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Infusion

Absorbing your ground with a staff shrinks the patch and accumulates matching infusion. The next eligible manually cast damaging spell consumes the stored infusion once. Its added damage is shared between the cast's projectiles and repeats; ordinary spell damage is not divided. Natural ground expiry grants no infusion. Absorption cannot repeatedly harvest overlapping area or recapture its own spent infusion for a net gain.

How it works

Infusion: with Gather the Elements and a staff in hand (elemental or blood magic), standing on your own spell patches absorbs them into a store, by damage type. A patch shrinks as it's absorbed and is gone below 0.3 m.

units gained = 6 m² per second × (1 + absorption rate) ÷ 2 m²

Less is gained where your other patches of the same type already cover the patch's edge.

The store holds at most 10 units in all (limits). It empties 10 s after the last gain, and when you die.

Your next damaging spell cast by hand (or attack with Sceptre of the Pious) uses the whole store: each unit adds 6% of the damage of the spell that made the patch (that type, after its increases) × (1 + infusion potency), as flat damage of its type. A projectile spell splits it among its projectiles; an area spell adds all of it to every hit. Damage that came from infusion can't be absorbed again.

Spell Echo repeats infused projectile spells; infused area spells aren't repeated.

With the other mechanics: Combat and building.

Referenced by

Passive Tree

Notables

Name Effect
Drawing the Earth +10% absorption rate for infusion
15% increased potency for infusion
Gathered Essence 15% increased potency for infusion
Held in the Hands 20% increased effect duration for infusion
15% increased potency for infusion

Masteries

Option Effect
Spell Echo +100% staff repeat chance when casting with infused casts
+0.2 staff s repeat delay when casting with infused casts

Small passives

Stat Nodes
6% increased potency for infusion 7
+4% absorption rate for infusion 3
8% increased effect duration for infusion 1

Items

Mods (4)

Mod Type Rolls on From (item level)
#% increased potency for infusion Prefix must be weapon; one of elemental magic, blood magic or sceptre Meadows (1)
#% increased potency for infusion Prefix must be ring Meadows (1)
#% increased potency for infusion Prefix must be jewel; one of Intelligence jewel, Strength–Intelligence jewel or Dexterity–Intelligence jewel Meadows (1)
+#% absorption rate for infusion Suffix must be weapon; one of elemental magic, blood magic or sceptre Meadows (1)

Mentioned in

Patch history

Patch Change
Patch 5.3.0 (New) Absorbing your ground with a staff shrinks the patch and accumulates matching infusion. The next eligible manually cast damaging spell consumes the stored infusion once. Its added damage is shared between the cast's projectiles and repeats; ordinary spell damage is not divided. Natural ground expiry grants no infusion. Absorption cannot repeatedly harvest overlapping area or recapture its own spent infusion for a net gain.

Data from Path of Valheiman 5.3.6, extracted 2026-10-27.