Keystones
Keystone passives and their build-defining effects.
data_version poe-2026-07-20-v1 | 53 entries | JSON: /api/poe/keystones
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| Keystone | Effects |
|---|---|
| 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 |
| Arsenal of Vengeance | damaging retaliation skills become usable every sixth hit from enemies instead |
| 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 |
| Bloodsoaked Blade | tinctures inflict weeping wounds instead of mana burn; effects that interact with mana burn interact with weeping wounds instead |
| Call to Arms | your warcries do not grant buffs or charges to you; 100% more warcry duration |
| 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 and cannot be aggravated; 50% less damage with bleeding |
| 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 |
| 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 |
| 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 |
| 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 |
| Kineticism | attack projectiles always inflict bleeding and maim, and knock back enemies; projectiles cannot pierce, fork or chain |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 | damage over time multiplier for ailments is equal to critical strike multiplier; critical strikes do not deal extra damage; non-critical strikes cannot inflict ailments |
| 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 |
| Secrets of Suffering | cannot ignite, chill, freeze or shock; critical strikes inflict scorch, brittle and sapped |
| 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 | removes all energy shield; 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 5 additional impales on enemies you impale; for 5 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 | life leech from melee damage is instant; cannot recover life other than from leech |
| Versatile Combatant | -10% to maximum chance to block attack damage; -10% to maximum chance to block spell damage; +2% chance to block spell damage for each 1% overcapped chance to block attack damage |
| 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 |
| 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 |
| Worship the Blightheart | create fungal ground instead of consecrated ground |
| Zealot's Oath | life regeneration is applied to energy shield instead |