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)
  1. 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.

  2. 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.

  3. Crimson Flood max 4

    Blood Splatter deals damage in a larger area.

    • +25% Blood Splatter Area

    Requires Splatter

  4. Revile max 4

    Rip Blood deals more damage over time (multiplicative with other modifiers).

    • +10% Damage Over Time

    Requires 2 points in Gushing Wound

  5. 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.

  6. 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

  7. Gushing Wound max 4

    Rip Blood hits have a chance to cause enemies to bleed..

    • +25% Bleed Chance
  8. 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

  9. 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

  10. 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).

  11. 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).

  12. Hemomancer max 5

    Rip Blood has increased cast speed.

    • +6% Cast Speed
  13. Thirst max 3

    Rip Blood costs less mana and has increased cast speed
    .

    • -1 Mana Cost
    • +3% Cast Speed

    Requires 3 points in Hemomancer

  14. 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

  15. Quenching max 5

    Blood Orbs grant additional health and the Blood Orb returns faster.

    • +2 Health Granted
    • +20% Blood Orb Travel Speed

    Requires Hemomancer

  16. Hematology max 1

    Blood Orbs restore more health based on your Intelligence stat
    .

    • +5% Health Restored Per Intelligence

    Requires 4 points in Quenching

  17. 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

  18. 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

  19. Volatility max 3

    Rip Blood has additional critical strike chance..

    • +3% Critical Chance

    Requires 2 points in Hemomancer

  20. 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

  21. 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
  22. Run Dry max 5

    Rip Blood deals more damage (multiplicative with other modifiers)
    .

    • +8% Damage

    Requires Arcane Absorption

  23. 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

  24. 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

  25. 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

  26. 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.

  27. 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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