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Eldest Souls Guide: How To Be The Best 2D Pixel Soulslike Swordsperson
This guide is still under development.
Eldest Souls may have a conventional name, but its gameplay is anything but mundane. It’s a boss rush game with a Soulslike flavour to it; they’re tough as nails to deal with. As such, here’s a guide on how to survive your ordeal, along with a list of shards and infusions you can gain.
Disclaimer: there will be some spoilers, so if you want to keep each boss reveal a secret, don’t go beyond the fighting styles & skill tree portion of the guide.
Be patient. Most of your deaths will be attributed to you being careless, not paying attention, or just being greedy when attacking enemies. Watch and study the boss you’re fighting; you’ll find a pattern or two you can punish.
Your charge attack will heal you. There are no potions to gulp in Eldest Souls; you have to land a charged forward slash to heal yourself and be in a Bloodthirst state. When in this state, you can pull off either multiple slashes to heal you or do a Bloodburst attack that buffs you & deals burst damage. The charge is slow, so time it right.
Practice perfect dodges through enemy attacks. If you dodge through an attack and you flash green, you’ve landed a perfect dodge. Some skills in Eldest Souls will reward you for dodging right.
You can switch your fighting styles anytime before a fight. If you feel like your Windslide isn’t effective against one boss, just switch to a different tree. You can respec anytime for free; there’s no additional cost or penalty for doing so.
Eldest Souls features three different skill trees. Once you gain points from defeating each Elder God, you can allocate them in any of the trees. If you pick on tree, you have to commit to it. Don’t worry: you can respec the points anytime you like at no additional cost.
Windslide is for players who like to dart around the screen and deal bits of damage while on the move. Each hit you dish out can summon green “wind satellites” that home in on bosses for extra damage and some healing/buffs. This is our favourite skill tree.
Berserk Slash style is for pure damage. The additional shockwaves from this tree can help deal massive damage the more hits you land.
Counter style is best for players who like to play defensively. If you’re familiar with how a boss fights, you can turn it around with big damage and additional shield (to absorb extra hits). Just press the Counter button when you see a boss attack coming.
When you defeat a boss, you get a Shard that you can use to power up one of the following:
Different Shards will bestow new and interesting abilities to complement your fighting style. It’s really up to you to customize your swordsperson depending on your playstyle.
This shard buffs up your attacks and gives it enemy-stopping tendrils.
Active Shard: Corrupted Grasp. Dark tendrils sprout, reaching forward. If they collide with an object or enemy, you will grapple towards it. Hitting an enemy deals 25 damage and grants 100% Bloodthirst bar.
Bloodburst: Corrupted Burst. Bloodburst causes a patch of corruption to linger on the ground. The corruption lastas for 3 seconds, deals 2 damage every 0.5 second and heals for the same amount.
Charged Attack: Corrupted Attack. Every 3rd Charged Attack unleashes a swarm of corruption, dealing 15 damage and healing for 150%.
Dash: Corrupted Dash. Using Dash through attacks creates a swarm of corruption around you, dealing 10 damage and healing for 5% HP.
Windslide:
Corrupted Slide. Windslide travels slower, but leaves a trail of corruption on its path, dealing 3 damage every 0.5 s and healing 100% damage done.
Corrupted Eye (Tree A). Upon Storm’s Eye spawn, a swirl of tendrilis follows you, dealing 5 damage and healing you for the same amount every second for 5 seconds.
Corrupted Storm (Tree B). Stormleaves leave a trail of of corruption on their path, dealing 3 damage every 0.5s an dealing you for 1% HP.
Berserk Slash:
Corrupted Slash. Berserk Slash causes a violent explosion of corruption, dealing 20 damage and healing for 200%.
Corrupted Breaker (Tree A). Hitting with World Breaker causes all Fury Fragments to gain unique properties: When a Fury Fragment is collected, a swirl of dark tendrils follows you for 3 seconds, dealing 5 damage and healing you for 100% of the damage dealt.
Corrupted Shock (Tree B). Tectonic Shock leaves a circle of corruption on the ground, dealing 4 damage every second and healing for 100% of the damage done for 4 seconds.
Counter Slot:
Corrupted Counter. Counter swing is replaced by a slower swirl of tendrils, lasting 1.25 seconds.
Corrupted Blade (Tree A). Fatal Blade shield also causes waves of corruption to erupt from you while the shield holds, dealing 5 damage and healing you for 100% of the damage every second.
Corrupted Ground (Tree B). Stand Your Ground area now also leaves a corrupted area on the ground, dealing 2 damage every 0.65 seconds and healing you for the same amount.
This Shard will deal a lot of damage but hurts you when you’re at high health. If your health is lower than half, however, you’ll start using water attacks that heal your HP and stamina.
Active Shard: United’s Blessing. When >50% HP, engulf your sword in flames and perform a fiery thrust, dealing 65 damage but damaging you for 20% HP. When <50% HP: engulf your sword in pure water, and perform a fluid thrust, dealing 40 damage and healing you for 25% HP and stamina.
Bloodburst: Adaptative Burst. When >50% HP, Bloodburst deals +25% damage but damages you for 5% HP 3 times. When <50% HP, Bloodburst grants you 4% HP and Stamina 3 times.
Charged Attack: Adaptative Attack. When >50% HP, every 3rd Charged Attack deals 35 extra damage but also deals 15 damage to yourself. When <50% HP, every 3rd Charged Attack heals you for 4% HP and Stamina 3 times.
Dash: Adaptative Dash. When >50% HP, using Dash through attacks grants you a +30% damage increase for 3 seconds, but damages you for 5% HP every second.
Windslide:
Adaptative Slide. When >50% HP, Windslide increases the damage of Windleaves by 300% but also deal 6 damage to you every time they hit. When <50% HP, Windslide causes each Windleaf to regenerate 3%HP every time they hit.
Adaptative Eye (Tree A). When >50% HP, Storm’s Eye activation increases damage by +20% but deals 5%HP damage to you every 1 second for 4 seconds.
Adaptative Storm (Tree B). When >50% HP, Stormleaves explode in a fiery burst on contact, dealing 22% extra damage. When <50% HP, Stormleaves explode in a watery splash on contact, healing for 11 HP in close proximity.
Berserk Slash:
Adaptative Slash. When >50% HP, Berserk Slash deals +35% damage but burns you for 10 damage as it hits. When <50% HP, Berserk Slash deals only 80% damage but grants you 5% HP and stamina every 0.5 seconds during Furious Buff.
Adaptative Breaker (Tree A). When >50% HP and a Fury Fragment is collected, your damage is increased by 20% but also damages you for 5% HP every 1 second for 3 seconds. When <50% HP and a Fury Fragment is collected, you gain 4% HP and stamina every 0.5 second for 3 seconds.
Adaptative Shock (Tree B). When >50% HP, Tectonic Shock deals +30% damage but also damages you for 20% of your max HP. When <50% HP, Tectonic Shock deals only 80% damage but grants you 4%HP and stamina for 1.5 seconds during Furious Buff.
Counter:
Adaptative Counter. When >50% HP, Coutner deals 130% damage but burns you for 10% HP four times. When <50% HP, Counter deals only 90% damage but grants you 5% HP and Stamina 5 times.
Adaptative Blade (Tree A). When >50% HP, Fatal Blade deals 3 damage every 1.25 seconds, but grants +33% damage. When <50% HP, Fatal Blade shield is reduced by 30% but you gain 4% HP and Stamina while the shield holds.
Adaptative Ground (Tree B). When >50% HP, Stand Your Ground area deals 8 damage to enemies but also 3 to you while in it. When <50% HP, Stand Your Ground area also grants you 2% HP, and Stamina while in it.
This Shard powers up your attacks with light blasts. Lovely, lovely light beams and columns.
Active Shard: Lightbringer. Unleash a torrent of pure light, dealing 8 damage 6 times over 2 seconds. You move 20% faster for the duration.
Bloodburst: Shining Burst. Activating Bloodburst causes a ray of pure light to extend forward, dealing 22 extra damage and increasing your speed by 40% for 3 seconds.
Charged Attack: Shining Attack. Every 3rd Charged Attack causes you to erupt into pure light, dealing 20 extra damage and increasing your speed by 45% for 1.5 seconds.
Dash: Shining Dash. Using Dash through attacks triggers a Spear of Light to fall on the ground, dealing 10 damage. When 3 Spears of Light are present, they trigger an explosion in a crossed pattern, each dealing 20 damage and fading soon after.
Windslide
Shining Slide. Windslide speed is doubled, as a ray of pure light follows along your slide, dealing 18 extra damage and boosting your speed by 60% for 3 seconds.
Shining Eye (Tree A). Upon Storm’s Eye spawn, a ray of pure light falls upon the spot, dealing an additional 15 damage and granting you +50% Speed for 3 seconds.
Shining Storm (Tree B). After a brief delay, Stormleaves are followed by a ray of pure light, dealing 10 extra damage and boosting your Speed by 45% for 1 second.
Berserk Slash
Shining Slash. Upon activating Berserk Slash, a ray of pure light falls upon you, dealing 20 damage to nearby enemies and increasing your Speed by 50% for 1 second.
Shining Breaker (Tree A). Hitting with World Breaker causes all Fury Fragments to gain unique properties: When a Fury Fragment is collected, a cross of pure light is created, dealing 20 damage and granting you +50% Speed for 2 seconds.
Shining Shock (Tree B). Tectonic Shock causes a ray of light to fall upon the spot, dealing 22 damage and granting you +15% Speed for each active Berserker Buff.
Counter
Shining Counter. A ray of pure light spins along your Counter, dealing an additional 30% damage and increasing your Speed by 45% for 2.5 seconds.
Shining Blade (Tree A). Fatal Blade also causes you to move +50% faster. A Lightning strike falls upon your position every 1 second, dealing 10 damage while the shield holds.
Shining Ground (Tree B). When Stand Your Ground expires, a ray of pure light falls upon it, dealing 22 damage to enemies and increasing your Speed by 50% for 3 seconds.
This Shard adds cold attacks that give you a huge buff to damage.
Active Shard: Winter Fangs. Slash forward with icy speed, dealing 10 damage. The shard can be reactivated for 1.6 seconds to execute a greater slash that deals 60 damage and cuts through enemies.
Bloodburst: Frigid Burst. Landing a Bloodburst creates a massive spike of ice on hit.
Charged Attack: Frigid Attack. Every 4th Charged Attack grants you the “In Cold Blood” buff, where your next attack damage is amplified by +70%.
Dash: Frigid Dash. Successfully dashing through attacks causes your next Dash within 1.5 seconds to cost no Stamina.
This Shard adds esoteric big burst damage attacks that harm you, and also gives you “unlimited dashing” at the cost of health.
Active Shard: Wild Hunt. You swing your sword forward in a half-moon, dealing 5 damage but damaging yourself for 2% HP. If the attack lands, you’re able to reactivate the Shard within 3.5 seconds, increasing the damage and self damage with each consecutive swing.
Bloodburst: Crimson Burst. Bloodburst gives you the Crimson Frenzy buff, lasting 5 seconds and can stack up to 3 times. You increase damage dealt by 10% for 9 seconds. Activating another Bloodburst attack causes you to take 10% HP damage.
Charged Attack: Crimson Attack. Every 3rd Charged Attack deals +100% damage, but damages you for 10% of your max HP.
Dash: Crimson Dash. You can now Dash while at 0 Stamina, but it will cost 22% of your max HP instead. You can still dash even if your HP is at 1%.
This Shard offers different attack and defense buffs depending on which moon cycle you triggered.
Active Shard: Lunar Inspiration. Activating the Shard cycles through the Moon phases (new, crescent, full). Performs a long/mid/short ranged attack, dealing low/mid/high damage.
Bloodburst: Lunar Burst. Bloodburst causes a Lunar Effigy to materialize, following you for 9 seconds. Every 4.5 seconds, the Effigy pulsates, granting you +2/+3/+5 Shield for 3 seconds, and +15%/+20%/+30% Bloodburst damage increase for 3 seconds.
Charged Attack: Lunar Attack. Every 3rd Charged Attack causes a Lunar Effigy to materialize, following you for 9 seconds. Every 4.5 seconds, the Effigy pulsates, granting you +2/+3/+5 Shield for 3 seconds, and a +5%/+10%/+15% damage increase for 3 seconds.
Dash: Lunar Dash. Using Dash through attacks causes a Lunar Effigy to materialize, following you for 9 seconds. Every 4.5 seconds, the Effigy pulsates, granting you +2/+3/+5 Shield for 3 seconds and +5%/+10%/+15% stamina.
This Shard gives you a slow-moving orb attack that deals damage-over-time and teleportation shenanigans.
Active Shard: Singularity Orb. A slow-moving orb of darkness is launched forward, pulsating and dealing 5 damage to nearby enemies. The Shard can be reactivated within 3 seconds to instantly teleport to the orb’s position, and deal 35 to 100 damage depending on the orb’s life-time.
Bloodburst: Fragmented Burst. Activating Bloodburst leaves a copy behind. Activating Bloodburst again causes you to
Charged Attack: Fragmented Attack. Every 2nd Charged Attack deals +20% extra damage on hit and causes you to instantly teleport back to your original position.
Dash: Fragmented Dash. Using Dash through attacks instantly causes you to teleport forward and deal 25 damage.
Here’s what we ran with for our regular and New Game+ playthroughs.
Active: Drakmur’s Singularity Orb. We don’t use the Active Shard much, but it’s pretty useful to have an orb that sticks around and explodes for big damage.
Bloodburst: The Guardian’s Corrupted Burst. We like having lingering DOTs that heal you over time once you pull of a Bloodburst attack on an enemy multiple times.
Charged Attack: Hyem’s Frigid Attack. Gives you massive damage for every 4th Charged Attack.
Dash Slot: Shining Dash. We managed to perfect our dashes most of the time, so having “landmines” that deal damage after 3 perfect dashes is always nice to have.
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