Blood Tendrils

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Blood Tendrils is a threshold Attack ability, requiring level 75 Attack to use. It is one of five bleed abilities for the Attack and Strength skills, the others being Lesser Dismember, Dismember, Slaughter, and Massacre. When activated, it summons tendrils of blood to inflict a bleed effect on both you and your opponent, the damage in your favour. Blood Tendrils can kill players who use it at low health.

Blood Tendrils, along with Smoke Tendrils, Shadow Tendrils, and Ice Asylum, is learned by reading the Codex Ultimatus, which is obtained by talking to the Archaeological expert after The Dig Site quest.

Usage[edit | edit source]

When cast, the target will take a single large hit of 36-180% ability damage. The next four hits will follow-up with 50% less damage from the first hit, while the user also takes 5/36 of the halved damage as self-inflicted damage.

If the masterwork spear of annihilation is used, an additional two hits are added at the start of the ability, rather than the end. These two hits deal 50% less damage, but do not damage the player. On the third hit, Blood Tendrils resumes as normal.

Because Blood Tendrils damages the user, it is advised to use it with caution. This ability deals relatively little damage to the player compared to Smoke and Shadow Tendrils, the magic and range counterparts. It is best used with Soul Split or a scrimshaw of vampyrism against weaker monsters with many life points.

Unlike normal abilities, damage over time effects are not affected by:
Damage boosting prayers and ancient curses (aside from their accuracy bonus)
Damage boosting abilities: Berserk, Death's Swiftness, and Sunshine (with the exception of Metamorphosis)
Zaros Godsword's special attack
Berserker's Fury relic power
Most invention perks affecting variable damage, including Genocidal, Precise, Equilibrium, and Ruthless
Some items from the slayer (effect) groups, including: tuned Bane equipment, Salve amulet (e), Demon slayer equipment, Darklight
Critical hits
Slayer helmet and its variants
Damage over time effects are only affected by some modifiers, including:
Damage bonus from equipment
Visible combat skill boosts, from potions or other sources
Vulnerability or its lesser form, Curse
Berserker, Reckless, and Maniacal auras - however, while inside the effects of Berserk, Death's Swiftness, or Sunshine, the aura's invisible boost is negated
Mahjarrat and Dark magic auras - regardless of being inside the effects of Berserk, Death's Swiftness, or Sunshine
Among the Dragon slayer, Demon slayer, and Undead slayer effect groups, only the slayer invention perks and slayer abilities affect bleeds
Scrimshaws

An alternative to Blood Tendrils is Slaughter, which is also a DoT ability. Blood Tendrils deals 108-540% damage and Slaughter does 250-625%, provided the target moves after its first hit.

Like with all damage over time abilities, the player is free to use other abilities while Blood Tendrils does damage to the enemy. The same does not hold for channelled abilities like Assault. This essentially means in terms of long term damage per second and assuming the enemy stays alive during the duration of Blood Tendrils, Blood Tendrils is just as good as an ability which does 108-540% damage in one hit.

Update history[edit | edit source]

The update history project is a work-in-progress – not all updates to this topic may be covered below. See here for how to help out!
  • patch 27 May 2014 (Update):
    • The blood tendril animation no longer continues to play when a player dies or leaves a minigame.
    • Players using the Freedom ability will now have the Blood Tendrils effect removed if it was caused by another player. Freedom will not remove the negative effects from casting the Blood Tendrils ability yourself.