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Dark_Souls_II_Guide_Weapon_Infusion_and_Upgrade_Paths

Dark Souls II Guide Weapon Infusion and Upgrade Paths

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
Upgrade II Magic
Magic
Faintstone
Faintstone
Adds Magic Damage to weapon and scaling with Magic Bonus (Intelligence).
Upgrade II Fire
Fire
Firedrake Stone
Firedrake Stone
Adds Fire Damage to weapon and scaling with Fire Bonus (Intelligence and Faith)
Upgrade II Lightning
Lightning
Boltstone
Boltstone
Adds Lightning Damage to weapon and scaling with Lightning Bonus (Faith).
Upgrade II Dark
Dark
Darknight Stone
Darknight Stone
Adds Dark Damage to the weapon and scaling with Dark Bonus (Lower of Faith or Intelligence).
Upgrade II Poison
Poison
Poison Stone
Poison Stone
Adds Poison Damage to weapon and scaling with Poison Bonus (Dexterity and Adaptability).
Upgrade II Bleed
Bleed
Bleed Stone
Bleed Stone
Adds Bleed Damage to weapon and scaling with Bleed Bonus (Dexterity and Faith).
Upgrade II Raw
Raw
Raw Stone
Raw Stone
Reduces scaling and adds to Base Damage.
Upgrade II Enchanted
Enchanted
Magic Stone
Magic Stone
Adds physical damage that scales with Magic Bonus (Intelligence).
Upgrade II Mundane
Mundane
Old Mundane Stone
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
Palestone
Removes infusion.

Innate Elements[]

Certain weapons bear innate elements. The following table is a breakdown:

Upgrade II Magic
Magic
Upgrade II Fire
Fire
Upgrade II Lightning
Lightning
Upgrade II Dark
Dark
Upgrade II Poison
Poison
Upgrade II Bleed
Bleed

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.
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