Spiritmaster advanced guide

Skills, macro, stigmas, Arcana, Soul Binding, PvP and Genus

Published Oct 26, 2026Region Global
Sections
  1. How the class does its damage
  2. 1. Skills
  3. Macro
  4. 2. Specialties
  5. 3. Stigmas
  6. 4. Upgrade order
  7. PvP
  8. Arcana
  9. Soul Binding
  10. Genus Insight

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
Grobs' damage record from 1 minute on the training dummy
Grobs' damage record from 1 minute on the training dummy.
SkillShare of damage
Elemental Fusion20.8%
Ashy Call, Combustion's follow-up skill9.6%
Summon: Fire Spirit7.1%
Dimensional Control7.0%
Combustion6.5%

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

Grobs' skill bar and macro window
Left: Grobs' skill bar. Each key holds up to four skills stacked on top of each other, row 0 at the bottom, and pressing the key uses the lowest one that isn't on cooldown. Right: his macro.

In a fight:

  1. 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.
  2. Hold the macro key. It does the rest.
  3. A minute later Spirit's Benediction is ready again. Press Q three times again, then go back to the macro.
SkillLevelWhy
Elemental Fusion20Main damage
Combustion21Main damage, and it unlocks the Ashy Call follow-up
Summon: Fire Spirit18Main damage. Level 20 gives the third pick
Dimensional Control167% of his damage. Levels help, but it needs no pick
Summon: Water Spirit16Feeds Element stacks. Level 16 adds +20% Water Spirit Stats
Summon: Earth Spirit15Feeds Element stacks
Summon: Wind Spirit15Feeds Element stacks
Jointstrike: Curse14It only needs two picks, so 12 is enough
Cold Shock12Your basic attack. It only needs two picks, so never raise it past 12
Rapid Scattershot12Only 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.

  1. Elemental Fusion on key 3. Key 3 holds, bottom to top, Elemental Fusion, Summon: Earth Spirit and Summon: Wind Spirit.
  2. Elemental Fusion again. Listing it twice makes the macro check it twice as often. Grobs tried more copies and they didn't help.
  3. Summon: Water Spirit on key 2. Key 2 holds Summon: Water Spirit, Jointstrike: Corrode, Jointstrike: Curse and Summon: Fire Spirit.
  4. 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.

Tooltips for Elemental Fusion, Combustion, Summon: Fire Spirit and Summon: Water Spirit
Elemental Fusion, Combustion, Summon: Fire Spirit and Summon: Water Spirit.
Tooltips for Dimensional Control, Jointstrike: Curse, Cold Shock and Rapid Scattershot
Dimensional Control, Jointstrike: Curse, Cold Shock and Rapid Scattershot.
SkillPicked
Elemental Fusion 20Extra damage after 3 s on hit, +10 all Element Boost on hit, 25% chance to regain Four Elements
Combustion 21Deals up to 12% more damage, +20% Skill Speed, adds the Ashy Call chain skill
Summon: Fire Spirit 1810% chance to activate skill, +20% Fire Spirit Stats
Summon: Water Spirit 16+10% Water Spirit Attack, +20% Water Spirit Stats
Dimensional Control 16Extra damage after 3 s on hit, +50% Multi-Hit chance on hit
Jointstrike: Curse 14Changes to mobile skill, -2 s cooldown
Cold Shock 12+20% MP restored, +2% Attack on landing Earth Tremor
Rapid Scattershot 12Absorbs 5% HP, Multi-Hit on hit

3. Stigmas

StigmaLevelWhy
Enhance: Spirit's Benediction20Raise it to 20 first. It is your biggest damage buff, and spirits summoned while it is up keep it
Summon: Ancient Spirit20Summoned right after both buffs, so it copies them
Flame Blessing15Cast right after Spirit's Benediction
Jointstrike: Corrode12Sits on key 2, the macro casts it

Stigmas have no picks. Their lines turn on by themselves at levels 5, 10, 15 and 20.

Grobs' stigma panel and the tooltips for Enhance: Spirit's Benediction, Summon: Ancient Spirit and Spirit Revitalization
Grobs' stigma panel, Enhance: Spirit's Benediction and Summon: Ancient Spirit at level 20, and the passive Spirit Revitalization at Grobs' level.

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.

  1. 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.
  2. Enhance: Spirit's Benediction to 20, then Summon: Ancient Spirit to 20.
  3. Dimensional Control. Extra levels add damage, but don't chase them.
  4. 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."

StigmaWhy
Summon: Ancient SpiritAlways
Jointstrike: CorrodeAt level 15 it cuts the target's healing by 70%, and every class heals a lot in PvP
SiphonHeals you, gives you a shield and stuns the target for 3 seconds. 30 second cooldown
Command: ProxyYour emergency button. You take much less damage for a short time, and part of it goes to a spirit instead

Arcana

Grobs' Arcana cards
Grobs' 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.

CardLines to look for
ChaliceElemental Fusion, Combustion, Summon: Fire Spirit. Two of the three is already a good card. Best fourth line is Mental Focus or Spirit Strike
ParchmentElemental Fusion and Summon: Fire Spirit, then Dimensional Control
CompassCombustion +3 or +4. Nothing else on it matters
BellSpirit Strike first, it adds PvE Damage Boost. Then Element Unification and Spirit Revitalization
MirrorMental 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:

  1. 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.
  2. 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:

  1. Slot 4. The stat depends on the board, see the table below.
  2. Slot 1 or slot 5, whichever hits first. Max Attack 12 or more, or Attack Bonus 9 or more.
  3. The other one of slots 1 and 5. Same stats.
  4. Slot 7. The stat depends on the board, see the table below.
  5. Slots 3, 6 and 9. Critical Hit 15 or more, or Accuracy Bonus 25 or more.
  6. 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.

BoardSlot 4Slot 7
SpecialDouble Chance: keep 2% or more, best 3%Damage Tolerance: keep 2% or more, best 3%
VarianBack Attack Damage Boost: keep 2% or more, best 3%PvE Damage Tolerance: keep 2.5% or more, best 4%
CogniPvE Damage Boost: keep 2.8% or more, best 4%PvE Damage Tolerance: keep 2.5% or more, best 4%
NaturaPvE Damage Boost: keep 2.8% or more, best 4%PvE Damage Tolerance: keep 2.5% or more, best 4%
FeraWeapon 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 slotsCrystals per rollKinah per roll
0369,000
14010,000
24411,000
36015,000
49624,000
517243,000

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.