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Class | Acolyte level 1 skill | ||||||||||||
Description | Rips blood out of a target enemy dealing physical damage to it. An orb of the blood is drawn back to you, restoring 5 health when it reaches you. | ||||||||||||
Cooldown | 0s | ||||||||||||
Mana cost | 3 | ||||||||||||
Range | 20 | ||||||||||||
Speed | 1.467 per second (if no cooldown) Use Duration: 0.75s Use Delay: 0.25s Speed Multiplier: 1 Settle Low Priority Ratio: 60% Scales With: Cast Speed | ||||||||||||
Scaling Tags | PhysicalSpellAreaIntelligence | ||||||||||||
Scaling | Per Point of Intelligence:
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Damage |
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Name | Max Points | Stats | Related Skill | Description | |
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Rip Blood | 0 | Rips blood out of a target enemy dealing physical damage to it. An orb of the blood is drawn back to you, restoring 5 health when it reaches you. | |||
Crimson Flood | 4 |
| ![]() | Blood Splatter deals damage in a larger area. | |
Revile | 4 |
| ![]() | Rip Blood deals more damage over time (multiplicative with other modifiers). | |
Blood Infusion | 1 |
| ![]() | Blood Splatter grants your minions Blood Infusion when it hits them. The Blood Infusion buff grants 15% more damage for 4 seconds (multiplicative with other modifiers). | |
Necrotic Unity | 1 |
| ![]() | Blood Splatter has increased area for each minion you currently control, up to a maximum benefit. | |
Infused Frenzy | 3 |
| Blood Infusion grants increased attack and cast speed. | ||
Hemophagy | 3 |
| Blood Infusion causes your minions to leech a portion of the physical damage they deal as health. | ||
Hemomancer | 5 |
| Rip Blood has increased cast speed. | ||
Thirst | 3 |
| Rip Blood costs less mana and has increased cast speed. | ||
Carrion Hunger | 1 |
| When you are out of mana Rip Blood is free. | ||
Quenching | 5 |
| Blood Orbs grant additional health and the Blood Orb returns faster. | ||
Hematology | 1 |
| Blood Orbs restore more health based on your Intelligence stat. | ||
Mana Feast | 3 |
| Blood Orbs now also grant you mana when you directly cast Rip Blood. The amount of mana is tripled for orbs from bosses and rare enemies. | ||
Volatility | 3 |
| Rip Blood has additional critical strike chance. . | ||
Carnage | 1 |
| ![]() | When you directly use Rip Blood and hit a boss or rare enemy or hit at least 3 enemies, you cast Marrow Shards in the same direction. Marrow Shards still consumes health when cast this way. | |
Arcane Absorption | 4 |
| When you directly cast Rip Blood and hit at least one enemy you gain additional spell damage for 6 seconds. The amount of spell damage gained is doubled for Rip Blood. This effect can stack. | ||
Run Dry | 5 |
| Rip Blood deals more damage (multiplicative with other modifiers) . | ||
Necrotic Inspiration | 2 |
| Rip Blood deals more damage for each minion you currently control (multiplicative with other modifiers), up to a maximum benefit. | ||
Arcane Fortress | 1 |
| Blood Orbs now grant ward instead of health, equal to half of the health they would have restored. Being at or close to full health does not affect the amount of the ward the Blood Orbs grant. | ||
Splatter | 4 |
| ![]() | Rip Blood hits have a chance to create a Blood Splatter at the target, dealing damage to other enemies around it that were not hit by Rip Blood. This effect can occur a limited number of times per cast of Rip Blood. | |
Blood Bond | 1 |
| ![]() | When you directly cast Rip Blood and hit a boss or rare enemy it attaches a Blood Tether, dealing physical spell damage over time. | |
Marrow Drinker | 1 |
| Rip Blood can be cast on your minions, but no longer can be cast on enemies. Blood Orbs restore significantly more health. | ||
Blood Catalyst | 1 |
| When you directly cast Rip Blood and it kills at least one enemy, it will recast from that position towards another enemy, consuming Rip Blood's mana cost. These recasts can also trigger this effect. Rip Blood no longer creates Blood Orbs. | ||
Rip Spirit | 1 |
| Rip Blood and Blood Splatter's base physical damage are converted to necrotic damage. Consequently this damage scales with increases to necrotic damage, but not increases to physical damage. Bleed chance from all sources is converted to Damned chance. | ||
Stench of Blood | 1 |
| Rip Blood has increased cast speed leaves a stench on the target enemy that causes your minions to prioritise attacking it. | ||
Coagulation | 1 |
| ![]() | When a blood orb grants health, you gain a stack of Coagulated Blood. Upon reaching at least 6 stacks, your next cast of Rip Blood consumes 6 stacks to form a Coagulated Blood Orb that seeks out a nearby enemy, dealing spell physical damage in a small area. Additionally, Blood Tethers such as from Blood Bond grant 3 stacks each second. | |
Varicose Veins | 3 |
| The Coagulated Blood Orb deals more damage in a larger area (multiplicative with other modifiers). | ||
Gushing Wound | 4 |
| Rip Blood hits have a chance to cause enemies to bleed. . |