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 SimulaMalachai's Simula
Iron MaskQuality: +20%
Evasion: 57
Energy Shield: 12Requires Level 17, 21 Dex, 21 Int+20 to Strength
(15-30)% increased Spell Damage
(20-30)% increased Lightning Damage
+10% to Lightning Resistance
Blood Magic
Mortal ConvictionIt was a sliver of Malachai's soul
that animated the first Eternal Guardian. adds the keystone effect. - Prism GuardianPrism Guardian
Archon Kite ShieldQuality: +20%
Chance to Block: 22%
Armour: 187
Energy Shield: 36
Movement Speed: -3%Requires Level 68, 85 Str, 85 Int+12% to all Elemental Resistances+2 to Level of Socketed Aura Gems
Socketed Gems Cost and Reserve Life instead of Mana
Socketed Gems have 25% reduced Reservation
+(20-30) to Dexterity
+25% to all Elemental ResistancesWhen blood is paid, the weak think twice. adds the keystone effect for specific skills. - Chin SolChin Sol
Assassin BowBow
Quality: +20%
Physical Damage: (96-114) to (284.8-338.2)
Elemental Damage: 25-50
Critical Strike Chance: 6.70%
Attacks per Second: (1.38-1.43)
Weapon Range: 120Requires Level 62, 212 Dex+(15-25)% to Global Critical Strike Multiplier+(10-20) to Dexterity
(200-260)% increased Physical Damage
Adds 25 to 50 Fire Damage
(10-14)% increased Attack Speed
50% More Damage with Arrow Hits at Close Range
Bow Knockback at Close RangeAs a soldier you want to get close to enemy archers.
That is not the case when fighting the Maraketh. 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.
List of keystones[ | ]
Name | Stats |
---|---|
Acrobatics | 30% Chance to Dodge Attack Hits. 50% less Armour, 30% less Energy Shield, 30% less Chance to Block Spell and Attack Damage [1] |
Ancestral Bond | You can't deal Damage with Skills yourself +1 to maximum number of Summoned Totems [1] |
Arrow Dancing | 40% more chance to Evade Projectile Attacks 20% less chance to Evade 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 Skills Cost Life instead of Mana Skills Reserve Life instead of Mana Spend Life instead of Mana for effects of Skills [1] |
Call to Arms | Using Warcries is Instant Warcries share their Cooldown [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] |
Doomsday | Your Hex Curse Spells create a Hexed Area for 1 second if you Cast them yourself Enemies in the Hexed Area are Hexed, and the Hex does not expire while in the Hexed Area Hexes applied this way do not gain Doom over time Hexes in the Hexed Area gain up to maximum Doom when the Hexed Area ends [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 | Enemies you hit with Elemental Damage temporarily get +25% Resistance to those Elements and -50% Resistance to other Elements [1] |
Elemental Overload | 40% more Elemental Damage if you've dealt a Crit in the past 8 seconds 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 Recovery per Second from Life Leech Energy Shield Recharge instead applies to Life [1] |
Ghost Reaver | Leech Energy Shield instead of Life Maximum total Energy Shield Recovery per second from Leech is doubled 50% less Energy Shield Recharge Rate [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] |
Imbalanced Guard | 100% chance to Defend with Double 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] |
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] |
Mortal Conviction | You can only have one Permanent Non-Banner Aura on you from your Skills Your Non-Banner Skills that create Permanent Auras on you do not Reserve Mana [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] |
Phase Acrobatics | 30% Chance to Dodge Spell 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] |
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] |
Supreme Ego | You can only have one Permanent Aura on you from your Skills Auras from your Skills do not affect Allies Auras from your Skills have 50% more Effect on you 50% more Mana Reserved [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 Life Regeneration has no effect [1] |
Wicked Ward | Energy Shield Recharge is not interrupted by Damage if Recharge began Recently 50% less Energy Shield Regeneration Rate 50% less Maximum total Recovery per Second from Energy Shield Leech [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 haven't been Hit by an Attack Recently 20% more Attack Damage if you've been Hit by an Attack Recently [1] |
Zealot's Oath | Life Regeneration is applied to Energy Shield instead [1] |
List of Timeless Jewel keystones[ | ]
The following keystones are only available on unique Timeless JewelsTimeless JewelPlace into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket..
Name | Stats |
---|---|
Chainbreaker |
Regenerate 3 Rage per second |
Corrupted Soul |
50% of Non-Chaos Damage taken bypasses Energy Shield |
Dance with Death |
Can't use Helmets |
Divine Flesh |
All Damage taken bypasses Energy Shield |
Immortal Ambition |
Energy Shield starts at zero |
Inner Conviction |
3% more Spell Damage per Power Charge |
Power of Purpose |
80% of Maximum Mana is Converted to twice that much Armour |
Second Sight |
You are Blind |
Strength of Blood |
Recovery from Life Leech is not applied |
Supreme Decadence |
Life Recovery from Flasks also applies to Energy Shield |
Supreme Grandstanding |
Nearby Allies and Enemies Share Charges with you |
Supreme Ostentation |
Ignore Attribute Requirements |
Tempered by War |
50% of Cold and Lightning Damage taken as Fire Damage |
The Traitor |
Gain 4 Flask Charges per empty Flask Slot every 5 seconds |
Transcendence |
Armour applies to Fire, Cold and Lightning Damage taken from Hits instead of Physical Damage |
List of Cluster Jewel keystones[ | ]
The following keystones are only available on unique Cluster Jewels.
Name | Stats |
---|---|
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] |
Hollow Palm Technique | You count as Dual Wielding while you are Unencumbered 60% more Attack Speed while you are Unencumbered 14 to 20 Added Attack Physical Damage per 10 Dexterity while you are Unencumbered [1] |
Kineticism | Attack Projectiles always inflict Bleeding and Maim, and Knock Back Enemies Projectiles cannot Pierce, Fork or Chain [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] |
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] |
Secrets of Suffering | Cannot Ignite, Chill, Freeze or Shock Critical Strikes inflict Scorch, Brittle and Sapped [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] |
Drop-disabled[ | ]
These keystones do not have associated unique mod found and assumed to be drop-disabled:
Name | Stats |
---|---|
Pitfighter | 1% increased Fishing Line Strength [1] |
Achievements[ | ]
Name | Description |
---|---|
Paradigm Shift |
Allocate a Keystone passive skill. |
Specialist |
Allocate a character's fourth Keystone Passive. |