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 Storm
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
Lord of Destruction
I · 250Grants 2% more fire damage for Master of Flames, 2% more critical hit chance for Master of Thunder and 15% more critical damage for Master of Decay (spells with the damage type of your elemental stance).
II · 500Grants 3% more fire damage for Master of Flames, 3% more critical hit chance for Master of Thunder and 25.5% more critical damage for Master of Decay (spells with the damage type of your elemental stance).
III · 1,000Grants 4% more fire damage for Master of Flames, 4% more critical hit chance for Master of Thunder and 30% more critical damage for Master of Decay (spells with the damage type of your elemental stance).
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).
Beam Mastery
I · 250Your beams also hit the squares adjacent to the main beam, dealing 25% of the initial damage.
For each target hit by the main beam, the cooldown of all your other spells is reduced by 1 second (up to 3 seconds) and the damage of beam spells increases by 10% (up to 30%).
For each target hit by the main beam, the cooldown of all your other spells is reduced by 1 second (up to 3 seconds) and the damage of beam spells increases by 10% (up to 30%).
II · 500Your beams also hit the squares adjacent to the main beam, dealing 40% of the initial damage.
For each target hit by the main beam, the cooldown of all your other spells is reduced by 1 second (up to 3 seconds) and the damage of beam spells increases by 12% (up to 36%).
For each target hit by the main beam, the cooldown of all your other spells is reduced by 1 second (up to 3 seconds) and the damage of beam spells increases by 12% (up to 36%).
III · 1,000Your beams also hit the squares adjacent to the main beam, dealing 70% of the initial damage.
For each target hit by the main beam, the cooldown of all your other spells is reduced by 1 second (up to 3 seconds) and the damage of beam spells increases by 14% (up to 42%).
For each target hit by the main beam, the cooldown of all your other spells is reduced by 1 second (up to 3 seconds) and the damage of beam spells increases by 14% (up to 42%).
Augmented spells
| Spells | Stage I | Stage II |
|---|---|---|
| Focus Spells | +5% Base Damage for Hell's Core and Rage of the Skies | -4s Cooldown; Focus secondary group cooldown -4s for Hell's Core and Rage of the Skies |
Great Fire Wave | Adds 15% critical extra damage for this spell. | +5% Base Damage |
| Special Spells | -4s Cooldown for Lightning, Strong Energy Strike and Strong Flame Strike | +50% Base Damage for Lightning, Strong Energy Strike and Strong Flame Strike |
Energy Wave | Affected area enlarged | +10% Base Damage |
Death Echo | -2s Cooldown | +12% Base Damage |
Unique convictions
focus masteryIncreases the damage of your next damage spell by 35% within 12 seconds after casting a focus spell. Reduces the primary cooldown by 2 seconds.
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.


