Advanced progression

Wheel of Destiny

Allocate Wheel Points, activate masteries and upgrade Gems with costs and rules verified against the current game.

18 min read 8 steps Updated with the current game
Before you start

Quick summary

  • The Wheel unlocks at level 50 and grants 1 Wheel Point for every level above 50.
  • Green, Red, Purple and Blue each have nine slots and three stages at 250, 500 and 1,000 points.
  • Wheel Points, Perk Points, Dust, fragments, Gold and Diamonds are separate resources.
  • Lesser, Regular and Greater Gems have their own drops, costs, modifiers and fragments.
  • Resetting costs 1,000 Diamonds, requires a Safe Zone and returns every point for reallocation.
Step 1

Open the Wheel and understand its resources

Wheel of Destiny is available through the HUD quick access and the character area. Before level 50 the screen remains locked; starting at level 51, every new level adds one Wheel Point to that character's total.

Wheel Points fill Wheel slots. Perk Points buy perks and are not used in the Wheel. Gold reveals gems, changes their affinity and upgrades modifiers; fragments are used for upgrades; Diamonds pay for a full reset.

All of this progression is individual: allocation, Gems, fragments and upgrades belong to the character and are not shared with other characters on the account.

  • Wheel Points: allocation across slots and domains.
  • Gold and fragments: manage and upgrade Wheel Gems.
  • Diamonds: fully reset allocated points.
  • Dust and Slivers: Forge resources with no direct use in the Wheel.
Step 2

Allocate points across the four domains

The Wheel has four domains: Green, Red, Purple and Blue. Each has nine slots holding 50 to 200 points and can receive up to 1,000 points. Choose batches of 1, 10, 50 or Max in the interface to allocate them faster.

Milestones at 250, 500 and 1,000 points activate domain Stages I, II and III. In addition to the related mastery, each stage grants flat damage and healing per hit or action; bonuses earned in different domains stack.

Step 3

Combine Revelation and vocation masteries

The Green domain offers Gift of Life, which can save the character from a survivable fatal blow and then enters cooldown. Purple unlocks the vocation-specific Avatar and reduces its cooldown at later stages.

Red and Blue activate masteries specific to Knight, Paladin, Sorcerer, Druid or Monk. Read the name and description shown in the Wheel before investing, because the best domain depends on the spells, sustain and content used by the build.

Step 4

Activate spell grades by completing slots

Some Wheel groups improve vocation spells. They use two slots: completing the first activates Grade I and completing the second activates Grade II. Partial points help reach a domain stage but do not activate an incomplete grade.

Possible upgrades include damage, healing, cooldown or mana reduction, critical bonuses, leeches, extra targets, duration and area. The active effects panel summarizes the grades currently affecting the character.

Step 5

Reveal, equip and protect your gems

Gems drop unrevealed through independent rolls: Influenced or Elite creatures may yield Lesser, Fiendish may yield Regular, and bosses may yield Greater. After the drop, pay the reveal cost to discover the modifiers.

Each character can keep one active gem per affinity, for a total of four. Locking protects against destruction and domain switching. To destroy a gem, first unequip and unlock it; conversion into fragments is permanent.

When revealed, affinity and modifiers are determined randomly and cannot be chosen. The unrevealed drop remains in the inventory until you decide to pay the reveal cost.

  • Lesser has one Basic modifier.
  • Regular has two different Basic modifiers.
  • Greater has two Basic modifiers and one vocation Supreme.
  • Switching domains preserves quality, modifiers and grades but unequips the gem.
Step 6

Upgrade modifiers without wasting fragments

Every modifier starts at Grade 1 and can reach Grade 4. The general scaling is 100%, 110%, 120% and 150%. The grade is recorded for the character's modifier, so it benefits that same effect on every gem that has it.

Basic modifiers consume Lesser fragments and Supreme modifiers consume Greater fragments. Gold and fragment costs rise sharply at later grades, so confirm that the effect belongs in your build before upgrading.

Step 7

Reset the Wheel safely

A reset can only be performed in the Safe Zone, costs 1,000 Diamonds and clears the entire allocation. All Wheel Points become available again; no points are lost.

Gems, fragments, revealed modifiers and their grades are preserved. The game does not allow partial point removal, so plan the new allocation with a clear goal before confirming the cost.

Step 8

Build a coherent progression path

At first, pursue a stage that solves an observable problem: survival, damage, healing or a core spell in the rotation. At later levels, choose between deepening the same domain or opening synergies in another.

Treat gems as a complementary layer. Reveal only what you can afford without disrupting equipment and consumables; destroy only duplicates or unused effects; invest high grades in modifiers that remain useful across multiple setups.

  • Choose a real bottleneck in the build.
  • Identify the mastery, grade or gem that addresses it.
  • Calculate the next complete milestone and its cost.
  • Test the result in a familiar hunt before investing again.
Quick reference

Points, levels and stages

Wheel Points belong to the character and are calculated from their level.

Unlock Level 50

The first point arrives at level 51.

Ritmo 1 point per level

Every level above 50 adds one point.

Capacity 1,000 per domain

Each domain has nine slots holding 50 to 200 points.

Full reset 1,000 Diamonds

Safe Zone only; all points become available again.

Examples by level

LevelWheel Points
500
511
300250
550500
1.0501,000

Revelation by domain

StagePointsDamage and healingGreenPurple
1 250 +4 per action Gift of Life: restores 20% HP and mana; 30-hour cooldown Vocation Avatar
2 500 +9 per action Gift of Life: restores 25% HP and mana; 20-hour cooldown Vocation Avatar with 30 minutes less cooldown
3 1,000 +20 per action Gift of Life: restores 30% HP and mana; 10-hour cooldown Vocation Avatar with 60 minutes less cooldown
Four paths

Domains and masteries by class

Green focuses on survival, Red and Blue vary by vocation, and Purple activates the Avatar.

On mobile, swipe the table to view every domain →

ClassGreenRedWhat do you do?PurpleBlueWhat do you do?
Knight Gift of Life Executioner's Throw More damage against targets at or below 30% HP; higher stages reduce cooldown and increase targets Avatar of Steel Combat Mastery Damage and defense increase as HP falls; two-handed weapons favor offense and shields favor defense
Paladin Gift of Life Divine Grenade Increases Divine Grenade damage and reduces its cooldown at higher stages Avatar of Light Divine Empowerment Increases damage inside the empowered area and reduces cooldown at higher stages
Sorcerer Gift of Life Beam Mastery Strengthens all three beams; each target hit reduces cooldown, up to three targets Avatar of Storm Drain Body Strengthens elemental stances, offensive power and critical bonuses
Druid Gift of Life Blessing of the Grove Increases healing on allies below 60% HP and becomes stronger below 30% Avatar of Nature Twin Burst Strengthens Ice Burst and Terra Burst against targets above 60% HP and reduces cooldown
Monk Gift of Life Spiritual Outburst Strengthens Spiritual Outburst at 5 Harmony and reduces cooldown at higher stages Avatar of Balance Ascetic Increases the base power granted by Harmony

Spells that receive Grades

ClassSpells
KnightFront Sweep, Groundshaker, Shield Slam, Intense Wound Cleansing and Fierce Berserk
PaladinEthereal Barrage, Strong Ethereal Spear, Divine Dazzle, Divine Barrage and Divine Caldera
SorcererFocus spells, strong and ultimate strikes, Death Echo, Energy Wave and Great Fire Wave
DruidStrong Ice Wave, Mass Healing, Forked Glacier, Forked Thorns, Terra Wave and Heal Friend
MonkThousand Fist Blows, Mass Spirit Mend, Mystic Repulse, Chained Penance and Flurry of Blows
Wheel Gems

Qualities, drops and economy

The drop creates an unrevealed gem. Revealing it costs Gold and shows its modifiers.

On mobile, swipe the table to compare costs and fragments →

QualityModifiersSource and chanceRevealSwitch domainDestroy
Lesser 1 Basic 5% from Influenced or Elite 125,000 Gold 125,000 Gold 1–5 Lesser fragments
Regular 2 different Basic modifiers 20% from Fiendish 1,000,000 Gold 250,000 Gold 2–10 Lesser fragments
Greater 2 Basic + 1 vocation Supreme 25% from bosses 6,000,000 Gold 500,000 Gold 1–5 Greater fragments
Equip

One gem per affinity

You can keep up to four active gems, one in each domain. Equipping another gem of the same affinity replaces the previous one.

Switch domain

Green → Red → Purple → Blue

Each payment advances only one position in this circular order. Switching requires an unlocked, unequipped gem and preserves its quality, modifiers and grades.

Lock

Protection against changes

A locked gem cannot be destroyed or change domains. An active gem cannot be destroyed either.

Permanent Progression

Modifier grades and costs

The grade belongs to the character's modifier and improves that effect across all of their gems.

Grade scaling

GradeEffect strength
1100%
2110%
3120%
4150%

Upgrade cost

TypeEvolutionGoldFragments
BasicGrade 1 → 22.000.0005 Lesser
BasicGrade 2 → 35.000.00015 Lesser
BasicGrade 3 → 430.000.00030 Lesser
SupremeGrade 1 → 25.000.0005 Greater
SupremeGrade 2 → 312.000.00015 Greater
SupremeGrade 3 → 475.000.00030 Greater
To do better

Practical tips

  • Use batches of 10, 50 and Max to fill large slots without dozens of taps.
  • Always compare the active effect before and after reaching a Stage or Grade.
  • Keep a Gold reserve before revealing or upgrading expensive gems.
  • Lock valuable gems and unequip them only when you are sure about the change.
  • Prioritize effects used consistently by the rotation, not only situational bonuses.
Evite

Erros comuns

  • Confusing Wheel Points with Perk Points and planning a build with the wrong resource.
  • Spreading points without completing any Stage or spell Grade.
  • Destroying a useful gem before comparing its modifiers.
  • Spending all fragments on an effect the rotation rarely activates.
  • Trying to reset outside the Safe Zone or without considering the 1,000-Diamond cost.