Bleeding



Effect: Bleeding is a Condition that causes a Health degeneration of 3 pips (6 hit points) per second. Immediately after being affected by bleeding a character will spurt blood onto the ground for a few seconds.

Generally, bleeding only works on normal living creatures; which means it does not work on most Undead creatures (like Skeletons), constructs (like Golems and Enchanted) or non-corporeal creatures (like Spirits and Ghosts). Most creatures that can bleed are fleshy creatures, with the exception of Plants, which have no flesh, but can bleed their sap.

Sources:
 * Jagged Strike (for 3...8 seconds)
 * Twisting Fangs (for 5...17 seconds)
 * Sharpen Daggers (for 5...13 seconds) (critical hits)
 * Lacerating Chop (for 5...17 seconds) (if target is knocked down)
 * Sever Artery (for 5...21 seconds)
 * Seeking Blade (for 25 seconds) (only if foe evades)
 * Deadly Riposte (for 3...21 seconds) (you have to be attacked)
 * Desperation Blow (for 25 seconds) (chance of 25%)
 * Drunken Blow (for 25 seconds) (chance of 25%)
 * Barbed Trap (for 3...21 seconds)
 * Brambles (for 5..17 seconds) (if anyone is knocked down in its range)
 * Feral Lunge (for 5...17 seconds) (only if the pet's foe was attacking)
 * Glass Arrows (for 10...18 seconds) (only if foe blocks)
 * Hunter's Shot (for 3...21 seconds) (only if the foe is moving)
 * Lacerate (for 5...21 seconds) (all creatures within its range that have less than 90% Health when this Spirit dies)
 * Melandru's Arrows (for 3...21 seconds)
 * Blood Drinker (for 10 seconds) (self-imposed if your Health is above 50%)
 * Signet of Agony (for 25 seconds) (self-imposed)

Condition transferring Skills:

Removal:

Skills that involve Bleeding in other ways:
 * Seeping Wound
 * Lacerate
 * Gash

Lengthen:
 * Barbed weapon upgrades lengthen the duration of bleeding by 33%.