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.

How to Get Arcane Gems
The Arcane Infusion consumes Arcane Gems, the material below:
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:| Result | Chance |
|---|---|
| 1 attribute | 20% |
| 2 attributes | 45% |
| 3 attributes | 35% (and guarantees at least 1 🔵 Uncommon bonus) |
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.
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.
Regular Weapons: Physical Enchant
| Rarity | Chance per slot | Possible attributes and their values |
|---|---|---|
| 🟡 Rare | 15% ██░░░░░░░░ |
|
| 🔵 Uncommon | 35% ████░░░░░░ |
|
| ⚪ Common | 50% █████░░░░░ |
|
Regular Weapons: Magical Enchant
Same cost, same rarity chances and the same Common tier as the Physical Enchant. The Uncommon and Rare change.| Rarity | Chance per slot | Possible attributes and their values |
|---|---|---|
| 🟡 Rare | 15% ██░░░░░░░░ |
|
| 🔵 Uncommon | 35% ████░░░░░░ |
|
| ⚪ Common | 50% █████░░░░░ |
|
Regular Defensive Gear
Smaller values per piece: you wear 4 defensive pieces at the same time.| Rarity | Chance per slot | Possible attributes and their values (per piece) |
|---|---|---|
| 🟡 Rare | 15% ██░░░░░░░░ |
|
| 🔵 Uncommon | 35% ████░░░░░░ |
|
| ⚪ Common | 50% █████░░░░░ |
|
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.
