Expedition2RemnantActiveIncursionAtziriActiveShrineStrongboxEssenceRareMonsterAliveSpiritActivatedRogueExile
Bleeding
Debuff inflicts Physical damage over time. This Damage bypasses Energy Shield.
dummy_stat_display_nothing
base_bleeding_damage_taken_per_minute
Attribute /4

bleeding

NameShow Full Descriptions
BuffIconbuffbleed
BuffGroupsID31
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

NameShow Full Descriptions
BuffGroupsID31
IsBuffDefinition1
BuffMergeModesID1
Codebase bleeding damage taken per minute
IsPublic0
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemantics3
Bleeding Ref /102
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.
TheBloodThorn
Requires: Level 1
Adds (812) to (1618) Physical Damage
+(1015) to Strength
Causes Bleeding on Hit
(45) to (810) Physical Thorns damage
ApronOfEmiran
Requires: Level 1
(3050)% increased Evasion and Energy Shield
+(1020) to Dexterity
Bleeding you inflict is Aggravated
(4060)% reduced Duration of Bleeding on You
CoutureOfCrimson
Requires: Level 52, 46 Str, 46 Int
(50100)% increased Armour and Energy Shield
(1015)% increased maximum Life
Life Leech can Overflow Maximum Life
(4060)% reduced Duration of Bleeding on You
SanguineDiviner
Requires: Level 2, 7 Int
Grants Skill: Bone Blast
(80100)% increased Spell Damage
Gain (1015) Life per enemy killed
25% chance to inflict Bleeding on Hit
25% of Spell Mana Cost Converted to Life Cost
EdyrnsTusks
Requires: Level 11, 21 Str
(120160)% increased Armour
50% chance to inflict Bleeding on Hit
50% reduced Slowing Potency of Debuffs on You
(1520) to (2530) Physical Thorns damage
CoatOfRed
Requires: Level 1
(80100)% increased Armour and Evasion
+(80100) to maximum Life
+(75150) to Stun Threshold
25% chance to be inflicted with Bleeding when Hit
TheSmilingKnight
Requires: Level 26, 22 Str, 22 Dex
+(50100) to Accuracy Rating
(150200)% increased Armour and Evasion
(1525)% increased Critical Hit Chance
BlisteringBond
Requires: Level 8
+(2030)% to Fire Resistance
+(4060) to maximum Life
+(2030)% to Fire Resistance
(-15-10)% to Cold Resistance
You take Fire Damage instead of Physical Damage from Bleeding
TheEmptyRoar
Requires: Level 22, 41 Str
Adds (2535) to (4050) Physical Damage
Leeches 10% of Physical Damage as Life
(1020)% chance to cause Bleeding on Hit
All Attacks count as Empowered Attacks
Cannot use Warcries
MutableStar
Requires: Level 45, 41 Str, 41 Int
(100150)% increased Armour and Energy Shield
(50100)% increased Energy Shield Recharge Rate
(2535) Life Regeneration per second
(3050)% reduced Ignite Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
(3050)% reduced Duration of Bleeding on You
Venopuncture
Requires: Level 36
Adds 1 to 4 Physical Damage to Attacks
Adds (57) to (913) Physical Damage to Attacks
+(2030) to Strength
All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
(1020)% chance to inflict Bleeding on Hit
(1525)% increased Magnitude of Bleeding you inflict
ChainsOfDeshret
Requires: Level 52, 38 Dex, 38 Int
(2030)% increased Movement Speed
(60120)% increased Evasion and Energy Shield
Aggravate Bleeding on Enemies when they Enter your Presence
100% increased Thorns damage
TheRoadWarrior
Requires: Level 16, 28 Str
+(1015) to all Attributes
+(1530)% to Fire Resistance
+(1530)% to Lightning Resistance
(1015) Life Regeneration per second
Moving while Bleeding doesn't cause you to take extra damage
SaithasSpear
Requires: Level 33, 20 Str, 47 Dex
Grants Skill: Spear Throw
Bleeding you inflict deals Damage (1020)% faster
Adds (1426) to (2732) Physical Damage
Adds (3341) to (4753) Fire Damage
(1525)% chance to cause Bleeding on Hit
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
(2540)% chance to Aggravate Bleeding on Hit
YrielsFostering
Requires: Level 52, 83 Dex
(100150)% increased Evasion Rating
+(80120) to maximum Life
+(1030) to Spirit
(4060)% reduced Poison Duration on you
(4060)% reduced Duration of Bleeding on You
You can have two Companions of different types
CrimsonChrysalis
Requires: Level 5, 9 Str, 8 Int
Grants Skill: Level 2 Sanguine Revelry
(6090)% increased Physical Damage
(610)% increased Attack Speed
+(714) to Strength
(2030)% chance to cause Bleeding on Hit
Every 5 Rage also grants 5% of Damage taken Recouped as Life
GreaterSoulCorePhysical
Soul Core of Opiloti
Stack Size: 1 / 10
Martial Weapon: 15% chance to cause Bleeding on Hit
Helmets: 20% increased Charm Charges gained
AzmeriSocketableWolf
Wolf Idol
Stack Size: 1 / 10
Gloves: 15% increased Magnitude of Bleeding you inflict
Sceptres: Allies in your Presence have 20% increased Critical Damage Bonus
Gloves: 25% reduced Magnitude of Bleeding on You
Sceptres: 25% increased Critical Hit Chance while Shapeshifted
ExpeditionWarAncientAugment
Emergent Instinct
Limited to: 1 Ancient Augment
Requires: Level 60
Helmets: Targets that are Blinded, Maimed, and Bleeding cannot Evade your Hits
Gloves: Recover 10% of maximum Life over 2 Seconds when you use a Command Skill
Body Armours: Thorns Damage is Lucky against targets with Fully Broken Armour
Helmets: 30% increased Immobilisation buildup
Gloves: 20% increased Life Regeneration rate
Body Armours: 30% increased Thorns damage
2HAxe08
Jagged Greataxe
Physical Damage: 43-99
Critical Hit Chance: 5%
Attacks per Second: 1.15
Weapon Range: 1.5
Requires: Level 40, 56 Str, 23 Dex
(1525)% chance to cause Bleeding on Hit
QuiverSerrated
Serrated Quiver
Requires: Level 44
Attacks have (2030)% chance to cause Bleeding
StaunchingCharm
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
Warstaff01
Runeforged Wrapped Quarterstaff
Physical Damage: 93-155
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 38, 54 Dex, 23 Int
50% increased Magnitude of Bleeding you inflict
GameWarpRuneUniqueFragment
Legacy of Edyrns Tusks
Limited to: 1 Aldur's Legacy
Requires: Level 65
Body Armours: 50% chance to inflict Bleeding on Hit, 50% reduced Slowing Potency of Debuffs on You
Body Armours: 35% increased Thorns damage
GameWarpRuneUniqueFragment
Legacy of The Smiling Knight
Limited to: 1 Aldur's Legacy
Requires: Level 65
Helmets: 20% increased Critical Hit Chance
GameWarpRuneUniqueFragment
Legacy of The Blood Thorn
Limited to: 1 Aldur's Legacy
Requires: Level 65
Quarterstaves: Adds 4 to 8 Physical Damage, Causes Bleeding on Hit
Quarterstaves: 10% increased Magnitude of Bleeding you inflict
bloodlustsupport
Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
ThePackLeaderBaseMinionSkill
Summons an ancient Reviving Azmerian Wolf that can howl, calling to spirits convening an Eternal Hunt on Command. It Maims when attacking foes, and can lunge to bite and inflict Bleeding, or howl to inspire nearby allies.
chancetobleedsupport
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
chancetobleedsupport
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
chancetobleedsupport
Supports any skill that Hits enemies, causing it to inflict Bleeding.
chancetobleedsupport
Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
chancetopoisonsupport
Supports any skill that Hits enemies, giving it a chance to Poison enemies and causing it to inflict more powerful Poisons against Bleeding Enemies.
BloodTendrilsSkill
Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.
HuntressRapidAssault
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.
HuntressBloodHuntSkillIcon
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.
axedmg
[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.
CrimsonChrysalis
Conjure hateful energy to fuel your Rage and Life. While active, Bleeding enemies you kill have a chance to spawn a Hateful Remnant, and Hitting a Bleeding target spawns a Hateful Remnant every few seconds. Picking up a Hateful Remnant grants you Rage and recovers Life based on your current Rage.
BoneBlastWeaponSkill
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.
RangerBrewConcoctionBleedSkill
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. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
deepcutssupport
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
deepcutssupport
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
rupturesupport
Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
HeraldOfBloodSkill
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon, but is partially based on their accumulated Blood Loss. The explosion destroys their Corpse if the enemy was Normal or Magic, and has a chance to Aggravate Bleeding.
rustedspikessupport
Supports Skills which deal Damage with Hits. When Supported Skills Pin an Enemy, they also Aggravate Bleeding on that Enemy.
concoctsupport
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.
concoctsupport
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.
maladysupport
Supports Skills which can cause Damaging Hits, causing base chance to inflict Bleeding with Supported Skills to instead apply to base chance to Poison, and causing base chance to Poison to instead apply to Bleeding.
haemocrystalssupport
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. Cannot Support Skills which already Consume Bleeding.
ripsupport
Supports Melee Attack Skills you use or Trigger 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.
tearsupport
Supports Melee Attacks you use or Trigger yourself. On-Kill effects caused by Killing Blows with Supported Skills on Bleeding enemies have a chance to occur twice.
firstbloodsupport
Supports Attacks. Supported Skills are far more likely to inflict Bleeding on Hitting full Life Enemies.
bloodintheeyessupport
Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
incisionsupport
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.
seeredsupport
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.
mixedmaladiessupport
Supports Skills which can cause Damaging Hits. Bleeding inflicted by those Hits is more effective against Poisoned Enemies, and Poison inflicted by Supported Skills is more effective against Bleeding Enemies.
HuntressBloodHunt
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
MarkoftheBloodhoundSkillIcon
Mark a target, making them suffer Heavy Stun build up from Blood Loss. The Mark will Activate, Consuming itself to Trigger Blood Explosion, when they are Heavy Stunned, or when they are killed if they suffered enough Blood Loss. The Mark's duration does not expire while the Marked target is suffering Blood Loss.
DreadBannerSkill
[DNT] Gem effect description.[DNT] Gain stack of cleansed and corrupted forms when attacking with a bow.
AtziriHeraldOfBlood
Killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon Damage, but is based on their accumulated Blood Loss. The explosion destroys their Corpse if the enemy was Normal or Magic.
Ascendancy: Pathfinder
Character: Ranger
Grants Skill: Bleeding Concoction
15% increased Armour and Evasion Rating
Immune to Bleeding if Equipped Helmet has higher Armour than Evasion Rating
Immune to Poison if Equipped Helmet has higher Evasion Rating than Armour
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 Pin Buildup
Bleeding you inflict on Pinned Enemies is Aggravated
15% increased Magnitude of Bleeding you inflict
25% increased Physical Damage
Enemies you inflict Bleeding on cannot Regenerate Life
40% increased Magnitude of Bleeding you inflict against Pinned Enemies
20% chance for Bleeding to be Aggravated when Inflicted against Enemies on Jagged Ground
40% increased Jagged Ground Duration
50% increased Armour while Bleeding
50% reduced Magnitude of Bleeding on You
Maximum Life is 1
Immune to Chaos Damage and Bleeding
Bleeding you inflict is Aggravated
Base Bleeding Duration is 1 second
50% more Magnitude of Bleeding you inflict
Ascendancy: Blood Mage
Character: Witch
15% chance to inflict Bleeding on Critical Hit
10% increased effect of Arcane Surge on you
20% increased Magnitude of Bleeding you inflict
30% increased Accuracy Rating
10% increased Magnitude of Bleeding you inflict
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.
Ailments
Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison.
Damaging Ailments
Ailments that deal damage are Bleeding, Ignite, and Poison.
Energy Shield
Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
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.
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.
Chaos Inoculation
Maximum Life is 1
Immune to Chaos Damage and Bleeding
Corrupted Blood
Corrupted Blood is a Debuff that deals Physical damage over time.
Up to 10 Corrupted Blood debuffs can be inflicted on each target.

Corrupted Blood is not Bleeding and is not affected by any stats related to 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.
Aggravated Ignite
Ignite that has been Aggravated deals 100% extra damage.

Once an Ignite has been Aggravated, it will remain Aggravated until its duration expires.

Just like Bleeding, each Ignite Debuff can be Aggravated, or not, independently of others on the target.
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).
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 Bleeding is Aggravated.

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.
Blood Loss
All Physical damage over time taken by a target (including Bleeding) is accumulated as Blood Loss.
Crimson Assault
Bleeding you inflict is Aggravated
Base Bleeding Duration is 1 second
50% more Magnitude of Bleeding you inflict
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.
Spirit Of The Boar
Players possessed by the Spirit Of The Boar Gain 20% of Damage as Extra Fire Damage, always inflict Bleeding on Hit and have 20% reduced damage taken.
Players will also periodically summon spiritual Boars that explode, dealing Fire Damage.
Ailment Application
Modifiers to Ailment Application apply to:
Bleeding, Poison and Shock chance
Flammability, Freeze and Electrocution Buildup.
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 /13
ThePackLeaderBaseMinionSkill
Summons an ancient Reviving Azmerian Wolf that can howl, calling to spirits convening an Eternal Hunt on Command. It Maims when attacking foes, and can lunge to bite and inflict Bleeding, or howl to inspire nearby allies.
BloodTendrilsSkill
Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.
HuntressRapidAssault
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.
HuntressBloodHuntSkillIcon
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.
axedmg
[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.
CrimsonChrysalis
Conjure hateful energy to fuel your Rage and Life. While active, Bleeding enemies you kill have a chance to spawn a Hateful Remnant, and Hitting a Bleeding target spawns a Hateful Remnant every few seconds. Picking up a Hateful Remnant grants you Rage and recovers Life based on your current Rage.
BoneBlastWeaponSkill
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.
RangerBrewConcoctionBleedSkill
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. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
HeraldOfBloodSkill
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon, but is partially based on their accumulated Blood Loss. The explosion destroys their Corpse if the enemy was Normal or Magic, and has a chance to Aggravate Bleeding.
HuntressBloodHunt
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
MarkoftheBloodhoundSkillIcon
Mark a target, making them suffer Heavy Stun build up from Blood Loss. The Mark will Activate, Consuming itself to Trigger Blood Explosion, when they are Heavy Stunned, or when they are killed if they suffered enough Blood Loss. The Mark's duration does not expire while the Marked target is suffering Blood Loss.
DreadBannerSkill
[DNT] Gem effect description.[DNT] Gain stack of cleansed and corrupted forms when attacking with a bow.
AtziriHeraldOfBlood
Killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon Damage, but is based on their accumulated Blood Loss. The explosion destroys their Corpse if the enemy was Normal or Magic.
Support Gem /21
bloodlustsupport
Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
chancetobleedsupport
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
chancetobleedsupport
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
chancetobleedsupport
Supports any skill that Hits enemies, causing it to inflict Bleeding.
chancetobleedsupport
Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
chancetopoisonsupport
Supports any skill that Hits enemies, giving it a chance to Poison enemies and causing it to inflict more powerful Poisons against Bleeding Enemies.
deepcutssupport
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
deepcutssupport
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
rupturesupport
Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
rustedspikessupport
Supports Skills which deal Damage with Hits. When Supported Skills Pin an Enemy, they also Aggravate Bleeding on that Enemy.
concoctsupport
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.
concoctsupport
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.
maladysupport
Supports Skills which can cause Damaging Hits, causing base chance to inflict Bleeding with Supported Skills to instead apply to base chance to Poison, and causing base chance to Poison to instead apply to Bleeding.
haemocrystalssupport
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. Cannot Support Skills which already Consume Bleeding.
ripsupport
Supports Melee Attack Skills you use or Trigger 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.
tearsupport
Supports Melee Attacks you use or Trigger yourself. On-Kill effects caused by Killing Blows with Supported Skills on Bleeding enemies have a chance to occur twice.
firstbloodsupport
Supports Attacks. Supported Skills are far more likely to inflict Bleeding on Hitting full Life Enemies.
bloodintheeyessupport
Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
incisionsupport
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.
seeredsupport
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.
mixedmaladiessupport
Supports Skills which can cause Damaging Hits. Bleeding inflicted by those Hits is more effective against Poisoned Enemies, and Poison inflicted by Supported Skills is more effective against Bleeding Enemies.
Item mods /9
NameLevelPre/SufDescriptionWeight
of Sealing21Suffix(3640)% reduced Duration of Bleeding on You Physical Ailmentbody_armour 1
default 0
of Alleviation37Suffix(4145)% reduced Duration of Bleeding on You Physical Ailmentbody_armour 1
default 0
of Allaying50Suffix(4650)% reduced Duration of Bleeding on You Physical Ailmentbody_armour 1
default 0
of Assuaging64Suffix(5155)% reduced Duration of Bleeding on You Physical Ailmentbody_armour 1
default 0
of Staunching76Suffix(5660)% reduced Duration of Bleeding on You Physical Ailmentbody_armour 1
default 0
1Corrupted(1015)% chance to cause Bleeding on Hit Physical Attack Ailmentmace 1
sword 1
axe 1
flail 1
default 0
1Unique(2550)% chance to cause Bleeding on Hit Physical Attack Ailmentmace 1
sword 1
axe 1
flail 1
default 0
Katla's45Prefix(2029)% increased Magnitude of Bleeding you inflict Damage Physical Attack Ailmentdecay 1
default 0
Katla's75Prefix(3042)% increased Magnitude of Bleeding you inflict Damage Physical Attack Ailmentdecay 1
default 0
Monsters mods /18
NameLevelPre/SufDescriptionWeight
of Bloodletting16SuffixInflict Bleeding on Hitphysical_affinity 1
default 0
1UniqueAttacks cause Bleeding Physical Attack Ailment
1UniqueYou are Immune to Bleeding Physical Attack Ailment
1UniqueAttacks cause Bleeding Damage Physical Attack Ailment
Charlatan's Touch1Torment15% increased Global Physical Damage
Attacks cause Bleeding
Damage Physical Attack Ailment
default 1
Charlatan's Grip1TormentAttacks cause Bleeding Physical Attack Ailmentdefault 1
1Unique10% increased Global Physical Damage
Attacks cause Bleeding
Damage Physical Attack Ailment
1Unique20% increased Global Physical Damage
Attacks cause Bleeding
Damage Physical Attack Ailment
1UniqueAttacks cause Bleeding
35% chance for Attacks to Maim on Hit against Bleeding Enemies
Physical Attack Ailment
1UniqueCauses Bleeding
1UniqueAttacks have 25% chance to cause Bleeding 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 Physical Ailment
1UniqueMonsters have (2030)% chance to inflict Bleeding on Hit
Boar-Touched1TormentGain 10% 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
Map mods /12
NameLevelPre/SufDescriptionWeight
Puncturing1PrefixMonsters have (510)% chance to inflict Bleeding on Hit
Monsters have 13% more Effectiveness
10% more Waystones found in Area
map_key_low 1
default 0
Puncturing1PrefixMonsters have (1015)% chance to inflict Bleeding on Hit
Monsters have 13% more Effectiveness
10% more Waystones found in Area
map_key_medium 1
default 0
Puncturing1PrefixMonsters have (1520)% chance to inflict Bleeding on Hit
Monsters have 13% more Effectiveness
10% more Waystones found in Area
map_key_high 1
default 0
Puncturing1PrefixMonsters have (2025)% chance to inflict Bleeding on Hit
Monsters have 13% more Effectiveness
10% more Waystones found in Area
map_key_highest 1
default 0
Impervious1UniqueMonsters 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
Physical Chaos Attack Ailment
low_tier_map 1
expedition_logbook 0
primordial_map 0
default 0
Impervious1UniqueMonsters 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
Physical Chaos Attack Ailment
top_tier_map 0
expedition_logbook 1
default 0
Impervious68UniqueMonsters 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
Physical Chaos Attack Ailment
top_tier_map 0
expedition_logbook 1
default 0
Impervious1UniqueMonsters 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
Physical Chaos Attack Ailment
mid_tier_map 1
expedition_logbook 0
primordial_map 0
default 0
Impervious73UniqueMonsters 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
Physical Chaos Attack Ailment
top_tier_map 0
expedition_logbook 1
default 0
Impervious1UniqueMonsters 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
top_tier_map 1
maven_map 0
expedition_logbook 0
primordial_map 0
default 0
Impervious1UniqueMonsters 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
Physical Chaos Attack Ailment
top_tier_map 0
maven_map 1
primordial_map 1
default 0
Impervious78UniqueMonsters 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
top_tier_map 0
expedition_logbook 1
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
Physical Chaos Attack Ailment
default 1
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
Physical Chaos Attack Ailment
default 1
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
Physical Chaos Attack Ailment
default 1
Heist Area mods /3
NameLevelPre/SufDescriptionWeight
Impervious46PrefixMonsters have a 20% chance to avoid Poison, Impale, and Bleeding
map item drop quantity +% [10]
map item drop rarity +% [6]
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
Physical Chaos Attack Ailment
default 1
Impervious73PrefixMonsters have a 35% chance to avoid Poison, Impale, and Bleeding
map item drop quantity +% [10]
map item drop rarity +% [6]
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
Physical Chaos Attack Ailment
default 1
Impervious78PrefixMonsters have a 50% chance to avoid Poison, Impale, and Bleeding
map item drop quantity +% [10]
map item drop rarity +% [6]
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
Physical Chaos Attack Ailment
default 1
Misc mods /19
NameLevelDomainPre/SufDescriptionWeight
1FlaskUniqueUsed when you start Bleeding
Bleeding1JewelPrefix(37)% chance to inflict Bleeding on Hit Physical Ailmentstrjewel 1
default 0
of Haemophilia1JewelSuffix(510)% increased Bleeding Duration Physical Attack Ailmentstrjewel 1
default 0
Haemorrhaging1JewelPrefix(515)% increased Magnitude of Bleeding you inflict Damage Physical Attack Ailmentstrjewel 1
default 0
Bleeding1JewelPrefixSmall Passive Skills in Radius also grant 1% chance to inflict Bleeding on Hit Physical Ailmentstr_radius_jewel 1
default 0
of Haemophilia1JewelSuffixNotable Passive Skills in Radius also grant (37)% increased Bleeding Duration Physical Attack Ailmentstr_radius_jewel 1
default 0
Haemorrhaging1JewelPrefixNotable Passive Skills in Radius also grant (37)% increased Magnitude of Bleeding you inflict Damage Physical Attack Ailmentstr_radius_jewel 1
default 0
of Stemming1JewelUnique(3035)% reduced Duration of Bleeding on You Physical Ailmentdefault 1
of Bleeding1JewelUniqueAttacks have (35)% chance to cause Bleeding
(1216)% increased Bleeding Duration
Physical Attack Ailment
not_str 1
default 1
1JewelUniqueBleeding you inflict is Reflected to you Physical Attack Ailment
1JewelUnique(3040)% increased Armour while Bleeding Armour
1AbyssUnique(510)% chance to Aggravate Bleeding on targets you Hit with Attacks Physical Ailmentheart_unique_jewel_prefix 1
default 0
1AbyssUnique(510)% chance to inflict Bleeding on Hit Physical Ailmentheart_unique_jewel_suffix 1
default 0
Lightless1AbyssPrefix15% increased chance to inflict Bleeding
(510)% increased Magnitude of Bleeding you inflict
Damage Physical Ailment
strjewel 1
intjewel 1
dexjewel 1
default 0
of Ulaman65AbyssSuffix(2030)% increased chance to inflict Bleeding ulamangloves 1
default 0
ulaman_mod 1
of Kurgal65AbyssSuffix(2030)% reduced Duration of Bleeding on You kurgal Physical Ailmentboots 1
belt 1
default 0
kurgal_mod 1
Ulaman's65AbyssPrefix(2738)% increased Magnitude of Bleeding you inflict ulaman Damage Physical Attack Ailmentwand 1
default 0
ulaman_mod 1
1AbyssPrefix(100160)% increased Spell Physical Damage
(2030)% chance to inflict Bleeding on Hit
Damage Physical
kulemak_abyss_special_prefix 1
default 0
1ExpeditionRelicPrefixMonsters' Attack Hits inflict Bleedingexpedition_atoll_remnant_logbook 1
expedition_tundra_remnant_logbook 1
default 0
Item /15
QuiverSerrated
Serrated Quiver
Requires: Level 44
Attacks have (2030)% chance to cause Bleeding
StaunchingCharm
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
2HAxe08
Jagged Greataxe
Physical Damage: 43-99
Critical Hit Chance: 5%
Attacks per Second: 1.15
Weapon Range: 1.5
Requires: Level 40, 56 Str, 23 Dex
(1525)% chance to cause Bleeding on Hit
1HSpear07
Spiked Spear
Physical Damage: 41-76
Critical Hit Chance: 6%
Attacks per Second: 1.5
Weapon Range: 1.5
Requires: Level 77, 50 Str, 127 Dex
Grants Skill: Spear Throw
Bleeding you inflict deals Damage (1020)% faster
1HSpear07
Runeforged Barbed Spear
Physical Damage: 26.52-49.3
Fire Damage: 51.48-95.7
Critical Hit Chance: 6%
Attacks per Second: 1.5
Weapon Range: 1.5
Requires: Level 55, 31 Str, 76 Dex
Grants Skill: Spear Throw
Bleeding you inflict deals Damage (1020)% faster
local weapon implicit hidden % base damage is fire [66]
1HSpear07
Jagged Spear
Physical Damage: 33-61
Critical Hit Chance: 6%
Attacks per Second: 1.5
Weapon Range: 1.5
Requires: Level 59, 33 Str, 81 Dex
Grants Skill: Spear Throw
Bleeding you inflict deals Damage (1020)% faster
1HSpear07
Barbed Spear
Physical Damage: 20-38
Critical Hit Chance: 6%
Attacks per Second: 1.5
Weapon Range: 1.5
Requires: Level 33, 20 Str, 47 Dex
Grants Skill: Spear Throw
Bleeding you inflict deals Damage (1020)% faster
2HMace05
Runeforged Cultist Greathammer
Physical Damage: 144-194
Critical Hit Chance: 5%
Attacks per Second: 1.05
Weapon Range: 1.5
Requires: Level 40, 72 Str
(2030)% increased Bleeding Duration
Warstaff01
Runeforged Wrapped Quarterstaff
Physical Damage: 93-155
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 38, 54 Dex, 23 Int
50% increased Magnitude of Bleeding you inflict
GreaterSoulCorePhysical
Soul Core of Opiloti
Stack Size: 1 / 10
Martial Weapon: 15% chance to cause Bleeding on Hit
Helmets: 20% increased Charm Charges gained
AzmeriSocketableWolf
Wolf Idol
Stack Size: 1 / 10
Gloves: 15% increased Magnitude of Bleeding you inflict
Sceptres: Allies in your Presence have 20% increased Critical Damage Bonus
Gloves: 25% reduced Magnitude of Bleeding on You
Sceptres: 25% increased Critical Hit Chance while Shapeshifted
ExpeditionWarAncientAugment
Emergent Instinct
Limited to: 1 Ancient Augment
Requires: Level 60
Helmets: Targets that are Blinded, Maimed, and Bleeding cannot Evade your Hits
Gloves: Recover 10% of maximum Life over 2 Seconds when you use a Command Skill
Body Armours: Thorns Damage is Lucky against targets with Fully Broken Armour
Helmets: 30% increased Immobilisation buildup
Gloves: 20% increased Life Regeneration rate
Body Armours: 30% increased Thorns damage
GameWarpRuneUniqueFragment
Legacy of Edyrns Tusks
Limited to: 1 Aldur's Legacy
Requires: Level 65
Body Armours: 50% chance to inflict Bleeding on Hit, 50% reduced Slowing Potency of Debuffs on You
Body Armours: 35% increased Thorns damage
GameWarpRuneUniqueFragment
Legacy of The Smiling Knight
Limited to: 1 Aldur's Legacy
Requires: Level 65
Helmets: 20% increased Critical Hit Chance
GameWarpRuneUniqueFragment
Legacy of The Blood Thorn
Limited to: 1 Aldur's Legacy
Requires: Level 65
Quarterstaves: Adds 4 to 8 Physical Damage, Causes Bleeding on Hit
Quarterstaves: 10% increased Magnitude of Bleeding you inflict
Unique /16
TheBloodThorn
Requires: Level 1
Adds (812) to (1618) Physical Damage
+(1015) to Strength
Causes Bleeding on Hit
(45) to (810) Physical Thorns damage
ApronOfEmiran
Requires: Level 1
(3050)% increased Evasion and Energy Shield
+(1020) to Dexterity
Bleeding you inflict is Aggravated
(4060)% reduced Duration of Bleeding on You
CoutureOfCrimson
Requires: Level 52, 46 Str, 46 Int
(50100)% increased Armour and Energy Shield
(1015)% increased maximum Life
Life Leech can Overflow Maximum Life
(4060)% reduced Duration of Bleeding on You
SanguineDiviner
Requires: Level 2, 7 Int
Grants Skill: Bone Blast
(80100)% increased Spell Damage
Gain (1015) Life per enemy killed
25% chance to inflict Bleeding on Hit
25% of Spell Mana Cost Converted to Life Cost
EdyrnsTusks
Requires: Level 11, 21 Str
(120160)% increased Armour
50% chance to inflict Bleeding on Hit
50% reduced Slowing Potency of Debuffs on You
(1520) to (2530) Physical Thorns damage
CoatOfRed
Requires: Level 1
(80100)% increased Armour and Evasion
+(80100) to maximum Life
+(75150) to Stun Threshold
25% chance to be inflicted with Bleeding when Hit
TheSmilingKnight
Requires: Level 26, 22 Str, 22 Dex
+(50100) to Accuracy Rating
(150200)% increased Armour and Evasion
(1525)% increased Critical Hit Chance
BlisteringBond
Requires: Level 8
+(2030)% to Fire Resistance
+(4060) to maximum Life
+(2030)% to Fire Resistance
(-15-10)% to Cold Resistance
You take Fire Damage instead of Physical Damage from Bleeding
TheEmptyRoar
Requires: Level 22, 41 Str
Adds (2535) to (4050) Physical Damage
Leeches 10% of Physical Damage as Life
(1020)% chance to cause Bleeding on Hit
All Attacks count as Empowered Attacks
Cannot use Warcries
MutableStar
Requires: Level 45, 41 Str, 41 Int
(100150)% increased Armour and Energy Shield
(50100)% increased Energy Shield Recharge Rate
(2535) Life Regeneration per second
(3050)% reduced Ignite Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
(3050)% reduced Duration of Bleeding on You
Venopuncture
Requires: Level 36
Adds 1 to 4 Physical Damage to Attacks
Adds (57) to (913) Physical Damage to Attacks
+(2030) to Strength
All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
(1020)% chance to inflict Bleeding on Hit
(1525)% increased Magnitude of Bleeding you inflict
ChainsOfDeshret
Requires: Level 52, 38 Dex, 38 Int
(2030)% increased Movement Speed
(60120)% increased Evasion and Energy Shield
Aggravate Bleeding on Enemies when they Enter your Presence
100% increased Thorns damage
TheRoadWarrior
Requires: Level 16, 28 Str
+(1015) to all Attributes
+(1530)% to Fire Resistance
+(1530)% to Lightning Resistance
(1015) Life Regeneration per second
Moving while Bleeding doesn't cause you to take extra damage
SaithasSpear
Requires: Level 33, 20 Str, 47 Dex
Grants Skill: Spear Throw
Bleeding you inflict deals Damage (1020)% faster
Adds (1426) to (2732) Physical Damage
Adds (3341) to (4753) Fire Damage
(1525)% chance to cause Bleeding on Hit
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
(2540)% chance to Aggravate Bleeding on Hit
YrielsFostering
Requires: Level 52, 83 Dex
(100150)% increased Evasion Rating
+(80120) to maximum Life
+(1030) to Spirit
(4060)% reduced Poison Duration on you
(4060)% reduced Duration of Bleeding on You
You can have two Companions of different types
CrimsonChrysalis
Requires: Level 5, 9 Str, 8 Int
Grants Skill: Level 2 Sanguine Revelry
(6090)% increased Physical Damage
(610)% increased Attack Speed
+(714) to Strength
(2030)% chance to cause Bleeding on Hit
Every 5 Rage also grants 5% of Damage taken Recouped as Life
Passive /22
15% increased Armour and Evasion Rating
Immune to Bleeding if Equipped Helmet has higher Armour than Evasion Rating
Immune to Poison if Equipped Helmet has higher Evasion Rating than Armour
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
+250 to Accuracy against Bleeding Enemies
Bleeding you inflict deals Damage 10% faster
30% increased Pin Buildup
Bleeding you inflict on Pinned Enemies is Aggravated
15% increased Magnitude of Bleeding you inflict
25% increased Physical Damage
Enemies you inflict Bleeding on cannot Regenerate Life
40% increased Magnitude of Bleeding you inflict against Pinned Enemies
20% chance for Bleeding to be Aggravated when Inflicted against Enemies on Jagged Ground
40% increased Jagged Ground Duration
3% increased Movement Speed
20% increased Bleeding Duration
40% chance for Attack Hits to apply Incision
50% increased Armour while Bleeding
50% reduced Magnitude of Bleeding on You
Maximum Life is 1
Immune to Chaos Damage and Bleeding
Bleeding you inflict is Aggravated
Base Bleeding Duration is 1 second
50% more Magnitude of Bleeding you inflict
50% increased Armour while Bleeding
10% increased Movement Speed while Sprinting
base unaffected by bleeding [1]
Ascendancy Passive /1
Timeless Jewel Passive /4
Bleeding you inflict deals Damage 10% faster
(2535)% increased Physical Damage
Bleeding you inflict deals Damage 10% faster
10% increased effect of Arcane Surge on you
20% increased Magnitude of Bleeding you inflict
30% increased Accuracy Rating
10% increased Magnitude of Bleeding you inflict
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