Enshrouded Weapons: Full List and Best Weapons by Type

By BrokenBuilds Wiki7 min readUpdated

TL;DR

Your weapon choice in Enshrouded is downstream of one decision: which damage attribute you invest in. Strength powers all melee. Dexterity powers bows and daggers. Intelligence powers wands and staves. Each point adds 5% to its damage school, so you commit to one axis and let it carry.

Lead picks for the current build, Forging the Path: the bow for Dexterity players and the wand-and-shield pairing for Intelligence players. Both deliver high damage and good survival with the lowest skill floor. For Strength, the greatsword and other two-handed weapons are the top choice and got the biggest combat upgrade this patch. The strongest versions of all of these come from looting golden chests in Hollow Halls and Sun Temples, not from crafting.

How weapons work: pick an attribute, then a weapon

Enshrouded has three damage attributes, and each one feeds exactly one school of damage. Strength gives +5% melee damage per point. Dexterity gives +5% ranged damage per point. Intelligence gives +5% magic damage per point. There is no class system forcing the choice, so where you spend attribute points decides which weapons actually hit hard for you.

The practical takeaway: do not split a low character level across two damage attributes. A bow on a Strength character is a wet noodle. Stack the one attribute your weapon scales with, then round out with the resource stats (Constitution for health, Endurance for stamina, Spirit for mana) once your damage is online. If you are still settling on a direction, the class tier list maps each attribute to a playstyle.

Here is the full map of which weapon types live under which attribute.

AttributeWeapon types
StrengthSwords, axes, clubs, maces, hammers, greatswords, two-handed axes (all melee except daggers)
DexterityBows, daggers
IntelligenceWands, staves

One exception trips people up: daggers are melee but scale with Dexterity, not Strength. They share an attribute with bows, which makes a bow-plus-dagger Dexterity build clean to gear, with the bow as your primary and daggers for fast close-range punishment.

What changed in Forging the Path

The current patch reshaped melee enough that older guides will steer you wrong. The headline additions:

Heavy attacks now exist on every melee weapon. Hold the attack button and you deal double damage and double stun-bar damage for extra stamina. You cannot be interrupted mid heavy swing against small enemies, which turns a slow greatsword from a liability into a wrecking ball when you read the fight.

The Focus bar is the second new system. Light and heavy attacks build Focus, and when the bar fills you unleash a weapon-specific special ability. You unlock each one with a skill point per weapon type, so the special is a payoff for committing to a weapon, not a freebie. Staves are the one type without a special ability in this patch.

The attack chains for two-handed axes, two-handed hammers, and greatswords were rebuilt from the ground up, which is why two-handers feel so much stronger now. Wands and Fireball also got reach and explosion-radius buffs. On the maintenance side, wands and shields gained 20% durability while one-handed melee, two-handed melee, and bows gained 10%. Old gear from previous versions converts into upgradable items the first time you load in, and you sharpen any weapon with Runes at the Blacksmith.

Bows: the ranged Dexterity pick

If you want the most damage and the most safety in one weapon, take a bow. You kite, you crit, and you rarely eat a hit. The build asks little of your timing compared to melee, which is why we lead with it for new and returning players alike. The full kiting playstyle is laid out in the Ranger build guide.

The standout drops are the item:ignited-bow, which adds fire damage on top of a reaping bonus, and the item:drak-whistle-bow, which deals shock. The reason bows punch above their weight is the perk stacking they enable: high crit chance, explosive and multi-shot arrows, stun on a crit, and mana restore on a crit. That mana restore is the quiet glue that lets a Dexterity player slot a utility spell or two without a real mana pool.

Wand and shield: the strong, simple Intelligence pick

For magic, the cleanest power-to-effort ratio is a wand in your main hand and a shield in your off-hand. Wands cost no mana to fire, so you can throw projectiles forever, and the Wand Master passive gives a chance to spawn a second projectile for free. The shield lets you block an incoming hit, then Blink out before the follow-up lands.

The top wand is the item:polymaths-wand, and it pairs well with item:flaming-gauntlets for fire synergy. If you want a different element, the item:ancient-drak-wand brings shock and the item:blizzard-wand brings ice. The Wizard build guide walks through the supporting passives.

For Intelligence players who want to clear packs instead of single targets, the staff is the AoE answer. item:violet-storm is the best of them, with the item:staff-of-guidance and item:oracles-everblue as alternatives. The trade is real: staves wipe out crowds, but the long cast time leaves you open to interruption, and they have no Focus special this patch. Carry one as a wave-clear tool, not your main.

Greatswords and two-handers: the Strength pick

Strength players got the most out of Forging the Path, and the greatsword family is where that shows. These weapons swing slow, but the reworked chains, built-in AoE on each swing, and the heavy-attack stagger immunity make them dominant in melee scrums.

The picks worth chasing: the item:champions-axe, which can roll two lines of 5% health leech plus a precise trait, the item:frost-smasher for blunt damage, and the item:horned-greatsword for stamina leech. The recurring theme is sustain. Life-leech rolls stack with Gemini Rings, and heal-on-crit keeps you topped off so you can stay in the fight a slow weapon would otherwise lose. The weakness is honest: two-handers struggle against ranged enemies, so keep a bow or wand on your swap for fights that pull you out of melee range. For a ready-made Strength setup, see the Barbarian crit-frenzy build.

Build: c9da57822a19

Daggers: the fast Dexterity sidearm

Daggers are the fastest weapons in the game and reward crit-driven, stealth-leaning play. item:crystal-knives are the standout, with a poison chance plus health leech. The item:parade-daggers, the item:oath-breaker with a fire gem, and the item:sandstorm-swiftblades built around backstabs are all worth a slot.

Read daggers as a secondary, not a primary. Their per-hit damage trails a bow, so they shine as the close-range option on a Dexterity build that opens from afar and finishes in melee, or as a stealth-opener for backstab damage before a fight properly starts.

How to actually get the good ones

Crafting will not get you a top-end weapon. There is no high-tier weapon recipe, so the endgame is a loot chase. The richest sources are the golden and jewelled chests inside Hollow Halls dungeons and the areas around Sun Temples. Bosses drop weapons too.

The wrinkle that matters: weapons roll random perks, so two copies of the same named weapon are rarely equal. You are chasing the roll, not the name. The perks to want are Brutal (crit damage), Precise (crit chance), Health Leech, and Renewal (durability restored on kill), alongside the damage-type perks (Cutting, Blunt, Piercing) and the magic ones (Fire, Ice, Shock). A Champion's Axe with double Health Leech and Brutal is a different weapon from a vanilla drop of the same name, so it pays to keep running the chests until a roll lines up with your build. Once it does, take it to the Blacksmith and pour Runes into it.