
The passive tree
10 sections
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Why this lesson matters
All seven classes share one passive tree; your class only decides where you start. Every passive you take is a permanent bonus, and every level after the first gives you a point to spend. Most of a build's power comes from where those points go.
123 points in all
- 99 from levels.
- 23 from quests.
- 1 from Deal with the Bandits in Act 2.
The tree has far more nodes than that, so every point is a choice.
Deal with the Bandits
In Act 2 you meet three bandit leaders. Kill all three and Eramir gives you a passive point. Or save one and kill the other two to get that bandit's reward instead of the point. If you aren't sure, kill all three; if your build guide names a bandit, follow it.
Roads
You can only take a passive that's joined to one you already have. So you walk roads out from your start toward the clusters your build wants.
Kinds of node
- Small passives give small bonuses, like 5% increased maximum Life.
- Notables are bigger nodes with stronger effects, usually at the heart of a cluster. Constitution gives +20 maximum Life and 10% increased maximum Life.
- Keystones change how your character works, often with a catch. Resolute Technique makes your hits impossible to evade, but you never deal critical strikes.
- Masteries: once you take a Notable in a cluster, you may allocate that cluster's Mastery and pick one of its effects.
- Jewel sockets do nothing until you put a jewel in them. The tree has 21; six are large sockets that also take cluster jewels.
Taking points back
Each refund point takes one passive back so you can spend it again. You get them from Orbs of Regret and some quests. You can also pay Gold to an NPC in town to refund passives. Refunding an Ascendancy point costs 5 refund points.

