Enshrouded Wizard build overview
The Enshrouded Wizard build is still one of the strongest and most popular Enshrouded builds in the 1.0 full release. You stay at range and hit groups of enemies with fire, ice and lightning from a staff. When an enemy closes the distance you Blink away and swap to a wand to rebuild your mana. Enshrouded has no fixed classes, so "Wizard" here means a path through the blue Mage section of the skill tree, with nearly every point going into magic damage, magic critical chance and mana sustain.
Enshrouded 1.0 reset every skill tree and added nine new spells, so this mage build has been rebuilt around the new toolkit. Pillar of Flames, Blizzard and Ball Lightning give the Wizard real area denial. Mana Drain and Entangle cover utility, and the Eternal versions of spells no longer use up charges. This guide covers the full skill order from level 1 to the new level 50 cap, the attributes to raise, the gear to farm and how to play the build in solo and co-op.
| Stat | Value |
|---|---|
| Tier (1.0) | S-Tier |
| Role | Ranged burst DPS |
| Difficulty | Medium |
| Best for | Solo & co-op |
| Weapon | Staff + wand swap |
| Armor | Light (mage sets) |
| Main attributes | Intelligence, Spirit |
| Skill tree | Mage tree (Wizard, Battlemage, Healer, Trickster) |
| Max level | 50 (gear up to 55) |
What changed for the Wizard in Enshrouded 1.0
Before 1.0, mage players spent most of their time on wand basic attacks and used staves as finishers. The 1.0 changes push the build back toward real spellcasting. Blast and Cast now gives your next staff attack a 50% base damage bonus within 10 seconds of a wand critical hit, so the wand-to-staff swap became a real damage rotation. Aerial Wand Attack and Wand Evasion Attack also give you safer ways to fight while moving.
The raised level cap (45 → 50) and gear cap (55) also mean more points for both damage and survivability. The Wizard was always glass-cannon, so those extra points are best spent on Constitution and mana nodes, not more raw damage.
1.0 skill tree reset
Every character's skill tree was reset at the 1.0 launch on October 15, 2026, and all points were refunded. Re-spend your points before leaving your base. Your character level is kept.
Wizard attribute priority
Attribute points decide how your wizard build scales. Use this priority when you spend points on the skill tree:
| Attribute | Priority | Why |
|---|---|---|
| Intelligence | Very high | Scales all staff, wand and spell damage. Most of your attribute points go here. |
| Spirit | High | Each point adds about 20 max mana. Bigger mana pools let you cast more spells between wand phases. |
| Constitution | Medium | Each point adds about 50 max health. Take enough to survive two hits from late-game bosses. |
| Endurance | Low | Stamina for Blink/dodges and gliding. A few points are enough. |
| Strength / Dexterity | None | No value for a pure caster. |
Enshrouded Wizard skill tree path (level 1–50)
Below is the recommended wizard skill order for Enshrouded 1.0, split into early, mid and late game. Fill in attribute nodes as you path between these key skills. With the 1.0 level cap at 50 you have more points than in early access, so the late-game tab includes optional flex picks.
- 1
Wizard (archetype node)
Magic critical hit chance. Take it first.
- 2
Mage Apprentice
Early magic damage boost that carries the opening levels.
- 3
Intelligence nodes
Grab every one you path past.
- 4
Wand Mastery
Extra projectile chance on wands. Your early-game damage engine.
- 5
Blink
Replaces the dodge roll with a short teleport. This is your defense.
- 1
Unity
Wand hits have a chance to restore mana. Core sustain.
- 2
Arcane Deflection
Restores mana on a successful parry.
- 3
Chain Hit
Normal wand attacks bounce to extra targets.
- 4
Arsonist
Fire damage over time. Pairs with Pillar of Flames.
- 5
Spirit + Constitution nodes
Balance your mana pool with survivability.
- 1
Mass Destruction
Area damage boost for your staff and spell finishers.
- 2
Blast and Cast (new in 1.0)
Wand crit → next staff attack deals +50% base damage.
- 3
Aerial Wand Attack (new in 1.0)
Wand area attack while airborne. Great with the glider.
- 4
Wand Evasion Attack (new in 1.0)
Wider, piercing wand projectiles after an evade.
- 5
Remaining Intelligence / Spirit
Use the last points to fill damage and mana.
Verify in-game
Skill names and positions are taken from the 1.0 launch tree. Keen Games may adjust values in hotfixes, so always check the in-game tooltip before committing your points.
Key Wizard skills explained
Blast and Cast
The new heart of the 1.0 Wizard rotation. Fish for a wand crit, swap to the staff and land the empowered hit.
Blink
Every mage build needs it. A teleport that makes kiting melee enemies and bosses much easier than rolling.
Unity
Mana sustain that pays you back for using the wand between spells. Without it you run dry in long fights.
Chain Hit
Turns the wand into a crowd-clearing tool and fills more mana through Unity procs.
Best Wizard gear: weapons, armor, accessories and food
Gear matters as much as skills in Enshrouded. With the 1.0 gear cap raised to 55, always upgrade your main weapon first. Here is the wizard loadout to aim for:
| Slot | Recommended | Why |
|---|---|---|
| Main weapon | Highest-level staff of your preferred element (fire for Arsonist synergy) | Staves carry your burst damage and finishers. |
| Swap weapon | Fast-firing wand with Intelligence/crit rolls | Builds mana via Unity and triggers Blast and Cast. |
| Armor | Light mage armor set with Intelligence and magic damage bonuses | Set bonuses usually outperform mixing pieces. |
| Rings / necklace | Magic damage, magic crit, max mana | Stack the same stats as your attributes. |
| Shield slot | Leave empty or carry a light shield for parry-based Arcane Deflection | Optional. Parrying is high-skill but very strong. |
| Food | One health dish, one mana dish, one Intelligence/damage dish | Keep all three buff slots filled before every boss. |
Best spells & arrows for this build
| Spell / arrow | Use |
|---|---|
| Pillar of Flames | Area fire damage. Your go-to opener on packs. |
| Blizzard | Large frost area that slows groups and protects your space. |
| Ball Lightning | Mobile shock damage that is good at chasing fleeing targets. |
| Mana Drain | Utility for sustain in long fights. |
| Eternal spells | Tier-7 Eternal versions cast without using spell charges and can be upgraded with perks. Upgrade your main damage spell first. |
How to play the Wizard build
- Open every fight from max range with Pillar of Flames or Blizzard on the densest group.
- Swap to the wand and spread Chain Hit shots across the pack to refill mana through Unity.
- When a wand crit lands, swap back to the staff right away to cash in Blast and Cast.
- Blink out whenever a melee enemy gets close. Never try to face-tank as a Wizard.
- On bosses, stand behind your tank in co-op, or kite in circles solo, and save Blizzard for add phases.
Wizard build pros and cons
Pros
- Highest area damage in the game
- Strong at every stage thanks to wand scaling
- The new 1.0 spells added real crowd control
- Very safe once Blink is unlocked
Cons
- Low health pool. Mistakes are punished hard
- Mana management takes practice
- Gear-dependent: staff level matters a lot
Common wizard build mistakes
- Putting every point into Intelligence and ignoring Constitution. At level 50, late-game enemies will one-shot you.
- Spamming staff attacks until mana is gone instead of weaving wand attacks.
- Leaving Eternal spells unupgraded. Their perks are a big part of 1.0 mage power.
- Respeccing without re-checking your hotbar after the 1.0 skill tree reset.
Wizard hybrid builds
Enshrouded has no hard class lock, so the wizard blends well with other archetypes. These are the best hybrid directions: