AION 2 Spiritmaster guide
The Spiritmaster is AION 2’s summoner: an orb-wielding caster who fights beside fire, water, earth and wind spirits and wears enemies down with curses and damage over time. In the Korean version each spirit strikes as it arrives, and summoning them in turn builds toward a fused elemental attack.
Four spirits and an ancient one
NC’s Korean guide calls the Spiritmaster a summoner that fights indirectly, through spirits of different elements, and a strategic caster that weakens enemies over time with status effects and lingering damage. Each of the four regular spirits has its own purpose:
- Fire
- Charges the target on arrival and deals fire damage in an area.
- Water
- Deals water damage and restores your mana as it fights.
- Earth
- Draws enemies’ attention, and can taunt a player into attacking it.
- Wind
- Hits an area with wind damage and heals you.
- Ancient (stigma)
- A fifth spirit that stays for a limited time and fights in an area.
Every summon gives you an element. At four, a fusion attack becomes available and uses them up, and the ancient spirit hands you the full set each time it acts. That is why, in Korean-server players’ accounts, Spiritmasters keep cycling spirits instead of leaving one out all fight.
| Spiritmaster | In the Korean version |
|---|---|
| Role | Summoner, damage over time |
| Weapon | Orb |
| Korean party finder | Damage |
| Range | Ranged |
| How it takes a hit | Neither blocks nor evades: spirits share the damage |
Curses, control and staying alive
- A curse that hurts over time and lowers the damage the target deals to you, a corrosion that makes it take more from your spirits, and a cloud that keeps damaging an area.
- Fear (it always lands on monsters), a seal, a slow that opens up right after a summon, and a spell that strips up to two buffs.
- A command that makes the healthier of your spirits take part of the damage aimed at you, as long as it is within 25 metres.
- Spirits recover when their health runs low, and a passive shortens summon cooldowns on hit.
“A herald of spirits who commands the battlefield with elemental power”
(NC’s one-line description, from the class list on the official AION 2 global site)
What it is like to play
Testers found the loop takes some learning. Two Launch Scale Test players wrote:
“the fighting / gameplay loop on spiritmaster was really challenging”
“for example on spiritmaster, having chain skills the same as default different skills (like the dot on E but spirit skills procs also on E)”
(From r/Aion2 thread: first impressions from the Launch Scale Test)
Guide makers on the Korean servers see it differently once the key setup is done: the macro system makes the spirit cycle easy to run, much of the damage comes from the spirits themselves, and in the latest Korean dungeons and raids it places in the top three. They also push back on its old reputation as the class for solo players: solo content is easy for every class, and some classes clear the hard solo modes faster. Its weak moment is the start of a fight: jumped before its spirits and curses are running, it has a hard time recovering. Group play is covered on the dungeons page.
Plays to its strengths when
- Fights run long and damage over time has room to build.
- It can set up first: spirits out, curses on.
- You want control tools like fear, taunt and buff stripping.
Struggles when
- It is attacked before it is ready.
- Key binds are left on their defaults; check them early.
- A fight is over in seconds, before the damage ramps.
The other caster is the Sorcerer, with bigger bursts and less to lean on when things go wrong; the Ranger is the ranged option that moves most. How far the Spiritmaster has risen on Korean-server lists is on the class tier list, and the best class for new players covers it as a first pick. The Founder’s Pack weapon skin binds to one class, so claim it only once you have settled; the Founder’s Pack comparison explains.
