In 30 seconds
The class and who it suits
Spiritmaster fights alongside earth, wind, fire, and water spirits. Every summon grants an elemental charge and a temporary buff. Resummon them often instead of keeping one spirit out. Four charges unlock Elemental Fusion, your strongest hit.
Almost all Spiritmaster skills cast instantly. Combat Speed brings little benefit early, while cooldown reduction speeds up the whole summoning cycle.
This guide covers the start after level 45, when skill and stigma points are still scarce.
Your job in combat
What to know first
- MP is the main early problem. Water Spirit restores it, so summon that spirit last; it works while the others cool down.
- Max the spirit summons. Nearly everything depends on them.
- In target selection mode, your character automatically resumes Cold Shock after a skill, dealing damage and restoring MP. In combat mode, they stop. Target selection is more convenient with macros.
- Green Daevanion nodes raise passive skill levels, blue ones raise active skill levels. Beyond level 10, raise skills through the board, Arcana, and equipment.
Active skills and specializations

For all four spirits, start with the specialization that raises their skill activation chance. It matters most while you have only one specialization slot.
Spirits
10% chance to activate skill when Earth Spirit lands attack
10% chance to activate skill when Wind Spirit lands attack
10% chance to activate skill when Fire Spirit lands attack
10% chance to activate skill when Water Spirit lands attack
Main attacks
Changes to Charge Skill, dealing up to 200% more damage
+50% Multi-Hit chance on hit
+50% Multi-Hit on hit
-20% MP consumed
+20% MP restored
Changes to mobile skill
Restores 20% HP on using [Defiance]
Soul's Cry is unnecessary in PvE.
Passive skills
Passive priority
Stigmas

Spiritmaster stigmas split clearly between PvE and PvP. Use the PvE set for dungeons and hunting.
PvE set
If you lack Accuracy
Jointstrike: Corrode, Seize Magic, Magic Block, Cry of Terror, Cursed Cloud in its PvP version, and Command: Proxy are mainly PvP tools.
Rotation and macros
Resummon spirits as quickly as possible to stack their buffs. Between summons, use skills that trigger from spirit abilities.
Suggested Spiritmaster macro:
- Buffs: Flame Blessing and Enhance: Spirit's Benediction.
- Cold Shock once so the chain keeps moving.
- Spirits: earth → wind → fire → water. Repeat this row if your macro skips presses.
- After charges accumulate: Elemental Fusion → Dimensional Control → Jointstrike: Curse → Combustion.
Use Summon: Ancient Spirit, Jointstrike: Corrode, and the charged Jointstrike: Destructive Attack manually. A macro will not fully charge the last one.
You can combine the game macro with a programmable mouse: put spirits and Dimensional Control in the game macro, and repeat Cold Shock and Elemental Fusion with mouse buttons. See the skill macro guide to tune delay for your ping.
Daevanion

- Nezekan: bonus Attack and cooldown reduction; Combat Speed and defense are low priority.
- Zikel: Damage Boost, bypassing Evasion, and Damage Tolerance for dungeons.
- Vaizel: all four Critical Damage Boost nodes.
- Triniel: multi-hit can wait at the start.
Find nodes that raise spirit summon levels and take the shortest route to them. After the skills, add multi-hit and other bonuses; leave Combat Speed until last. See the Spiritmaster boards in Daevanion.
Equipment
Attack and cooldown reduction are the main weapon priorities. On rings and Arcana, look for Combustion, Summon: Fire Spirit, and the other summons. Equipment alone will not take them to level 20. See the stats guide for slot choices.
Common mistakes
- Keeping one spirit all fightSummon buffs never stack, reducing damage.
- Water Spirit too earlyMP runs out before the other spirits return.
- Investing in Combat Speed earlyInstant skills gain little from it.
- PvP stigmas in dungeonsControl and buff removal do little boss damage.
Checklist for harder content
Spiritmaster ready
- all four spirits at level 10 with increased skill activation chance;
- Elemental Fusion set to its charged version;
- Jointstrike: Destructive Attack and Summon: Ancient Spirit at +5;
- Water Spirit last in the macro;
- bonus Attack, cooldown reduction, and Critical Damage nodes on Daevanion.
The takeaway
Spiritmaster continually resummons spirits, fires Elemental Fusion after four charges, and summons Water Spirit last for MP. Level your spirits, reduce cooldowns, and use PvE stigmas for strong early damage.
Comments