Isotopes · Warrior · rank II
Tromir
Tromir, called Three-Arm, fenced off a crater with six hundred rails, and its light grew him a third arm, white and stronger than the other two. He strikes three enemies at once, and the light of his wounds overexposes everyone around him
- People
- Isotopes
- Calling
- Warrior
- Rank
- II, costs 2 salt
- Role
- a brawler in the thick of the enemies: three arms strike three enemies, and the light of his wounds overexposes everyone around
- Main attribute
- Strength
- Synergies
- Isotopes and Battle Fervor
When the sun broke apart, one shard fell near the village where Tromir lived and cut the railway branch in two. At night white light rose from the crater, and children, goats and drunk buyers from the spark market wandered into it. Whoever came back came back overexposed. Tromir was a track worker, the branch was dead anyway, so he took up its rails, cut them into posts and began fencing off the crater: a rail into the ground, three blows of a lead hammer, a step, the next rail. The hammer was lead because iron near a crater soaks up light and starts to glow by itself, and lead does not
Someone has to hold a rail while another strikes it. His partners held for a year or two, got overexposed and left, and at the very rim no one would hold at all. Tromir held with one hand, struck with the other and swore that he had only two. The light heard him. His right shoulder, the one he braced the rails with at the rim, began to glow and swell, and in one winter a third arm grew out of it, white like the bulb of a lamp and stronger than the other two. It is not afraid of the light: with it he held the rail, and with the other two he struck. That is how he got his name. In twenty years the fence closed round the whole crater, six hundred rails, and no one wandered into the light again
Only the light packed into him so thick that it bursts out of every wound. Once a goat butted him, and the light from the bruise blinded the goat for a week. Tromir covers his cuts with lead patches and keeps away from people so as not to overexpose them. He lived at the gate of the fence in a hut of lead sheets, let only spark carriers through to the crater, and every week unlocked the gate for a girl in a lead hood
One night the Haze came over the village, and Haze creatures after it. People ran inside the fence, to the crater: the Haze breaks on the light of a shard. Tromir let everyone in, shut the gate and stood in it himself with his hammer, his rail and a broken length of lightline. The creatures tore at him till morning, and every new wound shone so brightly that they could not come near the gate. The Lanternkeeper Selma waited out that night behind a hill: the second head of her guide Neven smelled the Haze over the village and screamed till dawn. In the morning they came into the village. Tromir still stood in the gate, covered in wounds and empty, and his last light went into the Lantern. The gate has been called Three-Arm ever since
He is big, slow and calm and says little. He is always holding something, a post, a door, someone's sack, just because: the third arm gets bored. He counts in threes and laughs hollow, like into a barrel. He is shy of his light the way others are shy of a smell: one scratch and he slaps on a patch and steps away, “don't stand close, I'll overexpose you.” Of his third arm he says one word: “Spare.” He remembers Zarna as a girl: every week he unlocked the gate for her and waited until she climbed up from the bottom with a full box, and she still calls him Uncle Gate. Neven he knows from that night: it was his head that screamed while Tromir stood in the gate. The head calls him Wardrobe and scolds him for shining on everyone, and Neven politely translates: “She says thank you”
Abilities by rank
Trait
Light from the Wounds
The light sits in Tromir so thick that it bursts out of every wound. Every 10% of max health he loses to damage opens a new wound, and light strikes out of it: every enemy on the neighboring cells gets the exposure, Decay 8% for 4 s. His new exposure refreshes his old one and stacks with Zarna's. Health taken off is what counts, and healing does not reset it: heal Tromir, wound him again, and the wounds open again. A shield takes the damage for itself, and while it holds there are no wounds. A heavy blow can open two or three wounds at once, but it gives one flash
Awakening at level 100: the light also strikes the one whose blow opened the wound, wherever it stands, so rangers and mages who hit him from afar get overexposed too

Ability 1 · mana 70, starts with 0
All Three Arms
Tromir strikes with all three at once: the hammer, the rail and the broken lightline. Each arm picks its own enemy on the neighboring cells: the hammer hits his current target, the rail and the lightline two other neighboring enemies, the ones nearest to the target. If there are fewer than three enemies around, the extra blows go to the target too, so a lone enemy or a boss takes all three. Each blow deals physical damage
| Rank | From level | Damage of each blow, % of attack |
|---|---|---|
| I | 1 | 95 |
| II | 20 | 124 |
| III | 40 | 152 |
| IV | 60 | 171 |
| V | 80 | 190 |

Ability 2 · cooldown 10 s, opens at level 30
By the Scruff
The third arm grabs the most dangerous enemy on the neighboring cells by the scruff, the one with the highest attack, and holds it the way it once held a rail under the hammer. The target is Stunned, with no damage. The first time comes at second 5 of the battle. While the enemy hangs in the white hand, the other two keep striking
| Rank | From level | Stun |
|---|---|---|
| I | 30 | 0.75 s |
| II | 55 | 1 s |
| III | 80 | 1.25 s |
Stars make him stronger on top of the ranks: attributes ×1.4 at ★2 and ×1.9 at ★3, and All Three Arms grows with his attack
Stats at level 1
- Strength
- 23 (+2.7 per level)
- Agility
- 15 (+1.7 per level)
- Intellect
- 15 (+1.7 per level)
- Health
- 568
- Attack
- 47
- Base attack time
- 1.7
- Armor
- 3.5
- Magic resist
- 20%
- Mana at start / max
- 0 / 70
- Move speed
- 2.1
- Range
- 1
Look
- huge, the heaviest of the Isotopes: taller than Neven and twice as wide, with thick arms and hands like shovels, stooping a little under his own weight
- a third arm growing out of his right shoulder above the ordinary one, burned white all over and glowing from inside like the frosted bulb of a lamp, strong and well made, with a lemon yellow rim round its root
- white blotches of exposure with yellow rims spreading from the root of the third arm, sharp like burns on film, and lead patches over old wounds with thin strips of white light breaking out from under them
- a heavy lead apron on leather straps, a lead pauldron round the root of the white arm, wraps of lead on his forearms and shins, brown canvas trousers and boots with lead toes
- a rail on his far shoulder, a dark rusty beam with two bolt holes at the end, and a lead hammer with a dull grey head the size of his own head lowered by his near hip
- in the white hand a broken length of lightline, a thick glass tube in a cracked metal jacket, which glows white because the light of the arm flows into it
How to play
Put him in the middle of the front line, where the most enemies will be. They hit him, light bursts from his wounds, and every enemy around walks overexposed, and the whole squad finishes off overexposed enemies faster. The thicker the crowd, the better All Three Arms: each arm finds its own enemy. Against a lone boss all three blows go into it, but the exposure on a boss is four times weaker. Next to Zarna the exposure is doubled: hers and his stack, and the enemies she burns in her Crater stand right around him. Next to Marta the ranger her winch drags in often lands right under his three arms. With Tobrin he opens more wounds per battle: the patch heals, Tromir gets wounded again and shines again, only the enemies first have to break the shield of the patch. By the Scruff switches off the angriest of his neighbors, so he is good against elites and enemy warriors
Health from items adds no wounds, since a wound counts a share of his health: healing and lifesteal give more of them. Sharpened Rebar for the three blows, Field Medkit, which gets him healed more often so he shines more often, and Wide Tool Belt for reserve suit him. Break, which puts out the light of his wounds, Unstoppable, which slips out of By the Scruff, and rangers who keep their distance work well against him: before the Awakening his exposure does not reach them. He is not glad of his own shields: while a shield holds, no wounds open
Lines
- Hired
- “Need something held? I've got the hands”
- Battle starts
- “Stand behind me. Further back”
- All Three Arms
- “One, two, three!”
- By the Scruff
- “Stand still”
- A wound opens
- “Don't stand close, I'll overexpose you!”
- Victory
- “The fence stands”
- Death
- “The gate... hold it”
