Enshrouded 1.0 Combat Explained: Spells, Wands, Eternal Gear and Skills
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Enshrouded 1.0 focused its combat changes on mages: nine new spells including summons, an Eternal version of every spell that needs no charges and can be upgraded, a piercing heavy attack for wands, and five new mage skills. Archers got three skills and new Eternal arrows. Enemy weaknesses were reworked, and the skill tree was reset for everyone.
Keen Games previewed its 1.0 combat changes in a September 23, 2026 post and listed the final details in the 1.0 changelog on October 14. This page puts them together by play style. Where the preview and the final changelog differ, we follow the changelog. For the full list of 1.0 changes beyond combat, see Enshrouded 1.0 changes.
What changed for everyone?
- Level caps: players now reach level 50, and gear can be upgraded to level 55.
- The skill tree was reset. Loading an older save in 1.0 refunds your skill points; Keen warns not to leave your base without spending them. Dagger skills moved from the warrior area to the assassin area, and several skills, including Veteran, One-Handed Specialization, Inner Fires and Snap, changed position or cost.
- Enemies regain health gradually when you leave combat, instead of resetting instantly. Against regular enemies it hardly matters; against a boss that wiped your party, coming back quickly means it is still partly hurt.
- Enemy weaknesses were reworked so damage types work more consistently by faction, with elite and heavy enemies given more individual quirks. The floating “Effective” label now appears only when an enemy is at least 20% susceptible to your damage type, and “Resisted” only when it is at least 20% resistant, so the two no longer show up for the same hit.
- Blocking now follows your camera direction rather than the way your character faces, and stamina recovers while you block.
What did mages get?
Mages were Keen’s main focus. Nine new spells add crowd control, area damage, utility and a new category, summons:
| Spell | Role |
|---|---|
| Mana Drain | Takes a fixed amount of mana per second from an enemy and adds it to yours |
| Entangle | Helps against tougher enemies |
| Pillar of Flames | Not described further in Keen’s posts |
| Blizzard, Ball Lightning | Area-of-effect damage against groups |
| Summon Fire Totem, Summon Ice Totem, Summon Shock Totem | Summons |
| Summon Hollow Skeleton | Summons a skeleton to fight alongside you |
Existing spells got more tiers so a favorite combination keeps working as you progress, and mana costs and casting times were rebalanced around each spell’s damage: big area spells take longer to cast. Area spells now show a ground cursor where they will land. Keen also changed where spells come from: versatile everyday spells are found as loot, while more specialized ones are only crafted, which helps mages carry only what they plan to use.
Eternal spells are the late-game answer to running out of charges. Every spell now has an Eternal version that casts without consuming charges, Keen counts 22 of them at tier 7, and many unlock in the highest progression tier. Like weapons and armor, Eternal spells can be upgraded, with perks such as reduced mana cost.
How do wands work now?
Wands gained a heavy attack that is available from the start. It pierces, hitting enemies beyond the first, and interrupts attacks from weaker enemies. Two new skills add moves: Aerial Wand Attack, an area attack you trigger in mid-air, and Wand Evasion Attack, an evasive attack with wider, piercing projectiles.
Handling improved too. Wand special abilities are no longer interrupted when an enemy hits you mid-cast, you can switch hard-locked targets faster after an attack, and a free aiming mode for wands is available in the gameplay settings. Target selection now favors the center of the screen for wands and checks each wand’s range, so a selected target can actually be hit. You can also target explosive barrels.
The new Blast and Cast skill rewards switching weapons: after a critical strike with a wand, the base damage of your next staff attack within 10 seconds is increased by 50%.
What about necromancy and summons?
You can now actively summon skeletons, and the Advanced Necromancy and Totem Mastery skills raise how many skeletons and totems you can have. To keep numbers in check, the game counts the creatures each player has summoned and replaces the oldest one when you go over the limit. The Gem of Lesser Necromancy has a cap on the companions it raises, and companions from Gems of Necromancy start to lose health after a while out of combat. Skeleton companions’ attacks can no longer be interrupted by enemies.
What did archers get?
Three new skills: Puncture increases ranged piercing damage, Barrage gives bow hits a chance to restore durability to the bow, and Survival Instinct gives back Shroud time when you defeat a Shroud-infested enemy with a bow or dagger. All Eternal arrows can now be upgraded with perks, and the changelog adds new Eternal ember and voltaic arrows at several tiers. Arrow costs and strength were rebalanced.
Aim assist was reworked for ranged combat. It is on by default for controllers and off for mouse and keyboard, and controller players can tune aim snap assist and stick aim assist separately.
Did melee change?
Less than magic, but it did. Heavy melee attacks now hit several enemies standing close together instead of only the first, the two-handed axe’s second hit and whirlwind attack connect more reliably, and melee targeting prefers enemies close to you. Many weapons had their stats and perks improved, and the Hollow Halls weapons were reworked to be especially strong against the Hollow. The Reaping perk was greatly buffed, percentage-based leech perks were moved to specific late-game gear, and the Gem of Toxic Reaction was buffed by 21% damage per second at level 10, rising to 65% at level 50.
What hasn’t Keen explained?
- Exact numbers for several skills: the preview lists Puncture and Barrage with “x%” placeholders, and the changelog doesn’t give final values.
- Translated skill descriptions: Hotfix 1.0.0.2 fixed several skill names in other languages and said further skill descriptions would follow in the next patch; Hotfix 1.0.0.3 doesn’t mention them.
For how multiplayer and enemy scaling work, see multiplayer and servers; for what changed about enemies and the Albaneve Summits boss, see enemies and bosses in 1.0. All guides are on the Enshrouded hub.
Frequently asked questions
What are the new spells in Enshrouded 1.0?
Nine: Mana Drain, Entangle, Pillar of Flames, Blizzard, Ball Lightning, Summon Fire Totem, Summon Ice Totem, Summon Shock Totem and Summon Hollow Skeleton.
What are Eternal spells in Enshrouded?
Versions of spells that don't use up charges. In 1.0 every spell has one, Keen counts 22 Eternal spell versions at tier 7, and Eternal spells can be upgraded with perks such as lower mana cost, like weapons and armor.
Is aim assist on in Enshrouded?
By default it's on for controllers and off for mouse and keyboard. Version 1.0 added separate aim snap and stick aim assist settings for controllers.
Did Enshrouded 1.0 reset my skill tree?
Yes. The first time you load an existing save in 1.0, the skill tree is reset, so spend your points again before leaving your base.
Sources
- 1.0 Combat: changes and additions (official announcement on Steam) (Sep 23, 2026)
- Release trailer, changelog... everything you need to wait for tomorrow! (official announcement on Steam) (Oct 14, 2026)
- Changelog for Hotfix 1.0.0.3 (official website) (Oct 21, 2026)
- Changelog for Hotfix 1.0.0.2 (official announcement on Steam) (Oct 16, 2026)
Checked against these sources on November 2, 2026. Spotted something outdated? Tell us.
More guides for this game
- 1.0 Changes: Everything New Since Early Access
- Launch FAQ: Platforms, Saves, Rewards and PC Specs
- Achievements List and Unlock Rates
- Player Count (Live Steam Numbers)
- Multiplayer and Servers Explained
- 1.0 Enemies and Bosses: What Changed and How to Fight Them
- Sparkworks and Adventure Sharing: Share Your World and Build Adventures