List of keystone passive skills
The table below lists keystone passive skills.
Name | Stats |
---|---|
Acrobatics | Modifiers to Chance to Suppress Spell Damage instead apply to Chance to Dodge Spell Hits at 50% of their value Maximum Chance to Dodge Spell Hits is 75% [1] |
Ancestral Bond | You can't deal Damage with Skills yourself +1 to maximum number of Summoned Totems [1] |
Arrow Dancing | Evasion Rating is Doubled against Projectile Attacks 25% less Evasion Rating against Melee Attacks [1] |
Avatar of Fire | 50% of Physical, Cold and Lightning Damage Converted to Fire Damage Deal no Non-Fire Damage [1] |
Blood Magic | Removes all mana 10% more maximum Life Skills Cost Life instead of Mana Skills Reserve Life instead of Mana [1] |
Chaos Inoculation | Maximum Life becomes 1, Immune to Chaos Damage [1] |
Conduit | Share Endurance, Frenzy and Power Charges with nearby party members [1] |
Crimson Dance | You can inflict Bleeding on an Enemy up to 8 times Your Bleeding does not deal extra Damage while the Enemy is moving 50% less Damage with Bleeding [1] |
Divine Shield | Cannot Recover Energy Shield to above Armour 3% of Physical Damage prevented from Hits Recently is Regenerated as Energy Shield per second [1] |
Eldritch Battery | Spend Energy Shield before Mana for Skill Mana Costs Energy Shield protects Mana instead of Life 50% less Energy Shield Recharge Rate [1] |
Elemental Equilibrium | Hits that deal Elemental Damage remove Exposure to those Elements and inflict Exposure to other Elements Exposure inflicted this way applies -25% to Resistances [1] |
Elemental Overload | Skills that have dealt a Critical Strike in the past 8 seconds deal 40% more Elemental Damage with Hits and Ailments Your Critical Strikes do not deal extra Damage Ailments never count as being from Critical Strikes [1] |
Eternal Youth | 50% less Life Regeneration Rate 50% less maximum Total Life Recovery per Second from Leech Energy Shield Recharge instead applies to Life [1] |
Ghost Dance | Cannot Recover Energy Shield to above Evasion Rating 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 [1] |
Ghost Reaver | Leech Energy Shield instead of Life Maximum total Energy Shield Recovery per second from Leech is doubled Cannot Recharge Energy Shield [1] |
Glancing Blows | Chance to Block Attack Damage is doubled Chance to Block Spell Damage is doubled You take 65% of Damage from Blocked Hits [1] |
Hex Master | Your Hexes have infinite Duration 20% less Effect of your Curses [1] |
Imbalanced Guard | 100% chance to Defend with 200% of Armour Maximum Damage Reduction for any Damage Type is 50% [1] |
Iron Grip | Strength's Damage bonus applies to Projectile Attack Damage as well as Melee Damage [1] |
Iron Reflexes | Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating [1] |
Iron Will | Strength's Damage bonus applies to all Spell Damage as well [1] |
Lethe Shade | Take 50% less Damage over Time if you've started taking Damage over Time in the past second 100% more Duration of Ailments on you [1] |
Magebane | Dexterity provides no inherent bonus to Evasion Rating +1% Chance to Suppress Spell Damage per 15 Dexterity [1] |
Mind Over Matter | 40% of Damage is taken from Mana before Life [1] |
Minion Instability | Minions Explode when reduced to Low Life, dealing 33% of their Life as Fire Damage to surrounding Enemies [1] |
Necromantic Aegis | All bonuses from an Equipped Shield apply to your Minions instead of you [1] |
Pain Attunement | 30% more Spell Damage when on Low Life [1] |
Perfect Agony | Modifiers to Critical Strike Multiplier also apply to Damage over Time Multiplier for Ailments from Critical Strikes at 50% of their value 30% less Damage with Hits [1] |
Point Blank | Projectile Attack Hits deal up to 30% more Damage to targets at the start of their movement, dealing less Damage to targets as the projectile travels farther [1] |
Precise Technique | 40% more Attack Damage if Accuracy Rating is higher than Maximum Life Never deal Critical Strikes [1] |
Resolute Technique | Your hits can't be Evaded Never deal Critical Strikes [1] |
Runebinder | -1 to maximum number of Summoned Totems You can have an additional Brand Attached to an Enemy [1] |
Solipsism | Intelligence provides no inherent bonus to Energy Shield 2% reduced Duration of Elemental Ailments on you per 15 Intelligence [1] |
Supreme Ego | Auras from your Skills can only affect you Aura Skills have 1% more Aura Effect per 2% of maximum Mana they Reserve 40% more Mana Reservation of Aura Skills [1] |
The Agnostic | Maximum Energy Shield is 0 While not on Full Life, Sacrifice 20% of Mana per Second to Recover that much Life [1] |
The Impaler | When your Hits Impale Enemies, also Impale other Enemies near them Inflict 4 additional Impales on Enemies you Impale For 4 seconds after you Impale Enemies, they cannot be Impaled again, and Impales cannot be Called from them [1] |
Unwavering Stance | Cannot Evade enemy Attacks Cannot be Stunned [1] |
Vaal Pact | Total Recovery per second from Life Leech is doubled Maximum total Life Recovery per second from Leech is doubled You have no Life Regeneration [1] |
Versatile Combatant | -25% to maximum Chance to Block Attack Damage -25% to maximum Chance to Block Spell Damage +2% Chance to Block Spell Damage for each 1% Overcapped Chance to Block Attack Damage [1] |
Warlord's Call | Warcries no longer Exert Attacks Warcries also grant their buffs to nearby allies [1] |
Wicked Ward | Energy Shield Recharge is not interrupted by Damage if Recharge began Recently 40% less Energy Shield Recharge Rate [1] |
Wind Dancer | 20% less Attack Damage taken if you haven't been Hit by an Attack Recently 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 [1] |
Zealot's Oath | Life Regeneration is applied to Energy Shield instead [1] |