PoE Specialist Achievement

51. Specialist

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.

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 Simula adds the Blood Magic keystone effect.
  • Prism Guardian adds a keystone-like effect for specific Skill Gems socketed into shield.
  • Chin Sol does not add a keystone effect and stacks with Point Blank.

Stat removal

  • Stat: The stat in question.
  • Removed: The stat is removed by this keystone. Keystones that require this stat cease to function.
  • Altered: The keystone in some way either relies on the stat or alters it. If the 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 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:

  • Iron Reflexes and Ghost Dance are based on evasion rating, 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 shield, but energy shield regeneration will still function.
  • Vaal Pact + Ghost Reaver: Negates the benefits of each other.
  • Pain Attunement can be used with Chaos Inoculation with effects that treat your character as if they’re on low life (ex. Coward’s Legacy).
  • While Eldritch Battery, Corrupted Soul, The Agnostic, and Divine Flesh can theoretically be combined with Chaos Inoculation, it will severely impact the character’s survivability.

List of keystone passive skills

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

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