The Gearlocs are a race of beings that have been long forgotten, but not because they’ve died out. They live in the Forgotten Realm and don’t leave their realm unless they’re summoned. But there’s one catch: The summons can only be done by opening up old graves with teeth as tools,
Too Many Bones’ new location is much larger than the original store, so they needed a way to manage all of the gear. The solution? Gearlocs!
Too Many Bones is a game that requires players to find and collect bones. The “Too Many Bones Gearloc List” will help you find the bones in the game.
We talked about the fantastic dice-heavy game Too Many Bones last week, but we only talked about the contents of the base game. If you like Too Many Bones and want to expand your gaming possibilities, there are a number of expansions available, with more on the way.
While we won’t discuss the campaign material of expansions like Too Many Bones: Undertow or 40 Days in Daelore, we did want to discuss the optional character packs. The web shop of Chip Theory Games includes a broad description of each expansion character’s overall playstyle, but not enough, in my view, to help customers realize what they’re truly getting. As fans who have gathered all of the presently available characters, we’ve put up this handy list to assist gamers figure out which Gearlocs they’re most interested in, and who they may want to add to their party next.
Boomer
Stats at the start:
Health: 3 | Attack: 1 |
3 dexterity | 2 points for defense |
Type: Variable Co-op 2 in terms of complexity Solo Difficulty: 3 Slow yet enormous area damage is the playstyle. a broad overview: Boomer is the group’s explosives specialist, and he’s featured in the basic game. While gathering the components needed to make a bomb takes some time, once she gets them, she can quickly sweep the board of the bothersome Baddies that are wearing out the rest of the group. Boomer’s Scavenger innate talent enables her to start with one of each of the bomb-making components. While this may seem tiny, it provides a considerable boost to a character that is normally sluggish. This skill’s improved version enables her to add one more of each of the bomb components. Boomer gets a new bomb component every time she rolls a bone when attacking, defending, or using a talent.
Skills for a Back-Up Plan:
- 1 Bone: Throw Odds – Deal one damage to the Baddie of your choice.
- 2 Bones: Search Again – Re-roll any Scavenger die that hasn’t been used yet.
- 3 Bones: Bluff Bomb – Pick an occupied spot on the board and relocate the unit in that place next to Boomer.
- 4 Bones: Throw Ends – Deal three damage to the Baddie you’re targeting.
- 5 Bones: Hide – Give Boomer the condition of Untargetable.
- Upgrade Innate ability to the next level with 6 bones.
Pathways to Core Competencies
- Boomer learns to create all of her damage-dealing explosives in the Grenadier Profession skills. These talents are crucial for players who want to make the most of Boomer’s destructive powers. Naturally, using these abilities consumes one of Boomer’s built bombs.
- Boomer’s Scavenger Profession dice are intrinsic dice that serve as counters for each of the three components required to manufacture bombs, as well as one die, the Boom Counter, that keeps track of how many explosives she has made.
- Utility Bomber – All status effects that may be added to a manufactured bomb are known as Utility Bomber talents. When she uses this, Baddies will miss their attack, one enemy will be momentarily disabled, and negative status effects will be removed from her party. These powers, however valuable they may be, also consume a manufactured bomb.
- Boomer may play with negative status effects because to the Utility Bomber Profession’s abilities, but Keen Eye skills are her bonuses. She may use them to improve her health, locate new components, enhance her grenades, and potentially even find Element 325.
Consumables
- Bag’a Booms — A bag containing bomb-related items such as components and, on rare occasions, a completely assembled device.
- Holy Hand Grenade — No explosives-based character would be complete without one. Boomer’s bomb counter is unaffected by this grenade. The Holy Hand Grenade may deliver twice as much damage if Boomer additionally possesses Element 325.
Dart
Stats at the start:
Health: 2 | Attack: 2 |
4 dexterity | 1 defense |
Type: Variable Co-op 3 levels of complexity Solo Difficulty: 3 Light ranged damage is a big part of my game. Once each encounter, a massive damage eruption occurs. a broad overview: Dart is the only character having a double-sided playing mat, which is available as a separate character expansion. Her basic side resembles that of other characters, with her talents focusing on mild ranged damage to numerous targets and debuffs. She may activate Dangerous Dart mode, which is represented by the opposite side of her dashboard, once every encounter. She can deliver huge damage across the board when riding Boar’d, Dart’s Pigadillo mount, but she will soon exhaust herself in the process. Dart’s inherent talent, Pigadillo Wrangler, allows her to begin play with a Boar’d die in play. Dart rolls Boar’d’s dice at the outset of an encounter and sets him on the board with health equal to his die roll. Pigadillo Master, her upgraded version of this talent, allows you to determine the outcome of the same dice roll.
Skills for a Back-Up Plan:
- 1 Bone: Recover – Dart’s health is restored by one point. Danger Zone – The Dangerous ability of Trigger Dart.
- 2 Bones: Biding Time — To Dart’s Backup Plan, add one Bone. This ability does not cost Bones to use, but it does need Dart to have two available.
- 3 Bones: Quick and Painless – Choose an Agent from Dart’s talent list and use it on any unit in the game.
- 4 Bones: You don’t have any abilities.
- Gain the Dart’s Bandolier consumable for 5 Bones: Fortunate Discovery.
- Upgrade Innate ability to the next level with 6 bones.
Paths of Core Competencies:
- Bioweapon – The Bioweapon Profession relates to and enhances Boar’d’s powers.
- Dart’s bioweapon talents enable her to inject valuable boosts into teammates, allowing them to improve Backup Plans, heal each other, re-roll dice, and prevent skills from being spent.
- Toxicologist – Toxicology abilities are all about putting the Baddies out of their misery. Dart may use these talents to limit her foes’ ability to attack and move, or cause them to suffer damage as a result of doing so.
- Dart’s Pathologist talents let her to inflict harmful status effects on her adversaries or completely circumvent their defenses.
Consumables
- Bandolier — When players first get this die, they roll it and then put it in the Locked position. When attacking, players may use up the Bandolier die and replace it with a number of Attack die depending on the outcomes of the Bandolier die roll when it was initially received.
Dart may enter Dangerous Dart mode by expending one Backup die as part of her Backup Plan powers. In this phase, players turn the board over and may Rampage by dashing around it, delivering 1 damage to neighboring troops and displacing opponents.
Duster
Stats at the start:
Health: 3 | Attack: 2 |
3 dexterity | 1 defense |
Melee – Ranged is a kind of melee combat. Cooperative Complexity: 1 2 in terms of solo complexity Survival strategies and status effects are used while a wolf companion slaughters the prey. a broad overview: Duster, who was originally a Tyrant Baddie that players sought in the main game, was introduced as a playable character in the campaign expansion Too Many Bones: Undertow. Duster is a survivalist who will do everything it takes to stay alive, whether it means crippling her adversaries or remaining unnoticed entirely. Duster’s vicious wolf friend, Nightshade, comes to her rescue whenever she is in peril. Nightshade will join Duster in battle if she finishes a round with less than full health. Duster may initiate an encounter anywhere on the map because to his innate skill Shadow-Dweller. Nightshade’s initiative dice is also given to her as a beginning skill. Duster’s improved intrinsic talent, Shadow-Caster, grants her all of the above, as well as the ability to start the fight with the Untargetable state.
Skills for a Back-Up Plan:
- 1 Bone: Pack Mentality – Position Duster or Nightshade adjacent to each other. Duster has the ability to change targets.
- 2 Bones: Backstab – Deal two damage to a Baddie next to Duster and Nightshade.
- 3 Bones: Cry Wolf – Gain the Untargetable effect by losing two health points.
- Gain one of Duster’s consumable dice for 4 bones: Fortunate Discovery.
- No ability for the 5 Bones.
- Upgrade Innate ability to the next level with 6 Bones.
Pathways to Core Competencies
- Assassin – Duster’s damage-dealing abilities are known as Assassin talents. They’re not extremely powerful, but when she has D-cells, they may cause Bleed or deliver additional damage against Krelin and Mech foes.
- Duster’s two Survivalist skills allow her to remain on her feet for extended periods of time or heal any of her teammates, including herself.
- Duster’s Gadgeteer powers indicate that she can be just as talented with technology as she is with beasts. Duster may use these talents to disable her opponents, become untargetable, or acquire D-Cells to use to augment her assaults.
- Nightshades’ deadly damage-dealing powers are represented by the Wolfsister skill Profession.
Consumables
- Scrag Roots – This useful consumable protects Duster from status ailments and reduces his health by 1 each time he uses it.
- Blade Dip – The Blade Dip consumable gives Duster’s target the poison status effect up to a number of three.
Gasket
Stats at the start:
Health: 1 | Attack: 1 |
4 dexterity | 4 points for defense |
Melee – Ranged is a kind of melee combat. Cooperative Complexity: 3 2 in terms of solo complexity Play Style: Re-use of skills at the expense of a luck-based stamina management system. a broad overview: Gasket is a clumsy-but-deadly robot propelled by a mix of steam and hydro power, and is available as a stand-alone character. As a consequence, it does not get weary in the same manner as other Gearlocs do, and its talents do not deteriorate. Gasket is easily my second favorite character, since his abilities do not deplete after usage like those of his predecessors. Gasket is now in charge of Hydro Cannisters. Every round, players in charge of Gasket must roll the Hydro Valve die, which has a 50% chance of leaking water out of Gasket. Gasket must additionally lose water each round it employs the Destroy and Derail Profession skills. Water costs one for the first skill, two for the second, and so on. Gasket receives one true damage at the start of its turn if it runs out of water, guaranteeing its annihilation. Gasket’s Steambot ability allows its skills to not exhaust after usage, which is an innate skill. At the outset of each fight, Gasket may obtain a shield worth half of its powers, rounded up. Steambot Pro, Gasket’s improved ability, enabling it to receive its entire protection stat in shield value.
Skills for a Back-Up Plan:
- 1 Bone: Hotfix – Increase or add one Defense die.
- 2 Bones: You don’t have any abilities.
- Three Bones: Gasket gains one Hydro and gains or improves a Defense die by one with Dehumidifier.
- 4 Bones: Reprogram — Gasket rolls and applies all available Directive dice again after applying all Directive dice before.
- Five Bones: Deal three damage to a nearby unit with Power Spike. All units next to that one suffer two damage, whereas units adjacent to that one suffer one.
- Upgrade Innate ability to the next level with 6 bones.
Pathways to Core Competencies
- Hydro-powered — The Hydro-powered dice aren’t talents in the same way that other Professions are, but rather extra Hydro Cannisters that will let Gasket remain in the fight longer.
- Mode: Derail – The Derail skill Profession is one of two skill Professions that cost Gasket Hydro for each of its powers. All abilities in Mode: Derail deal both melee and ranged damage and improve Gasket’s mobility, giving it complete control over the fight area.
- Gasket’s Destroy talents are the second Profession that cost him extra Hydro. Its status effect and Baddie control abilities are as follows. These abilities cause the Bleed effect and then do additional damage to anybody who has it.
- Direct – Direct skills are referred to as Mode: Direct skills. Rolling these skill dice does not cost dexterity or hydro. Gasket, on the other hand, must carry out whatever the dice outcomes are, even if they are not in its advantage. Some outcomes will compel Gasket to approach a Baddie who will injure him, while others would replenish Hydro or give him a free assault.
Consumables
- Power Converter — This consumable may restore one health per usage once charged.
Ghillie
Stats at the start:
Health: 4 | Attack: 2 |
3 dexterity | Defending: 0 |
Type: Variable Co-op 3 levels of complexity 2 in terms of solo complexity Traps and Animal Summons are the game’s main features. a broad overview: Ghillie, the party’s trapper, is available as a stand-alone character addition. Ghillie used his years of hunting skills in the woods to catch his adversaries in bear traps and nets from afar. He’s made pals with a few frightening forest animals that he may summon to his help in fight after years in the woods. Ghillie’s Scout ability allows him to disclose a Baddie on the top of any stack before to combat. He has the option of moving that Baddie to the bottom of the stack if he so desires. Ghillie will be able to use the same ability on two Baddies after he is elevated to Scoutmaster.
Skills for a Back-Up Plan:
- 1 Bone: Switch Targets – Before applying any dice outcomes this round, change Ghillie’s intended target.
- 2 Bones: Split Targets – Split Targets allows Ghillie to apply the remaining die result to a separate target Baddie after applying at least one die result to Ghillie’s target.
- Gain one of Ghillie’s consumable skill dice for 3 bones: Fortunate Discovery.
- Remove any five-point Baddie from the board and put them at the bottom of the Baddie Queue with 4 Bones: Lure Away.
- Broadhead: 5 Bones – Deal five damage to a single Baddie.
- Upgrade Innate ability to the next level with 6 bones.
Pathways to Core Competencies
- Ghillie’s Trapper skill enables her to place traps on the battlefield before the conflict begins. When a baddie lands on the trapped spot, the traps’ effect is instantly activated.
- Ranger — Ghillie’s great expertise shows in his ranger skills, which enable him to displace adversaries and drive them into a new location (perhaps a trap), or deal out damage by striking many targets with the multi-arrow or marking a Baddie for future double damage.
- Ghillie may increase the amount of damage he can inflict with his archer skills by using marksman abilities to deliver additional damage when certain circumstances are satisfied.
- Ghillie’s talents as a zoologist are, in my view, the essence of his character. Ghillie can deliver little damage and booby trap the field, but it’s his animal pals that make him so much fun to play. Ghillie’s Zoologist abilities allowed her to summon a Falcon, Tiger, and Wolverine for assistance. The outcome of their skill dice roll will decide their strength and health, as well as whether each ally will pay dexterity points to maintain on the board each round. Before Ghillie, each of these allies acts on their own, advancing up to two spaces and doing damage according to the attack value on their skill die. Ghillie’s fourth talent in this Profession, Command, enables him to give these pets extra attack instructions and demonstrate Baddies how scary the woods can be.
Consumables
- Extra MechLeg – This is an uncommon skill die since it only has one effect: it gives Ghillie additional Bones for his Backup Plan. The More MechLeg gives one to four extra bones before being eliminated.
- Camo – Camo will yield a one, two, or three when rolled, and will then be put in one of Ghillie’s locked spaces. Ghillie may toss the Camo die before any combat to boost or reduce the amount of Baddie Points for the following fight based on the die result.
- Bait — Bait allows Ghillie to re-roll any of his Pet die in order to improve their stats.
Lab Rats
Flan
Stats at the start:
Health: 3 | Attack: 2 |
2 dexterity | Defending: 0 |
Skills for a Back-Up Plan:
- 1 Bone: Big Bolts – Place Poison 1 effect on any two Baddies.
- 2 Bones: Bat Scan – Move one Defense die from one unit to another.
- 3 Bones: Bat Bites – Give any two Baddies the Poison 2 effect.
- 4 Bones: Find a Lab Rat – Find a Lab Rat that hasn’t been played yet. Set their chip to full health and place their mat in the prep area since they’re ready to Tag In.
Resourcefulness is an innate ability. You may re-roll one unused die on each of your turns.
Gerbil
Stats at the start:
Health: 3 | Attack: 2 |
3 dexterity | Defending: 0 |
Skills for a Back-Up Plan:
- 1 Bone: Swipe Left – Inflict one True Damage on a nearby Baddie.
- Add a Bleed Effect to a nearby Baddie with 2 Bones: Incision.
- 3 Bones: Swipe Right – Restore full health to any inactive Lab Rat. Immediately tag in the Lab Rat who has been cured.
- 4 Bones: Find a Lab Rat – Find a Lab Rat that hasn’t been played yet. Set their chip to full health and place their mat in the prep area since they’re ready to Tag In.
Surgical Innate Skill – Gain one Bone every time a Baddie is destroyed.
Helix
Stats at the start:
Health: 4 | Attack: 1 |
2 dexterity | 1 defense |
Skills for a Back-Up Plan:
- 1 Bone: Think outside the box – gain two Bones
- 2 Bones: Equipment Mod – Choose the outcomes of any two unused dice rolled this round.
- Draw a Loot with 3 Bones: Steal Tech.
- 4 Bones: Find a Lab Rat – Find a Lab Rat that hasn’t been played yet. Set their chip to full health and place their mat in the prep area since they’re ready to Tag In.
Ambidextrous is an innate skill that does not spend Dexterity to roll.
Slank
Stats at the start:
Health: 3 | Attack: 1 |
3 dexterity | 1 defense |
Skills for a Back-Up Plan:
- 1 Bone: Minor Repair – Add a #1 skill die to your deck.
- 2 Bones: Useful – Set the Round Counter to Fatigue right away.
- Three Bones: Place a Stun effect on any five-point Baddie to de-escalate the situation.
- 4 Bones: Find a Lab Rat – Find a Lab Rat that hasn’t been played yet. Set their chip to full health and place their mat in the prep area since they’re ready to Tag In.
Ignore Malfunctions is an innate skill.
Cooperative Complexity: 3 Solo Difficulty: 4 Skill/Character Swapping is a game style. a broad overview: The Lab Rats are an odd collection of people. The four of them had previously worked as interns at a research center, where they were subjected to long hours of testing new equipment. They collected as much experimental technology as they could and fought as a group to get by when they fled.
They’re just as odd to play as they are to see. Whoever chooses to play as the Lab Rats will begin by selecting two of the four potential characters, with the other two characters being placed out of play for the time being. Each character has their own starting stats and Backup Plan, but the Lab Rats share their skill and stat improvement dice as a group. A player may only have one Lab Rat in play at a time, regardless of how many Lab Rats they have. The current Lab Rat may Tag Out and let the next one enter into fight on their behalf as long as there is a Lab Rat who hasn’t previously fought during this engagement. All Lab Rats have the identical four-cost Backup Plan, which enables the player to choose one of the out-of-play Lab Rats and place them in the player’s prep area to be Tagged In. They also feature a unique Malfunction mechanism, which means that the dice result must be applied, but instead of emptying the skill, it Malfunctions and must be returned to storage to be re-learned. Pathways to Core Competencies
- Slank – The Fixer – Slank’s Bladerator abilities revolve on causing constant damage to Baddies and encouraging them to attack Slank in the Initiative sequence.
- Gerbil – Biotechnician – Gerbil may apply additional damage to her Attack die or relocate the Active Lab Rat to any vacant area on the board with her Electroscalpel talents.
- Slank/Gerbil Construct – Slank and Gerbil combine their weapons to create the deadly Electrobladerator, which combines their two attack bonuses and adds the Execute feature, which quickly kills Baddies who are already affected by Slank and Gerbil’s other effects.
- Flan’s Restorator restores health and eliminates status ailments from any other unit, even Inactive Lab Rats.
- Helix – Safety Analyst – Helix’s Sonic Distorter talents may deliver retaliatory damage while also providing Defense equal to the amount of damage taken by the Active Lab Rat.
- Flan/Helix Construct – Flan and Helix combine their weapons to create the strong Virtual Redistorter Boy 2000, which combines their abilities and provides the Lab Rats with a lot of healing as well as the added benefit of becoming untargetable.
Consumables:
- Silver Adhesiverator — This consumable has a 50/50 chance of awarding three Bones for the Active Lab Rat’s Backup Plan or Duct Tape, which ignores any Malfunction dice roll results.
- Rejuvenator — The strong Rejuvenator has a 50/50 chance of either restoring full health to all Lab Rats or allowing a Lab Rat that has previously fought to be Tagged In again.
Nugget
Stats at the start:
Health: 4 | Attack: 2 |
3 dexterity | 1 defense |
Melee – Ranged is a kind of melee combat. Cooperative Complexity: 2 2 in terms of solo complexity Loot finding and luck are the two main aspects of the game. a broad overview: Nugget is a treasure seeker and skirmisher who can be purchased as a stand-alone character expansion. While she doesn’t have a lot of power, she’s good at hitting from a safe distance and picking up important treasure in the process. Nugget’s intrinsic Treasure Seeker talent allows her to draw an extra Loot card anytime she receives Loot as a reward for an encounter. Nugget, on the other hand, can only retain one of these Loot cards until she obtains the Treasure Hunter ability.
Skills for a Back-Up Plan:
- 1 Bone: Collect Stones – Add one to the Slingstone counter.
- Revitalize – Restore two health points with two bones.
- 3 Bones: You don’t have any abilities.
- Four Bones: Disable — Inflict a five-point or less Disable on a nearby Baddie.
- 5 Bones: Coup De Grace – Place Nugget’s initiative die at the top of the initiative track at the start of the round.
- Upgrade Innate ability to the next level with 6 bones.
Pathways to Core Competencies
- Nugget’s given powers are all unique abilities that may be activated when certain combat circumstances are fulfilled. Nugget may use the Wildborn skill to temporarily eliminate one Baddie from the board if there are more Baddies on the board than Gearlocs. Alternatively, she may utilize her LUcky skill to get stat benefits whenever she rolls her skill die and doesn’t receive a Bones result.
- Keymaster – The splendor of treasure seeking is the focus of Keymaster Skills. These abilities may help Nugget get more loot or perhaps unlock the much more precious Trove loot.
- Propellist – What good is unearthing ancient Gearloc technology if you can’t put it to use? Nugget’s Propellist Profession skills are fighting abilities that let her to assault Baddies and prevent them from using their attack and mobility talents. Her dagger may inflict the Bleed state and extra damage with a well-placed blow.
- Nugget’s Sword Dancer – Treasure hunters must be quick on their feet while fleeing with the loot, thus integrating that skill into battle is appropriate. Her Sword Dancer abilities let her to move more freely, enhance her initiative, and maybe obtain an additional round.
Consumables
- Scrambler – During the game’s recovery phase, the Scrambler is an extra die that may be rolled and utilized as an additional Intuition die during a Lock Picking attempt.
- Gem Decoy – Everyone, even baddies, enjoys loot. Nugget will utilize her Gem Decoy to divert the attention of even the most powerful Baddies away from the Gearloc team.
- Slingstones – Slingstones allow Nugget to attack Baddies from distance with her slingshot.
Patches
Stats at the start:
Health: 5 | Attack: 1 |
2 dexterity | 1 defense |
Melee Co-op is a kind of melee game. 1 level of complexity 2 in terms of solo complexity Playstyle: Support for healing and status effects that are harmful. a broad overview: Patches is the Gearloc party’s resident sawbones and is included in the basic game. Patches’ primary role is to help and heal the group, but he is also skilled in the usage of poisons to wear out his opponents. Innate Skill: A physician can only help the group if he or she can stand on their own two feet. Patches, fortunately, has the Recovery inherent ability, which enables him to recover for one health at the start of each round. Patches’ health is instantly increased by one point when he is promoted to Major Recovery. Patches may use Major Recovery to heal another Gearloc in his party for one point instead of himself at the start of his turn.
Skills for a Back-Up Plan:
- 1 Bone: Doesn’t have any abilities.
- Heal Gearloc with 2 Bones – Heal any Gearloc for one health point.
- 3 Bones: Needle Jab – Deal two damage to the Baddie you’re targeting.
- Gain one of Patches’ consumable skill die for 4 bones: Fortunate Discovery.
- Five Bones: Overcharge – Decrease the value of E-Cells by one. For four True Damage, electrify any Baddie.
- Upgrade Innate ability to the next level with 6 bones.
Pathways to Core Competencies
- Patches’ Combat Medic powers include all of his healing and damage-dealing abilities. Patches may not be able to inflict much damage by hitting directly, but he does have a lot of healing talents in this Profession that will help the group in their moment of need.
- Forester – The Forester skill Profession is tiny and diverse, but it’s important for anybody planning to employ Patches as an attacker. His Nutrients talent allows him to reroll one of his healing dice, but it’s his Toxins skill that truly shines. Patches may use Toxins to apply up to three points of Poison to a target Baddie.
- Stim Stacker – Patches’ Stim Stacker talents are all about risk vs. reward. With the exception of one, all of these talents have die outcomes that inflict True Damage to Patches. Health boosts, re-rolls, additional damage, and, if you’re fortunate, a permanent rise in their health stat are among the benefits.
Consumables
- Patches may use Liquid Life to resurrect a Gearloc who has been knocked out. If the Gearloc hasn’t been knocked out yet, it may be applied to a particular Gearloc ahead of time and will immediately activate when they are knocked out.
- Poison Dart – Patches may use the Poison Dart to apply the Poison effect to a Baddie at any range and then discard it.
- E-Cells — Patches relies on these useful cells to fuel his Zappack and Overcharge abilities, which are his two most powerful weapons for doing direct damage.
Picket
Stats at the start:
Health: 5 | Attack: 1 |
2 dexterity | 2 points for defense |
Melee Co-op is a kind of melee game. 3 levels of complexity Solo Difficulty: 3 Defensive Tank is a play style. a broad overview: Picket is the primary game party’s defensive stalwart. He can not only defend himself, but he can also place himself between his Gearloc companions and the Baddies, giving much-needed cover for this motley group. By deleting all Active and Locked Defense dice and causing damage equal to the total Defense value eliminated, his Shield Bash ability may deliver huge amounts of damage. Picket’s Shield Wall ability allows him to roll all of his Defense dice at the beginning of a combat. Picket can’t utilize any of the Bones he rolled as part of his Backup Plan. Picket may additionally deposit Defense dice into his Locked Slots during combat after upgrading to Gearloc Wall, increasing the amount of armor he can have at any one time.
Skills for a Back-Up Plan:
- 1 Bone: Doesn’t have any abilities.
- 2 Bones: Shield Bash – Remove all Defense dice and inflict damage to the target Baddie equal to the total value of the dice removed.
- 3 Bones: Reroll – May re-roll any number of rolled dice once.
- 4 Bones: Benevolence – Picket’s health is restored and two Defense dice are added to his Active slots.
- Shield Shock is an upgraded variant of Shield Bash that additionally causes the victim to be stunned.
- Upgrade Innate ability to the next level with 6 bones.
Pathways to Core Competencies
- Captain – The Captain skills are a good place to start since they provide Picket constant abilities like health restoration, extra mobility, and taunt.
- Picket’s shield stats are mostly derived by his Hero profession. Picket’s Backup Plan ability, Shield Bash, may be used to gain defense utilizing these talents.
- Protector – Picket may pick a fellow Gearloc and accept damage and effects on their behalf with the Protector talents. Because of his great defense, he would be able to perform the Protector talents without incurring any harm.
- Warden – Picket’s Warden powers complement his Hero talents fairly nicely. Picket’s Warden talents improve his mobility and let him to travel across the fight area rapidly, which is a perfect method to make your greatest defender Gearloc the focus of Baddie assaults.
Consumables
- Picket’s Orcish Ale – If Picket is about to be KO’d, Orcish Ale is a great way to buy some time. Picket’s health is reduced by one point when he uses Orcish Ale. Picket can’t lose or gain health for one or two rounds, depending on the outcome of the die toll.
- Gobby Jerky – Eating Gobby Jerky restores health to the same level as the dice roll results.
Stanza
Stats at the start:
Health: 5 | Attack: 1 |
3 dexterity | 1 defense |
Melee Co-op is a kind of melee game. 4th level of complexity Solo Difficulty: 3 Playstyle: Continuous effects reminiscent of a Bard Profession. a broad overview: Stanza is Duster’s counterpart from the Undertow expansion and a combat-seeking wandering musician. Because to her unique mechanics, she’s a significantly more difficult character to play. The majority of her abilities come in the form of songs that need concentration. Each of Stanza’s skills/songs does not exhaust and may be progressed to the next Section by expending concentration, hence boosting its effects. Stanza’s song is suspended for the round if she rolls a Vamp on one of her dice, and she must either exhaust her song or resume it at the start of her next turn. Stanza’s Songsmith ability offers her a beginning amount of Focus when she uses her Luitar die at the start of each fight. Stanza may boost the outcome of her Luitar dice roll by one with the improved version, Song Weaver.
Skills for a Back-Up Plan:
- 1 Bone: Tune Up – by one, increase Luitar or Amplifier die.
- 2 Bones: You don’t have any abilities.
- 3 Bones: Add Distortion to an Active Song — Intro, Advance, or Vamp The prerequisites for focus must still be satisfied.
- 4 Bones: You don’t have any abilities.
- 5 Bones: Luitar Smash – Stanza crushes her Luitar for half her current Focus value in damage. All Profession dice must be used up.
- Upgrade Innate ability to the next level with 6 bones.
Pathways to Core Competencies
- Stanza’s Folk Singer talents offer her and her party members with bonuses. Gearloc Dexterity, Health, Cleanse status effects, and mobility will all be boosted by listening to these tunes.
- Music Therapist – Music Therapist talents provide healing, Baddie Queue management, and, most crucially, increased Focus, allowing Stanza to move songs to more powerful Sections.
- Emo Screamer – The Emo Screamer’s abilities include a lot of Baddie debuffs. Stanza’s songs include powerful voices that may delay, disable, and even damage target Baddies.
- Stanza’s Metalhead abilities are all about putting her axe to good use. Each of these skills does direct damage to Baddies, but they also have the ability to poison or electrocute them.
Consumables
- Luitar Strings — Like Ghillie’s Extra MechLeg, Luitar Strings solely serves to augment Stanza’s Backup Plan Bones. Stanza will collect three to four Bones, allowing her to upgrade her Innate Skill and Luitar Smash more quickly.
- Amplifier — Consuming the Amplifier gives Stanza an extra two to four Focus.
Tantrum
Stats at the start:
Health: 4 | Attack: 3 |
3 dexterity | Defending: 0 |
Melee Co-op is a kind of melee game. 4th level of complexity Solo Difficulty: 3 Offensive Tank/Beserker playstyle a broad overview: Tantrum is a character from the Too Many Bones base game who is a beserker. Tantrum is a challenging character to work with. He begins the game with a RAGE! die set to the lowest possible value of 1.0. Tantrum’s RAGE! die rises by 0.2 each time he does or absorbs damage (to the next die face). Tantrum may use his active Rage die to enjoy the rewards of the displaying die face at any moment. The greater the worth of Rage, the greater the prize. Tantrum, on the other hand, has a Breakdown and resets the Active Rage die to 1.0 if he lets the Rage value go too high before moving on to the next layer of Rage dice. Tantrum’s Rage innate talent grants him the RAGE! die at the beginning of the game. RAGE! is placed in one of his active slots and set to 1.0 before each combat. Tantrum’s enhanced form, Fearless Rage, enables Tantrum to keep the advantages of RAGE! while removing the Breakdown consequences.
Skills for a Back-Up Plan:
- 1 Bone: Get Angry – Tantrum’s Active Rage die is increased by 0.2.
- 2 Bones: Calm Down – Trantrum’s Active Rage die is reduced by 0.2.
- 3 Bones: You don’t have any abilities.
- 4 Bones: Axe Collector – roll three times on the Axe Collector die.
- Heal Tantrum for four health points with 5 Bones: Recoup.
- Upgrade Innate ability to the next level with 6 bones.
Pathways to Core Competencies
- The highest levels of Tantrum’s Rage dice may be unlocked via the Zerker Profession skills. Tantrum may utilize the Anger Management talent to assist him proceed to the next die without having to take or inflict damage.
- Tantrum may use the Mimic skill Profession to prepare for more harm in the future. He can deliver retribution damage or status effects with these talents, as well as add an axe to his Axe Collection.
- Tantrum’s combat condition talents are all included inside the Skirmisher Profession. Unlocking these skills allows him to increase his initiative, deactivate Baddies, and change the stats of both his own and Baddie attacks.
Consumables
- Tantrum may deliver two damage to a Baddie anywhere on the combat map when he uses the Axe Collector talent. The amount of axes Tantrum has earned utilizing his Mimic Profession talents limits his capacity to utilize this skill.
- Horn of the Zerker – You may use Horn of the Zerker to encourage your soldiers. The battle cry may either motivate the party and increase their initiative, or it can be used to shock all Baddies worth five points or less. Tantrum will be given a set of Reusable Bones for their Backup Plan if none of those roll results show.
- Tantrum begins with the Body Count die in his hands at the start of the game. The value of the Body Count die increases by one for each Baddie he kills. Tantrum may restore health equivalent to the die’s value by resetting it to zero.
Tink
Stats at the start:
Health: 3 | Attack: 1 |
1 dexterity | 1 defense |
Melee – Ranged is a kind of melee combat. Co-op 2 in terms of complexity Solo Difficulty: 4 Playing Style: Broad Range of Influence a broad overview: Tink is a master Gearloc engineer that may be purchased as a stand-alone character. Tink doesn’t like to go into the middle of a fight, but his Bots do, and they carry a lot more punch than the mechanic himself. Tink gives his Spiderbots an orientation before sending them out. Anything in their line of fire will undoubtedly be destroyed. However, no engineer’s effort is complete without the original. Tink will learn how to design deadlier weapon attachments to three distinct varieties of Spiderbots as he gets new talents, while they clean up the battlefield so he may appreciate his work. Tink’s Innate Bot Builder Skill grants him the ability to begin with the Build 1.0 skill die. When you upgrade to Wise Bot Builder, all of your Bots get an extra Battery Power.
Skills for a Back-Up Plan:
- 1 Bone: Bot Mod – Heal one health point or exhaust a nearby or diagonal Bot. To connect a different learnt Attachment, place 1 Attachment on an adjacent or diagonal Bot.
- Bones 2: Pull Start — Tink restores a Bot’s beginning Battery Power to a nearby or diagonal Bot. Bot burns all surrounding units for one damage with Hot Gasket.
- Three Bones: Self-Destruct – Bot does three damage to all nearby units. The bot die is instantly withdrawn and exhausted for the board.
- Four Bones: Tink may crush a nearby Baddie for three True Damage or restore three health to an adjacent or diagonal Bot during Hammer Time.
- 5 Bones: Spiderbot 3.0 — To indicate that Spiderbot 3.0 is ready for usage, place it on Tink’s character mat.
- Upgrade Innate ability to the next level with 6 bones.
Pathways to Core Competencies
- Tink’s Machinist talents demonstrate how little he wants to participate in the conflict. Tink’s Small Profile Skill allows him to blend in and become Untargetable, while his Cog ‘n’ Spanner ability stuns but does not harm most Baddies.
- Tink’s Robotics abilities are at the core of his abilities. Tink can develop larger and stronger Spiderbots that occupy the board and battle for him, thanks to his years of skill as a technician. His Bots can only attack in one or two ways with his Build 1.0 talent, but if he acquires the Build 2.0 skill, they may attack in up to five directions as they completely conquer the map.
- Tink’s Accessorizer Profession enables him to make Attachments that may be affixed to Spiderbots, increasing their lethality. There are a variety of talents that may deal more damage, increase armor, displace foes, and recover Battery Power. Because Bots may be equipped with different Attachments, Tink fans can inflict havoc on their foes in a variety of ways.
Consumables
- Gizmo – Gizmo is a consumable that a Bot may consume to replenish health points.
- Spiderbot 3.0 – Tink’s most powerful version of Spiderbot. Tink may utilize Spiderbot 3.0 on the battlefield after using this consumable.
For the time being, these are the only Gearlocs available, however Chip Theory Games’ Too Many Bones: Unbreakable crowdfunding campaign will include five additional Gearlocs. Naturally, we’re excited to delve more into Dealore’s strange universe and add a few more dice to our already obscene collection, but we’ll have to wait with everyone else until we can update this list with Gale, Figment, Carcass, Polaris, and Static to the amount of detail we’d want. Meanwhile, continue to enjoy the battle for Daelore.
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The “too many bones buying guide” is a great resource to help you decide what gearlocs are best for your playstyle. It also includes a list of the best places to buy gearlocs and provides tips on how to make the most out of them.
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