Every Alchemy Spell, Rune, And Potion In Everwind

Every Alchemy Spell, Rune, And Potion In Everwind

While you’ll need to do a bit of melee combat in Everwind before you’ll be able to gain access to the arcane, there’s plenty of magic to be found by opting to begin to spec into the Arcanist skill tree once you’ve found your first magical gear.

You’ve got your work cut out for you, though, if you want to master all things magic in Everwind. With potions to craft, runes to find and use, a slew of staves and spellbooks, and more, here’s everything you’ll need to know to get started using magic and all things arcane in Everwind.

How To Use Magic

Potions, runes, alchemy items, and staffs in a chest in Everwind.

Though your introduction to combat overall in Everwind is going to come in the form of melee weapons and bows before you’ve left your starting island at the beginning of a new save, you’ll soon work toward finding all kinds of magical gear and taking your combat to new heights. You’ll call on the arcane at all points as an Arcanist in Everwind, routinely using staffs, spells, runes, potions, and more to your advantage as you set off and explore.

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The trick with magic in Everwind is that it’ll need to be progressively unlocked as you find items around the world. Check chests and dressers on every island for your earliest magical staff weapons, which aren’t quite as easy to create at the Blacksmithing Station back on the ship as swords and tools.

You can begin using magic as soon as you find the items required to do so. There are a handful of things you’ll be looking out for as you explore, such as potions located largely within dungeons and settlements on tables and in chests, with weaponry and spellbooks seeming to be more prelavent when dropped from tougher enemies as you continue exploring and reaching new heights.

That said, you’ll be able to make your own potions at an Alchemy Table, with more potions and potencies unlocking as you advance the skill level of your crafting tables. Most ingredients have alchemical properties, which you’ll see when you hover over it in your inventory. They’ll be locked at first, and you’ll need to work out what each every alchemy ingredient in Everwind does when added to a potion (or check the tables we’ve included below in our guide after finding all of them out for you).

Crafting a Small Rune Battle Feast at a Rune Crafting station in Everwind.

When it comes to runes, which are magical weapons you’ll be able to use in battles to imbue status effects and debuffs onto enemies, dealling elemental damage or causing them to experience some kind of slowdown. Runes come in six sizes – Fragment, Small, Medium, Big, Huge, and Perfect – and the bigger a rune is, the longer and stronger its effects will linger.

You’ll collect rune fragments from various treasure sources as you explore your procedurally generated world in Everwind, and you’ll need to assemble fragments at a Rune Crafting Station to make usable runes for the next time you leave the airship and head into battle, since

Finally, you’ll have offensive magic in terms of staff weapons and spellbooks, which are different beasts despite their similarity and uses in combat. When it comes to magic staffs in Everwind, you’ll find that they’re reliably able to attack using magic and the elements from afar, which is a great way to inflict damage other than your standard bows and arrows before enemies even know you’re around. On the other hand, spellbooks cast spells in a radius around you, affecting anything within as soon as you cast it.

These items will need to be recharged using a portion of Spirit Crystal Dust as their sturdiness depletes with usage. Like regular weapons need repairs every now and again on their durability meters, you’ll need to reinfuse the magic into your staves and spellbooks.

Using a Cinder Rod on a Mortivar Archer Traineee in Everwind.

Magic Staffs And Spellbooks

Item Name

Stats

Staffs

Frost Rod

9-10 Ice Damage

Cinder Rod

11-12 Fire Damage

Spellbooks

Spellbook of Clearance

Removes debuffs and negative effects from friendly targets in the spell’s range.

Spellbook of Curse

Weakens opponents and lowers their combat abilities.

Spellbook of Freeze

Pause enemy movements and freeze them in place for a short duration.

Spellbook of Hellfire

Inflicts a burning status to all enemies within its range.

Spellbook of Madness

Makes enemies attack their allies instead of your character.

Upgrade The Arcanist Skill Tree To Improve Your Magic

With swords and shields different in a combat setting to staves and spellbooks, you likely won’t be surprised to learn that there’s a separate Arcanist skill tree available for you to spend your skill points boosting your magical capabilities instead.

You’ll likely want to spec into the Warrior tree a bit at first until you get your hands on magical items to help keep you safe in combat (especially since that’s how you’ll boost your HP pool and unlock access to better armor sets), but once you’ve begun looking at using magic in battle, consider boosting your skills and unlocking new weapons by spending your points in the Arcanist skill tree.

The location of the Master Rods node in the Arcanist skill tree in Everwind.

Spending these points will let you do everything from understand alchemical properties on sight when finding new Compendium items, increasing the area of effect on your spellbooks, and unlocking better items to use in battle. The most important tool-based upgrades in the Arcanist skill tree in Everwind can be found in the following places on said tree:

  • Advanced Books: Third tier, middle icon.
  • Rune Specialist: Third tier, fifth icon from the left.
  • Advanced Rods: Fourth tier, second icon from the left.
  • Pure Power: Fifth tier, first icon from the left.
  • Rod Specialist: Fifth tier, fifth icon from the left.
  • Master Rods: Sixth tier, middle icon.
  • Master Books: Sixth tier, fourth icon from the left.
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How To Use Alchemy Ingredients, Potions, And Runes

Making a Soft Hands potion in Everwind at the Alchemy Station.

In the tables below, we’ve kept track of the alchemical properties you’ll need to keep in mind when dabbling in the arcane and using magic in Everwind. This includes the alchemical properties of your potion ingredients, an overview of which potions you can make with these ingredients and which affects to expect, and information on the individual runes currently available in the game.

Alchemical Properties Of Herbs

Item Name

Alchemical Effect(s)

Forest

Bell Flower

Loot Luck

Bulb

Jump Booster

Cane

Tireless

Jasmine

Swiftness

Lavender

Soft Hand

Typha

Diligence

Echinops

Ice Resistance

Snowdrop

Ice Resistance

Black Dahlia

Electricity Resistance

Aster

Soft Hand

Swamp

Loosestrife

Harvest

Typha Latifolia

Soft Hand

Desert

Aloes

Soft Hand

Deserva

Lockpicking

Rotten

Holly

Purification

Red Herb

Healing

Sicklevine

Lethal Precision

Jungle

Philodendron

Levitation

Using a Spellbook of Curse on a Mortivar Nomad Initiate in Everwind.

Alchemical Properties Of Mushrooms

Item Name

Alchemical Properties

Forest

Brown Woodcap

Diligence

Chanterelle

Lockpicking

Fly Agaric

Harvest

Green Woodcap

Poison Resistance

Porcini

Windborn

Glowing Mushroom *

Light

Moonshroom *

Light

Swamp

Darkshroom

Perception

Rotten

Toxic Mushroom

Poison Resistance

Glowing Mushrooms and Moonshroom appear on both Forest and Swamp islands.

The Spellbook of Curse in an inventory in Everwind.

Alchemical Properties Of Produce And Creature Loot

Item Name

Alchemical Properties

Forest Produce

Blueberry

Swiftness

Corn

Harvest

Tangerine

Healing

Swamp Produce

Wildberry

Jump Booster

Jelly Fruit

Fall Absorber

Desert Produce

Cactus Fruit

Perception

Rotten Produce

White Baneberry

Poison Resistance

Creature Loot

Ent Heart

Healing

Bone

Jump Booster

Egg

Stone Skin

Feather

Fall Absorber

Fur

Tireless

Fang

Lethal Precision

Nightflit’s Wing

Windborn

Rat’s Tail

Loot Luck

Butterfly Wing

Levitation

Glue

Glue

Fat

Ice Resistance

Meat

Sharp Instincts

Other Loot

Pearl

Soft Hand

Cone

Lockpicking

Resin

Healing

Amber

Strength

Clam

Loot Luck

Blue Resin

Perception

Coconut

Stone Skin

Honey

Healing

Spirit Crystal Dust

Invincibility

Blaze Crystal Dust

Light

Force Crystal Dust

Strength

Sulfur

Fire Resistance

Bone Meal

Loot Luck

Aurantite

Electricity Resistance

Infernite

Ice Resistance

Highlighting a Frost Rod in an inventory in Everwind.

Potions And What They Do

Offensive and Movement-Based Potions

Strength Potion


Increases physical damage dealt

Swiftness Potion


Increases movement speed

Lethal Precision Potion


Increases Critical Hit damage

Levitation Potion


Reduces fall speed

Soft Hand Potion


Reduces tool durability use

Fall Absorber


Reduces fall damage

Loot Luck Potion


Increases the chance of getting better items when looting

Harvest Potion


Increases items gained from material harvesting

Defensive Potions

Fire Resistance


Reduces fire damage taken

Ice Resistance Potion


Reduces ice damage taken

Electricity Resistance Potion


Reduces electric damage taken

Poison Resistance Potion


Reduces poison damage taken

Purification Potion


Removes all statuses and debuffs

Shooting ice across the ocean in the Tropical biome in Everwind with an Ice Rod using magic and alchemy.

Runes And What They Do

Rune Name

What it Does

Rune of Battle Feast

Restores Stamina upon killing an enemy.


Small: 10 Stamina

Medium: 15 Stamina

Big: 30 Stamina

Huge: 40 Stamina

Perfect: 50 Stamina

Rune of Crushing

Attacks have a chance to stun the enemy.


Small: 2% Chance

Medium: 3% Chance

Big: 4% Chance

Huge: 5% Chance

Perfect: 8% Chance

Rune of Doom

(Does not work on Bosses and/or Mini-Bosses)

Instantly kills any enemies below a specified HP threshold.


Small: 25 HP

Medium: 50 HP

Big: 80 HP

Huge: 100 HP

Perfect: 150 HP

Rune of Life Steal

Heals you for a percentage of the damage you dealt upon killing an enemy.


Small: 2%

Medium: 4%

Big: 8%

Huge: 10%

Perfect: 15%

Rune of Poison

Inflicts poison damage to a target for a specified duration.


Small: 2 Damage

Medium: 5 Damage

Big: 8 Damage

Huge: 10 Damage

Perfect: 15 Damage

Rune of Wound

Inflicts bleed to targets for a specified duration.


Small: 1 Damage

Medium: 3 Damage

Big: 5 Damage

Huge: 7 Damage

Perfect: 10 Damage

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Autor

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