Keystone Passive /46
Maximum Chance to Dodge Spell Hits is 75%
Never deal Critical Strikes
Cannot be Stunned
Energy Shield protects Mana instead of Life
50% less Energy Shield Recharge Rate
10% more maximum Life
Skills Cost Life instead of Mana
Skills Reserve Life instead of Mana
Exposure inflicted this way applies -25% to Resistances
25% less Evasion Rating against Melee Attacks
+1 to maximum number of Summoned Totems
Maximum total Energy Shield Recovery per second from Leech is doubled
Cannot Recharge Energy Shield
Cannot Recover Life other than from Leech
Deal no Non-Fire Damage
Your Critical Strikes do not deal extra Damage
Ailments never count as being from Critical Strikes
Critical Strikes do not deal extra Damage
Non-Critical Strikes cannot inflict Ailments
Your Bleeding does not deal extra Damage while the Enemy is moving and cannot be Aggravated
50% less Damage with Bleeding
You can have an additional Brand Attached to an Enemy
40% less Energy Shield Recharge Rate
100% more Warcry Duration
50% less maximum Total Life Recovery per Second from Leech
Energy Shield Recharge instead applies to Life
Chance to Block Spell Damage is doubled
You take 65% of Damage from Blocked Hits
10% more chance to Evade Attacks if you have been Hit by an Attack Recently
20% more Attack Damage taken if you have been Hit by an Attack Recently
While not on Full Life, Sacrifice 20% of Mana per Second to Recover that much Life
Aura Skills have 1% more Aura Effect per 2% of maximum Mana they Reserve
40% more Mana Reservation of Aura Skills
Maximum Damage Reduction for any Damage Type is 50%
Inflict 5 additional Impales on Enemies you Impale
For 5 seconds after you Impale Enemies, they cannot be Impaled again, and Impales cannot be Called from them
20% less Effect of your Curses
+1% Chance to Suppress Spell Damage per 15 Dexterity
2% reduced Duration of Elemental Ailments on you per 15 Intelligence
Every 2 seconds, gain a Ghost Shroud, up to a maximum of 3
When Hit, lose a Ghost Shroud to Recover Energy Shield equal to 3% of your Evasion Rating
3% of Physical Damage prevented from Hits Recently is Regenerated as Energy Shield per second
-10% to maximum Chance to Block Spell Damage
+2% Chance to Block Spell Damage for each 1% Overcapped Chance to Block Attack Damage
100% more Duration of Ailments on you
Never deal Critical Strikes
Effects that interact with Mana Burn interact with Weeping Wounds instead
Timeless Jewel Keystone /15
Keystone
All Damage taken bypasses Energy Shield
50% of Elemental Damage taken as Chaos Damage
+5% to maximum Chaos Resistance(Maximum Resistances cannot be raised above 90%)
Keystone
Energy Shield starts at zero
Cannot Recharge or Regenerate Energy Shield
Lose 5% of Energy Shield per second
Life Leech effects are not removed when Unreserved Life is Filled
Life Leech effects Recover Energy Shield instead while on Full Life
Keystone
50% of Non-Chaos Damage taken bypasses Energy Shield
Gain 15% of Maximum Life as Extra Maximum Energy Shield
Keystone
Life Recovery from Non-Instant Leech is not applied
2% additional Physical Damage Reduction for every 3% Life Recovery per second from Leech
Keystone
50% of Cold and Lightning Damage taken as Fire Damage
50% less Cold Resistance
50% less Lightning Resistance
Keystone
Mana Recovery from Regeneration is not applied
1 Rage Regenerated for every 25 Mana Regeneration per Second
Does not delay Inherent Loss of Rage
Skills Cost +3 Rage
Keystone
Can't use Helmets
Your Critical Strike Chance is Lucky
Your Damage with Critical Strikes is Lucky
Enemies' Damage with Critical Strikes against you is Lucky(Lucky things are rolled twice and the best result used)
Keystone
You are Blind
Blind does not affect your Light Radius
25% more Melee Critical Strike Chance while Blinded(Being Blinded causes 20% less Accuracy Rating and Evasion Rating)
Keystone
Armour applies to Fire, Cold and Lightning Damage taken from Hits instead of Physical Damage
-15% to all maximum Elemental Resistances
Keystone
3% more Spell Damage per Power Charge
Gain Power Charges instead of Frenzy Charges
Keystone
Life Recovery from Flasks also applies to Energy Shield
30% less Life Recovery from Flasks(Life flask effects are still removed when unreserved life is filled)
Keystone
Nearby Allies and Enemies Share Charges with you
Enemies Hitting you have 10% chance to gain an Endurance,
Frenzy or Power Charge
Cluster Jewel Keystone /8
10% more Damage taken if you haven't Consumed a Corpse Recently
50% more Effect of Herald Buffs on you
100% more Damage with Hits from Herald Skills
50% more Damage Over Time with Herald Skills
Minions from Herald Skills deal 25% more Damage
Your Aura Skills are Disabled
2% chance to deal Double Damage per Grasping Vine
1% less Damage taken per Grasping Vine
Critical Strikes inflict Scorch, Brittle and Sapped
Projectiles cannot Pierce, Fork or Chain
20% additional Physical Damage Reduction while affected by a Non-Vaal Guard Skill
20% more Damage taken if a Non-Vaal Guard Buff was lost Recently
40% more Attack Speed with Melee Skills while you are Unencumbered
Adds 14 to 20 Attack Physical Damage to Melee Skills per 10 Dexterity while you are Unencumbered
Community Wiki
Keystone
A Keystone is a unique and powerful passive skill node that significantly impacts the way a character is played.
Interactions
Interactions with unique items
Some unique items grant a keystone status without needing to have the keystone allocated in the passive tree. In these cases the status only applies once. If you allocate the keystone and use the unique it will be the same as if you had only done one.
Some unique items have stats which are similar to keystones. These effects are separate from the keystone and will be treated as two different modifiers. Uniques which add a keystone effect will have the exact name of the keystone in their effect list.
Examples:
- Malachai's Simula adds the keystone effect.
- Prism Guardian adds the keystone effect for specific skills.
- Chin Sol does not add a keystone effect.
Stat removal
- Stat: The stat in question.
- Removed: The stat is removed by this keystone. Keystones that require this stat cease to function.
- Targeted: The stat relies on or is improved by this keystone. If this stat is removed by another keystone, this keystone ceases to give its benefit.
In short, keystones in the Removed column block the benefits of other keystones in the Targeted column for that stat. Only stats for which there is a potential conflict have been listed.
Stat | Removed | Targeted |
---|---|---|
Evade Chance | Unwavering Stance | Arrow Dancing |
Life | Chaos Inoculation | Blood Magic, Pain Attunement, Vaal Pact, Corrupted Soul |
Life Regeneration | Vaal Pact | Zealot's Oath |
Mana | Blood Magic | Mind Over Matter, Power of Purpose, The Agnostic |
Critical Strike Chance | Resolute Technique | Elemental Overload, Perfect Agony, Dance with Death, Second Sight |
Critical Strike Multiplier | Elemental Overload | Perfect Agony |
Energy Shield | The Agnostic | Eldritch Battery, Eternal Youth, Ghost Reaver, Immortal Ambition, Wicked Ward, Zealot's Oath |
Energy Shield Recharge | Immortal Ambition | Wicked Ward |
Life Leech Recovery | Strength of Blood | Ghost Reaver |
Notes:
- Iron Reflexes is based on evasion, which is not the same as evade chance. Thus it is compatible with Unwavering Stance.
- Vaal Pact + Zealot's Oath: Life regeneration will not apply to energy shields, but energy shield regeneration will still function.
- Vaal Pact + Ghost Reaver: Negates the benefits of each other.
- While Eldritch Battery, Corrupted Soul, The Agnostic, and Divine Flesh can be combined with Chaos Inoculation, it will severely impact the character's surviability.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.