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Bloodsoaked Medallion is a unique Amber Amulet. Category: Amulet.
Requires Level 49.
Flavour Text: “Atziri ordained that we exploit the weaknesses inherent in our slaves. With relish, we did exactly as she instructed.” – Guatelitzi, Architect of Flesh |
Bloodsoaked Medallion can drop anywhere. It can be chanced.
Bloodsoaked Medallion provides a cycling effect which will help keep your life topped up while you attack and slay monsters. Make Atziri proud by sustaining yourself on the blood of your foes!
Every 10 Seconds, after taking damage, Life may be restored in the following ways(These are consecutive):
Gain on hit is a form of recovery that instantly restores an amount of life, mana or energy shield for each hit by the character’s skills. Most instances of gain on hit require a damage source of attack, as opposed to a spell or secondary. The exception where it applies to a non-attack source is Cybil’s Paw which grants life gain on spell hit.
When an enemy is hit by an appropriate skill, the attacker or caster gains an amount of life/mana/energy shield equal to combined gain on hit bonuses from all sources respectively. This applies to each enemy hit by player’s skills, so a single skill that hits multiple targets can trigger more than one gain on hit effect. Unlike leech, life, mana, and energy shield gained this way are restored instantly.
Life gain on kill, mana gain on kill, and energy shield gain on kill is a form of recovery that instantly restores an amount of life, mana, or energy shield respectively when the character kills an enemy.
When an enemy is killed by a character’s attack, that character gains an amount of life equal to combined life gain on killing blow bonuses from passives and all other sources. This effect triggers once for each enemy killed. Unlike life leech, life gained this way is restored instantly.
Effects which grant life, mana, or charges on kill do not grant these bonuses when kills are achieved through proxy sources of damage, i.e.; minions, traps, mines, or totems.
The strength attribute is a measure of a character’s physical power. Strength is required to use strength-based equipment and skills.
Strength also provides certain inherent bonuses:
A critical strike is a skill or default attack dealing increased damage and possibly inflicting elemental ailments. Whenever the player or a monster uses a skill, they have a chance to deal a critical strike by default.
Critical strikes are rolled on a per-action basis, not per-target. So each time a creature uses a skill, the critical strike roll is made once and only once. If someone rolls a critical strike, critical damage will be dealt to all targets hit by that skill.
The chance to deal a critical strike is taken from the weapon used to perform an attack or attack skill. This chance is based on the weapon’s base critical strike plus any local critical strike mods on the weapon.
Life (also called Health or Hit Points) is the health source of a character or monster. For the player it is shown as a red orb in the lower left of the screen and will decrease when receiving damage. Characters die when they reach 0 life and must be resurrected in town. Players can restore life by using flasks, gaining life regeneration from passive skills and equipment, or leeching life from enemies, among other mechanics. Life is fully restored upon entering a town. Light radius is based on current life.
Chaos damage is not elemental, thus “+% to all Elemental Resistances” does not affect chaos, but “+% to all maximum Resistances” does. Chaos resistance can be modified by items and passive skills. The Keystone passive skill Chaos Inoculation grants total immunity to Chaos damage.
Maximum resistances are hard capped at 90%.