0.5.5e
Some Skills create Elemental Infusion Remnants when specific conditions are met. Picking up the Remnant grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default. Skills that can Consume Infusions specifically mention the type(s) of Infusion they can Consume and the benefits for doing so. If a Skill repeats or reoccurs, each of them must Consume an Infusion separately to gain the effect.
+(1-2) to maximum number of Elemental Infusions
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.
Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
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.Additional storm radius from Fire Infusion +1.5mIncreased bolt frequency from Fire Infusion 100%Increased Damage from Fire Infusion 100%(0-20)% chance to not remove an Infusion but still count as consuming them
Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.
Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.
Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.(0-40)% chance to not remove an Infusion but still count as consuming them
Consumes a Fire Infusion if possible to also create Ignited Ground.
Creates a Lightning Infusion on successful use.
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.
The Orb leaves behind a Lightning Infusion Remnant when it expires.
Spends Ward to generate Verisium Infusions, which can be used in place of any Elemental Infusions.
While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
+1 to maximum number of Elemental Infusions
+1 to maximum number of Elemental Infusions
12% chance when collecting an Elemental Infusion to gain anadditional Elemental Infusion of the same type
35% increased Spell Damage if you have consumed an Elemental Infusion Recently
Skills have 10% chance to not remove Elemental Infusions but still count as consuming them
+1 to maximum Cold Infusions
+1 to maximum Fire Infusions
+1 to maximum number of Elemental Infusions
10% chance when collecting an Elemental Infusion to gain an additional Elemental Infusion of the same type
Gain a Power Charge when you consume an Elemental Infusion
30% increased Elemental Infusion duration
+1 to maximum Lightning Infusions
When collecting an Elemental Infusion, gain another different Elemental Infusion
Applying Elemental Ailments has a chance to create Infusion Remnants.
Can be used in place of any Elemental Infusion.