Your monstrous new adversaries are not a typical demonic disturbance and require you to harness their Vampiric Powers with the aid of new Pact Armor. You must unleash your newfound power on its originators in a most ruthless display to put them to rest. Only then may Sanctuary be truly safe for a spell.
Can only be placed on Armor gear pieces (not Jewelry or Weapons). You can place up to 3 on regular gear, 4 on Sacred and 5 on Ancestral items.
There are also three different types (Ferocity, Divinity, and Eternity) that when combined are totaled up in the Sanguine Circle and used to unlock the Vampiric Powers.
You can only add Pacts to an item until you reach the maximum amount, at that point, you need to use a Cleansing Acid to remove a Pact.
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 |
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. | Minor Vampiric Powers |
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. | 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 |
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. | Minor Vampiric Powers |
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. | 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 |
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. | 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 |
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. | Minor Vampiric Powers |
Resilience | 2 Eternity | You gain 1% Damage Reduction for each 2% Life you are missing. | 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 |
Undying | 1 Eternity | Casting Skills heals you for 3% Life. Double this bonus while below 50% Life. | 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 |
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. | 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 |
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. | 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.
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.
Home to the highest chance for receiving Potent Blood and Pact Armor drops is the Blood Harvest Seasonal Event. With a wave of his hand, the Dark Master has dispatched cunning Blood Seekers with armies of vampires to conquest the Dry Steppes, Hawezar, and Scosglen regions of Sanctuary, imprisoning its denizens and causing pandemonium.
Putting enemies to the sword during Bounties, bursting Blood Blisters, completing World Events, disrupting vampiric rituals, and freeing prisoners, will earn you some Reputation. With Reputation, you’ll climb Tiers containing useful rewards, such as crafting materials, Items, and Pact consumables.
Inside the Blood Harvest, you’ll have the chance to acquire Blood Lures, which summon Blood Seekers for you to extinguish. You can also use any Seeker Keys you find to free prisoners of the Dark Master’s army or on Seekers Caches to receive Pact Armor, Pact Consumables, and Potent Blood.