Spiritmaster uses an orb and elemental spirits. Fire supplies area damage, Water restores MP, Wind restores HP and Earth generates threat. Spirit skills build four element stacks for Elemental Fusion; spend Fusion before more stacks are blocked.

Official Spiritmaster class artwork.

Spiritmaster — Combat preview

Watch the attack animations, movement and weapon style.

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Role and reasons to choose it

Choose Spiritmaster if you enjoy coordinating your own ranged attacks with summon effects and short proc windows. The spirit you leave active changes recovery, threat and the effects of Jointstrike skills. Ranger has fewer summon decisions; Sorcerer focuses on charged spells.

Elemental Fusion needs four stacks from spirit-skill activations, not four different elemental spirits. Once Four Elements is ready you cannot gain further elements until Fusion consumes it. Watch the status rather than blindly counting four summon buttons. Compare the classes.

Active skills and triggers

SpiritmasterSkill connections

Follow the arrow to see what opens or improves the next skill. Select a skill for its full explanation.

4 spirit-skill activations
Trigger

Four Elements → spend Fusion before gaining more stacks

Recovery

Water Spirit restores your MP when its attacks land

MP recovery
SkillUse and trigger
Cold ShockCold Shock restores MP. Use it between spirit actions instead of waiting with no resource recovery.
CombustionCombustion attacks around the target. Choose lower MP cost for sustain or single-target damage for bosses.
Summon: Fire SpiritFire Spirit delivers area damage. Its skill activation option helps produce more spirit-skill opportunities.
Summon: Water SpiritWater Spirit attacks one target and restores your MP when its attacks land. Use it when resources limit the loop.
Jointstrike: CurseJointstrike: Curse applies damage over time and reduces damage dealt to you. Its coordinated attack depends on the active spirit.
Rapid ScattershotRapid Scattershot requires Stagger. Use it during the stagger opportunity while preserving summon management.
Summon: Earth SpiritEarth Spirit builds threat and has defensive stat scaling. Watch its health when using it to hold an enemy.
Dimensional ControlDimensional Control briefly opens after a summon or spirit-skill activation. Use the available window promptly; it also restores MP.
Summon: Wind SpiritWind Spirit supplies area damage and healing to you. It is useful when recovery matters more than a shorter summon sequence.
Soul's CrySoul’s Cry fears vulnerable enemies. Keep it available for control instead of burying it in boss damage.
Elemental FusionElemental Fusion requires Four Elements from four spirit-skill activations. Spend it before further activations are wasted.
DefianceRemoves Stun, Knockdown, Airborne, Grab, Frost and Fear, then grants status immunity for 5s. Cooldown reduction does not affect it; keep this control break manual.

Early skill and passive priorities

Cold Shock restores MP; its rank-8 MP option improves sustain and its rank-12 option shortens Combustion. Combustion has a rank-8 cost reduction. Dimensional Control also restores MP, so respond to its brief availability between your own attacks.

Raise the summons you use for their stat gains and selected effects. Water restores MP on its attacks without requiring a special recovery option; Wind's attacks restore your HP. Earth creates high threat, so choose its role before leaving it active beside a party tank.

Spirit Strike improves both caster and spirit damage. Spirit Communion adds accuracy and a chance to heal both on your hits. Spirit Revitalization can shorten summon cooldowns on hits. Spirit's Descent adds damage after a summon; Element Unification stacks critical damage after spirit-skill hits.

Choose Stigmas for the encounter

ChoiceUse and condition
Summon: Ancient SpiritTemporary spirit that grants Four Elements with each skill use, opening more Fusion opportunities.
Enhance: Spirit’s BenedictionDamage, tolerance and healing for you and the spirit. Use while both can contribute.
Jointstrike: CorrodeDamage-over-time and increased damage taken from the spirit. The coordinated effect changes with the active spirit.
Jointstrike: Destructive AttackCoordinated damage; match the active spirit to the desired area or single-target pressure.
Siphon / Seize MagicHP and MP recovery / removal of enemy buffs. Choose for resource shortage or a dispellable buff.
Command: Proxy / Cry of TerrorShares damage with a spirit within 25m / Fear. Keep the spirit alive and close for damage sharing.

Manual opener and combat loop

  1. Choose the opening spirit for the immediate need: Fire for area damage, Water for MP, Wind for HP, Earth for threat.
  2. Use the available Dimensional Control window after a summon or spirit-skill activation. Add your own Cold Shock and Combustion attacks.
  3. When Four Elements appears, use Elemental Fusion before trying to gain more stacks. With Ancient Spirit equipped, respond to its repeated Four Elements grants.
  4. Apply equipped Jointstrike: Corrode before continued spirit damage. Use Rapid Scattershot during Stagger; keep defense and Fear separate.

Gear and Daevanion decisions

Accuracy preserves your on-hit passive chances. Compare damage for both the caster and spirit, summon cooldowns and the Fusion threshold your points can reach. Fusion's rank-12 charge option changes the required safe window; do not copy that timing without the selected effect.

Use Daevanion for Cold Shock, Elemental Fusion, important summons and Spirit Revitalization when they change the working loop. Regional board drawings may differ: choose the effect and point cost. Save the configuration through builds.

Adjustments and troubleshooting

Four summons do not open Fusion: watch actual spirit-skill activations and element stacks. Pressing four names is not its condition.

Water does not restore MP: it must land attacks; check range, target and whether it is still active.

The spirit draws unwanted attention: Earth has high-threat attacks. Change the active spirit if another player should hold the enemy.

Solo can emphasize Water or Wind sustain. In a party, fit summons and debuffs around enemy positioning. For PvP, retain Fear, Seal or dispel choices for the opponent and keep a response available before they reach you.

Complete skill list

Learning a Stigma skill does not add an equipped slot. Upgrades use their respective skill or Stigma points; select specializations separately after unlocking them.

Active skills (12)
SkillCharacter level required
Cold Shock1
Combustion1
Summon: Fire Spirit1
Summon: Water Spirit3
Jointstrike: Curse4
Rapid Scattershot5
Summon: Earth Spirit7
Dimensional Control8
Summon: Wind Spirit10
Soul's Cry12
Elemental Fusion14
Defiance16
Passive skills (10)
SkillCharacter level required
Spirit Strike1
Spirit Protection6
Spirit's Descent9
Corrode11
Spirit Revitalization13
Mental Focus15
Consecutive Countercurrent17
Spirit Communion21
Revitalization Contract23
Element Unification25
Stigma skills (13)
SkillCharacter level required
Jointstrike: Destructive Attack22
Enhance: Spirit's Benediction22
Flame Blessing22
Summon: Ancient Spirit22
Jointstrike: Corrode22
Kaisinel's Power22
Siphon22
Cry of Terror22
Cursed Cloud22
Seize Magic22
Magic Block22
Assault Terror22
Command: Proxy22