

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.

My "main" character died in the last battle during my first run and he now has a gemleg which removes 2 speed which is huge for a warrior that needs to get in the enemies faces and that for a meager +5block that I never use anyway, because I usually mow oponents down before they can touch him/take cover when necessary, but I decided to stick with it for flavor because his name was Jemal (Gemtouched dude) #Transformations wildermyth full# If I get an event for any other character and they lose an arm, I'll just reload previous state or let him die/don't add him to my legacy, the arms transformations are that bad in my opinion. I have no problem with the intent that transformed arms aren’t as good as elemental 2h weapons.
