Bleeding: Difference between revisions

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(→‎Damage: cleaner wording, addtl. damage info)
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'''Bleed''' (referred as '''Bleeding''' in status icon) is an [[ailment]] that deals [[physical damage|physical]] [[damage over time]] to the affected target.<ref name="bleedDebuff"/> Moving targets suffer increased bleeding damage. Only [[physical damage]] hit can inflict bleed. As of current build of the game, all chance to bleed are grant to the weapon as local mod, or the chance is specific to the attack. Thus, bleed is limited to attack skill only at the moment.
'''Bleeding''', or '''bleed''', is an [[ailment]] that deals [[physical damage|physical]] [[damage over time]] to the affected target.<ref name="bleedDebuff"/> Moving targets suffer increased bleeding damage. Only [[physical damage]] hits can inflict bleed. There are no sources of global chance to bleed or chance to bleed with [[spells]]. Thus, bleed is limited to attack skills only.


==Mechanics==
==Mechanics==
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Bleed damage is not reduced by [[armour]], but will be reduced by any other sources of physical mitigation, such as [[endurance charge]]s or {{il|Immortal Call}}.
Bleed damage is not reduced by [[armour]], but will be reduced by any other sources of physical mitigation, such as [[endurance charge]]s or {{il|Immortal Call}}.


Bleed damage can be increased by the {{il|Vulnerability}} [[hex]] and, like all damage-over-time effects, the {{il|Despair}} [[hex]].
Bleed damage can be increased by the {{il|Vulnerability}} [[hex]].


'''Dual Wielding while using Cleave or Dual Strike:''' If both hands cause bleeding, then the bleeding damage from both hands is combined. If only one hand causes bleeding, then only that hand's bleeding damage will occur.<ref name="bleedwithCleaveorDualStrike"/>
'''Dual Wielding while using Cleave or Dual Strike:''' If both hands cause bleeding, then the bleeding damage from both hands is combined. If only one hand causes bleeding, then only that hand's bleeding damage will occur.<ref name="BleedWithCleaveOrDualStrike"/>
 
[[Double damage]] from passives or items like [[Paradoxica]] '''does not''' affect bleed damage. Double damage mechanic only modifies the hit damage, not the base damage - so it does not double ailment damage.
 
===Criticals===
 
Critical strikes that deal physical damage will not automatically cause bleeding. All physical damage hits must successfully roll chance to bleed to cause bleeding.
 
Critical Strike Multiplier '''does not''' affect Bleed damage, unless player has [[Perfect Agony]] keystone.
 
The damage multiplier for ailments from critical strikes exists independently from the critical strike multiplier used for hits.
 
A character's base critical strike multiplier is 150%. This damage multiplier does not function as 50% more damage but as +50% to Damage over Time multiplier, which stacks additively with other sources of Damage over Time Multiplier for Ailments.<ref>https://www.pathofexile.com/forum/view-thread/2627116</ref>
 
There currently exist no modifiers to this stat. However, the Perfect Agony keystone applies a percentage of modifiers to critical strike multiplier to the damage multiplier for ailments from critical strikes.<ref name="Damage Over Time Changes Part 1">{{cite web|author=Rory|date=April 27, 2017|title=Damage Over Time Changes - Part 1|url=https://www.pathofexile.com/forum/view-thread/1891944#p14442899|publisher=Official Path of Exile Forums|accessdate=December 26, 2017}}</ref>


===Duration===
===Duration===
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The following modifiers will directly affect the damage of bleed:
The following modifiers will directly affect the damage of bleed:
* {{c|mod|Damage}}
* {{c|mod|Damage}}
* {{c|mod|Physical Damage}}
* {{c|mod|Physical Damage}} (including physical damage over time multiplier)
* {{c|mod|Damage over Time}}
* {{c|mod|Damage over Time}}
* {{c|mod|Bleeding Damage}}
* {{c|mod|Bleeding Damage}}
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===Removal and immunity===
===Removal and immunity===
* a [[flask]] with the {{Ml|FlaskRemovesBleeding1}} [[suffix]] removes bleeding when used and grants immunity to it while active
* a [[flask]] with the {{Ml|FlaskRemovesBleeding1}} [[suffix]] removes bleeding when used and grants immunity to it while active
* [[Pathfinder]]'s passive [[Master Surgeon]] causes all flasks to remove bleeding when used
* {{il|Death's Door}} and {{il|Craiceann's Carapace}} grant immunity to bleeding
* {{il|Death's Door}} and {{il|Craiceann's Carapace}} grant immunity to bleeding
* [[Armour and Evasion Mastery]] can grant immune to bleeding if equipped helmet has higher armour than evasion rating
* the skill [[Steelskin]] removes bleeding when used and grants immunity to it while active
* [[Adamant]] passive removes bleeding when using a guard skill
* [[Slayer]]'s passive [[Endless Hunger]] grants unaffected by bleeding while [[leech]]ing
* [[Slayer]]'s passive [[Endless Hunger]] grants unaffected by bleeding while [[leech]]ing
*The [[Watcher's Eye]] can roll a modifier that grants unaffected by bleeding while affected by [[Malevolence]]
*The [[Watcher's Eye]] can roll a modifier that grants unaffected by bleeding while affected by [[Malevolence]]
*{{il|Kahuturoa's Certainty}} grants unaffected by damaging ailments
*Rings with an itemlevel of 60 and above can gain the implicit {{c|mod|Bleeding cannot be inflicted on you}} when [[corrupted]].


===Other===
===Other===
* Enemies affected by {{il|Ensnaring Arrow}} count as moving.
* The {{il|Bloodlust}} support increases melee damage against bleeding enemies, but prevents the skill itself from causing bleeding.
* The {{il|Bloodlust}} support increases melee damage against bleeding enemies, but prevents the skill itself from causing bleeding.
* The {{il|Bloodgrip}} unique amulet, {{il|The Infinite Pursuit}} unique boots, and the [[Deadeye]] ascendancy skill [[Rupture]] prevent the extra bleed damage taken by movement.
* The {{il|Bloodgrip}} unique amulet and the {{il|The Infinite Pursuit}} unique boots prevent the extra bleed damage taken by movement.


==Active skill gems==
==Skill gems==
{{main|List of bleed related skill gems}}
{{main|List of bleed related skill gems}}
{{#lst:List of bleed related skill gems|active_skill_gems}}
{{#lst:List of bleed related skill gems|active_skill_gems}}


==Support skill gems==
==Support gems==
{{main|List of bleed related skill gems}}
{{main|List of bleed related skill gems}}
{{#lst:List of bleed related skill gems|support_skill_gems}}
{{#lst:List of bleed related skill gems|support_skill_gems}}
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   passive_skill_stats.id = "base_bleed_duration_+%"
   passive_skill_stats.id = "base_bleed_duration_+%"
}}
}}
===Masteries===
The following [[Passive Mastery|Masteries]] are related to Bleeding:
{{Query masteries|where=bleed}}
===Cluster Jewel passive skills===
===Cluster Jewel passive skills===
The following [[Cluster Jewel]] passives are related to Bleeding:
The following [[Cluster Jewel]] passives are related to Bleeding:
Line 152: Line 175:
   passive_skill_stats.id LIKE "%bleed%"
   passive_skill_stats.id LIKE "%bleed%"
}}
}}
===Tattoos===
{{Query items
|tables = tattoos
|join = items._pageID = tattoos._pageID
|where = items.class_id="StackableCurrency"
  AND tattoos.target IS NOT NULL
  AND items.description LIKE "%bleed%"
|large=1
|description=1
}}
==Related modifiers==
==Related modifiers==
===Prefix===
===Prefix===
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}}
}}
===Delve drop-only mods===
===Delve drop-only mods===
These mod can only be found in specific node in [[Delve]] Azurite Mine:
These mods can only be found at specific nodes in [[Delve]] Azurite Mine:
{{Modifier table
{{Modifier table
|q_tables = mod_stats, spawn_weights
|q_tables = mod_stats
|q_join = mods._pageID=mod_stats._pageID, mods._pageID=spawn_weights._pageID
|q_join = mods._pageID=mod_stats._pageID
|q_where = mod_stats.id LIKE "%bleed%" AND mods.domain = 1 AND (mods.name = "of the Underground" OR mods.name = "Subterranean")
|q_where = mod_stats.id LIKE "%bleed%" AND mods.domain = 1 AND (mods.name = "of the Underground" OR mods.name = "Subterranean")
|q_having = SUM(spawn_weights.weight) = 0
|q_groupBy = spawn_weights._pageID
|q_orderBy = mods.id, mods.required_level
|q_orderBy = mods.id, mods.required_level
|stat_text=1
|stat_text=1
Line 208: Line 240:
|level=1
|level=1
}}
}}
===Map mod===
===Map mod===
{{Query spawnable modifiers
{{Query spawnable modifiers
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The lists below displays Bleed related modifiers where all spawn weights have been set to zero.  
The lists below displays Bleed related modifiers where all spawn weights have been set to zero.  
{{Modifier table
{{Modifier table
|q_tables = mod_stats, spawn_weights
|q_tables = mod_stats, mod_spawn_weights
|q_join = mods._pageID=mod_stats._pageID, mods._pageID=spawn_weights._pageID
|q_join = mods._pageID=mod_stats._pageID, mods._pageID=mod_spawn_weights._pageID
|q_where = mod_stats.id LIKE "%bleed%" AND mods.name NOT LIKE "%Underground%" AND mods.name NOT LIKE "%Subterranean%" AND (mods.domain = 1 OR mods.domain = 5 OR mods.domain = 9)
|q_where = mod_stats.id LIKE "%bleed%" AND mods.name NOT LIKE "%Underground%" AND mods.name NOT LIKE "%Subterranean%" AND (mods.domain = 1 OR mods.domain = 5 OR mods.domain = 9)
|q_having = SUM(spawn_weights.weight) = 0
|q_having = SUM(mod_spawn_weights.value) = 0
|q_groupBy = spawn_weights._pageID
|q_groupBy = mod_spawn_weights._pageID
|q_orderBy = mods.id, mods.required_level
|q_orderBy = mods.id, mods.required_level
|stat_text=1
|stat_text=1
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{{reflist|refs=
{{reflist|refs=
<ref name="bleedDebuff">{{cite web|author=Mark_GG|date=October 17, 2012|title=Is Puncture affected by buff/debuff duration passives?|url=https://www.pathofexile.com/forum/view-thread/53899#p679648|publisher=Path of Exile Forums|accessdate=December 23, 2015}}</ref>
<ref name="bleedDebuff">{{cite web|author=Mark_GG|date=October 17, 2012|title=Is Puncture affected by buff/debuff duration passives?|url=https://www.pathofexile.com/forum/view-thread/53899#p679648|publisher=Path of Exile Forums|accessdate=December 23, 2015}}</ref>
<ref name="bleedwithCleaveorDualStrike">{{cite web|author=Mark_GGG|date=July 27, 2017|title=3.0Dual Strike and Cleave can only bleed of one of the weapon, GGG should make an exception for these|url=https://www.reddit.com/r/pathofexile/comments/6ond14/30_dual_strike_and_cleave_can_only_bleed_of_one/dkjs5g1/?context=3|publisher=Path of Exile Reddit|accessdate=July 27, 2017}}</ref>
<ref name="BleedWithCleaveOrDualStrike">{{cite web|author=Mark_GGG|date=July 27, 2017|title=3.0Dual Strike and Cleave can only bleed of one of the weapon, GGG should make an exception for these|url=https://www.reddit.com/r/pathofexile/comments/6ond14/30_dual_strike_and_cleave_can_only_bleed_of_one/dkjs5g1/?context=3|publisher=Path of Exile Reddit|accessdate=July 27, 2017}}</ref>
<ref name="bleed-on-hit">{{cite web|author=AGiantSquid|date=March 11, 2013|title=Question Regarding the Blood Reaper 'Bleed'|url=http://www.pathofexile.com/forum/view-thread/245414#p2100618|publisher=Path of Exile Forums|accessdate=July 10, 2013}}</ref>
<ref name="bleed-on-hit">{{cite web|author=AGiantSquid|date=March 11, 2013|title=Question Regarding the Blood Reaper 'Bleed'|url=http://www.pathofexile.com/forum/view-thread/245414#p2100618|publisher=Path of Exile Forums|accessdate=July 10, 2013}}</ref>
<ref name="Puncture">{{cite web|author=Mark_GGG|date=April 15, 2012|title=Puncture|url=http://www.pathofexile.com/forum/view-thread/22694/page/3#p408173|publisher=Official Path of Exile Forums|accessdate=July 7, 2013}}</ref>
<ref name="Puncture">{{cite web|author=Mark_GGG|date=April 15, 2012|title=Puncture|url=http://www.pathofexile.com/forum/view-thread/22694/page/3#p408173|publisher=Official Path of Exile Forums|accessdate=July 7, 2013}}</ref>
<ref name="ImmortalCall">{{cite web|author=Daniel_GGG|date=December 30, 2013|title=Does Immortal Call work against Corrupting Blood?|url=http://www.pathofexile.com/forum/view-thread/715363/page/1#p6349280|publisher=Official Path of Exile Forums|accessdate=January 11, 2014}}</ref>
<ref name="30BleedValues">{{cite web|author=Mark_GGG|date=August 4, 2017|title=the damage of player Ignites, Poisons, and Bleeding has been greatly increased|url=https://www.pathofexile.com/forum/view-thread/1930909/page/1#p14660033|publisher=Official Path of Exile Forums|accessdate=August 8, 2017}}</ref>
<ref name="MeleeDamage">{{cite web|author=Mark_GGG|date=December 10, 2014|title=Puncture|url=https://www.pathofexile.com/forum/view-thread/22694/page/32#p9454452|publisher=Official Path of Exile Forums|accessdate=June 3, 2016}}</ref>
<ref name="Damage Over Time Changes Part 1">{{cite web|author=Rory|date=April 27, 2017|title=Damage Over Time Changes - Part 1|url=https://www.pathofexile.com/forum/view-thread/1891944#p14442899|publisher=Official Path of Exile Forums|accessdate=December 26, 2017}}</ref>
<ref name="30BleedValues">{{cite web|author=Mark_GGG|date=August 4, 2017|title=the damage of player Ignites, Poisons, and Bleeding has been greatly increased|url=https://www.pathofexile.com/forum/view-thread/1930909/page/1#p14660033|publisher=Official Path of Exile Forums|accessdate=August 8, 2017}}</ref>}}
}}


==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|3.9.0}}
{{Version history table row|3.19.0|
* Minions no longer have hidden penalties to Bleeding, Ignite, and Poison damage. Summon Reaper no longer has a hidden bonus to Bleeding damage that counteracted this penalty. As a result, minions now deal approximately twice as much Poison damage, three and a half times as much Ignite damage, and seven times as much Bleeding damage.
}}
{{Version history table row|3.9.0|
* Chance to Bleed and Bleed Duration modifiers can no longer roll as suffixes on weapons. The suffix mods that grant increased Bleeding damage now have higher values and also grants some chance to inflict Bleed.
* Chance to Bleed and Bleed Duration modifiers can no longer roll as suffixes on weapons. The suffix mods that grant increased Bleeding damage now have higher values and also grants some chance to inflict Bleed.
{{Version history table row|3.0.0}}
}}
{{Version history table row|3.0.0|
* Bleeding but now deals half damage while the target was stationary, from one sixth its damage. ''(outdated!)'' The ratio remains unchanged for Bleeding caused by monsters.
* Bleeding but now deals half damage while the target was stationary, from one sixth its damage. ''(outdated!)'' The ratio remains unchanged for Bleeding caused by monsters.
* Skills calculate their Ignite, Poison or Bleed values as a separate damage value, taken straight from the base and added damage of the skill. This gives skills that deal fire damage a minimum and maximum Ignite Damage per Second value that is rolled on Ignites that the skill causes. Poison, Bleed and Ignite damage values are based on the base damage of the skill, and then affected by appropriate damage modifiers. Some damage modifiers affect both the hit and the Ignite, Poison or Bleed, while some only affect one.
* Skills calculate their Ignite, Poison or Bleed values as a separate damage value, taken straight from the base and added damage of the skill. This gives skills that deal fire damage a minimum and maximum Ignite Damage per Second value that is rolled on Ignites that the skill causes. Poison, Bleed and Ignite damage values are based on the base damage of the skill, and then affected by appropriate damage modifiers. Some damage modifiers affect both the hit and the Ignite, Poison or Bleed, while some only affect one.
* Bleeding and Poison are now both considered 'Ailments'. This means their durations are only affected by increased bleeding/poison duration modifiers, and the new ailment duration modifier (they are not elemental ailments, so are not affected by the existing modifier to elemental ailments).
* Bleeding and Poison are now both considered 'Ailments'. This means their durations are only affected by increased bleeding/poison duration modifiers, and the new ailment duration modifier (they are not elemental ailments, so are not affected by the existing modifier to elemental ailments).


|}
}}
{{Version history table end}}
[[ru:Кровотечение]]
[[ru:Кровотечение]]


[[Category:Ailments]]
[[Category:Ailments]]

Revision as of 17:16, 12 April 2024

Bleeding
Ailment
Bleed status icon.png
You are Bleeding, causing you to take Physical Damage over time. The Damage will be higher while you are moving.

Bleeding, or bleed, is an ailment that deals physical damage over time to the affected target.[1] Moving targets suffer increased bleeding damage. Only physical damage hits can inflict bleed. There are no sources of global chance to bleed or chance to bleed with spells. Thus, bleed is limited to attack skills only.

Mechanics

Infliction

Attack will inflict 1 application of bleed if:

  • Base damage of attack have non-zero physical component
  • Attack successfully lands (is not blocked, dodged or evaded) [citation needed]
  • Attack has a chance to cause bleeding and it passes the chance-check (ex:BloodplayBloodplay
    Stiletto
    Dagger
    Physical Damage: (12-18.2) to (43.2-56)
    Critical Strike Chance: 6.10%
    Attacks per Second: 1.65
    Weapon Range: 1.0 metres
    Requires Level 15, 30 Dex, 30 Int30% increased Global Critical Strike Chance+20 to Dexterity
    (20-40)% increased Physical Damage
    Adds (3-6) to (9-13) Physical Damage
    10% increased Attack Speed
    30% chance to cause Bleeding on Hit
    Extra gore
    "I'm a painter, and crimson is my chosen hue."
    - Coralito, Brotherhood of Silence
    )
    • Or attack is guaranteed to cause bleeding (ex:Farrul's PounceFarrul's Pounce
      Hydrascale Gauntlets
      Armour: (212-292)
      Evasion: (212-292)
      Requires Level 59, 45 Str, 45 Dex(100-140)% increased Armour and Evasion
      +(50-70) to maximum Life
      +(400-500) to Accuracy Rating
      Attacks always inflict Bleeding while you have Cat's Stealth
      (40-50)% increased Damage with Hits and Ailments against Bleeding Enemies
      You have Crimson Dance while you have Cat's Stealth
      A hungry beast wastes no energy.
      Every strike, no matter how small, must work towards victory.
      The First of the Plains teaches us that the largest prey can still be whittled away.
      )

Different applications of bleed are inflicted independently.

Apart from dealing damage, the bleeding state (presence of bleed stacks) can interact with other mechanics (Module Error: No results found for item using search term "item_name = The Golden Rule", Double StrikeDouble StrikeAttack, Melee, Strike, Physical
Level: (1-20)
Cost: 5 Mana
Attack Speed: 80% of base
Attack Damage: (91-140)% of base
Effectiveness of Added Damage: (91-140)%
Performs two fast strikes with a melee weapon.25% chance to cause Bleeding
Adds (3-113) to (5-169) Physical Damage against Bleeding Enemies

Additional Effects From 1-20% Quality:
(1-20)% chance to deal Double Damage to Bleeding Enemies
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, Module Error: No results found for item using search term "item_name = Haemophilia").

Damage

Bleed deals physical damage over time.

Potential damage from one bleed application is based on the base physical damage of attack that caused it: 70% per second if the target is standing still (reduced to 10% if an enemy monster applied it). If the target is moving, bleeding deals additional damage equal to twice the base, for a total of 3 times the base damage (210% per second) [2].

By default, only the strongest (the highest damage-per-second) bleed application will actually deal damage at any given time.

If Crimson Dance is allocated, the potential damage of one stack is 35% of the inflicting attack's physical damage, regardless of whether the target is moving or not, and the 8 strongest applications will deal damage at any given time. Sustaining all 8 stacks on a target will thus deal an additional 280% of the attack's average physical damage per second. This effectively quadruples bleed DPS in prolonged fights.

Bleed damage is not reduced by armour, but will be reduced by any other sources of physical mitigation, such as endurance charges or Immortal CallImmortal CallSpell, Duration, Guard
Level: (1-20)
Cost: (21-36) Mana
Cooldown Time: 3.00 sec
Can Store 1 Use(s)
Cast Time: Instant
Requires Level 34Take less Physical and Elemental Damage for a short time. Consumes up to 5 Endurance Charges to lengthen the buff and further lessen Physical Damage taken. Shares a cooldown with other Guard skills.Base duration is 1.00 seconds
20% increased Buff Duration per Endurance Charge removed
This Skill's Cooldown does not recover during its effect
(25-34)% less Elemental Damage taken
(25-35)% less Physical Damage taken
15% less Physical Damage taken per Endurance Charge removed

Additional Effects From 1-20% Quality:
(1-20)% increased Cooldown Recovery Rate
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
.

Bleed damage can be increased by the VulnerabilityVulnerabilitySpell, AoE, Duration, Curse, Physical, Hex
Level: (1-20)
Cost: (16-33) Mana
Cast Time: 0.50 sec
AoE Radius: 22
Requires Level 24Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding.Base duration is (8.00-11.80) seconds
+(0-1) metre to radius
Cursed enemies take (15-30)% increased Physical Damage
Attacks Hits against Cursed Enemies have 25% chance to inflict Bleeding

Additional Effects From 1-20% Quality:
(1-20)% increased Duration of Bleeding on Cursed Enemies
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
hex.

Dual Wielding while using Cleave or Dual Strike: If both hands cause bleeding, then the bleeding damage from both hands is combined. If only one hand causes bleeding, then only that hand's bleeding damage will occur.[3]

Double damage from passives or items like Paradoxica does not affect bleed damage. Double damage mechanic only modifies the hit damage, not the base damage - so it does not double ailment damage.

Criticals

Critical strikes that deal physical damage will not automatically cause bleeding. All physical damage hits must successfully roll chance to bleed to cause bleeding.

Critical Strike Multiplier does not affect Bleed damage, unless player has Perfect Agony keystone.

The damage multiplier for ailments from critical strikes exists independently from the critical strike multiplier used for hits.

A character's base critical strike multiplier is 150%. This damage multiplier does not function as 50% more damage but as +50% to Damage over Time multiplier, which stacks additively with other sources of Damage over Time Multiplier for Ailments.[4]

There currently exist no modifiers to this stat. However, the Perfect Agony keystone applies a percentage of modifiers to critical strike multiplier to the damage multiplier for ailments from critical strikes.[5]

Duration

The base duration of bleed is 5 seconds.[6] This means that by default and before reductions (see above), an attack that causes bleed will deal an additional 350% (70% for 5 seconds) over its full duration to a target that isn't moving. If the target is moving for the full duration, this increases to 1050% (350% * 3). If Crimson Dance is allocated, this additional damage decreases to 175% (350% * 0.5) per stack, regardless of whether the target is moving or not.

Separate applications of bleed do not stack cumulatively (unless Crimson Dance is allocated, then it stacks up to 8 times). Each bleed effect remains present on the target until it runs its course, but only the one with the highest damage per second will cause damage at any given moment.[7] For example, assume an enemy is inflicted with bleed for 100 damage per second, then after 2 seconds it is inflicted with bleed for 50 damage per second. The outcome will be 500 damage over 5 seconds followed by 100 damage over 2 seconds.

Modifiers

Damage modifiers

As a damage over time effect, bleed's damage can be affected positively or negatively by some damage modifiers.

The following modifiers will directly affect the damage of bleed:

  • Damage
  • Physical Damage (including physical damage over time multiplier)
  • Damage over Time
  • Bleeding Damage

Trap, mine, minion or totem damage modifiers will also affect the damage of bleed if it is applied by a trap, a mine, a minion or a totem respectively.

Also, bleed is non-elemental ailment, so Damage from Ailments modifier will also affect the damage of bleed.

Flat Physical Attack Damage modifiers, being count in base attack damage, also affects bleed damage.

Other modifiers of increased/reduced/more/less type affecting hits (attack, melee, ranged, projectile, etc), as well as any damage modifier specific to the skill, do not apply to bleed.

Defensive modifiers

Damage from bleed cannot be affected by mechanics affecting physical damage from hits, such as Armour or Fortify.

To affect incoming damage from bleed, one need to use global (hits and ailments) or ailment damage reduction modifiers.

Also incoming damage from bleed can be affected by affecting attacker's base physical attack damage, with for example Module Error: No results found for item using search term "item_name = Lori's Lantern".

Duration modifiers

Bleed's duration can be affected by following modifiers:

  • Ailment duration
  • Bleeding duration
  • Bleed from PuncturePunctureAttack, Projectile, Duration, Melee, Strike, Physical, Bow
    Level: (1-20)
    Cost: 6 Mana
    Attack Speed: 70% of base
    Attack Damage: (134-164)% of base
    Effectiveness of Added Damage: (135-165)%
    Requires Level 4Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.Base duration is 8.00 seconds
    (3-75) to (4-113) Added Attack Physical Damage
    (30-49)% more Damage with Bleeding
    Causes Bleeding

    Additional Effects From 1-20% Quality:
    +(1-20)% more Damage with Bleeding
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    is also affected by Debuff duration

Removal and immunity

  • a flask with the of Staunchingof Staunching
    Suffix
    Grants Immunity to Bleeding for 4 seconds if used while Bleeding
    Grants Immunity to Corrupted Blood for 4 seconds if used while affected by Corrupted Blood
    suffix removes bleeding when used and grants immunity to it while active
  • Death's DoorDeath's Door
    Crusader Boots
    Armour: (363-417)
    Energy Shield: (75-84)
    Requires Level 64, 62 Str, 62 Int+(20-40) to Strength
    200% increased Armour and Energy Shield
    +(10-15)% to all Elemental Resistances
    25% increased Movement Speed
    +1 to Maximum Endurance Charges
    50% increased Elemental Ailment Duration on you
    Bleeding cannot be inflicted on you
    To extend your life as long as possible
    is to extend all the maladies that come with it.
    and Craiceann's CarapaceCraiceann's Carapace
    Golden Plate
    Armour: (1677-2250)
    Movement Speed: -5%
    Requires Level 64, 152 StrGrants Level 20 Aspect of the Crab Skill
    (200-250)% increased Armour
    +(100-120) to maximum Life
    +(25-30)% to Fire and Cold Resistances
    Bleeding cannot be inflicted on you
    +5 to Maximum number of Crab Barriers
    The First of the Deep was the First of All. It was He who conquered the waves,
    who stood guard as land rose from sea.
    grant immunity to bleeding
  • Armour and Evasion Mastery can grant immune to bleeding if equipped helmet has higher armour than evasion rating
  • the skill Steelskin removes bleeding when used and grants immunity to it while active
  • Adamant passive removes bleeding when using a guard skill
  • Slayer's passive Endless Hunger grants unaffected by bleeding while leeching
  • The Watcher's Eye can roll a modifier that grants unaffected by bleeding while affected by Malevolence
  • Module Error: No results found for item using search term "item_name = Kahuturoa's Certainty" grants unaffected by damaging ailments
  • Rings with an itemlevel of 60 and above can gain the implicit Bleeding cannot be inflicted on you when corrupted.

Other

  • Enemies affected by Ensnaring ArrowEnsnaring ArrowAttack, Projectile, AoE, Bow
    Level: (1-20)
    Cost: (8-10) Mana
    Attack Damage: (140-175)% of base
    Effectiveness of Added Damage: (140-175)%
    Requires Level 16Fires an arrow that remains in the ground behind its final target, tethering that enemy to it. Ensnared enemies always count as moving, and have less movement speed while trying to break the snare. The snare will break if they leave the area of effect.Ensnared Enemies take (15-20)% increased Projectile Damage from Attack Hits
    Each Snare applies 40% less Movement Speed to Normal or Magic Enemies
    Each Snare applies 30% less Movement Speed to Rare Enemies
    Each Snare applies 25% less Movement Speed to Unique Enemies
    Maximum 3 Snares per Enemy

    Additional Effects From 1-20% Quality:
    (1-20)% increased Debuff Effect
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    count as moving.
  • The Bloodlust SupportBloodlust SupportAttack, Physical, Support, Melee
    Icon: L
    Level: (1-20)
    Cost & Reservation Multiplier: 140%
    Requires Level 18Supports melee attack skills, causing them to deal more damage against bleeding enemies, but preventing those skills from inflicting bleeding on enemies in any way.Supported Skills deal (25-39)% more Melee Physical Damage against Bleeding enemies
    Supported Attacks cannot cause Bleeding

    Additional Effects From 1-20% Quality:
    Supported Skills deal (0.5-10)% increased Melee Damage against Bleeding Enemies
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
    support increases melee damage against bleeding enemies, but prevents the skill itself from causing bleeding.
  • The BloodgripBloodgrip
    Marble Amulet
    Requires Level 74Regenerate (1.2-1.6)% of Life per secondAdds 10 to 20 Physical Damage to Attacks
    +(60-70) to maximum Life
    Regenerate (16-24) Life per second
    100% increased Life Recovery from Flasks
    Moving while Bleeding doesn't cause you to take extra Damage
    Combat is simple.
    Keep your blood in.
    Take theirs out.
    unique amulet and the Module Error: No results found for item using search term "item_name = The Infinite Pursuit" unique boots prevent the extra bleed damage taken by movement.

Skill gems

Related base stats

The following skill gems have stats related to bleed:

GemRequired levelGem has strength requirementGem has dexterity requirementGem has intelligence requirement
Blade Trap of LacerationBlade Trap of LacerationTrap, Attack, AoE, Physical
Level: (1-20)
Cost: (8-20) Mana
Attack Damage: (140-180)% of base
Effectiveness of Added Damage: (140-180)%
Requires Level 12Throws a trap which, once triggered, swings two copies of your equipped Dagger, Claw or One Handed Sword around it in a circle, each damaging enemies it spins through.Trap lasts 4 seconds
Rotates 1 time
Base radius is (1.6-2.2) metres
(40-59)% more Damage with Bleeding
25% chance to cause Bleeding

Additional Effects From 1-20% Quality:
+(1-20)% more Damage with Bleeding
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
12N/AyesN/A
Double StrikeDouble StrikeAttack, Melee, Strike, Physical
Level: (1-20)
Cost: 5 Mana
Attack Speed: 80% of base
Attack Damage: (91-140)% of base
Effectiveness of Added Damage: (91-140)%
Performs two fast strikes with a melee weapon.25% chance to cause Bleeding
Adds (3-113) to (5-169) Physical Damage against Bleeding Enemies

Additional Effects From 1-20% Quality:
(1-20)% chance to deal Double Damage to Bleeding Enemies
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
1N/AyesN/A
LacerateLacerateAttack, AoE, Physical, Melee
Level: (1-20)
Cost: 8 Mana
Attack Speed: 60% of base
Attack Damage: (100-154)% of base
Effectiveness of Added Damage: (100-154)%
AoE Radius: 38
Requires Level 12Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. The slashes will have a chance to inflict bleeding in Blood Stance, or have a wider angle in Sand Stance. Can be used with Axes and Swords. You are in Blood Stance by default.(5-75) to (8-113) Added Attack Physical Damage
+(0-0.9) metres to radius
(50-88)% more Damage with Bleeding while in Blood Stance
25% chance to cause Bleeding while in Blood Stance
50% increased angle while in Sand Stance

Additional Effects From 1-20% Quality:
(1-20)% increased Attack Speed if you've changed Stance Recently
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
12yesyesN/A
PuncturePunctureAttack, Projectile, Duration, Melee, Strike, Physical, Bow
Level: (1-20)
Cost: 6 Mana
Attack Speed: 70% of base
Attack Damage: (134-164)% of base
Effectiveness of Added Damage: (135-165)%
Requires Level 4Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.Base duration is 8.00 seconds
(3-75) to (4-113) Added Attack Physical Damage
(30-49)% more Damage with Bleeding
Causes Bleeding

Additional Effects From 1-20% Quality:
+(1-20)% more Damage with Bleeding
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
4N/Ayesyes
Vaal Double StrikeVaal Double StrikeAttack, Melee, Strike, Duration, Vaal, Physical
Level: (1-20)
Souls Per Use: 30
Can Store 2 Use(s)
Soul Gain Prevention: 8 sec
Attack Damage: (28-41)% of base
Effectiveness of Added Damage: (28-41)%
Performs two fast strikes with a melee weapon, each of which summons a double of you for a duration to continuously attack monsters in this fashion.Base duration is 6.00 seconds
Modifiers to Skill Effect Duration also apply to this Skill's Soul Gain Prevention
Doubles have (0-57)% increased Movement Speed
Can't be Evaded
25% chance to cause Bleeding
Adds (3-113) to (5-169) Physical Damage against Bleeding Enemies
Maximum 8 Summoned Doubles

Additional Effects From 1-20% Quality:
(1-20)% chance to deal Double Damage to Bleeding Enemies
CorruptedPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.
1N/AyesN/A
Summon ReaperSummon ReaperPhysical, Minion, Spell
Level: (1-20)
Cost: (15-28) Mana
Cooldown Time: 4.00 sec
Can Store 1 Use(s)
Cast Time: 0.60 sec
Requires Level 28Summons a powerful Reaper which uses a variety of slashing area attacks. The Reaper's presence weakens your other minions, and it will consume them to temporarily empower and heal itself. Using this skill while the Reaper is already summoned causes it to dash to the targeted location and perform a powerful attack.Maximum 1 Summoned Reaper
Minion's Attacks have 50% chance to inflict Bleeding
Minion deals (30-87)% more Damage with Bleeding
Reaper causes your Non-Reaper Minions to deal (20-29)% less Damage
Reaper causes your Non-Reaper Minions to have (20-29)% less Maximum Life

Additional Effects From 1-20% Quality:
Minion's Attacks have (1-20)% chance to inflict Bleeding
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
28N/AN/Ayes
BladestormBladestormAttack, AoE, Duration, Melee
Level: (1-20)
Cost: 8 Mana
Attack Speed: 70% of base
Attack Damage: (105-150)% of base
Effectiveness of Added Damage: (105-150)%
Requires Level 28Perform a spinning attack, damaging enemies around you and creating a bladestorm matching your stance. The bladestorm repeatedly damages enemies, based on your weapon damage and attack time, for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies. Requires a Sword or Axe. You are in Blood Stance by default.Base duration is 3.00 seconds
(70-108)% more Damage with Bleeding while in Blood Stance
(10-12)% more Attack Speed while you're in a Blood Bladestorm
Maximum of 3 Bladestorms at a time
Sand Bladestorms grant (30-38)% increased Movement Speed to you
Bladestorm deals 50% less Damage with Hits and Ailments

Additional Effects From 1-20% Quality:
+(0.05-1) to Maximum number of Bladestorms at a time
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
28yesyesN/A
Bladestorm of UncertaintyBladestorm of UncertaintyAttack, AoE, Duration, Melee
Level: (1-20)
Cost: 8 Mana
Attack Speed: 70% of base
Attack Damage: (125-180)% of base
Effectiveness of Added Damage: (125-180)%
Requires Level 28Perform a spinning attack, damaging enemies around you and creating a random bladestorm. The bladestorm repeatedly damages enemies, based on your weapon damage and attack time, for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies. Requires a Sword or Axe.Base duration is 3.00 seconds
(50-88)% more Damage with Bleeding
(10-12)% more Attack Speed while you're in a Blood Bladestorm
Maximum of 3 Bladestorms at a time
Sand Bladestorms grant (30-38)% increased Movement Speed to you
Bladestorm deals 50% less Damage with Hits and Ailments

Additional Effects From 1-20% Quality:
+(0.05-1) to Maximum number of Bladestorms at a time
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
28yesyesN/A
SteelskinSteelskinSpell, Duration, Guard
Level: (1-20)
Cost: (4-16) Mana
Cooldown Time: 3.00 sec
Can Store 1 Use(s)
Cast Time: Instant
Requires Level 4Applies a buff which can take some of the damage from hits for you before being depleted. Shares a cooldown with other Guard skills.Base duration is 1.50 seconds
This Skill's Cooldown does not recover during its effect
Buff grants Immunity to Bleeding
70% of Damage from Hits is taken from the Buff before Life or Energy Shield
Buff can take (54-2209) Damage

Additional Effects From 1-20% Quality:
(0.5-10)% increased Cooldown Recovery Rate
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
4yesN/AN/A
VulnerabilityVulnerabilitySpell, AoE, Duration, Curse, Physical, Hex
Level: (1-20)
Cost: (16-33) Mana
Cast Time: 0.50 sec
AoE Radius: 22
Requires Level 24Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding.Base duration is (8.00-11.80) seconds
+(0-1) metre to radius
Cursed enemies take (15-30)% increased Physical Damage
Attacks Hits against Cursed Enemies have 25% chance to inflict Bleeding

Additional Effects From 1-20% Quality:
(1-20)% increased Duration of Bleeding on Cursed Enemies
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
24yesN/Ayes

Related quality stats

The following skill gems have stats from quality related to bleed:

GemRequired levelGem has strength requirementGem has dexterity requirementGem has intelligence requirement
Blade Trap of LacerationBlade Trap of LacerationTrap, Attack, AoE, Physical
Level: (1-20)
Cost: (8-20) Mana
Attack Damage: (140-180)% of base
Effectiveness of Added Damage: (140-180)%
Requires Level 12Throws a trap which, once triggered, swings two copies of your equipped Dagger, Claw or One Handed Sword around it in a circle, each damaging enemies it spins through.Trap lasts 4 seconds
Rotates 1 time
Base radius is (1.6-2.2) metres
(40-59)% more Damage with Bleeding
25% chance to cause Bleeding

Additional Effects From 1-20% Quality:
+(1-20)% more Damage with Bleeding
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
12N/AyesN/A
Double StrikeDouble StrikeAttack, Melee, Strike, Physical
Level: (1-20)
Cost: 5 Mana
Attack Speed: 80% of base
Attack Damage: (91-140)% of base
Effectiveness of Added Damage: (91-140)%
Performs two fast strikes with a melee weapon.25% chance to cause Bleeding
Adds (3-113) to (5-169) Physical Damage against Bleeding Enemies

Additional Effects From 1-20% Quality:
(1-20)% chance to deal Double Damage to Bleeding Enemies
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
1N/AyesN/A
PuncturePunctureAttack, Projectile, Duration, Melee, Strike, Physical, Bow
Level: (1-20)
Cost: 6 Mana
Attack Speed: 70% of base
Attack Damage: (134-164)% of base
Effectiveness of Added Damage: (135-165)%
Requires Level 4Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.Base duration is 8.00 seconds
(3-75) to (4-113) Added Attack Physical Damage
(30-49)% more Damage with Bleeding
Causes Bleeding

Additional Effects From 1-20% Quality:
+(1-20)% more Damage with Bleeding
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
4N/Ayesyes
Vaal Double StrikeVaal Double StrikeAttack, Melee, Strike, Duration, Vaal, Physical
Level: (1-20)
Souls Per Use: 30
Can Store 2 Use(s)
Soul Gain Prevention: 8 sec
Attack Damage: (28-41)% of base
Effectiveness of Added Damage: (28-41)%
Performs two fast strikes with a melee weapon, each of which summons a double of you for a duration to continuously attack monsters in this fashion.Base duration is 6.00 seconds
Modifiers to Skill Effect Duration also apply to this Skill's Soul Gain Prevention
Doubles have (0-57)% increased Movement Speed
Can't be Evaded
25% chance to cause Bleeding
Adds (3-113) to (5-169) Physical Damage against Bleeding Enemies
Maximum 8 Summoned Doubles

Additional Effects From 1-20% Quality:
(1-20)% chance to deal Double Damage to Bleeding Enemies
CorruptedPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.
1N/AyesN/A
Summon ReaperSummon ReaperPhysical, Minion, Spell
Level: (1-20)
Cost: (15-28) Mana
Cooldown Time: 4.00 sec
Can Store 1 Use(s)
Cast Time: 0.60 sec
Requires Level 28Summons a powerful Reaper which uses a variety of slashing area attacks. The Reaper's presence weakens your other minions, and it will consume them to temporarily empower and heal itself. Using this skill while the Reaper is already summoned causes it to dash to the targeted location and perform a powerful attack.Maximum 1 Summoned Reaper
Minion's Attacks have 50% chance to inflict Bleeding
Minion deals (30-87)% more Damage with Bleeding
Reaper causes your Non-Reaper Minions to deal (20-29)% less Damage
Reaper causes your Non-Reaper Minions to have (20-29)% less Maximum Life

Additional Effects From 1-20% Quality:
Minion's Attacks have (1-20)% chance to inflict Bleeding
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
28N/AN/Ayes
VulnerabilityVulnerabilitySpell, AoE, Duration, Curse, Physical, Hex
Level: (1-20)
Cost: (16-33) Mana
Cast Time: 0.50 sec
AoE Radius: 22
Requires Level 24Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding.Base duration is (8.00-11.80) seconds
+(0-1) metre to radius
Cursed enemies take (15-30)% increased Physical Damage
Attacks Hits against Cursed Enemies have 25% chance to inflict Bleeding

Additional Effects From 1-20% Quality:
(1-20)% increased Duration of Bleeding on Cursed Enemies
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
24yesN/Ayes

Support gems

Related base stats

The following support gems have stats related to bleed:

GemRequired levelGem has strength requirementGem has dexterity requirementGem has intelligence requirement
Awakened Melee Physical Damage SupportAwakened Melee Physical Damage SupportMelee, Physical, Support, Attack
Icon: M
Level: (1-5)
Cost & Reservation Multiplier: 130%
Requires Level 72Supports melee attack skills.Supported Skills deal (50-54)% more Melee Physical Damage
Supported Skills deal (50-54)% more Damage with Bleeding and Poison caused by Melee Hits
Supported Skills have (0-10)% chance to Intimidate Enemies for 4 seconds on Hit
Supported Skills have 10% less Attack Speed

Additional Effects From 1-20% Quality:
Supported Skills deal (0.5-10)% increased Melee Physical Damage
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
72yesN/AN/A
Bloodlust SupportBloodlust SupportAttack, Physical, Support, Melee
Icon: L
Level: (1-20)
Cost & Reservation Multiplier: 140%
Requires Level 18Supports melee attack skills, causing them to deal more damage against bleeding enemies, but preventing those skills from inflicting bleeding on enemies in any way.Supported Skills deal (25-39)% more Melee Physical Damage against Bleeding enemies
Supported Attacks cannot cause Bleeding

Additional Effects From 1-20% Quality:
Supported Skills deal (0.5-10)% increased Melee Damage against Bleeding Enemies
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
18yesN/AN/A
Chance to Bleed SupportChance to Bleed SupportAttack, Physical, Support
Icon: E
Level: (1-20)
Cost & Reservation Multiplier: 120%
Supports attack skills. Cannot support skills that create minions.Supported Attacks deal (1-44) to (2-66) added Physical Damage with Weapons
Supported Attacks have 25% chance to cause Bleeding
Supported Attacks deal (0-19)% more Damage with Bleeding

Additional Effects From 1-20% Quality:
Supported Attacks deal (0.5-10)% increased Damage with Bleeding
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
1yesN/AN/A
Melee Physical Damage SupportMelee Physical Damage SupportMelee, Physical, Support, Attack
Icon: M
Level: (1-20)
Cost & Reservation Multiplier: 130%
Requires Level 18Supports melee attack skills.Supported Skills deal (30-49)% more Melee Physical Damage
Supported Skills deal (30-49)% more Damage with Bleeding and Poison caused by Melee Hits
Supported Skills have 10% less Attack Speed

Additional Effects From 1-20% Quality:
Supported Skills deal (0.5-10)% increased Melee Physical Damage
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
18yesN/AN/A

Related quality stats

The following support gems have stats from quality related to bleed:

GemRequired levelGem has strength requirementGem has dexterity requirementGem has intelligence requirement
Bloodlust SupportBloodlust SupportAttack, Physical, Support, Melee
Icon: L
Level: (1-20)
Cost & Reservation Multiplier: 140%
Requires Level 18Supports melee attack skills, causing them to deal more damage against bleeding enemies, but preventing those skills from inflicting bleeding on enemies in any way.Supported Skills deal (25-39)% more Melee Physical Damage against Bleeding enemies
Supported Attacks cannot cause Bleeding

Additional Effects From 1-20% Quality:
Supported Skills deal (0.5-10)% increased Melee Damage against Bleeding Enemies
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
18yesN/AN/A
Chance to Bleed SupportChance to Bleed SupportAttack, Physical, Support
Icon: E
Level: (1-20)
Cost & Reservation Multiplier: 120%
Supports attack skills. Cannot support skills that create minions.Supported Attacks deal (1-44) to (2-66) added Physical Damage with Weapons
Supported Attacks have 25% chance to cause Bleeding
Supported Attacks deal (0-19)% more Damage with Bleeding

Additional Effects From 1-20% Quality:
Supported Attacks deal (0.5-10)% increased Damage with Bleeding
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
1yesN/AN/A

Related items

Base items

The table below shows base items that have the modifier 15-20% chance to cause Bleeding on Hit.

ItemRequired levelStats
SmallswordSmallswordOne Handed Sword
Physical Damage: 19-40
Critical Strike Chance: 6.00%
Attacks per Second: 1.55
Weapon Range: 1.4 metres
Requires Level 36, 124 Dex15% chance to cause Bleeding on Hit
3615% chance to cause Bleeding on Hit
Courtesan SwordCourtesan SwordOne Handed Sword
Physical Damage: 29-60
Critical Strike Chance: 6.00%
Attacks per Second: 1.55
Weapon Range: 1.4 metres
Requires Level 57, 190 Dex15% chance to cause Bleeding on Hit
5715% chance to cause Bleeding on Hit
Sundering AxeSundering AxeTwo Handed Axe
Physical Damage: 74-155
Critical Strike Chance: 5.00%
Attacks per Second: 1.30
Weapon Range: 1.3 metres
Requires Level 60, 149 Str, 76 Dex+20% to Damage over Time Multiplier for Bleeding
60+20% to Damage over Time Multiplier for Bleeding
Dragoon SwordDragoon SwordOne Handed Sword
Physical Damage: 32-66
Critical Strike Chance: 6.00%
Attacks per Second: 1.50
Weapon Range: 1.4 metres
Requires Level 72, 220 Dex20% chance to cause Bleeding on Hit
7220% chance to cause Bleeding on Hit

Unique items

ItemRequired levelStats
GoredrillGoredrill
Skinning Knife
Dagger
Physical Damage: (7.5-10.2) to (30-37.4)
Critical Strike Chance: 7.80%
Attacks per Second: 1.45
Weapon Range: 1.0 metres
Requires Level 5, 16 Dex30% increased Global Critical Strike Chance+(10-15) to Dexterity
(50-70)% increased Physical Damage
Adds (1-2) to (3-5) Physical Damage
30% increased Critical Strike Chance
40% increased Attack Damage against Bleeding Enemies
50% chance to cause Bleeding on Critical Strike
A tap on the shoulder
A peck on the cheek
A sip of your wine
So red and so sleek
530% increased Global Critical Strike Chance+(10-15) to Dexterity
(50-70)% increased Physical Damage
Adds (1-2) to (3-5) Physical Damage
30% increased Critical Strike Chance
40% increased Attack Damage against Bleeding Enemies
50% chance to cause Bleeding on Critical Strike
BloodplayBloodplay
Stiletto
Dagger
Physical Damage: (12-18.2) to (43.2-56)
Critical Strike Chance: 6.10%
Attacks per Second: 1.65
Weapon Range: 1.0 metres
Requires Level 15, 30 Dex, 30 Int30% increased Global Critical Strike Chance+20 to Dexterity
(20-40)% increased Physical Damage
Adds (3-6) to (9-13) Physical Damage
10% increased Attack Speed
30% chance to cause Bleeding on Hit
Extra gore
"I'm a painter, and crimson is my chosen hue."
- Coralito, Brotherhood of Silence
1530% increased Global Critical Strike Chance+20 to Dexterity
(20-40)% increased Physical Damage
Adds (3-6) to (9-13) Physical Damage
10% increased Attack Speed
30% chance to cause Bleeding on Hit
Extra gore
Flesh-EaterFlesh-Eater
Dream Mace
One Handed Mace
Physical Damage: (49.6-55.8) to (92.8-104.4)
Critical Strike Chance: 5.00%
Attacks per Second: 1.54
Weapon Range: 1.1 metres
Requires Level 32, 107 Str10% reduced Enemy Stun Threshold(60-80)% increased Physical Damage
Adds 10 to 15 Physical Damage
10% increased Attack Speed
1% of Physical Attack Damage Leeched as Life
3% of Attack Damage Leeched as Life against Bleeding Enemies
30% chance to cause Bleeding on Hit
I suffer, I long, with thirst to slake.
Though countless corpses lie in wake.
3210% reduced Enemy Stun Threshold(60-80)% increased Physical Damage
Adds 10 to 15 Physical Damage
10% increased Attack Speed
1% of Physical Attack Damage Leeched as Life
3% of Attack Damage Leeched as Life against Bleeding Enemies
30% chance to cause Bleeding on Hit
Farrul's PounceFarrul's Pounce
Hydrascale Gauntlets
Armour: (212-292)
Evasion: (212-292)
Requires Level 59, 45 Str, 45 Dex(100-140)% increased Armour and Evasion
+(50-70) to maximum Life
+(400-500) to Accuracy Rating
Attacks always inflict Bleeding while you have Cat's Stealth
(40-50)% increased Damage with Hits and Ailments against Bleeding Enemies
You have Crimson Dance while you have Cat's Stealth
A hungry beast wastes no energy.
Every strike, no matter how small, must work towards victory.
The First of the Plains teaches us that the largest prey can still be whittled away.
59(100-140)% increased Armour and Evasion
+(50-70) to maximum Life
+(400-500) to Accuracy Rating
Attacks always inflict Bleeding while you have Cat's Stealth
(40-50)% increased Damage with Hits and Ailments against Bleeding Enemies
You have Crimson Dance while you have Cat's Stealth
Apep's SupremacyApep's Supremacy
Vaal Spirit Shield
Chance to Block: 24%
Energy Shield: (186-214)
Movement Speed: -3%
Requires Level 62, 159 Int(5-10)% increased Spell DamageAdds (50-55) to (72-80) Chaos Damage
+(130-150) to maximum Energy Shield
(30-50)% faster start of Energy Shield Recharge
You take Chaos Damage instead of Physical Damage from Bleeding
+25% chance to be Poisoned
+3% to all maximum Resistances while Poisoned
Poisons on you expire 50% slower
Give him your body, and your burdens will follow.
62(5-10)% increased Spell DamageAdds (50-55) to (72-80) Chaos Damage
+(130-150) to maximum Energy Shield
(30-50)% faster start of Energy Shield Recharge
You take Chaos Damage instead of Physical Damage from Bleeding
+25% chance to be Poisoned
+3% to all maximum Resistances while Poisoned
Poisons on you expire 50% slower
Atziri's DisfavourAtziri's Disfavour
Vaal Axe
Two Handed Axe
Physical Damage: (414-434) to (544-564)
Critical Strike Chance: 5.00%
Attacks per Second: (1.29-1.33)
Weapon Range: 2.3 metres
Requires Level 64, 158 Str, 76 Dex25% chance to Maim on Hit+30% to Quality of Socketed Support Gems
Adds (310-330) to (370-390) Physical Damage
(12-16)% increased Attack Speed
25% chance to cause Bleeding on Hit
+1 metres to Weapon Range
"I do not believe in disguising my disappointment."
- Atziri, Queen of the Vaal
6425% chance to Maim on Hit+30% to Quality of Socketed Support Gems
Adds (310-330) to (370-390) Physical Damage
(12-16)% increased Attack Speed
25% chance to cause Bleeding on Hit
+1 metres to Weapon Range
Craiceann's CarapaceCraiceann's Carapace
Golden Plate
Armour: (1677-2250)
Movement Speed: -5%
Requires Level 64, 152 StrGrants Level 20 Aspect of the Crab Skill
(200-250)% increased Armour
+(100-120) to maximum Life
+(25-30)% to Fire and Cold Resistances
Bleeding cannot be inflicted on you
+5 to Maximum number of Crab Barriers
The First of the Deep was the First of All. It was He who conquered the waves,
who stood guard as land rose from sea.
64Grants Level 20 Aspect of the Crab Skill
(200-250)% increased Armour
+(100-120) to maximum Life
+(25-30)% to Fire and Cold Resistances
Bleeding cannot be inflicted on you
+5 to Maximum number of Crab Barriers
Death's DoorDeath's Door
Crusader Boots
Armour: (363-417)
Energy Shield: (75-84)
Requires Level 64, 62 Str, 62 Int+(20-40) to Strength
200% increased Armour and Energy Shield
+(10-15)% to all Elemental Resistances
25% increased Movement Speed
+1 to Maximum Endurance Charges
50% increased Elemental Ailment Duration on you
Bleeding cannot be inflicted on you
To extend your life as long as possible
is to extend all the maladies that come with it.
64+(20-40) to Strength
200% increased Armour and Energy Shield
+(10-15)% to all Elemental Resistances
25% increased Movement Speed
+1 to Maximum Endurance Charges
50% increased Elemental Ailment Duration on you
Bleeding cannot be inflicted on you
Cane of KulemakCane of Kulemak
Serpentine Staff
Warstaff
Physical Damage: 56-117
Critical Strike Chance: 6.30%
Attacks per Second: 1.25
Weapon Range: 1.3 metres
Requires Level 68, 85 Str, 85 Int+20% Chance to Block Attack Damage while wielding a Staff(60-90)% increased Unveiled Modifier magnitudes
Veiled Prefix
Veiled Suffix
<Veiled Prefix or Veiled Suffix>
<veiled mod pool>
Stolen power is still power.Take this item to Jun Ortoi to have her Unveil it.
68+20% Chance to Block Attack Damage while wielding a Staff(60-90)% increased Unveiled Modifier magnitudes
Veiled Prefix
Veiled Suffix
<Veiled Prefix or Veiled Suffix>
<veiled mod pool>
(27-30)% increased Attack Speed while a Rare or Unique Enemy is Nearby
(26-31)% increased Cast Speed
15% chance to gain Arcane Surge when you Kill an Enemy
(36-40)% chance to deal Double Damage while Focused
(90-99)% increased Chaos Damage
Chaos Skills have (26-30)% increased Skill Effect Duration
+(44-48)% to Chaos Damage over Time Multiplier
Attacks with this Weapon Penetrate (14-16)% Chaos Resistance
(100-109)% increased Cold Damage
(35-40)% chance to Freeze
+(44-48)% to Cold Damage over Time Multiplier
+(54-60)% Critical Strike Multiplier while a Rare or Unique Enemy is Nearby
(7-8)% increased Damage per Endurance Charge
(7-8)% increased Damage per Frenzy Charge
(7-8)% increased Damage per Power Charge
(12-14)% chance to deal Double Damage
Attacks with this Weapon Penetrate (14-16)% Elemental Resistances
(100-109)% increased Fire Damage
(35-40)% chance to Ignite
+(44-48)% to Fire Damage over Time Multiplier
(100-109)% increased Lightning Damage
(35-40)% chance to Shock
+(311-350) to Accuracy Rating
+(25-28) to Strength and Dexterity
(18-22)% increased Attack Speed
15% chance to Trigger Level 1 Blood Rage when you Kill an Enemy
(18-22)% increased Attack Speed
+(25-28) to Dexterity and Intelligence
(28-32)% increased Critical Strike Chance
+(25-28) to Strength and Intelligence
(120-139)% increased Physical Damage
(21-25)% chance to cause Bleeding on Hit
(120-139)% increased Physical Damage
(21-25)% chance to Blind Enemies on hit
(120-139)% increased Physical Damage
(21-25)% chance to Impale Enemies on Hit with Attacks
(120-139)% increased Physical Damage
(21-25)% chance to Poison on Hit
+2 to Level of Socketed Support Gems
+(5-8)% to Quality of Socketed Support Gems
Minions have (34-38)% increased Attack Speed
Minions have (34-38)% increased Cast Speed
Minions deal (50-59)% increased Damage
Minions have (50-59)% increased maximum Life
+(44-48)% to Physical Damage over Time Multiplier
(100-109)% increased Spell Damage
(36-40)% increased Mana Regeneration Rate
(90-99)% increased Spell Damage
Gain (9-10)% of Non-Chaos Damage as extra Chaos Damage
Trigger a Socketed Spell on Using a Skill, with a 4 second Cooldown
Spells Triggered this way have 150% more Cost
Farrul's ChaseFarrul's Chase
Slink Boots
Evasion: (516-707)Requires Level 69, 120 DexTrigger Level 20 Intimidating Cry when you lose Cat's Stealth
(110-150)% increased Evasion Rating
+(50-70) to maximum Life
20% increased Movement Speed
(40-50)% chance to Avoid Bleeding
20% increased Movement Speed while you have Cat's Stealth
A secret is a weapon your enemies do not have.
When the First of the Plains hunted, she moved in silence and acted quickly.
To do otherwise is to arm your foes.
69Trigger Level 20 Intimidating Cry when you lose Cat's Stealth
(110-150)% increased Evasion Rating
+(50-70) to maximum Life
20% increased Movement Speed
(40-50)% chance to Avoid Bleeding
20% increased Movement Speed while you have Cat's Stealth
BloodgripBloodgrip
Marble Amulet
Requires Level 74Regenerate (1.2-1.6)% of Life per secondAdds 10 to 20 Physical Damage to Attacks
+(60-70) to maximum Life
Regenerate (16-24) Life per second
100% increased Life Recovery from Flasks
Moving while Bleeding doesn't cause you to take extra Damage
Combat is simple.
Keep your blood in.
Take theirs out.
74Regenerate (1.2-1.6)% of Life per secondAdds 10 to 20 Physical Damage to Attacks
+(60-70) to maximum Life
Regenerate (16-24) Life per second
100% increased Life Recovery from Flasks
Moving while Bleeding doesn't cause you to take extra Damage

Related passives skills

Chance to bleed with attacks

NameStats
Bleed Chance
Attacks have 15% chance to cause Bleeding [1] [2] [3] [4]
Bleed Damage and Chance
15% increased Damage with Bleeding
Attacks have 10% chance to cause Bleeding [1]

Chance to bleed with bow attacks

No results found for the given query.

Bleed damage

NameStats
Bleed Damage and Chance
15% increased Damage with Bleeding
Attacks have 10% chance to cause Bleeding [1]

Bleed duration

NameStats
Ignite and Bleed Duration25% increased Ignite Duration on Enemies
25% increased Bleeding Duration [1] [2]

Masteries

The following Masteries are related to Bleeding:

Mastery Effects
Armour and Evasion Mastery
  • Immune to Poison if Equipped Helmet has higher Evasion Rating than Armour
    Immune to Bleeding if Equipped Helmet has higher Armour than Evasion Rating
Axe Mastery
  • Bleeding you inflict deals Damage 15% faster
Bleeding Mastery
  • Moving while Bleeding doesn't cause you to take extra Damage
  • 60% increased Damage with Bleeding inflicted on Poisoned Enemies
  • 60% increased Bleeding Duration
  • 80% increased Critical Strike Chance against Bleeding Enemies
  • +3% to Damage over Time Multiplier for Bleeding per Endurance Charge
Evasion Mastery
  • 30% chance to Avoid Bleeding
    30% chance to Avoid being Poisoned
    30% chance to Avoid being Impaled
Physical Mastery
  • +6% to Damage over Time Multiplier for Bleeding per Impale on Enemy
Poison Mastery
  • +12% to Damage over Time Multiplier for Poison you inflict on Bleeding Enemies


Cluster Jewel passive skills

The following Cluster Jewel passives are related to Bleeding:

NameStats
Compound Injury
35% increased Damage with Bleeding you inflict on Maimed Enemies [1]
Mender's Wellspring
25% increased Life Recovery from Flasks
Life Flasks gain 1 Charge every 3 seconds
Remove Bleeding when you use a Life Flask [1]
Readiness
30% increased Evasion Rating if you haven't been Hit Recently
30% chance to Avoid Bleeding
30% chance to Avoid being Impaled [1]
Rend
+5% to Physical Damage over Time Multiplier
20% increased Bleeding Duration [1]
Steady Torment
+6% to Damage over Time Multiplier for Bleeding you inflict on Poisoned Enemies
+6% to Damage over Time Multiplier for Poison you inflict on Bleeding Enemies
15% increased Bleeding Duration
15% increased Poison Duration [1]
Vivid Hues
20% increased Damage with Bleeding
2% of Attack Damage Leeched as Life against Bleeding Enemies
20% increased total Recovery per second from Life Leech [1]
Disorienting Wounds
25% increased Damage with Bleeding
25% chance to Blind with Hits against Bleeding Enemies [1]
Vicious Skewering
15% increased Effect of Impales inflicted by Hits that also inflict Bleeding
10% chance to Impale Enemies on Hit with Attacks
Attacks have 10% chance to cause Bleeding [1]
Kineticism
Attack Projectiles always inflict Bleeding and Maim, and Knock Back Enemies
Projectiles cannot Pierce, Fork or Chain [1]

Miscellaneous

NameStats
Bleed Avoidance
20% chance to Avoid Bleeding [1]
Bleed Damage Multiplier
+6% to Damage over Time Multiplier for Bleeding [1] [2]
Chaos Resistance and Avoidance
10% chance to Avoid being Poisoned
10% chance to Avoid Bleeding
+7% to Chaos Resistance [1]
Faster Bleeding
Bleeding you inflict deals Damage 5% faster [1]
Adamant
25% increased Armour
Remove Bleeding when you use a Guard Skill
Remove Corrupted Blood when you use a Guard Skill
Guard Skills have 25% increased Duration [1]
Bloodletting
40% increased Attack Damage against Bleeding Enemies
+15% to Damage over Time Multiplier for Bleeding [1]
Cauterisation
Ignited enemies cannot Ignite you
Bleeding enemies cannot inflict Bleeding on you [1]
Indomitable Army
Minions have +15% to all Elemental Resistances
Minions have 15% additional Physical Damage Reduction
Moving while Bleeding doesn't cause Minions to take extra Damage [1]
Savage Wounds
Bleeding you inflict deals Damage 15% faster [1]
Tolerance
30% chance to Avoid being Poisoned
30% chance to Avoid Bleeding
+19% to Chaos Resistance [1]

Ascendancy passives

Ascendancy
Class
NameStats
Ascendant
Pathfinder
Removes Bleeding when you use a Flask
10% increased Movement Speed during any Flask Effect
10% increased Attack Speed during any Flask Effect
Flasks gain 3 Charges every 3 seconds
25% chance for Flasks you use to not consume Charges [1]
Deadeye
Rupturing
Critical Strikes which inflict Bleeding also inflict Rupture [1]
Gladiator
Blood in the Eyes
25% chance to Blind with Hits against Bleeding Enemies
Attacks Maim on Hit against Bleeding Enemies
Enemies Maimed by you take 10% increased Physical Damage
Attacks have 50% chance to cause Bleeding [1]
Gladiator
Gratuitous Violence
Bleeding Enemies you Kill Explode, dealing 10% of
their Maximum Life as Physical Damage
20% more Physical Damage over Time [1]
Slayer
Endless Hunger
20% of Overkill Damage is Leeched as Life
You are Unaffected by Bleeding while Leeching
Cannot be Stunned while Leeching
20% increased Attack Speed while Leeching [1]

Tattoos

ItemEffect(s)
Tattoo of the Kitava RebelTattoo of the Kitava RebelStack Size: 10
Replaces a Small Strength Passive Skill
10% chance to Avoid BleedingRight click this item then left click a valid Passive Skill. Maximum 50 Tattoos.
10% chance to Avoid Bleeding
Tattoo of the Kitava ShamanTattoo of the Kitava ShamanStack Size: 10
Replaces a Small Strength Passive Skill
Attacks have 5% chance to cause BleedingRight click this item then left click a valid Passive Skill. Maximum 50 Tattoos.
Attacks have 5% chance to cause Bleeding

Related modifiers

Prefix

NameFor generated item/monster modifiers the minimum item/monster level respectively. Some generation types may not require this condition to be met, however item level restrictions may be raised to 80% of this value.StatsTagsSpawn Weighting
The Elder's68+(37-42)% to Damage over Time Multiplier for Bleeding from Hits with this Weaponbleed, influence_mod, physical, attack, ailmentbow_elder 500
2h_axe_elder 500
2h_mace_elder 500
2h_sword_elder 500
sword_elder 500
axe_elder 500
mace_elder 500
claw_elder 500
sceptre_elder 500
dagger_elder 500
rune_dagger_elder 500
wand_elder 500
staff_elder 500
warstaff_elder 500
The Elder's75+(43-50)% to Damage over Time Multiplier for Bleeding from Hits with this Weaponbleed, influence_mod, physical, attack, ailmentbow_elder 500
2h_axe_elder 500
2h_mace_elder 500
2h_sword_elder 500
sword_elder 500
axe_elder 500
mace_elder 500
claw_elder 500
sceptre_elder 500
dagger_elder 500
rune_dagger_elder 500
wand_elder 500
staff_elder 500
warstaff_elder 500
The Elder's83+(51-59)% to Damage over Time Multiplier for Bleeding from Hits with this Weaponbleed, influence_mod, physical, attack, ailmentbow_elder 500
2h_axe_elder 500
2h_mace_elder 500
2h_sword_elder 500
sword_elder 500
axe_elder 500
mace_elder 500
claw_elder 500
sceptre_elder 500
dagger_elder 500
rune_dagger_elder 500
wand_elder 500
staff_elder 500
warstaff_elder 500

Suffix

NameFor generated item/monster modifiers the minimum item/monster level respectively. Some generation types may not require this condition to be met, however item level restrictions may be raised to 80% of this value.StatsTagsSpawn Weighting
of the Hunt75(41-50)% chance to Avoid Bleeding
(41-50)% chance to Avoid being Poisoned
bleed, poison, physical, chaos, attack, ailmentboots_basilisk 1000
of the Conquest68(8-12)% increased Damage with Bleeding
(5-6)% increased Bleeding Duration
physical_damage, bleed, influence_mod, damage, physical, attack, ailmentring_adjudicator 500
of the Conquest75(13-17)% increased Damage with Bleeding
(7-8)% increased Bleeding Duration
physical_damage, bleed, influence_mod, damage, physical, attack, ailmentring_adjudicator 500
of the Conquest80(18-22)% increased Damage with Bleeding
(9-10)% increased Bleeding Duration
physical_damage, bleed, influence_mod, damage, physical, attack, ailmentring_adjudicator 500
of Bloodletting20(21-30)% increased Damage with Bleeding
Attacks have 20% chance to cause Bleeding
physical_damage, bleed, damage, physical, attack, ailmentbow 1500
sword 1500
axe 3000
mace 3000
of Haemophilia40(31-40)% increased Damage with Bleeding
Attacks have 25% chance to cause Bleeding
physical_damage, bleed, damage, physical, attack, ailmentbow 1500
sword 1500
axe 3000
mace 3000
of Exsanguination60(41-50)% increased Damage with Bleeding
Attacks have 30% chance to cause Bleeding
physical_damage, bleed, damage, physical, attack, ailmentbow 500
sword 500
axe 1000
mace 1000
of the Elder68(20-25)% increased Damage with Bleeding
Socketed Gems are Supported by Level 16 Chance To Bleed
support, physical_damage, bleed, influence_mod, damage, physical, attack, ailment, gemgloves_elder 800
of the Elder75(26-30)% increased Damage with Bleeding
Socketed Gems are Supported by Level 18 Chance To Bleed
support, physical_damage, bleed, influence_mod, damage, physical, attack, ailment, gemgloves_elder 800
of the Elder80(31-35)% increased Damage with Bleeding
Socketed Gems are Supported by Level 20 Chance To Bleed
support, physical_damage, bleed, influence_mod, damage, physical, attack, ailment, gemgloves_elder 800
of the Elder68Attacks have 10% chance to cause Bleeding
(15-25)% increased Damage with Bleeding
physical_damage, bleed, influence_mod, damage, physical, attack, ailmentquiver_elder 800
of the Conquest68Attacks have 10% chance to cause Bleeding
(15-25)% increased Damage with Bleeding
physical_damage, bleed, influence_mod, damage, physical, attack, ailmentquiver_adjudicator 500
of the Elder75Attacks have 15% chance to cause Bleeding
(26-30)% increased Damage with Bleeding
physical_damage, bleed, influence_mod, damage, physical, attack, ailmentquiver_elder 800
of the Conquest75Attacks have 15% chance to cause Bleeding
(26-30)% increased Damage with Bleeding
physical_damage, bleed, influence_mod, damage, physical, attack, ailmentquiver_adjudicator 500
of Haunting16Attacks have (15-25)% chance to cause Bleedingbleed, necropolis_exclusive_mod, physical, attack, ailmentnecropolis_gloves 500
of the Elder68Hits with this Weapon have Culling Strike against Bleeding Enemies
(30-49)% increased Physical Damage
physical_damage, influence_mod, damage, physical, attack2h_axe_elder 1000
axe_elder 1000
of Haunting38Bleeding you inflict deals Damage (12-20)% fasterphysical_damage, bleed, necropolis_exclusive_mod, damage, physical, attack, ailmentnecropolis_gloves 250
of the Hunt68Bleeding you inflict deals Damage (8-12)% fasterphysical_damage, bleed, damage, physical, attack, ailmentsword_basilisk 500
axe_basilisk 500
mace_basilisk 500
of the Hunt68Bleeding you inflict deals Damage (18-21)% fasterphysical_damage, bleed, damage, physical, attack, ailment2h_sword_basilisk 500
2h_axe_basilisk 500
2h_mace_basilisk 500
bow_basilisk 500
of the Hunt68Bleeding you inflict deals Damage (7-9)% fasterphysical_damage, bleed, damage, physical, attack, ailmentboots_basilisk 500
of the Hunt73Bleeding you inflict deals Damage (13-15)% fasterphysical_damage, bleed, damage, physical, attack, ailmentsword_basilisk 500
axe_basilisk 500
mace_basilisk 500
of the Hunt73Bleeding you inflict deals Damage (22-25)% fasterphysical_damage, bleed, damage, physical, attack, ailment2h_sword_basilisk 500
2h_axe_basilisk 500
2h_mace_basilisk 500
bow_basilisk 500
of the Hunt73Bleeding you inflict deals Damage (10-12)% fasterphysical_damage, bleed, damage, physical, attack, ailmentboots_basilisk 500
of the Elder68(5-10)% chance to gain an Endurance Charge when you Hit a Bleeding Enemyendurance_charge, influence_modaxe_elder 1000
of the Elder6810% chance to cause Bleeding on Hit
Socketed Gems are Supported by Level 18 Chance To Bleed
support, bleed, influence_mod, physical, attack, ailment, gemsword_elder 1000
axe_elder 1000
mace_elder 1000
claw_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
of the Elder7515% chance to cause Bleeding on Hit
Socketed Gems are Supported by Level 20 Chance To Bleed
support, bleed, influence_mod, physical, attack, ailment, gemsword_elder 1000
axe_elder 1000
mace_elder 1000
claw_elder 1000
dagger_elder 1000
rune_dagger_elder 1000
of Haunting34Moving while Bleeding doesn't cause you to take extra Damagebleed, necropolis_exclusive_mod, physical, attack, ailmentnecropolis_boots 250
of Haunting24(75-60)% reduced Bleed Duration on youbleed, necropolis_exclusive_mod, physical, ailmentnecropolis_boots 350
of the Elder68Removes Bleeding when you use a Warcrybleed, influence_mod, physical, attack, ailment2h_axe_elder 1000

Corrupted implicit mods

NameFor generated item/monster modifiers the minimum item/monster level respectively. Some generation types may not require this condition to be met, however item level restrictions may be raised to 80% of this value.StatsTagsSpawn Weighting
V2CannotGainBleedingCorrupted_60Bleeding cannot be inflicted on youbleed, physical, attack, ailmentring 500
V2ChanceToBleedOnHitAndIncreasedDamageToBleedingTargetsCorrupted_120% chance to cause Bleeding on Hit
(30-40)% increased Attack Damage against Bleeding Enemies
physical_damage, bleed, damage, physical, attack, ailmentaxe 1000

Jewel mods

NameGeneration TypeFor generated item/monster modifiers the minimum item/monster level respectively. Some generation types may not require this condition to be met, however item level restrictions may be raised to 80% of this value.StatsTagsSpawn Weighting
of BleedingSuffix1Attacks have (3-5)% chance to cause Bleeding
(12-16)% increased Bleeding Duration
bleed, physical, attack, ailmentnot_str 250
default 350
of HaemophiliaSuffix1(16-20)% increased Damage with Bleedingphysical_damage, bleed, damage, physical, attack, ailmentnot_str 250
default 500
of StemmingSuffix1(35-30)% reduced Bleed Duration on youbleed, physical, ailmentdefault 250
V2BleedDurationOnYouJewelCorruptedCorrupted1(25-20)% reduced Bleed Duration on youbleed, physical, ailmentjewel 1000

Abyss jewel mods

NameGeneration TypeFor generated item/monster modifiers the minimum item/monster level respectively. Some generation types may not require this condition to be met, however item level restrictions may be raised to 80% of this value.StatsTagsSpawn Weighting
of BloodlettingSuffix60Minions have (10-15)% chance to cause Bleeding with Attacksbleed, physical, minion, ailmentabyss_jewel_summoner 400
of StemmingSuffix50(31-40)% chance to Avoid Bleedingbleed, physical, attack, ailmentdefault 300
of the TourniquetSuffix70(41-50)% chance to Avoid Bleedingbleed, physical, attack, ailmentdefault 150
V2AvoidBleedAbyssalJewelCorrupted_Corrupted1(20-25)% chance to Avoid Bleedingbleed, physical, attack, ailmentdefault 1000

Delve drop-only mods

These mods can only be found at specific nodes in Delve Azurite Mine:

NameGeneration TypeFor generated item/monster modifiers the minimum item/monster level respectively. Some generation types may not require this condition to be met, however item level restrictions may be raised to 80% of this value.Stats
of the UndergroundSuffix60Attacks have 25% chance to cause Bleeding
(30-50)% increased Damage with Bleeding
of the UndergroundSuffix60Bleeding you inflict deals Damage (5-10)% faster

Map mod

NameFor generated item/monster modifiers the minimum item/monster level respectively. Some generation types may not require this condition to be met, however item level restrictions may be raised to 80% of this value.StatsTagsSpawn Weighting
Impervious110% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Monsters have a 20% chance to avoid Poison, Impale, and Bleeding
bleed, poison, physical, chaos, attack, ailmentuber_tier_map 0
low_tier_map 800
expedition_logbook 0
primordial_map 0
Impervious110% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Monsters have a 35% chance to avoid Poison, Impale, and Bleeding
bleed, poison, physical, chaos, attack, ailmentuber_tier_map 0
mid_tier_map 800
expedition_logbook 0
primordial_map 0
Impervious110% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Monsters have a 50% chance to avoid Poison, Impale, and Bleeding
bleed, poison, physical, chaos, attack, ailmentuber_tier_map 0
top_tier_map 800
maven_map 0
expedition_logbook 0
primordial_map 0
Impervious110% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Monsters have a 10% chance to avoid Poison, Impale, and Bleeding
bleed, poison, physical, chaos, attack, ailmentuber_tier_map 0
top_tier_map 0
expedition_logbook 800
Impervious110% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
Monsters have a 50% chance to avoid Poison, Impale, and Bleeding
bleed, poison, physical, chaos, attack, ailmentuber_tier_map 0
top_tier_map 0
maven_map 800
primordial_map 800
Impervious6810% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Monsters have a 20% chance to avoid Poison, Impale, and Bleeding
bleed, poison, physical, chaos, attack, ailmentuber_tier_map 0
top_tier_map 0
expedition_logbook 800
Impervious7310% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Monsters have a 35% chance to avoid Poison, Impale, and Bleeding
bleed, poison, physical, chaos, attack, ailmentuber_tier_map 0
top_tier_map 0
expedition_logbook 800
Impervious7810% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Monsters have a 50% chance to avoid Poison, Impale, and Bleeding
bleed, poison, physical, chaos, attack, ailmentuber_tier_map 0
top_tier_map 0
expedition_logbook 800

Legacy mods

The lists below displays Bleed related modifiers where all spawn weights have been set to zero.

NameDomainGeneration TypeFor generated item/monster modifiers the minimum item/monster level respectively. Some generation types may not require this condition to be met, however item level restrictions may be raised to 80% of this value.StatsSpawn Weighting
of the HuntItemSuffix68(21-25)% chance to Avoid Bleeding
(21-25)% chance to Avoid being Poisoned
boots_basilisk 0
of the HuntItemSuffix70(26-30)% chance to Avoid Bleeding
(26-30)% chance to Avoid being Poisoned
boots_basilisk 0
of the Elevated HuntItemSuffix85(61-70)% chance to Avoid Bleeding
(61-70)% chance to Avoid being Poisoned
boots_basilisk 0
of AgonyItemSuffix30(8-12)% increased Bleeding Durationbow 0
sword 0
axe 0
mace 0
of TormentItemSuffix60(13-18)% increased Bleeding Durationbow 0
sword 0
axe 0
mace 0
of the Elevated ElderItemSuffix90(31-35)% increased Damage with Bleeding
Socketed Gems are Supported by Level 25 Chance To Bleed
gloves_elder 0
The Elder'sItemPrefix8360% chance for Bleeding inflicted with this Weapon to deal 100% more Damagebow_elder 0
2h_axe_elder 0
2h_mace_elder 0
2h_sword_elder 0
sword_elder 0
axe_elder 0
mace_elder 0
claw_elder 0
sceptre_elder 0
dagger_elder 0
rune_dagger_elder 0
wand_elder 0
staff_elder 0
warstaff_elder 0
of BleedingItemSuffix1510% chance to cause Bleeding on Hitbow 0
sword 0
axe 0
mace 0
of FlayingItemSuffix5515% chance to cause Bleeding on Hitbow 0
sword 0
axe 0
mace 0
of HemorrhagingItemSuffix8520% chance to cause Bleeding on Hitbow 0
sword 0
axe 0
mace 0
of the Elevated HuntItemSuffix83Bleeding you inflict deals Damage (11-15)% faster
(10-20)% increased Bleeding Duration
boots_basilisk 0
Tora'sCraftedPrefix60Adds (5-6) to (8-9) Physical Damage
30% chance to cause Bleeding on Hit
one_hand_weapon 0
Tora'sCraftedPrefix72Adds (7-8) to (10-11) Physical Damage
35% chance to cause Bleeding on Hit
one_hand_weapon 0
Tora'sCraftedPrefix81Adds (9-11) to (12-14) Physical Damage
40% chance to cause Bleeding on Hit
one_hand_weapon 0
Tora'sCraftedPrefix60Adds (9-10) to (14-15) Physical Damage
30% chance to cause Bleeding on Hit
two_hand_weapon 0
Tora'sCraftedPrefix72Adds (11-13) to (16-17) Physical Damage
35% chance to cause Bleeding on Hit
two_hand_weapon 0
Tora'sCraftedPrefix81Adds (14-16) to (18-20) Physical Damage
40% chance to cause Bleeding on Hit
two_hand_weapon 0
ChosenCraftedPrefix60(81-85)% increased Physical Damage
(13-15)% chance to cause Bleeding on Hit
wand 0
sceptre 0
dagger 0
weapon 0
ChosenCraftedPrefix72(86-94)% increased Physical Damage
(16-17)% chance to cause Bleeding on Hit
wand 0
sceptre 0
dagger 0
weapon 0
ChosenCraftedPrefix81(95-105)% increased Physical Damage
(18-20)% chance to cause Bleeding on Hit
wand 0
sceptre 0
dagger 0
weapon 0
Tora'sCraftedPrefix1Adds (1-2) to (3-4) Physical Damage
25% chance to cause Bleeding on Hit
one_hand_weapon 0
Tora'sCraftedPrefix25Adds (3-4) to (5-6) Physical Damage
30% chance to cause Bleeding on Hit
one_hand_weapon 0
Tora'sCraftedPrefix50Adds (5-7) to (8-10) Physical Damage
35% chance to cause Bleeding on Hit
one_hand_weapon 0
Tora'sCraftedPrefix75Adds (9-11) to (12-14) Physical Damage
40% chance to cause Bleeding on Hit
one_hand_weapon 0
Tora'sCraftedPrefix1Adds (2-3) to (4-5) Physical Damage
25% chance to cause Bleeding on Hit
two_hand_weapon 0
Tora'sCraftedPrefix25Adds (5-7) to (8-11) Physical Damage
30% chance to cause Bleeding on Hit
two_hand_weapon 0
Tora'sCraftedPrefix50Adds (11-13) to (14-16) Physical Damage
35% chance to cause Bleeding on Hit
two_hand_weapon 0
Tora'sCraftedPrefix75Adds (14-16) to (17-20) Physical Damage
40% chance to cause Bleeding on Hit
two_hand_weapon 0
ChosenCraftedPrefix1(26-45)% increased Physical Damage
(10-12)% chance to cause Bleeding on Hit
wand 0
sceptre 0
dagger 0
weapon 0
ChosenCraftedPrefix25(46-65)% increased Physical Damage
(13-15)% chance to cause Bleeding on Hit
wand 0
sceptre 0
dagger 0
weapon 0
ChosenCraftedPrefix50(66-85)% increased Physical Damage
(16-17)% chance to cause Bleeding on Hit
wand 0
sceptre 0
dagger 0
weapon 0
ChosenCraftedPrefix75(86-105)% increased Physical Damage
(18-20)% chance to cause Bleeding on Hit
wand 0
sceptre 0
dagger 0
weapon 0
ImperviousAreaPrefix118% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
Monsters have a 20% chance to avoid Poison, Impale, and Bleeding
uber_tier_map 0
low_tier_map 0
ImperviousAreaPrefix118% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
Monsters have a 35% chance to avoid Poison, Impale, and Bleeding
uber_tier_map 0
mid_tier_map 0
ImperviousAreaPrefix118% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
Monsters have a 50% chance to avoid Poison, Impale, and Bleeding
uber_tier_map 0
top_tier_map 0
of the HuntItemSuffix75Moving while Bleeding doesn't cause you to take extra Damageshield_basilisk 0

Delve fossil mods

Since version 3.10.0, these "domain 16" modifiers are disabled to spawn

NameGeneration TypeFor generated item/monster modifiers the minimum item/monster level respectively. Some generation types may not require this condition to be met, however item level restrictions may be raised to 80% of this value.StatsTagsSpawn Weighting
SubterraneanPrefix160% chance for Bleeding inflicted with this Weapon to deal 100% more Damagephysical_damage, bleed, damage, physical, attack, ailmentabyss_jewel 0
jewel 0
weapon 2000
SubterraneanPrefix1Adds (7-11) to (12-18) Physical Damage against Bleeding Enemiesphysical_damage, damage, physicalabyss_jewel 0
jewel 0
gloves 1600
of the UndergroundSuffix150% chance to Avoid Bleedingbleed, physical, attack, ailmentabyss_jewel 0
jewel 0
shield 1600
helmet 1600
boots 1600
body_armour 1600

References

  1. Mark_GG (October 17, 2012). "Is Puncture affected by buff/debuff duration passives?". Path of Exile Forums. Retrieved December 23, 2015.
  2. Mark_GGG (August 4, 2017). "the damage of player Ignites, Poisons, and Bleeding has been greatly increased". Official Path of Exile Forums. Retrieved August 8, 2017.
  3. Mark_GGG (July 27, 2017). "3.0Dual Strike and Cleave can only bleed of one of the weapon, GGG should make an exception for these". Path of Exile Reddit. Retrieved July 27, 2017.
  4. https://www.pathofexile.com/forum/view-thread/2627116
  5. Rory (April 27, 2017). "Damage Over Time Changes - Part 1". Official Path of Exile Forums. Retrieved December 26, 2017.
  6. AGiantSquid (March 11, 2013). "Question Regarding the Blood Reaper 'Bleed'". Path of Exile Forums. Retrieved July 10, 2013.
  7. Mark_GGG (April 15, 2012). "Puncture". Official Path of Exile Forums. Retrieved July 7, 2013.

Version history

Version Changes
3.19.0
  • Minions no longer have hidden penalties to Bleeding, Ignite, and Poison damage. Summon Reaper no longer has a hidden bonus to Bleeding damage that counteracted this penalty. As a result, minions now deal approximately twice as much Poison damage, three and a half times as much Ignite damage, and seven times as much Bleeding damage.
3.9.0
  • Chance to Bleed and Bleed Duration modifiers can no longer roll as suffixes on weapons. The suffix mods that grant increased Bleeding damage now have higher values and also grants some chance to inflict Bleed.
3.0.0
  • Bleeding but now deals half damage while the target was stationary, from one sixth its damage. (outdated!) The ratio remains unchanged for Bleeding caused by monsters.
  • Skills calculate their Ignite, Poison or Bleed values as a separate damage value, taken straight from the base and added damage of the skill. This gives skills that deal fire damage a minimum and maximum Ignite Damage per Second value that is rolled on Ignites that the skill causes. Poison, Bleed and Ignite damage values are based on the base damage of the skill, and then affected by appropriate damage modifiers. Some damage modifiers affect both the hit and the Ignite, Poison or Bleed, while some only affect one.
  • Bleeding and Poison are now both considered 'Ailments'. This means their durations are only affected by increased bleeding/poison duration modifiers, and the new ailment duration modifier (they are not elemental ailments, so are not affected by the existing modifier to elemental ailments).


ru:Кровотечение