Allocate a character’s fourth Keystone Passive.
A Keystone is a unique and powerful passive skill node that significantly impacts the way a character is played.
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:
In short, keystones in the Removed column block the benefits of other keystones in the Altered column for that stat. Only stats for which there is a potential conflict have been listed.
Stat | Removed | Altered |
---|---|---|
Evasion Rating | Iron Reflexes | Ghost Dance |
Armour | Imbalanced Guard, Transcendence | |
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, The Agnostic, Power of Purpose |
Accuracy | Resolute Technique, Precise Technique, Second Sight | |
Critical Strike Chance | Resolute Technique, Precise Technique | Elemental Overload, Perfect Agony, Dance with Death, Second Sight |
Critical Strike Multiplier | Elemental Overload | Perfect Agony |
Energy Shield | The Agnostic | Divine Shield, Eldritch Battery, Eternal Youth, Ghost Dance, Ghost Reaver, Wicked Ward, Zealot’s Oath, Immortal Ambition, Everlasting Sacrifice |
Energy Shield Recharge | Ghost Reaver, Immortal Ambition | Wicked Ward |
Life Leech Recovery | Strength of Blood | Vaal Pact, Ghost Reaver |
Aura Skills | Lone Messenger | Supreme Ego |
Notes:
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% |
Ancestral Bond | You can’t deal Damage with Skills yourself +1 to maximum number of Summoned Totems |
Arrow Dancing | Evasion Rating is Doubled against Projectile Attacks 25% less Evasion Rating against Melee Attacks |
Avatar of Fire | 50% of Physical, Cold and Lightning Damage Converted to Fire Damage Deal no Non-Fire Damage |
Blood Magic | Removes all mana 10% more maximum Life Skills Cost Life instead of Mana Skills Reserve Life instead of Mana |
Call to Arms | Using Warcries is Instant Warcries share their Cooldown |
Chaos Inoculation | Maximum Life becomes 1, Immune to Chaos Damage |
Conduit | Share Endurance, Frenzy and Power Charges with nearby party members |
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 |
Divine Shield | Cannot Recover Energy Shield to above Armour 3% of Physical Damage prevented from Hits Recently is Regenerated as Energy Shield per second |
Eldritch Battery | Spend Energy Shield before Mana for Skill Mana Costs Energy Shield protects Mana instead of Life 50% less Energy Shield Recharge Rate |
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 |
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 |
Eternal Youth | 50% less Life Regeneration Rate 50% less maximum Total Life Recovery per Second from Leech Energy Shield Recharge instead applies to Life |
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 |
Ghost Reaver | Leech Energy Shield instead of Life Maximum total Energy Shield Recovery per second from Leech is doubled Cannot Recharge Energy Shield |
Glancing Blows | Chance to Block Attack Damage is doubled Chance to Block Spell Damage is doubled You take 65% of Damage from Blocked Hits |
Hex Master | Your Hexes have infinite Duration 20% less Effect of your Curses |
Imbalanced Guard | 100% chance to Defend with 200% of Armour Maximum Damage Reduction for any Damage Type is 50% |
Iron Grip | Strength’s Damage bonus applies to Projectile Attack Damage as well as Melee Damage |
Iron Reflexes | Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating |
Iron Will | Strength’s Damage bonus applies to all Spell Damage as well |
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 |
Magebane | Dexterity provides no inherent bonus to Evasion Rating +1% Chance to Suppress Spell Damage per 15 Dexterity |
Mind Over Matter | 40% of Damage is taken from Mana before Life |
Minion Instability | Minions Explode when reduced to Low Life, dealing 33% of their Life as Fire Damage to surrounding Enemies |
Necromantic Aegis | All bonuses from an Equipped Shield apply to your Minions instead of you |
Pain Attunement | 30% more Spell Damage when on Low Life |
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 |
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 |
Precise Technique | 40% more Attack Damage if Accuracy Rating is higher than Maximum Life Never deal Critical Strikes |
Resolute Technique | Your hits can’t be Evaded Never deal Critical Strikes |
Runebinder | -1 to maximum number of Summoned Totems You can have an additional Brand Attached to an Enemy |
Solipsism | Intelligence provides no inherent bonus to Energy Shield 2% reduced Duration of Elemental Ailments on you per 15 Intelligence |
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 |
The Agnostic | Maximum Energy Shield is 0 While not on Full Life, Sacrifice 20% of Mana per Second to Recover that much Life |
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 |
Unwavering Stance | Cannot Evade enemy Attacks Cannot be Stunned |
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 |
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 |
Wicked Ward | Energy Shield Recharge is not interrupted by Damage if Recharge began Recently 40% less Energy Shield Recharge Rate |
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 |
Zealot’s Oath | Life Regeneration is applied to Energy Shield instead |