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Incursion effort post.

Table of Contents:
pre:
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
            4b1.  Races
			4b2.  Human
			4b3.  Dwarf 
			4b4.  Halfling 
			4b5.  Kobold 
			4b6.  Elf
			4b7.  Lizardfolk 
			4b8.  Gnome  
			4b9.  Drow 
			4b10.  Orc 
		4c1.  Subraces
			4c2.  Grey Dwarf 
			4c3.  Stoutheart Halfling
			4c4.  Wood Elf 
			4c5.  Grey Elf
			4c6.  Dragonkin 
			4c7.  Deep Gnome 
			4c8.  Black Orc
            4d1.  Classes
			4d2.  Barbarian
			4d3.  Bard
			4d4.  Druid
			4d5.  Mage
			4d6.  Monk
			4d7.  Paladin
			4d8.  Priest
			4d9.  Ranger
			4d10.  Rogue
			4d11.  Warrior
            	4d12.  MultiClassing
            	4d13.  Prestige Classes
            4e1.  Gods
			4e2.  Aiswin
			4e3.  Asherath
			4e4.  Ekliazeh
			4e5.  Erich
			4e6.  Essiah
			4e7.  Hesani
			4e8.  Immotian
			4e9.  Khasrach
			4e10.  Kysul
			4e11.  Maeve
			4e12.  Mara
			4e13.  The Multitude
			4e14.  Sabine
			4e15.  Semirath
			4e16.  Xavias
			4e17.  Xel
			4e18.  Zurvash
	4f1.  The Five Random Attribute+Perk Sets
	4g1.  “p” : Aborting to Point Buy
      4h1.  Alignment
	4i1.  Domains
      4j1.  Feats
		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
      4k1.  Skills
		4k2.  Alchemy
		4k3.  Animal Empathy
		4k4.  Appraise
		4k5.  Athletics
		4k6.  Balance
		4k7.  Bluff
		4k8.  Climb
		4k9.  Concentration
		4k10.  Craft
		4k11.  Decipher Script
		4k12.  Diplomacy
		4k13.  Disguise
		4k14.  Escape Artist
		4k15.  Find Weakness
		4k16.  Gather Information
		4k17.  Handle Device
		4k18.  Healing
		4k19.  Hide in Shadows
		4k20.  Illusioncraft
		4k21.  Intimidate
		4k22.  Intuition
		4k23.  Jump
		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)
		4k33.  Listen
		4k34.  Lockpicking
		4k35.  Metamagic
		4k36.  Mining
		4k37.  Move Silently
		4k38.  Perform
		4k39.  Pick Pockets
		4k40.  Poison Use
		4k41.  Ride
		4k42.  Searching
		4k43.  Seneschal
		4k44.  Spellcraft
		4k45.  Spot
		4k46.  Swimming
		4k47.  Tumble
		4k48.  Use Magic
		4k49.  Wilderness Lore
	4l1.  Personality Archetypes
      4m1.  Magic
		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
	 Caveat
	 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
		10b1.  Alienist
		10c1.  Assassin
		10d1.  Blackguard
		10e1.  Earthsinger
		10f1.  Loremaster
		10g1.  Master Archer
		10h1.  Sentinel
		10i1.  Shadowdancer
		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
16a1. Acknowledgements

1a1. Incursion Official Page and Download Links

2a1. Introduction to Incursion


3a1. Configuration Options



3b1. Character Generation Options


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3c1. Input Options


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3d1. Limits and Warnings


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3e1. Output Options


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3f1. Tactics and Combat Options


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3g1. Macro Bindings



4a1. Starting a Character



4b1. Races
There are nine main races in the game: Human, Dwarf, Halfling, Kobold, Elf, Lizardfolk, Gnome, Drow, and Orc.



4b2. Human - | Str | Dex | Con | Int | Wis | Cha | Luc |

4b3. Dwarf - | Str | Dex | Con +2 | Int | Wis | Cha -2 | Luc |

4b4. Halfling - | Str -2 | Dex +2 | Con | Int | Wis | Cha +2 | Luc +4 |


4b5. Kobold - | Str -4 | Dex +4 | Con | Int +2 | Wis | Cha -2 | Luc |

4b6. Elf - | Str -1 | Dex +2 | Con -1 | Int +1 | Wis +2 | Cha +2 | Luc |

4b7. Lizardfolk - | Str +2 | Dex | Con +2 | Int -2 | Wis | Cha | Luc -2 |


4b8. Gnome - | Str -1 | Dex | Con | Int +2 | Wis -2 | Cha +1 | Luc |


4b9. Drow - | Str -1 | Dex +2 | Con | Int +2 | Wis | Cha +2 | Luc -2 |


4b10. Orc - | Str +4 | Dex | Con | Int -2 | Wis +2 | Cha -2 | Luc |


4c1. Subraces

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 |


4c3. Stoutheart Halfling - | Str -2 | Dex +2 | Con | Int | Wis +2| Cha +2 | Luc +2 |


4c4. Wood Elf - | Str +1 | Dex +2 | Con +1 | Int | Wis | Cha +1 | Luc -1 |


4c5. Grey Elf - | Str -3 | Dex +3 | Con -3 | Int +3 | Wis +4 | Cha +2 | Luc |


4c6. Dragonkin - | Str +2 | Dex +2 | Con +2 | Int -1 | Wis | Cha -2 | Luc -4 |


4c7. Deep Gnome - | Str -1 | Dex +2 | Con | Int | Wis +2 | Cha -4 | Luc |


4c8. Black Orc - | Str | Dex | Con | Int | Wis +3 | Cha -1 | Luc |


4d1. Classes
There are ten main classes in the game: Barbarian, Bard, Druid, Mage, Monk, Paladin, Priest, Ranger, Rogue, Warrior.

4d2. Barbarian

HitDie: d12 Mana: d4 Skills: 6 Saves: Frw Defense: 1/2
+toHit: Archery 75%, Brawl 100%, Melee 100%, Thrown 75%




4d3. Bard

HitDie: d6 Mana: d10 Skills: 8 Saves: fRW Defense: 1/3
+toHit: Archery 75%, Brawl 50%, Melee 75%, Thrown 75%



4d4. Druid

HitDie: d8 Mana: d12 Skills: 6 Saves: FrW Defense: 1/3
+toHit: Archery 75%, Brawl 100%, Melee 75%, Thrown 50%




4d5. Mage

HitDie: d4 Mana: d20 Skills: 4 Saves: frW Defense: 1/5
+toHit: Archery 50%, Brawl 50%, Melee 50%, Thrown 50%



Abjuration focuses on protective spells, and is a primarily defensive school.

Arcana focuses on changing environments and situations - it is the generalist school of magic in the game.


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.


Enchantment focuses on changing a target with magic - mind-controlling a person or giving an item a magic property for instance.


Evocation focuses on shooting things dead. Pretty straightforward school!


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.


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.


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.


Weavecraft focuses on spells dealing with distance. This is the Summoning school; this is also the Escape school.


4d6. Monk

HitDie: d8 Mana: d4 Skills: 6 Saves: FRW Defense: 1/2
+toHit: Archery 75%, Brawl 100%, Melee 75%, Thrown 75%



4d7. Paladin

HitDie: d10 Mana: d8 Skills: 4 Saves: FrW Defense: 1/4
+toHit: Archery 75%, Brawl 75%, Melee 100%, Thrown 75%




4d8. Priest

HitDie: d8 Mana: d12 Skills: 4 Saves: FrW Defense: 1/4
+toHit: Archery 50%, Brawl 75%, Melee 75%, Thrown 75%




4d9. Ranger

HitDie: d8 Mana: d8 Skills: 8 Saves: FRw Defense: 1/3
+toHit: Archery 100%, Brawl 75%, Melee 100%, Thrown 100%




4d10. Rogue

HitDie: d6 Mana: d6 Skills: 12 Saves: fRw Defense: 1/2
+toHit: Archery 75%, Brawl 75%, Melee 75%, Thrown 75%




4d11. Warrior

HitDie: d10 Mana: d6 Skills: 4 Saves: FrW Defense: 1/4
+toHit: Archery 100%, Brawl 100%, Melee 100%, Thrown 100%




4d12. Multiclassing



4d13. Prestige Classes



4e1. Gods



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.



Aiswin's Permanent Passive/Active Abilities per favor level:



4e3. Asherath : The "I Don't Care about Gods " God.

Domains: Knowledge, Planning, Strength, Time, Trickery, War.



Asherath's Permanent Passive/Active Abilities per favor level:



4e4. Ekliazeh : The Dwarven God.

Domains: Craft, Community, Earth, Law, Strength, Protection.



Ekliazeh's Permanent Passive/Active Abilities per favor level:



4e5. Erich : The Fascist Chivalric God.

Domains: Domination, Guardian, Law, Nobility, Protection, War.



Erich's Permanent Passive/Active Abilities per favor level:



4e6. Essiah : The Sexy Free Action God.

Domains: Beauty, Good, Liberation, Luck, Passion, Travel.



Essiah's Permanent Passive/Active Abilities per favor level:




4e7. Hesani : The Pacifist God.

Domains: Fate, Healing, Magic, Succor, Sun, Weather.



Hesani's Permanent Passive/Active Abilities per favor level:




4e8. Immotian : The Paladin God.

Domains: Community, Fire, Knowledge, Law, Protection, Succor.