Enshrouded Mage Build 1.0: Skills, Wands, Staves, Mana and Armor
- โ ๏ธ What 1.0 changed for the Enshrouded mage build
- ๐ช Wand and staff: two jobs
- ๐งญ Skill point order for the Enshrouded mage build
- ๐ง Mana: our math
- ๐ก๏ธ Armor sets for the Enshrouded mage build
- โ๏ธ Battlemage: the hybrid Enshrouded mage build
- โ Enshrouded mage build FAQ
- ๐ Sources
A strong Enshrouded mage build for version 1.0 keeps two weapons apart: the wand deals steady damage and refills your mana, the staff casts spells like Fireball, Blizzard or totems. In any Enshrouded mage build, your first points go into Spirit and Intelligence, then into Unity and the wand nodes, and only after that into spell boosters.
This guide goes deeper than our overview of Enshrouded builds: a concrete order in the skill tree, mana math, armor sets from the Alchemist and the Battlemage as a hybrid. Every value comes from version 1.0, not from Early Access.
โ ๏ธ What 1.0 changed for the Enshrouded mage build
According to the official Keen Games patch notes, magic was the focus of the combat overhaul. If you load an old save, your skill tree is reset and you spend every point again. The key changes for your Enshrouded mage build:
- Nine new spell types: Mana Drain, Entangle, Pillar Of Flames, Blizzard, Ball Lightning, Fire Totem, Ice Totem, Shock Totem and Hollow Wretch.
- Eternal spells: Every spell now has an eternal version without charges. Keen mentions 22 tier 7 spell versions that you upgrade like gear.
- Wands: a heavy attack from the start that pierces enemies. Evasion and aerial attacks come as skills.
- New nodes: Blast and Cast, Advanced Necromancy, Totem Mastery, Aerial Wand Attack and Wand Evasion Attack.
That's why many percentages in older guides are wrong now. One example: according to the English community wiki, Unity used to give a 24% chance to restore 4% mana. In the 1.0 game data, it's a 30% chance for 6% mana at level 3. We sorted the full changelog in our Enshrouded 1.0 patch notes.
Patch #1 (1.0.1.0) from November 2, 2026 tuned the wand again: Wand Evasion Attack costs less mana, Aerial Wand Attack costs 40 mana instead of stamina, and cancelling each shot with a block no longer raises your rate of fire.
๐ช Wand and staff: two jobs
The most important call in your Enshrouded mage build is the weapon. According to the game data, you only cast spells with the staff: you equip the staff and spell charges and pay in mana. The wand fires its own projectiles instead and has stats like Overcharge, Mana Regeneration and, on some wands, Multishot.
| Wand | Overcharge | Mana Regeneration | Notes |
|---|---|---|---|
| Wand (starter) | 10% | +2 | from 2 Bones |
| Apprentice Wand | 12% | +4 | ice projectiles |
| Totem Wand | 27% | +14 | โ |
| Wand Of Bloodflow | 27% | +14 | +1 Multishot |
| Snakespine Wand | 30% | +12 | +1 Multishot |
| Ashwood Wand | 30% | +16 | highest Mana Regeneration in this list |
According to the database, every wand attacks every 0.6 seconds, and most found wands scale from level 1 to 55. Legendary staves like Ony's Staff drop as loot. Where legendary weapons are and how to upgrade them is in our legendary weapons guide.
๐ฅ Which spells your Enshrouded mage build puts on the staff
According to the database, these key spells cost this much mana at tier I:
| Spell | Mana cost | Effect |
|---|---|---|
| Ice Totem I | 26 | ice projectiles, slows |
| Fire Totem I | 37 | fire projectiles, explodes at the end |
| Pillar Of Flames I | 54 | area damage with burning |
| Blizzard I | 84 | area, 50% slow, 9 seconds |
| Eternal Fireball I | 95 | explosion, no charges |
| Hollow Wretch I | 102 | summons a skeleton for 1 minute |
| Mana Drain I | channeled | +7 mana per second, no damage |
Mana Drain is your emergency button. It deals no damage, but it pulls mana from enemies back to you. Totems and skeletons start with a limit of one. Totem Mastery and Advanced Necromancy raise that limit by up to three, so you can have four totems or skeletons out at once.
๐งญ Skill point order for the Enshrouded mage build
In the game data, all of these nodes sit in the Mage area of the tree. The order below follows the connections the database shows for each node. The numbers in brackets are the skill point costs listed in the database.
- Spirit and Intelligence (1 each): Both border the Spark starting node. Spirit gives 20 mana per point, Intelligence 5% magic damage.
- Double Jump (2): also next to the start, and a must for any playstyle.
- Unity (1, up to level 3): wand hits restore mana. This is the engine of the build.
- Wand Specialization (3): unlocks the Focus special attack and opens the path to Arcane Proliferation (3) and Wand Mastery (1, +5/10/15% wand damage).
- Wizard (2): +2/4/6% critical hit chance with wands and staves. Crits are what Blast and Cast feeds on.
- Mage Apprentice (1): +5/10/15% damage with both weapon types.
- Pick an element (2 each): Arsonist for fire, Iceman for ice or Thunder for shock, each +10/20/30%.
- Spellslinger (1) and Blast and Cast (3): The first raises staff damage by up to 15%. Blast and Cast increases the base damage of your next staff attack within 10 seconds by 50% after a wand crit.
- Expansion: Totem Mastery or Advanced Necromancy, Mana Currents (+5/10/15 base mana regeneration) and Quick Charge (โ10/20/30% charge time).
Where the points come from and what a respec at the Flame Altar costs is in our Enshrouded skill points guide. For time in the Shroud, Inner Fires from the general area is worth it too: +60/120/180 seconds.
๐ง Mana: our math
In an Enshrouded mage build, mana decides how long you keep casting in a fight. We ran the numbers from the game data:
- Unity level 3: a 30% chance times 6% mana averages 1.8% of your max mana per wand hit. With one attack every 0.6 seconds, that's about 3% per second. With the old wiki values (24% times 4%), it was 0.96% per hit. So 1.0 gives you almost twice as much.
- Arcane Proliferation: a 30% chance for twice the projectiles, and the extras deal 50% less damage. On average, that's about 15% more wand damage.
- Gear instead of points: The full Flame Arcanist set brings 231 mana. You'd need 11.55 points in Spirit to match that.
For emergencies there's Blood Magic (4): when your mana drops below 20%, you restore up to 35% of your max and pay 1 health per mana. The cooldown is 2 minutes. You can also craft Mana Potions in several tiers.
๐ก๏ธ Armor sets for the Enshrouded mage build
The Alchemist makes the armor for your Enshrouded mage build. In the database, the sets split into two lines: staff sets with a staff damage bonus and wand sets with a wand damage bonus. According to the patch notes, you unlock the next tier of sets automatically as soon as you upgrade the Flame.
| Set | Level | Line | Key stats (full set) |
|---|---|---|---|
| Alchemist Apprentice | 5 | starter | +33 mana, +8% magical crit chance |
| Warlock | 20 | wand | +18% wand damage, +285 health |
| Archmage | 20 | staff | +12% staff damage, +132 mana |
| Hailcaster | 30 | wand | +23% wand damage, +296 health |
| Thaumaturge | 30 | staff | +15% staff damage, +165 mana |
| Tidecaller | 40 | staff | +18% staff damage, +198 mana |
| Flame Arcanist | 45 | staff | +21% staff damage, +231 mana |
The values are the sums of the individual pieces at base level, per the database. We didn't find a craftable wand set above level 30 there. If you stick with the wand to the end, combine Hailcaster pieces with the Flame Arcanist hat and chest. Where to find the Alchemist is in our Enshrouded craftspeople guide.
โ๏ธ Battlemage: the hybrid Enshrouded mage build
The Battlemage fights with a wand at mid range and can take a hit in melee. The game data puts every magic node in one area, so the name just describes the playstyle.
- Eternal Spark (1): 15/30/45% chance that wand projectiles restore 1 durability. From here the path leads to Blink and to Evasion Attack in the Warrior area.
- Arcane Deflection (1): a successful parry gives you 10/20/30 mana. You can parry with a melee weapon, a shield or a ward.
- Life Essences (1): max health plus 3, 6 or 9 times your Intelligence.
- Wand Evasion Attack (4): attacking while dodging fires a piercing disc with 50% bonus damage. Patch #1 lowered the mana cost (it was 50), so check the tooltip for the new value.
- Blink (4): replaces the dodge roll with a short teleport. Blink Attack (2) deals fire damage when you blink in.
- Bloodletting (2): magic crits have a 20/40/60% chance to spawn two orbs that restore 10% health, mana or stamina each.
This hybrid Enshrouded mage build costs damage, because points land outside the damage nodes. In co-op, or against bosses with lots of melee attacks, it still pays off.
โ Enshrouded mage build FAQ
Do I need a staff to cast spells?
Yes. According to the game data, you cast spells with the staff and mana. The wand only fires its own projectiles.
Do I have to respec my mage after 1.0?
Yes. According to the patch notes, 1.0 resets the skill tree the first time you load an old save.
How many totems can I have out at once?
One by default. Totem Mastery raises the limit by up to three, so four in total.
What's the best way to get mana back?
Unity at level 3 with the wand. On top of that come Mana Drain, Arcane Deflection on parries and Mana Potions.
Which armor set fits an Enshrouded mage build?
For spells, the level 45 Flame Arcanist set. For wand players, the level 30 Hailcaster set.
๐ Sources
Checked against Enshrouded version 1.0.0.0 with hotfixes 1.0.0.1 to 1.0.0.3 and Patch #1 (1.0.1.0) from November 2, 2026, as of November 2026. From the hotfixes, only one change matters for mages: the Fire Wisp scroll has been fixed at level 27 since 1.0.0.1. Patch #1 changes the wand attack costs and the block cancel. Based on Keen Games' official posts on enshrouded.com ("1.0 Combat: changes and additions" from September 23, 2026, the changelog from October 14, 2026, and the Patch #1 changelog from November 2, 2026).
All skill, spell and armor values come from the game data database enshrouded.th.gl. The old Unity values come from the English community wiki at enshrouded.wiki.gg. Mana and set totals are our own calculations.