Outward – Skills and Trainer Locations Guide
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Skills and Trainer Locations
Chersonese
Chersonese is unique in that there’s only one trainer in the city, while the other is the Wind Hermit. To find him, travel through the fort just north of the mountain and continue until you reach the Wind Cabal temple. He can be found inside the temple.
Kazite Spellblade, Cierzo
- Steady Arm: Increases Impact resistance by 15 while blocking.
- Shield Charge: Stamina cost 15, cooldown 30. Requires a shield. Rush forward to hit foes with your shield for high impact. Can hit the target twice and inflict the Confusion status effect.
- Fitness: Increases your max health by 25 and the amount of health you restore by sleeping by 20%.
- Point Skill – Spellblade’s Awakening: Increases your max health, stamina, and mana by 15 each.
- Infuse Fire: Mana cost 15. Requires Warm Boon. Temporarily adds fire damage to your melee weapon and inflicts Burning on enemies. Consumes your Warm Boon.
- Infuse Frost: Mana cost 15. Requires Cold Boon. Temporarily adds frost damage to your melee weapon and inflicts Slow Down on enemies. Consumes your Cold Boon.
- Elemental Discharge: Mana cost 15, cooldown 10. Requires infused weapon. Shoot a projectile of the element that is infused on your weapon.
- Gong Strike: Stamina cost 11, cooldown 30. Requires infused weapon and shield. Strike your weapon on your shield, removing the elemental infusion to create an explosion of that element.
Cabal Hermit, Chersonese
Note that some Cabal skills require activated wind altars, one of which can be found in each area. The one in Chersonese is next to the temple, the one in the desert is also close to its temple. The altar in Emmerkar Forest is inside of Bege on top of a wall by the gate. The swamp pillar is along the Pilgrim’s Path at the Cabal Wind temple. These stones are pillars about twice the size of a player, with two flags on them.
- Reveal Soul: Mana cost 5, cooldown 5. Reveals the bluish soul orb left by deceased thieves and adventurers. Certain spells must be cast in proximity to a soul.
- Call to Elements: Mana cost 5, cooldown 120. Grants you a boon that varies according to your location when casting this spell.
- Weather Tolerance: Increases your hot and cold weather defense by 8. Increases your decay resistance by 5.
- Mana Push: Mana cost 5, cooldown 15. A spell that 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.
- Point Skill – Shamanic Resonance: The effects of boons on you are increased. For example, a boon that increases your fire resistance by 20 would now increase it by 30 instead.
- Sigil of Wind: Mana cost 10, cooldown 100. Requires activated wind altar. Creates a magic circle on the ground. Certain skills have additional effects when cast within this circle.
- Infuse Wind: Mana cost 15, cooldown 240. Requires activated wind altar. Increases the impact and attack speed of your melee weapon for 3 minutes. Your stamina burn increases more quickly, however.
- Conjure: Mana cost 10, cooldown 8. A spell that does nothing on its own but can be combined with other abilities.
Berg
Wild Hunter, Berg
- Evasion Shot: Stamina cost 12, cooldown 30. Requires a bow. Shoot an arrow while jumping backward. Causes the Cripple status effect on the target.
- Enrage: Cooldown 500. Grants the Rage Boon, which increases the Impact of your attacks. Using this skill burns a bit of your max health until the next time you sleep. Certain skills require this boon to be active.
- Hunter’s Eye: Allows you to lock on to enemies at longer distances when using a bow.
- Sniper Shot: Stamina cost 15, cooldown 30. Requires a bow. Let loose a very strong arrow shot with a long windup, making it a poor option in the middle of combat.
- Point Skill – Survivor’s Resilience: Increases your max health by 40.
- Predator Leap: Stamina cost 13, cooldown 40. Requires Rage Boon and a melee weapon. A jumping attack that creates a shockwave upon landing, with high Impact and Damage.
- Piercing Shot: Stamina cost 15, cooldown 30. Requires a bow. A strong shot that goes through enemies and hits other foes behind. Inflicts Extreme Bleeding.
- Feral Strikes: Stamina cost 10, cooldown 8. Requires melee weapon, Rage Boon. Attack twice, consuming your Rage Boon in the process. Inflicts Extreme Bleeding and Pain.
Rune Sage, Berg
The Rune Sage has four runes you can purchase, each of which is part of Rune Magic. They all have the following description: Mana cost 8, cooldown 2. Requires a lexicon. Red rune that does nothing on its own but can produce combo effects by casting other runes in the correct order.
- Point Skill – Well of Mana: Increases your max mana by 40.
- Arcane Syntax: Gain access to more advanced runic combos.
- Internalized Lexicon: Removes the need to have a lexicon in your off-hand to cast runes.
- Runic Prefix: All runic spells are more powerful or have added effects.
Levat
Levat’s trainers focus primarily on movement and using equipment, making them ideal for anyone who wants to move swiftly and efficiently. The Mercenary, found right outside the palace, specializes in armor, equipment, and pistols.
Mercenary
- Shatter Bullet: 5-second cooldown. Requires pistol, iron scraps. Load a bullet with high Impact, which also inflicts Pain. Shooting it requires the use of the Fire/Reload skill.
- Frost Bullet: Requires pistol, Cool Boon. Load the pistol with a bullet that makes a short-distance blast that slows enemies. Removes your Cool Boon. Shooting it requires the use of the Fire/Reload skill.
- Fast Maintenance: Repairs your equipment 50% faster when you allocate time to repairing in the rest menu.
- Armor Training: Decreases the stamina and movement penalties from wearing armor by 50%.
- Point Skill – Swift Foot: Increases your movement speed by 10%.
- Marathoner: Sprinting consumes 40% less stamina. Costs 600 silver.
- Shield Infusion: Stamina cost 5, cooldown 60. Requires a shield. Blocks an elemental attack. When you next block, an elemental explosion will burst from you. Costs 600 silver.
- Blood Bullet: Mana cost 12. Requires 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.
Rogue Engineer, Slums
Deals with daggers and movement.
- Backstab: Stamina cost 5, cooldown 15. Requires dagger. Dagger attack. If the attack hits the enemy’s back, the damage and impact are tripled.
- Opportunist Stab: Stamina cost 5, cooldown 10. Requires dagger. Dagger attack. If the enemy has the Pain or Confusion hex, this attack’s damage and knockback are doubled. If it has both, they are quadrupled instead.
- Sweep Kick: Stamina cost 12, cooldown 15. Weak attack with a wide arc of effect and high Impact. Will knock down a target afflicted by the Confusion status effect.
- Pressure Plate Training: Enables you to deploy complex pressure plate traps. These traps are primarily armed with charges, which shoot poison, fire, and more.
- Point Skill – Feather Dodge: Lowers the stamina cost of dodging by 50% and allows you to dodge unimpeded even when wearing a backpack.
- Serpent’s Parry: Stamina cost 7, cooldown 100. Requires dagger. Counters a physical attack with a strong dagger strike. Targets afflicted by Confusion are briefly stunned. Targets afflicted by Pain will be inflicted with Extreme Bleeding.
- Stealth Training: Enemies will have a harder time spotting you. Sprinting and having a light source will still easily alert them, though.
- Pressure Plate Expertise: Increases the power of your pressure plate traps. Allows the reuse of pressure plates after they have been triggered, though they must be re-armed with another charge or compatible item.
Monsoon
Warrior Monk
- Focus: Cooldown 500. 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.
- Brace: Cooldown 200. Blocks an attack, restoring your stability and giving you the Discipline Boon. All nearby enemies are knocked back.
- Slow Metabolism: It takes more time for you to become hungry, thirsty, and sleepy.
- Point Skill – Steadfast Ascetic: Increases your max stamina by 40.
- Perfect Strike: Stamina cost 10, cooldown 30. Requires any melee weapon and the Discipline Boon. A lunging attack that ignores all defenses and inflicts Pain.
- Master of Motion: While under the effect of the Discipline Boon, Impact resistance and all damage resistances are increased by 15.
- Flash Onslaught: Stamina cost 25, cooldown 240. Requires a melee weapon and the Discipline Boon. Attack all enemies within a close distance with increased damage and impact. Using the skill consumes the Discipline Boon.
- Counterstrike: Stamina cost 12, cooldown 100. Requires a melee weapon. Completely blocks a physical attack, striking the attacker and dealing high damage.
Philosopher (Chakram)
- Chakram Pierce: Mana cost 5, cooldown 6. Requires Chakram and the Discipline Boon. Launch the disc forward, possibly hitting the enemy twice. Discipline is required to cast this spell.
- Chakram Arc: Mana cost 8, cooldown 12. Requires Chakram and the Discipline Boon. The disc sweeps the area in front of the caster, dealing high damage and impact. Discipline is required to cast this spell.
- Sigil of Fire: Mana cost 7. Consumes Fire Stone. Creates a magic circle on the ground. Certain skills have additional effects when cast within this circle.
- Mana Ward: Mana cost 7, cooldown 20. Envelops you in mana and, for an instant, makes you immune to damage. Can be combined with other spells for powerful effects.
- Point Skill – Leyline Connection: You regain 0.15 mana per second. This is a constant effect.
- Chakram Dance: Mana cost 20, cooldown 120. Requires Chakram and the Discipline Boon. The disc sways left and right as it advances, hitting multiple times and dealing high damage. Discipline is required to cast this spell.
- Sigil of Ice: Mana cost 7. Consumes Cold Stone. Creates a magic circle on the ground. Certain skills have additional effects when cast within this circle.
- Fire Affinity: Increases your resistance to fire by 20 and the fire damage you inflict is increased by 15%.