- For this subject in Dark Souls III, see Infusion (Dark Souls III).
Infusion is a game mechanic in Dark Souls II that allows the player to modify damage types, scaling, and damage reduction for weapons, shields, staves, and sacred chimes.
Availability[]
Infusion becomes available through Steady Hand McDuff in The Lost Bastille after giving him the Dull Ember found in Iron Keep.
Scholar of the First Sin[]
Infusion becomes available after defeating The Pursuer in Forest of Fallen Giants and retrieving the Dull Ember from a chest after traveling to the Lost Bastille bonfire "A Tower Apart" by interacting with the bird's nest directly after the boss fight. McDuff is still in his old location.
Mechanics[]
An infusion can be performed by talking to Steady Hand McDuff and selecting the option "Infuse weapon" from the dialogue menu. Each infusion costs 2,000 souls and requires a stone corresponding to the infusion type, such as a Firedrake Stone for a fire infusion. It is also possible to remove an infusion from a weapon at the cost of 1,000 souls and a Palestone.
Applying an infusion to a weapon, or removing one from a weapon, does not change the weapon's upgrade level. For example, applying a fire infusion to a Longsword +3 makes it a Fire Longsword +3. This is different from Dark Souls' weapon ascension mechanic, which required upgrading weapons along certain paths to change the scaling or gain elemental damage.
There are weapons that take infusions very favorably and weapons that don't. Due to a lack of clear cut rules of how Infusions change the total AR of a weapon, here is a table with every weapon's AR at any level level with any player level for every possible infusion the weapon can have.
Types[]
Infusion | Stone | Description |
---|---|---|
Magic |
Faintstone |
Adds Magic Damage to weapon and scaling with Magic Bonus (Intelligence). |
Fire |
Firedrake Stone |
Adds Fire Damage to weapon and scaling with Fire Bonus (Intelligence and Faith) |
Lightning |
Boltstone |
Adds Lightning Damage to weapon and scaling with Lightning Bonus (Faith). |
Dark |
Darknight Stone |
Adds Dark Damage to the weapon and scaling with Dark Bonus (Lower of Faith or Intelligence). |
Poison |
Poison Stone |
Adds Poison Damage to weapon and scaling with Poison Bonus (Dexterity and Adaptability). |
Bleed |
Bleed Stone |
Adds Bleed Damage to weapon and scaling with Bleed Bonus (Dexterity and Faith). |
Raw |
Raw Stone |
Reduces scaling and adds to Base Damage. |
Enchanted |
Magic Stone |
Adds physical damage that scales with Magic Bonus (Intelligence). |
Mundane |
Old Mundane Stone |
Greatly reduces Base Damage, removes all innate forms of physical scaling, and adds Physical scaling that uses the player's lowest stat. Menu will still display scaling letters for STR/DEX but these will do nothing. |
Reset | Palestone |
Removes infusion. |
Innate Elements[]
Certain weapons bear innate elements. The following table is a breakdown:
Notes[]
- Infused weapons have a small icon in the corner of the weapon portrait which tells its element.
- Bleed, Bolt, Darknight, Faint, Firedrake, and Poison stones can be used to tailor resistances of shields.
- Staves can only be infused with Faintstones and Darknight Stones.
- Chimes can only be infused with Boltstones and Darknight Stones.
- Old Mundane Stone works best if the player character's stats are relatively even across the board (e.g. all stats 30).
- Daggers have nerfed Mundane Scaling values.
- Current patch weapons usually lose damage on Mundane and Enchanted, with few exceptions.