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Infusion

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Dark Souls II Guide Weapon Infusion and Upgrade Paths03:05

Dark Souls II Guide Weapon Infusion and Upgrade Paths

Infusion is the process of adding/augmenting a damage attribute for weapons or adding/augmenting a resistance or defense attribute for shields.

AvailabilityEdit

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 SinEdit

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.

TypesEdit

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 Adaptability).
Upgrade II Raw
Raw
Raw Stone
Raw Stone
Reduces scaling and adds to Base Damage.
Upgrade II Enchanted
Enchanted
Magic Stone
Magic Stone
Adds scaling with Magic Bonus (Intelligence).
Upgrade II Mundane
Mundane
Old Mundane Stone
Old Mundane Stone
Reduces Base Damage by half and adds scaling with lowest player stat.
Reset Palestone
Palestone
Removes infusion.

MechanicsEdit

Weapons with both physical and elemental damage upgrade a bit differently:

  • Phy​sical only: Dark, Lightning, Fire, and Magic lower the physical damage by 30% and give 30% to the element picked. 
  • Same element: The physical damage will be lowered by 5% and the elemental damage will be increased by 44%.
  • Different element: The elemental and physical damage will be lowered by 10% and the new one will be the 60% of the first elemental damage type.

Bleed and Poison use different percentages of physical and elemental damage.

Innate infusionsEdit

Certain weapons bear innate infusions by design. 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

NotesEdit

  • Infusion does not reduce the current upgrade level of the weapon.
  • After infusing, you'll see a small icon in the corner of the weapon portrait which tells you its element.
  • Bleed, Bolt, Darknight, Faint, Firedrake, and Poison stones add resistances to 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 well if your stats are even across the board (e.g. all stats 30).

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