Since version 0.5.0, a supported Warcry triggers Corrupted Cry for each enemy in range instead of the Warcry directly inflicting the Debuff. The triggered Skill copies the supported gem's level and applies five-second Corrupted Blood.
Related: Corrupting Cry I, Corrupting Cry II, Warcry, TriggerMechanic
Corrupted Blood
Corrupted Blood is a stacking Debuff that deals Physical damage over time. A target can normally have up to ten Corrupted Blood Debuffs, and applying a new stack refreshes the duration of the existing stacks.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Corrupted Blood does
Current rulesTreat Corrupted Blood as its own Physical damage-over-time system. It is not Bleeding, so Bleeding chance, Magnitude, duration, Aggravation, movement, avoidance, and removal stats do not apply unless their wording also names Corrupted Blood. Read the source Skill or item for each stack's damage and duration.
- Corrupted Blood is not Bleeding
- Corrupted Blood is a Debuff, not the Bleeding Ailment. Bleeding modifiers do not increase its damage, extend its duration, aggravate it, or remove it. A line that grants immunity only to Bleeding does not grant Corrupted Blood immunity.
- The default maximum is ten stacks
- Up to ten Corrupted Blood Debuffs can normally exist on one target. Each stack contributes its own damage. Anaemia can raise this maximum, with its Magnitude determining how many additional stacks are allowed.
- A new stack refreshes existing durations
- Applying another Corrupted Blood stack refreshes the duration of every existing Corrupted Blood stack on that target. This makes repeated application useful even when the target is already at the current stack cap.
- Damage and duration come from the source
- Corrupted Blood has no single universal damage value for every application. Corrupting Cry scales with the triggering gem level, Blood Boil uses the slain enemy's maximum Life, Bloodbarrier uses the wearer's maximum Life, and Paquate's Pact uses its own Strength-based value.
- It contributes to Blood Loss
- Because Corrupted Blood deals Physical damage over time, the damage actually taken contributes to Blood Loss. This relationship does not make Corrupted Blood a Bleed or allow Bleeding modifiers to affect it.
- Movement and Aggravation do not apply
- Corrupted Blood does not gain Bleeding's extra damage against moving monsters and cannot become Aggravated. The version 0.5.0 movement change for Bleeding on players therefore does not change Corrupted Blood's rules.
- Corrupted item wording is unrelated
- The Corrupted tag on an item or gem is a separate item state. An item being Corrupted does not inflict Corrupted Blood unless another modifier or Skill explicitly says so.
Ways to inflict or prevent Corrupted Blood
6 casesThe Lineage Support makes supported Warcries trigger Twisted Pact, which inflicts five Corrupted Blood stacks for five seconds. Its current Life cost belongs to recent uses of the supported Warcry, not to each individual stack inflicted.
Related: Paquate's Pact, Warcry, TriggerNon-Unique enemies in the Ritualist's Presence accumulate Blood Boils. On death, each Boil applies a Corrupted Blood stack to nearby enemies for five seconds, with damage based on 2% of the slain enemy's maximum Life per second.
Related: Blood Boil, PresenceBlocking while the buckler is active inflicts Corrupted Blood for five seconds, dealing Physical damage per second equal to 50% of your maximum Life. The trigger, duration, and damage source are all part of the item line.
Related: Bloodbarrier, Block, PhysicalZerphi's Genesis prevents Corrupted Blood from being inflicted on its wearer. Sanguine Tolerance also grants immunity, while its separate reduced Bleeding duration line applies only to Bleeding.
Related: Zerphi's Genesis, Bleeding, Sanguine ToleranceLimits and exceptions
6 rules- Corrupted Blood is not Bleeding and does not use Bleeding modifiers.
- The default ten-stack limit can be raised by Anaemia.
- A new stack refreshes existing Corrupted Blood durations but does not exceed the current stack limit.
- Damage and duration must be read from the source that inflicted the stack.
- Bleeding immunity does not imply Corrupted Blood immunity.
- An item's Corrupted tag does not cause Corrupted Blood.


