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Right click this item then left click a valid Passive Skill. Maximum 50 Tattoos. |
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This tattoo replaces a keystone with another random keystone. The outcome is unknown until the tattoo is applied.
Journey Tattoo of Makanui has restrictions on where or how it can drop.
Can be obtained as a reward from Hinekora for completing a tournament in the Trial of the Ancestors.
Icon | Name |
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![]() | Minion Instability Keystone Minions Explode when reduced to Low Life, dealing 33% of their Life as Fire Damage to surrounding Enemies |
![]() | Conduit Keystone Share Endurance, Frenzy and Power Charges with nearby party members |
![]() | Acrobatics Keystone 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% |
![]() | Iron Reflexes Keystone Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating |
![]() | Resolute Technique Keystone Your hits can't be Evaded Never deal Critical Strikes |
![]() | Unwavering Stance Keystone Cannot Evade enemy Attacks Cannot be Stunned |
![]() | Chaos Inoculation Keystone Maximum Life becomes 1, Immune to Chaos Damage |
![]() | Eldritch Battery Keystone Spend Energy Shield before Mana for Skill Mana Costs Energy Shield protects Mana instead of Life 50% less Energy Shield Recharge Rate |
![]() | Blood Magic Keystone Removes all mana 10% more maximum Life Skills Cost Life instead of Mana Skills Reserve Life instead of Mana |
![]() | Necromantic Aegis Keystone All bonuses from an Equipped Shield apply to your Minions instead of you |
![]() | Pain Attunement Keystone 30% more Spell Damage when on Low Life |
![]() | Elemental Equilibrium Keystone Hits that deal Elemental Damage remove Exposure to those Elements and inflict Exposure to other Elements Exposure inflicted this way applies -25% to Resistances |
![]() | Iron Grip Keystone Strength's Damage bonus applies to Projectile Attack Damage as well as Melee Damage |
![]() | Point Blank Keystone 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 |
![]() | Arrow Dancing Keystone Evasion Rating is Doubled against Projectile Attacks 25% less Evasion Rating against Melee Attacks |
![]() | Ancestral Bond Keystone You can't deal Damage with Skills yourself +1 to maximum number of Summoned Totems |
![]() | Ghost Reaver Keystone Leech Energy Shield instead of Life Maximum total Energy Shield Recovery per second from Leech is doubled Cannot Recharge Energy Shield |
![]() | Vaal Pact Keystone Total Recovery per second from Life Leech is doubled Maximum total Life Recovery per second from Leech is doubled You have no Life Regeneration |
![]() | Zealot's Oath Keystone Life Regeneration is applied to Energy Shield instead |
![]() | Avatar of Fire Keystone 50% of Physical, Cold and Lightning Damage Converted to Fire Damage Deal no Non-Fire Damage |
![]() | Mind Over Matter Keystone 40% of Damage is taken from Mana before Life |
![]() | Elemental Overload Keystone 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 |
![]() | Perfect Agony Keystone 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 (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) |
![]() | Crimson Dance Keystone 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 |
![]() | Runebinder Keystone -1 to maximum number of Summoned Totems You can have an additional Brand Attached to an Enemy |
![]() | Wicked Ward Keystone Energy Shield Recharge is not interrupted by Damage if Recharge began Recently 40% less Energy Shield Recharge Rate |
![]() | Call to Arms Keystone Using Warcries is Instant Warcries share their Cooldown |
![]() | Eternal Youth Keystone 50% less Life Regeneration Rate 50% less maximum Total Life Recovery per Second from Leech Energy Shield Recharge instead applies to Life |
![]() | Glancing Blows Keystone Chance to Block Attack Damage is doubled Chance to Block Spell Damage is doubled You take 65% of Damage from Blocked Hits |
![]() | Wind Dancer Keystone 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 (Recently refers to the past 4 seconds) |
![]() | The Agnostic Keystone Maximum Energy Shield is 0 While not on Full Life, Sacrifice 20% of Mana per Second to Recover that much Life |
![]() | Supreme Ego Keystone 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 |
![]() | Imbalanced Guard Keystone 100% chance to Defend with 200% of Armour Maximum Damage Reduction for any Damage Type is 50% (Armour is treated as this percentage of its actual value, only for calculating damage mitigation) |
![]() | The Impaler Keystone 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 |
![]() | Hex Master Keystone Your Hexes have infinite Duration 20% less Effect of your Curses |
![]() | Magebane Keystone Dexterity provides no inherent bonus to Evasion Rating +1% Chance to Suppress Spell Damage per 15 Dexterity (50% of Damage from Suppressed Hits and Ailments they inflict is prevented) |
![]() | Iron Will Keystone Strength's Damage bonus applies to all Spell Damage as well |
![]() | Solipsism Keystone Intelligence provides no inherent bonus to Energy Shield 2% reduced Duration of Elemental Ailments on you per 15 Intelligence (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | Ghost Dance Keystone 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 |
![]() | Divine Shield Keystone Cannot Recover Energy Shield to above Armour 3% of Physical Damage prevented from Hits Recently is Regenerated as Energy Shield per second (Recently refers to the past 4 seconds) |
![]() | Versatile Combatant Keystone -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 (Overcapped Chance to Block is the amount by which Uncapped Chance to Block is higher than Maximum Chance to Block) (Uncapped Chance to Block is the value Chance to Block would have if ignoring Maximum Chance to Block) |
![]() | Lethe Shade Keystone 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 (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) |
![]() | Precise Technique Keystone 40% more Attack Damage if Accuracy Rating is higher than Maximum Life Never deal Critical Strikes |