Gaming Guide

A Strong Mage Build in Enshrouded 1.0 (Fire Wizard Skills and Gear)

A level 50 fire caster plan for Enshrouded 1.0 covering skill order, attributes, Eternal spells, armor, gems, and food.

A level 50 fire caster plan for Enshrouded 1.0 covering skill order, attributes, Eternal spells, armor, gems, and food.

Enshrouded’s 1.0 update reset every skill tree and raised the level cap to 50 and gear cap to 55. A pure caster now centers on Eternal spells, switching between a staff and wand, and dealing fire damage. Fell enemies—including the final boss—are vulnerable to extra fire damage, making a fire Wizard effective through most of the late game. The downside is a low health pool, offset by staying at range, using Blink, and benefiting from passive healing.

Quick answer: Stack Intelligence, then Constitution and Spirit. Rush Wand Specialization, Quick Charge, and Mana Currents. Then build Wizard-tree fire nodes. Cast Eternal Fireball from a fire staff and swap to a wand and ward for defense.

Dealing damage to enemies using Wizard in Enshrouded
Dealing damage to enemies as a Wizard (Image via Keen Games)

Saves created before 1.0 had their skill trees reset. Your level and items carried over, but you have to spend every point again before this build works. Do it in your base before you head out.


How the Enshrouded 1.0 Wizard plays

Enshrouded has no set classes. “Wizard” describes a route through the blue Mage branch of the shared skill tree, which contains the Wizard, Battlemage, Healer, and Trickster sections. This setup also takes a few nodes from Assassin, Survivor, and the center hub.

Enshrouded skill tree with glowing central ring, class branch labels around it, and 7 available skill points.
The Skills tree in Enshrouded shows the central ring of unlockable skills surrounded by the Survivor, Beastmaster, Ranger, Assassin, Athlete, Barbarian, Warrior, Guardian, Battlemage, Healer, Wizard and Trickster branches, with 7 skill points available.

The staff is your damage weapon. It charges a spell, spends mana, and hits an area. Eternal spells never use up Spell Charges, so you can keep casting the big ones as long as your mana holds. The wand covers everything else. It chips at enemies, refills mana through Unity, and sets up critical hits. Paired with a ward, it also lets you block when something reaches you.

The early game is slow. You fire single spells instead of combos, and the build really starts working around level 15. From the mid game on, you chain effects together. For example, you can root a group in place with Entangle and then drop a Fireball on it. Late-tier spells can take several seconds to charge, which is risky solo until Quick Charge is filled in.


Wizard attributes and the level 50 point budget

A level 50 character who has explored everything can earn 212 skill points. This total combines 2 points per level with the Shroud Roots and Elixir Wells found across all seven biomes. Clear the roots and wells in each zone as you progress, all the way to the final zone, Cinder’s Cradle, to keep your points in step with your level.

Full-screen World map with terrain outlines, a red player arrow, map markers and stats for Flame, altars and craftspeople.
The World map in Enshrouded shows the explored area with Flame Level 1, 1/2 Active Altars and 1/11 Craftspeople.
AttributePer pointLevel 50 example
Intelligence+5% magic damage26
Constitution+50 Health20
Spirit+20 Mana19
DexterityStamina recovery for Blink11
Endurance+10 Stamina10
StrengthNo caster value10

Intelligence does triple duty. It scales staff and wand damage, Water Aura healing, and fire nodes like Radiant Aura. Constitution comes next because some hits always land, and you have no heavy armor to absorb them. Spirit matters less than it looks. Unity, mana leech rolls, and Mana Currents keep the bar full, so buy Spirit nodes when mana is actually the problem. Arcane Concentration and Exalted add free Spirit and Intelligence as your Flame levels rise.


Wizard skill order: Levels 1 to 15

Spend the opening points on movement, mana, and the wand. Pick up every Intelligence, Spirit, and Constitution node you pass on the way.

SkillTreePoints
Double JumpCore2
Healer 1Healer2
BlinkHealer4
Water Aura 1Healer1
Waters of LifeHealer2
Eternal SparkBattlemage1
Unity 1Battlemage1
Wand SpecializationBattlemage3
Arcane DeflectionBattlemage1 per rank
Wand MasteryBattlemage1 per rank

Since staves have no weapon specialization node, take Wand Specialization first. It grants access to wand special abilities, which activate when your Focus bar is full.

Wand Specialization in the Battlemage tree in Enshrouded
Wand Specialization in the Battlemage tree (Image via Keen Games)

Blink replaces your dodge roll with a short teleport, and it is your main defense. Arcane Deflection gives 10 Mana per rank on a successful parry, up to 30 Mana at rank 3. That makes a ward a reliable mana source while your regeneration is weak. Once your gear provides enough passive regeneration, you can refund those points.

Wand durability drains quickly early on. Carry backup wands, or set Weapon Durability to Off in your world’s custom difficulty settings.


Wizard skill order: Mid game Trickster, wand, and fire nodes

Next, go into Trickster for spell speed and a bigger mana pool. Then finish the wand moves and start on the Wizard tree.

SkillTreePoints
Mage Apprentice 1Wizard1
Counterstrike 1Trickster / Wizard1
Mana Currents 1Trickster1
Quick Charge 1–3Trickster1 each
UpdraftTrickster / Assassin4
Water Aura 2–3Healer1 each
Wand Evasion AttackBattlemage4
Life BurstBattlemage4
Aerial Wand AttackBattlemage3
ExaltedBattlemage5
Life Essences 1–3Healer1 each
Emergency BlinkHealer2
Begone!Trickster3
Terror 1Trickster2
Spellslinger 1–3Trickster1 each
Arsonist 1–3Wizard2 each
Wizard 1–3Wizard2 each
Chain HitWizard3
Mass DestructionWizard3
Radiant Aura 1–3Wizard1 each
Bone to Ash 1Wizard1
Necromancer 1–3Wizard1 each

Quick Charge cuts spell Charge Time by 10% per rank. Without it, staff spells feel sluggish. Take the small Spirit nodes inside Trickster too, since they fill out your mana pool, and finish the section with Spellslinger.

Quick Charge node on the Trickster tree of Enshrouded
Quick Charge on the Trickster tree (Image via Keen Games)

Mage Apprentice is the first damage node to take in the Wizard tree, with elemental bonuses arranged around it. Each rank increases wand and staff damage by 5%.

Mage Apprentice on the Wizard tree of Enshrouded
Mage Apprentice on the Wizard tree (Image via Keen Games)

With a wand equipped, Aerial Wand Attack lets you keep the item-use button pressed while jumping to launch a small-area shot that adds 50% weapon damage. It costs 25 Mana. Wand Evasion Attack activates during a dodge instead, launching a piercing disc with the same 50% weapon-damage bonus.

Aerial Wand Attack
Aerial Wand Attack. Image: Keen Games

Wizard skill order: Endgame defense and elemental nodes

With the core loop in place, spend late points on mitigation and crit payoffs. Then fill out the remaining elemental ranks.

Enshrouded skill tree with a Double Jump tooltip showing Unlocked, and an Erudite achievement popup in the corner.
The Skills menu shows the skill tree with the Double Jump skill unlocked, which allows jumping a second time while airborne for 10 Stamina, and the Erudite achievement notification.

Survivability and crit nodes

SkillTreePoints
Shroud Mitigation 1–3Healer1 each
Shroud Resistance 1–3Healer1 each
Shared Misery 1–3Healer2 each
Healer 2–3Healer1 each
Bloodletting 1–3Trickster2 each
Terror 2–3Trickster2 each
Arcane ConcentrationTrickster5
Mage Apprentice 2–3Wizard1 each
Counterstrike 2–3Trickster1 each
Mana Currents 2–3Trickster1 each
Airborne 1–3Assassin1 each
Backstab Mastery 1–3Assassin1 each
Righteous FireHealerPer rank
Blast and CastTrickster3
Fatal PrecisionAssassin / TricksterPer rank
Shroud Resistance in the Healer skill tree
Shroud Resistance in the Healer tree (Image via Keen Games)

Fatal Precision sits on the Assassin side. Reaching it costs a few route nodes such as Vitality Surge and Dexterity, which makes it a good use for your last points. Backstab Mastery adds 20% backstab damage per rank and is optional. If you want it, pull points from Arcane Deflection, but keeping parry mana is a fair trade.

Elemental and utility nodes

Fire is the build’s focus, so treat the ice, shock, and shadow nodes as optional. You can trade them for more survivability.

  • Wizard, 2 points per rank: Iceman 1–3, Frost 1–3, Thunder 1–3, Dark Arts 1–3, Advanced Necromancy 1–3
  • Wizard, 1 point per rank: Ice Resistance, Shock Resistance, and Fire Resistance 1–3
  • Survivor: Endurance, Dexterity, Runner 1–3, Good Metabolism (3), Dessert Stomach (4), Wanderlust (3)
  • Center: Well Rested 1–3, Mason 1–3, Lumberjack 1–3, Prospector 1–3, Quality Gear, Miner (2)
  • Center tools: Felling Axe Specialization (2), Pickaxe Specialization (2), Airborne Architect (3)

Dessert Stomach unlocks a fourth food slot. Advanced Necromancy raises your maximum summoned Hollow allies by 1 per rank, which matters only if you keep a Hollow Skeleton spell on the bar.


What the key Wizard nodes do

SkillEffect per rankMax rank
Wizard+2% wand and staff crit chance3 (6%)
Arsonist+10% all Fire damage3 (30%)
Arcane Deflection+10 Mana per parry3 (30)
Quick Charge−10% spell Charge Time3
Mana Currents+5 base Mana Regeneration3 (15)
Mage Apprentice+5% wand and staff damage3
Spellslinger+5% staff damage3
Terror+20% chance spell crits stun for 2 sRaised by gear
Bloodletting+20% chance spell crits drop 2 orbsRaised by gear
Righteous Fire+20% of a heal dealt as Fire3 (60%)

Terror pairs well with Bloodletting. As your crit chance rises, a rapidly ticking spell such as Blizzard can land frequent critical hits, leaving enemies stunned while Health, Mana, and Stamina orbs gather around them. Each orb restores 10% of its resource. Armor pieces grant extra ranks in both nodes in addition to the tree.

Chain Hit and Mass Destruction spread critical-hit damage to nearby foes. A magic critical hit from Chain Hit jumps to another target within 15 meters, dealing 5 Shock damage per Intelligence. Mass Destruction inflicts 2 Shock damage per Intelligence on each enemy within 15 meters of the target.

Backpack inventory grid with Wooden Arrow selected, showing level 3 common bow ammo and the action bar below.
The Backpack menu shows a Wooden Arrow stack of 35 selected, with its Damage of 7 and Piercing 7.

Radiant Aura burns nearby Fell foes, inflicting 3 Fire damage for every point of Intelligence each second. With Righteous Fire, healing triggers a fiery blast against nearby Fell; Water Aura ticks qualify as healing. Arsonist boosts both.

Blast and Cast is new in 1.0. A wand crit raises the base damage of your next staff attack by 50% for 10 seconds. Arcane Proliferation gives wand attacks a 30% chance to fire double projectiles, with the extras dealing 50% less damage.

Water Aura heals you and injured allies within 5 meters, and its radius grows by 5 meters per rank. The base rate is 1 Health per 2 Intelligence. Waters of Life doubles that to 2 Health per 2 Intelligence, and Healer adds 15% per rank to spell and aura healing. Until Water Aura is filled out, use Eternal Heal Cascade II for healing.


Wizard spells: Eternal Fireball and the rest of the hotbar

Eternal Fireball is the main nuke. It launches a fireball that explodes on impact and hits everything in its radius. All three tiers are crafted at the Alchemist, under a roof.

SpellFire damageMana / RadiusUnlock
Eternal Fireball I (Rare, lvl 15)12095 / 380Pick up Bronze Bars
Eternal Fireball II (Epic, lvl 36)241209 / 500Quest: A Glimpse Of Eternity
Eternal Fireball III (Legendary, lvl 45)291231 / 620Pick up Sparkling Dust

All three have a 2.5-second Charge Time before perks. Each tier’s perks reduce Mana Cost by 5% and add Magical Critical Strike Chance, at 3%, 4%, and 5%. Tier I cuts Charge Time by 5%, as does tier II. Tier III cuts it by 10%. Tiers II and III also add 5% and 10% All Magic Fire Damage.

Eternal Fireball I
Eternal Fireball I. Image: Keen Games
Eternal Fireball II
Eternal Fireball II. Image: Keen Games
Eternal Fireball III
Eternal Fireball III. Image: Keen Games

Pair Fireball with the Eternal Fire Totem II. Fireball deals with tough single targets, and the totem burns down packs. Round out the bar with these:

  • Eternal Pillar of Flames I: a stationary fire column. Place it under a large enemy and back off.
  • Eternal Blizzard II: group damage whose rapid ticks feed Terror and Bloodletting.
  • Eternal Entangle: roots enemies so a Fireball can’t miss.
  • Eternal Shroud Meteor: drops five meteors per cast on Shroud clusters.
  • Eternal Protective Barrier and Eternal Heal Cascade II: defense and healing.
  • Ice Totem II, Shock Totem, and Hollow Skeleton: pull aggro and slow or drain enemies.

Two non-Eternal spells are worth knowing. Fire Bolt VIII, made through Manual Crafting, hits one target for 109 Fire damage. It costs 142 Mana and has a 0.75-second charge, but its charges run out, so save it for burst. Mana Drain VIII pulls 28 Mana per second from a target and deals no damage. It loses its value once your regeneration is strong.


Staves, wands, and wards for a fire Wizard

The Staff of Guidance is the fire staff this build is designed around. The Oracle’s Everblue (Legendary, level 53) is a strong alternative. It carries +5% Mana Leech, +7% Critical Strike Chance, and +10% All Magic Shroud Damage. The Crystalwater Staff and Violet Storm are other good options if you want mana leech and crit.

Staff of Guidance for Wizard fire build in Enshrouded
Staff of Guidance (Image via Keen Games)

The Candlelight Wand is your fire wand. Carry Androme’s Wand for ice and the Electric Initialiser for shock so you can hit enemy weaknesses. In your off-hand, the Incredible Ward handles blocking. The Prismatic Ward (Block 18, Parry Power 299 at level 45) adds Wand Mastery, Eternal Spark, and Mana Regeneration. Keep it at the highest level you can for mana on parries.

Incredible Ward shield in Enshrouded
Incredible Ward (Image via Keen Games)

Gems

  • Gem of Armoring (level 48): Killing an enemy leaves an orb behind. Collect it to gain resistance to all damage for 5.8 seconds.
  • Gem of Currents (level 45): while you are Wet or Soaked, your hits Soak enemies for 9.3 seconds. Hits on Soaked targets can add +18 Shock damage.
  • Gem of Hyperspecialization (level 48): a kill within 3 seconds of a weapon Special Ability returns 34 Focus.
  • Gem of Burning: a fire-themed gem that suits this staff setup.

Gem of Currents only works while you are wet. You can soak yourself before a fight with a Water Balloon.

Craft a Water Balloon and put it on your hotbar.
Stand right next to a wall or rock face.
Throw the balloon into the wall at point-blank range. The Soaked status appears on your character for around 30 seconds, and that activates the gem.
Enshrouded Character screen with a shirtless red-haired character in shorts, empty equipment slots, level 3 bar and status panel.
The Character tab shows a level 3 character wearing only ragged shorts, with empty armor slots and a Status details button.

A Portable Water Pump aimed at a rock face does the same job. The trick is less useful when your armor already cuts Wet duration heavily.


Wizard armor and rings for Enshrouded 1.0

In 1.0, armor can add ranks to skills. A piece that boosts a core node often beats a small stat difference elsewhere.

SlotFire setupAlternative
HeadVorgoth’s Soulbound CrownCirclet Of Lightning
ChestFlame Arcanist ChestCrestflame Chest
HandsFlame Arcanist GlovesFrozen Gauntlets
LegsVorgoth’s Soulbound PantsNone needed
FeetFlame Arcanist BootsLifelock Boots
RingsRing of the Mother Flame ×2Commander’s Ring, Ring of Thundersnow
Vorgoth's Soulbound Crown in Enshrouded
Vorgoth’s Soulbound Crown in the inventory (Image via Keen Games)

Vorgoth’s Soulbound Crown and Pants

Both are level 45 Legendary Mage pieces from the Vorgoth’s Soulbound set in Cinder’s Cradle. The Ancient Researcher teaches the recipes once you pick up Vorgoth’s Bound Essence, and you craft them under a roof. The crown is also a reward from the quest Cinders Of The End.

The crown has 56 Magical and 42 Physical Armor. It adds +10% Staff Damage, +14% Magical Critical Strike Chance, +17% Critical Strike Damage, and 28 Mana Regeneration. It also gives Terror 1, Necromancer 2, Spellslinger 2, and Counterstrike 2, plus 120 seconds of Wet Duration Reduction and +2 Frost Resistance.

Vorgoth's Soulbound Crown
Vorgoth’s Soulbound Crown. Image: Keen Games

The pants have the same armor values. They add +63 Mana, +10% Wand Damage, and 14 Mana Regeneration as a stat, plus a 28 Mana Regeneration perk. Their skill ranks are Unity 2, Terror 1, Wand Mastery 2, and Life Essences 2. They also give 120 seconds of Wet Duration Reduction and +2 Frost Resistance.

Vorgoth's Soulbound Pants
Vorgoth’s Soulbound Pants. Image: Keen Games

Flame Arcanist pieces

The Flame Arcanist Gloves are a level 45 Rare crafted at the Alchemist. They unlock at Flame level 9 and must be made under a roof. They have 56 Magical and 28 Physical Armor and add +21% Staff Damage, +16% damage against Magical enemies, and +40 Mana. They also give Arsonist 1 and Quick Charge 1, 90 seconds of Wet Duration Reduction, and +1 Frost Resistance.

Flame Arcanist Gloves
Flame Arcanist Gloves. Image: Keen Games

The Flame Arcanist Chest and Boots also come from the Alchemist. The chest adds Health, a large Mana bonus, and 3 minutes of Wet Duration Reduction. The boots add 28 Mana Regeneration and cut the Mana Regeneration delay.

Alternatives worth farming

Circlet Of Lightning is a level 40 Legendary from the Veilwater Basin, looted at Drak’Dal Camp. It has 50 Magical and 37 Physical Armor and adds 54 Mana, 18 Mana Regeneration, +5% All Magic Shock Damage, and +21% crit chance against Soaked enemies. It also gives Terror 1, Thunder 1, and Spellslinger 1, which suits a shock and Soaked variant.

Circlet Of Lightning
Circlet Of Lightning. Image: Keen Games
  • Crestflame Chest (level 48): 267 Physical and 149 Magical Armor, a large Health bonus, and Heavy Plates 1, for players who want a tankier caster.
  • Frozen Gauntlets (Legendary, level 45): +10% Wand Damage, +5% Ice damage, and +25% Crit Damage against Soaked enemies. Dive under the ice at Lacemaker Pond in the Veilwater Basin to loot them.
  • Lifelock Boots (level 48): +28 Mana Regeneration, +15% healing, and Healer 1. Swap to stamina boots for long trips.
  • Ring of the Mother Flame: a fire ring from a world chest in Cinder’s Cradle. Wear two in a fire setup.
  • Commander’s Ring and Ring of Thundersnow: Health Leech, and Mana Regeneration with Wizard, Thunder, and Bloodletting ranks.

Gear before the endgame

Start in Rugged armor at level 3 and the Fur set at level 5, both from the Blacksmith. Move to the Alchemist Apprentice set at level 8 and the Mage set at level 13. After that, upgrade to the Magician set at level 18, then Archmage, Elder at level 25, and Thaumaturge at level 33. The Archmage Boots are a level 20 Rare that unlocks at Flame level 5. They add 16 Mana Regeneration, a −350 Mana Regeneration delay, Iceman 1, and Necromancer 1.

Archmage Boots
Archmage Boots. Image: Keen Games

Wizard food and consumables

ItemEffect
Cabbage Mushroom Rice+24% Magic Damage
Meat WrapHealth and Magic Damage
Thyme Tea+16 Mana Regeneration for 1 hour
Ultimate Mana Potion+350 Mana instantly
Skull Summoning Vessel VSkull companion for 120 s

Mana refills quickly with this setup, so keep Ultimate Mana Potions for bosses that need nonstop casting. Carry bandages as well. The Skull Summoning Vessel V is a Legendary throwable crafted at the Collector, under a roof, after you pick up an Ectoplasm Cluster. It deals 70 Fire damage, costs 150 Mana, throws once per second, and stacks to 20.

Skull Summoning Vessel V
Skull Summoning Vessel V. Image: Keen Games

Wizard combat rotation

Open each fight by placing the Eternal Fire Totem II. Then start firing Eternal Fireball at the toughest target. Against groups, root them with Entangle first, or lay Blizzard and Pillar of Flames on top of each other so Terror keeps them stunned while orbs drop.

Between casts, lock on and fire the wand. A wand crit starts Blast and Cast’s 10-second window, so swap to the staff and cast into it when you have a safe opening. If an enemy closes in, Blink out, or keep the wand and ward up and block. Parries refill mana through Arcane Deflection. In crowded fights, killing enemies with the Gem of Armoring equipped gives near-constant damage immunity as you collect its orbs.

Enshrouded Difficulty menu comparing presets across enemy settings such as Enemy Damage, Boss Health and Enemy Stamina.
The Difficulty screen in Enshrouded compares the Default, Relaxed, Hard, Survival and Custom presets on the Enemies tab.

Almost nothing in the endgame holds up against this loop. The Fell Dragon is the exception. Bring a bow and stun arrows to knock it out of the air, because soloing it with spells alone is a slog.