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A glowing forest spirit hovers before an ancient tree with a carved face, flanked by two cloaked adventurers.
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Aion 2 Spiritmaster PvE Build: Skills & Stigmas

Aion 2 Spiritmaster PvE build checked against the EU client: skill ranks and Specialties, the four stigmas, spirit upkeep, Daevanion, Arcana and PvP swaps.

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The Spiritmaster fights through its spirits. In PvE it is a ranged damage dealer that keeps several spirits on the target, turns each of their skills into a free cast of its own, and wears the target down with curses. This guide is a complete setup for the level-45 cap on EU/NA. It covers where every skill point goes, which stigmas to run and when to swap one, how to play a boss, the Daevanion route, what to aim for on Arcana and gear, and what changes for PvP.

Data and advice

Skill values, costs, unlock levels and limits come from the EU/NA game client. Damage is written the way the tooltip builds it: a base value at the given skill level plus a share of your Attack. Lines marked Advice are our recommendations: the client doesn't say how every bonus combines, so no build order can be proven with numbers alone.

At a glance

What a Spiritmaster brings to a group

The kit rests on three ideas.

  1. Spirits that stay. Summon: Fire Spirit, Summon: Water Spirit and Summon: Earth Spirit each call a spirit that fights with basic attacks until it dies or you dismiss it. The client has one key to dismiss all summoned spirits, and each kind of spirit has its own place next to you, so several fight side by side. Spirit Strike gives you and them PvE Damage Boost +15% at skill level 10.
  2. Every spirit skill pays twice. A spirit uses its skill when you summon it, and after that with a 10% to 15% chance on each of its basic attacks. Each use gives you an element and opens Dimensional Control for a moment (774 + 86% of Attack at level 10, no MP, 100 MP back). At four elements you gain Four Elements and Elemental Fusion becomes usable: 3,314 + 331.8% of Attack at level 10.
  3. Curses. Jointstrike: Curse leaves a Curse that deals damage every second, and your spirits join the cast with a hit of their own. The stigma Jointstrike: Corrode makes the target take more damage from your spirits for 20 seconds.

Skill points: what you get and what things cost

Skill points (SP) come from one-time sources per character, and they add up to 383 by level 45:

SourceSkill points
Character levels (the Skill menu opens at level 4)203 by level 45
Regional quests (the green quests; 58 of them give a Wisdom Stone (Bound))58
The 60 Sealed Dungeons of your home region (2 Wisdom Stones each)120
Ruins of the Ancient City of Roah, the level-45 Sealed Dungeon2
Total383

The leveling priorities guide explains how to collect all of these while you level.

What skills cost:

  • Every active and passive starts at rank 1 for free once it unlocks. Ranks 2 to 10 cost 1, 1, 1, 2, 2, 2, 4, 4 and 4 SP, so a skill costs 21 SP to reach rank 10 (13 SP to rank 8).
  • The Spiritmaster has 22 such skills (12 actives and 10 passives). Maxing all of them costs 462 SP, 79 more than the free total, so you have to choose.
  • Each rank also needs a character level. For most skills, rank 2 opens with the skill and each further rank needs 3 more levels. Spirit Communion, Revitalization Contract and Element Unification are the exceptions: all their ranks open at once.
  • Skill points stop at rank 10, but a skill can go up to level 40. The extra levels come from Daevanion nodes (+1 per board, so +4 from the four PvE boards), +1 skill lines on gear and skill lines on Arcana cards (up to +4 each).

Specialties are what make skill levels above 8 worth chasing. Each active skill has five Specialty options: three unlock at skill level 8, one at 12 and one at 16. You can equip one option at skill level 8, two at 12 and three at 20, so you always pick three of the five. Passives have no Specialties. Skill and Specialty resets are free, so experimenting costs nothing.

The level-45 skill plan

Each card opens the full build: every skill rank and Specialty pick, the stigmas, the Daevanion route and the gear, with the game client's numbers. The notes below explain the choices. The level-by-level order, from level 1 to 45 with the Daevanion nodes of each level, is the leveling path: it follows the level gates and the points you really have at each level, and it is computed from the game client, so it always matches the builds above.

Active skills

Specialty order (Advice). The first slot opens at skill level 8, the second at 12 and the third at 20. The option texts are the client's.

  • Combustion: +100 Skill Accuracy, then +20% Skill Speed (needs 12). From skill level 16, the Ashy Call follow-up replaces Accuracy until level 20 opens the third slot.
  • Elemental Fusion: Extra damage after 3 s, then +10 to all Element Boosts on hit. From skill level 16, "25% chance to regain Four Elements" replaces the Element Boost until level 20.
  • Summon: Fire Spirit: +10% chance that the spirit uses its skill on a hit, then +20% Fire Spirit Critical Hit damage. From skill level 16, +20% Fire Spirit stats replaces the Critical Hit option until level 20.
  • Jointstrike: Curse: +2 s Curse, then −2 s cooldown (needs 12), then "ignores Block and Evasion and lands as a Critical Hit" (needs 16).
  • Cold Shock: +50% Multi-Hit on hit, then +2% Attack for each Earth Tremor that lands, up to 5 stacks (needs 12), then absorbs 1% HP.
  • Dimensional Control: +50% Multi-Hit chance on hit.
  • Summon: Water Spirit: +10% chance that the spirit uses its skill on a hit.
  • Summon: Earth Spirit: +10% chance that the spirit uses its skill on a hit.
  • Defiance: Restores 20% HP on use, then +2 s Tenacity, then Damage Tolerance while Tenacity lasts.
  • Rapid Scattershot: Restores 120 MP. It only hits Staggered targets.
  • Soul's Cry: +50% Multi-Hit on hit.
  • Summon: Wind Spirit: None at rank 1. Its spirit still heals you at rank 1, so call it when you need healing.

Some details behind those picks:

  • Every summon costs 150 MP and has its own 15-second cooldown. The spirit uses its skill as it arrives, and every skill level adds 2% to two of its stats (Attack and Defense for the Fire Spirit, Attack and Critical Hit for the Water Spirit, Defense and HP for the Earth Spirit).
  • The Fire Spirit's skill hits up to 4 enemies (781 + 120% of Attack at level 10). The Water Spirit's hits one target harder (1,057 + 145%), and each of its attacks gives you 20 MP. The Earth Spirit's (1,215 + 135%) adds Enmity, which matters when you play alone.
  • Combustion (462 + 67.25% of Attack at level 10, up to 4 enemies) costs 120 MP and has no cooldown. From skill level 16, Ashy Call follows it for another 120 MP.
  • Cold Shock and its follow-ups Vacuum Explosion and Earth Tremor cost nothing and restore 100, 100 and 150 MP. Each step must follow the previous one within 3 seconds. This chain is your MP engine.
  • Jointstrike: Curse (10-second cooldown, 80 MP) leaves a Curse that deals 1,093 damage per second for 5 seconds at level 10, and the cursed target deals 10% less damage to you. With +2 seconds and −2 seconds of cooldown the Curse almost never drops.
  • Soul's Cry frightens normal monsters for 5 seconds, which scatters a pack. Its use on bosses is the 15 Stagger Gauge Damage.
  • Defiance goes to rank 10 for its 20% heal and a shorter cooldown (60 seconds at rank 1, 51 at rank 10). If you rarely need it, leave it at rank 1 and spend the 21 SP on Spirit Protection instead.

Stigmas

Stigmas are separate skills bought with Stigma Shards. They need character level 22 and the third Ascension, which you get from The One Who Hears the Voice (Elyos) or The One Who Hears the Voice (Asmodian), both recommended at level 22. Stigma slots open at level 22, 27, 32 and 37, four in total.

Each stigma level costs 1 shard (levels 1–5), 2 (6–10), 4 (11–15) or 8 (16–20). Reaching level 5 costs 5 shards, level 10 costs 15, level 15 costs 35 and level 20 costs 75. Every fifth level adds a fixed tier bonus automatically. Levels only give 29 shards by level 45, plus one Stigma Shard (Bound) from the third Ascension, so four stigmas at level 20 (300 shards) are a long-term goal. Stigma levels above 20 can't be bought in the current EU/NA build.

The group build runs Summon: Ancient Spirit, Jointstrike: Corrode, Flame Blessing, and Enhance: Spirit's Benediction. The solo build keeps the same four. Each build page shows the level to aim for on each stigma.

After level 45, more Stigma Shards come from the Abyss Points shops (10,000 to 25,000 Abyss Points each), the Nightmare shop (1,500 Phantasmal Fragments each, 35 in total) and the Shugo Festival shop. Stigma resets are free, so you can move shards when you change your setup.

Boss rotation and spirit upkeep

Before the pull

  • Summon the Fire, Water and Earth Spirits before the fight. Each summon has its own 15-second cooldown, so all three are ready again when you pull.
  • In a group with a tank, watch the Earth Spirit: its attacks add Enmity on the boss. Dismiss it (click its summon icon) if it starts to pull the boss away.
  • Stand within 20 m of the boss, and turn on Power Shards (see below).

Opening

Advice. One way to open:

  1. Summon: Ancient Spirit. For 30 seconds each of its skills gives you Four Elements.
  2. Jointstrike: Corrode, then Jointstrike: Curse: the target now takes more from your spirits and two kinds of damage over time.
  3. Enhance: Spirit's Benediction and Flame Blessing.
  4. Re-cast Summon: Fire Spirit. Its skill opens Dimensional Control, and Spirit's Descent starts again.
  5. Elemental Fusion as soon as Four Elements is up.

The loop

  • Re-cast your summons whenever their cooldown ends, the Fire Spirit first. Each cast is a spirit skill: damage, an element, a Dimensional Control and a fresh Spirit's Descent window.
  • Dimensional Control every time it lights up. It is free and gives back 100 MP.
  • Elemental Fusion as soon as Four Elements is up. You can't gain elements while you hold Four Elements, so never sit on it.
  • Jointstrike: Curse every 10 seconds, and Jointstrike: Corrode every 45.
  • Fill the gaps with Combustion while your MP allows, and with the Cold Shock chain when it runs low.

Cooldown rhythm (derived from the cooldowns). Enhance: Spirit's Benediction and Flame Blessing come back every 60 seconds, Jointstrike: Corrode every 45 and Summon: Ancient Spirit every 90. Use each when it is ready; the Ancient Spirit covers a third of the fight on its own.

MP

Each summon costs 150 MP, Combustion 120, Jointstrike: Curse 80, and Summon: Ancient Spirit and Jointstrike: Corrode 200 each. The Cold Shock chain gives back 350 MP, every Dimensional Control 100, and each attack of the Water Spirit 20.

Stagger

When the boss is Staggered, switch to Rapid Scattershot. It only hits Staggered targets, has no cooldown and costs no MP. Stagger Gauge Damage per cast: the Ancient Spirit's skill 20; Soul's Cry 15; Elemental Fusion, Jointstrike: Curse and Jointstrike: Corrode 10; each spirit skill 7; Dimensional Control 5; Combustion 3. The Cold Shock chain deals none.

Staying alive

  • Enhance: Spirit's Benediction is also your defensive button: PvE Damage Tolerance +20% and a heal every second for you and your spirits.
  • Summon: Wind Spirit heals you for 1.5% of your HP with each of its attacks, even at rank 1.
  • Defiance removes Stun, Knockdown, Airborne, Grab, Frost and Fear and makes you immune for 5 seconds. With its level-8 option it also restores 20% HP. Cooldown reduction doesn't affect it.
  • Revitalization Contract heals you once a minute when you drop to 10% HP, even at rank 1.

Power Shards

Power Shards are a stackable consumable that adds damage to your attacks while they are switched on, and they are used up as you attack. Power Shard gives +5% damage and Superior Power Shard gives +10%. The bound Power Shard costs 10 Kina in the General Shop, and Superior Power Shards come from Substance Morph.

To switch them on, open the Power Shard settings, click the slot and drag a shard down into it. After that, the Activate/Deactivate Power Shard key (G by default) turns them on and off, and you need a weapon equipped. Advice: turn them on for bosses and off for trash.

The built-in macro

The game has its own skill macro, in Skill Settings > Macro:

  • Add steps with Add Macro and give each step a delay between 10 ms and 9,900 ms.
  • On PC, bind it under Settings > Key Settings > General > Macro. It runs while you hold the key.
  • Anything you press yourself while it runs takes priority.
  • The macro keeps trying to move to the next step, so the client doesn't guarantee step order. A step that can't be used yet is passed over.
  • Changing skill presets stops a running macro. A key bound to a mouse button doesn't work in AION 1 Control Mode.

Advice: a spirit macro. Three steps, Dimensional Control, Elemental Fusion and Cold Shock, each with the 10 ms minimum delay. The first two are skipped until their condition is met (a spirit skill for Dimensional Control, Four Elements for Elemental Fusion), so the macro fires them the moment they light up and fills with the Cold Shock chain, which also brings MP back. Keep the summons and the stigmas on your own keys.

Only the built-in macro

"Macro" is one of the reasons in the game's player-report menu. Use the in-game macro and leave third-party macro software alone.

Daevanion route

The Daevanion menu opens after the story quest Visions in Smoke (Elyos) or Urgent Pursuit (Asmodian), both recommended at level 13. A Spiritmaster has four PvE boards, plus a fifth one at level 45 (Azphel) that holds only PvP and status-effect stats. Every node you take must connect to one you already have.

The corner nodes are the strongest ones (Unique grade, 4 crystals, +1.5% each):

  • Nezekan (opens at level 12): 2 Combat Speed and 2 Cooldown Reduction corners.
  • Zikel (level 20): 2 Damage Boost corners, plus 2 Damage Tolerance corners for defense.
  • Vaizel (level 30): 2 Critical Damage Boost corners, plus 2 Critical Damage Tolerance corners for defense.
  • Triniel (level 40): 3 Multi-hit Chance corners, plus 3 Multi-hit Resist corners for defense.

Other nodes:

  • Blue nodes (Epic grade, 3 crystals) give +1 level to one active skill. Each board has one for every active, so each active can gain +4.
  • Green nodes (Rare, 2 crystals) give +1 level to a passive. Nezekan and Zikel have five passives twice each, and Vaizel and Triniel have all ten once each, so each passive can also gain +4.
  • White nodes (Common, 1 crystal) give small flat stats such as HP +100 or Critical Hit +5.

The four boards are paid in Daevanion Crystal, and completing all of them costs 570. The one-time sources give 316 by level 45: 136 from levels (4 per level from 12), 58 from Regional quests, 120 from the home Sealed Dungeons and 2 from Roah. So route to what matters.

Advice: the route on each board.

  1. The +1 nodes of Combustion, Elemental Fusion, Summon: Fire Spirit, Jointstrike: Curse and Cold Shock. At 3 crystals each, they raise your main hits.
  2. The +1 nodes of the five damage passives: Spirit Strike, Corrode and Spirit's Descent (twice each on Nezekan), Mental Focus and Element Unification (twice each on Zikel).
  3. The damage corners listed above.
  4. With what's left, Zikel's two Damage Tolerance corners, then the +1 nodes of Spirit Revitalization.

Following the cheapest connected paths, steps 1 and 2 cost about 210 crystals and steps 1 to 3 about 274 (roughly 77 on Nezekan, 58 on Zikel, 68 on Vaizel and 71 on Triniel). Step 4's two corners take it to about 285 (our estimates on the client's board layouts). All of that fits inside the 316 free crystals and puts the ten skills at +4. The Daevanion Planner finds the cheapest path to any node you click. Resetting a node costs 500 Kina.

The Shugo Festival and Nightmare shops sell up to 100 more crystals per character (50 each), for the defensive corners later. The Daevanion guide covers the whole system.

Arcana goals

Arcana are five card slots that open at level 45. Each card has one Empyrean Lord stat and one to four random skill lines, depending on its grade (Common 1, Rare 2, Epic 3, Unique 4). Each line starts at +1 and grows to +4 as you enhance the card. Enhancing uses EXP and never fails; the cap is +2, +3, +4 or +5 by grade, and every level adds 1 item level. Skill levels from Arcana stack with Daevanion levels, and they are how Combustion gets to 16 and then 20.

Cards drop only in Transcendence (from item level 1,600; each Stage needs an S rank on the one before it); no current Daeva Pass on EU/NA contains them. Deus Research Base drops Chalice, Compass and Bell cards, and Shattered Arkanis drops Chalice, Parchment and Mirror. You need both dungeons to fill all five slots. The Arcana guide covers enhancing, transmuting and drop rates in detail.

What each slot can roll for a Spiritmaster, and what to aim for (Advice):

  • Chalice: any of the 22 skills. Aim for: Combustion (only the Chalice and the Compass can roll it).
  • Parchment: Cold Shock, Summon: Fire Spirit, Summon: Earth Spirit, Jointstrike: Curse, Elemental Fusion, Dimensional Control. Aim for: Elemental Fusion, Summon: Fire Spirit and Jointstrike: Curse.
  • Compass: Combustion, Soul's Cry, Summon: Water Spirit, Summon: Wind Spirit, Defiance, Rapid Scattershot. Aim for: Combustion.
  • Bell: Spirit Strike, Spirit's Descent, Spirit Revitalization, Spirit Communion, Element Unification. Aim for: Spirit Strike and Element Unification.
  • Mirror: Spirit Protection, Corrode, Mental Focus, Revitalization Contract, Consecutive Countercurrent. Aim for: Corrode and Mental Focus.

There are two card sets:

  • "of Vigor" cards form Primal Vigor: +60 PvE Attack with 2 pieces and +150 with 4, while your HP is at 70% or more.
  • "of Magic" cards form Magic Armor: an MP refill with 2 pieces and PvE Defense with 4.

The Empyrean Lord stat depends on the card. Each point gives +0.1% to the stats in brackets:

Slot"of Vigor" card"of Magic" card
ChaliceTime (Combat Speed, Double Resist)Space (Block, Move Speed)
ParchmentLife (HP, Regeneration)Destiny (MP, Endurance)
CompassFreedom (Accuracy, Evasion)Death (Critical Hit, Regeneration Penetration)
BellJustice (Defense, Perfect Chance)Destruction (Attack, Perfect Resist)
MirrorIllusion (Cooldown, Endurance Penetration)Wisdom (Double Chance, lower MP cost)

Advice.

  • Fill all five slots with whatever drops first: even a white card brings a main stat and a skill line. Care about which skill lines you rolled from blue (Epic) cards up.
  • Aim for four Vigor cards for the set: at 20 m, behind your spirits, a Spiritmaster spends most fights above 70% HP. Use the fifth slot for the best skill lines you own. A Magic card there, such as Bell of Magic, also brings an offensive main stat.
  • Don't Transmute early. It only makes Unique cards and costs 5 Mysterious Crystal (Bound) plus 2,000,000 Kina.

Stats and gear priorities

Primary stats (Advice, with client values). Each point gives +0.1%, and the order is:

  1. Might: Attack.
  2. Precision: Accuracy and Critical Hit.
  3. Constitution: HP.
  4. Dexterity: Evasion, Block and Critical Hit Resist.

Might and Precision roll on weapons, necklaces, earrings and rings, while Dexterity and Constitution roll on armor and the cape, so they never compete for the same slot.

Sub-stats on gear (Advice). In this order:

  1. +1 skill lines. Weapons and rings can roll +1 to a random active skill, and armor, cape, necklace and earrings +1 to a random passive. Two +1 Combustion lines (or one Arcana line at +2) take it from 14 to 16 and add Ashy Call to it.
  2. Combat Speed. Combustion has no cooldown, so faster casts are more casts.
  3. Weapon Damage Boost, then Damage Boost.
  4. Critical Hit, then Multi-hit Chance. Corrode already adds 190 Critical Hit, and the client caps the critical rate at 50% (the target's Critical Hit Resist lowers it).

Weapon path. At level 45, crafted Dragon Lord weapons roll five sub-stats. The crafted orb line tops out at Splendent Wise Dragon Lord Orb (Elyos) and Splendent Ebony Dragon Lord Orb (Asmodian), both item level 102. The raid drop Ludra's Abyssal Jade has the same item level but rolls only three sub-stats, so the crafted orb is the long-term target. The soul binding guide and the crafting guide cover rolls and recipes.

PvP: what changes

Our PvP builds follow what players run: Enhance: Spirit's Benediction stays, and the other stigmas turn to control and sustain.

  • Stigmas in duels: Enhance: Spirit's Benediction (in PvP it gives PvP Damage Boost +10% and PvP Damage Tolerance +10%), Summon: Ancient Spirit, Siphon and Seize Magic, which removes up to 2 buffs from up to 4 enemies (3 from stigma level 5, with a Seal from level 10 when it removes three).
  • Stigmas in group fights: Jointstrike: Corrode replaces Summon: Ancient Spirit. At stigma level 15 its Corrode cuts the target's Incoming Heal by 70%.
  • Skills: Soul's Cry goes to rank 10 for its Fear, and Summon: Fire Spirit drops to rank 8. Defiance, Dimensional Control (a Slow) and Summon: Earth Spirit (its skill can Taunt a player) stay at 10.
  • Passives: Spirit Protection and Revitalization Contract go to rank 10. Spirit's Descent and Consecutive Countercurrent drop from 10 to 1 to pay for them.
  • Daevanion: the Azphel board (level 45) holds the PvP Damage Boost and PvP Damage Tolerance corners. It is paid in Daevanion Crystal: Azphel, a different crystal from the one of the four PvE boards.

The full sets are on the solo PvP build and the group PvP build pages.

Where to go next

The game data on Aion2.gg comes from the EU/NA game client, version 2.0.7.0 (Steam build 25926599), extracted on October 16, 2026.
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The tools that do what this guide explains, with the game client's own numbers.

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