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Infusion

Magic, Rare, Legendary, Mythic, and Cursed equipment can gain Infusion Value. At 100%, the item gains a separate Infusion Affix that does not consume a regular-affix slot.

Gaining Infusion Value

When a player kills a monster, the killing weapon and eligible worn armor gain Infusion Value.

Base Value = (1 + Monster Level × 0.02) × (1 + Elite Affix count)

Each receiving item then rolls its own 0.5–1.5 multiplier. The weapon receives the full Base Value; all eligible worn armor pieces split the Base Value evenly before their individual random multipliers.

Monster source Multiplier
Normal spawn 100%
Spawner 25%
Split medium Slime or duplicated Shulker 25%
Split small Slime, Vex, Endermite, or Silverfish 5%
Summoning Aura reinforcement 0%

Infusion Capacity

Material Base weapon capacity
Wood, Stone, Gold 100
Copper, Iron 200
Diamond, Netherite 400
Other eligible weapons 200
  • Armor capacity is 50% of the matching material's base capacity.
  • A Normal Cursed item's first Infusion requires 50% of base weapon capacity.
  • After an item already has an Infusion Affix, its next cycle requires 50% capacity.
  • Nature Rune-Cursed Weapons use full weapon capacity and support repeated cycles.

For example, an Iron weapon requires 200, Iron armor 100, and a Normal Cursed Iron weapon 100. Iron armor preparing a reroll after gaining an Infusion Affix requires 50.

At 100%

  • No Infusion Affix: the first affix is created immediately and progress returns to 0%.
  • Existing Infusion Affix: progress remains at 100%, ready for reinfusion.
  • Using an Infusion Gem at 100% replaces the affix and clears progress.
  • Normal, Sealed, and Alien-Cursed equipment ends after its first Infusion Affix and cannot accumulate or reroll again.
  • Nature Rune-Cursed Weapons can keep accumulating, reroll at 100%, or use an Infusion Gem directly.

Generated Cursed equipment may begin with 0–75% Infusion Value.

Infusion Gems

Currency Effect
Infusion Gem Adds 25–100 Infusion Value while incomplete; rerolls at 100%; directly infuses a Nature Rune-Cursed Weapon and rolls the chosen affix's value three times, keeping the best
Celestial Infusion Gem Creates an Infusion Affix regardless of progress; chooses the affix once and rolls its value three times, keeping the best

A Celestial Infusion Gem cannot unlock a Normal Cursed item whose one infusion is already complete.

Weapon Infusion Affixes

Weapon Infusion Affixes are T2 and filtered by weapon type, existing affixes, and conflicts.

Group Candidates
Damage Physical Damage; eligible Fire, Frost, Lightning, or Holy Damage
General attack Attack Speed, Critical Strike Chance, Elemental Resistance Penetration, Armor Penetration
Ranged Ammo Conservation, Bow Draw Speed, Crossbow Charge Speed, Multishot, Long-Range Damage
Slayer Undead Slayer, Human Slayer, Giant Slayer
Blessing Blessing of the Sun, Blessing of Shadows, Blessing of Storms, Blessing of Otherworlds

If the weapon already has elemental flat or compound damage, elemental infusion selects only the element with the highest existing flat total. With no elemental damage, all four elements are candidates. Greatswords may receive Attack Speed through Infusion.

Slayer affixes occupy one candidate group, and Blessings occupy one group. Entering a group then chooses among its eligible members, so three Slayers or four Blessings do not each receive a full top-level weight.

Armor Infusion Affixes

Armor Infusion Affixes are T3. Candidates are Max Health, Armor, Armor Toughness, Melee/Projectile/Explosion/Fire Damage Reduction, the four Shelters, and Knockback Resistance. Slot-specific helmet, chestplate, leggings, and boots affixes cannot be generated by Infusion.