Updated for Enshrouded 1.0
Enshrouded Necromancer Build for 1.0
Magemostly Mage
67/ 212 skill points
Complete by level 35 from level-ups alone · written for level 35
Key skills
- Dark Arts3/3
- Necromancer3/3
- Bloodletting3/3
Shroud damage and crits from a staff: Dark Arts at full rank for Shroud spells, Spellslinger for staff damage, Necromancer for skull companions, Bloodletting and Terror on crits, Blood Magic and Chain Hit. Abyss is not on the 1.0 tree, so this is the rebuilt version.
67 pts · 34 nodesWritten for level 35Checked against Enshrouded 1.0 (released )

At a glance
Complete by level 35 from level-up points alone (2 per level).
Points by tree area
- Mage 67
Attribute pips
- SPI8
- INT9
Key skills
The nodes the build is for. “1.0 files” are the values the 1.0 game data stores per rank; “Before 1.0” is the skill's pre-1.0 wiki description, kept for what it does, not its numbers.
Dark ArtsDefining
Mage2 pts per rank
1.0 files: 10% per rank · 10% per rank · 10% per rank
Before 1.0: All Shrouded damage is increased by an additional 10%.
Necromancer
Mage1 pt per rank
1.0 files: 5% per rank
Before 1.0: When killing an enemy with a magic weapon, you have a 10% chance to summon a friendly skull companion.
Bloodletting
Mage2 pts per rank
1.0 files: 20% per rank
Terror
Mage2 pts per rank
1.0 files: 20% per rank
Before 1.0: On a critical hit with a spell, the target will be stunned for 4 seconds.
Spellslinger
Mage1 pt per rank
1.0 files: 5% per rank
Before 1.0: Staff damage is increased by 5%. (per level, max 3)
Blood Magic
Mage4 pts
Before 1.0: When your mana drops below 20%, you restore up to 25% of your max mana at the cost of 1 health per mana. This effect stops at 1 health. Cooldown: 2 minutes
Chain Hit
Mage3 pts
Before 1.0: On a critical hit with a magical weapon, the attack will automatically hit a second enemy within 15 meters for 5 Shock damage per intelligence.
Life Essences
Mage1 pt per rank
1.0 files: 3 per rank
Before 1.0: Your maximum health is increased fivehold by your intelligence attribute.
Buy order by level
In order, each step at the first level whose level-up points cover it (2 per level). Shroud Roots and Elixir Wells give extra points and move every step earlier.
Level 22 pts total
- +2 INT
Level 34 pts total
- Eternal Spark1/3
- +1 INT
Level 45 pts total
- +1 SPI
Level 58 pts total
- Mage Apprentice3/3
Level 610 pts total
- Bone to Ash1/3
- +1 INT
Level 916 pts total
- Dark Arts3/3
Level 1120 pts total
- Necromancer3/3
- +1 SPI
Level 1222 pts total
- Mana Currents1/3
- +1 SPI
Level 1324 pts total
- Quick Charge1/3
- +1 SPI
Level 1425 pts total
- +1 INT
Level 1528 pts total
- Spellslinger3/3
Level 1834 pts total
- Terror3/3
Level 2140 pts total
- Bloodletting3/3
Level 2344 pts total
- Blood Magic
Level 2446 pts total
- Healer1/3
- +1 SPI
Level 2548 pts total
- Life Essences2/3
Level 2650 pts total
- Arsonist1/3
Level 2751 pts total
- +1 INT
Level 3058 pts total
- Wizard3/3
- +1 SPI
Level 3159 pts total
- +1 INT
Level 3262 pts total
- Chain Hit
Level 3364 pts total
- +2 SPI
Level 3466 pts total
- Water Aura1/3
- +1 INT
Level 3567 pts total
- +1 INT
Gear
Only weapons and sets we can match to an item in the 1.0 game files. Tiers come from those files; a “likely match” agrees on 4–5 of 5 perk slots rather than all of them.
Darya's StaffprimaryStavesT1likely matchThe main weapon: a loot staff the 1.0 files let roll from item level 1 to 55. Load Shroud spells (the files hold them from item level 27) — Spellslinger raises the staff's damage and Dark Arts the Shroud damage.
Darya's WandsecondaryWandsT5–T7Shroudlikely matchShroud wand, T5–T7 in the 1.0 files (likely match) — Dark Arts applies; Spellslinger does not, it is staff-only.
Shroudbinder WandsecondaryWandsT7Shroudlikely matchShroud wand, T7 (likely match).
Reaper's WandsecondaryWandsT1–T7Shockin 1.0 filesShock wand carried from T1–T7 — the one that follows you from the start.
Alchemist Apprentice SetArmor setitem level 5in 1.0 filesTier-1 Mage set in the 1.0 files.
Tidecaller SetArmor setitem level 40in 1.0 filesTier-6 Mage damage set.
Loadout in the planner’s slots
The picks above as slots: the first two weapons, and the highest-level armor set listed at or under level 35. Open skills and gear in the planner →
Weapons
Armor
HeadAlchemist Apprentice HatLevel 5 · Uncommon · MageBlunt Armor · Piercing Armor · +1 Mage Apprentice · Spiritual · +1 Thunder
ChestAlchemist Apprentice ChestLevel 5 · Uncommon · MageCutting Armor · Shroud Armor · +1 Wizard · +1 Dark Arts · 1 unnamed perk
HandsAlchemist Apprentice GlovesLevel 5 · Uncommon · MageBlunt Armor · Cutting Armor · +1 Quick Charge · +1 Arsonist · 1 unnamed perk
LegsAlchemist Apprentice TrousersLevel 5 · Uncommon · MagePiercing Armor · Piercing Armor · +1 Bloodletting · +1 Terror · 1 unnamed perk
FeetAlchemist Apprentice BootsLevel 5 · Uncommon · MageCutting Armor · Blunt Armor · +1 Necromancer · Spiritual · +1 Iceman
Farm this build
On the map
80Coal
50Plant Fiber(or similar)20Archaic Shards(or similar)
20Iron Ore
14Bones
14Torn Cloth
5Shroud Liquid
4Metal Scraps
2Resin
Not on the map
25Active Mycelium
15Mycelium (Material)
4Aerated Banshee Gel
4Aquamarine
Not placed in the world: enemy drops, ore veins in the terrain, chests’ random loot or trade.
No recipe in the 1.0 files (found, not crafted): Shepherd's Lightning.
One of each piece, from the 1.0 recipes, intermediate crafts rounded up to whole batches. Map counts are placements, not ore veins.

- Coal18 here · 80 needed
- Plant Fiber5,421 here · 50 needed
- Archaic Shards5 here · 20 needed
- Iron Ore20 here · 20 needed
- Bones3 here · 14 needed
- Torn Cloth18 here · 14 needed
- Shroud Liquid14 here · 5 needed
- Metal Scraps18 here · 4 needed





