Improved ADOM Guidebook

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Infinite Dungeon

The Infinite Dungeon is found in the southeastern part of the wilderness map. Prior to entering it, the description is "A tiny, strangely distorted cave entry."

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, even assuming a PC could survive such a trip, which is impossible. The danger level increases with dungeon level; any level greater than 200 or so becomes ridiculous.

The ID has some unique characteristics: shops, altars and pools are never 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 backpack when they leave the level; the Sceptre of Chaos is an exception to this. It can become problematic if the PC is carrying sis - see 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.

Stair-hopping Credit gut. Stair hopping is the process of repeatedly ascending and descending a single staircase in the ID, for the purpose of generating hoards of items in the continuously generated rooms. Items generated on the ID's floors will be of a danger level equal to 1/3 of the ID's dungeon level. That means only DL1 items will be generated on ID levels 1-5. On ID levels 6-8, DL2 items can be generated, and DL3 items can be generated on ID levels 9-11. This applies to dipping items into potions of raw chaos and exchange as well. This does not apply to guaranteed drops, like eternium gear from chaos warriors. Also, it seems that this does not always apply to monster generation either.

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 ID 4 (sometimes earlier). An easy way to acquire potions and scrolls that can save a PC's life.

As of R+, no items ever appear on the ground in the stair rooms of the ID.

2.2.1 Filk, the quickling bard p

Filk, the quickling bard
Level: 1, DV: 500, PV: 3, Hits: 58, Attacks: 1, Damage: 1d4+9, Speed: 1500.
Once the PC takes the quest to kill Filk from the Assassin Prince (more about this is found in section, Filk appears in the Infinite Dungeon on the level corresponding to the number of first-killed monsters killed. For example if the first monster killed was a rat and 225 rats have been killed, Filk will be found on I: 225. If the PC reaches the level Filk is on but leaves the ID without slaying him, he can found randomly in the wilderness; in which case the player will be asked if they wish for Filk to accompany the PC.

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.

2.2.2 MaLaKaI, the chaos knight h

MaLaKaI, the chaos knight
Level: 79, DV: 70, PV: 30, Hits: 450, Attacks: 8, Damage: 4d6+32, Speed: 110.
MaLaKaI resides in the SIL, found at level 66 of the ID. He guards the Sceptre of Chaos, a part of the Chaos Trinity. A cut above others of his kin, this chaos knight is extremely high levelled. He can execute 8 attacks in a single turn (which can increase to 16 11 if he fights to the death in a blind rage!), and seems to have a high hit chance. Since his only attacks are in melee range, using ranged attacks against him is certainly recommended.

----------- 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.
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. This means if a PC needs the Sceptre of Chaos, there is only one chance to get it, so be prepared. MaLaKaI is quite tough. He has a corrupting melee attack and attacks 8 times per round. He cannot see in darkness and is vulnerable to humanoid and demon slaying weapons and ammo.

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.

Updated October 17th, 2016