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Infinity Dungeons

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Overview

Infinity Dungeons is the endless combat mode entered from the Void Chamber. Its depth and highest reached floor are separate from the regular Ancient Catacombs dungeon. Every floor receives a new random layout, visual theme, and color tint. There is no final floor or additional depth gate inside Infinity.
The mode emphasizes repeatable combat, Fighting XP, specialist points, Wealth, and crafting drops. It does not reproduce normal dungeon story scenarios, fixed miniboss rooms, recruitment encounters, bounty placements, or secret wall passages. Enemy appearances do not carry the original encounter’s story outcome. Infinity kills do not count toward Fighters Guild quests.
The native Infinity floor picker. This illustrative state has reached Floor 75; scroll down to choose floors beyond 50.

Unlock and First Entry

  1. Reach Floor 40 of the regular dungeon and defeat Nyxara there.
  2. Return to the Underground Catacombs entrance and choose Enter the Void Chamber. This entrance requires the paid/Higher Power access that unlocks this part of the game.
  3. In the Void Chamber, choose Enter the Infinity Dungeons.
  4. Select a reached Infinity floor. Initially the picker offers Floor 1.
The game autosaves before entry. Normal dungeon depth does not give you equivalent Infinity depth: clearing regular Floor 40 does not immediately unlock Infinity Floor 40.

Floor Progression, Controls, and Saving

The picker offers every Infinity floor from 1 through your highest reached depth. It shows ten buttons per row and scrolls vertically once the list exceeds the visible five rows. Use the EXIT button or Escape to cancel entry.
Inside the dungeon, use the normal dungeon movement controls or click an adjacent walkable tile. You begin near the bottom right; the descending stairs are at the top left. The Infinity layout omits the normal key and locked stair door, so reaching the stairs is enough to descend.
Action Result
Descend stairs Advance one Infinity floor, record a new highest depth if appropriate, and generate a fresh layout/theme.
Trigger a trapdoor Fall one Infinity floor and also record that depth. The trap must pass its activation roll.
Use upward stairs, where present Move up one depth, with Floor 1 as the minimum, and generate a new layout.
Leave the dungeon Return to the Void Chamber. Highest reached depth remains; the current map is discarded.
Re-enter a reached floor Generate a fresh floor, rather than resume its old layout.
Load a save Restore saved depth progress without resuming an active Infinity run. Choose entry again.
There are no normal-dungeon miniboss or supporter checks between Infinity floors. A run’s newly reached depth becomes a re-entry choice; save after your run to keep that progression in your saved game. Re-entering a safer floor is a valid way to farm without pushing deeper.
The shown Infinity depth determines combat scaling and several reward rules. The randomly selected visual theme still controls much of the terrain and its ordinary checks; a mech-looking Infinity Floor 3 is not equivalent to regular dungeon Floor 43.

Enemies and Encounter Rules

Ordinary walking tiles have a 17% random battle check per move. The random pool includes regular, blood, underwater, and mech-liquid enemies, four Infinity-exclusive enemies, and 17 repeatable boss copies. Normal enemy floor ranges are ignored, so a dangerous enemy or boss can appear even on Floor 1. Selection is from the combined entries, not a fixed percentage roll for each enemy tier.
Random encounters roll a new enemy tint and 0–3 modifiers. Combat backgrounds can also vary. An enemy’s tint or aura is not enough to identify its original floor, element, or weakness; use its actual traits and attacks.
Infinity tier What changes
Regular mob Receives the extra HP multiplier for its number of rolled modifiers. This category also includes the four exclusive enemies and Mimics.
Regular boss Retains its native boss-class combat properties and level bonus. Modifier-count HP multiplication is not applied.
Epic boss Includes the repeatable major boss copies. It likewise avoids the modifier-count HP multiplication, but may still receive individual modifier effects.
Boss classification, a boss’s separate loot marking, and its collection-drop multiplier are related but distinct rules. For example, a loot override can exist for an enemy without giving it every other boss behavior. Instant-kill immunity, damage reduction, absorption, force fields, skills, and level bonuses remain important on individual enemies.

Depth Scaling and Combat Rewards

For an Infinity depth N, the enemy’s effective combat level begins at 2 × N, then adds its own level bonus. HP receives the normal level-based growth and an additional Infinity multiplier:
Infinity power multiplier = 1 + 0.1 × floor(N ÷ 5)
Infinity depth Power multiplier before individual modifiers
1–4 ×1.0
5–9 ×1.1
10–14 ×1.2
40–44 ×1.8
100–104 ×3.0
This multiplier applies to HP and the base damage multiplier. It is additional to effective-level growth; it is not the whole difficulty curve. The visual theme’s normal deep-floor ×2/×3 enemy HP boosts do not also apply. Your selected combat difficulty scales the resulting HP afterward.
For readers comparing exact HP, let E = 2N + enemy level bonus. Before modifiers and difficulty, the game successively truncates to whole numbers after: base HP × (1 + 0.22E); then × (1 + 0.04(E − 1)); then × the Infinity power multiplier. Regular mobs then receive the modifier-count factor described below, and Huge adds its own ×1.5 HP step.
Victory rewards use the effective combat level, not merely the floor’s displayed number. Infinity doubles standard Fighting XP and gold, then applies Fighting XP’s modifier-count bonus and any enemy-specific XP multiplier. Gladiator Belt still adds its ordinary +50% Fighting XP before those Infinity bonuses. Gold retains its Luck roll. A chest Mimic’s gold is a special exception described below.
When combat awards points for a specialist action, the Infinity starting amount is 1 + a random number from 1 to N. This is multiplied by the rolled modifier-count factor and any enemy specialist multiplier; the ordinary path/rank rules can then apply. This is not a guarantee of that many points for every attack, regardless of path or action.

Enemy Modifiers

The first modifier rolls at 35%. If that succeeds, a second rolls at 25%; if the second succeeds, a third rolls at 20%. The unconditional distribution is:
Rolled modifiers Chance Fighting XP and specialist multiplier Regular-mob HP factor
0 65% ×1 ×1
1 26.25% ×2 ×2
2 7% ×3 ×3
3 1.75% ×4 ×4
The count-related HP factor applies to regular mobs, while the reward multiplier applies across tiers. Individual traits can further change combat stats:
Modifier Actual effect
Tiny Sets base dodge chance to 75%; subtracts 0.25 from the damage multiplier, with a minimum multiplier of 0.1.
Huge Adds ×1.5 HP and +0.5 to the damage multiplier.
Shadow Changes strength to Dark and weakness to Light; adds 50% Dark absorption, +15 percentage points of dodge, and Umbral Lance.
Ghostly Adds +25 percentage points of dodge, +30 magic resistance, and +35 percentage points of damage reduction.
Chaotic Copies one random non-Chaotic modifier’s mechanical effects for that fight. It does not add another rolled modifier for HP-count or reward-count bonuses.
Angry aura Adds +0.25 to the damage multiplier.
Crazy aura Adds +18 percentage points to the critical modifier’s chance bonus and a random +25–100 to its flat bonus.
Mystical aura Adds +50 magic resistance.
Fierce aura Adds +25 percentage points of damage reduction.
Calm aura 35% chance to regenerate 500–1,500 HP after its action, before difficulty scaling and capped at maximum HP. Using Fire that turn prevents the passive healing.
These are adjustments to the enemy’s native stats. Damage multipliers are additions to the multiplier, not a fixed percentage increase to the final hit after all other effects.
The normal roll excludes duplicate modifiers, excludes Tiny with Huge, and permits at most one aura-group modifier; Shadow also occupies that aura-group slot. Chaotic’s copied effect is selected separately and can create combinations that the ordinary roll would not choose. “Dark aura” is not an extra option in the current random modifier pool.

Infinity-Exclusive Enemies

Enemy Main threats Distinct reward or rule
AISlop Acid Spit, Toxic Cloud, Claw, and Crush; Poison strength, Light weakness; native 10 magic resistance and 8% damage reduction. Uses the ordinary eligible collection-drop pool.
Phoenix Fire attacks, regeneration, Fire strength, Ice weakness; absorbs Fire and some Light. Victory grants one Phoenix Feather, in addition to applicable other rolls.
Treasure Goblin 30% innate dodge plus its ordinary dodge, a 15%-HP force field, and high evasiveness; Light weakness. Two guaranteed collection awards, each independently selected from the six monster drops before inventory balancing. Uses no ordinary collection-drop roll. Also has an 8% base Voucher roll.
Metal Slime 80 magic resistance, 50% damage reduction, Physical/Acid/Poison strengths; Lightning weakness; cannot be instantly killed. ×10 Fighting XP and ×2 specialist points; a 15% base collection-drop roll replaces the usual depth-based collection rate.
The exclusive enemies are not guaranteed by a particular floor. Their native defenses combine with randomly rolled modifiers, so even a low-depth Metal Slime or Treasure Goblin may take preparation.

Chests and Mimics

Opening a chest still requires Lockpicking, or enough Strength or Ability for the selected theme: 30 + 2 × (theme level − 1). The chest check reads your underlying Strength/Ability stats. Infinity does not remove that requirement.
After a successful opening, there is a 30% Mimic ambush chance. A failed chest-opening check does not roll a Mimic. The chest ambush clears randomly rolled modifiers for this fight; it still uses the current Infinity depth’s combat scaling.
Mimics have a 120 base HP profile, a +6 combat level bonus, Physical strength and Fire weakness. They cannot be instantly killed and count as a forced escape situation. On victory:
  • The chest is consumed and pays its stored treasure amount: 50 + 25 × theme level + random 0–30 gold, replacing ordinary battle gold.
  • One award from the six monster-drop types is guaranteed before inventory balancing.
  • A separate 15% bonus-item roll, increased by Thieves Gloves, can award Leather, a Blood Orb, a Dragon Coin, or Components. This particular bonus roll does not receive the affix bonus.
  • A separate 5% base Voucher roll can also succeed.

Traps and Theme Hazards

Eleven standard trap types use a flat 40% activation chance, regardless of the ordinary avoidance stats. On failure, the trap misfires. This covers spikes, spiders, saws, Audrey plants, beartraps, poison vines, trapdoors, poison gas, quicksand, ice patches, and lava.
For a triggered damaging trap, B below is a fresh random integer from 0 through the actual Infinity depth. T is the randomly selected theme level.
Standard trap Damage or effect when activated
Spikes 10 + 2(T − 1) + B
Spider 15 + 3(T − 1) + B
Buzz saw 20 + 4(T − 1) + B
Audrey plant 2 × [15 + 3(T − 1)] + B; clears the plant tile.
Beartrap 18 + 3(T − 1) + B; clears the trap tile.
Poison vine 12 + 2(T − 1) + B
Poison gas 8 + B
Quicksand 12 + B; also loses 10 minutes and applies hunger for that time.
Ice patch 4 + B; if alive, attempts a random-direction slip.
Lava 20 + 2T + B; Fire Elemental Talisman grants full immunity.
Trapdoor Descends one floor and generates a fresh floor.
That 40% rule does not cover every terrain hazard. Fire, poison, and void-gas overlays are separate movement effects: fire costs 5 Health unless protected by Shield or Fire Elemental Talisman; poison costs 8 Health unless protected by Shield; void gas costs 10 Health without those exemptions. Nearby supernovas can drain 1–30 Energy, and mech themes retain their turret and machinery rules. Do not assume every colored hazardous tile has a 60% safe pass chance.
Ordinary cell interactions advance time and hunger. Their usual 4-minute cost is reduced by the Time buff and Fleet Footed, while individual terrain effects can add costs. Bring healing, food, and supplies for the route to the stairs.

Escaping Battles

In ordinary Infinity fights, 18% of flee attempts fail immediately, even with Shadow Step. If that preliminary check passes, Shadow Step guarantees that ordinary escape; otherwise the usual Ability/Fighting XP flee calculation runs, including Fleet Footed and its 95% cap. Thus 82% is a ceiling from the preliminary check, not everybody’s final escape chance.
Forced boss/unfleeable situations retain a 3% desperate escape chance in Infinity. This includes Mimics and relevant forced enemies. Plan to win those encounters rather than rely on repeated escape attempts. A repeatable boss copy is not automatically forced solely because it has an epic-tier label; the actual boss/unfleeable flags determine this rule.

Collection Drops and Depth Rates

The six stored monster drops are Void-Touched Fang, Shimmering Heartscale, Soul Thread, Gilded Heart, Abyssal Eye, and Mutagenic Ichor. They appear in Supplies separately from common resources.
The ordinary eligible collection/resource roll starts at 1% on depths 1–5, increases by one percentage point every five depths, and caps at 20% from depth 96 onward:
Base chance = min(20, 1 + floor((N − 1) ÷ 5)) percent
Depth Ordinary base collection chance
1–5 1%
6–10 2%
46–50 10%
91–95 19%
96+ 20%
This is one chance to receive one award from that enemy’s eligible candidates, not a separate chance for each possible item. Some enemies have overlapping candidates. Eligible resource families can also add Leather, Sea Shells, or Components to that same candidate list.
The following reference lists named enemies from the live pools that are eligible through the ordinary monster-drop mappings. Boss overrides, described next, take precedence over these monster mappings.
Monster drop Eligible enemy names in the live pools
Void-Touched Fang Basilisk, Cerberus, Chimera, Demon, Demon Cyborg, Dire Bat, Eclipse Hound, Enforcer, Giant Rat, Goblin, Grimfang, Hellhound, Huntsman, Kobold, Lycanthae Ravager, Maize, Manticore, Mech Orc, Mutant Goblin Bodyguard, Ripper, Stalker, Troll, Tyrannosaurus Rex, Vampire, Vampire King, Werewolf, Werewolf Boss, Wolf
Shimmering Heartscale Basilisk, Blue Dragon, Coral Golem, Crystal Golem, Earth Elemental, Emerald Dragon, Fire Elemental, Fish Monster, Greatwyrm, Ice Maiden, Lamia, Lightning Sprite, Magma Elemental, Mech Alligator, Mech Minotaur, Mech Shark, Mech Skeleton, Mech Spider, Mech Walker, Medusa, Naga, Phoenix, Sea Serpent, Sharkman, The Tarrasque, Void Giant
Soul Thread Acolyte, Bandit Brute, Bandit Captain, Bandit Rogue, Banshee, Dark Elf, Dark Elf Warrior, Dark Priestess, Daurgothoth, Ghoul, Null Mage, Orcus, Phantom Captain, Shadow Assassin, Siren, Skeleton King, Skeleton Warrior, Street Hoodlum, Supreme Lich, Swamp Witch, Undead Boss, Undead Horde, Vampire Lord, Wraith, Zombie
Gilded Heart Baba Yaga, Balrog, Barrier Sentinel, Bessie, Circuit Priest, Collective Karen, Cosmic Knight, Emerald Dragon, Goldman, Melanthe, Phoenix, Primordial Phoenix, Reactor Warden, Scrap Gladiator, Singularity Horror, Skeleton King, Star Devourer, Succubus, Succubus Queen, Titan, Vampire Lord
Abyssal Eye AISlop, Abyssal Leviathan, Android, Angler Beast, Basilisk, Cephalopod, Demogorgon, Demon Lord, Gargoyle, Giant Octopus, Harpy, Kraken, Mech Drone, Mech Lich, Mech Squid, Medusa, Neural Inhibitor, Null Mage, Security Drone, Singularity Horror, Sniper Cyborg, Star Devourer, Wraith
Mutagenic Ichor AISlop, Abomination, Bloodworm, Bog Hulk, Corrupted Dryad, Corrupted Nymph, Drider, Elder Hydra, Fallen Seraph, Fleshbeast, Giant Mantis, Giant Spider, Gorger, Hobgoblin, Jelly, Killer Bunny, Mycelium Horror, Orc, Phase Spider, Phase Tarantula, Slime, Varghul Bloodfiend, Venus Boss, Venus Flytrap
Leather candidates include Bessie, Dire Bat, Hobgoblin, Minotaur, Troll, and Wolf. Sea Shell candidates include Crab, Lobsterman, Merman, Piranha, and Pirate. Mechanical enemies such as Androids, Automatons, Robots, Security Drones, and several golems can supply Components. Eligibility does not guarantee selection or defeat a native enemy’s defenses.

Boss Collection Overrides and Extra Roll

Designated regular bosses multiply the ordinary collection chance by ×2; designated big bosses use ×3, with a 100% cap. Their monster candidate becomes the specified drop. Other eligible resource candidates can still share that roll.
Collection candidate Boss overrides at ×2 Boss overrides at ×3
Void-Touched Fang Grimfang, Rat King, Vampire Boss, Werewolf Boss Vampire Lord
Shimmering Heartscale Chimera, Kobold Boss, Tiamat Emerald Dragon, Krax the Verdant Tyrant
Soul Thread Undead Boss Baba Yaga, Dark Sylph, Nhalos, the Empty Edge, Phantom Captain, Skeleton King, The Grim Reaper
Gilded Heart Minotaur King, Orc Boss, Venus Boss ARIA Proxy Warden, Aegiron, the Titanium Bulwark, Black Knight, Champion, Goldman, Mech Siege Tank, Omnifex, the Final Assembly
Abyssal Eye Broodmother, Mantis Boss, Vex the Shadow Android Ninja, Cthulhu, Giant Octopus, Nihil, the Last Absence
Mutagenic Ichor Emperor Slime, Goblin Boss, Troll Boss Balrog, Gorgeroot, the Starved Bloom, Mutant Goblin Bodyguard
These chance multipliers apply before affix and Gloves bonuses. “Big” here is the drop override’s category; do not infer it solely from artwork size.
There is also a separate, once-per-victory special roll for enemies marked as dungeon bosses in Infinity. Its chance is the actual encounter Infinity depth as a percentage, capped at 100%. It selects one of the six monster drops before inventory balancing. It does not use effective combat level, and receives no affix, Gloves, or ×2/×3 boss multiplier.
For example, a marked boss encountered on Infinity Floor 40 gets a 40% special roll even if its effective combat level is above 80. At Floor 100 or deeper that roll is guaranteed. This is independent of its ordinary collection roll and Voucher roll. The boss copy does not award its original scripted quest key item or story reward.

Affix Loot Bonuses and Thieves Gloves

For drop rolls that use the affix bonus, one modifier doubles the base chance. Each additional modifier adds 5 percentage points, up to three modifiers and the roll’s cap:
Rolled modifiers Adjusted chance from a base chance P
0 P
1 2P
2 2P + 5 percentage points
3 2P + 10 percentage points
For an ordinary 10% collection roll, the respective chances are 10%, 20%, 25%, and 30%. The special marked-boss roll and Mimic’s guaranteed collection award do not use this formula. Not every supplementary commodity roll uses it either; read the specific rule rather than treating it as a global doubling of all loot.
Thieves Gloves add 5 percentage points to supported drop rolls. If you also own Phantom Stone, each stone level adds another 0.1 percentage point to that Gloves bonus. The order for the ordinary collection roll is: depth/custom base → boss multiplier, if any → affix bonus → Gloves bonus, capped at 100%.
Gloves plus Phantom Stone also enable an independent post-victory jackpot, with 0.002% per Phantom Stone level, capped at 100%. At stone Level 10, that separate jackpot is 0.02%, while the ordinary Gloves bonus is 6 percentage points. It chooses from its broader repeatable dungeon item pool and can use Luck Potion’s retry. These two Phantom effects are different percentages.

Voucher Drops

The following enemies have an additional independent Voucher roll. The listed values are base chances before supported affix and Gloves increases. A successful Voucher roll does not replace collection or other drops.
Enemy Base Voucher chance
Android 3%
Bandit Brute 2%
Bandit Captain 4%
Bandit Rogue 2%
Dark Elf 1%
Goblin 1%
Goblin Boss 4%
Goldman 6%
Hobgoblin 2%
Mimic 5%
Pirate 2%
Security Drone 2%
Shadow Assassin 2%
Street Hoodlum 1%
Treasure Goblin 8%

Inventory Balancing and Using the Loot

Infinity rewards balance a group of eight inventories: the six monster drops plus Gems and Leather. Before awarding a selected item in that group, the game compares its existing count with the average across all eight.
If that selected item is strictly above 125% of the average, the reward is redirected to a random choice among the three least-stocked items. Ties are randomized. Equality keeps the original award. The balance check uses pre-award counts.
This can redirect a boss’s expected Fang, a Mimic reward, or a guaranteed Treasure Goblin award into another monster drop, Gem, or Leather. Each award is checked separately, so the first Treasure Goblin award can influence the second. The battle message names the actual awarded item. Components, Sea Shells, Vouchers, Blood Orbs, and Phoenix Feathers are outside this balancing group.
Useful destinations for these resources include:
  • Theneas’s Soul Stone Upgrade: repeatedly raise an owned Soul Stone by +1, paying one each of three specified monster drops per purchase. The menu shows each stone’s exact combination.
  • The Forge: Gemmed equipment tiers consume their designated monster drop alongside Gems and ingots.
  • Craftable gifts that specify Infinity drops, and other item recipes.
  • Reclamation Bay recycling when you intentionally want the listed resource conversion.
Spending an overstocked item can change which later awards are redirected. Farming a particular enemy is therefore a way to influence its candidate roll, rather than a promise of that exact final item.

Practical Preparation and Troubleshooting

Situation Explanation or approach
A major enemy appears on Floor 1 Normal enemy floor ranges are ignored. Bring a varied combat kit even for shallow farming.
A mob has far more HP than expected Check rolled modifiers: three give regular mobs ×4 HP before Huge and difficulty. Bosses use a different count rule.
Enemy dodges or absorbs your favorite attack Check Tiny, Shadow, native dodge, and elemental strengths. Metal Slime and Treasure Goblin need particular attention.
Shadow Step fails Infinity has a preliminary 18% failure roll, and forced fights use the 3% rule.
A trap hurts despite high avoidance stats The eleven standard trap types use the fixed activation rule. Terrain overlays are separate hazards.
Chest cannot be opened Meet its theme-based Strength/Ability threshold or learn Lockpicking.
Searching for a stair key Infinity’s generated stair access does not require the normal key/door puzzle.
A drop differs from the listed boss candidate Inventory balancing can redirect it, and resource candidates can share the ordinary roll.
No scripted boss trophy or recruitment Infinity uses repeatable combat copies; pursue the relevant normal dungeon or story encounter.
A previous floor looks different on return Layouts, themes, and tints are regenerated. Loading does not resume an active run.
Use a comfortable reached floor for farming; push depth when your healing, elemental coverage, and defenses support it. Deeper floors increase reward opportunities but also effective enemy level and trap damage. Leveling Phantom Stone and retaining Thieves Gloves improves loot rolls, while neither removes combat danger or guarantees a specific balanced award.


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Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.