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Arcane Infusion

Arcane Infusion

Arcane Infusion
Arcane Blacksmith's Service

The Arcane Infusion is the service of the Arcane Blacksmith that imbues equipment with completely random attributes, preserving refine and cards. It consumes Arcane Gems (the material), and unlike the Abyss Orbs from the Enchantress Rebeca, which grant fixed, predictable bonuses, the Arcane Infusion is pure luck: each use is a new chance to reach the perfect combination.

Don't confuse it with the Arcane Forge: that one engraves a single racial damage bonus on blacksmith-forged weapons; the Arcane Infusion rolls several attributes on regular weapons and defensive gear. Both consume Arcane Gems.
The Arcane Blacksmith is who applies the Arcane Infusion
The Arcane Blacksmith is who applies the Arcane Infusion

How to Get Arcane Gems

The Arcane Infusion consumes Arcane Gems, the material below:
Arcane Fragment ×10 → Arcane Gem
Recipe

The Arcane Fragment drops easily from monsters around the world. Gather 10 Arcane Fragments to form 1 Arcane Gem.

REGULAR MODE REGULAR CHARACTERS

Regular Infusion

This is the Arcane Blacksmith's default mode, used by regular characters on common weapons and defensive gear.

Regular Infusion Cost

The Arcane Infusion consumes Arcane Gems and zeny depending on the equipment:
  • ⚔️ Weapon: 4 Arcane Gems (= 40 Fragments) + 200,000 z.
  • 🛡️ Each piece of defensive gear (shoes, garment, armor or shield): 1 Arcane Gem (= 10 Fragments) + 50,000 z.

How the Regular Infusion Works

  • 🔮 On weapons you choose the enchant type: Physical or Magical. Each one has its own list of attributes.
  • The Arcane Blacksmith applies 1 to 3 random attributes to the equipment (the amount is rolled, see below).
  • Works on 5 types of equipment: weapons, armors, garments, shoes and shields.
  • Preserves the equipment's refine and cards: nothing is lost in the process.
  • It's repeatable: enchanting the same equipment again re-rolls all attributes over the old ones.
  • The Arcane Blacksmith recognizes the equipment type and applies the right set: offensive on weapons, defensive on the other pieces.
  • ⚠️ Weapons forged by blacksmiths are not accepted here: for those, use the Arcane Forge (racial damage bonus). The Arcane Infusion only enchants regular weapons and defensive gear.

Regular Infusion Attribute Count

The number of attributes is rolled on every enchant: this is where luck comes in:
ResultChance
1 attribute20%
2 attributes45%
3 attributes35% (and guarantees at least 1 🔵 Uncommon bonus)
Only the 3-attribute result guarantees 1 Uncommon: the other 2 (and the 1 or 2 rolls) can be any rarity. Any combination can drop, even Rare + Uncommon + Rare.

Regular Infusion Exclusive Modifiers

⭐ Attention: this enchant brings two brand new effects that don't exist on any other item on the server, and they're the rarest of each profile:
  • ⚔️ Damage from All Sources (weapons): increases any damage you deal, physical, magical and from skills.
  • 🛡️ Damage Reduction from All Sources (defensive gear): reduces any damage you take, from any source. It's the best defensive effect available.

Rarity in the Regular Infusion

Each rolled attribute gets a rarity tier. The rarer the tier, the more powerful (and less likely) the effect:
  • 🟡 Rare: the most sought-after effects. They drop rarely.
  • 🔵 Uncommon: the percentage damage and resistance bonuses.
  • ⚪ Common: the direct attributes, the base of any build. They drop most of the time.
The bar next to the chance helps visualize how likely each tier is.

Regular Weapons: Physical or Magical

When infusing a weapon you choose with the Blacksmith which of the two enchants it gets:
  • ⚔️ Physical Enchant is the one that's always existed: physical damage against race, size and element, critical damage, ASPD and SP drain on attack.
  • 🔮 Magical Enchant is its mirror: magical damage against race, size and element, healing power and SP drain on cast.
In the Common tier, the Physical Enchant rolls ATK and the Magical Enchant rolls MATK; both can also get Hit, ASPD and status attributes. In the Uncommon and Rare tiers, each physical effect is replaced by its magical equivalent. Cost (4 Arcane Gems + 200,000 z), attribute count (1 to 3) and rarity chances are identical for both.

Regular Weapons: Physical Enchant

RarityChance per slotPossible attributes and their values
🟡 Rare15% ██░░░░░░░░
  • ⚔️ Damage from All Sources: +5% to +20% (exclusive)
  • ASPD (%): +12% to +18%
  • SP Drain on Attack: 2–3% chance to recover 6% of the damage as SP
  • After Cast Delay Reduction: +4% to +8%
🔵 Uncommon35% ████░░░░░░
  • Damage against Size, Race or Element: +5% to +20%
  • Critical Damage: +5% to +20%
  • After Cast Delay Reduction: +2% to +3%
⚪ Common50% █████░░░░░
  • +ATK: +5 to +20
  • +Hit: +10 to +25
  • ASPD (%): +3% to +6%
  • +Status Attribute (STR, AGI, VIT, DEX, INT, LUK): +2 to +7

Regular Weapons: Magical Enchant

Same cost, same rarity chances and the same Common tier as the Physical Enchant. The Uncommon and Rare change.
RarityChance per slotPossible attributes and their values
🟡 Rare15% ██░░░░░░░░
  • ⚔️ Damage from All Sources: +5% to +20% (exclusive)
  • ASPD (%): +12% to +18%
  • SP Drain on Cast: 2–3% chance to recover 7% of the magic damage as SP (the same effect as the Dark Priest Card)
  • After Cast Delay Reduction: +4% to +8%
🔵 Uncommon35% ████░░░░░░
  • Magic Damage against Size, Race or Element: +1% to +15%
  • Healing Power: +5% to +20%
  • After Cast Delay Reduction: +2% to +3%
⚪ Common50% █████░░░░░
  • +MATK: +5 to +20
  • +Hit: +10 to +25
  • ASPD (%): +3% to +6%
  • +Status Attribute (STR, AGI, VIT, DEX, INT, LUK): +2 to +7
(identical to the Physical Enchant)

Regular Defensive Gear

Smaller values per piece: you wear 4 defensive pieces at the same time.
RarityChance per slotPossible attributes and their values (per piece)
🟡 Rare15% ██░░░░░░░░
  • 🛡️ Damage Reduction from All Sources: +1% to +4% (exclusive, the best defensive effect)
  • Max HP (%): +3% to +8%
  • Physical Defense: +2 to +6
🔵 Uncommon35% ████░░░░░░
  • Resistance against Race, Element or Size: +2% to +5%
  • After Cast Delay Reduction: +2% to +3%
⚪ Common50% █████░░░░░
  • +Status Attribute (STR, AGI, VIT, DEX, INT, LUK): +1 to +2
  • +Flee: +3 to +7
  • +Magic Defense: +1 to +3
  • +Max SP (%): +2% to +5%

Understanding the Regular Infusion Chances

  • The rarity percentages are the chance per rolled attribute. The amount of attributes (1 to 3) is rolled separately: see "How Many Attributes?".
  • Why do defensive pieces have smaller values? Because you wear 4 defensive pieces at the same time. A resistance of up to 4% per piece adds up to ~16% across the set: balanced with what a resistance card offers, without allowing impenetrable walls.
  • Status attributes (STR, AGI, VIT, DEX, INT, LUK) never repeat on the same piece.
  • The After Cast Delay Reduction appears in two tiers: +2% to +3% in Uncommon and +4% to +8% in Rare. It also never repeats on the same piece, so you get one or the other.
  • The choice isn't permanent: just infuse the weapon again choosing the other enchant. Like any infusion, the current attributes are re-rolled from scratch.
Classic Infusion removed: the Arcane Infusion option for Vanguard and Veteran has left the game. Anyone who paid for it gets 100% of the value back through RODEX.