Dreadmarch
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Keystones

A keystone changes a rule of your build and carries a downside that pays for it. You can have two from the tree at once.

KeystoneWhat it enablesThe price
Signature SpellOne chosen spell gets an extra glyph slotEvery other spell deals 15% less Damage
Blood MagicSpells cost life instead of manaNo Mana Regeneration
Bulwark StanceBlock also works against spells; melee hits you at most once per half second per attacker30% less Damage without a shield. Not yet in the game
Evasive InstinctEvasion also applies to monster spells, at half strengthYou cannot Block; Armour counts half
Average StrikesYour hits always roll average damageYou cannot Critically Strike. Not yet in the game
Crimson PactLife Leech and Life on Hit doubledNo Life Regeneration; healing from spells and potions halved; 33% less Maximum Life
Hunter's ReservoirFlask effects doubledFlask charges only from rare monsters (8) and bosses (40)
SpellbladeAttacks trigger your first spell at 25% of its damageNot yet in the game
Elemental OverloadYour elemental hits ignore enemy resistancesYour Elemental Resistances capped at 30%. Not yet in the game
Harmony EngineHits build harmony; at five your marked spell is free and critical (The Harmony Engine)Other spells cost 20% more Mana
Ghost ReservationPassive spells reserve no manaPassive spells 50% weaker; 20% less Maximum Mana. Not yet in the game
Glass Cannon25% more Damage25% more Damage taken
Wardbound OathLife Regeneration, Life on Hit and Life Leech restore Energy Shield insteadEnergy Shield no longer recharges by itself
Mind over MatterDamage taken after Energy Shield is paid from mana first, 2 mana per pointYou have no Energy Shield

Keystones marked not yet in the game do nothing yet. Some pairs exclude each other, such as Bulwark Stance with Evasive Instinct, and Mind over Matter with Blood Magic.

Items. A few uniques grant a keystone without using a tree slot; wear only one at a time (Unique items).

Related: Mana before life.