One branch is chosen on each tier.
Kills heal missing HP.
Kills heal 20% of missing HP. Exhaustion disables this.
Blood zone hurts owner less.
Blood-zone pulse self-damage drops from 45% to 30%.
Critical charge triggers earlier.
HP-loss threshold for gaining a guaranteed critical drops from 20% to 12% of maximum HP.
Strength is added to zone damage.
Blood zone damage becomes 12 + Strength*0.08 per pulse. Higher Strength makes the aura more dangerous.
Strength-based passive regen is stronger.
Passive regen from missing HP: 0.6% Strength per 5% (instead of 0.35%). Exhaustion disables this.
Missing HP increases damage.
+0.7% outgoing damage per 1% missing HP. Exhaustion disables this.
Missing HP grants effect resistance.
Every 5% missing HP grants 3% effect resistance. Exhaustion disables this.
Blood zone is wider.
Blood zone radius increases from 4 to 7 blocks, enabling group pressure and space control.
Melee berserker: gains guaranteed critical hits after heavy HP loss and can toggle a damaging blood zone around himself.