Summoner in Enshrouded 1.0

PATCH 1.0.0.0

Enshrouded 1.0 Summoner Build: Skeletons and Totems

This Enshrouded 1.0 Summoner build centers on Hollow Skeleton and elemental totems, with Advanced Necromancy and Totem Mastery shaping the core minion loop.

SoloCo-op Magic Medium complexity
Weapon
Staff + wand/ward
Main stat
Spirit
Best for
Solo exploration, halls, chokepoints
Tradeoff
Short totem duration
01

Quick build

How the Summoner build plays

Hollow Skeleton plus fire, ice and shock totems create Enshrouded’s first full summon package.

The most distinct new 1.0 archetype: establish summoned pressure, then support it with safe magic damage and control.

What it does well

  • Persistent pressure
  • Safer solo pacing
  • Useful space control in groups

What you manage

  • Setup time
  • Mana and spell upkeep
  • Launch scaling is not fully documented
02

Core skill bar

Skills to take first

Build the weapon loop before spending points on travel or comfort nodes. Rank shown is the intended end-state for the core package.

3/3 CORE SKILL

Advanced Necromancy

Raises the spell-summoned Hollow limit by 3 at maximum rank.

3/3 CORE SKILL

Totem Mastery

Raises the active totem limit by 3 at maximum rank.

3/3 CORE SKILL

Quick Charge

Cuts the exposure created by summon cast times.

1/1 CORE SKILL

Blink

Resets position after placing the short-range setup.

1/1 CORE SKILL

Water Aura

Adds passive sustain during longer setups.

1/1 CORE SKILL

Life Essences

Turns Intelligence investment into a larger health cushion.

Open the 1.0 skill tree and respec guide →
03

Combat loop

Rotation and decision order

  1. 01

    Place the summon that best controls the space before drawing the full pack.

  2. 02

    Add a second summon only if the fight will last long enough to repay the setup.

  3. 03

    Use direct magic to focus dangerous targets while summons occupy the field.

  4. 04

    Reposition instead of repeatedly recasting into a bad location.

  5. 05

    Refresh the minimum required setup, then conserve resources between waves.

04

Real loadout

Weapons and armor

Named items are useful endgame targets, not a reason to hold back a stronger current-tier drop. Match the listed job first.

Eternal Hollow Wretch I

Summon

Eternal Hollow Wretch I

Look for
80-second frontline summon
Fallback
Refresh before it expires, not during panic
Eternal Ice Totem II

Totem

Eternal Ice Totem II

Look for
11-second slow field
Fallback
Use fire when control is not needed
Eternal Shock Totem

Totem

Eternal Shock Totem

Look for
Stamina damage and stun pressure
Fallback
Ice remains safer in narrow rooms
Root Staff

Staff

Root Staff

Look for
Mana Leech and critical chance
Fallback
Any current staff that sustains the setup
Flame Arcanist Chest

Chest

Flame Arcanist Chest

Look for
Mana pool and health
Fallback
Mix durable caster pieces freely
Flame Arcanist Gloves

Hands

Flame Arcanist Gloves

Look for
Staff damage for the filler spell
Fallback
Use defensive gloves if summons already carry the room
05

Stat order

Attribute priorities

AttributePriorityPractical targetWhy
Spirit / mana Core Fund skeleton + two totem casts The setup fails if the bar empties before control is established.
Mana regeneration Core Recover during wand filler Totems need refreshing every 10–11 seconds.
Intelligence High After the mana floor Improves your own spell damage; summon scaling is not assumed.
Constitution Medium Solo comfort Lets minions retake aggro after a bad pull.
06

Progression

Leveling from 1 to 50

Levels 1–10

Establish the loop

Level as a conventional wand or staff caster while collecting the resources required by the summon spells.

Levels 11–25

Commit to the role

Unlock one summon type and learn its placement before adding the full elemental set.

Levels 26–40

Add sustain

Prioritize Advanced Necromancy and Totem Mastery once their live effects are confirmed in your tree.

Levels 41–50

Finish the 1.0 shell

Complete the mana, defense and direct-damage fallback around the summon core.

07

Build FAQ

Enshrouded 1.0 Summoner Build FAQ

Can you play a Summoner in Enshrouded 1.0?

Yes. Keen Games officially lists three elemental totems, Hollow Skeleton, Advanced Necromancy and Totem Mastery for 1.0.

Is Summoner the best solo build?

It may offer safer setup-based play, but there is not yet a controlled cross-build test here that justifies calling it the best.

How many summons can be active?

That remains in the verification queue. We do not publish a cap until it is reproduced on the current live build.