equal to murder, apparently.
* ShoutOut: ''Exile III'' has towns populated with Literature/{{Trainspotting}} and Series/BabylonFive characters.
* SoloCharacterRun: The maximum party size is six, but slots can be left empty as the player sees fit. (In fact, the [[AllThereInTheManual instructions]] suggest that you try making one "really powerful character" and seeing how far you can get.)
* {{Sssssnaketalk}}: The majority of the Slithzerikai.
* StockSoundEffects
* SufficientlyAdvancedAlien: The Vahnatai.
* SuicidalOverconfidence: Averted. Monsters can flee unwinnable battles, but they do so only rarely, usually when you hit them with a fear spell.
* SuperDrowningSkills: You can't swim, and if your five steps of hovering run out when you're above water, you drown. (But you can walk on lava!)
* SwampsAreEvil: They can poison you just for walking on them.
* TakeYourTime: Very, ''very'' averted in ''Exile III''.
* ThatOneDisadvantage: Pacifist in ''Exile II''. Such a character cannot attack the enemy in any way whatsoever, and can't even cast most spells that would indirectly lead to an enemy being harmed. Even worse when you realize that, since most experience is gained by killing stuff, your character will lag behind despite the massive experience bonus he gets by taking this disadvantage. Still, some players use it as a challenge.
** Also, Sluggish. It wasn't worth much in XP savings, and a game like this requires perfect rationing of action points to succeed. A character with less-than-stellar action points will easily be left behind when everyone else advances on the enemy, and also left to be ganged up on and eaten alive when everyone else is fleeing. Furthermore, the Haste spells (critical in the late game) only multiply action points; someone who can barely move before Haste can still only move a little better after it.
* ThrivingGhostTown: Played very straight. A typical town will have around 4-5 shops, all catering to adventurers, an inn, a mayor's officer, the barracks, and maybe 4-5 residential homes. The guards will frequently outnumber the other residents of the town.
* TranslatorMicrobes: In ''Exile II'', the party acquires this (or the equivalent) by completing a Vahnatai initiation ritual. This makes them able to understand and read Novah, and makes random Vahnatai stop attacking them.
* UpdatedRerelease: The first two games were redone to incorporate graphics and mechanics from the sequels.
* VideoGameCrueltyPotential: In the first scenario of ''Blades of Exile'', you visit towns that are being devastated by a curse. The water is undrinkable, crops are being wiped out, entire generations of children are dying, and life in general is a living hell. Feel free to ransack their houses of everything they have left.
** In Exile III, you can let the monsters ravage Valorim as much as you want - the game will never become unwinnable (though it will be harder as you lose access to certain quests, shops etc.).
* VideoGameRemake: The ''VideoGame/{{Avernum}}'' series. And now the first part of ''that'' [[TrilogyCreep hexalogy]] has been given a remake...
* TheWallAroundTheWorld: In ''Blades of Exile'', if the player reaches the boundary of a custom scenario in the overworld, they will be unable to go any further, and a message will tell the player so.
* WarpWhistle: The Amulet of Returning.
* WhatHappenedToTheMouse: It's mentioned in the first game that the Nephilim were sent down through another portal, but you can't find it in-game, and it's never explained what happened to it by the time Exile II starts. You'd think it would be important, since it's another potential entry point for the Empire.
* WizardNeedsFoodBadly: Food rations are required as your party eats periodically.
* YouAllMeetInACell: Or a colossal subterranean prison realm, anyway.
** Subverted somewhat. It's at least implied that your party met shortly before being thrown in. You meet ''everyone else'' in a cell.

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