Spiritmaster advanced guide
Skills, macro, stigmas, Arcana, Soul Binding, PvP and Genus
Sections
Grobs' advanced Spiritmaster guide from 26 Oct 2026. Grobs mains Spiritmaster on EU Lumiel (item level 2,775 and 168.8K combat power on NotMeter, 31 Oct). The guide has his skill levels, picks, macro, stigmas, Arcana and Soul Binding. It assumes you know the basics of the class. For how the spirits work and the 3 or 4 spirit question, see Spiritmaster: how the spirits work.
How the class does its damage
- Your spirits' attacks give you Element stacks. At 4 stacks you can cast Elemental Fusion, your strongest skill. You can't hold more than 4, so a stack gained while you already have 4 is wasted. That is why the macro doesn't summon all four spirits at once.
- Fire is the strongest spirit. The other three are there to feed Element stacks. In Grobs' test Water did 3% of his damage, Earth 2% and Wind under 2%.
- At level 20, Spirit's Benediction raises your PvE Damage Boost by 45% for 10 seconds (25 of those 45 come from its level 20 line). It comes back every minute. Summon: Ancient Spirit only comes back every 1 minute 30 seconds.
- The passive Spirit Revitalization closes that gap. Each hit has a 28% chance (at Grobs' level) to take 1 second off your summon cooldowns, at most once per second. If you keep attacking, the Ancient Spirit is ready again at the same time as Spirit's Benediction. Faster attacks mean more hits, which is why Combat Speed matters for this class. Grobs has almost 50%.
- Cast the buffs yourself instead of putting them in the macro. When a boss mechanic stops you from attacking, the Ancient Spirit comes back a second or two late, and you want to wait for it before buffing. While you are still learning the bosses, putting the buffs in the macro is fine.
Grobs' 1 minute dummy test

| Skill | Share of damage |
|---|---|
| Elemental Fusion | 20.8% |
| Ashy Call, Combustion's follow-up skill | 9.6% |
| Summon: Fire Spirit | 7.1% |
| Dimensional Control | 7.0% |
| Combustion | 6.5% |
The Fire Spirit's basic attacks add about 5% more, so Fire does about 12% in total, and that is before its third pick at level 20.
1. Skills

In a fight:
- Press Q three times. Spirit's Benediction, Flame Blessing and Summon: Ancient Spirit sit on Q in that order, so the first press casts the first, the second press the second, and the third press the third.
- Hold the macro key. It does the rest.
- A minute later Spirit's Benediction is ready again. Press Q three times again, then go back to the macro.
| Skill | Level | Why |
|---|---|---|
| Elemental Fusion | 20 | Main damage |
| Combustion | 21 | Main damage, and it unlocks the Ashy Call follow-up |
| Summon: Fire Spirit | 18 | Main damage. Level 20 gives the third pick |
| Dimensional Control | 16 | 7% of his damage. Levels help, but it needs no pick |
| Summon: Water Spirit | 16 | Feeds Element stacks. Level 16 adds +20% Water Spirit Stats |
| Summon: Earth Spirit | 15 | Feeds Element stacks |
| Summon: Wind Spirit | 15 | Feeds Element stacks |
| Jointstrike: Curse | 14 | It only needs two picks, so 12 is enough |
| Cold Shock | 12 | Your basic attack. It only needs two picks, so never raise it past 12 |
| Rapid Scattershot | 12 | Only on bosses you stagger often, because it heals you |
Grobs tried Rapid Scattershot's level 16 line, which takes 1 second off all cooldowns on hit, and lost damage every time. Casting Combustion instead is better, even when your buffs are down.
Levels are Grobs' levels including bonuses. Skill points only take a skill to level 10, everything above that comes from gear, Arcana and the Daevanion boards.
Macro
Grobs' macro is on the right of the picture above. Each macro step points at a key and uses whatever is ready on that key's stack. That is how four steps can cast nine skills.
- Elemental Fusion on key 3. Key 3 holds, bottom to top, Elemental Fusion, Summon: Earth Spirit and Summon: Wind Spirit.
- Elemental Fusion again. Listing it twice makes the macro check it twice as often. Grobs tried more copies and they didn't help.
- Summon: Water Spirit on key 2. Key 2 holds Summon: Water Spirit, Jointstrike: Corrode, Jointstrike: Curse and Summon: Fire Spirit.
- Dimensional Control. Its key holds Dimensional Control and Combustion.
Set the delay to 10 ms on every step. With lower Combat Speed the macro can behave differently, so try it against your old macro and keep whichever does more damage.
2. Specialties
The bright lines under Specialty in each tooltip are the ones Grobs picked. A skill gets its first pick at level 8, the second at 12 and the third at 20. It has five lines to choose from: three open at level 8, the fourth at 12 and the fifth at 16.


| Skill | Picked |
|---|---|
| Elemental Fusion 20 | Extra damage after 3 s on hit, +10 all Element Boost on hit, 25% chance to regain Four Elements |
| Combustion 21 | Deals up to 12% more damage, +20% Skill Speed, adds the Ashy Call chain skill |
| Summon: Fire Spirit 18 | 10% chance to activate skill, +20% Fire Spirit Stats |
| Summon: Water Spirit 16 | +10% Water Spirit Attack, +20% Water Spirit Stats |
| Dimensional Control 16 | Extra damage after 3 s on hit, +50% Multi-Hit chance on hit |
| Jointstrike: Curse 14 | Changes to mobile skill, -2 s cooldown |
| Cold Shock 12 | +20% MP restored, +2% Attack on landing Earth Tremor |
| Rapid Scattershot 12 | Absorbs 5% HP, Multi-Hit on hit |
3. Stigmas
| Stigma | Level | Why |
|---|---|---|
| Enhance: Spirit's Benediction | 20 | Raise it to 20 first. It is your biggest damage buff, and spirits summoned while it is up keep it |
| Summon: Ancient Spirit | 20 | Summoned right after both buffs, so it copies them |
| Flame Blessing | 15 | Cast right after Spirit's Benediction |
| Jointstrike: Corrode | 12 | Sits on key 2, the macro casts it |
Stigmas have no picks. Their lines turn on by themselves at levels 5, 10, 15 and 20.

4. Upgrade order
Where to put your levels, in Grobs' order. Skill points stop at level 10, so most of these levels come from gear, Arcana and the Daevanion boards.
- Elemental Fusion, Combustion and Summon: Fire Spirit to 20. At 16 they do almost nothing extra, the jump comes with the third pick at 20.
- Enhance: Spirit's Benediction to 20, then Summon: Ancient Spirit to 20.
- Dimensional Control. Extra levels add damage, but don't chase them.
- Everything else can stay at the levels in the table in section 1. Water, Earth and Wind at 16 are nice if Arcana gives you those levels anyway, but not worth effort.
PvP
Grobs uses the same macro as for bosses and swaps to the stigmas below for the Abyss, the weekly Arena and Battlefield. In his words, "I'm definitely not an expert at playing as a Spiritmaster in PvP."
| Stigma | Why |
|---|---|
| Summon: Ancient Spirit | Always |
| Jointstrike: Corrode | At level 15 it cuts the target's healing by 70%, and every class heals a lot in PvP |
| Siphon | Heals you, gives you a shield and stuns the target for 3 seconds. 30 second cooldown |
| Command: Proxy | Your emergency button. You take much less damage for a short time, and part of it goes to a spirit instead |
Arcana

Wear four Primal Vigor cards and the Bell of Magic. The Bell is the one card that should come from the Magic set, for its Empyrean Lord stats. Don't swap in another Magic card even if its lines are perfect. Someone asked whether the Mirror of Magic beats a fourth Vigor card, and Grobs answered "No, I have to disagree here. First of all, the 150 PVE attack that you get is already stronger than the 1.6% Double chance that you get."
Each card also rolls skill lines. These are the ones to look for. More on how cards roll: Arcana cards.
| Card | Lines to look for |
|---|---|
| Chalice | Elemental Fusion, Combustion, Summon: Fire Spirit. Two of the three is already a good card. Best fourth line is Mental Focus or Spirit Strike |
| Parchment | Elemental Fusion and Summon: Fire Spirit, then Dimensional Control |
| Compass | Combustion +3 or +4. Nothing else on it matters |
| Bell | Spirit Strike first, it adds PvE Damage Boost. Then Element Unification and Spirit Revitalization |
| Mirror | Mental Focus +3 or +4, the rest on Corrode and Consecutive Countercurrent. Spirit Protection only helps you survive |
Soul Binding
- Weapon. Combat Speed, Weapon Damage Boost and Damage Boost. A crafted weapon also gets Accuracy and Might, and Multi-Hit Chance from the Philosopher's Stone. Asked about a weapon with Combat Speed, Weapon Damage Boost, Might, Precision and Multi-Hit, Grobs said "yes keep it 100%. add damage boost with philosopher stone later after you have upgraded your weapon to 102."
- Pauldrons. Critical Damage Boost and Double Chance.
- Helmet. Double Chance and Attack Increase.
- Rings. Might and Precision, then levels for Elemental Fusion, Combustion and Summon: Fire Spirit until all three are 20.
- Everything else. Keep Attack, Critical Hit and good passives like Mental Focus and Spirit Strike when they roll. Grobs only locked one or two lines per piece, because nobody knew yet how much Accuracy Ludra would need.
- His Soul Binding skill lines add up to Mental Focus +4, Corrode +3, Element Unification +3 and Spirit Protection +2.
- A crafted weapon with every material bought costs, in his words, "on my server, probably 80 million" Kinah.
Titles and wings: Grobs wears Unbound by Genus (all five Genus boards at level 10), Saint of Altgard and Through Hell and Back, with Ultimate Daeva Wings.
Genus Insight
Grobs doesn't cover Genus, so this section is ours. No top-ranked Spiritmaster shows their Genus boards (NotMeter, questlog and Shugo checked on 6 Nov), so the stats below are the ones the Genus guides agree on for every class, and the values come from the game files. The full system is on Pets and Genus Insight.
Genus Insight is under Pets. Each of the five boards (Special, Varian, Cogni, Natura and Fera) has 9 slots. You reroll them with Auto-Analysis until a good stat appears, then lock that slot so it stays. Take all five boards to level 10 before you lock anything. Level 10 gives the title Unbound by Genus, and the best rolls only show up at levels 9 and 10.
How to roll:
- Open Auto-Analysis. In the slot you want to fill, set Properties to the stat you want and the grade to Unique. Leave every other slot on None. Auto-Analysis then rolls until that stat shows up at Unique or better, so Heroic rolls stop it too.
- When it stops, look at the number. If it reaches the target, lock the slot. If not, run it again.
Lock order. Every lock makes each roll more expensive, so lock in this order:
- Slot 4. The stat depends on the board, see the table below.
- Slot 1 or slot 5, whichever hits first. Max Attack 12 or more, or Attack Bonus 9 or more.
- The other one of slots 1 and 5. Same stats.
- Slot 7. The stat depends on the board, see the table below.
- Slots 3, 6 and 9. Critical Hit 15 or more, or Accuracy Bonus 25 or more.
- Slots 2 and 8. HP increase 1.2% or more.
Do steps 1 and 2 on all five boards before you start step 3 on any of them. From the third lock on, every roll gets clearly more expensive (costs below), so get two good locks everywhere first.
Keep is the lowest value worth locking. Best is the highest value the game can roll.
| Board | Slot 4 | Slot 7 |
|---|---|---|
| Special | Double Chance: keep 2% or more, best 3% | Damage Tolerance: keep 2% or more, best 3% |
| Varian | Back Attack Damage Boost: keep 2% or more, best 3% | PvE Damage Tolerance: keep 2.5% or more, best 4% |
| Cogni | PvE Damage Boost: keep 2.8% or more, best 4% | PvE Damage Tolerance: keep 2.5% or more, best 4% |
| Natura | PvE Damage Boost: keep 2.8% or more, best 4% | PvE Damage Tolerance: keep 2.5% or more, best 4% |
| Fera | Weapon Damage Boost: keep 2% or more, best 3% | PvE Damage Tolerance: keep 2.5% or more, best 4% |
Which crystals to use. Each board uses its own kind of Soul Crystal, and Universal Soul Crystals work on any board. Special crystals are the hardest to get, so spend your Universal ones on the Special board, and only until its slots 4, 1 and 5 are locked.
Upgrading later. Once every board has its locks, you can go back for Heroic rolls, which go higher than Unique. Only do it for slots 4, 1 and 5, the ones that matter most, and only lock a Heroic roll that reaches at least 90% of Best. For example 3.6% or more when Best is 4%.
Why these stats, Unique or Heroic, and what a roll costs
Double Chance on Special comes from TheWhelps, Nellan97, XifanGG and Moxsy. PvE Damage Boost on Cogni and Natura and Weapon Damage Boost on Fera come from TheWhelps, Nellan97 and XifanGG. The Keep values follow those guides. No guide gives one for HP increase, so 1.2% is the highest a Unique roll can reach. Best and every range come from the game files.
At level 10, each roll has a 15% chance to be Unique and a 5% chance to be Heroic, and that chance is split over the 12 to 14 stats a slot can roll. That is why finding one exact stat takes many rolls.
Each roll costs 4 crystals and 1,000 Kinah for every slot that isn't locked, plus a fee that grows with each lock.
| Locked slots | Crystals per roll | Kinah per roll |
|---|---|---|
| 0 | 36 | 9,000 |
| 1 | 40 | 10,000 |
| 2 | 44 | 11,000 |
| 3 | 60 | 15,000 |
| 4 | 96 | 24,000 |
| 5 | 172 | 43,000 |
A third lock makes each roll cost about a third more than two locks, a fourth about 60% more again, and it keeps climbing. That is why every board gets two locks before any board gets a third.