EnshroudedBuilds1.0

Every 1.0 armor set conversion, tier by tier

Published · skill data as of 2026-10-26 · sources & flags

"Conversion" in Enshrouded armor usually means one of two things: what you actually get, slot for slot, when the map hands you the next tier of plate — or how your old pre-1.0 set maps onto the 1.0 lineup. This article does the first one with real numbers, tier by tier, from our 340-piece item database. The second one we deliberately don't print, and the last section explains why.

The database behind this piece is the same one that powers the full armor sets list: 340 armor pieces across the five slots (head, chest, hands, legs, feet), grouped into 77 name families, with stats taken verbatim from the community wiki's item templates (CC BY-SA, item data as of 2026-10-20). Nothing below is rounded, projected or filled in.

The three tiers, counted

The armor list splits families into three level bands, and the counts are lopsided in a way that matters for planning:

  • Below level 15 — 18 families. Starting linen: Threadbare, Ragged, Fur, Scout, Alchemist Apprentice, Rising Fighter and neighbors.
  • Levels 15–29 — 28 families. The biggest band: twelve families arrive at once at level 18 (Blackguard, Guardian, Knight, Hunter, Herbalist, Magician, Mystic, Omen, Mercenary, Fowler, Plaguebringer, Sharpshooter), then Archmage and Assassin at 23, up to the edge of the endgame.
  • Level 30 and up — 31 families. Alpine Antler and Brazen Bull at 30, the level-33 wave (Frostbite Slasher, Hailcaster, Mountain's Shadow…), and the level 43–45 endgame lines.

65 of the 77 families are complete five-piece sets. The other 12 are partial families or standalone pieces — four early oddballs (Threadbare Pants, Ragged, Wanderer's Boots, Cutthroat) and eight single-slot level 45 items like the Circlet of Lightning, Miner Helmet, Swimfins and the three gauntlet pairs.

The balanced line, tier to tier

Take chest pieces from balanced families — lines that value physical and magical armor equally — and read the perk rows one tier to the next:

Chest pieceLevelPhys armorMag armor
Fur Chest52727
Scout Chest83030
Guard of the North Chestplate134444
Alpine Antler Chest30–355757
Frostbite Slasher Chest336666
Bloodfeather Chest43146146
Ashwind Strider Chest45168168

Rows are the database records verbatim (rarity-ranged families like Alpine Antler — Common–Legendary across levels 30–35 — list the perk row as the wiki template records it). The early tiers creep: three points of each armor from Fur to Scout, fourteen from Scout to Guard of the North. Then the level 30+ bands more than double the budget — 66 at 33 becomes 146 at 43 and 168 at 45. That late jump is why holding a mid-game set ten levels past its band costs you real armor.

Where the two armors stop being equal

The balanced chain is the simple case. From level 18 on, most lines pick a side, and the split is visible in the same chest slot:

Chest pieceLevelPhys armorMag armor
Omen Chest (caster line)185283
Blackguard Chest (martial line)188341
Archmage Chest233245
Assassin Chest237676
Radiant Paladin Chestplate35–408844
Sunpiercer Chestplate43201101
Flame Arcanist Chest45112223
Crestflame Chest45251140

The endgame lines push the split to 2:1 and beyond: Flame Arcanist carries 223 magical against 112 physical, while Sunpiercer flips it to 201 against 101, and Crestflame tops the physical chart at 251. Same slot, same level band, wildly different conversions — which is the practical answer to "which tier is better": better against what. Heavy physical lines fold to magic-heavy regions and vice versa, and the per-piece values are the only way to check.

Armor is also not the whole perk row. The Alpine Antler Chest's full record is 57 physical / 57 magical plus +150 Health, +60 Stamina and +4 Frost Resistance — utility perks routinely decide a slot before raw armor does. Every family's full perk list is in its table on the armor sets page.

What doesn't convert — and what we refuse to invent

Two things the data does not contain, stated plainly:

No set bonus exists on any of the 340 pieces. Every perk belongs to an individual piece, so mixing families across slots loses you nothing. If a future patch adds set bonuses, the item pipeline will pick them up and the tables will change.

No pre-1.0 → 1.0 rename map. We know players want "my old X set is now Y"; no source in our pipeline has a verified mapping, so we don't print one — guessed conversions are exactly the kind of unfalsifiable content this site exists to avoid. The same rule shows in the acquisition column: 88 of 340 pieces have a recorded source; the other 252 render not recorded instead of a plausible-sounding location (what each flag means is documented on the data sources page).

Using this without leaving the planner

Every build guide names its armor by stage, and the planner's gear sheet can hold the exact pieces alongside the skill allocation — open the skill tree planner, fill the sheet, and the share link carries both. When you outlevel a band, come back to the tables: the numbers above are the same rows the list renders, and they re-derive from the wiki data on every site update.