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- Contents
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- 1. Incursion guide, by Anonymous
- 2. Incursion guide, by Pacra
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- 1. Incursion guide, by Anonymous
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- Suggested character archetypes
- These are listed in what I consider to be their approximate order of overall power throughout all stages of the game. I'll list them by class, but outside of race-specific builds I won't mention race unless I think it's particularly noteworthy. I will say that generally I believe humans are the strongest race overall, and dwarfs are a close second (especially for melee classes). Elves are mostly shitty because of Maeve. Overall, casters are stronger. This is based on D&D after all. Remember that MP regenerates while it's above 50% (after buffs), but HP (without resilient feat) and mana spent on healing do not regenerate. You may note that druids aren't listed here; that is simply because I never play them. From what I understand, they could be added into slot 0, as they are considered the strongest class in the game.
- 1: Lawful Good Mage (Weavecraft) of Hesani.
- Feats: Educated, Run. Skills: Knowledge (Nature), Decipher Script, Concentration, Metamagic, etc. Spells: Mage Armor, Knock, Call Companions, Expeditious Retreat, Jump, Protection from Evil, etc. This character makes use of a character creation option: Disable Complicity Transgressions = YES. What this means is you can follow Hesani, who demands you stay a pacifist, and use your summons to kill everything without any penalty to your piety or alignment. There are still two drawbacks: you can't use force spells, so no shield and no force disc. Also, you'll need +14 to your Knowledge (Nature) skill before it is safe to follow him. With this in mind, the game almost plays itself. You have powerful summons with feats such as augment summoning and control spell available to enhance them later. You have intrinsic teleport control. Just summon 2-3 times at the entrance to every room, make use of Run + Expeditious Retreat to position yourself safely, and if all else fails you can blink to safety. You don't even need very much in the way of stats since you don't depend on beating anything's saving throw. Make sure to pick up the Still Spell and Vocalize Spell feats so that you can teleport to safety even while paralyzed. Finally, Hesani only accepts sacrifices of gold coins. Electrum, though it contains gold, doesn't work (you still lose it if you try to sac it though); in my experience, you want to alt+s to split your gold and sacrifice it in lots of about 400 at a time.
- 2: Chaotic/Neutral Evil Mage (Thaumaturgy) of Xel.
- Feats: Guild Mage, Mystic Preparation. Skills: Knowledge (Undead), Decipher Script, etc. Spells: Enlarge, Jump, Knock, Mage Armor, Shield, etc. This is the melee mage; buff yourself and smack things (enlarge gives 10' reach to non-small races). It demands a high strength, and above average dex, con, and luck. Int isn't very important, since you won't be casting offensively, but it needs to be at a minimum of 12 or 14. You'll eventually want to learn a summon monster spell so that you can make live sacrifices of your summon (summon until you get a sapient, order it to stand on the altar, and use great blow on it) to raise piety with Xel; your goal is the improved critical feat. After you have the Hallow spell, use that to sacrifice deeper monsters instead of summoning in the Parthenion. At the point you stop using summoning forever, you can also sacrifice to Zurvash for a free toughness feat (Xel won't mind). Later, you'll want to get maximize spell feat (for the attribute buffs and false life), power attack, and knock prone. You can dip into 2-4 levels of warrior at the end of the game since there aren't really any good level 5 spells for you. The last fight can be done by keeping Burning Blood up on the Golbin King and spamming him with Major Drain without ever going into his room, so be sure to pick those spells up as well.
- 3: Neutral Priest of Asherath
- This is a modified version of the guide posted to the Incursion wiki called the Divine Wreckingball:
- https://sites.google.com/site/ethdem/divinewreckingball.txt?attredirects=0
- It plays a lot like the Thaumaturge above, but without jump and knock spells it is extremely weak to traps and you have to kick down a lot of doors. Despite the guide listing race as human, personally I prefer dwarfs. Domains: Strength, Time, War. Turn undead. Feats: Power attack/knock prone OR endurance/roll with it. Knowledge (Undead), Healing, etc. Spells: divine favor, shield of faith, protection from evil, etc. You won't even be able to cast all of your buff spells at level one, but make sure you cast enlarge. Don't worry about staying low level; the piety gain with Asherath is minimal and you can make him mad if you go too deep at too low level. Once you start running into vaults, the piety will come on its own.
- 4: Non-good non-lawful warrior of any non-good non-lawful god
- The same as above without spells. Dwarf is highly recommended for this role, since they can craft their own weapon later even without caster levels, and dwarven focus is quite amazing. If you ever get the Wild Talent: Expansion perk, consider going for this with 18 base strength and the feats for Improved Strength (or make an orc or lizardman). Also take your free weapon focus in great maul. Otherwise, feats: great blow/knock prone or roll with it/endurance. Skills: Healing, find weakness, athletics, climb, and anything your future god might like (intimidate if they like cowing, etc).
- 5. Evil Lizardfolk Monk of Aiswin or the Multitude
- Feats: Multiattack, Lightning Fists. Skills: Find Weakness, Balance, Decipher Script, etc etc etc. You'll want to go into the options (=) under Tactics and Combat Options and set Monk Preferred Attack Form to NATURAL. You'll want to switch it back to MARTIAL at level 5. This build is really dependent on good stats. You want high str for damage, high dex for defense, and you need to compensate for the -2 to int and luck by having decent rolls there. In addition, you want a high wisdom to take advantage of the free zen defense feat. So if your con suffers, remember you can go for the One Body, One Soul feat later. If you get the Bonus Item: Bracers of Lightning, it is very strong for this type of character.
- 6. Halfling Warrior
- Feats: Point-Blank Shot, Defensive shot. Focus: sling. Skills: Healing, find weakness, climb, etc. This build requires very high luck, high dexterity, and enough strength to offset the racial penalty. The idea is to get an amazing critical threat range for your sling, and chew things apart. Alignment and deity aren't really important, although I always recommend martial characters to stay away from the lawful and good axes. Your major weakness is undead who can't be critically hit without the necrophysiology feat, which requires +10 in the Knowledge (Undead) feat. So take the Natural Aptitude feat at level 3 and then start taking ranks in Knowledge (Undead). You should be able to get Necrophysiology by level 9 (6 if you had high int) which is just in time for the nastier undead enemies.
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- 2. Incursion guide, by Pacra
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- http://pastebin.com/ndKRytHv
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