Your browser does not support JavaScript or its disabled!
Please turn it on, or be aware that some features on this website will not work correctly.
LookGameA NEW JOURNEY STARTS HERE CLOSED BETA — SEASON ZERO · IN PREPARATION

Wheel Planner

Allocate points, choose gems and review bonuses under LookGame rules. This simulator does not modify your character.

The official code does not include level, Premium, promotion or grades. Review these fields after importing.

Scrolls Used

New Plan

Clearing the allocation removes points and gems. Vocation, level, requirements and grades are preserved.

0 / 0 points

Level: 0 · Scrolls: 0 · Quest: 0 · Tasks: 0 · Grades: 0.

The Wheel requires level 51 or higher. Bonuses are not active in this plan.

Point Allocation

Select a node to edit its points and see its benefits. Use −Max, −1, +1 and +Max in the panel. Right-click a sector to fill or empty it. Buttons respect available points and connections; typed values are checked when calculating.

0/200 0/150 0/100 0/100 0/150 0/200 0/150 0/100 0/75 0/75 0/100 0/150 0/100 0/75 0/50 0/50 0/75 0/100 0/100 0/75 0/50 0/50 0/75 0/100 0/150 0/100 0/75 0/75 0/100 0/150 0/200 0/150 0/100 0/100 0/150 0/200 Gift of Life Gem Green Executioner's Throw Gem Red Combat Mastery Gem Blue Avatar of Steel Gem Purple

Green · node 1

Per point: Health +3 · Mana +1.

When completed: Battle Instinct.

Battle Instinct: conditions and effects

At least five adjacent monsters. Player summons are not counted.

Each monster beyond the fourth grants +1 melee fighting and +6 shielding. These bonuses cease to apply with fewer than five monsters.

Completing the node unlocks the passive. Its effect depends on these conditions during gameplay.

Requires 375 points excluding grades. Fill a connected neighboring node: 2, 7.

Green · node 2

Per point: Mitigation increase (%) +0.075.

When completed: Mana leech (%) +0.25.

Requires 225 points excluding grades. Fill a connected neighboring node: 3, 7, 8.

Green · node 3

Per point: Health +3.

When completed: Resonance Green +1.

Requires 125 points excluding grades. Fill a connected neighboring node: 4, 8, 9.

Red · node 4

Per point: Mana +1.

When completed: Melee fighting +1.

Requires 125 points excluding grades. Fill a connected neighboring node: 3, 5, 10, 11.

Red · node 5

Per point: Health +3.

When completed: Resonance Red +1.

Requires 225 points excluding grades. Fill a connected neighboring node: 4, 11, 12.

Red · node 6

Per point: Health +3 · Mana +1.

When completed: Front Sweep +1 stage.

Front Sweep: effects by stage

Spells: Front Sweep.

Stage I: Damage +40%.

Stage II (total): Damage +40%; Expanded area.

Complete both nodes for this spell upgrade to reach stage II.

Requires 375 points excluding grades. Fill a connected neighboring node: 5, 12.

Green · node 7

Per point: Mitigation increase (%) +0.075.

When completed: Resonance Green +1.

Requires 225 points excluding grades. Fill a connected neighboring node: 2, 8, 13.

Green · node 8

Per point: Health +3.

When completed: Groundshaker +1 stage.

Groundshaker: effects by stage

Spells: Groundshaker.

Stage I: Cooldown −2 s.

Stage II (total): Cooldown −2 s; Damage +12.5%.

Complete both nodes for this spell upgrade to reach stage II.

Requires 125 points excluding grades. Fill a connected neighboring node: 3, 9, 13, 14.

Green · node 9

Per point: Mana +1.

When completed: Life leech (%) +0.75.

Requires 50 points excluding grades. Fill a connected neighboring node: 3, 8, 10, 14, 15.

Red · node 10

Per point: Capacity (oz) +5.

When completed: Resonance Red +1.

Requires 50 points excluding grades. Fill a connected neighboring node: 4, 9, 11, 16, 17.

Red · node 11

Per point: Mana +1.

When completed: Shield Slam +1 stage.

Shield Slam: effects by stage

Spells: Shield Slam.

Stage I: Life leech +15 percentage points.

Stage II (total): Life leech +15 percentage points; Reduction in damage dealt by the target +25 percentage points.

Complete both nodes for this spell upgrade to reach stage II.

Requires 125 points excluding grades. Fill a connected neighboring node: 4, 10, 17, 18.

Red · node 12

Per point: Health +3.

When completed: Mana leech (%) +0.25.

Requires 225 points excluding grades. Fill a connected neighboring node: 5, 11, 18.

Green · node 13

Per point: Health +3.

When completed: Intense Wound Cleansing +1 stage.

Intense Wound Cleansing: effects by stage

Spells: Intense Wound Cleansing.

Stage I: Healing +125%.

Stage II (total): Healing +125%; Cooldown −60 s.

Complete both nodes for this spell upgrade to reach stage II.

Requires 125 points excluding grades. Fill a connected neighboring node: 7, 8, 14, 19.

Green · node 14

Per point: Mana +1.

When completed: Melee fighting +1.

Requires 50 points excluding grades. Fill a connected neighboring node: 8, 9, 13, 15, 20.

Green · node 15

Per point: Capacity (oz) +5.

When completed: Resonance Green +1.

Requires 0 points excluding grades. Starting node.

Red · node 16

Per point: Mitigation increase (%) +0.075.

When completed: Fierce Berserk +1 stage.

Fierce Berserk: effects by stage

Spells: Fierce Berserk.

Stage I: Mana cost −30.

Stage II (total): Mana cost −30; Damage +10%.

Complete both nodes for this spell upgrade to reach stage II.

Requires 0 points excluding grades. Starting node.

Red · node 17

Per point: Capacity (oz) +5.

When completed: Life leech (%) +0.75.

Requires 50 points excluding grades. Fill a connected neighboring node: 10, 11, 16, 18, 23.

Red · node 18

Per point: Mana +1.

When completed: Resonance Red +1.

Requires 125 points excluding grades. Fill a connected neighboring node: 11, 12, 17, 24.

Blue · node 19

Per point: Mitigation increase (%) +0.075.

When completed: Resonance Blue +1.

Requires 125 points excluding grades. Fill a connected neighboring node: 13, 20, 25, 26.

Blue · node 20

Per point: Health +3.

When completed: Mana leech (%) +0.25.

Requires 50 points excluding grades. Fill a connected neighboring node: 14, 19, 21, 26, 27.

Blue · node 21

Per point: Mana +1.

When completed: Front Sweep +1 stage.

Front Sweep: effects by stage

Spells: Front Sweep.

Stage I: Damage +40%.

Stage II (total): Damage +40%; Expanded area.

Complete both nodes for this spell upgrade to reach stage II.

Requires 0 points excluding grades. Starting node.

Purple · node 22

Per point: Health +3.

When completed: Resonance Purple +1.

Requires 0 points excluding grades. Starting node.

Purple · node 23

Per point: Mitigation increase (%) +0.075.

When completed: Melee fighting +1.

Requires 50 points excluding grades. Fill a connected neighboring node: 17, 22, 24, 28, 29.

Purple · node 24

Per point: Capacity (oz) +5.

When completed: Groundshaker +1 stage.

Groundshaker: effects by stage

Spells: Groundshaker.

Stage I: Cooldown −2 s.

Stage II (total): Cooldown −2 s; Damage +12.5%.

Complete both nodes for this spell upgrade to reach stage II.

Requires 125 points excluding grades. Fill a connected neighboring node: 18, 23, 29, 30.

Blue · node 25

Per point: Capacity (oz) +5.

When completed: Life leech (%) +0.75.

Requires 225 points excluding grades. Fill a connected neighboring node: 19, 26, 32.

Blue · node 26

Per point: Mitigation increase (%) +0.075.

When completed: Shield Slam +1 stage.

Shield Slam: effects by stage

Spells: Shield Slam.

Stage I: Life leech +15 percentage points.

Stage II (total): Life leech +15 percentage points; Reduction in damage dealt by the target +25 percentage points.

Complete both nodes for this spell upgrade to reach stage II.

Requires 125 points excluding grades. Fill a connected neighboring node: 19, 20, 27, 33.

Blue · node 27

Per point: Health +3.

When completed: Resonance Blue +1.

Requires 50 points excluding grades. Fill a connected neighboring node: 20, 21, 26, 28, 33.

Purple · node 28

Per point: Mitigation increase (%) +0.075.

When completed: Mana leech (%) +0.25.

Requires 50 points excluding grades. Fill a connected neighboring node: 22, 23, 27, 29, 34.

Purple · node 29

Per point: Capacity (oz) +5.

When completed: Intense Wound Cleansing +1 stage.

Intense Wound Cleansing: effects by stage

Spells: Intense Wound Cleansing.

Stage I: Healing +125%.

Stage II (total): Healing +125%; Cooldown −60 s.

Complete both nodes for this spell upgrade to reach stage II.

Requires 125 points excluding grades. Fill a connected neighboring node: 23, 24, 28, 34.

Purple · node 30

Per point: Mana +1.

When completed: Resonance Purple +1.

Requires 225 points excluding grades. Fill a connected neighboring node: 24, 29, 35.

Blue · node 31

Per point: Health +3 · Mana +1.

When completed: Fierce Berserk +1 stage.

Fierce Berserk: effects by stage

Spells: Fierce Berserk.

Stage I: Mana cost −30.

Stage II (total): Mana cost −30; Damage +10%.

Complete both nodes for this spell upgrade to reach stage II.

Requires 375 points excluding grades. Fill a connected neighboring node: 25, 32.

Blue · node 32

Per point: Capacity (oz) +5.

When completed: Resonance Blue +1.

Requires 225 points excluding grades. Fill a connected neighboring node: 25, 26, 33.

Blue · node 33

Per point: Mitigation increase (%) +0.075.

When completed: Melee fighting +1.

Requires 125 points excluding grades. Fill a connected neighboring node: 26, 27, 32, 34.

Purple · node 34

Per point: Capacity (oz) +5.

When completed: Resonance Purple +1.

Requires 125 points excluding grades. Fill a connected neighboring node: 28, 29, 33, 35.

Purple · node 35

Per point: Mana +1.

When completed: Life leech (%) +0.75.

Requires 225 points excluding grades. Fill a connected neighboring node: 29, 30, 34.

Purple · node 36

Per point: Health +3 · Mana +1.

When completed: Battle Healing.

Battle Healing: conditions and effects

Healing produced by your spells and runes.

Increases healing by 10%, or by 20% while wearing an actual shield. Does not increase potions, automatic survival healing, or the Healing Link echo.

Completing the node unlocks the passive. Its effect depends on these conditions during gameplay.

Requires 375 points excluding grades. Fill a connected neighboring node: 30, 35.

Gems and Resonance

Select a gem at a corner of the Wheel or using the links below. Fill the modifiers in order: first, second and supreme. Only modifiers unlocked by resonance contribute to the result.

Gem Green
Gem Red
Gem Blue
Gem Purple
Character Modifier Grades

Enter the grades already earned. Each modifier at grade 3 grants one point, even when not equipped. These points do not unlock paths.

How Revelation Perks Work

Gift of Life — activation not calculated

Protects against a fatal hit, except Agony. Excess damage must be below the stage threshold. The cooldown advances only while the combat indicator is active.

  1. Threshold: 20% of maximum health; restores 20% of maximum health and mana before the hit. Reduces spell cooldowns by 60 s. Cooldown: 30 h.
  2. Threshold: 25%; restores 25% of maximum health and mana before the hit. Reduces cooldowns by 60 s. Cooldown: 20 h.
  3. Threshold: 30%; restores 30% of maximum health and mana before the hit. Reduces cooldowns by 60 s. Cooldown: 10 h.
Executioner's Throw — activation not calculated

A chain attack. Bonus damage requires the target to have less than 30% health; exactly 30% does not trigger the bonus.

  1. Initial target and up to 2 additional targets; +100% damage when the condition is met. Cooldown: 18 s.
  2. Initial target and up to 3 additional targets; +125% damage when the condition is met. Cooldown: 14 s.
  3. Initial target and up to 4 additional targets; +150% damage when the condition is met. Cooldown: 10 s.
Combat Mastery — activation not calculated

Defence depends on your missing health; damage depends on the target's missing health. A shield doubles the damage reduction; a two-handed weapon doubles the damage increase.

  1. Every 14% of missing health grants 1% to the corresponding effect.
  2. Every 12% of missing health grants 1%.
  3. Every 10% of missing health grants 1%.
Avatar of Steel — activation not calculated

A transformation lasting 15 s. All attacks are critical during the transformation.

  1. Damage received −5%; critical damage +5 percentage points; cooldown: 120 min.
  2. Damage received −10%; critical damage +10 percentage points; cooldown: 90 min.
  3. Damage received −15%; critical damage +15 percentage points; cooldown: 60 min.

Rules reviewed in the official Tibia planner on September 24, 2026. The cooldowns above are before additional reductions from gems and equipment.

Save and Share

Link to this plan, including level, requirements and grades. The code alone stores only the allocation and gems.

Simulation under LookGame rules using server data. Interface under validation.