Infected
I finally updated this mod :D It's been completely rebalanced and contains a ton of new stuff!
You are not ill; you are a weapon. A host to a menagerie of plagues, your body is a battleground you have learned to command. Every joint aches with power, every fever fuels your spells. You wade into battle, letting your infections flare and spread, hammering foes with disease-charged blows or scouring them with projected corruption. You are the source of the outbreak, and your resilience is the only thing holding the chaos within you at bay—because every plague you unleash gnaws at your own life just as eagerly as your enemies.
Mechanics:
The Infected is designed as a tanky melee/spellcasting hybrid that specializes in utilizing and manipulating their own unique diseases (Infections) which affect both themselves and their enemies.
• Spread Blight: Spread up to 6 unique Infections, ravage your enemies with the now-actually-useful Poison Storm, and watch them die to your limitlessly stacking Decay.
• Hybrid Combat: Play as a tough melee fighter that weaves spellcasting and corruption into their attacks.
• Tactical Movement: Engage with position-based talents that reward precision and grant useful short-range movements during combat.
• Backlash: Specialize in the Undying Resilience tree to gain Backlash, an alternate “health pool” that absorbs burst damage when you're low on life, but pays it back as greatly increased damage over time.
Balancing
• This class is currently not that well-balanced, but it is intended to be :) Feedback is very welcome—please let me know your thoughts on mechanics, balance, and fun factor! Feel free to reach out to @N1 on the discord server.
• I'm especially looking for feedback about power spikes: which levels feel too strong or too weak, so I know whether to adjust early-game or late-game scaling.
Thanks to:
Minmay for explaining a ton of concepts when I just started out and discussing ideas and mechanics later.
tbat, Djarskublar and Zizzo for the feedback.
Pot, Dr. Root, nsrr, and others for helping with questions.
Infected on Steam's Workshop
See addon usage in the character's vault.
| Name | Module Version Required | Released | File |
|---|---|---|---|
| Fixed disease resistance | 1.7.6 | 2025-11-17 18:56 |
tome-infected.teaa |
| Infected-Release | 1.7.6 | 2025-11-15 21:38 |
tome-infected.teaa |
| Class: Infected | 1.7.6 | 2024-08-02 19:46 |
tome-infected.teaa |

Infection Reduction
It seems that the effects of Infection applied to enemies are being reduced by the player’s disease resistance. Isn’t the player and enemy reversed here?
Bugfix
Thanks! It should be fixed now, and save-game compatible. How does the class feel? :)
Decaying effect broken?
Found a bug, one of those nasty ones that completely breaks the UI and makes the game go "black-screen":
From investigation, it looks like the problem is in the Decaying temporary effect's .long_desc() method; apparently the eff.dam1 field isn't in place by the time the UI tries to display the effect. (If it helps, the affected character is of the Engineered race from starslayer's Godling addon, which may have some global speed boosts that muck up timing for getting the relevant values into place.)
[Oh, and another small thing while I'm here: if you're planning to stick with shield fighting, I'd suggest adding the following line:
to the .copy{} sub-block of the Infected subrace descriptor (same as the Cursed descriptor has), so that players won't need to enable the "UI | Always show shield combat properties" option to see combat stats for their shield.]
"There are 0 nearby enemies."
Small sort-of bug to report: looks like you left a debugging log in your Enduring talent, leaving a stream of "There are 0 nearby enemies" as you run around. Only mildly annoying, but hey.
Also, if you decide to keep the Corruption/Doom Shield tree, you'll probably want to explicitly require the Ashes of Urh'Rok DLC by adding the following line to your init.lua:
requires_addons = { 'ashes-urhrok' }In my tests, creating an Infected character without Ashes enabled doesn't choke, but the Doom Shield tree is missing.