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:
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:
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:
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.
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:
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 |
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:
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:
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:
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.