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Enshrouded 1.0 Mage Build Guide

Mages get the biggest rework in Enshrouded 1.0. Here is everything Keen Games has confirmed for staffs, wands and spells, and how we would plan a build around it before the game is out.

What changes for mages in 1.0

Keen opened the combat post by admitting mages "could do with a little bit of love". The changes, all Keen Games:

The nine new spells

Names are from Keen's roster. The role column is how Keen described each spell; where they said nothing, we say so.

SpellRoleWhat Keen said
Mana DrainUtilityDrains a fixed amount of mana per second from an enemy and adds it to your pool.
EntangleControlKeen says it "should also help dealing with tougher enemies".
Pillar of FlamesDamageNamed in the roster. No numbers or description published yet.
BlizzardArea damageOne of the two new area spells, aimed at groups of enemies.
Ball LightningArea damageThe other new area spell, also for groups.
Summon Fire TotemSummonPart of the new summon category. See the summoner guide.
Summon Ice TotemSummonPart of the new summon category.
Summon Shock TotemSummonPart of the new summon category.
Summon Hollow SkeletonSummonThe necromancy summon. Keen jokes that one of them may be "Kyle".

How you get each spell (drop, chest or Alchemist recipe) has not been announced. We will add sources per spell after launch.

New mage skills

Five skills were added for mages Keen Games. Existing skills were also moved, made cheaper or buffed based on feedback, but Keen did not list those changes.

SkillEffect as announced
Aerial Wand AttackCan be triggered in mid-air and works as an area attack for wands.
Wand Evasion AttackKeen: "adds more flow to wand gameplay". It fires wider, piercing projectiles.
Blast and CastAfter a critical strike with a wand, the base damage of your next staff attack within 10 seconds is increased by 50%.
Advanced NecromancyRaises the number of skeletons you can summon.
Totem MasteryRaises the number of totems you can summon.

Planning a 1.0 mage build

This part is our read of the announcements, not a tested build. It tells you what to look for when you spend points on October 15.

Carry a wand and a staff

Blast and Cast pays you for landing a wand crit and switching to your staff within 10 seconds, for 50% more base damage on that staff attack. Keen said outright that it should "help mage players pull out some interesting combos by switching between weapon types", and they fixed the bugs around switching. A 1.0 mage that only uses a staff gives this up.

Let the wand handle lines and interrupts

The new heavy attack pierces and interrupts weaker enemies, so the wand is no longer only a backup for when your staff runs dry. Wand Evasion Attack fires wider, piercing projectiles. Aerial Wand Attack adds an area hit from mid-air.

Pick a spell for each job

Plan for Eternal spells late

Tier 7 Eternal spells cost no ammo and can be upgraded with perks, so your late-game staff loadout will depend on which Eternal versions you get and how far you upgrade them. The Eternal spells page covers what is known.

Launch-day checklist

  1. Open the skill tree and spend your points before you leave your base, as Keen advises.
  2. Find Blast and Cast and the two new wand skills, and check what they cost before you commit.
  3. Keep a wand on your hotbar next to your staff.
  4. Check the new aim assist options in settings. Keen says they are on by default for controller and off for mouse and keyboard.

Not announced yet

We will fill these in from the release build. Open

Sources

  1. 1.0 Combat: changes and additions — Keen Games (Steam announcement), 2026-09-23
  2. Enshrouded - 1.0 Release Date Reveal — Keen Games (Steam announcement), 2026-06-25