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Enshrouded Skills List: Points, Passives, Active Skills

A practical Enshrouded skills list for 1.0: how skill points are earned, which skills are new, and how passive, active and attribute nodes fit together.

10/20/2026 v1.0 Last updated: 10/20/2026 2 min read

FAQ

How many skill points can you get in Enshrouded 1.0?
The verified 1.0 total is 212 skill points: 98 from leveling, 60 from Shroud Roots and 54 from 18 Elixir Wells. Community sources disagree on whether the count should be phrased as 243 nodes or 161 skills, so treat “nodes” and “skills” as different counts.
Can you unlock every skill node in 1.0?
No. You get 212 points, so you must choose between attributes, passives and active skills instead of filling every node.
What are the main skill types?
Enshrouded uses passive skills, active skills that unlock new moves, and attribute nodes that raise Strength, Constitution, Dexterity, Endurance, Intelligence or Spirit.

The skill tree in Enshrouded is one shared web, not a set of locked classes. Every character can eventually touch Warrior, Mage, Ranger or neutral routes, but a good build still needs a plan because there are not enough points to take everything.

The Enshrouded skill tree overview at a Flame Altar

How skill points work

A 1.0 character can earn 212 skill points in total:

  • Level-ups: 98 points, or 2 per level from level 2 to 50
  • Shroud Roots: 60 points
  • Elixir Wells: 54 points, or 3 points for each of 18 wells

That gives enough room for a complete weapon identity, survival support and utility, but not enough for every tempting passive. If you want the full route logic, see skill tree best builds and skills to get first.

The three node types

Attribute nodes

Attribute nodes raise the stats your weapon scales from. Strength supports melee, Intelligence supports magic, Dexterity supports bows and daggers, and Endurance or Spirit add stamina or mana room.

Passive skills

Passive skills are always-on bonuses. Examples include Mage Apprentice for wand and staff damage, Marksman for bow damage, and Wizard for wand and staff critical strike chance.

Active skills

Active skills add new moves. Double Jump, Blink, Water Aura and weapon specializations are active nodes because they change what your character can do, not only how much damage they deal.

What changed in 1.0?

The 1.0 update reset all previously spent skill points and added eight named new skills:

  • Mage: Advanced Necromancy, Totem Mastery, Aerial Wand Attack, Wand Evasion Attack and Blast and Cast
  • Archer: Puncture, Barrage and Survival Instinct
  • Neutral: Airborne Architect

Keen also reworked wand combat, added more spells and expanded the level cap to 50. For practical impact on actual routes, compare mage build with archer build.

Useful examples by branch

  • Mage: Intelligence, Spirit, Mage Apprentice, Spellslinger, Wand Mastery, Wizard, Unity
  • Archer: Dexterity, Endurance, Marksman, Sniper, Fatal Precision, Survival Instinct
  • Warrior: Strength, Constitution, tank or bruiser passives, weapon specialization
  • Utility: Double Jump, Blink, Updraft, Miner and gathering support as needed

Sources: Keen Games 1.0 combat changes, Keen Games 1.0 changelog, community skill tree planner, and game-file skill data. Last verified 2026-10-20.

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