Infinite Dungeon

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This page is about the zone; for the campaign that starts in this zone, see Infinite Dungeon: The Neverending Descent.
Infinite Dungeon
Guardian None
Floors 1000000000
Level Range 1 to 1
Item Level Range 1 to 5
Size 70x70
Zone Effect none

Zone Information

The Infinite Dungeon is a rather special zone. Its entrance is at the end of the Ruined Dungeon, but it becomes accessible only after the game has been won. This entrance will take the player character to the floor of the Infinite Dungeon equal to their level multiplied by 1.5 (rounded up). e.g. Floor 75 for a level 50 character. Alternatively, clearing the first level of the Ruined Dungeon unlocks the Infinite Dungeon: The Neverending Descent campaign - a gameplay mode that starts on Floor 1 of this zone.

True to its name, this dungeon is infinite - that is, its maximum level is high enough to be virtually unreachable. Furthermore, no staircases leading up are generated - that means you can't go back. You can't beat this dungeon, but you can attempt to go as far as possible before eventually being overwhelmed.

Each dungeon floor contains a random terrain tileset and layout (detailed below), the name of which can be previewed from the entrance to that floor. The dungeon contains no special terrain, and is inhabited by all sorts of monsters. Sometimes, a level may contain a boss monster from another zone. Randomly-generated bosses also may appear.

Levels 1, 10, 20, 30, and 40 contain lore pieces.

You will gain achievements upon reaching levels 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 150, 200, 300, 400 and 500.

Floor Layouts

  • Carefully Excavated Area: A series of rooms and corridors with doors between them, similar in layout of Dreadfell.
  • Wilderness: A scattering of walls largely at random.
  • Constructed Area: Rows of rectangular rooms with doors at the entrances.
  • Settled Area: A mostly empty area with some rectangular or angular enclosed buildings with doors, similar to the layout of Ruined Halfling Complex floor 1.
  • Cavern: Random wide pathways, similar to the Scintillating Caves.
  • Network of Corridors: A maze-like series of corridors, similar to The Maze. The player enters in the top left corner, and there is consistently an exit in the bottom right corner. Generally lacks vaults.
  • Geometrically Ordered Area: Straight hallways in a concentric octagon formation, with smaller hallways leading inward or outward. Generally lacks vaults.
  • Subsided Area: A circular central room with thin pathways leading to other circular rooms, similar to the layout of the Heart of the Gloom. Entering the center room can mean engaging with many enemies at once. Generally lacks vaults.

The Carefully Excavated Area, Wilderness, Settled Area, and Constructed Area layouts each have a chance to contain an Items vault access point, but the Cavern, Network of Corridors, Subsided Area, and Geometrically Ordered Area layouts do not.

Zone Specific Artifacts