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

page revision: 6, last edited: 18 Jul 2019 13:36