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==Overview==
==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.
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 [[Blood Remnants]] recover life. From there on, she gains access to passives that grant powerful bonuses to [[Critical Hit]]s, [[Bleeding]], and [[Curse]]s, and additional sources of life-based defenses and recovery.


==Passive skills==
==Passive skills==
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| [[Sanguimancy]] || Grants Skill: [[Life Remnants]]<br>Skills gain a Base Life Cost equal to Base Mana Cost || {{n/a}} || [[Life (ascendancy 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]] || [[Life Leech (ascendancy passive skill)|Life Leech]]
| [[Gore Spike]] || 1% increased Critical Damage Bonus per 40 Life || [[Sanguimancy]] || [[Spell Critical Chance (ascendancy passive skill)|Spell Critical Chance]]
|-
|-
| [[Between the Cracks]] || Critical Hits ignore Monster Armour || [[Sanguimancy]] || ???
| [[Sunder the Flesh]] || Base Critical Hit Chance for Spells is 15% || [[Gore Spike]] || [[Spell Critical Chance (ascendancy passive skill)|Spell Critical Chance]]
|-
|-
| [[Open Sores]] || Your Curses have infinite Duration || [[Sanguimancy]] || [[Curse Effect (ascendancy passive skill)|Curse Effect]]
| [[Vitality Siphon]] || 10% of Spell Damage Leeched as Life || [[Sanguimancy]] || [[Life Leech (ascendancy passive skill)|Life Leech]]
|-
|-
| [[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]]
| [[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]]
| [[Between the Cracks]] || Critical Hits ignore Monster Armour || [[Sanguimancy]] || Critical Chance
|-
|-
| [[Sunder the Flesh]] || Base Critical Hit Chance for Spells is 15% || [[Gore Spike]] || [[Spell Critical Chance (ascendancy passive skill)|Spell Critical Chance]]
| [[Open Sores]] || Your Curses have infinite Duration || [[Sanguimancy]] || [[Curse Effect (ascendancy passive skill)|Curse Effect]]
|-
|-
| [[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]]
| [[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]]
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{{Version history table header}}
{{Version history table header}}
{{Version history table row|0.2.0|
{{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]].
* 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|

Revision as of 15:41, 10 April 2025

Blood Mage
Your search for power took you on a journey inwards.
Official artwork of the Blood Mage.

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 Blood Remnants recover life. From there on, she gains access to passives that grant powerful bonuses to Critical Hits, Bleeding, and Curses, and additional sources of life-based defenses 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
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
Vitality Siphon 10% of Spell Damage Leeched as Life Sanguimancy Life Leech
Blood Barbs Bleeding you inflict on Cursed target is Aggravated
Elemental Damage also Contributes to Bleeding Magnitude
Sanguimancy Bleed on Critical Chance
Between the Cracks Critical Hits ignore Monster Armour Sanguimancy Critical Chance
Open Sores Your Curses have infinite Duration Sanguimancy Curse Effect
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
  • Introduced to the game.