
Wildermyth transformation wiki full#
Skeleton already does this (base 4 potency), and it is single-handedly one of the best full transformations in the game for a mystic because of it.įor me the main issue and I think an easy fix would be to allow weapon usage with transformed arms OR rebalance the stats/abilities on each limb, otherwise pretty much all the best weapons can't be used by that character - I had multiple party members doing 14-16 damage x2 per turn on stunt with 2handed axes and the passive that allows them to spend only 1point per actionĮven if they only crit once, if it's an water weapon that would be at least 14+9+9=32 damage potential compared to all arms abilities it's just not worth it. You could potentially "gate" the stat bonus by level if balance was a concern (level 1 = +1 stat, level 2 = +1.5 stat, etc.) Even something as low as 3 bonus damage or potency would make a HUGE difference in efficiency of full transformations. The only solution is can think of is if you are "fully transformed" you get a stat bonus that partial transformations would not give. So how do we solve the fact that full transformations often are worse for your characters when compared to any other option? Shadow: Good for a melee mystic if you get the right skill set because of the high damage+life drain.Īnd wings, because they tend to have no drawback.īeyond that going full transformation will 100% make your character weaker. Skeletal: GREAT for mystic because of the base 4 potency, this is the only transformation that is actually PURELY better than a base class. No full transformations lend themselves towards ranger because all remaining transformations are melee based and rangers mostly want bows.Īlmost ALL full transformations are lacking in performance compared to a partial transformation (say Hunter with wolf legs, but both human hands) Shadow is a great transformation, but requires a specific mystic skill set (melee based) to get the most out of it. Skeleton also lends itself towards mystic simply because of the base 4 potency it gets and it's the one class that actually makes a mystic better purely compared to their base form without having to rely on lucky skill combinations. I have looked into the various options and here is what I have found.įull transformation Botanical, Celestial, Flamesoul, and Shadow all deal magic damage, so a Mystic is going to get the most out of their abilities at the cost of 3 potency for not having access to a wand. On top of that, no full transformation is really good for a hunter class at all. So having dug deep into various transformations (and using dev mode to experiment)īarring a few, full transformations are very much lacking compared to partial transformations/no transformations.
