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.
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.

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
- Gather 5 Stone (picked up on the ground near the start or mined with a pickaxe).
- Open the Inventory crafting menu, select the Flame Altar, and craft it.
- Put it on your hotbar, select it, and place it on flat, obstacle-free ground.
- 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.



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.
Recommended level 1-15 route through Springlands
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

- 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.
常见问题
What are the six core stats?
What is a Flame Altar and why do I need one?
What should I do in my first session?
How do I respec my skill tree?
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