

If you’ve not banked your points in a while, maybe holding onto a few thousand XP points, your enemies might start dropping epic weapons. The more XP you’re carrying, the better the weapon drop will be. Occasionally when you kill an enemy it drops a weapon. A decoy, for instance, might save you from being mobbed next fight.ĭeck13 have introduced an almost cruel risk/reward mechanic to XP in Lords of the Fallen. If you die on the way, your new XP drop will overwrite the old one.Īt save shards, you can spend XP to level up – from functional stat bumps to smarter spells. It’s a tricky system: dropped XP can be retrieved from your corpse, if you make it back first try. XP from kills can only be applied when you reach a save shard. When you do drop, you’re returned to your last checkpoint, previously defeated enemies are respawned, and any experience earned in the last run is removed.

If you try to button mash you’ll be left unable to raise your weapon, either to attack or defend.ĭeath comes frequently. Chaining together a combo of attacks will drain your energy bar and force you to retreat and recover. More than any game I can remember, Lords of of the Fallen places a great deal of emphasis on stamina. Rolling with the attack would land you right where the swing ends, resulting in damage, rolling backwards would leave you undamaged but too far from the rhogar to attack while he’s recovering, and blocking the swing would have seen you take damage anyway. The dodge move takes you under the weapon and into place behind the creature, close enough to attack him back. When a rhogar, a demonic knight with a six foot long, two-handed battle axe, begins its spinning swing (basically a pirouette with added axe) you have to know to roll into the attack. You navigate Lords of the Fallen’s battles by learning your enemies’ moves and how to counter them.
