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Which class to start with in Enshrouded 1.0

Updated: 5 min read

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):

BranchWeaponPlaystyleFor starting out
Warriorone-handed swords, axes, macesall-round meleefine solo; in 1.0 it no longer has dagger skills
Barbariantwo-handed weaponsbig damage, stunsfine solo, but mistimed swings hurt
Tankshield + one-handed weapon, heavy armorsoaks damage, protects the groupbest in co-op, slow solo
Athleteone-handed weapon, aerial attacksmobile meleemore of an add-on
Rangerbowranged shootingone of the most recommended for solo
Assassindaggers + bowstealth, backstabsweaker against groups
Beastmasteranycalming animals, poisonsmore for exploring
Survivor—stamina, running, climbing, fooda good add-on for any branch
Battlemagewand + shieldclose-range mage, self-healingmost often recommended for solo
Wizardstaff (fire, ice, lightning)big area damagestrong but fragile
Healerhealing staffgroup supportgreat in co-op, weak solo
Tricksterspellscrowd control, knockbackan 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 summonWizard, Trickster, Healer
An Eternal version of every spell (no charges), upgradable like a weaponall 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 InstinctRanger, Assassin
Dagger skills moved from the warrior part of the tree to AssassinWarrior, Athlete, Assassin
Moved and re-costed: Veteran, One-Handed Specialization, Inner Fires, Snap; many skills cheaper and strongerwarriors
Stamina regenerates while blockingTank, anyone with a shield
Health/mana/stamina leech weaker late game, flat values early onleech-based builds
New skill Airborne Architect (build while flying) in the center of the treeeveryone
Armor sets unlock with Flame upgrades; in Revelwood and the Nomad Highlands there's one craftable set for archers and one for daggersRanger, 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.

Sources

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