Normal
Steady Hand McDuff, Weaponsmith Ornifex
Titanite Shard
+4 to +6
L. Titanite Shard
+7 to +9
Titanite Chunk
+10 Titanite Slab
Boss Weapons
& Armor
Steady Hand McDuff, Weaponsmith Ornifex
Dragon Bone
Special Weapons
& Armor
Steady Hand McDuff, Weaponsmith Ornifex
Magic
Reduces base Physical damage by 30.5%, adds base Magic damage, adds initial C Magic scaling to previously un-infused, un-upgraded, and scalable weapons, and reduces Strength and Dexterity scaling down by 1-2 letters. If added to a weapon that does additional non-Physical damage (other than Magic) without having been infused, reduces all other base damage types by a smaller percentage and adds less base Magic damage. If added to a weapon that does Magic damage without having been infused, reduces all other base damage types by a smaller percentage and adds more base Magic damage.
Fire
Reduces base Physical damage by 30.5%, adds base Fire damage, adds initial C Fire scaling to previously un-infused, un-upgraded, and scalable weapons, and reduces Strength and Dexterity scaling down by 1-2 letters. If added to a weapon that does additional non-Physical damage (other than Fire) without having been infused, reduces all other base damage types by a smaller percentage and adds less base Fire damage. If added to a weapon that does Fire damage without having been infused, reduces all other base damage types by a smaller percentage and adds more base Fire damage.
Lightning
Reduces base Physical damage by 30.5%, adds base Lightning damage, adds initial C Lightning scaling to previously un-infused, un-upgraded, and scalable weapons, and reduces Strength and Dexterity scaling down by 1-2 letters. If added to a weapon that does additional non-Physical damage (other than Lightning) without having been infused, reduces all other base damage types by a smaller percentage and adds less base Lightning damage. If added to a weapon that does Lightning damage without having been infused, reduces all other base damage types by a smaller percentage and adds more base Lightning damage.
Dark
Reduces base Physical damage by 30.5%, adds base Dark damage, adds initial C Dark scaling to previously un-infused, un-upgraded, and scalable weapons, and reduces Strength and Dexterity scaling down by 1-2 letters. If added to a weapon that does additional non-Physical damage (other than Dark) without having been infused, reduces all other base damage types by a smaller percentage and adds less base Dark damage. If added to a weapon that does Dark damage without having been infused, reduces all other base damage types by a smaller percentage and adds more base Dark damage.
Poison
Reduces base Physical damage by 30.5%, adds 112 to the Poison effect of a previously un-infused, un-upgraded weapon, and reduces Strength and Dexterity scaling down by 1-2 letters. If added to a weapon that does additional non-Physical damage without having been infused (such as the Crescent Axe), it adds 96 to the Poison effect and reduces all base damage types by 11%.
Bleed
Reduces base Physical damage by 30.5%, adds 112 to the Bleed effect of a previously un-infused, un-upgraded weapon, and reduces Strength and Dexterity scaling down by 1-2 letters. If added to a weapon that does additional non-Physical damage without having been infused (such as the Crescent Axe), it adds 96 to the Bleed effect and reduces all base damage types by 11%. .
Raw
Best used on weapons that have very low scaling to begin with, as weapons that rely on their scaling for damage will most likely lose damage by choosing this infusion. It can also be effective when a player knows that they won't be getting their stats high enough for the weapon's scaling to truly shine.
Adds initial 14.4% to the base Physical/Magic/Fire/Lightning/Dark attack of a previously un-upgraded, un-infused weapon and reduces the Strength/Dexterity/Magic/Fire/Lightning/Dark scaling down to D or E.
Extremely useful on weapons without scaling as it'll simply add up the damage.
Enchanted
Weapons that already include Magic damage and/or have low Magic scaling effectively benefit from the Enchanted infusion; also, the infusion is ideal for builds that only use Magic as their primary means of damage and/or builds that have high Intelligence.
If used on a weapon with no scaling, such as the Bluemoon Greatsword or Avelyn, the weapon will gain the same D rank (or C after fully upgraded) Physical-damage Intelligence scaling; also, it will outscale any Raw weapon when Intelligence is at 50 points or above.
Mundane
Extremely useful on weapons with low base damage or without scaling, such as the Handmaid's Ladle, Parrying Dagger, and Broken Straight Sword.