Mage is the build 1.0 changed most, and the reason is Eternal spells. In the late game, each spell has an Eternal version that uses no charges — every one of the 22 at tier 7 is repeatable forever, with perks such as lower mana cost, and they upgrade like weapons at your class’s crafting survivor.
That removes the consumable tax that used to define Enshrouded casters.
Three routes
| Battlemage | Summoner Mage | Elemental Wizard | |
|---|---|---|---|
| Weapons | Polymath’s Wand + Staff of Guidance | Staff of Reeds + Candlelight Wand | Staff of Guidance + Candlelight Wand |
| Armor | Hailcaster chest, Flaming Gauntlets, Vorgoth’s Soulbound Crown | Flame Arcanist, Vorgoth’s Soulbound | Flame Arcanist, Vorgoth’s Soulbound Crown |
| Key skills | Blast and Cast, Wand Specialization, Unity, Wand Evasion Attack, Blink, Water Aura | Advanced Necromancy, Totem Mastery, Necromancer, Mana Currents, Quick Charge | Wizard, Arsonist, Quick Charge, Chain Hit, Mass Destruction, Radiant Aura |
| Spells | Eternal area spells | Summon Hollow Skeleton, Fire Totem, Entangle | Eternal Fireball III, Blizzard, Ball Lightning |
| Best for | Overall, solo and group | Solo | Pure damage |
The Blast and Cast window
This is the skill that defines Battlemage, and it is a timing mechanic rather than a passive:
Blast and Cast adds 50% base damage to your next staff hit within 10 seconds of a wand critical strike.
The loop:
- Land a wand crit.
- Fire an Eternal area spell inside that 10-second window.
- Blink or dodge away — you have just committed your burst.
Note the constraint: it buffs only your next staff attack after a wand crit, so it rewards alternating weapons rather than spamming one.
The nine new 1.0 spells
Blizzard, Ball Lightning, Entangle, Summon Hollow Skeleton, and the Fire, Ice and Shock totems.
The summon pair work together in a specific way: Totem Mastery raises how many totems stay active at once, Advanced Necromancy does the same for skeletons, and Entangle holds enemies inside totem range.
Skills, in priority order
- Wizard side first — put your initial points here
- Necromancer — then route into it
- Totem Mastery — more simultaneous totems
- Advanced Necromancy — more skeletons
- Quick Charge — 50% faster casting, which is transformative for any caster
- Water Aura — passive healing, and the solo survival tool
Also worth taking: Chain Hit and Mass Destruction for area shock, Terror for crit-stun, and Blink with Emergency Blink for the escape.
Why Summoner is the solo pick
Summons give enemies a second target. That is the entire solo problem for a squishy caster, and it is why this is the route to take if you play alone.
A solo mage should also use a shield and Water Aura, and stack Constitution.
The Wizard glass cannon route
If you want maximum damage instead: Quick Charge (50% faster casting), Mass Destruction, Chain Hit, then Terror so crits stun enemies for extended free damage phases.
The Violet Storm staff dominates here, with Soaked debuff synergy and Eternal Chain Lightning. Pair it with a Gem of Currents, which reduces enemy shock resistance by 30%.
The loop: position at maximum spell range, cast during safe windows, then Blink away immediately. Swap to a wand when pressured or low on mana.
Two things 1.0 will punish you for
- Running one element. Resistances were rebalanced, so a single element will hit walls. Mix elements and carry alternatives.
- Casting from memory. Every swing and dodge now costs stamina, so a caster who spends nothing on Constitution will not have the stamina to Blink out.
Attributes
Intelligence, Constitution and Spirit. Solo mages should weight Constitution higher.
Related guides
- Best Melee Build — the sword-and-shield alternative
- Best Ranged Build — the bow
- Best Armor — the full armor ranking
- Best Gems — every gem and socket effect
- Skills Guide — the full tree after the reset