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Uncommon Infusions
Ahmed Hanie edited this page Aug 3, 2025
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<table>
<thead>
<tr>
<th>Infusion Name</th>
<th>Short Label</th>
<th>Equipment Type</th>
<th>Primary Effect</th>
<th>Stat Bonuses</th>
<th>Notes</th>
</tr>
</thead>
<tbody>
<!-- Apparel Infusions -->
<tr>
<td>Calming</td>
<td>calm</td>
<td>All Apparel</td>
<td>Reduces mental break risk</td>
<td>• MentalBreakThreshold: -0.03<br>• MarketValue: +150</td>
<td>Lower threshold = more stable mood</td>
</tr>
<tr>
<td>Cyclic</td>
<td>cycl</td>
<td>Shield Belts only</td>
<td>Faster shield recharge</td>
<td>• EnergyShieldRechargeRate: +5% (multiplier)<br>• MarketValue: +150</td>
<td>Requires shield belt equipment</td>
</tr>
<tr>
<td>Enduring</td>
<td>endur</td>
<td>All Apparel</td>
<td>Increases pain tolerance</td>
<td>• PainShockThreshold: +0.1<br>• MarketValue: +150</td>
<td>Higher threshold before shock</td>
</tr>
<tr>
<td>Expanded</td>
<td>expn</td>
<td>Shield Belts only</td>
<td>Increases shield capacity</td>
<td>• EnergyShieldEnergyMax: +20% (multiplier)<br>• MarketValue: +150</td>
<td>Requires shield belt equipment</td>
</tr>
<tr>
<td>Gathering</td>
<td>gather</td>
<td>All Apparel</td>
<td>Improves foraging ability</td>
<td>• ForagedNutritionPerDay: +0.3<br>• MarketValue: +150</td>
<td>Better at finding food while foraging</td>
</tr>
<tr>
<td>Impactful</td>
<td>imp</td>
<td>All Apparel</td>
<td>Increases social presence</td>
<td>• SocialImpact: +0.1<br>• MarketValue: +150</td>
<td>Better social interactions</td>
</tr>
<tr>
<td>Insulating</td>
<td>insul</td>
<td>Armor (non-utility apparel)</td>
<td>Increases heat damage resistance</td>
<td>• ArmorRating_Heat: +0.15<br>• MarketValue: +150</td>
<td>Must cover body parts</td>
</tr>
<tr>
<td>Muting</td>
<td>mute</td>
<td>All Apparel</td>
<td>Reduces psychic sensitivity</td>
<td>• PsychicSensitivity: -0.15<br>• MarketValue: +150</td>
<td>Less affected by psychic effects</td>
</tr>
<tr>
<td>Ornate</td>
<td>orn</td>
<td>All Apparel</td>
<td>Increases wearer's beauty</td>
<td>• PawnBeauty: +0.2<br>• MarketValue: +150</td>
<td>Makes wearer more attractive</td>
</tr>
<tr>
<td>Padded</td>
<td>pad</td>
<td>Armor (non-utility apparel)</td>
<td>Increases blunt damage resistance</td>
<td>• ArmorRating_Blunt: +0.1<br>• MarketValue: +150</td>
<td>Must cover body parts</td>
</tr>
<tr>
<td>Plated</td>
<td>plat</td>
<td>Armor (non-utility apparel)</td>
<td>Increases sharp damage resistance</td>
<td>• ArmorRating_Sharp: +0.1<br>• MarketValue: +150</td>
<td>Must cover body parts</td>
</tr>
<tr>
<td>Refreshing</td>
<td>refr</td>
<td>All Apparel</td>
<td>Faster rest recovery</td>
<td>• RestRateMultiplier: +0.1<br>• MarketValue: +150</td>
<td>Recovers rest faster while sleeping</td>
</tr>
<tr>
<td>Tough</td>
<td>tough</td>
<td>All Apparel</td>
<td>Increases item durability</td>
<td>• MaxHitPoints: +20% (multiplier)<br>• MarketValue: +150</td>
<td>Item lasts longer before breaking</td>
</tr>
<tr>
<td>Tuning</td>
<td>tune</td>
<td>All Apparel</td>
<td>Increases psychic sensitivity</td>
<td>• PsychicSensitivity: +0.05<br>• MarketValue: +150</td>
<td>More affected by psychic effects</td>
</tr>
<tr>
<td>Quickening</td>
<td>quick</td>
<td>All Apparel</td>
<td>Increases movement speed</td>
<td>• MoveSpeed: +0.05<br>• MarketValue: +150</td>
<td>Moves faster</td>
</tr>
<!-- Melee Weapon Infusions -->
<tr class="special-effect">
<td>Fiery</td>
<td>fire</td>
<td>Melee Weapons</td>
<td>Applies burn damage on hit</td>
<td>• MarketValue: +8% (multiplier)</td>
<td>Hit: 30% chance to deal burn damage for 20% of the damage</td>
</tr>
<tr>
<td>Flawless (Melee)</td>
<td>flawless</td>
<td>Melee Weapons</td>
<td>Faster attack speed</td>
<td>• MeleeWeapon_CooldownMultiplier: -0.12<br>• MarketValue: +8% (multiplier)</td>
<td>Attacks more frequently</td>
</tr>
<tr>
<td>Nimble</td>
<td>nimb</td>
<td>Melee Weapons</td>
<td>Improves dodge chance</td>
<td>• MeleeDodgeChance: +2<br>• MarketValue: +8% (multiplier)</td>
<td>Better at avoiding melee attacks</td>
</tr>
<tr>
<td>Sharpened</td>
<td>sharp</td>
<td>Melee Weapons (Piercer only)</td>
<td>Increases damage</td>
<td>• MeleeWeapon_DamageMultiplier: +0.12<br>• MarketValue: +8% (multiplier)</td>
<td>Only works on piercing weapons</td>
</tr>
<tr class="special-effect">
<td>Spiked</td>
<td>spk</td>
<td>Melee Weapons (Blunt only)</td>
<td>Reduces blunt damage but adds sharp</td>
<td>• MeleeWeapon_DamageMultiplier: -30% (multiplier)<br>• MarketValue: +8% (multiplier)</td>
<td>Hit: deals 60% extra sharp damage. Only works on blunt weapons</td>
</tr>
<tr class="special-effect">
<td>Taunting</td>
<td>taunt</td>
<td>Melee Weapons</td>
<td>Chance to stun on attack</td>
<td>• MarketValue: +8% (multiplier)</td>
<td>Attack: 10% chance to stun target for 10% of damage</td>
</tr>
<!-- Ranged Weapon Infusions -->
<tr class="special-effect">
<td>Blunt</td>
<td>blunt</td>
<td>Ranged Weapons</td>
<td>Converts to blunt damage</td>
<td>• RangedWeapon_DamageMultiplier: -80% (multiplier)<br>• MarketValue: +8% (multiplier)</td>
<td>Hit: deals 500% extra blunt damage. Major damage type change</td>
</tr>
<tr>
<td>Flawless (Ranged)</td>
<td>flawless</td>
<td>Ranged Weapons</td>
<td>Faster firing rate</td>
<td>• RangedWeapon_Cooldown: -15% (multiplier)<br>• MarketValue: +8% (multiplier)</td>
<td>Fires more frequently</td>
</tr>
<tr>
<td>Stalking</td>
<td>stalking</td>
<td>Ranged Weapons</td>
<td>Improves hunting stealth</td>
<td>• HuntingStealth: +0.4<br>• MarketValue: +8% (multiplier)</td>
<td>Much better for hunting</td>
</tr>
<tr>
<td>Tearing</td>
<td>tear</td>
<td>Ranged Weapons</td>
<td>Increases damage</td>
<td>• RangedWeapon_DamageMultiplier: +0.1<br>• MarketValue: +8% (multiplier)</td>
<td>Straightforward damage boost</td>
</tr>
<!-- Both Weapon Types -->
<tr>
<td>Blocking</td>
<td>blok</td>
<td>All Weapons</td>
<td>Reduces incoming damage</td>
<td>• IncomingDamageFactor: -0.08<br>• MarketValue: +8% (multiplier)</td>
<td>Defensive bonus while wielding</td>
</tr>
<tr class="special-effect">
<td>Poisonous</td>
<td>poison</td>
<td>All Weapons</td>
<td>Applies poison on hit</td>
<td>• ToxicResistance: +0.1<br>• MarketValue: +8% (multiplier)</td>
<td>Hit: increases toxic buildup by 5% of damage</td>
</tr>
<!-- Everything -->
<tr>
<td>Featherweight</td>
<td>fthr</td>
<td>All Equipment</td>
<td>Reduces item weight</td>
<td>• Mass: -50% (multiplier)<br>• MarketValue: +150</td>
<td>Works on any equipment type</td>
</tr>
</tbody>
</table>
<h2>Equipment Type Categories</h2>
<ul>
<li><strong>All Apparel</strong>: Any wearable item (clothes, armor, accessories)</li>
<li><strong>Armor</strong>: Apparel that covers body parts (excludes utility items like belts)</li>
<li><strong>Shield Belts</strong>: Specifically energy shield belt equipment</li>
<li><strong>Melee Weapons</strong>: Close combat weapons</li>
<li><strong>Ranged Weapons</strong>: Projectile weapons</li>
<li><strong>All Weapons</strong>: Both melee and ranged weapons</li>
<li><strong>All Equipment</strong>: Any item that can be infused</li>
</ul>
<h2>Special Effects</h2>
<p class="note">Infusions highlighted in yellow have special on-hit effects in addition to their stat bonuses. These effects trigger when the weapon/item is used in combat.</p>
<h2>Stat Bonus Types</h2>
<ul>
<li><strong>Offset</strong>: Flat numerical bonus added to the stat</li>
<li><strong>Multiplier</strong>: Percentage increase/decrease to the stat
<ul>
<li>Positive multipliers increase the stat</li>
<li>Negative multipliers decrease the stat (faster/better for things like cooldowns)</li>
</ul>
</li>
</ul>