Keystones

Keystones are the building blocks of any character. You gain one per level. Taking two of the same stat group of Basic Keystone opens access to a Notable Keystone from a pool. If you take 2 skill keystones, you may instead choose from the more powerful pool of skill notables. Thus, after selecting 2 Basic Keystones, you may take a Notable  Keystone as your third. If you select two Skill Keystones, you may choose from Notables  Keystones.

You may take a specific Notable Keystone only once, (including a Notable Keystone of the same name in a different notable pool). Basic Keystones (such as ) can be picked as much as you wish. At every tier, new pools of Notable Keystones unlock (I have not yet designed higher tier keystones).

If a player wishes, they can defer their choice of any type keystone and select it at a later point in the game.

Weapon specialization keystones only function if you use only a single type of weapon. Eg: 2 axes. If you are dual-wielding, while you do gain the damage of both weapons, you will be unable to benefit from weapon specialization keystones if you dual wield different weapon types.

There is no limit to how many Basic Keystones you may take. However you may only take a particular Notable Keystone once.

Basic keystones
Here are the basic keystones for each stat:

Keystones
Picking any two Basic Keystones provides access to one  Notable  Keystone.

Notables Keystones
Notables can only be chosen once.


 * : 9
 * : Increase by 24 and  by 2
 * : Increase and  by 2 and  by 9.
 * : Reduce the “Natural Roll” of any attack against you by 1, when wielding a shield.
 * : Using the Defend action no longer prevents you from engaging enemies. 6 increased Damage and 10 increased.
 * : Increase Endurance Charge maximum by 1. Increase and  per endurance charge by 4.
 * : Increase by 2
 * : Increases Critical Strike chance by 1
 * : You regenerate 4 at the start of your turn.
 * : Gain Pierce vs stunned foes. Increase by 1. Only with maces.
 * : Increase by 2. Only with axes.
 * : Once per combat, gain Lucky on one attack roll with swords or daggers, which allows you to reroll an attack roll and take the result of your choice.
 * : +1 Block and increased by +1. Only usable with Staves.
 * : by 12 against cold attacks. All attacks and spells for you and your allies gain an additional +1 critical strike range against opponents chilled by you.
 * : Enemies hit by your spear have their speed reduced by 2 and and  reduced by 4 until the end of your next turn. Increase your  by +1
 * : When wielding a 2-handed weapon increase by 8.
 * : Elemental effects stack up to two times. Increase  by +1
 * : Increase 2 handed weapon by 2
 * : Increase by 20 and  by 20

Picking twice provides access to the ''' Skill Notables. You may pick from  Notables instead if you wish.'''

Skill Notables

 * : Increase by 12
 * : Increase by 2 and  by 6
 * : Increase your by 12
 * : Increase your by 1 and increase your  by 24.

Keystones
Picking any two Basic Keystones provides access to one  Notable  Keystone.

Notables Keystones

 * : Increase by 6 and  by 3
 * : Increase by 9
 * : You cannot be surprised. Increase and  by 2.
 * : Increase your with Chaos spells and attacks by 1 and damage by 2. You are Lucky on Chaos magic table rolls.
 * : Your traps cannot be damaged for 1 turn after being thrown. Increase your with traps by 2.
 * : When an enemy melee attack misses you or you block, you gain a free counterattack as an immediate free action. This is a basic attack with no Skill Gem use, using your and damage.
 * : Reduce the “Natural Roll” of any attack against you by 1, when wielding a shield. 4 increased
 * : Increased Frenzy Charge maximum by 1. Frenzy charges grant an additional 4 damage per charge.
 * : Increase by 2
 * : Increases Critical Strike chance by 1
 * : Increase by 1 with physical attacks and spells
 * : Increase Bow by 2
 * : Increase Wand by 2
 * : Once per combat, gain Lucky on one attack roll with swords or daggers, which allows you to reroll an attack roll and take the result of your choice. 4 increased damage.
 * : by 12 against cold attacks. All attacks and spells for you and your allies gain an additional +1 critical strike range against opponents chilled by you.
 * : Increase by 8 and  by 1. Only works with claws.
 * : Enemies hit by your spear have their speed reduced by 1 and and  reduced by 4 until the end of your next turn. Increase your  by +1
 * : When dual wielding, the first time in a combat that you roll a 2 or 1, reroll and take the better result on attacks. You can use this ability once per combat. Increase by 1.
 * : Increases maximum Traps by 1 and damage with traps by 2.
 * : Increase your by 2.
 * : Using the Defend action no longer requires a minor action. (You are still unable to engage while defending.) You have +2 and.

Picking twice provides access to the ''' Skill Notables. You may pick from  Notables instead if you wish.'''

Skill Notables

 * : Increases your by 2 and damage by 2
 * : Increase by 12
 * : Increase by 12
 * : Increase damage by 12

Keystones
Picking any two Basic Keystones provides access to one  Notable  Keystone.

Notables Keystones

 * : Increase by 24. Increase  by 3.
 * : You now regenerate double your when you don’t take damage with Energy Shield. Increase  by 24.
 * : Increase by 9
 * : Increase your with Chaos spells and attacks by 1 and damage by 2. You are Lucky on Chaos magic table rolls.
 * : Increase by 6 and  by 12.
 * : Increase the amount of Zombies you can summon by 1 and Increase all Minion Life by minion base amount.
 * : Increase the amount of Zombies you can summon by 1 and Increase all Minion damage by 3.
 * : Increase the amount of Spectres you can summon by 1 and increase all minion resists and by 2.
 * : Increase by 20 and Increase damage by 3.
 * : Increase by 2
 * : Increases Critical Strike chance by 1
 * : Increase fire damage by 12
 * : Increase cold damage by 12
 * : Increase lightning damage by 12
 * : Increase Wand by 2
 * : Once per combat, gain Lucky on one attack roll with swords or daggers, which allows you to reroll an attack roll and take the result of your choice.
 * : +1 Block and increased by +1. Only usable with Staves.
 * : Elemental effects stack up to two times. Increase  by +1
 * : by 12 against cold attacks. All attacks and spells for you and your allies gain an additional +1 critical strike range against opponents chilled by you.
 * : You and your allies gain 2 bonus against enemies you shock.
 * : Increase fire damage by 6. Increase fire Critical Strike damage by 14.
 * : Increase Power Charge maximum by 1. Gain 4 damage per power charge.
 * : Increase by 20 and Energy Shield by 20
 * : Applying a flask to an ally takes only a minor action. Flasks applied to an ally heal an additional amount equal to 2x your.
 * : Your flasks can have up to an additional +5 charges stored. If you lose possession of a flask, it loses this bonus, spilling the extra soul energy.

Picking twice provides access to the ''' Skill Notables. You may pick from  Notables instead if you wish.'''

Skill Notables

 * : Increase all elemental damage by 12
 * : Increase by 9 and  by 12.
 * : Increase by 24,  by 3 and  by 3
 * : Increase by 2 and damage by 2

Ultimate Keystones
You gain an Ultimate Keystone every 10 character levels (called a tier). This is a powerful ability that drastically alters the way you play. Ultimate Keystones, once selected, are a permanent part of your character. It's encouraged that the GM allow players to change keystones around somewhat to help fit whatever Ultimate Keystone the player chooses.


 * : You cannot critical strike. You cannot miss (though your attacks can still be blocked). Gain Lucky on all attack rolls. Lucky allows you to roll twice and take the higher result. Lucky vs Unlucky: in some situations, an individual with Lucky might attack a target which forces attacks to be Unlucky. When a Lucky attack is made Unlucky, both effects cancel each other out, resolve the attack normally.
 * : Lose all . You spend instead of  at a rate of 2  per point of . Skill Gems that reserve  now reserve a portion of your  at 2  per point of . For purposes of Fatigue, consider your character to have  equal to their level.
 * : You cannot be stunned or knocked down. You now gain x 2  from  instead of  x1.
 * : Use or  as your attack stat for all archery skills, whichever is higher. Treat all bow keystones and bow Skill Gems as  or DEX skills, whichever you prefer. You may use  Skill Gems with a bow if applicable. For example, Leap Slam, and other melee  skills, can now be used at range with your bow. When you gain levels in, you may pick ranged/bow keystones and notables as if you were taking a level in DEX. Finally, enemies you attack in your Zone are Engaged, as if you were using a melee weapon. +1  per tier
 * : You can now summon a maximum of 2 totems at the same time. Gain a free major action per round that may only be used on a Skill Gem through one of your two totems. Reduce your by 4. You cannot deal damage with Skill Gems yourself, only your totems may damage others.


 * : Enemies attacking you are Unlucky, forcing them to roll twice and take the lower result. You now gain no or  from your  and .  Lucky vs Unlucky: in some situations, an individual with Lucky might attack a target which forces attacks to be Unlucky. When a Lucky attack is made Unlucky, both effects cancel each other out, resolve the attack normally.
 * : When attacking, you are Lucky against enemies in your Zone with ranged attacks and spells.
 * :  At the start of your turn roll 1d10. On a result of 8, 9 or 0 all attacks and spells automatically miss you until the start of your next turn.


 * : At your or below in health, you gain +2 to all  die rolls for the purposes of damage calculation and increase your  by 4 per tier. This does not work with Chaos Inoculation.
 * : Increase your total to  x2. Your  total goes to 1. You are immune to chaos damage and effects and are immune to the addictive effects of Chaos Skill Gems.
 * : Convert all into  at a rate of 2  per 1 . You no longer have.
 * : Enemies can have one additional curse. If your allies cast a curse on an enemy you have cursed twice, they overwrite the oldest curse.
 * : Slain minions explode dealing damage equal to their to all enemies in their Zone. Multiple explosions at the same time combine into one total.
 * :  After hitting an enemy with an element, you and your allies gain Pierce with spells of all other elements against that target with your next attack. For example, if you hit an enemy with a Fireball, and then proceed to hit them next round with cold or lightning damage, you will gain Pierce, and thus reduce the enemies ER by 50%.
 * : Converts all cold or fire elemental damage into Frostfire. Frostfire counts as both cold and fire damage. Both Burn and Freeze activate when you bypass enemy and the higher of a target’s fire or cold resistance applies to Coldfire damage. Keystones and equipment that add to fire and cold both add to Coldfire damage. Cannot be combined with Avatar of Fire. Increases  by 1 per tier.
 * : Use to absorb damage instead of . Whenever you take damage you may use  to absorb damage instead of . 1 point of  absorbs up to 4 points of damage. Increase  by 6 per tier. You may choose exactly how much  you use whenever you absorb damage.

Global

 * : Share frenzy, power and endurance charges with party members in your Zone when you gain them. Increase maximum Endurance, Power and Frenzy charges by +2.
 * : All physical and elemental damage is converted into fire damage. All keystones and items that increase physical or elemental damage now equally increase your fire damage. All abilities gain an extra 1 per tier. You have Pierce with all the fire damage that you deal, ignoring half of the  of any target you attack.  Halve your resistance to cold damage and double your resistance to Fire damage. You cannot, and being fully submerged in water deals chaos damage equal to your  per turn.
 * : Cannot gain from flasks and regeneration. You need no food nor sleep. Only the souls of the fallen feed you. When you die, your soul will be damned for all eternity. All damage you deal, including elemental damage, heals you  of the same amount. This is considered natural healing, not leech. As long as you continue to feed on the life energy of others, you do not age and can live as long as you can sustain your hunger for souls. You are immune to fatigue.  The first year of your Vaal Pact, you need to consume at least one soul a week. If you do not feed on a soul you die. Every subsequent year, increase your daily requirement by 1. For example, after you have had a Vaal Pact for 10 years, you need to feed on 10 souls a week to continue to live.
 * : Your minions gain all the benefits of your shield, and you lose its benefit. If you have this keystone, Tempest Shield will affect your minions.