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Incursion effort post.
Table of Contents:
1a1. Incursion Official Page and Download Links
2a1. Introduction to Incursion
3a1. Configuration Options
3b1. Character Generation Options
3c1. Input Options
3d1. Limits and Warnings
3e1. Output Options
3f1. Tactics and Combat Options
3g1. Macro Bindings
4a1. Starting a Character
4c2. Grey Dwarf
4c3. Stoutheart Halfling
4c4. Wood Elf
4c5. Grey Elf
4c7. Deep Gnome
4c8. Black Orc
4d13. Prestige Classes
4e13. The Multitude
4f1. The Five Random Attribute+Perk Sets
4g1. “p” : Aborting to Point Buy
4j2. Shield feat tree
4j3. Dual Weapon feat tree
4j4. Strong Fighter feat tree
4j5. Agile Fighter feat tree
4j6. Tough Fighter feat tree
4j7. Tactical Fighter feat tree
4j8. Wise Fighter feat tree
4j9. Allied Fighter feat tree
4j10. Mounted Fighter feat tree
4j11. Ranged Fighter feat tree
4j12. Unarmed Fighter feat tree
4j13. General weapon expert feat tree
4k3. Animal Empathy
4k11. Decipher Script
4k14. Escape Artist
4k15. Find Weakness
4k16. Gather Information
4k17. Handle Device
4k19. Hide in Shadows
4k24. Knowledge (Theyra)
4k25. Knowledge (Infernal)
4k26. Knowledge (Magic)
4k27. Knowledge (Mythology)
4k28. Knowledge (Nature)
4k29. Knowledge (Oceans)
4k30. Knowledge (Planes)
4k31. Knowledge (Theology)
4k32. Knowledge (Undead)
4k37. Move Silently
4k39. Pick Pockets
4k40. Poison Use
4k48. Use Magic
4k49. Wilderness Lore
4l1. Personality Archetypes
4m2. Metamagic Feats
5a1. Important Mechanics to Keep in Mind - !!! Read these sections before playing !!!
5b1. Regenerating HP
5c1. Resting in the Dungeon
5d1. Saving Throws
5e1. Using the Inventory
5f1. The Shop
6a1. Dungeon Layout
7a1. User Interface
7b1. Important Commands Relating to your Character
7b2. "d" = Character sheet
7b3. "v" = Last Messages
7b4. "m" = Spellcasting and Inherent spell-like abilities window
7b5. "u" = Skill usage and inherent skill-like abilities window
7b6. "y" = Interaction window (63 choices)
7b7. "x" = Drop buff window
7b8. "c" = Combat Actions window
7b9. "?" = List of context-sensitive commands + Related Help Files + Game Manual + License
7b10. "l" = Look/observe options
7b11. "=" = Configuration Options (that are available to be changed in-game)
8a1. Character Builds
8b1. Guides from PoPo!
8b2. Warrior Introduction Guide and Builds
8b3. Dual Spiked Chain Warrior Build
8b4. Standard Monk Build + Tattoo Mystic Build
8b5. Two-Weapon Drow Rogue Build
8b6. General Incursion Mage Guide < pro read for all Mages
8b7. Combat Mage Ride-Charging Build
8c1. Pacra Recommended Builds
8c2. The Orcish Necomancer
8c3. The Droven Rogue-sassin
8c4. The Dwarven Spiked-Chain Warrior
8c5. The Lizardfolk Claw-Bite Monk
8c6. The Orcish Evocator
8c7. The Elven Ranger Ranger
8c8. The Dwarven Paladin
8c9. The Halfling Sling Warrior
8c10. The Melee Druid
8c11. The Gnomish Ballista
8c12. The Human Riposte Machine
8d1. Incursion Wiki Builds
8d2. The Gnomish Illusionist
8d3. The Divine Wrecking Ball
9a1. Character Build Ideas
9b1. The Druid Wild-Shaper
9c1. The Bardic Allies-Fighter
9d1. The Pacifist Types
9e1. The Summoner
9f1. The Animate-Dead Necromancer
9g1. The Enchanter
9h1. The Baleful Polymorpher
9i1. The All the Other Builds I Didn’t Mention That Are Possible
10a1. Prestige Class Builds
10g1. Master Archer
10j1. Tattoo Mystic
10k1. Twilight Huntsman
10l1. Underdark Warrior
11a1. Survival and Gameplay Tips
10b1. SPOILER ALERT - Surviving the Final Dungeon Level
12a1. Known bugs that range from "kind of annoying" to "crash to desktop”
13a1. Dungeon Manual Link
14a1. Relevant Incursion Pro-Click Links
15a1. Pastebin Perpetuity Link
1a1. Incursion Official Page and Download Links
- Official Page: http://www.incursion-roguelike.net
- Download Link: https://bitbucket.org/rmtew/incursion-roguelike/downloads - download Incursion-0.6.9Y19-release-with-pdbs.7z
- Windows Instructions: Executable is included in the download. You can also compile it if you'd like, instructions are on the bitbucket project overview page.
- OSX Instructions: Download Wine prerequisites and download the Wine staging package or compile Wine yourself - Incursion works pretty well via Wine using the windows executable.
(I suggest not minimizing the incursion screen or selecting it from the finder, only option-tabbing to it or selecting it from the background window - sometimes the window will shrink to only a few pixels otherwise and you’ll have to remember what window you were on to successfully save and quit, else you’ll lose your progress, or even your character.)
Linux Instructions: Don't think there's any support at this time, you'd have to build it yourself - no one stepped up to this plate yet, nor for a packaged build for OSX.
2a1. Introduction to Incursion
- Incursion is a single-dungeon exploration roguelike created by Julian Mensch, with additional material by Westley Weimer. They released it as open source in 2014, I believe. I think Julian would call this stage of the game an eminently playable alpha - his original scheme was much larger in scope and complexity.
- The creator of brogueX (an android port of brogue), rmtew, maintains the latest updated download, shown above. Updates are infrequent at the moment. Johnny0 also works on Incursion and hosts an IRC room on Freenode at ##incursion, of which us 2 are usually the only denizens, not including a Jenkins bot
- The goal of Incursion is to dive to level 10 and defeat Murgash, the Goblin King - leaving the dungeon then completes the game. You can progress in experience levels, up to level 11, in the game. While this doesn't seem that much in dungeon levels or experience levels, there's plenty of depth in the game as-is. The game is definitely beatable, but it can be quite difficult.
- You'll note that the game cites quite a few roguelike influences on the title screen. It inherits Omega's unique (some may say bizarre) inventory system, Crawl and ADOM's difficult (some may say unfair) early game, Moria and Angband's robust (some might say overwhelming) item depth and dungeon sprawl, and Nethack's (some may say annoying) opaque mechanics.
- Let's ignore what this abstract some might say, because they're roguelike wet blankets. Even in its unfinished state, Incursion is definitively FUN, in a way that only a difficult game lovingly reflecting many D&D 3.5 traits can be fun. There's a lot of adventure to experience here, and a panoply of ways to enjoy it, within the bounds of the "get to this monster and kill it and leave" challenge that Incursion posits.
- The point of all this is to save you a good deal of time and energy/frustration spent figuring this out on your own, and to show what Incursion has to offer. Fair warning - you will put in a good amount of time reading through and creating a character before playing the game, and likely dying quickly - making a character is half the fun! Okay, maybe a quarter of the fun.
- I take that back it’s exactly half of the fun. Let’s proceed into configuration options. You will ideally want to perform or review the below option changes before you start playing the game.
3a1. Configuration Options
- On the main menu, scroll over with arrow keys or press e to Change System Options. This will give you 6 different windows, press left or right to scroll between them. Press up or down to navigate through options presented in each window. Press Spacebar to change option values. We’ll start with Character Generation Options.
- Note: We will NOT be changing anything in the options that will enable Explore Mode. Explore Mode is a “cheat” mode comparable to Netback’s Wizard Mode that we will consider as the “dev debug” mode, not the “Fun” mode.
3b1. Character Generation Options
- Turn Use the Subraces to YES. Some are unfinished/unimplemented, but others are kind of fun. I suggest you use the main races to start out and branch into these when you are interested.
- Turn Gain Attributes with Levels to YES. This will give a single attribute gain of your choice every four levels and is a nice expansion for build choices.
- Turn Out-Of-Depth Monsters to YES, unless you hate Crawl style out of depth monsters, upon which you can turn it to NO. If you turn it to NO, it won’t go into Explore Mode, but the game will be a lot easier, which is Less Fun.
- Turn Transgression Hints to YES, since starting out you may be a bit confused as to what you are doing wrong in terms of your alignment (especially if Good or Lawful or Neutral) or why your god is suddenly so angry at you and evaporating your allies/your equipment/your existence.
- Turn Disable Complicity Transgressions to YES, because complicit transgressions are currently bugged and you don’t want your god angry at you because your warhorse decides to murder the hell out of an innocent neutral goblin child.
Press the right arrow key for the next window.
3c1. Input Options
- You can turn Roguelike Keyset to ON if you like the hjklyubn movement keys. Otherwise, the arrow keys will work, with Home/End/PageUp/PageDn on windows keyboards as the diagonals, and fn+arrow keys on mac keyboards as the diagonals.
- Turn Shift Arrow Keys to Run; it defaults to Shoot, which isn’t useful as you’ll instead want to use the Crawl-style targeting instead of Netback-style cardinal directions.
- Autopickup is fine at Pack, although this will result in some unwanted behavior we’ll talk about in the Bugs section: if you hate it a lot, you can always turn it off completely.
- Automatically clear “— more —“ I recommend to stay as NO, although during later levels you can always change this to YES to cut down on message spam.
- Keep Allow Selection Jumping to YES. This will jump the cursor from one object (usually monster or item) to the next, if eligible for the selection being used, mostly with the “f” Throw, “t” Target/Shoot, or “l” Observe commands. You can always select “l” once more instead during the selection jumping to instead move one square at a time with arrow keys.
- Turn Learn Spell Menu Order to LEVEL instead. This will make spells much easier to review as you won’t have spell levels memorized.
Press the right arrow key for the next window.
3d1. Limits and Warnings
- Turn Highlight Hiding Creatures to ON. They’ll appear with a grey background if you can spot them.
- Turn Highlight Non-Hostile Creatures to ON. They’ll appear with a cyan background, you need this if you are neutral/good alignment.
- Turn Highlight Sleeping Creatures to ON. They’ll appear with a dark purple background.
- Turn Highlight Afflicted Creatures to ON. They’ll appear with a brown background, showing statuses that make them easier to kill usually like being stunned, confused, knocked prone, and so on.
- Turn Highlight Invisible Creatures to ON. They’ll appear as blue, if you can see them or if they’re on a different material plane.
- Turn Stop Running at Corners to ON.
- Turn Stop Running at Intersections to ON. Without this and the previous option, if you run at the edge of the starting room to pick up potions, you will run around the corners of the room forever without stopping. Heh.
- Turn Stop Running at Region Barrier to ON.
- Turn Stop Running at Phase Changes to ON.
Press the right arrow key for the next window.
3e1. Output Options
- If you are playing on a macbook using Wine, turn Sidebar to Recent Only, since the bottom of the screen may be cut off (you can hide the top menu bar in Capitan within System Prefences to see the rest of the screen and not need this.) This means you can see your hp, mp, and fatigue next to your stats. Otherwise, you may prefer to keep it at default.
- If you like how Crawl has you center the map on your player, turn Center Map on Player to YES. I vastly prefer this option, walking around the dungeon feels more natural and the dungeon is never small enough to fit on your screen.
- Turn Terse Blessed/Cursed Info to yes - this will show small c’s and b’s next to blessed and cursed items.
- If you find the colors in the game too ‘hard’, you may want to select Softer Palette Colors to ON for an alternate color scheme that can be easier on the eyes. I tend to turn this on for OS X, but leave it to OFF for Windows.
- Feel free to change the Fullscreen and Windowed-Mode resolutions to your heart’s content. For Macbooks/laptops you may want 1024x768 at 12x16 font size. Windows could be anything under the sun, you’ll have to experiment with what resolution and font/tile size you like.
Press the right arrow key for the next window.
3f1. Tactics and Combat Options
- You can select Kick by Default to ON if you would like to have a cooler way of playing as a Standard Monk. (More Fun, turn it ON if you specifically are a Strength based Monk. Not so much if you are a weak Kobold.)
- You should turn Counterspell Tactics to OFF, since it is broken at the moment and has a good chance of killing you outright as you can be pseudo-paralyzed by masses of spell-casting monsters, since counter-spelling takes in-game time whether you say yes to doing it or not per each spell cast by the enemy.
- Turn Automatic Hide in Shadows to ON, since many characters with the Hide skill benefit greatly from it. Important Note: Turn this off before worshipping Erich and starting a game, or you will start the game with Erich being angry at you for immediately doing something he hates as your first turn.
- Turn on Use Demoralize if you’re an evil or neutral dude that does not care about murdering scared, fleeing opponents, and also are worshipping a god or gods that don’t care about you putting a longsword in a terrified dude or dudette’s back.
Press the right arrow key for the next window.
3g1. Macro Bindings
- Nothing to change here unless you’d rather have the macro bindings be to some other function button. AutoBuff is the most useful one, which we’ll get into later. AutoRest is also useful if you have a negative condition like Stunned or Confused and need to wait turns to come to your senses, or you need to wait a good number of turns for your mana to replenish.
- We’re done with Configuration Options! Press Escape to go back to the Main Menu, and we’ll start a character. We’ll be going through what usually pops on the screen from the start of Create a New Character to when you are dumped at the beginning of dungeon level 1.
4a1. Starting a Character
- If you enjoyed the variety of ADOM starsigns and talents that were available, you will feel at home here. Yes, it takes a while to build a character in Incursion, and takes MUCH less time to get it killed; Julian recognized this could be a point of frustration and has a “Reincarnate Character” as an option on the main menu - you can reincarnate the last 15 characters created, in case you don’t want to have to rebuild that same build from scratch again - perhaps a particularly promising character that you liked got brutally murdered by an intelligent 3-foot plant.
- The game will ask you once selecting to Start a New Character if you want to alter character generation options; always select N since I just guided you through those options in the above section, unless of course you want to change something more to your personal preference.
There are nine main races in the game: Human, Dwarf, Halfling, Kobold, Elf, Lizardfolk, Gnome, Drow, and Orc.
- They have familiar trope facets in terms of main stats but receive some interesting racial history in the game writeup as well as quite a few different abilities and traits unique to each race. (using pageup/pagedown or fn+up/down arrow keys allows you to read through window menus in Incursion, you can use this to read through any race’s full writeup. I highly suggest doing so as each one is quite Fun.)
- Small Races are Halfling, Kobold, and Gnome. They have a penalty to HP and wielding larger items are treated as one size larger, and start with a smaller backpack. However they receive some beneficial +1s to some rolls in return and the previous issues can be mitigated with some in-game effort.
4b2. Human - | Str | Dex | Con | Int | Wis | Cha | Luc |
- The standard race. Versatile, doesn’t have any inherent abilities or initial stat mods, but gets more skills, feats, skill points, higher attribute cap, and an extra perk from initial attribute rolls. They get an extra racial skill, which is excellent for grabbing Lockpicking or Handle Device specifically, or something else you need for a build.
- Chooses 3 feats at the start instead of 2, which opens up build ideas for humans specifically for the stronger feat trees. Humans also get higher potential stat maximums than other races by 3, which is also very good. You also don’t get any XP penalty for multiclassing. However, humans don’t have infravision, and need torches/lights to see in the dungeon, which becomes problematic in the lategame.
4b3. Dwarf - | Str | Dex | Con +2 | Int | Wis | Cha -2 | Luc |
- Can use heavy armor well (Armor is not a good choice for beginners however), can regenerate fatigue (important for some builds), and is good at dungeoneering (trap search, mining, crafting) Has limited magic resistance, and can use innate dwarven-style crafting of weapons and armor later on(this costs gold and XP if I recall correctly.)
- Is stronger at Earth magic, and gets a bonus against fighting Orcs/goblins/gerblins/gorblons. Using Dwarven Focus against enemies is hilarious, make sure to read about it in the Dwarf race notes ingame, there’s a full paragraph on it.
- Has the option of starting out worshipping the Dwarf God, Ekliazeh, who is a good god for beginners as long as you don’t mind not trying to murder fleeing enemies. Has infravision.
4b4. Halfling - | Str -2 | Dex +2 | Con | Int | Wis | Cha +2 | Luc +4 |
- Great saving throws, which are always important in the dungeon. Resists Death magic well, which is good because getting oneshot due to not paying attention would certainly be annoying. High Luck, means you can find a lot of good stuff in the game if you don’t dump-stat it.
- The Hearthstones they start with are heavy but when used give guaranteed safe rest in the dungeon. They get a lot of racial-typed skills, their Hiding is especially high.. Needs torches/lights to see, unfortunately.
4b5. Kobold - | Str -4 | Dex +4 | Con | Int +2 | Wis | Cha -2 | Luc |
- Great dex and racial skills. The -4 to str hurts but is not insurmountable in builds. Innate skill Handle Device comes in handy and they get a bonus on top of it! Kobold Monks can choose to use their claws and bite instead of punching/kicking. Their innate feats, Weapon Finesse, Close Quarters Fighter, Dirty Fighting, and Swarm Tactics, are very powerful, especially Dirty Fighting.
- Can be a powerful melee fighter later on - if you can keep it alive. Their Flawless Dodge activated skill can help in this by dodging completely up to 3 attacks per day - use judiciously. Befriends insects the same way Rangers befriend animals. Has infravision.
4b6. Elf - | Str -1 | Dex +2 | Con -1 | Int +1 | Wis +2 | Cha +2 | Luc |
- Good starting bonuses, reverie is a useful passive ability when sleeping. Manifestation is an innate skill that’s not super useful unless you have no way to injure incorporeal creatures. They have sharp senses in-game for the purposes spotting and searching, and low-light vision. They can never use necromantic magic (because something something life nature force).
- Elves are weak to iron weapons which can be a big early game problem, and no matter who you worship as a god, you also always will concurrently worship the Elven patron, Maeve, who is the Xom of Incursion. This is somewhat amusing as if you choose a class that makes you choose a god starting out, like Priest, Paladin, or Monk, and it’s not Maeve, she will automatically be angry with you as soon as you start the game. A spiteful goddess, that Maeve. You also don’t have infravision and need torches/a lightsource to see in the dungeon.
4b7. Lizardfolk - | Str +2 | Dex | Con +2 | Int -2 | Wis | Cha | Luc -2 |
- Good melee capabilities as a race, can swim through deep water automatically which can be very useful. Lizardman monks can instead use their claws and bite as weapons. Ancestral Memory as a racial skill is great for making sure a single skill’s checks can get as high as possible. Built in armor is helpful, but the Int penalty hurts. They can befriend reptiles the same way rangers befriend animals.
- They get some decent fire resistance as they level up, and have a slow metabolism (this is not as useful as in other games!!) Lastly they get a grapple check bonus and Concentration skill bonus. Needs torches/lights to see unfortunately.
4b8. Gnome - | Str -1 | Dex | Con | Int +2 | Wis -2 | Cha +1 | Luc |
- Can make excellent use of Handle Device and Use Magic. Free Action is a lifesaver for many situations other characters may be severely handicapped in or just die outright in. Racial abilities like Arcane Trickery are very strong when used correctly. Illusionists of any other race will have a rough time. Starting with Handle Device is very useful as traps are everywhere.
- Gnomes are good at using crossbow type weapons (arbalest and cranquin), which are very powerful in their hands. They can also use an exotic weapon called a mercurial broadsword, which has good base stats but takes both hands to wield no matter what. They can befriend burrowing creatures like Rangers can befriend animals.
- Like Dwarfs, they have some affinity for stonework, get a bonus to kill Kobolds instead of Orcs, and gets a scent-tracking bonus. Needs torches/lights to see unfortunately, but starts with a better lightsource - a brass lantern.
4b9. Drow - | Str -1 | Dex +2 | Con | Int +2 | Wis | Cha +2 | Luc -2 |
- Excellent sneaky rogue or ranged type character, can be a two weapon build easily due to having ambidexterity as a racial feat. Has good racial spells - innate faerie fire, globe of shadow, and levitation at an early level is very strong.
- Has a large amount of magic resistance, and their priests get an extra domain which is nice. They have the same sharp senses bonus that regular elves have. All their starting equipment is made of adamant metal, thus better equipment from a class perspective. Has the longest ranged infravision (12 squares).
4b10. Orc - | Str +4 | Dex | Con | Int -2 | Wis +2 | Cha -2 | Luc |
- Gets a 10% HP bonus from racial feat. Can’t fight well in areas of (magically) bright sunlight, but are very strong melee characters. Has sharp senses like a Kobold. Can be excellent certain types of mages as well, recalling Orc Shaman tropes, because of Spell Fury using Wisdom modifier for 2x damage. Can eat certain types of enemies to gain their intrinsic resistances. Think fire creatures for fire resistance, etc.
- Can train/gain their attributes by eating certain types of creatures - giants train strength, unicorns train luck, dragons raise mana, faerie-type high level creatures raise charisma, etc. If you eat an enemy, you stand a good chance of being diseased, which can be disastrous to your character. You should have a way of curing disease readily available, or avoid it totally by having Wilderness Lore as a class skill and raising it enough to always succeed the roll.
- Has option of starting out worshipping the Orc God, Khasrach, who is -not- a good god for beginners. Also starts out with a longspear or ranseur, which aren’t good beginner weapons. Has infravision.
There are 6 subraces in the game; you have to enable subraces in the configuration options. This is because every subrace is experimental and are not guaranteed to be balanced as well as the core classes (although they're undoubtably Fun in their own way.) I will only briefly summarize what differs them from their core race. Unless stated, they all also have the same bonuses their core race gets. They should only be chosen when you are very comfortable with Incursion gameplay.
4c2. Grey Dwarf - | Str | Dex +2 | Con +2 | Int -2 | Wis -2 | Cha -4 | Luc |
- No Dwarven Focus, great infravision, no orc-slaying bonus, immune to paralysis and poison, innate Enlarge and Invisibility spells.
4c3. Stoutheart Halfling - | Str -2 | Dex +2 | Con | Int | Wis +2| Cha +2 | Luc +2 |
- No thrown rocks or slings skill or bonuses, +1 to saving throws and attack rolls every third level, flat bonus vs. evil magic.
4c4. Wood Elf - | Str +1 | Dex +2 | Con +1 | Int | Wis | Cha +1 | Luc -1 |
- No Manifestation spell, Sylvan affinity.
4c5. Grey Elf - | Str -3 | Dex +3 | Con -3 | Int +3 | Wis +4 | Cha +2 | Luc |
- Lose a point of Con every even level, and a point Str of every odd level, starting at 3, and lose one of each at level 10 and 11. You could very well kill yourself by leveling up without using Tomes, major drain, or equipment enhancements.
- They gain more mana, have Weapon Mastery automatically with shortbow and elven thinblade, begin with 3 feats, have decent magic resistance, always have Manifestation constantly up, can never use Hide in Shadows, and get a morale penalty due to Maeve's aegis of -1 every third level to all saving throws and attack roles. The Hardest Race by far.
4c6. Dragonkin - | Str +2 | Dex +2 | Con +2 | Int -1 | Wis | Cha -2 | Luc -4 |
- No Reptilian Empathy, No Ancestral Memory, Immune to Fire, Paralysis, and Sleep; has Infravision, great Jumping skill, Mantis Leap feat; 150% damage from Cold attacks; No Focused Mind or Oily Secretion; have extremely fast metabolisms and can only eat just-killed living things that had blood, leading to dire starvation issues sometimes; can devour enemies to gain their intrinsics like Orcs; can regenerate fatigue like Dwarves.
4c7. Deep Gnome - | Str -1 | Dex +2 | Con | Int | Wis +2 | Cha -4 | Luc |
- Magic Resistance like drow, Hiding, Craft, Listen bonuses, great infravision, excellent underdark-style innate magic abilities at levels 1,3,5,7; goblin/orc slaying bonuses, no crossbow or mercurial broadsword skill, pickaxe proficient, extra dodging bonus, no Illusioncraft bonus, no Arcane Trickery, no burrow kinship, no Free Action, no Scent bonus.
4c8. Black Orc - | Str | Dex | Con | Int | Wis +3 | Cha -1 | Luc |
- Weakness to enchantment magic, Undead Empathy, Blood Domain choice if Priest, larger mana pool.
There are ten main classes in the game: Barbarian, Bard, Druid, Mage, Monk, Paladin, Priest, Ranger, Rogue, Warrior.
HitDie: d12 Mana: d4 Skills: 6 Saves: Frw Defense: 1/2
+toHit: Archery 75%, Brawl 100%, Melee 100%, Thrown 75%
- Tough, gets lots of str/con increases in levels, can berzerk, which is pretty much their calling card. They can also use the Great Blow combat skill extremely well. If you go armorless, you get your Con modifier subtracted from any damage inflicted upon you. You can walk/run faster as you gain levels. The Uncanny Dodge feat and various alertness bonuses are useful for survival.
- They also get XP for attacking and destroying magical items other than weapons/armour lying around the dungeon (I suspect the in-game reason is “I am a barbarian.”) Small race Barbarians get additional combat bonuses befitting their stature.
- Despite all this, they have limited starting equipment, and are difficult to get off the ground. Unlike Crawl and Nethack, not exactly recommended for beginners as you will die a lot (without being quite sure why, I bet.)
HitDie: d6 Mana: d10 Skills: 8 Saves: fRW Defense: 1/3
+toHit: Archery 75%, Brawl 50%, Melee 75%, Thrown 75%
- Charismatic singing fighter that can resolve issues diplomatically or recurit a ton of allies to assist him. Singing spells cost fatigue, but can be very useful for allies. Can also cast a few spells from memory and obtains them every even level.
- They get a lore check to automatically identify items that are picked up or identify monsters that are seen. They also get bonus feats, chosen from any feat type in the game, not just warrior or mage feats.
- They are one of the more difficult classes to sink your teeth into and not recommended for beginners because of the reliance on allies - they are however, very fun to play once you get the hang of what they’re about.
HitDie: d8 Mana: d12 Skills: 6 Saves: FrW Defense: 1/3
+toHit: Archery 75%, Brawl 100%, Melee 75%, Thrown 50%
- Nature priests, have their own list of druid-leveled spells and do not need spellbooks (However, wearing metal heavily penalizes spellcasting for just Druids.) Druid is a very strong class, good for learning and using spells outside of the Mage archetype. They can tame animals, and use them as allies, pacify them, or use them as a mount.
- 3d level is important as they get to pass through any type of terrain at normal speed. They become immune to poison later on at 7th level. Druids can also use the Wild Shape ability, which takes fatigue but is basically a “polymorph yourself into a dangerous animal.” Viable builds can be built around this, or around different sets of other spells and buffs in the Druid’s toolbox.
- Note well: The obscurement spell, along with a way to view monsters/the dungeon through fog, is absurdly good for dungeoneering - probably the best spell in the game alongside Detect Monsters. Druids are beginner friendly due to their straightforward magic use.
HitDie: d4 Mana: d20 Skills: 4 Saves: frW Defense: 1/5
+toHit: Archery 50%, Brawl 50%, Melee 50%, Thrown 50%
- Arcane magic user. Gets bonus +mana item at start, bonus scribe scroll feat (you can write your own scrolls to use if you don’t have the associated spell in a spellbook), a bunch of spellcasting level and DC increases as they increase in experience, and receives 2 bonus magic-specific feats by end of the game. Note that for arcane magic, you have to have the spellbook that holds the spell in your inventory, or you can’t cast the spell. If the spellbook is destroyed, you’re boned (and spellbooks hold multiple spells.)
- Technically, being a Mage is 9 different subclasses, as which school of magic you train in will determine how your game starts out, and to some extent, proceeds. Here’s a rundown of the schools. Note that training on a school will have significant bonuses to that school and schools close to that one, but will have schools aligned opposite that will be harder to cast spells from; casting spells from an opposite school may even fatigue you.
Abjuration focuses on protective spells, and is a primarily defensive school.
- Spell example : Minor globe of invulnerability
- Casts well: Weavecraft, Divination and Arcana
- Casts poorly: Evocation, Necromancy and Thaumaturgy
- Specialist bonus: +1 bonus to all three of their saving throws every 4 levels. Also can cast a few priest-only spells.
Arcana focuses on changing environments and situations - it is the generalist school of magic in the game.
- Spell example: Wall of fog
- Casts well: Illusion, Divination, and Weavecraft, and can cast everything else at the standard casting level.
- Casts poorly: None!
- Specialist bonus: Just not being bad at other schools is their bonus.
Divination focuses on revealing information to the caster - this makes gameplay easier in some ways, but it can be hard to figure out with a diviner just how you will build out the character to deal damage.
- Spell example: Detect Monsters (Best spell in the game.)
- Casts well: Weavecraft, Arcana and Thaumaturgy
- Casts poorly: Evocations and Illusions
- Specialist bonus: Intelligence +1 every 4 levels. Gets 3 more skill points each level.
Enchantment focuses on changing a target with magic - mind-controlling a person or giving an item a magic property for instance.
- Spell example: Hold Monster
- Casts well: Illusion, Thaumaturgy and Abjuration
- Casts poorly: Evocation and Arcana
- Specialist bonus: Get Diplomacy as a class skill, can add Charisma Modifier to effectivity of their mind spells.
Evocation focuses on shooting things dead. Pretty straightforward school!
- Spell example: Magic Missile, the Wizard’s Best Friend.
- Casts well: Abjuration and Thaumaturgy
- Casts poorly: Divination, Illusion, Necromancy and Enchantment. Yep, they’re not great at most magic.
- Specialist bonus: They get +1 fatigue points per level for metamagic feats. More on this in the feats section.
Illusionist focuses on creating, well, illusions - both in creature format (you can have one illusory monster) and in spell format (you can for example cast illusory evocation spells). These will, if the enemy doesn’t disbelieve them, knock the enemy unconscious and then you can perform the coup de grace. If they disbelieve, the illusion does nothing. Later on you get stronger shadow illusions that will still damage even if disbelieved.
- Spell example: Illusory *insert spell here*
- Casts well: Weavecraft, Divination, Arcana and Enchantment
- Casts poorly: Evocation, Necromancy and Thaumaturgy
- Specialist bonus: They get as class skills, Bluff, Move Silently, Pick Pockets, and Disguise (as they benefit hugely from not being seen, and the Invisibility-related spells.) They also get better at Illusion magic via the Illusioncraft skill every even mage level.
Necromancy focuses on the undead and death magic. You can control an army of undead minions as you’d expect, but the school has some quite varied and interesting spells outside of just raising skeletons and zombies.
- Spell example: Tradition demands Animate Dead, but Incursion demands Major Drain.
- Casts well: Thaumaturgy and Divination
- Casts poorly: Enchantment, Illusion and Abjuration
- Specialist bonus: Can control more undead than just what their party limit is, can resist their own type of magic and fear effects, get poison use as a class skill, and get their signature spells earlier than other mages that dabble in necromancy.
Thaumaturgy focuses on physically changing the character or enemies. This is a good buff school. Builds can emphasize the self-buffing aspect, or the enchantment-like properties of changing your enemies’ physicality.
- Spell example: Bull’s Strength
- Casts well: Abjuration, Enchantment, Weavecraft and Necromancy
- Casts poorly: Evocation, Illusion and Divination
- Specialist bonus: Gets more HP per level than other mages, is proficient with all light weapons (mages are usually only proficient with daggers and staves.)
Weavecraft focuses on spells dealing with distance. This is the Summoning school; this is also the Escape school.
- Spell example: Monster Summoning spells, Teleport.
- Casts well: Abjuration, Arcana and Divination
- Casts poorly: Enchantment, Necromancy or Thaumaturgy
- Specialist bonus: They can control their destination when casting any teleportation spell.
HitDie: d8 Mana: d4 Skills: 6 Saves: FRW Defense: 1/2
+toHit: Archery 75%, Brawl 100%, Melee 75%, Thrown 75%
- Melee holyman, worships a god out of a limited selection at startup (imho this should change to be able to worship anyone). They have a difficult early game but can become excellent melee 1on1 fighters. Lizardfolk and Kobolds can instead use their inherent claw attacks instead of the standard punch/kick, but need to turn it on in Tactics and Combat Options in the Character options (press = ingame.) They’d also need the Multiattack feat to make full use of their claw attacks.
- If using Unarmed (punch/kick) and not optional claw/bite, monks get a Stun attack to their blows, which grows in potency after gaining levels. They can add on to Unarmed status effects with additional feats, which are opened by first taking Lightning Fists (see the allow list for this feat.) Claw/Bite doesn’t get any stun effect.
- Monks can also speed up their attack speed temporarily with Flurry of Blows, move faster as they gain levels, and dodge area effect spells with Evasion. They get a lot of mileage out of a high Wisdom modifier - the Stun attack and their defense rating are affected by this. They can, in order - deflect arrows, resist enchantments, avoid falling damage, gain Trip and Disarm strengthening feats, receive disease immunity, receive poison immunity, gain jump skillpoints, gain healing ability, and gain teleportation, as they increase in level. Small Monks also get additional combat bonuses befitting their stature.
HitDie: d10 Mana: d8 Skills: 4 Saves: FrW Defense: 1/4
+toHit: Archery 75%, Brawl 75%, Melee 100%, Thrown 75%
- Holy warriors, midway between Priests and Warriors. Can use Mount very well and starts with it as a class skill and as a spell to summon a new horse, should the old one die or run away in terror. (This can happen often.) The Mounted Combat feat is very good for them, and they can keep going down that feat line as their go-to mounted build.
- In terms of paladin-like abilities: You can lay hands to heal yourself a certain amount of times each day, add your Charisma bonus to your saving throws, become immune to disease, detect evil creatures automatically as a spell, add your Charisma bonus on to Great Blows on evil creatures, get large bonuses against fear, can turn undead, can cast limited magic spells, and can obtain a holy mount, roughly in order, as you gain levels.
- Small Paladins receive combat bonuses befitting their stature. You should pretty much expect to be Lawful when playing a Paladin. Causing yourself to accidentally or purposely switch alignment from Lawful will cause you to be a fallen Paladin, and will thus lose any of your divinely-given abilities (the majority of them!) Their starting equipment is quite strong.
HitDie: d8 Mana: d12 Skills: 4 Saves: FrW Defense: 1/4
+toHit: Archery 50%, Brawl 75%, Melee 75%, Thrown 75%
- Very beginner-friendly class, very fun to play. They are a spellcaster that can also melee, and gain powerful buff spells and variety spells as they level up. Instead of requiring spellbooks, they absolutely need either their deity’s holy symbol or an engraved shield of their deity to cast their magic.
- After picking Priest or multiclassing as a priest, you pick one of 5 domains (each god has a separate list of their 5 domains, check the Domains chapter further down) to choose spells from that you get while leveling up. Feats and skills should be chosen around the domain you choose and the spells/bonuses it gives.
- The one thing Priests really have trouble with in the dungeon is traps - the class does not have any good way of handling them, although the race choice may bring something to the table. They’ll unfortunately have to either figure something out through race choice, domain choice, skill point choice, dungeon item generation, or feats.
HitDie: d8 Mana: d8 Skills: 8 Saves: FRw Defense: 1/3
+toHit: Archery 100%, Brawl 75%, Melee 100%, Thrown 100%
- The druid-like warrior. When selecting Ranger, it will ask you to choose from combat style: archery, two-weapon, or skirmish. These styles will automatically give feats for the style in order as you level up, at levels 1, 3, 7, and 11. If you already have or chose the feat, the next one in the level list is chosen instead; if you have all of them, you can choose a feat instead. This can be very powerful as you can request the first two feats in the list as your feat choice and have all the class given feats by level 3 (Almost all, for Archery).
- Skirmish is set up to play melee carefully. The combat style feats are in order: Sneaky, Backstab, Expert Tactician, Deft Opportunist.
- Two-Weapon is set up to play melee aggressively. The combat style feats are in order: Two-Weapon Style, Ambidexterity, Defensive Synergy, Two-weapon Tempest.
- Archery is set up to play a ranged character. The combat style feats are in order: Rapid Shot, Point-Blank Shot, Defensive Shot, Zen Archery, Aimed Shot.
- Before choosing this, rangers will be asked to select a certain type of enemy they get better combat rolls with as they gain in level. This is your personal preference, depending on what you feel gives you the most trouble. Rangers also get the same move-through-terrain skill druids do and can cast from a limited druid spell subset, as they gain in level. Rangers can befriend, turn neutral, or recruit animals using the Animal Empathy skill.
- Rangers can also track enemies - once noticed and tracked, they do not leave the Ranger’s perception if nearby even if not able to be normally seen, as long as they stay relatively close by (this maximum range increases with levels.) Rangers also do not go hungry quickly. Small rangers receive combat bonuses befitting their stature. The class is generally very forgiving to beginners.
HitDie: d6 Mana: d6 Skills: 12 Saves: fRw Defense: 1/2
+toHit: Archery 75%, Brawl 75%, Melee 75%, Thrown 75%
- Rogues are the backstabbers and skill-masters of Incursion. Sneak attacking is extremely viable as stealth in Incursion is well-modeled. Note that sneak attacks deal untyped damage which can injure or kill things that cannot usually be hurt by mundane nonmagical or corporeal means. (This means also that their first priority in feats is “Sneaky” which provides full movement instead of 50% while hiding, then the next line in the feat on gaining their third level, “Backstab.” If going for a backstabbing-type rogue, these are necessary.)
- They get more skill points than any other class in the game - having high skill counts in specific skills makes the dungeon much less dangerous for you. Rogues get the AoE evasion facet that Kobolds and Monks have, the Uncanny Dodge facet that Barbarians have, and continues to improve in hide and move silently skills as they level. At 6th and 9th levels, they get to choose a special rogue feat as well.
- Rogues also have a neat non-combative way of leveling up - if they enter a room and take all the magical items in it, and leave the room, they get full XP from all monsters in that room as if they had slayed them. (If they’re carrying the magical item, you’ll probably have to use Pick Pocketing skill, which rogues are, surprise, really good at!)
- Rogues are very beginner friendly. If you like playing stealth characters in Crawl you’ll feel right at home. They are probably the easiest class, on average, to win the game with. Note that anything that is immune to critical hits is immune to sneak attacking, which means undead are to be avoided as a backstabber (unless you have a specific feat that allows you to backstab them!)
HitDie: d10 Mana: d6 Skills: 4 Saves: FrW Defense: 1/4
+toHit: Archery 100%, Brawl 100%, Melee 100%, Thrown 100%
- Barbarians have intrinsics, Bards have allies, Druids and Mages have spells, Paladins and Priests have holy spells, Monks have status effects, Rangers have combat styles and spells, Rogues have skills; Warriors have ability to use almost all weapons in the game and get more feats (esp. related to combat) than the other classes in the game. They’re immediately proficient with all weapons except for specific special weapons (the Exotic weapons category.) They’re also proficient with all 3 armor types and all shield types.
- If they hit a few times with an unidentified weapon, they can identify it, and get better at this while leveling up (Rangers can do this too but not as well.) Small Warriors get combat bonuses befitting their stature. See the Feats section to check out the combat feat lines recommended by the game.
- Multiclassing brings more interesting build ideas to the fore - you can select one or more classes in addition to your current class to round out your character. Pressing "m" while in the ingame character sheet ("d") will provide you with the multiclass choices (out of the other core 10 classes.) Many melee classes take just one level of either Priest, Mage, or Druid to receive excellent 1st level caster buffs/spells (and in the Priest's case, the benefits of choosing Domains). Note that classes that require worship, like Priest and Paladin, require you to worship a god before multiclassing into it.
- You also can split your character down the middle of two classes or have multiples of a few, but note that spreading your character too thinly will potentially preclude the powerful higher level aspects of the classes. You also suffer an experience penalty - the amount of XP needed for levels multiplies - if you choose a multi-class that is not one of your favored classes (race-based, you can see your race's favored classes on the race selection screen and the "Your Race" help info screen.)
- Multiclassing also allows you to take the feat Intensive Study (when you level up and are eligible to take a feat), which allows you to take a bunch of different bonuses that will help one of your multiclassed classes' abilities so that you aren't merely a gimped version of that class.
4d13. Prestige Classes
- Prestige Classes work somewhat like multiclassing, but you have to have at least 3 levels in one of the 10 core Incursion classes in order to prestige class, and prestige classes have certain requirements that must be met to appropriately gain levels in them. Pressing "m" while in the ingame character sheet ("d") will provide you with the prestige class choices.
- There are 19 prestige classes ingame - however, only 11 of them are actually 'finished' to a degree I would find playable. Prestige classing will provide bonuses and specific gameplay not available within the core classes and multi-classes, but since the game only goes up to experience level 11, some of their upper tier abilities will be unobtainable. Generally if you are going full prestige class, you'll want to be poised with having all the requirements met in order to take your fourth level as Prestige, for a total of 8 prestige levels by endgame.
- In the character build section further down, I've laid out the general requirements and gameplay for each of the 11 Prestige classes that are in a playable state; I will not be covering the other prestige classes available.
- Gods are an important choice in Incursion. Somwhere on level 2 is a guaranteed Ecumenical Temple where the majority of the gods' altars are located (with the exception of Khasrach and The Multitude.) Some gods require sacrifice of dead corpses to gain their benefits; others require live sacrifices; still others require sacrifices of magical items; one god refuses any sacrifices at all. We'll take a look at each one and why you'd want to worship them.
- Note that you are only truly beholden to a god if you match their alignment requirement (and any other requirements), perform at least one sacrifice to them, and then "p"ray at their altar and choose to worship them. Characters can only worship one god at a time, but can actually lay-worship multiple other gods if they meet the sacrificial requirements. Most gods tolerate certain other gods, usually depending on the alignment axis of the other gods. Try not to do anything that will make your god or gods angry at you. You can always fade their anger through sacrifices, but some god wraths are quite nasty.
- Praying to gods for aid or insight, depending on the god, can identify items, injure or kill monsters, heal you, teleport you from harm, shield you from harm, cure poison, disease or status effects, lift curses, mend damaged equipment, replace lost spellbooks, gift magical armour and weapons, ease hunger, replenish fatigue, restore mana, boost stats, and provide divinely summoned allies.
- Many gods will also offer to resurrect the player, ranging from nominal to extreme favor status depending on the god. Note that resurrection usually means, for most gods, that you get sent back to the first dungeon level without any of your equipment; you can still dive down and gather basic equipment and go retrieve the loot that is on your previous body.
- Every god in the game will also grant certain active/passive abilities to your character after passing a specific favor level (usually based on sacrifices). Sacrificing is based on quality of sacrifice, not quantity - you'll get no favor at all by sacrificing a hundred goblins but will likely gain a favor level and thus an ability by sacrificing an elite half-fiend goblin skirmisher. These abilities can range from "ok" to "game-defining" for your character; the later favor levels can be difficult to reach but in some cases are well worth it.
There are 17 gods in Incursion to choose from. They all have enjoyable backstories in the ingame write-ups. (The ability lists and tolerations in the god info is copied from the Incursion Wiki.)
4e2. Aiswin : The Stealth God.
Domains: Fate, Knowledge, Night, Planning, Retribution, Trickery.
- Requirements for worship: Any alignment, but you have to sac a few things more before he allows you to worship him.
- Tolerates lay worship of: Mara.
- Favor Gain/Sacrifices: Saccing enemies that injured you before you killed them. This can be dangerous as the point of a stealthy backstabber is to -not- have this occur.
- Restrictions: Don't kill enemies that aren't hostile to you; Don't use magic that produces or utilizes Light; don't let a monster you critically hit you live past the day the hit occurred.
- Why worship them?: You want to have a laid back god that gives you bonuses to stealth based play. Note that if there's magically produced light on squares of the dungeon, he cannot give aid in those squares. Aiswin will sometimes identify items or map areas for you in the dungeon.
Aiswin's Permanent Passive/Active Abilities per favor level:
- (1st) Hide +4
- (2nd) Deeper darkness spell
- (3rd) Lore of murder I spellbook, bestow curse spell
- (4th) Find weakness +10
- (5th) Globe of shadow spell, animate shadows spell
- (6th) Diplomacy +5, bluff +5
- (7th) Feed upon pain +1
- (8th) Backstab feat
- (9th) Shadow step spell, ring of blades spell
4e3. Asherath : The "I Don't Care about Gods " God.
Domains: Knowledge, Planning, Strength, Time, Trickery, War.
- Requirements for worship: Any Alignment.
- Tolerates lay worship of: Ekliazeh, Khasrach, Sabine, Zurvash.
- Favor Gain/Sacrifices: He refuses any sacrifice. Instead, you gain favor by killing enemies that are stronger/higher level than you.
- Restrictions: Trying unknown items that are bad, utilizing equipment without knowing if it's blessed/cursed/uncursed, sleeping in the dungeon without gaining any xp in the interim.
- Why worship them?: You want a god that just gives you Str/Int/Damage/Divination/Evocation buffs passively as you level up and kill stronger things than you. Many players will not level up on purpose as levels is the basis of the game thinking a creature is stronger than you; this can either pay off with lots of favor, or you get creamed by something that you wouldn't have any trouble with if you actually leveled up.
Asherath's Permanent Passive/Active Abilities per favor level:
- Damage +1 every level starting at 1st
- Divination & evocation spell level +1 every 3rd level
- Intelligence +1, strength +1 every odd level starting at 3rd
- (1st) Find weakness bonus skill
- (2nd) Sustain intelligence, sustain strength
- (4th) Natural aptitude feat
- (6th) Inherent potential +1
- (8th) Inherent potential +1
4e4. Ekliazeh : The Dwarven God.
Domains: Craft, Community, Earth, Law, Strength, Protection.
- Requirements for worship: Non-Chaotic alignments. You have to be a Dwarf, Human, Halfling, or Gnome.
- Tolerates lay worship of: Immotian, Asherath.
- Favor Gain/Sacrifices: Evil creatures, ++ for drow, goblinoids, giants; Gemstones as well. Dwarves get more favor from him.
- Restrictions: Don't attack fleeing enemies, don't attack non-hostile enemies unless they're goblins/orcs, don't kill a dwarf no matter what, even if that dwarf is the Most Evil Dwarf that is about to cleave your character in twain
- Why worship them?: Ekliazeh is very good when playing as a dwarf. Melee characters looking for constitution bonuses will enjoy him.
Ekliazeh's Permanent Passive/Active Abilities per favor level:
- Constitution +2 every other level starting at 4th
- Natural armor +2 every other level starting at 5th
- (1st) Sustain constitution
- (2nd) Endurance feat
- (3rd) Craft +4, stone tell spell, earthsong spellbook
4e5. Erich : The Fascist Chivalric God.
Domains: Domination, Guardian, Law, Nobility, Protection, War.
- Requirements for worship: Any Lawful alignment; you cannot be a Kobold or Orc.
- Tolerates lay worship of: Immotian, Xavias, Mara, Ekliazeh.
- Favor Gain/Sacrifices: Saccing Dragons, beasts, chaotic humans, evil outsiders. If you can cow hostile monsters or their group using your intimidate skill, he likes that too.
- Restrictions: A lot - don't ever sacrifice goblins or orcs. Don't become affected by Afraid status. Don't use Hiding skill. Don't use poison unless it's on goblinsorcsand you're Evil. Don't attack fleeing creatures unless it's goblinsorcs and you're Evil. Don't use tricks like bluffing, etc unless it's goblinsorcsand you're Evil (sense a trend here?) Don't surrender, don't recruit allies of the above things you want to sacrifice plus goblins and orcs, don't offer them terms for surrendering, and don't commit any generally unlawful acts like pickpocketing, etc.
- Why worship them?: That seems like a lot of restrictions but it's not so bad when you get the hang of it. If your character is melee, or wears heavy armor, or uses mounted combat, he's an excellent character. Paladins get a lot of mileage from him for this reason as they are perform all three of those things.
Erich's Permanent Passive/Active Abilities per favor level:
- Noble aegis +1 every other level starting at 1st
- Gives magical weapons and armor every so often
- (1st) Save vs. fear +4
- (2nd) Ride bonus skill, seneschal bonus skill, intimidate bonus skill
- (3rd) Sustain charisma, Sustain constitution
- (4th) Phantom steed spell
- (5th) War cry feat
- (6th) Intimidate +4
- (7th) Righteous might spell
- (8th) Battlefield inspiration bonus feat, cleave bonus feat
- (9th) Order's wrath spell
4e6. Essiah : The Sexy Free Action God.
Domains: Beauty, Good, Liberation, Luck, Passion, Travel.
- Requirements for worship: Any Good Alignment.
- Tolerates lay worship of: Aiswin, Asherath, Ekliazeh, Erich, Hesani, Immotian, Khasrach, Kysul, Mara, Sabine, Semirath, Xavias.
- Favor Gain/Sacrifices: Saccing Evil creatures, especially Sexy evil creatures (satyrs, nymphs, vampires...)
- Restrictions: Don't commit evil acts, don't attack creatures that aren't hostile to you.
- Why worship them?: Free Action is a stupid powerful intrinsic and you get it at 4th favor level. That in itself is worth it. She gives you wisdom and charisma bonuses, and movement/riding bonuses as well. Very free with giving aid when prayed to, good beginner god.
Essiah's Permanent Passive/Active Abilities per favor level:
- Movement speed bonus +1 every level starting at 3rd
- Rapid riding +1 every level starting at 3rd
- Wisdom +1, charisma +1 every other level starting at 3rd
- (1st) Appraise bonus skill, alchemy bonus skill, healing bonus skill, appraise +4
- (2nd) Movement speed bonus +4, rapid riding +4
- (4th) Free action(gnomes get another feat instead)
- (5th) Dream spell
- (6th) Soulblade feat
- (7th) Lifesight spell
- (8th) Greater soulblade feat
4e7. Hesani : The Pacifist God.
Domains: Fate, Healing, Magic, Succor, Sun, Weather.
- Requirements for worship: Any Good Alignment
- Tolerates lay worship of: Aiswin, Ekliazeh, Essiah, Hesani, Immotian, Kysul, Maeve, Mara, Semirath, Xavias
- Favor Gain/Sacrifices: Saccing gold, sacrifice a bit each time. Destroying undead as well. Resolving issues with hostile living things without killing them.
- Restrictions: Killing living things, casting specific arcane magic without 10 DC or 15 DC Nature checks, casting Necromancy/Force magic, don't speedrun through the dungeon
- Why worship them?: Some classes make good pacifists. Bards can use allies, Druids can avoid a ton of stuff, Rogues can disguise/bluff and use their abilities to gain xp and avoid a ton of situations, certain Priests can easily be pacifists. Mages are difficult with Hesani but you get a lot of mana from him if you play correctly. Diplomacy and Appraise are extremely important Hesani skills so you can resolve hostile creatures. Hesani gives aid freely.
Hesani's Permanent Passive/Active Abilities per favor level:
- Mana +4 every level starting at 1st
- Arcane trickery +1 every 3rd level starting at 3rd
- Luck +1 every other level starting at 1st
- (1st) Knowledge nature bonus skill, diplomacy bonus skill, heal bonus skill, concentration bonus skill
- (2nd) Sanctuary spell, zen defense bonus feat
- (3rd) Sustain luck, deep slumber spell
- (4th) Use magic bonus skill, alchemy bonus skill, neutrality to plants & animals
- (5th) Ethereal jaunt spell, benevolence spell
- (6th) Weapon immunity +1
- (7th) Cure serious wounds spell
- (8th) Weapon immunity +1
4e8. Immotian : The Paladin God.
Domains: Community, Fire, Knowledge, Law, Protection, Succor.
- Requirements for worship: Any Lawful alignment.
- Tolerates lay worship of: Xavias, Erich, Ekliazeh, Hesani.
- Favor Gain/Sacrifices: Saccing spellbooks, wands, magic staves, magical instruments like horns; Destroying undead, demons/fiends, aberrations; curing disease in a neutral creature
[*]Restrictions: Never become diseased; Don't cast arcane spells (so don't multiclass as mage);