List of keystone passive skills

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The table below lists keystone passive skills.

NameStats
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]
Chainbreaker
1 Rage regenerated for every 25 Mana Regeneration per second
Mana Recovery from regeneration is not applied
Skills Cost +3 Rage [1]
Chaos Inoculation
Maximum Life becomes 1, Immune to Chaos Damage [1]
Conduit
Share Endurance, Frenzy and Power Charges with nearby party members [1]
Corrupted Soul
50% of Non-Chaos Damage taken bypasses Energy Shield
Gain 15% of Maximum Life as Extra Maximum Energy Shield [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]
Dance with Death
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 [1]
Disciple of Kitava
Every second, Consume a nearby Corpse to Recover 5% of Life and Mana
10% more Damage taken if you haven't Consumed a Corpse Recently [1]
Divine Flesh
All Damage taken bypasses Energy Shield
50% of Elemental Damage taken as Chaos Damage
+5% to maximum Chaos Resistance [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]
Hollow Palm Technique
You count as Dual Wielding while you are Unencumbered
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 [1]
Imbalanced Guard
100% chance to Defend with 200% of Armour
Maximum Damage Reduction for any Damage Type is 50% [1]
Immortal Ambition
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 [1]
Inner Conviction
3% more Spell Damage per Power Charge
Gain Power Charges instead of Frenzy Charges [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]
Kineticism
Attack Projectiles always inflict Bleeding and Maim, and Knock Back Enemies
Projectiles cannot Pierce, Fork or Chain [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]
Lone Messenger
You can only have one Herald
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 [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]
Nature's Patience
Gain 2 Grasping Vines each second while stationary
2% chance to deal Double Damage per Grasping Vine
1% less Damage taken per Grasping Vine [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]
Pitfighter
1% increased Fishing Line Strength [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]
Power of Purpose
80% of Maximum Mana is Converted to twice that much Armour [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]
Second Sight
You are Blind
Blind does not affect your Light Radius
25% more Melee Critical Strike Chance while Blinded [1]
Secrets of Suffering
Cannot Ignite, Chill, Freeze or Shock
Critical Strikes inflict Scorch, Brittle and Sapped [1]
Solipsism
Intelligence provides no inherent bonus to Energy Shield
2% reduced Duration of Elemental Ailments on you per 15 Intelligence [1]
Strength of Blood
Life Recovery from Non-Instant Leech is not applied
2% additional Physical Damage Reduction for every 3% Life Recovery per second from Leech [1]
Supreme Decadence
Life Recovery from Flasks also applies to Energy Shield
30% less Life Recovery from Flasks [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]
Supreme Grandstanding
Nearby Allies and Enemies Share Charges with you
Enemies Hitting you have 10% chance to gain an Endurance,
Frenzy or Power Charge [1]
Supreme Ostentation
Ignore Attribute Requirements
Gain no inherent bonuses from Attributes [1]
Tempered by War
50% of Cold and Lightning Damage taken as Fire Damage
50% less Cold Resistance
50% less Lightning Resistance [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]
The Traitor
Flasks Gain 4 Charges per empty Flask Slot every 5 seconds [1]
Transcendence
Armour applies to Fire, Cold and Lightning Damage taken from Hits instead of Physical Damage
-15% to all maximum Elemental Resistances [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]
Veteran's Awareness
+10% to all Elemental Resistances and maximum Elemental Resistances while affected by a Non-Vaal Guard Skill
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 [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]

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