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Bleeding

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Bleeding
Tooltip
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 Physical damage of the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. 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 or bleed is a damaging ailment that deals physical damage over time.

Mechanics

Bleeding deals 15% of a hit's physical damage dealt to Life (before mitigation and damage taken modifiers) as physical damage over time for 5 seconds. Bleeding deals an extra 100% damage while the target is moving, or if the bleeding is Aggravated. This percentage is affected multiplicatively by ailment magnitude. Ailment damage cannot be scaled directly; however, it can be indirectly scaled by modifying the hit damage.

Bleeding does not stack; each instance of bleeding has an independent duration and only the highest damage instance of bleeding will deal damage.

Bleeding chance depends on an explicit chance to inflict Bleeding.

The damage over time from bleeding bypasses energy shield and damages life directly. It also cannot be redirected to another resource, such as to Mana with Mind Over Matter.

Note that bleeding can be applied by any skill that can hit, not exclusively attacks.

Aggravate

Aggravated Bleeding
Tooltip
Bleeding that has been Aggravated always treats the target as moving, dealing 100% extra damage.

Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Aggravating one Bleeding Debuff does not affect other instances of Bleeding on the target or Bleeding applied afterwards — each instance of Bleeding is Aggravated separately.

Aggravate is a mechanic related to bleeding. When a bleeding debuff is aggravated, it causes that bleeding debuff to permanently deal extra base damage over time, equivalent to if the target was moving. This multiplier does not stack even if the target is actually moving.

Each instance of aggravated bleeding is independent from all other instances of bleeding. A bleeding debuff that is aggravated will remain aggravated until its duration expires.

Blood Loss

Blood Loss
Tooltip
All Physical damage over time taken by a target (including Bleeding) is accumulated as Blood Loss.

Blood Loss refers to the total amount of damage a target has taken from Bleeding. Blood Loss amount is shown as a darker red bar on the target's life bar and is used for certain skills.

Related gems

ItemRequired levelStats
Blood in the EyesBlood in the EyesSupport, Physical
Tier: 1
Support Requirements: +5 DexSupports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.Hobble equal to 15% of Physical Hit Damage dealt by Supported Skill against Bleeding EnemiesPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
1Hobble equal to 15% of Physical Hit Damage dealt by Supported Skill against Bleeding Enemies
BloodlustBloodlustSupport, Attack, Melee, Physical
Tier: 1
Support Requirements: +5 StrSupports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.Supported Skills deal 30% more Melee Physical Damage against Bleeding enemies
Supported Attacks cannot cause Bleeding
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
1Supported Skills deal 30% more Melee Physical Damage against Bleeding enemies
Supported Attacks cannot cause Bleeding
ConcoctFile:Concoct inventory icon.pngConcoctSupport
Tier: 2
Support Requirements: +5 StrSupports 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.Supported Skills consume 20% of your maximum Life Flask charges on use
Supported Skills have 3% more Magnitude of Bleeding they inflict per Life Flask charge consumed
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
File:Concoct inventory icon.png
1Supported Skills consume 20% of your maximum Life Flask charges on use
Supported Skills have 3% more Magnitude of Bleeding they inflict per Life Flask charge consumed
Deep CutsDeep CutsSupport, Physical
Tier: 3
Support Requirements: +5 StrSupports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.75% more Magnitude of Bleeding inflicted with Supported Skills
Supported Skills deal 25% less Damage with Hits
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
175% more Magnitude of Bleeding inflicted with Supported Skills
Supported Skills deal 25% less Damage with Hits
First BloodFile:First Blood inventory icon.pngFirst BloodSupport, Attack, Physical
Tier: 2
Cost & Reservation Multiplier: 110%
Support Requirements: +5 StrSupports Attacks. Supported Skills are far more likely to inflict Bleeding on Hitting full Life Enemies.Supported Skills have 100% increased chance to inflict Bleeding against Enemies on full LifePlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
File:First Blood inventory icon.png
1Supported Skills have 100% increased chance to inflict Bleeding against Enemies on full Life
HaemocrystalsFile:Haemocrystals inventory icon.pngHaemocrystalsSupport, Attack, AoE, Physical
Tier: 3
Support Requirements: +5 StrSupports 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.Support
Supported Attacks cannot cause Bleeding
Supported Skills Consume Bleeding on Enemies they Hit, creating 4 Haemocrystal
Maximum 20 active Haemocrystals

Heamocrystals

Deal Physical Area Damage based on a percentage of the expected Damage of the Consumed Bleed.

Cannot cause Bleeding
Heamocrystals radius is 1 metre
Haemocrystals detonate after 1.5 seconds
Haemocrystals are randomly created within 2.5 meters of he Consumed Bleed
Haemocrystals deal Damage equal to 8% of the expected remaining Damage of the Consumed Bleed
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
File:Haemocrystals inventory icon.png
1Support
Supported Attacks cannot cause Bleeding
Supported Skills Consume Bleeding on Enemies they Hit, creating 4 Haemocrystal
Maximum 20 active Haemocrystals

Heamocrystals

Deal Physical Area Damage based on a percentage of the expected Damage of the Consumed Bleed.

Cannot cause Bleeding
Heamocrystals radius is 1 metre
Haemocrystals detonate after 1.5 seconds
Haemocrystals are randomly created within 2.5 meters of he Consumed Bleed
Haemocrystals deal Damage equal to 8% of the expected remaining Damage of the Consumed Bleed
IncisionFile:Incision inventory icon.pngIncisionSupport, Attack, Physical
Tier: 3
Cost & Reservation Multiplier: 115%
Support Requirements: +5 StrSupports 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.Hits from Supported Skills inflict Incision
3% more Magnitude of Bleeding inflicted with Supported Skills per Incision consumed Recently, up to 30%
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
File:Incision inventory icon.png
1Hits from Supported Skills inflict Incision
3% more Magnitude of Bleeding inflicted with Supported Skills per Incision consumed Recently, up to 30%
LacerateLacerateSupport, Physical
Tier: 1
Cost & Reservation Multiplier: 120%
Support Requirements: +5 StrSupports any skill that Hits enemies, giving it a chance to inflict Bleeding.Supported Skills have 50% chance to inflict BleedingPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
1Supported Skills have 50% chance to inflict Bleeding
MaladyFile:Malady inventory icon.pngMaladySupport
Tier: 3
Support Requirements: +5 DexSupports Skills which can cause Damaging Hits, causing base chance to inflict Bleed with Supported Skills to instead apply to base chance to Poison, and causing base chance to Poison to instead apply to Bleed.Base Bleed chance instead
applies to Poison for Supported Skills
Base Poison chance instead
applies to Bleed for Supported Skills
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
File:Malady inventory icon.png
1Base Bleed chance instead
applies to Poison for Supported Skills
Base Poison chance instead
applies to Bleed for Supported Skills
RipRipSupport, Attack, Melee, Physical, Duration, Remnant
Tier: 3
Cost & Reservation Multiplier: 110%
Support Requirements: +5 StrSupports Melee Attack Skills you use 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.Remnants created by Supported Skills last for 8 seconds
Supported Skills create a Blood Remnant when dealing a killing blow to a Bleeding Enemy
Remnants created this way increase Life regeneration rate by 10% for 5 seconds when collected, up to a maximum of 100%
Remnants are created within a 1.5 metre radius of the slain Enemy
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
1Remnants created by Supported Skills last for 8 seconds
Supported Skills create a Blood Remnant when dealing a killing blow to a Bleeding Enemy
Remnants created this way increase Life regeneration rate by 10% for 5 seconds when collected, up to a maximum of 100%
Remnants are created within a 1.5 metre radius of the slain Enemy
RuptureRuptureSupport, Physical
Tier: 3
Support Requirements: +5 StrSupports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.Supported Skills Aggravate Bleeding on Hitting Heavy Stunned EnemiesPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
1Supported Skills Aggravate Bleeding on Hitting Heavy Stunned Enemies
Rusted SpikesRusted SpikesSupport
Tier: 2
Cost & Reservation Multiplier: 110%
Support Requirements: +5 StrSupports Skills which deal Damage with Hits. When Supported Skills Pin an Enemy, they also Aggravate Bleeding on that Enemy.Supported Skills Aggravate Bleeding on Enemies when Pinning themPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
1Supported Skills Aggravate Bleeding on Enemies when Pinning them
See RedFile:See Red inventory icon.pngSee RedSupport, Attack, Physical
Tier: 3
Support Requirements: +5 StrSupports Attack Skills. Bleeding inflicted with Supported Skills lasts significantly longer, but enemies you inflict Bleeding onto with Supported Skills will move and Attack faster.Supported Attacks have 50% increased Bleeding Duration
Enemies you inflict Bleeding on with Supported Skills have 15% increased Attack Speed
Enemies you inflict Bleeding on with Supported Skills have 15% increased Movement Speed
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
File:See Red inventory icon.png
1Supported Attacks have 50% increased Bleeding Duration
Enemies you inflict Bleeding on with Supported Skills have 15% increased Attack Speed
Enemies you inflict Bleeding on with Supported Skills have 15% increased Movement Speed
TearFile:Tear inventory icon.pngTearSupport, Attack, Melee, Physical
Tier: 3
Cost & Reservation Multiplier: 110%
Support Requirements: +5 StrSupports Melee Attacks you use yourself. On-Kill effects caused by Killing Blows with Supported Skills on Bleeding enemies have a chance to occur twice.50% Chance for On-Kill Effects caused by killing blows on Bleeding Enemies with Supported Skills to occur twicePlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
File:Tear inventory icon.png
150% Chance for On-Kill Effects caused by killing blows on Bleeding Enemies with Supported Skills to occur twice

Related base items

ItemBase itemItem classRequired levelStats
Staunching CharmStaunching CharmLasts 3.00 Seconds
Consumes 30 of 40 Charges on use
Grants Immunity to Bleeding
Requires Level 18Used when you start BleedingUsed automatically when condition is met. Can only hold charges while in belt. Refill at Wells or by killing monsters.
Charm18Used when you start Bleeding
Jagged GreataxeFile:Jagged Greataxe inventory icon.pngJagged GreataxeTwo Hand Axe
Physical Damage: 43-99
Critical Strike Chance: 5.00%
Attacks per Second: 1.15
Weapon Range: 1.3 metres
Requires Level 40, 72 Str, 29 Dex(15–25)% chance to cause Bleeding on Hit
File:Jagged Greataxe inventory icon.png
Two Hand Axe40(15–25)% chance to cause Bleeding on Hit
Serrated QuiverSerrated QuiverRequires Level 44Attacks have (10-15)% chance to cause bleedingCan only be equipped if you are wielding a Bow.Quiver44Attacks have (10-15)% chance to cause bleeding

Related unique items

ItemBase itemItem classRequired levelStats
Apron of EmiranApron of Emiran
Hermit Garb
Evasion: 16
Energy Shield: 16
(30-50)% increased Evasion and Energy Shield
+(10-20) to Dexterity
(40-60)% reduced Bleed Duration on you
Bleeding you inflict is Aggravated
"Prepare the rack, boy. And be careful with those hooks!"
- The Master Torturer's last words
Hermit GarbBody Armour1(30-50)% increased Evasion and Energy Shield
+(10-20) to Dexterity
(40-60)% reduced Bleed Duration on you
Bleeding you inflict is Aggravated
Coat of RedCoat of Red
Chain Mail
Armour: (22-31)
Evasion: (22-31)
(80-100)% increased Armour and Evasion
+(80-100) to maximum Life
+(75-150) to Stun Threshold
25% chance to be inflicted with bleeding when Hit
For those noble families obsessed
with keeping their bloodline pure,
there was a price to pay...
Chain MailBody Armour1(80-100)% increased Armour and Evasion
+(80-100) to maximum Life
+(75-150) to Stun Threshold
25% chance to be inflicted with bleeding when Hit
Sanguine DivinerSanguine Diviner
Bone Wand
WandGrants Skill: Level (1-20) Bone Blast(80-100)% increased Spell Damage
Gain (10-15) Life per Enemy Killed
25% chance to inflict Bleeding on Hit
25% of Spell Mana Cost Converted to Life Cost
One way or another, it will find what it seeks.
Bone WandWand1Grants Skill: Level (1-20) Bone Blast(80-100)% increased Spell Damage
Gain (10-15) Life per Enemy Killed
25% chance to inflict Bleeding on Hit
25% of Spell Mana Cost Converted to Life Cost
The Blood ThornThe Blood Thorn
Wrapped Quarterstaff
Quartertaff
Physical Damage: 7-12
Critical Strike Chance: 10.00%
Attacks per Second: 1.40
Adds (8-12) to (16-18) Physical Damage
+(10-15) to Strength
Causes Bleeding on Hit
(4-5) to (8-10) Physical Thorns damage
Touch not the thorn, for only blood and pain await.
Wrapped QuarterstaffQuarterstaff1Adds (8-12) to (16-18) Physical Damage
+(10-15) to Strength
Causes Bleeding on Hit
(4-5) to (8-10) Physical Thorns damage
Blistering BondBlistering Bond
Ruby Ring
Requires Level 8+(20-30)% to Fire Resistance+(40-60) to maximum Life
+(20-30)% to Fire Resistance
(-15--10)% to Cold Resistance
You take Fire Damage instead of Physical Damage from Bleeding
"The Brotherhood of Silence does not set out to torture our targets.
Excruciating pain is simply a byproduct of certain... necessary methods."
Ruby RingRing8+(20-30)% to Fire Resistance+(40-60) to maximum Life
+(20-30)% to Fire Resistance
(-15--10)% to Cold Resistance
You take Fire Damage instead of Physical Damage from Bleeding
Edyrn's TusksEdyrn's Tusks
Iron Cuirass
Armour: 96Requires Level 11, 24 Str(120-160)% increased Armour
50% chance to inflict Bleeding on Hit
50% reduced Slowing Potency of Debuffs on You
(15-20) to (25-30) Physical Thorns damage
In death, the legendary boar's tusks were turned
to the slaying of Phaaryl's Eternal oppressors.
Iron CuirassBody Armour11(120-160)% increased Armour
50% chance to inflict Bleeding on Hit
50% reduced Slowing Potency of Debuffs on You
(15-20) to (25-30) Physical Thorns damage
The Road WarriorThe Road Warrior
Raider Plate
Armour: 121Requires Level 16, 34 Str+(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
That most legendary caravan bandit had
one rule: never let them see you flinch.
Raider PlateBody Armour16+(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
Sanguis HeroumSanguis Heroum
Staunching Charm
Lasts 3.00 Seconds
Consumes 30 of 40 Charges on use
Grants Immunity to Bleeding
Requires Level 18Used when you start BleedingCreates Consecrated Ground on use
Gains (0.15–0.2) Charges per Second
Wraeclast has known too few true heroes.
It remembers those that stood in defiance.
Used automatically when condition is met. Can only hold charges while in belt. Refill at Wells or by killing monsters.
Staunching CharmCharm18Used when you start BleedingCreates Consecrated Ground on use
Gains (0.15–0.2) Charges per Second
The Empty RoarThe Empty Roar
Cultist Greathammer
Two Hand Mace
Physical Damage: 32-43
Critical Strike Chance: 5.00%
Attacks per Second: 1.05
Requires Level 22, 52 StrStrikes deal Splash damage to targets within 1.8 metresAdds (25-35) to (40-50) Physical Damage
Leeches 10% of Physical Damage as Life
(20-30)% chance to cause Bleeding on Hit
All Attacks count as Empowered Attacks
Cannot use Warcries
Secrecy and silence are powers all their own.
Cultist GreathammerTwo Hand Mace22Strikes deal Splash damage to targets within 1.8 metresAdds (25-35) to (40-50) Physical Damage
Leeches 10% of Physical Damage as Life
(20-30)% chance to cause Bleeding on Hit
All Attacks count as Empowered Attacks
Cannot use Warcries
The Smiling KnightThe Smiling Knight
Cowled Helm
Armour: 62
Evasion: 54
Requires Level 26, 27 Str, 27 Dex(150-200)% increased Armour and Evasion
+(50-100) to Accuracy Rating
(15-25)% increased Critical Hit Chance
Aggravate Bleeding on targets you Critically Hit with Attacks
Coming soon
Cowled HelmHelmet26(150-200)% increased Armour and Evasion
+(50-100) to Accuracy Rating
(15-25)% increased Critical Hit Chance
Aggravate Bleeding on targets you Critically Hit with Attacks
Saitha's SpearSaitha's Spear
Barbed Spear
Spear
Physical Damage: 20-38
Critical Strike Chance: 6.50%
Attacks per Second: 1.60
Weapon Range: 1.5 metres
Requires Level 33, 25 Str, 60 DexGrants Skill: Spear ThrowAdds (14-26) to (27-32) Physical Damage
Adds (33-41) to (47-53) Fire Damage
(15-25)% chance to cause Bleeding on Hit
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
(26-40)% chance to Aggravate Bleeding on Hit
Born in a star of man's own make,
fused to her hand by her last mistake.
Barbed SpearSpear33Grants Skill: Spear ThrowAdds (14-26) to (27-32) Physical Damage
Adds (33-41) to (47-53) Fire Damage
(15-25)% chance to cause Bleeding on Hit
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
(26-40)% chance to Aggravate Bleeding on Hit
VenopunctureVenopuncture
Iron Ring
Requires Level 36Adds 1 to 4 Physical Damage to AttacksAdds (5–7) to (9–13) Physical Damage to Attacks
+(20–30) to Strength
All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
All Damage from Hits against Bleeding targets Contributes to Chill Magnitude
(10–20)% chance to inflict Bleeding on Hit
(15–25)% increased Magnitude of Bleeding you inflict
There is a way to survive the bite of an ice snake,
but few have the resolve to attempt it.
Iron RingRing36Adds 1 to 4 Physical Damage to AttacksAdds (5–7) to (9–13) Physical Damage to Attacks
+(20–30) to Strength
All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
All Damage from Hits against Bleeding targets Contributes to Chill Magnitude
(10–20)% chance to inflict Bleeding on Hit
(15–25)% increased Magnitude of Bleeding you inflict
The Mutable StarThe Mutable Star
Cleric Vestments
Armour: 148
Energy Shield: 53
Requires Level 45, 51 Str, 51 Int(100-150)% increased Armour and Energy Shield
(50-100)% increased Energy Shield Recharge Rate
(25-35) Life Regeneration per second
(50-30)% reduced Bleeding Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
Through every great purge, and every fiery inquisition,
the Twilight Order endured in secret.
Cleric VestmentsBody Armour45(100-150)% increased Armour and Energy Shield
(50-100)% increased Energy Shield Recharge Rate
(25-35) Life Regeneration per second
(50-30)% reduced Bleeding Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
BeetlebiteBeetlebite
Velour Shoes
Evasion: 74
Energy Shield: 29
Requires Level 52, 50 Dex, 50 Int(20–30)% increased Movement Speed
(60–120)% increased Evasion and Energy Shield
Aggravate Bleeding on Enemies when they Enter your Presence
100% increased Thorns damage
They crawl and chitter and swarm
in the shadow of his presence.
Velour ShoesBoots52(20–30)% increased Movement Speed
(60–120)% increased Evasion and Energy Shield
Aggravate Bleeding on Enemies when they Enter your Presence
100% increased Thorns damage
Couture of CrimsonCouture of Crimson
Gilded Vestments
Armour: 193
Energy Shield: 59
Requires Level 52, 59 Str, 59 Int(50-100)% increased Armour and Energy Shield
25% reduced maximum Life
(40-60)% reduced Bleed Duration on you
Life Leech can Overflow Maximum Life
It's often said of nobles that they live off their peasants... sometimes, it's truer than any suspect.
Gilded VestmentsBody Armour52(50-100)% increased Armour and Energy Shield
25% reduced maximum Life
(40-60)% reduced Bleed Duration on you
Life Leech can Overflow Maximum Life
Yriel's FosteringYriel's Fostering
Strider Vest
Evasion: 275Requires Level 52, 107 Dex(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
Feed a beast and it will not hunt.
Protect it and it will not fight.
Ferocity must be learned, not taught.
It is suffering that forges the greatest warriors.
Strider VestBody Armour52(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

Passives

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Version history

Version Changes
0.2.0e
  • Bleeding no longer only considers damage dealt to the target's life. Damage dealt to energy shield (or mana) can now cause bleeding.
0.1.0
  • Introduced to the game.