Skill Gem /8
Skill Gem Quality /6
Item | Type | Stats | Weight |
---|---|---|---|
Vulnerability | Superior | (0–10)% increased Duration of Bleeding on Cursed Enemies | 50 |
Puncture | Superior | Bleeding inflicted by this Skill deals Damage (0–10)% faster | 50 |
Reave | Divergent | (0–20)% chance to cause Bleeding | 100 |
Lacerate | Divergent | (0–20)% increased Bleeding Duration | 100 |
Perforate | Divergent | (0–20)% chance to cause Bleeding | 100 |
Pride | Anomalous | Attack Hits against nearby Enemies have (0–10)% chance to inflict Bleeding | 50 |
Support Gem /4
Support Gem Quality /9
Item | Type | Stats | Weight |
---|---|---|---|
Faster Attacks Support | Divergent | Bleeding inflicted by Supported Skills deals Damage (0–10)% faster | 50 |
Less Duration Support | Divergent | Bleeding inflicted by Supported Skills deals Damage (0–10)% faster | 20 |
Vicious Projectiles Support | Anomalous | Supported Skills have (0–10)% chance to Poison on Hit Supported Attacks have (0–10)% chance to cause Bleeding | 100 |
Bloodlust Support | Superior | Supported Skills deal (0–10)% increased Melee Damage against Bleeding Enemies | 50 |
Bloodlust Support | Divergent | Supported Skills have (0–10)% chance to refresh Bleeding Duration on Hit | 5 |
Chance to Bleed Support | Superior | Supported Attacks deal (0–10)% increased Damage with Bleeding | 50 |
Chance to Bleed Support | Anomalous | Supported Attacks have (0–20)% increased Bleeding Duration | 100 |
Maim Support | Divergent | Supported Skills have (0–10)% chance to inflict Bleeding on Maimed Enemies | 100 |
Brutality Support | Anomalous | Supported Attacks have (0–10)% chance to cause Bleeding | 100 |
Item mods /111
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
60 | Corrupted | Bleeding cannot be inflicted on you bleed physical attack ailment | ring 500 default 0 | |
1 | Corrupted | 20% chance to cause Bleeding on Hit (30–40)% increased Attack Damage against Bleeding Enemies bleed damage physical attack ailment | axe 1000 default 0 | |
of Bloodletting | 20 | Suffix | Attacks have 20% chance to cause Bleeding (21–30)% increased Damage with Bleeding bleed damage physical attack ailment | bow 1500 sword 1500 axe 3000 mace 3000 default 0 |
of Haemophilia | 40 | Suffix | Attacks have 25% chance to cause Bleeding (31–40)% increased Damage with Bleeding bleed damage physical attack ailment | bow 1500 sword 1500 axe 3000 mace 3000 default 0 |
of Exsanguination | 60 | Suffix | Attacks have 30% chance to cause Bleeding (41–50)% increased Damage with Bleeding bleed damage physical attack ailment | bow 500 sword 500 axe 1000 mace 1000 default 0 |
of the Elder | 68 | Suffix | Socketed Gems are Supported by Level 16 Chance To Bleed (20–25)% increased Damage with Bleeding bleed damage physical attack ailment gem | gloves_elder 800 default 0 |
of the Elder | 75 | Suffix | Socketed Gems are Supported by Level 18 Chance To Bleed (26–30)% increased Damage with Bleeding bleed damage physical attack ailment gem | gloves_elder 800 default 0 |
of the Elder | 80 | Suffix | Socketed Gems are Supported by Level 20 Chance To Bleed (31–35)% increased Damage with Bleeding bleed damage physical attack ailment gem | gloves_elder 800 default 0 |
of the Elder | 68 | Suffix | Attacks have 10% chance to cause Bleeding (15–25)% increased Damage with Bleeding bleed damage physical attack ailment | quiver_elder 800 default 0 |
of the Elder | 75 | Suffix | Attacks have 15% chance to cause Bleeding (26–30)% increased Damage with Bleeding bleed damage physical attack ailment | quiver_elder 800 default 0 |
of the Elder | 68 | Suffix | Socketed Gems are Supported by Level 18 Chance To Bleed 10% chance to cause Bleeding on Hit bleed physical attack ailment gem | sword_elder 1000 axe_elder 1000 mace_elder 1000 claw_elder 1000 dagger_elder 1000 rune_dagger_elder 1000 default 0 |
of the Elder | 75 | Suffix | Socketed Gems are Supported by Level 20 Chance To Bleed 15% chance to cause Bleeding on Hit bleed physical attack ailment gem | sword_elder 1000 axe_elder 1000 mace_elder 1000 claw_elder 1000 dagger_elder 1000 rune_dagger_elder 1000 default 0 |
The Elder's | 68 | Prefix | +(37–42)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon bleed physical attack ailment | bow_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 |
The Elder's | 75 | Prefix | +(43–50)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon bleed physical attack ailment | bow_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 |
The Elder's | 83 | Prefix | +(51–59)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon bleed physical attack ailment | bow_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 Elder | 68 | Suffix | (30–49)% increased Physical Damage Hits with this Weapon have Culling Strike against Bleeding Enemies damage physical attack | 2h_axe_elder 1000 axe_elder 1000 default 0 |
of the Elder | 68 | Suffix | (5–10)% chance to gain an Endurance Charge when you Hit a Bleeding Enemy | axe_elder 1000 default 0 |
of the Elder | 68 | Suffix | Removes Bleeding when you use a Warcry bleed physical attack ailment | 2h_axe_elder 1000 default 0 |
of the Hunt | 75 | Suffix | (41–50)% chance to Avoid being Poisoned (41–50)% chance to Avoid Bleeding bleed poison physical chaos attack ailment | boots_basilisk 1000 default 0 |
of the Hunt | 68 | Suffix | Bleeding you inflict deals Damage (7–9)% faster bleed damage physical attack ailment | boots_basilisk 500 default 0 |
of the Hunt | 73 | Suffix | Bleeding you inflict deals Damage (10–12)% faster bleed damage physical attack ailment | boots_basilisk 500 default 0 |
of the Conquest | 68 | Suffix | Attacks have 10% chance to cause Bleeding (15–25)% increased Damage with Bleeding bleed damage physical attack ailment | quiver_adjudicator 500 default 0 |
of the Conquest | 75 | Suffix | Attacks have 15% chance to cause Bleeding (26–30)% increased Damage with Bleeding bleed damage physical attack ailment | quiver_adjudicator 500 default 0 |
of the Conquest | 68 | Suffix | (8–12)% increased Damage with Bleeding (5–6)% increased Bleeding Duration bleed damage physical attack ailment | ring_adjudicator 500 default 0 |
of the Conquest | 75 | Suffix | (13–17)% increased Damage with Bleeding (7–8)% increased Bleeding Duration bleed damage physical attack ailment | ring_adjudicator 500 default 0 |
of the Conquest | 80 | Suffix | (18–22)% increased Damage with Bleeding (9–10)% increased Bleeding Duration bleed damage physical attack ailment | ring_adjudicator 500 default 0 |
of the Hunt | 68 | Suffix | Bleeding you inflict deals Damage (8–12)% faster bleed damage physical attack ailment | sword_basilisk 500 axe_basilisk 500 mace_basilisk 500 default 0 |
of the Hunt | 73 | Suffix | Bleeding you inflict deals Damage (13–15)% faster bleed damage physical attack ailment | sword_basilisk 500 axe_basilisk 500 mace_basilisk 500 default 0 |
of the Hunt | 68 | Suffix | Bleeding you inflict deals Damage (18–21)% faster bleed damage physical attack ailment | 2h_sword_basilisk 500 2h_axe_basilisk 500 2h_mace_basilisk 500 bow_basilisk 500 default 0 |
of the Hunt | 73 | Suffix | Bleeding you inflict deals Damage (22–25)% faster bleed damage physical attack ailment | 2h_sword_basilisk 500 2h_axe_basilisk 500 2h_mace_basilisk 500 bow_basilisk 500 default 0 |
1 | FlaskEnchantmentInjector | Used when you start Bleeding | flask 100 default 0 | |
45 | ScourgeUpside | (26–30)% chance to Avoid Bleeding bleed physical attack ailment | ring 500 default 0 | |
68 | ScourgeUpside | (31–35)% chance to Avoid Bleeding bleed physical attack ailment | ring 500 default 0 | |
68 | ScourgeUpside | (36–40)% chance to Avoid Bleeding bleed physical attack ailment | ring 500 default 0 | |
45 | ScourgeUpside | Attacks have (12–14)% chance to cause Bleeding bleed physical attack ailment | gloves 500 default 0 | |
68 | ScourgeUpside | Attacks have (15–17)% chance to cause Bleeding bleed physical attack ailment | gloves 500 default 0 | |
68 | ScourgeUpside | Attacks have (18–20)% chance to cause Bleeding bleed physical attack ailment | gloves 500 default 0 | |
45 | ScourgeUpside | Bleeding you inflict deals Damage (4–5)% faster bleed damage physical attack ailment | two_hand_weapon 0 sword 500 axe 500 mace 500 default 0 | |
68 | ScourgeUpside | Bleeding you inflict deals Damage (6–7)% faster bleed damage physical attack ailment | two_hand_weapon 0 sword 500 axe 500 mace 500 default 0 | |
68 | ScourgeUpside | Bleeding you inflict deals Damage (8–9)% faster bleed damage physical attack ailment | two_hand_weapon 0 sword 500 axe 500 mace 500 default 0 | |
45 | ScourgeUpside | Bleeding you inflict deals Damage (8–9)% faster bleed damage physical attack ailment | one_hand_weapon 0 sword 500 axe 500 mace 500 bow 500 default 0 | |
68 | ScourgeUpside | Bleeding you inflict deals Damage (10–11)% faster bleed damage physical attack ailment | one_hand_weapon 0 sword 500 axe 500 mace 500 bow 500 default 0 | |
68 | ScourgeUpside | Bleeding you inflict deals Damage (12–13)% faster bleed damage physical attack ailment | one_hand_weapon 0 sword 500 axe 500 mace 500 bow 500 default 0 | |
68 | ScourgeDownside | Attacks cannot cause Bleeding | gloves 500 default 0 | |
75 | BlueImplicit | Attacks have 5% chance to cause Bleeding bleed physical attack ailment | no_tier_6_eldritch_implicit 0 gloves 700 default 0 | |
75 | BlueImplicit | Attacks have 10% chance to cause Bleeding bleed physical attack ailment | no_tier_5_eldritch_implicit 0 gloves 700 default 0 | |
75 | BlueImplicit | Attacks have 15% chance to cause Bleeding bleed physical attack ailment | no_tier_4_eldritch_implicit 0 gloves 700 default 0 | |
75 | BlueImplicit | Attacks have 20% chance to cause Bleeding bleed physical attack ailment | no_tier_3_eldritch_implicit 0 gloves 700 default 0 | |
75 | BlueImplicit | Attacks have 25% chance to cause Bleeding bleed physical attack ailment | no_tier_2_eldritch_implicit 0 gloves 700 default 0 | |
75 | BlueImplicit | Attacks have 30% chance to cause Bleeding bleed physical attack ailment | no_tier_1_eldritch_implicit 0 gloves 700 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Attacks have 20% chance to cause Bleeding bleed physical attack ailment | no_tier_5_eldritch_implicit 0 gloves 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Attacks have 25% chance to cause Bleeding bleed physical attack ailment | no_tier_4_eldritch_implicit 0 gloves 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Attacks have 30% chance to cause Bleeding bleed physical attack ailment | no_tier_3_eldritch_implicit 0 gloves 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Attacks have 35% chance to cause Bleeding bleed physical attack ailment | no_tier_2_eldritch_implicit 0 gloves 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Attacks have 40% chance to cause Bleeding bleed physical attack ailment | no_tier_1_eldritch_implicit 0 gloves 350 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Attacks have 35% chance to cause Bleeding bleed physical attack ailment | no_tier_4_eldritch_implicit 0 gloves 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Attacks have 40% chance to cause Bleeding bleed physical attack ailment | no_tier_3_eldritch_implicit 0 gloves 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Attacks have 45% chance to cause Bleeding bleed physical attack ailment | no_tier_2_eldritch_implicit 0 gloves 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Attacks have 50% chance to cause Bleeding bleed physical attack ailment | no_tier_1_eldritch_implicit 0 gloves 140 default 0 | |
75 | BlueImplicit | Bleeding you inflict deals Damage 5% faster bleed damage physical attack ailment | no_tier_6_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | Bleeding you inflict deals Damage 6% faster bleed damage physical attack ailment | no_tier_5_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | Bleeding you inflict deals Damage 7% faster bleed damage physical attack ailment | no_tier_4_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | Bleeding you inflict deals Damage 8% faster bleed damage physical attack ailment | no_tier_3_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | Bleeding you inflict deals Damage 9% faster bleed damage physical attack ailment | no_tier_2_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | Bleeding you inflict deals Damage 10% faster bleed damage physical attack ailment | no_tier_1_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Bleeding you inflict deals Damage 9% faster bleed physical ailment | no_tier_5_eldritch_implicit 0 boots 300 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Bleeding you inflict deals Damage 10% faster bleed physical ailment | no_tier_4_eldritch_implicit 0 boots 300 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Bleeding you inflict deals Damage 11% faster bleed physical ailment | no_tier_3_eldritch_implicit 0 boots 300 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Bleeding you inflict deals Damage 12% faster bleed physical ailment | no_tier_2_eldritch_implicit 0 boots 300 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Bleeding you inflict deals Damage 13% faster bleed physical ailment | no_tier_1_eldritch_implicit 0 boots 300 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Bleeding you inflict deals Damage 13% faster bleed physical ailment | no_tier_4_eldritch_implicit 0 boots 120 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Bleeding you inflict deals Damage 14% faster bleed physical ailment | no_tier_3_eldritch_implicit 0 boots 120 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Bleeding you inflict deals Damage 15% faster bleed physical ailment | no_tier_2_eldritch_implicit 0 boots 120 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Bleeding you inflict deals Damage 16% faster bleed physical ailment | no_tier_1_eldritch_implicit 0 boots 120 default 0 | |
75 | BlueImplicit | (33–35)% chance to Avoid Bleeding bleed physical attack ailment | no_tier_6_eldritch_implicit 0 boots 700 default 0 | |
75 | BlueImplicit | (36–38)% chance to Avoid Bleeding bleed physical attack ailment | no_tier_5_eldritch_implicit 0 boots 700 default 0 | |
75 | BlueImplicit | (39–41)% chance to Avoid Bleeding bleed physical attack ailment | no_tier_4_eldritch_implicit 0 boots 700 default 0 | |
75 | BlueImplicit | (42–44)% chance to Avoid Bleeding bleed physical attack ailment | no_tier_3_eldritch_implicit 0 boots 700 default 0 | |
75 | BlueImplicit | (45–47)% chance to Avoid Bleeding bleed physical attack ailment | no_tier_2_eldritch_implicit 0 boots 700 default 0 | |
75 | BlueImplicit | (48–50)% chance to Avoid Bleeding bleed physical attack ailment | no_tier_1_eldritch_implicit 0 boots 700 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (45–47)% chance to Avoid Bleeding bleed physical ailment | no_tier_5_eldritch_implicit 0 boots 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (48–50)% chance to Avoid Bleeding bleed physical ailment | no_tier_4_eldritch_implicit 0 boots 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (51–53)% chance to Avoid Bleeding bleed physical ailment | no_tier_3_eldritch_implicit 0 boots 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (54–57)% chance to Avoid Bleeding bleed physical ailment | no_tier_2_eldritch_implicit 0 boots 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (58–61)% chance to Avoid Bleeding bleed physical ailment | no_tier_1_eldritch_implicit 0 boots 350 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (57–59)% chance to Avoid Bleeding bleed physical ailment | no_tier_4_eldritch_implicit 0 boots 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (60–62)% chance to Avoid Bleeding bleed physical ailment | no_tier_3_eldritch_implicit 0 boots 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (63–66)% chance to Avoid Bleeding bleed physical ailment | no_tier_2_eldritch_implicit 0 boots 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (67–70)% chance to Avoid Bleeding bleed physical ailment | no_tier_1_eldritch_implicit 0 boots 140 default 0 | |
1 | WeaponTree | Adds 1 to 3 Physical Damage 15% chance to cause Bleeding on Hit | one_hand_weapon 250 default 0 | |
21 | WeaponTree | Adds 1 to 4 Physical Damage 15% chance to cause Bleeding on Hit | one_hand_weapon 250 default 0 | |
46 | WeaponTree | Adds 2 to 6 Physical Damage 15% chance to cause Bleeding on Hit | one_hand_weapon 250 default 0 | |
65 | WeaponTree | Adds 3 to 7 Physical Damage 15% chance to cause Bleeding on Hit | one_hand_weapon 125 default 0 | |
77 | WeaponTree | Adds 5 to 8 Physical Damage 15% chance to cause Bleeding on Hit | one_hand_weapon 63 default 0 | |
1 | WeaponTree | Adds 2 to 6 Physical Damage 15% chance to cause Bleeding on Hit | two_hand_weapon 250 default 0 | |
21 | WeaponTree | Adds 3 to 8 Physical Damage 15% chance to cause Bleeding on Hit | two_hand_weapon 250 default 0 | |
46 | WeaponTree | Adds 3 to 10 Physical Damage 15% chance to cause Bleeding on Hit | two_hand_weapon 250 default 0 | |
65 | WeaponTree | Adds 5 to 13 Physical Damage 15% chance to cause Bleeding on Hit | two_hand_weapon 125 default 0 | |
77 | WeaponTree | Adds 6 to 15 Physical Damage 15% chance to cause Bleeding on Hit | two_hand_weapon 63 default 0 | |
1 | WeaponTree | 20% increased Bleeding Duration 15% increased Bleed Duration on you | one_hand_weapon 300 shield 300 default 0 | |
45 | WeaponTree | 30% increased Bleeding Duration 20% increased Bleed Duration on you | one_hand_weapon 300 shield 300 default 0 | |
1 | WeaponTree | 35% increased Bleeding Duration 30% increased Bleed Duration on you | two_hand_weapon 300 default 0 | |
45 | WeaponTree | 50% increased Bleeding Duration 40% increased Bleed Duration on you | two_hand_weapon 300 default 0 | |
12 | WeaponTree | +20% chance to be Poisoned 60% chance to Avoid Bleeding | shield 750 default 0 | |
65 | WeaponTree | +20% chance to be Poisoned 100% chance to Avoid Bleeding | shield 750 default 0 | |
25 | WeaponTree | Minions have 8% chance to cause Bleeding with Attacks 20% increased Bleed Duration on you | two_hand_weapon 0 weapon_can_roll_minion_modifiers 800 minion_unique_weapon 800 default 0 | |
78 | WeaponTree | Minions have 12% chance to cause Bleeding with Attacks 20% increased Bleed Duration on you | two_hand_weapon 0 weapon_can_roll_minion_modifiers 800 minion_unique_weapon 800 default 0 | |
25 | WeaponTree | Minions have 16% chance to cause Bleeding with Attacks 40% increased Bleed Duration on you | one_hand_weapon 0 weapon_can_roll_minion_modifiers 800 minion_unique_weapon 800 default 0 | |
78 | WeaponTree | Minions have 24% chance to cause Bleeding with Attacks 40% increased Bleed Duration on you | one_hand_weapon 0 weapon_can_roll_minion_modifiers 800 minion_unique_weapon 800 default 0 | |
1 | WeaponTree | Rain of Arrows and Toxic Rain deal 300% more Damage with Bleeding -60% of Toxic Rain Physical Damage Converted to Chaos Damage | bow 1000 default 0 | |
1 | WeaponTree | Cobra Lash and Venom Gyre have -60% of Physical Damage Converted to Chaos Damage 25% chance for Bleeding inflicted with Cobra Lash or Venom Gyre to deal 100% more Damage | claw 1000 dagger 1000 shield 500 default 0 |
Enchantment Modifier /4
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Enchantment Double Slash Added Phys To Bleeding 1 | 66 | Enchantment | Lacerate deals (4–8) to (10–15) added Physical Damage against Bleeding Enemies damage physical attack | helmet 100 default 0 |
Enchantment Double Slash Added Phys To Bleeding 2 | 75 | Enchantment | Lacerate deals (14–18) to (20–25) added Physical Damage against Bleeding Enemies damage physical attack | helmet 100 default 0 |
Enchantment Double Strike Double Damage Vs Bleeding 1 | 66 | Enchantment | Double Strike has a 10% chance to deal Double Damage to Bleeding Enemies damage attack | helmet 75 default 0 |
Enchantment Double Strike Double Damage Vs Bleeding 2 | 75 | Enchantment | Double Strike has a 15% chance to deal Double Damage to Bleeding Enemies damage attack | helmet 75 default 0 |
Monsters mods /19
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Unique | Attacks cause Bleeding bleed physical attack ailment | ||
of Bloodletting | 24 | Unique | Attacks cause Bleeding 50% increased Damage with Bleeding 25% increased Bleeding Duration 25% reduced Physical Damage taken over time | no_common_monster_mods 0 caster 0 magic 0 default 1500 |
of Bloodletting | 18 | Unique | Attacks cause Bleeding 50% increased Damage with Bleeding 25% increased Bleeding Duration 25% reduced Physical Damage taken over time | no_common_monster_mods 0 caster 0 rare 0 default 1500 |
1 | Unique | Attacks cause Bleeding 50% increased Damage with Bleeding 25% increased Bleeding Duration | ||
1 | Unique | You are Immune to Bleeding bleed physical attack ailment | ||
1 | Unique | 10% increased Global Physical Damage Attacks cause Bleeding bleed damage physical attack ailment | ||
1 | Unique | Attacks cause Bleeding bleed damage physical attack ailment | ||
Charlatan's Touch | 1 | Torment | 15% increased Global Physical Damage Attacks cause Bleeding bleed damage physical attack ailment | default 1000 |
Charlatan's Grip | 1 | Torment | Attacks cause Bleeding bleed physical attack ailment | default 1000 |
1 | Unique | 45% increased Physical Damage taken 40% increased Physical Damage taken over time Attack Hits have 20% chance to Maim you for 4 seconds 20% chance to be inflicted with Bleeding when Hit by an Attack curse count [1] caster curse | ||
1 | Unique | 45% increased Physical Damage taken 20% increased Physical Damage taken over time 0% chance to be inflicted with Bleeding when Hit by an Attack curse count [1] caster curse | ||
1 | Unique | 20% increased Global Physical Damage Attacks cause Bleeding bleed damage physical attack ailment | ||
1 | Unique | Attacks cause Bleeding 35% chance for Attacks to Maim on Hit against Bleeding Enemies bleed physical attack ailment | ||
1 | Unique | Causes Bleeding | ||
1 | Unique | Attacks have 25% chance to cause Bleeding display monster may inflict bleeding [1] bleed physical attack ailment | ||
1 | Unique | display monster may inflict bleeding [1] | ||
1 | Unique | Attacks cause Bleeding display monster may inflict bleeding [0] bleed physical attack ailment | ||
1 | Unique | 50% chance to Avoid being Chilled 50% chance to Avoid being Frozen 50% chance to Avoid being Ignited 50% chance to Avoid being Shocked 50% chance to Avoid Bleeding ailment | ||
of Bloodletting | 34 | Suffix | Attacks cause Bleeding | caster 0 default 2500 |
Abyss Jewel mods /4
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Corrupted | (20–25)% chance to Avoid Bleeding bleed physical attack ailment | default 1000 | |
of Bloodletting | 60 | Suffix | Minions have (10–15)% chance to cause Bleeding with Attacks bleed physical minion ailment | abyss_jewel_summoner 400 default 0 |
of Stemming | 50 | Suffix | (31–40)% chance to Avoid Bleeding bleed physical attack ailment | default 300 |
of the Tourniquet | 70 | Suffix | (41–50)% chance to Avoid Bleeding bleed physical attack ailment | default 150 |
Fossil mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Subterranean | 1 | Prefix | 60% chance for Bleeding inflicted with this Weapon to deal 100% more Damage bleed damage physical attack ailment | abyss_jewel 0 jewel 0 weapon 2000 default 0 |
of the Underground | 1 | Suffix | 50% chance to Avoid Bleeding bleed physical attack ailment | abyss_jewel 0 jewel 0 shield 1600 helmet 1600 boots 1600 body_armour 1600 default 0 |
Subterranean | 1 | Prefix | Adds (7–11) to (12–18) Physical Damage against Bleeding Enemies damage physical | abyss_jewel 0 jewel 0 gloves 1600 default 0 |
Map mods /8
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Impervious | 1 | Prefix | Monsters have a 20% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size bleed poison physical chaos attack ailment | low_tier_map 800 expedition_logbook 0 primordial_map 0 default 0 |
Impervious | 1 | Prefix | Monsters have a 10% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size bleed poison physical chaos attack ailment | top_tier_map 0 expedition_logbook 800 default 0 |
Impervious | 68 | Prefix | Monsters have a 20% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size bleed poison physical chaos attack ailment | top_tier_map 0 expedition_logbook 800 default 0 |
Impervious | 1 | Prefix | Monsters have a 35% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size bleed poison physical chaos attack ailment | mid_tier_map 800 expedition_logbook 0 primordial_map 0 default 0 |
Impervious | 73 | Prefix | Monsters have a 35% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size bleed poison physical chaos attack ailment | top_tier_map 0 expedition_logbook 800 default 0 |
Impervious | 1 | Prefix | Monsters have a 50% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size bleed poison physical chaos attack ailment | top_tier_map 800 maven_map 0 expedition_logbook 0 primordial_map 0 default 0 |
Impervious | 1 | Prefix | Monsters have a 50% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area bleed poison physical chaos attack ailment | top_tier_map 0 maven_map 800 primordial_map 800 default 0 |
Impervious | 78 | Prefix | Monsters have a 50% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size bleed poison physical chaos attack ailment | top_tier_map 0 expedition_logbook 800 default 0 |
Delve Area mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | DelveArea | Monsters have a 30% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size bleed poison physical chaos attack ailment | default 1000 | |
52 | DelveArea | Monsters have a 40% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size bleed poison physical chaos attack ailment | default 1000 | |
173 | DelveArea | Monsters have a 50% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size bleed poison physical chaos attack ailment | default 1000 |
Heist Area mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Impervious | 46 | Prefix | Monsters have a 20% chance to avoid Poison, Impale, and Bleeding heist contract alert level +% final [-4] heist contract lockdown timer +% [0] heist monster spawner alive limit +% [4] map item drop quantity +% [10] map item drop rarity +% [6] bleed poison physical chaos attack ailment | default 800 |
Impervious | 73 | Prefix | Monsters have a 35% chance to avoid Poison, Impale, and Bleeding heist contract alert level +% final [-4] heist contract lockdown timer +% [0] heist monster spawner alive limit +% [4] map item drop quantity +% [10] map item drop rarity +% [6] bleed poison physical chaos attack ailment | default 800 |
Impervious | 78 | Prefix | Monsters have a 50% chance to avoid Poison, Impale, and Bleeding heist contract alert level +% final [-4] heist contract lockdown timer +% [0] heist monster spawner alive limit +% [4] map item drop quantity +% [10] map item drop rarity +% [6] bleed poison physical chaos attack ailment | default 800 |
Veiled mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Chosen | 60 | Prefix | (120–139)% increased Physical Damage (21–25)% chance to cause Bleeding on Hit bleed damage physical attack ailment | wand 500 sceptre 500 dagger 500 weapon 1000 default 0 |
Tora's | 60 | Prefix | Adds (12–14) to (18–20) Physical Damage 40% chance to cause Bleeding on Hit bleed damage physical attack ailment | one_hand_weapon 2000 default 0 |
Tora's | 60 | Prefix | Adds (17–20) to (26–28) Physical Damage 40% chance to cause Bleeding on Hit bleed damage physical attack ailment | two_hand_weapon 2000 default 0 |
Crafting Bench /10
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
Moving while Bleeding doesn't cause you to take extra Damage | 2x ![]() | Shield · Quiver | The Ascent |
(41–50)% chance to Avoid Bleeding | 4x ![]() | Boots | The Ascent |
(51–60)% chance to Avoid Bleeding | 2x ![]() | Boots | Orchard Map |
(81–85)% increased Physical Damage (13–15)% chance to cause Bleeding on Hit | 3x ![]() | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged | Betrayal Unveil |
(86–94)% increased Physical Damage (16–17)% chance to cause Bleeding on Hit | 3x ![]() | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged | Betrayal Unveil |
(95–105)% increased Physical Damage (18–20)% chance to cause Bleeding on Hit | 8x ![]() | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged | Betrayal Unveil |
Adds (11–13) to (16–17) Physical Damage 35% chance to cause Bleeding on Hit | 2x ![]() | Two Hand Melee · Two Hand Ranged | Betrayal Unveil, Tora |
Adds (14–16) to (18–20) Physical Damage 40% chance to cause Bleeding on Hit | 4x ![]() | Two Hand Melee · Two Hand Ranged | Betrayal Unveil, Tora |
Adds (7–8) to (10–11) Physical Damage 35% chance to cause Bleeding on Hit | 2x ![]() | One Hand Melee · One Hand Ranged | Betrayal Unveil, Tora |
Adds (9–11) to (12–14) Physical Damage 40% chance to cause Bleeding on Hit | 4x ![]() | One Hand Melee · One Hand Ranged | Betrayal Unveil, Tora |
Misc mods /19
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
[UNUSED] Bleed duration 1 | 8 | Flask | Suffix | (35–45)% reduced Bleeding Duration on you during Effect | utility_flask 0 default 0 |
of Sealing | 8 | Flask | Suffix | Grants Immunity to Bleeding for (6–8) seconds if used while Bleeding Grants Immunity to Corrupted Blood for (6–8) seconds if used while affected by Corrupted Blood | utility_flask 0 default 750 |
of Alleviation | 32 | Flask | Suffix | Grants Immunity to Bleeding for (9–11) seconds if used while Bleeding Grants Immunity to Corrupted Blood for (9–11) seconds if used while affected by Corrupted Blood | utility_flask 0 default 750 |
of Allaying | 56 | Flask | Suffix | Grants Immunity to Bleeding for (12–14) seconds if used while Bleeding Grants Immunity to Corrupted Blood for (12–14) seconds if used while affected by Corrupted Blood | utility_flask 0 default 750 |
of Assuaging | 80 | Flask | Suffix | Grants Immunity to Bleeding for (15–17) seconds if used while Bleeding Grants Immunity to Corrupted Blood for (15–17) seconds if used while affected by Corrupted Blood | utility_flask 0 default 750 |
of the Lizard | 8 | Flask | Suffix | (45–49)% less Duration Immunity to Bleeding and Corrupted Blood during Effect | utility_flask 1000 default 0 |
of the Skink | 42 | Flask | Suffix | (40–44)% less Duration Immunity to Bleeding and Corrupted Blood during Effect | utility_flask 1000 default 0 |
of the Iguana | 76 | Flask | Suffix | (35–39)% less Duration Immunity to Bleeding and Corrupted Blood during Effect | utility_flask 1000 default 0 |
1 | Jewel | Corrupted | (20–25)% chance to Avoid Bleeding bleed physical attack ailment | jewel 0 default 0 | |
of Bleeding | 1 | Jewel | Suffix | Attacks have (3–5)% chance to cause Bleeding (12–16)% increased Bleeding Duration bleed physical attack ailment | not_str 250 default 350 |
of Haemophilia | 1 | Jewel | Suffix | (16–20)% increased Damage with Bleeding bleed damage physical attack ailment | not_str 250 default 500 |
1 | Jewel | Unique | Bleeding you inflict is Reflected to you bleed physical attack ailment | ||
1 | Jewel | Unique | (30–40)% increased Armour while Bleeding defences | ||
12 | ExpeditionRelic | Prefix | Monsters have 100% increased Bleeding Duration Monsters' Attack Hits inflict Bleeding | default 1000 | |
of Bleeding | 75 | SanctumSpecial | Suffix | Attacks have (20–30)% chance to cause Bleeding bleed physical attack ailment | str_special_relic 600 default 150 |
Bloodletting | 75 | SanctumSpecial | Prefix | Bleeding you inflict deals Damage (7–10)% faster bleed damage physical attack ailment | str_special_relic 200 default 50 |
of Staunching | 75 | SanctumSpecial | Suffix | (40–50)% chance to Avoid Bleeding bleed physical attack ailment | str_special_relic 600 default 150 |
of Bleeding | 1 | CrucibleMap | Suffix | Monsters' Attack Hits inflict Bleeding map item drop quantity +% [12] map item drop rarity +% [7] | crucible_map_low 400 default 0 |
of Bleeding | 1 | CrucibleMap | Suffix | Monsters have 100% increased Bleeding Duration Monsters' Attack Hits inflict Bleeding map item drop quantity +% [12] map item drop rarity +% [7] | crucible_map_high 400 default 0 |
Item /4
Icon | Name |
---|---|
![]() | 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 /50
Icon | Name |
---|---|
![]() | The Taming Prismatic Ring +(8–10)% to all Elemental Resistances 20% increased Damage with Hits and Ailments per Freeze, Shock or Ignite on Enemy +(20–30)% to all Elemental Resistances 30% increased Elemental Damage 10% chance to Freeze, Shock and Ignite 30% increased Elemental Damage with Attack Skills (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) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) |
![]() | Drillneck Penetrating Arrow Quiver Arrows Pierce an additional Target (8–12)% increased Attack Speed +350 to Evasion Rating +(40–50) to maximum Life (10–14) to (19–24) Added Physical Damage with Bow Attacks Arrows deal 50% increased Damage with Hits and Ailments to Targets they Pierce (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) |
![]() | Atziri's Disfavour Vaal Axe 25% chance to Maim on Hit +30% to Quality of Socketed Support Gems Adds (310–330) to (370–390) Physical Damage (12–16)% increased Attack Speed 25% chance to cause Bleeding on Hit +10 metres to Weapon Range (Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect) (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) |
![]() | The Blood Reaper Headsman Axe (180–200)% increased Physical Damage +100 to maximum Life Regenerate 20 Life per second 1% of Physical Attack Damage Leeched as Life 50% increased Mana Cost of Skills 50% chance to cause Bleeding on Hit (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate) (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) |
![]() | Mark of the Doubting Knight Platinum Kris 50% increased Global Critical Strike Chance +5% Chance to Block Attack Damage while Dual Wielding (250–270)% increased Physical Damage 10% reduced Attack Speed +(6–10)% to all Elemental Resistances 50% chance to Cause Bleeding on Critical Strike 50% chance to Cause Poison on Critical Strike (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) (Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack) |
![]() | Maloney's Nightfall Vile Arrow Quiver Gain (10–15)% of Physical Damage as Extra Chaos Damage 10% increased Attack Speed +(50–70) to maximum Life +(12–16)% to Chaos Resistance (8–10) to (14–16) Added Physical Damage with Bow Attacks 25% chance to create a Smoke Cloud when Hit (40–60)% increased Damage with Hits and Ailments against Blinded Enemies (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Enemies standing in Smoke Clouds are Blinded) |
![]() | The Blood Thorn Gnarled Branch +18% Chance to Block Attack Damage while wielding a Staff +12% Chance to Block Attack Damage while wielding a Staff 100% increased Physical Damage (5–10)% increased Attack Speed Reflects (22–44) Physical Damage to Attackers on Block Curse Enemies with Vulnerability on Block (Warstaves are considered Staves) (Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds) |
![]() | Flesh-Eater Dream Mace 10% reduced Enemy Stun Threshold Adds 10 to 15 Physical Damage (60–80)% increased Physical Damage 10% increased Attack Speed 1% of Physical Attack Damage Leeched as Life 3% of Attack Damage Leeched as Life against Bleeding Enemies 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) (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate) |
![]() | The 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 (Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds) |
![]() | Bloodplay Stiletto 30% increased Global Critical Strike Chance +20 to Dexterity Adds (3–6) to (9–13) Physical Damage (20–40)% increased Physical Damage 10% increased Attack Speed 30% chance to cause Bleeding on Hit Extra gore (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) |
![]() | Goredrill Skinning Knife 30% increased Global Critical Strike Chance +(10–15) to Dexterity Adds (1–2) to (3–5) Physical Damage (50–70)% increased Physical Damage 30% increased Critical Strike Chance 40% increased Attack Damage against Bleeding Enemies 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) |
![]() | Jack, the Axe Vaal Hatchet Grants Level 20 Thirst for Blood Skill Adds (11–14) to (18–23) Physical Damage (130–150)% increased Physical Damage 25% chance to cause Bleeding on Hit +(25–35)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon play jack the axe sounds [1] (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) |
![]() | Bloodgrip 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) |
![]() | Kongming's Stratagem Ancient Spirit Shield (5–10)% increased Spell Damage Trigger Level 20 Fog of War when your Trap is triggered +(20–30) to Intelligence (250–300)% increased Energy Shield 30% reduced Spell Damage taken from Blinded Enemies (30–50)% increased Fire Damage with Hits and Ailments against Blinded Enemies No Chance to Block (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) |
![]() | Singularity Platinum Sceptre 30% increased Elemental Damage Adds (1–10) to (150–200) 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 100% increased Damage with Hits and Ailments against Hindered Enemies (Hinder reduces movement speed for 4 seconds) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) |
![]() | Rigwald'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) |
![]() | Rive Terror Claw 2% of Physical Attack Damage Leeched as Life Adds (25–35) to (50–65) Physical Damage (60–80)% increased Physical Damage 25% chance to cause Bleeding on Hit 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 (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) |
![]() | Death's Door Crusader Boots +(20–40) to Strength +(10–15)% to all Elemental Resistances 200% increased Armour and Energy Shield +1 to Maximum Endurance Charges 25% increased Movement Speed 50% increased Elemental Ailment Duration on you Bleeding cannot be inflicted on you (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | Kondo's Pride Ezomyte Blade +25% to Global Critical Strike Multiplier (220–250)% increased Physical Damage 0.6% of Physical Attack Damage Leeched as Life 50% increased Melee Damage against Bleeding Enemies 30% chance to Blind Enemies on Critical Strike Cannot Leech Life from Critical Strikes 50% chance to cause Bleeding on Critical Strike (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate) (Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds) (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) |
![]() | The Infinite Pursuit Titan Greaves 20% increased Movement Speed Moving while Bleeding doesn't cause you to take extra Damage Bleeding on you expires 75% slower while Moving Cannot be Poisoned while Bleeding Cannot be Stunned while Bleeding 50% chance to be inflicted with Bleeding when Hit by an Attack 20% increased Movement Speed while Bleeding (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) |
![]() | The Red Trail Titan Greaves (60–100)% increased Armour +(60–100) to maximum Life 30% increased Movement Speed 10% additional Physical Damage Reduction while stationary Gain a Frenzy Charge on Hit while Bleeding 50% chance to be inflicted with Bleeding when Hit by an Attack Gore Footprints frenzy charge blood dance art variation [0] (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) |
![]() | Uul-Netol's Kiss Vaal Axe 25% chance to Maim on Hit (230–270)% increased Physical Damage 15% reduced Attack Speed Curse Enemies with Vulnerability on Hit Exerted Attacks deal 200% increased Damage Exerted Attacks Knock Enemies Back on Hit (Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds) (Vaal Attacks, Channelling Attacks, and Attacks which Repeat cannot be Exerted) |
![]() | Uul-Netol's Embrace Vaal Axe 25% chance to Maim on Hit Trigger Level 20 Bone Nova when you Hit a Bleeding Enemy (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) |
![]() | Haemophilia Serpentscale Gauntlets +(20–30) to Strength 25% increased Damage over Time Attacks have 25% chance to cause Bleeding (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 (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) |
![]() | The 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 Adds (160–185) to (200–225) Physical Damage +(30–40)% to Damage over Time Multiplier for Bleeding from Critical Strikes (30–40)% increased Critical Strike Chance (Warstaves are considered Staves) |
![]() | Yriel'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 Adds (11–16) to (21–25) Physical Damage to Attacks 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) |
![]() | Yoke 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 (5–10)% chance to Shock Enemies take 5% increased Damage for each type of Ailment you have inflicted on them Your Elemental Damage can Shock (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds) |
![]() | Leper's Alms Mirrored Spiked Shield +5% chance to Suppress Spell Damage +(60–80) to maximum Life (500–600)% increased Evasion and Energy Shield 40% increased Duration of Ailments on Enemies +(3–4)% Chance to Block Shared Suffering (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) (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) |
![]() | The Golden Rule Viridian Jewel (30–40)% increased Armour while Bleeding Bleeding you inflict is Reflected to you +1% to Chaos Resistance per Poison on you Poison you inflict is Reflected to you if you have fewer than 100 Poisons on you (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) (Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack) Corrupted |
![]() | Vulconus 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 (70–100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies (70–100)% increased Physical Damage with Hits and Ailments against Ignited Enemies Every 8 seconds, gain Avatar of Fire for 4 seconds (160–200)% increased Critical Strike Chance while you have Avatar of Fire +2000 Armour while you do not have Avatar of Fire 50% of Physical Damage Converted to Fire while you have Avatar of Fire (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (50% of Physical, Cold and Lightning Damage Converted to Fire Damage. Deal no Non-Fire Damage) |
![]() | Craiceann's Carapace Golden Plate Grants Level 20 Aspect of the Crab Skill (200–250)% 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 |
![]() | Farrul'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) |
![]() | Farrul's Pounce Hydrascale Gauntlets +(50–70) to maximum Life (100–140)% increased Armour and Evasion +(400–500) to Accuracy against Bleeding Enemies Attacks always inflict Bleeding while you have Cat's Stealth (40–50)% increased Damage with Hits and Ailments against Bleeding Enemies You have Crimson Dance 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) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (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) |
![]() | Farrul'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 |
![]() | Fenumus' Weave Carnal Mitts Grants Level 20 Aspect of the Spider Skill +(40–50) to maximum Life (120–170)% increased Evasion and Energy Shield (6–9)% increased Attack and Cast Speed (40–60)% increased Damage with Hits and Ailments against Enemies affected by 3 Spider's Webs Adds (8–10) to (13–15) Chaos Damage for each Spider's Web on the Enemy (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) |
![]() | Coward's Chains Chain Belt +(9–20) to maximum Energy Shield +(15–20) to all Attributes (5–10)% increased Movement Speed Damage of Enemies Hitting you is Unlucky while you are Cursed with Vulnerability You are Cursed with Vulnerability You count as on Full Life while you are Cursed with Vulnerability (Attributes are Strength, Dexterity, and Intelligence) (Unlucky things are rolled twice and the worst result used) (Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds) |
![]() | Coward's Legacy Chain Belt +(9–20) to maximum Energy Shield +(15–20) to all Attributes (5–10)% increased Movement Speed 50% increased Effect of Curses on you You are Cursed with Vulnerability You count as on Low Life while you are Cursed with Vulnerability (Attributes are Strength, Dexterity, and Intelligence) (Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds) |
![]() | Apep'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 Poisons on you expire 50% slower (Maximum Resistances cannot be raised above 90%) |
![]() | The Crimson Storm Steelwood Bow 6% increased Movement Speed (60–80)% increased Physical Damage (25–35)% increased Critical Strike Chance 50% chance to inflict Bleeding on Critical Strike with Attacks Adds (100–120) to (150–165) Physical Damage against Bleeding Enemies Enemies you inflict Bleeding on grant (60–100)% increased Flask Charges 50% chance to Maim Enemies on Critical Strike with Attacks veiled mod seed [1,30000] veiled mod type [2] (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) (Maimed enemies have 30% reduced Movement Speed) ![]() |
![]() | Hyperboreus Leather Belt +(25–40) to maximum Life +(30–40)% to Cold Resistance Chill nearby Enemies when you Focus, causing 30% reduced Action Speed Focus has (30–50)% increased Cooldown Recovery Rate (50–70)% increased Damage with Hits and Ailments against Chilled Enemies grant focus skill [1] veiled mod seed [1,30000] veiled mod type [2] (Chill reduces Enemy Action Speed for 2 seconds) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) ![]() |
![]() | Venopuncture Iron Ring Adds 1 to 4 Physical Damage to Attacks +(20–30) to Strength Attacks have 25% chance to cause Bleeding (40–60)% increased Damage with Bleeding You are Chilled while you are Bleeding Bleeding Enemies you Kill with Hits Shatter Non-Chilled Enemies you inflict Bleeding on are Chilled (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) (Chill reduces Enemy Action Speed by 10% for 2 seconds) |
![]() | The 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 Adds (160–185) to (200–225) Physical Damage +(30–40)% to Damage over Time Multiplier for Bleeding from Critical Strikes (30–40)% increased Critical Strike Chance (Warstaves are considered Staves) |
![]() | Usurper's Penance Eternal Burgonet (50–80)% increased Armour 50% reduced Light Radius Attacks have 15% chance to cause Bleeding +4% to Damage over Time Multiplier for Bleeding per Frenzy Charge Bleeding you inflict deals Damage 4% faster per Frenzy Charge (20–30)% chance to gain a Frenzy Charge on Critical Strike at Close Range (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) (They will deal the same total damage over a shorter duration) (Close Range is up to 2 metres) |
![]() | Replica Bloodplay Stiletto 30% increased Global Critical Strike Chance +20 to Strength Adds (3–6) to (9–13) Physical Damage (20–40)% increased Physical Damage 30% chance to cause Bleeding on Hit (100–150)% increased Critical Strike Chance against Bleeding Enemies Extra gore (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) |
![]() | The 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 100% 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 (Being Blinded causes 20% less Accuracy Rating and Evasion Rating) |
![]() | Polaric Devastation Opal Ring (15–25)% increased Elemental Damage (15–25)% increased Global Critical Strike Chance +(20–40)% to Fire Resistance +(20–40)% to Cold Resistance (10–20)% increased Duration of Ailments on Enemies Left Ring slot: Cover Enemies in Ash for 5 seconds when you Ignite them Right Ring slot: Cover Enemies in Frost for 5 seconds when you Freeze them (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) (Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken) (Being Covered in Frost applies 50% less Critical Strike Chance and 20% increased Cold Damage Taken) |
![]() | Royale Singularity Darkwood Sceptre 12% increased Elemental Damage Adds (3–5) to (7–10) 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 (20–35)% increased Damage with Hits and Ailments against Hindered Enemies (Hinder reduces movement speed for 4 seconds) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) |
![]() | Royale The Infinite Pursuit Steel Greaves +(15–30) to maximum Life 20% increased Movement Speed Moving while Bleeding doesn't cause you to take extra Damage 50% chance to be inflicted with Bleeding when Hit by an Attack 20% increased Movement Speed while Bleeding (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) |
![]() | Chain of Endurance Chain Belt +(9–20) to maximum Energy Shield +(40–50) to maximum Life (40–60)% increased Stun and Block Recovery Reflects (100–150) Physical Damage to Melee Attackers Regenerate 2% of Life per second for each different Ailment affecting you (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) |
![]() | Kahuturoa's Certainty Ancient Greaves (100–150)% increased Armour 5% reduced Movement Speed (100–200)% increased Stun and Block Recovery Unaffected by Damaging Ailments (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect) |
Passive /38
Icon | Name |
---|---|
Smashing Strikes Notable Staff Attacks deal 30% increased Damage with Hits and Ailments 30% increased Critical Strike Chance with Staves 10% chance to gain an Endurance Charge on Melee Critical Strike (Warstaves are considered Staves) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Skull Cracking Notable 36% increased Physical Damage with Maces or Sceptres Mace or Sceptre Attacks deal 36% increased Damage with Ailments 12% reduced Enemy Stun Threshold with Maces or Sceptres (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (The Stun Threshold determines how much Damage can Stun something) | |
Bone Breaker Notable 30% increased Physical Damage with Maces or Sceptres Mace or Sceptre Attacks deal 30% increased Damage with Ailments 12% increased Area of Effect (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Hatchet Master Notable Axe Attacks deal 24% increased Damage with Hits and Ailments 10% increased Attack Speed with Axes 20% chance to gain Onslaught for 4 seconds on Kill (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Onslaught grants 20% increased Attack, Cast, and Movement Speed) | |
Slaughter Notable 25% increased Physical Damage with Axes Axe Attacks deal 25% increased Damage with Ailments 8% increased Attack Speed with Axes +5 to Maximum Rage (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Flaying Notable Dagger Attacks deal 24% increased Damage with Hits and Ailments 18% increased Accuracy Rating with Daggers 12% increased Attack Speed with Daggers (Rune Daggers are considered Daggers) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Claws of the Magpie Notable Claw Attacks deal 25% increased Damage with Hits and Ailments 10% increased Attack Speed with Claws 25% chance to Steal Power, Frenzy, and Endurance Charges on Hit with Claws (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Wrecking Ball Notable Attacks with Two Handed Melee Weapons deal 25% increased Damage with Hits and Ailments 10% increased Attack Speed with Two Handed Melee Weapons 40% increased Stun Duration with Two Handed Melee Weapons on Enemies (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Blade Master Notable 20% increased Physical Damage with Swords Sword Attacks deal 20% increased Damage with Ailments 8% increased Attack Speed with Swords +200 to Accuracy Rating with Swords (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Poisonous Fangs Notable +10% to Damage over Time Multiplier for Poison Claw Attacks deal 25% increased Damage with Ailments 6% increased Attack Speed with Claws (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Cleaving Notable 30% increased Physical Damage with Axes Axe Attacks deal 30% increased Damage with Ailments 15% chance to Intimidate Enemies for 4 seconds on Hit with Attacks (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Intimidated enemies take 10% increased Attack Damage) | |
Razor's Edge Notable 35% increased Physical Damage with Swords Sword Attacks deal 35% increased Damage with Ailments Overwhelm 20% Physical Damage Reduction (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative) | |
Butchery Notable 25% increased Physical Damage with Two Handed Melee Weapons Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments 5% increased Attack Speed with Two Handed Melee Weapons +20 to Strength (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Destroyer Notable 25% increased Physical Damage with Two Handed Melee Weapons Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments 5% increased Attack Speed with Two Handed Melee Weapons 25% increased Stun Duration with Two Handed Melee Weapons on Enemies (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Brutal Blade Notable +6% Chance to Block Attack Damage while Dual Wielding or holding a Shield Sword Attacks deal 24% increased Damage with Hits and Ailments 20% chance to gain a Frenzy Charge when you Block Attack Damage (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Sleight of Hand Notable Attacks with One Handed Weapons deal 30% increased Damage with Ailments 20% increased Damage with One Handed Weapons 8% increased Attack Speed with One Handed Weapons (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Savage Wounds Notable Bleeding you inflict deals Damage 15% faster (They will deal the same total damage over a shorter duration) | |
Strong Arm Notable 25% increased Physical Damage with One Handed Melee Weapons Attacks with One Handed Melee Weapons deal 25% increased Damage with Ailments 5% increased Attack Speed with One Handed Melee Weapons +20 to Strength (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Martial Experience Notable 30% increased Physical Damage with Two Handed Melee Weapons Attacks with Two Handed Melee Weapons deal 30% increased Damage with Ailments 100% increased total Recovery per second from Life Leech Overwhelm 12% Physical Damage Reduction (Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Ribcage Crusher Notable Mace or Sceptre Attacks deal 24% increased Damage with Hits and Ailments 6% increased Attack Speed with Maces or Sceptres 15% increased Area of Effect if you have Stunned an Enemy Recently (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Bloodletting Notable +15% to Damage over Time Multiplier for Bleeding 40% increased Attack Damage against Bleeding Enemies | |
Dirty Techniques Notable Damaging Ailments deal damage 15% faster (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (They will deal the same total damage over a shorter duration) | |
Perfect Agony Keystone Modifiers to Critical Strike Multiplier also apply to Damage over Time Multiplier for Ailments from Critical Strikes at 50% of their value 30% less Damage with Hits (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Crimson Dance Keystone 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 | |
Tolerance Notable +19% to Chaos Resistance 30% chance to Avoid being Poisoned 30% chance to Avoid Bleeding | |
Adamant Notable 25% increased Armour Remove Bleeding when you use a Guard Skill Remove Corrupted Blood when you use a Guard Skill Guard Skills have 25% increased Duration | |
Feller of Foes Notable Axe Attacks deal 30% increased Damage with Hits and Ailments +40% to Critical Strike Multiplier with Axes +200 to Accuracy Rating with Axes (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Blacksmith's Clout Notable 35% increased Physical Damage with Maces or Sceptres Mace or Sceptre Attacks deal 35% increased Damage with Ailments +35% to Critical Strike Multiplier with Maces or Sceptres (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Spinecruncher Notable 30% increased Physical Damage with Maces or Sceptres Mace or Sceptre Attacks deal 30% increased Damage with Ailments 60% increased Stun Duration against Enemies that are on Full Life (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Bladedancer Notable Sword Attacks deal 30% increased Damage with Hits and Ailments +3 metres to Melee Strike Range with Swords (Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Kinetic Impacts Notable 25% increased Physical Damage with Two Handed Melee Weapons Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments 10% chance to double Stun Duration 5% chance to deal Double Damage (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Aggressive Bastion Notable +5% Chance to Block Attack Damage while holding a Shield 30% increased Physical Attack Damage while holding a Shield Attack Skills deal 30% increased Damage with Ailments while holding a Shield 10% chance to gain an Endurance Charge on Kill while holding a Shield (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Steelwood Stance Notable Staff Attacks deal 30% increased Damage with Hits and Ailments +800 Armour if you've Blocked Recently +8% Chance to Block Attack Damage while wielding a Staff (Warstaves are considered Staves) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Recently refers to the past 4 seconds) | |
Deadly Draw Notable 30% increased Damage Over Time with Bow Skills Damaging Ailments deal damage 10% faster (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (They will deal the same total damage over a shorter duration) | |
Indomitable Army Notable Minions have 15% additional Physical Damage Reduction Minions have +15% to all Elemental Resistances Moving while Bleeding doesn't cause Minions to take extra Damage (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) | |
Harvester of Foes Notable 30% increased Physical Damage with Axes Axe Attacks deal 30% increased Damage with Ailments 12% increased Impale Effect (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Lethe Shade Keystone Take 50% less Damage over Time if you've started taking Damage over Time in the past second 100% more Duration of Ailments on you (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) | |
Cauterisation Notable Bleeding enemies cannot inflict Bleeding on you Ignited enemies cannot Ignite you |
Ascendancy Passive /6
Icon | Name |
---|---|
Rupturing Notable Critical Strikes which inflict Bleeding also inflict Rupture (Targets take 25% more Damage from Bleeding, and Bleeding on them expires 25% more quickly, per Rupture affecting them. Up to 3 Ruptures can affect a target, lasting 3 seconds each) | |
Endless Hunger Notable 20% of Overkill Damage is Leeched as Life Cannot be Stunned while Leeching 20% increased Attack Speed while Leeching You are Unaffected by Bleeding while Leeching (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate) (Overkill Damage is any Damage from a Hit in excess of the Enemy's remaining Life) (Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect) | |
Gratuitous Violence Notable Bleeding Enemies you Kill Explode, dealing 10% of their Maximum Life as Physical Damage 20% more Physical Damage over Time | |
Blood in the Eyes Notable Attacks have 50% chance to cause Bleeding Attacks Maim on Hit against Bleeding Enemies 25% chance to Blind with Hits against Bleeding Enemies Enemies Maimed by you take 10% increased Physical Damage (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) (Maimed enemies have 30% reduced Movement Speed) (Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds) | |
Conqueror Notable 100% chance to Taunt on Hit 10% reduced Damage taken if you've Taunted an Enemy Recently Enemies Taunted by you deal 20% less Damage with Hits and Ailments against other targets (Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds) (Recently refers to the past 4 seconds) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
First to Strike, Last to Fall Notable Your Hits permanently Intimidate Enemies that are on Full Life Gain Adrenaline for 20 seconds when you reach Low Life Recover 25% of Life when you gain Adrenaline Remove all Ailments and Burning when you gain Adrenaline (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) (Intimidated enemies take 10% increased Attack Damage) (Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it) |
Cluster Jewel Passive /23
Icon | Name |
---|---|
Kineticism Keystone Attack Projectiles always inflict Bleeding and Maim, and Knock Back Enemies Projectiles cannot Pierce, Fork or Chain (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) (Maimed enemies have 30% reduced Movement Speed) | |
Astonishing Affliction Notable 20% increased Duration of Elemental Ailments on Enemies 20% increased Damage with Hits and Ailments against Enemies affected by Ailments 20% increased Effect of Non-Damaging Ailments (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) | |
Battlefield Dominator Notable Attacks with Two Handed Weapons deal 25% increased Damage with Hits and Ailments 10% reduced Enemy Stun Threshold 15% increased Area of Effect if you've Stunned an Enemy with a Two Handed Melee Weapon Recently (The Stun Threshold determines how much Damage can Stun something) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Recently refers to the past 4 seconds) | |
Brutal Infamy Notable Attacks with Two Handed Melee Weapons deal 20% increased Damage with Hits and Ailments 40% increased Damage with Hits and Ailments against Unique Enemies (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Circling Oblivion Notable 25% increased Damage over Time 15% increased Duration of Ailments on Enemies (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) | |
Compound Injury Notable 35% increased Damage with Bleeding you inflict on Maimed Enemies | |
Devastator Notable 20% increased Attack Damage 20% increased Damage with Ailments from Attack Skills Enemies Killed with Attack Hits have a 15% chance to Explode, dealing a tenth of their Life as Physical Damage (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Disorienting Wounds Notable 25% increased Damage with Bleeding 25% chance to Blind with Hits against Bleeding Enemies (Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds) | |
Expansive Might Notable Mace, Sceptre or Staff Attacks deal 20% increased Damage with Hits and Ailments 10% increased Area of Effect per second you've been stationary, up to a maximum of 50% (Warstaves are considered Staves) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Fearsome Warrior Notable Attacks with Two Handed Melee Weapons deal 25% increased Damage with Hits and Ailments 8% increased Area of Effect 25% chance to Intimidate nearby Enemies for 4 seconds on Melee Kill (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Intimidated enemies take 10% increased Attack Damage) | |
Heavy Hitter Notable 30% increased Attack Damage 10% reduced Enemy Stun Threshold 20% chance to double Stun Duration 30% increased Damage with Ailments from Attack Skills (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (The Stun Threshold determines how much Damage can Stun something) | |
Martial Prowess Notable 20% increased Attack Damage 15% increased Global Accuracy Rating 6% increased Attack Speed 20% increased Damage with Ailments from Attack Skills (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Mender's Wellspring Notable 25% increased Life Recovery from Flasks Life Flasks gain 1 Charge every 3 seconds Remove Bleeding when you use a Life Flask | |
Readiness Notable 30% chance to Avoid Bleeding 30% chance to Avoid being Impaled 30% increased Evasion Rating if you haven't been Hit Recently | |
Rend Notable +5% to Physical Damage over Time Multiplier 20% increased Bleeding Duration | |
Run Through Notable Axe or Sword Attacks deal 15% increased Damage with Ailments 10% increased Impale Effect 10% chance to Impale Enemies on Hit with Axes or Swords 15% increased Physical Damage with Axes or Swords (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Steady Torment Notable 15% increased Poison Duration 15% increased Bleeding Duration +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 | |
Tempered Arrowheads Notable Bow Skills have +6% to Damage over Time Multiplier Bow Skills have 10% increased Skill Effect Duration 10% increased Duration of Ailments inflicted while wielding a Bow (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) | |
Vicious Skewering Notable Attacks have 10% chance to cause Bleeding 10% chance to Impale Enemies on Hit with Attacks 15% increased Effect of Impales inflicted by Hits that also inflict Bleeding (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) (When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds) | |
Vivid Hues Notable 2% of Attack Damage Leeched as Life against Bleeding Enemies 20% increased total Recovery per second from Life Leech 20% increased Damage with Bleeding (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate) | |
Wasting Affliction Notable 20% increased Damage with Ailments Damaging Ailments deal damage 5% faster (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (They will deal the same total damage over a shorter duration) | |
Weight Advantage Notable Mace, Sceptre or Staff Attacks deal 30% increased Damage with Hits and Ailments 4% chance to deal Double Damage while wielding a Mace, Sceptre or Staff +20 to Strength (Warstaves are considered Staves) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Wound Aggravation Notable Axe or Sword Attacks deal 20% increased Damage with Ailments 20% increased Physical Damage with Axes or Swords +5% to Physical Damage over Time Multiplier while wielding an Axe or Sword (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) |
Timeless Jewel Passive /2
Faction | Category | Name | Show Full Descriptions |
---|---|---|---|
Vaal | Notable | Bloody Savagery![]() | Bleeding you inflict deals Damage 10% faster (25–35)% increased Physical Damage (They will deal the same total damage over a shorter duration) |
Eternal | Notable | Geofri's End![]() | 50% increased Damage with Bleeding Bleeding you inflict deals Damage 10% faster (They will deal the same total damage over a shorter duration) |
Elevated modifier List /8
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
of the Elder | 68 | Socketed Gems are Supported by Level 16 Chance To Bleed (20–25)% increased Damage with Bleeding Group: 2524 | Socketed Gems are Supported by Level 18 Chance To Bleed (26–30)% increased Damage with Bleeding |
of the Elder | 75 | Socketed Gems are Supported by Level 18 Chance To Bleed (26–30)% increased Damage with Bleeding Group: 2524 | Socketed Gems are Supported by Level 20 Chance To Bleed (31–35)% increased Damage with Bleeding |
of the Elder | 80 | Socketed Gems are Supported by Level 20 Chance To Bleed (31–35)% increased Damage with Bleeding Group: 2524 | Socketed Gems are Supported by Level 25 Chance To Bleed (31–35)% increased Damage with Bleeding |
of the Hunt | 68 | (21–25)% chance to Avoid being Poisoned (21–25)% chance to Avoid Bleeding Group: 2652 | (26–30)% chance to Avoid being Poisoned (26–30)% chance to Avoid Bleeding |
of the Hunt | 70 | (26–30)% chance to Avoid being Poisoned (26–30)% chance to Avoid Bleeding Group: 2652 | (41–50)% chance to Avoid being Poisoned (41–50)% chance to Avoid Bleeding |
of the Hunt | 75 | (41–50)% chance to Avoid being Poisoned (41–50)% chance to Avoid Bleeding Group: 2652 | (61–70)% chance to Avoid being Poisoned (61–70)% chance to Avoid Bleeding |
of the Hunt | 68 | Bleeding you inflict deals Damage (7–9)% faster Group: 931 | Bleeding you inflict deals Damage (10–12)% faster |
of the Hunt | 73 | Bleeding you inflict deals Damage (10–12)% faster Group: 931 | (10–20)% increased Bleeding Duration Bleeding you inflict deals Damage (11–15)% faster |
bleeding_damage_taken_per_minute

Weapon /22
Weight | Desc |
---|---|
250 (T1) | Adds 1 to 3 Physical Damage 15% chance to cause Bleeding on Hit |
250 (T1) | Adds 1 to 4 Physical Damage 15% chance to cause Bleeding on Hit |
250 (T1) | Adds 2 to 6 Physical Damage 15% chance to cause Bleeding on Hit |
125 (T1) | Adds 3 to 7 Physical Damage 15% chance to cause Bleeding on Hit |
63 (T1) | Adds 5 to 8 Physical Damage 15% chance to cause Bleeding on Hit |
250 (T1) | Adds 2 to 6 Physical Damage 15% chance to cause Bleeding on Hit |
250 (T1) | Adds 3 to 8 Physical Damage 15% chance to cause Bleeding on Hit |
250 (T1) | Adds 3 to 10 Physical Damage 15% chance to cause Bleeding on Hit |
125 (T1) | Adds 5 to 13 Physical Damage 15% chance to cause Bleeding on Hit |
63 (T1) | Adds 6 to 15 Physical Damage 15% chance to cause Bleeding on Hit |
300 (T3, T4) | 20% increased Bleeding Duration 15% increased Bleed Duration on you |
300 (T3, T4) | 30% increased Bleeding Duration 20% increased Bleed Duration on you |
300 (T3, T4) | 35% increased Bleeding Duration 30% increased Bleed Duration on you |
300 (T3, T4) | 50% increased Bleeding Duration 40% increased Bleed Duration on you |
750 (T3, T4) | +20% chance to be Poisoned 60% chance to Avoid Bleeding |
750 (T3, T4) | +20% chance to be Poisoned 100% chance to Avoid Bleeding |
800 (T3, T4) | Minions have 8% chance to cause Bleeding with Attacks 20% increased Bleed Duration on you |
800 (T3, T4) | Minions have 12% chance to cause Bleeding with Attacks 20% increased Bleed Duration on you |
800 (T3, T4) | Minions have 16% chance to cause Bleeding with Attacks 40% increased Bleed Duration on you |
800 (T3, T4) | Minions have 24% chance to cause Bleeding with Attacks 40% increased Bleed Duration on you |
1000 (T5) | Rain of Arrows and Toxic Rain deal 300% more Damage with Bleeding -60% of Toxic Rain Physical Damage Converted to Chaos Damage |
1000 (T5) | Cobra Lash and Venom Gyre have -60% of Physical Damage Converted to Chaos Damage 25% chance for Bleeding inflicted with Cobra Lash or Venom Gyre to deal 100% more Damage |
bleeding
BuffIcon | ![]() |
---|---|
IsBuffDefinition | 1 |
BuffMergeModesID | 3 |
IsCharged | 0 |
IsInvisible | 0 |
IsRemovable | 0 |
IsSkillBuff | 0 |
BuffGroupsID | 28 |
Code | bleeding damage taken per minute |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | Discrete |
Code | dummy stat display nothing |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | Discrete |

bleeding_stack
IsBuffDefinition | 1 |
---|---|
BuffMergeModesID | 1 |
IsCharged | 0 |
IsInvisible | 0 |
IsRemovable | 0 |
IsSkillBuff | 0 |
BuffGroupsID | 28 |
Code | bleeding damage taken per minute |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | Discrete |
Community Wiki
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:Bloodplay)
- Or attack is guaranteed to cause bleeding (ex:Farrul's Pounce)
Different applications of bleed are inflicted independently.
Apart from dealing damage, the bleeding state (presence of bleed stacks) can interact with other mechanics (The Golden Rule, Double Strike, Haemophilia).
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 Crimson 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 Immortal Call.
Bleed damage can be increased by the Vulnerability hex and, like all damage-over-time effects, the Despair 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 Armour 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 Lori's Lantern.
Duration modifiers
Bleed's duration can be affected by following modifiers:
- Ailment duration
- Bleeding duration
- Bleed from Puncture is also affected by Debuff duration
Removal and immunity
- a flask with the of Staunching suffix , grants Immunity to bleeding for 4 seconds if used while bleeding
- Pathfinder's passive Master Surgeon causes all flasks to remove bleeding when used Death's Door and Craiceann's Carapace grant immunity to bleeding
- Slayer's passive Endless Hunger grants unaffected by bleeding while leeching
- The Watcher's Eye can roll a modifier that grants unaffected by bleeding while affected by Malevolence
Other
- The Bloodlust Support support increases melee damage against bleeding enemies, but prevents the skill itself from causing bleeding.
- The Bloodgrip unique amulet and the The Infinite Pursuit unique boots prevent the extra bleed damage taken by movement.
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