The Spiritmaster is a ranged caster that fights alongside summoned elemental spirits, relying on constant pet pressure rather than pure burst casting. KaidGames2 describes the playstyle as a rhythm of control and sustained damage, using your spirits as both weapons and shields rather than leaning on mobility or raw cast-time burst.
This page is built around one question: where do your points go, and when. It gives the character level each skill arrives at, which skills to raise first, the specialty to take at each skill level, how a freshly levelled 45 spends its 252 points, and which skills go to 20 after that. Stigmas, Daevanion, macros and play follow. For a broader look at how the class compares to the rest of the roster, check our Class Tier List.
The macro, in short
If you only want the rotation, here is a setup that works. Every step in this macro runs on a 10 ms delay.
steps
- Cold Shock
- Summon: Earth Spirit
- Dimensional Control
- Enhance: Spirit's Benediction
- Cold Shock
- Summon: Water Spirit
- Dimensional Control
- Cold Shock
- Summon: Wind Spirit
- Dimensional Control
- Cold Shock
- Enhance: Spirit's Benediction
- Summon: Fire Spirit
- Dimensional Control
- Combustion
Fifteen steps, the longest chain of any class here. It cycles Earth, Water, Wind and Fire in turn, with Cold Shock woven between the summons.

The Spiritmaster macro, every step on a 10 ms delay

The skill bar behind that chain, with the level on each slot
The skill levels in that panel come from a live server and run past anything global has on day one, so copy the order rather than the numbers.
A Korean guide covering the same class: The current Spiritmaster macro setup by Geunpal.
The rest of this page is the build behind that chain: what to level first, which Stigmas carry it, and where the Daevanion points go.
Role, weapon and resource
The Spiritmaster is a ranged DPS class that uses an orb as its main weapon. Its damage runs through its spirits: each time a spirit uses its skill, Dimensional Control can fire and you gain an element toward Elemental Fusion.
Your primary resource is Mana (MP). Cold Shock, your left click, restores it, and so do Dimensional Control and the Water Spirit's attacks. The class also tracks Four Elements: you gain one element each time a spirit uses its skill, and at four you can cast Elemental Fusion, your biggest hit in aLuckyRO's words. Storyteller calls today's Spiritmaster a pure damage dealer; the enemy-weakening role it had in Korea's first season is gone. It keeps fears for PvP and a damage-sharing stigma, Command: Proxy, for survival.
Spirits and Command: Proxy
In the game data each of the four elemental summons costs 150 MP, has a 15-second cooldown and uses its skill as it arrives, then keeps fighting with basic attacks until you dismiss it; the Ancient Spirit stigma costs 200 MP, has a 90-second cooldown and stays for 30 seconds. Several can be out at once, and Return: All Spirits sends them all back.
- Summon: Fire Spirit rushes the target and hits up to four enemies within 5 m; each skill level adds 2% to its Attack and Defense. aLuckyRO swaps to it when farming groups of mobs, and Geunpal rates it the strongest spirit.
- Summon: Water Spirit hits one target with Water damage and gives you 20 MP every time its attack lands; each skill level adds 2% to its Attack and Critical Hit. aLuckyRO keeps it as the last spirit out on single-target bosses for the mana.
- Summon: Earth Spirit hits one target and draws Enmity, with a 30% chance to Taunt a player; each skill level adds 2% to its Defense and HP. aLuckyRO brings it out when you want the boss to hit the spirit instead of you.
- Summon: Wind Spirit hits up to four enemies, heals you with its skill and restores 1.5% of your HP each time its attack lands. aLuckyRO takes it when you need HP; Storyteller and Geunpal leave it out of PvE.
- Command: Proxy is a stigma, not a spirit: for 4 seconds your spirit with the most HP gains +20% PvE Damage Tolerance, and every hit on you is shared with it: 50% each at stigma level 1, 31% each at level 20. Society Of Gaming shows the even split in his gameplay footage, and KaidGames2 uses it during heavy incoming damage with the Earth or Water spirit out.
For a general guide on reaching endgame efficiently with these tools, see our Leveling Guide: 1 to 45.
Build order: what to level and when
Five parts, in the order you meet them: how points and specialties work, the level-by-level order, a real level 45 allocation, the specialty picks, and the targets after 45.
How skill points, levels and specialties work
Every skill starts at level 1 and is raised with mastery points in the skill window. Points take a skill to level 10 and no further. The game data sets the price and what each level opens:
| Skill level | Mastery points | What it opens |
|---|---|---|
| 2 to 4 | 1 per level | A stronger skill only |
| 5 to 7 | 2 per level | A stronger skill only |
| 8 | 4 | First specialty slot and a choice of three specialties |
| 9 and 10 | 4 per level | The cap for mastery points |
| 12 | Daevanion, gear or Arcana | Second slot and the fourth specialty |
| 16 | Daevanion, gear or Arcana | The fifth specialty |
| 20 | Daevanion, gear or Arcana | Third slot |
So a skill costs 13 points to reach 8 and 21 to reach 10. Your character level is the second limit: after you learn a skill, it can go up one level every three character levels. Cold Shock, learned at level 1, can reach 8 at character level 19 and 10 at 25. Elemental Fusion, learned at 14, can reach 8 at 32 and 10 at 38. The three passives you learn last, Spirit Communion (21), Revitalization Contract (23) and Element Unification (25), have no such wait: all ten levels are open as soon as you learn them. Bonus levels from outside the skill window count toward specialties, so aLuckyRO's Defiance at 7 with a +1 bonus shows its level-8 specialties open.
The budget is the third. aLuckyRO had 252 points on a Spiritmaster he had just levelled to 45, and puts a level 37 character, the cap of the Launch Scale Test, at about 150. He picked up 8 extra points from feathers while levelling, names the Shugo Festival and the Nightmare shop as further sources, and expects enough points to max every skill after about two weeks. At 21 points a skill, 252 buys twelve skills at 10, so you cannot max everything at 45. Resets are free, so a wrong choice only costs you the time to reassign it. The Skills, Stigmas and Macros Guide covers the general system.
Level 1 to 45, step by step
Each block below puts the unlock levels from the game data next to what the sources do with their points at that stage.
Levels 1 to 8
- Skills learned: Cold Shock, Combustion, Summon: Fire Spirit, Spirit Strike (1), Summon: Water Spirit (3), Jointstrike: Curse (4), Rapid Scattershot (5), Spirit Protection (6), Summon: Earth Spirit (7), Dimensional Control (8)
- Skills that can reach 8: None yet
- Where the points go: Cold Shock and Combustion, your left and right click, to the highest level your character allows, then Spirit Strike
Levels 9 to 18
- Skills learned: Spirit's Descent (9), Summon: Wind Spirit (10), Corrode (11), Soul's Cry (12), Spirit Revitalization (13), Elemental Fusion (14), Mental Focus (15), Defiance (16), Consecutive Countercurrent (17)
- Skills that can reach 8: None yet
- Where the points go: Keep both clicks capped. Add Summon: Water Spirit, Jointstrike: Curse, Rapid Scattershot and Dimensional Control, and Spirit's Descent among the passives. Leave the other three spirits at 1
Levels 19 to 25
- Skills learned: Spirit Communion (21), Stigmas (22), Revitalization Contract (23), Element Unification (25)
- Skills that can reach 8: Cold Shock, Combustion, Summon: Fire Spirit, Spirit Strike (19), Summon: Water Spirit (21), Jointstrike: Curse (22), Rapid Scattershot (23), Spirit Protection (24), Summon: Earth Spirit (25)
- Where the points go: First specialties at 19: +20% MP restored on Cold Shock, the fewer-targets damage option on Combustion. Water Spirit, Curse and Rapid Scattershot to 8 as each unlocks. Combustion and Spirit Strike can reach 10 at 25. First stigma at 22
Levels 26 to 37
- Skills learned: Nothing new
- Skills that can reach 8: Dimensional Control (26), Spirit's Descent (27), Summon: Wind Spirit (28), Corrode (29), Soul's Cry (30), Spirit Revitalization (31), Elemental Fusion (32), Mental Focus (33), Defiance (34), Consecutive Countercurrent (35)
- Where the points go: Dimensional Control and Elemental Fusion to 8, Spirit's Descent to 10 at 33
Levels 38 to 45
- Skills learned: Nothing new
- Skills that can reach 8: Nothing new
- Where the points go: Elemental Fusion and all four spirits to 10, as in the next section
Where that advice comes from: Society of Gaming's rule for every class is to level the left click, which restores MP, and the right click, which has no cooldown. On the Spiritmaster those are Cold Shock and Combustion. Hatto and Geunpal both name Cold Shock as the left click, and Arianne's November 2025 guide takes both click skills to 10, raises the Water, Wind and Earth spirits only to 8, and leaves Soul's Cry and Defiance alone. The later rows follow aLuckyRO's Launch Scale Test build, which he sized for a level 37 character with about 150 points. No source gives an order band by band, so the blocks above put his picks in the order the game unlocks them. He raises only the Water Spirit at this stage, because it has the highest single-target damage for the story quests and feeds your mana, and he leaves Soul's Cry at 1 because it is only a fear. Hatto's early guide also says to raise your other skills before the spirit summons, with about three points into actives for every one into passives.

aLuckyRO's build for the Launch Scale Test's level 37 cap: Combustion at 10, Cold Shock and the Water Spirit at 8, the other three spirits at 1, and Spirit Strike and Spirit's Descent at 10. Source: aLuckyRO
Where 252 points go at level 45
aLuckyRO levelled a new Spiritmaster to 45 for his beginner guides and spent its 252 points like this. The levels are as his skill window shows them; where the tooltip shows bonus levels from outside the skill window, the bought level and the bonus are given in brackets.

A freshly levelled 45 with no points left: Combustion, Elemental Fusion and all four spirits at 10 or more, most other actives at 8, and four passives at 10 or more. Source: aLuckyRO
| Skill | Level | Specialty he takes |
|---|---|---|
| Combustion | 10 | Up to 12% more damage when fewer targets are hit |
| Elemental Fusion | 10 | Changes to an AoE skill |
| Summon: Fire Spirit, Summon: Water Spirit | 10 each | 10% chance to activate skill, his pick for every spirit |
| Summon: Earth Spirit, Summon: Wind Spirit | 11 each (10 +1) | 10% chance to activate skill |
| Cold Shock | 8 | +20% MP restored |
| Jointstrike: Curse | 8 (7 +1) | +50% Multi-Hit on hit |
| Dimensional Control | 8 (7 +1) | +50% Multi-Hit chance on hit |
| Rapid Scattershot | 8 (7 +1) | Changes to a mobile skill |
| Defiance | 8 (7 +1) | Restores 20% HP on using Defiance |
| Soul's Cry | 1 | None |
| Spirit Strike, Spirit's Descent | 12 each (10 +2) | Passives |
| Corrode | 10 | Passive, the Critical Hit one |
| Element Unification | 10 (8 +2) | Passive |
| Spirit Protection, Mental Focus, Consecutive Countercurrent, Revitalization Contract, Spirit Revitalization, Spirit Communion | 1 to 3 | Passives he leaves low |
He calls Spirit Strike a crazy important passive for your damage and maxes Elemental Fusion for its damage. The spirits have to be at max level, in his words, and on each one he takes the chance to activate its skill, which he calls mandatory while a spirit can slot only one specialty. Most other actives stop at 8 for their first specialty, Soul's Cry stays at 1 because PvE has no use for its fear, and his last point goes into Spirit Protection for a little defense.
Specialty picks for the main skills
A skill has five specialties. You use one at skill levels 8 to 11, two from 12, and three from 20, so the order below is the order you slot them in. The options are from the game data; the end-game picks are Storyteller's and Geunpal's from September 2026.
Combustion
- At skill level 8, pick one of: -20% MP consumed; up to 12% more damage when fewer targets are hit; +100 Skill Accuracy
- At 12 and 16: 12: +20% Skill Speed. 16: adds the Ashy Call chain
- Who picks what: Levelling: fewer-targets damage (aLuckyRO). End game: fewer-targets damage, Skill Speed and Ashy Call (Storyteller, Geunpal)
Elemental Fusion
- At skill level 8, pick one of: changes to an AoE skill; extra damage after 3 s; +10 all Element Boost on hit
- At 12 and 16: 12: becomes a charge skill, up to 200% more damage. 16: 25% chance to regain Four Elements
- Who picks what: Levelling: Element Boost (aLuckyRO at 37) or AoE (aLuckyRO at 45). End game: extra damage, Element Boost and Four Elements; both skip the charge option (Storyteller, Geunpal)
Cold Shock
- At skill level 8, pick one of: +20% MP restored; absorbs 1% HP; +50% Multi-Hit on hit
- At 12 and 16: 12: +2% Attack on landing Earth Tremor, up to 5 stacks. 16: 10% chance to remove a buff on landing Earth Tremor
- Who picks what: Levelling: MP restored (aLuckyRO). End game: Multi-Hit and the Attack stacks (Storyteller), plus HP absorb (Geunpal)
Summon: Fire Spirit
- At skill level 8, pick one of: -50% MP cost; +20% Fire Spirit Critical Hit damage; 10% chance to activate skill
- At 12 and 16: 12: 5% chance of a 3 s Knockdown. 16: +20% Fire Spirit stats
- Who picks what: Levelling: activation chance (aLuckyRO). End game: Critical Hit damage and stats (Storyteller), plus activation chance at 20 (Geunpal)
Summon: Water Spirit
- At skill level 8, pick one of: -50% MP cost; +10% Water Spirit Attack; 10% chance to activate skill
- At 12 and 16: 12: 5% chance of a 2 s Root. 16: +20% Water Spirit stats
- Who picks what: Levelling: activation chance (aLuckyRO). End game: Attack and stats (Storyteller, Geunpal)
Summon: Earth Spirit
- At skill level 8, pick one of: -50% MP cost; +20% PvE Damage Tolerance to the Earth Spirit; 10% chance to activate skill
- At 12 and 16: 12: 5% chance to restore 5% of its HP. 16: +20% Earth Spirit stats
- Who picks what: Levelling: activation chance (aLuckyRO). End game: activation chance with the HP restore (Storyteller) or with stats (Geunpal)
Jointstrike: Curse
- At skill level 8, pick one of: +2 s Curse duration; +50% Multi-Hit on hit; changes to a mobile skill
- At 12 and 16: 12: -2 s cooldown. 16: ignores Block and Evasion and lands as a Critical Hit
- Who picks what: Levelling: Multi-Hit for mobs, Curse duration for bosses (aLuckyRO). End game: mobile and the shorter cooldown (Storyteller), plus Multi-Hit (Geunpal)
Dimensional Control
- At skill level 8, pick one of: +20% Slow effect; extra damage after 3 s; +50% Multi-Hit chance on hit
- At 12 and 16: 12: pulls nearby targets in. 16: 30% chance of a 3 s Root
- Who picks what: Levelling: extra damage (aLuckyRO at 37) or Multi-Hit (aLuckyRO at 45). End game: extra damage and Multi-Hit (Storyteller, Geunpal)
Rapid Scattershot
- At skill level 8, pick one of: absorbs 5% HP; restores 120 MP; changes to a mobile skill
- At 12 and 16: 12: Multi-Hit on hit. 16: -1 s on all cooldowns on hit
- Who picks what: Levelling: mobile, or HP absorb if you cannot dodge mechanics (aLuckyRO). End game: Storyteller does not use it; Geunpal calls it optional, taken by some players for the level-16 option
The core skills behave like this in the game data. Elemental Fusion can only be cast in Four Elements: you gain an element each time a spirit uses its skill, and cannot gain more while you hold Four Elements. Inven's July newcomer guide casts it first every time it becomes available and calls it the core of the class's damage. Dimensional Control triggers briefly each time a spirit uses its skill, hits up to four enemies, slows them and restores 100 MP. Jointstrike: Curse hits up to four enemies, curses them with damage over time and 10% less damage dealt to you, and brings your summoned spirit in with an attack of its own; Storyteller notes that its level-16 option applies only to that hit, not to the damage over time. Combustion has no cooldown and can be cast while moving without any specialty.
Storyteller and Geunpal both leave Soul's Cry and the Wind Spirit out of PvE. Geunpal suggests the Wind Spirit only for builds that run all four spirits, with its Critical Hit and stats options.
After 45: which skills go to 16 and 20
Past skill level 10, the extra levels come from elsewhere. An Inven guide lists the sources: up to +4 on a skill from the Daevanion board, +1 from each ring for up to two skills, +1 each from the weapon and the guard, and +1 per Arcana card that carries the skill. Storyteller's recipe for 20 on this class is the Daevanion's four, both rings and four levels from Arcana. Global launches with skill and stigma levels capped at 20, according to CrusherXGaming. Level 20 matters because it opens the third specialty slot; Storyteller calls any level past 20 a waste, since skill damage barely changes between 16 and 20 and skill level is only for the specialty.

Storyteller's end-game window: Combustion and Elemental Fusion at 20, most other actives at 16, and Combustion's three specialties slotted (fewer-targets damage, Skill Speed and Ashy Call). Source: Storyteller
| Target | Active skills | Who says so |
|---|---|---|
| 20 | Combustion, Elemental Fusion | Storyteller ("no other option"), Geunpal and both Inven guides |
| 16, or 20 by choice | Cold Shock, Summon: Fire Spirit, Jointstrike: Curse | Geunpal leaves each at 16 or 20 in September; Inven's July guide considers 20 on Cold Shock and the Fire Spirit; Storyteller runs all three at 16 |
| 16 | Summon: Water Spirit, Summon: Earth Spirit, Dimensional Control | Storyteller and Geunpal; Storyteller measures Dimensional Control at almost the same damage at 16 as at 20 |
| Optional | Rapid Scattershot | 16 in both Inven guides and in Storyteller's window, though he says he rarely uses it |
| Low priority | Defiance | Geunpal sees no need for 20 in PvE; Storyteller's sits at 12 |
| Leave out of PvE | Soul's Cry, Summon: Wind Spirit | Storyteller and Geunpal |
Passives can go far past 10 on Korean servers, where gear and Arcana add levels to them as well. Storyteller, Geunpal and both Inven guides put Spirit Strike, a PvE Damage Boost for you and your spirit, first, with Mental Focus beside it or right behind. Storyteller's own window has both at 34, and Geunpal pushed Spirit Strike to 36 with gear and Arcana and saw his damage rise by 10 to 20%. Next come Element Unification, up to five stacks of Critical Damage Boost for you and your spirit, and Spirit Revitalization, an 11% chance at level 1 (20% at level 10) on hit to cut a second off your spirit summon cooldowns. Storyteller wants Spirit Revitalization at 20 or more so the Ancient Spirit is ready again for the next cycle, Geunpal around 20 to 22 so its cooldown lines up with Flame Blessing and Benediction, and Inven's guide at least 16 for the Ancient Spirit's cooldown. The sources do not say whether global allows passives past 20 at launch.
Stigmas worth taking
Your Stigma setup completely changes depending on whether you are fighting monsters or players.
Stigma skills require character level 22 in the game data. Each one costs a shard to acquire, then 1 shard per level up to 5, 2 per level to 10, 4 per level to 15 and 8 per level to 20: 75 shards to take one stigma to 20. A stigma gains a perk every five levels and keeps it. aLuckyRO counts four stigma slots on global, the first opening at level 22 and the second at 27; in Korea the count grew from four to six, according to Madsin.

Jointstrike: Destructive Attack on the stigma screen, a charge skill with three charge levels and a damage range for each spirit. Source: aLuckyRO
| Stigma | What it does | The perks that matter |
|---|---|---|
| Enhance: Spirit's Benediction | +20% PvE Damage Boost and PvE Damage Tolerance, plus HP every second, for 10 s on you and your spirit | 5: 10% of Max HP on cast. 10: Spirit Strike's Damage Boost x1.5. 20: +25% PvE Damage Boost and Damage Tolerance for you and your spirit |
| Summon: Ancient Spirit | Summons an Ancient Spirit for 30 s that grants Four Elements each time it uses its skill | 5: +10% Ancient Spirit Attack. 10: Spirit's Descent x1.5 for 30 s. 15: uses its skill after 5 basic attacks instead of 7. 20: +20% Ancient Spirit stats |
| Flame Blessing | For 10 s, a 50% chance to deal extra damage when you land an attack | 5: +100 Accuracy. 10: +100 Critical Hit. 15: +10% Critical Damage Boost. 20: -50% extra damage cooldown |
| Jointstrike: Corrode | Hits up to four enemies and leaves Corrode for 20 s: +10% damage taken from your spirit, plus damage over time | 5: +15% more damage taken from your spirit. 15: -70% incoming heal. 20: +10 s Corrode |
| Jointstrike: Destructive Attack | A single-target hit your spirit joins, with 50 Stagger Gauge Damage | 5: becomes a charge skill, up to 200% more damage. 10: +30% Skill Speed. 15: Critical Hit on hit. 20: resets the cooldowns of Jointstrike: Curse and Jointstrike: Corrode |
| Siphon | Damage and 300 MP damage to one target; absorbs 10% HP and restores 300 MP | 10: +5% HP absorbed. 15: a shield of 30% of your Max HP for 30 s. 20: 3 s Stun |
The order to fill them:
steps
- From level 22, Summon: Ancient Spirit first. aLuckyRO's Launch Scale Test build takes it to 5 in the first slot, Enhance: Spirit's Benediction to 5 in the second, and Flame Blessing in the third. Level 5 costs 5 shards each.
- Cast your buffs before the Ancient Spirit. Spirits are summoned with your stats, so Storyteller and Geunpal use Flame Blessing and Benediction first, and the Ancient Spirit then keeps the buff for its 30 seconds. aLuckyRO casts Benediction first so the Ancient Spirit comes out buffed.
- At 45, spread your shards over the damage stigmas. aLuckyRO's fresh 45 has Jointstrike: Destructive Attack, Benediction, the Ancient Spirit and Siphon at 5 and Jointstrike: Corrode at 3, with Flame Blessing as the option if you miss your accuracy.
- Take them to 20 in this order. Inven's July newcomer guide goes Benediction, Ancient Spirit, Corrode, Flame Blessing, then Destructive Attack. Storyteller names Corrode, the Ancient Spirit, Flame Blessing and Benediction as the four that matter most.
- Fill the last slot with Siphon or Assault Terror. Geunpal's six in September include Siphon, and Storyteller rates its level-15 shield as insurance you can keep up on a 30-second cooldown. Some players open with Assault Terror for its +20% Attack before summoning the Ancient Spirit; Geunpal and Storyteller both find it awkward to handle, and Storyteller complains that it starts a ranged class head-first into the boss.
Storyteller tested Jointstrike: Destructive Attack at full charge in July and got slightly more damage than without it, plus a large chunk of Stagger Gauge, so he keeps it; Geunpal also casts it at full charge. For PvP, aLuckyRO marks Kaisinel's Power, Magic Block, Cry of Terror, Seize Magic and Command: Proxy as PvP stigmas you can ignore in PvE.
Daevanion priorities
Spiritmaster requires a balance of damage, accuracy, and pet utility.
Full KR/TW Route (8 Boards)
steps
- Nestaken (Nezekan) — Combat Speed Faster casting for DoTs and debuffs.
- Trinelle (Triniel) — Accuracy & Multi-hit Magic Accuracy is paramount so debuffs are not resisted.
- Gikkel (Zikel) — Damage Boost Enhances overall sustained damage.
- Ariel — PvE Offense Focus on boss damage and sustained PvE output.
- Eusdier (Yustiel) — Cooldown Reduction Very beneficial for crowd control and pet commands.
- Bai Jie (Vaizel) — Critical Damage Lower priority than for Sorcerer, but still useful.
- Aspel (Azphel) & Markutan (Marchutan) Take PvP defense and HP nodes for survivability.
Macro setup
Because the Spiritmaster relies heavily on weaving auto-attacks to maintain mana, your control scheme and macro delay are critical. aLuckyRO strongly recommends using the tap-target mode instead of action combat, as it allows the game to automatically weave auto-attacks between your macro skills.

Summon: Water Spirit, which returns 20 MP every time an attack lands, which is why the spirit chain is built to finish on it. Source: aLuckyRO IT_GUIDES_COMPONENT_4
Your primary macro should handle your spirit rotation. Set the macro to cycle through the Earth, Wind, Fire, and Water spirits in that order. Because the Water spirit is the last one cast, it remains active at the end of the chain. This is vital for early game sustain, as the Water Spirit gives you 20 MP every time its attack lands while you wait for the cycle to come off cooldown. At this stage aLuckyRO takes the chance to activate skill as the specialty on every spirit.
For more details on building sequences and what to leave manual, see our Skills, Stigmas and Macros guide.
PvE play
In dungeons and open-world farming, your job is to keep your spirit rotation and macro chain running without interruption.
Summon your spirits in quick succession. Each one uses its skill as it arrives, which triggers Dimensional Control and gives you an element; four elements grant Four Elements and open Elemental Fusion, and you gain no more until you cast it. Inven's July newcomer guide casts Elemental Fusion first every time it becomes available, and Storyteller skips its charge option because the time spent charging is better spent cycling Dimensional Control and Elemental Fusion. Most Korean Spiritmasters summon three spirits in a row, Storyteller says, because the Wind Spirit makes the cycle too long; Geunpal notes that some players now run all four. The same Inven guide opens its damage cycle with Flame Blessing and Benediction, then the Ancient Spirit and Corrode.
Your active spirit choice dictates your efficiency:
- Single-target bosses: Leave the Water spirit active. It keeps your mana healthy.
- Group farming: Leave the Fire spirit active. It hits up to four enemies at once, which clears groups of mobs quickly.
If you are looking to farm your PvE skill books, aLuckyRO notes they drop from Ascension Trial normal mode, which you can start clearing once you reach around 1,500 gear score.
PvP play
The Spiritmaster shines in PvP through disruption and sheer annoyance.
In 1v1 duels, many players rank the Spiritmaster around B tier against the Sorcerer's S or A tier, and Society Of Gaming agrees the Sorcerer has a slight edge from its burst and crowd control chains. Even so, the Spiritmaster is annoying to fight: constant pet pressure and access to fears mean that with good gear and low ping, you can still hold your own.
In large-scale Abyss PvP, the class excels. You provide area-of-effect fears, massive disruption, and surprisingly good mobility since you can cast several of your pressure skills while moving. Your pets break enemy coordination while Command: Proxy shares the damage of focus fire with your spirit.
As a bonus, the PvP skill books (Azphel) come from command quest fragments and the AP trade shop, and can be sold for large amounts of Kinah if you prefer to stick strictly to PvE.
Class-specific gearing
Because almost all Spiritmaster skills are instant cast, combat speed and attack speed are mostly ignored in the early game.

The main stat wheel, where a Spiritmaster reads its Might, Dexterity and Willpower spread. Source: KaidGames2 IT_GUIDES_COMPONENT_5
Stacking cooldown reduction is non-negotiable. The faster your skills recover, the faster you can cycle spirits and stack their respective buffs.
Strengths and weaknesses
comparison
Strengths
- Unmatched solo gameplay capabilities; your pets act as personal tanks, making progression incredibly safe.
- Society Of Gaming rates it as more robust, more survivable and more mobile than the Sorcerer, and shows the Command: Proxy damage-sharing stigma among its defensive kit.
- Simple skills and a low difficulty for the damage it deals, according to Geunpal.
Weaknesses
- Mana management is a major issue in the early game, requiring a heavy reliance on auto-attacks and the Water Spirit to sustain.
- The lowest HP of any class, Geunpal notes, so you still need to dodge.
- Storyteller and Geunpal both complain about how many Spiritmaster bugs the Korean servers have.
Spiritmaster FAQ
FAQ
Which skills should I level first on a Spiritmaster?
Cold Shock and Combustion, your left and right click, at every level your character allows. By level 37, aLuckyRO has Combustion at 10; Cold Shock, the Water Spirit, Jointstrike: Curse, Rapid Scattershot, Dimensional Control and Elemental Fusion at 8; and Spirit Strike and Spirit's Descent at 10. The other three spirits stay at 1 in that build.
When do I get my first specialty?
At skill level 8. Cold Shock, Combustion and the Fire Spirit can reach it at character level 19, because a skill goes up one level every three character levels after you learn it. Bonus levels from outside the skill window count, so a skill at 7 with a +1 already opens its specialties.
How many skill points will I have at level 45?
252 on aLuckyRO's freshly levelled Spiritmaster, and about 150 at level 37. A skill costs 21 points to reach 10, so 252 buys twelve skills at 10; aLuckyRO expects enough to max every skill after about two weeks.
What weapon does the Spiritmaster use?
The class uses an orb as its primary weapon. Dual orbs are recommended for the passive magic attack and cooldown reduction bonuses.
Is the Spiritmaster better than the Sorcerer?
It depends on the content. The Sorcerer deals higher pure burst damage, but Society Of Gaming finds the Spiritmaster more survivable, more mobile and better at solo play thanks to its pets.
Why am I constantly running out of mana?
Mana is a major hurdle early on. To fix it, ensure you are using the tap-target control scheme to weave auto-attacks, take +20% MP restored on Cold Shock at skill level 8, and always end your spirit summon macro on the Water Spirit so it can keep returning MP.
Which skills should I level to 20 first?
Prioritize Combustion and Elemental Fusion. Leveling past 20 provides very little damage increase, so stop at 20 and focus on unlocking their powerful specialties. The levels above 10 come from the Daevanion board, rings and Arcana.
In this series
- Aion 2 Beginner Guide for the Global Launch
- Aion 2 Assassin Guide: Skills, Stigmas and Build
- Aion 2 Chanter Guide: Skills, Stigmas and Build
- Aion 2 Cleric Guide: Skills, Stigmas and Build
- Aion 2 Gladiator Guide: Skills, Stigmas and Build
- Aion 2 Ranger Guide: Skills, Stigmas and Build
- Aion 2 Sorcerer Guide: Skills, Stigmas and Build
- Aion 2 Templar Guide: Skills, Stigmas and Build
Sources
Screenshots on this page are frames from the videos below, used to illustrate what they describe. All rights remain with their creators. Skill unlock levels, point costs and specialty options come from the game client data published by aion2.app. Skill icons come from the same game client data.
- AION 2 Spiritmaster Guide For Skills & Stigmas | Daevanion & Macros Setup | Ultimate Beginners Guide, aLuckyRO, September 5, 2026
- AION 2 Spiritmaster PVE Build for Skills & Stigmas | Beginners Guide | Spiritmaster Gameplay, aLuckyRO, August 30, 2026
- AION 2 Spiritmaster Guide For Open Beta | Skills and Gameplay Explained | Global Launch Scale Test, aLuckyRO, September 18, 2026
- THE HIGHEST DPS SPIRITMASTER BUILD! Aion 2 Build Guide, KaidGames2, November 29, 2025
- AION2 Spirit Master Skill Build & Specialty PERFECT GUIDE, Storyteller, September 7, 2026
- A Spiritmaster guide for Season 4 newcomers, with every skill explained, Storyteller, July 13, 2026 (in Korean)
- Should a Spiritmaster use Destructive Attack? Tested after the buff, Storyteller, July 30, 2026 (in Korean)
- The latest Spiritmaster meta setup, Geunpal, September 7, 2026 (in Korean)
- The top-ranked Spiritmaster setup: passives over actives, Geunpal, August 3, 2026 (in Korean)
- Master the Spiritmaster in one video: the latest setup guide, Geunpal, July 9, 2026 (in Korean)
- Spiritmaster skill tree guide for the early and mid game, Hatto, November 24, 2025 (in Korean)
- Spiritmaster newcomer guide: PvE, stigmas and skills, Arianne, November 22, 2025 (in Korean)
- AION 2 Sorcerer vs Spiritmaster - Which Class Is Better? Beginners Guide 2026, Society Of Gaming, September 12, 2026
- AION 2 Most Efficient Leveling Builds for ALL Classes (Global Release 2026), Society Of Gaming, August 12, 2026
- AION 2 Complete systems and contents overview (September 14th 2026), Madsin, September 14, 2026
- AION 2 All 5 Professions Explains, CrusherXGaming, September 14, 2026
- Spiritmaster basics for newcomers: skills, passives, stigmas and specialties, Inven, July 2, 2026 (in Korean)
- Newcomer guide: Spiritmaster skill tree, gear options and Arcana (PvE), Inven, July 2, 2026 (in Korean)
- How to take a skill to level 16 to 20, Inven, November 25, 2025 (in Korean)
- Aion 2 skill simulator (game client data), aion2.app

