Godfall New Gameplay Footage Showcases Intense Boss Fight
Godfall is a first-of-its-kind, looter-slasher, melee action RPG. Aperion is on the precipice of ruin. You are the last of the Valorian knights, god-like warriors able to equip Valorplates, legendary armor sets that transform wielders into unstoppable masters of melee combat. Tear through foes as you climb through the elemental realms and challenge the mad god, Macros who awaits you at the top. Coming to PlayStation 5 and the Epic Games Store in holiday 2020.
Developed by Counterplay Games and published by Gearbox Publishing.
The Many Realms of Aperion Awaits – Adventure across exotic vistas, from the above-ground reefs of the Water Realm to the subterranean crimson forests of the Earth Realm.
Master Breathtaking Weapons – Master all five weapon classes, each with unique playstyles and a variety of longswords, polearms, warhammers, greatswords, and dual blades.
Become Unstoppable – Level up, learn new skills, and uncover legendary weapons with devastating effects on the battlefield.
Unlock Godlike Armor – Unlock 12 Valorplates: Divine, Zodiac-inspired suits of armor that empower you to shred every enemy between you and Macros.
Vanquish Worthy Foes – Test your skills in the Tower of Trials and challenge yourself against the toughest foes and earn top-tier loot.
Ascend Together or Solo – Fight solo, or alongside friends with three-player player-versus-enemy online co-op play.
Godfall Wiki Guide
Solaris Boss Fight - Phase One
Upon entering the arena, you’ll learn how to parry a Perilous Attack. This is a high-risk/high-reward mechanic that allows you to stun enemies for a longer period of time if executed properly. However, if you end up blocking the attack, you’ll become staggered and open to additional damage.
Solaris is a large, mechanical boss that utilizes large, sweeping sword attacks and serves as the first major boss battle thus far.
Solaris also has a large vertical slice attack that it will perform periodically. When it lands, its sword will be stuck in the ground for a moment so you can hit it with attacks. Be careful, though, as the sword will pulse with energy after a moment, damaging you slightly and sending you backwards.
The move you’ll want to look out for is the Perilous Attack that was alluded to prior to the fight. When Solaris glows blue you’ll want to be sure to time a perfect parry to stun it and leave it open for some massive damage.
Solaris will also occasionally telegraph a red circle on the ground, similar to the High Lord Phalanxar fight. It will power up for a moment and burst into flames, so make sure to escape the circle’s edges to avoid any damage.
Breaking Solaris' Shield
After attacking Solaris enough, its shield will be broken (indicated by the blue bar underneath its health bar) which will cause it to become stunned and vulnerable for attacks for a moment.
Solaris Boss Fight - Phase Two
Godfall launch trailer showcases intense boss encounters and sibling rivalry
Gearbox Publishing's next-gen looter slasher Godfall has received its launch trailer. Developed by Counterplay Games, this action role-playing title promises to deliver a unique high fantasy setting, intense boss battles and a plethora of gear for players to collect.
This launch trailer gives us a gist of the game's narrative, detailing a tumultuous story about two siblings and their struggle for power. It seems as if the protagonist of the story was betrayed by his brother, and now the player's goal is to once again reach him and attain vengeance.
The trailer gives us our most hectic look at the game yet, compiling dozens of clips of intense combat encounters atop one another. It's quite clear that a majority of the game will revolve around well-timed strikes and dodges, utilizing unique builds, and probing every corner of the world for the tiniest bit of loot.
We see the player throw their shield, do whirlwind strikes with giant hammers, swiftly dash around the field with their blades, toss a giant club, and pierce through enemies with a spear.
Godfall is also featuring a mechanic where defeating one of the game's Lieutenants allows the player to attain their power. This is shown in the launch trailer when the player sticks their hand into the chest of a boss they just defeated to consume their essence.
As far as some of the environments we see in the trailer, the player visits a rocky desert, an expansive forest full of gorgeous auburn leaves, an alien world with exotic foliage and a futuristic kingdom swarming with dangerous foes.
Godfall launches on November 12 on PlayStation 5 and PC (through the Epic Games Store).
With the Primal Update, Counterplay Games revamp the Dreamstones by introducing the concept of Stability and Lucidity. You can earn this by completing objectives in missions. With this, they want to give you more control over the loot that you’re earning. Because you can spend Lucidity to shape your Dreamstone rewards. Also, you can keep playing a Dreamstone as long as your Stability stays above 0.
There will be a greater variety in the Dreamstones that you play. On top of that, these will also be cheaper to play as the electrum costs for Dreamstones have been reduced. Then there are Volatile Dreamstones. These are one-time-use Dreamstones that you can obtain inside Dreamstones. Volatile Dreamstones can be Rare, Epic, or Legendary, and have 1-3 random positive modifiers.
The Final Bosses that you encounter in Dreamstones now no longer have any modifiers. This way you will no longer run into the issue that your build is utterly useless against a Final Boss. To compensate for this, Counterplay Games has removed the Boons from the Dreamstones.
Dreamstones 2.0 Features
- Dreamstones have been overhauled, introducing the concept of Stability and Lucidity
- Infinite Rounds: A Dreamstone run can continue as long as Stability stays above 0
- Boss Actions: The Dreamstone Boss takes actions after each round, reducing Stability, increasing Dreamstone Level, or adding a Bane to the Dreamstone run
- Objectives Matter: Each objective completed inside a mission will reward the player with Stability and Lucidity
- Dreamshaping: Players can spend Lucidity to shape their Dreamstone rewards
- Volatile Dreamstones: Volatile Dreamstones are one-time-use Dreamstones that can be found as rewards inside Dreamstones. They can be Rare, Epic, or Legendary, and have 1-3 random positive modifiers
- Electrum demands have been reduced
- All Exalted Dreamstones cost 15,000 Electrum to enter (Previously, up to 30,000)
- In Normal Dreamstones, completing one activity will add an Electrum reward to the Final Boss Mission. This reward is greater than the entry fee.
- In Normal Dreamstones, completing a second activity will add a Volatile Dreamstone reward to the Final Boss Mission.
- Volatile Dreamstones are free to enter, but are used up on entry
- Volatile Dreamstones can reward the player with two additional Volatile Dreamstones, allowing players to infinitely chain Volatile Dreamstones without spending Electrum
- Final Bosses no longer have modifiers
- Players will no longer find their build completely useless against a Final Boss
- Boons have been removed from Dreamstones to compensate
- The Final Boss can be challenged in any round
Tags: Godfall News
Let Me Know What You Think
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My theory about Gearbox as a developer/publisher still stands true after so many years. Since the creation of the company, they have yet to release anything as substantial as the Borderlands series, with the third installation teetering on the more annoying side. My simple theory has evolved into law with the release of Godfall, a PlayStation 5 launch title from Counterplay Games that is all simmer but no steak. I should have seen this coming, as I haven’t been able to find an official press kit for this game, even after asking them for one. Seems we are off to a great start.
To accurately create the aforementioned metaphor, it’s got the style of a Lamborghini Veneno, but the engine of a 1994 Honda Civic, and the control of an elephant on ice skates. The game is incredibly stylish but lacks any meaningful story elements. And it ends suddenly without any true climactic feeling that you would expect from literally any other form of media out there today. I would say “spoiler alert”, but there is nothing to spoil, as the story seems to be non-existent while also hoping you watched about two hours worth of lore videos on YouTube. If there were solid story-beats here, I would discuss them. Since there aren’t any, consider this a spoiler-free review.
Sliding Into the Future
Borderlands nailed many aspects of the looter shooter genre, short of defining it, thus setting the bar for the genre. Godfall is using that moniker to sell itself as the “slasher looter”, and since adapted control schemes of games that have worked in the past to create a Frankenstein-like title. It hacks and slashes like a SoulsBorne, has the fluidness of Warframe, and the control scheme of the typical first-person shooter, complete with a targeting reticle. This amalgamation tends to do more damage than it alleviates. I have found myself loving some aspects of the combat while the other mechanics seem to be less effective. I have an easier time dispatching enemies when I spam light attacks for faster weapons than I do using the array of maneuvers handed to me.
You have your light attack and heavy attack, pretty average for most games. This simple concept continues with a shield that you can throw, and it gets more complicated from here. There are several gameplay elements that drown you in complex, scenario specific mechanics. For instance, “soulshattering” annihilates enemies in an explosion of color and particle effects but only if you finish the enemy off with a heavy attack. There is a “breach bar” that makes an enemy vulnerable after many heavy attacks, allowing you to do a “takedown” to swiftly eliminate the enemy. There are also “weakpoints” that occasionally pop up and allow you to deal more damage, and I am not done. Sometimes the word “deathblow” pops up on my screen and I don’t know what the hell that even means! You can equip two weapons with the weapon you aren’t using building up power. When you swap, you get a “polarity attack” that adds more damage to your attacks plus additional effects. Then there are life stones that give you health back and banners that add even more effects. Are you tired yet?
The problem isn’t necessarily how many of these mechanics exist, because I enjoy complex systems when they work, but they don’t always work. Half the time I am standing there going “oh, this is cool” without any idea of what I just did or how to properly recreate it. When I go one-on-one with more powerful enemies, these mechanics become more manageable, and I can really sink into the allure of this game. When enemies appear in groups, it becomes harder to deal with, and the game actively works against you when trying to figure out how it all works.
Your view is incredibly limited due to the obnoxious control scheme, so you miss out on a lot of the surrounding elements. Attempting to alleviate you of the onslaught of enemies, there are markers that surround your character to notify you of attacks, but they meld into the background and seem rather moot. Plus that takes your eyes off the action, and with the enemy attacking so fast, you barely get enough time to react to anything as it is. The over-the-shoulder camera should have been pulled back, dropping the “fps” control style for something akin to Assassin’s Creed, or literally anything else that features third-person, hack and slash combat.
Combat is where I experienced a lot of inconsistencies, throwing me back to almost Avengers style of agitation. You can block, parry, and deflect under only specific circumstances. Even when you block, you can still become vulnerable to devastating attacks that wipe away over half of your health. At a point, I stopped attempting to use the shield because it was easier to slide out of the way instead of blocking. I know blocking can add a stagger effect but it’s just easier to slide around the ground and wait for an opening, instead of taking the chance to poorly time an attack. Meanwhile, enemy boss attacks are simply onslaughts of damage without any window to deliver opportune attacks.
As much as I love how combat can work, the enemies seem to “cheese” abilities over and over, and there is no way to really counter them. I have played SoulsBorne games in the past and never experienced the amount of fury I had when fighting any elite or boss in Godfall. Most of these combat pitfalls could be solved if I could cancel my actions to block quicker, or not have to hold down L2, wait for my weapon to swirl with red stuff, and then deliver my attacks. Meanwhile, special enemies shoot an endless amount of purple stuff at me, on repeat, with no chance for me to react or block it. Plus if I do block it, it still leaves me stunned for a moment and… ugh… I’m tired of revisiting this in my brain again.
Lack of Substance
I haven’t discussed the twelve Valorplates that you might use, because like everything else besides the combat, there isn’t much to discuss. You start with one and unlock others by collecting resources in the three worlds available to you. When you acquire enough, you can “craft” these bits of armor-porn. They each have a passive ability and an Archon ability. Of course, there are problems with these too, as the passive abilities don’t really change anything in combat. Even though there are twelve suits of armor, there are only four Archon abilities that tend to be copy/pasted with a slight change, such as replacing “cold” damage with “fire” damage. Even worse, abilities shown in trailers do not exist in the final game. This is a clear indication of corner-cutting in order to meet a deadline. There is also an augment tree with nodes that unlock occasionally. How do they unlock? I honestly have no idea.
Speaking of elements, they are present in Godfall, but there really isn’t much to discuss purely because the game doesn’t tell you how they work. You have to figure it out through trial and error. Most of the time, you’ll be stacking up the same element in hopes that something eventually helps you. Even in the enemy codex there is a lack of enemy weaknesses or resistances. The only area where you see any viable effects is in the skill-grid style of talent-trees where you have a grid of nodes that offer bonuses, and sometimes abilities to your repertoire (like there aren’t enough already). Each node has five levels that provide larger bonuses the more you invest. However in some cases, I have found that adding one node for an ability is good enough while I concentrate on actual stat increases, since that is the only other area where I have seen drastic changes as I played.
Level design is equally devoid of any interesting characteristics. To be brief, there are only three worlds to explore, a far cry from the promised five. The three worlds represent earth, water, and wind. While each have their own theme, they are boring to explore. Each level is a hallway that eventually opens up into an incredibly small clearing, which then continues into a hallway like area. This repeats several times over and despite it looking beautiful, there is nothing of interest to discuss.
Even though this game feels like a slog at some points, perhaps one of the most impressive moments of this game is when you die. With the hold of a button, you are back in the action in literal seconds. At first I attributed this to the power of the SSD, but that isn’t what causes this incredibly fast respawn. What happens is you die, you hold the “X” button, and when you come to, nothing is reset. If you had a group of five enemies and killed two before you died, three will await you. There is also barely any penalty for dying except not having any Archon or special ability power active. So in difficult fights, once you run out of lifestones, you can just die and get them all back while still making progress. In harder modes, respawning does have a hard-cap where after three deaths you are sent out of the mission. But to be quite honest, this game on the hardest difficulty becomes the least amount of fun I have ever had in a video game. No amount of loot can make me say otherwise.
I Like Goooooooold
While the controls and abundance of systems can cause confusion amongst players, graphically this game is beautiful in every aspect. The eloquently tailored Valorplate armors and the enemy designs are the chef’s kiss of next-gen. The technical prowess that this game displays within its style is jaw-dropping. The beauty of this game is compacted within a 50GB file size, and in a day where we are encroaching on Call of Duty hitting around 250GB, this is a welcome change.
Counterplay Games really nailed the style and look of everything in Godfall. The design of the armor is unique and the weapons have a sense of flair that is exciting. Unfortunately, you’ll be seeing a lot of doubles when it comes to the weapons, so variation of style seems to be pretty shallow. Instead you need to look at the stats, as those tend to be more randomized throughout your time. Typical stat increases seem to exist on equipment, such as critical ratings and other aspects you should be familiar with.
You can upgrade these weapons to higher rarities but like any other loot-based game, it’s not worth spending valuable resources until you get to the end. The development team had previously discussed in past videos how you can bring weapons with you through the game from beginning to end. This seems to be yet another lie, as weapons are hard-capped to a certain point.
Only a few times have I seen texture pop-in when looking at the environment. The real issue is the stuttering frame rates that occur during combat. You’ll be fighting an enemy, lose several frames, and then the next thing you realize is some of your health is gone and the enemy is behind you. For a game that has a huge emphasis on fast-paced combat, this is a terrible annoyance that has made me quite angry in my hours of play.
Sounds of Silence
There isn’t a lot to write home about when it comes to the sound design of the game. It seems relatively average across the board when it comes to weapons and combat. Many times I have entered a boss battle that didn’t have music playing, which felt similar to entering a store whose sound system is broken. It certainly didn’t immerse me into the world. I am a fan of big, orchestral symphonies that tend to highlight what is going on around you. It becomes part of the experience. Yet nothing like that exists in this game to make it stand out. Even the voice acting is borderline laughable at times.
Corner Cutting Conclusion
I need to say this. Godfall is not a “games as a service” title. There are no micro-transactions and no store asking you to spend more money. It doesn’t seem to nickel-and-dime you along your journey. That being said, I don’t equate this game to something like Anthem or Avengers when discussing the grand scheme. No, if I were to draw a line from a game in the past to Godfall, it would be the infamously known Silicon Knights’ title Too Human. Remember that game? I’m feeling like I am reliving that experience in a smaller time-frame.
I was incredibly hyped up for this game and my first three hours of playing impressed me. But the longer I played, the more I explored each world, the quicker the allure wore off. I believe that if it wasn’t for the artificial padding of obtaining resources to get to other parts of the game, the entire campaign would be about 5 hours long. As it stands, I gave Godfall 13-hours of my time that I will never get back which could have spent elsewhere, like learning how to make proper Italian cuisine. Instead, I subjected myself to more half-baked, rushed to gold concepts in order to meet a launch line-up.
Besides all of the mechanics and systems, what Godfall suffers from the most is not being up to date in quality of life systems. There is no mass-salvage mechanic allowing you to quickly free up inventory space. There is no world map, so you just aimlessly run around, following a destination marker. You don’t even need to fight enemies either. They are just there so you have something to do between the two minutes that every mission could possibly be completed in.
The amount of lying and lack of information is an absolute turn-off for me as well. Sure, the game has a lot of great systems, but if I don’t know how to properly execute these systems, then what is the point? A company shouldn’t expect me to utilize my full arsenal when the alternative is simpler and does the job faster. I could use the hammer, and it feels good, but a longsword just minces faster, especially when I want to take advantage of the integrated mechanics.
Godfall fails in a lot of aspects, but it has charm and with a couple of good updates this game could be better. But I can’t judge this game on what it could be in the future. Right now, it’s simply not in a great state. The weapons and combat are fun at times for the mess that it is. But everything else feels rushed to a point where the desert area, a place you would equate to fire or earth, is actually the realm of “wind.” Now I’m nitpicking and I realize that.
The fact that this game is priced at the full $70 MSRP, I cannot in good faith recommend this title to anyone, even understanding there are those wishing to get more use out of their new hardware. I would have rather seen this game pushed back too add the additional polish and optimization that is clearly missing. Whole levels and assets that were promised from the beginning are gone, with no-one addressing these issues. Unfortunately, Godfall will become an example of what happens to a game when you rush it, knowing that it isn’t ready for market. Let this be a testament to why you’re not playing Cyberpunk 2077, and why games need the extra development time and care that they deserve.
Final Verdict: 5
Fun Factor: 5
Technical Prowess: 8
Time Investment: 12+hours
Find Seasoned Gaming on Open Critic
Godfall Trophy Guide & Roadmap
Earn all available Trophies for Godfall
This trophy is awarded once you defeat Solaris, which is basically the tutorial boss at the start of the game.
This trophy is awarded once you defeat Zamora in the main mission “Zamora the Far-Seeing”. This mission recommends a minimum of level 9.
Zamora is a primarily magic-based enemy, who will cast spells at you from range and do mostly sweeping attacks in front of herself. Watch for the Area-of-effect marks on the ground during spells and dodge away when close. When she reaches about half health she will put up a purple shield and start performing a ritual. When this happens there will be 3 totems spawned around the arena you need to break to drop the shield, then can get free damage in until she does an AOE attack at the end of the ritual. Watch for when she warps away from you she spawns some small weak mobs, which you can kill to potentially get some health pickups.
This trophy is awarded once you defeat Lunara in the main mission “The Silver Moon”. This mission recommends a minimum level of 18. The mission you unlock beforehand using the earth and water sigils isn’t the actual boss fight like occurred in the Earth Realm, the mission after is.
Lunara is a large enemy that wields a sword and shield, so when meleeing it you need to either be on a side where it isn’t holding its shield or basically standing under its legs. You can’t parry any of its sword attacks, so always try to dodge to either side to avoid it. It will summon orbs that will circle around it, or fire directly at you, but you can parry the orbs back at it to damage it. If you don’t parry or get hit by the orbs they stay in the arena for a period of time, then turn into specter enemies that will also attack you, so if you miss an orb it is a good idea to run over to it and attack it to destroy it or hit it towards the boss.
Once it reaches half health it will summon a large number of balls at once and fire them around the arena. You should try to destroy as many of these as you can so you have fewer spectres to deal with. It will then keep a larger number of orbs circling itself, making it harder to damage. It doesn’t get any other attacks though aside from a large AOE field it will put up where it grabs you and shoots one orb at you.
Defeat Grieves Sunsteel
This trophy is awarded once you defeat Grieves Sunsteel in the main mission “First of the Godsmiths”. This mission recommends a minimum level of 25.
Grieves Sunsteel wields a large hammer and deals almost all fire-based attacks, so if you happen to have any fire-resistant items at this point they will help here. He does mostly sweeping attacks with the hammer while close, but will also sometimes send out projectiles directly forward/backward and to each side. He will sometimes do attacks the leave large areas of fire on the floor around him, so watch for those and stay out of them until they go away.
When you reach the segments in his health bar he will run to one side of the arena and light sections of the floor on fire for a period of time. While this is happening he will throw fireballs at you, while weak fire enemies that explode when they get near you run from around the arena. When this happens your best bet is to either try and hit the enemies before they get to you which makes them not explode, or just focus on dodging as many as possible while waiting for the boss to finish throwing his fireballs and return to normal, where you can then keep fighting like before.
Defeat Gilden Knight
This trophy is awarded once you defeat Gilden Knight in the main mission “The Crucible of Souls”. This mission recommends a minimum level of 28.
Gilden Knight starts the fight with two weak Bound enemies, which you first need to defeat before you can damage him. He doesn’t do as much as the other bosses seem to do otherwise, and when you do start damaging him his shield seems to disappear and he gets stunned quite a bit, so you can do quite a bit of damage without a lot of danger until more enemies are summoned. He will eventually resummon the Bound enemies to shield himself, as well as Air Ripplers will start continually spawning, which causes there to be areas of slow time around the arena. Try to keep the enemies in check through this fight, and this one will probably seem easier than the prior two bosses.
This trophy is awarded once you defeat Macros in the main mission “Godfall”, which is the final main story mission. This mission recommends a minimum level of 30.
Macros’ melee move set is relatively similar to your own, as he uses the same weapons as he is a Valorplate. For the first phase, his melee attacks are Longsword based, and his one main move he will use throughout the whole fight is swinging around and throwing out purple ranged waves which deal Void damage. If you get hit by these it adds to a Corruption debuff on you, and if it maxes out you will be temporarily stunned.
When you reach the health bar segments Macros will jump into the air and start shooting down a series of void bolts, with a large ball at the end. Keep dodging to one side during this, don’t try to do anything else. When he drops after each section he will first start adding Polearm attacks, then Warhammer ones. Watch out if he ever becomes stunned, because you can perform Takedowns on him for a very large amount of damage.
Defeat 2000 enemies
You can track this in the MERITS menu under HUNTING > VALORIAN KNIGHT. You will be awarded the trophy once you reach GOLD level on that merit.
Defeat 200 Vargul
You can track this in the MERITS menu under HUNTING > SALT THE EARTH. You will be awarded the trophy once you reach SILVER level on that merit.
Defeat 200 Crimson Wind
You can track this in the MERITS menu under HUNTING > SHATTER THE BASTIONS. You will be awarded the trophy once you reach SILVER level on that merit.
Defeat 200 Abyssian
You can track this in the MERITS menu under HUNTING > END THE DEEP ONES. You will be awarded the trophy once you reach SILVER level on that merit.
Defeat 200 Nyak
You can track this in the MERITS menu under HUNTING > PIERCE THE HEAVENS. You will be awarded the trophy once you reach SILVER level on that merit.
Defeat 200 Blacktide
You can track this in the MERITS menu under HUNTING > PUNISH THE TRAITORS. You will be awarded the trophy once you reach SILVER level on that merit.
Inflict an Ailment 300 times
Ignite an enemy 100 times
You can track this in the MERITS menu under COMBAT > DISCIPLE OF ALAZ. You will be awarded the trophy after reaching SILVER level but before GOLD level on that merit.
Chill an enemy 100 times
You can track this in the MERITS menu under COMBAT > FROST BRAND. You will be awarded the trophy after reaching SILVER level but before GOLD level on that merit.
Shock an enemy 100 times
You can track this in the MERITS menu under COMBAT > STORMBRINGER. You will be awarded the trophy after reaching SILVER level but before GOLD level on that merit.
Poison an enemy 100 times
You can track this in the MERITS menu under COMBAT > CHILD OF THE EARTH. You will be awarded the trophy after reaching SILVER level but before GOLD level on that merit.
Bleed an enemy 100 times
You can track this in the MERITS menu under COMBAT > THE RAZOR’S EDGE. You will be awarded the trophy after reaching SILVER level but before GOLD level on that merit.
Curse an enemy 100 times
You can track this in the MERITS menu under COMBAT > KOSMERA’S EMBRACE. You will be awarded the trophy after reaching SILVER level but before GOLD level on that merit.
Activate Archon Fury 40 times
You can track this in the MERITS menu under HUNTING > LEGACY OF THE ARCHONS. You will be awarded the trophy after reaching SILVER level but before GOLD level on that merit.
Hit an enemy with Shield Throw 200 times
You can track this in the MERITS menu under COMBAT > THE BEST DEFENSE. You will be awarded the trophy after reaching SILVER level but before GOLD level on that merit.
Perform 100 Takedowns
You can track this in the MERITS menu under COMBAT > BRUTE. You will be awarded the trophy after reaching SILVER level on that merit.
Perform a Polarity Shockwave 100 times
There is no merit to track this trophy with, so it would be recommended you start using this skill early and as often as you have it available until you have earned this trophy.
Activate Inner Focus 100 times
There is no way to track any of these 5 weapon technique trophies, but you could just spam these moves outside of combat to earn these trophies, you don’t actually need to hit enemies.
Inner Focus is specifically the Northern Technique ( + ) for the Dual Blade type of weapons. When you have at least one bar in the technique gauge you gain a powered up state for a limited period of time.
Perform a Polearm Weapon Technique 100 times
Perform a Longsword Weapon Technique 100 times
Perform a Greatsword Weapon Technique 100 times
Perform a Warhammer Weapon Technique 100 times
Parry 100 attacks
You can track this in the MERITS menu under COMBAT > IMMOVABLE OBJECT. You will be awarded the trophy after reaching GOLD level on that merit.
Parry 30 projectiles
Soulshatter an enemy 500 times
You can track this in the MERITS menu under HUNTING > RETURN TO THE VOID. You will be awarded the trophy after reaching GOLD level on that merit.
Hit 200 enemy Weakpoints
You can track this in the MERITS menu under COMBAT > DUELIST. You will be awarded the trophy after reaching BRONZE level but before SILVER level on that merit.
Perform 40 Deathblows
There is no way to track this trophy as there isn’t a merit associated with it associated it, so your best bet is to unlock the weakpoint ability early, then make an effort to hit weakpoints on enemies for damage. You can tell if you have successfully executed a deathblow though because you have the text “DEATHBLOW” appear in the middle of the screen if you defeat an enemy that way.
If you want to try and farm this the easiest enemies to try it on would be the weak ranged ones in each area, because they always have a weakpoint opportunity after taking a shot.
Defeat 75 Elite Enemies
They can be found while exploring the game world outside of missions and typically appear with groups of other enemies. You will more likely get this done while working on the Tower of Trials though, as you run into floors that spawn a few Elite Enemies in a row.
Defeat 40 Mid-Bosses
The hunt missions are also set up where you fight new Mid-Boss variants or refight story bosses and is how you will likely earn this trophy.
Pick up 30 Valorplate Cores from Fallen Soldiers
They appear as large gold pillars of light when using Spirit Vision with , so you should make sure to be using that often when exploring the main overworld areas to find these. There isn’t a specific merit that tracks how many of these you have obtained, so you will just need to make sure you are on the lookout for these and grab them whenever you see them. These reappear in the same way that Motherlodes do always in the same spots each time you start a new mission in an area.
Pick up 250 pieces of equipment
You can track this in the MERITS menu under EXPLORATION > COLLECTOR. You will be awarded the trophy after reaching BRONZE level but before SILVER level on that merit.
Pick up a legendary piece of equipment
See Geared Up for more info.
Pick up 100,000 electrum
You can track this in the MERITS menu under EXPLORATION > MATERIALIST. You will be awarded the trophy after reaching SILVER level on that merit.
Open 50 chests
You can track this in the MERITS menu under EXPLORATION > RAIDER. You will be awarded the trophy after reaching BRONZE level but before SILVER level on that merit.
Collect from 50 Motherlodes
You can track this in the MERITS menu under EXPLORATION > Gatherer. You will be awarded the trophy after reaching BRONZE level but before SILVER level on that merit.
Earth Realm: Grants Infused Jasper
Water Realm: Grants Crystalline Tear
Air Realm: Grants Aetheric Filament
Pick up 5 legendary pieces of equipment
The first time you will likely obtain legendary drops is when you defeat the main story boss Zamora, where you will typically receive a couple of drops at once.
Earn 200 Keys in Tower of Trials
While running Ascended Tower you can do the rooms with the key icon to obtain more keys, but if you are still working on reaching floor 50 it is not recommended to do that. If you earn Ascendant before earning this trophy, you should work on it in the normal Tower of Trials as the enemies don’t scale above level 50 and are much easier.
Reach trial 10 in the Ascended Tower of Trials
Reach trial 20 in the Ascended Tower of Trials
NOTE: In the Primal update in February 2021 this trophy was updated to require reaching trial 20 (previously 50) due to the Tower being rebalanced and capping at floor 30. Since the update, this doesn’t unlock for every player when reaching trial 20 though and it currently isn’t known what causes the trophy to not unlock and what any fixes might be to make it unlock. For players that it unlocks correctly for it will pop when you enter the elevator after completing trial 19.
This trophy is awarded once you reach trial 20 in the Ascended Tower of Trials. The Ascended Tower is the higher-level version of the Tower of Trials, which requires 20 Coins of Valor to enter and starts enemies out at level 50. This is basically the end-game pinnacle activity of Godfall and will require working towards a specific build so that you can reach it.
If you want to get an idea of how the Ascended Tower works before starting, you can take a run through the normal Tower first. You have a round of enemies on the elevator in between floors with a key reward based on how quickly you defeat them, then you pick a door that has a different symbol on it corresponding to the reward type in the room (Primal update added text under each symbol to tell you what the rewards are now). The color corresponds to the rarity of the chests/boons you can choose from when you finish the round in the rooms. Occasionally your reward from all the rooms will be a selection of a status boon such as an increased chance of certain ailments or higher defense against certain damage types. After every third room you will have to choose a negative buff when you return to the elevator before you can progress, which range from things like increased enemy defense to removing a lifestone. After around trial 7 – 10 you will start having “banes” when you enter some rooms (this is random and isn’t bound to a specific room rarity) which start out as removing your ability to use your lifestones then progressing to removing ability to use banner or Archon Fury for the specific room.
When progressing you can always try to pick green rooms for a slightly easier time because room rarity does somewhat affect the room difficulty. For boon rooms, you can try for higher-level ones, because some higher-level boons are incredibly helpful. Since the tower rebalanced you get keys way more than before, so you don’t need to worry about saving them unless you get a boon like the one that increases defense for holding onto 30+ keys.
When picking negative boons every third round you likely want to pick the ones related to enemy effects instead of personal effects, because the personal ones seem to be slightly buggy. DO NOT pick the one that removes a lifestone unless it the one you are picking on trial 18. This negative boon appears to be bugged and if picked early will eventually just remove all of your lifestones (and potentially screws up your maximum health). You should only take that on trial 18 just because only losing one lifestone isn’t a huge deal, and you only need to get through 2 more trials once you are picking the negative boon at trial 18.
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Godfall - Fire & Darkness ExpansionGodfall - Fire & Darkness Expansion
Godfall - Fire & Darkness Expansion
• Claim over 20 new Valorplate skins and equip fearsome looks
• Challenge Moirax and the Flameblood Tribe, who add five bosses and 10+ enemies to Godfall
• Dreamstones, Tower of Trials, and the all-new Lightbringer endgame modes have been updated with Fire Realm content
• Fight solo, or alongside friends with three-player PvE online co-op play and take on Godfall’s toughest endgame challenges like Ascended Tower of Trials and Lightbringer with matchmaking
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