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Rare Infusions
Ahmed Hanie edited this page Aug 3, 2025
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| 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) |
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| Auxiliary | aux | Shield Belts only | Fast recharge, reduced capacity | • MaxHitPoints: +30% (multiplier) • EnergyShieldRechargeRate: +50% (multiplier) • EnergyShieldEnergyMax: -30% (multiplier) |
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| Beautiful | beaut | All Apparel | Enhances social presence and beauty | • PawnBeauty: +0.5 • SocialImpact: +0.2 • MarketValue: +500 • MaxHitPoints: +10% (multiplier) |
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| Charged (Apparel) | chrg | Shield Belts only | Increases movement and shield capacity | • MoveSpeed: +0.1 • EnergyShieldEnergyMax: +30% (multiplier) • MarketValue: +500 • MaxHitPoints: +10% (multiplier) |
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| Circulating | circ | All Apparel | Improves temperature resistance | • Insulation_Heat: +12 • Insulation_Cold: +12 • MarketValue: +500 • MaxHitPoints: +10% (multiplier) |
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| Cleansing | cleansing | All Apparel | Enhances immunity and toxin resistance | • ImmunityGainSpeed: +0.05 • ToxicResistance: +0.5 • MarketValue: +500 • MaxHitPoints: +10% (multiplier) |
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| 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) |
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| Interfering | interfere | All Apparel | Reduces psychic sensitivity | • PsychicSensitivity: -0.3 • MarketValue: +500 • MaxHitPoints: +10% (multiplier) |
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| Overloaded | ovlod | Shield Belts only | High capacity, slow recharge, fragile | • EnergyShieldRechargeRate: +10% (multiplier) • EnergyShieldEnergyMax: +50% (multiplier) • MaxHitPoints: -20% (multiplier) |
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| 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) |
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| Volition | voli | All Apparel | Improves mental resilience and pain tolerance | • MentalBreakThreshold: -0.06 • PainShockThreshold: +0.15 • MarketValue: +500 • MaxHitPoints: +10% (multiplier) |
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| Weightless | wght | All Apparel | Reduces weight and equip time | • EquipDelay: -50% (multiplier) • Mass: -70% (multiplier) • MarketValue: +500 • MaxHitPoints: +10% (multiplier) |
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| 🔥 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 |
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| 🔥 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 |
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| Dancing | dance | Melee Weapons | Faster attacks and better dodging | • MeleeWeapon_CooldownMultiplier: -0.1 • MeleeDodgeChance: +3 • MarketValue: +10% (multiplier) + 100 |
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| 🔥 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) |
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| 🔥 Reactive | react | Melee Weapons | Causes explosions on attack | • MarketValue: +10% (multiplier) + 100 Special: Attack: 20% chance to explode target for 40% of damage |
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| 🔥 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) |
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| Assisted | assisted | Ranged Weapons | Faster aiming and firing | • AimingDelayFactor: -0.1 • RangedWeapon_Cooldown: -15% (multiplier) • MarketValue: +10% (multiplier) + 100 |
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| 🔥 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 |
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| 🔥 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 |
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| Nature | nature | Ranged Weapons | Improves hunting and animal interaction | • HuntingStealth: +0.5 • TameAnimalChance: +0.1 • MarketValue: +10% (multiplier) + 100 |
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| 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 |
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| 🔥 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) |
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| 🔥 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 |
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| Shielding | shield | All Weapons | Provides armor and damage reduction | • IncomingDamageFactor: -0.12 • ArmorRating_Sharp: +0.1 • ArmorRating_Blunt: +0.1 • MarketValue: +10% (multiplier) + 100 |
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| 🔥 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 |
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| 🔥 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 |
- 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
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Melee Weapons: Close combat weapons
- Piercer: Specific weapon class for stabbing weapons
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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
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.
- Offset: Flat numerical bonus added to the stat
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Multiplier: Percentage increase/decrease to the stat
- Positive multipliers increase the stat
- Negative multipliers decrease the stat (faster/better for things like cooldowns)