Kzeroko KTM2

Wheel of Fate

Spend main-tree points on seven constellations, passive powers and shared attribute paths.

Updated Sep 24, 2026 9 min read

The Wheel of Fate is the shared main skill tree, with 379 nodes arranged around Appraisal. Its normal spending limit is 100 points, so choosing routes and a constellation’s final power matters more than filling the whole graph.

What your points buy

FeatureCurrent value
Main categoryisekaiskills:main, open by default
Starting points1
Points on a player-level increaseThe increase in IsekaiCore level
Normal spending limit100
RootAppraisal, costs 1; unlock it yourself
Constellations7, with 48 nodes each
Shared confluence nodes42, alongside the root and constellation nodes

With ordinary progression from level 1, the starting point plus level gains gives a point budget equal to your player level, up to the normal spending limit. Vanilla experience levels do not supply these points. Other point sources or administrator actions can change the stored total.

Appraisal grants isekaiskills:spassive_appraisal, a passive marker for integrations. It does not add attributes or implement an inspection overlay itself; what an overlay reveals depends on the integration that consumes the marker.

Choose a constellation

ConstellationPrimary attributeMidway passiveCapstones (exclusive)
AegisConstitutionUnbroken BodyWorld Anchor / Guardian Aegis
WarbrandStrengthBattle InstinctColossus Slayer / War God’s Echo
GaleDexterityArcher’s TempoHorizon Piercer / Windrunner
MoonbladeTechniquePerfect FormThousandfold Insight / Bloodless Edge
OraclePerceptionSixth SenseCausality Sight / Predator’s Certainty
AstralIntelligenceAstral CircuitArchmage Formula / Mana Sovereign
SanctumBeliefMerciful HeartSaint’s Covenant / Miracle Weaver

Each constellation has 5 stages. Within a stage, routes lead from an entry node to a deeper node, then to a weave and the stage gate. A junction accepts 1 incoming route in the bundled tree; several incoming lines do not mean you must buy every predecessor.

The following gates also require your IsekaiCore player level and points already spent across the whole category. The spent-point requirement is checked before buying the node.

GatePlayer levelPoints already spentNode cost
Stage 11082
Stage 2: midway passive20173
Stage 335322
Stage 450472
Stage 570672
Either capstone90828

The capstones of the same constellation exclude each other. Spending in another constellation can satisfy a gate’s category-wide spending threshold; it does not replace the incoming route or player-level check.

Confluence nodes connect neighbouring constellations in the table’s order, wrapping from Sanctum to Aegis. Their level requirements are 5, 15, 25, 42, 60 and 80, moving outwards. Each costs 2 and adds +1 to each neighbouring primary attribute. These are endpoints: buying one does not open a route into the next constellation.

Buying every available node in a constellation, Appraisal and 1 of its capstones costs 90 points. That is a full-branch total, not the shortest route to the capstone. The entire graph has 764 points of configured costs; excluding 1 capstone per pair leaves 708, well above the normal budget.

Attribute nodes and passive powers

Node kindCostReward
Constellation calling1+2 primary attribute
Ordinary primary attribute1+1 primary attribute
Enhanced primary attribute2+3 primary attribute
Ordinary secondary attribute1Ordinary value below
Enhanced secondary attribute2Enhanced value below
Constellation weave3+1 primary attribute and the ordinary secondary value
Confluence2+1 to each of its primary attributes

The tables below show the actual additive attribute values. Fractional critical and evasion values use their raw fraction: +0.03 means +3 percentage points. A flat movement-speed addition stays a flat value; Windrunner’s +0.01 is not an unconditional percentage multiplier. See Attributes and effects for how each attribute is used.

AttributeOrdinary nodeEnhanced node
Max Shield Gauge+6+15
Tenacity+2+6
Shield Gauge Regen Speed+0.1+0.25
Armor Penetration+2+6
Melee Crit. Chance+0.01+0.03
Melee Crit. Damage+0.03+0.09
Range Crit. Chance+0.01+0.03
Range Crit. Damage+0.03+0.09
Ability Haste+2+6
Evasion+0.01+0.03
Debuff Accuracy+2+6
Stealth Efficiency+3+8
Max Astral Energy+5+15
Energy Regen Speed+0.05+0.15
Magic Crit. Damage+0.03+0.09
Heal Amplification+2+6
Shield Power+2+6

Midway passives cost 3; capstones cost 8. Their additions are:

PowerFlat attribute additions
Unbroken BodyConstitution +4; Tenacity +5
World AnchorConstitution +6; Knockback Resistance +0.15; Environmental Resistance +5
Guardian AegisMax Shield Gauge +15; Shield Power +8; Shield Gauge Regen Speed +0.25
Battle InstinctStrength +4; Armor Penetration +3
Colossus SlayerStrength +5; Armor Penetration +7; Melee Crit. Damage +0.1
War God’s EchoStrength +6; Omnivamp +3; Enmity +5
Archer’s TempoDexterity +4; Range Crit. Chance +0.03
Horizon PiercerDexterity +5; Range Crit. Damage +0.1; Armor Penetration +5
WindrunnerDexterity +5; Evasion +0.04; Movement Speed +0.01
Perfect FormTechnique +4; Ability Haste +3
Thousandfold InsightTechnique +5; Melee Crit. Chance +0.03; Range Crit. Chance +0.03
Bloodless EdgeTechnique +5; Melee Crit. Damage +0.12; Omnivamp +3
Sixth SensePerception +4; Evasion +0.02
Causality SightPerception +5; Melee Crit. Chance +0.02; Range Crit. Chance +0.02; Magic Crit. Chance +0.02
Predator’s CertaintyPerception +5; Debuff Accuracy +6; Stealth Efficiency +8
Astral CircuitIntelligence +4; Max Astral Energy +10
Archmage FormulaIntelligence +6; Magic Penetration +7; Magic Crit. Damage +0.08
Mana SovereignIntelligence +5; Max Astral Energy +20; Energy Regen Speed +0.15; Ability Haste +8
Merciful HeartBelief +4; Heal Amplification +5
Saint’s CovenantBelief +6; Shield Power +10; Tenacity +5
Miracle WeaverBelief +5; Heal Amplification +10; Ability Haste +8

Learnable active powers

ConstellationActive powerPower ID
AegisAegis Domainisekaiskills:active_aegis_domain
WarbrandHeroic Rushisekaiskills:active_heroic_rush
GaleStarfall Volleyisekaiskills:active_starfall_volley
MoonbladeThousandfold Edgeisekaiskills:active_thousandfold_edge
OracleProvidence Markisekaiskills:active_providence_mark
AstralAstral Novaisekaiskills:active_astral_nova
SanctumSanctuaryisekaiskills:active_sanctuary

Each listed power has 3 ranks. Its nodes sit in stages 3, 4 and 5, require player levels 30, 50 and 70, and cost 0 points once the route is available. Repeated unlocks raise the same power’s rank.

These powers currently have no combat effect. Their configured cooldown and astral-energy cost are both 0; unlocking or placing one on the learned-skill loadout does not give it the attacks, protection or healing suggested by its name. Their rank and loadout integration exist, while their effect bodies are empty.

Use the skill-tree screen

Open the skill tree with its assigned key. Select a node to see its cost, prerequisites, local condition and exclusions; hold the primary mouse button on an eligible node, or hold Enter or Space, for 1.2 seconds to request an unlock.

Control or stateBehaviour
DragPan; moving more than 5 interface units cancels the hold
Mouse wheelZoom around the pointer
Arrow keysSelect a nearby node in that direction
HomeFit the graph
= / -Zoom in / out
SearchMatch localised titles and descriptions; cycle through matches
Escape or skill-tree keyClose; the skill-tree key does not close while a text field has focus
Pending requestFurther unlocks wait for the response, up to 5 seconds

Releasing the button, leaving the graph, losing focus, changing category or losing eligibility cancels an unfinished hold. A completed hold submits a request; the unlock animation waits for the server to show the node as unlocked. A timeout means confirmation was not observed, not that the server rolled the request back.

The screen refreshes its snapshot every 150 milliseconds. It shows inaccessible categories but prevents their unlocks. Race, class and discipline requirements can restrict other categories; they do not make the shared main tree exclusive to a race or class.

Progression and other systems

ChangeEffect on the tree
Player level increasesAdds the level difference to the main tree
Player level is revertedResets main-tree unlocks and sets automatic points to the new level minus 1
Player level is resetErases the main category’s saved state
A requirement stops being metBlocks a new unlock; this check alone does not revoke an unlocked node
Requirement data is reloadedServer checks use the new data; reconnect to refresh the client’s requirement catalogue
Learned-skill loadoutActive-power ranks use the same learned-power source and reconcile with loadout changes

Where the data lives

The bundled graph is under data/isekaiskills/puffish_skills/categories/main/; additional conditions are in data/isekaiexpansion/skill_requirement/main.json. See Skill-tree data for local conditions and power rewards, Progression for level behaviour, and Skill-tree runtime for implementation and authoring tools.