This is the "I finished the game, now I have a say post".

First off: GREAT GAME! Love the plot, I find it rich and twisty. I am very excited with the prospect of graphical lore (B29), it paves the way to the possibility of animated lore!

Right, on that post he's not yet a winner (I was off-line when I won.

This char focussed on getting loads of resists (+35% resist all) and life regen, so much so that he regenerated 46HP per turn "passively", had +240% (260%?) heal mod, so that helped greatly. Then he also had a long length controlled phase door to get out of the way of monsters to activate movement infusion and get out of trouble. Also stone walking is another get out of jail as well as lightning speed.
Generaly notes about this char and wyrmics:
- They suck in damage output.
- Possibly make breathing stronger, but then NPC wyrmics will also breathe stronger which, especially early game would make it pretty bad. Maybe increase cooldowns, and make it stronger? Dunno... maybe for each type of breath you can do pump up all breaths with a % or fixed amount.
- Thing is, with 2 sustains (icy skin, elemental harmony) I could literally breathe once before starting to gain failure rates (7%+), so spamming breathing isn't really an option, even though I took 4 levels in nature's balance to be able to spam 4 breaths in a row.
- Assault and overpower both doesn't scale enough, sure you'll get some benefit, but 1 point is awesome and 5 points feels like 4 points too many.
- Wyrmics has too many "actives". I ran out of hotkeys. (Though I had 4 item activations on hotkeys) Admittedly I used most.
- I'd love to see ice claw do ICE damage, not cold, maybe at lvl 4+ only?
- Icy skin... could also do ICE, not cold, though maybe a bit overpowered, I believe all wyrmics will max this skill.
- Elemental Harmony is very cool
- The early game is boring compared to the endgame. The lore of Garkul was awesome, job well done... (Improve his helm for goodness sake! It "dented" the big golem?!
- In general improve artifacts a bit... It's very hard to beat a voratun elemental ... of ruin/rage.
- I would remove the hidden compound in the west and put it in the east, there is too much to do early game, and not so much later game.
- I would love to see much more characters reach the east, please do the chapters! (or another solution)
- OMW the game is PG advised! If you read some of the lore, it's very graphic (though not graphic at all) and deals with some serious, serious stuff! I was often stunned at how much the lore would take me to places I didn't really want to be. But that shows actually how good a job those people have done!
- Not so sure about the new armour system... It locked me into heavy/massive armours when troll-hide may have been more the type this build was looking for. It does OK, but I still think the 10 generic points doesn't quite pay off.
- It seems wild infusion doesn't clear all the negative effects, just one. Intended or bug?
- I exploited a bug where you can activate berserker and then swap weapons to gain the berserker bonuses to damage, hit and stun resist. However they are probably harder hitting with 2h weapons, but the shield and riposte is pretty much what this build went with. They need something else to give them more damage.
- Quake can shift around non-digable walls (really made the endgame easy -- while Ayren was holding them up I quaked up an area that had a dogleg, so I only had 1 enemy at a time coming at me, I tried doing limir's quest the same, but somehow they came out anyway despite all of the areas being "cut-off")
- 554 (scaled with con) was the best regen infusion I got, and the best heal was later was about 380 HP... did infusions get a nerf, or was I just *really* unlucky?
- When using a far-portal the game saves, the game opens the next map, it might even ask for a donation... First close my inventory and all other dialogs... give some BIG graphical effect... "TAKE ME THERE"... If possible make a movie!
- I literally almost never entered a store. This is bad, but meterial makes such a big difference early on, that you don't want to buy an iron dagger when steel is available in the dungeons...
- Waters of life doesn't remove any poisons or diseases as advertised, it only heals the damage during the duration (which is nice, but generally you have something better to do when you've got all diseases and poisons on you).