Enshrouded 1.0 Combat Changes: Mages, Wands and Level Cap 50
Short version: Enshrouded left Early Access on October 15, 2026 with version 1.0.0.0. Mages get the most: 9 new types of spells, an Eternal version of every spell that you can upgrade, and a wand heavy attack. The level cap goes from 45 to 50, and your skill tree resets for the second time this year. We checked Keen's September 23 announcement against the 1.0.0.0 changelog: the Eternal arrows and Eternal spell counts changed, and a few details were never confirmed.
What changed: 0.9.1.2 → 1.0.0.0
| Area | 0.9.1.2 | 1.0.0.0 | What it means for you |
|---|---|---|---|
| Player level cap | 45 (since Wake of the Water, November 2025) | 50 | Five more levels to earn in the new biome. The previous raise, in Wake of the Water, was 10 levels. |
| Equipment level cap | Weapons max out at level 50 after full upgrading | 55 when fully upgraded | Gear you fully upgraded for level 45 content will fall behind. Expect to replace or re-upgrade it. |
| Skill tree | Reset once already, with Update 8 (April 2026) | Reset the first time you load an existing save in 1.0.0.0 | Every existing character starts 1.0 with points to spend again. Keen: "Please make sure to spend the skill points again!" |
| Spells | No summon spells | 9 new types of spells; players can now summon skeletons | Mages get crowd control and area damage they didn't have. Summons now have a cap: cast past it and your oldest creature is replaced. |
| Eternal spells (no spell ammo) | Couldn't be upgraded | Every spell now has an Eternal version, and Eternal spells upgrade like weapons and other equipment | Your favorite spell can come with you to Embervale instead of being replaced by a higher-tier one. |
| Spell balance | Update 8 values | Rebalanced (no mana cost or cast time numbers given) | Weak spells were raised and strong ones brought down. Re-test your rotation. |
| Wand heavy attack | Update 8 gave heavy attacks to melee weapons only | Wands get a heavy attack, available right away | The mage gap Update 8 left is filled. You don't need to unlock it in the skill tree. |
| Eternal arrows | Couldn't be upgraded | Upgradeable, plus new Eternal ember and Eternal voltaic arrows | Archers get the same upgrade path as Eternal spells. |
| Aim assist for ranged combat (controller) | No separate settings | Aim snap assist and stick aim assist can each be configured | If your aim feels different on controller after 1.0, check these two settings first. |
Released. Enshrouded 1.0.0.0 came out on October 15, 2026 (Keen’s launch post). Keen Games posted the full 1.0.0.0 changelog a day early. This page started from the September 23 combat post, and we’ve now checked every line against the changelog. The table below shows what changed between the two.
Hotfix 1.0.0.1 followed the same day (Oct 15, 19:18 UTC). One of its fixes touches combat: “The “Fire Wisp” scroll now has a fixed level 27. Previously, the damage scaled with the player level, which made the scroll ridiculously strong in the end-game.” The rest of this page is about 1.0.0.0, plus a short Patch #1 section at the end.
Announced vs. changelog
| Topic | Sep 23 combat post said | 1.0.0.0 changelog says |
|---|---|---|
| Eternal spells | 22 tier 7 Eternal versions | “All spells now have an eternal version, many of which unlock in the current highest progression tier.” No count. |
| Who upgrades them | Not said | “The crafting survivors for the different combat classes now also offer upgrade services for eternal spells and eternal arrows.” |
| New Eternal arrows | Fire, Shock and Bone | “Added new eternal ember arrows and eternal voltaic arrows at various tiers.” Bone isn’t mentioned. |
| Auto-targeting | Favors the center of the screen and closer enemies | Split by weapon: closer enemies for melee, the center of the screen for wands and for ranged weapons when you aren’t aiming manually. |
| Skill tree changes | Moved skills, lower costs and stronger effects, without naming skills | Names Veteran, One-Handed Specialization, Inner Fires and Snap, and moves dagger skills “from the warrior area of the skill tree to the assassin tree”. |
| New enemies | New variants for every faction | “14 new enemy types” in the new faction, 37 new enemies counting variants for other factions. |
The changelog doesn’t repeat some details from the September post: the names of the 9 spells, the wand heavy attack piercing and interrupting weaker enemies, the effects of the new skills, and the default aim assist settings. We kept those below and marked them as coming from the September post.
Level cap: 35, 45, now 50
Keen raised the player level cap in Souls of the Frozen Frontier and again in Wake of the Water. Here’s how 1.0 compares:
| Update | Date | Player cap | Gear cap |
|---|---|---|---|
| Souls of the Frozen Frontier | Nov 5, 2024 | 35 | not stated |
| Wake of the Water | Nov 10, 2025 | 45 | weapons 50 after full upgrading |
| 1.0.0.0 | Oct 15, 2026 | 50 | equipment 55 when fully upgraded |
Wake of the Water added 10 levels. 1.0 adds five. (That’s our reading of the announcements. Keen hasn’t said why the step is smaller.) Gear goes further than players this time: the equipment cap is 55, five above the new player cap.
Your skill tree resets again
This is the second reset in six months:
- Update 8 (April 21, 2026): “When loading an existing savegame from update 7 or older, the skill tree is reset.” All points were refunded.
- 1.0.0.0 (October 15, 2026): “When playing for the first time in version 1.0.0.0 with an existing save game, the skill tree will be reset. Please make sure to spend the skill points again!”
The changelog doesn’t say more about how the reset works. In September Keen also advised not to leave your base without spending your points. If you play co-op, tell everyone in your group before your first session on 1.0.
Mages: what Update 8 left out
Update 8 was the big combat overhaul, but its headline changes were for melee. “All melee weapons now have a powerful heavy attack with double damage to enemies and their stun bar.” Wands didn’t get one. Keen says it shipped Update 8 “knowing we’d come back for mages”. 1.0 is that return:
- Wand heavy attack. The changelog: “Wand gameplay has been expanded with a heavy attack that is immediately available, as well as unlockable evasive and aerial attacks as active skills.” The September post added that it pierces and interrupts attacks from weaker enemies.
- Two new wand skills. Aerial Wand Attack and Wand Evasion Attack. Per the September post, the aerial one works mid-air and hits an area, and the evasion one fires wider, piercing projectiles.
- Wand special abilities “don’t get interrupted by enemy attacks while casting anymore”, and there’s a new free aiming mode for wands in the combat section of the gameplay settings.
- Blast and Cast. Per the September post, after a critical hit with a wand your next staff attack within 10 seconds gets +50% base damage. The changelog lists the skill by name only.
- 9 new types of spells. The September post named them: Mana Drain, Entangle, Pillar of Flames, Blizzard, Ball Lightning, Summon Fire Totem, Summon Ice Totem, Summon Shock Totem, Summon Hollow Skeleton. Area spells now show a ground cursor at the target position.
- Summon cap. “When players cast more creatures than the allowed maximum, the oldest creature gets replaced.” The changelog doesn’t give the maximum. Advanced Necromancy and Totem Mastery are in the list of new skills; the September post says they raise how many you can have out at once.
- Eternal spells. Every spell now has an Eternal version. Eternal spells don’t use charges, and they can now be upgraded like other equipment, by the crafting survivor for your combat class. In Update 8, mage gear was upgraded by the Alchemist.
- Targeting. Wands now favor the center of the screen when picking a target. You can also target explosive barrels with wands. Keen’s comment: “Good luck.”
Archers
- New skills: Puncture, Barrage and Survival Instinct. The September post described them as more ranged piercing damage, a chance to restore 1 durability to your bow when you deal damage, and time back in the Shroud for killing a Shroud-infested enemy with a bow or dagger. It wrote the values as “x%”, and the changelog doesn’t give numbers either.
- Eternal arrows can be upgraded like other equipment. The new ones are Eternal ember and Eternal voltaic arrows.
- Controller aim assist: aim snap assist and stick aim assist are now separate settings. The September post said aim assist is on by default for controller and off for mouse and keyboard; the changelog doesn’t state defaults.
Everyone else
- Heavy melee attacks can now hit several enemies close to each other. Before, they only hit the first one.
- Blocking now uses the camera direction, and stamina recovers while you block.
- Enemies that you leave mid-fight now recover health over time instead of resetting instantly.
- Shroud time: “Reworked the gameplay around the time management in the Shroud.” Hourglass capsules now also drop from large Fell foes.
- Movement: new small animations for turns, starts and stops, “while keeping the reactivity and snappiness on the same level as in previous versions.”
Before your first session on 1.0
Not combat, but it affects your first login:
- Saves: 1.0 uses a new save format. “When loading version 1.0 for the first time and the game detects a save game created with version 0.8 or earlier, the existing save data will be firstly backed up and secondly automatically migrated to the new format.” The character and world selection menus now let you pick a local save folder or the Steam cloud folder.
- Key bindings: “these updates made it necessary to reset custom bindings to the default for the update. Please check your settings before venturing out.”
- Cross-platform: Keen’s launch FAQ says “Enshrouded will not be cross-platform at launch”.
- Dedicated servers: the changelog doesn’t say whether servers need a separate update. The one server line is about permissions: “On dedicated servers, the user groups with the associated passwords work as before”. See our list of which Enshrouded hotfixes needed a dedicated server update.
Patch #1 (1.0.1.0, Nov 2, 2026)
Keen posted the Patch #1 changelog on November 2, 2026. Its title calls it “Patch 1.0.1.0”. These lines change things this page covers. Only one of them gives a number.
| What | Patch #1 says | What it changes on this page |
|---|---|---|
| Aerial Wand Attack | “The Aerial Wand Attack now costs 40 mana instead of stamina.” | One of the two new 1.0 wand skills (see Mages). It now uses mana, not stamina. |
| Wand Evasion Attack | “Reduced the mana costs for the Wand Evasion Attack.” | The other new wand skill costs less mana. No number given. |
| Wand attack speed | “Wand attack frequency can’t be unnaturally boosted anymore by animation-cancelling each shot via blocking.” | Cancelling each wand shot with a block no longer makes you fire faster. |
| Wand heavy attack | “Added missing sounds to the Wand Heavy Attack.” | Sound only. No damage change is listed. |
| Whirlwind Crescendo | “Lowered the stamina costs for Whirlwind Crescendo.” | Not covered above. No number given. |
| Leech perks | “Updated the perk descriptions for mana, health and stamina leech where necessary.” | The line is about descriptions. It doesn’t say the values changed. |
| Bosses | “Bosses now stay engaged in combat longer after having been attacked and even when players are far away.” Keen adds that before, in ranged fights, a boss could have “suddenly started to recover health even while being shot at”. | This is about bosses only. Patch #1 doesn’t change or mention the 1.0 rule that enemies you leave mid-fight recover health over time. |
| Long sessions | “Fixed that skills and attacks could stop working correctly after playing for several hours.” | If your skills or attacks stopped working after a few hours on 1.0, this is the fix Keen lists. |
We read all 109 lines of the Patch #1 post on Nov 3, 2026. The rest are fixes for specific enemies, building, UI, sound and PC settings, not the combat systems on this page.