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AEnshrouded 1.0 · Level 50 build

Enshrouded 1.0 Wizard Build (Mage Guide & Skill Tree)

Staff caster built around elemental damage, crits and area spells.

Difficulty
Medium
Best for
Solo · Co-op
Weapons
Staff (spells), Wand as backup
Attributes
Intelligence, Spirit

✔ Updated 2026-10-17Verified against Enshrouded 1.0 (hotfix 1.0.0.2). Skill costs and effects come from the 1.0 game data (build 1267041).

Overview

The Wizard is Enshrouded's pure spellcaster. Staves cast spell charges, or Eternal spells that never run out, and the Wizard region holds the elemental damage nodes: Arsonist for fire, Iceman for ice and Thunder for shock. Each adds up to 30% damage of its element. You pick the element that matches the spells you carry.

1.0 is the biggest mage update so far. Keen Games added nine new spell types, including Blizzard, Ball Lightning, Pillar of Flames, Entangle and Mana Drain, and made every spell available as an upgradeable Eternal version. A level 50 Wizard can now carry a full kit of Eternal spells and stop worrying about charges.

How to play the Wizard

  • Pick one element and put points into its damage node first: Arsonist with Eternal Fireball and Pillar of Flames, or Iceman with Blizzard and Ice Bolt.
  • Use area spells (Pillar of Flames, Blizzard, Ball Lightning) on groups and single-target bolts on elites.
  • Quick Charge cuts spell charge time by up to 30%, which matters more after 1.0 because big spells now take longer to cast.
  • Keep a wand for mana-free chip damage between casts.

Core skills

These are the skills the build depends on. Values are the in-game numbers at max level.

SkillCostEffect at max level
Mage ApprenticeWizard1 pt × 3Damage with Wands and Staves increased by 15%.
WizardWizard2 pts × 3Critical Strike chance with Wands and Staves is increased by 6%.
ArsonistWizard2 pts × 3All Fire damage is increased by 30%.
IcemanWizard2 pts × 3All Ice damage is increased by 30%.
SpellslingerTrickster1 pt × 3Staff damage is increased by 15%.
Quick ChargeTrickster1 pt × 3Charge Time of spells is reduced by -30%.
Chain HitWizard3 ptsCritical Strikes with Magic weapons hit an additional random target within 15 meters for 5 Shock damage per Intelligence. The initial target can be hit twice instead of chaining to another one.
Mass DestructionWizard3 ptsCritical Strikes with Magic weapons deal 2 Shock damage per Intelligence to all enemies within 15 meters of the target.
TerrorTrickster2 pts × 3Critical Strikes with spells have a 60% chance to stun the target for 2 seconds.
ExaltedBattlemage5 ptsGain one point of Intelligence for every two levels of the Flame.

Skill order: level 1 to 50

Each stage builds on the one before it, and every skill is connected to the tree. The point totals are exact. "Points available" assumes you have collected the Shroud Roots (1 point) and Elixir Wells (3 points) in the biomes you have finished at that level, on top of the 2 points you get per level.

Levels 1–15: first spells

45 / 65 points

Staff damage, Intelligence and faster casting.

  1. Mage ApprenticeWizardLv 3 · 3 pt
  2. SpellslingerTricksterLv 2 · 2 pt
  3. Quick ChargeTricksterLv 2 · 2 pt
  4. IntelligenceTrickster×11 · 11 pt
  5. ArsonistWizardLv 1 · 2 pt
  6. Mana CurrentsTricksterLv 2 · 2 pt
  7. SpiritTrickster×11 · 11 pt
  8. Radiant AuraWizardLv 1 · 1 pt
  9. WizardWizardLv 1 · 2 pt
  10. HealerHealerLv 1 · 1 pt
  11. Water AuraHealerLv 1 · 1 pt
  12. Healing ReviveHealerLv 1 · 1 pt
  13. Shroud MitigationHealerLv 1 · 1 pt
  14. Shroud ResistanceHealerLv 1 · 1 pt
  15. Shared MiseryHealerLv 1 · 2 pt
  16. Eternal SparkBattlemageLv 1 · 1 pt
  17. Life EssencesHealerLv 1 · 1 pt
View stage 1 in the planner →

Levels 16–35: element & crits

139 / 140 points

Max your element, add crit chance and crit-triggered shock damage.

  1. ArsonistWizardLv 1→3 · 4 pt
  2. WizardWizardLv 1→3 · 4 pt
  3. SpellslingerTricksterLv 2→3 · 1 pt
  4. Quick ChargeTricksterLv 2→3 · 1 pt
  5. Mass DestructionWizard · 3 pt
  6. Chain HitWizard · 3 pt
  7. Well RestedCoreLv 1 · 1 pt
  8. Inner FiresTricksterLv 3 · 3 pt
  9. CounterstrikeTricksterLv 3 · 3 pt
  10. Blood MagicTrickster · 4 pt
  11. Bone to AshWizardLv 1 · 1 pt
  12. Dark ArtsWizardLv 3 · 6 pt
  13. IcemanWizardLv 1 · 2 pt
  14. Fire ResistanceWizardLv 3 · 3 pt
  15. Ice ResistanceWizardLv 3 · 3 pt
  16. Radiant AuraWizardLv 1→3 · 2 pt
  17. FrostWizardLv 3 · 6 pt
  18. ThunderWizardLv 3 · 6 pt
  19. HealerHealerLv 1→3 · 2 pt
  20. BlinkHealer · 4 pt
  21. Water AuraHealerLv 1→3 · 2 pt
  22. Healing ReviveHealerLv 1→3 · 2 pt
  23. Shroud MitigationHealerLv 1→3 · 2 pt
  24. Divine SurgeHealer · 4 pt
  25. UnityBattlemageLv 3 · 3 pt
  26. StingBattlemage · 3 pt
  27. Wand SpecializationBattlemage · 3 pt
  28. Life BurstBattlemage · 4 pt
  29. Wand MasteryBattlemageLv 3 · 3 pt
  30. Life EssencesHealerLv 1→3 · 2 pt
  31. Wand Evasion AttackBattlemage · 4 pt
View stage 2 in the planner →

Levels 36–50: 1.0 endgame

176 / 212 points

Intelligence from the Flame, a second element and crit utility.

  1. ExaltedBattlemage · 5 pt
  2. IcemanWizardLv 1→3 · 4 pt
  3. TerrorTricksterLv 3 · 6 pt
  4. BloodlettingTricksterLv 3 · 6 pt
  5. Mana CurrentsTricksterLv 2→3 · 1 pt
  6. Arcane ConcentrationTrickster · 5 pt
  7. Blast and CastTrickster · 3 pt
  8. Shock ResistanceWizardLv 3 · 3 pt
  9. Emergency BlinkHealer · 2 pt
  10. Shroud ResistanceHealerLv 1→3 · 2 pt
View stage 3 in the planner →

The level 50 plan spends 176 of 212 points. That leaves 36 flexible points for quality-of-life skills such as Double Jump, Dessert Stomach or the gathering nodes, or for a second weapon style. Attribute nodes give a flat +1 each.

Best gear & weapons

Item facts below come from the wiki pages updated for 1.0. Set bonuses for the new level 45 sets are not documented yet, so check them in game before you commit materials.

Weapons

Twisting Wand

Wand · Lv 40 · Kindlewastes

Fires Shroud-damage projectiles. Perks listed: Magic Shroud Damage, Mana Leech, Health Leech, Spiritual. Attack speed 0.6s.

Wiki source ↗

Snakespine Wand

Wand · Lv 40 · Hollow Halls loot

Perks listed: Blunt Damage, Sacred, Magic Ice Damage, Mana Leech. Attack speed 0.6s, +1 mana regeneration.

Wiki source ↗

Armor & off-hand

Flame Arcanist Chest

Magic armor · Lv 45

Chest: +112 physical / +223 magical armor. Crafted by the Alchemist with Celestium Bars, Archaic Infusion, Blue Fabric, Gold Bars and an Archaic Core.

Wiki source ↗

Vorgoth's Soulbound Crown

Magic head armor · Legendary · Lv 45

+42 physical / +56 magical armor. Needs Vorgoth's Bound Essence, which is used to craft Vorgoth's armor.

Wiki source ↗

Lifelock Chest

Magic armor · Lv 45

Chest: +84 physical / +112 magical armor. Crafted by the Alchemist.

Wiki source ↗

Spells to carry

Eternal Fireball III

Eternal spell · Legendary · Lv 45

A fireball that erupts on impact and deals area damage. Crafted by the Alchemist from 20 Fireball IV charges plus materials.

Wiki source ↗

Eternal Pillar Of Flames I

Eternal spell · Legendary · Lv 45 · new in 1.0

Ignites an area that keeps damaging enemies and applies a burn debuff.

Wiki source ↗

Eternal Blizzard II

Eternal spell · Legendary · Lv 45 · new in 1.0

A freezing storm that damages everything inside and slows enemies.

Wiki source ↗

Eternal Ball Lightning I

Eternal spell · Legendary · Lv 45 · new in 1.0

A slow ball of lightning that passes through enemies and deals Stamina damage, filling Stun Bars.

Wiki source ↗

Eternal Ice Bolt IV

Eternal spell · Legendary · Lv 45

An icy projectile that deals area damage and slows.

Wiki source ↗

Eternal Shroud Meteor

Eternal spell · Legendary · Lv 45

Calls down a Shroud Meteor on up to five foes.

Wiki source ↗

Food & buffs

You start with 3 food slots and can only have one food of each type active. The Survivor skill Dessert Stomach adds a 4th slot. Mana and Magic damage foods. Candied Ginger is a short boost of mana regeneration for boss fights.

FoodBuff
Algae Salad+120 Mana, +21% Magic damage (55 min)
Yellow Glow Soup+100 Mana, +10 Mana regen, +18% Magic damage (50 min)
Latte+30 Stamina, +6% Magic damage (55 min)
Candied Ginger+48 Mana regeneration (9 min)

These values come from the wiki's food tables, which were last edited before 1.0 and may have been rebalanced. New 1.0 foods such as Grandleaf Cabbage Rolls, Prickle Pearl Tart, Exotic Fruit Salad, Pearlbloom Nectar don't have documented buff values yet.

Pros & cons

Strengths

  • +Highest burst and area damage of the magic builds
  • +Huge choice of spells after 1.0, all with Eternal versions
  • +Elemental nodes let you counter enemy weaknesses

Weaknesses

  • −Big spells take longer to charge in 1.0
  • −Squishier than the Battlemage, with no ward in hand while casting
  • −Spell charges for non-Eternal spells cost materials

FAQ

What is the best element for a Wizard in 1.0?

There is no single best element. Arsonist, Iceman and Thunder each give up to +30% damage of their element. Fire suits Fireball and Pillar of Flames, ice adds slows (Blizzard, Ice Bolt), and shock fills Stun Bars (Ball Lightning).

Do I still need spell charges at level 50?

Not if you craft Eternal spells. In 1.0 every spell has an Eternal version that costs mana instead of charges, and Eternal spells can be upgraded like weapons.

Is Mage the same as Wizard in Enshrouded?

The game calls the magic skill tree branches Wizard, Battlemage, Healer and Trickster. Most players searching for a 'mage build' want this staff Wizard or the wand Battlemage.

Sources

Found something wrong after a patch? See contact. We update builds when Keen Games changes the numbers.

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