Updated 7 Sep 2026
Spirit paths/Staff/Sanguinecall

Sanguinecall is one of two paths an Awakened staff can take toward Blood. Heavy blood channeling backed by growing Power and recovery.

Infusion starts it at +7% Blood Damage, and by Spirit Level 5 it reads +31% Blood Damage, +17% Power and +8% Cooldown Recovery.

From Spirit Level 3 the gear starts firing Trophy Hunter on its own — Killing an elite or a boss grants +45% Power for 12 s. — the same thing Trophy Hunter does from a relic.

Blood builds around Bleed and the Exsanguinate payoff.

Step by step

Infusion, then 5 Spirit Levels
Infusion
+7% Blood Damage
Blood Damage 7
Spirit Level 1
+10% Blood Damage
Blood Damage 10
Spirit Level 2
+15% Blood Damage
Blood Damage 15
Spirit Level 3
+15% Blood Damage
Trophy Hunter Killing an elite or a boss grants +18% Power for 12 s.
Blood Damage 15
Spirit Level 4
+21% Blood Damage
+9% Power
Trophy Hunter Killing an elite or a boss grants +28% Power for 12 s.
Blood Damage 21Power 9
Spirit Level 5
+31% Blood Damage
+17% Power
+8% Cooldown Recovery
Trophy Hunter Killing an elite or a boss grants +45% Power for 12 s.
Blood Damage 31Power 17Cooldown Recovery 8

How the numbers grow

Spirit Level by Spirit Level
StatInfL1L2L3L4L5
Blood Damage71015152131
Power917
Cooldown Recovery8
Trophy Hunter182845

Gear that can take this path

49 bases across 18 lines
+6 more lines

The other Staff paths

16 to choose between
PathAffinityAt Spirit Level 5
BloodRubywarden
A keeper's staff: mending and cooldown flow first, blood wrath in reserve.
Blood
+34% Healing Power
+11% Cooldown Recovery
+12% Power
BloodSanguinecall
Heavy blood channeling backed by growing Power and recovery.
Blood
+31% Blood Damage
+17% Power
+8% Cooldown Recovery
FireAshcall
Heavy fire channeling backed by growing Power and recovery.
Fire
+31% Fire Damage
+17% Power
+8% Cooldown Recovery
FirePyrewarden
A keeper's staff: mending and cooldown flow first, fire wrath in reserve.
Fire
+34% Healing Power
+11% Cooldown Recovery
+12% Power
FrostSleetcall
Heavy frost channeling backed by growing Power and recovery.
Frost
+31% Frost Damage
+17% Power
+8% Cooldown Recovery
FrostWinterwarden
A keeper's staff: mending and cooldown flow first, frost wrath in reserve.
Frost
+34% Healing Power
+11% Cooldown Recovery
+12% Power
HolyLumencall
Heavy radiant channeling backed by growing Power and recovery.
Holy
+31% Holy Damage
+17% Power
+8% Cooldown Recovery
HolySunwarden
A keeper's staff: mending and cooldown flow first, radiant wrath in reserve.
Holy
+34% Healing Power
+11% Cooldown Recovery
+12% Power
PoisonSporewarden
A keeper's staff: mending and cooldown flow first, poison wrath in reserve.
Poison
+34% Healing Power
+11% Cooldown Recovery
+12% Power
PoisonToxincall
Heavy poison channeling backed by growing Power and recovery.
Poison
+31% Poison Damage
+17% Power
+8% Cooldown Recovery
StoneBoulderwarden
A keeper's staff: mending and cooldown flow first, stone wrath in reserve.
Stone
+34% Healing Power
+11% Cooldown Recovery
+12% Power
StoneFlintcall
Heavy stone channeling backed by growing Power and recovery.
Stone
+31% Stone Damage
+17% Power
+8% Cooldown Recovery
StormGalewarden
A keeper's staff: mending and cooldown flow first, storm wrath in reserve.
Storm
+34% Healing Power
+11% Cooldown Recovery
+12% Power
StormThundercall
Heavy storm channeling backed by growing Power and recovery.
Storm
+31% Storm Damage
+17% Power
+8% Cooldown Recovery
VoidAbysswarden
A keeper's staff: mending and cooldown flow first, void wrath in reserve.
Void
+34% Healing Power
+11% Cooldown Recovery
+12% Power
VoidHollowcall
Heavy void channeling backed by growing Power and recovery.
Void
+31% Void Damage
+17% Power
+8% Cooldown Recovery