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

  1. 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.
  2. 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.
  3. 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 skillsElemental Fusion and Combustion, then Summon: Fire Spirit, then Cold Shock, Jointstrike: Curse and Dimensional Control to 10
StigmasSummon: Ancient Spirit, Enhance: Spirit’s Benediction, Jointstrike: Corrode, Flame Blessing; for stagger, Jointstrike: Destructive Attack instead of Flame Blessing disputed
PassivesSpirit Strike, then Mental Focus, then Element Unification, then Spirit Revitalization
KeysHold Cold Shock (left click) and the macro key
StatsSmite 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.

Specialisations the common PvE builds agree on. Unlock level in brackets.
Skillfrom LvCDWhat it doesSpecialisations
Elemental Fusion14–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).
Combustion1–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 Spirit115 sThe 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 Shock1–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: Curse410 sUp 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 Control8–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 Spirit315 sAbility on one target; every hit gives you 20 MP.Spirit attack power +10% (8)
Summon: Earth Spirit715 sAbility on one target, raises aggro, taunts players for 2 s with a 30% chance.Ability chance +10% (8)
Summon: Wind Spirit1015 sArea ability; every hit heals you for 1.5% HP.Usually level 1 in PvE disputed
Rapid Scattershot5–Only hits a dazed (staggered) target within 20 m.From 16: −1 s on all cooldowns on hit
Soul’s Cry1245 sOne target, 70% fear for 5 s (NPC 100%).Level 1 in PvE; in PvP 5 s root
Defiance1660 sRemoves stun, knockdown, airborne, grab, frost and fear, then 5 s of tenacity.20% HP on use (8)

Distributing skill points at level 45

Order after resetting at 45 (21 points per skill from 1 to 10)
#SkilltoTotal points
1Elemental Fusion, Combustion1042
2Summon: Fire Spirit1063
3Cold Shock, Jointstrike: Curse, Dimensional Control10126
4Spirit Strike, then Mental Focus, then Element Unification10189
5Summon: Water Spirit10210
6Rapid Scattershot10231
7Spirit Revitalization10252
8Defiance disputed10273
9–13Corrode, Spirit’s Descent, Spirit Protection, Summon: Earth Spirit, Consecutive Countercurrent10378

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

Values: level 1 → highest level shown in the skill databases. Sorted by priority.
PrioPassivefrom LvEffect
1Spirit Strike1PvE damage amplification 6% → 25% and perfection for you and your spirit.
2Mental Focus15Mental effect chance, Smite 0.3% → 6%.
3Element Unification25Every hit of a spirit ability: critical damage amplification 1.1% → 3% for you and the spirit, up to 5 stacks.
4Spirit Revitalization13Chance (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
5Corrode11Critical hit +100 → +290, additional damage on crit.
6Spirit’s Descent9Additional damage for 10 s after a summon, 30 s for the Ancient Spirit.
7Spirit Protection6Defence for you and the spirit 2% → 40%.
8Consecutive Countercurrent17Additional damage against targets with damage over time.
–Spirit Communion, Revitalization Contract21 / 23Accuracy 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.

StigmaCDEffectLevel bonuses
Summon: Ancient Spirit90 sAn 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 Benediction60 sFor 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: Corrode45 sUp 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 Blessing60 sFor 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 Attack60 sHit 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).

1
  1. Elemental Fusion
  2. Water spirit
  3. Earth spirit
  4. Fire spirit

Spirit row, in the macro

3
  1. Flame Blessing
  2. Spirit’s Benediction
  3. Ancient Spirit

Burst

E
  1. Rapid Scattershot

When the boss is staggered

R
  1. Corrode / Curse
  2. Dimensional Control
  3. Combustion

Damage row, in the macro

LMB
  1. Cold Shock

Left click, MP

RMB
  1. Row 1
  2. Row R

Macro key, held

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

  1. Summon before the pull without a target. If a target is selected, the spirit attacks immediately and starts the fight.
  2. 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.
  3. Burst: Flame Blessing, then Spirit’s Benediction, then Ancient Spirit, as soon as your teammates’ party buffs are on you.
  4. Elemental Fusion fires through the macro whenever [4 Elements] is active; much more often with the Ancient Spirit.
  5. Situational: Rapid Scattershot while the boss is staggered. Defiance against stun or knockdown.
Stagger damage of all Spiritmaster skills
StaggerSkill
50–65Jointstrike: Destructive Attack (charged from stigma level 5)
20The Ancient Spirit’s ability; Cursed Cloud, Seize Magic, Magic Block (stigmas)
15Soul’s Cry
10Jointstrike: Curse, Jointstrike: Corrode, Elemental Fusion
7Every elemental spirit’s ability
5Dimensional Control
3Combustion
0Rapid 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
LvNew
1Cold Shock, Combustion, Summon: Fire Spirit, Spirit Strike
3Summon: Water Spirit
4Jointstrike: Curse
5Rapid Scattershot
6Spirit Protection
7Summon: Earth Spirit
8Dimensional Control
9Spirit’s Descent
10Summon: Wind Spirit
11Corrode
12Soul’s Cry, Nezekan board
13Spirit Revitalization
14Elemental Fusion
15Mental Focus
16Defiance
17Consecutive Countercurrent
20Zikel board
21Spirit Communion
22Stigma slot 1
23Revitalization Contract
25Element Unification
27 / 32 / 37Stigma slots 2, 3 and 4
30 / 40Vaizel 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

Daevanion board Nezekan: route with 18 stops, starting node in the centre123456789101112131415161718

Tip: click an entry in the list or a number on the map to see what that node gives.

Nezekan, from level 12

  1. Elemental Fusion
  2. Combustion
  3. Combat speed
  4. Combat speed
  5. Fire spirit
  6. Cold Shock
  7. Spirit Strike
  8. Spirit Strike
  9. Cooldown −1.5%
  10. Cooldown −1.5%
  11. Curse
  12. Dimensional Control
  13. Corrode
  14. Corrode
  15. Spirit Protection
  16. Spirit Protection
  17. Spirit’s Descent
  18. Spirit’s Descent
Daevanion board Zikel: route with 12 stops, starting node in the centre123456789101112

Tip: click an entry in the list or a number on the map to see what that node gives.

Zikel, from level 20

  1. Elemental Fusion
  2. Combustion
  3. Fire spirit
  4. Cold Shock
  5. Damage amplification
  6. Damage amplification
  7. Mental Focus
  8. Mental Focus
  9. Element Unification
  10. Element Unification
  11. Curse
  12. Dimensional Control
Daevanion board Vaizel: route with 11 stops, starting node in the centre1234567891011

Tip: click an entry in the list or a number on the map to see what that node gives.

Vaizel, from level 30

  1. Elemental Fusion
  2. Combustion
  3. Spirit Strike
  4. Cold Shock
  5. Critical damage amplification
  6. Critical damage amplification
  7. Mental Focus
  8. Element Unification
  9. Corrode
  10. Spirit Protection
  11. Spirit’s Descent
Daevanion board Triniel: route with 12 stops, starting node in the centre123456789101112

Tip: click an entry in the list or a number on the map to see what that node gives.

Triniel, from level 40

  1. Elemental Fusion
  2. Combustion
  3. Spirit Strike
  4. Cold Shock
  5. Mental Focus
  6. Element Unification
  7. Multi-hit
  8. Multi-hit
  9. Multi-hit
  10. Corrode
  11. Spirit Protection
  12. 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 priorities
#StatReason
1SmiteChance 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.
2Damage, weapon damage, critical damage, frontal attack amplificationIn any order. disputed
–Critical hit, accuracyCrit 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

ManastonesDamage, weapon damage, critical damage and frontal attack amplification, only on superior (including Abyss) manastones; accuracy if needed
Soul binding weapon, guardCombat speed, weapon damage amplification, damage amplification, power
Soul binding armourChest 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
JewelleryRings: power and +1 to Elemental Fusion and Combustion, then fire spirit. Necklace, earrings: Spirit Strike, Mental Focus or Element Unification.
Arcana linesParchment: 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.

  1. 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%.
  2. Spirit’s Benediction, then Ancient Spirit. Spirit’s Benediction gives you and the spirit +10% PvP damage amplification and resistance for 10 s.
  3. 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.
  4. 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.
  5. 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.
PvP preset compared with PvE
AreaPvP preset
StigmasAncient Spirit, Spirit’s Benediction, Seize Magic, plus Command: Proxy disputed
Skill pointsRapid Scattershot and Spirit’s Descent at 1, Soul’s Cry and Revitalization Contract at 10 instead
Soul’s Cry5 s root
Earth spiritDamage resistance for the spirit
AmuletFierce 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.