Infusion
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Elemental Infusions
Tooltip
Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
"Elemental Infusion" redirects here. For the Amazon's granted skill from Infuse Weapon, see Elemental Surge.
Infusions are a stackable buffs which can be consumed by certain spells to gain additional effects. They are generated as remnants that spawn from certain skills.
Mechanics
There are three different types of Infusions, one for each element: Fire Infusion, Cold Infusion, and Lightning Infusion.
Elemental Equilibrium randomizes the element type of Elemental Infusions generated.
Refracted Infusion gives a 50% chance to gain an additional Infusion each time you collect one.
Scouring Winds creates a copy of any remnants after a 3 second delay.
Skills that create remnants
- Snap generates a remnant based on any ailments on enemies caught in the explosion.
- Living Bomb creates Fire when it explodes.
- Frost Bomb creates Cold after explosion.
- Lightning Warp creates Lightning on successful use.
- Orb of Storms creates Lightning once it has shot all of its bolts or run its natural duration.
- Siphon Elements gives a chance to create corresponding remnants when freezing, igniting, or shocking targets.
Skills that consume Infusions
- Ball Lightning consumes Fire to leave a trail of ignited ground and explode at the end of its travel.
- Comet consumes Fire to deal extra fire damage and gain base radius.
- Fireball consumes Fire to create its secondary projectiles. These projectiles can hit the initial target.
- Incinerate consumes Fire to create ignited ground.
- Firestorm gains different effects for each type of Infusion it consumes. Fire doubles the size and creates three times as many bolts. Cold and Lightning cause the storm to generate bolts of the corresponding element. Any use of Firestorm will only consume one of each remnant.
- Frost Darts consumes Cold to lodge projectiles in enemies and then explode.
- Spark consumes Cold to do a slower cast that fires projectiles in a circle which deal both cold and lightning damage.
- Ice Nova consumes Cold to deal more damage and create Chilled ground.
- Arc consumes Lightning to chain additional times and deal more damage.
- Ember Fusillade consumes Lightning to cause each Ember to create a beam that will Chain lightning damage to enemies. The Infusion is fully consumed once all Embers in the Fusillade have fired.
- Flame Wall consumes Lightning to add lightning damage to any projectiles that pass through it in addition to its fire damage.
- Frost Wall consumes Lightning to create an extra explosion.
Related gems
Gem | Tier | ![]() | ![]() | ![]() |
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![]() Category: Inhibitor Tier: 2Support Requirements: +5 DexSupports any Skill you use yourself or that you Trigger. Supported Skills cannot consume Charges or Infusion by any means. Cannot Support Skills which require Charges or Infusion to be used.Supported Skills cannot consume Infusions Supported Skills cannot consume Charges Supported Skills deal 4% more Damage per different type of Charge on you Supported Skills deal 4% more Damage per different type of Infusion on youPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. | 2 | ![]() | ![]() | ![]() |
Version history
Version | Changes |
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0.3.0 |
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0.1.0d |
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0.1.0 |
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