Wheel of Aurelia
The Wheel of Aurelia is the game’s passive tree: one tree for every class, with a starting point for each race. Each level gives you a point to take a node, and node by node you build the path toward whatever you want your character to do. On the outer ring, each profession has its own mastery constellation.
The Wheel of Aurelia: one passive tree for everyone, where each level gives you a point to grow your character your own way.
What it is
- It is a pentagon with the five attributes at its corners: Strength, Vitality, Charisma, Intelligence and Agility. Between them lie 15 zones, each with the style of a class, but none belongs to a class: any character can walk to any corner.
- Each zone has its notables, the big named nodes, and minor nodes between them that add a little attribute or some combat value. At the edge of each zone sits a keystone: a big change, with its price.
- Each race starts at its own starting point, leaning toward the attributes in its blood, and has two notables only it can take.
- Outside it all lies the Mastery ring: one constellation per profession, paid for with its own points, not with combat points.
- Open it with the P key. It has two tabs: Combat, the wheel, and Mastery, the profession constellations.
Points
- Each level, from 2 on, gives you 1 wheel point.
- The first time you clear each dungeon gives you 1 more point (there are 8).
- At level 60, with every dungeon cleared, you have 67 points.
- Each node costs 1 point. Your race’s starting point is free.
| Level | From levels only | With all 8 dungeons |
|---|---|---|
| 10 | 9 | 17 |
| 20 | 19 | 27 |
| 30 | 29 | 37 |
| 40 | 39 | 47 |
| 50 | 49 | 57 |
| 60 | 59 | 67 |
With the wheel, each level gives 2 attribute points instead of 3: your character does not grow faster, it grows differently. When the wheel opens, every existing character gets their attributes reset once, for free, to spend them again under the new split.
Taking and releasing
- Click any node your race can reach: you take it along with the whole path that links it to what you already have, and the wheel tells you how many points it costs before you do.
- You can have 2 keystones at most.
- There are 10 rune sockets spread across the wheel.
- Changes do not count until you save them; before saving you can undo them at no cost.
Empty, it gives nothing. With a socket rune made in Runecrafting, it gives its effect
Releasing a saved node costs gold, and releasing one also releases everything that hung from it. The cost per node depends on your level:
| Level | Release one node |
|---|---|
| 10 | 1,400 |
| 20 | 5,000 |
| 30 | 11,000 |
| 40 | 19,400 |
| 50 | 30,200 |
| 60 | 43,400 |
It never costs less than 1,000 per node.
To empty the whole wheel at once, drink an Elixir of Oblivion: empties the combat wheel and the mastery, gives back all their points and leaves your attributes alone.
To empty the wheel and also get your attributes back, drink a Potion of Rebirth: also gives back your attribute points.
Where each race starts
Each race’s notables sit next to its starting point, and no one else can pass through there.
| Race | Notable | Effect |
|---|---|---|
| Human (The Heart) | Versatile | +1 to all attributes |
| Human (The Heart) | Human Ingenuity | +5% character experience |
| Orc | Orcish Fury | +8% physical damage below 50% life |
| Orc | Tough Hide | +5% maximum life |
| Dwarf | Stonebeard | +6% armor |
| Dwarf | Stubbornness | Immune to slows |
| Gnome | Gnomish Wit | +6% mana regeneration |
| Gnome | Inventiveness | +5% magic damage |
| Gnome | Clockwork Mind | +1 spell slot |
| Elf | Elven Grace | +2 evasion |
| Elf | Elven Sight | +2 critical chance with a bow |
| Drow | Dark Blade | +10% damage on the first turn of each fight |
| Drow | Shadowskin | +5 elemental resistance |
The human starts in the Heart, at the center: the same distance from everything. Its notables are more modest, but the Heart is open to anyone passing through, and its reward is flexibility.
How many points to each zone
The points needed from each race’s starting point to the first node of each zone.
| Zone | Human | Orc | Dwarf | Gnome | Elf | Drow |
|---|---|---|---|---|---|---|
| The Anvil | 21 | 3 | 12 | 26 | 26 | 12 |
| The Rampart | 21 | 12 | 3 | 12 | 26 | 26 |
| The Chorus | 21 | 26 | 12 | 4 | 12 | 26 |
| The Tower | 21 | 26 | 26 | 12 | 4 | 12 |
| The Shadow | 21 | 12 | 26 | 26 | 12 | 3 |
| The Oath | 16 | 4 | 4 | 19 | 27 | 19 |
| The Banner | 16 | 19 | 4 | 4 | 19 | 29 |
| The Sanctuary | 16 | 29 | 19 | 4 | 4 | 19 |
| The Forest | 16 | 19 | 29 | 19 | 4 | 4 |
| The Ambush | 16 | 4 | 19 | 27 | 19 | 4 |
| The Deck | 6 | 14 | 3 | 14 | 17 | 19 |
| The Grove | 6 | 19 | 14 | 3 | 14 | 19 |
| The Arena | 6 | 19 | 19 | 14 | 3 | 14 |
| The Crusade | 6 | 14 | 19 | 17 | 14 | 3 |
| The Preserve | 6 | 3 | 14 | 17 | 17 | 14 |
Keystones
You can have 2 at most, and Oath of the Anvil, True Strike and Corsair's Fortune exclude each other: you can only have one of them. None of them lowers your speed or takes away attributes.
| Keystone | Zone | Effect |
|---|---|---|
| Oath of the Anvil | The Anvil | You never land critical hits. All your hits deal +30% damage |
| Oakskin | The Rampart | Your evasion is 0. Your armor counts ×1.25 |
| Chorus of Aurelia | The Chorus | Your group auras count double. No aura affects you |
| Arcane Echo | The Tower | Every damage spell repeats at 40%. Spells cost ×1.6, also when paid with life |
| True Strike | The Shadow | Your critical chance is 0, but every fourth hit is a sure critical |
| Corsair's Fortune | The Deck | +30% critical damage. Your critical chance is capped at 25 |
| Mana Shield | The Grove | 30% of the damage you take comes out of your mana. Mana regeneration is halved |
| Dance of Steel | The Arena | The riposte cap goes from 30 to 50%. You cannot block |
| Blood Pact | The Crusade | Arcane spells cost 6% life instead of mana. +10% magic damage |
| First Shot | The Preserve | At range you open every fight with two free turns instead of one. −10% ranged damage |
| Balance of the Five | The Heart | Your class focus bonus (×1.3) is spread out: all five attributes yield ×1.15 |
| Clockwork Mind | Gnome | +1 spell slot |
The zones
Each zone lives off one or two attributes: its minor nodes add them, and its notables follow the style of the class that uses them most.
| Zone | Attributes | Notables | Minor nodes |
|---|---|---|---|
| The Anvil Style: Warrior | Strength | Iron Arm: +6% physical damage and +2 Strength Cleave: Axes and crossbows: +8% damage. Their speed does not change Battle Thirst: You recover 2% life for each creature defeated on the outing | +2 Strength +2% maximum life +2% physical damage |
| The Rampart Style: Guardian | Vitality | Rampart: +6% armor and +2 block Endurance: +5% maximum life and +1 life regeneration Steady as Stone: The first stun of each fight does not affect you | +2 Vitality +1 block +2% armor |
| The Chorus Style: Bard | Charisma | Marching Song: Group aura: allies +3% attack speed Tempered Voice: +8% maximum mana and +2 Charisma Refrain: Your healing over time lasts one more turn | +2 Charisma +2% magic damage +2% healing received |
| The Tower Style: Wizard | Intelligence | Arcane Wisdom: +8% magic damage Focus: +4% magic damage and +10% mana regeneration Serene Spring: +8% maximum mana and +6% mana regeneration | +2 Intelligence +4% mana regeneration +2% magic damage |
| The Shadow Style: Rogue | Agility | Hawk Eye: +3 critical chance and +3% physical damage Light Feet: +3 evasion, +3% attack speed and +5% movement speed Poisoned Edge: With a dagger, your critical hits poison for 3 turns | +2 Agility +1 evasion +1 critical chance |
| The Oath Style: Paladin | Strength Vitality | Aegis: +3 block Tempered Faith: +6% healing received and +3% armor Sacred Hammer: Blocking heals you for 2% of maximum life | +1 Strength and +1 Vitality +2% armor +1 block |
| The Banner Style: Warlord | Vitality Charisma | Banner: Group aura: allies +4% maximum life Hoarse Shout: Shouts cost 20% less life Command: Group aura: allies +3% armor | +1 Vitality and +1 Charisma +2% maximum life +2% healing received |
| The Sanctuary Style: Cleric | Charisma Intelligence | Healing Hand: +8% healing done, within the cap Purification: Cleansing an effect also heals 4% Prayer: +6% maximum mana and +2 Intelligence | +1 Charisma and +1 Intelligence +3% healing done +4% mana regeneration |
| The Forest Style: Ranger | Intelligence Agility | Arcane Arrow: With a bow, each hit adds 15% of your magic damage Forest Stride: +6% attack speed Wild Mana: +10% mana regeneration | +1 Intelligence and +1 Agility +1% attack speed +2% magic damage |
| The Ambush Style: Bandit | Strength Agility | Ambush: The first hit of each fight is critical Bloodletting: Your critical hits cause bleeding for 3 turns Slippery: +2 evasion | +1 Agility and +1 Strength +1 evasion +2% physical damage |
| The Deck Style: Pirate | Strength Charisma | Boarding: +10% critical damage Rum and Powder: +5% physical damage and +2 Charisma Bully: Whoever hits you is weakened for one turn | +1 Strength and +1 Charisma +4% critical damage +2% physical damage |
| The Grove Style: Druid | Vitality Intelligence | Wild Claw: With a claw, +8% damage and +1 critical chance Sap: +10% life regeneration Bark: +4% maximum life and +3% armor | +1 Vitality and +1 Intelligence +4% life regeneration +2% maximum mana +1 Intelligence and +1 Vitality |
| The Arena Style: Duelist | Charisma Agility | Riposte: +8% chance to strike back Elegance: +3 critical chance, +3 evasion and +3% attack speed Challenge: +3% physical damage and +8% damage against bosses | +1 Charisma and +1 Agility +1 critical chance +1% attack speed |
| The Crusade Style: Crusader | Strength Intelligence | Fervor: +8% physical and magic damage Blessed Weapon: Your weapon hits add 25% of your magic damage Judgment: +20% damage against creatures below 30% life | +1 Intelligence and +1 Strength +1% physical and magic damage +2% maximum life +1 Strength and +1 Intelligence |
| The Preserve Style: Hunter | Vitality Agility | Tracker: +6% damage against bosses Trapper: Your traps last one more turn Tanned Hide: +4% maximum life and +4% armor | +1 Agility and +1 Vitality +2% physical damage +2% maximum life +1 Vitality and +1 Agility |
Profession mastery
- Each constellation has its own points, which only work there: Mining points are not spent on Fishing, and none come out of your combat points.
- Each one goes up to 10 points at most, and is taken just like the wheel: node by node from its start.
- Releasing a mastery node also costs gold, just like on the combat wheel.
| Constellation | Where the points come from | Notables | Minor nodes |
|---|---|---|---|
| Mining | 1 every 10 profession levels, and the 10th on reaching 99 | Tempered Pick: +6% speed Rich Vein: 5% chance for a batch to yield double Dwarven Lungs: −1 energy per hour of Toil, minimum 1 per hour | +1% profession experience +2% speed |
| Smithing | 1 every 10 profession levels, and the 10th on reaching 99 | Master's Hand: Crafting rarity ×1.10 Bellows: Smelt 8% faster Temper: 5% chance not to use up bars | +1% profession experience +2% speed |
| Construction | 1 every 10 profession levels, and the 10th on reaching 99 | Blueprint: +6% speed Foundations: −1 energy per batch, minimum 1 Scaffold: +5% profession experience | +1% profession experience +2% speed |
| Woodcutting | 1 every 10 profession levels, and the 10th on reaching 99 | Sharpened Axe: +6% speed Double Firewood: 5% chance for a batch to yield double Woodsman's Eye: −1 energy per hour of Toil, minimum 1 per hour | +1% profession experience +2% speed |
| Carpentry | 1 every 10 profession levels, and the 10th on reaching 99 | Master's Hand: Crafting rarity ×1.10 Fine Saw: Saw 8% faster Joinery: 5% chance not to use up planks | +1% profession experience +2% speed |
| Home | 2 for each grade of your house | Good Rest: The bed gives ×1.6 energy instead of ×1.5 Pantry: Food lasts 10% longer Nap: +10 energy when you return after 8 hours | +5% food duration +2% energy in bed |
| Cooking | 1 every 10 profession levels, and the 10th on reaching 99 | Slow Fire: Cook 8% faster Seasoning: Food effects last 15% longer Feast: 5% chance not to use up ingredients | +1% profession experience +2% speed |
| Artisanry | 1 every 10 profession levels, and the 10th on reaching 99 | Master's Hand: Crafting rarity ×1.10 Polish: +6% speed Scraps: 5% chance not to use up material | +1% profession experience +2% speed |
| Path | 1 for each adventure completed | Steady Step: −10% wait on your spells between outings Foreman: +5% Toil yield Wanderer: +5 to maximum energy | −2% wait on your spells between outings +2% Toil yield |
| Herbalism | 1 every 10 profession levels, and the 10th on reaching 99 | Silver Sickle: +6% speed Double Bush: 5% chance for a batch to yield double Light Step: −1 energy per hour of Toil, minimum 1 per hour | +1% profession experience +2% speed |
| Alchemy | 1 every 10 profession levels, and the 10th on reaching 99 | Alembic: Distill 8% faster Distillate: Tonics heal 15% more Exact Drop: 5% chance not to use up herbs | +1% profession experience +2% speed |
| Runecrafting | 1 every 10 profession levels, and the 10th on reaching 99 | Fine Engraving: 10% chance for each unit to come out with one extra Steady Pulse: Engrave 8% faster Double Rune: 3.3% chance for a batch to yield double | +1% profession experience +2% speed |
| Fishing | 1 every 10 profession levels, and the 10th on reaching 99 | Fine Bait: 5% chance not to use up bait Double Net: 5% chance for a batch to yield double Patience: −1 energy per hour of Toil, minimum 1 per hour | +1% profession experience +2% speed |
| Skinning | 1 every 10 profession levels, and the 10th on reaching 99 | Fine Knife: +6% speed Double Hide: 5% chance for a batch to yield double Firm Hand: −1 energy per hour of Toil, minimum 1 per hour | +1% profession experience +2% speed |
| Fletching | 1 every 10 profession levels, and the 10th on reaching 99 | Feathers: Fletch 8% faster Bundle: 5% chance for a batch to yield double Master's Hand: 10% chance for each unit to come out with one extra | +1% profession experience +2% speed |
| Farming | 1 every 10 profession levels, and the 10th on reaching 99 | Double Harvest: 5% chance for a harvest to yield double Saved Seed: 10% chance not to use up the seed when planting Just Ripe: Crops stay at their peak 50% longer | +1% profession experience +2% chance not to use up the seed |