Wyarm Evolution for Wyrmic
Adds Wyarm evolution for Wyrmic.
You lose talents to use weapons and gain the talent tree for unarmed combat.
- Wyarm Combat Mastery: The mastery talent for unarmed combat.
- Wyarm Smash: Attacks and stuns the enemy.
- Dragon Scaled Arms: Passively you gain some armor and flat reduction, and you can make an unarmed attack instead of a shield attack.
- Greater Wyarm Focus: For several turns you have additional chances to trigger talent-on-hit effects.
All icons were made by https://game-icons.net/ .
See addon usage in the character's vault.
| Name | Module Version Required | Released | File |
|---|---|---|---|
| 1.0.3 isUnarmed bugfix | 1.7.6 | 2026-05-09 06:17 |
tome-evolution-wyarm.teaa |
| superload bugfix | 1.7.6 | 2024-10-06 04:21 |
tome-evolution-wyarm.teaa |
| remove a garbage file in teaa | 1.7.6 | 2024-09-30 09:12 |
tome-evolution-wyarm.teaa |
| Wyarm Evolution | 1.7.6 | 2024-09-30 08:59 |
tome-evolution-wyarm.teaa |

Wyarm unarmed talents are unusable
This might actually be a game bug, in mod.class.interface.Combat:isUnarmed():
-- Check if actor is unarmed function _M:isUnarmed() local unarmed = true if not self:getInven("MAINHAND") or not self:getInven("OFFHAND") then return end local weapon = self:getInven("MAINHAND")[1] local offweapon = self:getInven("OFFHAND")[1] if weapon or offweapon then unarmed = false end return unarmed endI'm not sure what the "right" answer is for whether a character without a mainhand or offhand slot should be considered capable of engaging in unarmed combat (there are certainly enough armless addon races, after all), but as we see above, the game currently says no, and since all the Wyarm Combat talents are flagged as 'is_unarmed', mod.class.Actor:preUseTalent() blocks the player from using them ("player can't use this talent while holding a weapon or shield").
The easiest workaround would probably be to superload :isUnarmed() and add a special case for Wyarm. I've had success with this code, for instance:
False alarm?
Oddly, in further play, the Wyarm Combat talents have become available to use, and I have used them successfully. False alarm, apparently? We Apologize for the Confusion.™
How do I evolve into wyarm?
How do I evolve into wyarm?
no requirements
There are no requirements other than Strength 50 to learn Wyarm Evolution. If this addon is enabled, it should already be displayed in the Prodigies dialog from the start.
Ahhh… :-}
[sound F/X: source diving] …oh. Well, now I feel like an idiot. For our audience following along at home, monju3072 was way ahead of me all along and has already superloaded :isUnarmed(); it begins to return true after you learn the Dragon Scaled Arms talent, which I had not yet done when I made my initial bug report. Interesting choice, but I can work with it. We Apologize for the Interruption.™ :-}
This is a bug
isUnarmed should return true if Evolution is learned, but it currently returns false until the third talent is learned. I will fix this issue. Thank you.
psiblade potential
Hello! im sorta new to this game and have only recently gotten some clears on insane and stumbled across this. I know there's a really good mindstar for wyrmics and being unable to use it alongside the class evolution feels bad. Was there a numerical reason why we lost access to weapon slots? Was the class tuning that tight?
anyways I love great wyrarm focus its sick af.
I'd love to see more combat talents added, maybe the unarmed tree with combination kick or a reflavoring of it to give the class a way to strip sustains?
not being able to get enhanced manaclash or rune of dispersal in embers of rage has made me feel the need for that on 'weaker' classes compared to paradmox mage
bug potentially?
Spellhunt remnants (and maybe other unique gloves) aren't getting the 40% will 80% strength from the class evolution?
Is this intended or am I just dumb?
difficult to fix
Thanks for playing with Wyarm Evolution. This addon is designed for fun breath attacks with the Talent-on-Hit effect of the gauntlet, and is not intended to balance the use of weapons.
When Spellhunt Remnants is upgraded, it seems to not display well due to the loss of some information from the Spellhunt Remnants.
However, the damage modification is correctly applied when actually attacking.
Just finished a run
Just finished a run on AoA insane, the evolution definitely feels like I needed a good 2-breath weapon randart to scale into endgame. spellhunt remnants was great when it worked but the sheer quantity of nature and psionic based rares and randbosses made me feel like I was hitting like a wet noodle until I swapped back to at ier 2 rand art with 2 breaths (which coincidentally also let me kill atamathon and the entropy super boss)
The class evolution definitely feels like it could go a step further, closer to Fallen than Eldritch Sun or Lich, or even be its own base class as a mix of brawler and acid drake (mechanically at least, the acid flurry was by far the best skill).
I want to commend you for making an evolution that felt good even on insane!