Infinite Dungeon Merchants

Infinite Dungeon Merchants

T.O.M.E version 1.7.6

UPDATED!! FULL RELEASE! (No Longer Experimental!)

Randomly spawns 13 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Purchase Extra Lives, Health & Mana! Imbue Unique items! Build your Ultimate Character.

There are 21 Class talent categories (295 talent trees) available for purchase:

Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!

Increase character stats:

Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.

Master jeweler:

Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes 2 custom shops that sell gems and rare jewelry as well as a unique item shop that sells orange artifacts. He can also Reforge a regular item into an Orange Artifact and Reroll Rare/Randart Item Egos.

***DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.

My other addons!

Spell Merchants
Spawns merchants on the world map of Eyal that sell all talent categories, adds custom dungeons/bosses and much more.


GodMode

This mod will add a developer item [GodMode] to your inventory, granting you forbidden powers!


Infinite Dungeon Merchants on Steam's Workshop
See addon usage in the character's vault.
4.25
Your rating: None Average: 4.3 (4 votes)

New update

I have finally squashed the Bugs!!!

Random NPCs will NO LONGER spawn as friendly!

A new option has been added to the merchants to have them step aside, if they are blocking a path! (Or you can dig around them with a pickaxe!)

Merchants will spawn as party members, so you can easily see which merchant is on your current level by checking the party tab at the top left!

Merchants can spawn on stairs

Merchants can spawn on stairs down or on items so you can't interact with them.

Theres some weird faction stuff and enemies will often kill eachother before you can even get close to them, especially inside vaults.

This mod is experimental,

This mod is experimental, Infinite Dungeon runs a script that turns ALL neutral/friendly npcs hostile, so spawning npc merchants is a very challenging task. I've spent many, MANY hours trying to get this to work, but I.D is very thorough and aggressive in its approach to making all entities hostile. As a "patchwork" fix, I've disabled the code that turns friendly npcs hostile, so you WILL see friendly mages and warriors fighting hostile monsters in this mod.
I've tried MANY workarounds but nothing have really worked, I do have more ideas to get it to work, but coding and testing is time consuming and I have other projects I'd rather get to a polished state rather than going on wild goose chases trying to get this mod to work. Eventually I will try to get it to a perfect state, but for now, it is what it is...

I ported over all merchants

I ported over all merchants from my other mod (spell merchants) they will all have a random chance to spawn in a level. Their "chats.lua" have been ported over, so all talents are now up to date. I had to make the merchants invulnerable, so they may spawn in narrow hallways, blocking the path. If this happens, you can use the pickaxe to dig around them.

There are 13 merchants that can randomly spawn so, it will be heavily RNG based. It is possible you may not find the merchant you want. My question is: should I combine all talents to one merchant? That way once you encounter a merchant, you will have all talents available to purchase? For now, I gave them a high spawn rate, so you should encounter atleast one merchant per level. Looking for feedback on this. Thanks.

The mod Breaks the Game

Your mod is based on "newEntity{ base = "BASE_NPC_" (giving new functions to normal npc-s) and that causes the game to not work, as soon as you load into normal locations.
The game will work in intant-dungeons, such as Fearscape, when you start as an awakened demonic worshipper, but will go into black screen the second you decide to load to quagmire with the troll.

The incompatibility lies in "npc-lua files" and "class files". It would be great, if you fixed the mod)

Updated 11/13/25

The mod has been updated for T.O.M.E version 1.7.6

Akaviriblade appeared at the Sher'tul fortress and is unkillable

As stated in the subject. Akaviriblade replaced the guardian monster and keeps regenerating after being killed. No way to get into the Sher'tul fortress.

What's the deal with that? Any way to kill the bastard so it stays dead?

Kinda messes up an integral part of the game.

From the description

From the addon description:

WARNING* This addon is NOT compatible with the story mode, it won't crash the game or anything but will turn some factions hostile. If you want to buy spells in the main story you can *Disable* this mod -in game- ("Main menu" > "addons") and install my addon below!

EDIT* The Npc AkaviriBlade was added to prevent players from making it too far in to the storymode just to encounter a hostile faction preventing you from completing the game! There is no reason what so ever why you would even want to play the storymode with this addon... If you want to buy spells in storymode then disable this addon and download my other addon "Spell Merchants"...

Hostile shopkeerpers?

I decided to give this addon a shot with a cornac adventurer, only to find that the shopkeepers were all hostile to my character. Is there a reason for this? I first found the tinker and thought that he wouldn't talk to me because of factional differences. So I started up another character and tried to find a different shopkeep. I found the sun paladin and he was hostile as well. I tried to find the other ones to see if they were all like this, and strangely, all of them were the same. I do have the latest version of the addon, so that's not the issue. I'd love to use this addon, as it seems well-suited to adventurer players. But unless this hostility issue is fixed, I can't do so. :(

-removed-

-removed-

Can you Merge Your Two Mods Into a Pack?

Can you Merge this with spell merchants? probably annoying to ask this of you but I'm at the addon limit and each DLC pushes that limit lower by taking up addon spaces too.

Incompatible

I would love to merge these two mods, the only reason they are separate in the first place is because they are incompatible. You see, in order to get friendly npcs (who can talk) to spawn in ID I had to manually disable some code then (manually) turn all factions hostile (so the levels wouldn't be filled with friendly wizards and other npcs standing around all derp like) you can see the chaos this would cause if you try playing spell merchants with ID Merch active... Some towns would go ape s**t and attack you on sight. So sorry, but they cant merge... well... they could, but I dont even want to deal with that head ache again (involves using stores to sell the spells) and the amount of hours wasted trying to get that to work, I'm afraid only Dark God him self could pull that off.

New Faction?

While I don't know a thing about modding this game, wouldn't it be possible to add an additional faction in the game that takes most of its code from the existing ones?

Yeah I thought about this

Yeah I thought about this recently, as a potential fix, it would make it compatible with my spell merchants mod as well. I may need to revisit this mod at some point.

Incidentally, I've now made a

Incidentally, I've now made a reasonably thorough examination of the merchant offerings and agree with your new pricing schemes (though I think maybe you drastically underrate the utility summons by pricing them so low compared to the others -- a well-placed non-mobile summons can be a great way to clog corridors and distract enemies long enough to kill them before they realize that you're the real danger. They're not flashy...well, that blizzard can be pretty flashy...but they're quite effective with the right strategy.) Other than this point, the only thing I'd suggest is doubling the cost for the few upper-tier trees a player can buy. The whole idea of restricting certain trees to a minimum of level 10 to start revolves around the assumption that these trees are inherently more powerful, and therefore more valuable, that the starting-level trees. While this isn't always true in practice, depending on a player's gamestyle, I'd suggest doubling them anyway for the principle of the matter.

Anyway, I'm glad this add-on has grown and been tweaked well.

p.s. this is just a really, really low-level suggestion, something I noticed one version back -- maybe change the psionic trees description to "powers" rather than "spells" for accuracy? Could probably do that for wilder trees as well. If you've already done this, I apologize for not paying close attention in this version.

I just had a merchant

I just had a merchant generated with a summoning alarm (and was mildly amused at his "hmmm?" response to suddenly appearing in a dungeon surrounded by multihued drakes and hatchlings.) He was the steamtech merchant, but was just called "Sun Paladin" and would spontaneously engage me in dialogue if I stood adjacent to him. It took 2-3 tries to say goodbye, i.e. when I told him I just wanted to go, the dialogue box would immediately pop up again, and occasionally for a third time before it stopped. It was just a minor annoyance, but given that it didn't always take the same number of tries to disengage from conversation, and that he forced me into conversation without my say-so, it did occur to me that there's a possibility of getting stuck in the conversation indefinitely, necessitating an emergency shutdown and restart. That might not necessarily be a danger, depending on what mechanism is preventing me from leaving the conversation the first time I try, but I figure it's an issue worth sending your way. If it matters, this particular character started out back during your previous versions, before there were independent NPCs doing the selling rather than storekeepers.

He looked like an orc (necromancer), to be clear. He was just identified as a Sun Paladin with no name.

Thats odd, I'm thinking its

Thats odd, I'm thinking its because you started on a previous update, I tested it when I added him but in my test I opened a chest and he popped out (along with enemies) and since he seemed to work I called it good... IDK, I'll have to test it more thoroughly on my day off and see if its an issue with his natural spawning.
PS. Yaaay I can reply and comment again... only took me having to completely switch internet providers :P

hotfix

I released a quick update that tweaked a few things, specifically a faction change from neutral to shalore, maybe neutral faction causes some weirdness in ID...
Edit. I just tested it and hes acting normal like the other merchants, it should be fixed now. If not its probably because youre playing an older version.

Shopkeeps are hostile to player undead

Without the cloak of deception player undead are a different faction and hostile to shopkeeps.

That's a feature, not a bug.

That's a feature, not a bug. It's part of the main campaign. You play undead, you have to deal with the annoyance of remembering to switch in your Cloak of Deception before dealing with towns, shops, and civilians.

If you're playing the main campaign, you'll quickly learn that adventurer parties on the world map? Not people you want to piss off by looking, well, dead. Once you've met a few, you're likely to remember to put on that cloak every time you leave a dungeon.

This is a bit late, but...

Infinite Dungeon = No Cloak of Deception = This addon is completely inaccessible to undead characters. Guess I wasn't clear enough before.

No. It doen't work.

it seems My character(https://te4.org/characters/219218/tome/2cf8ec95-441d-4d0e-abd2-cf5a5a68b866) is the deepest and the only runner and I've found 0 Shops embed in wall.
I think it's not working, or have some problem with deep dungeons

Where can I find these stores?

MY 60 LEVEL Character is at 61 level of Infinite dungeon with this addon but none of these stores appeared. I've found three Ancient archive only. Is there something wrong? How can I find your addon store?

My guess is that if you're

My guess is that if you're level 60, you started this character before dropping the add-on into the folder. Without futzing around with non-gameplay stuff (and, no, I can't tell you how to do it, just that it's possible) the add-on won't be active with this character. You'll have to start a new one with the add-on enabled from the start.

A too strong boss monster keeps appear

An Assasin-looking boss monster named Akaviriblade keeps appear even in early infinite dungeon. It hurls 400~500 damage spell at floor 2!
Is it intended?][

I haven't seen it...

But the ID has some seriously OOD monsters. I just met (well, saw via tracking and fled like hell) Urkis on level 2. On Normal difficulty, mind you. Luckily, he was too busy pondering whatever it is insane tempests ponder to hear me screaming and knocking stuff over as I ran away. I've seen leaders of the Orc Prides in the first five levels before. Handling the ID requires a slightly more paranoid approach than the main campaign because, well, you *will* meet the killer of your dreams eventually, and probably sooner rather than later. Explore carefully and stock up on emergency escape options. Best just to think of ID as a decidedly different game than the main campaign and create entirely new strategies for surviving it.