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Enshrouded

EDITORIAL TIER LIST

Build Tier List

S tier for Version 1.0: Crash Down Two-Hander, Explosive Arrow Bow, and Blizzard Staff.

Every build we rate for Version 1.0 in one list, ranked as a class and weapon pair. Each build shows the fights it wins and loses, the order to take skills, the must-have skills and a link that opens it in the Skill Tree Planner.

Game version:
Version 1.0
Reviewed:
Author:
GameWith Enshrouded Editorial

Tier board

B Tier

Excellent at one job, mostly in co-op. Weaker on its own.

C Tier

Works in the right place only. Fun, but not where we would start.

Which build for which fight

Our call for each situation. Upkeep shows how much crafting a build needs to keep going.

BuildEarly gameGroupsBossesFlyingSoloCo-opUpkeepPoints to coreTotal
S TierCrash Down Two-HanderStrongStrongOKWeakStrongOKLight1257
S TierExplosive Arrow BowOKStrongOKStrongStrongStrongHeavy2749
S TierBlizzard StaffOKStrongOKWeakStrongStrongModerate1564
A TierOne-Hander and Shield ParryStrongOKStrongWeakStrongOKLight2061
A TierEternal Arrow SniperStrongWeakStrongStrongOKStrongLight1739
A TierAerial Wand BattlemageStrongOKOKStrongStrongOKLight1758
A TierDecoy SummonerOKOKStrongOKStrongOKModerate1954
B TierGuardian TankOKOKOKWeakWeakStrongLight2762
B TierDual DaggersStrongWeakOKWeakOKStrongLight1849
B TierHealer SupportOKWeakOKOKWeakStrongModerate1139
C TierBeastmasterStrongOKWeakOKOKOKLight1237
C TierShroud CasterWeakStrongOKOKOKOKModerate2049
Early game
Works before the late-game unlocks
Groups
Packs of regular enemies
Bosses
Bosses and large elite enemies
Flying
Enemies in the air
Solo
Playing alone
Co-op
Playing in a group
Upkeep
Crafting needed to keep it running

S Tier

Strong almost everywhere. If you are unsure, start here.

S Tier

Crash Down Two-Hander

  • Barbarian
  • Athlete
  • Two-Handed Hammer
  • Two-Handed Club
  • Two-Handed Axe
  • Two-Handed Greatsword

The strongest melee build in 1.0. Double jump, slam, repeat: it flattens groups, breaks guards and costs nothing to run.

Jump, jump again with Double Jump, then hold attack to slam down with Crash Down Attack. The slam adds 50% weapon damage in a small blast, and from a double jump Crash Down: Force adds another 20%. It also fills a guarding enemy's Stun Bar twice as fast, so shields stop mattering. Take Two-Handed Specialization to unlock the Special Abilities of two-handed weapons and Heavy Hitter for 10% faster swings between slams.

Early game
Strong
Groups
Strong
Bosses
OK
Flying
Weak
Solo
Strong
Co-op
OK
Upkeep
Light

Strengths

  • No upkeep. No arrows, no spell charges, just Stamina.
  • The blast hits everything under you, and Blood Rage adds 15% melee damage for 10 seconds after a nearby kill, so packs fall in chains.
  • A weapon with Health Leech restores Health with every hit, which is a real advantage in group fights.
  • Block Breaker fills a guarding enemy's Stun Bar twice as fast. Once the enemy is overpowered, Breach adds +100% melee physical damage for 3 seconds.

Weaknesses

  • Stamina is the limit. Each slam costs 35 to 60 Stamina depending on the weapon, plus 10 for the second jump.
  • Flying enemies are out of reach of the slam. Take Upwards Slash Attack to meet them in the air or Grounding Hook to pull them down.
  • Low cave ceilings leave little room to jump.

Gear and items

Gem of Aerobatics fires homing projectiles whenever you attack in the air, and every slam counts. With a hammer or club, add Gem of Fracturing for bone shards on blunt kills. With a greatsword, take Titan Edge and Slasher in place of Brute.

Recommended weapons

  1. Misfortune MaceTwo-Handed ClubCommon, Uncommon, Rare, Epic, Legendary
    Power
    179.4
    Legendary · Level 55
    Attack Speed
    0.7 sec
    • Blunt Damage×3
    • +3 Health Leech
    • +3% Health Leech

    All three damage enhancements are Blunt Damage, which Brute raises, and with two Health Leech, every slam restores part of its damage as Health.

  2. SoothsayerTwo-Handed HammerRare, Legendary
    Power
    179.4
    Legendary · Level 55
    Attack Speed
    0.7 sec
    • Blunt Damage×3
    • +3% Health Leech
    • +5% Critical Strike Chance

    Craft at BlacksmithRare · Power 148.8

    Top Power and three Blunt Damage for Brute at Legendary. The Blacksmith crafts it at Rare, and even the Rare one has Health Leech, so you can slam with it long before you find a Legendary one.

  3. Fine Copperblade GreatswordTwo-Handed GreatswordCommon, Uncommon, Rare, Epic, Legendary
    Power
    179.4
    Legendary · Level 55
    Attack Speed
    0.7 sec
    • Cutting Damage×3
    • +5 Health Leech×2

    For a greatsword: it has two Health Leech, and all three damage enhancements are Cutting Damage.

Skill order

  1. 1Core+12 points (12 total)
  2. 2Damage+26 points (38 total)
  3. 3Staying power+7 points (45 total)
  4. 4Finishing touches+12 points (57 total)
Skill Points
57

Opens with every node above already taken. Change it from there and share your own version.

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See the complete Warrior Build (189 points)

S Tier

Explosive Arrow Bow

  • Ranger
  • Assassin
  • Bow

The most damage against groups in the game, paid for in Black Powder. If you are willing to farm, nothing clears faster.

Multi Shot gives regular arrows a 20% chance to fire a flurry, and Multi Shot Trigger lets Special Arrows such as Explosive Arrow I trigger it too. With Shrapnel Blast, every enemy caught in the blast raises that arrow's damage by 10%, and Echoing Explosives gives each enemy hit a 40% chance to set off a second blast for 50% damage. Aim for the middle of the pack, not the closest enemy.

Early game
OK
Groups
Strong
Bosses
OK
Flying
Strong
Solo
Strong
Co-op
Strong
Upkeep
Heavy

Strengths

  • Nothing clears groups faster: one arrow can turn into a flurry, and every blast grows with each enemy it hits.
  • Shell Shock stuns every enemy in the blast for 2 seconds at 8 Mana each. Packs rarely reach you, and it works on most bosses too, so you can shut a boss down while you deal damage.
  • It starts early: Explosive Arrow I needs level 15 and is made from Tar and Lump of Clay.

Weaknesses

Gear and items

Use Explosive Arrow I until level 44, then move to Explosive Arrow III, and to Exploding Arrow IV at level 50. Skip Explosive Arrow II: it takes 5 Black Powder per 25 arrows, more than the 3 that III needs. Black Powder is the bottleneck, and each one takes 7 Nitrate.

Recommended weapons

  1. Fell Sentinel BowBowCommon, Uncommon, Rare, Epic, Legendary
    Power
    82.8
    Legendary · Level 55
    Draw Speed
    0.6 sec
    • +20% Arrow Speed
    • Piercing Damage×2
    • +20% Critical Strike Damage
    • +40 Reaping
    • +6% Critical Strike Chance

    Ties for the most Power among bows that draw in 0.6 seconds. Critical Strike Chance makes crits more frequent, and bow crits trigger Blessed Arrows, whose Mana pays for Shell Shock. Critical Strike Damage makes crits hit harder, and Reaping gives a Stamina Regeneration buff on kills.

  2. Fell Marksman BowBowCommon, Uncommon, Rare, Epic, Legendary
    Power
    82.8
    Legendary · Level 55
    Draw Speed
    0.6 sec
    • +20% Arrow Speed
    • Magic Shroud Damage×2
    • +10 Headseeker
    • +30 Reaping
    • +9% Damage against Scavenger

    The other bow with that Power and Draw Speed. Headseeker restores Stamina on Skillshots, and Reaping gives a Stamina Regeneration buff on kills.

  3. Breaching BowBowRare, Legendary
    Power
    65
    Legendary · Level 55
    Draw Speed
    0.6 sec
    • +20% Arrow Speed
    • Piercing Damage×3
    • +24% Critical Strike Damage
    • +7% Critical Strike Chance

    Craft at HunterRare · Power 54

    The Hunter crafts it at Rare, so you can start with it long before you find a Legendary bow. At Legendary it carries three Piercing Damage plus Critical Strike Damage and Critical Strike Chance.

Skill order

  1. 1Core+27 points (27 total)
  2. 2Damage+6 points (33 total)
  3. 3Crowd control+7 points (40 total)
  4. 4Staying power+9 points (49 total)
Skill Points
49

Opens with every node above already taken. Change it from there and share your own version.

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See the complete Ranger Build (188 points)

S Tier

Blizzard Staff

  • Trickster
  • Wizard
  • Staff

Eternal Blizzard II slows a whole pack and keeps damaging it. On a spell crit, Terror stuns the enemy and Bloodletting spawns orbs, and Gem of Storm's Eye sends bolts that chain between the enemies in the storm.

Cast Eternal Blizzard II into the middle of the pack: the storm keeps damaging every enemy inside it and slows them by 80%, and Iceman raises Ice damage by 10% per level. Each level of Terror and Bloodletting gives a spell crit a 20% chance to trigger them: Terror stuns the target for 2 seconds, and Bloodletting spawns 2 Health, Mana or Stamina orbs, each restoring 10% of that resource. With Gem of Storm's Eye in the staff, every enemy the storm hits gets marked, and hitting a marked enemy sends a bolt to another marked one.

Early game
OK
Groups
Strong
Bosses
OK
Flying
Weak
Solo
Strong
Co-op
Strong
Upkeep
Moderate

Strengths

  • Strong against packs: the storm of Eternal Blizzard II keeps hitting every enemy inside it and slows them by 80%, so you wear down a whole group while it can barely move.
  • At level 3, Terror and Bloodletting each have a 60% chance on every spell crit, and Wizard raises the crit chance of staves by 2% per level, so enemies keep stopping for 2 seconds while orbs refill you.
  • With Gem of Storm's Eye, bolts chain between the marked enemies in the storm, and the more enemies the storm holds, the more targets the bolts have.

Weaknesses

  • Eternal Blizzard II costs 287 Mana per cast. Without orbs you run dry, so raise Mana Currents to level 3 and upgrade Eternal Blizzard II at the Alchemist to lower its Mana Cost.
  • Against a lone enemy such as a boss, Gem of Storm's Eye has no other marked enemy to send its bolts to, and the storm's wide area goes to waste.
  • Weak against flying enemies, and ranged enemies spread out beyond a single storm.
  • Once enemies surround you and keep hitting you, the staff gets interrupted and you can't fire. Cast Eternal Blizzard II before the pack reaches you: it slows the enemies inside the storm by 80%.

Gear and items

Blizzard I (level 15) is made at the Alchemist, 20 charges per craft. Eternal spells use no charges: Eternal Blizzard I needs level 28, and Eternal Blizzard II level 45. Put Gem of Storm's Eye in the staff's gem slot.

Recommended weapons

  1. Eldermere's StaffStaffCommon, Uncommon, Rare, Epic, Legendary
    Power
    55.2
    Legendary · Level 55
    • Magic Ice Damage×2
    • +3% Mana Leech
    • +7% Critical Strike Chance
    • +10% All Magic Ice Damage

    Ties for the most Power among staves with All Magic Ice Damage, which stacks with Iceman, and has the highest Critical Strike Chance of them, so Terror and Bloodletting trigger more often.

  2. MirageStaffCommon, Uncommon, Rare, Epic, Legendary
    Power
    55.2
    Legendary · Level 55
    • Magic Ice Damage×2
    • +5% Critical Strike Chance
    • +3% Mana Leech
    • +10% All Magic Ice Damage

    The same Power with All Magic Ice Damage and the next-highest Critical Strike Chance. Mana Leech also returns Mana on hits.

  3. Luminary StaffStaffCommon, Uncommon, Rare, Epic, Legendary
    Power
    55.2
    Legendary · Level 55
    • Magic Ice Damage×2
    • +9 Mana Leech
    • +3 Mana Currents
    • +10% All Magic Ice Damage

    The same Power with All Magic Ice Damage, the highest Mana Leech of these staves, and Mana Currents, which raises the skill of the same name. Pick it when Mana runs short.

Skill order

  1. 1Core+15 points (15 total)
  2. 2Elements+7 points (22 total)
  3. 3Critical Strikes+12 points (34 total)
  4. 4Damage+22 points (56 total)
  5. 5Mobility+8 points (64 total)
Skill Points
64

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A Tier

As strong as S once the setup or the skill is there.

A Tier

One-Hander and Shield Parry

  • Guardian
  • Warrior
  • One-Handed Club
  • One-Handed Sword
  • One-Handed Axe

Turns defense into the biggest hits a warrior gets. Parry, overpower, then a Merciless Attack for +500%. It asks for timing and pays for it in every fight.

Block just as the enemy flashes to parry. Each parry fills its Stun Bar, and Power Parry adds 10% Parry Power per level. When the bar is full the enemy is overpowered: use Merciless Attack for +500% damage, with Opportunity raising the multiplier by 40% per level. Breach adds +100% melee physical damage for 3 seconds on overpowered enemies, and Vigorous Deflection gives back 15 Stamina per level on every parry.

Early game
Strong
Groups
OK
Bosses
Strong
Flying
Weak
Solo
Strong
Co-op
OK
Upkeep
Light

Strengths

  • Defense is offense: every parry also fills the Stun Bar.
  • Bosses are where it shines. Big, slow attacks are the easiest to parry, and the Merciless Attack window lines up with Breach.
  • No upkeep, and any melee weapon can parry, so it works from the first hours of the game.

Weaknesses

  • Timing is everything. Miss the flash and you take the hit.
  • Groups are slow work, since you parry one enemy at a time. Shockwave helps by pushing the others back.

Gear and items

Gem of Overpowering adds Stamina damage when you hit a guarding enemy, and Gem of Retaliation gives blocking a chance to add bonus blunt damage to your next attack. Gem of Skulls can summon a companion skull after Merciless Attack kills.

Recommended weapons

  1. Bright Hope SwordOne-Handed SwordCommon, Uncommon, Rare, Epic, Legendary
    Power
    119.6
    Legendary · Level 55
    Attack Speed
    0.6 sec
    • Cutting Damage×2
    • +7% Critical Strike Chance
    • +9 Health Leech
    • Magic Fire Damage

    Has Health Leech, its two Cutting Damage are raised by Slasher, and Critical Strike Chance makes crits more frequent.

  2. Freshblood MaceOne-Handed ClubCommon, Uncommon, Rare, Epic, Legendary
    Power
    119.6
    Legendary · Level 55
    Attack Speed
    0.6 sec
    • +8 Health Leech
    • Blunt Damage×2
    • Magic Shock Damage
    • +3% Health Leech

    Has two Health Leech, and its two Blunt Damage are raised by Brute.

  3. Iron Claw ClubOne-Handed ClubCommon, Uncommon, Rare, Epic, Legendary
    Power
    119.6
    Legendary · Level 55
    Attack Speed
    0.6 sec
    • Blunt Damage×3
    • +6 Health Leech
    • +3% Health Leech

    All three damage enhancements are Blunt Damage, which Brute raises, plus two Health Leech.

Skill order

  1. 1Core+20 points (20 total)
  2. 2Parry+9 points (29 total)
  3. 3Damage+25 points (54 total)
  4. 4Staying power+7 points (61 total)
Skill Points
61

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A Tier

Eternal Arrow Sniper

  • Beastmaster
  • Ranger
  • Bow

The bow build for bosses. No arrows to craft, headshots for up to double base damage, and you stay out of reach. A pack that closes in is its problem.

Aim with Eagle Eye and go for heads. A Skillshot deals +100% base damage to enemies without helmets and +50% to helmeted ones, and Skill Shot adds 20% per level on top. Arrows such as Eternal Voltaic Arrow I use Mana instead of ammo, and Blessed Arrows restores 8 Mana per level on every bow critical strike, so the quiver never runs dry. Sniper adds 2% critical chance per level.

Early game
Strong
Groups
Weak
Bosses
Strong
Flying
Strong
Solo
OK
Co-op
Strong
Upkeep
Light

Strengths

  • Arrows that cost Mana instead of ammo are crafted once and never run out, and the first ones unlock at levels 10 to 20.
  • Switching elements is just switching arrows: use Eternal Voltaic Arrow I or Eternal Ember Arrow I, whichever the enemy is weak to.
  • Flying enemies take 10% more damage per level from Eagle's Bane.

Weaknesses

  • No area damage. When a pack reaches you, you are fighting it one arrow at a time.
  • Missing the head loses the Skillshot bonus, so it asks for steady aim.

Recommended weapons

  1. Lunar Tides BowBowCommon, Uncommon, Rare, Epic, Legendary
    Power
    89.7
    Legendary · Level 55
    Draw Speed
    1 sec
    • +33% Arrow Speed
    • Magic Ice Damage×3
    • +9 Mana Leech
    • +7% Critical Strike Chance

    A long bow at the top Power for the biggest hit per arrow. Mana Leech returns Mana on hits, and Critical Strike Chance triggers Blessed Arrows more often, so arrows that cost Mana keep firing.

  2. Firefeather BowBowCommon, Uncommon, Rare, Epic, Legendary
    Power
    89.7
    Legendary · Level 55
    Draw Speed
    1 sec
    • +33% Arrow Speed
    • Magic Fire Damage×3
    • +3% Health Leech
    • +7% Critical Strike Chance

    The same top Power. Critical Strike Chance adds crits, which also restore Stamina through Vitality Surge, and Health Leech returns Health on hits.

  3. Brisk BowBowCommon, Uncommon, Rare, Epic, Legendary
    Power
    89.7
    Legendary · Level 55
    Draw Speed
    1 sec
    • +33% Arrow Speed
    • Piercing Damage×3
    • +30 Reaping
    • +16% Critical Strike Damage

    Top Power with three Piercing Damage. Critical Strike Damage adds to Fatal Precision for harder crits, and Reaping gives a Stamina Regeneration buff on kills.

Skill order

  1. 1Core+17 points (17 total)
  2. 2Mana+5 points (22 total)
  3. 3Damage+12 points (34 total)
  4. 4Mobility+5 points (39 total)
Skill Points
39

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A Tier

Aerial Wand Battlemage

  • Wizard
  • Battlemage
  • Wand

Strong and safe at once. You fight from the air with a wand and a shield, and totems draw the fire of ranged enemies.

Equip a wand and hold attack in mid-air: Aerial Wand Attack fires a shot that adds 50% weapon damage in a small blast, so you hit the pack below while melee enemies swing at nothing. Arcane Proliferation gives wand attacks a 30% chance to fire twice the projectiles, with the extras at half damage. In the air you can dodge enemy melee attacks, but not ranged ones. Use the wand's strength and block them with a shield in your other hand, or switch to a staff and place totems as decoys. With Totem Mastery you can place up to 4 totems at once, and enemies go after the totems while you attack from above.

Early game
Strong
Groups
OK
Bosses
OK
Flying
Strong
Solo
Strong
Co-op
OK
Upkeep
Light

Strengths

  • Wand attacks are fast, so you keep firing even while enemies surround you and hit you. A staff gets interrupted and can't fire.
  • Little to craft. Wands need no ammo and refill Mana as you fight, and Eternal Ice Totem I places totems without spending charges.
  • A wand leaves your other hand free, so you can carry a shield. Block a strong enemy's ranged attacks with it and you take no damage, only spending Stamina.
  • The build we would hand a new player: you spend much of each fight out of melee reach.

Weaknesses

  • Wands hit softer than staves, so bosses with a lot of Health take a while.
  • Tight caves and low ceilings take away the jump, and with it most of your safety.
  • Totems are cast with a staff, so you switch weapons each time you place them.

Gear and items

Gem of Aerobatics adds homing projectiles to every attack in the air. For totems, equip Ice Totem I and cast it with a staff: it slows enemies by 50%. Eternal Ice Totem I casts them without spending charges.

Recommended weapons

  1. Darya's RemorseWandRare, Legendary
    Power
    79.3
    Legendary · Level 55
    Attack Speed
    0.6 sec
    • 30% Overcharge
    • +16 Mana Regeneration
    • +1 Multishot
    • +30% Ethereal Duplication
    • Magic Shroud Damage×3
    • +7% Critical Strike Chance
    • +24% Critical Strike Damage

    Craft at AlchemistRare · Power 66

    The top wands all tie on Power, so their effects decide. This one has Overcharge and Mana Regeneration at their highest, plus Multishot and Ethereal Duplication. The Alchemist crafts it at Rare.

  2. VoidcallerWandCommon, Uncommon, Rare, Epic, Legendary
    Power
    79.3
    Legendary · Level 55
    Attack Speed
    0.6 sec
    • 30% Overcharge
    • +12 Mana Regeneration
    • +1 Multishot
    • +30% Ethereal Duplication
    • Magic Shroud Damage×3
    • +3% Mana Leech
    • +7% Critical Strike Chance

    The same four effects with a little less Mana Regeneration, and Mana Leech returns Mana on hits. Shroud Imbued adds heavy Shroud damage. It is found only inside Shroud Lairs.

  3. Candlelight WandWandCommon, Uncommon, Rare, Epic, Legendary
    Power
    79.3
    Legendary · Level 55
    Attack Speed
    0.6 sec
    • 30% Overcharge
    • +16 Mana Regeneration
    • +1 Multishot
    • +3% Health Leech
    • Magic Fire Damage×3
    • +7% Critical Strike Chance

    Overcharge and Mana Regeneration at their highest, plus Multishot. Three Magic Fire Damage add Fire damage, which Arsonist raises, and Critical Strike Chance adds crits.

Skill order

  1. 1Core+17 points (17 total)
  2. 2Damage+8 points (25 total)
  3. 3Mana+6 points (31 total)
  4. 4Summons+11 points (42 total)
  5. 5Finishing touches+16 points (58 total)
Skill Points
58

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A Tier

Decoy Summoner

  • Wizard
  • Healer
  • Staff

Totems and Hollow allies take the hits, up to 8 summons at once. Slow to set up, very safe once it is, and the best answer to bosses that hit too hard.

Before you pull a fight, place totems and summon Hollow allies. You start with room for 1 totem and 1 Hollow ally, and Totem Mastery and Advanced Necromancy each add 1 per level, up to 4 of each. Shock Totem I fills the Stun Bar, Ice Totem I slows enemies, and Hollow Wretch I attacks enemies and gives them another target. Enemies split their attacks across your summons while you cast from behind.

Early game
OK
Groups
OK
Bosses
Strong
Flying
OK
Solo
Strong
Co-op
OK
Upkeep
Moderate

Strengths

  • Bosses split their attacks between you and up to 8 summons.
  • Shock Totem I also deals Stamina Damage, filling the Stun Bar while you cast.
  • Necromancer adds a 5% chance per level to summon a skull ally on magic kills, free extra decoys.

Weaknesses

  • Slow to start. You need a few seconds of setup, which hurts when you are ambushed.
  • Totems stay where you put them, so moving through a dungeon means placing them again.
  • Until you make Eternal versions, every cast costs a charge: 20 per craft for totems and 100 for Hollow Wretch.

Gear and items

Eternal versions remove the charge cost: Eternal Ice Totem I at level 20, Eternal Hollow Wretch I at level 28 and Eternal Shock Totem at level 45. Gem of Lesser Necromancy can raise up to 4 more Hollow Wretches from kills, and Skull Summoning Vessel I throws a temporary skull ally for any build.

Recommended weapons

  1. Dark StaffStaffCommon, Uncommon, Rare, Epic, Legendary
    Power
    59.8
    Legendary · Level 55
    • Magic Shock Damage×3
    • +2 Mana Currents
    • +10% All Magic Shock Damage

    Ties for the most Power a staff reaches. Three Magic Shock Damage and All Magic Shock Damage add to the Shock damage that Thunder already raises.

  2. Staff Of The MoorStaffCommon, Uncommon, Rare, Epic, Legendary
    Power
    55.2
    Legendary · Level 55
    • +2 Necromancer
    • Magic Shroud Damage×2
    • +3% Mana Leech
    • +10% All Magic Shroud Damage

    Necromancer adds two skill levels, the most on any staff: each level gives Magic weapon kills a 5% chance to summon a Skull Companion, one more decoy.

  3. Staff Of ReedsStaffCommon, Uncommon, Rare, Epic, Legendary
    Power
    55.2
    Legendary · Level 55
    • +1 Necromancer
    • Magic Shroud Damage×2
    • +8 Mana Leech
    • +10% All Magic Shroud Damage

    Necromancer adds one skill level, and Mana Leech returns Mana on hits while you recast totems.

Skill order

  1. 1Core+19 points (19 total)
  2. 2Summons+13 points (32 total)
  3. 3Elements+13 points (45 total)
  4. 4Defense+9 points (54 total)
Skill Points
54

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B Tier

Excellent at one job, mostly in co-op. Weaker on its own.

B Tier

Guardian Tank

  • Guardian
  • Warrior
  • One-Handed Sword
  • One-Handed Club
  • One-Handed Axe

Makes co-op easy: enemies chase you, and allies near you take less damage. On its own it kills slowly, which is why it sits in B.

Stand in front. Nemesis raises the attention you draw from enemies by 10% per level, and Earth Aura gives you and every ally within 4 meters per level 10% more Physical and Magical Resistance. With three or more enemies within 20 meters, Tower and Warden add another 10% each. Parry when you can: Shockwave pushes the enemies around you back.

Early game
OK
Groups
OK
Bosses
OK
Flying
Weak
Solo
Weak
Co-op
Strong
Upkeep
Light

Strengths

  • Everyone near you takes less damage without you doing anything.
  • With Martyr, if you die, allies within 30 meters are healed for 50% of their max Health and gain 100 max Health for 15 minutes.
  • No upkeep, and very forgiving of mistakes.

Weaknesses

  • Solo, there is nobody to protect and the damage is low.
  • Tower and Warden only work with three or more enemies within 20 meters, so they do nothing in a duel.

Gear and items

Gem of Armoring drops an orb on every kill that lets you resist all damage for a short time, and Gem of Retaliation gives blocking a chance to add bonus blunt damage to your next attack.

Recommended weapons

  1. Solar MaceOne-Handed ClubCommon, Uncommon, Rare, Epic, Legendary
    Power
    119.6
    Legendary · Level 55
    Attack Speed
    0.6 sec
    • Blunt Damage
    • +20% Retaliation
    • Magic Fire Damage×2
    • +9 Health Leech

    Retaliation deals part of the melee damage you take back to the attacker, and Health Leech returns Health on hits.

  2. Freshblood MaceOne-Handed ClubCommon, Uncommon, Rare, Epic, Legendary
    Power
    119.6
    Legendary · Level 55
    Attack Speed
    0.6 sec
    • +8 Health Leech
    • Blunt Damage×2
    • Magic Shock Damage
    • +3% Health Leech

    Has two Health Leech, so the hits you land at the front restore Health.

  3. Sunset MaceOne-Handed ClubCommon, Uncommon, Rare, Epic, Legendary
    Power
    119.6
    Legendary · Level 55
    Attack Speed
    0.6 sec
    • Blunt Damage
    • +20% Retaliation
    • Magic Fire Damage×2
    • +3% Health Leech

    Has the same enhancements as Solar Mace, except that its Health Leech is +3%.

Skill order

  1. 1Core+27 points (27 total)
  2. 2Defense+10 points (37 total)
  3. 3Parry+18 points (55 total)
  4. 4Party support+7 points (62 total)
Skill Points
62

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B Tier

Dual Daggers

  • Survivor
  • Assassin
  • Daggers

Huge burst from behind: a Sneak Attack starts at +900%, and backstabs keep paying once the fight starts. Shines when someone else holds the enemy's attention.

Open with Sneak Attack on an unaware enemy for +900% damage, and Cutthroat adds 100% more per level. Once the fight starts, lock on and use Strategic Maneuver to roll around the target for backstabs, which Backstab Mastery boosts by 20% per level. Dagger critical strikes with Expose Weakness make the target take 25% more physical damage for 5 seconds, which helps your whole group.

Early game
Strong
Groups
Weak
Bosses
OK
Flying
Weak
Solo
OK
Co-op
Strong
Upkeep
Light

Strengths

  • The biggest opening hit of any build on this page.
  • With Venomous Blades and Venom Mastery, daggers with the Venomous Blades perk poison 30% of the time and the poison deals 100% more damage.
  • Daggers come with Riposte Kick: a kick after a parry that fills the Stun Bar, so even a frontal fight has a plan.

Weaknesses

  • Sneak Attack only works on enemies that have not noticed you, so the big opener happens once per fight.
  • Solo, everything faces you. Backstabs are much easier when an ally holds the enemy's attention.
  • Groups are dangerous, since daggers hit one target at a time.

Recommended weapons

  1. Grey BladesDaggersCommon, Uncommon, Rare, Epic, Legendary
    Power
    70.8
    Legendary · Level 55
    Attack Speed
    0.4 sec
    • +8% Venomous Blades
    • +20% Backstab Damage
    • Piercing Damage
    • +7 Health Leech
    • Poison Damage

    Has Health Leech. Backstab Damage adds to Backstab Mastery for the backstabs after your opener, and with Venomous Blades, Venomous Blades and Venom Mastery work too.

  2. Crystal KnivesDaggersCommon, Uncommon, Rare, Epic, Legendary
    Power
    70.8
    Legendary · Level 55
    Attack Speed
    0.4 sec
    • +8% Venomous Blades
    • +20% Backstab Damage
    • Poison Damage×2
    • +3% Health Leech

    Has Health Leech too, with the same Backstab Damage and Venomous Blades as Grey Blades, plus two Poison Damage.

  3. Horn DaggersDaggersCommon, Uncommon, Rare, Epic, Legendary
    Power
    84.5
    Legendary · Level 55
    Attack Speed
    0.4 sec
    • Piercing Damage
    • +8% Critical Strike Chance×2
    • Magic Ice Damage×2

    Ties for the most Power among daggers, and two Critical Strike Chance make crits frequent. Each dagger crit triggers Expose Weakness, and Slice And Dice too when you carry a bow.

  4. Solstice DaggersDaggersCommon, Uncommon, Rare, Epic, Legendary
    Power
    78
    Legendary · Level 55
    Attack Speed
    0.4 sec
    • +24% Backstab Damage
    • +9% Critical Strike Chance×2
    • Piercing Damage
    • Magic Fire Damage

    Backstab Damage adds to Backstab Mastery for the backstabs after your opener, and two Critical Strike Chance keep the crits coming.

Skill order

  1. 1Core+18 points (18 total)
  2. 2Damage+19 points (37 total)
  3. 3Defense+7 points (44 total)
  4. 4Finishing touches+5 points (49 total)
Skill Points
49

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B Tier

Healer Support

  • Healer
  • Battlemage
  • Staff

A dedicated healer turns hard fights into easy ones for a group. Solo you are a mage with fewer damage skills, so it stays in B.

Water Aura heals you and every injured ally within 5 meters per level, and Waters Of Life doubles it to 2 Health per 2 Intelligence. Healer adds 15% healing per level. In a fight, keep Chain Heal I going for the group and get fallen allies up fast: Saviour cuts the 6-second revive by 1 second per level.

Early game
OK
Groups
Weak
Bosses
OK
Flying
OK
Solo
Weak
Co-op
Strong
Upkeep
Moderate

Strengths

  • Water Aura heals without casting anything, so you can attack while it works.
  • Revived allies come back with 8% more Health per level of Healing Revive, on top of the default 10%.
  • Divine Surge lets healing spells crit, and Righteous Fire turns every heal into Fire damage against nearby Fell enemies.

Weaknesses

  • Solo, there is little to heal but yourself, and your damage is low.
  • Heal Beam has to be held to channel, so you are not attacking while you use it.

Gear and items

Chain Heal I seeks out allies by itself, and Protective Barrier blocks projectiles while giving everyone inside 25% more Physical Resistance.

Recommended weapons

  1. Clearwater StaffStaffCommon, Uncommon, Rare, Epic, Legendary
    Power
    55.2
    Legendary · Level 55
    • +3 Mana Currents
    • Magic Fire Damage×2
    • +1 Healer×2

    The most Power among staves with Healer: two of them add two skill levels, 15% more healing each. Mana Currents keeps you casting.

  2. Crystalwater StaffStaffCommon, Uncommon, Rare, Epic, Legendary
    Power
    50.6
    Legendary · Level 55
    • +3 Mana Currents
    • Magic Fire Damage
    • +2 Healer
    • +3% Mana Leech
    • +6% Critical Strike Chance

    A single Healer adds two skill levels, and Mana Currents and Mana Leech keep Mana flowing while you heal.

  3. Beastmaster Shaman StaffStaffCommon, Uncommon, Rare, Epic, Legendary
    Power
    46
    Legendary · Level 55
    • +1 Healer
    • +2 Mana Currents
    • +5% Critical Strike Chance
    • +10% Damage against Wildlife
    • +2 Healer

    Less Power, but its two Healer enhancements add three skill levels, the most on any staff.

Skill order

  1. 1Core+11 points (11 total)
  2. 2Party support+12 points (23 total)
  3. 3Mana+4 points (27 total)
  4. 4Defense+12 points (39 total)
Skill Points
39

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C Tier

Works in the right place only. Fun, but not where we would start.

C Tier

Beastmaster

  • Beastmaster
  • Ranger
  • Bow
  • Daggers

Animals and Vukah within 50 meters fight for you. Great in the open world, but it does little in dungeons and boss fights where no animals are around.

Calm Spirit stops wild animals within 50 meters from attacking you unless provoked, and Beast Master sends them after whatever attacks you. Vukah Language and Vukah Culture do the same with Vukah. Fight where animals and Vukah live, and let them swarm your target while you shoot.

Early game
Strong
Groups
OK
Bosses
Weak
Flying
OK
Solo
OK
Co-op
OK
Upkeep
Light

Strengths

  • Exploring gets calmer: wild animals and Vukah leave you alone unless you start it.
  • Cheap: the core and the Vukah skills cost 19 points together, so they fit into other builds as a side pick.

Weaknesses

  • Calm Spirit does not work on animals corrupted by the Shroud.
  • No help where there are no animals, such as most dungeons and boss fights.
  • The damage skills only count against certain enemies: Cull the Herd against wildlife and Primal Force against Vukah.

Gear and items

    No special gear. Use a bow or daggers, since Survival Instinct restores Time in the Shroud only on Bow and Dagger kills.

    Recommended weapons

    1. Fell Marksman BowBowCommon, Uncommon, Rare, Epic, Legendary
      Power
      82.8
      Legendary · Level 55
      Draw Speed
      0.6 sec
      • +20% Arrow Speed
      • Magic Shroud Damage×2
      • +10 Headseeker
      • +30 Reaping
      • +9% Damage against Scavenger

      Ties for the most Power among bows that draw in 0.6 seconds, and quick shots keep you in the air with Bee Sting, which drains Stamina. Headseeker restores Stamina on Skillshots, which Skill Shot makes hit harder, and Reaping gives a Stamina Regeneration buff on kills.

    2. Fell Sentinel BowBowCommon, Uncommon, Rare, Epic, Legendary
      Power
      82.8
      Legendary · Level 55
      Draw Speed
      0.6 sec
      • +20% Arrow Speed
      • Piercing Damage×2
      • +20% Critical Strike Damage
      • +40 Reaping
      • +6% Critical Strike Chance

      The other bow with that Power and Draw Speed. Reaping gives a bigger Stamina Regeneration buff on kills, Critical Strike Chance makes crits more frequent, and Critical Strike Damage makes them hit harder.

    Skill order

    1. 1Core+12 points (12 total)
    2. 2Animal allies+7 points (19 total)
    3. 3Damage+10 points (29 total)
    4. 4Mobility+8 points (37 total)
    Skill Points
    37

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    C Tier

    Shroud Caster

    • Trickster
    • Wizard
    • Staff

    Shroud Meteor hits up to five enemies at once, but every Shroud spell eats into your Time in the Shroud. Fun in short bursts, risky on long Shroud trips.

    Shroud Meteor calls a meteor down on up to five enemies and Shroud Beam burns everything in a line, both boosted by Dark Arts at 10% per level. Every Shroud spell shortens your Time in the Shroud, so pair them with Inner Fires for an extra minute per level and Shroud Mitigation, whose flame bursts give 9 seconds back to you and allies within 20 meters.

    Early game
    Weak
    Groups
    Strong
    Bosses
    OK
    Flying
    OK
    Solo
    OK
    Co-op
    OK
    Upkeep
    Moderate

    Strengths

    Weaknesses

    • Every Shroud spell shortens your Time in the Shroud, even the Eternal ones.
    • Some enemies resist Shroud damage, and you need Gem of Cleansing to strip that resistance.
    • Its damage skill only boosts Shroud damage, so there is little to fall back on.

    Gear and items

    Gem of Cleansing removes Shroud Damage Resistance on hit, and Gem of Hopeful Embers makes enemies drop orbs that refill your time when it runs low.

    Recommended weapons

    1. Blackened StaffStaffCommon, Uncommon, Rare, Epic, Legendary
      Power
      59.8
      Legendary · Level 55
      • Magic Shroud Damage×3
      • +3% Mana Leech
      • +10% All Magic Shroud Damage

      Ties for the most Power a staff reaches, with three Magic Shroud Damage and All Magic Shroud Damage on top of Dark Arts.

    2. Oracle's EverblueStaffCommon, Uncommon, Rare, Epic, Legendary
      Power
      55.2
      Legendary · Level 55
      • Magic Shroud Damage×2
      • +3% Mana Leech
      • +7% Critical Strike Chance
      • +10% All Magic Shroud Damage

      Shroud Imbued adds heavy Shroud damage, with All Magic Shroud Damage and Critical Strike Chance. It is found only inside Shroud Lairs.

    3. Shroud WeaverStaffRare, Legendary
      Power
      55.2
      Legendary · Level 55
      • Magic Shroud Damage×2
      • +18% Critical Strike Damage
      • +2 Mana Currents
      • +10% All Magic Shroud Damage

      Craft at AlchemistRare · Power 45.1

      The Shroud staff the Alchemist crafts, at Rare. Its Legendary version adds All Magic Shroud Damage.

    Skill order

    1. 1Core+20 points (20 total)
    2. 2Staying power+10 points (30 total)
    3. 3Critical Strikes+12 points (42 total)
    4. 4Defense+7 points (49 total)
    Skill Points
    49

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    Combat tips that can change a build's tier

    Ranger

    • Bows come as longbows and shortbows. Tell them apart by Draw Speed in the bow's stats: a shortbow shows a shorter time. Longbows hit harder and shortbows shoot more often. Since Shell Shock stuns enemies, a longbow holds up fine, but against groups and fast attackers such as the Drak'Dal a shortbow is safer.

    • Sneak Attack needs an unaware enemy, so it opens fights but will not finish a boss that has already seen you.

    Mage

    • Ice spells such as Ice Bolt I slow enemies, and Shock spells such as Chain Lightning I fill the Stun Bar. When it is full the enemy is stunned, and a melee ally can land a Merciless Attack for +500% damage, so mages and warriors are stronger together.

    • Big enemies are stunned for less time, and Entangle I only slows them instead of rooting them in place. Expect longer fights against large bosses.

    • Totems are a mage's best tool. You can place 1 at a time by default, and Totem Mastery at its maximum level raises that to 4. Enemies go after the totems, so they cover you while they keep shooting. Ice Totem I slows enemies and Shock Totem I fills their Stun Bar.

    • In the endgame you have skill points to spare, so cover both ranges: a wand with Aerial Wand Attack up close and a staff at range. Blast and Cast ties them together: after a wand Critical Strike, your next Staff attack within 10 seconds gets 50% more base damage.

    • Life Burst heals 5 times your Intelligence per magic kill. Even with every Intelligence point from the skill tree and the Flame (11 from Intelligence nodes, 10 from raising the Flame Level and 5 from Exalted, 26 in total), that is only 130 Health. Late in the game your maximum Health is far higher and a single enemy attack takes a large share of it, so this heal will not keep you alive.

    Any build

    • Any build can bring a decoy. Throw a Skull Summoning Vessel I to summon a skull companion for a while, and enemies get something else to hit.

    • Giant Slayer Hook and Grounding Hook cost more Stamina the higher the enemy's level. Against high-level bosses, save enough Stamina to dodge after you land.

    How we rank

    • These ranks are GameWith editorial calls for Version 1.0, not an official tier list.
    • We rank each build on how it plays from the midgame to the end: clearing groups, killing bosses, handling flying enemies, staying alive solo and helping a group.
    • Upkeep counts against a build. Heavy crafting pulls a rank down, though not out of S when the payoff is as large as Explosive Arrows.
    • Point totals include every node on the way, attribute nodes too, so they match the Skill Tree Planner.
    • Recommended weapons are compared as Legendary at the maximum level of 55 (a level 50 weapon with every enhancement unlocked). Melee builds list weapons with Health Leech first, and the Blizzard Staff compares only staves with All Magic Ice Damage. Within that, weapons are ranked by Power. Each damage enhancement adds 10% of base damage, so weapons with more of them reach more Power. Ties go to the enhancements and weapon effects the build uses, then to weapons you can craft.
    • For bows, Draw Speed decides: builds that shoot often use bows that draw in 0.6 seconds, and the sniper build uses long bows that draw in 1 second for the most Power per arrow. Healer Support's staves are picked among those with the Healer enhancement. Upgrading costs Runes, and Legendary items need Legendary Runes.