Abyssus Soul Wheel Guide
Browse all 43 documented Soul Wheel nodes across seven rows, compare Soul Fragment costs and choose useful early, middle and late progression upgrades.
Current rules: the whole wheel can be filled
Hotfix 1.3.62055 removed the skill cap and made the top three nodes compatible. Older screenshots showing 25 equipped skills or a forced top-row choice predate that change.
Rows unlock after enough points are spent in lower rows. The current reference confirms the seven row costs below, but does not document every prerequisite threshold. Check the wheel’s “equip more skills” prompt before planning a route. We do not publish an invented total cost or prerequisite calculator.
Suggested order by stage
Early: open useful systems
Ancient Forge adds weapon and ability upgrades to expeditions. Bountiful Bottles adds a syringe; Picky Worship gives three free category rerolls. Choose recovery first if early deaths stop your progress.
Middle: fix your limiting resource
Hastened Dash helps dash uptime, Ability Abundance I/II supports repeated casts, and Ascended Blessings enables upgrade altars. Devout adds a third offered option for more consistent selection.
Late: protect the run
Second Wind provides a once-per-expedition revive. Misty Dash and Padded Suit support survival. Charm Power enables a second equipped Charm; Artificer lets a Forge improve both weapon and ability.
This order is an editorial starting point, not a measured optimum. Use the Soul Fragment guide to budget purchases and paid rerolls.
Every node and row cost
| Node | Row | Cost per point | Effect |
|---|---|---|---|
| Enhanced Weapons | 1 | 1 | Increases weapon damage by 10%. |
| Plague | 1 | 1 | Damage over Time effects deal 20% more damage. |
| Bountiful Bottles | 1 | 1 | Increases the number of Syringe charges by 1. |
| Ancient Forge | 1 | 1 | A forge that upgrades your weapon or ability can now be found during an expedition. |
| Controlled Chaos | 1 | 1 | Increases Area of Effect damage by 20%. |
| Picky Worship | 1 | 1 | Allows you to reroll the available categories at Blessing Altars. [Rerolls available: 3] |
| Bartering | 1 | 1 | Allows you to reroll your options at the merchant for Gold. |
| Abyssal Stamina | 2 | 3 | Increases max Health by 100. |
| Ability Abundance | 2 | 3 | Increases the number of charges of your equipped ability by 1. |
| Hastened Dash | 2 | 3 | Reduces dash cooldown by 20%. |
| First Rest | 2 | 3 | A healing shrine can now be found in the Abandoned Temple and Submarine . |
| Upgraded Inventions | 2 | 3 | Increases the damage done by your equipped ability by 20%. |
| Rare Supplies | 2 | 3 | Regular chests have an increased chance to provide higher rarity rewards. |
| Starting Funds | 2 | 3 | Start the run with 2 keys and 100 Gold. |
| Abyssal Stamina II | 3 | 6 | Increases max Health by 100. |
| Keen Vision | 3 | 6 | Increases Weakspot damage by 10%. |
| Magazine Madness | 3 | 6 | Increases reload speed by 15%. |
| Garden's Rest | 3 | 6 | A healing shrine can now be found in the Gardens . |
| Favorite Customer | 3 | 6 | Decrease the cost of Wishing Wells and Merchants by 15%. |
| Ascended Blessings | 3 | 6 | Upgrade altars can now be found during an expedition. |
| Gambler | 3 | 6 | Wishing Wells and Sacrifice Altars can now be found during an expedition. |
| Enhanced Weapons II | 4 | 10 | Increases weapon damage by 10%. |
| Ability Abundance II | 4 | 10 | Increases the number of charges of your equipped ability by 1. |
| Bountiful Bottles II | 4 | 10 | Increases the number of Syringe charges by 1. |
| Combat Medic | 4 | 10 | Syringes increase fire rate by 25% and remove the ammo cost for 5 sec. |
| Growing Chain | 4 | 10 | Discounted Merchant items can now appear during expeditions. |
| Abundance | 4 | 10 | Additional options are available at the merchant. |
| Reserve Stock | 4 | 10 | Provides a locked chest by Merchants. |
| Rapid Fire | 5 | 15 | Increases weapon fire rate by 15%. |
| Second Wind | 5 | 15 | Once per expedition, revive with 100% Health when you would have died. |
| Devout | 5 | 15 | See a third option when choosing Blessings or Ancient Forge mods. |
| Sanctuary's Rest | 5 | 15 | A healing shrine can now be found in the Sanctuary . |
| Treasure Map | 5 | 15 | 3 chests can now appear in encounters. |
| Beginner's Charm | 5 | 15 | The first starting room of an expedition provides a random Charm. |
| Timely Reward | 5 | 15 | Completing areas quickly grants extra loot. |
| Execution | 6 | 20 | Melee hits can execute enemies below 20% Health. |
| Misty Dash | 6 | 20 | Brief invulnerability while dashing. |
| Finer Charms | 6 | 20 | Increases chance to gain higher rarity Charms . |
| Padded Suit | 6 | 20 | Reduces damage taken by 25%. |
| Picky Worship II | 6 | 20 | Allows spending Soul Fragments in order to reroll categories. |
| Charm Power | 7 | 30 | Allows equipping a second Charm . |
| Even Spread | 7 | 30 | Blessing triggers deal 5% more damage for every Blessing equipped on a different trigger. |
| Artificer | 7 | 30 | You can choose mods for both your weapon and ability at the Ancient Forge . |
Which nodes help specific goals?
- Ability mastery: Ability Abundance and Upgraded Inventions help repeated casts or damage. Ancient Forge gives access to the five shared ability upgrades before planning around mastery rewards.
- Scribe: Picky Worship and Devout improve selection; Finer Charms and Charm Power help collection opportunities and loadout flexibility.
- Deep Water 30: fix the modifier that ends your run. Healing nodes lose value when the chosen difficulty modifiers remove their benefits.
Sources: current node table and row costs, official cap-removal hotfix. Source review does not constitute a live-game test of every numeric effect.