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Common Infusions
Ahmed Hanie edited this page Aug 3, 2025
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17 revisions
| Infusion Name | Short Label | Equipment Type | Primary Effect | Stat Bonuses | Notes |
|---|---|---|---|---|---|
| Absorbing | absrb | Armor (non-utility apparel) | Increases blunt damage resistance | • ArmorRating_Blunt: +0.05 • MarketValue: +50 |
Must cover body parts |
| Adjustable | adjst | All Apparel | Faster equipping/unequipping | • EquipDelay: -30% (multiplier) • MarketValue: +50 |
|
| Comfortable | comfy | All Apparel | Reduces mental break chance | • MentalBreakThreshold: -0.015 • MarketValue: +50 |
Lower threshold = more stable mood |
| Decorated | deco | All Apparel | Increases wearer's beauty | • PawnBeauty: +0.1 • MarketValue: +50 |
|
| Durable | dura | All Apparel | Increases item durability | • MaxHitPoints: +10% (multiplier) • MarketValue: +50 |
|
| Hardened | hard | Armor (non-utility apparel) | Increases sharp damage resistance | • ArmorRating_Sharp: +0.05 • MarketValue: +50 |
Must cover body parts |
| Shadowing | shdw | All Apparel | Provides heat insulation | • Insulation_Heat: +5 • MarketValue: +50 |
|
| Warm | warm | All Apparel | Provides cold insulation | • Insulation_Cold: +5 • MarketValue: +50 |
|
| Efficient | effc | Shield Belts only | Increases shield capacity | • EnergyShieldEnergyMax: +10% (multiplier) • MarketValue: +50 |
Requires shield belt equipment |
| Fine (Melee) | fine | Melee Weapons | Faster attack speed | • MeleeWeapon_CooldownMultiplier: -0.05 • MarketValue: +3% (multiplier) |
|
| Heavier (Melee) | hevy | Melee Weapons | More damage but heavier | • MeleeWeapon_DamageMultiplier: +0.06 • Mass: +10% (multiplier) • MarketValue: +3% (multiplier) |
Trade-off: damage vs weight |
| Keen | keen | Melee Weapons | Improves dodge chance | • MeleeDodgeChance: +1 • MarketValue: +3% (multiplier) |
|
| Accurate | accu | Ranged Weapons | Improves accuracy at all ranges | • AccuracyTouch: +0.05 • AccuracyShort: +0.05 • AccuracyMedium: +0.05 • AccuracyLong: +0.05 • MarketValue: +3% (multiplier) |
Universal accuracy boost |
| Fine (Ranged) | fine | Ranged Weapons | Faster firing rate | • RangedWeapon_Cooldown: -8% (multiplier) • MarketValue: +3% (multiplier) |
|
| Heavier (Ranged) | hevy | Ranged Weapons | More damage but heavier | • RangedWeapon_DamageMultiplier: +0.06 • Mass: +10% (multiplier) • MarketValue: +3% (multiplier) |
Trade-off: damage vs weight |
| Silent | silnt | Ranged Weapons | Improves hunting stealth | • HuntingStealth: +0.2 • MarketValue: +3% (multiplier) |
Better for hunting |
- All Apparel: Any wearable item (clothes, armor, accessories)
- Armor: Apparel that covers body parts (excludes utility items like belts)
- Shield Belts: Specifically energy shield belt equipment
- Melee Weapons: Close combat weapons
- Ranged Weapons: Projectile weapons
- Offset: Flat numerical bonus added to the stat
-
Multiplier: Percentage increase/decrease to the stat
- Positive multipliers increase the stat
- Negative multipliers decrease the stat (faster/better for things like cooldowns)