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Each comes with four unlockable skills that can be upgraded twice for example, the Rogue can conjure a mimic that copies his actions for double damage, or he can leave a decoy on the battlefield to draw enemy threat. These are pretty self-explanatory to any RPG fan, and Lords of the Fallen doesn’t really add anything new: the Warrior is a melee tank, the Cleric mixes mid-range armour and damage with various buffs, and the Rogue can dual-wield with lethal speed. You can’t customise Harkyn’s physical appearance, but you do get to pick a class from three available options: Warrior, Cleric and Rogue. He’s an iconic looking chap, burly and rugged, his face covered in runic tattoos that symbolise his every sin – and apparently whatever sins he may have committed, he committed them like they were going out of fashion. Being an expendable lag with a redemption complex, Harkyn has been signed up to stop them.
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A rift known as “the Pathway” has opened, and from it a race of demons called the Rhogar have emerged – they who serve the Fallen, a resurrected, malevolent god. As the tale opens, convicted criminal Harkyn travels alongside an old monk (and his former jailer) named Kaslo, to the Keystone Citadel. It tells the story of a world where crimes are punished for a lifetime, and the leaders of humanity strive – through such strict punishment – to eradicate all sin.
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That being said, what’s not immediately apparent at a glance is that Lords of the Fallen not only takes those cues but, in many cases, runs with them, too. Let’s not beat around the bloody, limb-strewn bush here: Lords of the Fallen takes several noticeable cues from one particularly tough RPG behemoth, and it isn’t afraid to let the world see its influences.
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