Everwind Spellbooks Guide: All 4 Spells and When to Use Them
Date Published

Spellbooks in Everwind are a distinct weapon category available exclusively to Arcanist builds and players with sufficient Arcanist skill investment. Unlike magic staves (which deal continuous elemental damage), spellbooks provide powerful active effects: crowd control, AoE damage, status cleansing, and chaos induction. There are four documented spellbooks in the game, each with a radically different use case. This guide explains all four and tells you exactly when and how to deploy each one.
Spellbook of Clearance
The Spellbook of Clearance removes negative status effects from the caster and nearby allies instantly. This makes it the most powerful defensive utility spell in the game. The effects it removes include Poison (from Swamp/Cemetery biome gas and Poison Rune enemies), Burning (from fire-using enemies), and any other negative status the game applies during combat. In the Swamp biome particularly, poison gas inflicts the Poison status constantly, making the Clearance spellbook a life-saving tool.
The Clearance spellbook does not degrade with use, meaning it can be cast indefinitely without replacement. This is true of all spellbooks. Consider always keeping Clearance in your item bar when exploring the Swamp and Cemetery biome or the Rotten Island, both of which apply environmental hazard statuses. Pair it with the Antidote Potion for layered status cleansing if the biome's hazard is particularly severe.
For Arcanist players, Clearance also synergizes with the Arcanist skill Elemental Resistance: the resistance skill reduces the frequency and duration of incoming elemental statuses, while Clearance provides a manual override when the resistance is insufficient. Together they handle elemental status management comprehensively even in the most hazard-heavy zones.
Spellbook of Freeze
The Spellbook of Freeze hard-stops enemies in place, literally freezing them to the ground for a duration. This is the strongest crowd control ability in the game and has both offensive and defensive applications. Offensively, Freeze allows you to set up guaranteed backstab attacks (frozen enemies cannot dodge), use your best AoE spell or attack on a stationary cluster, or simply deal damage to an enemy that cannot counterattack.
Defensively, Freeze is invaluable when surrounded by multiple enemies or when a boss becomes too aggressive to safely engage. Freeze the most dangerous enemy, deal with the others, then return to the frozen target before the effect expires. In the Grimverd Stone Pyramid dungeons where Grimverd enemies frequently ambush from multiple angles, Freeze buys the critical moment you need to reorient and counterattack.
Ice Mastery from the Arcanist tree extends the duration and potency of ice-based effects, which likely includes the Freeze duration from this spellbook. Pairing Ice Mastery with the Spellbook of Freeze and the Frost Staff creates the definitive ice-specialist loadout that completely controls enemy movement while dealing sustained ice damage between Freeze applications.
Spellbook of Hellfire
The Spellbook of Hellfire ignites all enemies within an AoE radius simultaneously, dealing fire damage and applying the Burning status effect to everything caught in the blast. This is the highest-burst AoE damage ability in the game and is extraordinarily powerful against the two most fire-vulnerable enemy types: Mortivar (weak to fire) and Steamer (also weak to fire). A well-placed Hellfire cast into a cluster of four or five Mortivar enemies can deal more total damage than two minutes of sustained combat.
Fire Mastery from the Arcanist tree increases all fire damage, including the Hellfire's AoE blast. This makes a Fire Mastery Arcanist with the Hellfire spellbook one of the highest-damage AoE options in the game. Precede Hellfire with the Spellbook of Freeze to stop enemies in place first, ensuring the entire group is caught in the blast radius before anyone can move out of it. This two-spellbook combo is the signature opening sequence of optimized Arcanist play.
Spellbook of Madness
The Spellbook of Madness causes affected enemies to frenzy and attack their own allies for the duration of the effect. This is the most unusual and situationally powerful spellbook in the game. Against large groups of enemies, Madness effectively removes some of them from the fight entirely (they are busy attacking each other) while simultaneously dealing damage to the enemy faction from within their own ranks.
Madness is at its most devastating when used on a high-damage enemy with fast attack speed: a Madness-affected Mortivar Executioner deals its full 35-40 damage to nearby Mortivar allies rather than to you. In boss rooms where the boss summons adds, casting Madness on the adds turns them against the boss, adding their damage to yours and significantly accelerating the boss's HP depletion.
The Arcanist Poison Mastery skill pairs thematically with Madness because Madness-affected enemies that also carry the Poison status spread poison damage to each other through their frenzied attacks. Combining the Venom Staff (poison damage), Poison Mastery, and Madness creates a situation where groups of enemies simultaneously damage each other and spread poison DoT through their mutual attacks, a uniquely chaotic and effective strategy.
