| Name | Requirements | Description | Category |
|---|---|---|---|
| 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. | Minor Vampiric Powers |
| 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. | Minor Vampiric Powers |
| Hectic | 3 Divinity | For every 5 Basic Skills you cast, one of your active Cooldowns is reduced by 2 seconds. | Minor Vampiric Powers |
| Jagged Spikes | 1 Ferocity, 1 Divinity | Thorns have a 10% chance to deal 300% increased damage and Chill enemies for 8%. | Minor 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. | Minor Vampiric Powers |
| 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. | Minor Vampiric Powers |
| 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. | Minor Vampiric Powers |
| 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. | Major Vampiric Powers |
| 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. | Major Vampiric Powers |
| 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. | Major Vampiric Powers |
| 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. | Major Vampiric Powers |
| 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. | Major Vampiric Powers |

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.