Infusions in Dragonwilds: One Buff at a Time, and the Cooling Prefix Does Two Things

Infusions are Dragonwilds' dual-purpose drink: they restore hydration and grant a temporary perk from the same sip, and every one is made at a cooking range from clean water plus one or two ingredients. Two rules decide how you use them. Only one infusion's buff can be active at a time, so this is a choice rather than a stack — and the Cooling prefix does not just extend the timer, it adds a second perk.
One Infusion Per Way You Spend Stamina

| Infusion | Perk | Effect |
|---|---|---|
| Evasive Infusion | Evasion | Dodging costs 33% less stamina |
| Fleet-Footed Infusion | Fleet Footed | Sprinting costs 50% less stamina |
| Ferocious Infusion | Ferocious Fighter | Physical attacks cost 33% less |
| Relentless Infusion | Relentless Ranger | Ranged attacks cost 33% less |
| Arcane Infusion | Arcane Aligned | Magical attacks cost 33% less |
| Maple Infusion | Stalwart Shield | Blocking costs 33% less |
Every way of spending stamina has its own drink. Dodge, sprint, swing, shoot, cast and block — six actions, six infusions, all at 300 seconds in their base form.
Fleet-Footed is the outlier at 50%. Every other discount is 33%; sprinting gets half off. For long overland travel that is a materially bigger saving than the rest of the family.
Match the drink to the build, not to the fight. A crossbow player wants Relentless; a sword-and-shield player is choosing between Ferocious and Maple depending on whether they spend more stamina attacking or blocking; a caster wants Arcane. This is the rare consumable line where ranged and magic builds are covered as well as melee.
Cooling Adds a Second Perk

Five infusions have a Cooling variant — Evasive, Fleet-Footed, Ferocious, Relentless and Arcane — and the prefix does two things:
| Standard | Cooling | |
|---|---|---|
| Duration | 300 s | 600 s |
| Perk 1 | The stamina discount | The same discount |
| Perk 2 | — | Frosted Flavours |
Frosted Flavours grants resistance to Scorch buildup, which is the heat mechanic that governs survival in the Umbral Sands. So a Cooling infusion is a stamina discount and a heat defence in one slot — and given the one-buff-at-a-time rule, that combination is the only way to have both.
Cactus Water grants Frosted Flavours on its own, for 300 seconds, with no stamina discount attached. It is the cheap answer if all you need is the heat resistance.
There is no trade-off in the Cooling version. Same hydration, longer clock, extra perk. The only reason to drink a standard infusion is that you have one and not the other.
The Rest of the List

The Quenched family is three drinks with one perk. All three cut hydration drain by 33%; only the clock changes:
| Infusion | Duration |
|---|---|
| Redberry Infusion | 300 s |
| Dwellberry Infusion | 600 s |
| Cadavaberry Infusion | 900 s |
Cadavaberry is three times Redberry's coverage for the same effect, which makes it the one to brew before a desert crossing. Cadavaberry is also a crop you can grow yourself in Fellhollow, so the best version of the perk is also the renewable one.
Three more sit outside both families:
- Pumpkin Spice Infusion — Soul Food: restores 8 health every 5 seconds for 150 seconds. The only healing-over-time infusion, and the shortest on the list.
- Strong Sweet Tea — Sugar Rush: rest drain 25% slower, 300 s.
- Cactus Water — Frosted Flavours, 300 s.
And now the rule that governs all of it: only one infusion's buff may be active at a time. You cannot run Evasion and Quenched together, or Fleet Footed and Soul Food. Every infusion decision is therefore an exclusive one — which is exactly why the Cooling variants matter, since they are the only drinks that give you two perks from one slot.
Practical tips
- Only one infusion buff is active at a time — this is a choice, not a stack.
- Six stamina discounts: dodge, sprint, melee, ranged, magic and block.
- Fleet-Footed is 50% off sprinting; every other discount is 33%.
- Cooling doubles the duration and adds Frosted Flavours (Scorch resistance).
- Cactus Water gives Frosted Flavours alone, if that is all you need.
- Quenched comes in 300 / 600 / 900 s — Redberry, Dwellberry, Cadavaberry.
- Pumpkin Spice heals 8 HP every 5 s, but only for 150 s.
Running your own Dragonwilds server
Buff durations are measured in real minutes, so they reward a group that can start together rather than trickling in while a host loads the world. A gamever Dragonwilds server keeps the world live around the clock and takes one-click backups — so an expedition begins when everyone is ready, not when the timer has already run down.
Conclusion
Infusions restore hydration and grant a perk from a single sip, all made at a cooking range with clean water. Six of them are stamina discounts covering every way you spend it — Evasive for dodging, Fleet-Footed for sprinting at a full 50% off, Ferocious for melee, Relentless for ranged, Arcane for casting and Maple for blocking, the rest at 33%. The Cooling prefix on five of those does two jobs at once: it doubles the duration to 600 seconds and adds Frosted Flavours, the Scorch resistance that matters in the Umbral Sands — and Cactus Water grants that perk on its own. The Quenched line runs Redberry 300 s, Dwellberry 600 s, Cadavaberry 900 s for the same 33% hydration saving, while Pumpkin Spice heals 8 health every 5 seconds for a short 150. Above all: only one infusion's buff can be active at a time, which makes the two-perk Cooling variants the most efficient thing you can be drinking.
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