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
Name | Show Full Descriptions |
---|---|
BuffIcon | ![]() |
BuffGroupsID | 31 |
IsBuffDefinition | 1 |
BuffMergeModesID | 3 |
Code | base bleeding damage taken per minute |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | 3 |
Code | dummy stat display nothing |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | 3 |
Bleeding
You are Bleeding, causing you to take Physical Damage over time.
base_bleeding_damage_taken_per_minute
Attribute /3
bleeding_stack
Name | Show Full Descriptions |
---|---|
BuffGroupsID | 31 |
IsBuffDefinition | 1 |
BuffMergeModesID | 1 |
Code | base bleeding damage taken per minute |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | 3 |
Bleeding Ref /80
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.
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.
25% reduced maximum Life
Life Leech can Overflow Maximum Life
(40–60)% reduced Duration of Bleeding on You
+(80–100) to maximum Life
+(75–150) to Stun Threshold
25% chance to be inflicted with Bleeding when Hit
+(50–100) to Accuracy Rating
(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
Strikes deal Splash damage to targets within 1.5 metres
All Attacks count as Empowered Attacks
Cannot use Warcries
(25–35) Life Regeneration per second
(50–100)% increased Energy Shield Recharge Rate
(30–50)% reduced Ignite Duration on you
(30–50)% reduced Duration of Bleeding on You
+(20–30) to Strength
(20–30)% increased Movement Speed
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

Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
(100–150)% increased Evasion Rating
+(80–120) to maximum Life
+(10–30) to Spirit
(40–60)% reduced Poison Duration on you
You can have two Companions of different types
(40–60)% reduced Duration of Bleeding on You
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.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
Soul Core of Opiloti
Stack Size: 1 / 10
Place into an empty Rune Socket in a Weapon or a Helmet to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Wolf Talisman
Stack Size: 1 / 10
Place into an empty Rune Socket in Gloves or a Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Jagged Greataxe
Physical Damage: 43-99
Critical Hit Chance: 5%
Attacks per Second: 1.15
Weapon Range: 1.3
Requires: Level 40, 56 Str, 23 Dex
30% increased Pin Buildup
Empowered Attacks deal 30% increased Damage
25% increased Physical Damage
Enemies you inflict Bleeding on cannot Regenerate Life
Immune to Corrupted Blood
40% reduced Duration of Bleeding on You
40% increased Jagged Ground Duration
Ascendancy: Blood Mage
Character: Witch
Physical Damage
Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Axes
Axes are Melee weapons that can be One-Handed or Two-Handed. Axes require Strength and Dexterity to equip.
Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding.
Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding.
Claws
Claws are One-Handed Melee weapons that require Dexterity to equip. Claws can be Dual Wielded with another Claw, but cannot be combined with other equipped items in the off hand.
Claw Attacks are commonly fast and cause Bleeding.
Claw Attacks are commonly fast and cause Bleeding.
Aggravated Bleeding
Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
Damage Contributing to Ailments
By default, specific Ailments are calculated based on only specific damage types, such as only the Fire damage of a Hit mattering when inflicting Ignite.
Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.
For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.
For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
Bloodstained
While Bleeding enemies build up Bloodstained, gaining the Bloodstained Debuff after Bleeding for a total of 6 seconds. Bloodstained builds up 100% faster if the Bleeding enemy is moving or the Bleed is Aggravated.
Certain skills allow you to view the Bloodstained Debuff on enemies and can consume the Debuff for powerful effects.
Certain skills allow you to view the Bloodstained Debuff on enemies and can consume the Debuff for powerful effects.
Incision
Incision is a Debuff which causes the affected target to gain increasingly higher chance to be inflicted with Bleeding when Hit. All Incision stacks are removed when Bleeding is inflicted.
Each stack of Incision applies 10% chance to be inflicted with Bleeding when Hit. A maximum of 10 Incision stacks can be present on a target at once.
Each stack of Incision applies 10% chance to be inflicted with Bleeding when Hit. A maximum of 10 Incision stacks can be present on a target at once.
Aggravating any Bleeding
This effect will occur when a hit with the weapon directly causes at least one Bleeding Debuff on the target to become Aggravated.
It will not occur if an on-hit effect tries to Aggravate Bleeding but there are no Bleeding Debuffs on the target to Aggravate, or all of them are already Aggravated, since no Bleeding Debuffs will be Aggravated by that hit.
It will not occur if an on-hit effect tries to Aggravate Bleeding but there are no Bleeding Debuffs on the target to Aggravate, or all of them are already Aggravated, since no Bleeding Debuffs will be Aggravated by that hit.
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.
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 /13
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.
Shapeshift into a bear and slam the ground with great force, causing a pair of shockwaves. If you have enough Rage, Consume some of that Rage to instead create a single massive shockwave that leaves behind Jagged Ground.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
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 flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Support Gem /15
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 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 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 fire additional Projectiles. Cannot Support Channelled Skills.
[DNT-UNUSED] Block CDR
Item mods /6
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Sealing | 21 | Suffix | (36–40)% reduced Duration of Bleeding on You Physical Ailment | body_armour 1 default 0 |
of Alleviation | 37 | Suffix | (41–45)% reduced Duration of Bleeding on You Physical Ailment | body_armour 1 default 0 |
of Allaying | 50 | Suffix | (46–50)% reduced Duration of Bleeding on You Physical Ailment | body_armour 1 default 0 |
of Assuaging | 64 | Suffix | (51–55)% reduced Duration of Bleeding on You Physical Ailment | body_armour 1 default 0 |
of Staunching | 76 | Suffix | (56–60)% reduced Duration of Bleeding on You Physical Ailment | body_armour 1 default 0 |
1 | Corrupted | (10–15)% chance to cause Bleeding on Hit Physical Attack Ailment | mace 1 |
Monsters mods /20
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Bloodletting | 16 | Suffix | Inflict Bleeding on Hit | |
of Bloodletting | 1 | Suffix | Inflict Bleeding on Hit | |
1 | Unique | Attacks cause Bleeding Physical Attack Ailment | ||
1 | Unique | You are Immune to Bleeding Physical Attack Ailment | ||
1 | Unique | 10% increased Global Physical Damage Attacks cause Bleeding Damage Physical Attack Ailment | ||
1 | Unique | Attacks cause Bleeding Damage Physical Attack Ailment | ||
Charlatan's Touch | 1 | Torment | 15% increased Global Physical Damage Attacks cause Bleeding Damage Physical Attack Ailment | |
Charlatan's Grip | 1 | Torment | Attacks cause Bleeding Physical Attack Ailment | |
1 | Unique | 20% increased Global Physical Damage Attacks cause Bleeding Damage Physical Attack Ailment | ||
1 | Unique | Attacks cause Bleeding 35% chance for Attacks to Maim on Hit against Bleeding Enemies Physical Attack Ailment | ||
1 | Unique | Causes Bleeding | ||
1 | Unique | Attacks have 25% chance to cause Bleeding Physical Attack Ailment | ||
1 | Unique | display monster may inflict bleeding [1] | ||
1 | Unique | 50% chance to Avoid being Chilled 50% chance to Avoid being Frozen 50% chance to Avoid being Ignited 50% chance to Avoid being Shocked 50% chance to Avoid being Poisoned 50% chance to Avoid Bleeding Ailment | ||
1 | Unique | Always inflict Bleeding on Hit Physical Ailment | ||
1 | Unique | Attacks cause Bleeding Physical Attack Ailment | ||
1 | Unique | Monsters have (20–30)% chance to inflict Bleeding on Hit | ||
Boar-Touched | 1 | Torment | Gain 20% of Damage as Extra Fire Damage Inflict Bleeding on Hit | |
Hunted by the Frenzied Boar | 1 | Torment | Gain 20% of Damage as Extra Fire Damage Inflict Bleeding on Hit dropped items are converted to str items [1] | |
Spirit Of The Boar | 1 | Torment | Gain 20% of Damage as Extra Fire Damage Inflict Bleeding on Hit |
Delve Area mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | DelveArea | Monsters have a 30% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Physical Chaos Attack Ailment | ||
52 | DelveArea | Monsters have a 40% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Physical Chaos Attack Ailment | ||
173 | DelveArea | Monsters have a 50% chance to avoid Poison, Impale, and Bleeding 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Physical Chaos Attack Ailment |
Heist Area mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Impervious | 46 | Prefix | 10% 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] Physical Chaos Attack Ailment | |
Impervious | 73 | Prefix | 10% 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] Physical Chaos Attack Ailment | |
Impervious | 78 | Prefix | 10% 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] Physical Chaos Attack Ailment |
Misc mods /21
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | Used when you start Bleeding | ||
of Sealing | 8 | Flask | Suffix | Grants Immunity to Bleeding for (6–8) seconds if used while Bleeding Grants Immunity to Corrupted Blood for (6–8) seconds if used while affected by Corrupted Blood | |
of the Lizard | 8 | Flask | Suffix | (45–49)% less Duration Immunity to Bleeding and Corrupted Blood during Effect | |
Bleeding | 1 | Jewel | Prefix | (3–7)% chance to inflict Bleeding on Hit | strjewel 1 default 0 |
of Haemophilia | 1 | Jewel | Suffix | (5–10)% increased Bleeding Duration Physical Attack Ailment | strjewel 1 default 0 |
Haemorrhaging | 1 | Jewel | Prefix | (5–15)% increased Magnitude of Bleeding you inflict Damage Physical Attack Ailment | strjewel 1 default 0 |
Bleeding | 1 | Jewel | Prefix | 1% chance to inflict Bleeding on Hit | str_radius_jewel 1 default 0 |
of Haemophilia | 1 | Jewel | Suffix | (3–7)% increased Bleeding Duration Physical Attack Ailment | str_radius_jewel 1 default 0 |
Haemorrhaging | 1 | Jewel | Prefix | (3–7)% increased Magnitude of Bleeding you inflict Damage Physical Attack Ailment | str_radius_jewel 1 default 0 |
of Stemming | 1 | Jewel | Unique | (30–35)% reduced Duration of Bleeding on You Physical Ailment | |
of Bleeding | 1 | Jewel | Unique | Attacks have (3–5)% chance to cause Bleeding (12–16)% increased Bleeding Duration Physical Attack Ailment | |
1 | Jewel | Unique | Bleeding you inflict is Reflected to you Physical Attack Ailment | ||
1 | Jewel | Unique | (30–40)% increased Armour while Bleeding Defences | ||
1 | Abyss | Unique | (5–10)% chance to Aggravate Bleeding on targets you Hit with Attacks | ||
1 | Abyss | Unique | (5–10)% chance to inflict Bleeding on Hit | ||
Lightless | 1 | Abyss | Prefix | 15% increased chance to inflict Bleeding (5–10)% increased Magnitude of Bleeding you inflict Ailment | |
of Ulaman | 65 | Abyss | Suffix | (20–30)% increased chance to inflict Bleeding ulaman | |
of Kurgal | 65 | Abyss | Suffix | (20–30)% reduced Duration of Bleeding on You kurgal Physical Ailment | boots 1 belt 1 default 0 kurgal_mod 1 |
Ulaman's | 65 | Abyss | Prefix | (27–38)% increased Magnitude of Bleeding you inflict ulaman Damage Physical Attack Ailment | |
1 | Abyss | Prefix | (80–120)% increased Spell Physical Damage (20–30)% chance to inflict Bleeding on Hit Damage Physical | ||
1 | ExpeditionRelic | Prefix | Monsters' Attack Hits inflict Bleeding |
Item /3
Jagged Greataxe
Physical Damage: 43-99
Critical Hit Chance: 5%
Attacks per Second: 1.15
Weapon Range: 1.3
Requires: Level 40, 56 Str, 23 Dex
Unique /15
25% reduced maximum Life
Life Leech can Overflow Maximum Life
(40–60)% reduced Duration of Bleeding on You
+(80–100) to maximum Life
+(75–150) to Stun Threshold
25% chance to be inflicted with Bleeding when Hit
+(50–100) to Accuracy Rating
(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
Strikes deal Splash damage to targets within 1.5 metres
All Attacks count as Empowered Attacks
Cannot use Warcries
(25–35) Life Regeneration per second
(50–100)% increased Energy Shield Recharge Rate
(30–50)% reduced Ignite Duration on you
(30–50)% reduced Duration of Bleeding on You
+(20–30) to Strength
(20–30)% increased Movement Speed
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

Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
(100–150)% increased Evasion Rating
+(80–120) to maximum Life
+(10–30) to Spirit
(40–60)% reduced Poison Duration on you
You can have two Companions of different types
(40–60)% reduced Duration of Bleeding on You
Passive /17
Empowered Attacks deal 30% increased Damage
Enemies you inflict Bleeding on cannot Regenerate Life
40% increased Jagged Ground Duration
Ascendancy Passive /1
Ascendancy: Blood Mage
Character: Witch
Timeless Jewel Passive /4

Bloody Savagery
Vaal Notable
Bleeding you inflict deals Damage 10% faster
(25–35)% increased Physical Damage


Steel and Sorcery
Kalguuran Notable

Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.