50 skills · 151 pts total
Enshrouded Mage Skill Tree
Ranged casters. Lean into Fire, Ice, Lightning, and Healing — stack INT + Spirit, pair with Sun Aura and Counterstrike to survive at range.
About the Mage archetype
Mage is Enshrouded's spell-DPS archetype — the blue colour-coded skill tree at the top of the wheel. You scale via Intelligence + spell-power passives, your damage rotation revolves around Fireball / Frost / Lightning, and your survivability comes from the Healer sub-tree's auras. The trade-off vs Warrior or Ranger is gear gating: Mage damage caps at your Spellbook drops, which only get strong once you start clearing Sun Temples in Kindlewastes and Hollow Halls in Veilwater Basin. Solo Mage is viable but slower in the early game; co-op Mage is the highest-impact role in 3-4 player Hollow Halls runs.
Hallmark skills
- Begone (Trickster) — Cheap 1-point knockback that solves the early-game 'fell warband closed on me' problem before you have spell power
- Radiant Aura (Healer) — Group-heal aura that turns co-op runs from possible to easy; mid-game power spike
- Eagle Eye (Ranger cross) — Crit scaling that stacks with spell damage — 1pt out-of-tree spend most builds make
- Crash Down Attack (Battlemage) — Hybrid melee/spell finisher that solves the 'staff has no melee' problem in tight corridors
- Martyr (Healer) — Late-game co-op carry — sacrificial heal that turns a wipe into a comeback
Mage hybridises best with Healer (same blue tree, no point-tax) and Battlemage for melee survivability. Cross-tree into Tank (Battlemage/Tank bridge) for solo Hollow Halls. Avoid full Wizard pure-DPS until you have spellbook drops or you'll feel under-powered in mid-game.
Stay Mage if you enjoy the cooldown-juggling spell rotation. Swap into Ranger or Warrior if your group already has spell-DPS and needs a different role.
Mage starter builds by level
Progression-tier picks for the most-efficient Mage build at each milestone. Click any tier to open the planner pre-filtered.
- Level 5Open planner →
Begone + Wizard's basic spell-power node — survive the Springlands
- Level 15Open planner →
Add Eagle Eye + Wizard's Fireball line — clear Revelwood content
- Level 25Open planner →
Pivot into Healer for Radiant Aura — start Sun Temple runs
- Level 35Open planner →
Battlemage cross-tree for survivability — Hollow Halls in Albaneve / Veilwater
Mage sub-trees (4)
The Mage family splits into 4 sub-archetypes. Open one for the filtered skill list + per-sub-tree FAQ.
Trickster
Magic illusions + mind control. The blue tree's crowd-control extreme.
Wizard
Fireball, Frost spells, raw magic DPS. The blue tree's damage workhorse.
Healer
Group healing + aura support. The co-op-mandatory blue sub-tree.
Battlemage
Magic + melee fusion. Sustained-DPS hybrid bridging the blue and red trees.
Featured Mage builds
- Fire Mage StarterLevels 10-25 · Flame 3-5
A pure caster opener leaning into fire damage and survivability. Picks up Arsonist + early defensive resistances so the Shroud doesn't melt you mid-cast.
- Battlemage HybridLevels 25-40 · Flame 6-8
Melee mage that ditches the staff and stays in plate. INT + STR core, Arsonist + Thunder for burst, Battle Heal + Heavy Plates for staying power.
- Ice Mage — Crowd ControlLevels 15-35 · Flame 4-7
Slows + freezes everything that breathes. Iceman + Subzero stack chill, Frost amps the elemental damage, Arcane Deflection covers your soft caster body.
- Necromancer Glass CannonLevels 30-45 · Flame 7-9
Dark-arts caster that trades survivability for raw burst. Necromancer + Dark Arts + Abyss carry damage, Bloodletting + Life Essences feed the engine.
- Healer SupportAny · 2-4 player co-op
Co-op cleric. Healer line + Healing Revive + Waters of Life keep the squad upright; Sun Aura + Radiant Aura push passive sustain.
- Starter — First 10 LevelsLevels 1-10 · Flame 1-3
Pick-anything safe spec for fresh saves. One stat-pip + Well Rested + Counterstrike covers any combat path while you decide your archetype.
- Endgame Meta — 184 ptsLevel 45 · Flame 8-9
Reference build that pushes the 184-point cap. Battlemage core with Healer + Barbarian splice — the build you respec into once everything else unlocks.
- Solo Adventurer HybridLevels 10-35 · Flame 3-7
Designed for solo play. Survives early Springlands, scales through Kindlewastes, never needs a co-op partner. Warrior survival + Ranger ranged + Mage utility.
- Co-op Burst DPSLevels 25-45 · Flame 6-9
Group damage specialist. No survival skills — your job is to dump damage while the tank holds aggro and the healer keeps you alive. Highest sustained DPS for 4-player parties.
All Mage skills by unlock cost
Grouped by skill-point cost — the wiki ships no formal tier metadata, so cost is the most reliable progression signal. Click a skill to open its page (description, related skills, builds using it).
1 skill point · 2 skills
2 skill points · 16 skills
ArsonistAll fire damage is increased by an additional 10%.
Blink AttackBlinking into an enemy triggers an explosion which deals fire damage in a small range. Damage and mana cost scale with the intelligence attribute.
CounterstrikeAfter receiving damage there is a 20% chance to reflect 50% of the damage back to the attacker as fire damage. This magical attack can trigger other skills.
Emergency BlinkYou can blink while being stunned. This will break the stunned state.
Fire ResistanceIncreases your Fire Resistance by 5% which reduces the amount of Fire damage received.
HealerHealth gain from healing spells will be increased by 10%.
Healer IiHealth gain from healing spells will be increased by 20%
Healing ReviveRevived players will heal 25% of their health instead of 10%.
Ice ResistanceIncreases your Ice Resistance by 5% which reduces the amount of Ice damage received.
IcemanAll ice damage is increased by an additional 10%.
Shock ResistanceIncreases your Shock Resistance by 5% which reduces the amount of Shock damage received.
Shroud ResistanceIncreases Shroud Resistance by 5% which reduces the amount of Shroud damage received.
Sun AuraUpgrades Radiant Aura to deal 2 fire damage per intelligence.
This Is The WayWhen attacking with a magical weapon all damage is increased by 10%.
ThunderAll shock damage is increased by an additional 10%.
Waters Of LifeIncreases Water Aura healing to 2 Health per 2 points of Intelligence.
3 skill points · 19 skills
Arcane DeflectionOn a successful parry, gain 20 mana.
BegoneA magic-powered punch that pushes and stuns hit foes. Replaces your unarmed attacks as long as you have the necessary mana available: 30 Mana
BloodlettingWhen scoring a critical hit with a magical weapon, there is a 50% chance to spawn 2 health, mana, and/or stamina Orbs. Gathering the Orb replenishes 10% of the respective resource.
Chain HitOn a critical hit with a magical weapon, the attack will automatically hit a second enemy within 15 meters for 5 Shock damage per intelligence.
Dark ArtsAll Shrouded damage is increased by an additional 10%.
Eternal SparkWand projectiles have a 25% chance not to consume durability.
FrostWhen receiving melee damage, the attacker will be slowed down for 5 seconds.
LightningAll shock damage is increased by an additional 20%.
NecromancerWhen killing an enemy with a magic weapon, you have a 10% chance to summon a friendly skull companion.
PyromaniacAll fire damage is increased by an additional 20%.
Quick ChargeReduces the time Staffs require to charge-up a spell by 50%.
Radiant AuraAll Fell foes within 5 meters take 1 fire damage per intelligence per second.
Shroud FilterDealing magic weapon damage has a 15% chance to trigger a small flame burst that restores 30 seconds of Shroud Time to you and your allies within 20 meters. Shroud Time Should this time run out, the Shroud will consume you.
StingRepeated wand damage is increased by 20%.
SubzeroAll ice damage is increased by an additional 20%.
UnityDamaging enemies with wands has a 24% chance to recover 4% mana.
Wand MasterAttacking with a wand has a 30% chance to spawn an additional wand projectile that deals 50% damage.
Water AuraYou emit a healing aura. It heals all injured allies within 15 meters. The healing scales with your intelligence attribute (1 health for every 2 points of intelligence).
WizardWhen attacking with a magical weapon your critical hit chance is increased by 10%
4 skill points · 6 skills
AbyssAll Shrouded damage is increased by an additional 20%.
BlinkReplaces the Dodge Roll ability with a short range teleport.
Blood MagicWhen 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
Life BurstWhen killing an enemy with a magic weapon all players within 15 meters of the target gain health equal to 3 times your Intelligence.
Mass DestructionA critical attack with a magic weapon will hit all enemies within 20 meters of the target for 2 Shock damage per intelligence.
TerrorOn a critical hit with a spell, the target will be stunned for 4 seconds.
5 skill points · 6 skills
Arcane ConcentrationYou will gain one spirit for every two levels of the Flame.
Divine SurgeHealing spells can perform Critical Strikes that scale with your Critical Strike Damage.
ExaltedYou will gain one intelligence for every two levels of the Flame.
Life EssencesYour maximum health is increased fivehold by your intelligence attribute.
MartyrWhen you are killed by an enemy, all allies within 30 meters are healed 50% of their maximum health. Additionally, they receive a Final Blessing buff, which increases their maximum Health by 100 for 15 minutes.
Righteous FireHealing any target with a spell triggers a burst of fire that deals 50% of the heal amount as Fire damage to nearby Fell enemies.
Mage skill tree FAQ
What does the Mage archetype focus on in Enshrouded?
Mage focuses on spell-based ranged damage + utility — Fireball, Frost, Lightning, group heals via the Healer sub-tree. It has 50 skills costing a total of 151 skill points across 4 sub-trees: Trickster, Wizard, Healer, Battlemage.
What's the best starter build for Mage in Enshrouded?
Start with Begone (Trickster, 1pt) for crowd control, grab basic Wizard spell-power nodes, then sprint to Radiant Aura (Healer) for survivability around level 15. Once you hit roughly character level 25, switch to the appropriate Hollow Halls boss-farm rotation to top up gear.
Can you mix Mage with other archetypes in Enshrouded?
Yes — skill points respect archetype boundaries but you can spend them across multiple trees freely. Mage mixes best with its sibling sub-trees (Trickster, Wizard, Healer, Battlemage) since the wiki places them on the same colour-coded branch; cross-tree hybrids like Healer/Battlemage or Tank/Warrior are explicitly designed by the wiki structure.
Which weapons pair best with Mage in Enshrouded?
Mage pairs with staves, wands, spellbooks (drop from Sun Temples + Hollow Halls). See /enshrouded/weapons for the full weapon catalog filtered by category, plus /enshrouded/builds for preset loadouts targeting Mage playstyles.
How many skill points to fully unlock the Mage tree?
Fully unlocking every Mage skill costs 151 points across 50 skills. The level cap gives you ~80 points so full unlock isn't possible — you spec into a sub-tree (Trickster, Wizard, Healer, Battlemage) and use Flame Altar respecs to experiment.