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Skul: The Hero Slayer Cheats

Skul: The Hero Slayer

Cheat Codes:
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Submitted by: David K.

Beginner Tips:
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Written by MUD

-=What’s Rookie Mode?=-
As a roguelike, Skul: The Hero Slayer can be challenging. Beginners in the 
genre need not worry because there is sort of an easy feature in the options 
menu. Rookie Mode will reduce all damage taken by half. Skul: The Hero
 Slayer is one of many indie games that included an option like this. It’s 
a trend that will hopefully continue in order to make games more accessible 
to all types of gamers. Players can tell when the mode has been activated 
because of the logo at the bottom of the screen showcasing a skull with a 
pacifier in its mouth.

-=Understanding Doors=-
There are primarily three types of random doors players should be aware of 
in Skul: The Hero Slayer. This doesn’t count shop or boss doors, for example. 
Those are always set. Gilded doors stacked with treasure usually pay out 
big cash rewards at the exit. Sometimes there will be chests instead with 
rare items. Green doors engulfed with flames will reward players with skulls 
at the end.

Skulls are power-ups that change the titular Skul into new forms kind of 
like the abilities in the Mario franchise. Using the normal-looking gateways 
will give players a more balanced stage but offer fewer amazing rewards. 
Unless players are really hurting for HP, always use one of the two rarer 
doors.

-=Read Up On Skulls=-
Each Skull form change comes with several different properties. The look is 
one. The weapon is another. The assigned ability is third. Most importantly, 
there are secret skills to some classes as well. After acquiring a skull 
and transforming, players should jump into the menu and read up.

For example, the Living Armor form builds up energy in a separate meter 
whenever Skul takes or deals damage. Once filled, using any ability will 
result in an extra burst of fire damage. Knowing what a skull’s class is 
capable of is half the battle.

-=Dark Quartz Upgrades=-
Most roguelike games have some sort of currency in them that can help boost 
a character’s stats permanently. In Skul: The Hero Slayer they are called 
Dark Quartz. These can be brought to the witch in the castle in order to 
unlock Traits. There are some useful but ordinary Traits such as being 
able to deal more damage or gain more HP. Those may look tempting early 
on but wait for it. Players should instead invest 3,000 Dark Quartz into 
getting Reassemble. This Trait resurrects Skul with 30% HP one time on a 
run. It’ll take time to unlock but it will be worth the wait.

-=What to Buy in Subspace=-
Players will also collect gold during runs. This currency is only temporary 
and all gold will be lost upon death such is the case with many roguelikes. 
It can be used in a subspace shop area that appears in-between every few 
stages in a world. There are items that can grant perks, food to restore 
HP, a vendor that will gift players a skull in exchange for another, and 
a blacksmith that has abilities.

Unless players have some sort of boon equipped that heals HP, the food 
should be the first stop. After visiting the blacksmith for an extra ability. 
Anything else after that is fair game. Just don’t buy anything from the Dark 
Quartz trader who appears randomly. That’s a waste of precious cargo.

-=Take Out Spellcasters First=-
Most enemies will attack Skul with melee attacks. Those foes are technically 
stronger but they should be ignored if there is a spellcaster among the crowd. 
Early enemies players will encounter include tree monsters that can summon 
vines to appear beneath them.

This will be indicated by a red box, allowing players an ample amount of time 
to dodge out of the way. It’s also a good indicator that there is an ability 
user in the vicinity. Long-ranged opponents, such as bowmen, should also take 
top priority. This is a basic strategy that can be applied to many action RPG 
games of this nature but it still bears repeating for Skul: The Hero Slayer.

-=What Saves After Quitting?=-
There is no way to save progress in the middle of a run. If players make it 
a few rooms into a dungeon and then decide to quit, they will be transported 
back to the castle upon their next startup. This is typical for roguelikes. 
However, that doesn’t mean data will be completely erased.

Dark Quartz, for example, will carry over. The only thing lost then is 
progress in the world. Before starting a run players should make sure they 
have enough time to put in what could be a long session. There is always the 
suspend function on the various consoles as well. The best system to do this 
with is the Switch. That system fits the roguelike genre rather well for 
pick-up and play runs.



List of Item Effects:
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* Alchemy: When status effects are inflicted on enemies, the damage they 
  receive is permanently increased by (5/20/40/70%).
* Blizzard: When inflicting skill damage on enemies there is a 2% chance to 
  freeze them. When affected enemies are unfrozen, a blizzard is created 
  dealing (6/12/24/48/78) magic damage with a 30% chance to freeze enemies.
* Chase: Damage is amplified by up to (20/30/60/120/250%) based on the 
  distance of the targeted enemy.
* Demolition: When dealing physical damage, deals additional true damage 
  equal to (10/20/40/85/170%) can only affect a target once every 8 seconds.
* Duel: Damage received by the attacked enemy increases by (0.5/1/2.5/4.5/8%) 
  (stacks up to 10 times) Can only affect a maximum of 1 enemy.
* Endure: Damage received is reduced by 10% for (1/2/3/5/7/10) seconds 
  when hit. This effect can be stacked.
* Execute: All attacks on enemies with less than (5/7/12/21/35/55%) HP will 
  deal Critical damage.
* Fairy Tale: A sealed spirit stone follows the player, firing a beam at 
  random targets every (45/35/25/15) seconds, dealing magic damage. When the 
  5 Fairy tale seals are gathered, the spirit king Oberon is summoned.
* Fortress: Generates a shield of (10/15/20/30/50) every 90 seconds.
* Fuse: Plants a time bomb when swapping. Time bombs explode after 2 
  seconds dealing (15/25/50/125/250) Physical damage to surrounding enemies.
* Heart: increases Max Hp by (10/20/35/60/90/135).
* Leonia: Increases Hp recovery rate by (30/50/100%).
* Madness: When inflicting damage with normal attacks, attack speed 
  increases by 5% up to a maximumm of (5/15/25/45/75/125%) for 5 seconds.
* March: Amplifies Physical attack by (3/5/10/25/35/75%).
* Manatech: drops (1/1/2/2/3) Manatech parts when skill is used. When 
  manatech parts are acquired, all cooldowns decrease by 1 second.
* Mirage: Dodges an incoming attack, nullifying the damage. 
  Cooldown: (60/50/36/18/6) seconds.
* Miser: Increases acquired gold by (3/12/25%).
* Mutant: Increases the cooldown speed of swapping by (10/25/35/50/70/90%).
* Piercing Wind: Normal attacks shoot out a piercing wind which deals 
  up to (1/2/4/7) Physical Damage.
* Ruins: Increases Quintessence cooldown speed by (15/50/105%).
* Soar: Jumping increases physical and magic attack by 
  (15/25/35/55/100/150%) Effect persist for 1 second after landing.
* Sorcery: Increases skill cooldown speed by (10/20/40/70/120/200%).
* Spring: When moving to a different map, recover (5/10/20%) of lost HP.
* Sprint: Attack and movement speed are increased by up to 
  (5/10/15/30/45/77%) based on distance moved.
* Static: A bolt of lightning strikes every (60/50/38/24/8) seconds, 
  dealing magic damage. More lightning bolts strike based on distance moved.
* Swamp: When dealing damage with normal attacks, there is a 20% chance 
  to inflict poison on enemies. Poisoned enemies explode when killed, 
  dealing Physical damage equal to (20/50/100/250/500%) of the remaining 
  poison damage and poisoning surrounding enemies.
* Tactics: amplifies magic attack by (5/10/20/40/60/100%).
* Volcano: creates 3 bursting flames every (35/30/20/5) seconds The 
  bursting flames explode upon reaching the ground, dealing Magic damage 
  and inflicting burn on enemies.
* Weakness: When delivering a critical hit, marks the target for 5 seconds. 
  Marked targets recieve (5/10/15/30/50/90/150%) Critical damage.
 
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