bleeding_damage_taken_per_minute
Crucible 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) | 25% chance for Bleeding inflicted with Cobra Lash or Venom Gyre to deal 100% more Damage Cobra Lash and Venom Gyre have -60% of Physical Damage Converted to Chaos Damage |
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 |
Code | bleeding damage taken per minute |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | Discrete |
Skill Gem /10
Skill Gem Quality /7
Item | Stats |
---|---|
Double Strike | (0–20)% chance to deal Double Damage to Bleeding Enemies |
Vulnerability | Attack Hits against Cursed Enemies have (0–10)% chance to Aggravate Bleeding |
Puncture | +(0–20)% more Damage with Bleeding |
Lacerate | +(0–40)% more Damage with Bleeding |
Vaal Double Strike | (0–20)% chance to deal Double Damage to Bleeding Enemies |
Blade Trap | +(0–20)% more Damage with Bleeding |
Summon Reaper | Minion's Attacks have (0–20)% chance to inflict Bleeding |
Support Gem /5
Support Gem Quality /2
Item | Stats |
---|---|
Bloodlust Support | Supported Skills deal (0–10)% increased Melee Damage against Bleeding Enemies |
Chance to Bleed Support | Supported Attacks deal (0–10)% increased Damage with Bleeding |
Item mods /126
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 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 | 5% chance to Aggravate Bleeding on targets you Hit with Attacks bleed physical attack ailment | no_tier_6_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 10% chance to Aggravate Bleeding on targets you Hit with Attacks bleed physical attack ailment | no_tier_5_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 15% chance to Aggravate Bleeding on targets you Hit with Attacks bleed physical attack ailment | no_tier_4_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 20% chance to Aggravate Bleeding on targets you Hit with Attacks bleed physical attack ailment | no_tier_3_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 25% chance to Aggravate Bleeding on targets you Hit with Attacks bleed physical attack ailment | no_tier_2_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 30% chance to Aggravate Bleeding on targets you Hit with Attacks bleed physical attack ailment | no_tier_1_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 20% chance to Aggravate Bleeding on targets you Hit with Attacks bleed physical attack ailment | no_tier_5_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 25% chance to Aggravate Bleeding on targets you Hit with Attacks bleed physical attack ailment | no_tier_4_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 30% chance to Aggravate Bleeding on targets you Hit with Attacks bleed physical attack ailment | no_tier_3_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 35% chance to Aggravate Bleeding on targets you Hit with Attacks bleed physical attack ailment | no_tier_2_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 40% chance to Aggravate Bleeding on targets you Hit with Attacks bleed physical attack ailment | no_tier_1_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 35% chance to Aggravate Bleeding on targets you Hit with Attacks bleed physical attack ailment | no_tier_4_eldritch_implicit 0 gloves 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 40% chance to Aggravate Bleeding on targets you Hit with Attacks bleed physical attack ailment | no_tier_3_eldritch_implicit 0 gloves 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 45% chance to Aggravate Bleeding on targets you Hit with Attacks bleed physical attack ailment | no_tier_2_eldritch_implicit 0 gloves 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 50% chance to Aggravate Bleeding on targets you Hit with Attacks bleed physical attack ailment | no_tier_1_eldritch_implicit 0 gloves 100 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 | 25% chance for Bleeding inflicted with Cobra Lash or Venom Gyre to deal 100% more Damage Cobra Lash and Venom Gyre have -60% of Physical Damage Converted to Chaos Damage | claw 1000 dagger 1000 shield 500 default 0 | |
of Haunting | 34 | Suffix | Moving while Bleeding doesn't cause you to take extra Damage bleed physical attack ailment | necropolis_boots 250 default 0 |
of Haunting | 16 | Suffix | Attacks have (15–25)% chance to cause Bleeding bleed physical attack ailment | necropolis_gloves 500 default 0 |
of Haunting | 38 | Suffix | Bleeding you inflict deals Damage (12–20)% faster bleed damage physical attack ailment | necropolis_gloves 250 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 /20
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] enemy aggravate bleeding on attack hit chance % against self [0] caster curse | ||
1 | Unique | 45% increased Physical Damage taken 20% increased Physical Damage taken over time % chance to be inflicted with Bleeding when Hit by an Attack curse count [1] enemy aggravate bleeding on attack hit chance % against self [0] 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 being Poisoned 50% chance to Avoid Bleeding ailment | ||
of Bloodletting | 34 | Suffix | Attacks cause Bleeding | caster 0 default 2500 |
1 | Unique | You can inflict Bleeding on an Enemy up to 16 times Your Bleeding does not deal extra Damage while the Enemy is moving |
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 | uber_tier_map 0 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 | uber_tier_map 0 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 | uber_tier_map 0 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 | uber_tier_map 0 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 | uber_tier_map 0 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 | uber_tier_map 0 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 | uber_tier_map 0 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 | uber_tier_map 0 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 +% [4] 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 +% [4] 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 +% [4] 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 Chaos Orb | Shield · Quiver | The Ascent |
(41–50)% chance to Avoid Bleeding | 4x Orb of Alteration | Boots | The Ascent |
(51–60)% chance to Avoid Bleeding | 2x Chaos Orb | Boots | Malformation Map |
(81–85)% increased Physical Damage (13–15)% chance to cause Bleeding on Hit | 3x Orb of Alchemy | 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 Chaos Orb | 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 Chaos Orb | 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 Orb of Alchemy | Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
Adds (14–16) to (18–20) Physical Damage 40% chance to cause Bleeding on Hit | 4x Chaos Orb | Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
Adds (7–8) to (10–11) Physical Damage 35% chance to cause Bleeding on Hit | 2x Orb of Alchemy | One Hand Melee · One Hand Ranged | Betrayal Unveil |
Adds (9–11) to (12–14) Physical Damage 40% chance to cause Bleeding on Hit | 4x Chaos Orb | One Hand Melee · One Hand Ranged | Betrayal Unveil |
Misc mods /29
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] | uber_tier_map 0 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] | uber_tier_map 0 crucible_map_high 400 default 0 |
1 | Tincture | Unique | 20% chance to cause Bleeding with Melee Weapons (60–90)% increased Damage with Bleeding from Melee Weapons bleed damage physical attack ailment | ||
Gladiator's | 70 | Charm | Prefix | Bleeding Enemies you Kill Explode, dealing (2–3)% of their Maximum Life as Physical Damage | dex_animal_charm 50 str_animal_charm 50 default 0 |
Gladiator's | 81 | Charm | Prefix | Bleeding Enemies you Kill Explode, dealing (4–5)% of their Maximum Life as Physical Damage | dex_animal_charm 25 str_animal_charm 25 default 0 |
Gladiator's | 1 | Charm | Prefix | Attack Hits against Bleeding Enemies have (10–19)% chance to Blind | dex_animal_charm 500 str_animal_charm 500 default 0 |
Gladiator's | 60 | Charm | Prefix | Attack Hits against Bleeding Enemies have (20–30)% chance to Blind | dex_animal_charm 250 str_animal_charm 250 default 0 |
of the Slayer | 70 | Charm | Suffix | You are Unaffected by Bleeding while Leeching | dex_animal_charm 50 str_animal_charm 50 default 0 |
of the Deadeye | 1 | Charm | Suffix | Gain (6–10) Life per Bleeding Enemy Hit | dex_animal_charm 1000 default 0 |
of the Deadeye | 60 | Charm | Suffix | Gain (11–20) Life per Bleeding Enemy Hit | dex_animal_charm 500 default 0 |
of the Pathfinder | 45 | Charm | Suffix | Removes Bleeding when you use a Flask | dex_animal_charm 500 default 0 |
Impervious | 1 | UberMap | 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 | has_uber_map_prefix 96 default 0 |
Item /5
(60–90)% increased Damage with Bleeding from Melee Weapons
Unique /52
+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)
Adds (310–330) to (370–390) Physical Damage
(12–16)% increased Attack Speed
25% chance to cause Bleeding on Hit
+1 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 200% higher while moving)
+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 200% higher while moving)
(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 200% 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)
+(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)
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)
Adds 10 to 15 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 200% higher while moving)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
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)
(20–40)% increased Physical Damage
Adds (3–6) to (9–13) 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 200% higher while moving)
(50–70)% increased Physical Damage
Adds (1–2) to (3–5) 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 200% higher while moving)
(130–150)% increased Physical Damage
Adds (11–14) to (18–23) 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 200% higher while moving)
+(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 200% higher while moving)
+(20–30) to Intelligence
(250–300)% increased Energy Shield
(30–50)% increased Fire Damage with Hits and Ailments against Blinded Enemies
30% reduced Spell Damage taken from Blinded Enemies
No Chance to Block
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(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)
Adds (60–80) to (150–180) Physical Damage
+(350–400) to Accuracy Rating
Each Rage also grants +2% to Damage over Time Multiplier for Bleeding while wielding an Axe
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
Adds (25–35) to (50–65) 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 200% higher while moving)
Adds (10–15) to (20–25) Chaos Damage to Attacks
+(20–30) to maximum Life
Regenerate (10–15) Life per second
10% chance to Cause Monsters to Flee
Melee Attacks have (30–50)% chance to cause Bleeding
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)
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
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
Bleeding cannot be inflicted on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
0.6% of Physical Attack Damage Leeched as Life
50% increased Melee Damage against Bleeding Enemies
Cannot Leech Life from Critical Strikes
30% chance to Blind Enemies on Critical Strike
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 200% higher while moving)
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
20% 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 200% higher while moving)
+(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 200% higher while moving)
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, Retaliation Attacks, and Attacks which Repeat cannot be Exerted)
(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 200% higher while moving)
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 200% higher while moving)
Grants Summon Harbinger of Brutality Skill
+5% Chance to Block Attack Damage while wielding a Staff
+(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
(Warstaves are considered Staves)
+(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 200% higher while moving)
+(10–20)% to Cold Resistance
+(20–40)% to Lightning Resistance
30% reduced Duration of Ailments on Enemies
(5–10)% chance to Shock
Enemies take (5–10)% 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)
+(60–80) to maximum Life
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)
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 200% 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)
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
50% of Physical Damage Converted to Fire while you have Avatar of Fire
+2000 Armour while you do not have Avatar of Fire
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% 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)
(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
(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)
(100–140)% increased Armour and Evasion
+(50–70) to maximum Life
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 200% 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 and cannot be Agrravated, 50% less Damage with Bleeding)
(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
(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
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)
(50–70)% increased Physical Damage
Adds (70–85) to (110–118) Physical Damage
30% increased Critical Strike Chance
40% increased Attack Damage against Bleeding Enemies
50% chance to cause Bleeding on Critical Strike
You have Crimson Dance if you have dealt a Critical Strike Recently
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(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 and cannot be Agrravated, 50% less Damage with Bleeding)
(5–10)% increased Movement Speed
Damage of Enemies Hitting you is Unlucky while you are Cursed with Vulnerability
You count as on Full Life while you are Cursed with Vulnerability
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)
(5–10)% increased Movement Speed
50% increased Effect of Curses on you
You count as on Low Life while you are Cursed with Vulnerability
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)
+(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%)
(Effects cannot be slowed below 25% of their normal expiry rate)
(25–35)% increased Critical Strike Chance
50% chance to inflict Bleeding on Critical Strike with Attacks
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
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 200% higher while moving)
(Maimed enemies have 30% reduced Movement Speed)
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)
Attacks have 25% chance to cause Bleeding
(40–60)% increased Damage with Bleeding
You are Chilled while you are Bleeding
Non-Chilled Enemies you inflict Bleeding on are Chilled
Bleeding Enemies you Kill with Hits Shatter
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(Chill reduces Enemy Action Speed by 10% for 2 seconds)
Grants Summon Greater Harbinger of Brutality Skill
+5% Chance to Block Attack Damage while wielding a Staff
+(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
(Warstaves are considered Staves)
Attacks have 15% chance to cause Bleeding
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
(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 200% higher while moving)
(They will deal the same total damage over a shorter duration)
(Close Range is up to 2 metres)
(20–40)% increased Physical Damage
Adds (3–6) to (9–13) 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 200% higher while moving)
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)
+(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)
(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)
20% increased Movement Speed
Moving while Bleeding doesn't cause you to take extra Damage
20% 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 200% higher while moving)
(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)
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)
30% increased Movement Speed
(5–25)% increased Duration of Ailments on Enemies
Damaging Ailments deal damage (5–25)% faster
You and Enemies in your Presence count as moving while affected by Elemental Ailments
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
Passive /43
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)
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)
Mace or Sceptre Attacks deal 30% increased Damage with Ailments
15% increased Area of Effect
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
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)
Axe Attacks deal 25% increased Damage with Ailments
8% increased Attack Speed with Axes
Gain 1 Rage on Hit with Axes
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
(Only one Hit every 0.5 seconds can cause you to gain Rage)
12% increased Attack Speed with Daggers
18% increased Accuracy Rating with Daggers
(Rune Daggers are considered Daggers)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
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)
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)
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)
Claw Attacks deal 25% increased Damage with Ailments
6% increased Attack Speed with Claws
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
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)
Sword Attacks deal 35% increased Damage with Ailments
Hits have 35% chance to ignore Enemy Physical Damage Reduction
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
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)
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)
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)
8% increased Attack Speed with One Handed Weapons
20% increased Damage with One Handed Weapons
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
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)
Attacks with Two Handed Melee Weapons deal 30% increased Damage with Ailments
100% increased total Recovery per second from Life Leech
Hits have 30% chance to ignore Enemy Physical Damage Reduction
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
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)
10% chance to Aggravate Bleeding on targets you Hit with Attacks
(Bleeding which has been Aggravated always deals higher Damage as though the target was moving)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
Critical Strikes do not deal extra Damage
Non-Critical Strikes cannot inflict Ailments
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
Your Bleeding does not deal extra Damage while the Enemy is moving and cannot be Aggravated
50% less Damage with Bleeding
30% chance to Avoid being Poisoned
30% chance to Avoid Bleeding
Remove Bleeding when you use a Guard Skill
Remove Corrupted Blood when you use a Guard Skill
Guard Skills have 25% increased Duration
+40% to Critical Strike Multiplier with Axes
+200 to Accuracy Rating with Axes
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
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)
Mace or Sceptre Attacks deal 30% increased Damage with Ailments
100% increased Stun Duration against Enemies that are on Full Life
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+0.3 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)
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)
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)
+800 Armour if you've Blocked Recently
+10% 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)
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)
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 200% higher while moving)
Axe Attacks deal 30% increased Damage with Ailments
12% increased Impale Effect
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
100% more Duration of Ailments on you
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
Ignited enemies cannot Ignite you
20% increased Bleeding Duration
30% reduced Bleed Duration on you
+30% to Critical Strike Multiplier against Bleeding Enemies
50% reduced duration of Damaging Ailments on you
(Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
10% reduced Duration of Damaging Ailments on you per Bark
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy Passive /5
20% of Overkill Damage is Leeched as Life
Cannot be Stunned 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)
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)
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
Projectiles cannot Pierce, Fork or Chain
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(Maimed enemies have 30% reduced Movement Speed)
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)
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)
40% increased Damage with Hits and Ailments against Unique Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
15% increased Duration of Ailments on Enemies
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
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)
25% chance to Blind with Hits against Bleeding Enemies
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
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)
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)
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)
6% increased Attack Speed
15% increased Global Accuracy Rating
20% increased Damage with Ailments from Attack Skills
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Life Flasks gain 1 Charge every 3 seconds
Remove Bleeding when you use a Life Flask
30% chance to Avoid being Impaled
30% increased Evasion Rating if you haven't been Hit Recently
20% increased Bleeding Duration
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)
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
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)
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 200% 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)
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)
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)
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)
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: 2530 | 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: 2530 | 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: 2530 | 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: 2661 | (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: 2661 | (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: 2661 | (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: 934 | Bleeding you inflict deals Damage (10–12)% faster |
of the Hunt | 73 | Bleeding you inflict deals Damage (10–12)% faster Group: 934 | (10–20)% increased Bleeding Duration Bleeding you inflict deals Damage (11–15)% faster |
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.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.