The Infinite Dungeon (ID) is truly infinite for all practical purposes. The level number is limited by a signed 32 bit integer value, but who really cares about that? It would take many lifetimes to descend through all its levels. The danger level increases with dungeon level up to 45, which is reached at level I135. If the player somehow manages to descend below I9999, the level counter in the status bar will instead say "I?".
The ID has some unique characteristics: shops, altars, herbs, and pools are never generated. Traps are generated. Special rooms such as "smells like carrots" are also generated. Every dungeon level is randomly generated, so leaving a level and reentering it results in a completely new dungeon level. Most artifacts left on the ground in ID will return to the PC's inventory when they leave the level; the Sceptre of Chaos is an exception to this. It can become problematic if the PC is carrying sis – section 3.4. There is one special level, the SIL, where MaLaKaI resides.
According to the Mad Minstrel, the ID was originally a monument built by the powers of law. The incursion of Chaos into Ancardia has twisted it into its current condition.
Any non-hostile mobs, including Filk, that you lose in the ID will re-appear later in the wilderness to meet up with you.
Benefits of stair hopping include: an easy way to acquire spellbooks, as they are all DL1, and thus available even on ID levels 1-2; an easy way to acquire extra DV/PV points for the early game, as shields, hats, gauntlets, boots, etc... can sometimes have nice stats; an easy source of teleport control (actually the only guaranteed source of TP control in the game), as blink dogs can be found after I4 (sometimes earlier); an easy way to acquire potions and scrolls that can save PC's life.
As of R+, no items ever appear on the ground in the stair rooms of the ID.
| Level: 1, DV: 500, PV: 3, Hits: 58, Attacks: 1, Damage: 1d4+9, Speed: 1500. |
Filk shares the properties of karmics although he is not named as such. He is easiest killed with ball spells.
When chatted to, Filk asks the PC to kill his arch enemy the Mad Minstrel. If the PC does so, though, Filk will not give any reward; he will just say "Meisaveryhappyquickling!" when chatted with. Since killing Filk for the Mad Minstrel opens the possibility of an Ultra ending, it would be very wise for the player to take the Mad Minstrel's side in this dispute.
If the PC tries to wish for "quickling bard", lots of hostile quickling lords will be summoned instead.
| Level: 79, DV: 70, PV: 30, Hits: 450, Attacks: 8, Damage: 4d6+32, Speed: 110. |
All items, walls, floors and doors in the SIL change colors at every turn. The SIL is not really part of the ID. It is discovered by descending through the ID normally, but once left, it can never be found again. MaLaKaI is quite tough. He has poisonous melee attack and attacks 8 times per round. He cannot see in darkness and is vulnerable to humanoid and demon slaying weapons and ammo.
Note that once the PC has left the SIL, they can never return to it again if they re-enter the 66th level of the ID. If they haven't collected the Sceptre, the player cannot possibly achieve an Ordinary Chaos God ending; the game alerts the player to this with the message "You feel you leave an essential part of Chaos behind...forever". It is, however, still possible to achieve an Ultra or Ultimate ending without the Sceptre of Chaos.
Conclusive proof that the SIL is not part of the ID is the fact that altars are sometimes generated in the SIL. These can come in very handy since MaLaKaI can be sacrificed.
MaLaKaI guards the Sceptre of Chaos, a part of Chaos Trinity. It is one-handed weapon essential for an Ordinary Chaos God ending, but is widely believed to be close to
useless as a weapon due to its significant downsides which include Dooming while it is wielded, and constant corruption while it is being wielded or just being carried.Note that as MaLaKaI is generated standing on the sceptre and not actually carrying it, it is usually possible to lure him away, teleport to the sceptre, seize it, and leave the level without any combat. The most effective tactic for doing so is to approach him in darkness.
----------- Sceptre of Chaos (+8, 6d6+8) [-8, +0] {Ma+8} (+8 spd) ----------
Weight: 800s
When worn it modifies DV by -8 and PV by +0.
When used in melee combat it grants a +8 bonus to hit and causes 6d6+8 points of damage.
When used as a missile it grants a +0 bonus to hit and causes 1d40+20 points of damage.
It modifies your mana attribute by +8.
It contains the essence of Chaos and Corruption.
It modifies your speed by +8.
It grants resistance to poison.
It grants bad luck.
Wearing it makes you doomed.
It grants resistance to shock attacks.
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The Drunken Dwarf NPC in Lawenilothehl will eventually require you to guess the ID level this fragment is located on; the level number is an anagram of the Drunken Dwarf's name. Once this
riddle is successfully answered, a map fragment can be found on the specified ID level. This map fragment is generated on a trap, but it will automatically jump into PC's inventory upon leaving
its ID level.