Enshrouded Best Builds for 1.0: 5 Class Builds With Planner Links
Five Enshrouded 1.0 builds (Barbarian, Tank, Ranger, Battlemage, Healer) with skill planner links, point costs and what each core skill does.

Enshrouded has no fixed classes. Every character shares one skill tree, with Warrior, Mage and Ranger areas around a neutral centre, and you can buy any node that connects to one you own. A “build” is just a set of skills that suits one weapon type.
Below are five builds for 1.0. Each one has a link that opens our skill tree planner with every point already spent. From there you can add, remove or share it. Skill names, costs and effects come from the 1.0 game files.
How these builds are put together
- Each build picks a weapon type and buys the skills that boost it.
- The planner fills in the cheapest path to each skill. That path includes attribute nodes and sometimes a skill you didn’t ask for. Those are listed under each build.
- Multi-rank passives are taken to rank 3 unless noted.
- The points shown are the build’s total cost, all ranks included. You get 2 points per level from level 2, 1 per Shroud Root and 3 per Elixir Well: 212 points at level 50 with every root and well (full breakdown).
| Build | Weapon | Points | Level from levelling alone |
|---|---|---|---|
| Barbarian | Two-handed melee | 70 | 36 |
| Tank | One-handed weapon and shield | 75 | 39 |
| Ranger | Bow | 67 | 35 |
| Battlemage | Wand | 67 | 35 |
| Healer | Healing spells | 74 | 38 |
Shroud Roots and Elixir Wells get you there sooner. They’re all on the interactive map.
Two-handed Barbarian build
Open the Barbarian build in the planner (70 points)
Greatswords, two-handed axes, clubs and hammers. Hit hard, break guards, heal on crits.
| Skill | Cost | Effect (from the game files) |
|---|---|---|
| Barbarian's Path x3 | 1 each | Damage with Two-Handed Axes, Clubs and Hammers +5% per rank |
| Titan Edge x3 | 1 each | Damage with Two-Handed Greatswords +5% per rank |
| Brute x3 | 2 each | Melee Blunt damage +10% per rank |
| Slasher x3 | 2 each | Melee Cutting damage +10% per rank |
| Heavy Hitter | 4 | Two-Handed Melee attack speed +10% |
| Two-Handed Specialization | 3 | Unlocks two-handed weapon Special Abilities |
| Whirlwind Crescendo | 3 | A whirl attack at the end of an attack chain, 75 stamina |
| Relentless | 5 | Two-handed crits raise crit chance on the next hit |
| Veteran x3 | 2 each | Melee crit chance +2% per rank |
| Battle Heal x3 | 2 each | Melee crits heal 1% of max Health per rank |
| Breach | 3 | Overpowered enemies take 100% more melee physical damage for 3 seconds |
| Heavy Handed x3 | 1 each | +10% Stun Bar fill per rank against blocking enemies |
| Blood Rage x3 | 2 each | A melee kill nearby gives a melee damage buff for 10 seconds |
| Double Jump | 2 | Jump again in the air, 10 stamina |
Also on the path: Warrior's Path (1 rank), Bash (1 rank), 4 Constitution and 4 Strength nodes.
How it plays: Heavy Handed and Breach work together. Attack a blocking enemy until it’s overpowered, then hit it for double melee physical damage. Pick Brute for clubs and hammers or Slasher for axes and greatswords if you want to save points.
One-handed tank build
Open the Tank build in the planner (75 points)
A one-handed sword, axe or club with a shield. Parry, soak hits and keep the group alive.
| Skill | Cost | Effect (from the game files) |
|---|---|---|
| Warrior's Path x3 | 1 each | Damage with One-Handed Axes, Clubs and Swords +5% per rank |
| Swift Blades | 4 | One-Handed Melee attack speed +15% |
| One-Handed Specialization | 3 | Unlocks one-handed weapon Special Abilities |
| Slasher x3 | 2 each | Melee Cutting damage +10% per rank |
| Heavy Plates x3 | 1 each | Physical Armor from items +4% per rank |
| Shiny Plates x3 | 1 each | Magical Armor from items +4% per rank |
| Tower | 3 | +10% Physical Resistance with 3 or more enemies within 20 m |
| Warden | 3 | +10% Magical Resistance with 3 or more enemies within 20 m |
| Power Parry x3 | 1 each | Parry Power +10% per rank |
| Vigorous Deflection x3 | 1 each | A parry restores 15 Stamina per rank |
| Bash x3 | 2 each | Parries bash for 10 Blunt damage per rank, scaling with Strength |
| Shockwave | 3 | Parries and overpowers push nearby enemies back |
| Battle Heal x3 | 2 each | Melee crits heal 1% of max Health per rank |
| Veteran x3 | 2 each | Melee crit chance +2% per rank |
| Martyr | 3 | If you die, allies within 30 m heal 50% and get +100 max Health for 15 minutes |
| Double Jump | 2 | Jump again in the air, 10 stamina |
Also on the path: Wet Dog, Absorb (1 rank), 6 Constitution and 5 Strength nodes.
How it plays: Tower and Warden only switch on when 3 or more enemies are close, which is when a tank needs them. Every parry restores stamina and bashes the attacker. Martyr is for co-op; drop it if you play solo.
Ranger bow build
Open the Ranger build in the planner (67 points)
Bows, headshots and extra arrows, with the best glider skills on the way.
| Skill | Cost | Effect (from the game files) |
|---|---|---|
| Marksman x3 | 1 each | Bow damage +5% per rank |
| Sniper x3 | 2 each | Bow crit chance +2% per rank |
| Skill Shot x3 | 1 each | Skillshot (weak point) damage +20% per rank |
| Puncture x3 | 2 each | Ranged Piercing damage +10% per rank |
| Multi Shot | 4 | Regular Arrows have a 20% chance to fire a Flurry of Arrows |
| Multi Shot Trigger | 3 | Special Arrows trigger the Flurry too |
| Multi Shot Spread | 3 | 25% chance of one extra free arrow in the Flurry |
| Bow Specialization | 3 | Unlocks bow Special Abilities |
| Bee Sting | 3 | Shooting in the air slows your fall, 10 stamina per second |
| Blessed Arrows x3 | 1 each | Bow crits restore 8 Mana per rank |
| Vitality Surge x3 | 1 each | Bow, dagger and throwable crits restore 3 Stamina per rank |
| Barrage x3 | 1 each | 15% chance per rank that a bow hit restores 1 durability |
| Eagle's Bane x3 | 1 each | Damage against flying enemies +10% per rank |
| Updraft | 4 | Jump while gliding for a lift, once per flight |
| Dessert Stomach | 4 | One extra food slot |
| Double Jump | 2 | Jump again in the air, 10 stamina |
Also on the path (1 rank each): Counter Battery, Silent Stride, Airborne, Ranger, Runner, Swiftshot Sustenance, plus 2 Dexterity and 2 Endurance nodes.
How it plays: aim for heads. Skill Shot, Sniper and Puncture stack on every skillshot, and Multi Shot adds free volleys. Bee Sting with Double Jump lets you shoot from the air. Note that Multi Shot uses up the extra arrows unless Multi Shot Spread adds them.
Battlemage wand build
Open the Battlemage build in the planner (67 points)
Wands, built around 1.0’s new wand attacks and Blink.
| Skill | Cost | Effect (from the game files) |
|---|---|---|
| Mage Apprentice x3 | 1 each | Wand and staff damage +5% per rank |
| Wand Mastery x3 | 1 each | Wand damage +5% per rank |
| Wizard x3 | 2 each | Wand and staff crit chance +2% per rank |
| Sting | 3 | Repeated wand damage +20% |
| Arcane Proliferation | 3 | 30% chance of double wand projectiles (extras deal 50% less) |
| Wand Specialization | 3 | Unlocks wand Special Abilities |
| Aerial Wand Attack | 3 | Hold attack mid-jump for a projectile with 50% extra damage in a small blast, 25 mana |
| Wand Evasion Attack | 4 | Attack while evading for a piercing disc with 50% extra damage, 50 mana |
| Blink | 4 | Replaces the dodge roll with a short teleport, 20 stamina |
| Blink Attack | 2 | Blinking into an enemy causes a Fire explosion |
| Emergency Blink | 2 | Blink while stunned to break the stun |
| Chain Hit | 3 | Magic crits hit another target within 15 m for 5 Shock damage per Intelligence |
| Mana Currents x3 | 1 each | Base Mana Regeneration +5 per rank |
| Eternal Spark x3 | 1 each | 15% chance per rank that a wand hit restores 1 durability |
| Blood Magic | 4 | Below 20% Mana, restore up to 35% Mana for Health (2 minute cooldown) |
| Double Jump | 2 | Jump again in the air, 10 stamina |
Also on the path (1 rank each): Spellslinger, Arsonist, Quick Charge, Counterstrike, Unity, plus 6 Intelligence and 4 Spirit nodes.
How it plays: Double Jump into Aerial Wand Attack, then Blink out with Wand Evasion Attack. Mana is the limit, so Mana Currents and Blood Magic keep you casting.
Healer and necromancer build
Open the Healer build in the planner (74 points)
A co-op support build: heal the group, burn Fell enemies with every heal and raise extra Hollow allies.
| Skill | Cost | Effect (from the game files) |
|---|---|---|
| Healer x3 | 1 each | Healing from spells and Water Aura +15% per rank |
| Water Aura x3 | 1 each | A healing aura for you and nearby allies, scaling with Intelligence |
| Waters Of Life | 2 | Doubles Water Aura healing per Intelligence |
| Divine Surge | 4 | Healing spells can crit |
| Righteous Fire x3 | 2 each | Heals burst for 20% of the heal per rank as Fire damage to nearby Fell |
| Life Burst | 4 | Magic weapon kills heal players within 15 m for 5x your Intelligence |
| Healing Revive x3 | 1 each | Revived players get 8% more Health per rank |
| Necromancer x3 | 1 each | 5% chance per rank to summon a Skull Companion on a magic kill |
| Advanced Necromancy x3 | 2 each | +1 maximum summoned Hollow ally per rank |
| Radiant Aura x3 | 1 each | Nearby Fell enemies take Fire damage per Intelligence every second |
| Life Essences x3 | 1 each | More max Health, scaling with Intelligence |
| Mana Currents x3 | 1 each | Base Mana Regeneration +5 per rank |
| Unity x3 | 1 each | Wand hits can restore Mana |
| Mage Apprentice x3 | 1 each | Wand and staff damage +5% per rank |
| Wizard x3 | 2 each | Wand and staff crit chance +2% per rank |
| Double Jump | 2 | Jump again in the air, 10 stamina |
Also on the path (1 rank each): Eternal Spark, Bone to Ash, Purification, plus Heavy Plates and Absorb from the Warrior side, 5 Intelligence, 4 Spirit and 3 Constitution nodes.
How it plays: almost everything here scales with Intelligence, so stack it on gear. Divine Surge lets heals crit, and every heal triggers Righteous Fire on Fell enemies around the target. The game files leave some values blank in the Radiant Aura, Life Essences and Unity text, so open them in game to see the exact numbers.
Spending the rest of your points
Each build costs 67 to 75 points, which leaves 137 to 145 of the 212 for:
- Attribute nodes next to the build: Strength and Constitution for melee, Dexterity and Endurance for bows, Intelligence and Spirit for magic.
- Utility skills that suit any build: Dessert Stomach for an extra food slot, Updraft for the glider and Blink instead of the dodge roll. The skill tree guide has more.
- Gathering skills in the centre, like Miner and Lumberjack.
Open any build, then click nodes to add or remove them. The planner keeps the tree connected and Share copies your own link.
Sources
- Skill names, costs, ranks and effect text: the 1.0 game files, as shown on our skills pages.
- Point totals: counted by our skill tree planner.
- Keen Games: 1.0 release trailer and changelog
- Game data: extracted from Steam build 25988036 (Enshrouded 1.0).
FAQ
What are the classes in Enshrouded?
There are no fixed classes. Everyone shares one skill tree, split into Warrior, Mage and Ranger areas plus neutral nodes in the centre. The planner labels 12 sections: Survivor, Beastmaster, Ranger, Assassin, Trickster, Wizard, Healer, Battlemage, Guardian, Warrior, Barbarian and Athlete.
What is the best build in Enshrouded?
There's no single best build. A two-handed Barbarian is the simplest melee start, a Ranger bow build is strong at range, and a Healer is the most useful pick in co-op. Each build in this guide has a planner link you can open and edit.
What should I do with my skill tree after the 1.0 update?
Keen's 1.0 changelog says existing saves get a one-time skill tree reset the first time they load in 1.0. Open a build in the planner, check the point cost, then spend your points again in game.
How many skill points do these builds need?
Between 67 and 75 points for the core skills, counted by our planner. You have 212 at level 50 with every Shroud Root and Elixir Well, so there are plenty left for attribute nodes.
Can I mix classes in Enshrouded?
Yes. The tree is shared, so any node is open to you as long as it connects to something you already own. The Healer build here picks up a couple of Warrior nodes on the way.


