How Shroud Roots work in Enshrouded 1.0, the 18 new roots split between Cinder's Cradle and the world edge, and what the achievement update changed.
Enshrouded Shroud Roots Guide: Locations and Skill Points in 1.0
Shroud Roots are the tendrils growing out of the fog, and cutting one is still the most direct way to earn skill points in Enshrouded. The 1.0 release added 18 new roots: 12 inside the new region, Cinder's Cradle, and 6 more in new playable areas at the edge of Springlands, Blackmire and Kindlewastes. Keen also updated the achievement for defeating roots so that players who already unlocked it do not have to earn it again.
- Roots grant skill points. They are the main repeatable source once quest rewards thin out.
- 1.0 added 18 roots: 12 in Cinder's Cradle and 6 at the world edge.
- Every root sits inside the Shroud, so each one is a timed run, not a free pickup.
- The root achievement now counts the new roots, but old unlocks stay unlocked.
What Shroud Roots give you
A Shroud Root is a physical growth you find in the fog, and destroying it awards skill points that go into the skill tree. That is the whole reward loop, and because it repeats across the whole map it is the reason players who want a specific build go root hunting rather than questing.
1.0 is a good time to care about that. The skill tree was reset for the 1.0 update, and the official notes describe it as a public safety announcement: players bringing an old save into 1.0 have to re-spend their points. That makes every skill point source more valuable than it was in Early Access, and it makes the 18 new roots a meaningful part of building a fresh character.
Keen does not publish a per-root skill point value in the 1.0 notes, so do not trust a precise number without a source. What is documented is the total supply added: 18 new roots.
Official source: Release trailer, changelog... everything you need to wait for tomorrow!
Shroud Roots grow inside the Shroud, which means every attempt is also a timer attempt. The Shroud timer rules are worth knowing before you plan a root run, because running out of time next to a root is a common way to lose the trip.
How many exist after 1.0
| Category | Roots added in 1.0 |
|---|---|
| Cinder's Cradle (new region) | 12 |
| World edge areas in Springlands, Blackmire, Kindlewastes | 6 |
| Total added in 1.0 | 18 |
Keen has not published a single grand total for every root in the game, so be careful with any figure that claims to count the whole world. The reliable statement is that 1.0 added 18, split 12 and 6 between the new region and the new edge areas, on top of whatever roots already existed in the older biomes.
That split matters for planning. If you are mid-game and want skill points without touching the endgame, the 6 edge roots are the goal. If you are already in the north, the 12 in Cinder's Cradle are a much bigger prize.

The 12 new roots in Cinder's Cradle
Cinder's Cradle carries two thirds of the new roots. The region is described as sitting between Blackmire and Veilwater Basin in size, and it also has a lower density of points of interest than the critical-path areas, which is the reason the roots here take longer to find than you might expect for a given area of land.
The bigger complication is that the region has two floors. Below, lava runs through a wasteland of ruins, some of it lost to the Shroud. Above, the Ancients raised a field of floating islands. A root that appears close on the map can be directly above or below you with no walking route between the two levels, so check elevation before you commit to a direction.
Expect the upper half to be the harder one as well. The floating islands are full of what the changelog calls unrelenting guardians, so root hunting up there is a combat problem as much as a navigation one. Archaic lockpicks first appear in this region too, and some of the loot around the roots uses those higher-tier locks.
The Cinder's Cradle guide covers how to get in and what to bring. If you are still deciding whether the region is for you, the biome overview shows where it sits in the progression.
The 6 new roots at the world edge
The other 6 roots are in new playable areas added at the edge of the world, and the changelog singles out Springlands, Blackmire and Kindlewastes. These areas expand the previous map outward with new quests and new points of interest.
The trade you make here is different from Cinder's Cradle. These are not endgame zones, so the fights are more manageable, and they are reachable much earlier in a playthrough. What they share with the new region is the low density: the notes state plainly that the overall density of points of interest is lower than the areas on the critical path. You will walk more and stumble onto fewer landmarks.
For a mid-game player chasing skill points, that is still a good deal. Six roots spread across three biomes' new edges is a solid injection of points for a character who has not reached the north yet.
If you are working the edges of Springlands, Blackmire and Kindlewastes anyway, check the two new Hollow Halls from 1.0 as well. One opened in the Albaneve Summits and one in the Veilwater Basin, so a northern route can hit roots and dungeon content in the same trip.
How to find them efficiently
Root hunting rewards preparation more than speed. A root run has three stages, and each one has a way to go wrong.
Before you enter, pick the route rather than wandering. Choose the thinner Shroud to cross, and decide your exit before you go in. The Nomad Highlands are now easier to navigate in the fog and have three new save points inside the Shroud, so a route through that region is more forgiving than it used to be.
During the run, treat capsules as fuel. Hourglass capsules now appear in far more places and each adds about 70 percent more time, and large Fell enemies drop them, so a long fight near a root pays back some of the time it costs. Drinking a Shroud Survival Flask while its buff is already active now extends it rather than failing.
For combat-heavy runs, the Survival Instinct skill changes the economics. Killing Shroud enemies with a bow or dagger restores Shroud time, so a build that clears enemies on the way to a root can effectively buy itself more of the run. The 1.0 combat changes are documented on Keen's Steam news feed, and the same announcements appear at enshrouded.com.

One last efficiency note: since enemy damage susceptibility was reworked and the "Resisted" and "Effective" labels now only appear above the 20 percent threshold, bringing the right damage type into a root camp saves real time. A fight that ends in half the hits is half the timer.
The Shroud Root achievement
Roots feed a Steam achievement, and 1.0 changed how it works. Keen updated the achievements for defeating Shroud Roots to include the new roots in the areas at the edge of the world, and the notes add a reassurance: players who already unlocked it do not have to re-unlock it.
That is the pattern for the whole 1.0 achievement set, which sits at 52 achievements on Steam. Keen added achievements for the new biome rather than only remixing old ones, and official patch notes are the only reliable source for what is in the list, since achievement names and descriptions are not published through the public data that some tools rely on.
The practical takeaway is simple. If you are chasing completion, do not restart a root-grinding routine to be safe. Your old unlock counts. If you are starting fresh, the 18 new roots are 18 more steps toward the same achievement.
FAQ
How many Shroud Roots are in Enshrouded 1.0?
1.0 added 18 new roots: 12 in Cinder's Cradle and 6 in new playable areas at the edges of Springlands, Blackmire and Kindlewastes. Keen has not published a grand total for the whole game.
What do Shroud Roots give you?
Skill points. Cutting a root awards points for the skill tree, which is why they are the main repeatable skill point source once quest rewards run out.
Do I have to find the Shroud Roots again for the achievement?
No. Keen updated the root achievement to count the new roots, but players who already unlocked it keep the unlock and do not need to re-earn it.
Where are the new Shroud Roots?
Twelve are inside Cinder's Cradle beyond the Veilwater Basin, split across the lower lava ruins and the floating islands above. The other six are in new areas at the edges of Springlands, Blackmire and Kindlewastes.
How long do Shroud Roots take to find?
Longer than the central map suggests. The new regions have a lower density of points of interest, Cinder's Cradle has two vertical levels, and every root sits inside the Shroud, so each one is a timed run rather than a quick stop.
Related Guides
- Cinder's Cradle guide - how to reach the region that holds 12 of the 18 new roots.
- The Shroud explained - timers, capsules and how to survive the run to a root.
- Enshrouded map and biomes by level - where the world-edge areas with the other 6 roots are.
- Flame Altar and Flame levels - the level 11 pushback that clears fog around a root you cannot reach.
More Enshrouded Guides
Enshrouded warrior build for 1.0: stamina now recovers while blocking, heavy attacks hit groups, and the Albaneve boss finally gives melee an opening.
Enshrouded ranger build for 1.0: Puncture, Barrage and Survival Instinct, the three new Eternal arrows, aim assist settings and the reworked ranger armor tiers.
What Enshrouded 1.0 changed about bosses, including the reworked Albaneve Summits fight, stun tactics, and boss health recovery.
How to reach Cinder's Cradle in Enshrouded 1.0, what the lava ruins and floating islands contain, its 12 new Shroud Roots, and the Flame level to bring.
How crafting works in Enshrouded 1.0: which stations exist, crafting from storage, the Gem Forge and Quick Stash Station, and the recipes the patch rebalanced.
Enshrouded has no crossplay at 1.0, so PC and PS5 cannot share a world yet. Here is how co-op works, the player cap, permissions and progress sharing.
The server tool ships free with the game and is Windows only for now. Config fields, UDP port 15637, user groups and the new Automatic enemy scaling.
An Enshrouded Elixir Well is a Shroud pocket with a Shroud Root at the bottom. What it awards, why it may not reset, and what 1.0 did and did not change.
