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Blood Mage: Difference between revisions
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(Patch 0.2.0 and small ascendancy passives) |
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! Skill !! class="unsortable" | Modifiers !! Prerequisite !! Preceding Passive | ! Skill !! class="unsortable" | Modifiers !! Prerequisite !! Preceding Passive | ||
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| [[Sanguimancy]] || Grants Skill: [[Life Remnants]]<br>Skills gain a Base Life Cost equal to Base Mana Cost || {{n/a}} || [[Life (passive skill)|Life]] | | [[Sanguimancy]] || Grants Skill: [[Life Remnants]]<br>Skills gain a Base Life Cost equal to Base Mana Cost || {{n/a}} || [[Life (ascendancy passive skill)|Life]] | ||
|- | |- | ||
| [[Vitality Siphon]] || 10% of Spell Damage Leeched as Life || [[Sanguimancy]] || | | [[Vitality Siphon]] || 10% of Spell Damage Leeched as Life || [[Sanguimancy]] || [[Life Leech (ascendancy passive skill)|Life Leech]] | ||
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| [[ | | [[Between the Cracks]] || Critical Hits ignore Monster Armour || [[Sanguimancy]] || ??? | ||
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| [[ | | [[Open Sores]] || Your Curses have infinite Duration || [[Sanguimancy]] || [[Curse Effect (ascendancy passive skill)|Curse Effect]] | ||
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| [[ | | [[Blood Barbs]] || Bleeding you inflict on Cursed target is Aggravated<br>Elemental Damage also Contributes to Bleeding Magnitude || [[Sanguimancy]] || [[Bleed on Critical Chance (ascendancy passive skill)|Bleed on Critical Chance]] | ||
|- | |- | ||
| [[ | | [[Gore Spike]] || 1% increased Critical Damage Bonus per 40 Life || [[Sanguimancy]] || [[Spell Critical Chance (ascendancy passive skill)|Spell Critical Chance]] | ||
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| [[ | | [[Sunder the Flesh]] || Base Critical Hit Chance for Spells is 15% || [[Gore Spike]] || [[Spell Critical Chance (ascendancy passive skill)|Spell Critical Chance]] | ||
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| [[Crimson Power]] || Gain Energy Shield from equipped Body Armour as extra maximum Life || [[Grasping Wounds]] || | | [[Grasping Wounds]] || 25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead || [[Sanguimancy]] || [[Life (ascendancy passive skill)|Life]] | ||
|- | |||
| [[Crimson Power]] || Gain Energy Shield from equipped Body Armour as extra maximum Life || [[Grasping Wounds]] || [[Life (ascendancy passive skill)|Life]] | |||
|} | |} | ||
==Version history== | ==Version history== | ||
{{Version history table header}} | {{Version history table header}} | ||
{{Version history table row|0.2.0| | |||
* The Blood Barbs Ascendancy Passive Skill no longer provides 10% of Damage gained as extra Physical Damage. It now causes Bleeding you inflict on Cursed targets to be Aggravated. | |||
* Added a new Between the Cracks Ascendancy Passive Skill that causes Critical Hits to ignore Monster Armour. Requires Sanguimancy. | |||
}} | |||
{{Version history table row|0.1.0| | {{Version history table row|0.1.0| | ||
* Introduced to the game. | * Introduced to the game. |
Revision as of 14:38, 3 April 2025
Lua error in Module:Data_tables at line 502: attempt to index field '?' (a nil value).

Blood Mage is an Ascendancy class for the Witch.
Overview
The Blood Mage puts her Life on the line in exchange for power. The Blood Mage must take Sanguimancy as her first skill, causing skills to have a life cost on top of mana cost, but also causing killed monsters to drop orbs of blood that recover and grant temporary extra life. From there on, she gains access to passives that grant offensive bonuses that scale with her life pool and additional sources of life and recovery.
Passive skills
Minor skills
This class has the following minor passive skills:
Lua error: Error: Table passive_skills not found..
Notable skills
This class has the following notable passive skills:
Skill | Modifiers | Prerequisite | Preceding Passive |
---|---|---|---|
Sanguimancy | Grants Skill: Life Remnants Skills gain a Base Life Cost equal to Base Mana Cost |
— | Life |
Vitality Siphon | 10% of Spell Damage Leeched as Life | Sanguimancy | Life Leech |
Between the Cracks | Critical Hits ignore Monster Armour | Sanguimancy | ??? |
Open Sores | Your Curses have infinite Duration | Sanguimancy | Curse Effect |
Blood Barbs | Bleeding you inflict on Cursed target is Aggravated Elemental Damage also Contributes to Bleeding Magnitude |
Sanguimancy | Bleed on Critical Chance |
Gore Spike | 1% increased Critical Damage Bonus per 40 Life | Sanguimancy | Spell Critical Chance |
Sunder the Flesh | Base Critical Hit Chance for Spells is 15% | Gore Spike | Spell Critical Chance |
Grasping Wounds | 25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead | Sanguimancy | Life |
Crimson Power | Gain Energy Shield from equipped Body Armour as extra maximum Life | Grasping Wounds | Life |
Version history
Version | Changes |
---|---|
0.2.0 |
|
0.1.0 |
|