Spiritmaster PvE build: skills, stigmas, boards and gear priorities

Level 45 Spiritmaster for global dungeons: what to level, which specializations to take, how to set the macro, and where your arcana, boards and gear should go.
Who it suits
The
Spiritmaster fights through its spirits. You keep two of them out, open the damage window with
Enhance: Spirit's Benediction and
Summon: Ancient Spirit, and fill every gap with the curse line on right click. Pick it if you like steady damage from 20m and a pet that takes the hits. Skip it if you want one big button: your damage is a pile of spirit procs, not a single nuke.
Everything feeds one loop. Each time a spirit uses its skill you gain an element. At four you enter Four Elements and can fire
Elemental Fusion, the hardest hit you have. The same spirit skill opens
Dimensional Control for a moment and stacks
Element Unification. More spirit skill casts means more of all three, and most choices below come back to that.
Skills
You learn each skill to level 10. Arcana, accessories and boards add levels on top. Specialization options open as the total climbs: the first three at 8, the fourth at 12, the fifth at 16. Run three per skill.
Train the nine core skills to 10 first:
Cold Shock,
Combustion,
Dimensional Control,
Elemental Fusion,
Jointstrike: Curse,
Rapid Scattershot and the Earth, Fire and Water summons.
| Skill | Total level to aim for | Specializations | Why |
|---|---|---|---|
| 20 | 2, 3, 5 | Your biggest hit. The delayed second hit nearly doubles it, +7 all Element Boost rides along, and a 25% chance to keep Four Elements gives you a free extra Fusion. | |
| 20 | 2, 4, 5 | Up to +12% damage when fewer targets are hit, which is every boss. +20% Skill Speed, and Ashy Call adds a chain skill after it. | |
| 16–20 | 2, 3, 5 | +20% spirit Critical Hit damage, +10% chance to fire its skill on hit (more elements, more Dimensional Control), +20% spirit stats. |
Push Elemental Fusion and Combustion toward 20 before anything else. They are where the extra levels from rings and arcana pay most.
Passives
Take all eight core passives to 10. Spirit Communion goes to 7 and Revitalization Contract to 5 early, both to 10 later.
| Passive | What it does for you | Order |
|---|---|---|
| +6% PvE Damage Boost and +0.4% Perfect Chance, for you and the spirit both | 1 | |
| +11% to mental-type chances and +0.3% Double Chance | 2 | |
| +1.1% Critical Damage Boost per spirit skill hit, up to 5 stacks, shared with the spirit | 3 | |
Spirit Strike leads because it is the only passive that boosts you and the spirit by the same amount, and the spirit is half your damage.
Stigmas
Four slots, four stigmas. Level them in this order.
| Stigma | Level (budget → full) | Specializations | Why |
|---|---|---|---|
| 10 → 20 | 1, 2, 3 | A 30s spirit that hands you Four Elements every time it uses its skill. Pick 3 makes that every 5 basic attacks instead of 7, pick 2 boosts Spirit's Descent by half for the full 30s. | |
| 5 → 15 | 1, 2, 3 | +20% PvE Damage Boost and Damage Tolerance for you and the spirit for 10s. Pick 2 multiplies Spirit Strike's boost by 1.5. | |
| 5 → 10 | 1, 2, 3 |
Two stigmas earn a swap now and then.
Jointstrike: Destructive Attack becomes a charge skill, and its fourth pick resets the cooldown of Curse and Corrode on the first hit. Take it once its level is high enough for that pick.
Siphon gives MP and, from its third pick, a shield worth 30% of your Max HP. Slot it on a fight where you run dry or keep eating hits.
Keys and macro
The game fires the first ready skill in a stack, so the order inside each key is your priority list.
| Key | Stack, first to last |
|---|---|
| Right click | |
| Left click | |
| Q |
Put 1, 3, Q, right click and left click into the in-game macro, in that order. The macro key is unbound by default: set it to right mouse button and hold it together with left click.
- Before the pullSummon Water and Fire two or three seconds before the tank goes in. Spirit's Descent only runs 10s after a summon, so an early summon wastes it.
- OpenerPress 1 for Benediction, again for the Ancient Spirit, then 2 for Flame Blessing. That is your 10s window and Spirit's Descent now runs 30s.
- SustainHold the macro. Corrode goes out from Q, Curse leads right click, Dimensional Control fires whenever a spirit skill opens it, Combustion fills.
Arcana
Run three Vigor and two Magic. The god stats decide it, not the set bonus.
| Slot | Arcana | God stat | What the stat gives |
|---|---|---|---|
| Chalice | Time | Combat Speed | |
| Parchment | Life | HP | |
| Compass | Freedom | Accuracy and Evasion | |
| Bell | Destruction | Attack | |
| Mirror | Wisdom |
Three Vigor pieces give the two-piece Primal Vigor bonus, +60 PvE Attack while you sit above 70% HP. Two Magic pieces give the Magic Armor two-piece, 1,500 MP back when you drop under 20%. Spiritmasters stay at range and above 70% HP most of the fight, so the Vigor bonus stays up.
Once your accuracy is comfortable,
Compass of Magic trades Freedom for Death (Critical Hit). Each arcana also rolls skill levels. Aim active-level rolls at Elemental Fusion, Combustion, Fire Spirit and Cold Shock. Aim passive-level rolls (Bell, Mirror) at Spirit Strike, Mental Focus and Element Unification.
For the other arcana slots:
Arcana: Scales of Punishment (Bound) carries Destruction and Destiny,
Arcana: Key of Punishment (Bound) has Attack Bonus as its main stat and
Arcana: Hourglass of Punishment (Bound) Defense Bonus. Take Key over Hourglass.
Boards
Open
Nezekan (Spiritmaster) (level 12),
Zikel (Spiritmaster) (20),
Vaizel (Spiritmaster) (30) and
Triniel (Spiritmaster) (40). Around 60 nodes on each is a solid first week. 68 on each is where a finished character sits.
Azphel (Spiritmaster) runs on its own points, so open it too. It is mostly PvP stats; in PvE only its HP, MP and status resist nodes help.
| Board | Rare nodes to path toward | Skill nodes on it |
|---|---|---|
| Combat Speed, Cooldown Reduction | Curse, Dimensional Control, Fire Spirit, Combustion, and two each for Spirit Strike, Spirit Revitalization, Spirit's Descent | |
| Damage Boost | Elemental Fusion, Cold Shock, Fire and Water Spirit, Combustion, two each for Mental Focus and Element Unification | |
| Critical Damage Boost | Curse, Fire Spirit, Cold Shock, Dimensional Control, Spirit Strike, Spirit Revitalization | |
| Impact Accuracy | Elemental Fusion, Combustion, Water Spirit, Mental Focus, Element Unification |
Between the rare nodes, fill with Attack, Critical Hit, Accuracy, MP, Combat Speed and HP. Skill nodes come first for the same skills you push elsewhere: Elemental Fusion, Combustion, Fire Spirit, Cold Shock, Water Spirit, Curse, Dimensional Control, then Mental Focus, Spirit Strike, Element Unification and Spirit Revitalization.
Pet boards
Each pet family (Cogni, Natura, Fera, Varian and the special board) fills its own board as you collect pets, line by line. Most lines follow the same rule.
| Line | What to take |
|---|---|
| 1 and 5 | Max Attack, then Attack Bonus |
| 2 and 8 | HP % |
| 3, 6 and 9 | Critical Hit and Accuracy; Power Shard damage once both are capped |
| 7 | Damage Tolerance or PvE Damage Tolerance, then Endurance |
Line 4 differs per family:
- Cogni: Critical Damage Boost, then Damage Boost.
- Natura: Multi-Hit or Perfect Chance (Natura also takes these on line 7).
- Fera: Weapon Damage Boost, then Damage Boost.
- Varian: Front or Back Damage Boost.
- Special: Double Chance.
Gear
Budget:
Spiritforged Orb at +10 with Legend-grade armour at +5. Full:
Aulamus Orb at +15 with Unique Vakron armour and Aulamus accessories at +10. On plain substats, take Accuracy, Critical Hit, Attack and Combat Speed.
Soul binding, per slot. The first stat is the one that slot does best. After it, most armour wants Spirit Strike and Mental Focus levels, because both work for your spirit too.
| Slot | Priority |
|---|---|
| Weapon | Weapon Damage Boost > Combat Speed > Might > Precision > Damage Boost > Multi-Hit Chance > Attack |
| Guard | Weapon Damage Boost > Combat Speed > Damage Boost > Might > Precision > Multi-Hit Chance > Attack |
| Helmet | Incoming Heal > Spirit Strike > Mental Focus > Double Chance > Attack increase > Critical Hit > Attack |
| Shoulders | Critical Damage Boost > Spirit Strike > Mental Focus > Accuracy > Critical Hit > Attack |
| Chest | Damage Boost > Spirit Strike > Mental Focus > Critical Hit > Accuracy > Attack |
| Legs | Damage Tolerance > Spirit Strike > Mental Focus > Perfect Chance > Attack increase > Critical Hit |
| Gloves and boots | Speed > Spirit Strike > Mental Focus > Perfect Chance > Critical Hit > Attack |
| Cape | Impact Hit > Smite > Double Chance > Attack increase > Critical Hit |
| Earrings and necklace | Spirit Strike > Mental Focus > Might > Precision > Accuracy > Critical Hit > Attack |
| Rings | Elemental Fusion > Combustion > Jointstrike: Curse > Might > Precision > Fire Spirit > Water Spirit > Attack |
Bracelets roll god stats: Wisdom > Destruction > Time > Illusion > Death > Justice > Life > Space > Freedom > Destiny. Wisdom leads because it cuts MP cost and raises Double Chance, which Mental Focus and the Mirror already push. Destruction is plain Attack, Time is Combat Speed.
Manastones and theostones
With hageup-maseok and junggeup-maseok, take Accuracy Bonus, Attack and Critical Hit. sanggeup-maseok can roll the big ones: Weapon Damage Boost and Critical Damage Boost about equal, then Damage Boost, then Attack. When an enhancement gives you a bonus to pick, go Double Chance > Weapon Damage Boost > Damage Boost > Attack > Accuracy Bonus and Critical Hit.
Theostones barely move your damage. Put
Theostone: Feruk's Instinct on the weapon and
Theostone: Tassin's Command on the guard. Two identical theostones only apply once.
Wings, titles and Pantheon
Equip debaui-choesanggeup-nalgae to start: 500 Penetration plus HP and MP. Swap to jamsikdoen-geumbit-nalgae (95 Max Attack, 5% Multi-Hit) or gongheoui-talriseura-nalgae (Attack, Accuracy, 4% Cooldown Reduction) once you own them.
Every wing you own adds its owned effect, so level the ones with useful owned stats even if you never wear them: pureun-jeongwangui-nalgae, ilkkaeun-geungjiui-nalgae, pureun-padoui-nalgae, tusaui-nalgae, deuramata-dungjiui-nalgae, jamsikdoen-geumbit-nalgae, sup-jeongryeongui-nalgae, heosangui-meari-nalgae, akmongui-nalgae, guwonbateun-tarakui-nalgae, gongheoui-talriseura-nalgae, debaui-choesanggeup-nalgae.
| Title slot | Start with | Move to |
|---|---|---|
| Attack | ||
| Defense | ||
| Utility |
Pantheon: the colossus should carry Destruction, so colossus-of-zikel, or colossus-of-disbelief for the same stats through achievements. For sculptures, take Freedom, Death and Space: effigy-of-vaizel, banner-of-triniel, shard-of-israphel. For masterpieces, Illusion and Wisdom first, then Life.
Mistakes
- Summoning spirits too early. Spirit's Descent only covers 10s after the summon.
- Sitting on Four Elements. You gain nothing while you hold it: fire Fusion.
- Leaving Wind out on a boss. It heals, but Fire and Water carry the damage and the MP.
- Pressing Rapid Scattershot on a target that is not Staggered. It does nothing.
- Leveling Destructive Attack or Siphon before the four core stigmas.
- Forgetting to bind the macro key. Nothing is on it until you set it.
- Expecting damage from Azphel. Open it, since its points are its own, but in PvE it only gives HP, MP and status resist.




