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History — The Bleed

15 Jul 2026, 16:49 · Patch 3.8 · Created (3.8)View
Showing revision from 15 Jul 2026, 16:49 by Patch 3.8.

Until the Blight Tide ran high, the corruption was a thing of the deep. No longer. Once the Tide climbs past its thresholds, the deep bleeds up into the overworld: a share of ordinary spawns rise Blight-touched — stronger, darker, and named so you see them coming. A Blight-touched foe wears a violet card on your tile; you cannot miss it.

The Bleed is an opportunity, not an ambush. Only a fraction of spawns turn, they are clearly marked, and you can simply walk past. Fighting one is the choice — and it pays. The Bleed never touches the starting fields: nursery zones and characters under level 60 are left in peace.

When it rises

The Bleed keys off the live Tide band. The higher the Tide, the more of the realm turns Blight-touched and the stronger each one is:

Tide bandBlight-touched spawnsStrength
Below 60% (Held / Rising)None — the Bleed is inert
Bleed — 60%~1 in 8+15%
Siege — 80%~1 in 5+30%
Fall — 95%~1 in 3+45%

The reward for the kill

Felling a Blight-touched foe is fighting the war on the surface. Each kill pays a gold bounty (scaling with the foe's level and the Tide band), a chance at Dark Crystal shards, and drives the Blight Tide back — the same currency of contribution as cleansing a Purification Node below. When the whole realm pushes the Tide down across a band boundary, everyone who fought that season shares a recession reward.

You no longer have to descend to fight the war. When it rises to meet you, every Blight-touched kill in the sun is a blow struck in it.