Gaming Guide

Enshrouded 1.0 Solo Build: Skills That Keep You Alive Without a Party

The best skills for playing Enshrouded 1.0 alone: the ones that heal you and raise your Health, the three that only help a group, and solo routes for melee, bow and magic.

The best skills for playing Enshrouded 1.0 alone: the ones that heal you and raise your Health, the three that only help a group, and solo routes for melee, bow and magic.

Playing Enshrouded 1.0 alone changes what a good build looks like. Nobody can revive you or heal you, so the skills that matter most are the ones that heal you, raise your maximum Health, or cut the damage you take when a pack of enemies is on you, while a handful of skills that only help other players are wasted points.

Quick answer: take Good Metabolism (Health Orbs restore 30% instead of 10%) plus the healing skills and maximum Health node of your weapon type: Battle Heal and Athlete for melee, Veiled Vigor for bows, Healer, Water Aura and Life Essences for magic. Leave Saviour, Healing Revive and Martyr alone, since all three only help other players.

What changes when you play Enshrouded alone

In a group, a teammate can pick you up when you go down and heal you mid-fight. Alone, every Spark node on the skill tree reads “Allows you to revive yourself at the Flame Altar”, which is how a solo player comes back after a death: at the altar, away from the fight. That puts the value on staying up in the first place.

Enshrouded skill tree with the Spark ring at the centre and class labels around it
The Skills screen opens on the ring of Spark nodes, with the twelve branch labels around it

Every enemy that notices you is also attacking you, not a teammate. That is why Tower and Warden matter more alone than in a group: each gives 10% more resistance (Physical for Tower, Magical for Warden) while three or more enemies are within 20 meters. If you would rather fight one enemy at a time, the sword and shield parry build covers blocking and parrying, and the tank build builds around the heaviest armor at each Flame level.

For starting a world that nobody else can join, see how to play Enshrouded solo or offline.

Skills that heal you or keep you standing

These are the skills whose card text heals you, raises your maximum Health or lowers the damage you take. “Points to reach” is the cheapest number of skill points from the nearest Spark to the node, its own first rank included:

SkillClassCard textPer levelPoints to reachRanks
Battle HealWarriorCritical Strikes with Melee weapons heal you for 1% of your maximum Health.1% of maximum Health per level73 (2 points each)
Blood WarriorWarriorDefeating an enemy with a Sneak Attack or Merciless Attack spawns a Health Orb.Single rank91 (3 points)
Good MetabolismRangerHealth, Mana, and Stamina Orbs restore 30% instead of 10% of their respective resource.Single rank61 (3 points)
BloodlettingMageCritical Strikes with spells have a 20% chance to spawn two Health, Mana, and/or Stamina Orbs.20% chance per level93 (2 points each)
Life BurstMageDefeating an enemy with a Magic weapon restores Health equal to 5 times your Intelligence to all players within 15 meters of the target.Single rank101 (4 points)
Water AuraMageYou emit a healing aura that heals you and all injured allies within 5 meters.5 meters range per level43 (1 point each)
HealerMageHealth gain from healing spells and Water Aura is increased by 15%.15% Healing per level23 (1 point each)
Waters Of LifeMageIncreases Water Aura healing to 2 Health per 2 points of Intelligence.Single rank71 (2 points)
Life EssencesMageIncreases your maximum Health by 3 times your Intelligence attribute.3 times per level43 (1 point each)
AthleteWarriorIncreases your maximum Health by 3 times your Strength attribute.3 times per level63 (1 point each)
Veiled VigorRangerIncreases your maximum Health by 3 times your Dexterity attribute.3 times per level53 (1 point each)
TowerWarriorWhile there are three or more enemies within 20 meters, you receive 10% increased Physical Resistance.Single rank71 (3 points)
WardenWarriorWhile there are three or more enemies within 20 meters, you receive 10% increased Magical Resistance.Single rank71 (3 points)
Earth AuraWarriorYou emit a protective aura that increases Physical and Magical Resistances by 10% for you and all allies within 4 meters.4 meters range per level103 (2 points each)
Last MealRangerYour Food buffs persist through death, but they last half as long.Single rank141 (5 points)

The three maximum Health skills (Athlete, Veiled Vigor and Life Essences) all add 3 times one attribute per rank, so each one is only worth taking on the attribute your weapon already uses: Strength for melee, Dexterity for bows, Intelligence for magic.

Veiled Vigor skill card in Enshrouded raising maximum Health by 3 times Dexterity
The Veiled Vigor card: maximum Health up by 3 times your Dexterity, 3 times per level

Health Orbs: the solo healing engine

Good Metabolism is the one node every solo build should take. Its card reads “Health, Mana, and Stamina Orbs restore 30% instead of 10% of their respective resource”, so every orb you pick up is worth three times as much. It costs 3 points and sits 6 points from the nearest Spark, on the Ranger side.

On its own it only boosts orbs you happen to find. Pair it with a skill that makes orbs:

  • Blood Warrior (Warrior, 9 points to reach): “Defeating an enemy with a Sneak Attack or Merciless Attack spawns a Health Orb.” With Good Metabolism, every such kill is worth 30% of your maximum Health.
  • Bloodletting (Mage, 9 points to reach): “Critical Strikes with spells have a 20% chance to spawn two Health, Mana, and/or Stamina Orbs”, 20% per level, so 60% at 3/3.

Neither of these needs a teammate, which is what makes the pairing the core of a solo build: you make your own healing as you fight.

Skills that do nothing when you play alone

Three skills only do something when other players are with you. Solo, there is nobody for you to revive and nobody for Martyr to heal:

SkillClassCard textPer levelPoints to reach
SaviourNeutralTime to revive an ally is reduced by -1 seconds. Default revive time is 6 seconds.-1 second per level1
Healing ReviveMageRevive players with 8% increased Health.8% Health per level5
MartyrWarriorWhen you are killed by an enemy, all allies within 30 meters are healed for 50% of their maximum Health.Single rank10
Saviour skill card in Enshrouded about reviving an ally
The Saviour card: revive time for an ally drops from the default 6 seconds

Saviour sits next to a Spark, so the tree sometimes routes through it; it costs 1 point, but if there is another way to your next node, take that instead. Bounty Bonanza (Ranger) gives “your group” 5 extra Experience Points after a Fell enemy falls to a Skillshot, and Shared Misery (Mage) gives Shroud Resistance to “all players within 5 meters” when you take Shroud damage; both are written for groups, so they are not on the solo routes below.

Group skills that still work on you

Some skills mention allies but still help a solo player, because the card includes you:

  • Water Aura: “You emit a healing aura that heals you and all injured allies within 5 meters.” It heals you whether or not anyone else is there.
  • Earth Aura: “increases Physical and Magical Resistances by 10% for you and all allies within 4 meters.”
  • Life Burst: “Defeating an enemy with a Magic weapon restores Health equal to 5 times your Intelligence to all players within 15 meters of the target.” You count, as long as you are within 15 meters of the enemy you defeat.
  • Soul Leech (Warrior): melee kills restore 15 Mana to “all players within 5 meters of the target”, and with a melee weapon you are always that close.
Water Aura skill in Enshrouded
Water Aura. Image: Keen Games

Solo melee route

For one-handed or two-handed weapons. Take these nodes, each by its cheapest route from a Spark:

  1. Good Metabolism: orbs restore 30% instead of 10%.
  2. Battle Heal: melee Critical Strikes heal you for 1% of your maximum Health per level, 3% at 3/3.
  3. Athlete: maximum Health up by 3 times your Strength per level, 9 times at 3/3.
  4. Tower and Warden: 10% more Physical and Magical Resistance while three or more enemies are within 20 meters.
  5. Blood Warrior: a Health Orb from every Sneak Attack or Merciless Attack kill, worth 30% of your Health with Good Metabolism.

The first rank of all six costs 36 points, counting the shared nodes on the way once. Battle Heal and Athlete at 3/3 add 6 more, 42 in total. The early Warrior build covers the first points and weapons for a melee start.

Athlete skill in Enshrouded
Athlete. Image: Keen Games

Solo bow route

A bow keeps you out of reach, so this route spends its points on Health and Stamina rather than on resistances:

  1. Good Metabolism: orbs restore 30% instead of 10%.
  2. Veiled Vigor: maximum Health up by 3 times your Dexterity per level, 9 times at 3/3.
  3. Rebound: base Stamina Regeneration up 10% per level, for sprinting and dodging between shots.
  4. Last Meal: “Your Food buffs persist through death, but they last half as long.” Alone, a death no longer costs you your food buffs.

The first rank of all four costs 24 points, and Veiled Vigor at 3/3 adds 2 more, 26 in total. Good Metabolism, Rebound and Last Meal share the Endurance nodes of the Ranger branch. Last Meal is the most expensive node here (5 points); take it last. The early Ranger build covers the bow, arrows and first skill points, and the best arrows by Flame level guide shows which arrows to craft as you go.

Solo magic route

Mages have the most self-healing on the tree, and most of it is a short walk from a Spark:

  1. Healer: Health from healing spells and Water Aura up 15% per level.
  2. Water Aura and Waters Of Life: a healing aura around you, raised to 2 Health per 2 points of Intelligence.
  3. Life Essences: maximum Health up by 3 times your Intelligence per level.
  4. Life Burst: Health equal to 5 times your Intelligence for each enemy you defeat with a Magic weapon.
  5. Bloodletting with Good Metabolism: spell Critical Strikes have up to a 60% chance to drop two orbs, each worth 30%.

The first rank of all seven costs 33 points, and Healer, Water Aura, Life Essences and Bloodletting at 3/3 add 10 more, 43 in total. Healer, Water Aura and Life Essences all sit 2 to 4 points from a Spark, so this route heals you early. Every healing skill here scales with Intelligence. The early Mage build covers the wand, spells and first points, and our spells guide lists which spell to carry at each Flame level.

Life Essences skill in Enshrouded
Life Essences. Image: Keen Games

Summoned Hollow allies are the other way to fight alone with company: the summoner necromancer build builds around them.

Respeccing for solo play

If you have already spent points on Saviour, Healing Revive or Martyr, you can take them back at any Flame Altar. Commune with the Flame and pick Reskill: individual nodes cost 1 Rune each, and a full reset refunds every point for Runes.

Reskill screen at the Enshrouded Flame Altar with individual node and full reset costs
The Reskill screen at a Flame Altar: Runes per individual node, or a full reset

Every node is listed with its full card text in our Warrior, Ranger and Mage skill guides, and how to get skill points covers where skill points come from.