
How to Beat Fell Sicklescythe
A scythe-limbed Fell boss that haunts the Shrouded ruins of the Kindlewastes — from the Haunted Sun Temple to the Kindlewastes Hollow Halls.
Its head is an ingredient of the Flame upgrade to level 6.
- Faction
- Fell
- Region
- Kindlewastes
- Weak to
Poison
Fire
Shock- Resists
Shroud- Quest
- Sun Temple Stories
- Head unlocks
- Flame level 6
- Behaviour
- Hostile
Sources: Enshrouded 1.0 game files (server build 1267041, 2026-10-15) for the damage shares, level, XP and party scaling in the 1.0 game-files block below; enshrouded.wiki.gg (pre-1.0) for the description, behaviour, drops and the wiki's map pins.
Strategy
In the 1.0 game files Fell Sicklescythe takes extra damage from Poison (120%), Fire (120%) and Shock (120%) and is immune to Shroud.
A desert-tier wall tied to the Sun Temple and Hollow Halls questlines. Respect its reach — dodge inside the wide scythe swings and punish between them, in level-25+ gear the Kindlewastes expects. It also guards the finale of the Kindlewastes Hollow Halls.
- 1Travel to KindlewastesFell Sicklescythe spawns in Kindlewastes. Open the in-game map and fast-travel to the nearest fast-travel point in the region before approaching.
- 2Swap to Poison or Fire or Shock damageFell Sicklescythe takes increased damage from Poison, Fire, Shock. Slot a weapon dealing one of those types as your primary — Daggers are the family fits.
- 3Drop Shroud from your loadoutFell Sicklescythe resists Shroud damage — bringing those as your main weapon wastes the fight. Reserve them for a backup slot or replace entirely.
- 4Loot and check the wiki for variantsConfirm drops on the in-game corpse, then cross-reference the live wiki entry below for patch-specific changes and rarer variants we may not have re-scraped yet.
Fell Sicklescythe in the 1.0 game files
Share of each damage type that lands, from the boss's template in the Enshrouded 1.0 server files (build 1267041); the name is the game client's. Hit points are not stored in the files. Where it disagrees with the wiki chart, this is the 1.0 value.
Cutting100%
Piercing100%
Blunt100%
Poison120%
Fire120%
Ice100%
Shroudimmune
Shock120%
The file also scales whole categories: physical damage ×0.9, magic damage ×0.7.
- XP multiplier
- ×1
- Level
- 23
- Block · backstab
- can block · can be backstabbed
- Health per extra player
- +50%
- Spawn points
- 1
- Regions
- Kindlewastes
How Fell Sicklescythe fights in the 1.0 files
Scaling, party scaling and the attack list, read from the enemy's template and attack set. Health is shown as a multiple of the baseline enemy of the same level: the files store no hit points, the game works them out from the level. In the files it can block, can be backstabbed, can be pacified.
Health scaling
×5
of the baseline enemy at its level
Damage scaling
×2
of the baseline enemy
Health per extra player
+50%
Damage per extra player
+5%
Attacks
5
Threat (all attacks)
17
Longest reach
20 m
Loot slots
1
| # | Reach | Threat | Type |
|---|---|---|---|
| 1 | 10 m | 5 | attack |
| 2 | 20 m | 3 | attack |
| 3 | 20 m | 3 | attack |
| 4 | 10 m | 3 | attack |
| 5 | 10 m | 3 | teleport |
Recommended loadout
Poison damage carries this fight. Pick a primary weapon from one of these families and pair it with a secondary in case the boss cycles a resist phase:
Builds that work
Preset builds tuned around the damage type (Poison) that Fell Sicklescythe is weakest to:
- Ranger SniperBow damage and crits: Marksman, Sniper and Skill Shot at full rank, Bow Specialization for the bow's special ability, Fatal Precision and Vitality Surge to keep the crits paying.
- Assassin Dual BladesDaggers in the 1.0 assassin tree: Sneak Attack and Cutthroat to open, Backstab Mastery and Dagger Mastery at full rank, Expose Weakness, Venomous Blades and Venom Mastery, and a rank of Thrust for the daggers' piercing damage.
- Multi-Shot BowmasterVolleys: Multi Shot with Spread and Trigger, Marksman and Ranger at full rank, Barrage and Rebound. Ricochets and Rebound II are not on the 1.0 tree.
Curated build hubs for this fight
Jump into the per-weapon-type or per-archetype build pages tuned for Poison damage — every preset there already matches the resistance profile Fell Sicklescythe is weakest to.
Recommended loadouts for this fight
6 preset builds whose archetype counters the Fell resistance-profile family — ranked by tier (S → A → B).
- Starter — First 10 LevelsHybrid
What to buy before you pick a class: one cheap node from each side — Counterstrike, Fire Resistance, Brute, Marksman — plus Well Rested. Fits in the points level 10 gives.
- Fire Mage StarterMage
The first Mage build to take into 1.0: Arsonist and Mage Apprentice for damage, Radiant Aura and Counterstrike for fire around you, Fire Resistance and Healer to stay up.
- Healer SupportMage
Group healing: Healer and Water Aura at full rank, Waters of Life, Healing Revive and Saviour for downed allies, Divine Surge and Righteous Fire. Healer II and Sun Aura are not on the 1.0 tree.
- Solo Adventurer HybridHybrid
A bit of everything for playing alone: Marksman and Skill Shot for the bow, Battle Heal and Warrior's Path for melee, Healer, Counterstrike and Fire Resistance, Runner and Saviour.
- Ice Mage — Crowd ControlMage
Ice damage and slows: Iceman and Frost at full rank, Wizard and Chain Hit for crits that jump, Quick Charge for faster staff spells, Ice Resistance and Arcane Deflection for safety.
- One-Handed WarriorWarrior
One-handed melee for damage: Warrior's Path and Slasher at full rank, Swift Blades and One-Handed Specialization, Power Parry and Heavy Handed to overpower, Merciless Attack, Opportunity and Breach to punish it, and Veteran with Battle Heal to heal on crits.











