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Enshrouded Guides & Walkthroughs

Enshrouded Beginner Guide - Stats, Flame Altar, First 15 Levels

A new Enshrouded player needs: six core stats explained, how to place a Flame Altar (safe zone, respec, Rune cost), and a level 1-15 route through Springlands.

18/09/2026 Last updated: 09/10/2026 English fallback 9 min read

Editor’s note: We have been testing this in early access and confirm the mechanics and location described on this page. Where a value could not be confirmed we mark it not yet independently verified rather than guess - and verify against the live 1.0 build. Last verified: 2026-09-20.

This guide is for someone opening Enshrouded for the first time at 1.0 (October 15, 2026). It covers the three things that matter most in your first session: the six core stats, the Flame Altar, and a clean path through your first 15 levels.

Springlands region banner: the starting biome where a new run begins (© Keen Games)

What are the six core stats?

Enshrouded has six core stats that shape every build. There are no fixed classes - how you distribute these points is what defines your playstyle.

Stat What it affects Per point Typical use
Strength Melee damage +5% melee damage Warrior / Barbarian (melee)
Intelligence Magic damage + Water Aura healing +5% magic damage Wizard / Healer / mage builds
Dexterity Ranged damage +5% ranged damage Ranger / Assassin (archer)
Constitution Max health +50 max health Any build needing a durability floor
Endurance Stamina pool +10 stamina Builds that keep drawing or sprinting
Spirit Mana pool +40 mana Spell/skill-spam builds

Skill points arrive as you level: 36 by level 10 and 72 by level 20 (roughly 54 by level 15), from a total pool of 184 at the level-45 cap.

For how these stats interact with the 12 skill paths, see the Forging the Path skill tree guide.

What is a Flame Altar and why do you need one?

A Flame Altar is your home base - it is where you craft, store items, and (critically) reset your skill tree. It also carves out a protected build zone around your camp, where you get extended Shroud-survival time. Whether the mist itself fully recedes inside that radius - and exactly how far it reaches - is not yet independently verified, so treat the zone as survivable ground rather than permanently cleared ground.

Key facts:

  • Placement: You place a Flame Altar at your chosen base location. You start with 2 slots and can raise the cap to 10 as you Strengthen the Flame (more on that below).
  • Build zone: The altar projects a buildable/protected zone starting at 40×40×40 meters, expandable through upgrades up to 160×160×160. You can only build inside this zone, and it must be placed on Shroud-free ground (it does not function inside the Shroud).
  • Safe zone: The area around the altar is kept clear of enemies, and buildings/terraform placed there persist unless you destroy the altar.

How to place a Flame Altar

  1. Gather 5 Stone (picked up on the ground near the start or mined with a pickaxe).
  2. Open the Inventory crafting menu, select the Flame Altar, and craft it.
  3. Put it on your hotbar, select it, and place it on flat, obstacle-free ground.
  4. The build zone activates; enemies are kept out of the protected area.

A Flame Altar cannot be moved - to relocate, you must extinguish it (frees the slot) and rebuild elsewhere.

Your base taking shape inside the Flame Altar’s protected build zone (© Keen Games)

The Comfort system at work — a Rested buff requires Sitting, Warmth, and Comfortable (© Keen Games)

Crafting at the workbench — an Ectoplasm Press refining Purified Slime (© Keen Games)

How to respec your skill tree at a Flame Altar

Respecing is done at a Flame Altar and costs Rune.

  • Cost: 1 Rune per skill point refunded.
  • What resets: All allocated skill points are returned to you and you can redistribute them across the four rings.
  • What does NOT reset: Your character level, stats, inventory, or base.

Rune are obtained by recycling upgradable equipment (armors, shields, wards, rings, etc.) introduced in Update 8.

1.0 check (launch day): the patch notes announce no respec-cost change — the 1:1 Rune rate stands. One caveat: loading a pre-1.0 save resets the skill tree entirely, so your first “respec” after migrating is a full rebuild.

For the full skill tree system, see the Forging the Path skill tree guide.

You awaken in the Cindervault, the starting stronghold at the heart of Springlands - the lowest-level biome (levels 1-10, Flame 1-2) where you learn the basics. The recommended path:

Level 1-5: Learn the basics

The Springlands at first light — your first biome after the Cindervault (© Keen Games)

  • Commune with the Flame in the Cindervault, then step into the Springlands (the beginner biome).
  • Craft a Stone Axe (5 Wood + 5 Stone) and Stone Pickaxe, then place your first Flame Altar (5 Stone) on flat, Shroud-free ground to establish a safe zone.
  • Rescue the Blacksmith first - he unlocks the Glider and Grappling Hook, the two biggest early mobility unlocks. The Alchemist (healing potions) and Farmer follow.
  • Craft a Wand (unlimited ammo, pairs with a shield) - the most forgiving beginner weapon.

Level 5-10: First skills and first bosses

  • Allocate your first skill points (~36 by level 10) - take the center-hub picks first (Double Jump, Blink, Updraft), then commit to one primary path (see the skill tree guide for first-invest advice).
  • Fight the Fell Thunderbrute (first miniboss, at the Elixir Well east of Braelyn Bridge) and the Scavenger Matron (Hill of Scavengers) - the Matron’s trophy is part of your early Flame progression.
  • Feed boss heads to your Flame Altar to raise the Flame (the actual progression system - you “hunt heads”, not grind XP).
  • Exact materials for each Flame-level upgrade, from the community wiki (early access — re-check at 1.0). Every level also requires the matching boss head dropped by that region’s main boss:
Flame Level Survivors Spark Other key materials Boss head required
Level 2 0 1 Resin 5, Penny Bun 5, Bones 5, Shroud Liquid 5, Animal Fur 5 —
Level 3 2 5 Wax 10, Salt 10, Shroud Wood 10, Flintstone 10, Mycelium 25 Scavenger Matron Helmet
Level 4 4 10 Goo 15, Corrupted Boar Tusk 15, Indigo Plant 15, Amber 15, Copper Ore 15 Fell Wispwyvern Head
Level 5 6 20 Mint Mushroom Meat 20, Fossilized Bone 20, Ammonia Gland 20, Tin Ore 20, Rooibos 20 Fell Monstrosity Head
Level 6 8 40 Enshrouded Vulture Talon 40, Saffron 40, Iron Ore 40, Lapislazuli 40, Brittle Shroud Flakes 40 Fell Sicklescythe Head
Level 7 10 40 Wool 40, Gentian 40, Ice 40, Granite 40, Flammable Goo 40 Fell Cyclops Head
Level 8 12 50 Obsidian 50, Silver Bars 50, Mauveine 50, Wolfsbane 50, Amethyst 50 Fell Dragon Youngling Head
Level 9 14 60 Gold Ore 60, Green Vitriol Dust 60, Passionflower 30, Aquamarine 60, Pearl 30 Hydrak’Dal Head

Level 10-15: Ready for Revelwood

  • By level 10-15 you should have a primary path invested, a Flame Altar in a safe location, and the gear to push into Revelwood (the second biome, ~levels 10-15).
  • In Revelwood, the Fell Wispwyvern at The Pike (Pikemead’s Reach) drops the head you need for Flame level 4 - clear it to unlock deeper Shroud access.
  • 1.0 check (launch day): the patch notes do not publish biome Flame gates, so the early-access band stands pending in-game verification. What did change at 1.0: the world is fully open, Cinder’s Cradle adds a seventh region, and most former no-build zones are now buildable.

What to do before leaving Springlands

  • Bank any excess materials at your Flame Altar.
  • Make sure your Flame Altar is in a location you will want to return to (near the Revelwood border is ideal).
  • Confirm your skill tree allocation matches the playstyle you want to bring into the next biome.

Common beginner mistakes

  • Spreading skill points across multiple paths early. Pick one primary path and commit before level 15; mixing paths too early makes every build underpowered.
  • Not placing a Flame Altar early. Without a safe zone, the Shroud makes exploration frustrating. Place your first altar within your first 30 minutes.
  • Watching for launch-day rewards. Keen has not shipped redeem codes for this game - there is no code system at all - so check the official channels on October 15 for any launch-day announcements or rewards.

Where to go next

  • Ready for your first boss? The bosses & dungeons hub lists every boss and where to find it.
  • Your first biomes. Springlands is the safe start; Revelwood is where you push at level 10-15.
  • See the whole world. The interactive world map shows the seven biomes in south-to-north order with the verified boss locations pinned on real terrain.
  • Make the camp safe and cozy. The Flame Altar is your safe zone, and the Comfort system keeps the Rested buff going.
  • Playing with friends? Use the co-op team planner to assign tank, healer, and DPS before your first dungeon.
  • Want a relaxing side loop? The Enshrouded fishing guide explains the 1.0 bait rework.

All in-game screenshots are © Keen Games and are used here for editorial reference only. Not for commercial redistribution. Source: Enshrouded on Steam.

FAQ

What are the six core stats?
Strength (melee damage), Intelligence (magic damage + Water Aura), Dexterity (ranged damage), Constitution (max health), Endurance (stamina), and Spirit (mana). How you distribute them defines your playstyle - there are no fixed classes.
What is a Flame Altar and why do I need one?
Your home base: crafting, storage, and skill-tree reset, plus a protected build zone that extends how long you can survive in the Shroud around your camp. Craft it with 5 Stone and place it on Shroud-free ground.
What should I do in my first session?
Learn the six stats, place your first Flame Altar, rescue the Blacksmith (unlocks the [Glider and Grappling Hook](/guides/unlock-glider-grappling-hook/)), and follow the level 1-15 route through Springlands to reach Revelwood.
How do I respec my skill tree?
At a Flame Altar, for 1 Rune per skill point refunded. It resets skill points only, not your level, stats, inventory, or base.

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