Everwind: How to Pick Tier 3 & 4 Skills – Survival & Gear Guide

Everwind: How to Pick Tier 3 & 4 Skills – Survival & Gear Guide

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Why Tier 3 & 4 Choices Matter in Everwind

Reaching Tier 3 and 4 in Everwind is the point where the game quietly stops forgiving your mistakes. Floating islands hit harder, mobs start chaining attacks, and suddenly “fun-but-inefficient” skills get you killed. The turning point for me was realizing that cool effects don’t matter if I’m dead and can’t swing, shoot, or cast.

This guide focuses on what to unlock first in Tier 3 and Tier 4 for the Warrior and Arcanist trees, with an emphasis on:

  • Staying alive (Great Body, Advanced Armor, Blood Thirsty)
  • Unlocking advanced equipment (Advanced Weapons, Advanced Rods/Books/Armor)
  • Reliable damage boosts (Devastation, Lightning/Poison Masteries)
  • When high-risk skills like Wild Magic and Focus are actually worth it

Everything here is based on what actually worked for me once Tier 2 content stopped being a cakewalk and I started climbing the tougher floating islands.

How Tier Unlocks Work (and Why Spreading Points Hurts)

Before picking skills, you need to understand how progression is gated:

  • Each skill tree (Warrior, Arcanist, Engineer) is divided into tiers.
  • You must spend 5 points in a tier of a tree to unlock the next tier in that same tree.
  • Spreading points across multiple trees delays your access to Tier 3 and 4 in any one tree.

My early mistake was dropping “just a couple of points” into everything. That kept me stuck with mid-tier gear and no real power spike. Once I started committing hard to a single tree first (usually Warrior for survivability), I hit Tier 3/4 much faster and the difficulty curve suddenly felt manageable again.

Rule of thumb for most players:

  • Solo: Rush Warrior Tier 3-4 first for health and armor, then layer damage/utility from Arcanist or Engineer.
  • Co-op: One player can go heavy Warrior, another can commit to Arcanist. Just don’t both half-invest in everything.

Best Warrior Tier 3 Skills – Survive First, Style Later

Tier 3 Warrior is where your character stops feeling squishy and starts feeling like an actual survivor. If you’re pushing higher islands, these are the picks that made the biggest difference for me.

1. Great Body – Mandatory Health Spike

Role: Core survivability boost

Great Body is the Tier 3 skill that straight up increases your maximum health. It has three levels:

  • Level 1: +25 HP
  • Level 2: +50 HP
  • Level 3: +75 HP

The breakthrough for me was realizing just how much this extra cushion changes real fights. On the higher islands, enemies don’t just chip you; they can delete half your bar if you misread a swing. Great Body gives you room to eat a mistake and still recover.

Priority: Take at least two ranks as soon as Tier 3 unlocks, and aim to max it by the time you’re consistently exploring floating islands.

2. Advanced Weapons (and Advanced Bows) – Unlock Your Gear

Role: Lets you equip advanced melee and ranged weapons

This is the other “no-brainer” Tier 3 pick. Advanced Weapons (and the bow-specific unlock if you’re an archer) don’t look flashy because they don’t show numbers on your character sheet, but they’re your ticket to the next tier of damage output.

  • Advanced Weapons: Required for high-tier swords, axes, and other melee weapons.
  • Advanced Bows: Required if you want to use advanced bows specifically.

When I first hit the floating islands, I made the mistake of hoarding advanced drops in my storage because I “didn’t want to waste a point” yet. The second I finally unlocked Advanced Weapons, the game felt dramatically easier – longer combos, better base damage, and stronger scaling on every hit.

Priority: If you’re primarily melee, grab Advanced Weapons early in Tier 3. If you’re bow-focused, Advanced Bows is also worth the point. Don’t unlock bow support if you barely use ranged – that’s how you starve yourself of Warrior points.

3. Finishing Combo / Rod Combo – Nice-to-Haves, Not First Picks

Role: Extra damage at the end of combos

These two skills add a combo finisher depending on your weapon type:

  • Finishing Combo: Adds a powerful finisher to melee weapon combos (swords, axes, etc.).
  • Rod Combo: Does the same for rods/wands.

They feel great when they land – extra burst, and in some cases better stagger. But there’s a catch: they only matter when you can safely run full combos. On higher islands where mobs hit like trucks, I found myself dodging out early rather than greedily fishing for finishers.

Priority: Pick these up after Great Body and your Advanced Weapons/Bows. They’re quality-of-life and DPS boosters, not your foundation.

Best Arcanist Tier 3 Skills – Smart Damage Before Gamble Damage

If you’re running any kind of spell-heavy or hybrid build, Tier 3 Arcanist is where your damage profile really diversifies. The temptation is to grab everything; the smart play is to lean into one or two elements plus your advanced gear unlocks.

1. Lightning Mastery – Safe, High-Impact Element

Role: Burst AOE damage and crowd control potential

Lightning Mastery boosts your lightning damage and adds a useful area-of-effect component: hitting one target can shock nearby enemies. It has three levels, and fully upgrading it gives you a 30% damage increase for lightning attacks.

On floating islands where mobs often spawn in packs, this is huge. Being able to crack multiple enemies with a single cast or enchanted hit makes fights much more controlled. I leaned on Lightning Mastery when I needed quick clears rather than long damage-over-time setups.

Priority: Excellent first elemental mastery if you like aggressive play – charge in, zap, clean up.

2. Advanced Books & Rune Specialist – Unlock Your Tools

Role: Access to powerful spells and stronger runes

These are the Arcanist equivalents of Advanced Weapons:

  • Advanced Books: Required to use advanced spellbooks you’ll start finding as you push into harder content.
  • Rune Specialist: Lets you equip and benefit from more powerful runes.

If you’ve ever looted a juicy-looking book only to see it greyed out, this is why. Once I unlocked Advanced Books, my spell options opened up massively – better base damage, more interesting effects, and stronger scaling with masteries.

Priority: If spells are a big part of your kit, slot at least one point in Advanced Books early in Tier 3. Rune Specialist is great once you actually have good runes to support it.

Best Tier 4 Warrior Skills – Armor, Crits, and Lifesteal

Tier 4 Warrior is where your build goes from “tough” to “stupidly hard to kill” if you choose correctly. This is also where I stopped relying on constant food spam and started sustaining through combat itself.

1. Advanced Armor – Non-Negotiable for High Islands

Role: Lets you equip advanced armor sets

This is a must-unlock skill. Just like weapons, you’ll eventually start finding or crafting advanced armor that’s flat-out better than anything earlier. Without Advanced Armor, it all just sits in storage.

This is a must-unlock skill. Just like weapons, you’ll eventually start finding or crafting advanced armor that’s flat-out better than anything earlier. Without Advanced Armor, it all just sits in storage.

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Once I slapped on my first full advanced set, incoming chip damage dropped to something I could actually manage without panic-healing. Combined with Great Body, it dramatically increased the number of hits I could survive.

Priority: Take this as soon as you hit Tier 4 Warrior, especially if you already have advanced pieces waiting.

2. Blood Thirsty – Sustain Without Constant Food

Role: Passive lifesteal to keep you topped up between fights

Blood Thirsty lets you recover health when you defeat enemies. It has three levels, and it effectively gives you life steal equal to a percentage of your damage (2% per hit in my experience, scaling with each rank and synergizing beautifully with high DPS builds and buffs like Battle Feast).

The practical impact is huge:

  • You no longer have to burn food after every small skirmish.
  • You can stay out on the islands much longer before needing to teleport back to your ship.
  • Big clearing phases (like farming mobs around a resource node) actually heal you instead of grinding you down.

Priority: If you’re running Warrior at all, Blood Thirsty is a top-tier pick right after Advanced Armor. It turns aggression into survivability.

3. Devastation – Huge Critical Damage Boost

Role: Amplifies the payoff of every crit you land

Devastation increases your critical damage and has three levels, with a massive +75% critical damage at max rank. If your build has any crit chance from gear, food, or other skills, this turns your crits into real nukes.

I noticed the difference most in boss-style fights and tougher elites. Normal hits keep your lifesteal and pressure up, while Devastation-boosted crits chunk off huge portions of their health bar.

Priority: High priority once your defenses are online (Great Body + Advanced Armor + at least 1–2 ranks in Blood Thirsty). Damage is no good if you die first, but once you’re stable, this is your go-to DPS multiplier.

4. Focus – Only If You Can Actually Avoid Damage

Role: Conditional damage buff for flawless play

Focus gives you +25% damage as long as you haven’t taken damage for a set duration. At base rank, it activates after 45 seconds without being hit; at max rank it drops to 15 seconds.

On paper it’s incredible. In practice, it’s brutal to maintain on crowded floating islands. One stray arrow or splash hit, and the timer resets. I found it most useful for:

  • Opening volleys in ranged-heavy builds
  • Pre-engaging from stealthy or high-ground positions
  • Bosses or elites where you can learn patterns and play near-perfectly

Priority: Skip this if you’re still getting tagged a lot or playing aggressively in melee. It’s a luxury, not a core skill.

Best Tier 4 Arcanist Skills – Power, Poison, and Risk

Tier 4 Arcanist is where you choose between reliable boosts and high-variance gimmicks. I tried both; one made my clears smooth, the other made them… exciting, let’s say.

1. Advanced Rods & Advanced Books – Finish Your Loadout

Role: Access to top-end magic weapons and spellbooks

Just like Advanced Weapons and Advanced Armor, these skills are pure unlock gates:

  • Advanced Rods: Required to wield advanced rods/wands.
  • Advanced Books (if tiered up in your version): Required for the highest-tier spellbooks.

If you’re primarily a caster or rod user, grabbing these early in Tier 4 is essential. Your elemental masteries don’t really shine until they’re paired with high-end gear.

2. Poison Mastery – Reliable Damage Over Time

Role: Status-based damage and control

Poison Mastery lets your attacks deal poison damage and occasionally inflict the poison status on enemies. Status effects are incredibly useful in Everwind because they keep doing work while you dodge, reposition, or swap targets.

I found Poison especially handy on tankier enemies and bosses. Even when I had to back off to heal or kite, their health kept ticking down.

Priority: A strong pick if you like more methodical fights and want extra safety. It’s not mandatory, but it’s very comfortable.

3. Wild Magic – For Players Who Love Gamble Builds

Role: High-risk, high-reward magic damage modifier

Wild Magic is the definition of a coin flip. Every time you cast a spell, it either:

  • Increases magic damage by 50%, or
  • Reduces magic damage by 25%.

When the buff side procs, fights melt. When the debuff hits during a clutch moment, it feels awful. On higher islands where consistency matters, this got me killed more than it saved time.

Priority: Only take Wild Magic if:

  • You’re comfortable playing around RNG.
  • You already have solid survivability from Warrior/gear.
  • You’re okay with some runs just going sideways.

If you want stable progress rather than highlight-reel bursts, invest in Lightning/Poison mastery, Advanced gear unlocks, and Warrior defenses instead.

Sample Priority Paths (Solo and Co-op)

To make this more concrete, here are paths that felt the strongest once I hit Tier 3/4.

Solo Melee (Survival-First Warrior)

  • Tier 3 Warrior: Great Body (2–3 ranks) → Advanced Weapons → optional Finishing Combo.
  • Tier 4 Warrior: Advanced Armor → Blood Thirsty (2–3 ranks) → Devastation → Focus (only if you rarely get hit).
  • Then: Dip into Arcanist for a single mastery or utility, or Engineer for exploration, but only after your core is online.

Solo Caster (Battle Mage Hybrid)

  • Tier 3 Warrior: Great Body (1–2 ranks) for a health floor.
  • Tier 3 Arcanist: Lightning Mastery → Advanced Books → Rune Specialist.
  • Tier 4 Warrior: Advanced Armor → Blood Thirsty (1–2 ranks).
  • Tier 4 Arcanist: Advanced Rods → Poison Mastery; consider Wild Magic only if you accept volatility.

Co-op: Dedicated Tank + Caster Duo

  • Warrior Player: Rush Great Body, Advanced Weapons, Advanced Armor, Blood Thirsty, Devastation. Your job is to stay in, keep aggro, and sustain.
  • Arcanist Player: Rush Lightning/Poison Masteries, Advanced Books/Rods, then consider Wild Magic and Focus for big, coordinated burst windows.

Practical Takeaway – What to Unlock First

If you’re staring at the Tier 3/4 screens wondering where to put your hard-earned points, use this short priority ladder:

  • 1. Survivability: Great Body → Advanced Armor. Without these, every mistake is lethal.
  • 2. Sustained uptime: Blood Thirsty so you can stay on islands longer and spend less time teleporting back for food.
  • 3. Gear unlocks: Advanced Weapons/Bows, Advanced Books/Rods so your drops and crafts actually matter.
  • 4. Reliable damage: Devastation, Lightning Mastery, Poison Mastery.
  • 5. Conditional and risky power: Focus and Wild Magic, only once you’re comfortable surviving without them.

Builds in Everwind can get pretty wild, but the pattern that kept me alive across the tougher floating islands was simple: health and armor first, sustainable healing second, advanced gear third, and flashy damage last. If you follow that order, Tier 3 and 4 stop feeling like a brick wall and start feeling like the power spike they’re meant to be.

F
FinalBoss
Published 3/23/2026Updated 3/27/2026
13 min read
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