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
Key | Value |
---|---|
BuffIcon | ![]() |
BuffGroupsID | 29 |
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
Key | Value |
---|---|
BuffGroupsID | 29 |
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 /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.
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
(40–60)% reduced Bleeding Duration on you
Life Leech can Overflow Maximum Life
+(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
(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
+(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 Bleeding Duration on you
(40–60)% reduced Poison Duration on you
You can have two Companions of different types
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 Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
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.
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.
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.
Empowered Attacks deal 30% increased Damage
20% increased Physical Damage
40% increased Jagged Ground Duration
Ascendancy: Blood Mage
Character: Witch
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 /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.
Skill Gem Quality /1
Bleeding inflicted by this Skill deals Damage (0–20)% faster
Support Gem /16
Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
Item mods /6
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Sealing | 21 | Suffix | (36–40)% reduced Bleeding Duration on you bleed physical ailment | body_armour 1 default 0 |
of Alleviation | 37 | Suffix | (41–45)% reduced Bleeding Duration on you bleed physical ailment | body_armour 1 default 0 |
of Allaying | 50 | Suffix | (46–50)% reduced Bleeding Duration on you bleed physical ailment | body_armour 1 default 0 |
of Assuaging | 64 | Suffix | (51–55)% reduced Bleeding Duration on you bleed physical ailment | body_armour 1 default 0 |
of Staunching | 76 | Suffix | (56–60)% reduced Bleeding Duration on you bleed physical ailment | body_armour 1 default 0 |
1 | Corrupted | (10–15)% chance to cause Bleeding on Hit bleed physical attack ailment | mace 1 |
Monsters mods /19
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 bleed physical attack ailment | ||
1 | Unique | You are Immune to Bleeding bleed physical attack ailment | ||
1 | Unique | 10% increased Global Physical Damage Attacks cause Bleeding bleed damage physical attack ailment | ||
1 | Unique | Attacks cause Bleeding bleed damage physical attack ailment | ||
Charlatan's Touch | 1 | Torment | 15% increased Global Physical Damage Attacks cause Bleeding bleed damage physical attack ailment | |
Charlatan's Grip | 1 | Torment | Attacks cause Bleeding bleed physical attack ailment | |
1 | Unique | 20% increased Global Physical Damage Attacks cause Bleeding bleed damage physical attack ailment | ||
1 | Unique | Attacks cause Bleeding 35% chance for Attacks to Maim on Hit against Bleeding Enemies bleed physical attack ailment | ||
1 | Unique | Causes Bleeding | ||
1 | Unique | Attacks have 25% chance to cause Bleeding bleed 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 bleed physical ailment | ||
1 | Unique | Monsters have (20–30)% chance to 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 bleed poison 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 bleed poison 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 bleed poison 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] bleed poison 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] bleed poison 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] bleed poison physical chaos attack ailment |
Misc mods /14
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 bleed physical attack ailment | strjewel 1 default 0 |
Haemorrhaging | 1 | Jewel | Prefix | (5–15)% increased Magnitude of Bleeding you inflict bleed 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 bleed physical attack ailment | str_radius_jewel 1 default 0 |
Haemorrhaging | 1 | Jewel | Prefix | (3–7)% increased Magnitude of Bleeding you inflict bleed damage physical attack ailment | str_radius_jewel 1 default 0 |
of Stemming | 1 | Jewel | Unique | (30–35)% reduced Bleeding Duration on you bleed physical ailment | |
of Bleeding | 1 | Jewel | Unique | Attacks have (3–5)% chance to cause Bleeding (12–16)% increased Bleeding Duration bleed physical attack ailment | |
1 | Jewel | Unique | Bleeding you inflict is Reflected to you bleed physical attack ailment | ||
1 | Jewel | Unique | (30–40)% increased Armour while Bleeding defences | ||
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, 72 Str, 29 Dex
Unique /15
25% reduced maximum Life
(40–60)% reduced Bleeding Duration on you
Life Leech can Overflow Maximum Life
+(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
(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
+(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 Bleeding Duration on you
(40–60)% reduced Poison Duration on you
You can have two Companions of different types
Passive /12
Empowered Attacks deal 30% increased Damage
20% increased Physical Damage
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.