Everwind: Best Tier 5 & 6 Skills to Unlock – Stealth & Magic Guide

Everwind: Best Tier 5 & 6 Skills to Unlock – Stealth & Magic Guide

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Why Tier 5-6 Skills Matter in Everwind

After my first full run to Tier 6 in Everwind, I realized I’d basically soft-locked myself into a mediocre build. I’d “grabbed what looked cool” instead of planning around Backstab, Shadowcloak, Pure Power, and the masteries that gate endgame gear. The result was a character that could do a bit of everything and excel at nothing.

The breakthrough came on my second playthrough when I treated Tier 5 and Tier 6 as my final build decisions, not just more toys. Once I started planning around stealth openers and magic/weapon masteries, the game flipped: elites melted, bosses felt fair, and I stopped getting one-shot by elemental nonsense in late-game biomes.

This guide walks through the Tier 5 and Tier 6 skills I now prioritize in Everwind, why they’re strong, and how to combine them depending on your playstyle. Everything here is based on actually respeccing, testing, and comparing builds in late-game islands.

How Tier 5 & 6 Progression Actually Works (and Why It Hurts to Mess Up)

Right now in early access, Tier-based skills exist for the Warrior and Arcanist classes only. The Engineer tree is still undercooked past the early tiers, so don’t bank on Engineer Tier 6 yet.

The key gotcha I learned the hard way: to reach Tier 5 and Tier 6 on Warrior/Arcanist, you’re forced to spend a minimum number of points in earlier tiers. That means every point you waste on a fancy-but-bad skill is a point you don’t have for late-game staples like Pure Power, Fast Casting, or Master Weapon/Bow/Armor/Rods/Books.

Before you start spending on Tier 5-6, open Character → Skills and look at:

  • How many total points you have left to earn at your planned level cap
  • Which weapon types you’ve actually committed to (bow, melee, rods, books)
  • Whether you want a stealth, magic, ranged, or hybrid identity

From there, treat Tier 5 and Tier 6 as the crown of that build: you’re not experimenting here, you’re finishing the idea.

Tier 5 Priorities – What to Grab First

By the time you hit Tier 5, you should already have your core tools from T1–T4. Tier 5 is where you turn that into a specialization. These are the skills that consistently pull their weight.

Stealth Core – Backstab + Shadowcloak

On my first “assassin” attempt, I foolishly picked Backstab without Shadowcloak, thinking crouch-walking with the basic stealth skill would be enough. It wasn’t. Enemies still spotted me the moment I got within kill range, and Backstab barely saw any use.

The combo that actually turns you into a predator is:

  • Backstab (Tier 5) – Increases damage against enemies who haven’t noticed you.
  • Shadowcloak (Tier 5) – Makes you visually invisible while crouching, not just quieter.

How it plays in practice:

  • You crouch (whatever key you’ve bound it to) at medium range.
  • Shadowcloak kicks in: enemies can’t see or hear you as long as you stay crouched.
  • You walk right up behind them and land a Backstab-boosted opener.
  • You either delete them instantly or start the fight with a massive damage lead.

This pair is mandatory if you want a stealth identity. Taking Backstab without Shadowcloak is a trap; taking Shadowcloak without Backstab wastes damage potential.

Damage & Casting – Pure Power and Fast Casting

For Arcanist-heavy builds, nothing changed my late game more than maxing Pure Power and Fast Casting. Before that, I was throwing flashy spells that didn’t quite delete enemies and took just long enough to get me clobbered mid-cast.

  • Pure Power (Tier 5) – Flat increase to all magic damage (about +10% at rank 1 up to +30% when maxed).
  • Fast Casting (Tier 5) – Reduces spellbook cast time (around 15% at rank 1 up to 45% when maxed).

Why they’re so good together:

  • Pure Power makes every spell more efficient: fewer casts per kill, less resource drain, faster fights.
  • Fast Casting compresses the danger window while you’re rooted in place channeling spellbook attacks.
  • Stacked together, they let you burst enemies down before they close the distance.

Priority-wise, I now do this:

  • Unlock Pure Power as soon as Tier 5 opens and leave it at rank 1–2 initially.
  • Grab Fast Casting and push it to at least rank 2.
  • Once you feel your economy is stable, max Pure Power, then Fast Casting to rank 3.

If you’re casting from a spellbook even semi-regularly, both of these are top-tier investments.

Universal Defense – Elemental Resistance

The point where I stopped underestimating Elemental Resistance was in a late-game lightning island where random trash mobs started chunking a third of my health per hit. I’d poured everything into damage and assumed dodging would be enough. It wasn’t.

Elemental Resistance (Tier 5) reduces incoming fire, ice, and lightning damage. That covers the majority of scary ranged and AOE attacks in endgame zones.

Screenshot from Everwind
Screenshot from Everwind
  • Take at least rank 1 as soon as you see elemental mobs becoming common.
  • Gradually push it toward rank 3 as you unlock more Tier 6 damage tools.

This is one of the few defensive skills I’d call “almost universal.” Whether you’re Warrior, Arcanist, stealth, or ranged, elemental chip damage adds up fast in Everwind’s later islands.

Weapon Gates – Master Bow & Master Weapon

This is where a lot of people accidentally brick their build. Master Bow and Master Weapon don’t give you flashy actives; they simply let you equip master-tier gear for bows and melee weapons respectively.

  • Master Bow (Tier 5) – Required to use master-class bows.
  • Master Weapon (Tier 5) – Required to equip master-class melee weapons.

My rule of thumb now:

  • If bow is a core part of your damage: unlock Master Bow as soon as you find your first good master bow or expect to.
  • If you’re mainly melee: grab Master Weapon instead.
  • Only take both if you’re genuinely running a hybrid build and know you can afford the points.

Don’t make my early mistake of unlocking both “just in case.” Those are two points you might desperately want later for Fast Casting ranks or Tier 6 skills.

Tier 6 Priorities – Closing Out Your Build

Tier 6 is the current ceiling in early access. These are the skills that will define how your character feels in the true endgame. This is where you commit.

Stealth Chain – Ambush (and When Throatslice Is Worth It)

If you’ve gone down the Backstab + Shadowcloak route, Ambush is the natural Tier 6 capstone.

Stealth Chain – Ambush (and When Throatslice Is Worth It)

If you’ve gone down the Backstab + Shadowcloak route, Ambush is the natural Tier 6 capstone.

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Ambush (Tier 6) lets you stun an enemy when you backstab them, but only if they’re at full health. That means:

  • You must start the fight from stealth with a Backstab.
  • You can’t tag them first and then try to “re-enter” stealth to trigger Ambush.

When used correctly, your opener looks like this:

  • Crouch with Shadowcloak and move behind the target.
  • Backstab from stealth → Ambush procs → target is stunned.
  • Unload your heaviest damage combo while they’re helpless.

On non-boss enemies, this often means they’re either dead or near-dead before they’ve performed a single action. Against elites and bosses, it’s still an incredible tempo advantage.

Throatslice (Tier 6) is the flashy cousin: it has a chance to instantly kill an enemy depending on how much damage you’ve done, but:

Screenshot from Everwind
Screenshot from Everwind
  • It does not work on bosses or special enemies.
  • It’s rare enough that you can’t rely on it in planning.

My honest take: if you’re tight on points, Ambush is the priority. Throatslice is fun, but Ambush is what makes stealth a reliable loop instead of a gimmick.

Ranged Suppression – Multi Arrow

On my bow-focused run, Tier 6 didn’t really “click” until I picked up Multi Arrow. Before that, bow felt great for single-target, but weak at controlling groups.

Multi Arrow (Tier 6) lets you fire multiple arrows at once, and scales with ranks up to four extra arrows. That turns every shot into a mini-cone of damage.

  • Rank 1–2: Good enough to reliably tag multiple enemies or double-dip on big targets.
  • Ranks 3–4: Turns bow into a real area denial tool, especially strong in narrow chokes.

If bow is anything more than a backup weapon, Multi Arrow is worth the points. Just remember it only shines once you’ve already invested in Master Bow and have a strong weapon equipped.

Endgame Gear – Master Armors, Master Rods & Master Books

Just like Master Weapon/Bow at Tier 5, Tier 6 has the gear gates that control your defensive and magic item slots:

  • Master Armors (Tier 6) – Required to equip master-class armor sets.
  • Master Rods (Tier 6) – Required to use master-class rods.
  • Master Books (Tier 6) – Required to use master-class spellbooks.

How I handle these now:

  • Everyone who’s reached late-game should plan on eventually taking Master Armors. The defensive jump is huge.
  • If you use rods as your main or secondary magic focus, take Master Rods.
  • If most of your big spells come from books, prioritize Master Books instead.
  • Only grab both Rods and Books if you’re a pure Arcanist and comfortable sacrificing elsewhere.

Don’t unlock these blindly on spec. Wait until you actually find a good master item in that category or know from experience that’s where you’re heading.

Staying Alive While Casting – Natural Cover

Even with Fast Casting maxed, there were still fights where charging a big spellbook attack felt like asking to be interrupted-or killed outright. That changed when I picked Natural Cover.

Natural Cover (Tier 6) makes you impossible to harm while casting spells from a book. In other words, you’re invulnerable during that charge-up.

  • It synergizes insanely well with Fast Casting and Pure Power.
  • It lets you stand your ground instead of constantly kiting during long casts.
  • It’s especially noticeable in boss fights with heavy projectile spam.

If you lean on spellbooks for your heaviest abilities, Natural Cover is one of the most impactful Tier 6 picks in the game. It turns “glass cannon” into “invulnerable while nuking.”

Screenshot from Everwind
Screenshot from Everwind

Reactive Defense – Magic Mirror (Staff Only)

Magic Mirror (Tier 6) is a more niche pick, but very satisfying when it fits your setup. It lets you deflect enemy projectiles back at the caster.

The catch-and this is important-is that it only works if you’re using a staff. If you’re swinging a sword, bow, or anything else, Magic Mirror does nothing.

  • Great in projectile-heavy areas or against specific ranged enemies.
  • Pairs well with a defensive or control-focused Arcanist setup.
  • Skip it entirely if you don’t run a staff as your main or frequent secondary.

I treat Magic Mirror as an optional luxury once my core damage and gear masteries are covered.

Sample Late-Game Builds and What to Pick

To make all this more concrete, here’s how I’ve been structuring my Tier 5–6 picks for different archetypes.

Shadow Assassin (Warrior-Focused)

  • Core weapons: Melee, maybe backup bow.
  • Tier 5: Backstab, Shadowcloak, Elemental Resistance (1–3), Master Weapon.
  • Tier 6: Ambush, Master Armors, optionally Throatslice if you have spare points.

Playstyle: Crouch in with Shadowcloak, Ambush-stun with Backstab, delete priority targets, then clean up the rest with superior weapons and armor.

Glass Cannon Arcanist

  • Core focus: Spellbooks and/or rods, staff if using Magic Mirror.
  • Tier 5: Pure Power (max), Fast Casting (2–3), Elemental Resistance (1–3), maybe Master Weapon if you carry a melee backup.
  • Tier 6: Natural Cover, Master Books or Master Rods (whichever you use most), optionally Magic Mirror if you’re on staff.

Playstyle: Sit behind the front line (or a summoned distraction), chain fast, high-damage spells while Natural Cover keeps you safe mid-cast.

Bow-Centric Ranged Killer

  • Core focus: Bow first, melee as fallback.
  • Tier 5: Master Bow, Elemental Resistance (1–3), possibly Backstab + Shadowcloak if you like opening from stealth before kiting.
  • Tier 6: Multi Arrow (3–4 ranks), Master Armors, maybe Master Weapon if your melee backup is key.

Playstyle: Use range and positioning to funnel enemies, then let Multi Arrow and good master bows shred groups before they reach you.

Hybrid Survivalist for Solo Play

  • Core focus: One melee or bow line + some magic.
  • Tier 5: Elemental Resistance (2–3), Pure Power (1–2), Fast Casting (1–2), Master Weapon or Master Bow.
  • Tier 6: Master Armors, Master Books or Rods (pick one), Natural Cover if you lean on spellbooks.

Playstyle: More forgiving than the extremes; you have tools for most situations and strong defenses, at the cost of not min-maxing a single damage type.

F
FinalBoss
Published 3/26/2026Updated 3/27/2026
12 min read
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