Enshrouded 1.0 Magic Changelog Last verified 2026-10-15

Enshrouded 1.0 New Spells: All 9 Spells, Summons and Eternal Versions

Enshrouded 1.0 brings 9 new spells to the game, including the first-ever summons category โ€” and per the official 1.0.0.0 changelog, every spell now has an Eternal version, many unlocking in the highest progression tier. Eternal spells no longer consume spell ammo and can be upgraded like weapons. Wands also get heavy attacks, and new summon-count limits and Necromancy gems shape the summoner build.

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Quick answer

How many new spells are in Enshrouded 1.0? Nine.

Which ones? Mana Drain, Entangle, Pillar of Flames, Blizzard, Ball Lightning, Summon Fire Totem, Summon Ice Totem, Summon Shock Totem and Summon Hollow Skeleton.

Biggest addition? Summons โ€” the game's first spell category for permanent companions (tougher skeletons and totems).

Also new: every spell now has an Eternal version, wands get heavy attacks, and there are new summon-count limits plus Necromancy weapon gems.

The 9 new spells

Keen Games has focused 1.0 on the mage playstyle, which had the least variety. The nine new spells spread across crowd control, area damage and the new summons category:

SpellTypeWhat it does
Mana DrainSustainSiphons a fixed amount of mana per second from an enemy and adds it directly to your mana pool.
EntangleCrowd controlRoots enemies in place with vines, with area coverage โ€” useful for holding a group while you reposition.
Pillar of FlamesDirect damageStraightforward fire damage spell, one of the new instant offensive options.
BlizzardArea of effectIce area spell with a damage-over-time effect that slows or freezes enemies caught inside.
Ball LightningArea of effectAnother area option for groups, giving mages a second burst pick alongside Blizzard.
Summon Fire TotemSummonPlaces a fire totem that fights alongside you.
Summon Ice TotemSummonIce totem summon for elemental variety in a totem build.
Summon Shock TotemSummonShock totem summon that completes the elemental totem set.
Summon Hollow SkeletonSummonCalls a skeleton into battle with a staff โ€” the base of the new necromancy-style build.

Spell descriptions reflect Keen Games' official pre-launch notes. Exact damage, mana cost and duration numbers are published in the launch changelog; we update this page when they are confirmed.

New category: summons

Before 1.0 there were no summons in Enshrouded. The full release adds a dedicated summons category with two directions:

Two new skill-tree nodes exist specifically to raise how many you can field at once: Advanced Necromancy (more skeletons) and Totem Mastery (more totems). If you plan to play a summoner, those two nodes matter more than raw damage passives, because they increase your summon count rather than improving the summons you already have.

The changelog also adds a hard mechanic: the game counts your active player-spawned creatures and enforces a maximum โ€” cast more and the oldest creature is replaced. Skeleton companions' attacks are no longer interrupted by enemy attacks, and new Necromancy weapon gems stack with the summon nodes to build a real undead army. Note that the Gem of Lesser Necromancy now has a cap on how many companions it can spawn, and Necromancy-gem companions slowly lose health when out of combat.

Eternal spells (all spells, upgradeable)

Eternal spells are the versions that do not consume spell ammo, so you cast them indefinitely. Per the official 1.0.0.0 changelog, every spell now has an Eternal variation โ€” not just a fixed tier-7 set โ€” and many of them unlock in the current highest progression tier. 1.0 expands them in three ways:

ChangeDetail
VolumeEvery spell now has an Eternal variation; many unlock in the highest progression tier.
UpgradesEternal spells can now be upgraded like weapons and armour, with their own perks.
Example perkReduced mana cost, which stacks directly onto the rebalance below.
Who upgrades themThe crafting survivors for each combat class now offer upgrade services for Eternal spells and Eternal arrows.

Archers get the same treatment: all Eternal arrows are now upgradeable, and three new ones arrive โ€” Eternal Fire, Eternal Shock and Eternal Bone arrows. The 1.0 changelog also adds new Eternal Ember and Eternal Voltaic arrows at various tiers, and the arrow lineup was rebalanced so rangers have better cost-versus-effect options.

Wand changes

ChangeEffect
Heavy attackWand heavy attacks pierce through enemies instead of stopping at the first target, and can interrupt weaker enemies mid-attack.
Aerial Wand AttackNew mid-air attack with area damage.
Wand Evasion AttackA wider piercing projectile paired with a backward hop, adding mobility while dodging.
TargetingSoft and hard lock now prioritise the centre of the screen and nearby enemies, with separate settings for ranged and melee. Selection also accounts for each wand or spell's actual projectile range.
Free aimA new free-aiming mode for wands sits in the combat section of the gameplay settings, and heavy attacks are available immediately without an unlock.
Ground cursorArea-of-effect spells now show a ground cursor at the target position.
Explosive barrelsBarrels can now be targeted with wands.
Wand/staff switchingSwitching between wands and staves received fixes.

New mage and archer skills

SkillClassEffect
Advanced NecromancyMageIncreases your skeleton summon limit.
Totem MasteryMageIncreases your totem summon limit.
Blast and CastMageAfter a wand critical hit, boosts your next staff attack's base damage by 50% within 10 seconds.
Aerial Wand AttackMageUnlocks the mid-air area wand attack.
Wand Evasion AttackMageUnlocks the piercing evasion attack.
PunctureArcherMore ranged piercing damage.
BarrageArcherChance to restore bow durability on hits.
Survival InstinctArcherKilling Shroud-infested enemies with a bow or dagger adds time in the Shroud.

Because skills were added and moved, your skill tree resets at 1.0. Re-spend your points before you leave your base on launch day โ€” see the skill tree reset guide.

Mana cost and cast time rebalance

Mana costs and casting times were tuned against each spell's actual damage output and usability. In practice: heavy, powerful spells stay slow, and quick spells stay fast for everyday use. Enemy elemental weaknesses were reworked at the same time, so spells that felt weak against a specific faction in Early Access may behave differently after 1.0.

What to do on launch day

  1. Re-assign your skill points first. The tree resets, and the new summon nodes change what is worth taking.
  2. Check your ranged aim assist setting. New aim assist options are on by default for controllers and off for mouse and keyboard.
  3. Test one summon. Totems and Hollow Skeleton behave differently from direct-damage spells; a quick test tells you whether a summoner build suits you before you commit points.
  4. Look at Eternal versions of spells you already use. Since Eternal spells skip ammo and can now be upgraded, they are usually the better long-term investment.

FAQ

How many new spells does Enshrouded 1.0 add?
Nine: Mana Drain, Entangle, Pillar of Flames, Blizzard, Ball Lightning, Summon Fire Totem, Summon Ice Totem, Summon Shock Totem and Summon Hollow Skeleton.

Are there summons in Enshrouded now?
Yes. Summons are a new spell category in 1.0, covering three elemental totems and a hollow skeleton, with two skill nodes that raise your summon limits.

Do Eternal spells use ammo?
No. Eternal spells do not consume spell ammo, which is why they are the versions to upgrade.

Will my build still work?
Your skill tree is reset because skills were added and moved. The points are refunded, but you have to re-spend them.

When does this arrive?
Already live โ€” Enshrouded 1.0.0.0 released on October 15, 2026 for PC (Steam), PlayStation 5 and NVIDIA GeForce Now.

Related 1.0 guides

1.0

1.0 Release Overview

Date, platforms, price, level cap and every confirmed change in one place.

1.0

Skill Tree Reset

Why the tree resets, the 8 new skills, and how to spend points at level 50.

1.0

Sparkworks Guide

Levers, pressure plates and logic gates โ€” build your own dungeon.

Source: Keen Games' official 1.0.0.0 changelog (Steam, 15 October 2026) plus the pre-launch feature posts. Spell names and mechanics are confirmed by Keen; per-spell damage, mana cost and duration values are not itemised in the changelog and are not listed here.