Items & Mechanics
Necesse Infinite adds a tight kit of items, each pulling you a little further through the mod: from your first tranq dart to the altar that summons god-tier bosses. Here’s the whole inventory, grouped by what it’s for.
Taming gear
Everything you need to turn a wild mob into a companion.
Taming Gun
A long-range sniper that fires tranq darts to knock out hostiles. Right-click sets a focus-target your active companions will pile onto.
Tranq Darts (×13)
Deal no damage: their whole payload is Torpor. Higher tiers fill the knock-out meter faster for tougher prey.
Narcotic
The shared sedative reagent for every dart.
Kibble (×7)
The capture gate. You must hold a kibble of the mob’s tier or higher when Torpor caps. A kibble tames its own tier or anything lower.
Boss Poisons (×6)
A permanent recipe key that unlocks one kibble tier. Never dropped on death, so it can’t be lost.
Kibble Machine
The crafting station that turns a poison + fruit + raw meat into tiered kibble.
Companion management
Your tames live in per-player storage: never lost, never orphaned.
Soul Pouch
The hub. Activate / Recall / Revive / charm your tames (up to 5 deployed) and browse your Soul Ledger. Any pouch opens the same per-player state.
Soul Ball
A trade/export token holding one companion’s full state: including tier and mastery. Use it to import the companion into your pouch; it can’t deploy on its own.
Unique Charm
A per-species relic (rolled each season) that turns one companion into a build: per-mob-budgeted HP / damage / DR / dodge / crit / cooldown, a granted variant, and 3–8 themed effects (lifesteal, reflect, screen-wide CC, on-kill bursts, signature casts…). Legendaries can roll an apex 7th variant, a forced god-tier multiplier, or a two-group FUSION. Consumed on equip; always returned safely on unequip, recall, release or death.
Infinite Guide
An in-game browser of every tameable creature, charm, variant and shiny: the same data as this site.
The two altars
Two very different stations players often confuse.
Sacrificial Altar
The natural tier-up path. Sacrifice one stored tame to raise another of the same element: equal tier raises it one step, a higher sacrifice jumps it straight up: capped at God. Uniques need one sacrifice per element.
Infinite Altar / Altar of Souls
The endgame boss workbench. Spend ledger souls and trophy keys to summon the Group, Zodiac, Nightmare and final bosses: they spawn right beside the placed altar, which becomes your arena.
Boss gear
Beating bosses doesn’t just rank you up: it arms you.
Boss weapons (×32)
Every weapon-dropping boss yields one weapon per kill, scaled to a rolled tier, and 1 in 25 is the boss’s themed unique variant, whose hits inflict a signature on-hit curse. Uniques are upgradable gear that climbs further at the upgrade station.
Class armor helmets
Each of the 13 region armor sets now has four class helmets: Helm (melee), Hood (ranged), Hat (magic), Crown (summon), all over one shared chest + boots. The helmet you wear picks your class and boosts matching-class weapons.
Summoning & souls
The self-funding engine of the endgame.
Ragnarök Summoner
Spend a God Soul to call that exact variant’s boss at Ragnarök (34×); it drops a Ragnarök Soul.
Titan Summoner
Spend a Ragnarök Soul to call the boss at Titan (55×); it drops a Titan Soul: your first tame tier-up.
Challenge Summoner
Spend a Challenge Token to call the next boss your rank needs: tame-immune, solo-only. Clearing it ranks you up.
Infinite Boss Summons (×13)
A reusable, never-consumed version of each vanilla boss-summon item (Mysterious Portal, Ancient Statue, Royal Egg, … and Sage & Grit’s Dragon Souls). Works exactly like the vanilla summon (same short cooldown between casts) but is never used up. UNIQUE rarity, kept on death.
Mastery Soul
A per-species upgrade: per level +100% HP, +50% damage, +5% defense (speed untouched), to level 50: ×51 HP / ×26 damage / ×3.5 defense at the cap. Extract it from your pouch to a tradeable item.
How boss-weapon drops work
32 unique weapons across 11 bosses, plus a tier-scaled vanilla version of each. The full catalogue lives in the Infinite Dex; here’s the model.
- One weapon drops per progression-boss kill, and it replaces that boss’s vanilla weapon, so the scaled or unique drop is the only one.
- Its tier is rolled fresh over Basic–God (not the kill’s tier), so a low roll off a late boss is possible and a God-tier weapon is the rare top end.
- A 1-in-25 roll makes it the boss’s themed unique instead of a tier-scaled vanilla weapon: same rolled tier, plus a permanent on-hit curse.
- Uniques are standard upgradable gear: like vanilla weapons (and the region armor sets) they climb further at the upgrade station; the rolled tier just seeds their starting upgrade tier.
- Boss weapons and the region armor sets are also available as incursion rewards, not only from boss kills.
- While you wield a boss-forged weapon its curse rides every hit (melee, ranged, magic, even summon) so the effect is class-agnostic.
Tranq darts
Thirteen tiers, following the vanilla axe/pickaxe ore ladder. Darts deal no damage: their payload is Torpor, the knock-out meter. Since Torpor scales with a mob’s max HP and a single dart fills at most 34% of it, tougher prey needs a heavier dart (and always at least ~3 hits). Each batch crafts 10 and also costs 1 Narcotic.
| Dart | Torpor / hit | Material (per 10) |
|---|---|---|
| Copper | 2 | 1 copper bar + 1 narcotic |
| Iron | 10 | 1 iron bar + 1 narcotic |
| Gold | 20 | 1 gold bar + 1 narcotic |
| Frost | 40 | 2 frost shard + 1 narcotic |
| Demonic | 80 | 1 demonic bar + 1 narcotic |
| Runic | 100 | 2 runestone + 1 narcotic |
| Ivy | 150 | 1 ivy bar + 1 narcotic |
| Quartz | 250 | 2 quartz + 1 narcotic |
| Tungsten | 500 | 1 tungsten bar + 1 narcotic |
| Glacial | 600 | 1 glacial bar + 1 narcotic |
| Dryad | 700 | 2 amber + 1 dryad log + 1 narcotic |
| Mycelium | 800 | 1 mycelium bar + 1 narcotic |
| Ancient Fossil | 1000 | 1 ancient fossil bar + 1 narcotic |
Kibble & poison
Kibble is the capture gate: you must hold one of the mob’s tier or higher when Torpor caps. Each tier above Basic is unlocked by a poison dropped by a progression boss, so your taming ceiling rises exactly in step with your bossing. All kibble is crafted at the Kibble Machine from its poison key + 2 fruit + 2 raw meat.
| Tier | Kibble | Unlocked by | Poison key |
|---|---|---|---|
| Basic | Basic Kibble | (free from the start) | none |
| Predator | Predator Kibble | Evil’s Protector | Predator Poison |
| Alpha | Alpha Kibble | Queen Spider | Spider Poison |
| Apex | Apex Kibble | Void Wizard | Void Poison |
| Primordial | Primordial Kibble | Runebound Chieftain | Chieftain Poison |
| Demigod | Demigod Kibble | Swamp Guardian | Swamp Poison |
| God | God Kibble | Ancient Vulture | Ancient Poison |
Basic Kibble is free: it carries no poison, so it’s hand-crafted in your inventory (any fruit + any raw meat), not on the machine. The Kibble Machine processes the six poison-keyed tiers above it.
Reward potions
Six utility potions, each sold by the Elder once you’ve felled its gating boss (per-character and fully retroactive: beat the boss and it appears in the shop). Reviving a fallen tame uses the vanilla Revival Potion.
| Potion | Effect | Unlocked by |
|---|---|---|
| Identify Potion | Reveals a mob’s hidden info. | Swamp Guardian |
| Flash Potion | A burst of movement. | Ancient Vulture |
| Combat Potion | A strong offensive buff. | Pirate Captain |
| Phasing Potion | Walk through walls for a while. | Reaper |
| Defense Potion | Heavy damage reduction + defense. | Cryo Queen |
| Stink Flask X2 | Doubles nearby mob spawns & cap, spawns in any light, and drags every nearby hostile at you (5 min). | Pest Warden |
Looking for the 13 region-linked armor sets? They’re in the Infinite Dex.
Infinite Health Potions
Seven tier-scaled healing tonics: one per wild tier. Each grants a 30-second regeneration buff that restores a fixed percent of max HP per second, so it heals a small critter and a god-tier war-beast proportionally. A wild kill drops the potion of its own tier at 1 in 20 (player-side kills only; only the seven wild tiers have one). Like the other healing potions, drinking one also heals your active tames: each off its own max HP.
| Tier | Heal / second | Over 30s |
|---|---|---|
| Basic | 0.25% | 7.5% |
| Predator | 0.5% | 15% |
| Alpha | 0.75% | 22.5% |
| Apex | 1.25% | 37.5% |
| Primordial | 2% | 60% |
| Demigod | 3.25% | 97.5% |
| God | 5.25% | 157.5% |
Coloured loot beams
Every mod drop that shows a light beam is colour-coded by type, so you can tell what dropped from across the screen (vanilla draws one purple beam for everything). Untagged / vanilla pickups keep the purple beam.