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 Firelink Shrine or at any Bonfire.

Weapon Infusions

Weapons require gems to infuse, and Shriving Stones to remove the infusion.

Infusion Gem Used Effect
Lethal Lethal Gem Boosts Strength and Dexterity scaling.
Adds 10 additional Critical Damage.
Poison Poison Gem Adds Poison aux.
Reduces base damage.
Blood Blood Gem Adds Bleed aux.
Reduces base damage.
Curse Curse Gem Adds Curse aux.
Reduces base damage.
Frost Frost Gem Adds Frost aux.
Reduces base damage.
Magic Magic Gem Adds Magic damage with Intelligence scaling.
Effect: absorbs X% FP on hit. X depends on weapon type.
Fire Fire Gem Adds Fire damage with Intelligence and Faith scaling.
Effect: deals 30 + 0.0.5% damage every 0.3 seconds, lasting 5 seconds. Does not stack.
Lightning Lightning Gem Adds Lightning damage with Faith scaling.
Effect: reduces enemy Poise by 50% for 5 seconds on hit. Does not stack.
Dark Dark Gem Adds Dark damage with Intelligence and Faith scaling.
Effect: absorbs X HP on hit. X depends on weapon type.
Lucky Lucky Gem Adds Luck scaling.
Attacks have a random chance to gain a damage modifier, both positive and negative.
Effect: increases Item Discovery by 25.
Enchanted Enchanted Gem Adds Physical damage with Intelligence scaling.
Effect: grants 1% FP every second.
Holy Holy Gem Adds Physical damage with Faith scaling.
Effect: Grants 5% bonus damage against Undead enemies and regenerates 3 HP every second.
Blunt Blunt Gem Increases Strength scaling.
Effect: increases Stamina Damage by 25% and Equipment Load by 10%.
Sharp Sharp Gem Increases Dexterity scaling.
Effect: reduces weapon Stamina Consumption by 15%.

General effects from Fire, Magic, Dark and Aux. infusions per weapon class

Weapon Class Poison Aux. Bleed Aux. Frost Aux. Curse Aux. HP on Hit FP on Hit
Daggers +20 +20 +20 +20 1% 3%
Straight Swords +40 +30 +40 +30 1% 3%
Greatswords +40 +30 +40 +30 2% 6%
Ultra Greatswords +60 +40 +60 +40 3% 9%
Curved Swords +40 +30 +40 +30 1% 3%
Curved Greatswords +40 +30 +40 +30 2% 6%
Thrusting Swords +40 +30 +40 +30 1% 3%
Katanas +40 +30 +40 +30 1% 3%
Axes +40 +30 +40 +30 1% 3%
Greataxes +60 +40 +60 +40 3% 9%
Hammers +40 +30 +40 +30 1% 3%
Great Hammers +60 +40 +60 +40 3% 9%
Spears/Pikes +40 +30 +40 +30 2% 6%
Halberds +40 +30 +40 +30 2% 6%
Reapers +40 +30 +40 +30 2% 6%
Whips +20 +20 +20 +20 1% 6%
Fists +20 +20 +20 +20 1% 6%
Claws +20 +20 +20 +20 1% 6%
Battlestaves +40 +30 +40 +30 2% 6%
Torches +40 +30 +40 +30 1% 3%

Lucky infusion random damage modifiers

Chance Damage Modifier
2% -25%
3% -20%
5% -15%
10% -10%
15% -5%
30% No change
15% +5%
10% +10%
5% +15%
3% +20%
2% +25%

Shield Infusions

Shields require Infusing Essence to infuse, and Degrading Essence to remove the infusion.
Infusion Effect
Clarity Reduces Stability by 5%.
Grants 1% FP every second.
Rejuvenation Reduces Stability by 5%.
Grants 15 Stamina Recovery.
Restoration Reduces Stability by 5%.
Grants 3 HP every second.
Respite Reduces Stability by 5%.
Grants 10% Equipment Load.
Lucidity Reduces Stability by 5%.
Grants 5% reduction to Weapon Arts / Spells FP Consumption.
Greed Reduces Stability by 5%.
Grants 10% more Souls gained from defeated enemies.
Magic Reduces Stability by 5%.
Boosts Magic block by 10.
Effect: increases Magic absorption by 5%.
Fire Reduces Stability by 5%.
Boosts Fire block by 10.
Effect: increases Fire absorption by 5%.
Lightning Reduces Stability by 5%.
Boosts Lightning block by 10
Effect: increases Lightning absorption by 5%
Dark Reduces Stability by 5%.
Boosts Dark block by 10.
Effect: increases Dark absorption by 5%.

Hybrid Infusions

Hybrid Tools have the same infusions as weapons available to them, but behave differently depending on the infusion used. The general rules are:

Transformation

By using certain infusions some weapons change their properties as usual while also changing their appearance, creating Unique Weapons.

Limitations

The following equipment cannot be infused:

Buffs and Infusion

All Weapons, Spell Tools and Shields can be buffed regardless of infusion and Reinforcement path, except:

Notes

  • Using the aux. infusions on weapons with innate aux. effects doubles their build up.
  • Infusing weapons with an innate aux. effect with a different one removes the innate effect.
  • Using the aux. infusions on a weapon will boost it's block resistance against said aux. effect.
  • Infusing weapons with an already existing and similar effect (i.g. Demon's Fist with Fire infusion) stacks it with the innate effect.
  • Using the Enchanted and Holy infusions on weapons with split damage (i.g. Quelaag's Fury Sword) converts the elemental attack rating to Physical.
  • Lucky infusion adds scaling to all damage types the weapon might have, even if the weapon didn't have scaling on one of its damage types (i.g. Lucky infusing a Nil Blade will add Luck scaling for both its Physical and Dark damage).
  • The random damage modifiers from the Lucky infusion are not affected by Luck.
  • Using a weapon with Lucky infusion increases the chance for double damage of the Ring of Punishment to 10%.
  • Blunt, Sharp, Lucky, Enchanted and Holy infusions can be used on an off-hand weapon to gain their benefits while using a different weapon on the other hand (as long as the weapon is in the character's active slot/his back).
  • Using the elemental infusions on an elemental damage weapon (either pure elemental or split damage) converts the elemental rating to that element (i.g. fire infusing an Abyssal Blade will convert all it's damage to Fire).
  • Fire and Dark infusions have lower max scaling than Magic and Lightning, but give a 30% of the total scaling by default with no stat investment.

Information here is accurate for version 1.71.

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