Understand Infernum
Useful when…
- Add Heat damage and larger volleys to a Rune-grabbing Infernalis playstyle.
- Use Fireball hits to contribute gradually to charging Brimstone.
What does Infernum change?
The augment releases Fireballs for 1000 Heat damage at rank 0 and 1500 Heat damage at rank 3. Grabbing Vythelas’ Runes during flight produces larger volleys. Fireball hits slowly charge Brimstone; the supplied details do not specify the charge amount or how many hits are needed.
When is it useful?
Its value depends on using Infernalis and collecting Runes while airborne. If you are not using that ability or do not take advantage of the Rune condition, the listed larger-volley benefit will not apply. The mod is compatible with Uriel and uses a standard mod slot.
How far should you rank it?
The mod has three ranks. Rank 2 gives 1350 Heat damage, between the 1000 at rank 0 and 1500 at rank 3. The listed fusion steps rise from 30 to 60 to 120 Endo, with credits also increasing each step. Rank it further if the extra Fireball damage matters to your ability use; the Brimstone charge is described as slow at every listed rank.
Slot and practical limits
Infernum has Zenurik polarity and base drain 6. The available facts do not quantify the larger volley size or Brimstone charging, so do not assume either an exact number of extra Fireballs or a particular charge rate.
Limitations and tradeoffs
- Uses a standard mod slot for an Infernalis-specific effect.
- Higher ranks cost progressively more fusion resources for additional stated Heat damage.
Common mistakes to avoid
- Assuming larger volleys happen without grabbing Vythelas’ Runes during flight.
- Treating the listed Heat damage as total damage from the volley.
- Expecting Fireball hits to charge Brimstone quickly.






