PoE2 mechanic

Elemental Infusions

Collect an Infusion Remnant to gain an Infusion for 20 seconds. Certain skills consume Fire, Cold, Lightning, or Verisium Infusions to gain an enhanced effect.
Duration
20 seconds
Default limit
3 per type
Infusion types
4
Connected gems
22

How Elemental Infusions work

These rules apply unless a skill, passive, or support changes the interaction.

7 rules
Collecting

Pick up an Infusion Remnant to gain its Infusion.

Duration

An Infusion lasts 20 seconds or until a skill consumes it.

Default limit

You can hold up to 3 of each Elemental Infusion by default.

Repeated skills

Each repeat or recurrence must consume an Infusion separately to receive the enhanced effect.

Verisium substitution

A Verisium Infusion can replace a Fire, Cold, or Lightning Infusion when a skill consumes one.

Consumption priority

A skill uses the matching non-Verisium Infusion before it uses a Verisium Infusion.

Verisium limit

Your Verisium Infusion limit equals your highest limit for a single Elemental Infusion type.

Infusion types

4 types
Fire Infusion

Consumed by skills with a Fire Infusion interaction.

Cold Infusion

Consumed by skills with a Cold Infusion interaction.

Lightning Infusion

Consumed by skills with a Lightning Infusion interaction.

Verisium Infusion

Can replace a Fire, Cold, or Lightning Infusion when one is consumed.

Skills that create Infusions or Remnants

Open a skill to see its full gem properties, effects, requirements, and level data.

8 gems
Lightning WarpCreates
Lightning

Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. Can also be used on Ball Lightning Projectiles. On teleport, the target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use. Highlights enemies that can be Culled.

Frost BombCreates
Cold

Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.

Orb of StormsCreates
Lightning

Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.

SnapCreates
Elemental

Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.

Living BombCreates
Fire

Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.

Siphon ElementsCreates
Elemental

While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.

Powered by VerisiumCreates
Verisium

Spends Ward to generate Verisium Infusions, which can be used in place of any Elemental Infusions.

Runic ExtractionCreates
Verisium

Supports any Skill that deals damage. Enemies you kill with supported Skills have a chance to drop a Verisium Infusion Remnant.

Skills that consume Infusions

The interaction column states the current effect recorded for each skill.

13 gems
Ice NovaConsumes
Cold

Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.

SparkConsumes
Cold

Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.

Frost WallConsumes
Lightning

Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.

FirestormConsumes
FireColdLightning

Rain a storm of flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, creating a much larger storm when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.

ArcConsumes
Lightning

An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.

IncinerateConsumes
Fire

Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground. Cannot gain fuel while using this skill.

Ball LightningConsumes
Fire

Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.

Flame WallConsumes
Lightning

Create a wall of Fire in front of you, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.

CometConsumes
Fire

Call down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast. Consumes a Fire Infusion if possible to cause a devastating blast of ice and fire.

FireballConsumes
Fire

Launch a large ball of Fire which explodes on impact. The explosion Consumes a Fire Infusion if possible to launch a ring of smaller firebolts.

Ember FusilladeConsumes
Lightning

Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.

Frost DartsConsumes
Cold

Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.

SkyfallConsumes
Verisium

Build Glory by spending Runic Ward. When you have maximum Glory, you may call down a mass of Verisium from the sky, dealing high damage at the targeted location and summoning a Temporary Minion. Targeting close to you will cause you to jump back as you cast. Consumes a Verisium Infusion, if possible, to increase the number of Minions summoned .

Effects that prevent consumption

1 gem
InhibitorPrevents consumption
ElementalVerisium

Supports any Skill you use or Trigger yourself. Supported Skills cannot consume Charges or Infusion by any means. Cannot Support Skills which require Charges or Infusion to be used.

Passive and Ascendancy interactions

2 passives

Patch history

Only official notes that directly mention Elemental Infusions, Infusion Remnants, or their elemental variants are included.

26 changes
Patch 0.5.1

The Empowering Infusion Notable Passive Skill now grants 35% increased Spell Damage if you have consumed an Elemental Infusion Recently (previously 30%).

Patch 0.5.1

The Principal Infusion Notable Passive Skill now grants 30% increased Elemental Infusion duration (previously 20%).

Patch 0.5.1

Small Passives granting 12% increased Spell Damage if you have consumed an Elemental Infusion Recently now have values of 15%.

Patch 0.5.1

The maximum number of Verisium Infusions that you can have at once is now equal to the maximum number of any single type of Elemental Infusion you can have.

Patch 0.5.0

Fixed a bug where Arc would gain it's Lightning Infused stats when not spending a Lightning Infusion.

Patch 0.5.0

Fixed a bug where Arc provided additional chains regardless of whether Lightning Infusion was consumed.

Patch 0.4.0

Refracted Infusion now grants: When collecting an Elemental Infusion, gain another different Elemental Infusion (previously 50% chance).

Patch 0.4.0

The Elemental Equilibrium Keystone now grants Cold Infusion Remnants you create are instead Fire, Fire Infusion Remnants you create are instead Lightning, Lightning Infusion Remnants you create are instead Cold.

Patch 0.4.0

Firestorm: Now deals 31 to 47 Fire Damage at Gem level 11 (previously 16 to 23), scaling to 111 to 167 Fire Damage at Gem level 20 (previously 56 to 83). Storm radius is now 3 metres (previously 2.8. Now additionally has Fire Infusion grants 100% increased Damage. Fire Infusion now grants +1.5 metres to storm radius (previously 1.8). Fire Infusion now grants 100% increased bolt frequency (previously 200%). Cold infused Ice Bolts now deal 27 to 40 Cold Damage at Gem level 11 (previously 16 to 24), scaling to 95 to 143 Cold Damage at Gem level 20 (previously 58 to 86). Lightning Infused Lightning Bolts now deal 4 to 83 Lightning Damage at Gem level 11 (previously 2 to 44), scaling to 16 to 302 Lightning Damage at Gem level 20 (previously 8 to 156).

Patch 0.4.0

Fixed a bug where fire infusion stats were not applying to Ice and Lightning Bolts of Firestorm.

Patch 0.3.0

Added a new Intelligence Skill Gem: Frost Darts: Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.

Patch 0.3.0

Added a new Intelligence Persistent Buff Gem: Siphon Elements: While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.

Patch 0.3.0

Added a new mechanic called Elemental Infusion that many Elemental Spells interact with. Some skills create Infusions of a specific element as Remnants on the ground, which can be picked up to grant you the Infusion. Other skills can consume Infusions of a specific type to grant additional bonuses depending on the skill. Some skills consume infusions that match the skill's elemental type, while others have cross-elemental infusions.

Patch 0.3.0

The Heart of the Storm Notable Passive Skill has been renamed to Refracted Infusion, and no longer grants 40% of Elemental Damage taken Recouped as Energy Shield. Instead, it now provides 50% chance when collecting an Elemental Infusion to gain another different Elemental Infusion.

Patch 0.3.0

The Elemental Equilibrium Keystone Passive Skill has been redesigned. It now causes Infusion Remnants you create to be random elements.

Patch 0.3.0

Arc: Is now a Projectile. It no longer causes explosions against shocked enemies and is no longer a payoff skill. It now chains 6-9 times at Gem levels 5-20 (previously 5-8). It now has 50% more shock magnitude, and can now consume a lightning infusion to chain additional times and deal more damage. Now deals 2-39 damage at Gem level 5 (previously 5-31), scaling up to 20-386 damage at gem level 20 (previously 49-277). Quality now provides Chains +0-2 additional times (previously 0- 2% more Damage for each remaining Chain).

Patch 0.3.0

Ball Lightning: Can now consume a Fire Infusion to leave a trail of ignited ground and explode at the end of its travel.

Patch 0.3.0

Fireball: No longer creates secondary Firebolt projectiles by default. Instead, it can Consume a Fire Infusion to do so. Now has a minimum Gem level of 3 (previously 9). Primary projectile and explosion now deal 15-22 damage at Gem level 3 (previously 9-14), scaling up to 242-362 damage at Gem level 20 (previously 135-202). Secondary projectiles now deal 22-33 damage at Gem level 3 (previously 10-15), scaling up to 404-606 damage at Gem level 20 (previously 145-218). Secondary projectiles can now hit the same target as the primary projectile.

Patch 0.3.0

Firestorm: Now has a base Radius of 2.8 metres (previously 5.6), and creates one bolt every 0.2 seconds (previously every 0.1 seconds). No longer consumes Ignite to create improved bolts, instead, it can now consume every type of Elemental Infusion. Fire Infusion causes the storm to double in size and create three times as many bolts. Cold and Lightning Infusions cause the storm to create additional cold and lightning bolts respectively. One of each Infusion can be consumed by a single use of the Skill. Fire Bolt damage is now 16-56 to 23-83 at Gem levels 11-20 (previously 26-96 to 39-144).

Patch 0.3.0

Flame Wall: Can now consume a Lightning Infusion to grant additional Lightning Damage to projectiles that pass through it, as well as the Fire Damage. No longer causes projectiles that pass through it to ignite enemies. Now deals 1.8 to 59.6 Fire Damage per second to enemies in the wall at Gem levels 1-20. Now ignites as though dealing 5-8 Fire Damage at gem level 1 (previously 9 to 14), scaling up to 181-271 at gem level 20 (previously 299-448). Now has a base Critical Hit chance of 5% (previously 0%).

Patch 0.3.0

Ice Nova: Can now consume a Cold Infusion to deal more damage and create an area of chilled ground.

Patch 0.3.0

Incinerate: Has been reworked, it now requires fuel gained by spending mana to use. It no longer has a mana cost itself, and no longer applies fire exposure. Its cast speed is now fixed and it gains a stage every 0.25 seconds. Its cone length is now 5.8 metres (previously 4.6). It now has 12 maximum stages (previously 8). It no longer creates burning ground by default. Instead, a fire infusion can be consumed to cause it to create ignited ground. Ignited ground radius is now 1.4 metres (previously 0.8 metres). Its minimum gem level is now 9 (previously 5). Beam now has 50% less Ignite Duration (previously 25%), and deals 30% more Damage per Stage (previously 40%). Beam now Ignites as though dealing 80-414 to 120-622 Fire Damage at Gem levels 9 to 20 (previously 66-314 to 99-470). Now inflicts 80% less Flammability Magnitude.

Patch 0.3.0

Living Bomb: No longer explodes at the end of its duration. Instead, it explodes upon dealing sufficient damage to the enemy, or just killing it. It now drops a Fire Infusion Remnant on exploding. It now has a base duration of 15 seconds (previously 2.5). Now has a base Critical Hit Chance of 7% (previously 9%). Explosion now deals 30 to 46 Fire Damage at Gem level 5 (previously 31 to 46), scaling up to 340 to 510 Fire Damage at Gem level 20 (previously 278 to 418). Now has a minimum level of 3.

Patch 0.3.0

Orb of Storms: Now triggers from casting any spell in its radius (previously only lightning spells, but incorrectly described as all lightning skills). It now creates a Lightning Infusion Remnant if all of its bolts are used up or its duration expires. It now has a maximum of 6 bolts at all Gem levels (previously 12-29 at Gem levels 3-20). It now has a base radius of 3.6 metres (previously 2.8 metres). It now deals 1-15 damage at gem level 3 (previously 4-12), scaling up to 14-260 damage at gem level 20 (previously 63-190). Now fires a bolt every 4 seconds, and when you use a Lightning Skill near the Orb (previously every 3.4-2.55 seconds at Gem levels 3-20). Orb duration is now 12 seconds (previously 10).

Patch 0.3.0

Incinerate: Has been reworked, it now requires fuel gained by spending mana to use. It no longer has a mana cost itself, and no longer applies fire exposure. Its cast speed is now fixed and it gains a stage every 0.25 seconds. Its cone length is now 5.8 metres (previously 4.6). It now has 12 maximum stages (previously 8). It no longer creates burning ground by default. Instead, a fire infusion can be consumed to cause it to create ignited ground. Ignited ground radius is now 1.4 metres (previously 0.8 metres). Its minimum gem level is now 9 (previously 5). Beam now has 50% less Ignite Duration (previously 25%), and deals 30% more Damage per Stage (previously 40%). Beam now Ignites as though dealing 100-519 to 151-778 Fire Damage at Gem levels 9 to 20 (previously 66-314 to 99-470). Now inflicts 80% less Flammability Magnitude.

Patch 0.3.0

Living Bomb: No longer explodes at the end of its duration. Instead, it explodes upon dealing sufficient damage to the enemy, or just killing it. It now drops a Fire Infusion Remnant on exploding. It now has a base duration of 5 seconds (previously 2.5). Now has a base Critical Hit Chance of 7% (previously 9%). Explosion now deals 30 to 46 Fire Damage at Gem level 5 (previously 31 to 46), scaling up to 340 to 510 Fire Damage at Gem level 20 (previously 278 to 418).