This FAQ is the result of endless hours of playing the game myself,
looking with a hex-viewer through the program files plus some hints came from
a number of contributions by other people. I tried to mention the original
contributor everywhere. 'nough said, get going!
What is EXITILUS?
Starting the game
Your daily turn
The Merchants Way
What is EXITILUS?
Exitilus is a shareware fantasy door written by Tao Ge. It is currently
released in version 2.0 and word is that Tao is completly rewriting huge parts
of the game to allow for multinode operation these days. I hope he gets some
of the bugs out of the gam e before releasing the multinode version. In
Exitilus, you not only go out killing monsters and other players, but you can
invest your money in commercials, fight for the grace of the king (to receive
a title from him, of course) or become king yourself. There can be a number of
realms in the game and the kings can ally or go to war against each other.
There's a lot more in the game, which I will not mention here. This is a FAQ,
so I guess you either have the game or want to get it anyway. :-)
Starting the game
When you enter the game the first time, you have to create a character.
You will have to select two races (mothers and fathers), two classes
(childhood and teenager days), a profession and then either join a kingdom or
start your own (if there are still free kingdoms left in the game).
Races range from human to gargoyle plus you can be a mutant, too. Ok,
according to my personal experiences, race doesn't matter that much. There is
a slight difference in how much your attributes increase with each level, plus
your starting attributes di ffer, but I did never notice that the race plays a
decisive role. Just one hint on this: I'd recommend that you stay with one
race, i.e. choose the same race both times. This is the only way that the
difference between the races really could matter. If y ou must mix, try to mix
races with similiar attributes, e.g. Orcs with Trolls or Orcs with Dwarfs. One
of my players has an Elf/Dwarf mixture and is doing well, but I can't see him
having any advantage from his race, while my own Gargoyle/Gargoyle seems to
have a marginal advantage in hitpoints and constitution.
The opposite holds true for classes. I have never seen a player choosing
the same class two times and I don't think it would do any good. Class
selection is VERY important, so choose carefully. All classes have certain
advantages, some of them are easier exploited while I'd recommend others only
to experienced players who know how to get the maximum from them.
The Alchemist and the Paladin belong to the later type. The Paladins
runes come in too slowly and the Alchemists poison doesn't really matter as
long as it isn't very strong, because it is useless in monster fights. Later
in the game, though, when the Pa ladin finally has a full set and the
Alchemist has one of the strongest poisons, it could come in quite handy.
You should think about what kind of character you want to create, before
choosing classes. If you want a fighter, second question is if it's gonna be a
lone fighter (then include the Ranger) or if you want to engage in organized
warfare (rebellions or in ter-realm wars), then go for leadership and choose
Soldier as one class. If you want to create a wizard, then you HAVE to have
either the Sorcerer (black magic) or the Sage (white magic). If you don't, you
will not have access to those two guilds and the refore you will not be able
to buy good spells. Monk and Cleric class are worth a thought, too. Monks can
spend evil deeds (see below) to meditate, which sometimes brings in one of the
+3 monster fights
+5 hitpoints AND +2 defense AND +3 monster fights
+5 hitpoints AND +2 defense AND +10 monster fights AND +2 divine favor
+20 monster fights
+20 hitpoints AND +5 defense AND +40 monster fights AND +3 divine favor
Because of the divine favor and combat advantages you get by meditation,
I would recommend the Sage/Monk as the ultimate spellcaster combination.
Clerics have a full set of runes to start with, yes that means
runestrikes from the very beginning. This can very well decide some of the
early player fights. Plus Clerics have good healing abilities, i.e. they use
up less potions than most other classes .
This is another important decision. I have never selected Hermit so far,
so I cannot elaborate on that. Knighthood is (of course) recommended for all
fighting classes. If you made a Sage or Sorcerer, than you are FORCED to
select Sorcery (could be that H ermit works, too, but Knighthood and Criminal
sure don't!), because if you don't, they won't let you in in the guilds!
Criminal sounds bad, but is quite a good selection if you are not looking for
titles. Criminals get more advantages with training than other professions IN
THE BEGINNING. Somewhere in the middle it turns, though. But the huge
advantage of Criminals are the two places in the back ally that only Criminals
can use. These things ARE devastating if you concentrate on one enemy at a
time. I o nce did so and with five evil deeds I accomplished to have him
assasinated, his properties burned AND his bank account destroyed, all in one
day. He came crawling begging for peace the next day. :-) Criminals are also
good partners for rebels. If you sta rt to plan a rebellion, try to get a
Criminal into the ranks of the rebels. He can severley damage the kings
financial position, which makes your job much easier.
Your daily turn
Pay attention to the order in which you do your different actions each day.
Mine is as follows:
Quests do not affect anything in the game itself, so you should do them
first to earn some XP and gold, UNLESS your quest is tough and you are not
sure if you can do it, then you should first try to get up a few levels and go
on the quest later in the da y. Evil deeds should ALWAYS be done before player
fights, because if you loose a player fight, you will not only loose all
player fights, but also all evil deeds for the day. You get five evil deeds
each day. As I said - if you loose a player fight, that 's it for the day, no
more player fights. Therefore, fight your enemies the weakest first. You get
three (some people say four, though I'm sure three is right) player fights per
day. Monster fights are last, because you can die and if you're unlucky you'
ll not be found and loose the rest of the day. In the very beginning, having
only played for a day or two, I once went to the monster fights first and was
promptly killed in the second. Because I was not resurrected, that was it. I
could not do a quest, could not spend evil deeds, no player fights. It was
almost as if I hadn't played at all that day.
These are the actions every player should take every day.
Although they look like nice additions, quests are actually an important
part of Exitilus. They give you money and XP without wasting monster fights,
plus you usually get a nice reward when you finish them (like the Extaliagus,
the best armor in the game , more than twice as good as the best one you can
buy!) Therefore ALWAYS be on a quest. Try to take one that's not too easy, but
don't overestimate your powers. You cannot buy healing potions during quests,
so if your survival depends on them potions, be careful. Start a new quest the
same day you finish the old one. And - encourage your sysop to put in more
quests. I wrote some five or so until now for my players and writing one is
really not that difficult. You should be able to find my quests at the same
location you found this FAQ. If not, I always have an archive of quests on my
BBS for frequest or download. It usually has the name of EXQUESTS.RAR
Another important part of the game. Do not underestimate these, they can
be used in a number of very usefull ways. Criminal actions are one way to use
evil deeds, but if the crime prevention in your kingdom is high, it's just a
waste. Unless you are a Cr iminal, then you should never take the criminal
actions, but go to you guilds instead. The chances there are much higher and
they don't seem to be affected by the kingdoms crime prevention. Still, each
action takes away one evil deed. Some actions ask fo r more than one deed.
Illegal emmigrations takes five deeds, robbing the church does too (plus you
need a password - which is OanCitadel :-) ). Attacking the palace (starting a
rebellion) takes three evil deeds. Other usefull applications of evil deeds a
re in the back alley: The power body builders (+ strength, - mental), drugs (+
high XP, - mental) and the whores (+ mental, + magic points). Also, rallying
serfs to join your rebellion takes away one evil deed each. Further on, you
can use evil deeds to cheat. Go to the church and cure a disease. The monk
asks you for the name of the disease. This is a complete list of these
INSANITY (+3 monster fights)
HERPES (+1 player fight)
AIDS (+3 dexterity)
malaria (+3 magic points)
plague (+5 high XP)
cancer (+3 hitpoints) [thanks to Jonathan Roberts]
Monks need evil deeds to meditate, and Clerics and Paladins need evil
deeds (3 of them?) to try to obtain new runes.
Batteling other players is another important part of the game. If your
enemy is of a higher level than you yourself, and you beat him, you get a huge
amount of XP. The winner also gets all the money the looser had on hand, so
deposit your money in the ba nk or depository before initiating player fights.
This is a good way of crippling someone financially - just play the day before
he does, beat him in a player fight and you have all the money he earned
through commercials. If you destroy his bank account as well and probably burn
some of his properties, you can really ruin someone this way. Death matches
make a huge amount of damage to the looser plus the winner can take away the
loosers equipment. Combine this with what I said above about attacking som
eones finances and you have a very good recipe for pissing someone off. If you
engage someone more than 5 levels lower than you, the "wrath of the gods"
falls on you. This means that your rewards when you increase your level
decrease. The effect doesn't seem to be devastating, to be honest, I didn't
notice any effect at all. But I have only done so a few times and more testing
is needed to be sure. Not fighting, i.e. selecting an opponent and than
answering "no" to the question "really attack xyz?" DOES take away one player
fight! The price for backing out, I guess. If you loose a player fight, not
only do you loose your on-hand money, but also all player fights and evil
deeds for the day. Strategic hint: Try to finish all fights in the first
round. Bu y the most powerfull spell you can afford and cast it. Make
runestrikes if you can, berserk if you are of the right class. Alchemists can
employ a different tactic: Go fully defense and wait for your poison to do its
work on the opponent.
Easy enough: The higher your playing ground is, the higher the reward.
Therefore, try to find out, what you can risk. If the monsters in your current
area don't manage to hurt you - go to the next one, no matter what the levels
say. I sometimes fight in those areas recommended for level 90+ while I'm
still around level 60. It is risky, but well worth it. Strategic hint: Buy one
or two powerfull spells, so you can finish off single monsters in areas far
above your other capabilities before they strike. R un if there's more than
one enemy. That's what I do when I do what I said above. The monsters have
some 6.000 HPs, six times the amount I have, and would do a damage of some
3.000 HP which I would never survive if only they would get to strike in the
fir st place. :-)
Do not accumulate XP and go to the level master at the end of the day.
Rather, go there every few fights. Especially if you employ the tactic I
talked about above, because you will need every hit- and defensepoint you can
get. Also, go to the training ha ll as soon as you have enough high XP. One of
the most difficult questions is which training to take. It really depends. It
depends on what weaknesses your character has to cover up, what advantages you
want to go for, which races and classes you selecte d and more. Decide on the
spot and try them out.
This is an IMPORTANT part of the game. You can be level 200+, if you have
no equipment, you are dogfood. Always try to have good equipment on hand, plus
a financial reserve in case someone beats you in a death match and takes away
your stuff. Try to have equal armor and weapons. Roughly, at least. The worst
extrem I had so far were 13,000 points of armor with only 3,600 points of
weapon. You guess it - I was a spellcaster and killed my enemies of with
spells, otherwise I wouldn't have gotten very far wi th that. Spellcasters
should have more armor, warriors should always have the best weapons they can
afford. The intention in both cases is that you kill your enemies off quickly.
Go for rings and necklages, too! Most of the rings do not only increase you
r armor rating, but give you hitpoints, magicpoints or other advantages.
Necklaces give hitpoints and divine favor. Here are some rings with remarkable
features (only those you can buy - those with "2" as price are only obtainable
Blue Ring (+100 armor, +120 wisdom, +120 intellect, +150 magicpoints)
Purple Ring (+200 Armor, +200 wisdom, +100 intellect, +300 magicpoints)
Garnet Ring (+1500 armor)
Phoenix Ring (+200 armor, +600 hitpoints)
Jade Ring (+2000 armor)
Dragon Ring (+800 armor, +800 hitpoints)
Exitilus Ring (+1500 weapon, +1000 armor, +300 hitpoints, +80 strength,
+40 divine favor, +100 wisdom, +100 intellect,
+300 magicpoints, +80 defense)
Diamond Ring (+3000 armor)
Life Ring (+1500 armor, +1500 hitpoints)
Nemesis Ring (+5000 weapon, +3000 armor, +800 hitpoints, +100 strength,
+50 divine favor, +400 wisdom, +500 intellect, +600 mp)
I think, this is the ultimate ring. Even those you cannot buy have mostly
worse features. Exceptions on hitpoints and magic-wise. Ring of Qilin Master
gives 2000 armor and 2000 hitpoints and the Ring of Ultimate Magic gives 2000
weapon, 2000 armor, 500 h itpoints, 1200 each wisdom and intellect and 1500
Ok, let's sum this up. The best equipment combat-wise you can buy is:
Soul Gauntlets 190 armor
Guardian Boots 180 armor
Exitilus Armor 3000 armor
Exitilus Helmet 2500 armor
Mystic Pants 500 armor
Aegis Straps 700 armor
Exitilus Shield 4000 armor
2x Nemesis Ring 6000 armor 10000 weapon
Aura Cape 650 armor
2x Nemesis Sword 200000 weapon
Making a total of 210,000 weapon and 17,720 armor. Most of the stuff is
not that expensive, but the shield, the rings and the swords are. (The Nemesis
sword is not even on the list, but you can buy it, it's number 343 and it
costs 1,000,000,000,000,000,0 00,000,000,000 gold. Don't even ask me what that
numer is called. The best equipment you can ever get would total to the same
weapon (there are no non-buyable weapons and no ring gives more weapon power
than the nemesis ring), but 28,200 armor.
Spellcasters should try to obtain at least one very powerfull spell, so
you can hopefully kill monsters and players in the first round of combat,
before they even can strike at you. Pure warriors should posess at least one
spell, too (take the most expen sive one at the public guild, it's still a
waste compared to the real spells, but the others are truly worthless). But
don't usually use that spell, because casting inhibits your following attack.
If your enemy seems to have heavy armor and your attacks don't do much damage,
then try your spells. Mixed classes with fighting and magic abilities have to
carefully judge how far to rely on each type of combat.
The following parts of the game will not always apply to you.
The position of king is a rewarding one - you get high XP for just being
king plus you can steal out of the treasure, which you should heavily do. But,
it is dangerous and nobody can make himself more enemies than the king more
easily. Just being king gets you into the crosshairs of nearly everybody. To
secure your position, build up a strong army, full cannons (30), full knights
(100), full equipment (1000), and NEVER forget to train your army! Rebel
armies have 70 training by default, your army will start with 20 and you can
only increase it by 1% each day. Further on, try to get a few loyal players
and pay them for their loyality with titles of nobility. Nobles will receive
high XP, too - something which is nearly invaluable.
Try to have a Criminal in your ranks of noble players to ruin rebels
financially. If a rebellion is taking off, i.e. you see your enemies
recruiting huge amounts of soldiers, increase taxes to the maximum. Send some
money to your loyal people, so they don't get pissed at you. The trick here is
that with 80% taxes on commercials and 60% on monster kills, YOU always get
more money than your enemies from their own sources, so your army will always
be stronger than theirs. Also, increase rebel prevention, illegal trade
prevention and crime prevention early. In dealing with other kingdoms, ally
with the strong and beat up the weak. Buy forts, but not land until you have a
strong army to protect it. There is nothing like a huge country with a small
army to make the other kings lick their lips.
If you yourself are not going to start a war, go for the highest
diplomatic proposals. If you are neutral, it takes only one day to go to war,
which doesn't give you much time to increase your army. Three days should give
you time enough.
One more note on the army: At the moment, my local game is out of
soldiers! In a long and still ongoing struggle for the throne, we have managed
to recruit all serfs as soldiers. Watch out for this to happen. If it does,
whoever plays first the day can recruit some soldiers (the population
increases) and knows for sure that nobody else can do so the whole day, no
matter how much money he has.
As a king, you are able to steal money out of the royal treasury, and
unless you urgently need the money (e.g. to build up your army), you should do
so. The serf's won't like it, but you can rebuild your popularity for a
fragment of the amount you took away.
If you know your throne is secured, you can set taxes to max and take
most of it into your own pocket. This is what our local king did until we
finally revolted. Nevertheless, he made some 10 billion gold each day for
nearly two weeks. His armor and weapon ratings are nearly twice that of the
next ones and his commercial properties are beyond anything I've ever dreamed
The dual kingship trick:
Ok, here comes a special trick to make your throne as safe as it can get.
You will need one friend whom you can really trust. One of you is king, the
other one is prince and dual kingship is activated. This way, both can use all
palace functions like training the army or buying equipment, changing taxes
and (off course) stealing from the treasury. BUT there is one huge difference.
As king, you cannot build up a rebel army (of course not - who would you want
to rebel against?), but the prince can! So, while both of you are clinging to
the throne, one builds up a rebel army (with money stolen from the royal
treasurey - yeah!). If someone else starts a revolt and wins, his army is most
likely heavily decimated from the civil war and the former prince immediatly
starts his own rebellion, becoming king and putting the former king into the
position of prince - and the game starts again.
I have been king, I have been rebel, and I can't say which position is
more interesting. The ultimate goal of every rebel is, of course, the throne.
But most of the times, that way is long and dangerous. Dangerous mostly
because you cannot recruit soldie rs nor rally serfs without it being postet
to the world news, therefore as soon as you start to build up your rebel army,
the king will know of your intention and can begin to work against you. And
don't expect it being just an increase in the royal army s strength! When I am
king and I see a rebel emerging, I throw anything on him I have. I kill him in
player fights (death matches, if he's close to my own level), burn his
properties, raise taxes to dry out his financial sources and more. Being a
rebel i s dangerous, and you should not be one just for the fun of it. If you
start a rebellion, you should have a number of things straightened out
BEFOREHAND. You need a source of finances, better some of them. You will have
to recruit a strong army in as shor t a time as possible. If you are broke on
the second day of your rebellion, you've had it, because the king will never
be broke, he gets taxes every day. You will also need at least a few friends.
I have only one time seen a solitary rebel succeed in tak ing the throne, and
that he was level 60 when he took it while all other players where level 50 or
less. Plus the king was weak financially and combat-wise. You should also look
out for alternate ways to engage the king. Player fights, if you are stronge
r, criminal actions if not. Use your evil deeds for rallying. There is a huge
random factor in it, and I guess it depends on your charisma, too. Therefore,
if you only gather 2 people with your speech, don't give up. You could get
some 200 next time, at least exactly this happened to me not too long ago.
The Merchants Way
If you are sick of all the power-games, and if you live in a kingdom with
low commercial taxes, you could become a merchant. All players will have more
or less commercial properties, but these are only ways to make money for
equipment or spells. The merc hant makes money for its own sake. He invests
most of his money in further properties. It takes a while, but as your
properties become more extensive, you will become a deciding factor in your
kingdom, because your money could boost the rebels army or st rengthen the
royal troops enough to decide the civil war. The way to success is a difficult
one. You need to make friends with the king so that he doesn't raise
commercial taxes, you should make friends with all criminals in your kingdom,
because they ar e able to burn your properties rather easily. In most cases,
you should be loyal to the king, not only because of the taxes, but also
because you will want to have a strong royal army, because if your country
looses a war and the victor goes plundering, you will loose a lot of your
properties. Therefore, the more safe your kingdom, the more secure your
properties. You should also distribute your investments. Go for ship yards and
illegal trades. Buy bordells ONLY if you can be sure there will be no tax
changes. If the king one day decides to raise commercial taxes to 80%, you
will do best to immediatly SELL all your legal properties and invest in
illegal trades instead (no taxes for drug dealers ). Bordells sell for 50
gold each. Keep excess money i n the bank as long as your kingdom is not
engaged in any wars. Move it to the depository as soon as a war starts. Also
sell your marketplaces and other properties which are easily looted. Do NOT
invest much money in equipment. Try to get along with as ch eap an equipment
as possible. If you are a wizard, you can nearly make it without any weapons.
Try to obtain equipment via death matches or quests. Most of your money should
be invested into further commercials.
Giving to the poor may increase your divine favor. Blessings at the
church can yield one to fourty(!) billion gold, but I have no idea under which
circumstances. Voting at the voting booth will bring you one of the following:
+ 6 high-XP, +5 hitpoints, +1 foundry, +50 marketplaces or +3 agility.
Stealing from the church will get you 2 mio. gold. Never more, never less.
There are a number of cheats in this game, some are surely deliberate,
some are bugs. The "Cure Disease" option in the church allows you to turn evil
deeds into certain advantages. Look above at the chapter "Evil Deeds" for more
details. This is a delibe rate cheat. Second option at the church, donating to
the church takes you to the cellar where you are asked for a word. The word is
"OanCitadel". Afterwards, you are asked for the amount of money you want.
Don't get greedy or you will not get any. There is the number of 9 mio in the
code, so I guess this is the maximum you can take. This, too, is a deliberate
[ripped from Delusion's short-FAQ] The commercials cheat is a bug, I'd
say. It works this way: Take all your money and buy properties. If it says,
you can afford, say 2105, enter 2999. You got the idea - leave the first
number and select 9 for the others , so if it says you can afford 18947, enter
19999. It will give you this number, but it will not charge you anything, even
if it says different. One of the patches for the game disables this bug for
most commercials. In my version with patches up to #5, it still works with the
illegal trades. Another bug works in the monster areas. Simply buy potions.
Buy 0 if you have a full 200, doesn't matter. Every five times or so, it will
give you a random event, mostly potions which increase your HP, dex, magicpo
ints etc. or money. It does so even if you have no monster fights left.
Someone said that this only works in the higher areas, but I have seen it
happen in the lower ones, too. Could be that the chances for random events are
higher in the higher areas.
[again from Delusion] Ever notice how when selecting the place you want
to go outside of the kingdom it goes from like 1-30. Well it seems they
skipped #29. Or then again, more than meets the eye. Try it if your sysop
registered it or the trial isn't up yet. Pretty neat place. 1 HP characters
with over a million gold each! WATCH OUT THOUGH!!! They're powerfull. When you
have spells, the ones that take the most power are all the way to the right.
But, when the last on isn't available anymore, and they ha ve one or two left.
Look at the number you have to enter to activate the spell all the way to the
right. Type the number right after it. For instance, if it was 2 enter 3 and
you will cast the other spell which would make you go into negatives. Pretty
co ol for those high costing spells!