EnshroudedBuilds1.0
mageA-TierMedium· 15–50

Enshrouded Summoner Necromancer Build — 1.0

48 points · 17 nodes · Summon / sustained damage · updated 2026-10-19 · data sources

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Loads the exact 48-point allocation; edit it there and copy your own link.

TL;DR

The build 1.0 was made for: actively summoned skeletons, the new Advanced Necromancy and Totem Mastery nodes, and Gems of Necromancy stacking an undead army. You fight beside your minions while wands pick targets apart.

Skills in this build

48 points across 17 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 pip from the core Spark
IntelligenceMage1/11+1 INT entry
Mage ApprenticeMage3/33Flat magic weapon damage
Bone to AshMage3/33+% damage against Hollow — your dungeon-clearing multiplier
NecromancerMage3/33Chance to summon on magic-weapon kills
Advanced NecromancyMage3/36New-for-1.0 — deeper minion investment
Dark ArtsMage3/36Shrouded damage boost for the necro theme
IntelligenceMage1/11+1 INT, connects Eternal Spark
Eternal SparkMage3/33Wand durability economy
Wand MasteryMage3/33Flat wand damage
Arcane ProliferationMage1/13Chance for double wand projectiles
Aerial Wand AttackMage1/13New-for-1.0 wand attack
StingMage1/13Repeated wand damage boost
Life BurstMage1/14Kills heal nearby players
IntelligenceMage1/11+1 INT — bridges into the wand line
UnityMage1/31Wand hits can recover mana
Wand SpecializationMage1/13Unlocks wand Special Ability [R]

Attribute points: Intelligence 2

Stat priority

  1. Intelligence — +5% magic damage per point, feeds minion-scaling spells
  2. Wand damage (Wand Mastery) — your own sustained damage between summons
  3. Mana regeneration — summons and spells both pull on the pool
  4. Survivability — Life Essences converts Intelligence into max health

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 1Tier-1 wand + staff comboRevelwood-tier wand; keep a staff for area spellsWand with a Gem of Necromancy socketed — 1.0 added additional Necromancy gem tiers and limited Lesser Necromancy spawns per gem

Skeleton summons and the Necromancy gem family are confirmed in the official 1.0 changelog.

Recommended armor

  • Intelligence-scaled arcane armor from the mage crafting line
  • Perks that extend summon lifetime or magic damage where available

Food & consumables

  • Mana meals from farm produce
  • Any health-scaled food helps offset the mage HP pool

Gear progression

Early (levels 1–15)

Mage Apprentice line → Necromancer ranks as soon as they're reachable. One reliable summon beats damage stats early.

Mid (levels 15–30)

Bone to Ash 3, Dark Arts, Wand Mastery — your own damage catches up to the army.

BiS (levels 30–50)

Advanced Necromancy 3, the full wand-attack kit, Necromancy gems on both wand and swaps.

Playstyle

Summon first, shoot second: lead with skeleton summons to establish a front line, then stack wand fire through Sting and Arcane Proliferation while your minions chew. In 1.0 the game enforces a maximum active creature count — older summons get replaced, so re-summon strategically instead of spamming. The new aerial and evasive wand attacks give you answers when enemies close in.

Strengths & weaknesses

Strengths

  • Minions hold aggro and body-block — the safest mage playstyle
  • Scales with the same crit/spell nodes if you branch later
  • Very strong in Hollow Halls-style dungeon content via Bone to Ash

Weaknesses

  • 1.0 capped gem-spawned companions and added out-of-combat decay — army size is finite
  • Summon AI can clutter tight rooms
  • Slower burst than the fire crit pipeline

Synergies & counters

  • Minions + a bow ranger = a two-lane damage team that rarely takes hits
  • Totem Mastery (one branch toward Arsonist) adds another semi-static damage source

What counters this build

AoE-heavy bosses that clear your minions force you into personal damage — that's what the wand kit is for. Enclosed arenas shrink minion value; open world content is where the army shines.

Level-by-level skill order

Suggested unlock order for the 48-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
3Mage Apprentice35
4Bone to Ash38
5Necromancer311
6Advanced Necromancy317
7Dark Arts323
8Intelligence124
9Eternal Spark327
10Wand Mastery330
11Arcane Proliferation133
12Aerial Wand Attack136
13Sting139
14Life Burst143
15Intelligence144
16Unity145
17Wand Specialization148

Recommended gems

  • Gem of Necromancy (new tiers added in 1.0) — the build's signature
  • Note the 1.0 changes: Lesser Necromancy now has a spawn limit, and summoned companions start losing health out of combat

When NOT to pick this build

  • You dislike pet-class micromanagement
  • You want maximum burst damage per button press
  • You're fighting in cramped interiors most of the time

FAQ

Is a necromancer build viable in Enshrouded 1.0?

Yes — 1.0 added active skeleton summons, the Advanced Necromancy skill node, new Totem Mastery, and additional Gems of Necromancy. The changelog also capped gem-spawned companions and made them decay out of combat, so the build is strong but no longer unbounded minion spam.

How do necromancy gems work in 1.0?

Gems of Necromancy resurrect fallen enemies as companions. In 1.0, Lesser Necromancy has a spawn limit, companions lose health out of combat, and there's a global cap on player-spawned creatures — the oldest summon is replaced when you exceed it.

Do summons scale with anything?

Summon spells scale with your spell damage stats like other magic. The tree's Necromancer line (and new Advanced Necromancy) deepens the investment; exact per-minion scaling formulas aren't in the server files and are flagged on our data pages rather than guessed.

More builds

Other Mage-area builds

  • Fire Battlemage — A staff-and-spell mage that stacks fire: Arsonist's flat fire damage, Wizard's spell crit, and the Chain Hit → Mass Destruction combo that turns every crit into an area blast.
  • Frost Control Mage — The thinking player's mage: Iceman and Frost chill everything, Terror extends spell damage into control, and the knockback plus Blink keep the field shaped how you want it.

All Enshrouded 1.0 builds

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