Skills gain a Base Life Cost equal to Base Mana CostSkills gain a Base Life Cost equal to Base Mana Cost
Life Remnants
Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant, and Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can Overflow maximum Life.
25% chance to spawn a Remnant on killing an enemy25% chance to spawn a Remnant on killing an enemy
Spawn a Remnant on Hitting a target, no more than once every 3 secondsSpawn a Remnant on Hitting a target, no more than once every 3 seconds
Remnants last for 8 secondsRemnants last for 8 seconds
q20:(0 - 10)% chance to spawn a Remnant on killing an enemy(0 - 10)% chance to spawn a Remnant on killing an enemy
Sanguine Tides
Notable
15% inc. LifeFlaskCharges gained15% increased LifeFlaskCharges gained
On Hitting an Enemy while a LifeFlask is at full Charges, 40% of its Charges are consumedOn Hitting an Enemy while a LifeFlask is at full Charges, 40% of its Charges are consumed
Gain1% of damage as Physical damage for 5 seconds per Charge consumed this wayGain1% of damage as Physical damage for 5 seconds per Charge consumed this way
Gain1LifeFlaskCharge per 2%Life spentGain1LifeFlaskCharge per 2%Life spent
Blood Barbs
Notable
15% chance to inflict Bleeding on CriticalHit15% chance to inflict Bleeding on CriticalHit
Bleeding you inflict on Cursed targets is AggravatedBleeding you inflict on Cursed targets is Aggravated
Ele.Dmg also Contributes to Bleeding MagnitudeElemental Damage also Contributes to Bleeding Magnitude
Whispers of the Flesh
Notable
6% inc. Curse Magnitudes6% increased Curse Magnitudes
Targets Cursed by you have at least 15% of Life ReservedTargets Cursed by you have at least 15% of Life Reserved
Targets Cursed by you have 100% reduced Life Regeneration RateTargets Cursed by you have 100% reduced Life Regeneration Rate
Crimson Power
Notable
3% inc. maxLife3% increased maximumLife
Gain additional maxLife equal to 100% of the ItemES on Equipped Body ArmourGain additional maximumLife equal to 100% of the Item Energy Shield on Equipped Body Armour
Grasping Wounds
Notable
3% inc. maxLife3% increased maximumLife
25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead
Gore Spike
Notable
12% inc. Crit% for Spells12% increased Critical Hit Chance for Spells
1% inc. Critical Dmg Bonus per 50 current Life1% increased Critical Damage Bonus per 50 current Life
Sunder the Flesh
Notable
12% inc. Crit% for Spells12% increased Critical Hit Chance for Spells
Base Crit% for Spells is 15%Base Critical Hit Chance for Spells is 15%
Vitality Siphon
Notable
12% inc. amount of Life Leeched12% increased amount of Life Leeched
20% of Spell Dmg Leeched as Life20% of Spell Damage Leeched as Life
Blood Mage is part of the published POE2 Main V2 Ascendancy catalog. Generated .
Remnants
Remnants are lingering objects in the world which are generally created by player Skills. Walking over a Remnant collects it to grant a bonus based on the type of Remnant. Remnants will generally disappear if not collected for some time.Flasks
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and UniqueRare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.Frenzy Charges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once.Gain
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, Lightning damageLightning Damage gained from Physical damagePhysical Damage scales with Lightning damageLightning Damage modifiers, but not Physical damagePhysical Damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.Physical Damage
10% increased Physical DamageBleeding
Bleeding is an Ailment that deals Physical damagePhysical Damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses ESEnergy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is AggravatedAggravated . Physical damagePhysical Damage from Hits ContributesContributes to Bleeding Magnitude . Damage does not ContributeContributes to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damagePhysical Damage per second equal to 15% of the Pre-mitigation Physical damagePhysical Damage of the HitHit Damage that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuffs that affect the enemy's ability to mitigate damage (such as ShockShocking ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damageHit Damage (such as Armour BreakFully Broken Armour ) do not affect Bleeding damage.Critical Hit Chance
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical Damage Bonus can further modify this value. AttacksAttacks usually use your weapon's base Critical HitHit Damage Chance, while SpellsSpells and some other skills have their base Critical HitHit Damage Chance listed on the skill. Most modifiers to Critical HitHit Damage Chance are percentage based. For example, gaining 100% increased Critical HitHit Damage Chance on a base Critical HitHit Damage Chance of 7% would result in a final Critical HitHit Damage Chance of 14%.Hit Damage
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging Ailments innately.Bleeding
Bleeding is an Ailment that deals Physical damagePhysical Damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is AggravatedAggravated . Physical damagePhysical Damage from Hits ContributesContributes to Bleeding Magnitude . Damage does not ContributeContributes to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damagePhysical Damage per second equal to 15% of the Pre-mitigation Physical damagePhysical Damage of the HitHit Damage that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuffs that affect the enemy's ability to mitigate damage (such as ShockShocking ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damageHit Damage (such as Armour BreakFully Broken Armour ) do not affect Bleeding damage.Critical Hit Chance
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus can further modify this value. AttacksAttacks usually use your weapon's base Critical HitHit Damage Chance, while SpellsSpells and some other skills have their base Critical HitHit Damage Chance listed on the skill. Most modifiers to Critical HitHit Damage Chance are percentage based. For example, gaining 100% increased Critical HitHit Damage Chance on a base Critical HitHit Damage Chance of 7% would result in a final Critical HitHit Damage Chance of 14%.Aggravated
BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a BleedingBleedingDebuffDebuffs has been Aggravated, it will remain Aggravated until its duration expires. Each BleedingBleedingDebuffDebuffs can be Aggravated, or not, independently — one BleedingBleedingDebuffDebuffs being Aggravated does not mean other BleedingBleedingDebuffsDebuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleedingDebuffsDebuffs applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleedingDebuffsDebuffs currently on that target unless otherwise specified.Elemental Damage
The three Elemental damage types are FireFire Damage , ColdCold Damage , and LightningLightning Damage .Contributes
By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damageFire Damage of a HitHit Damage mattering when inflicting IgniteIgnited . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damageHit Damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damageHit Damage to determine Ailment Magnitude (i.e. BleedingBleeding and PoisonPoisons ), you still need a way to apply those Ailments (e.g. a source of BleedingBleeding or PoisonPoisons chance).Curses
Curses significantly DebuffDebuffs affected targets. By default a target can have one Curse on them at a time. Higher RarityRare and Unique enemies are less affected by Curses: 15% less Curse effect on Magic monsters 30% less Curse effect on Rare monsters 50% less Curse effect on Unique monstersItem Energy Shield
Stats that refer to an item's ESEnergy Shield use the exact value listed on the item. This means that QualityQuality and local modifiers on the item are taken into account, but stats from other sources that change the amount of ESEnergy Shield actually granted to your character are not considered.Equipped
Weapon, ArmourArmour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. FlasksFlasks, Skill Gems, and JewelsJewels are never considered to be Equipped.Armour
Armour reduces Damage taken from Hits . By default, Armour only applies to Phys.DmgPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.Item Energy Shield
Stats that refer to an item's Energy ShieldEnergy Shield use the exact value listed on the item. This means that QualityQuality and local modifiers on the item are taken into account, but stats from other sources that change the amount of Energy ShieldEnergy Shield actually granted to your character are not considered.Armour
Armour reduces Damage taken from Hits . By default, Armour only applies to Physical DamagePhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.Spells
Spells are skills that use raw magic to destroy your enemies. AttacksAttacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chanceCritical Hit Chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chanceCritical Hit Chance.Critical Damage Bonus
Multiplies the damage dealt by CriticalCritical Hit Chance Hits . Default value is +100% (i.e. twice as much damage).Leeched as Life
When you deal damage with a HitHit Damage , Life LeechLeech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Dmg TypesDamageTypes , the ratios between them will stay the same. Monsters have LeechLeechResistanceElemental Resistances that increases with monster level, reducing how much you recover from LeechLeech from Hits against them. You can only recover from a single instance of Life LeechLeech at a time, and all Life LeechLeech is removed when Life is filled.Leeched as Life
When you deal damage with a HitHit Damage , Life LeechLeech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage TypesDamageTypes , the ratios between them will stay the same. Monsters have LeechLeechResistanceElemental Resistances that increases with monster level, reducing how much you recover from LeechLeech from Hits against them. You can only recover from a single instance of Life LeechLeech at a time, and all Life LeechLeech is removed when Life is filled.