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ByYurii Luzhko

Best Skills to Unlock First (Enshrouded 1.0)

Verified for 1.06 min read

Decide your weapon first, then buy its damage skill for three ranks and the armor or sustain skill beside it. Melee: Warrior's Path and Heavy Plates. Ranged: Marksman, then Skill Shot. Mage: Mage Apprentice, then Eternal Spark. Every plan below fits in 14 points or fewer, which you have at level 8 from level-ups alone.

You get 2 skill points per level, so the first 10 to 15 come at levels 6 to 9. The tree is a map, not a list: a skill costs its own points plus every node between it and a starting point, so the price of a skill is its route, not its sticker. That is why the same-looking skill can cost 2 or 14.

This page is the first stretch only. For the whole tree use the skill-tree planner; for a fixed list of 18 points see the Starter build; for what to swap later, respec order. The picks and the order are ours. What each skill does, and what it costs, is read from the 1.0 tree.

How we picked

Three rules, in order:

  1. The first point must pay. The skill has to change a number you feel on the next fight: weapon damage, armor, crit chance, healing, mana.
  2. Count the connectors. The cheapest route to a skill is added to its price, and the plans below print it. Attribute nodes on the way are not wasted (see the box).
  3. Long chains wait. A skill that needs 6 or more points of route is a later purchase, however good it looks (the last section lists them).

Attribute nodes are the connectors you want

Each one gives +1 attribute point. In the 1.0 files a point is worth 50 health (Constitution), 20 mana (Spirit) or 10 stamina (Endurance), and 0.05 damage scale per point for the weapon that scales with it. The game's own text for Strength: "Increases your Strength attribute by 1. Increases Melee damage by 5% per Attribute Point."

Everyone: two Core picks

Two Core skills fit any role and cost 4 points in all (4 points, level 3). Take them whenever you have two spare points, not before your damage skill.

OrderSkillTo rankPoints (with connectors)Running totalWhat it does
1Double Jump1 of 122Allows jumping a second time while airborne.
2Inner Fires1 of 32 (+ Well Rested)4Time in the Shroud is increased by 60s, allowing you to explore for longer.

Melee

Warrior's Path first, because it is the damage skill for the one-handed axe, club and sword and its route goes through a Constitution node (health). Heavy Plates second: physical armor points from equipped items are increased by 4%. Total 14 points, level 8.

Two-handed instead? Swap Warrior's Path for Barbarian's Path (two-handed axes, clubs, hammers) or Titan Edge (greatswords): same price per rank, different weapon. Daggers are on the Ranger side.

OrderSkillTo rankPoints (with connectors)Running totalWhat it does
1Warrior's Path3 of 34 (+ Constitution)4Damage with One-Handed Axes, Clubs and Swords is increased by 5%.
2Heavy Plates3 of 34 (+ Constitution)8Physical Armor points from equipped items are increased by 4%.
3Veteran2 of 3412Critical Strike chance with One- or Two-Handed Axes, Clubs, Hammers, Swords, Greatswords and Daggers is increased by 2%.
4Power Parry1 of 3113Your Parry Power is increased by 10%.
5Shiny Plates1 of 3114Magical Armor points from equipped items are increased by 4%.

Ranged

Marksman for three ranks comes with a Dexterity node: bows scale with Dexterity, so the route pays twice. Skill Shot is next because hitting weak points such as heads counts as a skillshot, which this skill raises by 20%. Sniper raises crit chance with bows. Total 12 points, level 7.

Airborne is a quality-of-life pick (glider stamina); swap it for a second rank of anything above if you do not glide much.

OrderSkillTo rankPoints (with connectors)Running totalWhat it does
1Marksman3 of 34 (+ Dexterity)4Damage with Bows is increased by 5%.
2Skill Shot1 of 32 (+ Counter Battery)6Skillshot damage is increased by 20%.
3Sniper2 of 3410Critical Strike chance with Bows is increased by 2%.
4Airborne1 of 32 (+ Dexterity)12Gliders consume 12% less Stamina.

Mage

Mage Apprentice is the wand and staff damage skill and sits next to a Spirit node (mana). Eternal Spark routes through an Intelligence node, and the game's text for that node is "Increases Magic damage by 5% per Attribute Point", so the connector is a damage point too. Arsonist raises all Fire damage 10% per rank, so take it only if you cast Fire. Total 13 points, level 8.

A Frost or Shroud mage swaps Arsonist for Iceman or Dark Arts; both cost 2 per rank.

OrderSkillTo rankPoints (with connectors)Running totalWhat it does
1Mage Apprentice3 of 34 (+ Spirit)4Damage with Wands and Staves increased by 5%.
2Eternal Spark1 of 32 (+ Intelligence)6Dealing damage with Wand projectiles has a 15% chance to restore 1 durability to that weapon.
3Arsonist1 of 33 (+ Intelligence)9All Fire damage is increased by 10%.
4Mana Currents1 of 32 (+ Spirit)11Base Mana Regeneration is increased by 5.
5Quick Charge1 of 32 (+ Spirit)13Charge Time of spells is reduced by 10%.

Support

Support leans on Healer (healing spells and Water Aura) and the aura itself. Water Aura heals you and injured allies nearby and, per its own text, scales with Intelligence. Healing Revive makes revived players come back with more health, which is worth a point in a group. Total 11 points, level 7.

OrderSkillTo rankPoints (with connectors)Running totalWhat it does
1Healer3 of 34 (+ Intelligence)4Health gain from healing spells and Water Aura is increased by 15%.
2Mana Currents1 of 32 (+ Spirit)6Base Mana Regeneration is increased by 5.
3Water Aura1 of 32 (+ Spirit)8You emit a healing aura that heals you and all injured allies within 5 meters.
4Healing Revive1 of 32 (+ Life Essences)10Revive players with 8% increased Health.
5Well Rested1 of 3111The base duration for the Rested buff is increased by 2 minutes.

Skills that wait

These are good skills with a long route. From a fresh tree the dearest here, Last Meal, costs 14 points to reach, against 5 for itself. Buy them once the first stretch is done, not before:

SkillClassIts own costFrom a fresh treeWhat it does
BlinkMage46Replaces the Dodge Roll ability with a short-range teleport.
Life BurstMage410Defeating an enemy with a Magic weapon restores Health equal to 5 times your Intelligence to all players within 15 meters of the target.
RelentlessWarrior510Critical Strikes with Two-Handed weapons increase your Critical Strike chance by 8% for the next hit.
Heavy HitterWarrior412Increases the attack speed of all Two-Handed Melee weapons by 10%.
Multi ShotRanger413Shooting Regular Arrows has a 20% chance to spawn a Flurry of Arrows that spreads slightly.
Last MealRanger514Your Food buffs persist through death, but they last half as long.

Check the price before you click

The planner shows the points a skill needs from your current build. The whole tree costs 675 points and you earn 212 by level 50 with every Shroud Root and Elixir Well, so every build is a choice.

Common mistakes

Buying the big active skill first. Heavy actives cost more and need a route; the damage passive pays on every swing.

Skipping the attribute nodes. They look like filler, but they are the weapon-scaling points: a bow, a wand and a sword each scale with a different one.

Mixing two weapon types in the first 15. A skill for the wrong weapon does nothing; pick the weapon, then the skill.

Forgetting the reset. 1.0 reset every tree once; plan on the planner before you spend.

Related guides

Skill / weapon / biome facts derived from Enshrouded Wiki (CC BY-SA 4.0). CC BY-SA 4.0. PinDrop is fan-made and not affiliated with Keen Games. Last refreshed .