Enshrouded 1.0 New Skills: Every Rank, Cost and Who Should Take Them
Published by the Enshrouded Builds team
Enshrouded 1.0 added eight new combat skills to the skill tree: five for mages and three for archers. Keen Games' release notes name them, but they do not list ranks, point costs or the exact numbers. We pulled all of that from the in-game skill text in the 1.0 game files (build 1267041), so every value below is what your tooltip shows at that rank.
Short version: all eight together cost 34 skill points. That's about 16% of the 212 points a fully explored level 50 character has, so no build takes all of them. Wand casters want the three wand skills, summoners want the two summon skills, and bow builds want all three archer skills.
The 8 new 1.0 skills at a glance
| Skill | Area / archetype | Cost | In-game effect at max rank |
|---|---|---|---|
| Blast and Cast | Mage / Trickster | 3 pt | After a Critical Strike with a Wand, the base damage of your next Staff attack within 10 seconds is increased by 50%. |
| Aerial Wand Attack | Mage / Battlemage | 3 pt | When equipped with a Wand, you can perform a special attack by holding [Use Item] during a jump. |
| Wand Evasion Attack | Mage / Battlemage | 4 pt | When equipped with a Wand, you can perform a Wand Evasion Attack by pressing [Use Item] while evading. It fires a magical disc that pierces enemies and deals 50% additional weapon damage. |
| Advanced Necromancy | Mage / Wizard | 2 pt × 3 | Increases the maximum amount of summoned Hollow allies from spells by 3. |
| Totem Mastery | Mage / Wizard | 2 pt × 3 | Increases the maximum amount of summoned totems by 3. |
| Puncture | Ranger / Ranger | 2 pt × 3 | Ranged Piercing damage is increased by 30%. |
| Barrage | Ranger / Ranger | 1 pt × 3 | Dealing damage with Bows has a 45% chance to restore 1 durability to that weapon. |
| Survival Instinct | Ranger / Survivor | 1 pt × 3 | Defeating a Shroud infested enemy with a Bow or Dagger restores 9 seconds of Time in the Shroud. |
Mage: Blast and Cast and the two wand skills
The three wand skills cost 10 points in total and all sit in the Mage area.
Blast and Cast (Trickster) is the one that changes how mages play. After a wand critical hit, your next staff attack within 10 seconds deals 50% more base damage. That gives the wand a job beyond chip damage: land a crit, swap, and open with a boosted staff shot. Both our Wizard and Battlemage guides take it.
Wand Evasion Attack (Battlemage) fires a magical disc when you press the use-item key while evading. The disc pierces enemies and deals 50% additional weapon damage, for 50 mana. Battlemages dodge constantly, so this is free damage on top of movement you were going to make anyway.
Aerial Wand Attack (Battlemage) adds a special attack when you hold the use-item key during a jump. It costs 25 stamina. It's the weakest of the three on its own, but it is cheap and sits on the path most wand builds walk anyway.
Summoner: Advanced Necromancy and Totem Mastery
These two skills are why the Necromancer exists as a real build in 1.0. Each has three ranks and both together cost 12 points. They don't add damage directly. They raise how many summons you can keep up at once, which matters because 1.0 also added four summon spells: Fire Totem, Ice Totem, Shock Totem and Hollow Wretch, the skeleton summon.
| Skill | What each rank gives (in-game text) |
|---|---|
| Advanced Necromancy | Rank 1: Increases the maximum amount of summoned Hollow allies from spells by 1. Rank 2: Increases the maximum amount of summoned Hollow allies from spells by 2. Rank 3: Increases the maximum amount of summoned Hollow allies from spells by 3. |
| Totem Mastery | Rank 1: Increases the maximum amount of summoned totems by 1. Rank 2: Increases the maximum amount of summoned totems by 2. Rank 3: Increases the maximum amount of summoned totems by 3. |
Healers can take Totem Mastery too: an Ice Totem slows enemies that are chasing the group, which keeps your allies alive without a single heal.
Archer: Puncture, Barrage and Survival Instinct
The three archer skills cost 12 points. Puncture (Ranger) is the one to grab first: +10% ranged piercing damage per rank, 30% at rank 3, with no condition attached. Barrage (Ranger) gives bow hits a 15% chance per rank to restore 1 durability, which saves repair trips on long bow runs. Survival Instinct (Survivor) restores 3 seconds of Shroud time per rank when you kill a Shroud enemy with a bow or a dagger. That's why our Assassin takes it as well as the Ranger.
| Skill | What each rank gives (in-game text) |
|---|---|
| Puncture | Rank 1: Ranged Piercing damage is increased by 10%. Rank 2: Ranged Piercing damage is increased by 20%. Rank 3: Ranged Piercing damage is increased by 30%. |
| Barrage | Rank 1: Dealing damage with Bows has a 15% chance to restore 1 durability to that weapon. Rank 2: Dealing damage with Bows has a 30% chance to restore 1 durability to that weapon. Rank 3: Dealing damage with Bows has a 45% chance to restore 1 durability to that weapon. |
| Survival Instinct | Rank 1: Defeating a Shroud infested enemy with a Bow or Dagger restores 3 seconds of Time in the Shroud. Rank 2: Defeating a Shroud infested enemy with a Bow or Dagger restores 6 seconds of Time in the Shroud. Rank 3: Defeating a Shroud infested enemy with a Bow or Dagger restores 9 seconds of Time in the Shroud. |
The building skill: Airborne Architect
1.0 also added Airborne Architect in the Core area at the center of the tree (3 pt). It's not a combat skill: inside your base you turn into a spark and fly freely in first person while building. It does nothing for your build's damage, so leave it for later unless you build a lot.
Which builds should take the new skills
This table shows which of our nine 1.0 guides use each skill in their level 50 preset, and our verdict:
| Skill | Taken by our 1.0 presets | Verdict |
|---|---|---|
| Blast and Cast | Wizard, Battlemage | Must-have for any caster that carries both a wand and a staff. |
| Aerial Wand Attack | Wizard, Battlemage | Cheap utility. Take it when the path to Blast and Cast passes it. |
| Wand Evasion Attack | Wizard, Battlemage | Best wand addition: it turns every dodge into damage. |
| Advanced Necromancy | Necromancer | Core for summoners, skip it otherwise. |
| Totem Mastery | Necromancer, Healer | Core for summoners, good for healers who drop totems. |
| Puncture | Ranger | Highest-value bow node in 1.0: a flat 30% for 6 points. |
| Barrage | Ranger | Quality of life. Saves repair trips on long bow runs. |
| Survival Instinct | Ranger, Assassin | Strong for any bow or dagger build that explores the Shroud. |
Warrior, Tank and Barbarian don't take any of them: the new skills are all ranged or magic. To see a skill's exact position and the path to it, open it in the Enshrouded skill planner, or read how the areas fit together in the skill tree guide. For every new spell and the full list of changes, see the Enshrouded 1.0 patch notes.
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.