Gaming Guide

Enshrouded 1.0 Early Mage Build: First Skill Points, Wand, Spells and Armor

An early-game mage build for Enshrouded 1.0: the first 13 skill points in order, plus the wands, spells and armor you can get by Flame level 3.

An early-game mage build for Enshrouded 1.0: the first 13 skill points in order, plus the wands, spells and armor you can get by Flame level 3.

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.

Enshrouded hand crafting menu showing the 'Wand - Magic Weapon' recipe card listing Bones
The Wand recipe card at item level 3 lists Bones as its resource.

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.”

Enshrouded Staff item card showing 'Staff - Magic Weapon', 'Long Range - Equippable' and Power 7
The Staff card notes ‘Spellcasting: 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.

Mage Apprentice skill card on the Enshrouded Skills screen
Mage Apprentice on our Skills screen: Wand and Staff damage per level, one skill point per rank.
  • 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.
Enshrouded character firing a Wand, an ice bolt flying down a stone path
An ice bolt flies from the Wand down a stone path, with ‘Magic attack’ and ‘Heavy Attack’ hints.

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.

StepNodeClassCostRunning totalWhy
1SpiritMage11on the way to Mage Apprentice
2Mage ApprenticeMage12build pick
3CounterstrikeMage13on the way to Mana Currents
4Mana CurrentsMage14build pick
5IntelligenceMage15on the way to Iceman
6IcemanMage27build pick
7ArsonistMage29build pick
8IntelligenceMage110on the way to Eternal Spark
9Eternal SparkMage111build pick
10IntelligenceMage112on the way to Unity
11UnityMage113build pick

More Mage skills to take next

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.

SkillClassCostPoints to reachRoute from a SparkWhat it does
IntelligenceMage1 point1Spark > IntelligenceIncreases your Intelligence attribute by 1. Increases Magic damage by 5% per Attribute Point.
SpiritMage1 point1Spark > SpiritIncreases your Spirit attribute by 1.
Eternal SparkMage1 point per rank, 3 ranks2Spark > Intelligence > Eternal SparkDealing damage with Wand projectiles has a 15% chance to restore 1 durability to that weapon. (15% chance per rank)
Mage ApprenticeMage1 point per rank, 3 ranks2Spark > Spirit > Mage ApprenticeDamage with Wands and Staves increased by 5%. (5% damage per rank)
Mana CurrentsMage1 point per rank, 3 ranks2Spark > Spirit > Mana CurrentsBase Mana Regeneration is increased by 5. (5 Mana Regeneration per rank)
Life EssencesMage1 point per rank, 3 ranks4Spark > Intelligence > Healer > Spirit > Life EssencesIncreases your maximum Health by 3 times your Intelligence attribute. (3 times per rank)
Quick ChargeMage1 point per rank, 3 ranks4Spark > Spirit > Mana Currents > Spirit > Quick ChargeCharge Time of spells is reduced by -10%. (-10% Charge Time per rank)
UnityMage1 point per rank, 3 ranks4Spark > Intelligence > Eternal Spark > Intelligence > UnityDamaging enemies with Wands has a 10% chance to restore 2% of your maximum Mana. (10% chance and 2% of maximum Mana per rank)
ArsonistMage2 points per rank, 3 ranks5Spark > Spirit > Mage Apprentice > Intelligence > ArsonistAll Fire damage is increased by 10%. (10% damage per rank)
IcemanMage2 points per rank, 3 ranks5Spark > Spirit > Mage Apprentice > Intelligence > IcemanAll Ice damage is increased by 10%. (10% damage per rank)
SpellslingerMage1 point per rank, 3 ranks7Spark > Spirit > Mana Currents > Spirit > Quick Charge > Spirit > Intelligence > SpellslingerStaff damage is increased by 5%. (5% damage per rank)
Wand SpecializationMage3 points7Spark > Intelligence > Eternal Spark > Intelligence > Unity > Wand SpecializationUnlocks Special Abilities of Wands.
Wand MasteryMage1 point per rank, 3 ranks8Spark > Intelligence > Eternal Spark > Intelligence > Unity > Wand Specialization > Wand MasteryWand damage is increased by 5%. (5% damage per rank)
WizardMage2 points per rank, 3 ranks8Spark > Spirit > Mage Apprentice > Intelligence > Arsonist > Intelligence > WizardCritical 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.

Spiritual Cane staff recipe card at the Alchemist in Enshrouded
The Spiritual Cane recipe card at the Alchemist.
ItemTypeItem levelDamage typeSkill ranks when enhancedCard statsMade atUnlockRecipe
WandWand3IceNoneOvercharge +10%; Mana Regeneration +2Hand craftingFrom the start2 Bones
StaffStaff3–NoneNoneHand craftingFrom the start3 Bones, 1 String
Spiritual CaneStaff5–NoneNoneAlchemistOnce you have Shroud Wood3 Shroud Wood, 4 Bonemeal, 2 Resin
Spectral WardWard5–Arcane Deflection +1, Eternal Spark +1, Snake Eater +1, Unity +1, Wand Mastery +1Mana Regeneration +2; Poison Resistance +5%AlchemistOnce you have Bonemeal4 Metal Sheets, 6 Bonemeal, 1 Aerated Banshee Gel
Ghostly WardWard10–Arcane Deflection +1, Eternal Spark +1, Fire Resistance skill +1, Unity +1, Wand Mastery +1Mana Regeneration +3; Fire Resistance +5%AlchemistFrom Flame level 34 Amber, 2 Copper Bars, 1 Giant Critter Scales
Wand store art from Enshrouded
Wand. Image: Keen Games

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.

Flame Level Up 2 with the Recipe Unlocked notice in Enshrouded
Reaching Flame level 2 unlocked Mana Drain II and Fire Bolt II for us.

Hand crafted spells

Enshrouded Mana Drain I item card with +7 Mana per second and 0.5s Charge Time
The Mana Drain I card describes it as a ‘Channel Spell’ held to channel over time.

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.

Enshrouded character on a stone path channeling Mana Drain I with a Staff toward an empty field
Holding the left mouse button with the Staff drawn channels Mana Drain I.
SpellItem levelMana cost or Mana leechedMakesRecipeUnlock
Fire Bolt I321202 Resinfrom the start, once you have Resin
Fire Bolt II529204 ResinFlame level 2
Fire Bolt III1250204 Resin, 3 AmberFlame level 3
Mana Drain I3Leeches 7 Mana per second15 Bonesfrom the start, once you have Resin
Mana Drain II5Leeches 10 Mana per second12 Salt, 2 Midnight LilyFlame level 2
Mana Drain III12Leeches 13 Mana per second14 Gloomberry, 2 Bug DustFlame level 3
Fire Bolt I store art from Enshrouded
Fire Bolt I. Image: Keen Games

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.

Fireball I spell charges recipe card at the Alchemist in Enshrouded
Fireball I spell charges at the Alchemist, made from Resin, Tar and Bonemeal.
SpellTypeItem levelMana costCharge timeMakesRecipeStation upgrade neededRecipe appears
Fireball ISpell charges10532.5 seconds2010 Resin, 1 Tar, 2 BonemealNoneOwn Tar (or own a Fireball I)
Pillar Of Flames ISpell charges12541.2 seconds205 Charcoal, 5 Amber, 10 ResinMortarOwn Charcoal (or own a Pillar Of Flames I)
Ice Bolt ISpell charges5471 second205 Shroud Liquid, 2 WaterNoneOwn Shroud Liquid (or own an Ice Bolt I)
Ice Bolt IISpell charges12591 second202 Glow Dust, 3 Corrupted Boar Tusk, 2 WaterNoneOwn Glow Dust (or own an Ice Bolt II)
Chain Lightning ISpell charges12651.2 seconds204 Bonemeal, 1 Copper Bars, 20 Flintstone, 4 ResinMortarOwn Copper Bars
Shock Wisp ISpell charges12502.5 seconds501 Bug Dust, 1 Glow Dust, 2 Brittle Shroud PetalsNoneOwn Bug Dust
Heal Cascade IChannel581 second202 Aureolin Flower, 5 Bonemeal, 1 Aerated Banshee GelNoneOwn Bonemeal (or own a Heal Cascade I)
Chain Heal ISpell charges12381 second204 Bonemeal, 5 Chamomile, 1 Glow DustMortarOwn Chamomile
Entangle ISpell charges5130.5 seconds505 Critter Parts, 2 BonesNoneOwn 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.

Enshrouded character casting 'Fire Bolt I' from a Staff, a fire bolt leaving the staff head
A fire bolt leaves the Staff head, with the HUD spell label reading ‘Fire Bolt I’.

Early Mage armor sets

Enshrouded Character screen with Alchemist Apprentice set, Physical Armor 24 and Magical Armor 36
The full Alchemist Apprentice set of hat, chest, gloves, trousers and boots worn together.

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).

Alchemist Apprentice Chest recipe card at the Alchemist in Enshrouded
The Alchemist Apprentice Chest recipe card at the Alchemist.

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.

Enshrouded Alchemist Apprentice Hat card with Physical Armor 5, Magical Armor 7 and 'Upgrade at: Alchemist'
The Uncommon Alchemist Apprentice Hat adds +8% Magical Critical Strike Chance at item level 5/7.
SetPieceSlotItem levelSkill ranks when enhancedCard statsWhere it comes fromRecipe
Alchemist ApprenticeAlchemist Apprentice HatHead5Mage Apprentice +1, Thunder +1Magical Critical Strike Chance +8%Alchemist (Through the Alchemist)2 Bonemeal, 2 Torn Cloth, 1 String, 1 Metal Scraps, 2 Aerated Banshee Gel
Alchemist ApprenticeAlchemist Apprentice ChestChest5Dark Arts +1, Wizard +1Mana +24Alchemist (Through the Alchemist)5 Torn Cloth, 5 String, 7 Bonemeal, 2 Metal Scraps, 25 Active Mycelium
Alchemist ApprenticeAlchemist Apprentice GlovesHands5Arsonist +1, Quick Charge +1Magic Damage +2%Alchemist (Through the Alchemist)2 Torn Cloth, 4 String, 2 Bonemeal, 1 Metal Scraps, 2 Aerated Banshee Gel
Alchemist ApprenticeAlchemist Apprentice TrousersLegs5Bloodletting +1, Terror +1Mana +9Alchemist (Through the Alchemist)4 Bonemeal, 2 String, 2 Torn Cloth, 5 Shroud Liquid
Alchemist ApprenticeAlchemist Apprentice BootsFeet5Iceman +1, Necromancer +1Mana Regeneration +4Alchemist (Through the Alchemist)3 Torn Cloth, 6 String, 2 Resin, 15 Mycelium
MageMage HatHead10Mage Apprentice +1, Thunder +1Magical Critical Strike Chance +9%Alchemist (From Flame level 3)4 Torn Cloth, 5 Shroud Mushroom, 2 Linen, 1 Goo
MageMage ChestChest10Dark Arts +1, Wizard +1Mana +48Alchemist (From Flame level 3)4 Indigo Plant, 2 Copper Bars, 1 Glow Dust, 6 Amber, 3 Giant Critter Scales
MageMage GlovesHands10Arsonist +1, Quick Charge +1Magic Damage +3%Alchemist (From Flame level 3)2 Indigo Plant, 1 Goo, 2 Linen, 2 Shroud Sack
MageMage TrousersLegs10Bloodletting +1, Terror +1Mana +18Alchemist (From Flame level 3)1 Bug Dust, 1 Glow Dust, 2 Copper Bars, 4 Charcoal, 2 Corrupted Boar Tusk
MageMage BootsFeet10Iceman +1, Necromancer +1Mana Regeneration +8Alchemist (From Flame level 3)1 Bug Dust, 2 Resin, 1 Reptile Leather, 2 Brittle Shroud Petals
HealerHealer HeadwrapHead10Shroud Mitigation +2Revive Duration -0.5 sAlchemist (From Flame level 3)5 Shroud Mushroom, 1 Glow Dust, 2 Linen, 2 Bones
HealerHealer TunicChest10Shared Misery +1, Water Aura +1Healing +48%Alchemist (From Flame level 3)4 Indigo Plant, 6 Amber, 4 Copper Bars, 3 Giant Critter Scales, 1 Goo
HealerHealer GlovesHands10Healer +1, Quick Charge +1Healing +12%Alchemist (From Flame level 3)1 Glow Dust, 2 Linen, 2 Indigo Plant, 2 Shroud Sack
HealerHealer PantsLegs10Healing Revive +2Revive Heal Percentage +7%Alchemist (From Flame level 3)4 Charcoal, 4 Torn Cloth, 1 Bug Dust, 1 Copper Bars, 2 Corrupted Boar Tusk
HealerHealer BootsFeet10Healer +1, Righteous Fire +1Mana Regeneration +8Alchemist (From Flame level 3)1 Reptile Leather, 2 Dried Fur, 1 Resin, 2 Brittle Shroud Petals
WizardWizard HatHead10Mage Apprentice +1, Radiant Aura +1Critical Strike Damage +19%Chests–
WizardWizard ChestChest10Life Essences +1, Wizard +1Wand Damage +3%Chests–
WizardWizard GlovesHands10Wand Mastery +2Wand Damage +6%Chests–
WizardWizard PantsLegs10Eternal Spark +1, Unity +1Mana Regeneration +8Chests–
WizardWizard BootsFeet10Frost +1, Ice Resistance skill +1Health Regeneration +6Chests–
Wizard Gloves store art from Enshrouded
Wizard Gloves. Image: Keen Games

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.