TheDarksiders Posted November 27, 2025 Share Posted November 27, 2025 Hello there to anyone who reads this (if people actually read it) me and my friends have neen working on a potential Wolfgang rework for 9 months because the current Wolfgang skilltree feels boring and probably the worst skilltree in the game(no disrespect to klei) So we would like to share this to klei forms. NOTE: non of these skills have been tested, we left out the dmg numbers and crafting recipes and almost every skill has been replaced by a more interesting idea. Also we didnt go in to make Wolfgang crazy op because we wanted to we just wanted to make it more fun. First off some general changes to Wolfgang General Changes to Wolfgang Stats: Sanity 150 | Hunger & Health 225 Hunger drain scaling by form Mighty x2.5 Normal x1.5 Wimpy x0.5 New base kit crafts: Partybell: While lifting, everyone around Wolfgang gains sanity; but gives no Mightiness. Scaredybell: Scares mobs (not bosses) when lifted or thrown; drains sanity while holding. Lightbell: Moon glass + light bulbs; works like a lantern. Throws light in area; stuns monsters. (A friend suggested high damage against Eye of Terror, Twins, Tallbirds for “flashbang” effect.) New downside: While insane: Insanity monsters spawn faster, shadow monsters (as in Insanity monster and ruins shadow creatures) do more damage to Wolfgang, and he deals less damage to them. Still Remains x2 sanity drain. Now onto the skilltree First section Circus Tricks These are Passive skills and items for fun/unique gameplay Mighty Whites (Passive): Increase Mightiness gain from stations; reduce stations hunger drain Mightiness in a Can (Item): craft an empty can that once you put in 3 potatoes to use the item to get 50. Mighty (150 if over 100) you can also throw the can to deal some damage Fleet Feet (Passive): Movement bonus: Wimpy +25%, Normal +15% Whistle: Unchanged Piggyback: While Mighty, carry/throw players or companions. But if hit by any damage both are stunned. (Synergy with Feats of Might “secret tool.”) Gem Developer unlocks: Ice Bell & Fire Bell (same as current versions of the dumbbells) Telebell (Orange Gem): Teleport to thrown location Shinebell (Yellow Gem): Weak starcaller effect; drains durability Green Gembell: Deconstructs thrown items Circus Mallet: Mighty-only and only throwable; hammer/axe/pickaxe hybrid; pierces enemies Potato Sack: Piggyback-style backpack; spawns 1 potato/day; increases stack size & duration Mighty Fisherman Rod:Uses fishes as bait and mighty only ; can catch sharks, narwhals, small chance for frostjaw; reel in sunken items Now for the second section Feats of Might *this section is for wolfgang go from strongman to strongGIANT giving him more unique ways to use mightyness* **Purple Might Rework**: **Might overflow** : similar to “push the limits" it grants Wolfgang more mightyness up to 150 however it can only be gained through the mighty gym however its been changed so it feels like its worth it to spend 4 skill points into it and a unique interaction that requires “might overflow” to use. Tier 1: +25 Might Overflow, slower decay Tier 2: +25 Might Overflow, +15% crit on chores (only in Might Overflow) Tier 3: Reduce Might Overflow costs Tier 4: Pick up trees as weapons, throw boulders (only in Overflow; cant use petrified trees or huge boulders) Peak Might (Passive/Visual): Bigger size + mustache; more insulation and wetness protection(also when players are beside him like a tree he gives them wetness protection the same amount as a tree); required for next skills Pin Down: Tier 1: Catch/throw small mobs; pin medium mobs (to pin down its minigame that cost hunger sainty and might if you dont miss you lose only the base amount; but lose itcosts you more Hunger, Sanity, Might) Tier 2: Hold/throw medium mobs; pin large mobs (beefalos; higher cost) Tier 3: Pin giants/bosses (highest cost) Mighty Leap: Leap over gaps (costs Might) Tier 2: Reduce Might cost Tier 3: Increase range Section 3 (this one's more complicated) Workout This section is about training your body for the long run even if it hurts you in the short run Every station give mightyness but everytime you get to 100 you suffer with a Temporary debuff and need to wait until the penalty is gone to use it again 1.Treadmill: temporary penalty: slows Wolfgang by a bit (only for half day at base level) Upgrade: add up to 4 rabbits it slows you down by 20%–60% for 2–3 days, boosts perma meter Permanent buff: +30% speed once perma meter is full Decay: -2% per day; max 50% after 10 days 2. Holding Bar: Temporary penalty: take more damage Upgrade: better mats longer and more damage penalty from base version (wood)10% to max (thulesite/marbel) 50% Permanent buff: +20% damage reduction 3. Barbells: Temporary penalty: deal less damage Upgrade: statues/boss statues, more damage negation from base 10% to 60% with boss 4 boss statues Permanent buff: extra flat damage 4.Deadlift: Temporary penalty: reduce planar damage, take more planar damage Upgrade: Dreadstone/captured Gestalts whichever is put in will affect the opposite alignment e.g. dreadstone makes you take more damage from shadow alignment and vice versa. Permanent buff: increased planar damage & defense; weaker to opposite alignment All stations: has a slow daily decay around 2% a day, max 50% lost after 10 days of inactivity. Also each station can be Temporary upgraded with a potato which fills up the perma meter faster. Now for shadow and lunar affinities **Shadow Affinity - Shadow Barbarian**: *this affinity focuses on wolfgang becoming the strongest man at the cost of being selfish* **Tier** 1 Shadow Gym: Unlock recipe; lifting gains Shadow Might (up to 150 or 200 if you have Might overflow on at the same time) Shadow Might (Active): more damage multiplier & planar damage; gets a scare/taunt ability it scares non boss mobs and taunts boss mobs but it rapid drains Hunger/Sanity/Might loss and reduces defense. Once it reaches to 100 you revert to Wimpy Wolfgang. New Moon Bonus: when a New Moon is out immediately get half Shadow Might Tier 2 – Shadow Knuckles: Dark sword-level damage + some planar; if you use shadow might it will active a special mode. it makes every attack a slam attacks with a chance to stun monsters; do AoE dmg; but you get slower attacks for 30s. 2 minute cooldown Rage Meter (Passive): You have a Invisible meter that fills when you take damage it Activates once it reaches to 100% automatically. Once it activates: you become bigger, +1.5x damage, increased HP (maybe speed) Duration extends on hitting/taking damage Drawbacks: takes extra damage; tools lose more durability; chest items auto-unequipped; and you cannot heal Once the meter reaches 0 you become normal Wolfgang (Once Tier 2 Shadow is unlocked, Rage Meter becomes base kit.) **Lunar Affinity - Lunar Harvester** : this section will make Wolfgang become a master at chores and focusing on his friends then himself Tier 1: Lunar Gym: Unlocks Lunar Gym recipe (same as shadow gym) Once Lunar Might active you: Faster mining/chopping/farming/fishing; plant 3 plots at once; +10% crit on chores; tools last longer; deals some extra planar damage Full Moon Bonus: when a full moon occurs it fills half Lunar Might Passive – Sneaky Carrier: Invisible while carrying heavy objects; and carries heavy objects speed; retains invisibility 3s after dropping; Does not work on Lunar/Shadow sanity monsters (30s cooldown) (Quick note once spent a skill point on tier 1 lunar harvester you get this passive as base kit and works only when mighty and lunar might) Tier 2 – Armor: Lunar Hat: Brightshade Helmet stats; it grants AOE light likethe crown and everyone gains sanity around him; when Wolfgang hits a mob it gets marked allies hitting Wolfgang’s marked enemy deal extra damage (dosent stack and dosent give Wolfgang that bonus) Set Bonus: larger aura, increase sanity gain and nearby players get increase planar damage while around Wolfgang. Lunar Chestplate: Brightshade Armor + Marble suit; when an allie gets hit they only take 70% of that damage , Wolfgang takes the rest of 30%; deactivates when below 50% HP. Set Bonus: Wolfgang takes half the damage allies take but gains life leech; allies around him get planar damage reduction. Full Set Bonus: Every 12s, burst of energy releases around Wolfgang every allies/friendly mobs deal x2 damage for 2s Lunar Might (Active): when Wolfgang activates Lunar might while wearing the whole Armor it gives him a Light-Armor mode (as in an Armor made from the moons light) Light-armored form; tool-free chores; faster movement; Hambat-level damage; 95% damage reduction plus planar defense; mobs/bosses target only Wolfgang; allies retain armor benefits Tradeoff: Hunger drains rapidly and lunar might; reverts to Wimpy Wolfgang with possible health penalty Thank you for taking your time reading all of this wall of text. We already know this tree is way to ambitious and feels like we were trying to make him op but trust me we didnt. We spent a long time making this and are pretty proud of this. This is the last time im going to post this idea in klei forms as next year we'll do a different character. Welp goodbye Link to comment https://forums.kleientertainment.com/forums/topic/168889-suggestion-a-wolfgang-skilltree-reworkoverhaul/ Share on other sites More sharing options...
Dr.Webber Posted November 28, 2025 Share Posted November 28, 2025 19 hours ago, TheDarksiders said: New downside: While insane: Insanity monsters spawn faster, shadow monsters (as in Insanity monster and ruins shadow creatures) do more damage to Wolfgang, and he deals less damage to them. Shadow creatures don’t have any unique effect on other characters. I don’t see why it would be any different for Wolfgang 19 hours ago, TheDarksiders said: Green Gembell: Deconstructs thrown items Does that mean you can throw items with it or that it will deconstruct items in the area of affect that it lands 19 hours ago, TheDarksiders said: Weak starcaller effect; drains durability Does the dumbbell act as the dwarf star when in hand/thrown somewhere or create a weaker version of it when thrown? 19 hours ago, TheDarksiders said: Pin Down: Tier 1: Catch/throw small mobs; pin medium mobs (to pin down its minigame that cost hunger sainty and might if you dont miss you lose only the base amount; but lose itcosts you more Hunger, Sanity, Might) Tier 2: Hold/throw medium mobs; pin large mobs (beefalos; higher cost) Tier 3: Pin giants/bosses (highest cost) Mighty Leap: Leap over gaps (costs Might) Tier 2: Reduce Might cost Tier 3: Increase range That’s not how mightiness works nor should it doing high exertion Things actually helps you stay strong here’s how mightiness works: Wolfgang loses mightiness over time, and this drain speeds up as his hunger decreases. However, the drain temporarily pauses while he is working (chopping wood, mining, etc.), fighting, or moving while holding heavy items like a dumbbell. How mightiness drains Passively: His mightiness meter slowly decreases over time by default. At a faster rate when hungry: The hungrier Wolfgang gets, the faster his mightiness drains. The drain rate is highest when his hunger is lowest. How mightiness is maintained Working: Performing actions like chopping wood, mining, or fighting for a few seconds will pause the mightiness drain. Carrying heavy items: Holding heavy objects, such as dumbbells or statues, pauses the drain. Lifting weights: Using the Gym Station or dumbbells to lift weights will directly increase his mightiness. What causes a faster drain Low hunger: The biggest factor for a faster mightiness drain is being low on hunger. Not performing actions: If he is not working, fighting, or carrying heavy items, the mightiness will drain at the rate determined by his hunger level. It would be best to just have it all just cost hunger 20 hours ago, TheDarksiders said: Temporary penalty: reduce planar damage, take more planar damage How display out before he has access to dealing planar damage 20 hours ago, TheDarksiders said: weaker to opposite alignment How is making him weaker to the opposite alignment a buff or am I misunderstanding what you meant 20 hours ago, TheDarksiders said: **Lunar Affinity - Lunar Harvester** : this section will make Wolfgang become a master at chores and focusing on his friends then himself Tier 1: Lunar Gym: Unlocks Lunar Gym recipe (same as shadow gym) Once Lunar Might active you: Faster mining/chopping/farming/fishing; plant 3 plots at once; +10% crit on chores; tools last longer; deals some extra planar damage Full Moon Bonus: when a full moon occurs it fills half Lunar Might Passive – Sneaky Carrier: Invisible while carrying heavy objects; and carries heavy objects speed; retains invisibility 3s after dropping; Does not work on Lunar/Shadow sanity monsters (30s cooldown) (Quick note once spent a skill point on tier 1 lunar harvester you get this passive as base kit and works only when mighty and lunar might) Tier 2 – Armor: Lunar Hat: Brightshade Helmet stats; it grants AOE light likethe crown and everyone gains sanity around him; when Wolfgang hits a mob it gets marked allies hitting Wolfgang’s marked enemy deal extra damage (dosent stack and dosent give Wolfgang that bonus) Set Bonus: larger aura, increase sanity gain and nearby players get increase planar damage while around Wolfgang. Lunar Chestplate: Brightshade Armor + Marble suit; when an allie gets hit they only take 70% of that damage , Wolfgang takes the rest of 30%; deactivates when below 50% HP. Set Bonus: Wolfgang takes half the damage allies take but gains life leech; allies around him get planar damage reduction. Full Set Bonus: Every 12s, burst of energy releases around Wolfgang every allies/friendly mobs deal x2 damage for 2s Lunar Might (Active): when Wolfgang activates Lunar might while wearing the whole Armor it gives him a Light-Armor mode (as in an Armor made from the moons light) Light-armored form; tool-free chores; faster movement; Hambat-level damage; 95% damage reduction plus planar defense; mobs/bosses target only Wolfgang; allies retain armor benefits Tradeoff: Hunger drains rapidly and lunar might; reverts to Wimpy Wolfgang with possible health penalty Thank you for taking your time reading all of this wall of text. We already know this tree is way to ambitious and feels like we were trying to make him op but trust me we didnt. We spent a long time making this and are pretty proud of this. This is the last time im going to post this idea in klei forms as next year we'll do a different character. Welp goodbye I know that you’re trying to make it so he puts others before himself which is a nice which is a nice contrast with his shadow affinity but it kind of feels like you are using lunar equipment to do non-lunar stuff and in the case of chores it doesn’t even use a lunar equipment. Suppose you could use the fact that gestalts have that dash ability that is shared with lunar woby as an explanation for his enhanced speed, but you should really do something more lunar overall with the lunar alignment or phrase things in a way that that makes sense within the framework of how we know the lunar alignment works 20 hours ago, TheDarksiders said: Shadow Might (Active): more damage multiplier & planar damage; gets a scare/taunt ability it scares non boss mobs and taunts boss mobs but it rapid drains Hunger/Sanity/Might loss and reduces defense. Once it reaches to 100 you revert to Wimpy Wolfgang. They’re trying to be a might loss Link to comment https://forums.kleientertainment.com/forums/topic/168889-suggestion-a-wolfgang-skilltree-reworkoverhaul/#findComment-1844003 Share on other sites More sharing options...
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