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For Keystone passives affecting the Atlas of Worlds and map-like areas, see Atlas keystone.

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.


  • Malachai's SimulaMalachai's Simula
    Iron Mask
    Evasion: (48-60)
    Energy Shield: (11-14)
    Requires Level 17, 21 Dex, 21 Int+20 to Strength
    +(20-30)% to Lightning Resistance
    Spells have a 20% chance to deal Double Damage
    Blood Magic
    It was a sliver of Malachai's soul
    that animated the first Eternal Guardian.
    adds the Blood Magic keystone effect.
  • Prism GuardianPrism Guardian
    Archon Kite Shield
    Chance to Block: 22%
    Armour: (156-179)
    Energy Shield: (32-37)
    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 30% increased Reservation Efficiency
    +(20-30) to Dexterity
    +25% to all Elemental Resistances
    When blood is paid, the weak think twice.
    adds a keystone-like effect for specific Skill Gems socketed into shield.
  • Chin SolChin Sol
    Assassin Bow
    Physical Damage: (86-103.2) to (260-312)
    Elemental Damage: 25-50
    Critical Strike Chance: 6.70%
    Attacks per Second: (1.38-1.43)
    Requires Level 62, 212 Dex+(15-25)% to Global Critical Strike Multiplier+(10-20) to Dexterity
    (100-140)% 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 Range
    As 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 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


List of keystones

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% [1]
Ancestral Bond
You can't deal Damage with Skills yourself
+1 to maximum number of Summoned Totems [1]
Arrow Dancing
Evasion Rating is Doubled against Projectile Attacks
25% less Evasion Rating against 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
10% more maximum Life
Skills Cost Life instead of Mana
Skills Reserve Life instead of Mana [1]
Chaos Inoculation
Maximum Life becomes 1, Immune to Chaos Damage [1]
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]
Divine Shield
Cannot Recover Energy Shield to above Armour
3% of Physical Damage prevented from Hits Recently is Regenerated as Energy Shield per second [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
Hits that deal Elemental Damage remove Exposure to those Elements and inflict Exposure to other Elements
Exposure inflicted this way applies -25% to Resistances [1]
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 [1]
Eternal Youth
50% less Life Regeneration Rate
50% less maximum Total Life Recovery per Second from Leech
Energy Shield Recharge instead applies to Life [1]
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 [1]
Ghost Reaver
Leech Energy Shield instead of Life
Maximum total Energy Shield Recovery per second from Leech is doubled
Cannot Recharge Energy Shield [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]
Hex Master
Your Hexes have infinite Duration
20% less Effect of your Curses [1]
Imbalanced Guard
100% chance to Defend with 200% of 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]
Iron Will
Strength's Damage bonus applies to all Spell Damage as well [1]
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 [1]
Dexterity provides no inherent bonus to Evasion Rating
+1% Chance to Suppress Spell Damage per 15 Dexterity [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]
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]
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]
Precise Technique
40% more Attack Damage if Accuracy Rating is higher than Maximum Life
Never deal Critical Strikes [1]
Resolute Technique
Your hits can't be Evaded
Never deal Critical Strikes [1]
-1 to maximum number of Summoned Totems
You can have an additional Brand Attached to an Enemy [1]
Intelligence provides no inherent bonus to Energy Shield
2% reduced Duration of Elemental Ailments on you per 15 Intelligence [1]
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 [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
You have no Life Regeneration [1]
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 [1]
Warlord's Call
Warcries no longer Exert Attacks
Warcries also grant their buffs to nearby allies [1]
Wicked Ward
Energy Shield Recharge is not interrupted by Damage if Recharge began Recently
40% less Energy Shield Recharge Rate [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 have been Hit by an Attack Recently
20% more Attack Damage taken if you have 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..

1 Rage regenerated for every 25 Mana Regeneration per second
Mana Recovery from regeneration is not applied
Skills Cost +3 Rage [1]
Corrupted Soul
50% of Non-Chaos Damage taken bypasses Energy Shield
Gain 15% of Maximum Life as Extra Maximum Energy Shield [1]
Dance with Death
Can't use Helmets
Your Critical Strike Chance is Lucky
Your Damage with Critical Strikes is Lucky
Enemies' Damage with Critical Strikes against you is Lucky [1]
Divine Flesh
All Damage taken bypasses Energy Shield
50% of Elemental Damage taken as Chaos Damage
+5% to maximum Chaos Resistance [1]
Immortal Ambition
Energy Shield starts at zero
Cannot Recharge or Regenerate Energy Shield
Lose 5% of Energy Shield per second
Life Leech effects are not removed when Unreserved Life is Filled
Life Leech effects Recover Energy Shield instead while on Full Life [1]
Inner Conviction
3% more Spell Damage per Power Charge
Gain Power Charges instead of Frenzy Charges [1]
Power of Purpose
80% of Maximum Mana is Converted to twice that much Armour [1]
Second Sight
You are Blind
Blind does not affect your Light Radius
25% more Melee Critical Strike Chance while Blinded [1]
Strength of Blood
Life Recovery from Non-Instant Leech is not applied
2% additional Physical Damage Reduction for every 3% Life Recovery per second from Leech [1]
Supreme Decadence
Life Recovery from Flasks also applies to Energy Shield
30% less Life Recovery from Flasks [1]
Supreme Grandstanding
Nearby Allies and Enemies Share Charges with you
Enemies Hitting you have 10% chance to gain an Endurance,
Frenzy or Power Charge [1]
Supreme Ostentation
Ignore Attribute Requirements
Gain no inherent bonuses from Attributes [1]
Tempered by War
50% of Cold and Lightning Damage taken as Fire Damage
50% less Cold Resistance
50% less Lightning Resistance [1]
The Traitor
Flasks Gain 4 Charges per empty Flask Slot every 5 seconds [1]
Armour applies to Fire, Cold and Lightning Damage taken from Hits instead of Physical Damage
-15% to all maximum Elemental Resistances [1]

List of Cluster Jewel keystones

The following keystones are only available on unique Cluster Jewels.

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
40% more Attack Speed with Melee Skills while you are Unencumbered
Adds 14 to 20 Attack Physical Damage to Melee Skills per 10 Dexterity while you are Unencumbered [1]
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]


These keystones do not have associated unique mod found and assumed to be drop-disabled:

1% increased Fishing Line Strength [1]


Name Description
Paradigm Shift
Allocate a Keystone passive skill.
Allocate a character's fourth Keystone Passive.

Version history

Version Changes
  • The Doomsday Keystone Passive Skill has been replaced with the new Hex Master Keystone.
  • The Mortal Conviction Keystone, and the two increased maximum life skills prior to it, have been removed from the Passive Skill Tree.

ru:Ключевое пассивное умение