Gaming Guide

Enshrouded 1.0: Best Battlemage Build Guide

A wand-first hybrid built on Blast and Cast, with exact skill costs, wand picks, and fire-focused gear through level 50.

A wand-first hybrid built on Blast and Cast, with exact skill costs, wand picks, and fire-focused gear through level 50.

Image: Keen Games

The Battlemage in Enshrouded 1.0 is a mage that never stops shooting. You fight with a wand, which costs no mana to fire. You keep a ward in your off hand for blocking. A staff waits on the side for the moments when one big spell beats ten more wand bolts. The 1.0 skill tree finally connects those two weapons with a single passive, and the whole build is designed around it.

Quick answer: Stack Intelligence, then Constitution. Rush Wand Specialization, Unity, and Blink, then Blast and Cast. Pair a Multishot wand with the Staff of Guidance, the Hailcaster Chest, Flaming Gauntlets, and Ring of the Mother Flame.

Image credit: Keen Games GmbH via YouTube/@Chiselchip

How the Enshrouded 1.0 Battlemage deals damage

Each weapon has a separate job. The wand fires quickly and costs nothing per shot, but every shot wears down its durability. It also works at mid range, which is shorter than most new players expect. The staff needs Spell Charges and spends Mana on every cast. In return it reaches much farther and hits much harder.

Blast and Cast is the effect connecting them. If a wand scores a Critical Strike, make a staff attack within 10 seconds to gain 50 percent additional base damage on that hit. This sets up a straightforward cycle: score wand crits, bring out the staff and use the boosted attack, then return to the wand. The 10-second window lets you wait for a safe opening instead of changing weapons immediately after a crit.

Backpack inventory screen with a Wooden Arrow stack selected and its stats panel on the right, action bar items below.
The Backpack tab shows the Wooden Arrow, a level 3 common Bow Ammo item with Damage 7 and Piercing 7, with 35 in the stack.

Your attributes follow the same logic:

  • Intelligence is the primary stat. It scales wand damage, staff damage, and healing.
  • Constitution comes second. Extra health is what separates a Battlemage from a fragile pure Wizard.
  • Spirit is optional. Wand attacks are free, so add it only if Mana actually runs dry.
  • Endurance is worth a few points if Blink and blocking keep draining your stamina.

Characters can reach level 50 in 1.0, and fully upgraded gear goes up to level 55. When you compare items, compare them at similar upgrade levels. A well-upgraded piece can beat a famous name that is still under-leveled.


Battlemage wand and staff skills: Costs and values

Most of the build’s points go into these Mage skills. Ranked skills scale per level, up to three ranks.

SkillCostEffectMax ranks
Wand Specialization3Unlocks wand Special Abilities1
Unity110% chance per rank to restore 2% max Mana per rank3
Eternal Spark115% chance per rank to restore 1 wand durability3
Wand Mastery1+5% wand damage per rank3
Mage Apprentice1+5% wand and staff damage per rank3
Wizard2+2% wand and staff crit chance per rank3
Blast and Cast3Wand crit: next staff hit +50% base damage (10 s)1
Sting3+20% repeated wand damage1
Aerial Wand Attack3Jump attack, +50% weapon damage blast, 25 Mana1
Wand Evasion Attack4Piercing disc while evading, +50% weapon damage, 50 Mana1

Fully ranked, Unity gives every wand hit a 30 percent chance to refund 6 percent of your maximum Mana. That refund is what keeps staff casts affordable without heavy Spirit investment. Wizard tops out at 6 percent extra crit chance. Since crits trigger Blast and Cast, that crit chance doubles as more staff windows.

Wand Specialization lets you build Focus by attacking and then unleash the wand’s Special Ability. That ability pulls clustered enemies together and hits them with pulses of the wand’s element.

Wand Specialization
Wand Specialization. Image: Keen Games

Aerial Wand Attack fires while you are airborne, during a normal jump or a Double Jump. You can keep dealing area damage while you reposition.

Aerial Wand Attack
Aerial Wand Attack. Image: Keen Games

Since Sneak Attacks aren’t available to wands or staves, this setup can’t use stealth openers.


Battlemage skill order from level 1 to 50

Spend points in layers. First make the wand reliable, then add mobility, then add crits and the wand-to-staff conversion. Shroud Roots and Elixir Wells give bonus skill points, so clearing them in each zone moves every step earlier.

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.

Opening points

  • Double Jump, for safety and positioning
  • Two Intelligence nodes in the Battlemage branch
  • Eternal Spark, so heavy wand use doesn’t burn through durability
  • Arcane Deflection, which refunds Mana on a successful parry
  • Unity, then Wand Specialization

Spirit, Mana Currents, and Updraft help with travel. Take them early if you explore a lot, or delay them if you want damage sooner.

Wand core and mobility

  • Arcane Proliferation, which gives wand attacks a chance to double their projectiles at reduced damage
  • Blink, which replaces the dodge roll with a short teleport
  • Emergency Blink, which lets you Blink out of a stun
  • Wand Mastery and Blink Attack, which adds a fire explosion when you Blink into an enemy
  • Aerial Wand Attack and Wand Evasion Attack

Arcane Proliferation works especially well with wands that carry the Multishot perk. A single trigger can then put up to four projectiles in the air.

Wand Evasion Attack
Wand Evasion Attack. Image: Keen Games

Crit layer and endgame

  • Counterstrike, Mage Apprentice, and another Intelligence node in the central branch
  • Wizard to full rank, plus Frost for melee attackers
  • Blast and Cast
  • Chain Hit and Mass Destruction, which add shock damage to nearby enemies on magic crits
  • Sting, Quick Charge, and Life Burst to finish

Life Burst heals every player near a target you kill with a magic weapon, and the heal scales with Intelligence. That makes it a natural fit once your INT is high. Water Aura is another healing option. It is weak early, though, and a Ring of Health covers the same need without spending skill points. If you play in a group, Guardian picks like Warden and Tower can replace some personal damage.

Returning players start fresh, because 1.0 reset the skill tree on existing saves. Later respecs happen at a Flame Altar and cost Runes.

Crafting menu with the Flame Altar selected, showing a recipe that needs 5 Stone, with categories for essentials, supplies, water utilities and weapons.
The Crafting menu shows the Level 1 Flame Altar recipe under Essentials, requiring 5 Stone.

Best wands for the Battlemage

All of these wands scale the same way. They deal 7 damage at level 1, 31 at level 25, and 61 at level 55, and each attacks every 0.6 seconds. What sets them apart is element and perks.

WandElementNotable perksMana Regen
Candlelight WandFireMultishot 1, 7% crit, 3% Health Leech16
Androme’s WandIceMultishot 1, 7% crit, 3% Mana Leech16
Ancient Drak WandLightningMultishot 1, 6% crit, Ruthless 32%14
Ashwood WandFire7% crit, Health Leech 916
Apprentice WandIceRenewal 1, Mana Leech 34

Overcharge lets a wand sometimes add damage, with the bonus capped by its listed percentage. The Candlelight, Androme’s, and Ashwood wands each have a 30 percent value. Ancient Drak Wand is at 27 percent, while Apprentice Wand is at 12 percent.

Candlelight Wand is the default pick for a fire build. It combines Multishot, a solid crit chance for Blast and Cast, and the health leech that keeps a mid-range fighter alive. It also stacks with the fire bonuses on the recommended gloves and ring.

Candlelight Wand
Candlelight Wand. Image: Keen Games

Androme’s Wand is the ice equivalent. It trades health leech for Mana Leech, which suits you if Mana is your bottleneck.

Androme's Wand
Androme’s Wand. Image: Keen Games

Ancient Drak Wand covers lightning. It is the slot to fill for enemies that shrug off fire and ice.

Ancient Drak Wand
Ancient Drak Wand. Image: Keen Games

Ashwood Wand has no Multishot. It matches the Candlelight Wand on crit chance and Mana regeneration, and its leech comes as a flat Health Leech 9, so it works as a backup fire wand.

Ashwood Wand
Ashwood Wand. Image: Keen Games

Apprentice Wand is a starter. Replace it once a Multishot wand drops.

Apprentice Wand
Apprentice Wand. Image: Keen Games

Carry at least one fire, one ice, and one shock wand, and switch based on the enemy. Polymath’s Wand is another strong endgame option. Electric Initialiser and Blizzard Wand are also worth picking up as they appear.


Staff of Guidance for Blast and Cast burst

The staff only has to do one thing well, which is turn a Blast and Cast proc into a large hit. The Legendary Staff of Guidance scales from item level 1 to 55. It carries 10 percent All Magic Fire Damage, 6 percent Critical Strike Chance, and 20 percent Critical Strike Damage. That lines up with a fire wand and fire gear without spreading your bonuses across unrelated elements.

Staff of Guidance
Staff of Guidance. Image: Keen Games

Keep the staff’s spell bar small and give each spell a different job:

  • Eternal Fireball for grouped enemies
  • Eternal Ice Bolt for single targets, since it also slows them
  • Heal Channel to recover after you disengage while solo, or Chain Heal in co-op
  • Entangle or Blizzard to hold enemies in place while you set up

Quick Charge shortens charge time on every spell. It earns its point once the staff becomes part of your routine.


Battlemage armor and ring setup

You don’t need a full matching set. Mix pieces that add wand damage, fire damage, crit chance, and health, including pieces whose built-in skill ranks match your tree.

SlotItemItem levelKey bonuses
Head (early)Alchemist Apprentice Hat58% magic crit, Mage Apprentice 1
Head (late)Vorgoth’s Soulbound Crown—Staff damage, magic crit
ChestHailcaster Chest30Health 240, 8% wand damage, Wizard 1
HandsFlaming Gauntlets4010% wand damage, 5% fire, Wand Mastery 1
Legs (early)Tank Trousers10Health 45, Health 40 perk, Absorb 1
Legs (late)Vorgoth’s Soulbound Pants—Wand damage, Mana
RingRing of the Mother Flame4516 Mana Regen, 5% fire, Mana 40

Alchemist Apprentice Hat is crafted at the Alchemist under a roof. It gives early crit chance plus Thunder 1, Mage Apprentice 1, and Mana Regeneration 4. Its armor values are 7 magical and 5 physical.

Alchemist Apprentice Hat
Alchemist Apprentice Hat. Image: Keen Games

Hailcaster Chest unlocks at Flame level 6 at the Alchemist. It gives 71 magical and 61 physical armor, Frost Resistance 4, and a Life Essences rank alongside the health and wand damage. That mix of bulk and offense is what this build wants from its chest slot.

Hailcaster Chest
Hailcaster Chest. Image: Keen Games

Flaming Gauntlets are Legendary and found in Veilwater Basin. They add 12 Mana Regeneration and Frost Resistance 3, plus ranks in Arsonist and Arcane Deflection. Their armor is 25 magical, 19 physical, and 19 fire.

Flaming Gauntlets
Flaming Gauntlets. Image: Keen Games

Tank Trousers are a Warrior piece from the Blacksmith that unlocks at Flame level 3. They outclass the early Mage legs for this build because they carry extra health and a Shiny Plates rank.

Tank Trousers
Tank Trousers. Image: Keen Games

Ring of the Mother Flame rounds out a fire build. It adds Arsonist 1, Radiant Aura 1, Mage Apprentice 1, and 2 percent Health Leech. It also grants 5 percent Fire Resistance, Frost Resistance 2, and a 60-second Wet Duration Reduction. Skip it if your main wand and staff use a different element. A Ring of Health fills the second slot well early on.

Ring of the Mother Flame
Ring of the Mother Flame. Image: Keen Games

In the off hand, a ward such as the Spectral Ward or Ghostly Ward gives you blocking, parrying, and Mana regeneration. Parrying matters here because Arcane Deflection refunds Mana on every successful parry.


Battlemage combat loop

Every fight cycles through the same three moves:

Enshrouded skill tree with the Airborne Architect skill highlighted in gold and marked Unlocked, with 2 skill points left.
The Skills menu shows the Airborne Architect skill now Unlocked, letting players turn into a spark to move freely through the air while building.
  • Pressure. Fire the wand while you move. Block or Blink when something closes in, and watch for crits.
  • Convert. After Blast and Cast triggers, if you have room, equip the staff and use the bonus for Fireball or Ice Bolt.
  • Reset. Swap back to the wand, let Unity refill your Mana, and wait for the next opening.

Against crowds, back away while shooting so enemies bunch up, then drop a staff spell on the pile. Against bosses, use the wand while you learn the attack patterns, and cast only during recovery animations you know are long enough. Hold a charged wand shot to pierce a line of enemies and stagger them. Use Aerial Wand Attack mid-jump so dodging never stops your damage.

Treat a Blast and Cast proc as an option, not an obligation. Skipping one costs a single bigger hit. Getting caught halfway through a cast with a melee enemy on top of you can cost the whole fight, and the wand is still doing real damage while you wait for a better window.