Systems
Wheel of Destiny
The Wheel of Destiny has four domains. Filling slices of a domain adds points to it; at 250 / 500 / 1,000 domain points its revelation opens at stages I / II / III, and each opened stage gives +4 / 9 / 20 damage and healing. Augments improve one spell: one full slice gives stage I, both slices give I + II.
Revelations (one per domain)
Avatar of Nature
I · 250This spell transforms yourself into a powerful avatar for 15 seconds.
While in this form, you benefit from 5% damage reduction and all your attacks are critical hits with 5% critical extra damage.
Cooldown: 10 minutes
While in this form, you benefit from 5% damage reduction and all your attacks are critical hits with 5% critical extra damage.
Cooldown: 10 minutes
II · 500This spell transforms yourself into a powerful avatar for 15 seconds.
While in this form, you benefit from 10% damage reduction and all your attacks are critical hits with 10% critical extra damage.
Cooldown: 6 minutes
While in this form, you benefit from 10% damage reduction and all your attacks are critical hits with 10% critical extra damage.
Cooldown: 6 minutes
III · 1,000This spell transforms yourself into a powerful avatar for 15 seconds.
While in this form, you benefit from 15% damage reduction and all your attacks are critical hits with 15% critical extra damage.
Cooldown: 3 minutes
While in this form, you benefit from 15% damage reduction and all your attacks are critical hits with 15% critical extra damage.
Cooldown: 3 minutes
Twin Bursts
I · 250Decide wisely whether you want to cast ice or earth damage in a small area around you, as these two ring spells share the same cooldown. Both spells deal 20% additional damage to targets with more than 60% of their hit points.
Cooldown: 22 seconds
Mana cost: 230
Cooldown: 22 seconds
Mana cost: 230
II · 500Decide wisely whether you want to cast ice or earth damage in a small area around you, as these two ring spells share the same cooldown. Both spells deal 40% additional damage to targets with more than 60% of their hit points.
Cooldown: 18 seconds
Mana cost: 230
Cooldown: 18 seconds
Mana cost: 230
III · 1,000Decide wisely whether you want to cast ice or earth damage in a small area around you, as these two ring spells share the same cooldown. Both spells deal 60% additional damage to targets with more than 60% of their hit points.
Cooldown: 14 seconds
Mana cost: 230
Cooldown: 14 seconds
Mana cost: 230
Gift of Life
I · 250If an attack were to kill you, but the overkill damage amounts to less than 20% of your maximum hit points, you will heal yourself for 20% of your maximum hit points. Only after that is the damage applied.
In addition, all your spell cooldowns are reduced by 60 seconds, and 20% of your maximum mana is restored.
Cooldown: 30 hours (only reduced while hunting).
In addition, all your spell cooldowns are reduced by 60 seconds, and 20% of your maximum mana is restored.
Cooldown: 30 hours (only reduced while hunting).
II · 500If an attack were to kill you, but the overkill damage amounts to less than 25% of your maximum hit points, you will heal yourself for 25% of your maximum hit points. Only after that is the damage applied.
In addition, all your spell cooldowns are reduced by 60 seconds, and 25% of your maximum mana is restored.
Cooldown: 20 hours (only reduced while hunting).
In addition, all your spell cooldowns are reduced by 60 seconds, and 25% of your maximum mana is restored.
Cooldown: 20 hours (only reduced while hunting).
III · 1,000If an attack were to kill you, but the overkill damage amounts to less than 30% of your maximum hit points, you will heal yourself for 30% of your maximum hit points. Only after that is the damage applied.
In addition, all your spell cooldowns are reduced by 60 seconds, and 30% of your maximum mana is restored.
Cooldown: 10 hours (only reduced while hunting).
In addition, all your spell cooldowns are reduced by 60 seconds, and 30% of your maximum mana is restored.
Cooldown: 10 hours (only reduced while hunting).
Blessing of the Grove
I · 250Your healing spells can achieve critical hits.
Additionally, your healing is increased by 5% against targets below 60% hit points. This effect is doubled against targets below 30% hit points (10%).
Additionally, your healing is increased by 5% against targets below 60% hit points. This effect is doubled against targets below 30% hit points (10%).
II · 500Your healing spells can achieve critical hits.
Additionally, your healing is increased by 7.5% against targets below 60% hit points. This effect is doubled against targets below 30% hit points (15%).
Additionally, your healing is increased by 7.5% against targets below 60% hit points. This effect is doubled against targets below 30% hit points (15%).
III · 1,000Your healing spells can achieve critical hits.
Additionally, your healing is increased by 10% against targets below 60% hit points. This effect is doubled against targets below 30% hit points (20%).
Additionally, your healing is increased by 10% against targets below 60% hit points. This effect is doubled against targets below 30% hit points (20%).
Augmented spells
| Spells | Stage I | Stage II |
|---|---|---|
| Forked Spells | -2s Cooldown for Forked Thorns and Forked Glacier | Jumps to +1 additional target for Forked Thorns and Forked Glacier |
Strong Ice Wave | +6% Base Damage | Expanded Shape |
| Mass Healing | +4% Base Healing | Affected area enlarged |
Terra Wave | +6.5% Base Damage | Adds 10% life leech to this spell |
| Heal Friend | +4% Base Healing | +6% Base Healing |
Unique convictions
runic masteryIf you use a rune, you have a 25% chance of increasing your magic level by 10%, or by 20% if you use a rune that can be created by your vocation.
healing linkIf you heal someone with Nature's Embrace or Heal Friend, you also heal yourself for 25% of the applied healing.

