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enshrouded locations

Enshrouded Locations

These pages group places by function: Ancient Spires for travel, wells and roots for skill points, and dungeons for exploration. The six older regions have documented patterns; do not assume every count also applies to Cinder’s Cradle.

Two armored characters look out at floating rocks and ruined towers
Two armored characters look out at floating rocks and ruined towers
Keen Games / Steam
A character swings on a grappling hook through an ivy-covered stone arch
A character swings on a grappling hook through an ivy-covered stone arch
Keen Games / Steam

The repeated kit

Ancient Spires provide fast travel. Roots and Elixir Wells award skill points; shrines provide Spark. The community reference documents three Gem Forges and five Night Sanctums in each of the six established regions, and lists 19 Elixir Wells. The 1.0 changelog adds two Hollow Halls, giving six in total. Those are source-specific counts, not a claim that the new Cinder’s Cradle biome repeats every older region’s layout.

In this section

  • Enshrouded Ancient Spires

    Every Enshrouded region has an Ancient Spire. Climbing it opens fast travel. Talking to the Flame afterward reveals obelisks, roots, and shrines.

  • Enshrouded Collectibles

    Enshrouded collectibles include garden gnomes, plushies, instruments, and coffee recipes. They are scattered hunts, not one chest at the end of a dungeon.

  • Enshrouded Elixir Wells

    Enshrouded has 19 Elixir Wells. Clearing the Shroud Root deep inside grants skill points to nearby Flameborn. Each well is worth more points than a single root.

  • Enshrouded Flame Shrines

    Flame Shrines in Enshrouded give Spark when you interact with them, and they can be repeated. A fixed count goes stale after a patch.

  • Enshrouded Gem Forges

    Enshrouded’s six pre-1.0 regions each have three documented Gem Forges. Their upgrade bands rise from Springlands through Veilwater Basin.

  • Enshrouded Hollow Halls

    Enshrouded has six Hollow Halls after 1.0. Update 1 added four, one per early region. 1.0 added the Albaneve Summits and Veilwater Basin halls.

  • Enshrouded Night Sanctums

    Enshrouded’s six pre-1.0 regions each have five documented Night Sanctums. These trap dungeons include the region’s strongest Gem Forge.

  • Enshrouded Shroud Roots

    Each Enshrouded Shroud Root is worth one skill point. 1.0 added 12 roots in Cinder’s Cradle. Albaneve has its own set. Players often start there.

  • Enshrouded Sun Temples

    Enshrouded Sun Temples have distinct puzzles and rewards. The Ghost Glider comes from a gold chest atop the southeast Sun Temple in Kindlewastes.

  • Enshrouded Unique Equipment

    Unique equipment in Enshrouded includes the Lone Thistle piece in Revelwood. This page will not invent a drop the wiki does not document.

Questions

Are individual boss pages here?

Not yet. Named elites are summarized on the bosses page until each one has a sourced write-up.

Is Diadwyn a dungeon?

No. It is a Revelwood village.

Continue

Sources

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