Ok, I wanted to remain in the Essence's thread of bitching about the skills, but I also want to enjoy again the werediggle skill tree like I enjoyed in my first runs, where every character could never see the 5th floor. So I'm creating this thread (I hope Essence doesn't think I want to steal the scene ) to collect my, and your, thoughts about this skill tree, and how to try rebalancing it. It will not be a fast made mod, since I have to understand better how things could be balanced for the vanilla game, but I don't think I should have many difficulties in coding things (aside from really weird effects). Well, for the first post I'll try to quote every discussion about this topic made in the past from every user, to help in the discussion and see how many do like the possible changes - I also hope every single quote can notify its owner about this topic. Starting from Mr. Strange, the first user I've saw complaining about werediggle; it summarize the problem here: the werediggle is very cool of his own, but on late game a werediggle build lose against every single other build, in terms of utility. And, in response This is something Essence made, and I can tell that it works. Werediggle form becomes a sort of life saver. He didn't made the polymorph to heal you completely, since it would be a broken ability by then, but it heals you something that means really something. With this, I can summarize my view. There are skills which synergies very well with werediggle form, after all. So, we've discussed about giving werediggle more fire power. I do not agree to much with this point of view, since the fact that werediggle erase your levels isn't a full time lose: you still can summon fire wyrmlings, dark rifts and stances, but not in werediggle form. And that's ok, since it's the point of the whole skill tree. So, here's one of my suggestions I'm starting to like this idea more and more. That's all for now, since I just lurked again the Come Bitch About Skills! [Skills Rebalance Brainstorming], that contains the latest suggestion for tweaking the werediggle. What I have in mind is to mantain the actual power of werediggle (maybe just boost it a little), and instead focusing about giving it more utility, or to adjust it's actual utilities: the best invisibility in the game (the only one which doesn't debuff you upon use), the creation of diggle eggs, useful for healing every not-vegan character, the wall dig, shared only by golemancy (using instead of ), debuffs and general strengthening of the character. I have some suggestion for it, but I just want to start hearing your opinions (Shreeper in first). To start, you can see how I've changed the Diggle Plague into something more useful (and similar to it's flavour) here.