Enshrouded Radiant Healer (Co-op Support) Build — 1.0
30 points · 12 nodes · Healing / group support · updated 2026-10-19 · data sources
Open this build in the planner →Loads the exact 30-point allocation; edit it there and copy your own link.
TL;DR
The group's lifeline: Water Aura tick-heals the whole party, Healing Revive and Saviour make deaths cheap, and Righteous Fire + Divine Surge turn healing into damage. Solo it's slow — in co-op it's the difference between wiping and farming.
Skills in this build
30 points across 12 nodes on the live 1.0 tree, every path verified against the node graph. Click a skill to locate it in the planner.
| Skill | Area | Ranks | Cost | Why |
|---|---|---|---|---|
| Spirit | Mage | 1/1 | 1 | +1 Spirit entry from the core Spark |
| Intelligence | Mage | 1/1 | 1 | +1 INT, connects Healer |
| Healer | Mage | 3/3 | 3 | +% health from healing spells |
| Spirit | Mage | 1/1 | 1 | +1 Spirit, connects Life Essences |
| Life Essences | Mage | 3/3 | 3 | Max health scales off Intelligence |
| Healing Revive | Mage | 3/3 | 3 | Revived players return with far more health |
| Spirit | Mage | 1/1 | 1 | +1 Spirit, connects Water Aura |
| Water Aura | Mage | 3/3 | 3 | The build's engine — aura healing everyone nearby |
| Divine Surge | Mage | 1/1 | 4 | Heals can critically strike |
| Spirit | Mage | 1/1 | 1 | +1 Spirit, connects Righteous Fire |
| Righteous Fire | Mage | 3/3 | 6 | Healing triggers fire bursts — your damage |
| Saviour | Core | 3/3 | 3 | Core area — 3-second revives |
Attribute points: Spirit 3 · Intelligence 1
Stat priority
- Spirit — mana pool for sustained aura uptime
- Intelligence — spell power feeding heals and Righteous Fire bursts
- Mana regeneration — an aura that stops is a wipe
- Enough HP to survive being focus-fired (you're the priority target)
Recommended weapons
Grounded in verified 1.0 changes (armor set conversions, gem buffs) rather than datamined damage tables — our weapons database is still being verified.
| Slot | Early | Mid | Endgame |
|---|---|---|---|
| Weapon 1 | Any wand — you're a caster, not a fighter | Revelwood-tier wand with mana perks | Eternal healing spells (every spell has an eternal version in 1.0) + an upgraded wand from the class crafting survivor |
Eternal spells and survivor upgrade services are confirmed in the official 1.0 changelog.
Recommended armor
- Arcane/spirit-scaled sets from the mage crafting line
- Mana regeneration and healing-effectiveness perks where offered
Food & consumables
- Mana meals to extend aura uptime
- Defense-scaled food — you get hit a lot while channeling saves
Gear progression
Early (levels 1–15)
Spirit entry → Healer ranks → first heal spells. Even two ranks of Healer changes group dynamics.
Mid (levels 15–30)
Water Aura 3, Healing Revive, Life Essences, Saviour from the core. You become un-killable-ish.
BiS (levels 30–50)
Righteous Fire 3 + Divine Surge — the damage-that-heals endgame. Eternal healing spells.
Playstyle
Stay mid-line: Water Aura radius covers your frontline, Righteous Fire converts every heal into AoE damage, and Divine Surge lets heals crit for burst saves. Pre-cast before engagement windows, revive through danger with Saviour (3 seconds) and top the revived with Healing Revive's boosted return health. In 1.0, area spells gained a ground cursor — your AoE heals and fire bursts are easier to place than ever.
Strengths & weaknesses
Strengths
- Turns any group into a farming machine — deaths stop mattering
- Water Aura is fire-and-forget healing while you contribute damage
- Strong solo survivability even if kills are slow
Weaknesses
- Slow solo kill speed — this is a co-op build
- Mana-hungry before regeneration gear comes online
- Needs party awareness — reactive play, not a rotation
Synergies & counters
- Two-Handed Barbarian + Radiant Healer is the classic pairing — an unkillable frontline
- Mass Destruction mages love your body-block and healing while their crits chain
What counters this build
Mana burn and interrupts shut you down — position like a mage. Spread formations fight your aura radius; call targets to keep the group tight.
Level-by-level skill order
Suggested unlock order for the 30-point target — follow it roughly; the exact pace depends on how many Shroud Roots and Elixir Wells you've found (they fund the same pool of points).
| # | Skill | Ranks | Points so far |
|---|---|---|---|
| 1 | Spirit | 1 | 1 |
| 2 | Intelligence | 1 | 2 |
| 3 | Healer | 3 | 5 |
| 4 | Spirit | 1 | 6 |
| 5 | Life Essences | 3 | 9 |
| 6 | Healing Revive | 3 | 12 |
| 7 | Spirit | 1 | 13 |
| 8 | Water Aura | 3 | 16 |
| 9 | Divine Surge | 1 | 20 |
| 10 | Spirit | 1 | 21 |
| 11 | Righteous Fire | 3 | 27 |
| 12 | Saviour | 3 | 30 |
Recommended gems
- Mana regeneration or healing-effectiveness gems
- Gem of Toxic Reaction (massively buffed in 1.0) if you lean into Righteous Fire damage
When NOT to pick this build
- You mostly play solo
- Your group runs content far below their level
- You want a proactive damage rotation — this is reactive support
FAQ
Can you play a healer in Enshrouded 1.0?
Yes — Water Aura, the Healer line, Healing Revive, Divine Surge and Righteous Fire form a full support kit on the mage side of the tree, and Saviour in the core cuts revive time to 3 seconds. It shines in co-op; solo it's safe but slow.
Does healing scale with anything?
Healer boosts health gained from healing spells, Divine Surge lets heals crit, and Intelligence raises magic damage which healing uses. Exact per-spell coefficients aren't in the server files — flagged on our data pages rather than guessed.
Is support viable solo?
Viable but slow. Righteous Fire and Divine Surge give you real damage, but if you play alone most of the time, the fire battlemage with a healing side-dip is the better route.
More builds
All Enshrouded 1.0 builds
- Crit Bow Ranger (S-tier, ranged single-target damage)
- Fire Battlemage (S-tier, ranged burst / area damage)
- Summoner Necromancer (A-tier, summon / sustained damage)
- Two-Handed Barbarian (S-tier, melee damage / frontline)
- Poison Dagger Assassin (A-tier, melee burst / mobility)
- One-Handed Warden (Tank) (A-tier, tank / frontline anchor)
- Frost Control Mage (A-tier, crowd control / sustained damage)
Rather theorycraft your own? Open the planner — or check what 1.0 changed in the Core area first.