
Update 8 is out now!
Restart steam and enjoy!
Patch Notes here:
https://steamcommunity.com/games/1203620/announcements/detail/534380184755770072

Restart steam and enjoy!
Patch Notes here:
https://steamcommunity.com/games/1203620/announcements/detail/534380184755770072
It's unfortunate that these updates can cause unexpected issues but allowing the shroud to make previous building location uninhabitable and unplayable after hours of work is very disappointing.
Flame Alters should remove shroud in the area or there should be a mechanism to make sure player builds are unaffected by area biome changes like this after an update.
This part of my base is now going to have to remain incomplete indefintely until a patch to correct this is released.
My wife and I started playing two days ago and were struggling to find plant fiber. This is the best thing ever.
Edit: Turns out this isn't new. Thank you all for telling me! :3
I wanted to share the tour of the project with you, if all goes well, Istarija should also be easily accessible to visitors via the new system.😊
I've been playing for a while with a different resolution, but after this update the game defaulted to this in my photo. To me everything looks really tall... Is that just actually normal and I've been playing the game stretched all along??
I'm craving a new game that's rich in adventuring, exploring, and combat. I'm also a casual dad gamer that doesn't want souls-like difficulty, so from what I hear Enshrouded could be amazing!
HOWEVER, I'm not really into building and overly complex crafting either. I'd rather spend my time exploring and fighting instead of rigorous inventory management and building stuff.
Do you think I can still get a solid experience from Enshrouded? How minimal can I make building and crafting materials? It's literally the only thing holding me back.
PS - If you have any favorite solo high-survivability builds, let me know.
Not sure exactly how. I updated to version 8, and when i launched the game, the title screen was completely black with only the text visible. Launching into the game world looked like stepping into the ghost dimension. Uninstalling the game and reinstalling it did not fix the problem, nor did starting a new character on a new world. I have no mods or anything installed outside of the base game. Never really had a problem like this before. Could use some suggestions on how to fix this. Thanks!
I'm wondering if anyone has encountered this issue before and found a solution?
These wooden logs I've shown several angles of have been persistent in my flame altar's radius for several in-game and real-life days now, including after exiting and restarting the game multiple times. They are not interactive and do not respond to the construction hammer either.
Perhaps it is worth noting that the wood came from a tree that I planted?
Has anyone figured out before how to get an object like that removed?
Nope there are no new blocks in Update 8. This is still the most current post:
https://www.reddit.com/r/Enshrouded/comments/1oten6c/all_blocks_as_of_now_examples_acquisition_4/
I do however have a VERY Work In Progress showroom map, which is where I took those images. I am planning to add terrain to it soon and I will do a terrain post when I get it done. I also want to reorganize the blocks as they just kind of got plonked down as we got them.
If you want to visit the showroom it's Lilibat's Blocksylvania at: cM0EMCQbVUfC
About four months ago I posted that I'd started Malfoy Manor. Today, after months of procrastination, I finally figured out a way to build the tricky roofing at the top! I also have fitted all the slots for the windows with the iron window frames and done a lot of work on the interior, which I'm saving to show for when the project is finished. I am aware that some fiddling around and tweaking on measurements on some places is needed, I just wanted to show my progress so far! 😍Still a lot of things to go but tomorrow I plan to start the garden area and doing lots of terraforming!
Seems like the devs marked the suggestion of extra character creation options as done on the roadmap when they added the barber and a few new hairstyles/hair dyes in 2025 but I think the thing people were actually asking for when you look up the topic was more face and body options. Are there any plans to further expand on character creation before or after 1.0 release?
Mostly bring it up because I'm pretty deep into the game now and as a mage all my armor usually has my guy's face showing, and out of all of them I picked the most neutral young looking face too. The new twitch armour especially looks cool but then my character looks so weird wearing it. With most mage outfits my character looks like a serious political cartoon caricature of a 40 year old thats also dressed up for an anime convention.
I have my weapons on my first action-bar and food + potions on my second action-bar and have them linked to keys 1 to 8
However , not always but very often, when I switch to the second action-bar to eat, whichever number I press it always uses whatever is under number 1. So for example when I have water on number 1 and a potion on 5, when I press 5 it still uses water. Same for every other number.
I happens very random and I could not find a reason for it yet.
I don't have this issue with items on the first action-bar, only on the second one.
Anyone has/had this issue and knows the reason and a solution ?
Just a few WIP shots of my current build. We now know the truth behind the Pyramids.
This UFO is built using Silver Plates. and is lifting the gold cap into place atop the Pyramid using anti gravity technology while RA the sun God watches over the operation.
Wanted to share a few more pictures of my Base. The Picutures are mainly focusing on the areas that i havent worked on in detail before. If you want to see the other areas and get a little before and after feel, check out the other Post on my Profile. I hope you guys enjoy !
I know the devs are busy with the update, but I really hope they read this. This is a bit of a time capsule for the pre-update 8 state of solo mages.
DISCLAIMER 1:
I know there will be an update soon and the skill tree will change, but I still wanted to make this post to show what the current stage of play is for mages (solo-play mostly). This post will still have many valid points IMO, because of the current state of spells.
DISCLAIMER 2:
This post is about mages who mostly play solo on hardmode. So there are no teammates for tanking or high single- target dps. The skilltree I have shown is my current build. It maximises damage and crowd control and does have some survivability in it. All classes should be viable on hard mode, so plz don't talk about world settings in the comments.
DISCLAIMER 3:
This is gonna be quite a long post.
I really enjoy this game. The building and exploration are fantastic and finding the small bits of lore makes the world really feel alive. The combat is fun as well, but there is a lot to be improved for all classes. So I will be talking about the mage class.
For mages in solo-play there is no real distinction between wizard, battlemage and trickster. You use all these branches in a somewhat equal measure. It mostly comes down to when you use your wand and shield and when to use your staff. The healing branch is there for water aura. I will first talk about progression and after that I will talk about skills, spells and gameplay.
EARLY GAME: (Springlands, Revelwood)
Early on it's quite rough as a mage. That's why you don't really play as a mage at the start. You play a bit of a mixed class until you get your first eternal spell. Regular ice bolt and firebolt are not common enough to spam use them and it's definitely not worth crafting them, so you stick to using a wand and shield. Early gear is also not suited for mages, so going pure magic damage is just not worth it. Early on a hefty chunk of your skill points will also be spent on unlocking double jump, so that's that.
Sword and shield or any other 1-handed weapon is the way to go until Revelwood. Starting from Revelwood you can become a mage. You can have the weaker version of eternal icebolt and with some running around you can get the eternal fireball. As for equipment you will wear the mage hat, gloves and boots and the warrior pants and chestplate. Max mana doesn't matter and you need some survivability. A melee weapon will still be necessary as a sidearm, because mana regen isn't optimal yet and it's useful for breaking boxes. You can finally also get some useful mage related skills from the skill tree.
But you will still have to fight the Revelwood boss with bow and sword, because it's just designed that way.
MID GAME: (Blackmire, Nomad highlands, Kindlewaste, Hollow halls)
This is the part of the game where mages shine. After acquiring eternal fireball and a staff with mana leech you are set. Start blasting enemies from range and when they get too close you can either double jump fireball or switch to shield and wand combat. You are squishy, so be careful.
Once you reach the highlands you can get the enhanced eternal icebolt. This spell is amazing. The slowdown, damage and AOE makes it the perfect addition to fireball. Always start a fight with icebolt and depending on elemental weakness use fireball or icebolt after.
You are a bit of a two trick pony tho, because every other spell except for light burst sucks at this point of the game. light burst has it's moments when shooting through walls, but that's it's only function.
This part of the game is really fun and teaches you how to play as a mage and what to prioritize. crit chance, staff speed, stuns, survivability and mana regen are the most important things to pay attention to, especially on hard mode. Staying aware of possible ambushes is also important, because your most effective range is long range. Food buffs are also very important and the further you get through the mid game the better the options get.
This part of the game is probably where you will start to challenge the Hollow halls. They are challenging as a mage. None of your spells are 'effective' against skeletons. Bone channel sucks for many reasons that I will discuss later, so you are stuck using fireball and icebolt. Your damage will be mediocre and once you are swarmed by skeletons it can get really tricky to survive. So be as prepared as you can to face them and expect no meaningful reward, because the rewards are below your level and mostly useless outside the Hollow halls.
LATE GAME: (Albaneve summits)
I was thinking of making this a part of mid game, but some things do change here, so I made this a separate part.
In the Albaneve summits the world starts becoming a bit more dangerous. The map here is designed in more linear pathways compared to the previous regions. There are more places to be ambushed from and the overlook spots to snipe enemies from are less safe. The new enemies can be somewhat tough, but you get used to them quite quickly.
The new food options are great here and you probably have plenty of revitalizing potions. Some mana regen potions (not the regular variant) can help as well when tackling dungeons.
The cold can be a bit of a challenge especially because mage gear in the albaneve summits isn't the easiest thing to acquire. Still a pocket heater and some food can make the difference until you can craft all the gear.
Around this part of the game you will get access to the shroud beam spell. It's a great spell for damage as long as you use it sparingly. The shroud cure debuff sucks so only use it when you plan to fight a strong non-shroud enemy and you are not planning to do a shroud dungeon afterwards. The ammo for this spell is an absolute nightmare to craft and it is consumed quickly, so be careful with it.
And then you will fight the boss of the Albaneve summits...
END GAME: (Summits Boss, Veilwater basin)
I put the boss of the Albaneve summits in the end game part, because from here on mages are Weak again. While mages have great ranged AOE damage in the mid-late game, they do not have good single target damage. Their best continuous single target damage is wand damage. Mana-leech doesn't leech enough mana in single target scenarios to keep firing away, so wands are your best option. Also the stun from the terror skill does not work on bosses (it also does not fill their stun bar).
The Summits boss takes reduced damage while it's not stunned so it needs to be stunned to deal reasonable damage. Chain lightning and lightning channel can fill it's stun bar, but their range and stun amount is so abysmal that it's a joke compared to stun arrows. So for one part of the fight you use a bow and the other part a wand which targets a random part of the body so that backstabs are sometimes impossible. This fight is not fun as a mage.
Having survived that slogfest you arrive in the Veilwater basin, the most beatifull region in the game IMO. Fighting bandits is as easy as it has always been, but lizards are something else.
Lizards are weak to lightning and being wet makes enemies extra weak to lightning. Great! You can finally use chain lightning and lightning channel and their eternal counterpart. But they just suck! Their range is non existent. Their lock-on mechanism sucks. They are mana expensive and they are slow as hell. As a mage you like to stick to what is safe, because you are squishy. These spells are not safe to use. The new water/lightning themed staff also lacks mana leech which is just the cherry on top.
The new spells are nice though. I really like shock wisp! It's damage is decent and it's nice that you can pre cast it before a fight. It's way too expensive to craft though
The magic shield is nice, but it needs a few buffs to be viable. It doesn't block enough damage in hard mode and it's radius is too small.
Most of the time you still fight with the new eternal variants of fireball and icebolt though. Fighting lizards this way can be quite a slog on hardmode. There really needs to be made some changes to spells, skills or equipment in order to make these fights more fun.
Skills: (priority and possible changes)
Intelligence and elemental damage boosts:
I don't know the damage calculations behind these two. If they are additive you should prioritize intelligence over elemental damage boosts. If they are multiplicative I think elemental damage boost has the slight edge over int. BUT int affects lots of other skills, so still focus int.
Spirit:
It's not a priority. There is no percentage based mana regeneration, so having more maximum mana is quite meaningless.
Constitution and endurance:
More health and stamina is always nice. Some health and stamina regen is percentage based, so more maximum is more regen. Not a priority, but nice to have.
Every adventurer's basics:
Double jump is fantastic. Dessert stomach really helps, but is quite an investment. Updraft and airborne are just really nice.
Shroud time:
Inner fires and Relentless flames are quite nice if you have spare skill points.
Shroud filter is absolutely necessary for deeper shroud dungeons.
Survivability:
Tower, warden are quite nice, take one to get Earth aura
Life essence really helps, since you will focus int
Water aura and waters of life is amazing QOL TAKE THIS
Life burst can be nice when cornered, but not a priority
Most important:
Terror, This is the reason that you need crit chance. It keeps you alive and the enemies away, But I believe it should do even more. An upgraded form of this skill should allow you to also build up some of the stun bar on boss enemies.
Wizard, Crit chance is the way to go
Quick charge, I think charge time should be removed entirely, but this is a small fix
Ranger, more crit chance and damage and some stamina regen
Necromancer, As a solo player this skill is a perfect distraction for enemies
Damage:
Sting and wand master are essential for wand damage
Chain hit and mass destruction are nice for all magic weapons, but they do lack quite a bit of damage in end game. Still it does attract more enemies and that is something you want as a mage, because mana leech and AOE becomes more effective.
Niche Skills:
The ranger and survivor pathway should focus on non-bow skills
Absorb and blood magic are some form of mana regen but not a priority
Bloodletting in combination with the survivor pathway are really nice for bossfights. Especially if there are mobs surrounding the boss, because free heals and mana!
Radiant aura, during midgame sun aura serves a real damaging function, but when you approach late and end game the damage doesn't scale well anymore. So you only keep radiant aura as a form of shroud danger alert and a flying bug dropper.
Spells: (my thoughts and potential improvements)
All spells have a charge time, mana cost and animation duration. None eternal spells also consume their associated ammo type. I don't really understand the point of charge times. It makes swapping between spells frustrating. It makes swapping between mana potions and staff EVEN MORE frustrating, so you don't ever do it. It makes accidentally swapping really frustrating. And it makes some spells completely unusable inside of combat.
PLEASE REMOVE CHARGE TIMES. It destroys the fantasy of a mage using different spells.
Some spells also consume ammunition, which is fine and I think may be balanced. But most spells are way too expensive. Shock wisp and Shroud beam channel are way too expensive to craft.
Fire spells:
There are two fire based spells and one scroll for this category. I think there definitely should be a third on like a flame-thrower, wall of flame or meteorite (shroud meteorite sucks). oh fire bolt exists too...
Fireball:
This is the bread and butter spells for mages. It's good AOE damage and mediocre single target damage. It's the best way to trigger terror on enemies far away. And it is somewhat mana efficient.
Lightburst:
This spell does too little at the moment. It's range is too small, it's damage non-existent and the possibility to stun is a joke. It's charge time also doesn't help it as a panic spell. It is nice that the spell hits through walls.
At least two of the four problems need to be addressed to make this spell viable.
Ice spells:
There is only 'one' ice spell in the game. Ice bolt with an AOE and ice bolt without AOE. This is far too few. Some form of voxel based stationary spells should be added. Like a large ice cloud or ice blocks that can be formed because of spell.
Ice bolt:
The second bread and butter spell. It's even more amazing than fireball, because it also slows down enemies. The second to last eternal ice bolt is also the most mana efficient spell in the game, sadly the final eternal ice bolt isn't.
Lightning spells:
There are three lightning spells in the game. That's the amount that feels just right. Sadly two of those spells are mostly unusable. This is mostly because these spells are way more risky to cast than other spells. They have no range, are slow and have bad targeting. It's sad because lightning spells are often the coolest spells in video games, so let's see what we can do about it.
Chain lightning:
This spell is good in theory, but bad in practice. It's range always feels just too short compared to ice bolt and fireball. It's targeting mechanism is really bad. an enemy slightly covered by a wall or bush or something else is untargetable. This also hinders the 'chain' to be formed. It's charge time is waaaay too long. combine this with it's long casting animation and this becomes the SLOWEST spell in the game. It's stun value is pointless. It's damage is actually quite good, but the dps is not. This spell NEEDS better range, targeting and charge time to be actually viable in solo play.
Lighting channel:
This spell has even more problems than chain lightning. This spell's function seems to be stunning enemies, but in solo play this NEVER happens. The only time it stuns an enemy is because of terror triggering. While casting this spell you movement speed is also reduced, you deal barely any damage and you are WAY too close to an enemy. Sometimes you even lose the lock on, because a random plant gets in the way.
But because terror exists I think there is hope for this spell. Remove the inherent stun build up, improve the range and the lock on mechanism and improve the fire-rate by a lot. This spell's purpose is then to trigger terror on enemies.
Shock wisp:
I really like this spell. It's damage isn't amazing, but it does something even without you direct input. It's additional damage and it gives you a reason to be close to enemies. I love this spell. The crafting cost sucks though. 25 SHROUD SLUDGE! That takes forever to craft. And I don't like fishing so the electric nerve is a pain to acquire.
Healing spells:
This is a solo mage review. There are no self-healing spells, so there's no real point to talk about them.
Shroud spells:
There are currently two shroud spells in the game. The debuff that they bring with them makes it so that you plan around using them. Still I think the debuff should change in duration and effect. I like the risk and reward thought behind it, but the execution could be done soewhat better.
Shroud meteor:
It's a pointless spell for now. Because of the debuff and the damage type the way you use shroud spells changes. This is an AOE spell with weird targeting. Most places where you would need a spell like this are in shroud infested areas with many enemies, except you can't use this because it's a shroud spell. It doesn't scale with end game either, so it's pointless against lizards.
Shroud beam channel:
I actually like this spell. It's a boss killer spell, because it's way too pricey to use it for anything else. The sad thing is that it deals shroud damage and that makes it unviable to use against most bosses, because they are shroud enemies. It needs to be cheaper to make. Shroud cyclopses are too rare to farm.
Niche spells:
These spells don't really fit into any category so I put them here. I would like there to be many more of these spells, because you can be most creative with these kinds of spells. Sadly most of these spells are a bit undercooked.
Acid bite:
This spell exists... Apparently it used to be strong, but it's clearly no longer that. It's also been forgotten by the devs I believe. Anyway it needs more damage and you need to be able to cast it quicker.
Bone channel:
Completely pointless. You get these spells after the point where you need them. Traveling back and forth from the Hollow halls just sucks the fun out of them. These spells have bad range, are mostly single target for some reason and require way too much ammo. Stick to using fireballs and ice bolts...
Magic shield:
I really love the idea behind this spell. It's a new form of spell and that is great! In Hardmode this spell doesn't do anything though. It's charge time and casting time makes this spell impossible to cast during combat. This causes you to cast this spell once before combat and then forget about it. The damage this spell blocks with max int is the same as ONE arrow shot by an enemy archer in hardmode. That is NOTHING. The shield's radius is also very small and that hinders you a lot more than you think. This spell needs at least triple the health and a bigger radius. The casting time can be kept long, but I stand by the point that charging time needs to be removed.
Consumables:
Okay we are nearly done with everything and I will keep it short with the last topic of this post.
The current state of food is good IMO. It would be nice if there was a type of food that restores a percentage of your maximum mana, because that makes investing in it worth it.
But I do believe there should be made some improvements when it comes to potions and scrolls:
Potions:
Health potions are fine as it is I think. Crafting anything better than revitalizing health potions feels a bit like a waste though. Health regen potions are also unnecessary as a mage.
Mana potions are weird. You almost never want to switch from your staff to a potion, because it costs too much time (charge time and manual switching) and time in combat means danger. That's why mana leech and other mana regen sources are great. Mana regeneration potions are really nice though, but they are pricey to craft.
Miscellaneous potions are nice to drink before combat and are fine as they are. They are basically craftable scrolls.
Scrolls:
I believe most of these should be craftable. Like the Sacred Vukah scroll, prayer of the flame scroll and the fire wisp scroll. Later areas don't have Vukah camps so farming for these scrolls is annoying. Fire wisp is real fun, but because it's so limited you tend to hoard them like you do in skyrim.
Summary:
Mage is real fun and strong in the mid and late game, but falls off hard in the end game (Summits boss and veilwater basin). It's spell variety should be improved and many spells that currently exist should be improved. Charge time (the circle that fills up before you can cast a spell) sucks and makes some spells unusable. Some skills in the skill tree hard carry the entire mage class. Mages sucks at single target damage and are then stuck with wand combat in close range. Some spells are way too expensive to craft. The new spell ideas are really great though!
PS:
Please post what you think about my post! I do hope many of you actually read the post though. Since it took quite a lot of time to write all my thoughts down. English isn't my first language, so I may have made some spelling and grammatical errors here and there.
Hi guys, just loving the game at the moment, trying to get the carpenter but hes in an area that is closed due to early access it appears, or is it simply taking another path?
I am really confused I need Nitrate to make the mortar, but I need the Lab to make the Mortar? But the tools I need are in a higher level area? am I missing something? I have been trying to figure this out for days.
I built my base in RiverReach when it came out, but after some of the water updates, my base is just permanently flooded from the waterfall. Is there some way to fix this or do I just have to give up on it?