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Infusions in Eternal Return are an upgrades system exclusive to the Cobalt Protocol game mode.

Description[]

Similar to equippable items and augments, infusions grant constant passive effects that strengthen the character's offensive and defensive capabilities, or may grant some other useful effect for them and/or their team.

There are 3 infusion ranks: Tier I (with Grey icons), Tier II (with Blue icons) and Tier III (with Purple icons). Infusions can be purchased and upgraded by spending Credit Credits at the Synthesizer, with Tier I infusions costing 20 Credit, Tier II costing 25 Credit and Tier III costing 30 Credit. Some infusions have a single rank, with standalone Tier II infusions costing 35 Credit and Tier III costing 50 Credit. The infusions avaoiable for purchase can be rerolled up to 5 times, with the first reroll being free and the other 4 reroll costing 2 Credit each.

List of infusions[]

Name Icons Effect
Vigor I / II / III Infusion Vigor IInfusion Vigor IIInfusion Vigor III Gain 15/25/40 Attack Power.
Fortitude I / II / III Infusion Fortitude IInfusion Fortitude IIInfusion Fortitude III Gain 15/25/40 Defense.
Celerity I / II / III Infusion Celerity IInfusion Celerity IIInfusion Celerity III Gain 25%/30%/40% Attack Speed.
Haste I / II / III Infusion Haste IInfusion Haste IIInfusion Haste III Increases Movement Speed by 0.2/0.25/0.35.
Cooldown Reduction I / II / III Infusion Cooldown Reduction IInfusion Cooldown Reduction IIInfusion Cooldown Reduction III Increases Cooldown Reduction by 6%/10%/14%.
Increases maximum Cooldown Reduction by 6%/8%/10%.
Tenacity I / II / III Infusion Tenacity IInfusion Tenacity IIInfusion Tenacity III Gain 10%/20%/35% Tenacity.
Spot Weakness I / II / III Infusion Spot Weakness IInfusion Spot Weakness IIInfusion Spot Weakness III Gain 15%/25%/35% Critical Strike Chance.
Barricade I / II / III Infusion Barricade IInfusion Barricade IIInfusion Barricade III Gain 10/20/35 Defense and 5%/8%/15% Omnisyphon when below 50% HP.
Hyperfocus I / II / III Infusion Hyperfocus IInfusion Hyperfocus IIInfusion Hyperfocus III Gain 10%/13%/16% Critical Strike Chance and 5%/8%/15% Critical Damage when below 50% HP.
Introversion I / II / III Infusion Introversion IInfusion Introversion IIInfusion Introversion III If you haven't received combat damage in the last 5 seconds, recover 6%/9%/12% of your missing HP and SP per second.
Rise from the Ashes Infusion Rise from the Ashes Upon death, automatically revive with fully recovered HP and SP after 3 seconds. During Cooldown, Attack Power increases by 25 and Skill Amp by 35.
Omnipotence I / II / III Infusion Omnipotence IInfusion Omnipotence IIInfusion Omnipotence III Skill Amplification increased by 5%/10%/15%.
Gain 4%/6%/10% additional Skill Amplification for each Infusion attached.
Miasma Fog I / II / III Infusion Miasma Fog IInfusion Miasma Fog IIInfusion Miasma Fog III Upon dying, all enemy test subjects within a 4m range have their Defense reduced by 15% for 5 seconds. Create a swamp that slows enemies in it by 20%/40%/60%.
Plasma Nova Infusion Plasma Nova 1 second after casting your weapon skill, deal 850 cellular damage over 2.5 seconds to all enemy test subjects within 4m. (Cooldown: 30s)
Time Efficiency I / II / III Infusion Time Efficiency IInfusion Time Efficiency IIInfusion Time Efficiency III Casting your Ultimate (R) reduces the cooldown of your normal skills by 30%/50%/80%. (Cooldown: 30s)
Casting a normal skill reduces the cooldown of this Infusion by 1 second.
Overwhelming Strength Infusion Overwhelming Strength Become Unstoppable for 3 seconds upon casting your Ultimate (R). (Cooldown:30s)
Overcharge I / II / III Infusion Overcharge IInfusion Overcharge IIInfusion Overcharge III For each Power Beacon under ally control, the effect of each Power Beacon gets increased by 8%/12%/20%.
Party Rocker I / II / III Infusion Party Rocker IInfusion Party Rocker IIInfusion Party Rocker III Hitting an enemy with a skill causes them to dance for 0.7/1/1.5 seconds. (Cooldown: 15s)
Health Insurance Infusion Health Insurance Heal Packs recover 30% more HP/SP and grants a 400 HP shield over 20 seconds. While you have a shield, your movement speed increases by 10%.
Strike Force I / II / III Infusion Strike Force IInfusion Strike Force IIInfusion Strike Force III After using the Deploying Loop, gain 150%/150%/200% increased Movement Speed for 5/7/10 seconds. Casting a skill or performing a basic attack cancels this effect.
Suspicious Experiment Infusion Suspicious Experiment Get a random infusion.
Fissure Infusion Fissure Dealing cellular damage (based on your max HP) to enemies behind the target of your basic attack.
(Melee) 12%
(Ranged) 8%
Scar Ripper I / II / III Infusion Scar Ripper IInfusion Scar Ripper IIInfusion Scar Ripper III Gain a stack (up to a maximum of 5 stacks) whenever you hit an enemy test subject with a basic attack. For each stack, your basic attacks deal 12/24/36 (Melee) or 8/16/24 (Ranged) additional cellular damage.
7N39 Infusion 7N39 Armor Penetration increased by 10%.
Spirit Culling Infusion Spirit Culling Whenever you or your summons deal damage, recover SP equal to 100% of the damage dealt.
Spirit Culling Mk2 Infusion Placeholder Whenever you or your summons deal damage, recover HP equal to 28% and SP equal to 100% of the damage dealt.
Dulled Blades Infusion Dulled Blades After receiving a Critical Strike, take 30% reduced damage from subsequent Critical Strikes for 5 seconds. (Cooldown: 15s)
Steadfast Infusion Steadfast Take 25% reduced damage when immobilized.
Thorn Shackles Infusion Thorn Shackles Immobilizing a target increases all damage dealt to them by 12% for 5 seconds. (Cooldown: 15s)
Sadistic Nature I / II / III Infusion Sadistic Nature IInfusion Sadistic Nature IIInfusion Sadistic Nature III Whenever you deal skill damage to an enemy test subject, drains some of their HP to recover your HP. (Cooldown 8s)
(Melee) Damage 5%/8%/15% Current HP, Recover 8%/12%/20% Current HP
(Ranged) Damage 3%/5%/10% Current HP, Recover 8%/10%/15% Current HP
Martyr I / II / III Infusion Martyr IInfusion Martyr IIInfusion Martyr III Upon dying, create a blast after 1.5 seconds with a radius of 5m that knocks enemies airborne and deals 1.5% of their missing HP as true damage.
Gag Order Infusion Gag Order 2 seconds after casting your weapon skill, enemy test subjects within 4m are silenced for 1.2 seconds. (Cooldown: 20s)
Money = Power I / II / III Infusion Money Power IInfusion Money Power IIInfusion Money Power III Whenever you would earn any amount of Credits, instead earn that amount plus one. For every 50 Credits you own, deal 2%/3%/4% additional damage. (Up to 3/4/5 stacks)
Valkyrie Drive Infusion Valkyrie Drive While above a certain amount of HP, taking damage from an enemy test subject activates [Valkyrie Drive: Protection].

[Valkyrie Drive: Protection]
Immediately teleport to a random location away from combat. Then, gain a 550 shield that lasts for 3 seconds and increased Movement Speed. (Instant Teleport Range: 5.5m)
A.M.D.S Infusion A.M.D.S Activates the A.M.D.S Barrier, making you immune to all enemy skills, weapon skills, and item effects for a short period of time. When the Barrier is broken by an enemy test subject, launch a homing missile that deals cellular damage. (Cooldown: {0}s)
Rabid Infusion Placeholder Gain increased movement speed and HP Regen when below 35% HP.
Movement Speed 1
HP Regen 850%
Double Trouble I / II / III Infusion Double Trouble IInfusion Double Trouble IIInfusion Double Trouble III While owning this Infusion, your Attack Power is reduced by 18%/?%/?%. Your basic attacks now hit enemies twice.
(Cooldown: 4.5s)