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Diablo 4: Siphon the Blood of Your Foes Using Vampiric Powers

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Diablo 4: Siphon the Blood of Your Foes Using Vampiric Powers

Aug 11 2023
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Driving a stake into the heart of the Dark Master’s plan will require you to wield their same savagery—Vampiric Powers. What was once a forbidden art shall become Sanctuary’s salvation. But to wield it, you’re going to need blood, Potent Blood. Acquired from fallen adversaries, Potent Blood can be spent in the Vampiric Powers tab within the Character menu to unlock a random power or power upgrade. Vampiric Powers can also be unlocked by completing the Seasonal Questline and from the Blood Harvest Seasonal Event. We’ll cover the latter in detail later.

After learning a Vampiric Power, you can spend Potent Blood in the powers tab to take its might to the next Level. Each power can be upgraded to a maximum of Level 3 and up to five powers can be equipped to your character at a time. When you hover over a Vampiric Power, you’ll notice it displays anywhere between 1–3 symbols and numbers—these are called Pacts and the number is their associated cost. This is where Pact Armor comes into play.

Unpack Your Vampire Power Through Pact Armor

There are three Pact types in total. Using the above image for reference, from left to right, they are called Ferocity, Divinity, and Eternity. Keep your eyes peeled for Chest armor, Pants, Gloves, Boots, and Helms containing Pacts that drop during Season of Blood because they are needed to activate your Vampiric Powers. Once you have both Pact Armor and Vampiric Powers equipped, you’ll need to ensure that the armor you’re wearing provides Pacts that match the activation cost listed on the power.

Let’s use the above Legendary Gloves as an example. They provide 1 Ferocity, 1 Divinity, and 1 Eternity Pacts. If you have a Vampiric Power that requires 1 Ferocity to activate, then this item alone covers the requirement, and you still have 1 Divinity and 1 Eternity available. If you equip a second Vampiric Power that requires both 1 Divinity and 1 Eternity to activate, the boots still provide enough Pacts to activate both powers.

Customize Pact Armor to Your Needs

You might not always have armor with the right Pacts to activate the Vampiric Powers in your collection. The Dark Master’s servants have devised two types of items to remedy this situation: standalone Pacts and Cleansing Acids.

Standalone Pacts are used to add a specific type of Pact to an item of your choice (this can only be done if the maximum amount of that Pact type isn’t already on that item). Cleansing Acids are used to remove Pacts from an item.

These crafting items can be pried from the clutches of Blood Seekers, as well as acquired from the Blood Harvest Season event, Season Journey, Opulent Coffins, and through the new Questline. Use these tools to ensure you always have Pact Armor that matches the Vampiric Powers you’d like to use.

Bleed New Blood into Your Build

Now that you’ve learned of Vampiric Powers and Pact Armor, let’s look at the 22 Vampiric Powers available in Season of Blood. All Classes can wield any Vampiric Power, and in doing so, they will sculpt your character into a vampire-killing machine. Will you seek to diversify your collection of powers or concentrate your resources on maxing out a handful of them?

The new Vampiric Curse keyword has been added to complement these terrifying powers. Look out for it as you read about each power.

Vampiric Curse: Killing an enemy affected by your Vampiric Curse stores their soul. Casting a Defensive, Macabre, or Agility Skill will unleash stored souls to attack nearby enemies. You can hold up to 8 souls.

The below values reflect each Vampiric Power at their maximum Level 3.

Minor Vampiric Powers (1–3 Pacts Required):

  Anticipation (1 Divinity): Your Ultimate Skills gain 20% Cooldown Reduction. Your Ultimate Skills gain 12% increased damage for each nearby enemy affected by your Damage Over Time effects.

  Coven’s Fangs (2 Divinity): Your Conjuration, Companion, Minion, and Bat Familiar attacks deal 52% increased damage to Crowd Controlled enemies. Lucky Hit: Your Conjuration, Companion, Minion, and Bat Familiar have up to a 30% chance to inflict Vampiric Curse when hitting enemies.

  Domination (1 Ferocity): You deal 24% increased damage to enemies who are Stunned, Immobilized, Frozen, or Feared. If they\'re also Injured and not an Elite, they\'re instantly killed.

  Feed the Coven (1 Eternity): Lucky Hit: Conjuration, Companion, Minion and Bat Familiar attacks have up to a 60% chance to restore 10 Primary Resource to you and increase your Damage by 10% for 4 seconds.

  Hectic (3 Divinity): For every 5 Basic Skills you cast, one of your active Cooldowns is reduced by 2 seconds.

  Hemomancy (3 Eternity): Your attacks deal 80% of your Maximum Life as Physical damage to nearby enemies. This can only occur once every 4 seconds. You heal for 1% of your Maximum Life for each enemy damaged this way.

  Infection (1 Ferocity): Hitting enemies with direct damage infects them with Pox. Inflicting Pox 8 times on an enemy expunges their infection, dealing 70% Poison damage.

  Jagged Spikes (1 Ferocity, 1 Divinity): Thorns have a 10% chance to deal 300% increased damage and Chill enemies for 8%.

  Prey on the Weak (2 Ferocity): You deal 16% increased damage to Vulnerable enemies. Enemies are Vulnerable while affected by a Vampiric Curse from your other Vampiric Powers.

  Rampart (1 Divinity, 1 Eternity): After not moving for 3 seconds, you gain a Barrier for 40% of your Maximum Life for 6 seconds. This effect can occur once every 20 seconds.

  Ravenous (3 Ferocity): Lucky Hit: Up to a 20% chance to increase your Attack Speed by 40% of your Total Movement Speed for 6 seconds.

  Resilience (2 Eternity): You gain 1% Damage Reduction for each 2% Life you are missing.

  Sanguine Brace (1 Divinity, 1 Eternity): When you kill an enemy, Fortify for 6% of your Base Life. While you have more Fortify than half of your Maximum Life, you gain 8% Critical Strike Chance.

  Terror (1 Ferocity, 1 Divinity, 1 Eternity): When struck, you have a 14% chance to Fear nearby enemies and Slow them by 80% for 2 seconds. You are guaranteed to Critically Strike enemies who are Feared.

  Undying (1 Eternity): Casting Skills heals you for 3% Life. Double this bonus while below 50% Life.

Major Vampiric Powers (6 Pacts Required):

  Accursed Touch (6 Divinity): Lucky Hit: Up to a 44% chance to inflict Vampiric Curse on enemies. Enemies with the Vampiric Curse have a 15% chance to spread it to other surrounding enemies. Accursed Souls deal 200% increased damage.

  Bathe in Blood (3 Divinity, 3 Eternity): While Channeling a Skill, you form a pool of blood beneath you. While channeling a skill in a pool, your Channeled Skills deal 40% increased damage and you gain 30% Damage Reduction. A pool can only form once every 8 seconds.

  Blood Boil (6 Eternity): When your Core Skills Overpower an enemy, you spawn 3 Volatile Blood Drops. Collecting a Volatile Blood Drop causes it to explode, dealing 60% Physical damage around you. Every 20 seconds, your next Skill is guaranteed to Overpower.

  Call Familiar (3 Ferocity, 3 Divinity): Casting a Mastery, Weapon Mastery, Macabre, Wrath, or Imbuement Skill calls a bat ally to attack nearby enemies, dealing 80% Physical damage with a 30% chance to Stun.

  Flowing Veins (2 Ferocity, 2 Divinity, 2 Eternity): You deal 60% increased Damage Over Time to enemies that are moving or affected by a Vampiric Curse.

  Metamorphosis (2 Ferocity, 2 Divinity, 2 Eternity): When you Evade you turn into a cloud of bats, becoming Unstoppable for 4 seconds. Enemies along your path take 160% Physical damage and are inflicted with Vampiric Curse.

  Moonrise (6 Ferocity): Hitting an enemy with a Basic Skill grants you 4% Attack Speed for 10 seconds, stacking up to 5 times. Upon reaching maximum stacks, you enter a Vampiric Bloodrage, gaining 160% Basic Skill damage and 15% Movement Speed for 10 seconds.

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