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Prophecy Perandus Rampage
The Pantheon Fossil Catalysts Delirium Orb Scarab Breachstone Emblem Timeless Jewel Divination Card
Skill Gem Quality /6

Skill Gem Quality /6

ItemTypeStatsWeight
VulnerabilitySuperior Attacks Hits against Cursed Enemies have (0–10)% chance to inflict Bleeding50
PunctureSuperior Bleeding inflicted by this Skill deals Damage (0–10)% faster50
ReaveDivergent (0–20)% chance to cause Bleeding100
LacerateDivergent (0–20)% increased Bleeding Duration100
PerforateDivergent (0–20)% chance to cause Bleeding100
PrideAnomalous Attack Hits againts nearby Enemies have (0–10)% chance to inflict Bleeding50
Support Gem Quality /9

Support Gem Quality /9

ItemTypeStatsWeight
Faster Attacks SupportDivergent Bleeding inflicted by Supported Skills deals Damage (0–10)% faster50
Less Duration SupportDivergent Bleeding inflicted by Supported Skills deals Damage (0–10)% faster20
Vicious Projectiles SupportAnomalous Supported Attacks have (0–10)% chance to cause Bleeding
Supported Skills have (0–10)% chance to Poison on Hit
100
Bloodlust SupportSuperior Supported Skills deal (0–10)% increased Melee Damage against Bleeding Enemies50
Bloodlust SupportDivergent Supported Skills have (0–10)% chance to refresh Bleeding Duration on Hit5
Chance to Bleed SupportSuperior Supported Attacks deal (0–10)% increased Damage with Bleeding50
Chance to Bleed SupportAnomalous Supported Attacks have (0–20)% increased Bleeding Duration100
Maim SupportDivergent Supported Skills have (0–10)% chance to inflict Bleeding on Maimed Enemies100
Brutality SupportAnomalous Supported Attacks have (0–10)% chance to cause Bleeding100
Item mods /48

Item mods /48

NameLevelPre/SufDescriptionSpawn Weight
85CorruptedBleeding cannot be inflicted on you bleed physical attackring 100
default 0
1Corrupted20% chance to cause Bleeding on Hit
(30–40)% increased Attack Damage against Bleeding Enemies physical_damage bleed physical attack
axe 1000
default 0
of Agony30Suffix(8–12)% increased Bleeding Duration bleed physical attackbow 0
sword 0
axe 0
mace 0
default 0
of Torment60Suffix(13–18)% increased Bleeding Duration bleed physical attackbow 0
sword 0
axe 0
mace 0
default 0
of Bleeding15Suffix10% chance to cause Bleeding on Hit bleed physical attackbow 0
sword 0
axe 0
mace 0
default 0
of Flaying55Suffix15% chance to cause Bleeding on Hit bleed physical attackbow 0
sword 0
axe 0
mace 0
default 0
of Hemorrhaging85Suffix20% chance to cause Bleeding on Hit bleed physical attackbow 0
sword 0
axe 0
mace 0
default 0
of Bloodletting20Suffix(21–30)% increased Damage with Bleeding
Attacks have 20% chance to cause Bleeding physical_damage bleed physical attack
bow 1500
sword 1500
axe 3000
mace 3000
default 0
of Haemophilia40Suffix(31–40)% increased Damage with Bleeding
Attacks have 25% chance to cause Bleeding physical_damage bleed physical attack
bow 1500
sword 1500
axe 3000
mace 3000
default 0
of Exsanguination60Suffix(41–50)% increased Damage with Bleeding
Attacks have 30% chance to cause Bleeding physical_damage bleed physical attack
bow 500
sword 500
axe 1000
mace 1000
default 0
of the Elder68Suffix(20–25)% increased Damage with Bleeding
Socketed Gems are Supported by Level 16 Chance To Bleed physical_damage bleed physical attack gem
gloves_elder 800
default 0
of the Elder75Suffix(26–30)% increased Damage with Bleeding
Socketed Gems are Supported by Level 18 Chance To Bleed physical_damage bleed physical attack gem
gloves_elder 800
default 0
of the Elder80Suffix(31–35)% increased Damage with Bleeding
Socketed Gems are Supported by Level 20 Chance To Bleed physical_damage bleed physical attack gem
gloves_elder 800
default 0
of the Elder68SuffixAttacks have 10% chance to cause Bleeding
(15–25)% increased Damage with Bleeding physical_damage bleed physical attack
quiver_elder 800
default 0
of the Elder75SuffixAttacks have 15% chance to cause Bleeding
(26–30)% increased Damage with Bleeding physical_damage bleed physical attack
quiver_elder 800
default 0
of the Elder68Suffix10% chance to cause Bleeding on Hit
Socketed Gems are Supported by Level 18 Chance To Bleed bleed physical attack gem
sword_elder 1000
axe_elder 1000
mace_elder 1000
claw_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
default 0
of the Elder75Suffix15% chance to cause Bleeding on Hit
Socketed Gems are Supported by Level 20 Chance To Bleed bleed physical attack gem
sword_elder 1000
axe_elder 1000
mace_elder 1000
claw_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
default 0
Eldritch83Prefix60% chance for Bleeding inflicted with this Weapon to deal 100% more Damage physical_damage bleed physical attackbow_elder 0
2h_axe_elder 0
2h_mace_elder 0
2h_sword_elder 0
sword_elder 0
axe_elder 0
mace_elder 0
claw_elder 0
sceptre_elder 0
dagger_elder 0
rune_dagger_elder 0
wand_elder 0
staff_elder 0
warstaff_elder 0
default 0
Eldritch68Prefix+(37–42)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon bleed physical attackbow_elder 500
2h_axe_elder 500
2h_mace_elder 500
2h_sword_elder 500
sword_elder 500
axe_elder 500
mace_elder 500
claw_elder 500
sceptre_elder 500
dagger_elder 500
rune_dagger_elder 500
wand_elder 500
staff_elder 500
warstaff_elder 500
default 0
Eldritch75Prefix+(43–50)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon bleed physical attackbow_elder 500
2h_axe_elder 500
2h_mace_elder 500
2h_sword_elder 500
sword_elder 500
axe_elder 500
mace_elder 500
claw_elder 500
sceptre_elder 500
dagger_elder 500
rune_dagger_elder 500
wand_elder 500
staff_elder 500
warstaff_elder 500
default 0
Eldritch83Prefix+(51–59)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon bleed physical attackbow_elder 500
2h_axe_elder 500
2h_mace_elder 500
2h_sword_elder 500
sword_elder 500
axe_elder 500
mace_elder 500
claw_elder 500
sceptre_elder 500
dagger_elder 500
rune_dagger_elder 500
wand_elder 500
staff_elder 500
warstaff_elder 500
default 0
of the Elder68SuffixHits with this Weapon have Culling Strike against Bleeding Enemies
(30–49)% increased Physical Damage physical_damage physical attack
2h_axe_elder 1000
axe_elder 1000
default 0
of the Elder68Suffix(5–10)% chance to gain an Endurance Charge when you Hit a Bleeding Enemyaxe_elder 1000
default 0
of the Elder68SuffixRemoves Bleeding when you use a Warcry bleed physical attack2h_axe_elder 1000
default 0
1Unique70% increased Critical Strike Chance against Bleeding Enemies critical2h_axe_elder 0
default 0
1Unique5% increased Damage with Bleeding per Endurance Charge physical_damage bleed physical attack2h_axe_elder 0
default 0
1Unique50% increased Damage with Poison inflicted on Bleeding Enemies chaos_damage poison chaosdagger_elder 0
default 0
1Unique20% chance to inflict Bleeding on Hit with Attacks against Taunted Enemies bleed physical attack2h_axe_shaper 0
default 0
1Unique50% increased Damage with Bleeding inflicted on Poisoned Enemies physical_damage bleed physical attackdagger_elder 0
default 0
of the Hunt68Suffix(21–25)% chance to avoid Bleeding
(21–25)% chance to Avoid being Poisoned bleed poison physical chaos attack
boots_basilisk 500
default 0
of the Hunt70Suffix(26–30)% chance to avoid Bleeding
(26–30)% chance to Avoid being Poisoned bleed poison physical chaos attack
boots_basilisk 500
default 0
of the Hunt75Suffix(31–35)% chance to avoid Bleeding
(31–35)% chance to Avoid being Poisoned bleed poison physical chaos attack
boots_basilisk 500
default 0
of the Hunt68SuffixBleeding you inflict deals Damage (5–7)% faster physical_damage bleed physical attackboots_basilisk 500
default 0
of the Hunt73SuffixBleeding you inflict deals Damage (8–10)% faster physical_damage bleed physical attackboots_basilisk 500
default 0
of the Hunt75SuffixMoving while Bleeding doesn't cause you to take extra Damage bleed physical attackshield_basilisk 500
default 0
of the Conquest68SuffixAttacks have 10% chance to cause Bleeding
(15–25)% increased Damage with Bleeding physical_damage bleed physical attack
quiver_adjudicator 500
default 0
of the Conquest75SuffixAttacks have 15% chance to cause Bleeding
(26–30)% increased Damage with Bleeding physical_damage bleed physical attack
quiver_adjudicator 500
default 0
of the Conquest68Suffix(8–12)% increased Damage with Bleeding
(5–6)% increased Bleeding Duration physical_damage bleed physical attack
ring_adjudicator 500
default 0
of the Conquest75Suffix(13–17)% increased Damage with Bleeding
(7–8)% increased Bleeding Duration physical_damage bleed physical attack
ring_adjudicator 500
default 0
of the Conquest80Suffix(18–22)% increased Damage with Bleeding
(9–10)% increased Bleeding Duration physical_damage bleed physical attack
ring_adjudicator 500
default 0
of the Hunt68SuffixBleeding you inflict deals Damage (8–12)% faster physical_damage bleed physical attacksword_basilisk 500
axe_basilisk 500
mace_basilisk 500
default 0
of the Hunt73SuffixBleeding you inflict deals Damage (13–15)% faster physical_damage bleed physical attacksword_basilisk 500
axe_basilisk 500
mace_basilisk 500
default 0
of the Hunt68SuffixBleeding you inflict deals Damage (18–21)% faster physical_damage bleed physical attack2h_sword_basilisk 500
2h_axe_basilisk 500
2h_mace_basilisk 500
bow_basilisk 500
default 0
of the Hunt73SuffixBleeding you inflict deals Damage (22–25)% faster physical_damage bleed physical attack2h_sword_basilisk 500
2h_axe_basilisk 500
2h_mace_basilisk 500
bow_basilisk 500
default 0
of the Elevated Elder90Suffix(31–35)% increased Damage with Bleeding
Socketed Gems are Supported by Level 25 Chance To Bleed physical_damage bleed physical attack gem
gloves_elder 0
default 0
of the Elevated Hunt85Suffix(36–50)% chance to avoid Bleeding
(36–50)% chance to Avoid being Poisoned bleed poison physical chaos attack
boots_basilisk 0
default 0
of the Elevated Hunt83SuffixBleeding you inflict deals Damage (11–15)% faster
(10–20)% increased Bleeding Duration physical_damage bleed physical attack
boots_basilisk 0
default 0
1FlaskEnchantmentInjectorUsed when you start Bleedingflask 100
default 0
Enchantment Modifier /4

Enchantment Modifier /4

NameLevelPre/SufDescriptionSpawn Weight
Enchantment Double Slash Added Phys To Bleeding 166EnchantmentLacerate deals (4–8) to (10–15) added Physical Damage against Bleeding Enemies physical_damage physical attackhelmet 100
default 0
Enchantment Double Slash Added Phys To Bleeding 275EnchantmentLacerate deals (14–18) to (20–25) added Physical Damage against Bleeding Enemies physical_damage physical attackhelmet 100
default 0
Enchantment Double Strike Double Damage Vs Bleeding 166EnchantmentDouble Strike has a 10% chance to deal Double Damage to Bleeding Enemies attackhelmet 75
default 0
Enchantment Double Strike Double Damage Vs Bleeding 275EnchantmentDouble Strike has a 15% chance to deal Double Damage to Bleeding Enemies attackhelmet 75
default 0
Abyss Jewel mods /2

Abyss Jewel mods /2

NameLevelPre/SufDescriptionSpawn Weight
of Mending20Suffix(12–16)% chance to avoid Bleeding bleed physical attackdefault 300
of Mending50Suffix(17–20)% chance to avoid Bleeding bleed physical attackdefault 150
Veiled mods /3

Veiled mods /3

NameLevelPre/SufDescriptionSpawn Weight
Chosen60Prefix(120–139)% increased Physical Damage
(21–25)% chance to cause Bleeding on Hit physical_damage bleed physical attack
wand 500
sceptre 500
dagger 500
weapon 1000
default 0
Tora's60PrefixAdds (12–14) to (18–20) Physical Damage
40% chance to cause Bleeding on Hit physical_damage bleed physical attack
one_hand_weapon 2000
default 0
Tora's60PrefixAdds (17–20) to (26–28) Physical Damage
40% chance to cause Bleeding on Hit physical_damage bleed physical attack
two_hand_weapon 2000
default 0
Fossil mods /3

Fossil mods /3

NameLevelPre/SufDescriptionSpawn Weight
Subterranean1Prefix60% chance for Bleeding inflicted with this Weapon to deal 100% more Damage physical_damage bleed physical attackabyss_jewel 0
jewel 0
weapon 2000
default 0
of the Underground1Suffix50% chance to avoid Bleeding bleed physical attackabyss_jewel 0
jewel 0
shield 1600
helmet 1600
boots 1600
body_armour 1600
default 0
Subterranean1PrefixAdds (7–11) to (12–18) Physical Damage against Bleeding Enemies physical_damage physicalabyss_jewel 0
jewel 0
gloves 1600
default 0
Map mods /11

Map mods /11

NameLevelPre/SufDescriptionSpawn Weight
Impervious1Prefix18% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
Monsters have a 20% chance to avoid Poison, Blind, and Bleeding bleed poison physical chaos attack
low_tier_map 0
default 0
Impervious1Prefix18% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
Monsters have a 35% chance to avoid Poison, Blind, and Bleeding bleed poison physical chaos attack
mid_tier_map 0
default 0
Impervious1Prefix18% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
Monsters have a 50% chance to avoid Poison, Blind, and Bleeding bleed poison physical chaos attack
top_tier_map 0
default 0
Impervious1Prefix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Monsters have a 20% chance to avoid Poison, Blind, and Bleeding bleed poison physical chaos attack
low_tier_map 800
expedition_logbook 0
default 0
Impervious1Prefix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Monsters have a 10% chance to avoid Poison, Blind, and Bleeding bleed poison physical chaos attack
top_tier_map 0
expedition_logbook 800
default 0
Impervious68Prefix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Monsters have a 20% chance to avoid Poison, Blind, and Bleeding bleed poison physical chaos attack
top_tier_map 0
expedition_logbook 800
default 0
Impervious1Prefix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Monsters have a 35% chance to avoid Poison, Blind, and Bleeding bleed poison physical chaos attack
mid_tier_map 800
expedition_logbook 0
default 0
Impervious73Prefix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Monsters have a 35% chance to avoid Poison, Blind, and Bleeding bleed poison physical chaos attack
top_tier_map 0
expedition_logbook 800
default 0
Impervious1Prefix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Monsters have a 50% chance to avoid Poison, Blind, and Bleeding bleed poison physical chaos attack
top_tier_map 800
maven_map 0
expedition_logbook 0
default 0
Impervious1Prefix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
Monsters have a 50% chance to avoid Poison, Blind, and Bleeding bleed poison physical chaos attack
top_tier_map 0
maven_map 800
default 0
Impervious78Prefix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Monsters have a 50% chance to avoid Poison, Blind, and Bleeding bleed poison physical chaos attack
top_tier_map 0
expedition_logbook 800
default 0
Delve Area mods /3

Delve Area mods /3

NameLevelPre/SufDescriptionSpawn Weight
1DelveArea(5–10)% increased Quantity of Items found in this Area
(3–6)% increased Rarity of Items found in this Area
(3–6)% increased Pack size
Monsters have a 30% chance to avoid Poison, Blind, and Bleeding bleed poison physical chaos attack
default 1000
52DelveArea(5–10)% increased Quantity of Items found in this Area
(3–6)% increased Rarity of Items found in this Area
(3–6)% increased Pack size
Monsters have a 40% chance to avoid Poison, Blind, and Bleeding bleed poison physical chaos attack
default 1000
173DelveArea(5–10)% increased Quantity of Items found in this Area
(3–6)% increased Rarity of Items found in this Area
(3–6)% increased Pack size
Monsters have a 50% chance to avoid Poison, Blind, and Bleeding bleed poison physical chaos attack
default 1000
Heist Area mods /3

Heist Area mods /3

NameLevelPre/SufDescriptionSpawn Weight
Impervious46PrefixMonsters have a 20% chance to avoid Poison, Blind, and Bleeding
map item drop quantity +% [10]
map item drop rarity +% [6]
heist monster spawner alive limit +% [4]
heist contract alert level +% final [-4]
heist contract lockdown timer +% [null] bleed poison physical chaos attack
default 800
Impervious73PrefixMonsters have a 35% chance to avoid Poison, Blind, and Bleeding
map item drop quantity +% [10]
map item drop rarity +% [6]
heist monster spawner alive limit +% [4]
heist contract alert level +% final [-4]
heist contract lockdown timer +% [null] bleed poison physical chaos attack
default 800
Impervious78PrefixMonsters have a 50% chance to avoid Poison, Blind, and Bleeding
map item drop quantity +% [10]
map item drop rarity +% [6]
heist monster spawner alive limit +% [4]
heist contract alert level +% final [-4]
heist contract lockdown timer +% [null] bleed poison physical chaos attack
default 800
Crafting Bench /7

Crafting Bench /7

IDModRequireItemClassesUnlock
Jun(81–85)% increased Physical Damage
(13–15)% chance to cause Bleeding on Hit
3x CurrencyUpgradeToRareOrb of AlchemyOne Hand Melee, Two Hand Melee, One Hand Ranged, Two Hand RangedUnveil
Jun(86–94)% increased Physical Damage
(16–17)% chance to cause Bleeding on Hit
3x CurrencyRerollRareChaos OrbOne Hand Melee, Two Hand Melee, One Hand Ranged, Two Hand RangedUnveil
Jun(95–105)% increased Physical Damage
(18–20)% chance to cause Bleeding on Hit
8x CurrencyRerollRareChaos OrbOne Hand Melee, Two Hand Melee, One Hand Ranged, Two Hand RangedUnveil
JunAdds (11–13) to (16–17) Physical Damage
35% chance to cause Bleeding on Hit
2x CurrencyUpgradeToRareOrb of AlchemyTwo Hand Melee, Two Hand RangedUnveil, Tora
JunAdds (14–16) to (18–20) Physical Damage
40% chance to cause Bleeding on Hit
4x CurrencyRerollRareChaos OrbTwo Hand Melee, Two Hand RangedUnveil, Tora
JunAdds (7–8) to (10–11) Physical Damage
35% chance to cause Bleeding on Hit
2x CurrencyUpgradeToRareOrb of AlchemyOne Hand Melee, One Hand RangedUnveil, Tora
JunAdds (9–11) to (12–14) Physical Damage
40% chance to cause Bleeding on Hit
4x CurrencyRerollRareChaos OrbOne Hand Melee, One Hand RangedUnveil, Tora
Misc mods /4

Misc mods /4

NameLevelDomainPre/SufDescriptionSpawn Weight
of Staunching8FlaskSuffixGrants Immunity to Bleeding for 4 seconds if used while Bleeding
Grants Immunity to Corrupted Blood for 4 seconds if used while affected by Corrupted Blood bleed physical attack
default 1000
of Bleeding1JewelSuffixAttacks have (3–5)% chance to cause Bleeding
(12–16)% increased Bleeding Duration bleed physical attack
not_str 250
default 350
of Haemophilia1JewelSuffix(16–20)% increased Damage with Bleeding physical_damage bleed physical attacknot_str 250
default 500
12ExpeditionRelicPrefixMonsters' Attack Hits inflict Bleeding
Monsters have 100% increased Bleeding Duration
default 1000
Item /4

Item /4

IconName
Smallsword
Physical Damage: 19-40
Critical Strike Chance: 6%
Attacks per Second: 1.55
Weapon Range: 14
Requires Level 36, 124 Dex
15% chance to cause Bleeding on Hit
Courtesan Sword
Physical Damage: 29-60
Critical Strike Chance: 6%
Attacks per Second: 1.55
Weapon Range: 14
Requires Level 57, 190 Dex
15% chance to cause Bleeding on Hit
Dragoon Sword
Physical Damage: 32-66
Critical Strike Chance: 6%
Attacks per Second: 1.5
Weapon Range: 14
Requires Level 72, 220 Dex
20% chance to cause Bleeding on Hit
Sundering Axe
Physical Damage: 74-155
Critical Strike Chance: 5%
Attacks per Second: 1.3
Weapon Range: 13
Requires Level 60, 149 Str, 76 Dex
+20% to Damage over Time Multiplier for Bleeding
Unique /47

Unique /47

NameShow Full Descriptions
TheTamingThe Taming Prismatic Ring
+(8–10)% to all Elemental Resistances
30% increased Elemental Damage with Attack Skills
+(20–30)% to all Elemental Resistances
30% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
20% increased Damage with Hits and Ailments per Freeze, Shock or Ignite on Enemy
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
DrillneckDrillneck Penetrating Arrow Quiver
Arrows Pierce an additional Target
+(40–50) to maximum Life
(10–14) to (19–24) Added Physical Damage with Bow Attacks
+350 to Evasion Rating
(8–12)% increased Attack Speed
Arrows deal 50% increased Damage with Hits and Ailments to Targets they Pierce
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
AtzirisDisfavourAtziri's Disfavour Vaal Axe
25% chance to Maim on Hit
+2 to Level of Socketed Support Gems
Adds (205–220) to (250–270) Physical Damage
(12–16)% increased Attack Speed
+2 to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
25% chance to cause Bleeding on Hit
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
TwoHandAxeUnique2The Blood Reaper Headsman Axe
+100 to maximum Life
1% of Physical Attack Damage Leeched as Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(180–200)% increased Physical Damage
Regenerate 20 Life per second
50% increased Mana Cost of Skills
50% chance to cause Bleeding on Hit
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
DoubtingKnightMark of the Doubting Knight Platinum Kris
50% increased Global Critical Strike Chance
(250–270)% increased Physical Damage
10% reduced Attack Speed
+(6–10)% to all Elemental Resistances
+5% Chance to Block Attack Damage while Dual Wielding
50% chance to Cause Bleeding on Critical Strike
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
50% chance to Cause Poison on Critical Strike
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
MaloneysNightfallMaloney's Nightfall Blunt Arrow Quiver
(25–35)% increased Stun Duration on Enemies
+(50–70) to maximum Life
(8–10) to (14–16) Added Physical Damage with Bow Attacks
10% increased Attack Speed
+(12–16)% to Chaos Resistance
(40–60)% increased Damage with Hits and Ailments against Blinded Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
25% chance to create a Smoke Cloud when Hit
(Enemies standing in Smoke Clouds are Blinded)
TheBloodThornThe Blood Thorn Gnarled Branch
+18% Chance to Block Attack Damage while wielding a Staff
+12% Chance to Block Attack Damage while wielding a Staff
(Warstaves are considered Staves)
100% increased Physical Damage
(5–10)% increased Attack Speed
Reflects (22–44) Physical Damage to Attackers on Block
Curse Enemies with Vulnerability on Block, with 20% increased Effect
(Vulnerability is a Hex which increases Physical Damage taken by 30%, causes Hits to have +20% chance to inflict Bleeding on the target, and makes Ailments on the target deal Damage 20% faster. It lasts 9 seconds)
DoedresScornDoedre's Scorn Lunaris Circlet
+2 to Level of Socketed Curse Gems
+(20–30) to Intelligence
+(100–120) to maximum Energy Shield
Curse Skills have (30–50)% increased Skill Effect Duration
20% increased Elemental Damage
(10–20)% increased Damage with Hits and Ailments per Curse on Enemy
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
OneHandMace6UniqueFlesh-Eater Dream Mace
10% reduced Enemy Stun Threshold
(60–80)% increased Physical Damage
Adds 10 to 15 Physical Damage
10% increased Attack Speed
30% chance to cause Bleeding on Hit
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
1% of Physical Attack Damage Leeched as Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
3% of Attack Damage Leeched as Life against Bleeding Enemies
ChitinhullThe Deep One's Hide Studded Round Shield
60% increased Block Recovery
Adds 4 to 8 Physical Damage to Attacks
Adds 12 to 15 Cold Damage to Attacks
(90–130)% increased Armour and Evasion
+(30–50)% to Fire Resistance
Curse Enemies with Vulnerability on Block, with 20% increased Effect
(Vulnerability is a Hex which increases Physical Damage taken by 30%, causes Hits to have +20% chance to inflict Bleeding on the target, and makes Ailments on the target deal Damage 20% faster. It lasts 9 seconds)
BloodPlayBloodplay Stiletto
30% increased Global Critical Strike Chance
+20 to Dexterity
(20–40)% increased Physical Damage
Adds (3–6) to (9–13) Physical Damage
10% increased Attack Speed
30% chance to cause Bleeding on Hit
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
Extra gore
GoredrillGoredrill Skinning Knife
30% increased Global Critical Strike Chance
(50–70)% increased Physical Damage
Adds (1–2) to (3–5) Physical Damage
+(10–15) to Dexterity
30% increased Critical Strike Chance
50% chance to cause Bleeding on Critical Strike
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
40% increased Attack Damage against Bleeding Enemies
JacktheaxeJack, the Axe Vaal Hatchet
Grants Level 20 Thirst for Blood Skill
(130–150)% increased Physical Damage
Adds (11–14) to (18–23) Physical Damage
25% chance to cause Bleeding on Hit
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
+(25–35)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon
play jack the axe sounds [1]
BloodAmuletBloodgrip Marble Amulet
Regenerate (1.2–1.6)% of Life per second
Adds 10 to 20 Physical Damage to Attacks
+(60–70) to maximum Life
Regenerate (16–24) Life per second
100% increased Life Recovery from Flasks
Moving while Bleeding doesn't cause you to take extra Damage
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
KongmingsStratagemKongming's Stratagem Ivory Spirit Shield
(15–20)% increased Spell Damage
Trigger Level 20 Fog of War when your Trap is triggered
+(20–30) to Intelligence
(250–300)% increased Energy Shield
(30–50)% increased Fire Damage with Hits and Ailments against Blinded Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
30% reduced Spell Damage taken from Blinded Enemies
No Chance to Block
GloomeyeSingularity Platinum Sceptre
30% increased Elemental Damage
Adds (30–40) to (60–70) Lightning Damage to Spells
(14–18)% increased Cast Speed
(6–8)% reduced Mana Cost of Skills
Nearby Enemies are Hindered, with 25% reduced Movement Speed
(Hindered enemies have reduced movement speed)
(60–80)% increased Damage with Hits and Ailments against Hindered Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
RigwarlSwordRigwald's Command Midnight Blade
40% increased Global Accuracy Rating
+10% Chance to Block Attack Damage while Dual Wielding
Adds (60–80) to (150–180) Physical Damage
+(350–400) to Accuracy Rating
+1% to Damage over Time Multiplier for Bleeding per Rage while wielding an Axe
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
BleedClawRive Terror Claw
2% of Physical Attack Damage Leeched as Life
(60–80)% increased Physical Damage
Adds (25–35) to (50–65) Physical Damage
25% chance to cause Bleeding on Hit
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
2% increased Physical Damage Over Time per 10 Dexterity
1% increased Bleeding Duration per 12 Intelligence
30% Chance to cause Bleeding Enemies to Flee on hit
Ring1UniqueVoidheart Iron Ring
Adds 1 to 4 Physical Damage to Attacks
+(20–30) to maximum Life
Adds 1 to 3 Chaos Damage to Attacks
5% increased Global Physical Damage
Regenerate (2–4) Life per second
10% chance to Cause Monsters to Flee
Melee Attacks have (20–40)% chance to Poison on Hit
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Melee Attacks have (30–50)% chance to cause Bleeding
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
DeathsdoorDeath's Door Crusader Boots
+(20–40) to Strength
200% increased Armour and Energy Shield
+(10–15)% to all Elemental Resistances
25% increased Movement Speed
+1 to Maximum Endurance Charges
50% increased Elemental Ailment Duration on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Bleeding cannot be inflicted on you
KondosPrideKondo's Pride Ezomyte Blade
+25% to Global Critical Strike Multiplier
(220–250)% increased Physical Damage
0.6% of Physical Attack Damage Leeched as Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
50% increased Melee Damage against Bleeding Enemies
Cannot Leech Life from Critical Strikes
30% chance to Blind Enemies on Critical Strike
(Blinded enemies have their Chance to Hit halved)
50% chance to cause Bleeding on Critical Strike
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
TwoTonedBootsALT3The Infinite Pursuit Goliath Greaves
+(30–60) to maximum Life
20% increased Movement Speed
Moving while Bleeding doesn't cause you to take extra Damage
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
15% increased Movement Speed while Bleeding
50% chance to be inflicted with Bleeding when Hit by an Attack
TheInfinitePursuitThe Red Trail Titan Greaves
(60–80)% increased Armour
+(60–70) to maximum Life
25% increased Movement Speed
10% additional Physical Damage Reduction while stationary
Gain a Frenzy Charge on Hit while Bleeding
15% increased Movement Speed while Bleeding
50% chance to be inflicted with Bleeding when Hit by an Attack
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
Gore Footprints
frenzy charge blood dance art variation [0]
UulNetolsKissUul-Netol's Kiss Labrys
(140–170)% increased Physical Damage
15% reduced Attack Speed
25% chance to Curse Enemies with Vulnerability on Hit, with 40% increased Effect
(Vulnerability is a Hex which increases Physical Damage taken by 30%, causes Hits to have +20% chance to inflict Bleeding on the target, and makes Ailments on the target deal Damage 20% faster. It lasts 9 seconds)
Attacks have 25% chance to inflict Bleeding when Hitting Cursed Enemies
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
UulNetolsKissUpgradedUul-Netol's Embrace Vaal Axe
25% chance to Maim on Hit
(280–320)% increased Physical Damage
(25–30)% reduced Attack Speed
Attacks have 25% chance to inflict Bleeding when Hitting Cursed Enemies
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
Trigger Level 20 Bone Nova when you Hit a Bleeding Enemy
bleedglovesHaemophilia Serpentscale Gauntlets
25% increased Damage over Time
+(20–30) to Strength
Attacks have 25% chance to cause Bleeding
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(25–40)% increased Attack Damage against Bleeding Enemies
Bleeding Enemies you Kill Explode, dealing 5% of
their Maximum Life as Physical Damage
25% reduced Bleeding Duration
Rage%20StaffThe Enmity Divine Imperial Staff
+18% Chance to Block Attack Damage while wielding a Staff
Socketed Gems are supported by Level 1 Chance to Bleed
Grants Summon Harbinger of Brutality Skill
+5% Chance to Block Attack Damage while wielding a Staff
(Warstaves are considered Staves)
+(30–40)% to Damage over Time Multiplier for Bleeding from Critical Strikes
Adds (160–185) to (200–225) Physical Damage
(30–40)% increased Critical Strike Chance
PaleCouncilArmourYriel's Fostering Exquisite Leather
Grants Level 20 Summon Bestial Ursa Skill
+(300–400) to Accuracy Rating
(130–150)% increased Evasion Rating
+(90–100) to maximum Life
Projectile Attack Skills have (40–60)% increased Critical Strike Chance
Projectiles from Attacks have 20% chance to inflict Bleeding on Hit while
you have a Bestial Minion
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
Adds (11–16)-(21–25) Physical Damage to Attacks while you have a Bestial Minion
YokeOfSufferingYoke of Suffering Onyx Amulet
+(10–16) to all Attributes
+(10–20)% to Fire Resistance
+(10–20)% to Cold Resistance
+(20–40)% to Lightning Resistance
30% reduced Duration of Ailments on Enemies
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(5–10)% chance to Shock
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
Enemies take 5% increased Damage for each type of Ailment you have inflicted on them
Your Elemental Damage can Shock
LepersAlmsLeper's Alms Mirrored Spiked Shield
4% chance to Dodge Attack Hits
(500–600)% increased Evasion and Energy Shield
+(60–80) to maximum Life
40% increased Duration of Ailments on Enemies
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
+(3–4)% Chance to Block
Shared Suffering
(All Damage from Hits will cause Elemental Ailments you are suffering. Elemental Ailments you inflict are removed from you)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
TheGoldenRuleThe Golden Rule Viridian Jewel
(30–40)% increased Armour while Bleeding
Bleeding you inflict is Reflected to you
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
+1% to Chaos Resistance per Poison on you
Poison you inflict is Reflected to you if you have fewer than 100 Poisons on you
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
VulconusVulconus Demon Dagger
40% increased Global Critical Strike Chance
Adds (85–110) to (135–150) Physical Damage
Adds (130–160) to (220–240) Fire Damage
50% chance to cause Bleeding on Hit
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(70–100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(70–100)% increased Physical Damage with Hits and Ailments against Ignited Enemies
Every 8 seconds, gain Avatar of Fire for 4 seconds
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)

(160–200)% increased Critical Strike Chance while you have Avatar of Fire
50% of Physical Damage Converted to Fire while you have Avatar of Fire
+2000 Armour while you do not have Avatar of Fire
CrabUniqueCraiceann's Carapace Golden Plate
Grants Level 20 Aspect of the Crab Skill
(300–350)% increased Armour
+(100–120) to maximum Life
+(25–30)% to Fire and Cold Resistances
Bleeding cannot be inflicted on you
+5 to Maximum number of Crab Barriers
TigerHelmetFarrul's Bite Harlequin Mask
Grants Level 20 Aspect of the Cat Skill
(180–220)% increased Evasion and Energy Shield
+(25–35)% to Cold Resistance
+1% to Critical Strike Chance while affected by Aspect of the Cat
Critical Strikes have (10–20)% chance to Blind Enemies while you have Cat's Stealth
(40–50)% increased Damage with Hits and Ailments against Blinded Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
TigerGlovesFarrul's Pounce Hydrascale Gauntlets
(100–140)% increased Armour and Evasion
+(50–70) to maximum Life
+(400–500) to Accuracy against Bleeding Enemies
Attacks always inflict Bleeding while you have Cat's Stealth
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(40–50)% increased Damage with Hits and Ailments against Bleeding Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
You have Crimson Dance while you have Cat's Stealth
(You can inflict Bleeding on an Enemy up to 8 times, Your Bleeding does not deal extra Damage while the Enemy is moving, 50% less Damage with Bleeding)
TigerBootsFarrul's Chase Slink Boots
Trigger Level 20 Intimidating Cry when you lose Cat's Stealth
(110–150)% increased Evasion Rating
+(50–70) to maximum Life
20% increased Movement Speed
(40–50)% chance to avoid Bleeding
20% increased Movement Speed while you have Cat's Stealth
SpiderArmour%20GlovesFenumus' Weave Carnal Mitts
Grants Level 20 Aspect of the Spider Skill
(120–170)% increased Evasion and Energy Shield
+(40–50) to maximum Life
(6–9)% increased Attack and Cast Speed
(40–60)% increased Damage with Hits and Ailments against Enemies affected by 3 Spider's Webs
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Adds (8–10) to (13–15) Chaos Damage for each Spider's Web on the Enemy
GoredrillSanguine Gambol Skinning Knife
30% increased Global Critical Strike Chance
(50–70)% increased Physical Damage
Adds (70–85) to (110–118) Physical Damage
+(10–15) to Dexterity
30% increased Critical Strike Chance
50% chance to cause Bleeding on Critical Strike
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
40% increased Attack Damage against Bleeding Enemies
You have Crimson Dance if you have dealt a Critical Strike Recently
(Recently refers to the past 4 seconds)
(You can inflict Bleeding on an Enemy up to 8 times, Your Bleeding does not deal extra Damage while the Enemy is moving, 50% less Damage with Bleeding)
ApepsSupremacyApep's Supremacy Vaal Spirit Shield
(5–10)% increased Spell Damage
Adds (50–55) to (72–80) Chaos Damage
+(130–150) to maximum Energy Shield
(30–50)% faster start of Energy Shield Recharge
You take Chaos Damage instead of Physical Damage from Bleeding
+25% chance to be Poisoned
+3% to all maximum Resistances while Poisoned
(Maximum Resistances cannot be raised above 90%)
Poisons on you expire 50% slower
FortificationsUniqueThe Crimson Storm Steelwood Bow
6% increased Movement Speed
(140–170)% increased Physical Damage
(25–35)% increased Critical Strike Chance
50% chance to inflict Bleeding on Critical Strike with Attacks
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
Enemies you inflict Bleeding on grant (60–100)% increased Flask Charges
Adds (100–120) to (150–165) Physical Damage against Bleeding Enemies
50% chance to Maim Enemies on Critical Strike with Attacks
(Maimed enemies have 30% reduced Movement Speed)
Betrayal_Unique_Transport_BeltHyperboreus Leather Belt
+(25–40) to maximum Life
+(30–40)% to Cold Resistance
Chill nearby Enemies when you Focus, causing 30% reduced Action Speed
grant focus skill [1]
(Chill reduces Enemy Action Speed for 2 seconds)
Focus has (30–50)% increased Cooldown Recovery Rate
(50–70)% increased Damage with Hits and Ailments against Chilled Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
BloodfreezeVenopuncture Iron Ring
Adds 1 to 4 Physical Damage to Attacks
+(20–30) to Strength
Attacks have 25% chance to cause Bleeding
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(40–60)% increased Damage with Bleeding
You are Chilled while you are Bleeding
(Chill reduces Enemy Action Speed by 10% for 2 seconds)
Non-Chilled Enemies you inflict Bleeding on are Chilled
Bleeding Enemies you Kill with Hits Shatter
HarbingerStaffUpgradedThe Yielding Mortality Imperial Staff
+18% Chance to Block Attack Damage while wielding a Staff
Socketed Gems are supported by Level 1 Chance to Bleed
Grants Summon Greater Harbinger of Brutality Skill
+5% Chance to Block Attack Damage while wielding a Staff
(Warstaves are considered Staves)
+(30–40)% to Damage over Time Multiplier for Bleeding from Critical Strikes
Adds (160–185) to (200–225) Physical Damage
(30–40)% increased Critical Strike Chance
SharedUnsightRetaliation Charm Citrine Amulet
+(16–24) to Strength and Dexterity
(25–40)% increased Damage with Hits and Ailments against Blinded Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(30–50)% increased Critical Strike Chance against Blinded Enemies
(40–50)% chance to Blind Enemies on Critical Strike
(Blinded enemies have their Chance to Hit halved)
Blind does not affect your Light Radius
Blind you inflict is Reflected to you
UnbridledRageUsurper's Penance Eternal Burgonet
(50–80)% increased Armour
Attacks have 15% chance to cause Bleeding
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
50% reduced Light Radius
+4% to Damage over Time Multiplier for Bleeding per Frenzy Charge
Bleeding you inflict deals Damage 4% faster per Frenzy Charge
(They will deal the same total damage over a shorter duration)
(20–30)% chance to gain a Frenzy Charge on Critical Strike at Close Range
BloodPlayReplica Bloodplay Stiletto
30% increased Global Critical Strike Chance
+20 to Strength
(20–40)% increased Physical Damage
Adds (3–6) to (9–13) Physical Damage
30% chance to cause Bleeding on Hit
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(100–150)% increased Critical Strike Chance against Bleeding Enemies
Extra gore
SmokeAndMirrorsThe Ghastly Theatre Teak Round Shield
180% increased Block Recovery
+2 to Level of Socketed Support Gems
Triggers Level 20 Physical Aegis when Equipped
(300–400)% increased Armour and Evasion
(30–50)% chance to avoid Bleeding
(8–15)% increased Attack and Cast Speed while Physical Aegis is depleted
(50–70)% increased Critical Strike Chance while Physical Aegis is depleted
Nearby Enemies are Blinded while Physical Aegis is not depleted
(Blinded enemies have their Chance to Hit halved)
passives /10

passives /10

CategoryNameShow Full Descriptions
NotableCleaving
hatchetmaster
20% increased Physical Damage with Axes
Axe Attacks deal 20% increased Damage with Ailments
30% increased Damage with Hits and Ailments against Bleeding Enemies
Bleeding you inflict deals Damage 15% faster
+1 to Melee Strike Range with Axes
NotableRazor's Edge
razorsedge
30% increased Physical Damage with Swords
Attacks have 15% chance to cause Bleeding
Sword Attacks deal 30% increased Damage with Ailments
+10% to Damage over Time Multiplier for Bleeding
NotableBloodletting
Blood2
25% increased Damage with Bleeding
40% increased Attack Damage against Bleeding Enemies
Bleeding you inflict deals Damage 5% faster
+8% to Damage over Time Multiplier for Bleeding
NotableDirty Techniques
BleedPoison
20% increased Poison Duration
20% increased Bleeding Duration
Poisons you inflict deal Damage 5% faster
Bleeding you inflict deals Damage 5% faster
+10% to Damage over Time Multiplier
KeystoneCrimson Dance
You can inflict Bleeding on an Enemy up to 8 times
Your Bleeding does not deal extra Damage while the Enemy is moving
50% less Damage with Bleeding
NotableAdamant
ArmourGuardsNotable
20% increased Armour
+400 to Armour while affected by a Guard Skill Buff
Remove Bleeding when you use a Guard Skill
Remove Corrupted Blood when you use a Guard Skill
NotableDeadly Draw
deadlydraw
20% increased Physical Damage with Bows
30% increased Damage Over Time with Bow Skills
Bow Attacks have 15% chance to cause Bleeding
Bleeding you inflict deals Damage 10% faster
NotableIndomitable Army
LifeandResistancesofMinions
Minions have 15% increased maximum Life
Minions have +15% to all Elemental Resistances
Minions have 15% additional Physical Damage Reduction
Moving while Bleeding doesn't cause Minions to take extra Damage
NotableVicious Bloodletter
PhysicalDamageOverTimenotable2
15% increased Damage with Bleeding
Attacks have 50% chance to cause Bleeding
NotableReckless Assault
Blood2
35% increased Damage with Bleeding
25% chance to be inflicted with Bleeding when Hit by an Attack
Ascendancy passives /5

Ascendancy passives /5

CategoryNameShow Full Descriptions
NotableRupturing
SharpAndVenomous
Critical Strikes which inflict Bleeding also inflict Rupture
NotableMaster Surgeon
MasterSurgeon
Gain a Flask Charge when you deal a Critical Strike
Removes Bleeding when you use a Flask
Removes Corrupted Blood when you use a Flask
Recover 6% of Life when you use a Flask
NotableEndless Hunger
EndlessHunger
20% of Overkill Damage is Leeched as Life
You are Unaffected by Bleeding while Leeching
Cannot be Stunned while Leeching
20% increased Attack Speed while Leeching
NotableGratuitous Violence
GLADViolence
Bleeding Enemies you Kill Explode, dealing 10% of
their Maximum Life as Physical Damage
20% more Physical Damage over Time
NotableBlood in the Eyes
GLADBloodInEyes
25% chance to Blind with Hits against Bleeding Enemies
Attacks Maim on Hit against Bleeding Enemies
Enemies Maimed by you take 10% increased Physical Damage
Attacks have 50% chance to cause Bleeding
Cluster Jewel passives /9

Cluster Jewel passives /9

CategoryNameShow Full Descriptions
KeystoneKineticism
Attack Projectiles always inflict Bleeding and Maim, and Knock Back Enemies
Projectiles cannot Pierce, Fork or Chain
NotableCompound Injury
PhysicalDamageOverTimeNotable
35% increased Damage with Bleeding you inflict on Maimed Enemies
NotableDisorienting Wounds
PhysicalDamageOverTimeNotable
25% increased Damage with Bleeding
25% chance to Blind with Hits against Bleeding Enemies
NotableMender's Wellspring
LifeManaFlasksrecovery
25% increased Life Recovery from Flasks
Life Flasks gain 1 Charge every 3 seconds
Remove Bleeding when you use a Life Flask
NotableReadiness
EvasionNotable
30% increased Evasion Rating if you haven't been Hit Recently
30% chance to avoid Bleeding
30% chance to avoid being Impaled
NotableRend
PhysicalDamageOverTimeNotable
+5% to Physical Damage over Time Multiplier
20% increased Bleeding Duration
NotableSteady Torment
ChaosDamageOverTimeNotable
+6% to Damage over Time Multiplier for Bleeding you inflict on Poisoned Enemies
+6% to Damage over Time Multiplier for Poison you inflict on Bleeding Enemies
15% increased Bleeding Duration
15% increased Poison Duration
NotableVicious Skewering
IncreasedAttackDamageNotable
15% increased Effect of Impales inflicted by Hits that also inflict Bleeding
10% chance to Impale Enemies on Hit with Attacks
Attacks have 10% chance to cause Bleeding
NotableVivid Hues
PhysicalDamageOverTimeNotable
20% increased Damage with Bleeding
2% of Attack Damage Leeched as Life against Bleeding Enemies
20% increased total Recovery per second from Life Leech
Timeless Jewel Passives /2

Timeless Jewel Passives /2

FactionTypeIconNameStats
VaalNotableVaalNotableOffensiveBloody Savagery(25–35)% increased Physical Damage
Bleeding you inflict deals Damage 10% faster
(They will deal the same total damage over a shorter duration)
EternalNotableEternalEmpireOffensiveNotableGeofri's End50% increased Damage with Bleeding
Bleeding you inflict deals Damage 10% faster
(They will deal the same total damage over a shorter duration)
Bleeding
You are Bleeding, causing you to take Physical Damage over time. The Damage will be higher while you are moving.
dummy_stat_display_nothing
bleeding_damage_taken_per_minute

bleeding

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BuffMergeModesID3
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BuffGroupsID-1

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Codedummy_stat_display_nothing
PublicFlag0
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StatSemanticsIDDiscrete
Bleeding
You are Bleeding, causing you to take Physical Damage over time.
bleeding_damage_taken_per_minute

bleeding_stack

IsBuffDefinition1
BuffMergeModesID1
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Community Wiki

Wiki Edit

Bleeding

Bleeding, or bleed, is an ailment that deals Physical damage over time to the affected target. Moving targets suffer increased bleeding damage. Only physical damage hit can inflict bleed. As of current build of the game, all chance to bleed are grant to the weapon as local mod, or the chance is specific to the attack. Thus, bleed is limited to attack skill only at the moment.

Mechanics

Infliction

Attack will inflict 1 application of bleed if:

  • Base damage of attack have non-zero physical component
  • Attack successfully lands (is not blocked, dodged or evaded) [citation needed]
  • Attack has a chance to cause bleeding and it passes the chance-check (ex:BloodPlayBloodplay)

Different applications of bleed are inflicted independently.

Apart from dealing damage, the bleeding state (presence of bleed stacks) can interact with other mechanics (TheGoldenRuleThe Golden Rule, DoubleStrikeDouble Strike, bleedglovesHaemophilia).

Damage

Bleed deals physical damage over time.

Potential damage from one bleed application is based on the base physical damage of attack that caused it: 70% per second if the target is standing still (reduced to 10% if an enemy monster applied it). If the target is moving, bleeding deals additional damage equal to twice the base, for a total of 3 times the base damage (210% per second) .

By default, only the strongest (the highest damage-per-second) bleed application will actually deal damage at any given time.

If CrimsonDanceCrimson Dance is allocated, the potential damage of one stack is 35% of the inflicting attack's physical damage, regardless of whether the target is moving or not, and the 8 strongest applications will deal damage at any given time. Sustaining all 8 stacks on a target will thus deal an additional 280% of the attack's average physical damage per second. This effectively quadruples bleed DPS in prolonged fights.

Bleed damage is not reduced by armour, but will be reduced by any other sources of physical mitigation, such as endurance charges or ImmortalCallImmortal Call.

Bleed damage can be increased by the VulnerabilityVulnerability hex and, like all damage-over-time effects, the DespairDespair hex.

Dual Wielding while using Cleave or Dual Strike: If both hands cause bleeding, then the bleeding damage from both hands is combined. If only one hand causes bleeding, then only that hand's bleeding damage will occur.

Duration

The base duration of bleed is 5 seconds. This means that by default and before reductions (see above), an attack that causes bleed will deal an additional 350% (70% for 5 seconds) over its full duration to a target that isn't moving. If the target is moving for the full duration, this increases to 1050% (350% * 3). If Crimson Dance is allocated, this additional damage decreases to 175% (350% * 0.5) per stack, regardless of whether the target is moving or not.

Separate applications of bleed do not stack cumulatively (unless Crimson Dance is allocated, then it stacks up to 8 times). Each bleed effect remains present on the target until it runs its course, but only the one with the highest damage per second will cause damage at any given moment. For example, assume an enemy is inflicted with bleed for 100 damage per second, then after 2 seconds it is inflicted with bleed for 50 damage per second. The outcome will be 500 damage over 5 seconds followed by 100 damage over 2 seconds.

Modifiers

Damage modifiers

As a damage over time effect, bleed's damage can be affected positively or negatively by some damage modifiers.

The following modifiers will directly affect the damage of bleed:

  • Damage
  • Physical Damage (including physical damage over time multiplier)
  • Damage over Time
  • Bleeding Damage

Trap, mine, minion or totem damage modifiers will also affect the damage of bleed if it is applied by a trap, a mine, a minion or a totem respectively.

Also, bleed is non-elemental ailment, so Damage from Ailments modifier will also affect the damage of bleed.

Flat Physical Attack Damage modifiers, being count in base attack damage, also affects bleed damage.

Other modifiers of increased/reduced/more/less type affecting hits (Attack, melee, ranged, projectile, etc), as well as any damage modifier specific to the skill, do not apply to bleed.

Defensive modifiers

Damage from bleed cannot be affected by mechanics affecting physical damage from hits, such as dmgreductionArmour or Fortify.

To affect incoming damage from bleed, one need to use global (hits and ailments) or ailment damage reduction modifiers.

Also incoming damage from bleed can be affected by affecting attacker's base physical attack damage, with for example LorisLanternLori's Lantern.

Duration modifiers

Bleed's duration can be affected by following modifiers:

  • Ailment duration
  • Bleeding duration
  • Bleed from PuncturePuncture is also affected by Debuff duration

Removal and immunity

Other

  • The BloodlustBloodlust Support support increases melee damage against bleeding enemies, but prevents the skill itself from causing bleeding.
  • The BloodAmuletBloodgrip unique amulet and the TwoTonedBootsALT3The Infinite Pursuit unique boots prevent the extra bleed damage taken by movement.

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