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Dark_Souls_II_Guide_Weapon_Infusion_and_Upgrade_Paths

Dark Souls II Guide Weapon Infusion and Upgrade Paths

For this subject in Dark Souls III, see Infusion (Dark Souls III).

Infusion is a process/mechanic that adds/changes damage types, scaling and damage reduction percentages for Weapons, Shields, Staves, and Sacred Chimes.

Availability[]

Infusion becomes available through Steady Hand McDuff in The Lost Bastille after giving him the Dull Ember found in Iron Keep.

Scholar of the First Sin[]

Infusion becomes available after defeating The Pursuer in Forest of Fallen Giants and retrieving the Dull Ember from a chest after traveling to the Lost Bastille bonfire "A Tower Apart" by interacting with the bird's nest directly after the boss fight. McDuff is still in his old location.

Types[]

Infusion Stone Description
Upgrade II Magic
Magic
Faintstone
Faintstone
Adds Magic Damage to weapon and scaling with Magic Bonus (Intelligence).
Upgrade II Fire
Fire
Firedrake Stone
Firedrake Stone
Adds Fire Damage to weapon and scaling with Fire Bonus (Intelligence and Faith)
Upgrade II Lightning
Lightning
Boltstone
Boltstone
Adds Lightning Damage to weapon and scaling with Lightning Bonus (Faith).
Upgrade II Dark
Dark
Darknight Stone
Darknight Stone
Adds Dark Damage to the weapon and scaling with Dark Bonus (Lower of Faith or Intelligence).
Upgrade II Poison
Poison
Poison Stone
Poison Stone
Adds Poison Damage to weapon and scaling with Poison Bonus (Dexterity and Adaptability).
Upgrade II Bleed
Bleed
Bleed Stone
Bleed Stone
Adds Bleed Damage to weapon and scaling with Bleed Bonus (Dexterity and Faith).
Upgrade II Raw
Raw
Raw Stone
Raw Stone
Reduces scaling and adds to Base Damage.
Upgrade II Enchanted
Enchanted
Magic Stone
Magic Stone
Adds physical damage that scales with Magic Bonus (Intelligence).
Upgrade II Mundane
Mundane
Old Mundane Stone
Old Mundane Stone
Greatly reduces Base Damage and adds Physical scaling that used the player's lowest stat.
Reset Palestone
Palestone
Removes infusion.

Mechanics[]

There are weapons that take infusions very favorably and weapons that don't. Due to a lack of clear cut rules of how Infusions change the total AR of a weapon, here is a table with every weapon's AR for every possible infusion the weapon can have.

Innate Elements[]

Certain weapons bear innate elements. The following table is a breakdown:

Upgrade II Magic
Magic
Upgrade II Fire
Fire
Upgrade II Lightning
Lightning
Upgrade II Dark
Dark
Upgrade II Poison
Poison
Upgrade II Bleed
Bleed

Notes[]

  • Infusion does not reduce the current upgrade level of the weapon.
  • Infused weapons have a small icon in the corner of the weapon portrait which tells its element.
  • Bleed, Bolt, Darknight, Faint, Firedrake, and Poison stones can be used to tailor resistances of shields.
  • Staves can only be infused with Faintstones and Darknight Stones.
  • Chimes can only be infused with Boltstones and Darknight Stones.
  • Old Mundane Stone works best if the player character's stats are relatively even across the board (e.g. all stats 30).
  • Daggers have nerfed Mundane Scaling values.
  • Current patch weapons usually lose damage on Mundane and Enchanted, with few exceptions.
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