EnshroudedBuilds1.0
survivorB-TierMedium· 10–50

Enshrouded Radiant Healer (Co-op Support) Build — 1.0

30 points · 12 nodes · Healing / group support · updated 2026-10-19 · data sources

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Loads the exact 30-point allocation; edit it there and copy your own link.

TL;DR

The group's lifeline: Water Aura tick-heals the whole party, Healing Revive and Saviour make deaths cheap, and Righteous Fire + Divine Surge turn healing into damage. Solo it's slow — in co-op it's the difference between wiping and farming.

Skills in this build

30 points across 12 nodes on the live 1.0 tree, every path verified against the node graph. Click a skill to locate it in the planner.

SkillAreaRanksCostWhy
SpiritMage1/11+1 Spirit entry from the core Spark
IntelligenceMage1/11+1 INT, connects Healer
HealerMage3/33+% health from healing spells
SpiritMage1/11+1 Spirit, connects Life Essences
Life EssencesMage3/33Max health scales off Intelligence
Healing ReviveMage3/33Revived players return with far more health
SpiritMage1/11+1 Spirit, connects Water Aura
Water AuraMage3/33The build's engine — aura healing everyone nearby
Divine SurgeMage1/14Heals can critically strike
SpiritMage1/11+1 Spirit, connects Righteous Fire
Righteous FireMage3/36Healing triggers fire bursts — your damage
SaviourCore3/33Core area — 3-second revives

Attribute points: Spirit 3 · Intelligence 1

Stat priority

  1. Spirit — mana pool for sustained aura uptime
  2. Intelligence — spell power feeding heals and Righteous Fire bursts
  3. Mana regeneration — an aura that stops is a wipe
  4. Enough HP to survive being focus-fired (you're the priority target)

Recommended weapons

Grounded in verified 1.0 changes (armor set conversions, gem buffs) rather than datamined damage tables — our weapons database is still being verified.

SlotEarlyMidEndgame
Weapon 1Any wand — you're a caster, not a fighterRevelwood-tier wand with mana perksEternal healing spells (every spell has an eternal version in 1.0) + an upgraded wand from the class crafting survivor

Eternal spells and survivor upgrade services are confirmed in the official 1.0 changelog.

Recommended armor

  • Arcane/spirit-scaled sets from the mage crafting line
  • Mana regeneration and healing-effectiveness perks where offered

Food & consumables

  • Mana meals to extend aura uptime
  • Defense-scaled food — you get hit a lot while channeling saves

Gear progression

Early (levels 1–15)

Spirit entry → Healer ranks → first heal spells. Even two ranks of Healer changes group dynamics.

Mid (levels 15–30)

Water Aura 3, Healing Revive, Life Essences, Saviour from the core. You become un-killable-ish.

BiS (levels 30–50)

Righteous Fire 3 + Divine Surge — the damage-that-heals endgame. Eternal healing spells.

Playstyle

Stay mid-line: Water Aura radius covers your frontline, Righteous Fire converts every heal into AoE damage, and Divine Surge lets heals crit for burst saves. Pre-cast before engagement windows, revive through danger with Saviour (3 seconds) and top the revived with Healing Revive's boosted return health. In 1.0, area spells gained a ground cursor — your AoE heals and fire bursts are easier to place than ever.

Strengths & weaknesses

Strengths

  • Turns any group into a farming machine — deaths stop mattering
  • Water Aura is fire-and-forget healing while you contribute damage
  • Strong solo survivability even if kills are slow

Weaknesses

  • Slow solo kill speed — this is a co-op build
  • Mana-hungry before regeneration gear comes online
  • Needs party awareness — reactive play, not a rotation

Synergies & counters

  • Two-Handed Barbarian + Radiant Healer is the classic pairing — an unkillable frontline
  • Mass Destruction mages love your body-block and healing while their crits chain

What counters this build

Mana burn and interrupts shut you down — position like a mage. Spread formations fight your aura radius; call targets to keep the group tight.

Level-by-level skill order

Suggested unlock order for the 30-point target — follow it roughly; the exact pace depends on how many Shroud Roots and Elixir Wells you've found (they fund the same pool of points).

#SkillRanksPoints so far
1Spirit11
2Intelligence12
3Healer35
4Spirit16
5Life Essences39
6Healing Revive312
7Spirit113
8Water Aura316
9Divine Surge120
10Spirit121
11Righteous Fire327
12Saviour330

Recommended gems

  • Mana regeneration or healing-effectiveness gems
  • Gem of Toxic Reaction (massively buffed in 1.0) if you lean into Righteous Fire damage

When NOT to pick this build

  • You mostly play solo
  • Your group runs content far below their level
  • You want a proactive damage rotation — this is reactive support

FAQ

Can you play a healer in Enshrouded 1.0?

Yes — Water Aura, the Healer line, Healing Revive, Divine Surge and Righteous Fire form a full support kit on the mage side of the tree, and Saviour in the core cuts revive time to 3 seconds. It shines in co-op; solo it's safe but slow.

Does healing scale with anything?

Healer boosts health gained from healing spells, Divine Surge lets heals crit, and Intelligence raises magic damage which healing uses. Exact per-spell coefficients aren't in the server files — flagged on our data pages rather than guessed.

Is support viable solo?

Viable but slow. Righteous Fire and Divine Surge give you real damage, but if you play alone most of the time, the fire battlemage with a healing side-dip is the better route.

More builds

All Enshrouded 1.0 builds

Rather theorycraft your own? Open the planner — or check what 1.0 changed in the Core area first.