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Everwind Arcanist Skill Tree Complete Guide

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Two bears grazing near a forest stream with ruins in background during hunting gameplay in Everwind

Arcanist Skill Tree Overview

The Arcanist skill tree governs all magical combat and utility in Everwind. Across six tiers, it encompasses five elemental schools (Fire, Ice, Lightning, Poison, and Healing), plus passive enhancements for staves, spell books, and armor. Arcanist builds are the highest-damage option in the game but require careful resource management: spells consume mana, which regenerates slowly without investment in support skills.

Magic in Everwind is delivered through two weapon types: Magic Staves and Spell Books. Staves tend toward single-target high damage, while Spell Books offer AoE patterns and utility effects. The Rune Specialist skill at Tier 3 enhances rune effectiveness on both weapon types, and Rod Specialist at Tier 5 specifically boosts staff damage to its maximum ceiling. Understanding the staff versus book distinction is critical before choosing your skill path.

Arcanists are more fragile than Warriors in direct melee, which makes the Magic Protection skill at Tier 1 and the Elemental Resistance skill at Tier 5 important defensive investments. Advanced Armor at Tier 4 unlocks the ability to wear medium-weight armor without spellcasting penalties, giving Arcanists more survivability in Zone 2 and beyond. Plan your defensive skills alongside your offensive school choices.

Tier 1 and Tier 2: Elemental Foundations

Tier 1 provides Fire Mastery, Unstable Magic, and Magic Protection. Fire Mastery increases fire spell damage and adds a burning DoT (damage over time) component to fire attacks. Unstable Magic increases overall spell damage at the cost of occasional self-damage on cast, creating a high-risk high-reward option. Magic Protection reduces magical damage received from enemy spells and enchanted weapon attacks. Fire Mastery is the most universally taken Tier 1 skill because fire damage is effective against Grimverd tribal enemies and most wildlife, making it useful across all of Zone 1 and Zone 2.

Tier 2 unlocks Ice Mastery and Greater Healing. Ice Mastery adds a slowing effect to ice spells, reducing enemy movement speed and attack rate. This is invaluable for kiting enemies, especially in open biome fights where maintaining distance is the primary defensive strategy. Greater Healing increases the effectiveness of healing spells and reduces their mana cost. For players who want a support or hybrid role, Greater Healing at Tier 2 is the key investment that makes the Arcanist viable as a group healer.

For a pure damage Arcanist, the Tier 1 to Tier 2 path should be Fire Mastery into Unstable Magic to maximize burst damage. For a control-focused build, Fire Mastery into Ice Mastery creates a versatile damage kit that covers both burst and CC. Support players should take Magic Protection at Tier 1 and Greater Healing at Tier 2 immediately, treating offensive schools as secondary investments.

Tier 3: The School Divergence Point

Tier 3 is the most important decision point in the Arcanist tree. It offers Lightning Mastery, Devastation, Advanced Books, and Rune Specialist. Lightning Mastery adds chain-lightning behavior to lightning spells, hitting multiple targets in proximity. This makes it the best school for fighting grouped enemies like Steamer units on Rotten Island or Grimverd pyramid defenders. Devastation is a powerful passive that increases the damage ceiling of all spells when your mana pool is above 75 percent, incentivizing burst casting followed by retreating to regenerate.

Advanced Books significantly increases the damage output of Spell Books and unlocks higher-tier book recipes. If you prefer AoE Spell Books over precision staves, Advanced Books at Tier 3 is mandatory. Rune Specialist amplifies the effectiveness of runes socketed into your staves and books, which at the Tier 3 stage begins to matter significantly if you have obtained a Rune of Elements or Rune of Strength for your weapon.

The recommended Tier 3 path depends on your school focus. Fire build: take Devastation and Rune Specialist. Lightning AoE build: take Lightning Mastery and Advanced Books. Poison DoT build: skip Tier 3 offensively and take Advanced Books plus Rune Specialist to maximize the Poison Mastery you will take at Tier 4. The Rune Specialist investment pays off most strongly in the late game when you have access to Master Runes.

Tier 4: Poison and Wild Magic

Tier 4 introduces Poison Mastery, Wild Magic, Advanced Rods, and Advanced Armor. Poison Mastery adds a stacking poison DoT to poison spells. Each stack amplifies the damage of subsequent stacks, making Poison Mastery build extremely powerful against high-health targets like bosses. The Skeleton King in the Swamp Cemetery dungeon is particularly vulnerable to poison stacking since he lacks a poison cleanse mechanic.

Wild Magic randomizes the element of each spell cast but dramatically increases average damage output. Wild Magic builds are unpredictable and therefore ill-suited for encounters with specific elemental vulnerabilities. However, against enemies without strong resistances, the sheer damage bonus from Wild Magic often outperforms focused school builds. Wild Magic pairs well with Unstable Magic from Tier 1 for a maximum-chaos maximum-damage build.

Advanced Rods at Tier 4 is the staff-focused equivalent of Advanced Books. It increases staff damage, reduces staff mana costs, and unlocks higher-tier staff recipes at the crafting station. If your build revolves around the Shock Staff or Flames Staff, Advanced Rods at Tier 4 is a mandatory investment. Advanced Armor reduces spellcasting penalties from heavier armor sets, which at Tier 4 allows Arcanists to equip Bronze or Iron-tier chest armor without the movement and cast speed penalties that normally apply.

Tier 5 and Tier 6: Mastery Capstones

Tier 5 offers Pure Power, Elemental Resistance, and Rod Specialist. Pure Power increases the maximum damage ceiling of all spells regardless of school, functioning as the Arcanist equivalent of Master Weapons in the Warrior tree. It is essentially mandatory for any build focused on dealing damage. Elemental Resistance reduces incoming elemental damage from all sources, which is critical in Zone 3 where Desert enemies and the Massive Golem Boss deal fire and physical combined damage. Rod Specialist is the final staff mastery passive, pushing Shock Staff and Flames Staff damage to their absolute maximum values.

Tier 6 provides Master Rods and Master Books. Master Rods is the ultimate capstone for staff users, adding an on-hit effect to staff attacks that deals bonus elemental damage matching the staff's school. With Rod Specialist from Tier 5 and Master Rods from Tier 6, the Shock Staff becomes capable of chaining lightning hits that can eliminate groups of Steamer units without additional spell casts. Master Books does the same for Spell Books, turning AoE casts into devastating area attacks suitable for clearing Underground Cities.

For the fire build final skill order: Fire Mastery (T1), Unstable Magic (T1), Magic Protection (T1), Ice Mastery (T2), Devastation (T3), Rune Specialist (T3), Advanced Rods (T4), Advanced Armor (T4), Pure Power (T5), Rod Specialist (T5), Master Rods (T6). This sequence maximizes burst damage while building in enough utility and survivability to handle Zone 3 content. The Flames Staff with a Rune of Elements socketed in combination with this build produces some of the highest single-target damage in the game.

Staves vs. Spell Books: Which to Choose

The choice between staves and books fundamentally shapes your Arcanist playstyle. Staves (Magic Staves) are precision weapons best suited for single-target encounters: boss fights, elite enemies, and situations where you need sustained damage on one target. The Shock Staff and Flames Staff are the two premier endgame staves. Staves are enhanced by Advanced Rods, Rod Specialist, and Master Rods in the skill tree.

Spell Books fire in AoE patterns and excel in group combat situations. Fighting through dungeon corridors full of Mortivar warriors, clearing Grimverd pyramid floors, or handling Steamer unit clusters on Rotten Island all favor Spell Books. The Fire Book and Ice Book are the most versatile in the mid-game, while the Lightning Book becomes dominant in endgame AoE situations when combined with Lightning Mastery. Spell Books are enhanced by Advanced Books and Master Books.

A practical hybrid strategy used by experienced Arcanist players is to carry both a staff and a book, swapping between them based on encounter type. Invest in Rune Specialist and Advanced Armor from the shared skill nodes, then split remaining points between Advanced Rods and Advanced Books. This approach sacrifices the damage ceiling of a pure staff or pure book build but provides unmatched flexibility across the diverse encounter types found in Everwind's dungeons and open-world biomes.

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