In Enshrouded, cast a spell by equipping a Staff and carrying the spell in your inventory. Ordinary spells consume a limited number of charges, while Eternal spells remain available permanently and consume Mana instead. Spells begin appearing as chest loot and enemy drops at level 3; reliable spell production becomes available after you rescue the Alchemist and unlock his crafting stations.
Requirements for casting
- Equip a Staff. A spell cannot be cast without one.
- Keep the desired spell in your inventory or available spell loadout.
- Have enough Mana for the cast. Mana regenerates over time and is influenced mainly by Spirit; Mana Potions, equipment, and some perks can also help.
- Hold the attack button to charge a spell, then release it to fire. Channel spells continue working while the button is held.
The damage, healing, and Mana figures shown in spell information are base values. Gear bonuses, elemental weaknesses, and enemy resistances change the result in combat. Wands are separate weapons: their automatic attacks do not use Staff spell charges or Mana.
Unlock the spell-crafting stations
- Clear the Springlands Ancient Spire.
- Begin the
Powerful Alchemyquest. - Rescue the Alchemist in the Ancient Vault west of the Springlands.
- Return him to your base and open his recipes through the Ammo menu.
- Complete his follow-up quests to obtain the Mortar, Alchemy Station, and Laboratory.
These stations unlock recipes in stages, so the Alchemist's first menu is not the complete spell list.
Alternative ways to obtain spells
| Spell or group | How to obtain it |
|---|---|
| Fire Bolt | Manual Crafting with 2 Resin; the recipe yields 20. |
| Bone Channel I and II | Craft them at the Collector using Bones and Ectoplasm Fragments. |
| Light Burst | Loot only; it has no crafting recipe. |
| Most other spells | Use the Alchemist, Mortar, Alchemy Station, or Laboratory as the recipe requires. |
Charge-based versus Eternal spells
A regular spell displays a remaining-casts count. Each use reduces that count, so you must craft or loot replacements when the supply is empty. Eternal spells remove that ammunition problem: crafting or earning one adds a reusable spell to your collection. They still require a Staff and Mana, and their costs can be substantial.
The first guaranteed Eternal spell comes from the Alchemist quest An Eternal Spell. It sends you to the Buried Tomb northwest of the Low Meadows Ancient Spire and rewards an Eternal Ice Bolt. Later Eternal recipes require an Alchemy Station or Laboratory and more advanced materials.
What the main mechanics do
- Fireball II and III affect an area, making them useful against groups.
- Ice Bolt damages and slows its target.
- Chain Lightning jumps from its first target to a nearby second enemy.
- Lightning Channel is a held beam that deals repeated hits.
- Acid Bite creates a damaging puddle after impact.
- Chain Heal can bounce between nearby injured allies.
- Shroud Meteor and Shroud Beam Channel reduce remaining Shroud time when cast.
1.0 data warning
The supplied numerical tables describe the build immediately before the 1.0 full release, not guaranteed current values. The release added Mana Drain, Entangle, Pillar of Flames, Blizzard, Ball Lightning, Fire Totem, Ice Totem, Shock Totem, and Hollow Skeleton. It also added extra tiers, expanded Eternal spells, and rebalanced Mana costs and cast times. Exact updated figures for those spells and the revised older spells are not provided here, so use the in-game recipe and tooltip as the authority for current numbers.
