Infusion

Weapons and shields can be enhanced through infusion, which adds elemental damage and/or modifies the attribute bonuses.

Infusions are conducted by Blacksmith Andre in the Firelink Shrine. They require Infusing Essence to infuse, and Degrading Essence to remove.

Weapon Infusions

Infusion Effect
Cursed Increases base damage by 50%.
Reduces durability by 10.
Increases Critical by 20.
Halves maximum HP.
Raw Increases base damage by 50%.
Removes all attribute scaling.
Halves stat requirements.
Poison Adds Poison aux of 20 (+0) to 30 (+10). Differs for weapons with innate Poison.
Reduces base damage by 10%.
Blood Adds Bleed aux of 20 (+0) to 30 (+10). Differs for weapons with innate Bleed.
Reduces base damage by 10%.
Frost Adds Frost aux of 20 (+0) to 30 (+10). Differs for weapons with innate Frost.
Reduces base damage by 10%.
Magic Reduces Physical damage by 50%.
Reduces non-Magic damage by 50%.
Adds Magic Damage equal to the highest damage value on the original weapon,
if Magic damage is already present, increases it by 50%.
Adds INT scaling equal to the highest scaling value on the original weapon.
Effect: recover 5 (+0) to 10 (+10) FP on hit.
Fire Reduces Physical damage by 50%.
Reduces non-Fire damage by 50%.
Adds Fire Damage equal to the highest damage value on the original weapon (if Fire damage is already present, increases it by 50%).
Adds INT and FTH scaling equal to the half of the highest scaling value on the original weapon.
Effect: deals 1 (+0) to 5 (+10) damage over time for 5 (+0) to 10 (+10) seconds, applied on hit.
Lightning Reduces Physical damage by 50%.
Reduces non-Lightning damage by 50%.
Adds Lightning Damage equal to the highest damage value on the original weapon (if Lightning damage is already present, increases it by 50%).
Adds FTH scaling equal to the highest scaling value on the original weapon.
Effect: reduces enemy Elemental absorption by 1% (+0) to 5% (+10) for 3 (+0) to 5 (+10) seconds on hit.
Dark Reduces Physical damage by 50%.
Reduces non-Dark damage by 50%.
Adds Dark Damage equal to the highest damage value on the original weapon (if Dark damage is already present, increases it by 50%).
Adds INT and FTH scaling equal to the half of the highest scaling value on the original weapon.
Effect: recover 5 (+0) to 10 (+10) HP on hit.
Lucky Reduces STR, DEX, INT and FTH scaling by 50%.
Adds Luck Scaling equal to the highest scaling value on the original weapon.
Effect: increases Item Discovery by 5 (+0) to 30 (+10).
Enchanted Reduces STR, DEX and FTH scaling by 50%.
Physical Damage is now affected by INT scaling.
Adds INT Scaling equal to the highest scaling value on the original weapon.
Effect: adds 1 (+0) to 2 (+10) FP per second.
Holy Reduces STR, DEX and INT scaling by 50%.
Physical Damage is now affected by FTH scaling.
Adds FTH Scaling equal to the highest scaling value on the original weapon.
Effect: adds 1 (+0) to 2 (+10) HP per second.
Heavy Changes scaling into 80% STR, 20% DEX. If already 100% STR, increases by 10%.
Increases weight by 25%.
Increases Poise damage by 10.
Effect: Slows weapon degradation by 1 (+0) to 5 (+10).
Switches STR requirement with DEX if DEX requirement is higher.
Light Changes scaling into 80% DEX, 20% STR. If already 100% DEX, increases by 10%.
Reduces weight by 25%.
Effect: Reduces weapon FP consumption by 10% (+0) to 20% (+10).
Switches DEX requirement with STR if STR requirement is higher.
Refined Changes scaling into 50% STR, 50% DEX. If already 50% STR and 50% DEX, increases by 10%.
Effect: Reduces weapon stamina consumption by 10% (+0) to 20% (+10).
Equalizes current STR and DEX stat requirements.

Shield Infusions

Infusion Effect
Clarity Reduces Stability by 10%.
Grants 1 (+0) to 5 (+10) FP per second.
Rejuvenation Reduces Stability by 10%.
Grants 5 (+0) to 15 (+10) Stamina Recovery.
Restoration Reduces Stability by 10%.
Grants 1 (+0) to 5 (+10) HP per second
Respite Reduces Stability by 10%.
Grants 1% (+0) to 10% (+10) Equip Load.
Lucidity Reduces Stability by 10%.
Grants 10% (+0) to 20% (+10) reduction to weapon/spell FP cost.
Greed Reduces Stability by 10%.
Grants 10% (+0) to 20% (+10) soul gain.
Strenght Reduces Stability by 10%.
Grants 1 (+0) to 5 (+10) STR.
Dexterity Reduces Stability by 10%.
Grants 1 (+0) to 5 (+10) DEX.
Intelligence Reduces Stability by 10%.
Grants 1 (+0) to 5 (+10) INT.
Faith Reduces Stability by 10%.
Grants 1 (+0) to 5 (+10) FTH.

Limitations

The following categories cannot be infused:

  • Bows
  • Greatbows
  • Crossbows
  • Chimes
  • Talismans
  • Staves
  • Pyromancy Flames
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