Rip Blood
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.
More information
Affected by increases to Healing Effectiveness.
Added damage is applied at 100% effectiveness.
The life blood of your foes need not be wasted
Effect
- Base damage per hit
- 20 Physical
- Critical strike chance
- 5 % · 200% critical damage
- Added damage effectiveness
- 100 %
- Counts as
- Spell
Base values before skill tree nodes, passives and gear.
Skill tree: Rip Blood
The skill tree as it appears in game. A specialized skill gains one point per level up to level 20; the number on a connection shows how many points the previous node needs.
Hover or tap a node for its description. The number on a node is its maximum points.
All nodes as a list (27)
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Splatter
max 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.
- +25% Blood Splatter chance
- 1 Limit per Cast
An enemy cannot be hit by both Rip Blood and Blood Splatter, and cannot be hit by multiple Blood Splatters from a single cast.
Nodes on this tree do not apply to Blood Splatter unless stated otherwise.
Hitting or killing an enemy with Blood Splatter does not count as hitting or killing an enemy with Rip Blood. -
Blood Bond
max 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.
- Blood Tether on Boss or Rare fixed
Requires 3 points in Gushing Wound
You can have an unlimited amount of Blood Tethers, but no more than 1 Blood Tether on a single enemy.
If converted to necrotic, Blood Tether's baseline more damage per stack of bleed will change to more damage per stack of damned. -
Crimson Flood
max 4
Blood Splatter deals damage in a larger area.
- +25% Blood Splatter Area
Requires Splatter
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Revile
max 4
Rip Blood deals more damage over time (multiplicative with other modifiers).
- +10% Damage Over Time
Requires 2 points in Gushing Wound
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Coagulation
max 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.- Create Coagulated Blood Orbs fixed
- 6 Coagulated Blood Stacks Needed fixed
- 12 Max Coagulated Blood Stacks
Requires Mana Feast
This node has no effect if Rip Blood grants ward instead of health.
-
Varicose Veins
max 3
The Coagulated Blood Orb deals more damage in a larger area (multiplicative with other modifiers).
- 35% Coagulated Blood Orb Explosion Damage
- 35% Coagulated Blood Orb Explosion Area
Requires Coagulation
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Gushing Wound
max 4
Rip Blood hits have a chance to cause enemies to bleed..
- +25% Bleed Chance
-
Blood Infusion
max 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).
- Grants Minions Blood Infusion fixed
Requires 2 points in Crimson Flood
-
Necrotic Unity
max 1
Blood Splatter has increased area for each minion you currently control, up to a maximum benefit.
- +2% Increased Area Per Minion
- 40% Maximum Area Increase
Requires Infused Frenzy
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Infused Frenzy
max 3
Blood Infusion grants increased attack and cast speed.
- +8% Blood Infusion Attack Speed
- +8% Blood Infusion Cast Speed
Requires Blood Infusion
Blood Infusion grants 15% more damage for 4 seconds (multiplicative with other modifiers).
-
Hemophagy
max 3
Blood Infusion causes your minions to leech a portion of the physical damage they deal as health.
- +5% Blood Infusion Physical Leech
Requires Infused Frenzy
Blood Infusion grants 15% more damage for 4 seconds (multiplicative with other modifiers).
-
Hemomancer
max 5
Rip Blood has increased cast speed.
- +6% Cast Speed
-
Thirst
max 3
Rip Blood costs less mana and has increased cast speed
.- -1 Mana Cost
- +3% Cast Speed
Requires 3 points in Hemomancer
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Carrion Hunger
max 1
When you are out of mana Rip Blood is free.
- 0 Out-of-Mana Mana Cost fixed
Requires 2 points in Thirst
-
Quenching
max 5
Blood Orbs grant additional health and the Blood Orb returns faster.
- +2 Health Granted
- +20% Blood Orb Travel Speed
Requires Hemomancer
-
Hematology
max 1
Blood Orbs restore more health based on your Intelligence stat
.- +5% Health Restored Per Intelligence
Requires 4 points in Quenching
-
Mana Feast
max 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.
- 1 Mana Granted
- Tripled Against Bosses and Rare Enemies fixed
Requires 2 points in Quenching
-
Marrow Drinker
max 1
Rip Blood can be cast on your minions, but no longer can be cast on enemies. Blood Orbs restore significantly more health.
- +100% Health Granted fixed
- Targets Minions Instead fixed
Requires 3 points in Quenching
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Volatility
max 3
Rip Blood has additional critical strike chance..
- +3% Critical Chance
Requires 2 points in Hemomancer
-
Carnage
max 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 on Boss, Rare, or Multi Hit fixed
Requires Volatility
-
Arcane Absorption
max 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.
- +1 Global Spell Damage on Hit
- 6 Buff Duration (Seconds) fixed
- Doubled for Rip Blood fixed
-
Run Dry
max 5
Rip Blood deals more damage (multiplicative with other modifiers)
.- +8% Damage
Requires Arcane Absorption
-
Necrotic Inspiration
max 2
Rip Blood deals more damage for each minion you currently control (multiplicative with other modifiers), up to a maximum benefit.
- +2% Damage Per Minion
- +20% Maximum Damage Gained
Requires 2 points in Run Dry
-
Blood Catalyst
max 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.- Automatically Recasts On Kill fixed
- No Blood Orbs fixed
- 100% Percent of Rip Blood Mana Cost Consumed
Requires 4 points in Run Dry
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Rip Spirit
max 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.- Physical -> Necrotic Damage fixed
- Bleed -> Damned
Requires 2 points in Arcane Absorption
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Arcane Fortress
max 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.- Health Granted -> Ward Granted fixed
Requires Rip Spirit
This ward gain is not affected by healing effectiveness.
-
Stench of Blood
max 1
Rip Blood has increased cast speed leaves a stench on the target enemy that causes your minions to prioritise attacking it.
- +5% Cast Speed
- Minions Prioritize Target
Requires 3 points in Hemomancer
Passive nodes for Rip Blood
These nodes in the class passive tree mention the skill – a click jumps to the node.
More skills: Acolyte
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Summon Skeleton
From level 2
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Marrow Shards
From level 3
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Wandering Spirits
From level 4
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Harvest
From level 5
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Bone Curse
From level 7
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Transplant
From level 9
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Summon Volatile Zombie
From level 16
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Hungering Souls
5 passive points
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Summon Bone Golem
10 passive points
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Spirit Plague
15 passive points
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Infernal Shade
20 passive points