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Keystones: Points From Each Class

All 33 keystones · passive points from every class start · Path of Exile 2✓ Checked against game files · 0.5.5

Path of Exile 2 has 33 keystones on the passive tree. The cheapest to reach is Scarred Faith: 9 points from the Druid start. Scarred Faith depends most on the class: 9 points from Druid, 29 from Ranger / Huntress. Patch 0.5.5, from the game files.

Nearest keystones for each class

What each keystone does

  • Scarred Faithnearest: Druid, 9 pts
    5% of Physical Damage prevented Recouped as Energy Shield per enemy Power
    Energy Shield does not Recharge
    You cannot Recover Energy Shield from Regeneration
    You cannot Recover Energy Shield to above Armour
  • Oasisnearest: Ranger and Huntress, 11 pts
    Cannot use Charms
    30% more Recovery from Flasks
  • Wildsurge Incantationnearest: Druid, 11 pts
    Storm and Plant Spells:
    • deal 50% more damage
    • cost 50% less
    • have 75% less duration
  • Bulwarknearest: Warrior, 12 pts
    Dodge Roll cannot Avoid Damage
    Take 30% less Damage from Hits while Dodge Rolling
  • Crimson Assaultnearest: Ranger and Huntress, 12 pts
    Bleeding you inflict is Aggravated
    Base Bleeding Duration is 1 second
    50% more Magnitude of Bleeding you inflict
  • Heartstoppernearest: Ranger and Huntress, 12 pts
    Take 50% less Damage over Time if you've started taking Damage over Time in the past second
    Take 50% more Damage over Time if you haven't started taking Damage over Time in the past second
  • Unwavering Stancenearest: Warrior, 12 pts
    Cannot be Light Stunned
    Cannot Dodge Roll or Sprint
  • Blackflame Covenantnearest: Witch and Sorceress, 13 pts
    Fire Spells Convert 100% of Fire Damage to Chaos Damage
    Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
    Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
  • Eternal Youthnearest: Monk, 13 pts
    Life Recharges instead of Energy Shield
    50% less Life Recovery from Flasks
  • Hollow Palm Techniquenearest: Monk, 13 pts
    Can Attack as though using a Quarterstaff while both of your hand slots are empty
    Unarmed Attacks that would use an Equipped Quarterstaff's damage have:
    • Base Unarmed Physical damage replaced with damage based on their Skill Level
    • 1% more Attack Speed per 75 Item Evasion on Equipped Armour Items
    • +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
  • Mind Over Matternearest: Druid, 13 pts
    All Damage is taken from Mana before Life
    50% less Mana Recovery Rate
  • Resolute Techniquenearest: Warrior, 13 pts
    Accuracy Rating is Doubled
    Never deal Critical Hits
  • Resonancenearest: Monk, 13 pts
    Gain Power Charges instead of Frenzy Charges
    Gain Frenzy Charges instead of Endurance Charges
    Gain Endurance Charges instead of Power Charges
  • Zealot's Oathnearest: Druid, 13 pts
    Excess Life Recovery from Regeneration is applied to Energy Shield
    Energy Shield does not Recharge
  • Blood Magicnearest: Warrior, 14 pts
    You have no Mana
    Skill Mana Costs Converted to Life Costs
  • Conduitnearest: Witch and Sorceress, 14 pts
    If you would gain a Charge, Allies in your Presence gain that Charge instead
  • Eldritch Batterynearest: Witch and Sorceress, 14 pts
    Convert 100% of maximum Energy Shield to maximum Mana
    Mana Costs are Doubled
  • Glancing Blowsnearest: Ranger and Huntress, 14 pts
    Chance to Evade is Unlucky
    Chance to Deflect is Lucky
  • Ritual Cadencenearest: Witch and Sorceress, 14 pts
    Invocation Skills instead Trigger Spells every 2 seconds
    Invocation Skills cannot gain Energy while Triggering Spells
    Invoked Spells consume 50% less Energy
  • Vaal Pactnearest: Mercenary, 14 pts
    50% more amount of Life Leeched
    Leech Life 67% less quickly
    Cannot Recover Life other than from Leech
    Life Leech effects are not removed when Unreserved Life is Filled
  • Dance with Deathnearest: Ranger and Huntress, 15 pts
    25% more Skill Speed while Off Hand is empty and you have
    a One-Handed Martial Weapon equipped in your Main Hand
  • Iron Reflexesnearest: Mercenary, 15 pts
    Converts all Evasion Rating to Armour
  • Lord of the Wildsnearest: Druid, 15 pts
    You can equip a non-Unique Sceptre while wielding a Talisman
    50% less Spirit
    Non-Minion Skills have 50% less Reservation Efficiency
  • Pain Attunementnearest: Druid, 15 pts
    30% less Critical Damage Bonus when on Full Life
    30% more Critical Damage Bonus when on Low Life
  • Whispers of Doomnearest: Witch and Sorceress, 15 pts
    You can apply an additional Curse
    Double Activation Delay of Curses
  • Avatar of Firenearest: Warrior, 16 pts
    75% of Damage Converted to Fire Damage
    Deal no Non-Fire Damage
  • Chaos Inoculationnearest: Witch and Sorceress, 16 pts
    Maximum Life is 1
    Immune to Chaos Damage and Bleeding
  • Elemental Equilibriumnearest: Druid, 16 pts
    Create Lightning Infusion Remnants instead of Fire
    Create Cold Infusion Remnants instead of Lightning
    Create Fire Infusion Remnants instead of Cold
  • Giant's Bloodnearest: Warrior, 16 pts
    You can wield Two-Handed Axes, Maces and Swords in one hand
    Triple Attribute requirements of Martial Weapons
    Inherent Life granted by Strength is halved
  • Necromantic Talismannearest: Witch and Sorceress, 16 pts
    All bonuses from Equipped Amulet apply to your Minions instead of you
  • Trusted Kinshipnearest: Ranger and Huntress, 16 pts
    You can have two Companions of different types
    30% more Reservation Efficiency of Companion Skills
    20% less Reservation Efficiency of non-Companion Skills
  • Ancestral Bondnearest: Druid, 17 pts
    Your Totem Limit is doubled
    No Charge requirement for placing Totems
    Totems reserve 75 Spirit each
  • Primal Hungernearest: Warrior, 17 pts
    100% more Maximum Rage
    Regenerate 1 Rage per second per 4 Rage spent Recently
    No Rage effect

How it is counted

Read from the passive tree graph in the game files (passiveskillgraph.psg). Points = passive points spent to allocate the keystone from a class start along the shortest path (0-1 breadth-first search): every node on the way costs one point, the keystone included, the start none. It is the same rule the planner uses when you click a node.

Assumptions

  • Main tree only: no jewels, no ascendancy nodes that open another class's start.
  • Another class's start can be reached but not walked through.
  • Ranger and Huntress, and Witch and Sorceress, share a start, so they share a column.
  • Points, not value: a path through nodes you want anyway costs you less.