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
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.
Combat loop
Rotation and decision order
- 01
Place the summon that best controls the space before drawing the full pack.
- 02
Add a second summon only if the fight will last long enough to repay the setup.
- 03
Use direct magic to focus dangerous targets while summons occupy the field.
- 04
Reposition instead of repeatedly recasting into a bad location.
- 05
Refresh the minimum required setup, then conserve resources between waves.
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.
Summon
Eternal Hollow Wretch I
- Look for
- 80-second frontline summon
- Fallback
- Refresh before it expires, not during panic
Totem
Eternal Ice Totem II
- Look for
- 11-second slow field
- Fallback
- Use fire when control is not needed
Totem
Eternal Shock Totem
- Look for
- Stamina damage and stun pressure
- Fallback
- Ice remains safer in narrow rooms
Staff
Root Staff
- Look for
- Mana Leech and critical chance
- Fallback
- Any current staff that sustains the setup
Chest
Flame Arcanist Chest
- Look for
- Mana pool and health
- Fallback
- Mix durable caster pieces freely
Hands
Flame Arcanist Gloves
- Look for
- Staff damage for the filler spell
- Fallback
- Use defensive gloves if summons already carry the room
Stat order
Attribute priorities
Progression
Leveling from 1 to 50
Establish the loop
Level as a conventional wand or staff caster while collecting the resources required by the summon spells.
Commit to the role
Unlock one summon type and learn its placement before adding the full elemental set.
Add sustain
Prioritize Advanced Necromancy and Totem Mastery once their live effects are confirmed in your tree.
Finish the 1.0 shell
Complete the mana, defense and direct-damage fallback around the summon core.
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.





