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Keystones are unique and powerful passive skill nodes that significantly impact 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.
- Malachai's SimulaMalachai's Simula
Iron MaskQuality: +20%
Energy Shield: 12Requires Level 17, 21 Dex, 21 Int(15-30)% increased Spell Damage
+20 to Strength
(20-30)% increased Lightning Damage
+10% to Lightning Resistance
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%
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 have Blood Magic
Socketed Gems have 25% reduced Mana 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
Physical Damage: (96-114)–(284.8-338.2)
Elemental Damage: 25–50
Critical Strike Chance: 6.50%
Attacks per Second: (1.38-1.43)
Weapon Range: 120Requires Level 62, 212 Dex(200-260)% increased Physical Damage
+(10-20) to Dexterity
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: 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.
|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, Ghost Reaver, Wicked Ward, Zealot's Oath|
|Life Leech Recovery||Strength of Blood||Ghost Reaver|
- 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
|Acrobatics||30% Chance to Dodge Attack Hits. 50% less Armour, 30% less Energy Shield, 30% less Chance to Block Spell and Attack Damage |
|Ancestral Bond||You can't deal Damage with Skills yourself|
+1 to maximum number of Summoned Totems 
|Arrow Dancing||40% more chance to Evade Projectile Attacks|
20% less chance to Evade 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. Spend Life instead of Mana for Skills |
|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 
|Eldritch Battery||Spend Energy Shield before Mana for Skill Costs|
Energy Shield protects Mana instead of Life
50% less Energy Shield Recharge Rate 
|Elemental Equilibrium||Enemies you hit with Elemental Damage temporarily get +25% Resistance to those Elements and -50% Resistance to other Elements |
|Elemental Overload||40% more Elemental Damage if you've Crit in the past 8 seconds|
No Critical Strike Multiplier
No Damage Multiplier for Ailments from Critical Strikes 
|Ghost Reaver||Leech Energy Shield instead of Life|
Maximum total Recovery per second from Energy Shield Leech is doubled
50% less Energy Shield Recharge Rate 
|Iron Grip||The increase to Physical Damage from Strength applies to Projectile Attacks as well as Melee Attacks |
|Iron Reflexes||Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating |
|Mind Over Matter||30% of Damage is taken from Mana before Life |
|Minion Instability||Minions explode when reduced to Low Life, dealing 33% of their maximum Life as Fire Damage to surrounding Enemies |
|Mortal Conviction||You can only have one Non-Banner Aura on you from your Skills|
Non-Banner Aura Skills reserve no Mana 
|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 Multiplier for Ailments from Critical Strikes at 30% of their value|
30% less Damage with Hits 
|Phase Acrobatics||30% Chance to Dodge Spell Hits |
|Point Blank||Projectile Attack Hits deal up to 50% more Damage to targets at the start of their movement, dealing less Damage to targets as the projectile travels farther |
|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 
|Unwavering Stance||Cannot Evade enemy Attacks|
Cannot be Stunned 
|Vaal Pact||Life Leeched per Second is doubled.|
Maximum total Recovery per second from Life Leech is doubled.
Life Regeneration has no effect. 
|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 
|Zealot's Oath||Life Regeneration is applied to Energy Shield instead |
List of Timeless Jewel keystones
50% of Non-Chaos Damage taken bypasses Energy Shield
|Dance with Death
Can't use Helmets
All Damage taken bypasses Energy Shield
50% less Life Regeneration Rate
Chance to Block Attack Damage is doubled
3% more Spell Damage per Power Charge
|Power of Purpose
80% of Maximum Mana is Converted to twice that much Armour
You are Blind
|Strength of Blood
Recovery from Life Leech is not applied
Life Recovery from Flasks also applies to Energy Shield
You can only have one Aura on you from your Skills
Nearby Allies and Enemies Share Charges with you
|Tempered by War
50% of Cold and Lightning Damage taken as Fire Damage
Maximum Energy Shield is 0
20% less Damage taken if you haven't been Hit Recently
||Allocate a Keystone passive skill.|
||Allocate a character's fourth Keystone Passive.|