Discover the ultimate Enshrouded Mage Wand Build. Learn essential skills from Battle-Mage and Wizard trees, optimize wand usage, and dominate enemies with powerful magic.
To start off a Mage build in Enshrouded, we strongly recommend going through the Battle-Mage build first. Wands will be your primary weapon in Enshrouded for a mage playstyle, thanks to its mid-range damage filler. Note you get Skill Points by leveling up, while also clearing out Elixir Wells and Shroud Root Trees. We recommend doing this side content to get overpowered fast, as it will allow you to kill much higher-level enemies very easily and is needed for some of the late-game enemies and bosses too, otherwise, they can be very spongey.
Further down the page, you’ll find tips on gearing, consumables, and other parts to help push the build higher.
Enshrouded Mage Build: Skills Tree
To start off with a Mage build in Enshrouded, we recommend starting with Wands and go down the Battle-Mage tree. The reason for it is because of practicality as you have a poor mana pool and need something consistent to start the build with.
You should start by going through the Battle Mage tree and taking advantage of the power of early-game wands. Wands are an important part of early game damage, and your mana regen filler attacks.
Battle Mage Talents:
- Intelligence - 1 point of the attribute. 5% more magic damage per point.
- Absorb - 10% chance to generate 1 mana when you take damage.
- Intelligence
- Unity - 24% chance to recover 2% mana on wand attack.
- Sting - Repeated wand damage deals 20% more damage.
- Wand Master - 30% chance to spawn an additional wand projectile.
- Spirit - Increases attribute by 1 and 20 mana per attribute point.
- Intelligence
- Blink Attack or Emergency Blink - Replaces Dodge Roll with a teleport or escape stuns. Both are Optional if you want them.
Wands are your most reliable source of spell damage in the game. It costs no mana to use your wand, and you can use it in mid-range locations, allowing you to harass enemies from ledges and other spots to hit enemies safely. Moreso, upgrading wand damage is important as it will synergize with all magic damage multipliers later on, including getting bonuses from the crit perks to come later on in the Wizard tree.
The other thing you need to know is that wands early on tend to be either Frost or Fire damage. You can also randomly find legendary versions of those wands, which typically grant mana back on hit, furthering the reason you need wands as part of the mage build. This is an important part of playing a mage build in Enshrouded, as wands will allow you to go back to casting your Staff and using that newly acquired mana back without relying on mana potions or high Spirit attributes.
The other reason you want to start off using wands first is that spells require ammo in this game. Spells are random drops from chests for the most part, but, when you unlock the Alchemist, you can start crafting spells. Spells will get very resource-heavy to craft a constant supply of good spells. So, it is another reason why you want to use wands for the most part. When you get used to fighting certain enemies, or find openings to spellcast against bosses, that’s when you want to switch to your staff and use some spells between wand spams.
In the next tree, you should now start going through Wizard. We strongly advise going Fire here, as you’ll find Fire damage is effective damage against Wildlife and Fell enemies, the vast majority of the enemies you’ll be facing in Springlands and Revelwood. You’ll start getting Frost Magic improvements later on, as they counter the Scavenger enemies, who occupy most of the POIs in the Revelwood and the Springlands.
Once Battle Mage is complete, you need to get skills in the Wizard tree that affect your damage multipliers further, alongside granting important buffs to crits.
Wizard:
- Spirit
- This Is The Way - When attacking with a magical weapon, all damage is increased by 10%
- Spirit
- Arsonist - all fire damage is increased by an additional 10%.
- Pyromaniac - An additional 20% increase on all fire damage.
- Radiant Aura - All Fell (shroud enemies) within 10 meters take 1 fire damage per intelligence, per second.
- Sun Aura - Radiant Aura damage increases by 1 fire damage per intelligence.
- Iceman - All ice damage is increased by an additional 10%.
- Sub Zero - All ice damage is increased by an additional 20%.
- Intelligence
- Wizard - When attacking with a magical weapon, your critical strike chance is increased by 10%.
- Chain Hit - on a crit with a magic weapon, the attack will automatically hit a second enemy within 15 meters for 5 Shock per Intelligence.
- Mass Destruction - A crit attack with a magic weapon will hit all enemies within 20 meters of the target for 2 Shock damage per intelligence.
- Intelligence
- Quick Charge - Reduce the time staffs are required to charge up a spell by 50%.
- Lightning - All Shock damage is increased by an additional 20%
- Thunder - All Shock damage is increased by an additional 10%
The idea behind the Wizard tree is that you want to focus on increasing your damage multipliers for both Fire and Frost. Due to the nature of Fire and Frost being your main wands that drop in the mid-game, you’ll focus on improving these. With the added Wand damage multipliers and other procs, getting Ice and Fire improvements for those wand buffs will only ramp your damage further.
The other benefit of the fire tree is that you get access to the Sun Aura stuff against Fell enemies. Chances are you’ll be looking to stand on ledges to make melee units and the Fell Critters hard to reach you, allowing them to swarm below you and get hit by the aura. The aura can melt the lower HP critters, especially when there are lots, so that’s a nice bonus. They can also crit, and t
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