Bleeding
You are Bleeding, causing you to take Physical Damage over time. The Damage will be higher while you are moving.
dummy_stat_display_nothing
bleeding_damage_taken_per_minute
Attribute /4

bleeding

KeyValue
BuffIcon
BuffGroupsID-1
IsBuffDefinition1
BuffMergeModesID3
Crucible Weapon /22
WeightDesc
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
Codebleeding damage taken per minute
IsPublic0
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemanticsDiscrete
Codedummy stat display nothing
IsPublic0
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemanticsDiscrete
Bleeding
You are Bleeding, causing you to take Physical Damage over time.
bleeding_damage_taken_per_minute
Attribute /3

bleeding_stack

KeyValue
BuffGroupsID-1
IsBuffDefinition1
BuffMergeModesID1
Codebleeding damage taken per minute
IsPublic0
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemanticsDiscrete
Skill Gem Quality /7
ItemStats
Double Strike(0–20)% chance to deal Double Damage to Bleeding Enemies
Vulnerability(0–20)% increased Duration of Bleeding on Cursed Enemies
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 ReaperMinion's Attacks have (0–20)% chance to inflict Bleeding
Support Gem /1
Support Gem Quality /2
ItemStats
Bloodlust SupportSupported Skills deal (0–10)% increased Melee Damage against Bleeding Enemies
Chance to Bleed SupportSupported Attacks deal (0–10)% increased Damage with Bleeding
Item mods /114
NameLevelPre/SufDescriptionWeight
60CorruptedBleeding cannot be inflicted on you bleed physical attack ailmentring 500
default 0
1Corrupted20% chance to cause Bleeding on Hit
(30–40)% increased Attack Damage against Bleeding Enemies
bleed damage physical attack ailment
axe 1000
default 0
of Bloodletting20SuffixAttacks 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 Haemophilia40SuffixAttacks 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 Exsanguination60SuffixAttacks 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 Elder68SuffixSocketed 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 Elder75SuffixSocketed 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 Elder80SuffixSocketed 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 Elder68SuffixAttacks have 10% chance to cause Bleeding
(15–25)% increased Damage with Bleeding
bleed damage physical attack ailment
quiver_elder 800
default 0
of the Elder75SuffixAttacks have 15% chance to cause Bleeding
(26–30)% increased Damage with Bleeding
bleed damage physical attack ailment
quiver_elder 800
default 0
of the Elder68SuffixSocketed 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 Elder75SuffixSocketed 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's68Prefix+(37–42)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon bleed physical attack ailmentbow_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's75Prefix+(43–50)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon bleed physical attack ailmentbow_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's83Prefix+(51–59)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon bleed physical attack ailmentbow_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 Elder68Suffix(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 Elder68Suffix(5–10)% chance to gain an Endurance Charge when you Hit a Bleeding Enemyaxe_elder 1000
default 0
of the Elder68SuffixRemoves Bleeding when you use a Warcry bleed physical attack ailment2h_axe_elder 1000
default 0
of the Hunt75Suffix(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 Hunt68SuffixBleeding you inflict deals Damage (7–9)% faster bleed damage physical attack ailmentboots_basilisk 500
default 0
of the Hunt73SuffixBleeding you inflict deals Damage (10–12)% faster bleed damage physical attack ailmentboots_basilisk 500
default 0
of the Conquest68SuffixAttacks have 10% chance to cause Bleeding
(15–25)% increased Damage with Bleeding
bleed damage physical attack ailment
quiver_adjudicator 500
default 0
of the Conquest75SuffixAttacks have 15% chance to cause Bleeding
(26–30)% increased Damage with Bleeding
bleed damage physical attack ailment
quiver_adjudicator 500
default 0
of the Conquest68Suffix(8–12)% increased Damage with Bleeding
(5–6)% increased Bleeding Duration
bleed damage physical attack ailment
ring_adjudicator 500
default 0
of the Conquest75Suffix(13–17)% increased Damage with Bleeding
(7–8)% increased Bleeding Duration
bleed damage physical attack ailment
ring_adjudicator 500
default 0
of the Conquest80Suffix(18–22)% increased Damage with Bleeding
(9–10)% increased Bleeding Duration
bleed damage physical attack ailment
ring_adjudicator 500
default 0
of the Hunt68SuffixBleeding you inflict deals Damage (8–12)% faster bleed damage physical attack ailmentsword_basilisk 500
axe_basilisk 500
mace_basilisk 500
default 0
of the Hunt73SuffixBleeding you inflict deals Damage (13–15)% faster bleed damage physical attack ailmentsword_basilisk 500
axe_basilisk 500
mace_basilisk 500
default 0
of the Hunt68SuffixBleeding you inflict deals Damage (18–21)% faster bleed damage physical attack ailment2h_sword_basilisk 500
2h_axe_basilisk 500
2h_mace_basilisk 500
bow_basilisk 500
default 0
of the Hunt73SuffixBleeding you inflict deals Damage (22–25)% faster bleed damage physical attack ailment2h_sword_basilisk 500
2h_axe_basilisk 500
2h_mace_basilisk 500
bow_basilisk 500
default 0
1FlaskEnchantmentInjectorUsed when you start Bleedingflask 100
default 0
45ScourgeUpside(26–30)% chance to Avoid Bleeding bleed physical attack ailmentring 500
default 0
68ScourgeUpside(31–35)% chance to Avoid Bleeding bleed physical attack ailmentring 500
default 0
68ScourgeUpside(36–40)% chance to Avoid Bleeding bleed physical attack ailmentring 500
default 0
45ScourgeUpsideAttacks have (12–14)% chance to cause Bleeding bleed physical attack ailmentgloves 500
default 0
68ScourgeUpsideAttacks have (15–17)% chance to cause Bleeding bleed physical attack ailmentgloves 500
default 0
68ScourgeUpsideAttacks have (18–20)% chance to cause Bleeding bleed physical attack ailmentgloves 500
default 0
45ScourgeUpsideBleeding you inflict deals Damage (4–5)% faster bleed damage physical attack ailmenttwo_hand_weapon 0
sword 500
axe 500
mace 500
default 0
68ScourgeUpsideBleeding you inflict deals Damage (6–7)% faster bleed damage physical attack ailmenttwo_hand_weapon 0
sword 500
axe 500
mace 500
default 0
68ScourgeUpsideBleeding you inflict deals Damage (8–9)% faster bleed damage physical attack ailmenttwo_hand_weapon 0
sword 500
axe 500
mace 500
default 0
45ScourgeUpsideBleeding you inflict deals Damage (8–9)% faster bleed damage physical attack ailmentone_hand_weapon 0
sword 500
axe 500
mace 500
bow 500
default 0
68ScourgeUpsideBleeding you inflict deals Damage (10–11)% faster bleed damage physical attack ailmentone_hand_weapon 0
sword 500
axe 500
mace 500
bow 500
default 0
68ScourgeUpsideBleeding you inflict deals Damage (12–13)% faster bleed damage physical attack ailmentone_hand_weapon 0
sword 500
axe 500
mace 500
bow 500
default 0
68ScourgeDownsideAttacks cannot cause Bleedinggloves 500
default 0
75BlueImplicitAttacks have 5% chance to cause Bleeding bleed physical attack ailmentno_tier_6_eldritch_implicit 0
gloves 700
default 0
75BlueImplicitAttacks have 10% chance to cause Bleeding bleed physical attack ailmentno_tier_5_eldritch_implicit 0
gloves 700
default 0
75BlueImplicitAttacks have 15% chance to cause Bleeding bleed physical attack ailmentno_tier_4_eldritch_implicit 0
gloves 700
default 0
75BlueImplicitAttacks have 20% chance to cause Bleeding bleed physical attack ailmentno_tier_3_eldritch_implicit 0
gloves 700
default 0
75BlueImplicitAttacks have 25% chance to cause Bleeding bleed physical attack ailmentno_tier_2_eldritch_implicit 0
gloves 700
default 0
75BlueImplicitAttacks have 30% chance to cause Bleeding bleed physical attack ailmentno_tier_1_eldritch_implicit 0
gloves 700
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Attacks have 20% chance to cause Bleeding bleed physical attack ailmentno_tier_5_eldritch_implicit 0
gloves 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Attacks have 25% chance to cause Bleeding bleed physical attack ailmentno_tier_4_eldritch_implicit 0
gloves 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Attacks have 30% chance to cause Bleeding bleed physical attack ailmentno_tier_3_eldritch_implicit 0
gloves 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Attacks have 35% chance to cause Bleeding bleed physical attack ailmentno_tier_2_eldritch_implicit 0
gloves 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Attacks have 40% chance to cause Bleeding bleed physical attack ailmentno_tier_1_eldritch_implicit 0
gloves 350
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Attacks have 35% chance to cause Bleeding bleed physical attack ailmentno_tier_4_eldritch_implicit 0
gloves 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Attacks have 40% chance to cause Bleeding bleed physical attack ailmentno_tier_3_eldritch_implicit 0
gloves 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Attacks have 45% chance to cause Bleeding bleed physical attack ailmentno_tier_2_eldritch_implicit 0
gloves 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Attacks have 50% chance to cause Bleeding bleed physical attack ailmentno_tier_1_eldritch_implicit 0
gloves 140
default 0
75BlueImplicitBleeding you inflict deals Damage 5% faster bleed damage physical attack ailmentno_tier_6_eldritch_implicit 0
boots 600
default 0
75BlueImplicitBleeding you inflict deals Damage 6% faster bleed damage physical attack ailmentno_tier_5_eldritch_implicit 0
boots 600
default 0
75BlueImplicitBleeding you inflict deals Damage 7% faster bleed damage physical attack ailmentno_tier_4_eldritch_implicit 0
boots 600
default 0
75BlueImplicitBleeding you inflict deals Damage 8% faster bleed damage physical attack ailmentno_tier_3_eldritch_implicit 0
boots 600
default 0
75BlueImplicitBleeding you inflict deals Damage 9% faster bleed damage physical attack ailmentno_tier_2_eldritch_implicit 0
boots 600
default 0
75BlueImplicitBleeding you inflict deals Damage 10% faster bleed damage physical attack ailmentno_tier_1_eldritch_implicit 0
boots 600
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Bleeding you inflict deals Damage 9% faster bleed physical ailmentno_tier_5_eldritch_implicit 0
boots 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Bleeding you inflict deals Damage 10% faster bleed physical ailmentno_tier_4_eldritch_implicit 0
boots 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Bleeding you inflict deals Damage 11% faster bleed physical ailmentno_tier_3_eldritch_implicit 0
boots 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Bleeding you inflict deals Damage 12% faster bleed physical ailmentno_tier_2_eldritch_implicit 0
boots 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Bleeding you inflict deals Damage 13% faster bleed physical ailmentno_tier_1_eldritch_implicit 0
boots 300
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Bleeding you inflict deals Damage 13% faster bleed physical ailmentno_tier_4_eldritch_implicit 0
boots 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Bleeding you inflict deals Damage 14% faster bleed physical ailmentno_tier_3_eldritch_implicit 0
boots 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Bleeding you inflict deals Damage 15% faster bleed physical ailmentno_tier_2_eldritch_implicit 0
boots 120
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Bleeding you inflict deals Damage 16% faster bleed physical ailmentno_tier_1_eldritch_implicit 0
boots 120
default 0
75BlueImplicit(33–35)% chance to Avoid Bleeding bleed physical attack ailmentno_tier_6_eldritch_implicit 0
boots 700
default 0
75BlueImplicit(36–38)% chance to Avoid Bleeding bleed physical attack ailmentno_tier_5_eldritch_implicit 0
boots 700
default 0
75BlueImplicit(39–41)% chance to Avoid Bleeding bleed physical attack ailmentno_tier_4_eldritch_implicit 0
boots 700
default 0
75BlueImplicit(42–44)% chance to Avoid Bleeding bleed physical attack ailmentno_tier_3_eldritch_implicit 0
boots 700
default 0
75BlueImplicit(45–47)% chance to Avoid Bleeding bleed physical attack ailmentno_tier_2_eldritch_implicit 0
boots 700
default 0
75BlueImplicit(48–50)% chance to Avoid Bleeding bleed physical attack ailmentno_tier_1_eldritch_implicit 0
boots 700
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (45–47)% chance to Avoid Bleeding bleed physical ailmentno_tier_5_eldritch_implicit 0
boots 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (48–50)% chance to Avoid Bleeding bleed physical ailmentno_tier_4_eldritch_implicit 0
boots 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (51–53)% chance to Avoid Bleeding bleed physical ailmentno_tier_3_eldritch_implicit 0
boots 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (54–57)% chance to Avoid Bleeding bleed physical ailmentno_tier_2_eldritch_implicit 0
boots 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (58–61)% chance to Avoid Bleeding bleed physical ailmentno_tier_1_eldritch_implicit 0
boots 350
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (57–59)% chance to Avoid Bleeding bleed physical ailmentno_tier_4_eldritch_implicit 0
boots 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (60–62)% chance to Avoid Bleeding bleed physical ailmentno_tier_3_eldritch_implicit 0
boots 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (63–66)% chance to Avoid Bleeding bleed physical ailmentno_tier_2_eldritch_implicit 0
boots 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (67–70)% chance to Avoid Bleeding bleed physical ailmentno_tier_1_eldritch_implicit 0
boots 140
default 0
1WeaponTreeAdds 1 to 3 Physical Damage
15% chance to cause Bleeding on Hit
one_hand_weapon 250
default 0
21WeaponTreeAdds 1 to 4 Physical Damage
15% chance to cause Bleeding on Hit
one_hand_weapon 250
default 0
46WeaponTreeAdds 2 to 6 Physical Damage
15% chance to cause Bleeding on Hit
one_hand_weapon 250
default 0
65WeaponTreeAdds 3 to 7 Physical Damage
15% chance to cause Bleeding on Hit
one_hand_weapon 125
default 0
77WeaponTreeAdds 5 to 8 Physical Damage
15% chance to cause Bleeding on Hit
one_hand_weapon 63
default 0
1WeaponTreeAdds 2 to 6 Physical Damage
15% chance to cause Bleeding on Hit
two_hand_weapon 250
default 0
21WeaponTreeAdds 3 to 8 Physical Damage
15% chance to cause Bleeding on Hit
two_hand_weapon 250
default 0
46WeaponTreeAdds 3 to 10 Physical Damage
15% chance to cause Bleeding on Hit
two_hand_weapon 250
default 0
65WeaponTreeAdds 5 to 13 Physical Damage
15% chance to cause Bleeding on Hit
two_hand_weapon 125
default 0
77WeaponTreeAdds 6 to 15 Physical Damage
15% chance to cause Bleeding on Hit
two_hand_weapon 63
default 0
1WeaponTree20% increased Bleeding Duration
15% increased Bleed Duration on you
one_hand_weapon 300
shield 300
default 0
45WeaponTree30% increased Bleeding Duration
20% increased Bleed Duration on you
one_hand_weapon 300
shield 300
default 0
1WeaponTree35% increased Bleeding Duration
30% increased Bleed Duration on you
two_hand_weapon 300
default 0
45WeaponTree50% increased Bleeding Duration
40% increased Bleed Duration on you
two_hand_weapon 300
default 0
12WeaponTree+20% chance to be Poisoned
60% chance to Avoid Bleeding
shield 750
default 0
65WeaponTree+20% chance to be Poisoned
100% chance to Avoid Bleeding
shield 750
default 0
25WeaponTreeMinions 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
78WeaponTreeMinions 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
25WeaponTreeMinions 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
78WeaponTreeMinions 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
1WeaponTreeRain 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
1WeaponTree25% 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 Haunting34SuffixMoving while Bleeding doesn't cause you to take extra Damage bleed physical attack ailmentnecropolis_boots 250
default 0
of Haunting16SuffixAttacks have (15–25)% chance to cause Bleeding bleed physical attack ailmentnecropolis_gloves 500
default 0
of Haunting38SuffixBleeding you inflict deals Damage (12–20)% faster bleed damage physical attack ailmentnecropolis_gloves 250
default 0
Enchantment Modifier /4
NameLevelPre/SufDescriptionWeight
Enchantment Double Slash Added Phys To Bleeding 166EnchantmentLacerate deals (4–8) to (10–15) added Physical Damage against Bleeding Enemies damage physical attackhelmet 100
default 0
Enchantment Double Slash Added Phys To Bleeding 275EnchantmentLacerate deals (14–18) to (20–25) added Physical Damage against Bleeding Enemies damage physical attackhelmet 100
default 0
Enchantment Double Strike Double Damage Vs Bleeding 166EnchantmentDouble Strike has a 10% chance to deal Double Damage to Bleeding Enemies damage attackhelmet 75
default 0
Enchantment Double Strike Double Damage Vs Bleeding 275EnchantmentDouble Strike has a 15% chance to deal Double Damage to Bleeding Enemies damage attackhelmet 75
default 0
Monsters mods /20
NameLevelPre/SufDescriptionWeight
1UniqueAttacks cause Bleeding bleed physical attack ailment
of Bloodletting24UniqueAttacks 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 Bloodletting18UniqueAttacks 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
1UniqueAttacks cause Bleeding
50% increased Damage with Bleeding
25% increased Bleeding Duration
1UniqueYou are Immune to Bleeding bleed physical attack ailment
1Unique10% increased Global Physical Damage
Attacks cause Bleeding
bleed damage physical attack ailment
1UniqueAttacks cause Bleeding bleed damage physical attack ailment
Charlatan's Touch1Torment15% increased Global Physical Damage
Attacks cause Bleeding
bleed damage physical attack ailment
default 1000
Charlatan's Grip1TormentAttacks cause Bleeding bleed physical attack ailmentdefault 1000
1Unique45% 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
1Unique45% 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]
caster curse
1Unique20% increased Global Physical Damage
Attacks cause Bleeding
bleed damage physical attack ailment
1UniqueAttacks cause Bleeding
35% chance for Attacks to Maim on Hit against Bleeding Enemies
bleed physical attack ailment
1UniqueCauses Bleeding
1UniqueAttacks have 25% chance to cause Bleeding
display monster may inflict bleeding [1]
bleed physical attack ailment
1Uniquedisplay monster may inflict bleeding [1]
1UniqueAttacks cause Bleeding
display monster may inflict bleeding [0]
bleed physical attack ailment
1Unique50% 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 Bloodletting34SuffixAttacks cause Bleedingcaster 0
default 2500
1UniqueYou 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
NameLevelPre/SufDescriptionWeight
1Corrupted(20–25)% chance to Avoid Bleeding bleed physical attack ailmentdefault 1000
of Bloodletting60SuffixMinions have (10–15)% chance to cause Bleeding with Attacks bleed physical minion ailmentabyss_jewel_summoner 400
default 0
of Stemming50Suffix(31–40)% chance to Avoid Bleeding bleed physical attack ailmentdefault 300
of the Tourniquet70Suffix(41–50)% chance to Avoid Bleeding bleed physical attack ailmentdefault 150
Fossil mods /3
NameLevelPre/SufDescriptionWeight
Subterranean1Prefix60% chance for Bleeding inflicted with this Weapon to deal 100% more Damage bleed damage physical attack ailmentabyss_jewel 0
jewel 0
weapon 2000
default 0
of the Underground1Suffix50% chance to Avoid Bleeding bleed physical attack ailmentabyss_jewel 0
jewel 0
shield 1600
helmet 1600
boots 1600
body_armour 1600
default 0
Subterranean1PrefixAdds (7–11) to (12–18) Physical Damage against Bleeding Enemies damage physicalabyss_jewel 0
jewel 0
gloves 1600
default 0
Map mods /8
NameLevelPre/SufDescriptionWeight
Impervious1PrefixMonsters 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
Impervious1PrefixMonsters 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
Impervious68PrefixMonsters 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
Impervious1PrefixMonsters 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
Impervious73PrefixMonsters 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
Impervious1PrefixMonsters 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
Impervious1PrefixMonsters 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
Impervious78PrefixMonsters 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
NameLevelPre/SufDescriptionWeight
1DelveAreaMonsters 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
52DelveAreaMonsters 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
173DelveAreaMonsters 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
NameLevelPre/SufDescriptionWeight
Impervious46PrefixMonsters 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
Impervious73PrefixMonsters 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
Impervious78PrefixMonsters 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
NameLevelPre/SufDescriptionWeight
Chosen60Prefix(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's60PrefixAdds (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's60PrefixAdds (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
ModRequireItemClassesUnlock
Moving while Bleeding doesn't cause you to take extra Damage2x Chaos OrbShield · QuiverThe Ascent
(41–50)% chance to Avoid Bleeding4x Orb of AlterationBootsThe Ascent
(51–60)% chance to Avoid Bleeding2x Chaos OrbBootsWasteland Map
(81–85)% increased Physical Damage
(13–15)% chance to cause Bleeding on Hit
3x Orb of AlchemyOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand RangedBetrayal Unveil
(86–94)% increased Physical Damage
(16–17)% chance to cause Bleeding on Hit
3x Chaos OrbOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand RangedBetrayal Unveil
(95–105)% increased Physical Damage
(18–20)% chance to cause Bleeding on Hit
8x Chaos OrbOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand RangedBetrayal Unveil
Adds (11–13) to (16–17) Physical Damage
35% chance to cause Bleeding on Hit
2x Orb of AlchemyTwo Hand Melee · Two Hand RangedBetrayal Unveil, Tora
Adds (14–16) to (18–20) Physical Damage
40% chance to cause Bleeding on Hit
4x Chaos OrbTwo Hand Melee · Two Hand RangedBetrayal Unveil, Tora
Adds (7–8) to (10–11) Physical Damage
35% chance to cause Bleeding on Hit
2x Orb of AlchemyOne Hand Melee · One Hand RangedBetrayal Unveil, Tora
Adds (9–11) to (12–14) Physical Damage
40% chance to cause Bleeding on Hit
4x Chaos OrbOne Hand Melee · One Hand RangedBetrayal Unveil, Tora
Misc mods /31
NameLevelDomainPre/SufDescriptionWeight
[UNUSED] Bleed duration 18FlaskSuffix(35–45)% reduced Bleeding Duration on you during Effectutility_flask 0
default 0
of Sealing8FlaskSuffixGrants 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 Alleviation32FlaskSuffixGrants 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 Allaying56FlaskSuffixGrants 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 Assuaging80FlaskSuffixGrants 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 Lizard8FlaskSuffix(45–49)% less Duration
Immunity to Bleeding and Corrupted Blood during Effect
utility_flask 1000
default 0
of the Skink42FlaskSuffix(40–44)% less Duration
Immunity to Bleeding and Corrupted Blood during Effect
utility_flask 1000
default 0
of the Iguana76FlaskSuffix(35–39)% less Duration
Immunity to Bleeding and Corrupted Blood during Effect
utility_flask 1000
default 0
1JewelCorrupted(20–25)% chance to Avoid Bleeding bleed physical attack ailmentjewel 0
default 0
of Bleeding1JewelSuffixAttacks have (3–5)% chance to cause Bleeding
(12–16)% increased Bleeding Duration
bleed physical attack ailment
not_str 250
default 350
of Haemophilia1JewelSuffix(16–20)% increased Damage with Bleeding bleed damage physical attack ailmentnot_str 250
default 500
1JewelUniqueBleeding you inflict is Reflected to you bleed physical attack ailment
1JewelUnique(30–40)% increased Armour while Bleeding defences
12ExpeditionRelicPrefixMonsters have 100% increased Bleeding Duration
Monsters' Attack Hits inflict Bleeding
default 1000
of Bleeding75SanctumSpecialSuffixAttacks have (20–30)% chance to cause Bleeding bleed physical attack ailmentstr_special_relic 600
default 150
Bloodletting75SanctumSpecialPrefixBleeding you inflict deals Damage (7–10)% faster bleed damage physical attack ailmentstr_special_relic 200
default 50
of Staunching75SanctumSpecialSuffix(40–50)% chance to Avoid Bleeding bleed physical attack ailmentstr_special_relic 600
default 150
of Bleeding1CrucibleMapSuffixMonsters' 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 Bleeding1CrucibleMapSuffixMonsters 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
1TinctureUniqueBleeding you inflict on non-Bleeding Enemies deals 30% more Damage bleed physical attack ailment
Needling70TincturePrefix(9–13)% chance to refresh Bleeding Duration on Hittincture 100
default 0
Skewering70TincturePrefix(14–18)% chance to refresh Bleeding Duration on Hittincture 100
default 0
Lacerating81TincturePrefix(19–25)% chance to refresh Bleeding Duration on Hittincture 50
default 0
Gladiator's70CharmPrefixBleeding 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's81CharmPrefixBleeding 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's1CharmPrefixAttack Hits against Bleeding Enemies have (10–19)% chance to Blinddex_animal_charm 500
str_animal_charm 500
default 0
Gladiator's60CharmPrefixAttack Hits against Bleeding Enemies have (20–30)% chance to Blinddex_animal_charm 250
str_animal_charm 250
default 0
of the Slayer70CharmSuffixYou are Unaffected by Bleeding while Leechingdex_animal_charm 50
str_animal_charm 50
default 0
of the Deadeye1CharmSuffixGain (6–10) Life per Bleeding Enemy Hitdex_animal_charm 1000
default 0
of the Deadeye60CharmSuffixGain (11–20) Life per Bleeding Enemy Hitdex_animal_charm 500
default 0
of the Pathfinder45CharmSuffixRemoves Bleeding when you use a Flaskdex_animal_charm 500
default 0
Item /5
Smallsword
Physical Damage: 19-40
Critical Strike Chance: 6%
Attacks per Second: 1.55
Weapon Range: 1.4 metres
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: 1.4 metres
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: 1.4 metres
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: 1.3 metres
Requires Level 60, 149 Str, 76 Dex
+20% to Damage over Time Multiplier for Bleeding
Blood Sap Tincture
Bleeding you inflict on non-Bleeding Enemies deals 30% more Damage
Unmodifiable
Unique /53
+(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)
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)
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
+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 higher while moving)
(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)
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)
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)
+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)
10% reduced Enemy Stun Threshold
(60–80)% increased Physical Damage
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 higher while moving)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
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)
30% increased Global Critical Strike Chance
+20 to Dexterity
(20–40)% increased Physical Damage
Adds (3–6) to (9–13) Physical Damage
10% increased Attack Speed
30% chance to cause Bleeding on Hit
Extra gore
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
30% increased Global Critical Strike Chance
+(10–15) to Dexterity
(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 higher while moving)
Grants Level 20 Thirst for Blood Skill
(130–150)% increased Physical Damage
Adds (11–14) to (18–23) Physical Damage
25% chance to cause Bleeding on Hit
+(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)
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)
(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
(30–50)% 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)
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)
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)
2% of Physical Attack Damage Leeched as Life
(60–80)% increased Physical Damage
Adds (25–35) to (50–65) Physical Damage
25% chance to cause Bleeding on Hit
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)
Adds 1 to 4 Physical Damage to Attacks
5% increased Global Physical Damage
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 higher while moving)
+(20–40) to Strength
200% increased Armour and Energy Shield
+(10–15)% to all Elemental Resistances
25% increased Movement Speed
+1 to Maximum Endurance Charges
50% increased Elemental Ailment Duration on you
Bleeding cannot be inflicted on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+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
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 higher while moving)
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
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 higher while moving)
(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)
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)
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)
+(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)
+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
+(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)
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)
+(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 (5–10)% 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)
+5% chance to Suppress Spell Damage
(500–600)% increased Evasion and Energy Shield
+(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)
(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
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
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 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)
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
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)
+(400–500) to Accuracy Rating
(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 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)
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
Grants Level 20 Aspect of the Spider Skill
(120–170)% increased Evasion and Energy Shield
+(40–50) to maximum Life
(6–9)% increased Attack and Cast Speed
(40–60)% increased Damage with Hits and Ailments against Enemies affected by 3 Spider's Webs
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)
30% increased Global Critical Strike Chance
+(10–15) to Dexterity
(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 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, 50% less Damage with Bleeding)
+(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 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)
+(9–20) to maximum Energy Shield
+(15–20) to all Attributes
(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)
(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%)
(Effects cannot be slowed below 25% of their normal expiry rate)
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
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 higher while moving)
(Maimed enemies have 30% reduced Movement Speed)
+(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)
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
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 higher while moving)
(Chill reduces Enemy Action Speed by 10% for 2 seconds)
+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
+(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)
(50–80)% increased Armour
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 higher while moving)
(They will deal the same total damage over a shorter duration)
(Close Range is up to 2 metres)
30% increased Global Critical Strike Chance
+20 to Strength
(20–40)% increased Physical Damage
Adds (3–6) to (9–13) Physical Damage
30% chance to cause Bleeding on Hit
(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)
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)
(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)
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)
+(15–30) to maximum Life
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 higher while moving)
+(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)
(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)
(80–120)% increased Armour
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 /39
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)
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)
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)
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)
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)
Dagger Attacks deal 24% increased Damage with Hits and Ailments
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)
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)
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)
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)
+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)
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)
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)
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)
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)
+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)
Attacks with One Handed Weapons deal 30% increased Damage with Ailments
8% increased Attack Speed with One Handed Weapons
20% increased Damage with One Handed Weapons
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Bleeding you inflict deals Damage 15% faster
(They will deal the same total damage over a shorter duration)
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)
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)
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)
+15% to Damage over Time Multiplier for Bleeding
40% increased Attack Damage against Bleeding Enemies
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)
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)
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
+19% to Chaos Resistance
30% chance to Avoid being Poisoned
30% chance to Avoid Bleeding
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
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)
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)
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)
Sword Attacks deal 30% increased Damage with Hits and Ailments
+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)
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)
+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)
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)
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)
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)
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)
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)
Bleeding enemies cannot inflict Bleeding on you
Ignited enemies cannot Ignite you
10% chance to Avoid non-Damaging Ailments on you per Bark below maximum
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 /6
Ascendancy: Deadeye
Character: Ranger
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)
Ascendancy: Slayer
Character: Duelist
20% of Overkill Damage is Leeched as Life
20% increased Attack Speed while Leeching
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)
Ascendancy: Gladiator
Character: Duelist
Bleeding Enemies you Kill Explode, dealing 10% of
their Maximum Life as Physical Damage
20% more Physical Damage over Time
Ascendancy: Gladiator
Character: Duelist
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)
Ascendancy: Champion
Character: Duelist
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)
Ascendancy: Champion
Character: Duelist
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
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)
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)
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)
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)
25% increased Damage over Time
15% increased Duration of Ailments on Enemies
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
35% increased Damage with Bleeding you inflict on Maimed Enemies
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)
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)
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)
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)
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)
20% increased Attack Damage
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)
25% increased Life Recovery from Flasks
Life Flasks gain 1 Charge every 3 seconds
Remove Bleeding when you use a Life Flask
30% chance to Avoid Bleeding
30% chance to Avoid being Impaled
30% increased Evasion Rating if you haven't been Hit Recently
+5% to Physical Damage over Time Multiplier
20% increased Bleeding Duration
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)
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
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)
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)
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)
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)
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)
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
FactionCategoryNameShow Full Descriptions
VaalNotableBloody Savagery
Bleeding you inflict deals Damage 10% faster
(25–35)% increased Physical Damage
(They will deal the same total damage over a shorter duration)
EternalNotableGeofri'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
NameLvModsElevated Mods
of the Elder68Socketed 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 Elder75Socketed 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 Elder80Socketed 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 Hunt68(21–25)% chance to Avoid being Poisoned
(21–25)% chance to Avoid Bleeding

Group: 2653
(26–30)% chance to Avoid being Poisoned
(26–30)% chance to Avoid Bleeding
of the Hunt70(26–30)% chance to Avoid being Poisoned
(26–30)% chance to Avoid Bleeding

Group: 2653
(41–50)% chance to Avoid being Poisoned
(41–50)% chance to Avoid Bleeding
of the Hunt75(41–50)% chance to Avoid being Poisoned
(41–50)% chance to Avoid Bleeding

Group: 2653
(61–70)% chance to Avoid being Poisoned
(61–70)% chance to Avoid Bleeding
of the Hunt68Bleeding you inflict deals Damage (7–9)% faster
Group: 932
Bleeding you inflict deals Damage (10–12)% faster
of the Hunt73Bleeding you inflict deals Damage (10–12)% faster
Group: 932
(10–20)% increased Bleeding Duration
Bleeding you inflict deals Damage (11–15)% faster

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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)

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

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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