

~Whats is this mod?~
This mod reworks the Skilltrees of Kazite Spellblade , Mercenary , Philosopher , Warrior Monk , Cabal Hermit , Rogue Engineer and Wild Hunter by change the skilltrees layout , swapping skills between Trainers and adding completely new and interesting skills.
~Was that even necessary?~
We all enjoyed our playthoughts of Vanilla Outward but small things there, out of character thing elsewhere, lacking of option somewhere else, such things created a spark in me for what is possible for those skilltrees that could make them viable options for every combination or even make them stand on their own as main picks.
~Did you change or edited the Skills?~
I tried to not edit any actual Vanilla Skill, for the most part all of them are untouched for the sake of balance and for compatibility with other mods that may edit some of their aspects. In this mod I've only edited Chakram Skills requrements. So any mod that edit the vanilla Chakram skills is possibly incompatible.
~Will there be more reworked Skilltrees?~
This is the Part 1 of the 3 Parts series of mods. You can find the rest that are uploaded in the Thunderstore when they get released.
-Future plans-
More balance.
+Communication+
To report any bugs join Outward Modding Community on Discord and leave your commend on stormcancer-workshop Channel! Thanks a lot!
#Contributors#
Many thanks to Proboina, Avrixel, Rickey_Soares, Schnabeldoktor ,Breadcrumb_Lord, IggyTheMad, Dubdubaba and Ehaugw for their help with their clever suggestions and ideas! They help me so much on my brainstorming! Also huge thanks to Emo for his amazing help on overriding the vanilla skilltrees with my custom new! Thanks to all the Outward Modding Community and to Sinai for the tools he provided us!
Enjoy! :)
~Spoilers Ahead!~
Whats New:
NPC:
Avrakien(A Elatt Follower , can be found in the Conflux Chambers, he can teach you some basic offhand skills)
Skills:
Heat Bullet(Required: Pistol, Warm Boon. Absorb the enemy’s heat into your pistol as a heat bullet. Shooting it requires the use of the Fire/Reload skill.)
Elemental Whirling(Required: Infused Weapon. Spin your weapon around you to create an elemental blast, inflicts a hex depending the active infusion. Can hit twice.)
Elemental Shock Wave(Required: Infused Weapon. Raise your weapon high removing the elemental infusion to release an shockwave that expands inflicting elemental damage to your enemies. If your enemies have elemental hexes that match your infusion deals extra damage and consumes the hex.)
Spell of Absorption(Cast a spell that damages and absorbs an element from your enemy to infuse your weapon for a short duration. The element depends on what elemental hex is active on your enemy and requires only one corresponding elemental hex active on the enemy.)
Enchanted Vials Pouch(Increases your Pouch Capacity by 5 and your Elemental Damage by 5%.)
Mystical Infuse Weapon(Required: Any Sigil. Temporarily adds elemental damage to your main weapon depending the sigil you are in.)(Takes the place of Infuse Fire and Infuse Frost.)
Intuition(Grants the Clairvoyance boon, which decreases the Mana Cost of your Skills. Using this skill burns a bit of your maximum mana. Certain skills require this boon to be active.)
Force Portal(Spell which inflicts no damage but teleports your enemy away from you while giving you the Clairvoyance boon.)
Frost Affinity(Increase your resistance to Frost by 20 and the Frost damage you inflict is increased by 15%)
Light Bringer(Increase the Electric damage you inflict by 15% and unlocks the ability to gain the Enlightened status with any successful use of Focus, Brace and Counterstrike. Enlightened grants +5% Electric damage and amplifies the power of Light Sigil, Healing Light, Perfect Strike and Flash Onslaught.)
Healing Light(A spell that calls upon the light to create healing effects. Can combo with Enlightened or Light Sigil)
Light Sigil(Requires: Light Stone. Create a Light Sigil on the ground. Certain skills have additional effects when cast within this circle.)
Light Sigil+Spark(An Electric Blast with low electric Damage.)
Light Sigil+Healing Light(An Light Blast that heals you and your allies.)
Light Sigil+Mana Ward(Summons orbs that restore some mana to your allies.)
Light Sigil+Conjure(Summons orbs that restore some Stamina to you and your allies and has a very low chance to give a randoom buff.)
Mystical Infuse Offhand(Required: Any Sigil. Temporarily adds elemental damage to your Dagger/Chakram/Shield depending the sigil you are in.)
Chromatic Call(Summon Chromatic Projectiles that follow allies and grants all the Elemental Boons.)
Elemental Orb(Required: Infused Dagger/Shield/Chakram. Summon Elemental Projectiles that follow up to two enemies, damage and inflict them with the corresponding Elemental Hexes and Debuffs.)
Call of the Earth(Required: Infused Dagger/Shield/Chakram. Summon an elemental fissure thats travels in a line damaging all enemies inside. Consumes Offhand Infusion.)
Dagger Throw(Required: Dagger. Ranged dagger attack inflicting minor damage and fulfilling any status build up affecting your target.)
Dance of Dagger(Required: Dagger. A chain of dagger attacks that slash your enemies. Evolves into a stronger slash with each successful use. Very low chance to inflicts Pain, Bleeding or Extreme Bleeding.)
Triple Shot(Required: Bow. Shots three arrows at once but with less accuracy. Inflicts Crippled.)
Mystical Infuse Bow(Required: Any Sigil. Temporarily adds elemental damage to your bow depending the sigil you are in.)
State of Frenzy(While under the effect of the Rage boon, movement speed and attack speed are increased by 10%.)
Seismic Thrust(Required: Melee Weapon. Generate a small shockwave while charging and a second stronger one while thrust around you with a big swing, grants you Rage boon if the second shockwave hits successfully. Inflicts Weaken and Confusion.)
Sagittarius' Precision(Grants Precision stacks with every successful hit of Evasion, Pierce and Triple Shot. A Precision stack reduces the stamina cost by 5% and increases Sniper Shots base damage.)
Change on vanilla skills:
All shield skills were moved to Mercenary skill tree.
Chakram skills requirements changed , Chakram Pierce do not requires boon at all, Chakram Arch requires Clairvoyance and Chakram Dance also consumes Clairvoyance.
Fire/Reload can shoot the Heat Bullet Imbue.
Infuse Fire, Infuse Frost and Infuse Wind are now removed for skilltrees and in there place are Mystical Infuse Weapon/Offhand/Bow. Instead you can get Infuse Fire from Heroic Nation quest together with Alchemical Experiment, Infuse Frost from Blue Chamber quest together with Ancestors' Memories and Infuse Wind from Sorobor Academy quest together with Logistics Expert.
Items:
Clairvoyance Potion(Recipe sold by every Alchemist except Levants)
Light Stone(Recipe sold by every Alchemist except Levants)
Potion of Enlightenment(Recipe sold by every Alchemist except Levants)