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Rimelands: Hammer of Thor – blueprint codes, strategies & hints

I have recently hugely enjoyed an iPad game called Rimelands: Hammer of Thor. It is a turn-based role playing game where you can specialise your character into any one of three trees; barbarian (melee), assasin (ranged), shaman (magic) or a combination of the three.

It is set in a delightful post-apocalyptic world with a fusion of steampunk and magic. It only takes about 10 hours to play through and is very satisfying I found! One of the things I liked the most is that it is non-trivial. You really do have to use some tactics when fighting multiple baddies!


WARNING – here be spoilers!!

General hints & tips

Chests

Chests are mostly pseudo-random, ie. they will generally give you one of a set of objects some of which might be useful and some of which might not be. However, you can save immediately before opening a chest and if you don’t like what you get just reload – the random seed gets reset.

This can get tiresome though and is cheating (ie. it can make you a bit too powerful) so I suggest only doing it when you come across a chest that yeilds something really good that you don’t want (the other options will likely also be good and might be better for your character).

Changes of outfit

You can accumulate an unlimited number of items during your travels. Most of them you will want to break down (see below) or sell, but keep the best ones handy because you can change your equipment at any time during battle without penalty. For example, on my main character (a shaman, Xanthia) in the end game (there are some seriously hard battles!) I would swap to the Conductor Ring when resting for more mana recharge, then back to the Ring of Wind for nuking down the baddies.

Item colour

Equipment is coloured in the same way as World of Warcraft items: white (normal) < green (uncommon / "a bit special") < blue (rare / quite good) < purple (epic / awesome). However, I have found that in practice the colour of an item is not a good way to guage its quality or usefulness. On Xanthia I completed the final ΓΌber baddie (Louhi) with only one purple item (the best shaman weapon, Gambanteinn), one blue (the Conductor Ring, which I only used when resting at that point) and the rest greens (Pistol of Might, Astral Cloak & Ring of Wind). As an aside, I could not kill the Louhi with my barbarian. I had possibly nerfed her by taking some shammy skills rather than the max barbarian ones - she could only damage him on a piercing hit (other than the DoT) and even with 10 attack dice that was rare. Potions and resting

You can use potions during your turn without penalty in battle (it does not cost you a move). In tougher battles you will definitely need some, but I found that I could do the vast majority without – especially making good use of the shaman skills which recover mana and the Conductor Ring (you’re probably gathering that one is important for a Shaman! ;).

You should never have to buy potions. They are dropped pretty much every battle and if you are using so many that you are having to pay for them you are doing something wrong.

Note that you can only have nine of each (mana and health potions) though so you may as well use them if you’re close to nine.

The thing I didn’t actually figure out at first (and why I did start buying potions) was resting. It seems obvious but I didn’t spot the zzz icon for the first hour of play which made things tough!

Crowd control

Many of the battles have multiple mobs (baddies). There are a few ways you can deal with this. One is to try and “pull” (attract the attention) of only one or two at a time and then run away a little to fight them on their own.

My preference, however, is the cripple shot assassing skill. I got this on my shaman and my barbarian so that I could freeze one of the melee mobs in place while I dealt with the ranged / caster mob(s). I got it on my barbarian too but it was a waste; they generally want to run into the middle of combat for the mana regen anyway!

On Xanthia I also got Silencing Wound, which stops casting. This turned out to be a waste for her since, as a caster herself, she had zillions of magic defence dice and caster mobs hardly ever landed anything on her.

Rerolls and mana conservation

If you’re a caster and you are using wind strike or the thunder spells you will generally want to reroll pretty much regardless (spend a mana to do so) in order to guarantee a piercing hit and get your three mana back.

Also, if you are using a damage over time (DoT) skill or one like cripple shot and want it to land it can be worth spending the extra mana to guarantee it, but remember that you can’t get a piercing hit with those (nor cripple shot) so only reroll if you think your target might successfully defend.

Otherwise, unless you’re near the end of a battle or have completely fumbled (missed), it is rarely worth re-rolling other attacks in my experience. It gets expensive in terms of mana very fast otherwise!

Also, I recommend never wasting rerolls on defensive rolls unless you’re in really dire straights!

Mana is your most valuable resource – conserve it!

What the numbers mean on items

Rimelands is, like most, a mathematically-based game. The beauty of it is that you get to see the workings out of the battles. It is helpful therefore to know what all the numbers associated with equipment you can use mean.

Mel/Rgd/Mgc A/D: X / Y

When something says “Mel A/D” (Melee), “Rgd A/D” (Ranged) or “Mgc A/D” (Magic) the two numbers (X and Y in the title example) correspond to a bonus to attack and defence dice (ie. they add to your base skill number for that attack mode). Having more dice is very important since it both maximises your chance of hitting a target and also improves your chance of a “piercing hit” which do much more damage and which many skills rely upon. More on those in a moment.

Mel/Rgd/Mgc Pwr: X (damage calculations)

Here X denotes a bonus to the attack power for that particular mode of combat. Your total power for a particular attack mode gets added on to the weapon or spell’s base power (usually a random range) less the opponent’s armour value for that sort of attack. “Pwr” therefore relates to the amount of damage done.

Armor / Mgc Res

Armor and Mgc Res (magic resistance) values work in a similar way. Each item which affects them will have two numbers, for example “Armor: 10(2)” and “Mgc Res: 5(1)” for the Rusty Mail you start with. The first number is fairly simple; “armour” or “magic resistance”, the amount which is subtracted from a successful attack on you using a physical or magical attack.

The second number (the one in brackets) is “toughness” or “magic deflection” respectively. An attacking mob needs to score more hit dice (the total of their skulls minus the total of your shields) than your toughness (for melee and ranged) or magic deflection (for magic) to achieve a piercing hit.

The opposite is also true; if a mob has a high toughness or magic deflection it is much harder to score a piercing hit on them. You can see mob’s toughness and magic deflection in the two numbers above their heads.

Blueprints, codes and crafting

one of my favourity features of the game is the ability to craft / make stuff. Before selling things I’d always check what I could dismantle for good value so I could mess about with making things from the blueprints I found.

As mentioned, I found the conductor ring invaluable for my shaman and the heal bracer very handy on my barbarian. Even better for the barbarian was the Vampire Dagger though. This is a tricky one since it requires two amber which are rare dismantle drops, but you can get them by buying a couple of Meka-Bracers and dismantling them (1,500 each plus 500 to dismantle). 4k may seem a lot but there are not many good things to buy after the early game so I think it is more fun to spend the money making stuff. πŸ™‚

Some blueprints come with codes which allows you to port them between characters or share them as I’m about to here. However, frustratingly few of the blueprints I found had a code with them. Below are all the blueprints I found, including some I found without codes:

Ripper
Damage: 28 – 36
Rgd A/D: 1 / 0
50% chance to make enemy bleed
Bits: 15 / 20 / 0
#g113s0

Healbracer
Mel Pwr: 6
Gain HP on rest
Bits: 12 / 16 / 0
#1a554q

Shock Mallet
Damage: 80 – 100
Mel A/D: 2 / 1
25% chance to stun
Bits: 42 / 56 / 2
#s4hk01

Conductor ring
Armour: 5(0)
Mgc Res: 8(1)
Gain extra mana on rest
Bits: 18 / 24 / 0
#c1554s

Conductor Blade
Damage: 50 – 62
Mel A/D: 1 / 0
Use Magic value for attack
Bits: 24 / 32 / 0
# n/a

Conductor Pistol
Damage: 42 – 50
Rgd A/D: 1 / 1
Rgd Pwr: 4
Use Magic value for attack
# n/a

Note that all the “conductor” items come out of the same chest. I recommend using the reload strategy when you come across this chest to make sure you get the one you want in addition to the Conductor Ring which you can just add via the code. The chest is in “Norn: Futures – treasure chamber” just after the bit where Hermann pinches the artifact.

Vampire Dagger
Damage: 60 – 70
Mel A/D: 2 / 1
Mgc A/D: 1 / 0
Gain HP on hit (about 40hp – doesn’t seem to work with whirlwind though)
30 / 40 / 2
# n/a
– From the 4th or 5th vault – important for melee types (see above)

Bone Crusher
Damage: 68 – 80
Mel A/D: 2 / 0
25% chance to cripple
36 / 48 / 2
# n/a
– Loki’s vault

Slayer (gun)
Damage: 48 – 67
Rgd A/D: 1 / 1
50% chance to make enemy bleed
# n/a
– Camp

Gyroscopic lense
Rgd A/D: 1 / 0
Rgd Pwr: 8
Free re-roll when aiming
42 / 56 / 2
# n/a
– Forgotten vault – floor 3

Energy pistol
Damange: 46 – 52
Rgd A/D: 2 / 1
Gaim mana on hit
42 / 56 / 2
# n/a
– Titiana chamber

Flamethrower
Damage: 56 – 62
Rgd A/D: 2 / 1
50% chance to set target on fire
48 / 64 / 3
# n/a
– Reign vault – basement

I have mislaid my notes of where the others come from (all without codes unfortunately) but when I find it I’ll add them.

If you have found any with codes that are not in the above list please let me know and I’ll add them to this page!

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