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Rare Infusions

Ahmed Hanie edited this page Aug 3, 2025 · 11 revisions

Rare Infusions Reference

Infusion Name Short Label Equipment Type Primary Effect Stat Bonuses DLC
Accelerating accel All Apparel Increases movement and rest speed • MoveSpeed: +0.1
• RestRateMultiplier: +0.25
• MarketValue: +500
• MaxHitPoints: +10% (multiplier)
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Adapting adapt All Apparel Improves learning and work efficiency • GlobalLearningFactor: +0.1
• WorkSpeedGlobal: +0.1
• MarketValue: +500
• MaxHitPoints: +10% (multiplier)
-
Auxiliary aux Shield Belts only Fast recharge, reduced capacity • MaxHitPoints: +30% (multiplier)
• EnergyShieldRechargeRate: +50% (multiplier)
• EnergyShieldEnergyMax: -30% (multiplier)
-
Beautiful beaut All Apparel Enhances social presence and beauty • PawnBeauty: +0.5
• SocialImpact: +0.2
• MarketValue: +500
• MaxHitPoints: +10% (multiplier)
-
Charged (Apparel) chrg Shield Belts only Increases movement and shield capacity • MoveSpeed: +0.1
• EnergyShieldEnergyMax: +30% (multiplier)
• MarketValue: +500
• MaxHitPoints: +10% (multiplier)
-
Circulating circ All Apparel Improves temperature resistance • Insulation_Heat: +12
• Insulation_Cold: +12
• MarketValue: +500
• MaxHitPoints: +10% (multiplier)
-
Cleansing cleansing All Apparel Enhances immunity and toxin resistance • ImmunityGainSpeed: +0.05
• ToxicResistance: +0.5
• MarketValue: +500
• MaxHitPoints: +10% (multiplier)
-
Deflecting deflct Armor (non-utility apparel) Increases sharp damage resistance • MaxHitPoints: +25% (multiplier)
• ArmorRating_Sharp: +0.2
• MarketValue: +500
• MaxHitPoints: +10% (multiplier)
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Dispersing disps Armor (non-utility apparel) Increases blunt damage resistance • MaxHitPoints: +25% (multiplier)
• ArmorRating_Blunt: +0.2
• MarketValue: +500
• MaxHitPoints: +10% (multiplier)
-
Interfering interfere All Apparel Reduces psychic sensitivity • PsychicSensitivity: -0.3
• MarketValue: +500
• MaxHitPoints: +10% (multiplier)
-
Overloaded ovlod Shield Belts only High capacity, slow recharge, fragile • EnergyShieldRechargeRate: +10% (multiplier)
• EnergyShieldEnergyMax: +50% (multiplier)
• MaxHitPoints: -20% (multiplier)
-
Serene seren All Apparel Improves meditation and psychic recovery • MeditationFocusGain: +0.075
• PsychicEntropyRecoveryRate: +0.1
• MarketValue: +500
• MaxHitPoints: +10% (multiplier)
Royalty
Synchronous sync All Apparel Balances mental stability and psychic sensitivity • MentalBreakThreshold: -0.06
• PsychicSensitivity: +0.08
• MarketValue: +500
• MaxHitPoints: +10% (multiplier)
-
Volition voli All Apparel Improves mental resilience and pain tolerance • MentalBreakThreshold: -0.06
• PainShockThreshold: +0.15
• MarketValue: +500
• MaxHitPoints: +10% (multiplier)
-
Weightless wght All Apparel Reduces weight and equip time • EquipDelay: -50% (multiplier)
• Mass: -70% (multiplier)
• MarketValue: +500
• MaxHitPoints: +10% (multiplier)
-
🔥 Burning burn Melee Weapons Applies burn damage on hit • MarketValue: +10% (multiplier) + 100
Special: Hit: 30% chance to deal flame damage for 40% of the damage
-
🔥 Charged (Melee) chrg Melee Weapons Creates EMP explosions on hit • MarketValue: +10% (multiplier) + 100
Special: Hit: 25% chance to cause small EMP explosion for 80% of damage
-
Dancing dance Melee Weapons Faster attacks and better dodging • MeleeWeapon_CooldownMultiplier: -0.1
• MeleeDodgeChance: +3
• MarketValue: +10% (multiplier) + 100
-
🔥 Piercing (Melee) pierce Melee Weapons Increases damage with armor-piercing hits • MeleeWeapon_DamageMultiplier: +0.1
• MarketValue: +10% (multiplier) + 100
Special: Hit: 20% chance for sharp damage (25% of damage, 75% armor pen)
-
🔥 Reactive react Melee Weapons Causes explosions on attack • MarketValue: +10% (multiplier) + 100
Special: Attack: 20% chance to explode target for 40% of damage
-
🔥 Stunning stun Melee Weapons Higher damage but slower, with stun chance • MeleeWeapon_DamageMultiplier: +0.15
• MeleeWeapon_CooldownMultiplier: +0.2
• MarketValue: +10% (multiplier) + 100
Special: Attack: 25% chance to stun target for 10% of damage
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🔥 Transfusion trans Melee Weapons (Piercer only) Drains enemy blood to heal wielder • MarketValue: +10% (multiplier) + 100
Special: Hit: Drains target blood and restores wielder's for 10% of damage (living targets only)
-
Assisted assisted Ranged Weapons Faster aiming and firing • AimingDelayFactor: -0.1
• RangedWeapon_Cooldown: -15% (multiplier)
• MarketValue: +10% (multiplier) + 100
-
🔥 Concussive conc Ranged Weapons (Bullet projectiles) Converts to blunt damage with stun • RangedWeapon_DamageMultiplier: -80% (multiplier)
• MarketValue: +10% (multiplier) + 100
Special: Hit: deals 500% extra blunt damage + 10% chance to stun for 50% damage
-
🔥 Explosive expl Ranged Weapons (Bullet projectiles) Chance to explode on impact • MarketValue: +10% (multiplier) + 100
Special: Hit: 10% chance to explode for 50% damage in 1.4 cell radius
-
Nature nature Ranged Weapons Improves hunting and animal interaction • HuntingStealth: +0.5
• TameAnimalChance: +0.1
• MarketValue: +10% (multiplier) + 100
-
Optimized opti Ranged Weapons Increases damage and all accuracy ranges • RangedWeapon_DamageMultiplier: +0.1
• AccuracyTouch: +0.08
• AccuracyShort: +0.08
• AccuracyMedium: +0.08
• AccuracyLong: +0.08
• MarketValue: +10% (multiplier) + 100
-
🔥 Piercing (Ranged) pierce Ranged Weapons (Bullet projectiles) Increases damage with armor-piercing hits • RangedWeapon_DamageMultiplier: +0.15
• MarketValue: +10% (multiplier) + 100
Special: Hit: 10% chance for sharp damage (50% of damage, 75% armor pen)
-
🔥 Thermal therm Ranged Weapons (Bullet projectiles) Creates fire explosions on hit • MarketValue: +10% (multiplier) + 100
Special: Hit: 10% chance to explode in fire for 50% of damage
-
Shielding shield All Weapons Provides armor and damage reduction • IncomingDamageFactor: -0.12
• ArmorRating_Sharp: +0.1
• ArmorRating_Blunt: +0.1
• MarketValue: +10% (multiplier) + 100
-
🔥 Venomous venom All Weapons (Bullet projectiles) Applies poison on hit • ToxicResistance: +0.2
• MarketValue: +10% (multiplier) + 100
Special: Hit: increases toxic buildup by 7.5% of damage
-
🔥 Crippling crippl All Weapons (Bullet projectiles) Applies psychic debuffs on hit • MarketValue: +10% (multiplier) + 100
Special: Hit: 10% chance for slowed movement, 5% chance for blindness
Royalty
🔥 Encouraging encrg All Weapons Grants psychic focus to wielder • MarketValue: +10% (multiplier) + 100
Special: Attack: 15% chance for psychic focus on wielder
Royalty

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
    • Piercer: Specific weapon class for stabbing weapons
  • Ranged Weapons: Projectile weapons
    • Bullet projectiles: Weapons that fire bullet-type projectiles
  • All Weapons: Both melee and ranged weapons
  • All Equipment: Any item that can be infused

Special Effects

Infusions marked with 🔥 have special on-hit or on-attack effects in addition to their stat bonuses. These effects trigger when the weapon/item is used in combat.

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)

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