SpiritmasterThe spirit guide: four elements, Elemental Fusion, Ancient Spirit, macro and PvP
- Role
- DPS through spirits
- Weapon
- Orb
- Range
- Ranged
- Party buffs
- no
- Difficulty
- easy
- Skills
- 12 active, 10 passive, 13 stigma
As of 4 October 2026, Global version. Balance patches can change values; changes to the guide are listed under News.
Overview
The Spiritmaster fights from 20 m through his spirits. His buffs only reach himself and his spirit; he brings damage and stagger to a party, but no party buffs.
Four elemental spirits (fire, water, earth, wind) can be summoned, plus the Ancient Spirit via stigma. Of the elemental spirits, only the most recently summoned one stays out. Some databases list the class under the internal name “Elementalist”.
Strengths
- The spirits keep attacking even while you evade
- Easy to play; the macro does almost everything
- The earth spirit draws the attacks while questing
- Lots of control in PvP: fear, root, silence, buff removal
Weaknesses
- No leap or sprint skills, only evading and Defiance
- No party buffs
- The Ancient Spirit doesn’t run continuously at first
How the Spiritmaster works
Collect four elements, then fuse
- Collect elements. Every time a spirit uses its ability, you get an element: when summoning, when dismissing, and with a 15% chance per hit from the fire and water spirits, or 10% from the earth and wind spirits.
- Fire Elemental Fusion. At four elements you get the [4 Elements] state for 10 s, and Elemental Fusion, your strongest hit, can be cast once.
- Ancient Spirit as a shortcut. It fights next to your elemental spirit for 30 s and gives you [4 Elements] instantly every time it uses its ability: every 7 basic attacks, every 5 from stigma level 15.
The last spirit stays. The macro summons the spirits in turn as soon as their 15 s cooldown is up. Whichever comes last keeps fighting. In PvE that’s the fire spirit, whose ability hits up to 4 enemies.
Build at a glance (level 45, PvE)
| Main skills | Elemental Fusion and Combustion, then Summon: Fire Spirit, then Cold Shock, Jointstrike: Curse and Dimensional Control to 10 |
|---|---|
| Stigmas | Summon: Ancient Spirit, Enhance: Spirit’s Benediction, Jointstrike: Corrode, Flame Blessing; for stagger, Jointstrike: Destructive Attack instead of Flame Blessing disputed |
| Passives | Spirit Strike, then Mental Focus, then Element Unification, then Spirit Revitalization |
| Keys | Hold Cold Shock (left click) and the macro key |
| Stats | Smite first, then damage, weapon damage, critical damage and frontal attack amplification in any order disputed; critical hit up to the cap |
Mastery skillStigmaPassive
- KR/TW valueValue from the Korean/Taiwanese version, not yet confirmed on Global
- disputedDisputed among experienced players; both positions are in the text
Active skills and specialisations
Points raise a skill to level 10; Daevanion nodes, ring and Arcana lines go beyond that. Specialisation slots open at skill levels 8 and 12; the option at 16 takes one of them until level 20 opens the third. Resets are free.
| Skill | from Lv | CD | What it does | Specialisations |
|---|---|---|---|---|
| Elemental Fusion | 14 | – | One target within 20 m, only in the [4 Elements] state; consumes it. | Additional damage after 3 s (8) All elements +10% on hit (8) From 16: 25% chance to get [4 Elements] back The builds don’t take the chargeable variant (12). |
| Combustion | 1 | – | Up to 4 enemies around a target within 20 m. | Up to +12% damage on few targets (8) Skill speed +20% (12) From 16: follow-up [call of ashes] instead of the 12% KR/TW value |
| Summon: Fire Spirit | 1 | 15 s | The spirit charges a target; its ability hits up to 4 enemies within 5 m. 15% chance per hit to use the ability again. | Spirit crit damage +20% (8) Ability chance +10% (8) From 16: attributes +20% instead of the chance |
| Cold Shock | 1 | – | One target within 20 m, 100 MP. Your left click, three hits; the third is called [Earth Tremor]. | Multi-hit chance +50% (8) Attack power +2% per Earth Tremor hit, up to 5 stacks (12) |
| Jointstrike: Curse | 4 | 10 s | Up to 4 enemies, 5 s of [Curse]: damage over time, they deal 10% less damage to you. The spirit joins in, with its own effect depending on the element. | Usable while moving (8) Cooldown −2 s (12) |
| Dimensional Control | 8 | – | Usable briefly after every spirit ability. Up to 4 enemies, 3 s of −40% movement speed, 100 MP. | Additional damage after 3 s (8) Multi-hit chance +50% (8) |
| Summon: Water Spirit | 3 | 15 s | Ability on one target; every hit gives you 20 MP. | Spirit attack power +10% (8) |
| Summon: Earth Spirit | 7 | 15 s | Ability on one target, raises aggro, taunts players for 2 s with a 30% chance. | Ability chance +10% (8) |
| Summon: Wind Spirit | 10 | 15 s | Area ability; every hit heals you for 1.5% HP. | Usually level 1 in PvE disputed |
| Rapid Scattershot | 5 | – | Only hits a dazed (staggered) target within 20 m. | From 16: −1 s on all cooldowns on hit |
| Soul’s Cry | 12 | 45 s | One target, 70% fear for 5 s (NPC 100%). | Level 1 in PvE; in PvP 5 s root |
| Defiance | 16 | 60 s | Removes stun, knockdown, airborne, grab, frost and fear, then 5 s of tenacity. | 20% HP on use (8) |
Distributing skill points at level 45
| # | Skill | to | Total points |
|---|---|---|---|
| 1 | Elemental Fusion, Combustion | 10 | 42 |
| 2 | Summon: Fire Spirit | 10 | 63 |
| 3 | Cold Shock, Jointstrike: Curse, Dimensional Control | 10 | 126 |
| 4 | Spirit Strike, then Mental Focus, then Element Unification | 10 | 189 |
| 5 | Summon: Water Spirit | 10 | 210 |
| 6 | Rapid Scattershot | 10 | 231 |
| 7 | Spirit Revitalization | 10 | 252 |
| 8 | Defiance disputed | 10 | 273 |
| 9–13 | Corrode, Spirit’s Descent, Spirit Protection, Summon: Earth Spirit, Consecutive Countercurrent | 10 | 378 |
The levelling points cover rows 1 to 4 and the water spirit to 8. Leave at level 1: Soul’s Cry, wind spirit, Spirit Communion and Revitalization Contract.
Passive skills
| Prio | Passive | from Lv | Effect |
|---|---|---|---|
| 1 | Spirit Strike | 1 | PvE damage amplification 6% → 25% and perfection for you and your spirit. |
| 2 | Mental Focus | 15 | Mental effect chance, Smite 0.3% → 6%. |
| 3 | Element Unification | 25 | Every hit of a spirit ability: critical damage amplification 1.1% → 3% for you and the spirit, up to 5 stacks. |
| 4 | Spirit Revitalization | 13 | Chance (11% → 30%) per hit to lower summon cooldowns by 1 s, including the Ancient Spirit’s. Heals the spirit below 50% HP. Some players consider it the most important passive. disputed |
| 5 | Corrode | 11 | Critical hit +100 → +290, additional damage on crit. |
| 6 | Spirit’s Descent | 9 | Additional damage for 10 s after a summon, 30 s for the Ancient Spirit. |
| 7 | Spirit Protection | 6 | Defence for you and the spirit 2% → 40%. |
| 8 | Consecutive Countercurrent | 17 | Additional damage against targets with damage over time. |
| – | Spirit Communion, Revitalization Contract | 21 / 23 | Accuracy and healing, or status effect resistance. The contract is for PvP. |
Stigmas
Slots open at 22, 27, 32 and 37. The common PvE builds use the same four; only when stagger is lacking is Flame Blessing swapped out.
| Stigma | CD | Effect | Level bonuses |
|---|---|---|---|
| Summon: Ancient Spirit | 90 s | An extra spirit for 30 s; each of its abilities gives you [4 Elements]. | 5: Spirit attack power +10% 10: Spirit’s Descent ×1.5 for 30 s 15: Ability every 5 instead of 7 basic attacks 20: Attributes +20% |
| Enhance: Spirit’s Benediction | 60 s | For 10 s for you and your spirit: PvE damage amplification and resistance +20%, HP every second. | 5: 10% max HP on cast 10: Spirit Strike ×1.5 15: Spirit Communion ×1.5 20: An extra +25% (45% in total) |
| Jointstrike: Corrode | 45 s | Up to 4 enemies, 20 s of [Corrosion]: 10% more damage from spirits, damage over time. | 5: An extra +15% (25% in total) 10: Target’s combat speed −20% 15: Healing received −70% 20: Corrosion 10 s longer |
| Flame Blessing | 60 s | For 10 s to 17 s, a 50% chance per hit of additional damage (once per second). | 5: Accuracy +100 10: Critical hit +100 15: Critical damage amplification +10% 20: Cooldown of the additional damage halved |
| Jointstrike: Destructive Attack | 60 s | Hit together with the spirit, 50 stagger damage; from level 5 chargeable to 55, 60 and 65, the Spiritmaster’s highest value. | For stagger checks, instead of Flame Blessing. Hold it on its own key. |
Stigma points after level 45
A level costs 1 point up to 5, 2 up to 10, 4 up to 15 and 8 up to 20. With 30 points at 45: Ancient Spirit at 10, the others at 5.
- Ancient Spirit and Spirit’s Benediction to 20 take priority in the common builds; which one first is open. disputed
- After that Flame Blessing, Corrode last. How far these two go is disputed (Flame Blessing 15 or 20, Corrode 5 or 20). disputed
Hotbar and macro
The basics of the macro system are in the Assassin guide. The Spiritmaster holds two keys: Cold Shock (left click) and the macro key. Both common setups run a spirit row with the fire spirit at the very top, so it comes last and stays, and a damage row with Curse, Corrode, Dimensional Control and Combustion (at the top, as filler).
Differences between the setups: One puts Elemental Fusion at the bottom of the spirit row and presses Flame Blessing, Spirit’s Benediction and Ancient Spirit by hand, in that order, because the Ancient Spirit copies your stats when summoned. The other adds the burst key with Elemental Fusion at the very bottom as its own macro entry and uses all four elemental spirits. Whether the wind spirit is worth it as the fourth is open. disputed
Rotation on the boss
- Summon before the pull without a target. If a target is selected, the spirit attacks immediately and starts the fight.
- From the pull, hold left click and the macro key. The macro summons the spirits in turn, each summon gives an element; Corrode and Curse go on the boss.
- Burst: Flame Blessing, then Spirit’s Benediction, then Ancient Spirit, as soon as your teammates’ party buffs are on you.
- Elemental Fusion fires through the macro whenever [4 Elements] is active; much more often with the Ancient Spirit.
- Situational: Rapid Scattershot while the boss is staggered. Defiance against stun or knockdown.
Stagger damage of all Spiritmaster skills
| Stagger | Skill |
|---|---|
| 50–65 | Jointstrike: Destructive Attack (charged from stigma level 5) |
| 20 | The Ancient Spirit’s ability; Cursed Cloud, Seize Magic, Magic Block (stigmas) |
| 15 | Soul’s Cry |
| 10 | Jointstrike: Curse, Jointstrike: Corrode, Elemental Fusion |
| 7 | Every elemental spirit’s ability |
| 5 | Dimensional Control |
| 3 | Combustion |
| 0 | Rapid Scattershot (only hits staggered targets) |
Values from the Global client.
Levelling 1–45
General levelling rules are in the tips. For the Spiritmaster:
- Level 1–13: Combustion and Cold Shock first, then Spirit Strike and the fire spirit. Hold Cold Shock on left click (MP); Combustion has no cooldown; resummon spirits as soon as they’re ready.
- Level 14: Elemental Fusion; always cast it when [4 Elements] lights up.
- Call the right spirit last: earth spirit against tough single enemies (it draws the attacks), fire spirit against groups, water spirit when short on MP, wind spirit when HP is low.
- Dimensional Control slows up to 4 enemies by 40% and keeps melee monsters at a distance.
- Stigmas: Ancient Spirit first, then the other three, each to 5 when the next slot opens.
Unlocks level by level
| Lv | New |
|---|---|
| 1 | Cold Shock, Combustion, Summon: Fire Spirit, Spirit Strike |
| 3 | Summon: Water Spirit |
| 4 | Jointstrike: Curse |
| 5 | Rapid Scattershot |
| 6 | Spirit Protection |
| 7 | Summon: Earth Spirit |
| 8 | Dimensional Control |
| 9 | Spirit’s Descent |
| 10 | Summon: Wind Spirit |
| 11 | Corrode |
| 12 | Soul’s Cry, Nezekan board |
| 13 | Spirit Revitalization |
| 14 | Elemental Fusion |
| 15 | Mental Focus |
| 16 | Defiance |
| 17 | Consecutive Countercurrent |
| 20 | Zikel board |
| 21 | Spirit Communion |
| 22 | Stigma slot 1 |
| 23 | Revitalization Contract |
| 25 | Element Unification |
| 27 / 32 / 37 | Stigma slots 2, 3 and 4 |
| 30 / 40 | Vaizel and Triniel boards |
From the Global client.
Daevanion boards
Buy the nodes in this order on each board. Route calculated from the Global client; crystal amounts as for every class.
How to read the boards
- Every board starts at the starting node in the centre. You can only buy a node that sits directly above, below, left or right of a node you already own; diagonals don't count.
- Nodes cost 1 to 4 Daevanion points. The grey ones give small base stats, the coloured ones give stronger stats or an extra level for a skill.
- The numbers are the recommended buying order. The highlighted nodes in between are the cheapest path there; you pick them up along the way.
- Click an entry or a number: the map shows the route up to that point and explains what the node gives.
- 1 point
- 2 points
- 3 points
- 4 points
- not on the route
- 1 order as in the list
Board node data: QuestLog.gg
Tip: click an entry in the list or a number on the map to see what that node gives.
1ElementarfusionAktive Fähigkeit
Elementarfusion: Stufe +1
Ein Ziel in 20 m, nur im Zustand [4 Elemente]; verbraucht ihn.
2EinäscherungAktive Fähigkeit
Einäscherung: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m.
3KampftempoWert
Kampftempo +1,5 %
Angriffe und Fähigkeiten laufen schneller ab, du schaffst mehr Aktionen in derselben Zeit.
4KampftempoWert
Kampftempo +1,5 %
Angriffe und Fähigkeiten laufen schneller ab, du schaffst mehr Aktionen in derselben Zeit.
5FeuergeistAktive Fähigkeit
Beschwörung: Feuergeist: Stufe +1
Geist stürmt auf ein Ziel, Fähigkeit trifft bis zu 4 Gegner in 5 m. 15 % Chance pro Treffer auf erneute Fähigkeit.
6KälteschockAktive Fähigkeit
Kälteschock: Stufe +1
Ein Ziel in 20 m, 100 MP. Dein Linksklick, drei Treffer, der dritte heißt [Erdbeben].
7GeisterschlagPassive Fähigkeit
Geisterschlag: Stufe +1
PvE-Schadensverstärkung 6 % → 25 % und Perfektion für dich und deinen Geist.
8GeisterschlagPassive Fähigkeit
Geisterschlag: Stufe +1
PvE-Schadensverstärkung 6 % → 25 % und Perfektion für dich und deinen Geist.
9Abklingzeit −1,5 %Wert
Abklingzeit −1,5 %
Deine Fähigkeiten sind schneller wieder einsatzbereit.
10Abklingzeit −1,5 %Wert
Abklingzeit −1,5 %
Deine Fähigkeiten sind schneller wieder einsatzbereit.
11FluchAktive Fähigkeit
Koordinationsangriff: Fluch: Stufe +1
Bis zu 4 Gegner, 5 s [Fluch]: Schaden über Zeit, sie machen dir 10 % weniger Schaden. Der Geist greift mit an, je nach Element mit eigenem Effekt.
12RaumbeherrschungAktive Fähigkeit
Raumbeherrschung: Stufe +1
Kurz nach jeder Geister-Fähigkeit nutzbar. Bis zu 4 Gegner, 3 s −40 % Bewegungstempo, 100 MP.
13ErosionPassive Fähigkeit
Erosion: Stufe +1
Kritischer Treffer +100 → +290, Zusatzschaden bei Krit.
14ErosionPassive Fähigkeit
Erosion: Stufe +1
Kritischer Treffer +100 → +290, Zusatzschaden bei Krit.
15NaturgeistschutzPassive Fähigkeit
Naturgeistschutz: Stufe +1
Verteidigung für dich und den Geist 2 % → 40 %.
16NaturgeistschutzPassive Fähigkeit
Naturgeistschutz: Stufe +1
Verteidigung für dich und den Geist 2 % → 40 %.
17Herabkunft des NaturgeistsPassive Fähigkeit
Herabkunft des Naturgeists: Stufe +1
Nach einer Beschwörung 10 s lang Zusatzschaden, beim Uralten Naturgeist 30 s.
18Herabkunft des NaturgeistsPassive Fähigkeit
Herabkunft des Naturgeists: Stufe +1
Nach einer Beschwörung 10 s lang Zusatzschaden, beim Uralten Naturgeist 30 s.
Nezekan, from level 12
- Elemental Fusion
- Combustion
- Combat speed
- Combat speed
- Fire spirit
- Cold Shock
- Spirit Strike
- Spirit Strike
- Cooldown −1.5%
- Cooldown −1.5%
- Curse
- Dimensional Control
- Corrode
- Corrode
- Spirit Protection
- Spirit Protection
- Spirit’s Descent
- Spirit’s Descent
Tip: click an entry in the list or a number on the map to see what that node gives.
1ElementarfusionAktive Fähigkeit
Elementarfusion: Stufe +1
Ein Ziel in 20 m, nur im Zustand [4 Elemente]; verbraucht ihn.
2EinäscherungAktive Fähigkeit
Einäscherung: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m.
3FeuergeistAktive Fähigkeit
Beschwörung: Feuergeist: Stufe +1
Geist stürmt auf ein Ziel, Fähigkeit trifft bis zu 4 Gegner in 5 m. 15 % Chance pro Treffer auf erneute Fähigkeit.
4KälteschockAktive Fähigkeit
Kälteschock: Stufe +1
Ein Ziel in 20 m, 100 MP. Dein Linksklick, drei Treffer, der dritte heißt [Erdbeben].
5SchadensverstärkungWert
Schadensverstärkung +1,5 %
Erhöht den gesamten Schaden, den du verursachst.
6SchadensverstärkungWert
Schadensverstärkung +1,5 %
Erhöht den gesamten Schaden, den du verursachst.
7Mentale KonzentrationPassive Fähigkeit
Mentale Konzentration: Stufe +1
Mental-Effektchance, Wucht 0,3 % → 6 %.
8Mentale KonzentrationPassive Fähigkeit
Mentale Konzentration: Stufe +1
Mental-Effektchance, Wucht 0,3 % → 6 %.
9ElementarvereinigungPassive Fähigkeit
Elementarvereinigung: Stufe +1
Jeder Treffer einer Geister-Fähigkeit: Krit.-Schadensverstärkung 1,1 % → 3 % für dich und den Geist, bis 5 Stapel.
10ElementarvereinigungPassive Fähigkeit
Elementarvereinigung: Stufe +1
Jeder Treffer einer Geister-Fähigkeit: Krit.-Schadensverstärkung 1,1 % → 3 % für dich und den Geist, bis 5 Stapel.
11FluchAktive Fähigkeit
Koordinationsangriff: Fluch: Stufe +1
Bis zu 4 Gegner, 5 s [Fluch]: Schaden über Zeit, sie machen dir 10 % weniger Schaden. Der Geist greift mit an, je nach Element mit eigenem Effekt.
12RaumbeherrschungAktive Fähigkeit
Raumbeherrschung: Stufe +1
Kurz nach jeder Geister-Fähigkeit nutzbar. Bis zu 4 Gegner, 3 s −40 % Bewegungstempo, 100 MP.
Zikel, from level 20
- Elemental Fusion
- Combustion
- Fire spirit
- Cold Shock
- Damage amplification
- Damage amplification
- Mental Focus
- Mental Focus
- Element Unification
- Element Unification
- Curse
- Dimensional Control
Tip: click an entry in the list or a number on the map to see what that node gives.
1ElementarfusionAktive Fähigkeit
Elementarfusion: Stufe +1
Ein Ziel in 20 m, nur im Zustand [4 Elemente]; verbraucht ihn.
2EinäscherungAktive Fähigkeit
Einäscherung: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m.
3GeisterschlagPassive Fähigkeit
Geisterschlag: Stufe +1
PvE-Schadensverstärkung 6 % → 25 % und Perfektion für dich und deinen Geist.
4KälteschockAktive Fähigkeit
Kälteschock: Stufe +1
Ein Ziel in 20 m, 100 MP. Dein Linksklick, drei Treffer, der dritte heißt [Erdbeben].
5Krit.-SchadensverstärkungWert
Krit.-Schadensverstärkung +1,5 %
Kritische Treffer richten mehr Schaden an.
6Krit.-SchadensverstärkungWert
Krit.-Schadensverstärkung +1,5 %
Kritische Treffer richten mehr Schaden an.
7Mentale KonzentrationPassive Fähigkeit
Mentale Konzentration: Stufe +1
Mental-Effektchance, Wucht 0,3 % → 6 %.
8ElementarvereinigungPassive Fähigkeit
Elementarvereinigung: Stufe +1
Jeder Treffer einer Geister-Fähigkeit: Krit.-Schadensverstärkung 1,1 % → 3 % für dich und den Geist, bis 5 Stapel.
9ErosionPassive Fähigkeit
Erosion: Stufe +1
Kritischer Treffer +100 → +290, Zusatzschaden bei Krit.
10NaturgeistschutzPassive Fähigkeit
Naturgeistschutz: Stufe +1
Verteidigung für dich und den Geist 2 % → 40 %.
11Herabkunft des NaturgeistsPassive Fähigkeit
Herabkunft des Naturgeists: Stufe +1
Nach einer Beschwörung 10 s lang Zusatzschaden, beim Uralten Naturgeist 30 s.
Vaizel, from level 30
- Elemental Fusion
- Combustion
- Spirit Strike
- Cold Shock
- Critical damage amplification
- Critical damage amplification
- Mental Focus
- Element Unification
- Corrode
- Spirit Protection
- Spirit’s Descent
Tip: click an entry in the list or a number on the map to see what that node gives.
1ElementarfusionAktive Fähigkeit
Elementarfusion: Stufe +1
Ein Ziel in 20 m, nur im Zustand [4 Elemente]; verbraucht ihn.
2EinäscherungAktive Fähigkeit
Einäscherung: Stufe +1
Bis zu 4 Gegner um ein Ziel in 20 m.
3GeisterschlagPassive Fähigkeit
Geisterschlag: Stufe +1
PvE-Schadensverstärkung 6 % → 25 % und Perfektion für dich und deinen Geist.
4KälteschockAktive Fähigkeit
Kälteschock: Stufe +1
Ein Ziel in 20 m, 100 MP. Dein Linksklick, drei Treffer, der dritte heißt [Erdbeben].
5Mentale KonzentrationPassive Fähigkeit
Mentale Konzentration: Stufe +1
Mental-Effektchance, Wucht 0,3 % → 6 %.
6ElementarvereinigungPassive Fähigkeit
Elementarvereinigung: Stufe +1
Jeder Treffer einer Geister-Fähigkeit: Krit.-Schadensverstärkung 1,1 % → 3 % für dich und den Geist, bis 5 Stapel.
7MehrfachtrefferWert
Mehrfachtreffer +1,5 %
Höhere Chance, dass ein Angriff als Mehrfachtreffer mehrmals trifft.
8MehrfachtrefferWert
Mehrfachtreffer +1,5 %
Höhere Chance, dass ein Angriff als Mehrfachtreffer mehrmals trifft.
9MehrfachtrefferWert
Mehrfachtreffer +1,5 %
Höhere Chance, dass ein Angriff als Mehrfachtreffer mehrmals trifft.
10ErosionPassive Fähigkeit
Erosion: Stufe +1
Kritischer Treffer +100 → +290, Zusatzschaden bei Krit.
11NaturgeistschutzPassive Fähigkeit
Naturgeistschutz: Stufe +1
Verteidigung für dich und den Geist 2 % → 40 %.
12Herabkunft des NaturgeistsPassive Fähigkeit
Herabkunft des Naturgeists: Stufe +1
Nach einer Beschwörung 10 s lang Zusatzschaden, beim Uralten Naturgeist 30 s.
Triniel, from level 40
- Elemental Fusion
- Combustion
- Spirit Strike
- Cold Shock
- Mental Focus
- Element Unification
- Multi-hit
- Multi-hit
- Multi-hit
- Corrode
- Spirit Protection
- Spirit’s Descent
- Skip: Soul’s Cry, wind spirit, the core nodes for damage resistance, critical damage tolerance and multi-hit resistance, MP and crit resistance. Spirit Revitalization is disputed. disputed Water and earth spirit, Rapid Scattershot and Defiance only after 366 crystals.
Stats and gear
| # | Stat | Reason |
|---|---|---|
| 1 | Smite | Chance of double damage. On Global from soul binding on helmet, cape and shoulders, Mental Focus, the Special pet board and the Wisdom Pantheon stat. No manastone and no title gives it. |
| 2 | Damage, weapon damage, critical damage, frontal attack amplification | In any order. disputed |
| – | Critical hit, accuracy | Crit up to the cap, accuracy as much as needed. Flame Blessing gives +100 accuracy from level 5 and +100 critical hit from 10. |
Lines, stones, Arcana
| Manastones | Damage, weapon damage, critical damage and frontal attack amplification, only on superior (including Abyss) manastones; accuracy if needed |
|---|---|
| Soul binding weapon, guard | Combat speed, weapon damage amplification, damage amplification, power |
| Soul binding armour | Chest damage amplification, shoulders crit damage, helmet and cape Smite, gloves combat speed, boots movement speed; on every piece lines for Spirit Strike, Mental Focus or Element Unification |
| Jewellery | Rings: power and +1 to Elemental Fusion and Combustion, then fire spirit. Necklace, earrings: Spirit Strike, Mental Focus or Element Unification. |
| Arcana lines | Parchment: Elemental Fusion, then fire spirit. Compass: Combustion. Bell: Spirit Strike, then Element Unification. Mirror: Mental Focus. Chalice disputed. disputed |
Belt, amulet and rune have fixed stats (Revelation Amulet). Endgame sets and item level gates are in the endgame guide.
PvP
You win through staying power: shake off enemy control, land your own, and let the spirits’ damage and debuffs add up. Your only escapes are evading and Defiance.
- Fight with the earth spirit: end the spirit row on it. Its ability taunts players for 2 s with a 30% chance, and with it Curse lowers the target’s status effect resistance by 10%.
- Spirit’s Benediction, then Ancient Spirit. Spirit’s Benediction gives you and the spirit +10% PvP damage amplification and resistance for 10 s.
- If you become the target: Defiance right away, then Command: Proxy. For 4 s (6 s from stigma level 5), your spirit with the most HP shares every hit with you, as long as it’s within 25 m.
- Seize Magic as soon as the enemy is buffed: from level 5 removes up to 3 buffs from up to 4 enemies, from 10 with a 5 s silence. The Templar’s Noble Armor and the Chanter’s Guardian Blessing can’t be removed.
- Soul’s Cry once the enemy’s Defiance is used up: 5 s of fear (70% against players), no skills or items, half movement speed.
| Area | PvP preset |
|---|---|
| Stigmas | Ancient Spirit, Spirit’s Benediction, Seize Magic, plus Command: Proxy disputed |
| Skill points | Rapid Scattershot and Spirit’s Descent at 1, Soul’s Cry and Revitalization Contract at 10 instead |
| Soul’s Cry | 5 s root |
| Earth spirit | Damage resistance for the spirit |
| Amulet | Fierce Battle Amulet (PvP damage amplification 20%) |
Alternatives for the fourth slot: Siphon, Kaisinel’s Power, or against healers Jointstrike: Corrode (−70% healing received from level 15). disputed
Common mistakes
Summoning with a target
Don’t target anything before the pull, or the spirit attacks and starts the fight.
The wrong spirit stays out
The last one summoned stays. In PvE the fire spirit belongs at the end of the spirit row.
Ancient Spirit before the buffs
It copies your stats when summoned. Flame Blessing and Spirit’s Benediction first, then call it.
Making Elemental Fusion chargeable
The common builds skip the charge specialisation from level 12 and take additional damage, the element bonus and the chance of getting [4 Elements] again.
Ignoring Rapid Scattershot
When the boss is staggered, use Rapid Scattershot; from level 16 it lowers all cooldowns with every hit.
Status and method
Compiled from Global client data, NC’s announcements and the builds of experienced players, cross-checked across several German and English sources. Only what is confirmed goes in; where experienced players disagree, both positions are given.
The guide is continuously maintained. What has changed is listed under News.



