Blood Mage is an Ascendancy class for the Witch.
Overview
The Blood Mage puts her Life on the line in exchange for power. The Blood Mage must take Sanguimancy as her first skill, causing skills to have a life cost on top of mana cost, but also causing killed monsters to drop Life Remnants that recover life which can Overflow. From there on, she gains access to passives that grant powerful bonuses to Critical Hits and life-based defenses and recovery, the ability to have elemental damage to scale Bleeding, curses that reserve enemy life and prevent life regeneration, and turning life flask charges into a source of damage.
Passive skills
Minor skills
This class has the following minor passive skills:
| Name | Stats |
| Bleed on Critical Chance | 15% chance to inflict Bleeding on Critical Hit |
| Curse Effect | 6% increased Curse Magnitudes |
| Life | 3% increased maximum Life |
| Life Flasks | 15% increased Life Flask Charges gained |
| Life Leech | 12% increased amount of Life Leeched |
| Spell Critical Chance | 12% increased Critical Hit Chance for Spells |
Notable skills
This class has the following notable passive skills:
| Skill | Modifiers | Prerequisite | Preceding Passive |
| Sanguimancy | Grants Skill: Life RemnantsSkills gain a Base Life Cost equal to Base Mana Cost | — | — |
| Sunder the Flesh | Base Critical Hit Chance for Spells is 15% | Sanguimancy | Spell Critical Chance |
| Gore Spike | 1% increased Critical Damage Bonus per 50 current Life | Sunder the Flesh | Spell Critical Chance |
| Vitality Siphon | 20% of Spell Damage Leeched as Life | Sanguimancy | Life Leech |
| Blood Barbs | Bleeding you inflict on Cursed targets is AggravatedElemental Damage also Contributes to Bleeding Magnitude | Sanguimancy | Bleed on Critical Chance |
| Sanguine Tides | Gain 1 Life Flask Charge per 2% Life spentOn Hitting an Enemy while a Life Flask is at full Charges, 40% of its Charges are consumedGain 1% of damage as Physical damage for 5 seconds per Charge consum | Sanguimancy | Critical Chance |
| Whispers of the Flesh | Targets Cursed by you have at least 15% of Life ReservedTargets Cursed by you have 100% reduced Life Regeneration Rate | Sanguimancy | Curse Effect |
| Grasping Wounds | 25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead | Sanguimancy | Life |
| Crimson Power | Gain additional maximum Life equal to 100% of the Item Energy Shield on Equipped Body Armour | Grasping Wounds | Life |
Version history
| Version | Changes |
| 0.5.0 | The Vitality Siphon Notable Passive Skill now grants 20% of Spell Damage Leeched as Life (previously 10%). The Sanguine Tides Notable Passive Skill now grants Gain 1 Life Flask Charge per 2% Life spen |
| 0.4.0 | Whispers of the Flesh now also grants Targets Cursed by you have 100% reduced Life Regeneration Rate. |
| 0.3.0 | The small Life Passive Skill prior to Sanguimancy has been removed. The Sanguimancy Notable Passive Skill is now free to allocate. The Gore Spike Passive Skill now grants 1% increased Critical Damage |
| 0.2.0 | Added a new Between the Cracks Ascendancy Passive Skill that causes Critical Hits to ignore Monster Armour. Requires Sanguimancy. |
| 0.1.0 | Introduced to the game. |




