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Leech
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'''Leech''' (or '''lifesteal/manasteal''') effects take away [[life]] or other [[resource pool|resource]] like [[mana]] from a target and giving it to the [[caster]]. The resource received does not have to correspond with the damage dealt, and in many cases a character could get a part of the health back, or transform a multiplication % of the damage dealtto health or mana/resource.
The resource received does not have to correspond with the damage dealt, and in many cases a character could get a part of the health back, or a multiplication of the damage dealt.
Leech/lifesteal is not the same as [[drain]] or [[bleed]], but the effects are similar, and can sometimes be combined.
==Leech in Diablo III===
Leech was quite overpowered in Diablo II, was widely available on all types of weapons and also on many unique and set helms, armors, gloves, belts, and more. This contributed to that game's erratic difficulty curve. Thanks to the ready availability of leech (and to a much lesser extent potions), all well-equipped melee characters in Diablo II could keep their health (and mana) constantly topped off. As a result, monsters needed to be able to kill a character almost instantly in order to pose any real threat.
The Diablo III team has learned from this issue, and besides largely removing potions from the game (and adding in [[health orbs]], they've greatly reduced the frequency of leech. It will be found very rarely (if at all) on equipment, and comes only from a few [[skills]] and [[traits]].
These changes make it much harder for characters to heal and to stay at full health, which makes monsters dangerous again, even if they can't kill a character in one shot.
===Leech Sources in Diablo III===
No item stats are yet known to provide leech. A few skills and traits do, in limited fashion:
* [[Bloodthirst]] -- A
* [[Drain Power]] -- A Wizard trait that transfers a % of damage done with Arcane spells to health and Arcane Power.
[[Category:Reference]]
[[category:combat]]