Bleeding
Debuff inflicts [Physical] damage over time, and extra damage while moving. This Damage bypasses [EnergyShield|Energy Shield].
dummy_stat_display_nothing
base_bleeding_damage_taken_per_minute
Attribute /4

bleeding

KeyValue
BuffIcon
BuffGroupsID29
IsBuffDefinition1
BuffMergeModesID3
Codebase bleeding damage taken per minute
IsPublic0
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemantics3
Codedummy stat display nothing
IsPublic0
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemantics3
Bleeding
You are Bleeding, causing you to take Physical Damage over time.
base_bleeding_damage_taken_per_minute
Attribute /3

bleeding_stack

KeyValue
BuffGroupsID29
IsBuffDefinition1
BuffMergeModesID1
Codebase bleeding damage taken per minute
IsPublic0
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemantics3
Bleeding Ref /48
Bleeding
Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield

Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.

Physical damage from Hits Contributes to Bleeding Magnitude.

Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.

The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
Adds (8–12) to (16–18) Physical Damage
+(10–15) to Strength
Causes Bleeding on Hit
(4–5) to (8–10) Physical Thorns damage
(30–50)% increased Evasion and Energy Shield
+(10–20) to Dexterity
(40–60)% reduced Bleeding Duration on you
Bleeding you inflict is Aggravated
(50–100)% increased Armour and Energy Shield
25% reduced maximum Life
(40–60)% reduced Bleeding Duration on you
Life Leech can Overflow Maximum Life
Grants Skill: Level 1 Bone Blast
(80–100)% increased Spell Damage
Gain (10–15) Life per Enemy Killed
25% chance to inflict Bleeding on Hit
25% of Spell Mana Cost Converted to Life Cost
(120–160)% increased Armour
50% chance to inflict Bleeding on Hit
50% reduced Slowing Potency of Debuffs on You
(15–20) to (25–30) Physical Thorns damage
(80–100)% increased Armour and Evasion
+(80–100) to maximum Life
+(75–150) to Stun Threshold
25% chance to be inflicted with Bleeding when Hit
+(50–100) to Accuracy Rating
(150–200)% increased Armour and Evasion
(15–25)% increased Critical Hit Chance
+(20–30)% to Fire Resistance
+(40–60) to maximum Life
+(20–30)% to Fire Resistance
(-15–-10)% to Cold Resistance
You take Fire Damage instead of Physical Damage from Bleeding
Strikes deal Splash damage to targets within 1.5 metres
Adds (25–35) to (40–50) Physical Damage
Leeches 10% of Physical Damage as Life
(10–20)% chance to cause Bleeding on Hit
All Attacks count as Empowered Attacks
Cannot use Warcries
(100–150)% increased Armour and Energy Shield
(50–100)% increased Energy Shield Recharge Rate
(25–35) Life Regeneration per second
(30–50)% reduced Bleeding Duration on you
(30–50)% reduced Ignite Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
Adds 1 to 4 Physical Damage to Attacks
Adds (5–7) to (9–13) Physical Damage to Attacks
+(20–30) to Strength
All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
(10–20)% chance to inflict Bleeding on Hit
(15–25)% increased Magnitude of Bleeding you inflict
(20–30)% increased Movement Speed
(60–120)% increased Evasion and Energy Shield
Aggravate Bleeding on Enemies when they Enter your Presence
100% increased Thorns damage
+(10–15) to all Attributes
+(15–30)% to Fire Resistance
+(15–30)% to Lightning Resistance
(10–15) Life Regeneration per second
Moving while Bleeding doesn't cause you to take extra damage
Grants Skill: Spear Throw
Adds (14–26) to (27–32) Physical Damage
Adds (33–41) to (47–53) Fire Damage
(15–25)% chance to cause Bleeding on Hit
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
(25–40)% chance to Aggravate Bleeding on Hit
(100–150)% increased Evasion Rating
+(80–120) to maximum Life
+(10–30) to Spirit
(40–60)% reduced Bleeding Duration on you
(40–60)% reduced Poison Duration on you
You can have two Companions of different types
Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
Supports Skills which deal Damage with Hits. When Supported Skills Pin an Enemy, they also Aggravate Bleeding on that Enemy.
Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding.
Supports Melee Attack Skills you use yourself. Killing Blows with Supported Skills on Bleeding enemies create a Blood Remnant. Blood Remnants increase your Life regeneration rate for a short while after being collected.
Supports Melee Attacks you use yourself. On-Kill effects caused by Killing Blows with Supported Skills on Bleeding enemies have a chance to occur twice.
Supports Attacks. Supported Skills are far more likely to inflict Bleeding on Hitting full Life Enemies.
Supports Attack Skills. Supported Skills inflict Incision on Hit, which causes Enemies to be increasingly more likely to be inflicted with Bleeding. All Incision is removed from a target on inflicting it with Bleeding.
Supports Attack Skills. Bleeding inflicted with Supported Skills lasts significantly longer, but enemies you inflict Bleeding onto with Supported Skills will move and Attack faster.
Supports Skills which can cause Damaging Hits, causing base chance to inflict Bleed with Supported Skills to instead apply to base chance to Poison, and causing base chance to Poison to instead apply to Bleed.
Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is consumed and they will release an explosion of blood when killed or Heavy Stunned. The Mark duration doesn't tick while the Marked target is suffering Blood Loss.
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Physical attack damage in an area. Bleeding inflicted by this skill has higher Magnitude.
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
Attack Hits Aggravate any Bleeding on targets which is older than 4 seconds
10% chance to inflict Bleeding on Hit
15% increased Magnitude of Bleeding you inflict
30% increased Critical Hit Chance against Bleeding Enemies
20% chance to Aggravate Bleeding on targets you Critically Hit with Attacks
10% chance to Aggravate Bleeding on targets you Hit with Attacks
50% chance to Knock Back Bleeding Enemies with Hits
20% chance to Aggravate Bleeding on targets you Hit with Empowered Attacks
Empowered Attacks deal 30% increased Damage
Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt
10% chance to inflict Bleeding on Hit
20% increased Physical Damage
15% increased Magnitude of Bleeding you inflict
25% increased Physical Damage
20% chance for Bleeding to be Aggravated when Inflicted against Enemies on Jagged Ground
40% increased Jagged Ground Duration
Maximum Life is 1
Immune to Chaos Damage and Bleeding
Bleeding you inflict is Aggravated
Base Bleeding Duration is 1 second
Bleeding
Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield

Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.

Physical damage from Hits Contributes to Bleeding Magnitude.

Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.

The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
Skill Gem /9
Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
[DNT-UNUSED] Bring your axe down in a sweeping slash, creating a slash along a line in the ground, with a chance to cause bleeding.
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Chaos attack damage in an area. Poison inflicted by this skill has more effect.
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Physical attack damage in an area. Bleeding inflicted by this skill has higher Magnitude.
While active, emits an Aura that periodically Withers enemies in your Presence.
While active, emits an Aura that periodically Withers enemies in your Presence.
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
Skill Gem Quality /1
Bleeding inflicted by this Skill deals Damage (0–20)% faster
Support Gem /16
Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
Supports Melee Attacks you use yourself. Supported Skills cannot be used until enough Combo has been built up, but deal massively more damage. Cannot support skills which already Combo, or Triggered Skills.
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit.
Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
Supports Minion Skills which summon Reviving Minions. Supported Minions deal significantly more Damage if they have Revived Recently.
Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Mana Flask charges, Gaining a percentage of Damage as extra Lightning Damage per Mana Flask charge consumed.
Supports Skills which can cause Damaging Hits, causing base chance to inflict Bleed with Supported Skills to instead apply to base chance to Poison, and causing base chance to Poison to instead apply to Bleed.
Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding.
Supports Melee Attack Skills you use yourself. Killing Blows with Supported Skills on Bleeding enemies create a Blood Remnant. Blood Remnants increase your Life regeneration rate for a short while after being collected.
Supports Attacks. Supported Skills are far more likely to inflict Bleeding on Hitting full Life Enemies.
Supports Attacks you use yourself, causing them to Consume the Parried Debuff on Hit to grant you a Frenzy Charge. Cannot support Skills which already Consume the Parried Debuff.
Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
Supports Attack Skills. Supported Skills inflict Incision on Hit, which causes Enemies to be increasingly more likely to be inflicted with Bleeding. All Incision is removed from a target on inflicting it with Bleeding.
Supports Attack Skills. Bleeding inflicted with Supported Skills lasts significantly longer, but enemies you inflict Bleeding onto with Supported Skills will move and Attack faster.
Item mods /6
NameLevelPre/SufDescriptionWeight
of Sealing21Suffix(36–40)% reduced Bleeding Duration on you bleed physical ailmentbody_armour 1
default 0
of Alleviation37Suffix(41–45)% reduced Bleeding Duration on you bleed physical ailmentbody_armour 1
default 0
of Allaying50Suffix(46–50)% reduced Bleeding Duration on you bleed physical ailmentbody_armour 1
default 0
of Assuaging64Suffix(51–55)% reduced Bleeding Duration on you bleed physical ailmentbody_armour 1
default 0
of Staunching76Suffix(56–60)% reduced Bleeding Duration on you bleed physical ailmentbody_armour 1
default 0
1Corrupted(10–15)% chance to cause Bleeding on Hit bleed physical attack ailmentmace 1
Monsters mods /19
NameLevelPre/SufDescriptionWeight
of Bloodletting16SuffixInflict Bleeding on Hit
of Bloodletting1SuffixInflict Bleeding on Hit
1UniqueAttacks cause Bleeding bleed physical attack ailment
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
Charlatan's Grip1TormentAttacks cause Bleeding bleed physical attack ailment
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 bleed physical attack ailment
1Uniquedisplay monster may inflict bleeding [1]
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 being Poisoned
50% chance to Avoid Bleeding
ailment
1UniqueAlways inflict Bleeding on Hit bleed physical ailment
1UniqueMonsters have (20–30)% chance to Bleeding on Hit
Boar-Touched1TormentGain 20% of Damage as Extra Fire Damage
Inflict Bleeding on Hit
Hunted by the Frenzied Boar1TormentGain 20% of Damage as Extra Fire Damage
Inflict Bleeding on Hit
dropped items are converted to str items [1]
Spirit Of The Boar1TormentGain 20% of Damage as Extra Fire Damage
Inflict Bleeding on Hit
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
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
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
Heist Area mods /3
NameLevelPre/SufDescriptionWeight
Impervious46Prefix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
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]
bleed poison physical chaos attack ailment
Impervious73Prefix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
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]
bleed poison physical chaos attack ailment
Impervious78Prefix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
Monsters have a 50% chance to avoid Poison, Impale, and Bleeding
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
bleed poison physical chaos attack ailment
Misc mods /14
NameLevelDomainPre/SufDescriptionWeight
1FlaskUniqueUsed when you start Bleeding
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
of the Lizard8FlaskSuffix(45–49)% less Duration
Immunity to Bleeding and Corrupted Blood during Effect
Bleeding1JewelPrefix(3–7)% chance to inflict Bleeding on Hitstrjewel 1
default 0
of Haemophilia1JewelSuffix(5–10)% increased Bleeding Duration bleed physical attack ailmentstrjewel 1
default 0
Haemorrhaging1JewelPrefix(5–15)% increased Magnitude of Bleeding you inflict bleed damage physical attack ailmentstrjewel 1
default 0
Bleeding1JewelPrefix1% chance to inflict Bleeding on Hitstr_radius_jewel 1
default 0
of Haemophilia1JewelSuffix(3–7)% increased Bleeding Duration bleed physical attack ailmentstr_radius_jewel 1
default 0
Haemorrhaging1JewelPrefix(3–7)% increased Magnitude of Bleeding you inflict bleed damage physical attack ailmentstr_radius_jewel 1
default 0
of Stemming1JewelUnique(30–35)% reduced Bleeding Duration on you bleed physical ailment
of Bleeding1JewelUniqueAttacks have (3–5)% chance to cause Bleeding
(12–16)% increased Bleeding Duration
bleed physical attack ailment
1JewelUniqueBleeding you inflict is Reflected to you bleed physical attack ailment
1JewelUnique(30–40)% increased Armour while Bleeding defences
1ExpeditionRelicPrefixMonsters' Attack Hits inflict Bleeding
Item /3
Serrated Quiver
Requires: Level 44
Attacks have (10–15)% chance to cause Bleeding
Staunching Charm
Lasts 3 Second
Consumes 30 of 40 Charges on use
Currently has 40 Charges
Grants Immunity to Bleeding
Requires: Level 18
Used when you start Bleeding
Jagged Greataxe
Physical Damage: 43-99
Critical Hit Chance: 5%
Attacks per Second: 1.15
Weapon Range: 1.3
Requires: Level 40, 72 Str, 29 Dex
(15–25)% chance to cause Bleeding on Hit
Unique /15
Adds (8–12) to (16–18) Physical Damage
+(10–15) to Strength
Causes Bleeding on Hit
(4–5) to (8–10) Physical Thorns damage
(30–50)% increased Evasion and Energy Shield
+(10–20) to Dexterity
(40–60)% reduced Bleeding Duration on you
Bleeding you inflict is Aggravated
(50–100)% increased Armour and Energy Shield
25% reduced maximum Life
(40–60)% reduced Bleeding Duration on you
Life Leech can Overflow Maximum Life
Grants Skill: Level 1 Bone Blast
(80–100)% increased Spell Damage
Gain (10–15) Life per Enemy Killed
25% chance to inflict Bleeding on Hit
25% of Spell Mana Cost Converted to Life Cost
(120–160)% increased Armour
50% chance to inflict Bleeding on Hit
50% reduced Slowing Potency of Debuffs on You
(15–20) to (25–30) Physical Thorns damage
(80–100)% increased Armour and Evasion
+(80–100) to maximum Life
+(75–150) to Stun Threshold
25% chance to be inflicted with Bleeding when Hit
+(50–100) to Accuracy Rating
(150–200)% increased Armour and Evasion
(15–25)% increased Critical Hit Chance
+(20–30)% to Fire Resistance
+(40–60) to maximum Life
+(20–30)% to Fire Resistance
(-15–-10)% to Cold Resistance
You take Fire Damage instead of Physical Damage from Bleeding
Strikes deal Splash damage to targets within 1.5 metres
Adds (25–35) to (40–50) Physical Damage
Leeches 10% of Physical Damage as Life
(10–20)% chance to cause Bleeding on Hit
All Attacks count as Empowered Attacks
Cannot use Warcries
(100–150)% increased Armour and Energy Shield
(50–100)% increased Energy Shield Recharge Rate
(25–35) Life Regeneration per second
(30–50)% reduced Bleeding Duration on you
(30–50)% reduced Ignite Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
Adds 1 to 4 Physical Damage to Attacks
Adds (5–7) to (9–13) Physical Damage to Attacks
+(20–30) to Strength
All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
(10–20)% chance to inflict Bleeding on Hit
(15–25)% increased Magnitude of Bleeding you inflict
(20–30)% increased Movement Speed
(60–120)% increased Evasion and Energy Shield
Aggravate Bleeding on Enemies when they Enter your Presence
100% increased Thorns damage
+(10–15) to all Attributes
+(15–30)% to Fire Resistance
+(15–30)% to Lightning Resistance
(10–15) Life Regeneration per second
Moving while Bleeding doesn't cause you to take extra damage
Grants Skill: Spear Throw
Adds (14–26) to (27–32) Physical Damage
Adds (33–41) to (47–53) Fire Damage
(15–25)% chance to cause Bleeding on Hit
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
(25–40)% chance to Aggravate Bleeding on Hit
(100–150)% increased Evasion Rating
+(80–120) to maximum Life
+(10–30) to Spirit
(40–60)% reduced Bleeding Duration on you
(40–60)% reduced Poison Duration on you
You can have two Companions of different types
Passive /12
Attack Hits Aggravate any Bleeding on targets which is older than 4 seconds
10% chance to inflict Bleeding on Hit
15% increased Magnitude of Bleeding you inflict
30% increased Critical Hit Chance against Bleeding Enemies
20% chance to Aggravate Bleeding on targets you Critically Hit with Attacks
10% chance to Aggravate Bleeding on targets you Hit with Attacks
+250 to Accuracy against Bleeding Enemies
Bleeding you inflict deals Damage 10% faster
50% chance to Knock Back Bleeding Enemies with Hits
20% chance to Aggravate Bleeding on targets you Hit with Empowered Attacks
Empowered Attacks deal 30% increased Damage
Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt
10% chance to inflict Bleeding on Hit
20% increased Physical Damage
15% increased Magnitude of Bleeding you inflict
25% increased Physical Damage
20% chance for Bleeding to be Aggravated when Inflicted against Enemies on Jagged Ground
40% increased Jagged Ground Duration
Maximum Life is 1
Immune to Chaos Damage and Bleeding
Bleeding you inflict is Aggravated
Base Bleeding Duration is 1 second
Ascendancy Passive /1
Timeless Jewel Passive /4
Bloody Savagery
Vaal Notable
Bleeding you inflict deals Damage 10% faster
(25–35)% increased Physical Damage
Geofri's End
Eternal Notable
Bleeding you inflict deals Damage 10% faster
Steel and Sorcery
Kalguuran Notable
10% increased effect of Arcane Surge on you
20% increased Magnitude of Bleeding you inflict
Aim for the Jugular
Kalguuran Notable
30% increased Accuracy Rating
10% increased Magnitude of Bleeding you inflict
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