Herald of Blood
Tier: 4
Level: (1–20)
Reservation: 30 Spirit
Requires: Level (1–90), (4–86) Str, (4–86) Dex
Requires: Any Martial Weapon
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.
Buff
Enemies with Blood Loss you kill explode
Additional Effects From Quality:
Explosion
Skills can be managed in the Skills Panel.


Version 0.2.0
Herald of Blood
Tier: 4
Level: (1–20)
Reservation: 30 Spirit
Requires: Level (1–90), (3–112) Str, (3–112) Dex
Requires: Any Martial Weapon
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.
Buff
Enemies with Blood Loss you kill explode
Additional Effects From Quality:
Explosion
Skills can be managed in the Skills Panel.


Support Gems /5
From /1
Uncut Spirit Gem Tier 4
Level Effect /40
Implicit |
---|
Reservation: 30 Enemies with Blood Loss you kill explode Deals 15% of exploded enemy's Blood Loss\nas unscalable Physical Attack Damage |
Level | Requires Level | Str | Dex | Base Damage | 4 to 6 base Physical Damage | 40% chance to Aggravate Bleeding on Hit |
---|---|---|---|---|---|---|
1 | 0 | 4 | 4 | 100%, 100%, 100% | 4, 6 | 40 |
2 | 3 | 7 | 7 | 100%, 100%, 100% | 6, 10 | 41 |
3 | 6 | 9 | 9 | 100%, 100%, 100% | 10, 15 | 42 |
4 | 10 | 13 | 13 | 100%, 100%, 100% | 14, 21 | 43 |
5 | 14 | 17 | 17 | 100%, 100%, 100% | 18, 27 | 44 |
6 | 18 | 20 | 20 | 100%, 100%, 100% | 22, 33 | 45 |
7 | 22 | 24 | 24 | 100%, 100%, 100% | 27, 40 | 46 |
8 | 26 | 28 | 28 | 100%, 100%, 100% | 31, 47 | 47 |
9 | 31 | 32 | 32 | 100%, 100%, 100% | 36, 54 | 48 |
10 | 36 | 37 | 37 | 100%, 100%, 100% | 41, 62 | 49 |
11 | 41 | 41 | 41 | 100%, 100%, 100% | 47, 70 | 50 |
12 | 46 | 46 | 46 | 100%, 100%, 100% | 53, 79 | 51 |
13 | 52 | 51 | 51 | 100%, 100%, 100% | 58, 88 | 52 |
14 | 58 | 57 | 57 | 100%, 100%, 100% | 65, 97 | 53 |
15 | 64 | 62 | 62 | 100%, 100%, 100% | 71, 107 | 54 |
16 | 66 | 64 | 64 | 100%, 100%, 100% | 78, 116 | 55 |
17 | 72 | 70 | 70 | 100%, 100%, 100% | 85, 127 | 56 |
18 | 78 | 75 | 75 | 100%, 100%, 100% | 92, 138 | 57 |
19 | 84 | 80 | 80 | 100%, 100%, 100% | 99, 149 | 58 |
20 | 90 | 86 | 86 | 100%, 100%, 100% | 107, 160 | 59 |
21 | 100%, 100%, 100% | 114, 172 | 60 | |||
22 | 100%, 100%, 100% | 123, 184 | 61 | |||
23 | 100%, 100%, 100% | 131, 196 | 62 | |||
24 | 100%, 100%, 100% | 139, 209 | 63 | |||
25 | 100%, 100%, 100% | 148, 222 | 64 | |||
26 | 100%, 100%, 100% | 157, 236 | 65 | |||
27 | 100%, 100%, 100% | 167, 250 | 66 | |||
28 | 100%, 100%, 100% | 176, 264 | 67 | |||
29 | 100%, 100%, 100% | 186, 279 | 68 | |||
30 | 100%, 100%, 100% | 196, 294 | 69 | |||
31 | 100%, 100%, 100% | 206, 309 | 69 | |||
32 | 100%, 100%, 100% | 217, 325 | 70 | |||
33 | 100%, 100%, 100% | 227, 341 | 70 | |||
34 | 100%, 100%, 100% | 238, 357 | 71 | |||
35 | 100%, 100%, 100% | 250, 374 | 71 | |||
36 | 100%, 100%, 100% | 261, 391 | 72 | |||
37 | 100%, 100%, 100% | 273, 409 | 72 | |||
38 | 100%, 100%, 100% | 285, 427 | 73 | |||
39 | 100%, 100%, 100% | 297, 445 | 73 | |||
40 | 100%, 100%, 100% | 309, 464 | 74 |
Attribute /7
Herald of Blood
Name | Show Full Descriptions |
---|---|
BaseType | Herald of Blood |
Class | Skill Gems |
TargetTypes | Any |
Type | OngoingSkill, HasReservation, Buff, Persistent, Herald, UseGlobalStats, Area, Attack, Physical, SkillConsumesBleeding, NoAttackOrCastTime |
BuffIcon | ![]() |
ItemType | Metadata/Items/Gem/SkillGemHeraldOfBlood |
ActiveSkillsCode | herald_of_blood |
Herald of Blood
Tier: 4
Level: (1–20)
Reservation: 30 Spirit
Requires: Level (1–90), (4–86) Str, (4–86) Dex
Requires: Any Martial Weapon
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.
Buff
Explosion
Can't be Evaded
Cannot cause Bleeding
Explosion radius is 1.5 metres
attack is not melee override [1]
base skill show average damage instead of dps [1]
display statset hide usage stats [1]
is area damage [1]
replace main hand unarmed attack stats with nothing type [1]
skill can add multiple charges per action [1]
skill override pvp scaling time ms [300]
Skills can be managed in the Skills Panel.


Microtransactions /1
Invisible Buff Effect
Removes the visual effects on the player from arctic armour, tempest shield, blood rage, molten shell, plague bearer, phase run, petrified blood, withering step, any aura, any blasphemied curse, or any herald gem.
Supported By /156
Magnified Area I
Supports any skill with an area of effect, making it larger.
Magnified Area II
Supports any skill with an area of effect, making it larger at the cost of damage.
Supercritical
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Knockback
Supports any skill that Hits enemies, causing it to Knock Back enemies.
Concentrated Area
Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
Elemental Focus
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Brutality I
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Brutality II
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Brutality III
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
Close Combat I
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Close Combat II
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Frost Nexus
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Shock Siphon
Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
Exploit Weakness
Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
Neural Overload
Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
Pinpoint Critical
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Electrocute
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Deadly Herald
Supports Herald Skills, making their triggered effects deal more damage at the expense of higher Spirit cost.
Pin II
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
Ambush
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
Mana Bounty
Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
Life Bounty
Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
Armour Demolisher I
Supports any skill, causing Armour Break it inflicts to be stronger.
Armour Demolisher II
Supports any skill, causing Armour Break it inflicts to be stronger.
Uruk's Smelting
Supports any skill, causing Armour Break it inflicts to be stronger. Fully Breaking Armour with Supported Skills permanently increases the Physical Damage taken by those affected, up to a cap.
Armour Explosion
Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
Cold Exposure
Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
Physical Mastery
Supports Physical skills, granting them an additional level. Does not support skills which do not have levels.
Swift Affliction I
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Swift Affliction II
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Swift Affliction III
Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
Slow Potency
Supports any skill, causing inflicted Slows to be more powerful.
Clarity I
Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active.
Clarity II
Supports Persistent Buff Skills, causing you to gain increased Mana Regeneration while the Skill is active.
Vitality I
Supports Persistent Buff Skills, causing you to gain Life Regeneration while the Skill is active.
Vitality II
Supports Persistent Buff Skills, causing you to gain Life Regeneration while the Skill is active.
Herbalism I
Supports Persistent Buff Skills, causing you to gain increased Life recovery from Flasks while the Skill is active.
Herbalism II
Supports Persistent Buff Skills, causing you to gain increased Life recovery from Flasks while the Skill is active.
Cannibalism I
Supports Persistent Buff Skills, causing you to recover Life on kill while the Skill is active.
Cannibalism II
Supports Persistent Buff Skills, causing you to recover Life on kill while the Skill is active.
Culling Strike II
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit, and increasing the threshold at which they will Cull Enemies.
Armour Break I
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Armour Break II
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
Armour Break III
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you gain an Endurance Charge.
Longshot I
Supports Attacks, causing them to deal more damage from farther away.
Longshot II
Supports Attacks, causing them to deal more damage from farther away.
Elemental Armament III
Supports Attacks, causing them to deal more Damage for each Elemental Ailment on Enemies they Hit. Supported Skills cannot themselves inflict Elemental Ailments.
Blindside
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
Thornskin I
Supports Persistent Buff Skills, causing you to deal increased Thorns Damage while the Supported Skill is active.
Thornskin II
Supports Persistent Buff Skills, causing you to deal increased Thorns Damage while the Supported Skill is active.
Mysticism I
Supports Persistent Buff Skills, causing you to deal increased Spell Damage while on full Energy Shield while the Supported Skill is active.
Mysticism II
Supports Persistent Buff Skills, causing you to deal increased Spell Damage while on full Energy Shield while the Supported Skill is active.
Direstrike I
Supports Persistent Buff Skills, causing you to deal increased Attack Damage while on Low Life while the Supported Skill is active.
Direstrike II
Supports Persistent Buff Skills, causing you to deal increased Attack Damage while on Low Life while the Supported Skill is active.
Upwelling I
Supports Persistent Buff Skills, causing your Minions to deal increased Damage while you are not on full Mana while the Supported Skill is active.
Upwelling II
Supports Persistent Buff Skills, causing your Minions to deal increased Damage while you are not on full Mana while the Supported Skill is active.
Warm Blooded
Supports Persistent Buff Skills, causing Freeze applied to you to last for a shorter duration while the Supported Skill is active.
Cool Headed
Supports Persistent Buff Skills, causing Ignite applied to you to last for a shorter duration while the Supported Skill is active.
Strong Hearted
Supports Persistent Buff Skills, causing Shock applied to you to last for a shorter duration while the Supported Skill is active.
Living Lightning
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Living Lightning II
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Frozen Spite
Supports Attack Skills, causing them to create Ice Fragments on killing Frozen Enemies. Cannot Support Totem Skills and does not modify Skills used by Minions.
Piety's Mercy
Supports Skills that cause Damaging Hits. Hits from Supported Skills cannot kill Enemies.
Enduring Impact I
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Enduring Impact II
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Xoph's Pyre
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Esh's Radiance
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Tul's Stillness
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Uul-Netol's Embrace
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
Rakiata's Flow
Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
Tacati's Ire
Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
Varashta's Blessing
Supports any Skill that can deal Damage, causing it to deal more Damage per different Command Skill used.
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Herald of Blood can cause bleeding
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