Just got my second wish from three drinks on the first fountain I encountered.
Holy cow, that's impressive! Hah, dump potions into it and see if it gives you any more. o.0
Speaking of luck, just happened across a <claymore> with a #### Healing Rain enchantment on it, and managed to change-mat it to rubynus, so it's at 3d14 + 13 for damage and +5 to hit now. I'm pretty sorely tempted to switch over to two-hand now, considering that I'm running a Pianist and should probably have more pets than I do, despite already being pretty dedicated to two-weapon (considering that I've got a couple static artifacts that work well with it). Do it, Y/N?
Give it to a pet?
A great idea for two reasons:
A) Two Hands can give its benefit even if a creature does not in fact have two hands. So those pets that you had to gene engineer any hands onto would need less fiddling (which is good because splicing on body parts often leads to splicing on unwanted skills...does your ace fighter really need to waste his skill increases in Carpentry skill?).
B) More potential pets start with Two Hands than Dual Wield. So it's just easier to increase your pets damage dealing with a single big weapon versus several smaller weapons. Plus, a pet using one large weapon with Two Hands will benefit from day one, whereas the Dual Wield pet needs several hours of killing before it's skill offsets the penalties inherent in multiple weapon use.
I always love to have my pets rock out Two Hands. Sure, I'm fond of trying to create the ultimate multi-armed combatant, but the Big Weapon pets are just easier.