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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.

9/18/2026 Last updated: 9/18/2026 7 min read

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 safe zone that pushes back the Shroud. 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), 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.

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 verify at 1.0 rather than guess - and re-check on launch day. 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.

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 creates a safe zone around it where the Shroud (the game’s hostile mist) is pushed back, making the area around your camp permanently safe from Shroud-based threats.

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.

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).

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.

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 shipped redeem codes around major updates, so check the official channels on October 15 for any launch-day rewards.

Where to go next


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

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