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Incursion: d20 Roguelike

123457

Posts

  • DeepQantasDeepQantas Registered User regular
    edited August 2007
    skace wrote: »
    My kobold's int is being affected by "Luck -6". It's been this way for a long time. I've tried restoring Int with no success. Also, I've got 13 luck, so I don't see how I could be considered having bad luck. Anyone know how I should fix this?

    Thanks kaleedity, My new rogue doesn't have ambidexterity or any of the feats, yet I'm still using 2 weapons, hehe. I'm at level 6 now.

    Here are the Feats I've got: Backstab, Combat Reflexes, Dodge, and Sneaky. Also got Mobility via an item, Swarm Tactics, Weapon Finesse, Close Quarters Fighter, AP:Light, Dirty Fighting. I take a -4 to hit on my main and a -2 to hit on my offhand without any two weapon fighting feats. Is that correct? Seems a little low. My Mainhand has a +13 to hit and my off has a +12.
    Hm. Without feats you should get -4 for mainhand and -8 assuming the offhand weapon is light.

    What weapons are you using? Could be that you're getting Weapon Finesse only for your offhand weapon since it mostly only affects light weapons. If that's the case you might want to find a Rapier for you main hand.



    The "luck" penalty sounds like it's a generic name for the penalty effect rather than a penalty from your Luck stat. You're not wearing any cursed helmets, are you?

    The point is that if you get another "luck" penalty from another source (break a mirror, kick a black cat, I dunno where you'd get it in the first place) it won't stack with the existing one. Only the most severe penalty would be in effect.

    DeepQantas on
    m~
  • vhzodvhzod Registered User regular
    edited August 2007
    A negative luck bonus is from a curse. You need to get the curse removed somehow... maybe you can do it at a library using magic knowledge. Also wands and potions or spells of remove curse or find an npc with the spell service that can cast it.

    vhzod on
  • skaceskace Registered User regular
    edited August 2007
    Thank you guys! It was a curse, I wish it was more obvious that was I cursed, but maybe that is on purpose. Remove Curse items are very expensive and I only had 1 potion, so I didn't want to experiment to find out if that was the case.

    Here is my dump Qantas. PS: I have no idea why it says I'm in wizard mode as I thought I disallowed it on both my machines.

    Edit: Wow the character dumps in this game are very cool.

    Edit2: I was just looking at prestige classes, 5 levels of Sentinel looks very tempting.

    Edit3: Does dumping your char stats identify everything in your inventory for you? I might have identified this stuff before and forgot, but I think the dump might have identified stuff for me. Anyone feel free to test this.
    Zichna, The Disciplined Expert (Wizard Mode)

    Gender Male
    Race Kobold
    Class Rogue 6
    XP 16853
    Next @ 21000
    Align Chaotic Evil


    STR: 15/13 [+2/+2] (base 18, +1 magic, -4 natural)
    DEX: 26/00 [+7/+7] (base 16, +1 magic, +5 inherant, +4 natural)
    CON: 14/00 [+2/+1] (base 14)
    INT: 20/64 [+5/+4] (base 17, +1 inherant, +2 natural)
    WIS: 14/00 [+2/+1] (base 13, +1 inherant)
    CHA: 6/22 [-2/-2] (base 8, -2 natural)
    LUC: 14/00 [+2/+1] (base 13, +1 magic)
    Fortitude +4(Rogue +2, +2 Con)
    Reflex +17(Rogue +5, +7 Dex, +5 competance)
    Will +4(Rogue +2, +2 Wis)
    (+2 vs. poison, +2 vs. traps, +4 vs. confusion, +6 vs. theft, +6 vs. knockdown)
    Melee +toHit +13 (Rogue +4, +7 Dex, +3 magic, +1 size, -2 dual-weapon)
    Damage +6 (base 1d6 / 1d6+1, +2 Str, +3 magic, +1 weapon)
    Speed 145%(base 100% +5% Rogue) x 115% magic x 140% weapon x 90% hunger
    Offhand +toHit +12 (Rogue +4, +7 Dex, +3 magic, +1 weapon, +1 size, -4 dual-weapon)
    Damage +4 (base 1d6 / 1d3, +1 Str, +3 magic)
    Speed 110%(base 100% +5% Rogue) x 115% magic x 120% weapon x 90% dual-weapon x 90% hunger
    Size Small:
    (base small)

    Defense Class 25:
    (base 10, +3 Rogue, +7 Dex, +4 magic, +1 size, +1 dodge, -1 encumbrance)

    Coverage 15:
    (base 0, +4 magic, +11 armor)

    Movement Rate 80%:
    (base 75%) x 125% skill x 80% encumbrance

    Hit Dice Rolls 45:
    20 + 6d6 (3, 3, 3, 4, 3, 3) + 12 (CON bonus) x 90% (Size)
    Mana Rolls 85:
    10 + 6d6 (4, 6, 3, 3, 3, 2) x 3 + 12 (WIS bonus)

    Encumbrance Moderate:
    (Light 24.9s, Moderate 75.0s, Heavy 150.0s, Extreme 225.0s, Max Press 200.0s)

    Special Abilities:
    Evasion
    Infravision (60 ft)
    Sneak Attack +3d6
    Species Affinity:
    Vermin
    Improved Uncanny Dodge
    Flawless Dodge
    Thief in the Night (100%)
    Defensive Roll
    See Invisibility

    Feats:
    Armor Proficiency: Light
    Backstab
    Close Quarters Fighter
    Combat Reflexes
    Dirty Fighting
    Dodge
    Mobility
    Sneaky
    Swarm Tactics
    Weapon Finesse

    Resistances and Armor:
    Slashing Damage 8
    Piercing Damage 7
    Blunt Damage 6
    Sonic Damage 4

    Complete Immunities:
    Poison

    Proficiencies Simple Weapons, Short Blades, Archery, Thrown, Daggers, Flexible, Light Armor, whip and bolas

    Skill Ratings:
    Alchemy +6 (0 ranks, +4 INT, +2 train)
    Appraise +3 (0 ranks, +1 WIS, +2 train)
    Athletics +10 (6 ranks, +2 STR, +2 train)
    Balance +12 (3 ranks, +7 DEX, +2 train)
    Bluff +0 (0 ranks, -2 CHA, +2 train)
    Climb +17 (1 ranks, +7 DEX, +3 train, +4 kit, +2 synergy)
    Craft +5 (0 ranks, +1 WIS, +2 train, +2 racial)
    Decipher Script +10 (4 ranks, +4 INT, +2 train)
    Diplomacy +0 (0 ranks, -2 CHA, +2 train)
    Disguise +8 (0 ranks, +4 INT, +2 train, +2 kit)
    Escape Artist +12 (3 ranks, +7 DEX, +2 train)
    Find Weakness +10 (7 ranks, +1 WIS, +2 train)
    Handle Device +21 (6 ranks, +4 INT, +3 train, +4 racial, +2 magic, +2 kit)
    Healing +10 (5 ranks, +1 WIS, +2 train, +2 kit)
    Hide in Shadows +26 (9 ranks, +7 DEX, +3 train, +3 feat, +4 size)
    Intimidate +6 (2 ranks, +2 STR, +2 train)
    Intuition +8 (4 ranks, +1 WIS, +2 train, +1 synergy)
    Jump +13 (2 ranks, +7 DEX, +2 train, +2 synergy)
    Knowledge (Theyra) +6 (0 ranks, +4 INT, +2 train)
    Knowledge (Infernal) +6 (0 ranks, +4 INT, +2 train)
    Knowledge (Magic) +13 (7 ranks, +4 INT, +2 train)
    Knowledge (Mythology) +6 (0 ranks, +4 INT, +2 train)
    Knowledge (Nature) +6 (0 ranks, +4 INT, +2 train)
    Knowledge (Oceans) +6 (0 ranks, +4 INT, +2 train)
    Knowledge (Planes) +6 (0 ranks, +4 INT, +2 train)
    Knowledge (Theology) +6 (0 ranks, +4 INT, +2 train)
    Knowledge (Undead) +6 (0 ranks, +4 INT, +2 train)
    Listen +12 (9 ranks, +1 WIS, +2 train)
    Lockpicking +21 (8 ranks, +7 DEX, +2 train, +2 magic, +2 synergy)
    Metamagic +5 (0 ranks, +4 INT, +1 synergy)
    Mining +5 (0 ranks, +1 WIS, +2 train, +2 racial)
    Move Silently +21 (9 ranks, +7 DEX, +2 train, +3 feat)
    Perform +5 (5 ranks, -2 CHA, +2 train)
    Pick Pockets +18 (7 ranks, +7 DEX, +2 train, +2 magic)
    Poison Use +8 (1 ranks, +4 INT, +3 train)
    Ride +3 (0 ranks, +1 WIS, +2 train)
    Searching +17 (9 ranks, +4 INT, +2 train, +2 racial)
    Spellcraft +5 (0 ranks, +4 INT, +1 synergy)
    Spot +12 (9 ranks, +1 WIS, +2 train)
    Swimming +3 (0 ranks, +2 STR, +1 synergy)
    Tumble +19 (9 ranks, +7 DEX, +2 train, +1 synergy)
    Use Magic +13 (7 ranks, +4 INT, +2 train)

    Spiritual State:
    __You are not devoted to a
    ____single god.
    __You flawlessly embody Evil.
    __You are haltingly Chaotic.


    Inventory:
    tiger claws +3
    orcish short sword +3
    short bow
    Girdle +1 of Giant Strength [+1]
    peasant garb
    orcish bonemail armor +3
    Boots of Evasive Footwork
    Cloak of Nondetection
    Ring +1 of Good Fortune [+1]
    Ring +1 of the Dancer [+1]
    Amulet of See Invisible
    Gloves +1 of Nimble Fingers [+2]
    b Helm +1 of Clear Sound [+4, +4]
    Bracers +2 of Defense [+4]
    321 sheaf arrows {mundane}
    4 Scrolls of Identify
    2 climbing rigs
    Shadowstone +2 [+4]
    mildly damaged small backpack
    Amulet of Undead Warding
    c Periapt of Wisdom -1 [-1]
    Boots +1 of Providence [+1]
    Boots of Thunder
    11055 electrum pieces
    3564 gold pieces
    1421 platinum pieces
    6162 silver pieces
    food ration
    b Hat of Disguise [+10] (3 uses left)
    Oil of Transformation
    2 Potions of Clairvoyance {good/div}
    11 Potions of Dimension Door [2d20]
    Potion of Dimension Door [2d20]
    Potion of Fire Breath [3d8+5]
    3 Potions of Mana [3d8+8]
    Potion of Outsider Control
    Potion of Restore Dexterity [6d8]
    Potion of Restore Intelligence [6d8]
    Potion of Levitation [-2, -50%, -15%]
    Potion of Restore Constitution [6d8]
    Potion of Restore Luck [6d8]
    2 Scrolls of Alarm
    Scroll of Cure Disease [0]
    Scroll of Hallow
    Scroll of Identify
    Scroll of Mirror Image
    Scroll of Negative Plane Protection
    Scroll of Remove Curse
    Scroll of Rope Trick
    Scroll of Dispel Magic
    b Scroll of Remove Curse {good/abj}
    Holy symbol of The Multitude
    Holy symbol of The Multitude
    4 disguise kits
    healing kit
    mechanical tools {mundane}
    small glass vial (with 16 doses of blue whinnis)
    small glass vial (with 2 doses of arsenic)
    small glass vial {mundane} (with 11 doses of blue whinnis)
    4 tanglefoot bags
    5 vials of water [3d6]
    Wand +1 of Cleansing Light [2d6+2] (49 charges)
    Wand +1 of Fey Trapping (33 charges)
    Wand +1 of Goblinoid Summoning (40 charges)
    Wand +1 of Unearthly Harmonies [1d8+2, 1d2] (36 charges)
    Wand +2 of Sleep (38 charges)
    Wand +1 of Thunderbolts [2d6+2, 1d6+2] (27 charges)
    Wand of Alacrity [+25%] (33 charges)

    On The Ground:

    Known Spells:

    Journal:

    12:00 AM, 1st of Suntide: Entry Chamber, 10' (H:22/22 M:15/15 XP:0)
    You arrive at 10' in the The Goblin Caves.

    9:07 PM, 1st of Suntide: Ice Matrix, 10' (H:22/22 M:15/15 XP:1035)
    Seen: cave orc skeleton (CR 1)
    Seen: b Wand +1 of Lethargy (45 charges) (IL 2)
    You have enough experience to advance to level two.

    10:35 PM, 1st of Suntide: Community Offices, 10' (H:5/27 M:32/32 XP:1875)
    Seen: caryatid column (CR 3)
    Seen: short sword (IL 0)
    You are gravely wounded by a fire genasi bandit!

    10:42 PM, 1st of Suntide: Community Offices, 10' (H:27/27 M:32/32 XP:2275)
    Seen: fire genasi bandit (CR 1)
    You have enough experience to advance to level three.

    10:46 PM, 1st of Suntide: Community Offices, 10' (H:9/31 M:39/39 XP:2335)
    Seen: tiny fire elemental (CR 1)
    You are gravely wounded by a fire genasi bandit!

    9:38 AM, 3rd of Suntide: Unworked Stone, 20' (H:31/31 M:39/39 XP:4448)
    Seen: caryatid column (CR 3)
    Seen: Potion of Restore Intelligence (IL 0)
    You arrive at 20' in the The Goblin Caves.

    9:40 AM, 3rd of Suntide: Winding Corridor, 20' (H:31/31 M:39/39 XP:4592)
    Seen: spellstitched bone delver (CR 2)
    You have enough experience to advance to level four.

    10:25 AM, 3rd of Suntide: Winding Corridor, 20' (H:9/31 M:36/39 XP:6819)
    Seen: goblin spider zombie (CR 5)
    You are gravely wounded by an elder crawling claw!

    5:39 AM, 5th of Suntide: Orc Barracks, 20' (H:36/36 M:60/62 XP:8428)
    Seen: giant spider (CR 4)
    Seen: Amulet of Undead Warding (IL 3)
    You are now Chaotic Evil.

    12:34 AM, 6th of Suntide: Orc Barracks, 20' (H:36/36 M:66/66 XP:10029)
    Seen: skeleton (CR 3)
    Seen: Treatise of Revealed Enlightenment +1 (IL 6)
    You have enough experience to advance to level five.

    12:14 AM, 7th of Suntide: Jagged Chasm, 30' (H:41/41 M:77/77 XP:11336)
    Seen: elder crypt thing (CR 4)
    Seen: dwarven long bow +3 (IL 6)
    You arrive at 30' in the The Goblin Caves.

    7:04 AM, 8th of Suntide: Limestone Cave, 30' (H:13/41 M:77/77 XP:12408)
    Seen: mote of vacuum (CR 3)
    Seen: Scroll of Hallow (IL 5)
    You are gravely wounded by a thri-kreen zombie!

    7:17 AM, 8th of Suntide: Underground Farm, 30' (H:8/41 M:77/77 XP:13011)
    Seen: deadly nettle (CR 5)
    Seen: sheaf arrow (IL 0)
    You are gravely wounded by a brown mold!

    3:41 PM, 10th of Suntide: Orderly Graveyard, 40' (H:41/41 M:77/77 XP:14817)
    Seen: brown mold (CR 5)
    Seen: orcish short sword +3 (IL 6)
    You arrive at 40' in the The Goblin Caves.

    3:58 PM, 10th of Suntide: Winding Corridor, 40' (H:41/41 M:77/77 XP:15071)
    Seen: spellstitched bonebat (CR 2)
    You have enough experience to advance to level six.

    6:12 PM, 10th of Suntide: Ancient Barracks, 40' (H:13/41 M:77/77 XP:16141)
    Seen: giant blue beetle (CR 4)
    You are gravely wounded by a goblin Multitude cultist!

    6:19 PM, 10th of Suntide: Ancient Barracks, 40' (H:12/45 M:85/85 XP:16275)
    Seen: goblin spider (CR 4)
    Seen: Potion of Levitation (IL 2)
    You are gravely wounded by an elder graveborn grey ooze!

    Monsters Encountered:
    Total: 310
    12 Animals
    12 Bats
    4 Birds
    8 Dogs
    4 Faeries
    22 Goblinkin
    125 Humanoids
    6 Imps
    2 Jellies
    2 Oozes
    6 Kobolds
    2 Lycanthropes
    28 Orcs
    3 Quadrupeds
    1 Rodents
    11 Spiders
    13 Vortices
    4 Worms
    24 Vermin
    2 Celestials
    12 Beasts
    13 Constructs
    7 Dragons
    10 Elementals
    53 Fungi
    1 Giants
    23 Elementalkin
    1 Mythic Hybrids
    43 Outsiders
    55 Plant Creatures
    10 Reptiles
    3 Snakes
    2 Spirits
    27 Corporeal Undead
    4 Negative Undead
    10 Aberrations
    2 Hominids
    41 Zombies
    1 Humans
    5 Dwarves
    1 Gnomes
    2 Halflings
    3 Drow
    5 Swarms
    6 Planetoucheds
    1 Demons
    3 Devils

    Level Statistics:

    Lvl | Act | Key | Turns | Secs | XP | Explored
    ----+
    +
    +
    +
    +
    +
    1 | 2925| 7797|1117281| 5399| 4626|3397 / 3579 = 94%
    2 | 4828|14158|2137125| 10234| 7408|2954 / 2954 = 100%
    3 | 3475| 8106| 704162| 9459| 2783|4139 / 4201 = 98%
    4 | 1272| 3032| 65669| 5682| 2036|1651 / 3251 = 50%

    Messages:
    Welcome back to Incursion, Zichna!
    Character generation options cannot be changed once a game has already begun. To alter these options, you must choose to do so at the time you are creating a new character.
    Autosave...
    Done.
    Saving game...
    Done.
    Autosave...
    Done.
    Saving game...
    Done.
    Wizard mode has been disallowed in this game.
    Wizard mode has been disallowed in this game.
    Saving game...
    Done.
    Welcome back to Incursion, Zichna!
    Your body glows with a soft blue light.

    skace on
    http://picasaweb.google.com/skacer | Shiren:5413-0147-4655
    steam_sig.png
  • Charles KinboteCharles Kinbote Registered User regular
    edited August 2007
    So is there absolutely no way to choose my own name?

    Charles Kinbote on
  • GoumindongGoumindong Registered User regular
    edited August 2007
    So is there absolutely no way to choose my own name?

    you can rename yourself after you start.

    Goumindong on
    wbBv3fj.png
  • skaceskace Registered User regular
    edited August 2007
    Does rerolling turn wizard mode on by default, even if you don't take any perks? Thats pretty weird.

    skace on
    http://picasaweb.google.com/skacer | Shiren:5413-0147-4655
    steam_sig.png
  • DeepQantasDeepQantas Registered User regular
    edited August 2007
    Melee +toHit +13 (Rogue +4, +7 Dex, +3 magic, +1 size, -2 dual-weapon)
    Offhand +toHit +12 (Rogue +4, +7 Dex, +3 magic, +1 weapon, +1 size, -4 dual-weapon)
    Okay. I guess it's just different in Incursion then.


    Hmm. I'm reading the SA thread and amongst the mage talk I noticed this:
    Journeyman wrote:
    * I'm going to do something to Rope Trick to make resting
    in it have a cost. I may assign a XP cost to the spell; that
    would be the simplest fix. More nuanced fixes include causing
    it to attract bad creatures from the astral plane if you use it
    too much, or other weird side effects.
    One thing you could do is make the regular monsters (if they pass a difficult spot/search/track check or have Detect Magic on or something) be able to find the entry point and then set up an ambush for when you get back out.

    Or when you get the Dispel Magic working properly, give them the option of using that for a nasty wakeup call.

    DeepQantas on
    m~
  • DizzenDizzen Registered User regular
    edited August 2007
    So, the only way to be completely safe while you sleep, without being penalized, would be to either use the Inn, use a hearthstone, or to have the Alarm spell cast before you sleep with a dimension door spell/potion at the ready in case in case the alarm goes off? Harsh, if so. I mean, I understand that resting in a dungeon is supposed to be dangerous, but it would be nice to have options to ward it away reliably. Otherwise I might as well be eaten by a grue.

    Dizzen on
  • JohnDoeJohnDoe Registered User regular
    edited August 2007
    How do you actually get on your horse? Using my mount skill just seems to summon a horse.

    JohnDoe on
  • DeepQantasDeepQantas Registered User regular
    edited August 2007
    Requesting an NPC to set up watches is a pretty good way to rest cheaply. I don't remember what level spell Rope Trick is, but obviously better spell should have less risk. But not zero.

    With the Rope Trick set up the way I described it you couldn't ever be coup de graced since you wake up if it's dispelled. And if it's not dispelled then you'd get plenty of time to freshen up before the morning ambush. And most monsters wouldn't even know you were there.

    Essentially just Alarm with extra stealth and extra protection.

    ---

    JohnDoe:
    Did you try ride skill as well?

    DeepQantas on
    m~
  • GoumindongGoumindong Registered User regular
    edited August 2007
    DeepQantas wrote: »
    Melee +toHit +13 (Rogue +4, +7 Dex, +3 magic, +1 size, -2 dual-weapon)
    Offhand +toHit +12 (Rogue +4, +7 Dex, +3 magic, +1 weapon, +1 size, -4 dual-weapon)
    Okay. I guess it's just different in Incursion then.


    Hmm. I'm reading the SA thread and amongst the mage talk I noticed this:
    Journeyman wrote:
    * I'm going to do something to Rope Trick to make resting
    in it have a cost. I may assign a XP cost to the spell; that
    would be the simplest fix. More nuanced fixes include causing
    it to attract bad creatures from the astral plane if you use it
    too much, or other weird side effects.
    One thing you could do is make the regular monsters (if they pass a difficult spot/search/track check or have Detect Magic on or something) be able to find the entry point and then set up an ambush for when you get back out.

    Or when you get the Dispel Magic working properly, give them the option of using that for a nasty wakeup call.

    Just make everyone in the party pass a DC 20 climbe check to get in.

    Goumindong on
    wbBv3fj.png
  • JourneymanJourneyman Registered User regular
    edited August 2007
    JohnDoe,

    To mount an existing horse (as opposed to conjure a new one with the /mount/ _spell_), go to the 'y'use menu and select the Mount verb.

    Regarding resting:

    The only ways to be completely safe when you rest
    in Incursion are the Inn, using Places of Sanctuary
    and Rope Trick. All three of these are about to receive
    some limitations.

    This all dates back to the original design precepts of
    Incursion, which is that it is a game of attrition. If
    your 11th level warrior faces a goblin and he does
    3 points of damage before you kill him, /you lost
    the encounter/ because at level 11 you can't afford
    to waste HP on a goblin. In other words, resources
    should matter and not be infinite.

    When you can either get infinite resources (infinite
    safe resting, infinite healing), or whenever you can
    avoid attrition completely (i.e., avoid all damage,
    never run down your supply of mana) I consider
    that to be a design flaw in the game.

    Put simply, I want a player in Incursion to be able
    to fail encounters without dying, so that the game
    can be more about losing as the result of bad long-
    term strategy, rather then needing to choose
    between being a cakewalk and arbitrary, near-
    instant death in the later game.

    Yes, I know this mostly doesn't work so far. I said
    these were my design goals, not that I've been
    entirely successful in meeting them. :)

    I'm also not trying to be a "sadistic GM" here and
    make the game stupid-hard or torment the
    players. I try to put in a LOT of things to make
    it easier too, while staying challenging and sticking
    to these design precepts. I hope I succeed!

    ----

    This high-level design stuff all said, the core point
    about resting is that it's fine to rest when there is
    a chance of an encounter, and suicide to rest when
    there is a chance of /coup-de-grace/. And most
    characters should be able to come up with some
    way to rest with no chance of coup-de-grace.
    There are spells (alarm, rope trick), skills (Listen,
    Diplomacy, Intimidate, Bluff), animal companions,
    hearthstones, places of sanctuary...

    The only time you can be coup-de-graced is if
    you sleep all alone in the dungeon without first
    using Listen to verify that the area is safe. Other
    encounter-possible rest methods do not allow
    coup-de-grace's.

    This should really go in the FAQ.

    Journeyman on
  • skaceskace Registered User regular
    edited August 2007
    Good info and good job so far.

    skace on
    http://picasaweb.google.com/skacer | Shiren:5413-0147-4655
    steam_sig.png
  • nexuscrawlernexuscrawler Registered User regular
    edited August 2007
    Journeyman I've been trying to get this game but whenever i attempt to d/l the rar file off the website it tells me the .mod file is corrupt. Has anyone else gotten this trouble?

    nexuscrawler on
  • Mmmm... Cocks...Mmmm... Cocks... Registered User regular
    edited August 2007
    Journeyman I've been trying to get this game but whenever i attempt to d/l the rar file off the website it tells me the .mod file is corrupt. Has anyone else gotten this trouble?
    Happened to me and another forumer. I just waited till the next morning and it was fine.

    Mmmm... Cocks... on
  • EstocEstoc Registered User regular
    edited August 2007
    Seriously game, what the hell? A scarecrow killing me because he rolled two crit hit in a row, both of which were 20's? What the hell man, what the hell. To the reincarnate option! Monks have the coolest names, so he's not going down that quick. Go Go Resplendant Devil!

    Estoc on
  • skaceskace Registered User regular
    edited August 2007
    Weird Issue 1:
    http://picasaweb.google.com/skacer/RogueLikes/photo#5100549881248244098
    http://picasaweb.google.com/skacer/RogueLikes/photo#5100549911313015186

    Even trying to force a normal attack it wouldn't let me.

    Weird Issue 2:
    http://picasaweb.google.com/skacer/RogueLikes/photo#5100549932787851682
    http://picasaweb.google.com/skacer/RogueLikes/photo#5100549958557655474
    http://picasaweb.google.com/skacer/RogueLikes/photo#5100549988622426562

    When I'd examine this Dwarf it would crash the game. When I finally managed to do it, after 5 or so crashes, it showed him having a lot of items. When I left that screen it crashed again. I stopped trying to examine him after that point. I backed up this save incase it is useful.

    skace on
    http://picasaweb.google.com/skacer | Shiren:5413-0147-4655
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  • EstocEstoc Registered User regular
    edited August 2007
    skace wrote:
    Even trying to force a normal attack it wouldn't let me.
    There's a feat that allows you to coup-de-grace enemies that are stuck and prone. I'm guessing that when you attack a critter that has both the stuck and prone statuses, the game first checks to see if you have the feat to coup-de-grace them. Then if you have the feat, the critter takes a coup-de-grace, and if you don't have the feat, the game SHOULD move on to a regular attack.

    I think what's actually happening (right now) is that when you attack a creature that has both prone and stuck, the automatically picks coup-de-grace, THEN checks to see if you got the feat to the deathblow. Now the results are either a well fucked up critter, or the game telling you that that creature isn't helpless enough for the attack. It seems like a simple code error, but don't know how the thing is coded, and I don't know how many conditionals are involved. :P

    But yeah, bug.

    Oh, speaking of coup-de-grace, poltergiests are able to coup-de-grace critters with their fear touch. Is being scared to death possible in this game?

    Estoc on
  • CorranCorran VARegistered User regular
    edited August 2007
    Balance issue

    Screwing around with wizard mode I fought the King and he tried to flee. Obviously this really screws with good/lawful characters as they can't do anything to him without pissing off their gods or losing their morality and he gets free time to chug pots while the characters getting raped by the runes.

    Corran on
  • EstocEstoc Registered User regular
    edited August 2007
    Corran wrote:
    Balance issue

    Screwing around with wizard mode I fought the King and he tried to flee. Obviously this really screws with good/lawful characters as they can't do anything to him without pissing off their gods or losing their morality and he gets free time to chug pots while the characters getting raped by the runes.

    If you're good, lawful, or both, just talk and use the offer terms options if he flees. If he refuses (which he probably will; it'll mostly likely be some insane DC 65+ or something), then you can kill him honorably (I think) because, hey, you tried. Now if you actually managed to talk him down....man, beats me; I don't know, the game implodes or something?


    On a side note, I think I just killed a crawling claw by closing a door on it. I'm gonna have to repeat this to verify, as it's too funny to pass up.
    Nah, it was a fluke.

    Estoc on
  • JourneymanJourneyman Registered User regular
    edited August 2007
    Linux binaries for Incursion 0.6.1A are now available on the official website.

    Corran,

    I need to examine how the social options will work in the
    endgame more closely; I've got this on my to-do list.

    skace,

    I knew about the stuck/coup-de-grace issue, it's in the buglist.

    Your examine issue sounds like an issue another player had examining a goblin monk. Please send me that saved game; I'd like to get a look at it -- and thanks to everyone for all the detailed error reporting!

    Journeyman on
  • EstocEstoc Registered User regular
    edited August 2007
    Woohoo, I got quite the fun game-crashing bug from throwing my last holy water bottle at a zombie tri-keen. I got "You throw the holy water" on repeat until crash. Now I wouldn't mind if I machine gunned holy water bottles out of my fists, but it was just the messages, then a crash. Oh well.

    Estoc on
  • FoxfireFoxfire Registered User regular
    edited August 2007
    I found a bug that explains why 0.6.1A seems so much harder than 0.6.0B.

    When a monster gets a critical hit, its normal damage gets multiplied by two and then multiplied again by the weapon modifier. Natural weapons aren't getting multipliers, so they work out more or less ok, but critical hits with weapons are twice as painful as they should be.

    Foxfire on
  • skaceskace Registered User regular
    edited August 2007
    Magic Knowledge / Researching:
    - Items that you fail on should remove from your list, unless there is a way that I don't know of to take a 2nd attempt at them.
    - Items that are already identified shouldn't be in the list, the identify spell and magic knowledge seem to use different flags. I can see the reason for this with say wands, potions and a few other things, but most items it's not needed. This counts for using an ident scroll / wand and having the list populated with already identified items.

    Real good find Foxfire.

    Journeyman, the saved game for the examine bug is sent.

    skace on
    http://picasaweb.google.com/skacer | Shiren:5413-0147-4655
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  • HiravaxisHiravaxis Registered User regular
    edited August 2007
    BUG: Got a Vest of Health +2 that doesn't ever seem to absorb any hits for my Drow Mage.
    Activating and de-activating seem to do nothing.
    Could my buffs be interfering? Shield and Mage armor.

    Hiravaxis on
  • JourneymanJourneyman Registered User regular
    edited August 2007
    Apparently the Linux executable was built with dynamic linking to the Allegro library. It should be noted that I've had a total of about five days experience in total building Linux applications. It would seem to have been dynamically linked, despite all my explicit efforts to the contrary. I hate KDevelop.

    Linux people, what this means is that you need to install the Allegro 4.2 package. If you don't know how to do this, don't worry -- I'll put up a new, truly statically linked version as soon as I figure out how to get KDevelop to do that.

    Journeyman on
  • nexuscrawlernexuscrawler Registered User regular
    edited August 2007
    I still can't download the game......

    nexuscrawler on
  • EstocEstoc Registered User regular
    edited August 2007
    Well, I actually managed to get a monk down to dlvl5 and to clvl5 as well. Highlights include:
    +1 boots of Spur: Oh noes, an imp attacks. My nunchacku is useless. Oh well I'm just gonna kick your ass dead.

    Fun with lava: I find an underground lava river. Seeing a path over brimstone I could cross, there was one space I need to jump over lava with a 70% chance to make it. I figured the brimstone wouldn't hurt much, and I could move on. I flub the jump straight in to the lava. I make the save to get out, but my hp went from around 45 to 2 in the space of that move. I barely made it off the brimstone before I made another save from the massive damage I took. Even though I took the save, my guy still passes out from the pain. Enough time passes that I wake with 47/49hp, and I'm surprised I didn't even get an encounter. I was stupidly lucky to survive all that.

    Evil gripplis: While hanging around a flooded encampment, I came arcoss a group of gripplis (cool pisonic frog people). However, one of the group went hostile and attacked me immediately. I thought "What?! I thought gripplis are peaceful little critters! This can't be right!" A flew blows into the fight, and my monk realizes the truth: it's an imposter! It was actually a CLOCKWORK grippli, an aggressive contruct (he noted it when the thing drank a potion of healing to no effect) posing as the real thing. I had no qualms turning that trash into rubble, though I was kinda surprised at the odd one out of the grippli group (a second turned up soon after, he met with the same fate).

    Amulet of undead warding: Holy shit, icewight! Holy fuck he just took a phase spider right in front of me! hi5! *slap* Ohshitslifedrain.
    This little item made undead creatures neutral to me when I wore it, so I got to see some of the nastier undead dead things safely. Oooh look, an ancient crawling claw! Sweet, a revnant! Man, I'm glad they're not going to rape my ass.

    I finally get taken out by a floating ice eye, who thought putting an icelance into my face was the equivalent of saying "hello". I would have gotten away too if that mutitude cultist hadn't summoned that drow barbarian in my face. Do or die is never the right mindset in a roguelike. :P Still, I'm surprised I got that far, considering I was a monk who didn't wear armor at all. And who Xavis didn't like (there's nothing like being struck with confusion in the middle of a wide open amphitheather filled with 10+ sleeping ice toads).

    Fun game though. :P

    Estoc on
  • IjonTichyIjonTichy Registered User new member
    edited August 2007
    Victory post!

    I finally beat the game with a Level 11 Elf Mage. My basic strategy was to use Invisibility, Haste, Move Silently, and every buff spell I could find that increased my defense. This allowed me to hide in the shadows and hurl magic missiles at nearly every creature that passed by. Invisibility seems, in fact, to be hugely overpowered, as after I started casting it I only ran into maybe two creatures for the rest of the game that were actually able to see me, and it was extremely rare that I got hit at all. In fact, using Chill Shield, I could just sit there and let monsters kill themselves by trying to hurt me. I finished the game with more than 70 healing potions. Whenever Maeve summoned hostiles I would just stand very still until they shuffled off.

    Particularly amusing stories:

    I was wandering happily around in dl 9, preparing for the final plunge, when Maeve on a whim decided to turn me into a stun jelly. Naturally, lacking body parts, I dropped nearly everything I was wearing except for my cloak and backpack, a picture that amuses me greatly. I couldn't sleep because there were hostiles nearby, and I didn't want to leave my equipment for fear that someone would steal it, so I decided to wander off and kill some nearby monsters, hoping to make the area safe enough to sleep. I attacked someone, and learned that stun jellies attack by engulfing and digesting people. He didn't seem to be able to do much while being digested, so I retreated back to my pile of magical stuff to munch away. Unfortunately, the guy being eaten had the presence of mind to stick out a hand and put on all of my stuff. :P Is this a bug? Was he in my stomach, or just being carried around in my tentacles? He certainly wasn't attacking or doing much of anything at all, besides stealing my loot and slowly being eaten.

    Finally, how I killed the goblin king:
    Well, I entered the chamber, took a look around, decided I didn't want to stay there for long, and cast a spell on the king that caused his magic-wielding attendants to turn hostile against him. They immediately teleported him out of the keep. I searched, bored, for about ten minutes before I found him wandering around aimlessly in the encampment, casting random spells, and generally looking lost and forlorn. I cast Cone of Cold four times, and he responded by becoming frightened, casting an area light spell for some reason, and expiring.

    IjonTichy on
  • AntinumericAntinumeric Registered User regular
    edited August 2007
    i really really want to play this but whenever i download it all it gives me is a corrupted rar file. which contains only the incursion.cfg file which is 1kb. so yeah any help with this or could someone upload thier version to megaupload or something?

    Antinumeric on
    In this moment, I am euphoric. Not because of any phony god’s blessing. But because, I am enlightened by my intelligence.
  • AntinumericAntinumeric Registered User regular
    edited August 2007
    well i used a different unzipper, (7) and i got most of the files except the .mod files are broken. :(

    Antinumeric on
    In this moment, I am euphoric. Not because of any phony god’s blessing. But because, I am enlightened by my intelligence.
  • DeepQantasDeepQantas Registered User regular
    edited August 2007
    The horse is knocked from its feet! You are thrown from your mount. The horse is knocked from its feet!
    The horse turns to flee!
    The horse seems terrified.
    The horse stands up.
    The horse hears you!
    Seeing an opportunity, you swing, killing the horse.


    Wow, my mounts really have it rough. :lol:

    I'll pretend it was an act of mercy. I didn't even get a prompt for the AoO so clearly it was my paladin code that demanded me to put him out of his misery.

    More seriously... it seems like the horse was hostile to me for some reason (I didn't have time to check of course since it all happened instantly). Maybe related to NPCs attacking your horsies even tho they're neutral to you?

    ---

    Hm. Looks like it's been reported:
    http://www.incursion-roguelike.org/buglist/?do=details&id=473

    DeepQantas on
    m~
  • DeepQantasDeepQantas Registered User regular
    edited August 2007
    Anti, try this:
    http://deepqantas.googlepages.com/Incursion0.6.1A.rar

    ---

    Well. So much for Urthak Deepriver the fallen paladin (Mara disagreed with my use of Turn Undead even though I didn't even see what it was that I destroyed).

    An Icewright killed him by surrounding him with something like 9 summoned monsters.


    I did manage to kill a CR 11 adult White Dragon, tho. In dragon form he was constantly slamming me to walls and doing damage with his ice breath but fortunately my drow ally distracted him long enough for me to get away.

    When I met him again he was in human form and I managed to paralyze him with a wand. He even survived one Coup de Grace before dying.

    That was pretty cool considering I was only level 5 and without paladin powers.

    DeepQantas on
    m~
  • JourneymanJourneyman Registered User regular
    edited August 2007
    Antinumeric,

    Here's a different download link. I have no idea
    why people are having problems with the download,
    and none of the skills needed to track it down. I'm
    a programmer, not a webmaster! I will make sure to
    include a link like this on the website for the next
    release, so everyone with the corrupted downloads
    can get it that way.

    http://rapidshare.com/files/50700662/Incursion_0.6.1A.rar.html

    Journeyman on
  • RandomKitRandomKit Registered User regular
    edited August 2007
    All my mages keep getting killed in one hit. :(

    RandomKit on
  • vhzodvhzod Registered User regular
    edited August 2007
    thats why you get detect undead, esp, and see invis so only constructs and oozes can ever attack you. If you make a Life priest you start with lifesense that works better than esp

    vhzod on
  • JourneymanJourneyman Registered User regular
    edited August 2007
    Foxfire wrote: »
    I found a bug that explains why 0.6.1A seems so much harder than 0.6.0B.

    When a monster gets a critical hit, its normal damage gets multiplied by two and then multiplied again by the weapon modifier. Natural weapons aren't getting multipliers, so they work out more or less ok, but critical hits with weapons are twice as painful as they should be.

    I'm investigating this, but I'm not able to duplicate it. I've got a cut-and-paste from the attack messages that looks correct to me here:

    Frost Giant's Attack: 1d20 (19) +18 = 37 vs. Def 18 +2 parry +4 giant-killer = 24 [crit]
    Frost Giant's Damage: 6d8+30 + (+4 PA) x3 = 71 vs. Arm 9 (82% Pen) = 50
    A frost giant swings center, brutalizing you.
    You are gravely wounded!
    You are threatened.
    You die...

    I'm wondering if this looks buggy to you; it looks correct to me, since the numbers add up to what they should. Specifically, the "x3" applies only to the modifiers in brackets; the dice numbers are already tripled, since the frost giant was normally doing 2d8+10 (+PA mod).

    Journeyman on
  • skaceskace Registered User regular
    edited August 2007
    I get to about dlevel 9 and I hit a brick wall. Granted, I'm scumming quite a bit for the sake of trying different things.

    skace on
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  • EstocEstoc Registered User regular
    edited September 2007
    WISE FROB YOUR GWAVE!!

    Ahem, sorry about the necropost, or was it a WIN post? Ha:
    Graceful_Prince IIX, The Disciplined Expert WINNER


    Gender Male
    Race Human
    Class Monk 7
    Faith Xavias
    XP 24160
    Drain 600
    Next @ 28000
    Align Neutral


    STR: 15/21 [+2/+2] (base 15)
    DEX: 21/26 [+5/+5] (base 16, +5 inherant)
    CON: 14/04 [+2/+1] (base 14, -1 damage, +1 inherant)
    INT: 23/05 [+6/+6] (base 15, +8 inherant)
    WIS: 23/39 [+6/+6] (base 15, +8 inherant)
    CHA: 8/24 [-1/-1] (base 7, +1 inherant)
    LUC: 16/61 [+3/+2] (base 16)
    Fortitude +3(Monk +5, +2 Con, -2 morale, -2 circumstance)
    Reflex +9(Monk +5, +5 Dex, -2 morale, +3 competance, -2 circumstance)
    Will +7(Monk +5, +6 Wis, -2 morale, -2 circumstance)
    (+2 vs. enchantment, +2 vs. poison, +5 vs. knockdown)
    Brawl +toHit +5 (Monk +7, +2 Str, -2 morale, -2 circumstance)
    Damage +2 (base 0, +2 Str)
    Speed 100%(base 100% +10% Monk) x 90% hunger
    Size Human-sized:
    (base human-sized)

    Defense Class 34:
    (base 10, +3 Monk, +5 Dex, -2 morale, +6 insight, +14 weapon, +1 dodge, -2 circumstance, -1 encumbrance)

    Coverage 0:
    (base 0)

    Movement Rate 225%:
    (base 100% +70% class +60% inherant) x 125% skill x 80% encumbrance

    Hit Dice Rolls 67:
    20 + 7d8 (4, 7, 4, 3, 7, 4, 4) + 14 (CON bonus)
    Mana Rolls 108:
    10 + 7d4 (1, 3, 2, 1, 2, 2, 3) x 4 + 42 (WIS bonus)
    __(Bonus Mana)______(base 108, +20 magic)
    Encumbrance Moderate:
    (Light 33.3s, Moderate 100.0s, Heavy 200.0s, Extreme 300.0s, Max Press 400.0s)

    Special Abilities:
    Evasion
    Increased Move
    Infravision (60 ft)
    Inherant Potential +3
    Ki Strike +1
    Nature Sense
    Slow Fall
    Stun Attack (DC 19)
    Unarmed Strike (2d8)
    Versatility
    Wholeness of Body
    Flurry of Blows
    Neutral: Vermin

    Feats:
    Acrobatic
    Combat Reflexes
    Deflect Arrows
    Deflect Magic
    Dodge
    Earth's Embrace
    Expertise
    Expert Tactician
    Master Disarm
    Master Trip
    Monkey Grip
    Master Grapple
    Overrun
    Power Attack
    Tactical Withdrawl
    Zen Defense

    Resistances and Armor:
    Slashing Damage 2
    Piercing Damage 2
    Blunt Damage 2
    Sonic Damage 3
    Lightning 3

    Complete Immunities:
    Disease
    Fear

    Proficiencies Staves, Thrown and Martial Weapons

    Skill Ratings:
    Alchemy +8 (0 ranks, +6 INT, +2 train)
    Appraise +10 (2 ranks, +6 WIS, +2 train)
    Athletics +10 (6 ranks, +2 STR, +2 train)
    Balance +11 (4 ranks, +5 DEX, +2 train)
    Climb +15 (0 ranks, +5 DEX, +2 train, +6 kit, +2 synergy)
    Craft +9 (0 ranks, +5 DEX, +2 train, +2 kit)
    Decipher Script +18 (6 ranks, +6 INT, +2 train, +4 enhance)
    Diplomacy +10 (9 ranks, -1 CHA, +2 train)
    Escape Artist +13 (6 ranks, +5 DEX, +2 train)
    Find Weakness +18 (10 ranks, +6 WIS, +2 train)
    Handle Device +11 (2 ranks, +5 DEX, +2 train, +2 kit)
    Healing +14 (4 ranks, +6 WIS, +2 train, +2 kit)
    Hide in Shadows +16 (9 ranks, +5 DEX, +2 train)
    Intuition +7 (0 ranks, +6 WIS, +1 synergy)
    Jump +25 (7 ranks, +5 DEX, +2 train, +10 feat, +1 synergy)
    Knowledge (Theyra) +8 (0 ranks, +6 INT, +2 train)
    Knowledge (Magic) +12 (4 ranks, +6 INT, +2 train)
    Knowledge (Mythology) +8 (0 ranks, +6 INT, +2 train)
    Knowledge (Nature) +8 (0 ranks, +6 INT, +2 train)
    Knowledge (Planes) +8 (0 ranks, +6 INT, +2 train)
    Knowledge (Theology) +8 (0 ranks, +6 WIS, +2 train)
    Listen +12 (4 ranks, +6 WIS, +2 train)
    Metamagic +7 (0 ranks, +6 INT, +1 synergy)
    Move Silently +16 (9 ranks, +5 DEX, +2 train)
    Poison Use +9 (2 ranks, +5 DEX, +2 train)
    Ride +7 (0 ranks, +5 DEX, +2 magic)
    Searching +11 (5 ranks, +6 INT)
    Spot +13 (5 ranks, +6 WIS, +2 train)
    Swimming +3 (0 ranks, +2 STR, +1 synergy)
    Tumble +14 (2 ranks, +5 DEX, +2 train, +3 feat, +2 synergy)
    Use Magic +10 (2 ranks, +6 INT, +2 train)

    Spiritual State:
    __You are devoted to Xavias.
    __Xavias is very pleased with
    ____your worship.
    __Xavias has not aided you.
    ____(Favor 2365, Lev 4, Pen 0%)
    __You have angered Xavias.
    __You have Good tendancies.
    __You are perfectly neutral with
    ____regard to Law and Chaos.


    Inventory:
    uncursed Ring +1 of Elvenkind {good/enc} [+1]
    uncursed Girdle +1 of the Stormlord [+3]
    uncursed robes
    uncursed Boots +1 of the Spur [+2]
    uncursed Cloak of Vermin Friendship
    uncursed Ring +1 of Channeling [+4]
    uncursed Ring of Infravision
    uncursed Amulet +1 of Natural Armor [+2]
    uncursed Gauntlets of the Powerful Grip
    uncursed Headband of Tactical Combat
    uncursed Wand +2 of the Void [2d6+6, 2d6+6] (46 charges)
    uncursed Ring +1 of the Chameleon {good/enc/tha} [+3] (3 uses left)
    uncursed chakram
    uncursed Wand +1 of Dismissal {good/wea} (34 charges)
    uncursed Ring of Identify (3 uses left)
    partly damaged uncursed medium backpack
    uncursed Periapt of Proof against Poisons +1 [+2, +4]
    uncursed Periapt of Wisdom +2 [+2]
    uncursed Boots +2 of Striding and Springing [+40%, +4]
    uncursed Boots of Levitation {good/arc} [-2, -15%, -50%]
    uncursed Boots of Thunder
    blessed Bracers +1 of Archery [+1]
    uncursed Robe of Scintillating Colors [+1, -4]
    uncursed Robe of Scintillating Colors [+1, -4]
    1660 uncursed platinum pieces {mundane}
    5355 uncursed electrum pieces {mundane}
    3541 uncursed gold pieces
    uncursed Girdle +1 of the Stormlord {good} [+3]
    uncursed Girdle +1 of the Lizardfolk [+1, +5]
    uncursed Helm +1 of Orcsblood [+1]
    uncursed Helm +2 of Clear Sound [+8, +8]
    4 uncursed torches (with 1100 turns of light left)
    uncursed Potion of Remove Curse {magical/abj}
    uncursed Oil of Transformation
    uncursed Potion of *Mana* [5d12+12]
    uncursed Potion of Clairvoyance
    2 uncursed Potions of Clairvoyance {good/div}
    3 uncursed Potions of Cure Disease [0]
    6 uncursed Potions of Dimension Door [2d20]
    uncursed Potion of Elemental Control
    uncursed Potion of Fire Breath [3d8+9]
    2 uncursed Potions of Giant Strength [2d4+2]
    uncursed Potion of Growth
    7 uncursed Potions of Healing {magical/tha} [2d8+8]
    uncursed Potion of Mending {magical/arc}
    uncursed Potion of Neutralize Poison {magical} [+7, 7, +5]
    uncursed Potion of Remove Curse
    uncursed Potion of Restore Dexterity [6d8]
    uncursed Potion of Restore Intelligence [6d8]
    2 uncursed Potions of Restore Luck [6d8]
    uncursed Potion of Restore Wisdom [6d8]
    2 uncursed Potions of See Invisibility
    uncursed flask of oil
    partly damaged uncursed Scroll of Dispel Magic
    partly damaged uncursed Scroll of Expeditious Retreat [+100%, -50%]
    4 uncursed Scrolls of Identify {magical/div}
    uncursed Scroll of Magic Mapping
    uncursed Scroll of Protection from Undead
    uncursed Scroll of Remove Curse
    uncursed Scroll of Resist Lightning [+5]
    uncursed Scroll of True Strike [+10]
    uncursed Holy symbol of The Multitude
    uncursed Holy symbol of The Multitude
    uncursed Holy symbol of Xavias
    uncursed Holy symbol of The Multitude {magical}
    2 uncursed climbing rigs {mundane}
    coil of uncursed hemp rope {mundane} (125 feet)
    2 uncursed sets of craftsman's tools {mundane}
    uncursed small glass vial (with 2 doses of insanity mist)
    uncursed Brazier Commanding Fire Elementals +1 (3 uses left)
    uncursed Brazier Commanding Fire Elementals +2 (3 uses left)
    2 uncursed healing kits
    2 uncursed sets of mechanical tools {mundane}
    uncursed Wand +1 of Cleansing Light {good/evo} [2d6+6] (38 charges)
    uncursed Wand +2 of Cleansing Light {great} [4d6+6] (36 charges)
    uncursed Wand +2 of Goblinoid Summoning {good/wea} (37 charges)
    uncursed Wand +2 of Scouring [2d8+6, 2d8+6] (34 charges)
    uncursed Wand +1 of Thunderbolts {good} [2d6+6, 1d6+6] (46 charges)
    uncursed Wand +1 of Beast Summoning (47 charges)
    uncursed Wand +1 of Polymorph (41 charges)
    uncursed Wand +1 of Shards [2d10+6] (26 charges)
    uncursed Wand +2 of Dismissal (33 charges)
    uncursed Wand +1 of Goblinoid Summoning {magical/wea} (38 charges)
    uncursed Wand +2 of Vermin Summoning {good/wea} (42 charges)
    uncursed Wand +1 of Striking {good/evo} [2d10+6, 1d4+1] (31 charges)
    uncursed Wand +1 of Unearthly Harmonies {good/evo} [1d8+6, 1d2] (42 charges)
    uncursed Wand +1 of Ash {good/arc} (32 charges)
    uncursed cracked wand +1 {good/evo} [1d4] (39 charges)
    uncursed nunchaku

    On The Ground:

    Known Spells:

    Journal:

    12:00 AM, 1st of Suntide: Unknown Location (H:15/21 M:10/10 XP:0)
    Starting Perks:
    Starting Item: uncursed Outsiderbane hunga-munga +3.
    Starting Item: uncursed Bracers +3 of Might.
    Starting Item: uncursed Wand +2 of the Void.

    12:00 AM, 1st of Suntide: Entry Chamber, 10' (H:26/26 M:13/13 XP:0)
    You arrive at 10' in the The Goblin Caves.

    8:33 PM, 1st of Suntide: Winding Corridor, 10' (H:14/26 M:13/13 XP:500)
    Seen: vampiric mist (CR 1)
    Seen: uncursed Girdle +1 of the Stormlord (IL 3)
    You feel uneasy.

    8:34 PM, 1st of Suntide: Elemental Chamber, 10' (H:8/26 M:13/13 XP:500)
    Seen: tiny fire elemental (CR 1)
    You are gravely wounded by Graceful_Prince!

    4:57 AM, 2nd of Suntide: Abatoir, 10' (H:19/26 M:13/13 XP:1067)
    Seen: tiny fire elemental (CR 1)
    You have enough experience to advance to level two.

    2:24 PM, 2nd of Suntide: Winding Corridor, 10' (H:31/35 M:22/22 XP:2207)
    Seen: jackal (CR 1)
    Seen: uncursed broadsword +1 (IL 2)
    You feel uneasy.

    2:24 PM, 2nd of Suntide: Winding Corridor, 10' (H:31/35 M:22/22 XP:2297)
    You have enough experience to advance to level three.

    12:03 AM, 2nd of Suntide: Winding Corridor, 20' (H:50/51 M:22/22 XP:2648)
    Seen: aether sponge (CR 1)
    Seen: uncursed Wand +2 of Dismissal (35 charges) (IL 5)
    You arrive at 20' in the The Goblin Caves.

    12:20 AM, 2nd of Suntide: Parthenion, 20' (H:47/51 M:22/22 XP:2753)
    Seen: shadow ooze (CR 1)
    An elderly voice speaks slowly: "Thy mind is too feeble to be initiated into thine Holy Mysteries."

    8:45 AM, 3rd of Suntide: Parthenion, 20' (H:51/51 M:31/31 XP:2876)
    Seen: baboon (CR 0)
    Seen: uncursed Amulet +1 of Natural Armor (IL 3)
    You sacrificed a skeletal foot soldier corpse (fresh, DC 26) to Xavias.
    You feel that Xavias's anger is fading.

    9:04 AM, 3rd of Suntide: Winding Corridor, 20' (H:51/51 M:31/31 XP:2917)
    Seen: bat skeleton (CR 0)
    You feel uneasy.

    9:27 PM, 3rd of Suntide: Winding Corridor, 20' (H:17/51 M:31/31 XP:3253)
    Seen: bat (CR 2)
    Seen: uncursed Oil of Transformation (IL 5)
    You are gravely wounded by a kobold zombie!

    9:37 PM, 3rd of Suntide: Parthenion, 20' (H:29/51 M:31/31 XP:3561)
    Seen: darkmantle skeleton (CR 2)
    Seen: uncursed Headband of Tactical Combat (IL 3)
    You sacrificed a half-fiend cave orc corpse (stale, DC 23) to Xavias.
    You feel that Xavias's anger is fading.

    6:02 PM, 4th of Suntide: Meeting Hall, 20' (H:44/51 M:17/31 XP:4553)
    Seen: graveborn adlet (CR 2)
    Seen: uncursed Tome +1 of Leadership and Influence (IL 6)
    You have enough experience to advance to level four.

    6:05 PM, 4th of Suntide: Parthenion, 20' (H:44/51 M:17/31 XP:4553)
    You sacrificed a cave orc Multitude cultist corpse (fresh, DC 20) to Xavias.
    You feel that Xavias's anger has faded.

    5:35 AM, 5th of Suntide: Parthenion, 20' (H:40/57 M:43/43 XP:5319)
    Seen: graveborn hobgoblin (CR 4)
    Seen: uncursed Brazier Commanding Fire Elementals +2 (3 uses left) (IL 5)
    You sacrificed a spellstitched wight corpse (fresh, DC 25) to Xavias.
    Sweet smoke rises from the altar. You feel that Xavias is impressed by your offering.

    5:35 AM, 5th of Suntide: Parthenion, 20' (H:40/57 M:43/43 XP:5319)
    "I grant unto thee this blessing!"

    6:07 AM, 5th of Suntide: Community Offices, 20' (H:15/57 M:43/43 XP:5683)
    Seen: graveborn dekanter goblin (CR 4)
    You are gravely wounded by a psionic riding lizard!

    6:14 AM, 5th of Suntide: Community Offices, 20' (H:18/57 M:43/43 XP:6061)
    Seen: skeleton (CR 3)
    You are gravely wounded by an elder skeletal foot soldier!

    2:25 PM, 5th of Suntide: Winding Corridor, 20' (H:9/57 M:8/43 XP:6606)
    Seen: spectral undead (CR 4)
    Seen: cursed Outsiderbane hunga-munga -3 (IL 6)
    You are gravely wounded by an elder crypt thing!

    2:29 PM, 5th of Suntide: Unworked Stone, 30' (H:37/57 M:10/43 XP:6606)
    Seen: elder crypt thing (CR 4)
    You arrive at 30' in the The Goblin Caves.

    10:58 PM, 5th of Suntide: Community Offices, 30' (H:13/57 M:10/43 XP:7418)
    Seen: skeleton (CR 3)
    Seen: cursed Outsiderbane hunga-munga -3 (IL 6)
    You are gravely wounded by a skeletal trooper!

    9:29 AM, 6th of Suntide: Community Offices, 30' (H:18/57 M:43/43 XP:10102)
    Seen: skeletal trooper (CR 3)
    Seen: uncursed Vestment of Faith +3 (IL 6)
    You are gravely wounded by a half-fiend monitor lizard!

    9:30 AM, 6th of Suntide: Community Offices, 30' (H:18/57 M:43/43 XP:10102)
    Seen: ice mephit (CR 3)
    You are gravely wounded by an ice mephit!

    9:31 AM, 6th of Suntide: Community Offices, 30' (H:39/57 M:43/43 XP:10282)
    Seen: ice mephit (CR 3)
    You have enough experience to advance to level five.

    5:49 PM, 6th of Suntide: Oddly-formed Hall, 40' (H:55/55 M:52/52 XP:10632)
    Seen: ice mephit (CR 3)
    Seen: uncursed Brazier Commanding Fire Elementals +2 (3 uses left) (IL 5)
    You arrive at 40' in the The Goblin Caves.

    11:50 AM, 7th of Suntide: Winding Corridor, 40' (H:55/55 M:57/57 XP:14800)
    Seen: graveborn kobold (CR 4)
    Seen: uncursed Brazier Commanding Fire Elementals +2 (3 uses left) (IL 5)
    You prayed to Xavias for divine aid.
    Xavias aided you by removing fatigue.
    Xavias aided you by clearing your mind.
    Xavias aided you by purifying your body.


    11:53 AM, 7th of Suntide: Unworked Stone, 50' (H:52/55 M:57/57 XP:14958)
    Seen: bonebat (CR 2)
    You arrive at 50' in the The Goblin Caves.

    11:56 AM, 7th of Suntide: Abandoned Temple, 50' (H:52/55 M:57/57 XP:15898)
    Seen: cheetah (CR 4)
    You have enough experience to advance to level six.

    1:36 AM, 7th of Suntide: Ancient Barracks, 50' (H:59/61 M:20/73 XP:18010)
    Seen: wight (polymorphed into a peryton) (CR 8)
    Seen: uncursed Scroll of Hallow (IL 5)
    You sacrificed a spellstitched skeletal foot soldier corpse (fresh, DC 25) to Xavias.
    Sweet smoke rises from the altar. You feel that Xavias is impressed by your offering.

    1:36 AM, 7th of Suntide: Ancient Barracks, 50' (H:59/61 M:20/73 XP:18010)
    "I grant unto thee this blessing!"

    1:36 AM, 7th of Suntide: Ancient Barracks, 50' (H:59/61 M:20/73 XP:18010)
    You sacrificed an ancient wight corpse (fresh, DC 25) to Xavias.
    Sweet smoke rises from the altar. You feel that Xavias is impressed by your offering.

    1:36 AM, 7th of Suntide: Ancient Barracks, 50' (H:59/61 M:20/73 XP:18010)
    "I grant unto thee this blessing!"

    1:36 AM, 7th of Suntide: Ancient Barracks, 50' (H:59/61 M:20/73 XP:18010)
    You sacrificed a young white dragon corpse (fresh, DC 15) to Xavias.
    Sweet smoke rises from the altar. You feel that Xavias is impressed by your offering.

    1:36 AM, 7th of Suntide: Ancient Barracks, 50' (H:59/61 M:20/73 XP:18010)
    "I grant unto thee this blessing!"

    12:48 AM, 7th of Suntide: Ice Matrix, 60' (H:37/61 M:83/99 XP:20228)
    Seen: juvenile white dragon (CR 6)
    Seen: uncursed Brazier Commanding Fire Elementals +2 (3 uses left) (IL 5)
    You arrive at 60' in the The Goblin Caves.

    12:50 AM, 7th of Suntide: Winding Corridor, 60' (H:20/61 M:85/99 XP:20554)
    Seen: juvenile white dragon (CR 6)
    You are gravely wounded by an ethereal darkmantle!

    2:05 AM, 8th of Suntide: Winding Corridor, 60' (H:53/61 M:99/99 XP:20964)
    Seen: hill orc blackguard (CR 6)
    You feel uneasy.

    2:25 AM, 8th of Suntide: Earthen Cavern, 60' (H:59/61 M:89/99 XP:21674)
    Seen: veteran cave orc monk (CR 6)
    You have enough experience to advance to level seven.

    2:26 AM, 8th of Suntide: Magic Academy, 60' (H:65/67 M:121/128 XP:21674)
    Seen: blue goblin monk (CR 0)
    You feel uneasy.

    2:28 AM, 8th of Suntide: Unworked Stone, 70' (H:40/67 M:122/128 XP:21674)
    Seen: cave orc (CR 5)
    You arrive at 70' in the The Goblin Caves.

    10:00 PM, 8th of Suntide: Arachnid Lair, 80' (H:67/67 M:128/128 XP:23117)
    Seen: giant deer (CR 7)
    Seen: 4 produced flame +4 (4 shots, 0 turns) (IL 8)
    You arrive at 80' in the The Goblin Caves.

    10:08 PM, 8th of Suntide: Acid Fog Cavern, 90' (H:67/67 M:128/128 XP:23130)
    Seen: winter wolf (CR 8)
    You arrive at 90' in the The Goblin Caves.

    10:24 PM, 8th of Suntide: Winding Corridor, 90' (H:65/67 M:112/128 XP:23404)
    Seen: griffon (CR 7)
    You feel uneasy.

    10:24 PM, 8th of Suntide: Jagged Chasm, 90' (H:65/67 M:113/128 XP:23404)
    Seen: brown mold (CR 5)
    You feel uneasy.

    10:24 PM, 8th of Suntide: Jagged Chasm, 90' (H:65/67 M:113/128 XP:23404)
    You feel uneasy.

    10:24 PM, 8th of Suntide: Underground River, 90' (H:41/67 M:113/128 XP:23470)
    Seen: flaming sphere (CR 3)
    You feel uneasy.

    10:25 PM, 8th of Suntide: Underground River, 90' (H:41/67 M:114/128 XP:23470)
    You feel uneasy.

    10:25 PM, 8th of Suntide: Ice Matrix, 100' (H:41/67 M:116/128 XP:23470)
    Seen: frost giant (CR 9)
    You arrive at 100' in the The Goblin Caves.

    10:25 PM, 8th of Suntide: Ice Matrix, 100' (H:41/67 M:116/128 XP:23470)
    Seen: frost giant (CR 9)
    You feel uneasy.

    10:25 PM, 8th of Suntide: Ice Matrix, 100' (H:41/67 M:116/128 XP:23470)
    You are now True Neutral.

    10:26 PM, 8th of Suntide: Ice Matrix, 100' (H:41/67 M:117/128 XP:23470)
    Seen: frost giant (CR 9)
    You feel uneasy.

    10:27 PM, 8th of Suntide: Ice Matrix, 100' (H:41/67 M:111/128 XP:23650)
    Seen: frost giant (CR 9)
    You feel uneasy.

    10:27 PM, 8th of Suntide: Ice Matrix, 100' (H:41/67 M:111/128 XP:23650)
    Seen: icewight (CR 6)
    You feel uneasy.

    10:28 PM, 8th of Suntide: The Goblin Encampment, 100' (H:104/116 M:104/128 XP:23763)
    Seen: hill giant (CR 10)
    You feel uneasy.

    10:36 PM, 8th of Suntide: The Goblin Encampment, 100' (H:27/28 M:69/128 XP:23950)
    Seen: elder tojanda (CR 11)
    You feel uneasy.

    10:36 PM, 8th of Suntide: The Goblin Encampment, 100' (H:27/28 M:54/128 XP:23950)
    Seen: Murgash, the Goblin King (CR 10)
    You feel uneasy.

    10:43 PM, 8th of Suntide: The Goblin Encampment, 100' (H:77/114 M:75/128 XP:24533)
    Seen: veteran hill giant (CR 12)
    You feel uneasy.

    10:43 PM, 8th of Suntide: The Goblin Encampment, 100' (H:77/114 M:76/128 XP:24720)
    Seen: experienced hill giant (CR 10)
    You feel uneasy.

    Monsters Encountered:
    Total: 751
    44 Animals
    27 Bats
    5 Birds
    5 Cats
    13 Dogs
    5 Faeries
    170 Goblinkin
    485 Humanoids
    8 Imps
    5 Jellies
    5 Oozes
    10 Kobolds
    2 Lycanthropes
    1 Nagas
    46 Orcs
    9 Quadrupeds
    2 Rodents
    21 Spiders
    3 Trappers
    3 Hags
    7 Vortices
    40 Vermin
    8 Celestials
    63 Beasts
    31 Constructs
    27 Dragons
    12 Elementals
    35 Fungi
    1 Golems
    31 Giants
    6 Illithids
    18 Elementalkin
    2 Mythic Hybrids
    64 Outsiders
    40 Plant Creatures
    44 Reptiles
    6 Snakes
    2 Spirits
    9 Trolls
    71 Corporeal Undead
    3 Vampires
    9 Negative Undead
    42 Aberrations
    7 Hominids
    58 Zombies
    8 Humans
    5 Elves
    6 Dwarves
    5 Gnomes
    5 Halflings
    5 Drow
    9 Swarms
    13 Planetoucheds
    3 Demons
    6 Devils

    Level Statistics:

    Lvl | Act | Key | Turns | Secs | XP | Explored
    ----+
    +
    +
    +
    +
    +
    1 | 2325| 3832|1101248| 3054| 2655|2926 / 4099 = 71%
    2 | 4687| 8117|1133509| 6501| 4616|3710 / 4084 = 90%
    3 | 1808| 3300| 492192| 2849| 4180|2902 / 4432 = 65%
    4 | 726| 1270| 153229| 1830| 3514|1339 / 4163 = 32%
    5 | 2121| 4379| 110333| 4559| 5680|3433 / 3919 = 87%
    6 | 379| 637| 8446| 832| 1036|1254 / 4128 = 30%
    7 | 610| 908| 207437| 1116| 1443| 879 / 3775 = 23%
    8 | 254| 340| 2355| 370| 13| 973 / 4028 = 24%
    9 | 308| 519| 5542| 1094| 340| 764 / 4184 = 18%
    10 | 366| 1735| 5706| 2939| 1283|1929 / 5756 = 33%

    Messages:
    ings low, hitting you.
    Attack: 1d20 (14) +7 = 21 vs. Def 19 [hit]
    Damage: 2d8+2 = 11 vs. Arm 5 (78% Pen) = 8
    You punch, hitting the blue goblin rogue.
    Blue Goblin Rogue's Attack: 1d20 (6) +4 = 10 vs. Def 36 + 6 know = 42 [miss]
    A blue goblin rogue swings high, missing you.
    Attack: 1d20 (15) +7 = 22 vs. Def 19 [hit]
    Damage: 2d8+2 +1 PA = 11 vs. Arm 5 (78% Pen) = 8
    You punch, killing the blue goblin rogue.
    Listen Check: 1d20 (14) +12 = 26 vs DC 10 [success].
    You hear the sounds of conflict to the south-west.
    Autosave...
    Done.
    You feel disquieted.
    You feel less disturbed now.
    You are unaffected.
    Jump Check: 1d20 (5) +25 = 30 vs DC 25 [success].
    The oak door opens.
    The door opens.
    The oak door opens.
    The door opens.
    The oak door closes.
    Autosave...
    Done.
    You have won...

    Polymorph, tactical withdrawal, jump, and good luck saves the day. I finally got it into my head that this isn't Nethack, thus abating my need to kill everything. I polymorphed into a demon (bezbaru) for the resistence to mundane weapons, then leaped, skipped, and swam past the METRIC FUCKTON of goblinkin. Since I was a monk, the Visiers' shatter spells were usless, as I fought barehanded and wore no armor. Murgash couldn't land a hit on my 43 def (37 def in human form), and I had my rage on from being a bezbaru and furry of blows from monk. I finally killed Murgash and hopped over as many runes as I could at a time getting outta there. I had to poly again since the bezbaru wore off, but I got tomb guardian, and got my giant ass out there quick, deflecting arrows the whole way.

    Bugs: Somehow, I broke the limit on backpack space... for a while. Then I found that I could take stuff out, but not put it back in. This spurred my crazy yet successful (non) suicide run on Murgash, since I was annoyed at all the stuff I had, and all the stuff I couldn't get (like food). Also, critters can disarm cursed weapons from you, saving you the hassle if you're lucky enough to get disarmed like I as. :P

    This was done on Incursion 0.6.1A, no wizard mode or scumming. I didn't really have a plan for my monk, I just kinda winged it the whole way through. Many tense moments, like getting coup de graced in an encounter and surviving with minimal damage, or trying to pass unnoticed by two potential lethal groups that were fighting each other (a druid sea hag? A chance for death by fear from a gaze attack?).

    A++ would play again. Well, Once I pick up 0.6.1F. :P

    Estoc on
  • mongrolmongrol Registered User regular
    edited December 2007
    Mac port is now available courtesy of yours truly. :)

    mongrol on
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