Infusion
Infusion
A temporary bonus on your equipment, powered by the essence of the bosses and gods you defeat. One infusion per item, 3 hours of active time.
How it works
Type !infusion to open the window, or open the Infusion tracker from the player menu. The tracker lists your active infusions and the time left on each one.
In the window: pick an equipped item, pick a boss or a god, pick the tier and apply. The bonus shows up in the item tooltip, in a lilac section.
Weapon, ring, amulet
The 13 bosses of the lever room give offensive bonuses.
Helmet, armor, legs, shield/offhand/quiver, boots
The 11 dungeon gods give defensive bonuses.
Any upgradable equipment can be infused, except relics and trinkets (backpacks and ammo are not equipment).
Duration
An infusion lasts 3 hours of active time. The clock only runs while the item is equipped, you are online and you are outside a protection zone.
Logging out, standing in PZ or putting the item in your backpack pauses it. You get a warning when 10 minutes are left, and a message when it ends.
Cost
Applying needs a protection zone (temple, depot). The cost is gold, Essence of Hazard and the essence of the boss or god you chose. Gold is taken from your backpack first, then from the bank.
| Tier | Min. level | Gold | Essence of Hazard | Boss/god essence |
|---|---|---|---|---|
| I | 50 | 100.000 | 5 | 2 |
| II | 400 | 1.000.000 | 15 | 5 |
| III | 1.200 | 5.000.000 | 30 | 10 |
Boss and god essences
Each boss and god has its own essence (for example Ifrit Essence, Zeus Essence). It is a counter on your character, not an item. Every victory adds essence to every participant, and harder difficulties give more.
| Lever room boss | Essence |
|---|---|
| Mortal | 2 |
| Heroic | 4 |
| Titanic | 6 |
| Divine | 10 |
| Dungeon god (difficulty) | Essence |
|---|---|
| Normal | 1 |
| Hard | 2 |
| Expert | 3 |
| Master | 4 |
| Torment | 6 |
| Nemesis | 10 |
Bosses and gods
Each boss or god gives one bonus, in 3 tiers. The values follow the same scale as the Minor / Medium / Powerful gems of the Upgrade System: a tier III infusion is worth a Powerful gem, only temporary.
Bosses — weapon, ring, amulet
| Boss | Bonus | Tier I / II / III |
|---|---|---|
| Chrysaetos | Holy conversion | 10% / 25% / 50% |
| Ifrit | Fire conversion | 10% / 25% / 50% |
| Promachos | Physical Damage | +3% / +5% / +8% |
| Rhadamanthys | Precision | +2% / +4% / +6% |
| Eleanor | Earth conversion | 10% / 25% / 50% |
| Oni | Death conversion | 10% / 25% / 50% |
| Hyperion | Energy conversion | 10% / 25% / 50% |
| Igris | Life Steal (physical vocations) or Mana Steal (magic vocations) | +1% / +2% / +3% |
| Lykaon | Critical Hit Chance | +1% / +2% / +3% |
| Asterion | Critical Hit Amount | +5% / +9% / +14% |
| Fenrir | Ice conversion | 10% / 25% / 50% |
| Nidhogg | Your main skill (melee, fist, katana, dagger, distance, magic level or music) | +2 / +4 / +6 |
| Surtr | Elemental Damage | +2% / +4% / +6% |
Gods — helmet, armor, legs, shield, boots
| God | Bonus | Tier I / II / III |
|---|---|---|
| Zeus | Energy Protection | +3% / +5% / +8% |
| Poseidon | Ice Protection | +3% / +5% / +8% |
| Hades | Death Protection | +3% / +5% / +8% |
| Inferno Overlord | Fire Protection | +3% / +5% / +8% |
| Apolo | Holy Protection | +3% / +5% / +8% |
| Ares | Physical Protection | +3% / +5% / +8% |
| Atena | Max HP | +1% / +2% / +3% |
| Artemis | Dodge | +1% / +2% / +3% |
| Hermes | Deflect | +2% / +4% / +6% |
| Cronos | Absorb | +2% / +4% / +6% |
| Afrodite | Increased Healing | +2% / +4% / +6% |
Elemental conversion
Six bosses give elemental conversion: part of the damage you deal is turned into that element. It is not extra damage. The gain comes from hitting the monster's weakness, or avoiding its resistance to your normal element.
Example: with 50% Fire conversion, against a monster weak to fire and resistant to physical, half of your damage now uses the weakness instead of the resistance. Against a monster immune to fire, the conversion hurts you.
PvP
Infusion bonuses use the same attributes as the gems, so the same PvP limits apply (for example the 50% critical chance cap).