These are creators' opinions, not official builds. Keen Games has not published a full mage build, and nobody has run an independent damage test since 1.0 launched. Mana and aura numbers depend on skill ranks and gear, so we give them only where sources agree. Keen Games is still fixing some skill descriptions (Aerial Wand Attack, Wand Evasion Attack), so their numbers may change.
Wizard vs Battlemage: comparison
Enshrouded has no classes, only one Skill Tree. Wizard and Battlemage are branch names and playstyles, set apart by the weapon.
| Wizard | Battlemage | |
|---|---|---|
| Main weapon | staff | wand |
| Style | area damage, from range, spells | closer to the enemy, wand attacks |
| Mana | spells cost mana, non-Eternal ones need charges | basic wand attacks cost no mana |
| Defense | a staff cannot block, so carry a wand and Incredible Ward | ward, block and parry |
| Tree branches | Wizard, Battlemage, Healer | Battlemage, Guardian (plus Healer) |
| Strength | range and area damage, strong with fire | survivability, early game |
| Weakness | fragile, slow start until about level 15 | less raw damage than the Wizard, wands lose durability |
In a video from October 18, 2026, Hack the Minotaur puts the Battlemage first and the Wizard fifth. G2A (a pre-launch ranking) also puts the Battlemage first. That does not make the Wizard bad: the same site calls it "one of the strongest builds" thanks to range and passive healing.
In practice most builds are hybrids: staff for area, wand and ward up close. They differ only in proportions.
Build 1: Early Battlemage (P4wnyhof, October 18, 2026)
Who it is for: solo, early and mid game. P4wnyhof says he cleared Hollow Halls solo at level 10.
- Weapons: a wand, because it costs no mana. Collect different types: fire for the undead, frost for enemies in the Shroud, Void Caller for most of the rest. Multishot matters most, even on a lower rarity. Add a staff with Fireball and Eternal Ice Bolt, plus a Spectral Ward.
- Rings: he says lesser rings of mana give no useful mana, but they add Wizard ranks, which means crit chance.
- Order: Double Jump, three Intelligence nodes, Eternal Spark, Arcane Deflection, Unity, Wand Specialization as early as possible, Arcane Proliferation, Blink, Wand Mastery, Blink Attack, Aerial Wand Attack, then Wizard, Chain Hit, Mass Destruction. Quick Charge and Life Burst come last.
- Tip: respec before Hollow Halls and drop Double Jump and Updraft, which help little there.
- Weaknesses: wand durability (carry spares or turn durability loss off in world settings, as Mordarim and His & Hers Gaming do), short range, little power until about level 15.
Build 2: Fire Wizard (Hack the Minotaur, October 22, 2026)
Who it is for: solo and co-op, late game. The site's thesis: in 1.0 the meta shifted to fire, because the final boss and the hardest fights are Fell enemies, and Fell take extra fire damage.
- Attributes: Intelligence first, then Constitution.
- Core skills: Double Jump, Blink, Water Aura and Waters of Life, Unity and Wand Specialization (the staff has no specialization of its own), Quick Charge, Life Burst, Aerial Wand Attack, Exalted, Arsonist, Wizard, Chain Hit, Mass Destruction, Radiant Aura.
- Spells: Eternal Fireball III and Eternal Flame Totem as the main ones, Eternal Heal Cascade for healing, Eternal Ice Bolt and Eternal Chain Lightning as support.
- Weapons: Torchlight Staff, with Candlelight Wand and Incredible Ward as backup. The final staffs and wands cannot be crafted. They drop from chests and bosses (Veilwater Basin, Cinder's Cradle).
- Rotation: open with Fireball from range, place a totem where enemies clump, then switch to wand and ward. Use Blink to dodge, not to travel.
- Weaknesses: "squishier than a Barbarian or Battlemage", slow start, and Fell Dragon needs a bow with stunning arrows.
Build 3: "Blizzard Reaper Mage" (His & Hers Gaming, October 18, 2026)
Who it is for: solo and co-op. An ice and summon hybrid, built from level 1 to 50 on 192 points.
- Late-game spells: Eternal Blizzard II (upgraded, because the base version drains mana fast), Eternal Pillar of Flames I, Eternal Ice Totems and a spell that summons large skeletons. The name of that spell in the video captions is uncertain, the official one is Summon Hollow Skeleton.
- Weapons: the Andromedus wand with Gem of Hyper Specialization (fills Focus faster, so Wand Specialization triggers more often), the ice staff Eldemir's Staff or the fire staff Dragon Core Staff.
- Skills: many points in Necromancer and Advanced Necromancy, Totem Mastery, Mage Apprentice, Wizard, Terror, Spellslinger, and a little Guardian (Earth Aura) on the way.
- Co-op: Water Aura heals friends and totems pull enemies away from them.
- Note: some effects (for example Terror giving a guaranteed stun on crit) work because rare gear pushes ranks above the normal limit.
Build 4: Mage with necromancy (Chiselchip, October 19, 2026)
Who it is for: solo, taking most of the tree on 212 points. The creator claims thousands of hours as a mage.
- The video covers only the skill tree: no armor, weapons or spells, and no weaknesses.
- Start: Constitution, Double Jump, Healer with Water Aura and Waters of Life, Blink, Life Essences.
- Middle: Quick Charge, Radiant Aura, a bit of Guardian, then the full Battlemage branch (Eternal Spark, Unity, Wand Specialization, Aerial Wand Attack).
- End: Necromancer and Advanced Necromancy (3-4 large Hollow allies from the spell), Totem Mastery (4 fire totems at once), Blast and Cast (after a wand crit, your next staff attack within 10 seconds deals +50% base damage), Terror, Spellslinger.
Can you play a "melee wizard"?
The question comes from a Steam thread, "Anyone done melee wizard?" (October 21, 2026). No guide describes such a build. What players say:
- Gamerzilla: you can combine a staff and a melee weapon, but "don't expect them to synergize or be very good".
- Red (level 30): you are usually good with either the sword or the staff, and only average with the other.
- Dirtyshadow: a staff gets interrupted when you are hit, and a working melee caster is the Necromancer tree: skeletons and totems first, then melee.
- Angel: a melee weapon gives parries and stuns a mage lacks, and Bloodletting gives orbs on crits.
The closest ready options are the Hack the Minotaur Battlemage with the Guardian branch (Earth Aura, Warden, Tower) and TwinGaming340's Battlemage in heavy armor. Opinions on summons conflict: Hack the Minotaur and G2A praise the Summoner, while one player says skeletons "just die most of the time".
Mage armor in order
Armor set order according to Hack the Minotaur (updates of October 21 and 22, 2026), with approximate levels:
| Stage | Set (level) |
|---|---|
| Start | Rugged (3), Fur Armor from the blacksmith (5) |
| Early game | Alchemist Apprentice (8), Mage (13) |
| Mid game | Magician (18), Archmage (23), Elder (25) |
| Later | Hailcaster (33, Battlemage) or Thaumaturge (33, Wizard) |
| Before the end | Tidecaller (40) |
| End game | Flame Arcanist (after you discover Cinder's Cradle), Vorgoth's Soulbound |
Our older mentions of a "Wizard Set" and "Mystic" appear in no 1.0 source. Hailcaster Chest is still recommended for the Battlemage.
Sources disagree about where Vorgoth's Soulbound Crown and Pants come from. One Hack the Minotaur page says crafting after the final boss, another table says the Endflame Scavenger camp in Veilwater Basin. We give no location until we confirm it in the game.
Changing or finishing your build
At level 50 you have 212 skill points if you clear every Shroud Root. His & Hers Gaming played on 192 points. The first two points usually go into Double Jump. You can respec at the Flame Altar, and check node names in your language in game, since some descriptions were badly localized in 1.0 and Keen Games fixed them in hotfix 1.0.0.2.
Pyromaniac from our older text is disputed: PinDrop says it is not in the 1.0 tree. Use Arsonist instead. More on paths: skill tree, weapons and armor, the overview of all builds and combat and class changes in 1.0.
Player questions
Wizard or Battlemage for solo play?
Two sites (Hack the Minotaur and G2A) rank the Battlemage higher because it is safer. The Wizard gives a bigger area but is fragile. These are opinions.
Do I need to watch mana and wand durability?
Basic wand attacks cost no mana but wear down durability. You can turn that off in world settings or use Eternal Spark. Mana goes mostly to the staff and to attacks such as Aerial Wand Attack.
How do I survive Hollow Halls as a mage?
Sources recommend Frost (slows attackers), Blink, Wand Specialization with Aerial Wand Attack, Life Burst and Radiant Aura. Entangle blocks a passage.
Is the mage good for co-op?
Yes, but without a frontliner it is fragile. Water Aura, Eternal Chain Heal and Earth Aura (for allies) help the group, and totems pull enemies. Difficulty is set by the "Automatic" enemy count option.
Where do I get an end-game staff and wand?
You cannot craft them. They drop from bosses and gold chests. Chests respawn slowly, and the log-out trick no longer works.




