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. Only damage dealt to Life will Contribute to Bleeding.

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.

Bleeding can only be applied if the hit deals damage to the defender's life; damage solely dealt to energy shield or redirected to anything other than life will not apply bleeding. Once applied, the damage over time from bleeding bypasses energy shield and damages life directly.

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.

Related gems

ItemRequired levelStats
BloodlustBloodlustAttack, Melee, Physical
Tier: 1
Level: 1
Supports 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
Bone BlastBone BlastSpell, AoE, Physical, Duration
Level: (1-20)
Cast Time: 0.75 sec
Critical Strike Chance: 14.00%
Conjures a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.Deals (5–192) to (8–287) Physical Damage
20% chance to inflict Bleeding on Hit
Ritual radius is 1 metre
Ritual duration is 1 second

Additional Effects From 1-20% Quality:
Ritual radius is (0–0.4) metres
Skills can be managed in the Skills Panel.
1Deals (5–192) to (8–287) Physical Damage
20% chance to inflict Bleeding on Hit
Ritual radius is 1 metre
Ritual duration is 1 second
Deep CutsDeep CutsPhysical
Tier: 3
Level: 1
Supports 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
LacerateLaceratePhysical
Tier: 1
Level: 1
Cost & Reservation Multiplier: 120%
Supports 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
RuptureRupturePhysical
Tier: 3
Level: 1
Supports 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

Related base items

ItemBase itemItem classRequired levelStats
Staunching CharmStaunching CharmLasts 3.00 Seconds
Consumes 60 of 80 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.
Utility Flask18Used when you start Bleeding
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
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
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

Passives

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Version history

Version Changes
0.1.0
  • Introduced to the game.