Infusion

Weapons, shields and spell tools 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.
Effect: reduces weapon and spell Stamina Consumption by 15%.
Poison Poison Gem Adds Poison aux.
Blood Blood Gem Adds Bleed aux.
Curse Curse Gem Adds Curse aux.
Frost Frost Gem Adds Frost aux.
Magic Magic Gem Adds Magic damage with Intelligence scaling.
Effect: grants additional bloodthirst charges on hit.
Fire Fire Gem Adds Fire damage with Intelligence and Faith scaling.
Effect: increases max Stamina by 20%.
Lightning Lightning Gem Adds Lightning damage with Faith scaling.
Effect: increases Armor Poise by 20%.
Dark Dark Gem Adds Dark damage with Intelligence and Faith scaling.
Effect: absorbs 15 HP on hit.
Lucky Lucky Gem Removes all existing scaling and adds Luck scaling.
Effect: increases Item Discovery by 25 and grants 10% more Souls gained from defeated enemies.
Enchanted Enchanted Gem Adds Physical damage with Intelligence scaling.
Effect: grants 13 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: consecutive attacks boost damage, up to 15%.

Weapons with Intelligence / Faith requirements adjust their requirements with the following infusions:

  • Lethal: Removes any Intelligence and Faith requirements.
  • Magic: Changes the requirements to Intelligence.
  • Fire: Splits the requirements to both Intelligence and Faith.
  • Lightning: Changes the requirements to Faith.
  • Dark: Splits the requirements to both Intelligence and Faith.
  • Enchanted: Changes the requirements to Intelligence.
  • Holy: Changes the requirements to Faith.

The Lucky infusion splits any requirements the weapon might have, Strength with Dexterity and Intelligence with Faith.

Shield Infusions

Shields require Magical Essence to infuse and also to remove the infusion.

Infusion Effect
Clarity Grants 13 FP every second.
Rejuvenation Grants 15 Stamina Recovery.
Restoration Grants 3 HP every second.
Respite Grants 10% Equipment Load.
Lucidity Grants 10% reduction to Weapon Arts / Spells FP Consumption.
Greed Grants 10% more Souls gained from defeated enemies.
Magic Boosts Magic block by 10.
Effect: increases Magic absorption by 5%.
Fire Boosts Fire block by 10.
Effect: increases Fire absorption by 5%.
Lightning Boosts Lightning block by 10
Effect: increases Lightning absorption by 5%
Dark Boosts Dark block by 10.
Effect: increases Dark absorption by 5%.

Spell Tool Infusions

Spell Tools require Magical Essence to infuse and also to remove the infusion.

Infusion Effect
Pulsating Grants 13 FP every second.
Vibrating Grants 5 HP every second.
Throbbing Reduces spell FP Consumption by 10%.
Quivering Increases casting speed by 25.
Laughing Switches all Intelligence and Faith scaling to Luck.
Halves the required Intelligence and Faith to cast spells.
Unstable Boosts all existing scaling of the spell tool.
Increases the FP consumption of all Spells by 10% per cast for 10 seconds. Stacks.

The Laughing infusion splits any requirements the spell tool might have, Strength with Dexterity and Intelligence with Faith.

Transformation

By using certain infusions some weapons change their properties as usual while also changing their appearance or the attacks they can perform, creating Unique Weapons.

Limitations

The following equipment cannot be infused:

The following equipment cannot be infused with the Lethal, Sharp and Blunt infusions:

Buffs and Infusion

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

Notes

  • Infusing weapons with an innate aux. effect with a different one removes the innate effect.
  • Using the aux. infusions on a weapon will boost its 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 Smouldering Spear will add Luck scaling for both its Physical and Fire damage).
  • Lethal, Blunt, Sharp, Fire, Lightning, 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 Moonlight Greatsword will convert all its damage to Fire).
  • The requirement adjustments from the Fire, Magic, Lightning, Dark, Enchanted and Holy infusions do not affect the Strength and Dexterity requirements a weapon might have.
  • When using the Laughing infusion, spells will still show the full requirements in the menu screen, but only will require half of it (i.g. Soul Arrow will display a requirement of 20 Intelligence, but having 10 will be enough to cast it).
  • The guard absorption boost of an elemental infused shield is affected by its reinforcement level.

Information here is accurate for version 2.15.

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