So! Enutrofs. Enutrofs are normally thought of as those guys that make the items drop more good with the mine whatsits. Enutrofs, despite this, can actually be a rather hefty combat class! However, there are some... complications.
Minimum ranges abound. Wierd ranges abound even moreso. Linear ranges, AoEs, and mines all tying this together into a big wierd mess that in optimal circumstances can leave you doing tons of damage from very awkward positions, and in poor circumstances leaving you with nothing to do but flail with your weapon. It's that bad. Positioning is absolutely crucial for enutrofs, period.
Water tree: Probably the second easiest to use tree. Also the infamous bag tree. Bags let you get an extra drop, could be anything from that rare drop you've been coveting to a gobball skin. Min ranges are all over, but there's a melee spell so it's not too bad, ranges are wide, fairly usable. You'll rarely be found wanting, but it's entirely possible you'll have turns where you just don't put out as much damage as you could because you didn't position right. The drop hound tree.
Earth tree: Easiest to use tree. Min ranges aren't nearly as common, attacks do decent damage, few gimmicks to hold you up, generally sort've a boring, if consistantly effective, tree. I believe it synergizes well with the weremole form if you're interested in that. Also there's a weremole form. The old standby.
Fire tree: Now we're talkin. If you do it right with this tree, you will decimate hordes of motherfuckers without a care in the world. If you do it wrong you'll whack an enemy with your weapon, throw some embers in his face, and pass the turn. AoEs include the notable, reverse v, linear but in a diagonal fashion with a + AoE, linear but with a min range, and everyone's favorite, a ring around the enutrof two spaces away from it, no more, no less. Skills tend to interact with mines for additional "where the hell am I supposed to be" factor. The high risk, high reward tree.
Skills.
Phone a Friend: Your little mole buddy! He is anything but a combat unit, although he can swipe for some incredibly minimal damage. He can also swap places with you, dig up worms to heal himself/unearth a mine, fetch a dropped bag for you, all sorts of little handy things. Levels increase his size, cussedness, and AP/MP. He gets pretty speedy at later levels! He can also be used for...
Doctor Hellzerker: Yes, you read that right, this skill is called Dr. Hellzerker. You can fuse with your mole to become a melee beast for a single turn. Ranks reduce the AP cost (eventually lowering it to 0!) and range at which you can fuse with the fella.
Mine Mover: Moves mines. Mines are covered in more detail in the geology skill. It'll also improve the mine and loot any pouches that are on the tiles the mine moves to or from. It also gives you some turns of master miner which raises your fire damage for a bit depending on the grade of mine you moved.
Mass Clumsiness: Globally reduce movement points. Ranks reduce the chance for allies to be effected while increasing enemy effects, capping out at a 100% chance for enemies and 10% for allies, along with lowering the AP cost.
Prime of Life: Converts 1 WP and 2 AP into 2 MP. Also applies a buff that makes you UNABLE TO BE LOCKED. At rank 9 this always happens.
Passives.
Treasure Hunter: Raises attack by a portion of your prospecting. An enu standing on a mine attacking something has prospecting that constantly raises. This skill can really make an enu snowball in the right circumstances. Has a cap of 150% damage at rank 9.
Geology: Time to talk about mines! Mines come in varying types. Tin mines are the worst, iron are middle, silver are second best, gold are best. They raise damage while enus stand on them, and raise prospecting if you do damage while standing on them. An enu basically always wants to be on a mine. Some fire skills power up if there's a mine in their AoE, and some really serious ones will actually eat mines. Mines basically function as enu's gimmick. Only the enu can see the mines, I'm fairly certain. Even if you can see them they offer no benefit. Ranks increase the quality, and amount of mines.
Faking it: A small chance on death to fake it and come back to life with 20% health. Ranks increase chance of it occuring, capping at 100%. I believe it only works once.
Not dead yet: A flat dodge boost, along with a chance to gain MP when using spells that use MP. Rank increases dodge and proc chance.
God enutrof's blessing: Gives a 10% chance at max level to get an extra item at the end of a fight, as well as a 10% chance for any attack period to knock a sack out of an enemy, giving yet another item. Ranks increase proc chances.
Never underestimate a dwarf enutrof.