Blood Mage Ascendancy artwork

Witch Ascendancy

Blood Mage

Blood Mage spends Life for skills and turns Life recovery, Spell Critical Hits, Bleeding, Curses, and Body Armour Energy Shield into offensive scaling.
Your search for power took you on a journey inwards.
Character class
Witch
Path type
Regular
Introduced
0.1.0
Maximum points
8
Ascendancy treeOfficial export 0.5.2
Wiki reviewGame 0.5.4d

Tree identities, effects, connections, and icons come from the official 0.5.2 export. The class corpus was checked 2026-07-30 for game version 0.5.4d.

Gameplay identity

Current official tree

Core mechanics

  • Sanguimancy adds a Life cost to skills and grants Life Remnants, while Vitality Siphon leeches Spell damage as Life.
  • Blood Barbs lets Elemental damage contribute to Bleeding magnitude and aggravates Bleeding on Cursed targets.

Important tradeoff

Its strongest branches ask the character to support added Life costs or change normal recovery, including Sanguine Tides preventing Flasks from directly recovering Life.

How to unlock or change

Regular path

Complete an eligible Ascension Trial and use its Ascension device to choose this Ascendancy. To change to another regular Ascendancy for the same character class, complete the required trial tier and refund every allocated Ascendancy passive before using the device again.

Ascendancy passive tree

Official export 0.5.2 | Plan this Ascendancy
9notables
8minor passives
0choice options
1granted skills

Notables and choices

Build-defining passives, choice parents, and their selectable options.

9
PassiveExact effectRequiresUnlocks
  • Elemental Damage also Contributes to Bleeding Magnitude
  • Bleeding you inflict on Cursed targets is Aggravated
Bleed on Critical ChanceEnd of branch
  • Gain additional maximum Life equal to 100% of the Item Energy Shield on Equipped Body Armour
LifeEnd of branch
NotableGore Spike
  • 1% increased Critical Damage Bonus per 50 current Life
Spell Critical ChanceEnd of branch
  • 25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead
LifeLife
  • Skills gain a Base Life Cost equal to Base Mana Cost
  • Grants Skill: Life Remnants
Spell Critical ChanceBleed on Critical Chance, Life, Curse Effect, Life Leech, Life Flasks
  • Flasks do not recover Life
  • Gain 1 Life Flask Charge per 2% Life spent
  • On Hitting an Enemy while a Life Flask is at full Charges, 40% of its Charges are consumed Gain 1% of damage as Physical damage for 5 seconds per Charge consumed this way
Life FlasksEnd of branch
  • Base Critical Hit Chance for Spells is 15%
Spell Critical ChanceSpell Critical Chance
  • 20% of Spell Damage Leeched as Life
Life LeechEnd of branch
  • Targets Cursed by you have 100% reduced Life Regeneration Rate
  • Targets Cursed by you have at least 15% of Life Reserved
Curse EffectEnd of branch

Minor passives

Every connecting passive in the current official tree export.

8
PassiveExact effectRequiresUnlocks
MinorBleed on Critical Chance
  • 15% chance to inflict Bleeding on Critical Hit
SanguimancyBlood Barbs
MinorCurse Effect
  • 6% increased Curse Magnitudes
SanguimancyWhispers of the Flesh
MinorLife
  • 3% increased maximum Life
SanguimancyGrasping Wounds
MinorLife
  • 3% increased maximum Life
Grasping WoundsCrimson Power
MinorLife Flasks
  • 15% increased Life Flask Charges gained
SanguimancySanguine Tides
MinorLife Leech
  • 12% increased amount of Life Leeched
SanguimancyVitality Siphon
MinorSpell Critical Chance
  • 12% increased Critical Hit Chance for Spells
Ascendancy startSunder the Flesh, Sanguimancy
MinorSpell Critical Chance
  • 12% increased Critical Hit Chance for Spells
Sunder the FleshGore Spike

Granted skills

1

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.

Buff, Persistent, Remnant
Applies
Level
1
  • Remnants last for 8 seconds
  • 25% chance to spawn a Remnant on killing an enemy
  • Spawn a Remnant on Hitting a target, no more than once every 3 seconds
  • Each Remnant grants 11 Life

Other Witch Ascendancies

4