Difference between revisions of "Infusion"

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The nature of Infusion varied slightly from one [[Breath]] to the next, depending on the nature of the [[Elder Power]] that shaped the Breath. For instance, the violent nature of [[Tlacolotl]] caused infusions in Breath 2 to inflict [[Infusion Damage]] in addition to their usual effects. When that Breath ended and the shaping of the next was taken over by a different Power, infusions ceased to deal damage.
 
The nature of Infusion varied slightly from one [[Breath]] to the next, depending on the nature of the [[Elder Power]] that shaped the Breath. For instance, the violent nature of [[Tlacolotl]] caused infusions in Breath 2 to inflict [[Infusion Damage]] in addition to their usual effects. When that Breath ended and the shaping of the next was taken over by a different Power, infusions ceased to deal damage.
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[[Category:Game Concepts]]

Revision as of 16:33, 14 December 2015

Obsolete The page is marked obsolete.
The info listed here is no longer accurate / out-of-date.
Infusion existed only in Breaths 2 and 3, and has since been removed from the game.


Infusion was a measure of factional control over a tile during Breath 2 and Breath 3. Only a single faction was able to hold a tile at one time. Infusing a tile that one's faction held deepened the infusion level, up to a cap of 500 points. Infusing a tile held by another faction lowered their infusion level on that tile. Control of land provided important benefits to factions: Each infused tile provided one point of Karma for the faction that owned it, which enhanced the bonuses that characters received from being in that faction. If a tile was the Stronghold of a faction, the strength of the stronghold's ward was directly proportional to the strength of the tile's infusions.

Infusion was primarily created by Sorcerors, Defilers and Shepherds with the Infuse skill, which allowed them to infuse tiles at a cost of one Action Point and one Magic Point per point of infusion. In addition to Infuse, many other skills existed that allowed characters to enhance, observe or otherwise make use of infusion:

  • Greater Infusion - Wizards and Conduits with this skill infused at a rate of two points of infusion per AP/MP spent, provided that they also had the Infuse skill.
  • Martyr's Blood - When an Advocate with this skill was killed, they infused the site of their death by a number of points equal to the Advocate's level.
  • Prayer - Shepherds who prayed for Magic could receive the Holy Conduit answer, which allowed them to infuse at a rate of five points of infusion per AP/MP spent for the next ten status ticks.
  • Psychometry - Characters with this Mortal skill could sense infusions. They could see which faction owned each tile, as well as the depth of infusion for tiles owned by their own faction.
  • Psychic Bloodhound - Characters with this Mortal skill could see all infusion actions on a tile during the previous 24 hours.
  • Salt the Earth - When a Defiler or Fallen with this skill killed another character, they infused the location by anywhere from 1-20 points, depending on the traits of the character that was killed.
  • Tap Ley Line - Characters with this Mortal skill could consume their faction's infusions to boost their own Magic Point total.
  • Unholy Stain - Corruptors with this skill could remove other factions' infusions (but not add to their own faction's infusions) at a rate of three points of infusion per AP/MP spent.
Artist's depiction of a Firepit transformed into a Forest through Infusion

Infusion and Terrain

When tiles were infused sufficiently deeply by a faction whose alignment was foreign to the Plane in which the tiles were found, they sometimes transformed into a different tile. As a general rule, tiles in Elysium and Gehenna typically required 100 points of infusion to an opposing alignment to change their tile type, while tiles in Petra and Purgatorio required 200 points. There were as many exceptions as examples of these rules - not every tile type could be changed, and some tiles could be changed while others of the same tile type could not. Some locations had their own unique rules, including some places whose true power could only be unlocked by infusions of their own plane's alignment.

The nature of Infusion varied slightly from one Breath to the next, depending on the nature of the Elder Power that shaped the Breath. For instance, the violent nature of Tlacolotl caused infusions in Breath 2 to inflict Infusion Damage in addition to their usual effects. When that Breath ended and the shaping of the next was taken over by a different Power, infusions ceased to deal damage.