Infusion System Overview

Equipment Infusion is a new system to enhance your gear.  Any piece of equipment with the ‘INFUSABLE’ attribute is eligible for this system.  Unlike other item-modification systems, such as adorning and reforging, infusions are permanent.  They are neither portable nor reversible.  No exchanges, no refunds.

The infusion system focuses on four stats: Stamina, Crit Bonus, Potency, and Ability Modifier.  Each of these stats can only be increased through infusion if it originally existed on the item.

When you loot an infusable item, it will typically have some small amount of pre-infusion.  The amount of pre-infusion is random, so you may occasionally find a slightly better version of an item you have already looted.  Here is an example:

tot infuser Belt of the Temple Listener.JPG

The numbers in gray are the base values of statistics that have changed.  The effective numbers will include the benefits of not only infusion, but also refining, experimentation, and reforging, when applicable.  (Adornment stats remain shown separately, in their own color.)

Infusers and the Infusion Process

The infusion process takes place in a new UI window:

tot infuser UI mini.JPG

You can access this window in several ways:

Equipment is placed in the left square of the window, and will appear there automatically if the window was opened via the equipment itself.

Equipment can be infused either by paying a plat fee, or by applying an infuser.  Here is a sample infuser:

tot infuser Reconstructed Heroic CB.JPG

There are a wide variety of infusers, which are detailed later, but all they share certain traits:

To use an infuser, place it in the right square of the window.  In the middle is a large circular button that indicates the chance of success, and the fee for the attempt (when no infuser is being used).  Clicking the circular button attempts the infusion, and the results are shown only in your chat window.  

Layers

Each infuser applies to one of three layers:  Deity, Physical, or Bonus.  Layers are now referred to as ‘modifiers’ in the descriptions of infusers, which can cause confusion when discussing Ability Modifier.

Layers can be visualized as a set of buckets, each divided between four stats.  Each bucket is only filled by certain sources, and those sources each determine how much they can fill the stat(s) in that bucket.

infusion buckets 2.jpg

Cash Infusions and the Deity Layer

Cash infusions, one of the more controversial aspects of this system, operate on the Deity layer.  Each attempt simulates the act of applying the following infuser, which you can see in the UI:

tot infuser Thalumbra Equipment Infuser 2.JPG

The values shown here are the same for cash infusions of any item.  

To begin cash infusions, open the Infusion window, select an item, but do not select an infuser.  You will see a 25% chance and a plat fee shown in the center button.  

Click the button to attempt an infusion, and look for the result in your chat window.  Quite frequently, the result will fail, but the next success is promised to be more powerful.  

With a 75% chance of failure, streaks of 10 or more failures will be quite common, and prolific infusers will eventually encounter failure streaks of 20 or more.  In these cases, it is important to remember that the ‘failure bonus’ is actually quite significant.  In fact, for CB and Pot, it’s the same as the average success:

On Success

Failure Bonus

Stamina

2.2 - 7.5

2.2

CB, Pot

0.1 - 0.5

0.3

Ability Mod

24 - 80

24?

The fees for cash infusion escalate quickly.  It is typical to require between 80 and 110 cash infusion attempts before caps are reached.  If your equipment has Ability Mod, it will naturally take more attempts to maximize all four stats than it would for a piece with only three.

Here are some sample figures, indicating potential costs of infusing various equipment, as tested in Beta:

Approx.

Total Cost After X Attempts

Equipment Type

Initial Cost

10

50

80

90

100

Legendary Jewelry

5.9483

320

7,557

19,232

24,312

29,988

Legendary 1H

5.8990

319

7,495

19,072

24,111

29,740

Legendary 2H/Ranged

6.9401

375

8,824

22,445

28,373

34,998

Legendary Boots

6.4440

349

8,189

20,836

26,340

32,489

Legendary Helm/Shoulders

7.7330

420

9,833

25,013

31,620

39,000

Legendary Legs

8.3775

456

10,656

27,104

34,261

42,256

Legendary Chest

9.6650

525

12,292

31,267

39,525

48,750

Fabled Jewelry

10.4100

568

13,248

33,688

42,584

52,521

Fabled Shield

11.2775

615

14,353

36,498

46,135

56,900

Loyalty-based Infusions and the Deity Layer

Little is known about the infusers that were added to the Loyalty Merchant in mid-beta, because those merchants are disabled on the Beta server, for the same reason /claim is disabled there.  

What is known is that they will operate on the Deity layer, offering a potential alternative to cash infusion.  Using these infusers will increase the cash infusion fee, so plan accordingly.

The Physical Layer

The Physical layer (originally known as the Drop Layer) is affected by both looted and crafted infusers.  Looted infusers come in three varieties:  Standard, Heroic, and Epic, and these are segregated by type of content they drop from.  This is an example from an Advanced Solo chest:

tot infuser Standard Potency Infuser.JPG

Unlike cash infusers, each of these will affect a specific stat.  The values on the better infusers are not yet confirmed, but here is a table of the Standard versions:

Range

Maximum

Stamina

1.0 - 1.0

10

CB, Pot

0.2 - 0.4

2.0

Ability Mod

10 - 20

100

Crafted Infusers

Recipes for crafted infusers are split between Provisioners and Artisans.  Like the looted infusers, each of the crafted infusers applies to a specific stat.

Provisioner recipes use harvested materials, while general Artisan recipes require a new material, salvaged from level 100 ToT equipment:

tot infuser Salvaged Standard Fragment.JPG

These fragments come in three varieties:  Standard, Heroic, and Epic, corresponding to the equipment salvaged.  

The following chart details the requirements and output of the infuser recipes:

Range (Maximum)

Infuser Type

Crafted By

Major Ingredient

Stamina

CB / Pot

Ability Mod

Deepforge Handcrafted

Provisioner

Thaumic Material

1.0 - 2.0

(10.0)

0.1 - 0.2

(1.0)

3.7 - 11.3

(75)

Deepforge Mastercrafted

Provisioner

Umbral Pelt (rare harvest)

1.5 - 3.0

(15.0)

0.2 - 0.4

(2.0)

5.0 - 15.0

(100)

Reconstructed Standard

Artisan

20 Standard Fragments

1.0 - 1.0

(10.0)

0.2 - 0.4

(2.0)

10.0 - 20.0

(100)

Reconstructed Heroic

Artisan

20 Heroic Fragments

1.5 - 3.0

(30.0)

0.6 - 1.2

(6.0)

4.0 - 60.0

(400)

Reconstructed Epic

Artisan

10 Epic Fragments

2.2 - 4.5

(45.0)

0.9 - 1.8

(9.0)

60.0 - 90.0

(900)

The Handcrafted infusers carry a 10% chance of success, offer the least benefit, and have the lowest maximum thresholds.  The rest of the crafted infusers are 100% successful, and impart gains that scale with the quality of their materials:

When applying any Physical Layer infusers to your equipment, it is generally best to start with the least powerful at your disposal, until the item has exceeded the maximum for that version of infuser.  Only then should you apply Heroic or Epic versions.

Because the UI offers no way to distinguish between Deity and Physical infusion gains once applied to an item, it will be necessary to track those numbers yourself if you wish to know how close you have come to each cap.

The Bonus Layer

Very few Bonus layer infusers are available.  The Premium Edition perks operate on this layer, as do rewards from significant ToT achievements, or Beta rewards:

tot infuser Beta Equipment Infuser.JPGtot infuser Thalumbra Equipment Infuser 2.JPG

Obviously, it is best to save these for items you expect to use throughout the expansion.

Infusion Interactions

The infusion system is intended to operate independently of other systems that modify equipment.