Enshrouded

Enshrouded

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Shared Skills
Hi, so, I joined a server with my friends. Its their first time in the game, so I went in with my character but naked. Somehow, skills from the mage tree like Necromancer and the area damage are being "shared". They are randomly spawning the skulls and having area damage.

Is this normal?
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If anyone in the group has the Necromancer skill, then anyone's kills with magic weapons can spawn a skull. Similarly, if anyone in the group has Chain Hit and/or Mass Destruction (AoE shock damage on magical weapon criticals, from the Wizard skill branch), that will work for anyone in the group, too. Radiant Aura/Sun Aura (fire damage to nearby shroud enemies) doesn't seem to work for anyone without the skill, though. I don't have any information on Frost (melee damage causes the attacker to be slowed).
Originally posted by umop-apisdn:
If anyone in the group has the Necromancer skill, then anyone's kills with magic weapons can spawn a skull. Similarly, if anyone in the group has Chain Hit and/or Mass Destruction (AoE shock damage on magical weapon criticals, from the Wizard skill branch), that will work for anyone in the group, too. Radiant Aura/Sun Aura (fire damage to nearby shroud enemies) doesn't seem to work for anyone without the skill, though. I don't have any information on Frost (melee damage causes the attacker to be slowed).

Yeh, those are the ones I found out so far. Do you know of any other? I am also at awe cuz none of them are "supposed" to do that? At least not written, that makes them way stronger than they should be.
Originally posted by The CyBee:
Yeh, those are the ones I found out so far. Do you know of any other? I am also at awe cuz none of them are "supposed" to do that? At least not written, that makes them way stronger than they should be.

They're still not very strong; they only work with "magic" weapons; that is, wands and staffs, and they only function on-crit or on-kill. They're more a "nice to have" than anything to base a build around.

In all honesty, I'm considering taking back the points I put into Necromancer and just building the skull bombs myself, for more control over when and how many are spawned. The "maybe" factor makes them much less effective than you would think; they often spawn just as the last enemy dies, and then the skull just sits there doing nothing until it despawns... because they're not really smart enough to follow you to the next fight, either.
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