Enshrouded 1.0 Patch Notes Explained: What Changed for Each Build
Published by the Enshrouded Builds team
The 1.0 changelog is long, and most of it is about the world, quests and building. This post pulls out only the lines that change how a build plays, and sorts them by build. Quotes are from Keen Games' 1.0 changelog (as published on the Enshrouded Wiki); skill costs are from the 1.0 game files (build 1267041). For the full list of what's new, see our Enshrouded 1.0 patch notes summary.
Short version: mages gained the most (new spells, Eternal spells, wand attacks, summons), melee got a smoother stamina and blocking loop, bows lost most of their ammo chores, and daggers moved to their own tree. Two changes hit everyone: the skill tree reset and the Shroud time rework.
Changes that hit every build
- Skill tree reset, level 50. Every old character's tree was reset on first load, and a fully explored level 50 character now has 212 skill points. The numbers are in what changed in the 1.0 skill tree.
- Shroud time. Keen found that stacking Shroud time effects pushed the timer "very far into the background", so "their overall effectiveness has been reduced", while "many more hourglass capsules" now appear. Don't spend many points on Shroud time skills.
- Leech perks. Percentage leech "was too strong in the late game". Early perks now use a flat value, and "the very valuable percentage leech is reserved for specific weapons and gear."
- Enemy resistances. "Enemy damage susceptibilities have been reworked for a large number of enemies", and the "Effective" and "Resisted" labels now only show at 20% or more. Matching your damage type to the enemy pays off more consistently.
- Boss retries. Enemies now recover health over time after you leave combat instead of resetting instantly, so a quick retry after a wipe starts with a partly damaged boss.
- Gems. Gem of Battle Mania and Gem of Obsession had "some stats" lowered, and Gem of Toxic Reaction got "+21% dps on level 10 up to 65% on level 50."
- Armor. Each Flame upgrade now unlocks the next tier's armor sets automatically.
What 1.0 changed for each build
| Build | Our tier | 1.0 changes that matter | What it means |
|---|---|---|---|
| Wizard | S | 9 new spell types, more tiers for old spells, an Eternal version of every spell, a ground cursor for area spells, cheaper spell charges | The biggest winner on paper: more spells for every stage and fewer trips back for crafting resources |
| Battlemage | S | Wand heavy attack, specials that can't be interrupted, better targeting and free aim, 10 points of new wand skills, flat leech early | Plays much smoother; mana sustain now leans on skills like Unity rather than leech gear |
| Necromancer | S | New summon spells, Advanced Necromancy and Totem Mastery (12 points), a cap on player-spawned creatures, gem companions limited and losing health out of combat | A real build for the first time, but with limits on how many creatures you can field |
| Healer | A | Eternal versions of all spells and the general spell rebalance; the notes name no healer-specific change | Mostly unchanged; still a co-op role |
| Warrior | A | Stamina recovers while blocking, blocking follows the camera, shields repaired at camp anvils, One-Handed Specialization moved | Safer to play; block-heavy play costs less stamina |
| Tank | A | Stamina while blocking, camera-direction blocking, shield repairs, Veteran moved into the Tank group | Same role, less downtime |
| Barbarian | S | Heavy melee attacks can hit several close enemies, two-handed axe attack ranges fixed, stamina recovers while blocking | Better against groups and more reliable swings |
| Ranger | A | Eternal ember and voltaic arrows, upgradeable arrows, arrow rebalance, 12 points of new archer skills, faster target switching | Less ammo chore; the Albaneve boss weak point is no longer bow-only |
| Assassin | B | Dagger skills moved to the Assassin group, craftable dagger sets in tiers 2 and 3, dagger set perks changed from sneak attack damage to melee crit chance | Easier to build and gear, but the sneak attack bonus on sets is gone |
Mage builds: spells, wands and summons
The changelog "added 9 new types of spells", "numerous additional tiers for previously existing spells", and says "all spells now have an eternal version". Eternal spells and arrows can be upgraded at the combat crafting survivors. Spell charges got cheaper: rare resources were removed from recipes, mined gems were added, and less ectoplasm is needed. That helps the Wizard and Healer most.
The Battlemage got its own rework: a heavy attack, specials that "don't get interrupted by enemy attacks while casting anymore", range-aware targeting and a free-aim mode. Details in Battlemage before and after 1.0.
The Necromancer came with limits. The Gem of Lesser Necromancy "now has a limit for the resurrected companions it can spawn", gem companions "start to lose health after a while when out of combat", and the game now "counts the currently active creatures spawned by players and enforces a maximum." On the plus side, skeleton companions' attacks "are no longer interrupted by enemy attacks." More in Necromancer before and after 1.0.
Melee builds: blocking, stamina and heavy attacks
- "The player character's stamina now also recovers while blocking." This is the biggest change for the Warrior and Tank.
- Blocking now uses "the camera blocking direction, rather than the direction the character is facing", which "should make blocking feel more responsive."
- "Heavy melee attacks can now hit several enemies when they are close to each other", and Keen "fixed the attack ranges for two-handed axes". Both help the Barbarian.
- The Reaping weapon perk was "greatly buffed": its stamina regeneration "was previously too short to make a noticeable difference in combat."
- Anvils in enemy camps "now finally repair equipped shields and wards."
- Melee auto-targeting now "more strongly prefers enemies that are in close proximity to the player."
Four skills also moved. If your old build used them, they are in a different spot now:
| Moved skill | Where it is in 1.0 | Cost |
|---|---|---|
| Veteran | Warrior area / Tank group | 2 pt × 3 |
| One-Handed Specialization | Warrior area / Warrior group | 3 pt |
| Inner Fires | Core area / Core group | 1 pt × 3 |
| Snap | Core area / Core group | 2 pt |
Ranger and Assassin: arrows and daggers
For the Ranger, Keen "revisited the balancing of the various arrows", "added new eternal ember arrows and eternal voltaic arrows", and made target switching with bows "possible much faster after the attack". The Albaneve Summits boss's back weak point "now works as a regular weak point for all weapons; previously, it only worked as a weak point for arrows." See Ranger before and after 1.0.
For the Assassin, the dagger skills moved "from the warrior area of the skill tree to the assassin tree". Tiers 2 and 3 now each have "one craftable ranged combat set and one craftable dagger set". The dagger sets Assassin, Frostbite Slasher and Blood Feather now have "a melee attack critical hit chance improvement upgrade perk instead of a sneak attack damage increase."
What to do with your build now
- Spend your refunded points. An empty tree is the biggest power loss in 1.0.
- Don't rebuy your old build node for node: costs changed and some skills moved.
- Plan in the skill planner first. It has every build at level 15, 35 and 50, and you can enter your in-game point total.
- Check the 1.0 tier list if you're choosing a new build, and the respec guide if you need to change one later.
Sources & how we checked this guide
Facts on this page were last checked on October 20, 2026 against Enshrouded 1.0.0.2 (Steam build 1269579). Patch facts come from Keen Games' official posts. Skill ranks, point costs and percentages were checked against the in-game skill text exported from the 1.0 game files (build 1267041) and cross-checked with two independent community sources. Item names were checked against the official Enshrouded Wiki. Read our methodology.