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Common Infusions

Ahmed Hanie edited this page Aug 3, 2025 · 17 revisions

Common Infusions Reference

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 | - | 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) | - | 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 | - | 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) | - | 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

Equipment Type Categories

  • 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

Stat Bonus Types

  • 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)

Common Inherited Bonuses

  • Apparel: All apparel infusions add +50 flat MarketValue
  • Weapons: All weapon infusions add +3% MarketValue multiplier

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