#combat-and-skills
1 messages · Page 11 of 1
I think it's 5%; you can check your character with N, then click All Attributes on the bottom right, and it should tell you what contributes to the stats displayed if you mouseover.
cool, I'll check that out, thanks for answering that quick!
interesting, I was under the impression that the crab cakes damage against wildbeasts buffs worked for drak, but looking at the stats, it does not include drak or vukah
It could also just be not showing up; if you take the Skill Wet Dog and Soaked Dog, then get soaked or wet status, the debuff reduction doesn't show up there. IMO you may help improve the game if you bug this not showing, cause I was under the same impression as you.
gotcha, I'll test the damage with and without the buff then
🤝
A fellow science enjoyer, nice.
Right, but what I was saying is that it would be cool to have a full skill tree like what's available for every other class. Just think it would be fun.
Base crit is indeed 5% btw
as in crit chance?
for some reason, mine's stuck at 10% with no perks or equipment buffs
Do u have the bow perk "Ranger" on ur skill tree?
Or the weapon ur using hav the perk "Precise"
Maybe ur equipped bow/staff?
that was it lol, thanks
Want to hear some opinions since I’m quite new to the game. I really enjoy being a mage type of character, just cant decide on the route I’d want to take. I prefer staves since I like the idea of long range and aoe. But most of the time I have to switch back to wand since enemies fill up the gap distance so quickly where staff becomes unusable.
- So any advice for this?
- What do you consider to be the best elemental type in case of aoe (also taking into consideration mana efficiency)
depends. long range aoe baaaam would be later versions of fireball.
and compensating the short range thing will be super easy soon as you got ur hands on thunder and lightning spells.
those are absolute monsters for crowd controll AND damage
Thanks and your opinion about the radiant passive damage is it worth it?
eh. works i guess. honestly wouldnt put to many thoughts into it yet though since theres bigger combat tweaks and reworkings happenin atm so would advice not to go to deep into the nitty gritty or one gets used to much to how it was and has a harder time to get into how it will be.
No, its for utility
Much appreciated
Ngl if they expand Necromancy I'd rather it hinge on base building. Give the crypt and graveyard stuff a mechanical hook
Like sure add more skills, but I wanna craft and outfit skelebobs
On a related note, I was doing some tests with Mana Regen a bit ago, and found that some seemingly two-handed tools allow ward passives through. The discrepancy in my Mana Regen rate baffled me for way too long 🥲
Check out my guide. It's WIP, but is being actively updated. Specifically, search for the #early-game tag in it. Right now the bulk of the content is a full breakdown of Skills, but there are some other parts too.
The best AoE damage types are Fire, Ice, Shock, and Shroud but all for different situations, and each kicks in at different stages of progression with Fire being the first good AoE type. You will ideally get all of them over time. Also, you will be able to emphasize both wands and staffs and should be swapping between them fluidly, but your primary tool will be your staff, especially starting around mid-game.
It is not. In my guide I've rated it 1 out of 5, with an explanation as to why.
Tested the crab cakes with 2 spells last night, it didn't boost damage on drak for either
The spells being Lightning Channel and Shroud Beam Channel
Good to know. I suppose it makes sense, given the size of the damage boost and how you can stack it with the Drak Soulward Flask. Would be crazy to get 31% extra damage vs them from some consumables
So what the f is a "wild beast?"
is it worth to upgradeing weapons on 6 lvl? on which should I focus?
Maybe the terminology is something like Wildlife = plant enemies and Wild Beasts = animal enemies
Level 6 is very early game, and way too early to worry about committing to any specific weapon. I'd recommend avoiding upgrading any legendary weapons yet to save your legendary rules. Any other rarity weapons you could upgrade if you have the spare runes and there's an upgrade benefit you really want. Particularly good ones are Leech upgrades
There are too many slight variations to recommend a singular one, and even for a given weapon the rarity system means it's pretty impossible to predict most of what you'll have access to.
For now, since you are very early game, just focus on figuring out what types of weapons you enjoy using. Wands, one-handed swords, bows, etc.
the best item from this is?
for me its whatever its bow or sword
That screenshot doesn't provide nearly enough information for me to tell you which one is best. It doesnt show any of their levels, upgrades, traits, or anything.
The weapons you have now will eventually be recycled as the game hands you new ones. None of those weapons will carry you to endgame
For now just use whichever get the job done
Again, you are way too low level to worry about figuring out what the best item is or what you should upgrade. All of those weapons will get scrapped in like 2 more hours of gameplay
Read their sheets and experiment a bit with them. Pick whichever feels good and you can kill things with. Make sure you keep a bow or staff for puzzles at least
Hello everyone (sorry to interrupt) !
I've worked on an update for the skill-planner website (mostly QoL, UI style and locale support (only french available for now)). I'll submit it to its creator soon in hopes it becomes official 🤞.
URL-based sharing will be there in the official release, I just didn't want to bother setting up a database, which it depends on.
Would love some feedback and suggestions if you have a few minutes to spare and play with it !
https://enshrouded-skill-tree-ruddy.vercel.app/
Nothing is tracked, no analytics setup, the only cookies are from the hosting platform.
If not, I would appreciate if you could leave a 🔥 if you already/plan to use the tool or 🙅 if you've never used it and don't plan to do so. Would help a ton !
Thanks 🙂
There are tiers to the gear, that 7/7 number will tell you it's max upgrade potential - but you can find the same weapons with higher upgrade numbers as you level up/explore/etc
Took a quick glance, and it looks nice! You say it depends on a database. Does this address the current issue in the skill planner where nodes have out of date information? Ideally there'd be some pipeline for users submitting fixes
Aside from that, on Android 16 in Chrome, pressing any of the UI buttons while listening to music with Spotify is causing the music to fade out and then immediately back in, as if its swapping to an empty audio file.
A nice QoL feature I've personally been wanting is an easy way to cap the skill points based on region: Breaking all shroud roots in that region added to the region's "soft max" level (highest level that gear drops at unupgraded). This would make it easier to plan builds at different progression stages
Thank you for taking the time to respond.
No, unfortunately the database is not for keeping skills up to date. That is done manually. The closest thing we have (as far as I know) to a database of that kind is the skill planner itself.
The good news is, when I added the French translations, I went over all the skills and updated them in both languages so hopefully now things are up to date.
The database enables the shareable build feature, so you get a unique URL to share any build you configure.
The skill point cap by area is really interesting, I'll see if I can do something about it 🙏
Just to clarify, how does the shareable build feature differ from the current planner? Right now the existing planner has a poorly-named "export" button that gives you a shareable URL
I did add the possibility to save your build locally (so a true export/import that saves a file to your computer), otherwise it's the very same thing. Probably worth renaming to make it more obvious.
Gotcha. Yeah that could definitely be worthwhile.
Another suggestion I've had on my mind is an improvement to mobile UX. Right now, the input command to open a nodes description and the command to buy/refund a node are overloaded. Both trigger from a single tap regardless of context. This means you can't view descriptions of skills without sometimes having to undo accidental changes.
A more natural UX for mobile would be for a tap on an unselected node to select it and bring up its description. Then for a tap on a selected node to be interpreted as buy/refund.
That one was already on my todo list ! Good catch hahah
There's also probably something to do with the audio issue. I may need disable sounds by default and when enabled request explicit browser permissions. I've added Enshrouded sounds on the UI elements (hover, clicks, unlocks, refunds, etc.), that's why your audio was cutting.
Makes sense! Yeah having that as a toggle or something would be handy
Off the top of my head, there are two more polish items the original planner needed that I'd love to see, which I'd guess are low-hanging fruit. Both are edge cases related to viewport resolution that I only really noticed from having a Z Fold 7
-
On viewports with more extreme aspect ratios, edges of the planner parallel to the longer dimension won't stay in view. E.g. on my Z Fold 7 front screen the left and right extremes will slide out of view if I try to pull them in. This causes me to have to open my phone to use a more compatible aspect ratio, which leads me to...
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The planner doesn't handle changes to aspect ratio correctly (or perhaps at all). The skills all get placed as you might expect, but the lines denoting links get offset dramatically off of where they should be. Workaround is to reload the page
Regardless the current changes are very much appreciated. From a fellow SWE: thanks for the good work!
Haha happy to help, love to work on Enshrouded stuff.
Yeah I tried to fix #2, couldn't figure it out. I think the links are drawn on first render at a specific zoom level. I tried redrawing on resize with no success. Would need to debug this one lol
Not sure what you mean in #1 (or can't reproduce ?), except that the bottom-left option hide the stats button when horizontal;
Oof. Well, its not the worst to have to reload the page so no sweat if its too obscure
I'll get a screen recording to show what I mean about #1
A video bug report ? SWE UNITE lol
Thanks 🙇♂️
Here ya go! I recorded with your webapp, but the symptom is identical on the original app. Not sure if its a bug exclusive to mobile
I also just ran into an issue where your webapp stopped responding and I had to follow your link again. I'll see if it happens again later & try to get repro steps. Might be an issue on my end
Ohhhh I see the bounding box is pulling you in. Gotcha.
Yeah haha. By contrast the upper and lower bounds let me see so much empty space 😆
Hahaha I'll see what I can do, this one shouldn't be too bad
Everything's noted, TYSM for the feedback @gleaming musk 🙏 🙇
No problem!
which i should buy?
I will always say runner and double jump are the first things to get
double jump i have
Yes and runner is right next to it so I would grab that
My next suggestion would be updraft!
Double jump + updraft is a traversal marvel
where is it?
updraft is on the right side, slightly upward, just a little off the main circle
the fancy lookin icon
It's right between the green skills and blue skills
Petition to expand Enshrouded's skill tree to be as extensive as PoE2's
Now daz a skill tree
And unlike Enshrouded's most of if not all of those skills are actually very useful and well well thought out.
This is a joke ofc
The team at PoE are hardcore gamers
And their game reflect it
Enshrouded is more of a peaceful house builder game at heart!
my favorite 
Combat is a secondary
So an insane skill tree is not really.. suited for it
But I did have a crazy tank build in PoE2
Everyone said it was impossible
So i did it
Ù nÚ)9
I just hope the combat gets some tweaks to be a bit more... Zelda-y in depth
so for that better green or blue path?
I use green, green in general is great, if you want magic skills go for blue
but green is "glider lasts longer"
Entirely depends on how you want to play. Take the green path if you want to use bows, and the blue path if you want to use staves.
Respeccing is extremely cheap and fairly convenient, only requiring you interact with a flame altar and have a handful of runes. You can do it as early as the start of the game.
I'd prefer more depth than that, personally. But yeah
it's more just like, I want "a little more" at least
But, hear me out: both could be primary gameplay pillars.
that'd be something lol
I'd even argue that adventuring & combat is actually an as-of-yet neglected primary, given how huge of a part of the experience adventuring is.
I wish it was, that'd be awesome. We'll see what they've cooked up in Autumn!

Hey guys, did anyone had success pulling the Blink Dagger unique post-parry attack? I'm quite new to the game and just got a pair dropped, but when I do a post-parry attack with the daggers all I get is a kick, or if I have the merciless node unlocked, its just a normal stab. Any luck?
I think u gotta like mash the atk input after getting the merciless, pretty sure the input needs to be buffered pr something.
@split osprey I haven't been able to recreate the issue where the app wasn't responding, but I have noticed that often when my browser has been backgrounded or closed for a while that your version takes a lot longer to reload than the original. Been trying to get a clearer repo by keeping both versions open for comparison. Haven't figured out a specific trigger, and the longer load time for yours is pretty inconsistent (happens maybe around 50% of the time). There's a chance that my work wifi is to blame cause the security here is pretty tight
The longer load time is pretty obvious when it does happen. Takes like 15-20 sec to load as opposed to ~1 second. When it doesnt trigger both load at comparable speeds
There are instances too I've notice where my app takes longer to load.
I believe it has to do with the hosting provider. The official website is on a paid plan and probably doesn't go in sleep mode, as mine is hosted on the free tier. On my side, it seems to happen when I start working on the project again, so I have no issue after it 'wakes up'.
I could be wrong though, I have not tested this extensively.
I've never experienced this with Vercel before, but they are probably in their enshittification phase now that they've acquired a sufficient user base so that would make sense lol
Ah that sounds plausible
I've no experience with Vercel myself, so I wouldn't know lol. I mostly work on game engines
Can't find any mention of sleep mode on Vercel doc, I might be wrong. I'll investigate before we merge with production. Thanks for the heads up !
No problem!
Hey do the devs read this?
I need a way to change my arrows without aim down sight slowdowns or WHILE I have a different weapon active.
It's really killing the game for me.
This is what I do for magic. I think you can do the same for arrows.
Community manager does sometimes, but you'll have way more success using the feature submission site.
Probably not what you're looking for, but you can do this in your inventory.
You can swap arrows quickly while having another weapon equipped by equipping the bow in your long range slot and using Q. I recommend binding it to an extra mouse button if you can.
When aiming, use the scroll wheel to select as it's way faster than discrete button presses. Also, sort your arrows manually according to use case & combo, then disable inventory auto-sort. Get in the habit of resetting your arrow type whenever there's a lull. Making your "default" arrow sit in the middle of the list will help you quickly swap to the desired arrow for a given situation.
I juggle 8 different spells atm, and doing all of this makes the current interface way less painful.
It is not clear, but they may be having trouble with the scroll wheel. Either way, both options work. Hopefully one works for them.
Yeah. Either way organizing things and picking up those habits will make a tremendous difference.
https://enshrouded.featureupvote.com/
This is the feature submission site.
We also read this chat too 😉
To give an example so this advice is less vague, right now I have my spells sorted as:
- Magic Shield
- Heal Channel
- Light Burst
- Lightning Channel
- Ice Bolt (my "default")
- Fireball
- Bone Channel
- Shroud Beam Channel
Reasons for this sort:
- My default is Ice Bolt for its fast cast time, good range and aoe, high DPS, as well as its CC. It is never a bad option.
- Everything above my default is support and CC focused.
- Everything below my default is DPS focused.
- Spells closer to my default, I use more often. Means fewest button presses to get to them.
- Conversely the outer edges are sparsely used, but being at either extreme end of the list still makes it easy to not accidentally overshoot them when they're needed.
- My bread-and-butter combo for most solo encounters is Fireball -> Ice Bolt -> Lightning Channel. If enemies get too close when using LC, I'm one step away from Light Burst to make some space so I can Ice Bolt -> Lightning Channel again.
Feature upvote is for specific single suggestions, not really general feedback
So, how is the combat revamp work going? Did you see my suggestion on what to do for the "Be Gone" skill?
Ngl, I'd rather just have draw/stow mechanics. My hotbar is crowded enough as it is
Elemental resistances 
Yeah, the hotbar option is not for everyone. A lot of people like the wheel selection option. I'm not against one or the other.
Oh, to be very clear I was talking about Begone, not spell selection. The spell/arrow wheel is awful, especially because it's exclusively text
Begone requiring a dedicated hotbar slot with its current mechanics makes it primed for the chopping block for any pure mage tbqh
Especially with how good Terror is at inflicting stun at range.
For spell selection, I truly wish action game devs would learn from engine builders.
There is a lot of talk about how "Be Gone" should be used, and the idea of being able to use the skill while a spell is selected on the hot bar is my proposal. But if they want to replace the skill entirely, I am okay with that, too. As long as we get a better skill.
LoL
I do like the spell on the hot bar approach. I just wish we could cast the spell by simply pressing the hotbar key.
I wouldn't mind that as an option but as the core flow absolutely not. Wands already take up so much space
I'd much rather they adopt the 8-slot wheel approach, in conjunction with a combo builder.
Perhaps limited hotbar space is part of the experience. ¯_(ツ)_/¯
To be honest, I miss the macro script approach. But I have not seen this done for ages.
Yeah, it's not as popular in part due to the MVP's obvious limitations in its rigidity. But the limitations are honestly easy to circumvent by introducing the concept of transition states
Embracing an engine builder approach towards spellcasting would both solve the hotkey crowding issue magic tends to run into in any game, as well as open things up to making niche spells less of a pain to use.
Better still, if spells are designed with the expectation that players will be chaining them, suddenly a whole new dimension to magic gameplay opens up. Easy recent example of this being done well is Lune from Clair Obscur: Expedition 33.
Now that is how I would like to play my magic user or any game role. I was never a big fan of selecting a spell and using your mouse to execute.
Well, tbc the concepts of transition states AND state persistence. Essentially, automate the existing UX for situations that the player anticipates
Wait till you hear my "radical" ideas about how all action games should be taking cues from street fighters and delving into contextual input 
There is really no reason we should still be confined to overcrowded hotkeys for individual, discrete mechanics in the year of our lord 2026
And yet, here we are
LoL, there are so many ways to do combat in games these days.
I don't mind the different combat systems; it keeps games interesting to play.
I take it you like Street Fighter and Delving combat system?
Combat systems and UX arent really quite the same thing, but I agree
Oh no im shit at that lmao
But those games are a very clear example of how to map a lot of things to very few buttons
A simplified form is more than appropriate for general use
Oh yes, UX is part of the experience. Bad UX can lead to a confusing experience.
Like the old Nintendo systems, where you could control Mario with just a D-pad and two buttons? Yeah, I agree. With a combination of intuitive button input states, a combat system can be simple and engaging.
Absolutely. Honestly even very half-baked contextual input can make a major difference.
For example, several years back I played a third-person action MMO that accidentally stumbled upon this idea (which they proceeded to ignore for the rest of the game lmao). I can't remember the name of the game at this point, but one of the spells you could pick up as a mage was this AoE lightning attack that would throw enemies. On paper the spell was just OK, but in practice it was a staple of my kit because the spell behaved differently depending on whether I was airborne when casting it or not.
When on the ground, its casting time was far shorter, the damage was lower, and affected enemies were pulled towards the center of the blast.
When airborne (suspended in midair during casting), the casting time was much longer, the damage was nuke-tier, and enemies were thrown away from the center of the blast.
This simple dichotomy made the spell invaluably flexible. Even if individual skills aren't designed this way, knowing whether the player wants to use X vs Y based on their character's current status is a huge QoL improvement
Yeah, I remember a few games that did this. This skill system is very fun to play and also feels nice when you execute correctly.
i have this gem of Aerobatics in my inventory/bow and when i try to do a crashdown attack with my 2hander i do an attack in the air and fire off 5 shurikens, is this a bug?
Practicing the skill combinations was fun, mastering, and feels great when you execute like a pro.
Yeah gems applying globally is a known issue. You can get some pretty silly outcomes from it
hmm then i should get rid of that one
Ngl one of my dreams is to work on a project with this kind of playstyle depth, and have it yoink Mabinogi's idea for skill progression
Have to train with a skill before you can upgrade it, and training is done by using the skill in various circumstances. Mabinogi's implementatuon was bland and needlessly grindy, but with this type of UX setup you could make it feel more like an achievement system
Yes, I see where you are coming from. I agree games are navigating away from this combat style these days.
Alas, designers tend to devalue design suggestions from engineers and artists
Your call tbh
I had it happen with my Gem of Corruption and eventually took out that Gem cause it made it impossible to see half the time and I found something I liked better for that wand anyway
Gem of Corruption works well with AOE skills, but there are better gems out there.
I would play with Gem of Corruption until you find a gem you would like to replace it with.
my main focus is 2handed, so a gem ruining my crash down skill is terrible 😄
Then your decision is made. As for what gem to replace it with. I am not sure.
Collect gems and swap them out for others. Hint: You can socket gems in lower-level areas.
To keep the costs down.
It's the only damage gem I've encountered that has damage worth mentioning, and even then only really when using multishot wands or multi-hit AoE spells like Lightning Channel.
Burn gems have a bug that make you semi-immortal, but their damage is eh
But yeah the better gems are generally utility ones
Yes, it all depends on what you are trying to do. There are a lot of online guides about the gem system. You just need to look for them.
Nothing about embervale is peaceful lol. This is not a “building” game it’s an action adventure survival building game lol
I would say it has both
"Building Blocks! Yea!"
I spend a ton of time building, Longkeep is fairly peaceful at least, but the rest of embervale has the risk of night-time scavengers and fell appearing
Huh. Seems Necromancer is bugged. It will never proc if you kill the enemy in a single strike
And so far Battle Mania is...just okay, honestly. It isn't really sufficient to prevent the need for Mana Leech, even if used alongside Candied Ginger. Meanwhile a 2x Mana Leech staff does only slightly less innate damage and leaves the gem slot free for stuff like Gem of Currents / Soul Reaping.
In theory you could use it on a staff with more damage nodes as a higher burst DPS secondary staff. Though, unless the staff in question has extra damage nodes and one Mana Leech node, this would likely get outclassed by just chugging potions to abuse Gem of Currents on a staff like Violet Storm.
Need some more time to experiment with it
I feel like it has, at least if you're referring to the blue Skill? Sometimes I'll attack those little crawly Fell Critter babies that don't attack you just to spawn some skulls before heading deeper into a fight. Might be an ok place to test them, Elixir wells and such? Will try to remember next time I play.
I was just deliberately testing it against animals, fell creatures including critters, and even Soul Flasks. In a span of an hour, not a single enemy killed with a single instance of damage resulted in a skull being spawned.
To be clear, the strike had to be the first one and also kill them
That's why I bring up the non-attacking mini Fell Critters, they have only a few HP and go down in one shot. I'll try to test again tho if I can remember.
If I hit them with like, a wand and the 2rd or later projectile killed them then it would still have a chance of proccing as normal
It's also really easy to test with Ice Bolt and Fireball on any lower level enemies lol
And conversely, to use them on higher level enemies to test the opposite
I feel like the Necromancer skill only procs off wand attacks for me lol. I'll have to sit down and record results some time.
It definitely can proc off of spells. I get them from Lightning Channel all the time
I only really noticed because when spamming Ice Bolt & Fireball with a Soul Reaping gem on my staff I would have assumed I would get roughly double the number of skulls on average. But I wasn't, and instead got the same amount as if the gem hadnt been slotted
The flasks were dying in a single hit. But when I used either a spell or wand to break them in multiple smaller hits they were able to create skulls on breakage
For more context this is something I've vaguely noticed for weeks now, but only just confirmed
I am 99.9999% certain this is the exact repro
And this feeling you have aligns with this as well, since wands nearly always require multiple hits to bring down an enemy. Exceedingly few things die from a single wand projectile
Alright, booting up and going into a well to smack the 1 hit mini mobs just to see lol
Just cleared the interior and exterior of 2 Elixir Wells in Springlands, using Fireball (Gem of Burning on staff) only to one shot enemies and zero procs of skulls. I wonder if we're uncovering a recent patch issue here.
Every enemy going down in one hit, but no procs. Will use wand only on this third Elixir Well.
Definitely getting one shot kill skull procs but only with wand.
Will try 1 more wand only well to confirm.
Got me wondering if it's cause wands shoot more than one projectile so it's counting as multiple hits....
Much harder to control for, though
Still, even baby bugs, the ones the size of a tennis ball that don't attack, are proccing skulls.
It's meant to proc on kill, not on hit though, isn't it?
Aye.
Homie is saying that the skull seems to only proc when you do at least 2 hits or more to kill a target. While that seems to be true when using staves, it's harder to be sure with wands, since wands (and perks) can cause a wand to have multiple projectiles; so while it may take me one click to kill a foe with a wand and that spawns a skull, the wand itself may have launched more than 1 attack, potentially confirming his hypothesis.
But I can't control how many projectiles my wand makes so it's harder to test and be sure.
Hard to tell with the multishot
Okay, I'll trust Az to the testing, I really need to do my workout hehe.
Yeah, I noticed I'm getting way fewer skulls lately, that might be the reason.
Thanks for helping me confirm it! Exact specifics aside, having such a reliable repro means it should be easier to address. I'll file a bug report here in a sec
What’s the highest damaging greatsword in the game so far?
10-4 thank ya kindly
@wild cypress submitted the Necromancer bug and also cited you as a second tester
Also submitted a bug about Lightning Channel not properly chaining through Soul Reaping vials
I really appreciate the help. Often I spot so many seams in any game that I get too overwhelmed to test & report them all. Occupational hazard
While trying to evaluate Battle Mania further, I accidentally discovered that when you get the bug where a Gem is always active, it also keeps at least some of the weapon's upgrades active. So now all of my weapons are acting like they have 2x Mana Leech as well as Soul Reaping 🤨
Of course this would happen when I'm trying to get a feel for alternate staff choices. Smdh
Shake my damn h.
shaking my damn honeybun
Ooo bb

Manaleech is nice when you're not a dedicated caster it feels like
Has Nemisis been nerfed somehow? Came back to the game as a tank after a while away and now it seems like it barely does anything.
Mana Leech is even nicer as a dedicated caster. It's the best avenue for mana sustain in the game, and is part of what makes Spirit a near-useless stat.
I haven't ever used it myself, but I've heard people say you have to still be doing things to cause aggro like damaging enemies, with Nemesis acting like an aggro multiplier. Not sure if that's new.
Also it apparently doesn't do anything in HH for some reason?
Necromancer skill worth it for mage build?
It's a nice to have but hard to call it clutch. Also perhaps bugged right now (seeming to not proc off one shot kills).
Thanks, main reason I ask is my brother and I co-op the whole game, he as a 2 handed warrior and I’m the battlemage on survival mode. When we run like a hollow halls dungeon or face big groups of enemies he just does 80% (if not 100% sometimes) of the work. Mage feels really weak in comparison to like a 2 handed warrior. We are both lvl 16 now. So I thought maybe some summons might add up a bit
Fireball foreverrrrrrr hehe. Wand to regain mana. Repeat.
Only time that works is like vs banshees with groups of skellies for example his 2 handed dmg outclasses my fireball
Even vs big groups of shroud enemies where I have the benefit of fire dmg, his 2 handed weapons just hit harder and he can just jump into crouds where I’ constantly need to re-positioning myself wasting time as I cant stack up dmg
Thanks! I've been doing HH sites lately, so, that checks out.
Skellies are basically epic mobs, even more buffed in HH, blunt is the trick to dealing with them (and you get wands and staff ammo that hit as blunt damage in HH), but fire is pretty effective as well. The game as a Mage will never stop being "avoid damage," same as with daggers and bows, but you can get used to it. Parry + dodge roll/Blink are basically half of what you're doing, and the other half is actively melting face. XD I believe in you! I did Mage solo with only mage armor and weapons and skills and while I had to pace myself cause the DPS just wasn't as good as melee at all, by the time I hit 25 I was equal with melee and now in mid 30s I'm absolutely crushing baddies. 😼
endgame mage lets everyone else look like a toddler if done right. melees will TRY to get their hands on mobs though all they can do is run towards a pile of dead bodys whilst u stand behind and giggle franticly because you shred half the screen before the warrior even thought about running.
I love it!
but if you've got to spend loads of skill points to get there, just craft the summoning vessels with Alden. The only thing that bugs me with it is it always seems to spawn when i've killed like the last thing! Or for critters...
I've spec'd in to a couple of things recently that have really helped. I play in the same set up as you do but with my partner as the two handed tank and I do a hell of a lot of damage from afar which weakens them enough to make it easier for him to finish off the mob. I throw summoning vessels into a big crowd, I then use my staff to use Fireball 1's - however when I was lower level it was chain lightening as it hits a few at a time. I've just unlocked a couple of skills which have massively helped - theres one where fire damage jumps between enemies. I throw one fire ball 1 and watch a huge load of the enemies bars go down. I have also spec'd into fire damage to support this, and using a staff where there is extra fire damage. A few spells plus my skull 'dudes' as I call them and I make a huge difference. Because ~I'm back a bit I can chuck healing out too if he needs.
The other thing I've just got is towards the end of a skill tree, but every time I kill using a magical weapon, it restores 10-15% (cant remember which) health to you and any ally within 20 meters. So I'm over here just blasting spells and healing us both!
Stick with it, I'm level 30 now and feel badass as a mage! I could have got these skills earlier if I beelined for them, but I've used points on stamina, dexterity and topped up spirit and intelligence every time I've had a spare point kicking around too. Spend a night focussing on elixir wells and shroud roots just to get a load of skill points to use 🙂
something that really helped this set up is a skill that my partner unlocked that means that enemies are twice as likely to aggro to him instead of me, so I can whoop them from behind and he continues the fight in close combat.
Thanks sounds like a fun playthrough. Which skill lets fire hop between enemies? Never seen that one in the skill tree
Its mass destruction probably, at the end of wizard tree, tho i dont remember what type of dmg they are
how much damange does a crit do? is 1.5 of the base damage?
I think that's the starting base bonus, but it can be increased
just got back into the game, releveling as a mage again and wanted to see if there is a great build someone would recommend with a skill tree i can look at for reference
Ah yes my bad, I looked again and its actually shock damage!
Still find it odd that spiders are resistant to fire damage. Poison I might expect, but fire?
hey, quick qeustion for the experts.
Is your fishing stamina bar depending on your stamina stat at all? or mostly just the fishing rod?
Rod and I believe there are foods you can eat to boost "fishing stamina"
ah okay, so my physical stamina has no effect. alright.
is there a double crit double crit damage 1 hander that exists?
I use this one
nice
Dang! Where did you get a lvl 50 sword?
Northwest Veilwater enemies and chests will drop base level 45, upgradeable to 50
is my current im only about half way through the game
i need to get rid of it tho because the shroud damage doesnt seem to like shroud enemies
Oh, sorry, Aurora is crit chance, my mistake
I don't remember what level this starts dropping, but maybe this one
This totemhead one might be only veilwater
omg that clestial axe is perfect
Ok, I finally found a Gems of Storms, should I stick with the Gem of Puncturing for my Forsaken bow or use the Storms? I really like to crowd damage with the Storms...
Better comparison...
I like adding single target damage, since exploding doesn't really help as much with bigger enemies. But you're probably fine with either.
Please tell me thats right after the desert??
It is! It's the cold biome north of Kindlewastes
Yay almost there
Im level 11 is it worth to go and find some good swords or I should wait when I am at max lvl?
try to find gear that is your level or slightly above your level, if you treck into end-game areas you'll get 1-shot by... basically anything, and even if you DO somehow get a super high level sword... it will just make combat a bit boring in earlier zones
just try to find "the best gear in your area"
Okay worth to wait then
any wizard players around that can help me ^^
I'm a new player and thinking of going to down the Ranger path. the arrow economy is absolutely killing me. Are there items that alleviate this or is the added grind for arrows permanent? I have a quest for an endless spell so hoping there is some kind of quiver?
arrow grind... well, it depends what type of arrows you're after
Twigs though are very easy to get, especially later... so it really depends on the arrow head you're after.
Spoiler: ||There are magic arrows that are endless and consume mana instead||
I think I might just be at the stage where twigs are a hassle
Seems like it should improve
Ranged build is fun but it's a low of rolling away and praying I don't run out of ammo lol
I always have too many twigs, but in revelwood (biome after springlands) twigs become even easier to obtain thanks to a new tool you can get
I recommend just mashing "collect" on all plant fiber/twigs/plants you can
I always need more plant fiber
must build pretty house
Thank you for the tips. I'll soldier on
does counterstrike trigger Chain Hit and Mass Destruction??
How do you mage without raging?
I feel like my wand projectiles miss things 40% of the time
I wanna target the wolf or bug or whatever that is at my feet... but instead my wand aims over their head to the ranger in the distance, who is too far away to hit anyways
why not target lock? does that not help?
Lol yeah, it gets annoying but if you don't want to shoot the thing further away, angle your camera down a bit and remove them from sight
Not for mage
oh trust me, I've tried that
I aim down at the hollow hall dog currently eating my ankles
Also, taking a couple steps back puts them out of range
and my wand is like "Target Ice Mage In the Distance I can't reach???"
usually I am back peddling and aiming at my feet, lol
it works 60% of the time
interesting...to note when I try a mage playthrough when 1.0 releases
I am hoping the combat update fixes mages, lol
You can also turn a bit to the side, so the dog is right there but the mage is to the side and a little behind, drops them out of target
I'm honestly hyped for 2026, alot of my fav games are getting their 1.0 releases
I guess I can try that
is uhhh...is gifs allowed?
someone showed me something super cool they're adding to the game recently...
Battle Robots!
A tree rework would be nice for mage. I hate having to grab 6 skills before getting to things that actually matter to a mage using wands. I do not care in the least about mana regen when leveling
and gifs won't load, but you can try to post them :P
my brother noted that with crit chance, its really far up the mage tree while rangers it's immediate
You don't get in trouble for gifs unless they are NSFW but they also don't show lol
Yeah, the arrangement of skills are a bit off for mage, but no surprise on the hunter tree. They do tend to favor the hunters like crazy
I hope we get actual stealth mechanics
not something super in-depth, but like... MGS1 at least?
like, let me craft and throw a rock to lure an enemy to it, then sneak up behind them
also, make it so if you hit an enemy in the head with a rock, it stuns them
also also, make it so if you hit ANY enemy in the head with a rock, it stuns them
gives me far cry finger doslocation ptsd
also also also, ...||Fell Dragon Youngling|| counts as "any enemy"... 
Nah, bosses and minibosses should be immune
I wanna chuck a rock at it and knock it down, that'd be so funny!
no let me slay the ||dragon|| with a rock!
nobody is gonna try it until they're told it works, it'd be so funny, like the bottles against ganondorf
That's a hard no
there should be a strength related skill that you can just throw boulders.
what if it had a cooldown or can only be done once per enemy?
so we get ONE cheese against a boss, but then can't do it again
but mostly, lure enemy with a "sound"
and make enemies somewhat alert to missed bow shots or things
it's odd that you can shoot an enemy, and they suddenly know where you are.. but if you shoot next to an enemy and hit the bush near them, they're still clueless
"must've been the wind"
"I can sense in my pain the players EXACT location!"
Still a no for me. You shouldn't be able to stun bosses. But maybe I'd say yes about once per mini boss
aw... I really want it on the FDY, it'd be so hard... go ahead, imagine throwing a snowball at it's head
but it'd be such a funny trick once someone learns they can do it
It is because when you're hit, you know the exact direction it came from. If it hits a bush, the projectile could have come from anywhere
or maybe this hypothetical rock just adds to the stun bar if its a head shot
1 pt of the stun bar :p
I mean, make it do as much as a stun arrow at least
it's way easier to shoot the FDY with a stun arrow than hit it in the head with a snowball, lol
but it'd be fun 
You want to hit him with cold stuff, use an icebolt
it'd be cool too if rather than the AI knowing your exact location they go into a search mode when hit, where they'll run to the spot you last shot at and investigate leading to being able to isolate enemies one at a time for ease of combat.
MGS1 has it so enemies "know where thing happened at" but still need to SPOT you
which would make Enshrouded's stealth so much better, if enemies had to actually see you
I also wish un-armed had a stealth attack option
let me do that
I mean, no weapon.. what would our stealth attack look like? neck break from behind? a take down? does it stun them or something for us to swap to a real weapon?
currently stealth attacks are borderline useless, cause if it doesn't kill the enemy... stealth is immediately turned off and you're in action mode anyways, how dare you try to stealth
it should do damage based on dexterity.
I don't know that they really are meaning for a truly stealth class, just give you a little bit to take your first hits
now I just have the image of a buff guy caressing a scavengers neck whilst hidden in some bushes before brutally snapping it
I have a Solid Snake character, and I tried to be snake in... Willows Crush?
it ended poorly, even with "Combat Knife" and "Sniper Rifle"
stealth just doesn't work, and I get it... "that's not the point"
but it could be like a little bit the point though?
like... just a little crumb of stealth mechanics? 
Yeah, that's a bit much for a game they want to be pg-13
that's fair.
I know a lot of players have an issue with wand targeting, and I'm sure it's legit - not sure why but it's always been fine for me.
dang gandalf, no need to show off lmfao I am joking
You've been lucky, but yeah, they're aware of all the mage feedbacks about targeting
I am actually more scared of my "ranger" playthrough
not because I think rangers are bad... but because I am a terrible shot
tell me about it. I missed a zombie in hunt showdown point blank 5x.
I over-correct too much
the problem is, my first over-correction makes me panic... and over-correct
and my second over-correction makes me panic... and overcorrect
...you can see why I die a lot in shooters
relatable.
That's why they have the targeting lines, if you miss by such amount, move the cursor lines up that amount
Gah, stupid autocorrect on my phone is making the strangest changes today -_-
My hands shake a little, so aiming my bow is always a comedic moment for my wife...
And thath's why I use a hook and good old HAMMER!
If not for the red lines of no build, I would be fighting face to face with most enemies
I've hit a bit of a block... I'm level 22 and have these weapons. I need to add a gem to my bow, but I'm struggling to find a melee weapon and bow better then I have. I hardly make a dent when fighting in Veilwater basin. Where is a good place to head to grab new loot / loot farm please?
trying to get a sword with retaliation
Weapon drops are basically RNG, so I tend to mark on my map gold chests for gold weapon farming (and silver chests for armor farming, though silvers also drop blue and purple weapons pretty reliably). As long as you stay at least 562 meters away for at least 30 minutes of game time then the chests (and everything else) should respawn so you can figure out a chest farming loop.
Keep in mind that a gem can be resocketed into other weapons at a gem forge as well as upgraded with archaic essence, so your gems can basically grow up with you.
thanks... I'm not sure if I've rushed off across the map and outpaced my weapons and armour.
Veilwater is a level 35-45 area. Did you skip Kindlewastes and Albaneve?
Is it just me or do you think keen should being to tip the scale to quest rewards/specific locations for weapons in the updates to come? And leave RNG for more common or non special weapons
If there weren't resource servers I'd agree, but as long as those exist we technically can get any item we want for free at any time.
True but in the end it’s the players decision to do that
I’d love to see unique weapons that are tied to specific world bosses or bosses at POIs
I've never done it, I like earning stuff "the hard way," but ya know, to each their own.
I’ve only ever used it for blocs
I am startled there are no special weapon drops from the major bosses, so I see where you're coming from.
I feel like the vast majority of people who use the depot are people who just build
But it's an evolving game so I hope that will change.
I think they will implement that. With the focus they are expressing this year for combat I wouldn’t be surprised
I’m keeping expectations in check but I think we will like the combat updates this year
I really hope they add once you found a weapon in the wild you should be able to craft an upgraded version to match your level
That'd be cool.
I know it's on Feature Upvote, so add your voice there if you haven't already.
I've just headed there in the last day or so... so will explore more first... i have so many active quests i'm lost on the storeyline
If you're doing it at similar level to the mobs, it's intended to be a group fight. You can go back later at higher level and it's not as hard.
i've been trying to unlock iron and steel... bloomin hate how slow resource gathering is
There is a Skill that makes pickaxes do more damage which helps some, similarly one for felling axes, but usually a bit of patience + the highest tier of harvesting tools you can craft will get you by. Just don't stick with the stone or scrap ones forever hehe.
So what new weapon are you guys hoping for next?
I’d like archers to get a little love with a crossbow
I'll always want Dexterity polearm builds with high evade instead of heavy armor as a second flavor of tank, but realistically any kind of spear combat would be rad.
I do want spears as well but as an archer main I want another option haha. The one thing about archery in this game that drives me nuts is there isn’t a way to draw your bow and hold it then release for a stronger shot like every other game
I don’t understand why that’s not a thing?
Eternal Fireball I is the big gamechanger I see now, till you have that mage just sucks
do we know the actual numbers for Gem of Corruption?
Is it different than what it says on the gem?
gem says text corrupted
Damage varies by gem level, but here is one I have at max upgrade
oh so it was localization issue
thank you
okay I got a "Fool's Demise" in the Revelwood Hollow Hall, but from a chest not the boss
God that's sick, I wish it could spawn at endgame levels
Dragon Scales dropped from the dragon that are used to craft armor would be so sick and would give a reason to fight that boss beyond once for the progression check
honestly boss materials for crafting weapons sounds pretty good, I wonder if any other games do that
like maybe a sandbox game where you can craft a home and defeat bosses for materials and progression and maybe it's 2D but would be better if it was 3D and
https://youtu.be/Zmd43wV2Ko4
mages are too squishy... I just got 1-shot by the great sword attack the hollow hall revelwood boss does 
I don't care, I WINNED 
i would love to see us get a "Power" attack where you can hold down left click and have a 50% damage Multi and maybe like a 10% chance at a merciless attack
I wonder what a "Power" attack for a mage looks like...
a big wand beam
a little wrist twirl of the wand, a extra strong flick of the wrist, and then we die to a giant bone cyclops stomping on my head 
XD
why is the sword doing like double the damage of the axe in practice where in theory the axe should be better??
A) they are different weapon types
B) Each one has quite different side effects
C) Damage isn't everything
D) Every-strike health leech is very valuable
E) Retaliation is made for surviving swarms of mobs
F) Greatswords can't hit multiple mobs at once like axes
I'm sure other people have more articulate info to add.
I mean... "articulate"... idk about that
but
the sword has more "+damages" so.. it does more damage, cause their levels are pretty close anyways
they share the same "Base" damage, but the sword's is slightly lower. (29 cut 29 ice sword, vs axe 31 cut 31 fire).. but even lower, it has 3, so +30% damage
while the axe has 1, so +10% damage
but realistically, the fire axe might do more damage against fell or animals, since a lot of animals resist ice with their warm pelts... but Scavengers resist fire, so the ice would likely do a lot more damage against scavengers
they both have +5% crit chance
but the other has "Brutal" which is +20% damage on crit... which... means the sword is still better cause it has +30% damage without a crit, while the axe is +30% damage... on crit, and 10% outside of crit
tldr: upgrades on a weapon matter way more than the level of the weapon, unless the levels are very far apart
Aah resist may be part of the reasonimg
Thx to you both
yw, when in doubt... just check the final damage number, the swords is higher :P
re: F - yes, they can, but less
It also depends on whether you have skill points invested into something that affects only the sword?
Im pretty sure the creature was resistant to fire because the sword was doing like 500 damage and the axe was doing 230 max
Hey everyone. **I'm looking for a good resource on builds. ** I'm the Ranger in our trio and I feel like daggers are a bit lackluster as a secondary weapon. I've googled for builds but they all seem to say different things regarding the dagger part.
Keli is the girl to ask and she recommends poison. 🙂
Hey homie. Here's is what I run as a daggers main with bow backup. If you have questions after checking it out feel free to ping me.
#combat-and-skills message
Sorry for the late response, but check out my guide. Necromancer is pretty good but can get in the way as allies interfere with your spells. It's also currently bugged, and wont spawn skeletons if you one-shot the enemy. Their AI is also a mixed bag, but there's a tad of extra utility if you use it with Soul Reaping because the skulls tend to aggro and break the flasks, functioning as a delayed passive aoe heal. It's not especially reliable, but has saved me on a few occasions.
Summons will mainly just help split aggro. They're useful, but not especially powerful.
If you want to feel like you contribute more, you should lean into the unique features mages get so you and your friend aren't directly comparable. In particular, look at the Terror, Bloodlust, Shroud Filter, and Water Aura / Waters of Life skills. These give you a ton of CC and sustain capabilities that no other build can even come close to matching.
While your damage will eventually compete with his, your unique traits will come online far sooner, and you'll feel more like a team rather than rivals competing for who can make the most bodies.
E.g. with Terror and Bloodletting, you can combo Ice Bolt and ||Lightning Channel|| to completely lock down a group of enemies with Terror while simultaneously restoring HP, MP, and Stamina with Bloodletting, while still doing some respectable damage. This then sets up your friend to plow through the group.
As a separate example, the same build would allow you to get behind boss enemies and burst them down with spells like ||Bone Channel|| and ||Shroud Beam Channel|| faster than he could dream of, while simultaneously still restoring everything with Bloodletting. In this scenario, your friend would be best off attempting to draw aggro and tank to allow you to get into position.
Yep. Check out my guide. Has a build link and full breakdown. It's WIP but the most important elements are already included.
Thanks for this, yes I find the summons not very reliable indeed and understand the bug. And indeed as you said the shroud filter and water aura are great. Have no experience with Terror and Bloodlust yet but will try those out.
Your wand will roughly target whatever is in the center of your screen, not what your character is facing. It has extremely strong aim assist. Getting in the habit of centering your targets will mostly fix this.
Though, and even with centering the target you mean to hit sometimes it just doesn't agree with you on who to target. In those instances its best to have a spell to quickly cast using your staff instead. I recommend Ice Bolt for this as it's an extremely fast cast time that's easy to get off in melee range, while also adding a slow effect to help you kite.
I'd kill for an AoE blast centered on self
Enemy resistances are an extremely important factor when determining damage, especially for Elemental damage types.
Assuming you have no skills that would tilt the balance for swords vs axes or cold vs fire, the sword will do higher DPS against Scavengers whereas the axe would do higher DPS against Fell and most Beasts.
However, DPS isn't everything. Upgrades like Leech nodes and Retaliation can make a major difference in certain scenarios, especially when combined.
To get the most out of Shroud Filter, I strongly recommend emphasizing multishot wands. Shroud Filter can also proc even if you do no damage (e.g. hitting a Fell enemy with Shroud damage), and so pure shroud wands can be used to freely restore everyone's Shroud Timer whenever needed. The wand ||Voidcaller|| is especially notable here because it has both Multishot and Ethereal Duplication. This means that if you have the Wand Master skill, any given swing of the wand can fire up to 5 projectiles. ||Voidcaller|| can be found at all tiers of play in chests inside ||Shroud Lairs||.
Setting yourself up in this way makes you functionally immune to the shroud, which will carve out a niche for yourself that your friend won't be able to match. Further removes you from being directly comparable
if u have a minute, would u recommend a leveling guide to the skill tree, so far my new character is around 10 and i just went double jump > healer > battle mage
Terror and Bloodlust both proc when you crit with spells (not wands), which if you build for that will happen extremely often, especially for multi-hit spells. Bloodlust pairs extremely nicely with Good Metabolism which every build wants anyway. For this you will want to be wearing a wizard hat for magic crit and likely also wizard gloves for Staff damage.
Another thing you can do to carve out your niche is invest in Healing a bit. The only healing spell really worth using at this point is Heal Channel due to not needing to be aimed and it also being usable to heal yourself. However be aware that it's bugged atm and any allies (including skulls) being near you will prevent it from healing you.
Either way, wearing the Healer chest at any tier is the way to go, assuming you aren't getting OHKO'd. Not only will it boost your healing spells, but it also amplifies Water Aura / Waters of Life (as do the Healer I & II skills, and the Healer shoes).
Pants are honestly dealer's choice. Personally I prefer to use the Ranger pants that boost sprint speed, but wearing tank pants is also a good option.
For your staff, you likely will want one with at least one Mana Leech node and a gem slot. If you've progressed to Kindlewastes, then slot in your staff the Gem of ||Soul Reaping|| gotten from ||Hollow Halls Kindlewastes||. Alternatively, if you want to emphasize damage and dont mind the constant Elixir drain and lack of endless Channel spells, going with a damage-focused staff with a Gem of ||Battle Mania|| is a viable alternative. If you opt for this alternative, you will probably want Wizard shoes for their Mana Regen delay reduction.
I have a loose set of recommendations in there atm, which are worth sticking to. Search the #early-game, #mid-game, and #late-game tags in the guide. These aren't just for skill purchases but also gear info, tips, etc
A full leveling guide is planned for later once I finish my analysis, but even then it's not worth sticking rigidly to because you'll need to tailor things according to what works for you and your team comp if playing with friends.
That said, the very first skills any build should focus on getting are Runner, Double Jump, and Updraft. For mages specifically, Quick Charge is right in there with must-haves.
After that you'll want to pick up any stat nodes that are immediately relevant on your way to getting Terror, Bloodletting, Good Metabolism, Shroud Filter, and Unity. This is the start of focusing on sustain and survivability, and where you'll start to carve out the mage-specific niche in your group comp
u a real one, Az 😎
As I said in #enshrouded-chat earlier today, I actually managed to summon a bunch of skulls by one-shotting rats today, repeatedly.
Now, I do have both the skill and the gem.
But neither seemed to spawn skulls on small enemies a few days ago.
Interesting. What specifically did you use to kill them? And i assume you mean the Gem of Lesser Necromancy that spawns skeletons and not skulls?
No, I did mean the skulls one, still don't have the skeletons on this character, I'm mid-game. I used my wand.
Trying to remember if there was a fireball in there sonewhere, not sure.
I definitely fireballed a lot of bigger things, just lots of those weren't one-shot.
The Gem that spawns skulls only does so when performing a Merciless attack, which magic weapons cannot do
Yeah, you're right, the gem couldn't have been involved, my bad.
That could have been only with the sword, but I used the wand a lot and it did spawn skulls.
Gotcha. I'll give it some more tests to see. Also noticed recently that flame altars in Albaneve Summits now remove Frost buildup at any upgrade level
Now, the difference between a few days ago and now is that I was mostly killing shroud bugs back then, and rats now. Not sure if it's related to the enemy type.
I'm fairly sure I havent seen a change on my end (OHKOs with spells happen often for me), but I havent explicitly tested since filing the bug report
I can maybe playtest it on bugs later, or tomorrow.
In my testing the enemy type didnt matter, though @wild cypress found that killing the super tiny nonhostile Fell Critters with a multishot wand where the first projectile killed the enemy did have a chance of spawning skulls. Though its possible that the other projectiles were still registering their hits and masking the bug
I do believe it's what you say, that it's counting multiple hits before ticking the bug off as dead, thus spawning the skull. But maybe patch fixed. Too worn out to play rn or would test. Love y'all's enthusiasm and research.
I do have multishot, but the difference between today and a few days ago is obvious, and there couldn't have been way more rats than there usually are bugs. 😄
If multishot was masking the bug as suspected, kills made with those wands aren't a reliable reference for this. It's also easy for bugs like this to feel like they've changed when they haven't actually, due to the specific repro conditions + nondeterminism. Add on to that how the bug results in something quietly not happening, rather than causing something unexpected to happen, and it's incredibly easy for it to fly under the radar.
Either way, worth taking a second look. I'll try to set aside some time here in a bit. Will also see if I have a decent single-projectile wand for testing OHKO wand kills
Silly question: Sometimes, when I do Merciless Attack with an axe or mace, my character goes flying forwards, and I genuinely cannot tell if it's a specific set of inputs I'm doing that's causing that, or if it's a bug. Is this normal? Can I control it?
@sullen crater @wild cypress Despite the Shroud Depot's abysmal wand selection, it does have a level 50 wand that has neither Multishot nor Ethereal Duplication. Spent some more time testing and found that the bug is still definitely present, however the bug seems specific to staves as even when using a wand that fires 1 projectile at a time with no additional damage riders I was still able to get skulls when one-shotting low level enemies.
Meanwhile when wandering for quite a while through lower level areas using only Ice Bolt and Fireball, I never got any skulls. Swapped to Lightning Channel in low level areas to require more than 1 hit-to-kill and started getting skulls. Went to a higher level area and fought just using Ice Bolt and Fireball (again > 1 H2K) and got skulls.
I'm not familiar with what you're describing, but I also dont use Merciless Attacks. When you say "flying forward" what exactly do you mean? Is your character airborne? Is there an animation that suits the movement?
There's not really a special animation, no, the character model just prepares the swing, then slides forward at high speed as she swings. But again, only sometimes. I'll try to catch it on video the next time it happens.
That'd be helpful. Especially because this sounds like a bug and ideally you'd attach a video or screenshot to the bug report
My character does this too. I just wrote it off as part of the animation for that skill. I've never paid any attention to it happening sometimes or not though as I don't get many chances to perform that action.
I'm a sword-and-board build, so I do a lot of parrying and merciless attacks 😅
If I had literally any experience using Merciless Attacks I might have an idea of what's going on. Sadly I've barely even seen them 🙃
Only really play with two other people (ranger and spellsword) and neither of them do any parrying, much less merciless attacks
merciless attacks are just soo clunky feeling i cant use them or im just bad
Yeah that tracks with what I've heard. They also apparently dont have i-frames so you can get killed trying to use them
Huzzah! I caught it on video: https://imgur.com/a/oPwfvwe
(File too big to upload without Nitro, despite being like 5 seconds long 🫠)
This is definitely true. You have to be careful when you choose to use them, but I don't mind that.
Combining it with Blood Warrior and Good Metabolism, if you kill an enemy with a Merciless Attack, you can get a 30% health orb out of it, which can go a long ways toward keeping yourself up.
Honestly replace them with power attacks without an animation lock allowing more control if you dont give them i frames
Also important is that you'll be able to benefit greatly from any mages you play with who have the good sense to take Bloodletting. Having Bloodletting is like RPing as an overzealous decorator who just bulk purchased assorted Christmas lights. Doesn't even require killing enemies, just hitting them.
Yeah that definitely looks like a bug. Seems like it's happening when the animation tries to have your character take a step forward. Might have to do with facing uphill like you appear to be there
Oh whoa!!! Mine ain't that bad. That's craaaaazy!
man I love this glitch
I've used this to slide over to enemy groups that haven't seen me yet
I wish I could control it! I'm always terrified I'm going to go over an edge or into a hazard 😅
Thanks for these tips, I disagree with the Healer Chest though. Mage chest just providing mana and health seems to be the way to go for myself solo and also when playing with my brother as a 2 handed warrior. I can spam more spells from a distance before the fight begins and the mana pool is sufficient to keep the heals up if required, and it heals more than enough. The 96% on the healer chest is not worth it I rather have more health and mana. So I’m not 1 hit killed by those runners with big weapons and I can spam more spells with the bigger mana pool. (Playing on default survival difficulty)
I primarily play solo, but prefer to play with friends when they're available. I primarily use staves, and initally thought the same as you.
You're severely underestimating the healer chest, especially when it's paired with Waters of Life, and even more so when you also stack healer shoes and Healer I & II. The only situation where healer chest is worse than wizard is if the tiny extra bit of HP would prevent you from getting OHKO'd, because if you can survive for even a couple of seconds the Healer chest rapidly outperforms it in tankiness without you having to do anything at all. However, even in that circumstance you're far better off using the tank chest, which healer has a slightly harder time directly competing with (but still absolutely can).
In regards to the Max MP difference, you don't really gain anything with the wizard chest assuming you've built yourself properly. Despite conventional gaming wisdom, in Enshrouded investing in MaxMP/Spirit and to a lesser degree Mana Regen is a waste for pure mages, as your MP will primarily come as a side effect of offense. Worrying about Max MP is a newbie mage trap, and the difference that comes from deprioritizing it is quite extreme.
When you're playing solo, healer chest is one of your best options in all situations. Its value dramatically increases even further if you're playing with friends. Healer chest is BIS for overall effectiveness, and it's not even close.
Obviously whatever you end up using is your choice. However, my advice on this is based on fact, not opinion. The mechanical difference is just that extreme.
Where do I keep my spells for best inventory management? In my backpack or in my hotkeys?
Squarely backpack imo, unless you only ever use like 2 spells. You need the hotkeys for your wands and other stuff. Also be sure to keep your inventory manually sorted so you can control the spell ordering on your staff menu
I wouldn't be mad if they added it as an unlockable skill in the skill tree so we could actually control it
Ok. That's what I've been doing. I always manual my inventory. How do I get the spells to lineup? What direction do they go
The short answer is they order themselves based on left-to-right-top-to-bottom, but there are caveats.
The longer answer is that their order is determined based on when they were most recently placed into one of your inventory slots. So, if you don't want to log out/in but need to reorder, just toss them in a chest and pull them out in the order you want them to appear. Alternatively, shuffle them around in your inventory so that their movement history matches the staff menu top-to-bottom ordering you prefer. This is also why when you pick up spells you werent already holding, they get placed at the bottom of the list. When you log in to the server, your items likely get loaded into your inventory slots in a left-to-right-top-to-bottom ordering resulting in that same ordering being matched top-to-bottom in staff menu. This is why that ordering is the easiest way to think about it.
Things get wonkier if you keep multiple stacks of the same spell on hand, but as long as you keep those stacks sequential in your inventory you won't notice much of a difference.
I tried it out just now but doesnt seem to be that great tbh, most enemies 1/2 hit kill me anyway, so the healing boost will not come into effect at time. Also playing with my brother the distance between us is to far for the healing aura to be active on us both 100% during combat time, since I´m mostly nuking the enemies and I use healing spells on bursts on him which seem to benefit him more
For my context, what's the furthest region you've unlocked?
Also, no offense but if you're getting killed in 1-2 hits by most enemies you seriously need to retool your character. That is, assuming you haven't cranked up the difficulty settings. Even a minimal amount of survivability investment should prevent that from happening.
Playing on survival lvl 17 nomad highlands and kindlewaste
Gotcha. Survival would definitely make a difference, though even then my comments with regard to the wizard chest still stand. The tank chest would be a better option overall if you're struggling that hard to not get bodied.
Have you invested into the Tank tree at all?
No tank tree mostly wands first which served me well going staff now, have always ran the mage sets as armor serving me well. The additional mana and health pool really helps with survivability. The shroud filter is great for us since we can can stay in the shroud for practically an unlimited time as you also suggested
You need to invest in the Tank tree. It's in pretty much every build for very good reason.
As for others, get yourself Terror, Bloodletting, and Good Metabolism if you haven't already. They provide a very large amount of survivability for the entire group.
I'd even go as far as to say you should spec out of wands to get those if you havent gotten them by now. At minimum you only really need Unity and maybe Wand Master from Battlemage at that stage of progression, and even then those are more convenience than anything.
Wands are designed to be a fallback utility to help you clean, restore your MP, etc. Staves are where your real power lies, and generally speaking you want to make sure you're using a staff with at least one Mana Leech node.
Yes have that lvl 30 staff legendary with 1 mana node
Serving me well
Hmm with bloodletting adviced, how do you see this in relation to your total mana? I mean it seems to be insignificant when you have a smaller mana pool, which is not in line with your previous advice to not invest in total mana related skills or gear
Looking at some older sites Nemesis/Arch Nemsis seemingly didn't work in the past. Are they working now is it worth getting to tank for my group?
Even with minimal Max MP, Bloodletting + Good Metabolism is more than enough to supplement a Mana Leech node. In addition to tripling the strength of orbs, Good Metabolism also boosts potion effectiveness.
Bloodletting and Terror also have significantly more value on multi-hit spells like ||Lightning Channel||, ||Bone Channel||, and ||Shroud Beam Channel||. These are some of the best spells in the game.
I rarely ever feel the need to even pick up the orbs, and usually only do so for HP or sometimes even Stamina, but rarely ever MP. Even then, I don't have to think about it, just sprint through the field of Christmas lights (which ranger sprinting pants helps with) and all of my gauges immediately hit full.
Do you have a link for this build?
Yes, in the Skills section of my guide.
And where is your guide?
The link is in my bio, as my name says.
@pastel granite The guide is WIP but has the most important bits included by now. It has a full breakdown of each relevant skill and an associated rating out of 5
Lol never saw that 😓
Thanks for all the feedback appreciate the the tips and discussions
No worries
Np. Feel free to ask if you have more questions. I also have commentary on the doc enabled if you'd rather do it there for convenience
@pastel granite I forgot to mention this and gems are not yet in the guide, but having reached Kindlewastes gets you access to two outstanding Gem options.
You can get the Gem of ||Soul Reaping|| from ||scythe-wielding skeletons in Kindlewastes Hollow Halls|| which is overall BIS for staves with Mana Leech by a very wide margin all the way into endgame. It even makes it easy to fight in close range with staves, and coupled with healing boosts and Waters of Life you will basically never have to cast a healing spell again.
The second best option at your tier is Gem of ||Battle Mania|| found by killing ||Kindlewastes scavenger enemies with poisoned dual-machetes|| as it reduces the need for Mana Leech, letting you instead use staves that emphasize damage. Unlike the other Gem which is a standout regardless of the circumstance, this one mainly just improves casting non-channeled spells like Ice Bolt and Fireball.
what should i go for?
melee or ranged??
both of them
i always suggest battle heal
i like wand and my axe
its just needed
Wands are not ranged weapons
@main mist You get a lot of Skill Points in Enshrouded, but not so much that you can do all three of melee, magic, and ranged. Best to figure out which one you want to give up first
what would me the best to giveup?
because i dont have knowledge about this game
for u what?
Entirely depends on you preference. At a very high level...
-
Melee: Simple and effective tankiness and close ranged DPS. Emphasis on parrying and overwhelming opponents. Suffers when fighting at range.
-
Ranged: Lots of mobility and emphasis on bows. Very high DPS, especially if you can reliably land Skill Shots. Also has daggers as a backup melee option. Mostly single-target emphasis. Has to worry a lot about crafting ammunition.
-
Magic: Absolutely swimming in utility and group survivability. Has high AoE DPS with staves, and wands as a close-range backup weapon. Early game will struggle to keep pace with other playstyles.
@main mist Respeccing is extremely cheap and easy, so don't be afraid to experiment.
very high lvl u mean which?
Meaning extremely abstract and not getting into the details
okay, so i think i want now magic
which should i upgrade
or maybe melee so for 2 sides if its possible
The guide in my bio has a thorough breakdown of how to main magic. Search it for the #early-game tag. The tips are still relevant even for hybrid builds.
First I would recommend respeccing how you got Updraft and instead take the magic route in the Trickster tree. Then, pick up Quick Charge from Trickster/Wizard, and Mage Apprentice from Wizard.
After that you will likely want to invest a little into the Tank tree to improve your survivability. It also offers some boosts to Strength as well as some MP-generating skills.
Pick up any easy Strength, Constitution, or Intelligence skill nodes along the way. Ignore Spirit.
What's the trick to the red bug assholes im sooo sick of them 1 shoting me
Shoot them or bomb them.
Depends on your player skill level and build. As a full mage i usually blink away and aoe them. Light Burst is a great option here
is healing revive working as intended? I definitely feel like people don't revive with 25% health but instead from 5% to 10% visually
There is also a very, very tight window where you can trigger their explosion buildup and then roll away before they actually blow up
My preferred method. "Haha, get exploded, idiot!"
It took me quite a while to realize you could actually dodge them
I wish Begone! would delay the explosion
Im curious, how do people feel about enshrouded not having I frames? (for dodging)
it doesnt bother me because ive always prefered to block but ive heard people say they dont like the absence of them.
I personally don't mind it. I like combat needing timing and positioning. The way they are currently implemented, dodge roll/blink are faster mobility methods to quickly change direction and position. So the damage avoidance needs you to know where you're going. But it also seems like a lot of players want a button that automatically avoids damage, which is not uncommon in other games.
Enshrouded isn't trying to 1:1 copy Dark Souls or Tekken or what have you, it's got a "dance" aspect to how combat works. Sometimes it's not intuitive to certain players, but to me learning how to work with a system is more fun than the system catering to how I've been trained by other games. I have fun learning to work within the way Enshrouded does combat because restrictions encourage creative thinking, planning and strategizing.
I think this is why I enjoy dagger main Keli while many people have been outspoken detractors of daggers; I ended up finding a playstyle that was a delight and it turns out quite a few other people never even considered there's ways to combat besides frontal-attack-mash-one-button-until-I-win.
I think too many people are used to dark souls maybe cause Ive heard people complain about it.
What do ya mean? I love my tank and spank style.
I love blocking.
Screw the blocking, just out heal everything with a little dodge occasionally 😄
from a gameplay perspective, I think I'd enjoy I-frames, but the lack of them gives me more respect to the combat as: "no, you need to actually make it so that sword doesn't touch you, not just sit there mashing or timing I-frames so you don't get hit by the giant's sword attack"
cause Valheim's Parry and dodges are quite OP, giant log about to come crashing down on you?... good thing you were mid roll! now it doesn't matter a log went through your head 
Hell Yeah.
I can also see something like an upgraded blink that does totally avoid damage, but even further into the magic tree. Then it's balanced by the needed investment, and seems most fair for magic mains which tend to be squishiest.
I think Blink should have I-frames since you literally vanish during it, but the I-frames should be "as long as your character is a light wisp"
but I also actively don't use blink, so this doesn't help me, lol
I just smash with big hammer and drink potions.
I never feel myself bumping up against any limitations in this game until the fell dragon youngling fight; I pray that's retooled before launch.
yeah, make it harder 😈
I love that fight, it's insanely hard to beat, but it felt like a legitimate challenge and took a few attempts to beat for the first time.
and it's a DRAGON (even if it's a baby dragon) it SHOULD be hard to fight
the literal only change I would make to it, is I'd give the dragon an entrance animation like the wispwyvern
It's not a reasonable fight. Your masochism doesn't mean it's well polished. :p
keep the dragon invisible until you land on the ring, (I wish it wasn't visible from everywhere) then have it launch out of the volcano center with its wings closed, an open them at it's peak and roar at us before the fight starts
what would make it a more "reasonable" fight?
is there a specific attack you want changed?
Less ads, more down time on stun. It gets up with next to no time hitting it if you're on the other side of the ring from the side it is on... Make the hit box bigger? There are so many things they could do to make it a more balanced fight for everyone
I don't actually want the fight harder btw this was a joke 
from what I've seen, in a solo play with no elixir the fight is like... 4 cycle, stun it 4 times and it's dead
would it be better if it was damage-staged instead of a timed stun? so you can attack it all you want until a damage threshold is met?
- Everything Tigerlilum said
- Stun requirements are out of line (especially when I can't hit him from anywhere on the volcano rim with lightning spells, only from whatever bit he's closest to, which means my time inflicting stun is traded for time running around to be able to target him); stun arrow requirements are way too high versus the amount of stun they inflict
- Make him follow patterns with his attacks instead of constantly mixing them up
- Reduce hp of adds or number of them, waiting for him to kill them with his laser is unreliable because he doesn't follow patterns and they're too far apart for explosives, fireball or chain lightning to work reliably
- Make it consistent whether his fire will or won't be blocked by objects (the snow blocks it but mountain stone doesn't?)
- Increase number of updraft zones in the volcano center so using the strat to fly across when he does targeted laser is reliable, I fell in way too many times
- Reduce shield density and/or reduce his HP
- Let grenades, explosive arrows and fireball spell reduce his shield and add to his stun meter
You can respec for the fight and it becomes a lot easier, but I think that's asking a lot of people especially when there is no prior precedent to train players on how to handle the fight.
Any one of the changes above could change it enough to make me happy, and all of them being implemented would make it too easy; each barrier to beating him is tolerable on its own but the totality of them, combined with the fact that there isn't anything like that further on or before that fight becomes discouraging. I spent three nights trying to do it the honest way with Nezuki and just felt like hours of my life were wasted. I finally cheesed it with changed game settings which was very unfulfilling.
those are pretty good honestly
I'm tired, boss.
lol
I am a little tired myself... it's time to fix the thing! https://discord.com/channels/1046840540550942720/1411530192286912513
gotta fix the desert in the Zelda Map... woo...
The dragon is tough but fair imo. He whooped me the first few times but once I figured it out (and showed up prepared and well-supplied) he wasn't too bad.
As an end game mage now, I could definitely kill him in 2 phases. I've killed him in 3 phases without even using the elixir or glimmer gentian tea.
"It wasn't hard for me," isn't a constructive reply, though please understand I am not criticizing you or anyone who feels that way, it's just the lack of clarity around the expectations of the fight that bug me.
Not everyone plays the same skill set and armor set and weapon set so the played experience is wildly different for each person and character.
Maybe there is another aspect that could be explored, like raising the difficulty and the rewards from the fight by something like lighting secret extra beacons or triggering some kind of hard mode or easy mode function before initiating the fight?
I don't disagree that there are certainly elements of that fight that could use some fine-tuning.
He is technically the legit "endgame boss" so they can't make it a total walk in the park.
The cycle for me was just essentially get my butt whooped until I figure out how to respond to his attacks. Just trial and error 😂 i also appreciate a certain degree of difficulty when I'm playing games, and I understand some might not like that
His rewards could certainly be buffed
it's a shame his rewards aren't even the highest level in the area
you'd think the dragon fight would get you the best gear for the area, at least level 35!
or give us like, 3 things instead of 1... it's a dragon
I've beat him in the past four or five times, but every time I tried legit (as melee/bow) and ended up cheesing from mountainside. Like I understand the responses to each action he takes and usually he's down to about ten or fifteen percent but then too many out of sequence things occur and I just can't pull it off. Then again I am on disability for brain issues and I'm sure mental fatigue is a part of it.
The fact that nothing prior to him trains you on the complexity of the fight by ramping up the difficulty of prior bosses (and honestly most of the game can be beat by frontal attack spamming plus potions) makes it seem like a fight from another game.
Its a hectic fight for sure, and the adds certainly don't help.
As revenge, I went back to him once I got veilwater gear and obliterated him lol
As another note, the number of skill points a person has going into that fight is gonna make a HUGE difference.
I always cleared all elixir wells/shroud roots in a biome before moving on to the next.
ya this.
NO stupid drakes showing up, and a little bit more downtime would be nice, but im fine with a round two if NO DRAKES SHOW UP!!!!!
basically my plan is to stun arrow from the side of the mountain until he's ALMOST stunned and then fly to the donut, get him to crash, and then just lay into him with my MIGHTY HAMMER!!!!
Maybe defeating the fell dragon youngling the first time also unlocks a food recipe for a donut. The donut would have white icing with a small blue dragon and red sprinkles.
make it a cake and I am sold
so I can display it on a plate better, and make a minature 1/8th scale version of the fight
Hmm then maybe a bundt cake so that there's still the pit in the middle
or, make the center part of the cake have a strawberry center
to simulate the shroud-tar pit
idk why I am putting so much planning into this recipe that likely won't exist, lol
but I am imagining it takes "1 shroud wood" for the tiny dragon figure in the center of the cake
mmmm... delicious shroud arena
and sadly toast is already gone, he'll never see our silly idea!
Hey what is the best in slot two handed legendary Axe ?
Is Shiny Plates broken? I'm seeing messages from a year ago here that it does nothing. I tested various armor values in-game and e.g. 19 Armor reduced the damage by exactly 19 despite skilling Shiny Plates
Champion's Axe
You get cutting damage, crit chance, crit damage and 2x life leech
A few months ago i played the game with two of my friends and i played mainly tank/berserker trying to mainly take aggro so my glasscannon wizzard friend wouldnt get oneshot by everything but even though i got the skill where i should pull twice the aggro we noticed that sometimes the enemys would just randomly turn around and aggro on him for no reason. Is that a bug or are there any special factors that contribute to aggroing an enemy?
Sometimes yes sometimes no.
Really depends.
Hollow Halls for example have their completly own set of rules for aggro.
But for example: In said Hollow Halls the devs want not just one to soak up all aggro so others miss out on the funny fighting and/or feel too safe.
For all other regions? Yeah there might even be bugs, we had it once that a mob run up ton me, hit me, turned around ran to my partner, turned again running to me after arriving.
Ah ok thanks for the answer!
i feel like 1 handers should act alittle different form 1 and other there is no difference in attack speed or weapon combo or feel i feel like axes could cause bleeding swords are static damage and hammers have a chance to stun would make everything feel better maybe change attack speed on weapons aswell have hammers hit harder but attack slower axes attack faster but deal less dmg and have swords sit in the middle
Ads are a devs favorite boss engagement padding tool, it's been a thing gamers have hated on for long over a decade.
These same devs probably grew up equally hating boss Ad wave phases in their youths, just to put it in their own game anyways.

what is the best melee 1 hander im assuming either Aurora sword or Hair Splitter
I keep 3 equipped. Aurora for 2x crit, Veztah's for 2x health leech, and Pyreblade for Fell
i have gems of corruption and 1 gem of cold composure, should i put the corruption on my wand and then cold on my staff?
or other way around? cuz im probably "aiming" to proc cold when im charging up a spell
If it was me, I would probably put cold composure on staff and not wand. I'm usually moving around when I am using the wand and standing in mostly the same spot when casting spells.
alr ty
Put corruption on wand, preferrably if it is a multishot wand
And throw away the cold composure gem, its ass 😄
It takes too long to proc and it slows u down after proc, literally worse than nothing for a mage
Partner and I seem to be having an issue with Nemesis. It does....not seem to be working. I play a mage (kinda druid-y-ish) build and I am tasty to all, and he can't seem to stop anything from wanting to eat me no matter how much smacks he gives them
He has Arch Nemesis with an exploding bow build, and he still can't grab aggro. Melee builds havent fared any better, we've been trying to figure out what's going on
Proximity to mobs seems to be a factor, but it also seems high enough DPS can still override these Skills. I have heard regular complaints. Please file a bug report, it may help.
Okay. I come from MMO raiding, so I'm used to taking care about pulling aggro. We weren't sure if it might be an aggro table-type issue, but I'll have him put in a report.
Felt.
I think it's definitely different than MMO aggro
I've heard rumor/potential joke, that Nemesis does the opposite of what it says
In most MMOs aggro is a different metric than damage but so far it seems more linked in Enshrouded
I guess that can be tested. 😄
is there a ability that stops cats in the snow biome from stunning besides block because holy hell fighting 3 of them at the same time is nearly impossible
Emergency Blink - not too far into the blue skills between Battlemage and Healer
I remember when the rats used to stun 
God I hate that
lol, nobody knows the terrors of long-keep... with stun rats
Question. Is poison viable for damage. I want to theme everything around the serpent blade for my build and character
There's poison arrows which add a little extra damage. That's all I know about.
There also might be some poison daggers which add poison damage but I cant recall
Poison is awesome, but you gotta put in the work to make it pay off. Here's how I run my poison daggers character and I have a blast.
I've played a good bit I'm more worried if most enemies would be resistant to poison
I go through foes in 2-3 seconds at endgame so it's not really an issue for me. It ticks on everyone, but the ticks are smaller on some wild critters and boney boys.
Ok
so as a battlemage (main stats are intelligence and constitution, and spirit) when i use my staff, is there a few or certain spells i should be mainly spamming? as in should i be spamming eternal fireball 1, or should be spamming eternal chain lightning (im in the ableieve summits stage of the game if it matters)
i havent crafted eternal chain lightning cuz idk if i should use it over eternal fireball
revelwood HH mud rooms. haaaate them
Counterstrike skills seems to help with the rats for me
soo these huge fortress's around the map whats uyp with them do they have any use?
Monuments to failed empires, mostly. A few of them lead to Night Sancta or other places of the Ancients.
aah got ya
Can we get that kind of stone? I wanna make one of those
Not yet, nor can we harm it.
We hope they intend to add future content in at least some of those, because they are reserves so you can't place Flame Altars there.
you're so late, bestie :P
Anyone know if Precise affects heal crits?
I think the face looks a tad bit like "I've seen enough of this sh...tuff." 
Other than that? Impressive dedication, I think the red belt is still wrong though but I guess take what one can. 
One way you can test this yourself is simply to equip a staff without Precise, take some dmg, and heal yourself for a number of ticks; count how many ticks vs how many crits; then repeat with a staff that has Precise. Would take a few minutes, but would answer your question permanently and you could share your findings with us like a true scientist. 
My only heal can't heal myself. 😄
https://enshrouded.wiki.gg/wiki/Heal_Channel You can craft some?
Oh, if I HAVE to use that heal. le sigh LOL
I know, I'm such a cruel taskmaster.
And I am old and set in my ways,
For anyone doubting combat won’t get an update for the spring update. See toasts reply above 😀
Can't wait for my combat twerking update, let's goooo!
i am guilty of fiddling with game files to create skill tree in my app, so i might be aware of some things that are currently disabled in the skill tree 🫢
so can def say there's some hidden stuff currently in the game files
https://www.enshrouded-skill-tree.com/?shortCode=69caffcb208ec12f7b7adfee
https://www.enshrouded-skill-tree.com/?shortCode=69c83b33cf499a1aee6ffe1e
can any expert rate my 1h melee build, see which one is better please🙏
I would recommend dropping the mining skills, Last Meal, Silent Stride, and Kick, so that you can get Earth Aura, Thick Skin, Purification, and Blink Attack. Something closer to this:
https://enshrouded-skill-tree.com/?shortCode=69cb15ba7726d1f593b0be30
Hey guys, tagging onto the healing spells, are any of them good for self healing? I know the chain heal does not bounce back to the caster and the heal channel seems moody with whom it picks for healing. I've seen it heal my friends with full health before coming back to me 😄
If you've specced into Water Aura + Waters of Life and are wearing healing gear, the passive self-healing may be enough so you can just focus on spells to heal your friends
Nah heal channel it is. Hopefully its targeting gets fixed soon.
Dont get baited into waters of life, waste of points
If u are in kindlewastes already, look for Gem of Battlemania or Soul Reaping and u will never care about healing anymore
Full healing armor set?
healing boosts affect water of life
from equipment*
I know
Its just when i tried it, i got max 71 with healing boots and chest, and i see 80 here
definitely not nothin 😛
i mean, this combat healing is cool and all, but i believe that investing 3 skill points and 2 armor pieces is worse than investing 1 gem and 1 armor piece (battlemania + mana regen delay boots)
also this scenario on the vid doesnt need healing at all, you can get a ton of healing from bloodletting, so even if u dont have gem of battlemania yet, you should be fine
and i also prefer flat hp pool to eventual healing, more likely to save ur butt in an ambush or against some boss's burst damage
It's gloves, chest, and boots - which are the pieces with bonus healing. I agree on hp pool for solo or combat, for those I run tank chest and staff gloves. The vid is more showing how strong the passive regen is if you're the group healer.
I see
Does the poison blade skill in the skill tree also influence the serpent bow, which has the poisoned blade perk?
I'm actually not sure atm cause I haven't deliberately tested. But even if it did heal 25%, the skill is really shit and mostly just taken for the Intelligence node
This is making me realize that despite thinking I thoroughly explored certain areas, I missed two ||wig heads||. Dang. Now I have to go back and find them.
Is that screenshot not... Modded? Or AI? I don't recall a tunic like that guy is wearing in Enshrouded, nor the armor the girl is wearing, and it looks like the guy has a weapon on his right hip?
With red dye
With black dye
Sunny Loungewear does not have a belt like the one in the picture, it has a rope belt.
I don't remember exactly, but it must be the clothes I described. Sunny loungewear and skull stalker. There's an ultra-enhancer in the screenshot; maybe AI added it without me noticing.
They both look like the clothes you described, it looks like an AI upscaler but it also added and changed a couple little details
I only notice, because that tunic looks really good lol
If sunny Loungewear actually had a belt like that I'd never take it off
That outfit is really beautiful for going out. I have it in every color. Anyway, it's a lot of fun to be friend the Vukahs and take them around with us. 😂😂
Oh him? That's Tiny and his brother Fluffy. They don't talk much.
I feel like I should do a character that specs into beast master, I really like the Vukah
They're the homies for real
We have 10 friends were settled in the lake's bay. That day, together with Vukah, we visited each house and had coffee. He doesn't talk much, but he has a great sense of humor. 😂
Actually it's not a great build for long-term play. But having a friend by your side in retirement is fun too. @misty sedge
I don't mind it in theory, but in practice it feels off because it's hard to gauge where / when attacks will land and often its hard to react to them in time to avoid damage
Really the issue here though is subpar telegraphing and bone-headed AI
Yeah this would make sense as a build option
Tbh I like how they incorporated gliding as a means of dodging
Staff, definitely. Though the extra damage and burst requires you to charge the spell for longer than the spell takes to be cast, which is dumb imo.
Real answer is you should skip both and get the Frost skill instead, then go with either Gem of ||Soul Reaping|| or Gem of ||Battle Mania|| which are both from Kindlewastes
alr ty
Guide in my bio has a WIP breakdown, but in summary:
Skip on Spirit, and honestly also Chain Lightning outside of the ||Albaneve final boss|| fight because its usually outright worse than Ice Bolt or Fireball in all aspects. Instead of Spirit, get yourself a staff with one or ideally two Mana Leech nodes with a Gem of ||Soul Reaping|| from ||Kindlewastes|| biome in midgame or Gem of ||Currents|| from ||Veilwater Basin|| biome which is at endgame. Alternate option is a damage-focused staff with Gem of ||Battle Mania|| from ||Kindlewastes|| at midgame.
Priority spells for regular mobs:
- Fireball
- Ice Bolt
- Lightning Channel
Priority spells for BBEGs:
- Bone Channel
- Shroud Beam Channel
Niche utility that can be handy to keep on hand:
- Heal Channel
- Light Burst
- Magic Shield
All other spells are generally a waste of time/resources
ty ur a legend
Yes, provided it is on your staff and you are actively holding the staff when the healing is applied. Heal Crits are (annoyingly) based on your base crit and not your magic crit
If you havent already, get Terror, Bloodletting, and Good Metabolism ASAP and wear wizard hats. That setup makes multihit spells like Lightning Channel, Bone Channel, and Shroud Beam Channel skyrocket in overall strength
that makes sense, tysm again
It's the only true healing spell worth using tbqh
Best "healing" spell in the game is Lightning Channel with Bloodletting & Good Metabolism, especially if Terror is added on
Heal Channel is currently bugged and will not heal the caster if any allied characters (players or summons) are in its AoE. It is the only healing spell that targets yourself.
Best bet is to rely on Waters of Life and use the healer chest & shoes. With that setup you dont really miss out on much, but it prevents you from having to cast healing spells on anyone except in extreme circumstances. Can take it further with Gem of ||Battle Mania|| or Gem of ||Soul Reaping||
The strongest "healing" spell is Lightning Channel when paired with Bloodletting & Good Metabolism. Gets even better with Terror
No, as the serpent bow is a bow, not daggers.
Thats the question. I think the poison blade skill is only on the serpent bow too. So does the game really check for dagger and perk, or just the perk.
You could always test it. But based on how the entire rest of the tree works, it will probably check for the weapon type. @wild cypress would probably know more
Its called Dagger-Perk not Dagger with that perk. So Poison Blade seems to be a perk, thats normally only on daggers, based on how thats phrased. But the serpent bow does have that perk too,
Poisoned Blades skill says "when using daggers with the Poisoned Blades perk"
Sorry I mean the one above:
There are also daggers with Venomous Blades
That one also specifies daggers.
No, it it says it influences a dagger specific perk, not that its only for daggers.
Still, that one would be even easier to test. Just compare the damage on a test dummy
Whats a test dummy?
Again, based on how the entire rest of the skill tree works I would fully expect it to only apply to daggers based on its wording
You craft them at the hunter
Assuming they can be poisoned anyway. Otherwise you'd have to test on a mob
Ah, ok. Thanks.
Yeah the skill tree descriptions seem often a little bit counter intuitove
Poisoned Blades will only proc on attacks with daggers that already do some kind of poison damage. One of the times having a damage pool split between poison and something else shines, and works well with my personal build. :)
Realy sad. I hoped because the serpent bow has the perk too, so ridiculous it sounds, the skill might also work with that bow.
Poison seems a strange dmg type, as most enemies are immune or resistant against it.
Poisoned daggers with Gem of Toxic Betrayal + Poisoned Blades means every foe I hit takes some kind of additional ticks of damage; I haven't encountered a foe that takes 0 from poison that I can recall. Always open to correction, for science, but not been my experience to find fully immune foes.
hello, can someone explain how to defeat the dragon? we cannot get him into stun often enough cause he simply throws not enough of his fire balls... its like once in 3 minutes...
^^ the dragon on the ring in the mountains
Every time I use Heal Channel in close quarters, like in a Spire, the heals just go into the ceiling and disappear. Any way around that?
Assuming you have no allied characters (summons, other players) nearby, the orbs will come back. They travel through surfaces and objects.
I was trying to heal my wife. THey weren't hitting her.
Heal Channel is supposed to (and used to) spawn an orb for every eligible target including the caster, but lately it's bugged and forgets to spawn one for the caster if other targets are present
Heal Channel projectiles have a wide turn angle, so it's not uncommon for them to miss their target and have to loop back around. They can even loop like that until they expire.
Fortunately with the Healer 1 & 2 skills and healer chest and shoes, Heal Channel heals enough where if even 1-2 of the orbs connect then most people will be fully healed
Main benefit of Heal Channel is its MP efficiency, lack of needing to aim, and ability to self-heal
If you find yourself having trouble with the projectiles then just use it as a between-encounter healing spell and instead heal with Lightning Channel + Terror/Bloodletting/GoodMetabolism + Wizard hat. Each person needs (and wants anyway) Good Metabolism since it only affects yourself.
Good news is the two setups dont compete for gear slots
@karmic charm Lightning Channel + Terror & Bloodletting & Good Metabolism + Wizard hat is a ton of CC and also easily restores everyone's HP, MP, and SP. It's the strongest support tool in the game.
Thanks.
If doing it in a group, probably just need more stun until it lands. Could try
- each player parry a different fire meteor
- use chain lightning if they have magic
- use stun arrows even if they do not have ranger skills
but give most stun arrows to the ranger, since higher dex does make them do more stun damage
Is there a good way to set up the necromancy ability to make it viable?
So far it feels like more of a "nice to have" than something you can count on. Azareis has seemingly found that it isn't behaving as expected. Gem of Lesser Necromancy can help, but there's not a "Necromancer playstyle meta" or anything.
That’s unfortunate. Was hoping it would be viable
Combat overhaul is coming so who knows?
I mean, it is "viable" it's just not your main thing to use
Makes sense
I use the necromancy skill on a mage, but it means they just... appear randomly and are "helpful"
but as for necro-gems I haven't gotten to use them yet, and one of them doesn't even work for mage
hello, is there any build for archer
There are no "meta" or best builds, just take what is fun; respec is cheap and easy, and experimenting will make you a better player. Dex = more bow damage, if you want a starting place.
Ok ok
Am I the only one who was disappointed with the Sun Aura?
It keeps the Fell Critters off me arse, so that's handy.
It gets better based off of your int, but really, most of us just use it for the bug swarms
Oh? Does it keep them at bay or do y'all find it kills them fast enough?
Well it knocks down the fliers regardless of dmg which is extra nice, but usually 2-3 ticks and Fell Critters at/above your level are dead.
It helps them die pretty quick, as long as you keep dodging them, the aura will take care of them
Interesting, thank you both
It is bugged atm as Kelinyx said. Spells that kill targets in a single hit will never spawn a skull from the kill. Wands are unaffected by this bug
Currently, the best way to use Necromancer is to pair it with a Mana Leech staff that uses Gem of ||Soul Reaping|| from ||Kindlewastes HH Scythe enemies||
The reason is twofold:
- ||If you're focused on killing enemies, skull AI will often cause them to try and break any flasks you neglect which means in practice they act as healers. Each flask heals well over 1k HP in a wide AoE when broken||
- ||If you dont have enemies to focus on, you can use wands to break the soul flasks to spawn additional skulls.||
Once the bug is fixed, this combo becomes even more potent as when you're spamming AoEs like fireball that break soul flasks in a single hit, you will basically be doubling how many skulls you have.
Skulls from Necromancer scale with your player level and can hold their own in battle, but even then are balanced as supplementary damage and a distraction rather than your primary offense.
Also be aware that they will neuter your ability to heal yourself using Heal Channel because of another current bug. They also will block any arrow or spell projectiles despite friendly fire not being in the game.
Feel free to tag me next time 😄
I only catch up on this channel occasionally during bits of downtime haha. It's mostly the only channel I watch
Just to report, I played again today and the bug reappeared for me as well, its absence was short-lived. 😅
Killed lots of rats and bugs, no skulls.
You are 100% correct about the healer chest its far more superior than the other mage options. Tested it out, the heal buff is amazing. You have a better guide and understanding of the game than all youtube guides I’ve seen so far.
Thanks! ❤️
Yeah I'm writing the guide because resources are pretty shoddy atm for mages. I'm also a senior game engineer that's specialized in gameplay mechanics, and I love buildcrafting. Gives me a bit of an edge 😆
Though it does often leave me feeling frustrated with game playerbases, cause of stuff that's obvious to me but obscure to everyone else
Like when Baldur's Gate 3 came out, publications, guides, and reddit posts unanimously said "Arcane Trickster Rogue is trash but Thief Rogue is one of the strongest classes cause of [singular admittedly strong subclass feature]"
In reality, Thief Rogue is definitely good, especially for multiclasses. However Arcane Trickster Rogue quickly breaks the game if you understand how to manipulate the game's mechanics. It's the only class that can exploit every single aspect of the game. It also gets even stronger when multiclassed with 4 levels of Transmutation Wizard, which turns it into the strongest build in every RPG role simultaneously
And I was just sitting over here like
I’m wondering whats your opinion on the boots? Healer also looks very good to me in comparison to the regular mage boots
I personally use the healer boots as well, but if you want to use Gem of ||Battle Mania|| so you can focus on using damage-focused staves that lack Mana Leech (assuming you only personally use Ice Bolt, Fireball, and other non-channeled spells), then Wizard shoes are a reasonable alternative. Relying on ||Battle Mania|| for MP means you're also impacted by the regen delay, so the shoes can help.
Having tried that setup myself, though, I'm still personally inclined to use healer shoes since if the slightly longer regen delay causes my MP to drop too low I can just sprint through the orb field real quick anyway. Again, ranger speed pants helps with this on top of making kiting, repositioning, and travel faster
@pastel granite basically the gear setup I found to be best overall is:
Head: Wizard, for magic crit cause skill proccing
Chest: Healer, for reasons discussed
Gloves: Wizard, for staff damage
Pants: Ranger speed, for tactical repositioning & exploration
Shoes: Healer, for reasons discussed
I also personally use a Mana Leech focused staff with Gem of ||Soul Reaping|| for regular encounters, and swap to a damage focused staff with Gem of ||Battle Mania|| for harder bosses that I'm soloing. Currently experimenting with a damage focused staff that uses Gem of ||Currents||, but that isnt an option until endgame atm
For co-op bossing I usually use a Mana Leech staff cause ||Soul Reaping|| lets me use boss minions to provide even more healing to allies without any overhead on my end
Wands vary more based on their element, but I do tend to favor ||Soul Reaping|| on them too tbh, as it's just that effective. Cold and shock, I use Gem of ||Currents||. Voidcaller is pretty good at maximizing Gem of ||Corruption|| as well if you want more damage output with it
Ah @pastel granite I forgot to mention this but the 2nd reason I use the slightly lower damage Mana Leech staves when co-op bossing is there are both more opportunities to position for backstabs and the distractions let me hold Channel spells for longer (bumps up DPS and favors Mana Leech). ||Bone Channel|| and later ||Shroud Beam Channel|| are your boss destroyer spells anyway. So, no DPS is really lost in practice.
Please rewrite all the combat mechanics in this game; they're incredibly boring. I've played 40 hours and only built things and roamed around. Combat is tedious and lacks substance. New skills, spells, and many more mechanics are needed. The combat is very stagnant; change it. The current combat mechanics don't feel like a 2025 game at all. Please, with a major update, change all the combat and help people engage in more combat.
Vague feedback like this doesn't really help, so you know. The more specific you can be about what you want to see changed, the better. These suggestions should also go on their feedback board rather than here.
That said, they have so far been focused on the underlying engine and a combat rework is currently on the development roadmap.
Thank you for the information.
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Hi does anyone has a good skill tree for ranger please ?
what yall think about this one ? I have 103 sp to use
My must have imo : Sniper - Escape - Douible jump - jump attack - Bee string - eagle eye
I quite like melee but the system of parry is quite hard for me so my wish is to hard focus on high DPS long - mid range
just seen shell shock and blessed arrow. But Wanna know if anyone has done this before
ok so i ran the numbers on this healing mage setup
Waters of Life + Healing Chest and Boots + Healing 1+2 boosts Water Aura ticks by ~60 HP per tick (from 10-something to 70-something)
It ticks every 2 seconds, so the value of the setup is ~30 HP per second
Tank Chest is 360 HP
Which means, healing only outperforms the tank chest if a fight is going for more than 12 (!) seconds continuously, without a single Bloodletting orb dropped.
Which is, like, 2 boss fights in the entire game.
And u have to invest an extra clothes slot and 6 skill points for it.
So its probably really good for dedicated group healer roleplay, but doesn't seem optimal, because even in groups, the primary healing for your tanks is Bloodletting and Soul Reaping if u use one
Btw mana delay boots work wonders with battlemania gem and no mana leech staff, giving u ~35 mana per cast on the maxed gem
Yeah I've been pointing that out as an alternative. It doesn't work with channeled spells, though, which is a major drawback.
This kind of shallow analysis is a great example of why data science requires context to be useful.
You're assuming solo and no summons (esp Necromancy skulls). Yes, under those conditions the healer chest loses a good chunk of its value, although not enough to become a bad option. "Have to invest" is also an exaggeratedly strong assertion for skills pretty much every mage wants anyway, regardless of their specific playstyle.
12 seconds is also not that big of a deal. If combat is ending well before then, then you likely also aren't benefitting from the extra Tank chest HP either. The only situation where this isnt the case is if enemies would otherwise down you in 1-2 hits and the tank chest would increase that hit count, as I've noted several times.
Your final assertion is a massive leap in logic that ignores practical, common circumstances.
As I have noted every time I made the healer chest recommendation, it is overall the best practical usage of the chest slot for a mage in most scenarios. I am not claiming it outright wins in every category, all the time.
i did mention that you heal your tanks with Bloodletting and Soul Reaping enough anyway.
Half of the time your tank is outside of your aura range anyway
Healing skulls? i hope you are not serious on this one.
Combat in this game is relatively fast-paced, with high damage on both sides, and 12 seconds IS a long time. Try measuring your fights length yourself next time you venture.
You can make the same argument for your healing too - if the fight went well, u didnt need those ~200 HP of healing 😄
But the difference is that fight might've go well exactly because you survived the initial assault.
Idk what u call leaps in logic here, i gave you reasoning from exactly practical viewpoints - fights duration and other given options for group heal. And i back it with numbers instead of vibes-based concepts.
U claim stuff like "overall" and "in most cases" when i show you that theres only ONE case when its actually better - major boss fights
Tank chest has more hits-to kill for any N hits, before 12 seconds pass. It can be 6th lethal hit on the 6th second of the fight when u happened to blink into a wall or an enemy behind u
It is extremely ironic that you claim a stance of "I use numbers, not vibes" and yet you make assertions like "Tank chest has more hits-to-kill for any N hits, before 12 seconds pass" as if enemy damage granularity doesn't matter, on top of handwaving away that players are assumed to be taking hits at an unspecified consistent rate that makes that time limit meaningful. Who needs those numbers, amirite?
Surface-level white paper analysis is a great first step, but is insufficient to accurately gauge practical application.
I'd happily discuss the points you contested, if it weren't painfully apparent that you're approaching this in bad faith. You do you, booboo.
i thought its extremely obvious that i meant in that statement that it applies to not only 1-2 hits in 1-2 first seconds, and that we both know how hits-to-kill work, as we estabilished it in our previous discussions. I thought u are a smart person enough so i dont need to make the remark for the 3rd time.
But you appeal to it again, so either i was mistaken, or you are just grasping at straws.
At this point you are just throwing buzzwords without substance at me for the sake of just saying something.
Just so you know, trying to act condescending while losing an argument doesnt make you look cooler or smarter. Quite the opposite.
booboo
you can have the last word, i wont bother talking to u anymore with how u started to act
You want a crown or something, bud?
"i thought its extremely obvious that i meant in that statement that it applies to not only 1-2 hits in 1-2 first seconds, and that we both know how hits-to-kill work, as we estabilished it in our previous discussions."
I don't know if English is your second language and something got lost in translation, or what, but this sentence is unintelligible.
Regardless, you are quite mistaken. We most certainly had no conversation of any such nature. The absolute closest was using the H2K term in discussion, as it is a standard buildcraft concept which has no relation to time, which is exactly what I was calling out. Not sure how you never learned this in school, but you can't compare numbers with incompatible units.
"At this point you are just throwing buzzwords without substance at me for the sake of just saying something.
Just so you know, trying to act condescending while losing an argument doesnt make you look cooler or smarter. Quite the opposite.
booboo"
Yeah, that's definitely what's happening here. Tell me; do you also bicker like this with your doctor based on your highschool anatomy lessons?
Is ||Explosive Arrow 3|| the highest damage arrow?
[[Arrows]]
Based on all of that posturing? Probably 😆
Homie went on a whole-ass tirade based on their assumption that I didn't bother / know how to do rudimentary algebra. The Dunning-Kruger effect never ceases to simultaneously amaze and disappoint me
Nobody's ever clapped for me no matter how right I was. 🤷
I feel like it'd make more sense to make a separate channel dedicated to tracking specific builds. Either that or have some pinning process. Most of what goes on in this channel is (normally) very casual discussion about individual combat mechanics rather than discussing fully constructed builds
yes like a combat-skillpoint-showcase
Mine for daggers would obviously deserve both a crown and applause. 😼
I had difficulty to play with yours ngl ^^'
now trying tro do a 80% ranger
and just aim at the crit damage
Well I only promote mine as a melee main, so given you were always seeking a bowmaster build it makes sense it wouldn't fit your fancy. But yeah, bows are like, get high, headshot, win. They're rock solid. @bronze hollow is a big bow baddie.
I started today only for my ranger build
May your journey be rewarding.
but I like to get the "fly" while shooting in the air
There's a bow and a gem that complement that. :)
I mean [covering mouth] mmff hmmff fff fhmm fhmmf phfmph hmmf!
Hey guys, quick question regarding healing spells. In the healing tree, there are two skills, Healer and Healer II, and the description reads: Health gain from healing spells is increased xyz... Does that mean only I receive that percentage increase or does that apply to outgoing heals also?
anyone have an optimized ranger build, trying to find somethjing for my friend to works towards
It means all of your healing spells as well as Water Aura / Waters of Life get that boost, for all targets. Same thing for the healer chest and shoes. Check out the guide in my bio for a more in-depth guide. It's WIP, but the most important bits for buildcraft are mostly done
For the majority of situations in the game, the healer chest and shoes are going to be your best options even when soloing, but significantly increase in value if you play with others. They also don't compete for gear slots focused on magic damage, which you want Wizard hat and gloves for. I recommend Ranger speed pants for repositioning and exploration
The sidegrade choices for those slots are Tank chest if you get killed in 1-2 hits, and Wizard shoes if you want to use a damage-focused staff with Gem of ||Battle Mania|| from Kindlewastes instead of a Mana Leech staff.
I feel honored being advised by the actual Archmage 😄 Thank you kindly for the thorough reply regarding this. I am playing with my wife and she is taking on a tank/berserker type melee build while I do a hybrid heal/damage build, focusing more on healing.
Sounds like a solid duo! Just be aware that in the ||Hollow Halls||, the two aggro skills in the Tank tree don't really take effect.
You'll want to pick up the Terror and Bloodletting skills from Trickster, and the Wizard hat will let you proc them very often, especially with multihit spells like ||Lightning Channel||. In practice, that is the best support spell in the game because of this.
You'll also both want to pick up Good Metabolism from Survivor to get the most out of your potions and take advantage of the orbs from Bloodletting.
Once you reach Kindlewastes, I recommend doing the ||Hollow Halls|| there to get Gem of ||Soul Reaping||. Between that + the other things I just mentioned, you wont often need to focus on healing at all and can go full in on offense, getting healing as a side effect of the offense
Ah, and even though you're going mage, you will still want to pick up many of the skills in the center path of the Tank tree so you're more resilient. Can't heal your wife if you're dead, after all 😆
Also, skip on Spirit once you get your hands on wands or especially staves with Mana Leech. Those + Bloodletting & Good Metabolism should easily provide all of the MP you need. There's also a wand skill you can pick up to push it further
This is true, I have been focusing on Constitution points as well as Shiny plates.
Definitely a good call. Earth Aura is also great to have, though somewhat loses value for you to take if you're both always adventuring together.
Another extremely important support skill for you to pick up is Shroud Filter, as when paired with multishot magic attacks (especially multishot Shroud wands) it makes you and people you're with near-immune to the shroud timer.
(Also check out my comment on Spirit in case you missed me editing it into my last message)
is 18 too high for int?
18 is quite high but that buffs your spell damage sooooo :)
I think the INT cap is 22, but don't quote me on that.
*quotes @wild cypress *
Con 8 Spi 22 End 8 Str 8 Dex 8 Int 22
What's this talk about skills that aren't blue?
I found a jewel of piercing, which increases piercing dmg of the target. I thought thats something for bow, as I assumed bows do piercing dmg, but looking closer on the bow, they do something called intrinsic damage?
I needed to google this, so bows do a special kind of damage that either comes from the inside of the bow, or hurts the enemy from the inside?
The type of damage a bow ends up doing is converted through the arrows you shoot which can do piercing, poison, fire or even blunt damage depending on arrow type. The intrinsic figure is just to give you a baseline for comparison with other bows.
Ah, so a poison arrow would cause a the intrinsic dmg of the bow to become 50% piercing and 50% poison + the dmg of the arrow itself?
or with the magic arrow, the bow completely changes to ice damage?
That's right enough to not need me confusing it by splitting hairs. :)
Consider the arrow to be the flavor of the damage, hehe.
I see. A little bit sad. I really like the magic arrow - ever since dragons dogma, I love magic archers. But with the way how bow dmg works, the jewel arrow wont work properly with the magic arrow.
Well there is the Eternal Frost Arrow 1 and 2, which use mana, and if you bought the mage Skills to increase ice damage that would buff the ice damage the arrow does.
You're pretty free to make your own "character class" in this game so maybe try it out at some point?
It does?
Was this changed? My last info was, that the mage skills that improve elemental damage dont work on weapons. same with strength and warrior skills that increase melee damage and crits etc. wont work for daggers.
Well that info is bad and you can make a combat dummy and test it yourself.
The melee damage buff absolutely raises dagger damage, but it is a very small boost compared to things that name dagger damage as a type they raise. There is some confusion when people mistakenly believe Strength or "one handed" buffs raise dagger damage, which they do not.
Elemental damage from melee weapons is also raised by the elemental damage buffs in the blue Skills, but you must consider that for nearly every melee weapon that elemental damage is a small sliver compared to the cutting/blunt/etc damage type.
But don't just take my word for it, make a test dummy and respec your skills a few times to see the results.
Yeah, Im now only missing somekind of ricochet shot, or somekind of magazin shot, that I can power up, the longer I do that, the more arrows I shoot.
There is a multi shot for arrows in the green Skills but it's a random proc. I also would like charge-up attacks, hehe.
But back to the topic at hand, the Eternal Frost Arrows flavor your bow's damage as ice so they get the full benefit of ice damage boosts.
I know, thats usefull... sometimes. But it doesnt "feel" right, if you know what I mean.
I always used that arrow in an earlier play through, simply because mana is "easier" to carry than stacks of arrows not considered damage.
So I would need to find a bow, that has a perk, that also does extra piercing dmg, for the jewel to work then.
At least we corrected some bad info for ya.
Indeed thanks.
hi all! does anyone has tank/warrior build to share or recommend please?
Most ppl that are sword n board are using life leech with battle heal and a double crit weapon i can show you what I do later
Too high? No such thing
Now try tacking on healing buffs 😉
i am. i just kinda roll thru shit
non-crits are near 170 rn
thank you!!
is it better to mix and match armor sets or do they give a set bonus?
There are no set bonuses; mix to what serves your weapons and playstyle best.
Like Kel said, there are no set bonuses. Armor sets have a "theme" that stays consistent through all pieces of the armor, and in the case of the basic armor sets in each region, they will generally have a next tier with the same mechanics.
For example, every region has a "Healer" mage armor set, and in every one of them the chestpiece gives a huge strength multiplier to healing spells as well as some Max MP.
When mixing and matching things, be sure to also check out the armor sets designed for playstyles you aren't going for, as they'll sometimes be a better option than your playstyle's intended armor choices.
For example, I'm fully a mage but use the Ranger sprinting speed pants cause its mechanics benefit me more than any of the mage armor set options for the leg slot, on top of slightly shoring up my otherwise lacking physical defenses.
I should probably spend some time adding an armor breakdown to my guide next tbqh. There's a lot to go over and I keep spending all this time repeatedly scratching the surface in this channel, especially about the healer chest since its full value isnt obvious or easy to concisely explain lmfao
Same for spells too tbqh
hey all trying to make a one handed sword build because I like the speed of the one hander instead of the two hander but I feel like the durability of one handers is horrible compared to two handed weapons. Is this a normal thing?
certain swords have more or less durability than others, I highly recommend using a shield cause blocking costs durability on a weapon if you don't have a shield in your hand (2H lost durability when blocking I believe)
yeah i felt that way as a tank with just one sword
i'd bring a backup if you can afford the space
there are also repair anvils everywhere in embervale, scavengers have them, and every checkpoint in a hollow hall has one too
I have a ward on now but i feel like for the damage of the one hander being way less then the two hander (so you have to swing it 2 to 3 times more often) it loses durability way faster. example. one pack of fell with a one hander gets you to about half durability but the same group of fell with a two hander loses maybe a 10th of durability. It just feels unbalanced. Am I the only one in this? I mostly use a Barb build but it just feels so slow and when I go to a one handed build I feel like If I don't know where anvils are I'm screwed if im not carrying multiple one handers.
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You aren't the only one who experiences this, and mages get it way worse due to how wands work. I carry 5 wands on my person at all times, and they're not even my primary weapon.
-
You want to keep multiple weapons on you anyway to handle different enemy types or add utility.
-
Repair Kits are cheap and plentiful, and anvils are found everywhere in the world. Pretty much every encampment or dungeon has at least one
One of the knobs you can turn to amplify your damage is Merciless Attack. It doesn't work for everything (really only enemies you can parry), but it can pull a lot of weight. Combine that with good shields that provide high parry values, and I can one-shot a lot of common enemies just by parrying and then Merciless Attacking them
@gleaming muskso would you say if prepared for it one handers are worth a build and compairable to two handed or would you just go full barb build?
This is my current Merciless Attack bonus. There are also good one-handed weapons that provide additional bonuses to Merciless Attacks on top of this:
And my current Parry Power:
okay, cool do you guys worry about finesse skill or is it just a waist? and you all reccomend shield instead of ward wing right?
From what I hear, two-handed weapons are generally more popular because of how easy it is to stagger enemies and be aggressive. One-handed playstyles emphasize parry, as Jenn is currently noting.
I like to dodge and attack more then block, Is one handers not built for that type of gameplay?
Don't use Wards unless you're willing to sacrifice blocking ability for cosmetics and some barely noticable passives. Mages are the only builds that should consistently use Wards, and that's only because wand recovery frames are too long to reliably parry or block
Dodging and attacking is something every character can do.
Here's the Albaneve Summits ward vs the best parry-power you can get from an Albaneve Summits Shield (or at least, the best one I've unlocked; still need to get the Blast Furnace for the last one I think):
I personally use Finesse. I think it's useful enough. 🤷♀️
right Im just trying to figure out if I need to block more if I switch to a one hander for all the parry bonuses
Finesse like any durability skill varies depending on your progression. Early game it could help, but once you get repair Kits its just a convenience.
Respeccing is extremely cheap, so feel free picking up skills just temporarily and experimenting
You can build more around dodging. There are some skills that are useful for that --- in particular Evasion Attack is fun, paired with a Gem of Agility. But I think that parrying is likely to be more effective where it's possible.
You don't need to, but parry is an extremely powerful mechanic that you should get used to using if you want to get the most out of one-handed weapons.
okay cool thank you. oh and finesse? go or no go?
Is there a skill that you would take that you couldn't if you took Finesse?
Yeah np
is blood rage good for one handed melee enven though you need heavy specialization to get it?
When comparing Swift Blades (1h attack speed boost) and Heavy Specialization (2h attack speed boost), 1h attacks are still about 25% faster. So although 1h does lower damage per hit, it can be beneficial when building into things that proc on hit, like health leech, crit frequency, etc.
Once you have enough points, you will probably have enough to grab some skills you don't need because you want the skill beyond it.
https://enshrouded-skill-tree.com/?shortCode=69cf0fc3121a618f2c90e134 this is what Im going for. any pointers on how to get Finesse?
Some critical skills I'd recommend for a one-handed melee weapon build:
- Merciless Attack (in the middle) --- obviously. This is your heaviest hitter.
- Power Parry (in the middle) to stun enemies faster.
- Opportunity (in the middle) to boost Merciless Attack.
- Vigorous Deflection (in the Athlete tree) for maintaining stamina.
- Blood Warrior (in the Athlete tree) to help with healing. You'll need to finish the enemy off with the Merciless Attack to get this, though.
- Good Metabolism (in the Survivor tree) to boost Blood Warrior.
- Breach (in the Barbarian tree) to boost damage once you've stunned the enemy.
Other nice-to-haves:
- Bash (between the Athlete and Barbarian trees) to help deal damage even while you're parrying.
- Swift Blades (in the Warrior tree) to attack faster.
- Shockwave (in the Barbarian tree) can help keep enemies off of you and also apply block to more enemies if you're stuck in a crowd.
Hmm. I'm not sure how others here feel, but I don't particularly like blink on a melee character, tbh. If you drop the two Blink skills, you can pick up Finesse (if you really want it) and Good Metabolism (highly recommend it).
okay thanks
Do you find yourself using much mana? If you drop the blink skills and don't use much mana, you could drop Arcane Deflection for some more points to reallocate.
I also don't tend to find Updraft all that critical. That's four points you could move somewhere else.
okay thanks gfor the pointers!
Totally. Those are some of my initial thoughts on your build. There may be other optimizations you could make. Play around with it! :)
I respecced my 1h warrior into a slightly magic tank recently, after liking magic for my 2h barbarian
I'd suggest keeping Emergency Blink, though only once you get to a stage of gameplay where Stun starts being a problem. Being able to instantly cure it can be a lifesaver.
I also strongly recommend keeping Updraft. It's one of the first skills you should get, because much like Double Jump it makes a tremendous difference in your ability to navigate the environment. Like Double Jump, you don't technically need it, but it's extremely convenient and trivializes a lot of the game's level design and will save you a lot of time. It also makes kiting or avoiding combat pretty effortless.
Interesting. This is a fair assessment. I haven't personally found myself wanting updraft all that often, but I'll take your word for it. 🤔
There's also the argument to get it because it's fun to use, of course lol
There's something intrinsically satisfying about using it to do some complex midair maneuver. E.g. sharp midair turns, or gliding through a small doorway and immediately regaining elevation
Anyone seen an issue where when using your spells they just explode on you but don't actually go forward?
Apparenlty holding Q while firing spells prevents this from happening, but wasn't doing this before so not sure what is causing it all of a sudden. Also do not see this behavior for other people in my game.
I haven't ever personally encountered this, but that may be because I always use the long-range weapon key for my staff since there's never really a need to hot-swap them in a given encounter.
Are you experiencing this constantly? Something to be aware of is that allied players and summons will block your offensive spells even though friendly fire isn't a thing. Might be relevant to what you're seeing
@gleaming musk
Hey, I just got my new character to Albanevese Summit (multiplayer). I thought I saw you mention that healer gear is the way to go, but I wanted to confirm so I don’t set myself back. If you have a few minutes, I’d appreciate it, thank you!
The Healer chest and shoes are worth using, especially if you have Water Aura / Waters of Life, but the rest not so much. I recommend pairing those the Wizard hat and gloves (Bloodletting/Terror proc and staff DPS), and the Ranger sprinting speed pants (tactical repositioning, esp for backstabs). Next thing I'm adding to the guide is a full armor breakdown.
There are alternate options you could use for niche circumstances, but that loadout is going to be the most effective in most cases.
tyty
No problem!
I only get something similar to that when something (a nearby piece of environment) gets in the way of targeting.
Which is also pretty stupid, because it breaks 3rd person / 1st person rules.
The, say, bush is not jn my character's line of sight towards the enemy, it just got in the way of my camera, as in, monitor view.
But I presumed that was a technical issue of the engine's and never reported it as a bug - as stupid as it is, it's absolutely consistent.
there are various types of "aiming" and they all have different problems:
- from character to enemy (can be hard to see what you're aiming at or can be off-set)
- from pointer/aiming reticle to enemy (great for aiming, but will quite often catch on things your camera gets stuck in)
and of course... - a mix of all 3 (congrats, projectile from character... goes to aiming reticle's location, regardless of if it's the enemy or a bush)
which I am not sure which enshrouded's does... either 2 or 3...
They really need to tone down when the ranged enemies run away. Makes melee very annoying to play. I just chased 1 ranged enemy for a good 45 seconds.
quick question, what build does the fastest health regeneration? meaning like while im fighting/recieving damage im healing super fast?
rn im currently a wand/staff build
I actually took a video of this a few days ago. Water Aura, Waters of Life, high Intelligence, plus healing bonus armor
Gemini rings would also help maybe
There are actually more targeting implementation strategies than you've listed here, and part of the issue is that Enshrouded uses multiple and changes between them depending on the weapon/tool/etc as well as user settings
Though, from what I've seen all projectiles in Enshrouded begin their trajectories based on the player's location, even if their aimed direction is based on the camera.
Though I wouldn't be surprised if they have an issue where projectiles have impact collision volumes that extend behind the player when they're first spawned, making it possible for them to hit things behind the player
I found a neat interaction today while leveling a new playthrough. I put Gem of swiftness on a muti hit wand.
wands with muti hits get's gems buffs applied to each hit. For example the gem of swiftness, Each wand projectile gets the Gem's cutting damage from the numbers that pop up. so 3 projectiles = 3x the gem's damage.
Not sure how that works with other gems that buff you. Like Gem of Agility, It would be neat if you also got 3x the stamina
Will Camera settings like how far back the camera is effect that? how?
Check out the guide linked in my bio. There's a build link and I'm currently in the process of adding gear breakdown.
Overview is that it emphasizes magic offense and as a byproduct produces a ton of healing/support for both you and allies. Gives you plenty to keep your party alive, but it isnt all strictly regen-based.
Armor is what I'm filling out now, but the tl;dr is that you want this setup:
- Head: Wizard for DPS and Terror/Bloodletting proc
- Chest: Healer for heal strength, for Water Aura and Heal Channel in emergencies
- Hands: Wizard for staff DPS
- Legs: More personal preference, but I like Ranger sprinting pants
- Shoes: Healer for same reason as chest
For your staff, use ones that have Mana Leech and a Gem slot for Gem of ||Soul Reaping|| from ||Kindlewastes HH||
Yep. That's why Gem of ||Corruption|| actually does extremely well on Voidcaller, because Voidcaller can be fairly easily gotten from every biome, matches the damage type (and by extension use case), and can fire up to 5 projectiles per swing.
I have been scratching my headed for a early game gem on cold wands. Most advice out there seems to think "cutting/blunt/w/e damage" on attack gems only trigger from that weapon type. But it's only the gems that say say they trigger from a damage type that care about your weapon.
Likely yes because the camera isn't centered on your character but instead looking over your shoulder. However, the effect won't be very noticable.
As to why, the short answer is "trigonometry".
The longer answer is that a typical implementation for selecting the firing angle from your character involves doing a raycast through the center of the camera's view (where the aiming reticle would be), then using whatever the closest hit is as the endpoint for a firing direction from the character's location.
This means that something like zooming out would alter it slightly as your camera would now have additional elevation/etc that could let it see around objects it couldn't before due to perspective. So for the exact same camera view rotation, the firing angle from the character will be slightly different, but it will still feel roughly the same from your (the camera's) perspective.
You can sometimes see this naive approach in games that are less-fully-developed by getting right up against an enemy and then firing at them. The close proximity will result in this simplistic approach causing the player to fire up into the sky perpendicular to the camera's view direction, intersecting the aiming reticle.
As a bit of trivia, "aim assist" expands on this approach by doing a sphere-cast instead of a raycast, resulting in a tolerance radius.
Honestly, I wouldn't worry too much about making Cold wands work as Cold is a generally poor damage type due to it being fairly commonly resisted, and unlike Ice Bolt, Cold wands don't have any additional utility. The main faction they're useful against (Scavengers) are also weak to Shroud damage, which itself is strong against way more enemy types than Cold is.
I can help you pick a gem, though. What's the furthest biome you've unlocked?
I am in the blackmire, I am playing on 50% exp gains and 200% enemy HP. so gem's damage adds up over a fight.
Alright, give me a sec to refresh myself on your options
I have a void caller but the thing runs out of durability soo fast.
Yeah, it doesn't look like there's many good options for damage or even utility at that point, as I'd thought.
I don't know the damage values for it offhand, but Gem of Toxic Betrayal may be your best damage option for a cold wand despite Scavengers resisting it.
Other than that, you could slot a Gem of Hopeful Embers into it as some utility in the Shroud since Fell seem to be mostly neutral to Cold. Though if you have Shroud Filter by now, then that gem is extremely redundant
Yeah a problem with wands is that they use 1 dura point per projectile, but also that the game favors emphasizing projectile count due to skill procs and etc
I did not see a scaling adjustment setting for durability. I know there is a on off button.
The soonest decent option for Cold wands are in the next biome, Nomad Highlands
Assuming you dont want to disable durability completely, you're best off using your staff as much as possible (its your best DPS anyway) and picking up Eternal Spark when you can spare the skill points
In the next biome, Nomad Highlands, you'll start to be able to craft repair Kits as well
Yea I feel Durability is a part of the game's "difficulty" but it dose not feel polished for some weapons like the void caller. Right now I am carrying around a repair table and alter 😛
Also keep an eye out for anvils. Most encampments and dungeons have at least one. Be wary, because you can destroy them with AoEs
But I must add to my 3 chest of scrap metal!
Damage settings feel weird too with the way armor works. the 50% hike is overkill. It needs smaller increments. I turned to lowering player HP to 50%, But about 1/2 my Hp comes from food/gear.
I may turn off the durability until I unlock repair kits and just use the voidcaller over a ice damage wand. I am not sure if it's DPS is higher vs Scavy boiz,
Turning off Durability makes Renewal feel worthless tho.
For equivalent level wands with similar upgrades, cold damage will be slightly higher against Scavengers, but only by ~20%. However against their pets the Shroud damage will be higher than Cold.
I'd recommend just sticking to a Shroud wand and then using Ice Bolt whenever you can
Realistically cold wands aren't worth fretting over until the (current) final biome
dam pets
Too niche but dont carve out their niche well enough, and all that
Shroud damage is OP, listen to my boy Az.
I am like the reduced exp play through tho, I feel like I am actually made to play the game and go everywhere. Also gives me reasons to revisit some areas, leading to more gear drops.
Last time with full exp on I would find my self going through a full zone without a weapon upgrade.
Sounds about right haha
Weapons are in a weird place, where you get flooded with them but scrap like 95% of them
Either that or keep them as decor
I am still living out of harvest homestead with one of each weapon is decoration the walls that remain standing.
are some spells still mostly useless? Light burst, Shroud meteor,
Hum, I don't miss acid Bite's perma stun (ok maybe a little)
But I do miss playing the game of trying to line up all the enemies. kind of wish they would let the spell do a interrupt and verify brief "glue" effect.
and the shroud casting debuff fells kinda absurd. I like the RP/ world building that the magic is dangerous, but I though we where the flame born, and we get hit with shroud damage all the time with no debuff, so not much logic there.
Shroud Meteor is even more useless than it used to be now that the penalty actually does anything substantial. Agreed that the penalty is designed in a dumb fashion, and it makes the Shroud Meteor Scroll a massive newbie trap
Acid Bite isn't worth using anymore either due to its long cast time, close range, dependency on AI, and mediocre DPS.
Heal Channel is still the best healing spell, but it's more buggy now. Fails to heal the caster if any allied players or combat-capable creatures are nearby
Light Burst is still extremely underwhelming but has a niche for cleaning out weak enemy crowds and escaping from being pinned
Chain Lightning still overpromises and underdelivers due to its short range, short chain radius, slow projectile speed, and damage that doesnt compensate for its shortcomings. It's only really good against a singular boss, and otherwise you want Lightning Channel
There is a new ||Shroud|| spell later on thats ||actually extremely strong, and by then Shroud Filter makes the timer debuff barely noticable||
There's a new ||healing beam|| spell, and it's ||powerful but unnecessarily so||. Two other new spells in ||the final region|| too, both ||fresh mechanics for spells||. One is ||terrible|| and the other is ||very niche||.
Here is about the skills i was looking at.
https://enshrouded-skill-tree.com/?shortCode=69cfeb4032dc49dfe70ad3d6
missing anything big? skipped radiant aura, Not sure if Radiant Aura is don't something I don't foresee. Also not sure if water area is even worth. Blood magic seems weak compared to what it was.
Also, love Necro, but The little buggers steal my healing!
It's mostly on-point. I have a full build link in my guide.
You def want Waters of Life, especially with healer chest & shoes.
Skip on Life Burst, as it's terrible.
You're missing Backstab Damage. I'd also strongly recommend Frost, and Eternal Spark helps offset ridiculous wand durability problems. I'd also take Savior if you co-op cause its cheap and makes mid-combat revives feasible.
You don't need any Spirit nodes at all.
Necromancer has the issues you mentioned, true, but Bloodletting, Water Aura, and later Gem of ||Soul Reaping|| make the Heal Channel bug basically a non-issue
Your sense about Radiant Aura is accurate. It's not worth the investment
I play solo,
Then skip on Savior, but the rest of the advice is still relevant. I play mostly solo, for context
@steady crystal Just finished the detailed skill breakdown in my guide last night, btw. Only a couple of polish items to do, but it's ready for reference.
I just read your archmage guide and couldn't stop til the end, thank you
Thanks! I have suggestions enabled if you have any questions or thoughts. Keep an eye on it, cause I'm still actively adding things. Next up is relevant gear breakdown, then a breakdown of all spells
Well, I like everything I see there, the only thing is, as a beginner I'm not so used to the skill tree and get lost in the skill order
As in the order I organized the skills, or do you mean the order you should take things in the build linked in the guide?
Basically the order I should take the skills, I know it depends on a lot of stuff, I'm playing in a group of 4
is it just me or does water aura scale awfully? im lvl 31 and its ticking for 12??!!
Its based on your intelligence, not your level
It scales on your intelligence and any healing strength boosts you have. Water Aura is very powerful with the proper setup.
Ah, yeah. Right now what I have for that are the #early-game, #mid-game, and #late-game tags as well as the ratings.
I might add build versions for different regions down the line, but that's a lower priority
