stormcancer-Classfixes_Part_1 icon

Classfixes Part 1

This mod series overhauls Base Vanilla skilltrees by adding new skills, editing existing skills and changing their layouts. Also adds muskets and handguns for mainhand and instruments for offhand!

Last updated 2 weeks ago
Total downloads 63110
Total rating 15 
Categories Classes Items Mechanics Skills
Dependency string stormcancer-Classfixes_Part_1-3.3.6
Dependants 10 other packages depend on this package

This mod requires the following mods to function

sinai-dev-SideLoader-3.8.4 icon
sinai-dev-SideLoader

API and Mod Development Toolkit for Outward.

Preferred version: 3.8.4
BepInEx-BepInExPack_Outward-5.4.19 icon
BepInEx-BepInExPack_Outward

BepInEx pack for Outward.

Preferred version: 5.4.19
SLExtendedEffects-SideLoader_ExtendedEffects-1.2.4 icon
SLExtendedEffects-SideLoader_ExtendedEffects

Adds a collection of custom SL_Effect behaviours for use with SideLoader.

Preferred version: 1.2.4
Permittivity-Grenade_Explode_On_Impact-1.0.1 icon
Permittivity-Grenade_Explode_On_Impact

Makes the grenades explode on impact with enemies and terrain.

Preferred version: 1.0.1

README

Classfixes Part 1


Whats is this mod?

This mod overhauls the Skilltrees of Kazite Spellblade, Mercenary, Philosopher, Warrior Monk, Cabal Hermit, Rogue Engineer, Wild Hunter, Speedster and Primal Ritualist by changing the skilltrees layout , swapping skills between Trainers, changing already existing skills and adding completely new and interesting skills. Also adds the new Elementalist Pistoleer trainer. You can also now use pistols in the mainhand, craft any pistol with thick oil to make the Handguns (mainhand pistols) and to reverse the change craft them with linen cloth. New Muskets mainhand weapons are available in the game! Most are dropped by Unique Enemies while others are Legacies/Craftable! And finally, with the addition of Primal Ritualist, new offhand instruments are added to the game!

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. Also after many requests for the ability to have pistols and muskets on main hand I finally made it possible for everyone to enjoy!

Did you change or edited the Skills?

I tried to not edit any actual Vanilla Skills, 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 requirements. So any mod that edit those may be possibly incompatible. Also do not install together with Brute Guardian Mod, all his skills are incomporated in this mod! Lastly Classfixes are finally compatible with Trainers of Aurai!

Will there be more reworked Skilltrees?

No, however this is the Part 1 of the 3 Parts series of mods. You can find the rest of them uploaded in the Thunderstore.


Future plans

To rework Turrets and add many new ones. Also more balancing and fixes for any potential bug.

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, Dub, Ehaugw, borkmaster, Reapy_s0ul, RazielSoulshadow, Butterlord Harlaus and deathbird for their help with their clever suggestions and ideas! They help me so much on my brainstorming! Extra thanks for deathbird who helped me with mainhand pistols! Extra thanks to Ursarian for helping me with playtesting! Thanks to Guru Sr for his balancing imput! 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! Sinais and Emos contribution to this modding community is the sole reason I can create mods in the first place <3

Enjoy! :)


Manual Installation


Spoilers Ahead!

Whats New:

Trainers:

  • Avrakien(A Elatt Follower , can be found in the Conflux Chambers, he can teach you some basic offhand skills)

  • Elementalist Pistoleer(A new trainer that teaches all Pistol/Handgun/Bullet skills, Fire and Frost Sigil and some elemental new skills and passives, can be found in Levant near the main entrance under a statue.)

  • Fire Sage(Trainer found somewhere in Abrassar Desert open world)

  • Frost Sage(Trainer found somewhere in Chersonese open world)

  • Wind Sage(Trainer found somewhere in Enmerkar open world)

  • Lightning Sage(Trainer found somewhere in Antique Plateau open world)

  • Mana Sage(Trainer found somewhere in Chersonese open world)

  • Plague Sage(Trainer found somewhere in Hallowed Marsh open world)

  • Blood Sage(Trainer found somewhere in Antique Plateau open world)

  • Light Sage(Trainer found somewhere in Hallowed Marsh open world)

  • Seismic Sage(Trainer found somewhere in Abrassar Desert open world)

  • Dark Sage(Trainer found somewhere in Enmerkar open world)

  • Cronos the Librarian(Can teach you vanilla removed skills. Added for compatibility with other mods. Trainer found in Levants Palace Library.)


1. Kazite SpellBlade:

Spellblade

Enchanted Vials Pouch - Enchanted Vials Pouch(Increases your Pouch Capacity by 3 and your Elemental Damage by 5%.)

Fitness - Fitness(Increases your maximum Health by 25 and the amount of Health you restore while sleeping by 20%.) (Vanilla)

Imbue Appliances - Imbue Appliances(Any imbued rag or varnish now affects your offhand weapons too.)

Elemental Whirling - Elemental Whirling(Required: Infused Weapon. Spin your weapon around you to create an elemental blast with a small chance to inflict an elemental hex depending your active infusion. Can hit twice.)

Spellblade's Awakening - Spellblade's Awakening(Increases your maximum Health, Stamina and Mana by 15 each) (Vanilla)

Kazite's Mystical Ritual - Kazite's Mystical Ritual(Required: Crystal Powder, Blue Sand and Occult Remains. A traditional secret ritual of the Kazites that produces Mystical Kazite's Powder. The powder can be used for alchemical uses to enhance any Varnish or for spiritual uses to reveal the souls of your ancestors.)

Elemental Discharge - Elemental Discharge(Required: Infused Weapon. Shoot a projectile of the element that is infused on your weapon.) (Vanilla but reworked cost)

Spell of Absorption - 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 - Mystical Infusions(Temporarily adds elemental damage to any of your equipped weapons depending the sigil you are in. Also works near revealed souls.) (Imbue Combo Opener, it overrides already active imbues. Fire Sigil=Mystic Fire Imbue, Frost Sigil=Mystic Frost Imbue, Active Soul Spot=Mystic Ethereal Imbue, Blood Sigil=Blood Imbue, Light Sigil=Divine Light Imbue, Dark Sigil=Mystic Darkness Imbue, Earth Sigil=Mystic Seismic Imbue and Decay Sigil for Part3=Mystic Decay Imbue.)

Elemental Shock Wave - 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.)


2. Cabal Hermit:

Hermit

Flamethrower - Flamethrower(Required: Torch, Lantern, Infused Offhand or any Lexicons. Shoots a continues blast in a line that burns your enemies.) (Reworked)

Mana Push - 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)

Weather Tolerance - Weather Tolerance(Increases your Hot and Cold Weather Defense by 8. Increases your Decay Resistance by 5.) (Vanilla)

Shamanic Resonance - 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)

Elemental Orb - Elemental Orb(Required: Infused Offhand or any Lexicon. Summon an Elemental Orb that hovers stationary until bursting to create a blast that damages enemies and inflicts them with the corresponding Elemental Hex.)

Wind Walk - Wind Walk(Requires: Activated Wind Altar. A spell that makes the caster and those around him to move faster.)

Sigil of Wind - 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 + New combo with Rotteness from Part 3)

Call to Elements - Call to Elements(Grants you imbues when you strike enemies with your weapons. The type of imbue depends on your Temperature state, your Corruption and Bleed state or your Souls state. Requires Activated Wind Altar.) (Reworked to an Imbue Combo Opener, it does not override already active imbues. When only Wind Altar is active=Wind Imbue, if Hot/very Hot= Mystic Fire Imbue, if Cold/Very Cold= Mystic Frost, if Corrupted/Defiled= Mystic Decay Imbue, if Dark Souls= Mystic Darkness Imbue, if Light Souls=Divine Light Imbue, if Corrupted/Defiled + Bleeding/Extreme Bleeding= Blood Imbue, if Tremors=Mystic Seismic Imbue.)

Call of the Earth - Call of the Earth(Required: Infused Offhand or any Lexicon. Summon an elemental fissure thats travels in a line damaging all enemies inside. Consumes offhand infusion.)

Conjure - Conjure(Spell which does nothing on its own, but can be combined with other abilites.) (Vanilla plus new combos)

Chromatic Call - Chromatic Call(Required: Any active Boon. Summon Chromatic Projectiles that follow you and your allies and grants all the Elemental Boons you have already active.)


3. Wild Hunter:

Hunter

Enrage - 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)

Drop Kick - Drop Kick(A jump kick attack that deals massive Impact and a small change to inflict Confusion.)

Evasion Shot - 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 - 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. Small chance to inflict Weaken)

Hunter's Eye - Hunter's Eye(You can lock on enemies at longer distances when using a bow.) (Vanilla)

Sniper Shot - 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 - Survivor's Resilience(Increases your maximum health by 40.) (Vanilla)

Predator Leap - Predator Leap(Jumping attack that creates a shockwave upon landing, with high Impact and Damage.) (Vanilla)

Triple Shot - Triple Shot(Required: Bow. Shots three arrows at once but with less accuracy. Inflicts Crippled.) (Plus combo)

Topography - Topography(Research the topography around to create a big area of advantage. While in that area all cooldowns are reduced by 50% and Precision stacks are gained every few seconds. All bow skills can consume Precision stacks to gain additional effects.) (Combo Opener)

Earth Sigil - Earth Sigil(Requires: Seismic Stone. Create a Earth Sigil on the ground. Certain skills have additional effects when cast within this circle.) (Combo Opener, can combo with Push Kick, Sweep Kick, Drop Kick, Swift Style, Power Style, Direct Momentum and Aerial Maneuver.)

Feral Strikes - Feral Strikes(Required: Melee Weapon, Rage Boon. Attack twice, consuming your Rage boon in the process. Inflicts Extreme Bleeding and Pain.) (Vanilla)

Piercing Shot - Piercing Shot(Required: Bow. Strong shot that goes through enemies and hits other foes behind. Inflicts Extreme Bleeding.) (Vanilla plus new combo)

State of Frenzy - State of Frenzy(While under the effect of the Rage boon, movement speed and attack speed are increased by 10%.)

Earth Affinity - Earth Affinity(Increase your resistance to Physical by 20 and the Physical damage you inflict is increased by 15% but you are prone to get inflicted with Tremors when you get hit. Now casting Earth Sigil while you are inflicted with Tremors consumes those instead of your Seismic Stone, but you still need to carry one.)

Spellbow - Spellbow(You gain the ability to manifest magic through your bow and now all bow skills and attacks gain extra magic effects, each with a different magic source.)(Normal Shot combines with Imbues, Evasion Shot combines with Elemental Hexes on you, Triple Shot combines with Elemental Boons, Piercing Shot combines with Elemental Lanterns, Sniper Shot combines with Sigils.) (Combo Opener)


4. Warrior Monk:

Monk

Focus - 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)

Slow Metabolism - Slow Metabolism(It takes more time for you to become hungry, thirsty and sleepy.) (Vanilla)

Brace - 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 - Healing Light(A spell that calls upon the light to create healing effects. Can be used in combination with other spells for greater effects.) (Plus combos)

Steadfast Ascetic - Steadfast Ascetic(Increases your maximum Stamina by 40.) (Vanilla)

Perfect Strike - Perfect Strike(Required: Any Melee Weapon, Discipline Boon. Lunging attack that ignores all defenses and inflicts Pain.) (Vanilla plus combo)

Healing Motes - Healing Motes(Required: Firefly Powder and Light Souls. Release motes of healing light into the world. The light seeks to find allies to aid.)

Light Bringer - Light Bringer(Increase the Electric damage you inflict by 15%. Consuming revealed souls with spark now grants you Light Souls, also unlocks the ability to consume Holy Blaze with Perfect Strike and Flash Onslaught from enemies to create healing orbs.) (Combo Opener)

Flash Onslaught - 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 combos, also smaller Cooldown.)

Master of Motion - Master of Motion(While under the effect of the Discipline boon, Impact Resistance and all damage resistances are increased by 10.) (Vanilla)

Purifying Ritual - Purifying Ritual(Required: Greasy Fern and Light Souls. Performs a purifying ritual to cleanse yourself and nearby allies of negative status effects and corruption.)

Light Sigil - Light Sigil(Requires: Light Souls. 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 Push and Conjure + New combo with Rotteness from Part 3)


5. Philosopher:

Philosopher

Chakram Pierce - Chakram Pierce(Required: Chakram. Launch the disc forward, possibly hitting the enemy twice.) (Vanilla but changed requirements)

Mana Ward - 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 - 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 Soul(Required: Clairvoyance. 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)

Force Teleportation - Force Teleportation(Spell which inflicts no damage but teleports your enemy away from you while giving you the Clairvoyance boon.)

Leyline Connection - Leyline Connection(You regain 0.34 mana per second. This is a constant effect.) (Vanilla)

Chakram Arc - 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)

Inner Darkness - Inner Darkness(Increase the Ethereal damage you inflict by 15%. Consuming revealed souls with spark now grants you Dark Souls, also unlocks the ability to consume Disintegrate with Chakram Arc and Chakram Dance from enemies to create mana orbs.) (Combo Opener)

Mana Pipe - Mana Pipe(Required: Livweedi and Dark Souls. Release mana restoring orbs into the world. The orbs seek to find allies to aid.)

Chakram Dance - 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)

Dark Sigil - Dark Sigil(Requires: Dark Souls. Create a Dark Sigil on the ground. Certain skills have additional effects when cast within this circle.) (Combo Opener, can combo with Spark, Healing Light, Mana Ward and Conjure + New combo with Rotteness from Part 3)

Master of Mind - Master of Mind(While under the effect of the Clairvoyance boon, Barrier is increased by 4 and Mana Regeneration by 0.1.)

Souls Portal - Souls Portal(Requires: Ghost's Eye and Dark Souls. Creates a portal that teleports enemies and allies alike over long distances, but inflict enemies with Disintegrate.)


6. Elementalist Pistoleer:

Elementalist

Heat Bullet - Heat Bullet(Required: Pistol/Handgun/Musket, Warm Boon. Absorb the enemy’s heat into your pistol/handgun/musket as a heat bullet. Removes your Warm boon. Use Shoot n Load to shoot a magma bullet that deals fire damage and inflicts Burning on all near enemies and consuming Heat Bullet.)

Frost Bullet - Frost Bullet(Required: Pistol/Handgun/Musket, Cool Boon. Absorb the enemy’s cold into your pistol/handgun/musket as a frost bullet. Removes your Cool boon. Use Shoot n Load to shoot a frost bullet that deals frost damage and inflicts Slow Down and Frostbite while consuming Frost Bullet.) (New custom version of the skill that doesn't work like an imbue anymore, Vanilla is still accessable via Debug.)

Wind Bullet - Wind Bullet(Required: Pistol/Handgun/Musket, activated Wind Altar. Absorb the enemy’s wind aura into your pistol/handgun/musket as a wind bullet, dealing high impact. Use Shoot n Load to shoot a wind bullet that deals high impact and inflicts Dizzy.)

Swift Foot - Swift Foot(Your movement speed is increased by 10%.) (Vanilla)

Sigil of Fire - 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 + New combos with Mana Push and Conjure)

Marathoner - Marathoner(Sprinting consumes 40% less stamina.) (Vanilla)

Charged Bullet - Charged Bullet(Required: Pistol/Handgun/Musket, Blessed Boon. Absorb the enemy’s charge into your pistol/handgun/musket as a charged bullet, restoring your stamina. Removes your Blessed boon. Use Shoot n Load to shoot a charged bullet that deals electric damage and high impact consuming Charged Bullet.)

Sigil of Ice - 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 + New combos with Conjure and Rotteness from Part 3)

Elemental Apotheosis - Elemental Apotheosis(Summoning any sigil grants you 15% elemental damage to its corresponding element and an extra stat depending the sigil. You can only have one Apotheosis buff at a time.)

Sigillic Contuctor - Sigillic Contuctor(Summoning any sigil now creates a smaller sigil that is anchored on you but you can't have more than one sigil summoned simultaneously.)

Blood Bullet - Blood Bullet(Required: Pistol/Handgun/Musket, Possessed Boon. Absorb the enemy’s life into your pistol/handgun/musket as a blood bullet, healing yourself. Removes your Possessed boon. Use Shoot n Load to shoot a blood bullet that deals decay damage and inflicts Pain consuming Blood Bullet.) (New custom version of the skill that doesn't work like an imbue anymore, Vanilla is still accessable via Debug)

Ether Bullet - Ether Bullet(Required: Pistol/Handgun/Musket, Mist Boon. Absorb the enemy’s soul into your pistol/handgun/musket as an ether bullet, restoring your mana. Removes your Mist boon. Use Shoot n Load to shoot an ether bullet that deals ethereal damage and inflicts Confusion consuming Ether Bullet.)

Elemental Invocation - Elemental Invocation(A Spell that calls upon the elemental spirits. Requires Sigils to activate its effects.)(Combos with any sigils: Fire Sigil=Fire Elemental, Frost Sigil=Frost Elemental, Wind Sigil=Wind Elemental, Blood Sigil=Blood Elemental, Light Sigil=Light Elementale, Dark Sigil=Dark Elemental, Earth Sigil=Earth Elemental and Decay Sigil for Part3=Decay Elemental. Can summon multiple spirits of the same or different element.)

Fire Affinity - Fire Affinity(Increase your resistance to Fire by 20 and the Fire damage you inflict is increased by 15% but now getting too hot inflicts you with Burning. Also casting Fire Sigil while you are inflicted with Burning or Blaze consumes them instead of your Fire Stone, but you still need to carry one.) (Reworked)

Frost Affinity - Frost Affinity(Increase your resistance to Frost by 20 and the Frost damage you inflict is increased by 15% but now getting too cold inflicts you with Frostbite. Also casting Ice Sigil while you are inflicted with Slow Down or Frostbite consumes them instead of your Cold Stone, but you still need to carry one. Lastly you are immune to the cold disease.)


7. Mercenary:

Mercenary

Shield Charge - Shield Charge(Required: Shield. Rush forward to hit foes with your shield for high Impact. Can hit the target twice.) (Vanilla)

Bashing Strikes - Bashing Strikes(Required: Any Melee Offhand Weapon. A weak bash attack that increases Tenacity level on hit. Evolves into stronger forms as Tenacity level rises. The last evolution requires Confusion to apply Dizzy on enemies.) (Combo Opener)

Power Style - Power Style(A weak kick that increases Tenacity level on hit. Evolves into stronger forms as Tenacity level rises.) (Combo Opener)

Fast Maintenance - Fast Maintenance(You repair your equipment 50% faster when you allocate time to Repairing in the rest menu.) (Vanilla)

Shield Infusion - Shield Infusion(Required: Shield. Block an elemental attack and infuse your shield with that element.) (Reworked to infuse the shield with mystic imbues.)

Steady Arm - Steady Arm(Increases Impact Resistance by 10 while you are blocking.) (Vanilla)

Mercenary's Tenacity - Mercenary's Tenacity(Increases Protection and Impact Resistance per Tenacity Level)

Shield Throw - Shield Throw(Required: Infused Shield. Launch your infused shield forward, possibly hitting the enemy twice.)

Parry - Parry(Required: Tenacity. Removes 1 Tenacity Level to blocks an attack.)

Direct Momentum - Direct Momentum(Removes 2 Tenacity Levels, Perform an instant flying kick leaping towards your enemy. Deals high Physical Damage.)

Armor Training - Armor Training(Decreases the stamina and movement penalties from wearing armor by 50%.) (Vanilla)

Gong Strike - 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 - Counterstrike(Required: Any Melee Weapon. Removes 1 Tenacity Level, completely block a physical attack, striking the attacker and dealing high Damage.) (Reworked to new requirements.)

Shield Guardian - Shield Guardian(Increases your Protection by 4 but adds +8% Stamina Cost.)

Pure Muscles - Pure Muscles(Increases your Impact and your Physical Damage by 20% but sacrifices 50% of your Max Mana.)


8. Rogue Engineer:

Rogue

Backstab - Backstab(Required: Dagger. Dagger attack. If the attack hits the enemy's back, the damage and impact are tripled.) (Vanilla)

Sweep Kick - Sweep Kick(Weak attack with wide arc of effect and high impact. Will knock down a target afflicted by Confusion status effect.) (Vanilla)

Pressure Plate Training - Pressure Plate Training(Enable you to deploy complex Pressure Plate Traps. These traps are primarily armed with charges, which shoot poison, fire and more.) (Vanilla)

Opportunist Stab - 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 - 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 - 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 - Stealth Training(Enemies will have a harder time spotting you. Sprinting and having a light source will still easily alert them, though) (Vanilla)

Engineer Expertise - Engineer Expertise(Enable you to mount turrets on your backpack. 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.) (Reworked)

Dagger Throw - Dagger Throw(Required: Dagger. Ranged dagger attack inflicting minor damage and Fragility on your target.)

Plate Plant - 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.)

Pocket Watch - Pocket Watch(Required: Any Turret in inventory or placed. A pocket watch that controls any turret. Different Turret variations have different extra requirements and effects.) (Combo Opener with any turret: Launcher Turret= Throws any type of Bomb and common Lanters, Dual Turret= Activates a dual flamethrower that consume any type of Charge)


9. The Speedster:

Speedster

Efficiency - Efficiency(Maximum Stamina increased by 25.) (Vanilla)

Probe - Probe(A weak attack that increases Alertness level on hit. Evolves into stronger forms as Alertness level rises.) (Vanilla Combo Opener)

Swift Style - Swift Style(A weak kick that increases Alertness level on hit. Evolves into stronger forms as Alertness level rises.) (Combo Opener)

Provocation - Provocation(You provoke all your enemies around you to target you, making their movement speed faster while lowering their physical resistance for a short duration.)

Metabolic Purge - Metabolic Purge(Grants a minor passive regeneration from Corruption.) (Reworked)

Daredevil - Daredevil(Reduce all skill Cooldowns by 10% per Alertness level.) (Vanilla)

Aerial Maneuver - Aerial Maneuver(Removes 2 Alertness Levels, Perform an instant backflip while kicking your enemy. Deals high Impact.)

Unerring Read - Unerring Read(Removes 1 Alertness levels, cancels the next hit received in the next 20 seconds.) (Vanilla but fast cooldown)

Infused Stances - Infused Stances(Any imbue affecting your gauntlet now affect your feet too. All kicking skills acquire new effects from imbues. Requires equipped infused Gauntlets.) (Combo Opener, works with all imbues and with Push Kick, Sweap Kick, Drop Kick, Power Style, Swift Style, Aerial Maneuver and Direct Momentum.)

Blitz - Blitz(Increases Sprinting speed by 5% and running attack damage by 10% per Alertness level.) (Vanilla)

Anticipation - Anticipation(Increases physical protection stat by 2 per Alertness level.) (Vanilla)

Prime - Prime(Removes 2 Alertness levels, instantly resets the cooldown of the next skill used in the next 3 minutes.) (Vanilla)


10. Primal Ritualist:

Primal Ritualist

Major Chords - Major Chords(Required: Any Music Instrument. Use your instrument to produce C major progression chords, with each use you progress through the first to the forth and to the fifth chords.) (Combo Opener)

Haunting Beat - Haunting Beat(Required: Ghost Drums in inventory. Deploys the Ghost Drum and causes Haunted in a small radius. There can't be another Totem within 30 meters.) (Vanilla)

Welkin Ring - Welkin Ring(Required: Sky Chimes in inventory. Deploys the Sky Chimes and causes Doom in a small radius. There can't be another Totem within 30 meters.) (Vanilla)

Minor Chords - Minor Chords(Required: Any Music Instrument. Use your instrument to produce A minor progression chords, with each use you progress through the first to the forth and to the fifth chords.)

Miasmic Tolerance - Miasmic Tolerance(Increase Status Effect resistance by 15% when well rested.) (Vanilla)

Sacred Fumes - Sacred Fumes(Increases Barrier by 7.) (Vanilla)

Supplementary Chords - Supplementary Chords(Required: Any Music Instrument, Major/Minor Chords. Use your instrument to produce supplementary chords of C major or A minor progression chords, with each depending on your latest produced chord.) (Combo Opener)

Nurturing Echo - Nurturing Echo(Required: At least one deployed Totem within 15 meters. Generates a bubble around nearby Totems that provide restoration of some kind. Lasts longer depending on how many Charges the Totem has built up.) (Vanilla but extra effect with Tempo Allegro)

Reverberation - Reverberation(Required: Must be facing a Totem within 1 meter. Recalls a deployed totem to your inventory, and generates a zone of recurring damage. The size, damage type and duration depend on the Totem and how many Charges it has built up.) (Vanilla but extra effect with Tempo Allegro)

Tempo Allegro - Tempo Allegro(Lowers significantly the cooldown of Nurturing Echo and also every cast of Reverberation reduces the remaining cooldowns of Haunting Beat and Welkin Ring by 50%.) (Combo Opener)

Harmony and Melody - Harmony and Melody(Allows you to have both a Sky Chimes totem and a Ghost Drums totem active in close proximity of each other at the same time.) (Vanilla)

Battle Rhythm - Battle Rhythm(Your deployed Sky Chimes increase Barrier by 5 and Ghost Drums increase Protection by 5 when within 8 meters. This bonus also applies to your allies.) (Vanilla)


Sage's Skills:

Sage's Infuse Fire - Sage's Infuse Fire(Temporarily adds Fire damage to your weapons and inflicts Burning on enemies.)

Sage's Infuse Frost - Sage's Infuse Frost(Temporarily adds Frost damage to your weapons and inflicts Frostbite on enemies.)

Sage's Infuse Wind - Sage's Infuse Wind(Increases the Impact and Attack Speed of your weapons, however your stamina burn increases more quickly.)

Sage's Infuse Lightning - Sage's Infuse Lightning(Temporarily adds Lightning Damage to your weapons and inflicts Weaken on enemies)

Sage's Infuse Mana - Sage's Infuse Mana(Temporarily adds Ethereal damage to your weapons and inflicts Aetherbomb on enemies.)

Sage's Infuse Plague - Sage's Infuse Plague(Temporarily adds Decay damage to your weapons and inflicts Extreme Poison and Plague on enemies.)

Sage's Infuse Blood - Sage's Infuse Blood(Infuses your weapons with the Decay element, as well as Extreme Poison and Extreme bleeding. Leeches 10% of damage dealt into your HP. Costs 20 Life to activate.)

Sage's Infuse Light - Sage's Infuse Light(Temporarily adds Lightning Damage to your weapons and inflicts Holy Blaze on enemies.)

Sage's Infuse Seismic - Sage's Infuse Seismic(Temporarily adds Physical damage to your weapons and inflicts Tremors on enemies.)

Sage's Infuse Darkness - Sage's Infuse Darkness(Temporarily adds Ethereal damage to your weapons and inflicts Disintegrate on enemies.)

(Be warned, Elemental Sages are extremely hard to find, hidden in unimaginable spots of each openworld. Especially Dark Sage requires you to "somehow" get out of the games boundaries and look for an impossible to otherwise go point of interests that exist in the Enmerkar map. Also unless you are somehow ready to pay 9999 silver, you need to have the right Class already to be able to pick the corresponding Infuse skill. No more spoils :P Happy hunting!)


Sigil Combos:


Fire Sigil Combos:

Sigil of Fire+Spark=Fireball(Launch a fast-moving Fireball projectile that deals Fire Damage,Impact and inflicts Burning)

Sigil of Fire+Mana Ward=Immolate(Grants +30% Fire Damage bonus and inflicts 0.5 Fire Damage per second)

Sigil of Fire+Sweep Kick=Ring of Fire(Sets the Sigil ablaze for 25 seconds dealing Fire Damage and inflicting Burning)

Sigil of Fire+Mana Push=Flame Wave(Launch a large long-range Fire Wave that deals Fire Damage, Impact and inflicts Blaze)

Sigil of Fire+Conjure=Homing Sun(Launch a large homing Fire Projectile that explodes and deals Fire Damage, Impact and inflicts Burning and Confusion)

Sigil of Fire+Mystical Infusions=Mystic Fire Imbue(Weapon deals some Fire Damage and inflicts Burning and Blaze)


Ice Sigil Combos:

Sigil of Ice+Mana Push=Frost Push(Launch a Frost projectile that deals Frost Damage, Impact and inflicts Slow Down)

Sigil of Ice+Mana Ward=Frost Burst(Creates a short-range Frost explosion that deals Frost Damage, Impact and inflicts Slow Down)

Sigil of Ice+Push Kick=Frost Kick(Creates a short-range Frost explosion that deals Frost Damage, Impact and inflicts Slow Down)

Sigil of Ice+Conjure=Frost Spikes(Creates array of ice spikes that deal Frost Damage, Impact and inflicts Cripple and Frostbite)

Sigil of Ice+Rottenness=Frost Bolts(Launch 4 Frost projectile that deal Frost Damage, Impact and inflict Chill and Frostbite)

Sigil of Ice+Mystical Infusions=Mystic Frost Imbue(Weapon deals some Frost Damage and inflicts Frostbite)


Wind Sigil Combos:

Sigil of Wind+Spark=Lightning Spark(Creates a Lightning explosion that deals Lightning Damage and Impact)

Sigil of Wind+Mana Push= Ethereal Bolt(Launch a long-range Ethereal bolt that deals Ethereal Damage and Impact)

Sigil of Wind+Mana Ward= Windsphere(Creates a Wind Sphere around you for a duration that inflicts Impact on nearby enemies)

Sigil of Wind+Conjure= Lightning Strike(Creates a large Lightning explosion centered on the Sigil that deals Lightning Damage and Impact)

Sigil of Wind+Rottenness= Ethereal Wave(Launch a large long-range Ethereal Wave that deals Ethereal Damage, Impact and inflicts Confusion)

Sigil of Wind+Mystical Infusions=Mystic Lightning Imbue(Weapon deals some Electric Damage and inflicts Weaken)


Earth Sigil Combos:

Earth Sigil+Power StyleorSwift Style=Earth Kicks(Create an Earth explosion that deals Physical Damage, Impact and inflicts Pain)

Earth Sigil+Push KickorDrop Kick=Rock Throw(Launch a long-range Rock Projectile that deals Physical Damage, Impact and inflicts Tremors)

Earth Sigil+Sweep Kick=Sandstorm(Creates a large sandstorm for 30 seconds that deals Physical Damage, Impact and inflicts Pain)

Earth Sigil+Direct Momentum=Boulder Throw(Creates a large moving Boulder that deals Physical Damage, Impact and inflicts Quakes)

Earth Sigil+Aerial Maneuver=Earth Wave(Creates a line of earth explosions that deal Physical Damage, Impact and inflicts Quakes)

Earth Sigil+Mystical Infusions=Mystic Seismic Imbue(Weapon deals some Physical Damage and inflicts Tremors)


Light Sigil Combos:

Light Sigil+Spark=Smiting Orbs(Launch slow homing projectiles that hit multiple enemies multiple times, consumes Holy Blaze from enemies to return and heals you and your allies)

Light Sigil+Mana Push=Light Lazer(Creates a lazer of light that deals Lightning Damage, Impact and inflicts Holy Blaze)

Light Sigil+Healing Light=Greater Healing(Creates blast of light that heals you and nearby allies)

Light Sigil+Conjure=Light Field(Creates field of light for you and allies that grants 3 Protection and Barrier and restores Health and Stamina over time.)

Light Sigil+Rottenness=Cleansing Light(Creates blast of light that removes Corruption and restores burned Health and burned Stamina)

Light Sigil+Mystical Infusions=Mystic Light Imbue(Weapon deals some Lightning Damage and inflicts Holy Blaze)


Dark Sigil Combos:

Dark Sigil+Spark=Shadow Orbs(Launch slow homing projectiles that hit enemies multiple times, inflicting low ethereal damage and building up Disintegrate)

Dark Sigil+Mana Ward=Shadow Illusions(Creates 4 Illusions around you for 12 seconds that inflicts Fear)

Dark Sigil+Healing Light=Dark Armor(Grants +15% Ethereal Damage bonus, +8 Protection and inflicts 1 Ethereal Damage per second)

Dark Sigil+Conjure=Dark Nightmare(Creates a dark spinning flame for 5 seconds that deals Ethereal Damage,Impact and inflicts Disintegrate)

Dark Sigil+Rottenness=Dark Lazer(Creates a lazer of darkness that deals Ethereal Damage, Impact and inflicts Haunted)

Dark Sigil+Mystical Infusions=Mystic Darkness Imbue(Weapon deals some Ethereal Damage and inflicts Disintegrate)


Reveal Soul Spots Combos:

Reveal Soul+Spark=Mana Spark(Consumes the Soul Spot to restore 50% of max Mana)

Reveal Soul+Mana Push=Soul Projectiles(Consumes the Soul to create 3 soul projectiles that deals Ethereal Damage, Impact and inflicts Aetherbomb)

Reveal Soul+Mana Ward=Vanish(Consumes the Soul to become invisible for 12 seconds)

Reveal Soul+Rupture=Soul Rupture(Consumes the Soul to create an blast that deals Ethereal Damage and Impact)

Reveal Soul+Conjure=Summoned Ghost(Summon a Ghost Ally for 280 seconds)

Reveal Soul+Mystical Infusions=Mystic Ethereal Imbue(Weapon deals some Ethereal Damage and inflicts Aetherbomb)


Blood Sigil Combos(From Classfixes Part 3):

Blood Sigil+Spark=Blood Transfer(Creates blood orbs that follow any enemies around you and inflict decay damage, those orbs come back to you to heal you)

Blood Sigil+Mana Push=Blood Tendrils(Launch blood Tendrils projectile that deals Decay Damage, Physical Damage and Impact)

Blood Sigil+Mana Ward=Gift of Blood(Grants you and allies +15% Physical, Frost, and Decay Damage but inflicts you -1 Health per second)

Blood Sigil+Conjure= Blood Turret(Summons a Decay Decay turret above the Sigil that deals 15 Decay Dmage and 10 Impact per second)

Blood Sigil+Rottenness=Blood Rain(Creates blood rain on target that deals Decay and Physical Damage and inflicts Blood Leech)

Blood Sigil+Mystical Infusions=Blood Imbue(Weapon deals some Decay Damage, Lifesteals and inflicts Extreme Poison and Extreme Bleeding)


Decay Sigil Combos(From Classfixes Part 3):

Decay Sigil+Jinx=Aimed Jinx(Inflicts a random Hex debuff on your target)

Decay Sigil+Mana Push=Hornet Cloud(Launch a Hornet Cloud for a duration that deals Decay Damage, Impact and inflicts Curse)

Decay Sigil+Mana Ward=Toxicity(Grants +30% Decay Damage bonus and inflicts 0.5 Decay Damage per second)

Decay Sigil+Conjure= Homming Decay(Creates multiple homming projectiles that deal Decay Damage and Impact)

Decay Sigil+Rottenness= Decay Tentacle(Creates a Tentacle on target that deals Decay Damage, Impact and inflicts Extreme Poison)

Decay Sigil+Mystical Infusions=Mystic Plague Imbue(Weapon deals some Decay Damage and inflicts Extreme Poison and Plague)


Chord Combos:

Chord Combos


Items:

  • Charge - Lightning(Recipe sold by every Alchemist except Levants)

  • Charge - Ice(Recipe sold by every Alchemist except Levants)

  • Charge - Smoke(Recipe sold by every Alchemist except Levants)

  • Spiritual Rag(Recipe sold by every Alchemist except Levants)

  • Smoke Rag(Recipe sold by every Alchemist except Levants)

  • Smoke Varnish(Reworked Dark Varnish)

  • Clairvoyance Potion(Recipe sold by every Alchemist except Levants)

  • Tenacity Potion(Recipe sold by every Alchemist except Levants)

  • Seismic Stone(Recipe sold by every Alchemist except Levants)

  • Pressure Plate Trap Recipe(Recipe sold by every Blacksmith)

  • Mystical Kazite's Powder(Created by Kazite's Mystical Ritual Skill)

  • Mystic Fire Varnish(Mystical Kazite's Powder + Fire Varnish via Alchemy)

  • Mystic Ice Varnish(Mystical Kazite's Powder + Ice Varnish via Alchemy)

  • Mystic Bolt Varnish(Mystical Kazite's Powder + Bolt Varnish via Alchemy)

  • Mystic Poison Varnish(Mystical Kazite's Powder + Poison Varnish via Alchemy)

  • Mystic Spiritual Varnish(Mystical Kazite's Powder + Spiritual Varnish via Alchemy)

  • Mystic Smoke Varnish(Mystical Kazite's Powder + Smoke Varnish via Alchemy)

  • Reset Custom Passives(Use after you removed any custom passives with debug mode, then restart the game.)(Works for all Classfixes Custom Passives)(Only for debug use)


Handguns:

  • Flintlock Handgun

  • Cannon Handgun

  • Ornate Handgun

  • Manticore Handgun

  • Savage Handgun

  • Obsidian Handgun

  • Horror Handgun

  • Galvanic Handgun

  • Cage Handgun

  • Kazite Handgun

  • Wolf Handgun

  • Astral Handgun

  • Forged Glass Handgun

  • Chalcedony Handgun

  • Smoke Handgun

  • Militia Handgun

  • Vigilante Handgun

  • Meteoric Handgun

  • Nightmare Handgun

  • Alpha Handgun

  • Vampiric Handgun

  • Nosferatus Handgun

  • Hailfrost Handgun


Muskets:

  • Flintlock Musket (Drops from Mad Captain's Bones.)

  • Cannon Musket (Drops from Bloody Alexis.)

  • Obsidian Musket (Drops from Volcanic Gastrocin.)

  • Horror Musket (Drops from Virulent Hiveman.)

  • Galvanic Musket (Drops from Liquid-Cooled Golem.)

  • Kazite Musket (Drops from Kazite Admiral.)

  • Wolf Musket (Drops from The Annoying Troglodyte.)

  • Chalcedony Musket (Drops from Quartz Elemental.)

  • Meteoric Musket (Legacy of Obsidian Musket or combined with Leyline Figment.)

  • Nightmare Musket (Legacy of Horror Musket or combined with Scourge's Tears.)

  • Alpha Musket (Legacy of Wolf Musket or combined with Calixa's Relic.)


Instruments:

  • Forest Pipe (Can be found near the Totem Workshop of Enmerkar Forest or sold by Apprentice Ritualist in Ritualist's hut.)

  • Desert Lute (Can be found near the Totem Workshop of Abrassar or sold by Apprentice Ritualist in Ritualist's hut.)

  • Marsh Harp (Can be found near the Totem Workshop of Hallowed Marsh or sold by Apprentice Ritualist in Ritualist's hut.)

  • Antique Accordion (Can be found near the Totem Workshop of Antique Plateau or sold by Apprentice Ritualist in Ritualist's hut.)


Turrets:

  • Packed Launcher Turret (Can be found near Rogue Engineer.)

  • Packed Dual Turret (Can be found in Electric Lab of Abrassar)


All credits for the 3d models used for the muskets, the instruments and the Turrets goes to the actual creators! Thanks for providing use with those free models :)

"Flintlock Musket - Woodland Camo" (https://skfb.ly/orx9o) by Smokahontas is licensed under Creative Commons Attribution-NoDerivs (http://creativecommons.org/licenses/by-nd/4.0/).

"Flintlock Rifle" (https://skfb.ly/RHSu) by Robert Berrier is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Renaissance Rifle" (https://skfb.ly/6W7np) by denis_cliofas is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Lever Action Rifle" (https://skfb.ly/o68BQ) by SamTah is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Rifle." (https://skfb.ly/o8xWP) by Herman is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Dreyse needle gun -- free download" (https://skfb.ly/6VrNU) by Andy Woodhead is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Steampunk Rifle" (https://skfb.ly/oEruW) by chiwei is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Conical Flask" (https://skfb.ly/oDZuC) by VeeRuby Technologies Pvt Ltd is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"hot nail or wedge" (https://skfb.ly/6TKpA) by Frybrix is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"monster eye fun sculpt lineage2" (https://skfb.ly/oM776) by DeadLink is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Wolf-plaque" (https://skfb.ly/oBVP7) by Diana Liu is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"MK-75 Experimental Particle Accelerator" (https://skfb.ly/6YtHC) by WillBrapLane is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Post Carriage Stopper from Colt" (https://skfb.ly/6w66A) by hoschu is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"The Bard's Lute" (https://skfb.ly/6WrAQ) by Louis Noppe is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Panpipes [free download]" (https://skfb.ly/6XAL8) by scrampunk is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

"Accordéon diatonique Maugein Frères" (https://skfb.ly/onOrw) by Alienor.org, Conseil des musées is licensed under CC Attribution-NonCommercial-NoDerivs (http://creativecommons.org/licenses/by-nc-nd/4.0/).