Enshrouded Mage Build - AoE Magic From a Distance
The Enshrouded Mage build: AoE magic from a distance - burst spells that clear groups, with kiting, stats and first picks.
FAQ
What is the Mage build good for?
What stat should I invest in?
Where does the Mage fit in a group?
This is the Mage path deep-dive. Enshrouded has no fixed classes - the 12 paths in the Forging the Path tree are a navigation aid, not a lock - so the Mage build means allocating along the Mage path until your build becomes Mage-like. Below: the stat to invest, the first skill picks, the weapon and armor that fit, and where this path lands in a group. Exact skill names and point costs are marked verify at 1.0.
What the Mage path is
Magic, with AoE spells from a distance. The Mage is the AoE option - burst spells that clear groups, paired with kiting so you stay out of reach. It is the group-clear side of the magic family, not the single-target.
Stats to invest
Intelligence for magic damage. The Mage wins on burst, so magic damage is the primary stat, with Spirit for the mana pool.
First skill picks
| Skill | Why |
|---|---|
| Blink / Updraft | Center-hub picks - the kite that keeps you out of reach |
| AoE spells | The burst that clears groups |
Weapon and armor
Magic - the AoE type. The best weapons guide has the magic weapon breakdown.
Wards for self-sustain, legs for the kite. See the best armor guide for the magic breakdown.
In a group
AoE magic DPS. The Mage clears groups and softens packs - pair it with a tank and healer, and keep it off the melee front where it can cast.
The co-op team planner maps where this path fits for team sizes 1-8.
Related
- Best weapons by playstyle - the weapon side of this build
- Best armor by role - the armor side of this build
- Forging the Path skill tree - all 12 paths and respec mechanics
- Co-op team planner - where this path fits in a squad
- Bosses & Dungeons hub - boss weaknesses that shape this build
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