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.
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.
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.
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.
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.
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.
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.
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.
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.
Points, levels and stages
Wheel Points belong to the character and are calculated from their level.
The first point arrives at level 51.
Every level above 50 adds one point.
Each domain has nine slots holding 50 to 200 points.
Safe Zone only; all points become available again.
Examples by level
| Level | Wheel Points |
|---|---|
| 50 | 0 |
| 51 | 1 |
| 300 | 250 |
| 550 | 500 |
| 1.050 | 1,000 |
Revelation by domain
| Stage | Points | Damage and healing | Green | Purple |
|---|---|---|---|---|
| 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 |
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 →
| Class | Green | Red | What do you do? | Purple | Blue | What 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
| Class | Spells |
|---|---|
| Knight | Front Sweep, Groundshaker, Shield Slam, Intense Wound Cleansing and Fierce Berserk |
| Paladin | Ethereal Barrage, Strong Ethereal Spear, Divine Dazzle, Divine Barrage and Divine Caldera |
| Sorcerer | Focus spells, strong and ultimate strikes, Death Echo, Energy Wave and Great Fire Wave |
| Druid | Strong Ice Wave, Mass Healing, Forked Glacier, Forked Thorns, Terra Wave and Heal Friend |
| Monk | Thousand Fist Blows, Mass Spirit Mend, Mystic Repulse, Chained Penance and Flurry of Blows |
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 →
| Quality | Modifiers | Source and chance | Reveal | Switch domain | Destroy |
|---|---|---|---|---|---|
| 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 |
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.
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.
Protection against changes
A locked gem cannot be destroyed or change domains. An active gem cannot be destroyed either.
Modifier grades and costs
The grade belongs to the character's modifier and improves that effect across all of their gems.
Grade scaling
| Grade | Effect strength |
|---|---|
| 1 | 100% |
| 2 | 110% |
| 3 | 120% |
| 4 | 150% |
Upgrade cost
| Type | Evolution | Gold | Fragments |
|---|---|---|---|
| Basic | Grade 1 → 2 | 2.000.000 | 5 Lesser |
| Basic | Grade 2 → 3 | 5.000.000 | 15 Lesser |
| Basic | Grade 3 → 4 | 30.000.000 | 30 Lesser |
| Supreme | Grade 1 → 2 | 5.000.000 | 5 Greater |
| Supreme | Grade 2 → 3 | 12.000.000 | 15 Greater |
| Supreme | Grade 3 → 4 | 75.000.000 | 30 Greater |
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.
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.