In short: there are no classes, you pick a weapon and a style
Enshrouded has no fixed classes. You don't choose a class when creating your character — everything is set in one shared skill tree. "Classes" are simply branches of the tree: you can follow one or combine neighboring ones (e.g. Battlemage with Healer, or Warrior with Ranger), as long as the skills connect in the tree.
What that means in practice:
- Your class is defined by the weapon you carry and the skills that boost it — not by a choice at the start.
- No choice is permanent. You can reset the tree at a Flame Altar and spend your points again.
- In 1.0 the tree resets anyway the first time an old save is loaded — changelog: "When playing for the first time in version 1.0.0.0 with an existing save game, the skill tree will be reset".
The 12 branches of the skill tree
The tree has three parts with 4 branches each (according to the wiki):
| Branch | Weapon | Playstyle | For starting out |
|---|---|---|---|
| Warrior | one-handed swords, axes, maces | all-round melee | fine solo; in 1.0 it no longer has dagger skills |
| Barbarian | two-handed weapons | big damage, stuns | fine solo, but mistimed swings hurt |
| Tank | shield + one-handed weapon, heavy armor | soaks damage, protects the group | best in co-op, slow solo |
| Athlete | one-handed weapon, aerial attacks | mobile melee | more of an add-on |
| Ranger | bow | ranged shooting | one of the most recommended for solo |
| Assassin | daggers + bow | stealth, backstabs | weaker against groups |
| Beastmaster | any | calming animals, poisons | more for exploring |
| Survivor | — | stamina, running, climbing, food | a good add-on for any branch |
| Battlemage | wand + shield | close-range mage, self-healing | most often recommended for solo |
| Wizard | staff (fire, ice, lightning) | big area damage | strong but fragile |
| Healer | healing staff | group support | great in co-op, weak solo |
| Trickster | spells | crowd control, knockback | an add-on for mages |
The "For starting out" column is the shared opinion of several pre-1.0 guides (wiki, GameWith, Gamer Rant, Hack the Minotaur) — not a ranking and not a tier list.
Where skill points come from
According to the wiki: 2 points per level, 1 point for each Shroud Root you destroy and 3 points for an Elixir Well (each once per world). Version 1.0 raises the max character level to 50 (gear to 55) and adds new Shroud Roots — 12 in the new Cinder's Cradle biome and 6 in new areas at the map's edges — so there are more points than in Early Access.
What version 1.0 changes for classes
| Change (1.0 changelog) | Who it affects |
|---|---|
| 9 new spell types — according to Nodecraft and Low.ms including Mana Drain, Entangle, Pillar of Flames, Blizzard, Ball Lightning, fire/ice/shock totems and a skeleton summon | Wizard, Trickster, Healer |
| An Eternal version of every spell (no charges), upgradable like a weapon | all mages |
| Summoning skeletons and necromancy skills (Advanced Necromancy, Totem Mastery) | mages |
| Wand reworked: heavy attack available right away, new Aerial Wand Attack and Wand Evasion Attack, free aim (option) | Battlemage |
| New skill Blast and Cast (links wand and staff) | Battlemage + Wizard |
| New bow skills Puncture, Barrage, Survival Instinct | Ranger, Assassin |
| Dagger skills moved from the warrior part of the tree to Assassin | Warrior, Athlete, Assassin |
| Moved and re-costed: Veteran, One-Handed Specialization, Inner Fires, Snap; many skills cheaper and stronger | warriors |
| Stamina regenerates while blocking | Tank, anyone with a shield |
| Health/mana/stamina leech weaker late game, flat values early on | leech-based builds |
| New skill Airborne Architect (build while flying) in the center of the tree | everyone |
| Armor sets unlock with Flame upgrades; in Revelwood and the Nomad Highlands there's one craftable set for archers and one for daggers | Ranger, Assassin |
We cover this in detail in our article on combat and class changes in 1.0.
What to pick — depending on how you play
- Playing solo and want it safe: Battlemage (wand + shield) or Ranger (bow). The wand hits from range, the shield blocks, and Healer skills add self-healing. The bow lets you fight before enemies reach you.
- Playing in a group: have someone take Tank (shield, heavy armor) and someone Healer; the rest deal damage (Wizard, Barbarian, Ranger).
- You like melee: Warrior or Barbarian; since 1.0 stamina regenerates while blocking, so a shield is more comfortable.
- You want to use daggers: since 1.0 their skills are in the Assassin branch (some used to be in the warrior part).
- You build and explore a lot: add points from the Survivor branch (stamina, running) — they help everyone.
In the first hours, what matters more than the branch is sticking to one weapon, upgrading it and investing in that weapon's skills. You can always switch branches with a reset.
Why no tier list? On 1.0 launch day nobody has played the version with new spells, a reworked wand and moved skills yet. The class rankings floating around the internet are pre-1.0. Proven builds will show up after a few days of play — we'll update this guide then.
FAQ
Is my class choice at character creation final?
There's no class choice at character creation. In 1.0 you only pick your look and body proportions (classic or realistic). You build your class with points in the tree.
Can I change class later?
Yes — reset the tree at a Flame Altar and spend your points again. You can also combine branches.
Will my Early Access character lose its skills?
The first time a save is loaded in 1.0, the skill tree resets — your points come back and you have to spend them again. Level and gear stay (more about saves after 1.0).
What's the best class for solo play?
Battlemage (wand + shield) and Ranger (bow) are recommended most often — both let you fight safely from range. That's an Early Access opinion; in 1.0 the wand and bow got new skills — the first days of play will show how they do after the changes.
Where are daggers in 1.0?
In the Assassin branch — 1.0 moved dagger skills there from the warrior part of the tree.



