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Spiritmaster
October 24, 2026 at 10:22 PM
Add a PvP loadout example with effective-level priorities and practical skill timing.
Spiritmaster is the summoner. It deals magic damage with an orb while elemental spirits fight beside it, and the spirits are the class rather than a garnish: they carry damage over time, apply debuffs, and in the earth spirit's case can pull threat off the caster.

Field | Detail |
|---|---|
Role | Magic damage and summoning |
Weapon | Orb |
Signature mechanic | Elemental spirits, each with a distinct function, plus fusion and command effects |
Party fit | Damage in five-player Expedition and ten-player Sanctuary content |
NCsoft's own class overview calls the Spiritmaster a wide-range specialist who bombards enemies with spirits and magic, wielding the power of the elements. The class is part of the eight-class roster offered on the global service, which opened to Founder's Pack holders in paid Advance Access on September 30, 2026 ahead of the official launch on October 5, 2026.
NCsoft's Korean guidebook describes the Spiritmaster (정령성) as a summoner that fights through spirits of different elements rather than attacking directly, and as a strategic caster that wears enemies down over time with status effect magic and damage over time.
The class plays as a manager rather than a caster with a pet on autopilot. Each spirit uses its own skill as it fights, and every spirit skill grants the Spiritmaster an element; at four it gains Four Elements and can cast Elemental Fusion. Dimensional Control fires briefly each time a spirit uses its skill, and the three Jointstrike spells (Curse, Corrode and Destructive Attack) work together with the spirit. Command: Proxy redirects half of the damage aimed at the Spiritmaster to its spirit for a few seconds, and Enhance: Spirit's Benediction buffs and heals both.
Spirit | How it is summoned | Role |
|---|---|---|
Fire Spirit | Summon: Fire Spirit (active) | Rushes in and deals area damage |
Water Spirit | Summon: Water Spirit (active) | Single-target water damage; its attacks restore the Spiritmaster's MP |
Earth Spirit | Summon: Earth Spirit (active) | Draws enmity and can taunt players |
Wind Spirit | Summon: Wind Spirit (active) | Area wind damage; heals the Spiritmaster |
Ancient Spirit | Summon: Ancient Spirit (Stigma) | Fights for 30 seconds; its skill grants Four Elements |
This class travels under three English names and it is worth knowing which is which.
Name | Where it comes from |
|---|---|
Spiritmaster | NCsoft's own English global teaser material, and English reporting of NCsoft's global press presentation, NCsoft's official English class overview video of June 18, 2026, and the global client. This is the name used on this wiki. |
Elementalist | NCsoft's internal identifier. The class icon on the publisher's asset server is filed under that name, and several community databases display it. |
Summoner | A stale community rendering. It is not used in any current first-party material. |
The Korean name is 정령성.
Spiritmaster is one of the four classes that lost party-wide synergy effects in the April 22, 2026 balance pass, and it was included in the July 29, 2026 pass of PvE and PvP damage adjustments and specialization swaps.
In the client data every class has 12 active skills, 13 Stigma skills and 10 passives, plus Dodge and chain follow-ups that do not take a slot of their own. Stigma skills are equipped through the Stigma System and keep every specialty they have unlocked. Each skill also unlocks specialties (numbered Spec 1 to Spec 5 in patch notes) as it levels up.
The full reference, with Korean names, unlock levels, cooldowns, costs, every specialty, the chain follow-ups and the complete balance history since launch, is on Spiritmaster Skills. The rules for skill levels, specialties and presets that apply to every class are on Skills and Specialties, and boss stagger is explained on Stagger Gauge.
Skill | Type | What it does |
|---|---|---|
Cold Shock | Active | Basic water bolt that restores MP; usable while moving. |
Combustion | Active | Fire damage on a group around the target; costs MP. |
Summon: Fire Spirit | Active | Summons a Fire Spirit that rushes in and deals area damage. |
Summon: Water Spirit | Active | Summons a Water Spirit that attacks one target and restores the Spiritmaster's MP. |
Jointstrike: Curse | Active | Area spell that inflicts Curse, damage over time that also weakens the target's damage against the Spiritmaster. |
Rapid Scattershot | Active | Spell that can only be used on a staggered target. |
Summon: Earth Spirit | Active | Summons an Earth Spirit that draws enmity and can taunt players. |
Dimensional Control | Active | Triggered briefly whenever a spirit uses its skill; slows a group and restores MP. |
Summon: Wind Spirit | Active | Summons a Wind Spirit that deals area damage and heals the Spiritmaster. |
Soul's Cry | Active | Spell that can inflict Fear. |
Elemental Fusion | Active | Each spirit skill grants an element; at four the Spiritmaster gains Four Elements and can cast Elemental Fusion. |
Defiance | Active | Shared escape skill: removes stun, knockdown, airborne, grab, frost and fear, then grants brief status immunity. |
Siphon | Stigma | Drains HP and MP from the target. |
Cry of Terror | Stigma | Area spell that can inflict Fear. |
Jointstrike: Corrode | Stigma | Area spell that inflicts Corrode, damage over time that makes targets take more damage from the spirit. |
Command: Proxy | Stigma | For a few seconds, half the damage aimed at the Spiritmaster is redirected to its spirit. |
Enhance: Spirit's Benediction | Stigma | Raises damage and damage tolerance and heals the Spiritmaster and its spirit over time. |
Cursed Cloud | Stigma | Area spell with heavy damage over time. |
Seize Magic | Stigma | Area spell that strips up to two buffs, dealing extra damage for each one removed. |
Jointstrike: Destructive Attack | Stigma | Strike joined by the current spirit, with a different follow-up for each spirit type. |
Summon: Ancient Spirit | Stigma | Summons an Ancient Spirit for 30 seconds; its skill grants Four Elements. |
Magic Block | Stigma | Spell that can Seal the target. |
Kaisinel's Power | Stigma | Raises status chance and status resistance. |
Flame Blessing | Stigma | Adds bonus damage to hits for a short time. |
Assault Terror | Stigma | Ranged area spell that can inflict Fear and raises Defense by the number of targets hit. |
Spirit Strike | Passive | Raises the damage and Perfect Chance of the Spiritmaster and its spirit. |
Spirit Protection | Passive | Raises the Defense of the Spiritmaster and its spirit. |
Spirit's Descent | Passive | Bonus damage for a short time after summoning a spirit. |
Corrode | Passive | Raises Critical Hit; critical hits can deal extra damage. |
Spirit Revitalization | Passive | Hits can shorten summon cooldowns; heals a spirit that falls below half HP. |
Mental Focus | Passive | Raises mental-type status chance and Double Chance. |
Consecutive Countercurrent | Passive | Extra damage against targets taking damage over time. |
Spirit Communion | Passive | Raises Accuracy; hits can heal the Spiritmaster and its spirit. |
Revitalization Contract | Passive | Status resistance, plus an emergency heal at very low HP. |
Element Unification | Passive | Spirit skill hits stack critical damage for the Spiritmaster and its spirit. |
Changes made on the Korean and Taiwanese service since the Chapter 1 update. Earlier passes are described above and on Classes.
Every change since the Korean launch in November 2025, including the passes before Chapter 1 and the pure fixes, is listed on Spiritmaster Skills.
Date | Change (Korean and Taiwanese service) |
|---|---|
July 8, 2026 | Elemental Fusion and Dimensional Control became instant; an Enhance: Spirit's Benediction specialty now adds duration instead of healing. |
July 15, 2026 | Combustion can be cast while moving by default; Elemental Fusion's all-element bonus specialty rose from 7% to 10%; a Dimensional Control specialty's Root chance fell from 50% to 30%. |
July 22, 2026 | Command: Proxy lasts 4 seconds instead of 5. |
July 29, 2026 | A Jointstrike: Destructive Attack specialty now scales the spirit's damage with charge level; fixed Four Elements occasionally not triggering. |
August 12, 2026 | Jointstrike: Corrode's healing-cut specialty rose from 40% to 70%. |
August 26, 2026 | A Jointstrike: Corrode specialty's increased damage taken from the Spiritmaster rose from 20% to 25%. |
August 27, 2026 | Class-care maintenance: fixed Elemental Fusion and Dimensional Control occasionally being used repeatedly; Jointstrike: Corrode's first specialty (extra damage taken from spirits) rose from 10% to 15% and its level 25 specialty (extra damage taken from the Spiritmaster) from 25% to 30%. |
September 4, 2026 | Class Care: Elemental Fusion gained 20% PvE damage; Flame Blessing's bonus against Incapacitated Immunity targets rose from 50% to 100%. |
September 9, 2026 | Spirits now use Jointstrike: Destructive Attack immediately; fixed Elemental Fusion being used repeatedly while invincible. |
September 23, 2026 | Fixed Soul's Cry not consuming MP with some specialty combinations. |
October 7, 2026 | Fixed a Fire Temple boss skill dealing excessive damage to the Spiritmaster's spirits. |
October 14, 2026 | All classes: PvP damage reduced by about 30%. Assault Terror now gives up to 80% more Defense and all elemental resistances for 5 seconds, scaled by the number of targets hit (previously up to 20% more Defense), and cooldown reduction no longer applies to it. Fixed Ancient Spirits below level 15 from Summon: Ancient Spirit not using their triggered skills. The class's attack skills now deal Fire, Water, Wind or Earth damage depending on the skill; Spiritmaster Skills lists them. |
On the global service, the October 13 PDT / October 14 CEST patch (Global Patch Notes: October 2026) fixed Ancient Spirit summons at level 15 or below not activating their skills properly. That fix is separate from the Korean change above, and the global patch note lists no Assault skill, PvP damage or elemental damage change.
Every class runs the same underlying loop: tab-targeting with active dodge and parry, skill chains that prompt a follow-up key, a Groggy stagger gauge on bosses, and Perfect Parry (plus Perfect Shield Block for Templars and Clerics), a low-chance block result that stops most of a hit's damage. Loadouts hold twelve active skills, a set of Stigma slots and ten passives, raised with skill points and Stigma Shards.
Skill names on this page are the English names used in the global client. The skill table is drawn from the global client data as of September 2026 and describes what each skill does rather than its per-level numbers, which change with skill level and with balance patches. The balance history covers the Korean and Taiwanese service, which receives changes on its own schedule; the global build can differ from it at any given time.
For a practical starting loadout, skill priorities and a practice loop, see Spiritmaster Global Starter Build. It is a starter plan with testing still in progress.
These are effective-level targets for one loadout example. Mastery skill points raise a skill to level 10; equipment, Arcana and the Daevanion Board supply additional levels. Keep the activation conditions and available specialty slots in the skill tables when choosing options.
Skill family | Effective level | Priority skills |
|---|---|---|
Active | 20 | Summon: Fire Spirit; Elemental Fusion |
Active | 14 | Cold Shock; Combustion; Summon: Water Spirit; Summon: Earth Spirit; Dimensional Control; Soul's Cry |
Active | 9 | Rapid Scattershot |
Active | 5 | Jointstrike: Curse; Summon: Wind Spirit; Defiance |
Passive | 20 | Spirit Strike |
Passive | 15 | Spirit Protection; Spirit's Descent; Corrode; Spirit Revitalization; Mental Focus; Consecutive Countercurrent; Spirit Communion; Element Unification |
Passive | 14 | Revitalization Contract |
Selected Stigma | Effective level | Purpose |
|---|---|---|
Summon: Ancient Spirit | 20 | Supply repeated spirit skill triggers and Four Elements. |
Jointstrike: Corrode | 20 | Maintain the spirit damage window and its selected healing-reduction specialty. |
Magic Block | 20 | Pressure an enemy with Seal. |
Seize Magic | 20 | Remove buffs before the opponent's defensive setup takes over. |
Apply control and buff removal before committing the Fusion window. Soul's Cry, Magic Block and Seize Magic serve different purposes, so keep manual access to them instead of relying on one uninterrupted sequence. Choose summons around damage, MP, HP or enmity needs, and use Dimensional Control when a spirit skill makes it available.
Watch Four Elements before Elemental Fusion. Ancient Spirit grants the state on its skill use, and additional element stacks cannot accumulate while the state is already active. Rapid Scattershot remains a Stagger skill. Magic Block or Seize Magic can be replaced with Cry of Terror or Cursed Cloud when that control or area pressure fits the fight.
Favor attack, accuracy, Combat Speed and cooldown reduction, then the defenses needed to survive being focused. Keep the active spirit and caster within the ranges required by their support effects.
Classes for the full roster and the balance history. Combat and Skill Chains for the shared input loop. Gear and Progression for equipment. Daeva System and Daevanion Board for talents. Stigma System for the enhanceable skill layer.