For a ranged playstyle from the opening hour of Enshrouded 1.0, this build starts with the Wand (2 Bones) and Staff (3 Bones, 1 String), both hand crafted. Once you have Resin, you can also hand craft Fire Bolt I and Mana Drain I.

Quick answer: take Spirit and Mage Apprentice first, then Mana Currents (Counterstrike sits on that route), then an Intelligence node into Iceman and Arsonist, and finish with Eternal Spark and Unity. That is 11 nodes for 13 points.
The Wand’s item card is blunt about what it does: “A magical wand carved out of bones. Lifeless and cold, it shoots magical ice projectiles.” Its damage type is Ice. Staves work differently, and the game spells it out: “Equip a Staff and Spell Charges, then use Mana to cast.”

“Early game” refers here to gear available to craft or find through Flame level 3, or item levels 3–12. Values for skills show the rank 1 card figure, followed by the amount gained per rank in brackets.
First skill points for an early mage
Each level-up gives 2 skill points, and Shroud Roots and Elixir Wells give more (see how to get skill points). The 12 Spark nodes around the centre of the skill tree cost 0 points, so every route below starts at a Spark.
The picks come down to simple math. One Intelligence node costs 1 point and reads “Increases Magic damage by 5% per Attribute Point.” Mage Apprentice costs 1 point per rank and adds 5% Wand and Staff damage per rank, so both return 5% per point spent.

- Iceman adds 10% Ice damage per rank for 2 points per rank, and it applies to every Ice Wand shot and to Ice Bolt.
- Arsonist adds 10% Fire damage per rank for 2 points per rank, covering Fire Bolt and Fireball.
- Mana Currents provides 5 base Mana Regeneration for every rank.
- Unity gives each Wand hit a 10% chance to replenish 2% of your maximum Mana.
- Eternal Spark gives Wand hits a 15% chance to recover 1 durability.

The route below reaches 11 nodes at a cost of 13 points. Each node is accessed along the least costly path from a node you already have. Entries labelled “on the way to” are pass-through nodes: additional Intelligence nodes, Spirit, and Counterstrike, which gives an 8% chance to reflect 20% of damage. This plan only uses the first rank of each skill.
| Step | Node | Class | Cost | Running total | Why |
|---|---|---|---|---|---|
| 1 | Spirit | Mage | 1 | 1 | on the way to Mage Apprentice |
| 2 | Mage Apprentice | Mage | 1 | 2 | build pick |
| 3 | Counterstrike | Mage | 1 | 3 | on the way to Mana Currents |
| 4 | Mana Currents | Mage | 1 | 4 | build pick |
| 5 | Intelligence | Mage | 1 | 5 | on the way to Iceman |
| 6 | Iceman | Mage | 2 | 7 | build pick |
| 7 | Arsonist | Mage | 2 | 9 | build pick |
| 8 | Intelligence | Mage | 1 | 10 | on the way to Eternal Spark |
| 9 | Eternal Spark | Mage | 1 | 11 | build pick |
| 10 | Intelligence | Mage | 1 | 12 | on the way to Unity |
| 11 | Unity | Mage | 1 | 13 | build pick |
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After the first 13 points, these Mage skills build on the same wand-and-staff kit. Life Essences adds maximum Health equal to 3 times your Intelligence per rank, Quick Charge cuts spell Charge Time by 10% per rank, and Wand Specialization (3 points) unlocks the Special Abilities of Wands. Wand Mastery adds 5% Wand damage per rank, Spellslinger 5% Staff damage per rank, and Wizard 2% Critical Strike chance with Wands and Staves per rank. Every Mage node is in every Mage skill and what it does.
The table orders skills by their points-to-reach total, including the destination node and every node along the cheapest path from a Spark.
| Skill | Class | Cost | Points to reach | Route from a Spark | What it does |
|---|---|---|---|---|---|
| Intelligence | Mage | 1 point | 1 | Spark > Intelligence | Increases your Intelligence attribute by 1. Increases Magic damage by 5% per Attribute Point. |
| Spirit | Mage | 1 point | 1 | Spark > Spirit | Increases your Spirit attribute by 1. |
| Eternal Spark | Mage | 1 point per rank, 3 ranks | 2 | Spark > Intelligence > Eternal Spark | Dealing damage with Wand projectiles has a 15% chance to restore 1 durability to that weapon. (15% chance per rank) |
| Mage Apprentice | Mage | 1 point per rank, 3 ranks | 2 | Spark > Spirit > Mage Apprentice | Damage with Wands and Staves increased by 5%. (5% damage per rank) |
| Mana Currents | Mage | 1 point per rank, 3 ranks | 2 | Spark > Spirit > Mana Currents | Base Mana Regeneration is increased by 5. (5 Mana Regeneration per rank) |
| Life Essences | Mage | 1 point per rank, 3 ranks | 4 | Spark > Intelligence > Healer > Spirit > Life Essences | Increases your maximum Health by 3 times your Intelligence attribute. (3 times per rank) |
| Quick Charge | Mage | 1 point per rank, 3 ranks | 4 | Spark > Spirit > Mana Currents > Spirit > Quick Charge | Charge Time of spells is reduced by -10%. (-10% Charge Time per rank) |
| Unity | Mage | 1 point per rank, 3 ranks | 4 | Spark > Intelligence > Eternal Spark > Intelligence > Unity | Damaging enemies with Wands has a 10% chance to restore 2% of your maximum Mana. (10% chance and 2% of maximum Mana per rank) |
| Arsonist | Mage | 2 points per rank, 3 ranks | 5 | Spark > Spirit > Mage Apprentice > Intelligence > Arsonist | All Fire damage is increased by 10%. (10% damage per rank) |
| Iceman | Mage | 2 points per rank, 3 ranks | 5 | Spark > Spirit > Mage Apprentice > Intelligence > Iceman | All Ice damage is increased by 10%. (10% damage per rank) |
| Spellslinger | Mage | 1 point per rank, 3 ranks | 7 | Spark > Spirit > Mana Currents > Spirit > Quick Charge > Spirit > Intelligence > Spellslinger | Staff damage is increased by 5%. (5% damage per rank) |
| Wand Specialization | Mage | 3 points | 7 | Spark > Intelligence > Eternal Spark > Intelligence > Unity > Wand Specialization | Unlocks Special Abilities of Wands. |
| Wand Mastery | Mage | 1 point per rank, 3 ranks | 8 | Spark > Intelligence > Eternal Spark > Intelligence > Unity > Wand Specialization > Wand Mastery | Wand damage is increased by 5%. (5% damage per rank) |
| Wizard | Mage | 2 points per rank, 3 ranks | 8 | Spark > Spirit > Mage Apprentice > Intelligence > Arsonist > Intelligence > Wizard | Critical Strike chance with Wands and Staves is increased by 2%. (2% Critical Strike chance per rank) |
Early wands, staves and wards
Hand craft the Wand and Staff. Once you have Shroud Wood, the Spiritual Cane staff is made at the Alchemist; the Spectral Ward is made there once you have Bonemeal, and the Ghostly Ward from Flame level 3. Enhancing either ward unlocks Wand Mastery, Unity, Eternal Spark and Arcane Deflection ranks. Every later wand and staff is in the wands and staves list.

| Item | Type | Item level | Damage type | Skill ranks when enhanced | Card stats | Made at | Unlock | Recipe |
|---|---|---|---|---|---|---|---|---|
| Wand | Wand | 3 | Ice | None | Overcharge +10%; Mana Regeneration +2 | Hand crafting | From the start | 2 Bones |
| Staff | Staff | 3 | – | None | None | Hand crafting | From the start | 3 Bones, 1 String |
| Spiritual Cane | Staff | 5 | – | None | None | Alchemist | Once you have Shroud Wood | 3 Shroud Wood, 4 Bonemeal, 2 Resin |
| Spectral Ward | Ward | 5 | – | Arcane Deflection +1, Eternal Spark +1, Snake Eater +1, Unity +1, Wand Mastery +1 | Mana Regeneration +2; Poison Resistance +5% | Alchemist | Once you have Bonemeal | 4 Metal Sheets, 6 Bonemeal, 1 Aerated Banshee Gel |
| Ghostly Ward | Ward | 10 | – | Arcane Deflection +1, Eternal Spark +1, Fire Resistance skill +1, Unity +1, Wand Mastery +1 | Mana Regeneration +3; Fire Resistance +5% | Alchemist | From Flame level 3 | 4 Amber, 2 Copper Bars, 1 Giant Critter Scales |

Mage spells up to Flame level 3
Spells come from two places. Fire Bolt and Mana Drain are hand crafted in tiers I to III, with tier II from Flame level 2 and tier III from Flame level 3. Fireball I, Ice Bolt I, Heal Cascade I, Entangle I and a few level 12 spells are made at the Alchemist. Every tier of every spell is in how to get every spell.

Hand crafted spells

With the Staff drawn, the hint row reads ‘Cast spell’ and ‘Charge’; a single left click does not cast, but holding the left mouse button casts Fire Bolt I. Equip Mana Drain I from the backpack (right-click, Equip) and hold the button to channel it, leeching Mana from enemies without damaging them.

| Spell | Item level | Mana cost or Mana leeched | Makes | Recipe | Unlock |
|---|---|---|---|---|---|
| Fire Bolt I | 3 | 21 | 20 | 2 Resin | from the start, once you have Resin |
| Fire Bolt II | 5 | 29 | 20 | 4 Resin | Flame level 2 |
| Fire Bolt III | 12 | 50 | 20 | 4 Resin, 3 Amber | Flame level 3 |
| Mana Drain I | 3 | Leeches 7 Mana per second | 1 | 5 Bones | from the start, once you have Resin |
| Mana Drain II | 5 | Leeches 10 Mana per second | 1 | 2 Salt, 2 Midnight Lily | Flame level 2 |
| Mana Drain III | 12 | Leeches 13 Mana per second | 1 | 4 Gloomberry, 2 Bug Dust | Flame level 3 |

Alchemist spells
An Alchemist recipe appears once you own its key material, and some also need a Mortar at the station. The full station list is in all Alchemist recipes.

| Spell | Type | Item level | Mana cost | Charge time | Makes | Recipe | Station upgrade needed | Recipe appears |
|---|---|---|---|---|---|---|---|---|
| Fireball I | Spell charges | 10 | 53 | 2.5 seconds | 20 | 10 Resin, 1 Tar, 2 Bonemeal | None | Own Tar (or own a Fireball I) |
| Pillar Of Flames I | Spell charges | 12 | 54 | 1.2 seconds | 20 | 5 Charcoal, 5 Amber, 10 Resin | Mortar | Own Charcoal (or own a Pillar Of Flames I) |
| Ice Bolt I | Spell charges | 5 | 47 | 1 second | 20 | 5 Shroud Liquid, 2 Water | None | Own Shroud Liquid (or own an Ice Bolt I) |
| Ice Bolt II | Spell charges | 12 | 59 | 1 second | 20 | 2 Glow Dust, 3 Corrupted Boar Tusk, 2 Water | None | Own Glow Dust (or own an Ice Bolt II) |
| Chain Lightning I | Spell charges | 12 | 65 | 1.2 seconds | 20 | 4 Bonemeal, 1 Copper Bars, 20 Flintstone, 4 Resin | Mortar | Own Copper Bars |
| Shock Wisp I | Spell charges | 12 | 50 | 2.5 seconds | 50 | 1 Bug Dust, 1 Glow Dust, 2 Brittle Shroud Petals | None | Own Bug Dust |
| Heal Cascade I | Channel | 5 | 8 | 1 second | 20 | 2 Aureolin Flower, 5 Bonemeal, 1 Aerated Banshee Gel | None | Own Bonemeal (or own a Heal Cascade I) |
| Chain Heal I | Spell charges | 12 | 38 | 1 second | 20 | 4 Bonemeal, 5 Chamomile, 1 Glow Dust | Mortar | Own Chamomile |
| Entangle I | Spell charges | 5 | 13 | 0.5 seconds | 50 | 5 Critter Parts, 2 Bones | None | Own Critter Parts |
Fire Bolt and Fireball deal Fire damage, so Arsonist ranks raise both. Ice Bolt deals Ice damage and benefits from Iceman, the same node that boosts every Wand shot.

Early Mage armor sets

Four sets fit the early game. The Alchemist Apprentice set (level 5) comes through the Alchemist. The Mage and Healer sets (level 10) are made at the Alchemist from Flame level 3 (more in the craftable armor sets by Flame level). The Wizard set (level 10) comes from chests and has no recipe (the other chest-only families are in the loot armor sets list).

Several gear pieces directly support a wand mage. Wand Damage +6% comes on the Wizard Gloves, which unlock Wand Mastery +2 once enhanced. The Mage Boots and Alchemist Apprentice Boots can both unlock Iceman +1, while the Mage Gloves and Alchemist Apprentice Gloves can unlock Arsonist +1.

| Set | Piece | Slot | Item level | Skill ranks when enhanced | Card stats | Where it comes from | Recipe |
|---|---|---|---|---|---|---|---|
| Alchemist Apprentice | Alchemist Apprentice Hat | Head | 5 | Mage Apprentice +1, Thunder +1 | Magical Critical Strike Chance +8% | Alchemist (Through the Alchemist) | 2 Bonemeal, 2 Torn Cloth, 1 String, 1 Metal Scraps, 2 Aerated Banshee Gel |
| Alchemist Apprentice | Alchemist Apprentice Chest | Chest | 5 | Dark Arts +1, Wizard +1 | Mana +24 | Alchemist (Through the Alchemist) | 5 Torn Cloth, 5 String, 7 Bonemeal, 2 Metal Scraps, 25 Active Mycelium |
| Alchemist Apprentice | Alchemist Apprentice Gloves | Hands | 5 | Arsonist +1, Quick Charge +1 | Magic Damage +2% | Alchemist (Through the Alchemist) | 2 Torn Cloth, 4 String, 2 Bonemeal, 1 Metal Scraps, 2 Aerated Banshee Gel |
| Alchemist Apprentice | Alchemist Apprentice Trousers | Legs | 5 | Bloodletting +1, Terror +1 | Mana +9 | Alchemist (Through the Alchemist) | 4 Bonemeal, 2 String, 2 Torn Cloth, 5 Shroud Liquid |
| Alchemist Apprentice | Alchemist Apprentice Boots | Feet | 5 | Iceman +1, Necromancer +1 | Mana Regeneration +4 | Alchemist (Through the Alchemist) | 3 Torn Cloth, 6 String, 2 Resin, 15 Mycelium |
| Mage | Mage Hat | Head | 10 | Mage Apprentice +1, Thunder +1 | Magical Critical Strike Chance +9% | Alchemist (From Flame level 3) | 4 Torn Cloth, 5 Shroud Mushroom, 2 Linen, 1 Goo |
| Mage | Mage Chest | Chest | 10 | Dark Arts +1, Wizard +1 | Mana +48 | Alchemist (From Flame level 3) | 4 Indigo Plant, 2 Copper Bars, 1 Glow Dust, 6 Amber, 3 Giant Critter Scales |
| Mage | Mage Gloves | Hands | 10 | Arsonist +1, Quick Charge +1 | Magic Damage +3% | Alchemist (From Flame level 3) | 2 Indigo Plant, 1 Goo, 2 Linen, 2 Shroud Sack |
| Mage | Mage Trousers | Legs | 10 | Bloodletting +1, Terror +1 | Mana +18 | Alchemist (From Flame level 3) | 1 Bug Dust, 1 Glow Dust, 2 Copper Bars, 4 Charcoal, 2 Corrupted Boar Tusk |
| Mage | Mage Boots | Feet | 10 | Iceman +1, Necromancer +1 | Mana Regeneration +8 | Alchemist (From Flame level 3) | 1 Bug Dust, 2 Resin, 1 Reptile Leather, 2 Brittle Shroud Petals |
| Healer | Healer Headwrap | Head | 10 | Shroud Mitigation +2 | Revive Duration -0.5 s | Alchemist (From Flame level 3) | 5 Shroud Mushroom, 1 Glow Dust, 2 Linen, 2 Bones |
| Healer | Healer Tunic | Chest | 10 | Shared Misery +1, Water Aura +1 | Healing +48% | Alchemist (From Flame level 3) | 4 Indigo Plant, 6 Amber, 4 Copper Bars, 3 Giant Critter Scales, 1 Goo |
| Healer | Healer Gloves | Hands | 10 | Healer +1, Quick Charge +1 | Healing +12% | Alchemist (From Flame level 3) | 1 Glow Dust, 2 Linen, 2 Indigo Plant, 2 Shroud Sack |
| Healer | Healer Pants | Legs | 10 | Healing Revive +2 | Revive Heal Percentage +7% | Alchemist (From Flame level 3) | 4 Charcoal, 4 Torn Cloth, 1 Bug Dust, 1 Copper Bars, 2 Corrupted Boar Tusk |
| Healer | Healer Boots | Feet | 10 | Healer +1, Righteous Fire +1 | Mana Regeneration +8 | Alchemist (From Flame level 3) | 1 Reptile Leather, 2 Dried Fur, 1 Resin, 2 Brittle Shroud Petals |
| Wizard | Wizard Hat | Head | 10 | Mage Apprentice +1, Radiant Aura +1 | Critical Strike Damage +19% | Chests | – |
| Wizard | Wizard Chest | Chest | 10 | Life Essences +1, Wizard +1 | Wand Damage +3% | Chests | – |
| Wizard | Wizard Gloves | Hands | 10 | Wand Mastery +2 | Wand Damage +6% | Chests | – |
| Wizard | Wizard Pants | Legs | 10 | Eternal Spark +1, Unity +1 | Mana Regeneration +8 | Chests | – |
| Wizard | Wizard Boots | Feet | 10 | Frost +1, Ice Resistance skill +1 | Health Regeneration +6 | Chests | – |

Where the build goes next
Past Flame level 3, the fire Wizard build covers later gear, Eternal Fireball and a full point budget, and the summoner necromancer build takes the Mage tree toward skull and Hollow summons.






