Enshrouded Summoner Necromancer Build — 1.0
48 points · 17 nodes · Summon / sustained damage · updated 2026-10-19 · data sources
Open this build in the planner →Loads the exact 48-point allocation; edit it there and copy your own link.
TL;DR
The build 1.0 was made for: actively summoned skeletons, the new Advanced Necromancy and Totem Mastery nodes, and Gems of Necromancy stacking an undead army. You fight beside your minions while wands pick targets apart.
Skills in this build
48 points across 17 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 pip from the core Spark |
| Intelligence | Mage | 1/1 | 1 | +1 INT entry |
| Mage Apprentice | Mage | 3/3 | 3 | Flat magic weapon damage |
| Bone to Ash | Mage | 3/3 | 3 | +% damage against Hollow — your dungeon-clearing multiplier |
| Necromancer | Mage | 3/3 | 3 | Chance to summon on magic-weapon kills |
| Advanced Necromancy | Mage | 3/3 | 6 | New-for-1.0 — deeper minion investment |
| Dark Arts | Mage | 3/3 | 6 | Shrouded damage boost for the necro theme |
| Intelligence | Mage | 1/1 | 1 | +1 INT, connects Eternal Spark |
| Eternal Spark | Mage | 3/3 | 3 | Wand durability economy |
| Wand Mastery | Mage | 3/3 | 3 | Flat wand damage |
| Arcane Proliferation | Mage | 1/1 | 3 | Chance for double wand projectiles |
| Aerial Wand Attack | Mage | 1/1 | 3 | New-for-1.0 wand attack |
| Sting | Mage | 1/1 | 3 | Repeated wand damage boost |
| Life Burst | Mage | 1/1 | 4 | Kills heal nearby players |
| Intelligence | Mage | 1/1 | 1 | +1 INT — bridges into the wand line |
| Unity | Mage | 1/3 | 1 | Wand hits can recover mana |
| Wand Specialization | Mage | 1/1 | 3 | Unlocks wand Special Ability [R] |
Attribute points: Intelligence 2
Stat priority
- Intelligence — +5% magic damage per point, feeds minion-scaling spells
- Wand damage (Wand Mastery) — your own sustained damage between summons
- Mana regeneration — summons and spells both pull on the pool
- Survivability — Life Essences converts Intelligence into max health
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 | Tier-1 wand + staff combo | Revelwood-tier wand; keep a staff for area spells | Wand with a Gem of Necromancy socketed — 1.0 added additional Necromancy gem tiers and limited Lesser Necromancy spawns per gem |
Skeleton summons and the Necromancy gem family are confirmed in the official 1.0 changelog.
Recommended armor
- Intelligence-scaled arcane armor from the mage crafting line
- Perks that extend summon lifetime or magic damage where available
Food & consumables
- Mana meals from farm produce
- Any health-scaled food helps offset the mage HP pool
Gear progression
Early (levels 1–15)
Mage Apprentice line → Necromancer ranks as soon as they're reachable. One reliable summon beats damage stats early.
Mid (levels 15–30)
Bone to Ash 3, Dark Arts, Wand Mastery — your own damage catches up to the army.
BiS (levels 30–50)
Advanced Necromancy 3, the full wand-attack kit, Necromancy gems on both wand and swaps.
Playstyle
Summon first, shoot second: lead with skeleton summons to establish a front line, then stack wand fire through Sting and Arcane Proliferation while your minions chew. In 1.0 the game enforces a maximum active creature count — older summons get replaced, so re-summon strategically instead of spamming. The new aerial and evasive wand attacks give you answers when enemies close in.
Strengths & weaknesses
Strengths
- Minions hold aggro and body-block — the safest mage playstyle
- Scales with the same crit/spell nodes if you branch later
- Very strong in Hollow Halls-style dungeon content via Bone to Ash
Weaknesses
- 1.0 capped gem-spawned companions and added out-of-combat decay — army size is finite
- Summon AI can clutter tight rooms
- Slower burst than the fire crit pipeline
Synergies & counters
- Minions + a bow ranger = a two-lane damage team that rarely takes hits
- Totem Mastery (one branch toward Arsonist) adds another semi-static damage source
What counters this build
AoE-heavy bosses that clear your minions force you into personal damage — that's what the wand kit is for. Enclosed arenas shrink minion value; open world content is where the army shines.
Level-by-level skill order
Suggested unlock order for the 48-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 | Mage Apprentice | 3 | 5 |
| 4 | Bone to Ash | 3 | 8 |
| 5 | Necromancer | 3 | 11 |
| 6 | Advanced Necromancy | 3 | 17 |
| 7 | Dark Arts | 3 | 23 |
| 8 | Intelligence | 1 | 24 |
| 9 | Eternal Spark | 3 | 27 |
| 10 | Wand Mastery | 3 | 30 |
| 11 | Arcane Proliferation | 1 | 33 |
| 12 | Aerial Wand Attack | 1 | 36 |
| 13 | Sting | 1 | 39 |
| 14 | Life Burst | 1 | 43 |
| 15 | Intelligence | 1 | 44 |
| 16 | Unity | 1 | 45 |
| 17 | Wand Specialization | 1 | 48 |
Recommended gems
- Gem of Necromancy (new tiers added in 1.0) — the build's signature
- Note the 1.0 changes: Lesser Necromancy now has a spawn limit, and summoned companions start losing health out of combat
When NOT to pick this build
- You dislike pet-class micromanagement
- You want maximum burst damage per button press
- You're fighting in cramped interiors most of the time
FAQ
Is a necromancer build viable in Enshrouded 1.0?
Yes — 1.0 added active skeleton summons, the Advanced Necromancy skill node, new Totem Mastery, and additional Gems of Necromancy. The changelog also capped gem-spawned companions and made them decay out of combat, so the build is strong but no longer unbounded minion spam.
How do necromancy gems work in 1.0?
Gems of Necromancy resurrect fallen enemies as companions. In 1.0, Lesser Necromancy has a spawn limit, companions lose health out of combat, and there's a global cap on player-spawned creatures — the oldest summon is replaced when you exceed it.
Do summons scale with anything?
Summon spells scale with your spell damage stats like other magic. The tree's Necromancer line (and new Advanced Necromancy) deepens the investment; exact per-minion scaling formulas aren't in the server files and are flagged on our data pages rather than guessed.
More builds
Other Mage-area builds
- Fire Battlemage — A staff-and-spell mage that stacks fire: Arsonist's flat fire damage, Wizard's spell crit, and the Chain Hit → Mass Destruction combo that turns every crit into an area blast.
- Frost Control Mage — The thinking player's mage: Iceman and Frost chill everything, Terror extends spell damage into control, and the knockback plus Blink keep the field shaped how you want it.
All Enshrouded 1.0 builds
- Crit Bow Ranger (S-tier, ranged single-target damage)
- Two-Handed Barbarian (S-tier, melee damage / frontline)
- Radiant Healer (Co-op Support) (B-tier, healing / group support)
- Poison Dagger Assassin (A-tier, melee burst / mobility)
- One-Handed Warden (Tank) (A-tier, tank / frontline anchor)
Rather theorycraft your own? Open the planner — or check what 1.0 changed in the Mage area first.