Greater Rift Keystones is a new kind of rift key was added in the Patch 2.1, tied to Greater Rifts. To know the Diablo 3 Greater Rift Keystone Drop Rate and how to get this new content, you just need to keep reading!
What is Diablo 3 Greater Rift Keystone?
A Greater Rift Keystone (GRK) is required to open a Greater Rift when applied to a Nephalem Obelisk. They drop from Rift Guardians in normal Nephalem Rifts. On higher difficulties, two or even three Keystones may drop at once. The GRK is lost when used. Even if player beats the Greater Rift in time, they will be forced to find a new GRK. To participate in the Greater Rift run, every player must contribute a GRK.
Greater Rift Keystones are not unique; players may stack as many of them as desired. Drop chance increases with difficulty, from 100% to get one at Torment I, with increasing chances to get two (until guaranteed at Torment XI), and an increasing chance to get three after that. As of patch 2.6.4, they are stored in the Materials tab. As of patch 2.6.6, Cain's Destiny set, when completed, adds a 25% chance on any GRK drop to receive a second one.
How to Get Greater Rift Keystones in Diablo 3?
First off, you’ll need to at least have done a few normal Rifts. Once you’ve got good legendary gear in Diablo 3, you can start increasing the game difficulty to check out the Torment difficulty levels. Essentially, once you start playing on Torment I, you’ll have a chance of getting a Greater Rift Keystone drop from killing a Rift Guardian in any normal Rift. To access a Rift, interact with any Nephalem Obelisk on the map to enter. Once inside, kill the Rift Guardian as you normally would to get your Keystone.
Rift it Forward
From RoS' launch up until Patch 2.1, Rift it Forward was a popular technique (exploit?) to share the costs of Rift Keys and rewards of Nephalem Rift completions. Patch 2.1 killed this system by changing Rift costs from 5 keys to open a rift, to 1 key per each player upon entering the Rift or Greater Rift.
When the RiF system worked, the technique was for a powerful player to solo a Rift on a high difficulty level, then to use the public or clan chat to offer spots in his game to other players just before he completed the rift. A weaker character or characters would join in and enter the rift, thus getting their share of the Guardian's drop, plus the exp and gold reward for finishing the rift. In exchange, the weaker character would open a new Rift in that game, and then exit, leaving it for the powerful character to solo, and saving him the cost of any rift keys.
This system benefited weaker characters by giving them free experience, gold, and items, and benefited powerful characters by enabling them to do Rifts without having to farm for or spend their own Rift Keys. Though the entire system is technically an exploit, Blizzard commented approvingly on it, and seemed to have no plans to end Rif'ing... until Patch 2.1 suddenly changed the rift costs and did just that.
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