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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.

Bosses · offensive

Weapon, ring, amulet

The 13 bosses of the lever room give offensive bonuses.

Gods · defensive

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.

TierMin. levelGoldEssence of HazardBoss/god essence
I50100.00052
II4001.000.000155
III1.2005.000.0003010
Applying a new infusion on an item that already has one replaces it, and the time left on the old one is lost. Removing an infusion is free but gives nothing back.

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 bossEssence
Mortal2
Heroic4
Titanic6
Divine10
Dungeon god (difficulty)Essence
Normal1
Hard2
Expert3
Master4
Torment6
Nemesis10

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

BossBonusTier I / II / III
ChrysaetosHoly conversion10% / 25% / 50%
IfritFire conversion10% / 25% / 50%
PromachosPhysical Damage+3% / +5% / +8%
RhadamanthysPrecision+2% / +4% / +6%
EleanorEarth conversion10% / 25% / 50%
OniDeath conversion10% / 25% / 50%
HyperionEnergy conversion10% / 25% / 50%
IgrisLife Steal (physical vocations) or Mana Steal (magic vocations)+1% / +2% / +3%
LykaonCritical Hit Chance+1% / +2% / +3%
AsterionCritical Hit Amount+5% / +9% / +14%
FenrirIce conversion10% / 25% / 50%
NidhoggYour main skill (melee, fist, katana, dagger, distance, magic level or music)+2 / +4 / +6
SurtrElemental Damage+2% / +4% / +6%

Gods — helmet, armor, legs, shield, boots

GodBonusTier I / II / III
ZeusEnergy Protection+3% / +5% / +8%
PoseidonIce Protection+3% / +5% / +8%
HadesDeath Protection+3% / +5% / +8%
Inferno OverlordFire Protection+3% / +5% / +8%
ApoloHoly Protection+3% / +5% / +8%
AresPhysical Protection+3% / +5% / +8%
AtenaMax HP+1% / +2% / +3%
ArtemisDodge+1% / +2% / +3%
HermesDeflect+2% / +4% / +6%
CronosAbsorb+2% / +4% / +6%
AfroditeIncreased 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.

Conversion works only against monsters (PvE). Conversions of the same element add up across weapon, ring and amulet, up to 75%.

PvP

Infusion bonuses use the same attributes as the gems, so the same PvP limits apply (for example the 50% critical chance cap).