Power of Blood

See Also: Spells, Talents

Power of Blood abilities are gained through drinking the Alchemical Concoction that is located on a table in the study of Avernus's Tower. This "enhances" the power you gain from the darkspawn taint. You instantly gain two new Power of Blood abilities, based on your class.

[[File:Spell-DarkSustenance icon.png]] Dark Sustenance

 * Type: Activated
 * Range: Personal
 * Costs
 * Activation (health): 40.0

A self-inflicted wound lets the mage draw from the power of tainted blood, rapidly regenerating a significant amount of mana but taking a small hit to health.

[[File:Spell-BloodyGrasp icon.png]] Bloody Grasp

 * Type: Activated
 * Range: Medium
 * Costs
 * Activation (health): 16.0

The mage's own tainted blood becomes a weapon, sapping the caster's health slightly but inflicting :spirit damage on the target. Darkspawn targets suffer additional damage for a short period.

Dark Passage

 * Type: Passive

Tapping into the power of tainted blood makes the rogue more nimble, able to move more quickly while using Stealth and more likely to dodge a physical attack.

The Tainted Blade

 * Type: Sustained
 * Range: Personal
 * Costs
 * Activation: 51.0
 * Health: 10 every 3 seconds
 * Cooldown (sec): ~10

The rogue's blood gushes forth, coating the edges of weapons with a deadly taint. The character gains a bonus to damage determined by the cunning attribute, but suffers continuously depleting health in return. (All enemies hit by the player's weapon receive a damage over time effect)

Blood Thirst

 * Type: Sustained
 * Range: Personal
 * Costs
 * Upkeep: 34.0

Increased movement speed, Attack speed and Critical damage. Warrior takes more damage and loses health continuously as long as spell is active.

Blood Fury

 * Type: Activated
 * Range: Personal
 * Costs
 * Activation (health): 34.0

Area of effect spell that knocks backs enemy when warrior sprays his/her own tainted blood around. Warrior loses some personal health every time this spell activates