

This mod reworks the Skilltrees of Kazite Spellblade , Mercenary , Philosopher , Warrior Monk , Cabal Hermit , Rogue Engineer, Wild Hunter and The Speedster by change the skilltrees layout , swapping skills between Trainers and adding completely new and interesting skills. Also adds the new Elementalist Pistoleer trainer.
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.
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, Bullet Skills and Infuse Skills and Imbue related skills, as well as all Rags and Varnishes. So any mod that edit those may be possibly incompatible.
This is the Part 1 of the 3 Parts series of mods. You can find the rest of them uploaded in the Thunderstore.
More balance.
To report any bugs join Outward Modding Community on Discord and leave your commend on stormcancer-workshop Channel! Thanks a lot!
Many thanks to Proboina, Avrixel, Rickey_Soares, Schnabeldoktor ,Breadcrumb_Lord, IggyTheMad, Dubdubaba, Ehaugw, borkmaster, Reapy_s0ul, RazielSoulshadow and deathbird 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!

- Enchanted Vials Pouch(Increases your Pouch Capacity by 5 and your Elemental Damage by 5%.)
- Fitness(Increases your maximum Health by 25 and the amount of Health you restore while sleeping by 20%.) (Vanilla)
- 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.)
- Spellblade's Awakening(Increases your maximum Health, Stamina and Mana by 15 each) (Vanilla)
- 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 the elemental hex active on your enemy.)
- Mystical Infusions(Temporarily adds elemental damage to any of your equipped weapons depending the sigil you are in. Also works near revealed souls.) (Combo Opener)

- Weather Tolerance(Increases your Hot and Cold Weather Defense by 8. Increases your Decay Resistance by 5.) (Vanilla)
- Mana Push(Spell which inflicts no damage but has High Impact in a wide area in front of the caster. Can be combined with other spells for powerful effects.) (Vanilla plus new combos)
- Shamanic Resonance(The effects of boons on you are increased. For example, a boon that increases your Fire Resistance by 20 would increase it by 30 instead.) (Vanilla)
- Call to Elements(Grants you imbues depending your Temperature. Requires Activated Wind Altar.) (Reworked to a Combo Opener)
- Chromatic Call(Summon Chromatic Projectiles that follow allies and grants all the Elemental Boons.)
- Wind Walk(Requires: Activated Wind Altar. A spell that makes the caster and those around him to move faster.)
- Sigil of Wind(Required: Activated Wind Altar. Create a magic circle on the ground. Certain skills have additional effects when cast within this circle.) (Vanilla Combo Opener)
- Elemental Orb(Required: Infused Offhand. Summon Elemental Projectiles that follow up to two enemies, damage and inflict them with the corresponding Elemental Hexes and Debuffs.)
- Conjure(Spell which does nothing on its own, but can be combined with other abilites.) (Vanilla plus new combos)
- Call of the Earth(Required: Infused Offhand. Summon an elemental fissure thats travels in a line damaging all enemies inside. Consumes offhand infusion.)

- Enrage(Grants the Rage boon, which increases the Impact of your attacks. Using this skill burns a bit of your maximum health until the next time you sleep. Certain skills require this boon to be active.) (Vanilla)
- Evasion Shot(Required: Bow. Shoot an arrow while jumping backwards. Causes the Cripple status effect on the target. Locking on foes is essential with this skill.) (Vanilla plus new combo)
- 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.)
- Hunter's Eye(You can lock on enemies at longer distances when using a bow.) (Vanilla)
- Sniper Shot(Required: Bow. Let loose a very strong arrow shot with a long windup, making it a poor option in the middle of combat.) (Vanilla plus new combo)
- Survivor's Resilience(Increases your maximum health by 40.) (Vanilla)
- Predator Leap(Jumping attack that creates a shockwave upon landing, with high Impact and Damage.) (Vanilla)
- 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.) (Combo Opener)
- Triple Shot(Required: Bow. Shots three arrows at once but with less accuracy. Inflicts Crippled.) (Plus combo)
- Feral Strikes(Required: Melee Weapon, Rage Boon. Attack twice, consuming your Rage boon in the process. Inflicts Extreme Bleeding and Pain.) (Vanilla)
- State of Frenzy(While under the effect of the Rage boon, movement speed and attack speed are increased by 10%.)
- Piercing Shot(Required: Bow. Strong shot that goes through enemies and hits other foes behind. Inflicts Extreme Bleeding.) (Vanilla plus new combo)

- Slow Metabolism(It takes more time for you to become hungry, thirsty and sleepy.) (Vanilla)
- Focus(Grants the discipline boon, which increases the physical damage of your attacks. Using this skill burns a bit of your maximum stamina until the next time you sleep. Certain skills require this boon to be active.) (Vanilla)
- Brace(Blocks an attack, restoring your stability and giving you the Discipline boon. All nearby enemies are knocked back.) (Vanilla but also useable with bows)
- Healing Light(A spell that calls upon the light to create healing effects.) (Plus combos)
- Steadfast Ascetic(Increases your maximum Stamina by 40.) (Vanilla)
- Perfect Strike(Required: Any Melee Weapon, Discipline Boon. Lunging attack that ignores all defenses and inflicts Pain.) (Vanilla plus combo)
- Master of Motion(While under the effect of the Discipline boon, Impact Resistance and all damage resistances are increased by 10.) (Vanilla)
- Light Bringer(Increase the Electric damage you inflict by 15% and unlocks the ability to inflict Holy Blaze with Perfect Strike and Flash Onslaught as well as consuming Holy Blaze with Healing Light.) (Combo Opener)
- Flash Onslaught(Required: Any Melee Weapon, Discipline Boon Attack all enemies within a close distance with increased Damage and Impact. Using the skill consumes the Discipline boon.) (Vanilla plus combo)
- Light Sigil(Requires: Light Stone. Create a Light Sigil on the ground. Certain skills have additional effects when cast within this circle.) (Combo Opener, can combo with Healing Light,Spark,Mana Ward and Conjure)

- Chakram Pierce(Required: Chakram. Launch the disc forward, possibly hitting the enemy twice. Discipline is required to cast this spell.) (Vanilla but changed requirements)
- Mana Ward(Envelops you in Mana and, for an instant, you become immune to Damage. Can be combined with other spells for powerful effects.) (Vanilla plus new combos)
- 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.)
- Reveal Soul(Reveal the blueish soul orb left by deceased thieves and adventurers. Certain spells must be cast within proximity of a soul.) (Vanila Combo Opener plus new combos)
- Leyline Connection(You regain 0.34 mana per second. This is a constant effect.) (Vanilla)
- Chakram Arc(Required: Chakram, Clairvoyance Boon. The disc sweeps the area in front of the caster, dealing high Damage and Impact. Clairvoyance is required to cast this spell.) (Vanilla but changed requirements)
- Medium of Souls(Consuming revealed souls with spark now grants you Yin or Yang souls. You can be a medium for up to 10 souls of each kind. But make sure to keep a balance otherwise Yin souls will burn your mana. Each soul can be combined with spell to manifest new spell effects.) (Combo Opener, can combo with Mana Push, Haunted Hex, Healing Light and Mana Ward)
- Force Portal(Spell which inflicts no damage but teleports your enemy away from you while giving you the Clairvoyance boon.)
- Chakram Dance(Required: Chakram, Clairvoyance Boon. The disc sways left and right as it advances, hitting multiple times and dealing high damage. Discipline is required to cast this spell) (Vanilla but changed requirements)
- Souls Sigil(Requires: Yin Souls, Yang Souls and Mana Stone. Create a Souls Sigil on the ground. Certain skills have additional effects when cast within this circle.) (Combo Opener, can combo with Spark, Mana Ward and Conjure)
- Inner Darkness(Increase your resistance to Ethereal by 20 and the Ethereal damage you inflict is increased by 15%)

- Shatter Bullet(Required: Pistol, 1 Iron Scraps. On first use load a bullet with high Impact which also inflicts Pain. On second use shoot that bullet that deals decay damage consuming Blood Bullet.) (Vanilla Reworked that doesn't work like an imbue anymore)
- Pistol Shot(Required: Pistol and Bullet. Reload and fire a bullet from your equipped pistol, also works with imbues.) (Better Shoot/Reload that works with Imbues too)
- Frost Bullet(Required: Pistol, Cool Boon. On first use absorb the enemy’s cold into your pistol as a frost bullet. On second use shoot a frost bullet that deals frost damage and inflicts Slow Down and Cripple while consuming Frost Bullet.) (Vanilla Reworked that doesn't work like an imbue anymore)
- Swift Foot(Your movement speed is increased by 10%.) (Vanilla)
- Sigil of Fire(Consumes: Fire Stone. Create a magic circle on the ground. Certain skills have additional effects when cast within this circle.) (Vanilla Combo Opener)
- Marathoner(Sprinting consumes 40% less stamina.) (Vanilla)
- Heat Bullet(Required: Pistol, Warm Boon. On first use absorb the enemy’s heat into your pistol as a heat bullet. On second use shoot a magma bullet that deals fire damage and inflicts Burning on all near enemies and consuming Heat Bullet.)
- Sigil of Ice(Consumes: Cold Stone. Create a magic circle on the ground. Certain skills have additional effects when cast within this circle.) (Vanilla Combo Opener)
- Blood Bullet(Required: Pistol, Possessed Boon. Absorb the enemy's life into your pistol as a blood bullet, healing yourself. Shooting it requires the use of the Fire/Reload skill.) (Vanilla Reworked that doesn't work like an imbue anymore)
- Elemental Regulation(Inflicting any elemental damage weakens its damage output but grants more potencial damage ouput to its opossite element.)
- Fire Affinity(Increase your resistance to Fire by 20% and the Fire damage you inflict is increased by 15%.) (Vanilla)
- Frost Affinity(Increase your resistance to Frost by 20 and the Frost damage you inflict is increased by 15%.)

- Shield Charge(Required: Shield. Rush forward to hit foes with your shield for high Impact. Can hit the target twice.) (Vanilla)
- Parry(Blocks an attack, increasing Tenacity level. Has stronger effects as Tenacity level rises.) (Combo Opener)
- Power Style(A weak kick that increases Tenacity level on hit. Evolves into stronger forms as Tenacity level rises.) (Combo Opener)
- Fast Maintenance(You repair your equipment 50% faster when you allocate time to Repairing in the rest menu.) (Vanilla)
- Steady Arm(Increases Impact Resistance by 10 while you are blocking.) (Vanilla)
- Mercenary's Tenacity(Increases Protection and Impact Resistance per Tenacity Level)
- Shield Infusion(Required: Shield. Block an elemental attack and infuse your shield with that element.) (Reworked to infuse the shield with mystic imbues.)
- Direct Momentum(Removes 3 Tenacity Levels, Perform an instant flying kick leaping towards your enemy. Deals high Physical Damage.)
- Armor Training(Decreases the stamina and movement penalties from wearing armor by 50%.) (Vanilla)
- Gong Strike(Required: Infused Shield. Strike your weapon on your shield, removing the elemental infusion to make an explosion of that element.) (Vanilla but requires and consumes offhand imbue.)
- Counterstrike(Required: Any Melee Weapon. Removes 2 Tenacity Levels, completely block a physical attack, striking the attacker and dealing high Damage.) (Reworked to new requirements.)
- Weapons Mastery(Unlocks new different special effects for every main hand weapon type.)

- Backstab(Required: Dagger. Dagger attack. If the attack hits the enemy's back, the damage and impact are tripled.) (Vanilla)
- Sweep Kick(Weak attack with wide arc of effect and high impact. Will knock down a target afflicted by Confusion status effect.) (Vanilla)
- **Enable you to deploy complex Pressure Plate Traps. These traps are primarily armed with charges, which shoot poison, fire and more.) (Vanilla)
- Opportunist Stab(Required: Dagger. Dagger attack. If the enemy has the Pain or Confusion hex, this attack's damage and knockback are tripled. If it has both, it is 6 times stronger instead.) (Vanilla)
- Feather Dodge(Lowers the Stamina cost of dodging by 50% and allows you to dodge unimpeded even when wearing a backpack.) (Vanilla)
- Serpent's Parry(Required: Dagger. Counter a physical attack with a strong dagger strike. Targets afflicted by Confusion are briefly stunned. Targets afflicted by Pain will be inflicted Extreme Bleeding.) (Vanilla)
- Stealth Training(Enemies will have a harder time spotting you. Sprinting and having a light source will still easily alert them, though) (Vanilla)
- Pressure Plate Expertise(Increases the power of your Pressure Plate Traps. Allows reuse of Pressure Plates after they have been triggered, though they must be re-armed with another charge or compatible item.) (Vanilla)
- Dagger Throw(Required: Dagger. Ranged dagger attack inflicting minor damage and Fragility on your target.)
- Smokescreen(Requires: Thick Oil. Thow a mixture that creates a smoke cloud blinding any enemy that enters it.)
- Plate Plant(Requires: Pressure Plate. Plants a presure plate on your enemy. Elemental debuffs such as burning will trigger it and send it into a count down that will unleash a corresponding elemental blast.)

- Efficiency(Maximum Stamina increased by 25.) (Vanilla)
- Probe(A weak attack that increases Alertness level on hit. Evolves into stronger forms as Alertness level rises.) (Vanilla Combo Opener)
- Swift Style(A weak kick that increases Alertness level on hit. Evolves into stronger forms as Alertness level rises.) (Combo Opener)
- Metabolic Purge(Passive skill that increases Corruption resistance by 10%.) (Vanilla)
- Daredevil(Reduce all skill Cooldowns by 10% per Alertness level.) (Vanilla)
- Prime(Removes 2 Alertness levels, instantly resets the cooldown of the next skill used in the next 3 minutes.) (Vanilla)
- Aerial Maneuver(Removes 2 Alertness Levels, Perform an instant backflip while kicking your enemy. Deals high Impact.)
- Unerring Read(Removes 1 Alertness levels, cancels the next hit received in the next 20 seconds.) (Vanilla)
- Blitz(Increases Sprinting speed by 5% and running attack damage by 10% per Alertness level.) (Vanilla)
- Anticipation(Increases physical protection stat by 2 per Alertness level.) (Vanilla)
Infuse Fire(Reward from using Peacemaker Elixir while Royal Great-Khopesh is on the Character)
Infuse Frost(Reward from using Peacemaker Elixir while Ancestors' Memories is learned)
Infuse Wind(Reward from using Peacemaker Elixir while Acceptance is learned)
Infuse Lightning(Reward from using Peacemaker Elixir while Preferential Treatment is learned)
Infuse Mana(Reward from using Peacemaker Elixir while Lantern Of Souls is on the Character)
Infuse Plague(Reward from using Peacemaker Elixir while Logistics Expert is learned)
Infuse Blood(Reward from using Peacemaker Elixir while Blood Of Giants is learned)
Infuse Light(Reward from using Peacemaker Elixir while Purified is learned)
Infuse Smoke(Reward from using Peacemaker Elixir while Alchemical Experiment is learned)
Cosmopolitan(Reward from upgrading Enchanting Guild to Soroborean Laboratory)
Krypteia's Link(Reward from upgrading City Hall to Krypteia Hideout)
Clairvoyance Potion(Recipe sold by every Alchemist except Levants)
Light Stone(Recipe sold by every Alchemist except Levants)
Pressure Plate Trap Recipe(Recipe sold by every Blacksmith)
Ethereal Rag(Recipe sold by every Alchemist)