Abilities
How the game itself explains this system.
Active Abilities can be used in combat to gain a tactical advantage.
While in combat, hold Active Ability Wheel to bring up the Ability selection. Select an Active Ability and press Select to trigger it. You can also assign Active Abilities to Quickslots and use them with Left Quickslot, Top Quickslot, Right Quickslot, or Bottom Quickslot.
Triggering an Active Ability costs Activation Charges. Witchcraft and Vampirism Abilities also cost Health.
Only equipped Abilities can be used in combat. You can equip them in the Active Abilities panel.
Some Abilities are Passive. While they trigger only when certain conditions are met and don't have a cost, they still need to be equipped to work.
Witchcraft Abilities can be used only in the Human form, as the Magical Sigil carvings heal up at Night.
Vampirism Abilities can be used only in the Vrakhiri form.
Swordmastery Abilities can be used anytime.
What the game tells you while you play
Active Abilities consume Activation Charges.
Your Activation Charges are currently depleted.
Activation Charges replenish automatically over time. Successful blocks and attacks significantly speed up the recharge.
To use Active Abilities, you need Activation Charges.
They recharge over time. Successful Blocks and Attacks speed up the recharge.
Drinking blood is an Active Ability.
Active Abilities can give you a tactical advantage or even completly change the course of a fight.
Hold Active Ability Wheel to enter the Active Ability selection.
You can use Witchcraft Abilities via the Active Abilities tab.
Use Camera to hover over Compel Soul, then click Select to select it.
Abilities that change it
Adrenaline Rush
Increases Attack Damage after using Active Abilities.
Blasphemous Echo
Increases Witchcraft Abilities Damage for each enemy currently affected by Witchcraft Abilities.
Crimson Rush
Increases Damage of Active Abilities, the higher your Health percentage is.
Cycle of Ruin
Extends Duration of currently active Witchcraft Abilities with each landed Attack, Block and Perfect Block.
Dirty Trick
Stuns and Damages a target and makes them vulnerable to Active Abilities.
Endless Ferocity
Reduces Cooldowns of Vampiric Abilities.
Lasting Blood
Vampiric Abilities cost less Health.
Lasting Malediction
Witchcraft Abilities last longer.
Potent Blood
Chance for Witchcraft Abilities to not cost Health.
Restless Blade
Reduces Cooldowns of Swordmastery Abilities.
Sanguine Renewal
Voracious Bite resets all Active Abilities Cooldowns.
Tactical Mastery
-{0} Activation Charge cost to all Active Abilities (minimum 1).