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Diablo 4 Vampiric Powers - All Powers in Season 2 and How to Unlock | Wowhead
来自 Paryah
[Last Updated]:
2023/10/24
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This guide will help you understand everything that you need to know about Vampiric Powers, the Seasonal Mechanic for Diablo 4 Season 2: Season of Blood. Learn what Vampiric Powers are, where to get them, how to use them, and everything you need to know to turn your newfound abilities against the Master and his minions.
Vampiric Powers are just what they sound like they ought to be. While fighting the new Vampire scourge that is blighting Sanctuary, you got bit. Fortunately the Blood of Lilith makes you special, and instead of turning into a vampire minion of the Master, you turn into a Vampire with a mind of your own. Turn that mind and those powers to the cause of good, and give the Vampires a taste of their own medicine.
The Vampiric Powers system works together with the Pact system and the Potent Blood resource. These systems are an integral part of the Season of Blood, and understanding them and how they work together will only enhance your gameplay.
Vampiric Powers
: These are additional skills that work with your normal skills to produce more damage and interesting affects.
Pacts
: These are values assigned to armor pieces. There are 3 types of Pact, Ferocity, Divinity, and Eternity. Each Vampiric Power requires a combination of Pacts to activate it.
Potent Blood
: This is a resource gathered from killing enemy Vampires. Potent Blood is used to unlock and upgrade Vampiric Powers.
For more details about the Pact system and Potent Blood, check out our comprehensive guides.
The Pact Armor System Guide Potent Blood Currency Guide
Vampiric Powers can only be used on Seasonal Realms during Season of Blood. Characters in the Eternal (Regular) realms will not have access to any of the seasonal content including Vampiric Powers.
How Vampiric Powers Work
As you work through the Season Campaign storyline, you will unlock the Seasonal Mechanic systems including Vampiric Powers. Vampiric Powers can be accessed from a new tab in the inventory section on your character menu. There are a total of 22 Vampiric Powers, they are all Class agnostic, and you can equip and use up to 5 at a time.
It may look complex at first, but this system isn't as daunting as it might seem:
Unlock Vampiric Powers through gameplay or with Potent Blood.
Add a Power to one of the 5 slots on the Sanguine Circle to equip it.
Equip gear with the correct number and type of Pacts to activate your Powers.
Pacts can be added to and removed from gear so that you can fine tune your combination.
Vampiric Powers can be upgraded to a maximum level of 3 using Potent Blood.
The Vampiric Powers Interface
At the top of the menu, you can see the
Pacts
area. This shows the number of each Pact type required to activate your Vampiric Powers, and the total Pacts that you have available.
The
gear
shown on the left of the menu is the gear that provides the Pacts available to you. The small icons at the bottom of each gear lot show the Pacts that each gear piece provides.
In the main window of the menu, you can see the
Sanguine Circle
which holds up to 5 Vampiric Powers that you have equipped.
Your Vampiric Powers menu is opened by clicking the
Season tab
next to the Gear tab. As always, Season-specific UI elements are marked with a green leaf.
Below the tab bar, you can see all 22
Vampiric Powers
, with those that you have unlocked and equipped denoted by icon type.
Beneath the Vampiric Powers, you can see your
Potent Blood
indicator, showing your total and how much can be spent.
How to Get Vampiric Powers
Each Vampiric Power can be acquired from one of 3 sources.
They can be unlocked semi-randomly using Potent Blood:
, , , , , , , , , , , , , ,
They can reputation rewards from Hunters Acclaim during Blood Harvest Events:
Level 4:
Level 9:
They can be granted as Quest rewards from the Campaign
(Beckoning Thirst Quest Reward)
(A Serpent Cornered Quest Reward)
(Battle of Fear and Faith Quest Reward)
(A Witness in the Dust Quest Reward)
(Blood Money Quest Reward)
Season of Blood Campaign Guide Hunters Acclaim Reputation Guide Blood Harvest Event Guide Potent Blood Currency Guide
Activating Vampiric Powers
To activate a Vampiric Power you need to fulfill its Pact requirement. All head, chest, hand, leg, and foot armor that is attainable in Season of Blood will have Pacts. Pacts have a value and a type icon. The value is the number of that type of Pact needed or provided, and the icon represents the type of Pact: Ferocity, Divinity, or Eternity.
Ferocity
Divinity
Eternity
Each piece of gear has a Pact Limit based on its slot.
3 on Helm and Boots
4 on Pants
5 on Chest Armor and Gloves
There are 2 Levels of Vampiric Powers, Minor, and Major. Minor Vampiric Powers only require 1 to 3 Pacts to activate, while Major Vampiric Powers require 6 Pacts.
Note: Vampiric Powers use Pacts in the order in which they are added to your Sanguine Circle.
This means that if your gear is giving you, for example, 2 of a particular Pact and you have 2 Powers which each require 2 of that Pact, the Power that you add to the Sanguine Circle first will be activated. In order to activate the second, you will either need to acquire 2 more of that Pact, or reassign your Powers, adding the second one first.
Looking at our gear item and our Vampiric Power, you can see that the activation cost for the Power is 2 Ferocity, 2 Divinity, and 2 Eternity.
This piece of gear provides 1 Ferocity, 1 Divinity, and 1 Eternity towards the activation cost.
To activate this Power you would need other pieces of gear that would make up another of each Pact.
All you need to do to have Pacts count towards your Vampiric Power activation cast is equip the piece of gear that the Pacts are attached to. Pacts can be added to and removed from gear items. You can read more about that in our Pacts guide:
The Pact Armor System Guide
Using Potent Blood to Unlock and Upgrade Vampiric Powers
There are 15 Vampiric Powers that are Unlocked through the use of Potent Blood. Each Vampiric Power, no matter how it is acquired, has the capability to become more powerful. Once you have unlocked a Vampiric Power, Potent Blood can be spent to upgrade that Vampiric Power to a maximum of Level 3.
Vampiric Powers are Unlocked and Upgraded through the Vampiric Powers interface. This is somewhat of a lottery system. When you spend Potent Blood you are given 3 Vampiric Power Options. For each of those 3 powers, if you have not unlocked it, you have the option to do so, or, if you have unlocked it you have the option to Upgrade it.
Unlocking or Upgrading a Vampiric Power costs 25 Potent Blood. You need to Upgrade a Vampiric Power 5 times to get it from Level 1 to Level 2, and then another 10 times to get it from Level 2 to Level 3. So a fully Upgraded Vampiric Power will cost 375 Potent Blood. If you also need to Unlock that power, the total will be 400 Potent Blood.
Once you open up your Vampiric Powers interface you will see a button near the bottom of the UI that tells you how much Potent Blood you have to spend. If you click the button you will get a new window that will give you 3 Vampiric Powers to choose between. In the following example, the player can select between upgrading the power on the left towards Level 2, upgrading the power on the right towards level 3, or unlocking in the middle.
You can read more about Potent Blood in our guide:
Potent Blood Currency Guide
The Vampiric Curse Keyword
The Vampiric Curse keyword is also part of the Vampiric Powers system. Like other keywords in Diablo 4, such as Vulnerable and Chilled, Vampiric Curse can be applied and spread by some Vampiric Powers.
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.
All Vampiric Powers
There are 2 Levels of Vampiric Powers, Minor, and Major. Minor Vampiric Powers only require 1 to 3 Pacts to activate, while Major Vampiric Powers require 6 Pacts. Values listed reflect each Vampiric Power at Level 3.
Minor Vampiric Powers
Pact Requirement
: 1 Divinity
Source
: Potent Blood
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.
Pact Requirement
: 2 Divinity
Source
: Potent Blood
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.
Pact Requirement
: 1 Ferocity
Source
: Potent Blood
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.
Pact Requirement
: 1 Eternity
Source
: Potent Blood
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.
Pact Requirement
: 3 Divinity
Source
: Quest
Beckoning Thirst
For every 5 Basic Skills you cast, one of your active Cooldowns is reduced by 2 seconds.
Pact Requirement
: 3 Eternity
Source
: Potent Blood
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.
Pact Requirement
: 1 Ferocity
Source
: Potent Blood
Hitting enemies with direct damage infects them with Pox. Inflicting Pox 8 times on an enemy expunges their infection, dealing 70% Poison damage.
Pact Requirement
: 1 Ferocity, 1 Divinity
Source
: Potent Blood
Thorns have a 10% chance to deal 300% increased damage and Chill enemies for 8%.
Pact Requirement
: 2 Ferocity
Source
: Potent Blood
You deal 16% increased damage to Vulnerable enemies. Enemies are Vulnerable while affected by a Vampiric Curse from your other Vampiric Powers.
Pact Requirement
: 1 Divinity, 1 Eternity
Source
: Potent Blood
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.
Pact Requirement
: 3 Ferocity
Source
: Quest
A Witness in the Dust
Lucky Hit: Up to a 20% chance to increase your Attack Speed by 40% of your Total Movement Speed for 6 seconds.
Pact Requirement
: 2 Eternity
Source
: Potent Blood
You gain 1% Damage Reduction for each 2% Life you are missing.
Pact Requirement
: 1 Divinity, 1 Eternity
Source
: Blood Harvest Hunter's Acclaim Tier 4
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.
Pact Requirement
: 1 Ferocity, 1 Divinity, 1 Eternity
Source
: Potent Blood
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.
Pact Requirement
: 1 Eternity
Source
: Quest
Blood Money
Casting Skills heals you for 3% Life. Double this bonus while below 50% Life.
Major Vampiric Powers
Pact Requirement
: 6 Divinity
Source
: Blood Harvest Hunter's Acclaim Tier 9
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.
Pact Requirement
: 3 Divinity, 3 Eternity
Source
: Potent Blood
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.
Pact Requirement
: 6 Eternity
Source
: Potent Blood
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.
Pact Requirement
: 3 Ferocity, 3 Divinity
Source
: Potent Blood
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.
Pact Requirement
: 2 Ferocity, 2 Divinity, 2 Eternity
Source
: Potent Blood
You deal 60% increased Damage Over Time to enemies that are moving or affected by a Vampiric Curse.
Pact Requirement
: 2 Ferocity, 2 Divinity, 2 Eternity
Source
: Quest
A Serpent Cornered
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.
Pact Requirement
: 6 Ferocity
Source
: Quest
Battle of Fear and Faith
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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