Guide

How to play

taming · variants · combat · growing a tame

What this mod does

Necesse Infinite bolts a full taming-and-progression overhaul onto Necesse:

  • Universal taming: knock almost any mob out with tranq darts and keep it as a companion (~97 species).
  • 91-variant elemental system: every wild mob rolls one of 91 variants across 13 thematic groups, each with an on-hit status and a self-firing active ability. Browse them →
  • A 14-tier power ladder: one Fibonacci ladder ties wild spawns, bosses and tame power together. See bossing & tiers →
  • A soul-driven endgame: mint souls from kills, summon harder bosses, and infuse your tames along two axes. See souls & infusion →

Taming, step by step

You start every character with a Soul Pouch and an Infinite Guide. From there:

1. Pick a target

Nearly any hostile or critter can be tamed: ~97 species, from zombies to bears to penguins. A wild mob already carries its rolled variant, tier and stats before you ever touch it.

2. Knock it out

Fire tranq darts from the Taming Gun to build a purple Torpor meter. Torpor scales with the mob’s max HP and a single dart fills at most 34% of it, so nothing one-shots, and tougher beasts need a heavier dart tier (and at least ~3 hits).

3. Gate it with kibble

When Torpor caps you must be holding a Kibble of the mob’s tier or higher. Capture consumes one kibble and deposits the companion straight into your Soul Pouch.

4. Deploy & build

Right-click the Soul Pouch to Activate up to 5 companions at once. Fit a Charm, recall to storage, revive the fallen, or release one as a tradeable Soul Ball.

Your tames are durable and yours: they live in per-player storage, are auto-recalled on logout or death (never orphaned in an unloaded world), and a spent charm is always returned: never silently lost. A released companion becomes a tradeable Soul Ball.

Friendly fire

A protection buff stops you damaging your tames and vice versa. Tames still set team -100 so vanilla enemy chase-AI keeps targeting them, which keeps them useful as a frontline that soaks hits.

Variants & combat

Every wild hostile rolls a variant on spawn and keeps it when tamed. Variants are not tiers: the seven children of a group are different play-styles of one role, not power steps. You build a 5-slot team by mixing groups (a Guardian tank + a Radiant healer + a Storm DPS + a Venom DoT + a Frost controller), never from one group.

The ability is the attack

A variant mob doesn’t need to land a melee swing. Roughly twice a second it fires its ability at the nearest valid target in line of sight: like a settler with a spellbook. Damage runs through the caster’s tier/rank multiplier, so it scales with world and tame level. There is one cooldown per mob: cheap bolts recharge in ~2s, while apex god-rotations sit on 12–24s timers.

On-hit is flavor, the ability is the threat

The on-hit status (fire, poison, freeze-slow…) is a flat vanilla debuff for flavor: there is no percent-of-max-HP “sting” that could one-shot a big target. The real “don’t poke a variant mob” damage is the cooldown-gated, tier-scaled ability.

Roll rarity

  • The Lucky group as a whole rolls at 1/5 the weight of any other group.
  • Within a group, the apex (7th, highest-multiplier) child rolls at 1/5 the weight of the other six.
  • A shiny is ~1 in 500 per tameable spawn (see below).

Signature apex passives

Two of the apex (7th) children carry a passive instead of just a louder bolt. The Guardian apex (Diamond) is HP-scaled: a glass cannon at full health (×3 damage, 0% DR) that hardens into an immovable wall near death (×1 damage, 90% DR), then its armor cracks below 10% HP (DR → 0, the kill window). The Lucky children each pin a single defensive axis: 90% dodge or 90% damage reduction (cursed splits it 50/50), never both, so luck can’t compound to invincibility. Both Diamond and the lucky layers ride a tame or a wild mob.

Unique Charms

Every tameable species has a unique and a legendary charm, rolled fresh each season. A charm turns one companion into a build: per-mob-budgeted HP / damage / DR / dodge / crit / cooldown multipliers, a granted variant, and 3–8 themed effects (lifesteal, reflect, screen-wide CC, on-kill bursts, signature casts…) — all multiplicative on top of the tame’s tier and variant.

Per-mob power budget

A charm targets the same post-charm power no matter the base mob, so a 10-HP frog and a 1500-HP golem end up comparably strong: the weak mob simply gets far bigger multipliers (the equaliser), the strong mob smaller ones. A legendary builds on its unique — never weaker, never missing a piece — at roughly 2–5× its power (a low-roll unique grants a bigger legendary jump).

Legendary jackpots

A legendary keeps the unique’s variant, but can roll one rare capstone: a forced variant / health / damage multiplier (a guaranteed-max roll on that axis — a concentration, not extra power), a same-group variant-god (the whole group’s rotation), or a two-group fusion (a Group-God that takes the best of each axis from both groups, and must include the unique’s group). See all charm species →.

Spent, but never lost

A charm is consumed on equip and lives in exactly one place at a time. It is always returned safely on unequip, recall, release or death — if your bag is full it’s parked in a pending-recovery list, never dropped or destroyed. Drops 1/2,500 (unique); 1 in 10 of those upgrades to legendary (~1/25,000).

Shinies (unique tames)

A rare (~1 in 500) spawn of any tameable species can be a shiny: a named collectible carrying two fixed variants from two different groups and a unique name. On hit it runs both variants’ abilities, and the two variants multiply per axis (variant × variant, health × health, damage × damage), so a shiny is clearly stronger than any single-variant tame.

A shiny keeps its two variants forever: it cannot take suite souls. It can be raised with tier souls, but is capped at Mythical (a parallel collectible track at ~¼ the Infinite-tier power) — and can be mastered. Even at Mythical a shiny is a full endgame fighter: it clears every altar damage gate, including the Lucky Zodiac and Unlucky Nightmare. See all 94 shinies →.

Three ways a tame grows

Once captured, a companion grows along three independent axes:

AxisWhat it doesHow
TierRaw stats, from Basic (1×) up to Absolute (377×), or Infinite (610×) with the incursion final boss’s soul.Wild roll & the Sacrificial Altar to God; tier souls above that.
SuiteAbility breadth: one element → a whole group → every group.Suite souls at the Altar of Souls, each gated by tier.
MasteryPer level +100% HP, +50% damage, +5% defense (speed untouched): up to ×51 HP / ×26 damage at level 50.Feed per-species Mastery Souls (1/500 wild drop).

The full chains (souls, summoners, the altars, and how the two infusion axes never cross) live on the Souls & Infusion page.

Gear up, too

Your tames aren’t the only thing that grows. Beating a boss now arms you: each of the 11 weapon-dropping bosses yields one weapon per kill, replacing its vanilla drop with a tier-rolled version, and 1 in 25 is a boss-forged unique (a permanent on-hit curse; upgradable further at the upgrade station). Browse all 32 boss weapons →.

Armor follows the same idea: 13 region-linked sets, now with four class helmets each (melee / ranged / magic / summon) over a shared chest + boots. The helmet you wear sets your class and boosts matching-class weapons. Browse the armor sets →.

Tips

  • Stack a legendary charm on a high-tier tame for compounding HP/damage: charm stats multiply on top of the tier.
  • Carry a kibble one tier above what you’re hunting so a lucky high-tier wild doesn’t get away: a higher kibble tames anything below it.
  • Tamed Cursed never curses you or your party: only hostile non-tamed mobs.
  • Tamed Radiant heals same-team mobs: a single healer keeps a small army alive.
  • The altar bosses ignore your weapon: bring the right tier and element of tame, or you deal zero.
  • Variant and tier prefixes show in death messages too (e.g. “Killed by Mythical Lucky Cursed Goblin”).