EnshroudedBuilds1.0

Enshrouded Mage Skill Tree — 1.0

Wands, staffs and spells. The mage area holds all three element lines, the spell-crit combo that scales into endgame, necromancy with its new 1.0 depth, and the full healing kit — plus the wand attacks 1.0 added. Below: the planner focused on the mage area, the key nodes with real costs from the game files, and what 1.0 changed.

74 skills in this area (9 actives) · 220 points to max every rank here · Last updated 2026-10-19 · game build 1267041 (release_1.0)

Not sure where to start? Load the opening points — Spirit → Mage Apprentice → Intelligence, a connected starter path. From there, click any node that lights up (dimmed nodes stay locked until a path reaches them — same rule as in game).

212 points left · 0 spent of 212

How to use: ① click any pulsing ✦ Spark — it's the free entry point → ② only nodes wired to your lit skills can be learned — dimmed nodes are locked until a path reaches them, so follow the lines outward (right-click refunds a point) → ③ Copy build saves the whole thing in the link itself.

Start here: click any pulsing ✦ Spark — it's free. Drag to pan · scroll to zoom.

Marksman
Calm Spirit
Snake Eater
Counter Battery
Vukah Language
Beast Master
Good Metabolism
Vukah Culture
Endurance
Mithridatist
Bounty Bonanza
Endurance
Sweet Tooth
Swiftshot Sustenance
Wanderlust
Bee Sting
Endurance of the Flame
Dexterity
Dexterity
Dexterity
Endurance
Endurance
Eagle Eye
Dessert Stomach
Multi Shot Spread
Kick
Last Meal
Strategic Maneuver
Rebound
Cull the Herd
Primal Force
Survival Instinct

Key mage skills on the 1.0 tree

Costs and ranks below are from the 1.0 server files; the full node-by-node list with values and data flags is on the main planner page.

SkillTypeCostRanksWhy it matters
Mage Apprenticepassive13Flat magic weapon damage — the route into the area
Arsonistpassive23Fire damage line
Icemanpassive23Frost damage line
Thunderpassive23Shock damage line
Wizardpassive23Spell critical chance
Chain Hitpassive31Crits chain to another enemy
Mass Destructionpassive31Crits hit everything nearby — the payoff node
Necromancerpassive13Chance to summon on magic-weapon kills
Advanced Necromancypassive23New in 1.0 — deeper minion investment
Wand Evasion Attackactive41New in 1.0 wand attack
Aerial Wand Attackactive31New in 1.0 wand attack
Blinkactive41The reposition active — with Blink Attack and Emergency Blink beside it

What's new for mage in 1.0

New nodes on this area of the 1.0 tree: Unnamed node 1569371409, Wand Evasion Attack, Aerial Wand Attack, Totem Mastery, Advanced Necromancy, Blast and Cast Every before/after value is on the Mage 1.0 change list.

1.0 also reset every skill tree on first load (all points refunded) — details and the free way to plan the re-spend are in our respec guide.

Where to start: the nearest ✦ Sparks

Sparks cost 0 points — they're the free doors into the tree. The three closest to the mage area and what they connect to:

  • ✦ Spark → Spirit, Giant Slayer Hook
  • ✦ Spark → Intelligence, Saviour
  • ✦ Spark → Well Rested, Spirit

Computed from node positions in the 1.0 server files — distances to this area's centroid, so the list tracks the data, not our memory.

A simple mage leveling route

Early (levels 1–15)

Spirit Spark → Mage Apprentice ranks → first Intelligence pips. Pick your element line (Arsonist/Iceman/Thunder) once you can reach it.

Mid (levels 15–30)

Wizard 3 and your element at rank 3, then Mana Currents for regeneration. Necromancer ranks early if you're going the summoner route — one reliable summon beats stats.

Late (levels 30–50)

Chain Hit → Mass Destruction for the crit payoff, the new 1.0 wand attacks as fillers, Blink as your panic button, eternal spells upgraded at the class crafting survivor.

Mage builds

FAQ

What is in the mage area of the Enshrouded skill tree?

74 skills covering the three element lines (Arsonist, Iceman, Thunder), the spell-crit combo (Wizard → Chain Hit → Mass Destruction), necromancy (Necromancer plus the new 1.0 Advanced Necromancy), healing (Healer, Water Aura, Radiant Aura) and the full wand kit including 1.0's new Wand Evasion and Aerial Wand Attacks.

What did 1.0 change for mages?

The official changelog added 9 new spell types, more spell tiers, eternal versions of every spell, and new wand attacks (heavy, evasive, aerial); the tree itself gained Wand Evasion Attack, Aerial Wand Attack, Totem Mastery, Advanced Necromancy and Blast and Cast as new nodes. Skill trees were also reset on first load of 1.0.

Which mage element is best in 1.0?

Fire crit (Arsonist + Wizard + Chain Hit + Mass Destruction) has the highest area damage; frost (Iceman + Frost) trades burst for crowd control and safety; shock (Thunder) is the natural second element one branch over. All three lines sit side by side in the mage area, so you can commit late.

Can a mage heal in 1.0?

Yes — Healer, Water Aura, Radiant Aura, Healing Revive, Life Essences and Divine Surge form a full support kit inside the mage area, with Saviour (fast revives) one step into the core. Our Radiant Healer build rates it tier B: strong in co-op, slow solo.