Joint wields a huge blaster, but he still shoots the same bullets as everyone else. More durable than the others, has also a bigger torso rotation range, but it is difficult to line him up with the enemies. This Russian bloke is the big, slow, angry guy of the group, unsurprisingly. You can choose one or two of them in a selection screen that looks inspired by Alien Storm and/or Golden Axe, judging by the skulls. They are bio-mechanical soldiers whose upper body is disjointed from the rest, letting them shoot at almost 36 degrees while standing firmly in place.
The only ones who can stop him are a multinational mercenary group called Skeleton Krew, whose members are fittingly nicknamed after skeleton parts: Spine, Rib and Joint. (Deadly Enforcement Aggressive Destruction), takes control of a cryogenics plant in MonstroCity (former Cryo City) to convert it into a factory that produces the so-called Psykogenix mutants to overrun the land. Kadaver, former mortician and leader of DEAD Inc. The story, as narrated in the “komik” inside the manual, begins in the not too distant year of 2062, where the aforementioned Mr. Skeleton Krew was a product of this “dark age”: you play as a team of mercenaries who solve problems by shooting at everything that moves, all characters have laughably edgy names such as “Moribund Kadaver” and the graphics are as dark as it gets. Violence, sex and coarse language abounded among those who once were clean-cut heroes, everyone had guns, every girl had improbable stripper-ific bodies and outfits, and many had over-the-top names such as “Bloodwulf” and “Deathshot”. The PvE version is acquired during the Empyrea questline.The early 90s were the peak of what could be defined as “The Dark Age of Comics”, a period where everything was retooled in order to appear “darker and grittier”.
The exception to this is the Scion spells which require the PvE version of the spell to learn the PvP version. That means anyone wanting to train the Rhoshambo spells will have to train 8 additional spells and really dive into a secondary school. The requirement for all of them is each school’s level 33 trained spell which is also found on each school’s professor. In addition to learning your own schools spells, the majority of these spells can be trained by any school.
And last but not least, the Oni spells are trainable at level 120. The Jinn Gambit and Ramp spells are available at level 70. Furthermore, the PvE version must be learned before the new ones can be trained. Scion spells mirror their PvE counterparts and require players to be level 120. These would be the Scion Ramps, or the utility spells that can help set up the Scion gambit condition. The first of these spells can be trained at level 50. These spells are PvP Only and cannot currently be used in PvE or outside of the arena. For more in-depth analysis of the Rhoshambo Wheel check out our previous article here.Įxcited to get your new spells? Each school professor is waiting with 7 new Rhoshambo PvP Spells for each class. Similarly, Fire conquers Ice, Ice handles Storm, and Storm destroys Fire. Next up are the spirit schools with Life besting Myth, Myth defeating Death, and Death ending Life. The Rhoshambo wheel below shows Balance in the middle, a clear neutral. This wheel helps dictate how each school should interact with each other and where each school can pull different abilities from others. The Rhoshambo spells follow the Rhoshambo wheel. Before checking out the spells, let’s first recap what Rhoshambo means. It’s important to note that as this article is written, test realm is still ongoing and it is unknown how many of these spells are finalized. Although there was uncertainty when we’d see them, the Rhoshambo Spells are finally available for testing! Check them out down below and take your time admiring all the amazing card art! Rhoshambo Rumbleįor those who have been keeping up, we’ve seen lots of changes moving in and out of test realm.
As test realm progresses, more and more changes have arrived.