=============================== Castlevania: Order of Ecclesia Glyph Guide v0.75 by tri-Ace Fanboy E-mail: [email protected] =============================== This entire document is (C) 2008 Rodrigo Alves de Souza (tri-Ace Fanboy). All trademarks are property of their respective owners. No section of this guide can be used without my permission. This includes, but is not limited to posting on your website, making links to my guide or including parts of my guide in your own. All the sites mentioned below have permission to do the above. Please email me at [email protected] to enquire about gaining permission to use this document. GameFAQs - http://www.gamefaqs.com/ Neoseeker - http://www.neoseeker.com/ Super Cheats - http://www.supercheats.com/ 1UP.com - http://www.1up.com/ - Thanks to Michael Sarich for this Copyright notice - --- 0 - [TABLE] OF CONTENTS --------------------------------------------------- Use your program's search function (usually accessed by pressing Ctrl+F) and search for the letters in brackets to go straight to the section you want to check out. For example, searching for [UPDATES] takes you to the Update section. 0 - Table of Contents.......................................[TABLE] 1 - About this FAQ..........................................[ABOUT] 2 - Guide updates.........................................[UPDATES] 3 - Glyphs: How do they work and how do you get them?......[GLYPHS] 4 - Blue Glyphs..............................................[BLUE] 5 - Red Glyphs................................................[RED] 6 - Glyph Unions ..........................................[UNIONS] 7 - Credits and Contact...................................[CREDITS] --- 1 - [ABOUT] THIS FAQ ------------------------------------------------------ The Glyph system is the main innovation in Castlevania: Order of Ecclesia. The main character, Shanoa, uses Glyphs engraved on her body to conjure weapons, spells and special abilities that she will need to complete her quest. In other words, you need to absorb Glyphs to gain new abilities that let you defeat the enemies and access new areas. This guide has two purposes: explain how the Glyph system works and list all the Glyphs in the game, as well as the special Glyph Union attacks. This guide currently lists all Glyphs and 29 Glyph Unions, but is still not finished. It will be updated soon with the remaining data. --- 2 - GUIDE [UPDATES] ------------------------------------------------------- --- v0.75 - 27h of October, 2008 --- Quick update, added/fixed some more details on all spell Glyphs and the familiars. Also fixed/improved the effect of the Arma Custos and Dominus Agony Glyphs. Thanks to Z Soul for noting that Pneuma increases in range when used with Wind Rings and to Jacob Johnson and Paul Kraff for explaining how Arma Custos works! --- v0.7 - 25th of October, 2008 --- All Glyphs listed, plus 5 other Glyph Unions. I think that's all of them. Some familiar Glyphs still need more detailed explanations, will update with those soon. Also added, rewrote and corrected some things. Thanks to Terence for explaining how Attribute points work and to Error1 for mentioning the special Pneuma attack. --- v0.5 - 22nd of October, 2008 --- First version uploaded to GameFAQs. Includes Glyph system explanation and 52% of the Glyphs, as well as 24 Glyph Unions listed. --- 3 - [GLYPHS]: HOW DO THEY WORK AND HOW DO YOU GET THEM? ------------------- Glyphs are white symbols surrounded by a blue or red aura, depending on their type. Once a Glyph appear on the screen, hold up to make Shanoa absorb it. The absorption isn't instantaneous -- if Shanoa is attacked or interrupted the absorption will stop and you must start over. Absorbing a Glyph also recovers 10 hearts and adds 1 point to all Attributes. More details below. Glyphs can be found in two different ways: scattered through the map or gotten from enemies. --- Earning Glyphs from the map --- Glyphs on the map just need to be found and revealed. Some are in plain view, some others are inside statues you have to break. Those are easy enough, but a few will require some extra work to be absorbed: you might need another Glyph to reach it, or you might have to come back later with a new ability, etc. See the Glyph list for the specific requirements for all Glyphs. --- Earning Glyphs from enemies --- Not all enemies have Glyphs! In fact, most of them don't, but the ones that do are very easy to recognize. Look at the Bestiary (either through the menu, or press Select and look at the upper screen for the last enemy you fought). Notice that each enemy has, at most, 3 drops. Any drop you haven't got yet will be written as questions marks. The drops are also followed by stars, which represent how rare the drop is. More stars = rarer. Here's the thing: the third drop is ALWAYS a Glyph. If the enemy doesn't have any drop listed on the last spot, then it doesn't have a Glyph. Simple enough, just move on to another enemy. However, there is an extra step for getting the Glyph: not all of them are dropped. Notice how when you kill some enemies a Glyph starts forming, but disappears. Don't worry, you're not doing anything wrong. This means the enemy can DROP a Glyph. Just keep killing them and eventually the Glyph will form completely and you can absorb it. Increasing the LUCK stat will increase the chances of Glyphs dropping, so keep that in mind when going after rare Glyphs. However, some enemies have Glyphs, but they don't appear when you kill the enemy. If you kill an enemy and a Glyph doesn't try to appear at all, this means the enemy WON'T drop it... it will CAST it instead. Just keep the enemy alive and don't attack them until the enemy starts casting the Glyph, then hold up to absorb it. Try killing the other enemies in the room first before you try absorbing a casted Glyph, or Shanoa might be interrupted and then you will have to wait for the enemy to try using it again. You can absorb enemy Glyphs multiple times. This has three uses that will be explained later. --- Using Glyphs --- Alright, you now know how to get Glyphs. Time to use them. To use a Glyph you must first set (equip) it in the menu. Shanoa has 3 Glyph slots: two for Blue Glyphs (Y and X buttons) and one for Red Glyphs (R button). Once you gain the Glyph Sleeve relic you can set different setups, which you can access by holding A and pressing L or R. Pressing a button (Y, X or R) will activate the Glyph. All Glyphs cost MP to use. Stay a few seconds without using Glyphs to recover MP -- it's pretty fast, and you will rarely run out of MP. Just watch out for the Glyphs you're using and switch to another one if the MP cost is an issue. Blue Glyphs work together -- you can quickly alternate between them by pressing the buttons quickly enough. This allows you to "cancel" the animation of one Glyph and use the other much faster, allowing Shanoa to attack and cast spells at an impressive speed. You can even equip the same Glyph on both slots! Doing this for too long will likely drain your MP too much, so watch out. Each Glyph will have a rhythm -- try not to mash the buttons, but press them alternately. Y, X, Y, X, Y, X... Glyphs set on the X button (second/sub slot) have slightly shorter range due to the way Shanoa moves when using them. --- Glyph Stats --- This part is a bit more technical. Most Blue Glyphs have an ATK stat, which shows how powerful that Glyph is. Shanoa's base stats are also used to affect the Glyphs. However, the way the game represents stats is a bit confusing. First, let's explain Shanoa's stats. Those go up with levels and equipment: STR: Strength. Affects "physical" Glyphs. CON: Constitution. Affects DEF. INT: Intelligence. Affects "elemental" Glyphs. MND: Mind. Protects from spells. LCK: Luck. Controls drop rate of items/glyphs. Might have other effects. The remaining two stats are affected by the base stats above, and either equipment or Glyphs. DEF: Defense. Affected by CON and equipment. ATK: Attack. The power of Shanoa's MAIN Glyph. And here comes the problem. You can equip 3 Glyphs, all with different stats, but Shanoa only has ONE ATK stat listed. The ATK listed is the one from the MAIN Glyph, which is considered to be the first Blue one. So if you have a Glyph on Y and another on X, only the ATK of Y will be listed. This gets even more confusing when you consider that the ATK of different Glyphs can be based on different stats. Let's say that you have a weapon Glyph on Y, and a spell Glyph on X. Only the ATK of the weapon will be listed since it's considered the main Glyph. Now you go to equip an accessory. Let's say the accessory boosts INT. This will increase the ATK stat of the spell Glyph, but you can't see it since it isn't the main Glyph. It might look like the accessory is not doing anything at all! So, if you care about the power of your Glyphs (and you should), you kind of have to calculate it on your own or use two Glyphs of the same type. --- Attributes --- Most attacks in the game, both Shanoa's and the enemies', have an Attribute which defines what type of damage it is. Enemies can resist or nullify some attributes, but be weak to others. Using the correct Attribute will make things much easier for you. These 2 "physical" Attributes are affected by STR stat, and reduced by the DEF stat: Slash and Strike. These 5 "elemental" Attributes are affected by the INT stat, and reduced by the MDN stat: Flame, Ice, Lightning, Light and Darkness. Some Glyphs can also cause status effects: Poison, Curse and Stone (Petrify). You can identify the resistances/weaknesses of enemies by looking at the bestiary. A red icon is a weakness, a blue icon is a resistance (or immunity). They are listed in the same order as above. The more enemies you kill with a certain Attribute, the stronger all Glyphs with that attribute will get. You can check your points on the menu, to the right of Shanoa's stats. Each enemy is worth a set amount of points -- stronger enemies tend to be worth more points. Kill the enemy to receive points for the Attribute used for the kill. For example, killing enemies with a Slash Glyph will give points to the Slash Attribute. Those points are converted into a percentage boost to the ATK of the related Glyphs. The growth rate is very slow though: it takes around 327 points to get a 1% boost. More numbers: ~327 points: 101% ATK ~3276 points: 110% ATK 16384 points: 150% ATK 32768 points: 200% ATK 49152 points: 250% ATK 65535 points: 300% ATK (max) There are no points for status effects, only the physical/elemental Attributes. Since the bonus is a percentage boost, Glyphs with higher ATK will have a more notable boost. Some special "Drops" items (Red, Blue, Green, White, Black) increase the points of one Attribute by 1000, which results in around a 3% boost to that Attribute. The Master Ring accessory increase the amount of points you gain from enemies. You also gain 1 point for EVERY Attribute each time you absorb a Glyph, even the ones you already have. This is one of the use of getting multiple copies of the same Glyph. --- Glyph Unions --- Glyph Unions are special attacks that you can use depending on the combination of Blue Glyphs you have equipped. For example, equipping two Sword weapon Glyphs lets you attack with a huge sword that covers half of the screen! Glyph Unions are used by holding up and pressing one of the Blue Glyphs buttons (Y or X). Unions cost hearts to use, not MP. Their power and cost depends on the combination used. You can collect hearts by breaking candlesticks, torches, etc. on the map or by using items. There are also jars in Ecclesia and Wygol Village that drop hearts -- crouch in front of them to refill. Absorbing Glyphs restores 10 hearts, even if it's a Glyph you already have. This is another reason to absorb the same Glyph multiple times when possible. Refilling hearts can be difficult, so avoid using Unions when you don't need to. Save them for bosses or other dangerous enemies. Section 6 has a list with 29 combinations, their cost and effects. --- 4 - [BLUE] GLYPHS --------------------------------------------------------- Blue Glyphs are set to the Y or X buttons (default configuration) and include weapons (of different types), shields and spells. Glyphs set on the main slot (Y button) have longer reach than the ones set on the sub slot (X button)! Weapons have a set physical Attribute (Strike or Slash) depending on their type. Spells can have any of the Attributes, or just a status effect instead. All weapon Glyphs are affected by the STR stat since they have either the Slash or Strike attributes. Spell Glyphs can be affected by STR or INT, depending on their attribute. Read the previous section for more details. Remember that Glyphs will increase in power as you gain points with their respective Attributes (+1% for every 327 points). The list below shows the Glyphs' base ATK. WARNING! This list includes spoilers for some areas and boss fights. --- Rapiers --- Rapiers are the fastest weapons and have good reach, but low ATK. The weapon is thrust forward, so they have no vertical reach either and are ineffective against overhead targets. In short: they're just not very useful. Slash attribute. 01 - Confodere ATK: 6 MP: 5 Location: Ecclesia. Required to proceed -- impossible to miss. 02 - Vol Confodere ATK: 11 MP: 10 Location: Dropped by Dullahan enemy (no.041). Dullahan can be found in Skeleton Cave. 03 - Melio Confodere ATK: 15 MP: 15 Location: Dracula's Castle (Library). Break a statue to reveal it. It's right past the Wallman boss. --- Swords --- Swords are swung overhead and have average ATK, speed and reach. A balanced weapon type with no great advantages or disadvantages. Slash attribute. 04 - Secare ATK: 8 MP: 8 Location: Dropped by Bone Scimitar enemy (no.006). Bone Scimitar can be found in Monastery and Ruvas Forest. 05 - Vol Secare ATK: 14 MP: 10 Location: Giant's Dwelling. Break a statue to reveal it. 06 - Melio Secare AK: 20 MP: 15 Location: Dropped by Spectral Sword enemy (no.095). Spectral Sword can be found in Dracula's Castle (Arms Depot and Final Approach). --- Lances --- Lances are thrust forward like Rapiers, so they suffer from the same problems hitting overhead targets. They're also slow, but have high ATK and reach so they're more useful than Rapiers. Slash attribute. 07 - Hasta ATK: 9 MP: 5 Location: Dropped by Spear Guard enemy (no.014). Spear Guard can be found in Minera Prison Island. 08 - Vol Hasta ATK: 16 MP: 10 Location: Tristis Pass. Break a statue to reveal it. 09 - Melio Hasta ATK: 23 MP: 15 Location: Dracula's Castle (Barracks). Break a statue to reveal it. The statue is in the very first room, as soon as you enter the area. --- Hammers --- Hammers are swung overhead and have high ATK and reach, but are a bit slow. Their main advantage however is the Strike attribute. 10 - Macir ATK: 10 MP: 5 Location: Monastery. Break a statue to reveal it. 11 - Vol Macir ATK: 18 MP: 10 Location: Misty Forest Road. Break a statue to reveal it. 12 - Melio Macir ATK: 25 MP: 15 Location: Dropped by Hammer Shaker enemy (no.091). Hammer Shaker can be found in Dracula's Castle (Underground Labyrinth, Mechanical Tower and Arms Depot). --- Bows --- Bows have low ATK, but the longest reach and are very fast to use, although there is a delay between using the bow and it firing an arrow. Useful when you need to stay away from a dangerous enemy, especially once you get Volaticus! Watch out for the MP cost though. Slash attribute. 13 - Arcus ATK: 6 MP: 15 Location: Dropped by Bone Archer enemy (no.013). Bone Archer can be found in Minera Prison Island. Note: This bow is fired horizontally. 14 - Vol Arcus ATK: 9 MP: 15 Location: Somnus Reef. Break a statue to reveal it. Note: This bow is fired diagonally upwards. 15 - Melio Arcus ATK: 9 MP: 25 Location: Misty Forest Road. Break a statue to reveal it. The statue is hidden on the other side of the wall with the dark blue energy. You need to return much later with the Paries Glyph to enter the wall and reach the statue. Note: This bow targets the closest enemy automatically. Fast enemies can still avoid the arrows though. --- Axes --- Axes are fired diagonally upwards and fall in an arc, so they have good reach. The attack speed is pretty good too, and they might hit very large enemies more than once. Their disadvantage is the low ATK and very high MP cost. Slash attribute. 16 - Ascia ATK: 8 MP: 15 Location: Dropped by Axe Knight enemy (no.009). Axe Knight can be found in Ruvas Forest and Minera Prison Island. 17 - Vol Ascia ATK: 12 MP: 30 Location: Somnus Reef. Break a statue to reveal it. 18 - Melio Ascia ATK: 16 MP: 45 Location: Dropped by Great Knight enemy (no.100). Great Knight can be found in Dracula's Castle (Library and Arms Depot). --- Sickles --- Sickles are pretty much the same as Hammers, but have longer vertical reach due to the large blade and have the Slash attribute. 19 - Falcis ATK: 11 MP: 5 Location: Minera Prison Island. Break a statue to reveal it. 20 - Vol Falcis ATK: 19 MP: 10 Location: Dropped by Miss Murder enemy (no.052). Miss Murder can be found in Giant's Dwelling. 21 - Melio Falcis ATK: 28 MP: 15 Location: Dracula's Castle (Arms Depot). Break a statue to reveal it. It's in one of the corridors close to the entrance, to the left, past the one with Melio Cultis. The room has the Great Knight and King Skeleton enemies. --- Knives --- Knives are thrown forwards. Very low ATK and average throwing speed (very fast when canceled), not to mention higher MP cost than most other weapons. Knives are pretty bad -- use a Bow if you need all that range. Slash attribute. 22 - Culter ATK: 3 MP: 8 Location: Monastery. Break a statue to reveal it. 23 - Vol Culter ATK: 3(x2) MP: 16 Location: Dropped by Red Smasher enemy (no.086). Red Smasher can be found in Dracula's Castle (Underground Labyrinth, Barracks, Mechanical Tower and Arms Depot). Note: Throws two knives at once. 24 - Melio Culter ATK: 3(x3) MP: 24 Location: Dracula's Castle (Arms Depot). Break a statue to reveal it. The statue is in one of the corridors connected to the entrance, to the left. Note: Throws three knives at once. --- Shields --- Shields have two uses: blocking some attacks and increasing the defensive stats (CON and MDN -- CON also affects DEF). The exact boost is a percentage of the base stat. More details will be included later. 25 - Scutum MP: 5 Location: Kalidus Channel. Underwater area, once you return with the Serpent Scale relic (after defeating the crab boss). Break a statue to reveal it. Note: The shield appears over Shanoa's head. 26 - Vol Scutum MP: 5 Location: Dropped by Lizardman enemy (no.057). Lizardman can be found in Tristis Pass. Note: The shield appears in front of Shanoa. CON and MND boost is much larger than the Scutum's. 27 - Melio Scutum MP: 5 Location: Dracula's Castle (Arms Depot). Break a statue to reveal it. It's in the only corridor to the right of the entrance. Note: The shield appears in front of Shanoa. CON and MND boost is much larger than the other two shields. --- Throwing Blades --- 28 - Redire ATK: 4 MP: 10 Attribute: Slash Location: Training Hall. Reach the final room. The Training Hall is a secret area. To unlock it you must leave Dracula's Castle through the hidden right entrance. Check the map for the exact location: http://s203.photobucket.com/albums/aa112/carpasoft/Ecclesia/draculas.png Note: This is a unique weapon type. Shanoa throws blades that cross most of the screen. ATK is low but it's very fast and can be used at incredible speeds. It also has an extra advantage: use it together with the Magnes Glyph and you've got a portable, movable magnet! You can control the direction a little, and releasing the R button will send Shanoa flying just like with any other magnet. --- Spells --- Spells cost more MP than weapons, but are much more varied. Each spell has a unique animation and attacks in a different way. Remember that Slash and Strike spells are affected by the STR stat, while all other Attributes are based on the INT stat. Some spells hit more than once. In this case the max number of hits will be listed after the ATK to better display how powerful the spell can be. Keep in mind though that the max number of hits might not always be reached, depending on how the spell works. Check the described effect of each spell for more details. 29 - Cubus ATK: 5(x8) MP: 20 Status Effect: Stone Location: Monastery. Leftmost room with falling blocks. Break the blocks with a Glyph Union special to reveal the Glyph and absorb it. Different combinations work. The earliest one is probably Ignis + Ignis, which you can first get after acquiring the double jump relic. Other valid combinations will be listed in future updates. Effect: Throws a cube down on the ground. Enemies who touch the cube take damage and are petrified, if they are vulnerable to the Stone status effect. Cubes stay on the screen for 6 seconds and can hit each enemy they touch up to 8 times. It will usually be less than that, however. Each Glyph can create up to 4 cubes. After that you must wait until a cube disappears to create another with that Glyph. Using two Cubus Glyphs allows up to 8 cubes at once (4 per Glyph). Cubes can be stacked on top of each other but this offers no real advantage. VERY useful when fighting enemies who don't move much, or who can be petrified. A petrified enemy is helpless. 30 - Torpor ATK: 10 MP: 20 Attribute: Ice Location: Wygol Village. Required to proceed -- impossible to miss. Effect: Throws a crystal down on the ground. The crystal explodes and forms a larger crystal, damaging anything it touches once. The expanded crystal takes one second to disappear. Good temporary Glyph for enemies weak to Ice but not a good spell overall. Range and duration are too short to be effective. Another crystal can be thrown as soon as the previous one hits the ground and explodes, so at least it's fast to use. Note: This Glyph CAN'T be used for Ice Glyph Unions. 31 - Lapiste ATK: 17 MP: 20 Attribute: Strike Location: Dracula's Castle (Underground Labyrinth). The room with falling rocks, in the are past the Blackmore boss. Check the map for the exact location: http://s203.photobucket.com/albums/aa112/carpasoft/Ecclesia/draculas.png Effect: Materializes a large rock fist that punches enemies once for high damage. Can be used very fast and has good range, but being based on STR is a bit of a disadvantage -- it's weaker than Vol Macir and costs more MP to use, not to mention you get Vol Macir long before you get this one. 32 - Pneuma ATK: 14 MP: 25 Attribute: Slash Location: Tymeo Mountains. The windy room near the right warp room. Need double jump to reach it. Use Magnes to reach the top of the room, then get on top of the windy platform and use Magnes again to hold on the magnet there. Move Shanoa a bit to the left and release -- she will be launched to the right and the wind will start pushing her to the left. You want to launch Shanoa to the right tip of the platform, where you will have enough time to absorb the Glyph before she falls off. It's a bit tricky and can take a while until you get it right. Effect: Throws a gust of wind downwards. It moves along the ground for a bit before disappearing. Set it on both slots and press both buttons at once to throw a huge gust instead. This larger attack hits twice and costs 50 MP. So it's the same as using 2 Pneumas, but with much larger range. Equip a Wing Ring to boost not only the ATK, but also the range of the spell. Equipping two rings will increase it even further -- the gust will cross most of the screen! This is pretty cool to use and it offers more range than comparable weapons, especially when considering the unique boost from Wind Rings. Since it's based on STR you can use this instead of a weapon. 33 - Ignis ATK: 9(x3) MP: 25 Attribute: Flame Location: Absorb from Fire Demon enemy (no.031). Fire Demon can be found in the right area of the Tymeo Mountains. You need the double jump to reach the area. Effect: Fire 3 small flames that go forward in different directions. The flames disappear after touching anything, or after crossing about half of the screen. Very good spell! Can be fired very fast at point blank range since the flames disappear after damaging the enemy and the damage is good. 34 - Vol Ignis ATK: 7(x6) MP: 40 Attribute: Flame Location: Dracula's Castle (Underground Labyrinth). Red room with flames. Cross the room while avoiding the flames to find it. Check the map for the exact location: http://s203.photobucket.com/albums/aa112/carpasoft/Ecclesia/draculas.png Effect: Throws a flame downwards on the ground. A flame pillar will rise and can hit up to 6 times per enemy. The flame disappears after 3 seconds. Flame pillar won't appear if Shanoa is too far from the ground when using it. Not a very good spell, most enemies will just move past the flame after one or two hits and you need to wait up to 3 seconds to use another. Ignis will give you much better damage over time for a lower MP cost... and much earlier in the game. 35 - Grando ATK: 8 MP: 25 Attribute: Ice Location: Absorb from Sea Demon enemy (no.027). Sea Demon can be found in Kalidus Channel and Somnus Reef. Effect: Forms an icicle that is shot forward afterwards. Icicle disappears after hitting one enemy. There's a very short delay between firing the Icicle and it starting to move, but this can still be used pretty fast, especially at point blank range. Use it on enemies weak to Ice before you have access to Vol Grando, but it has no use afterwards. 36 - Vol Grando ATK: 27 MP: 40 Attribute: Ice Location: Tristis Pass, top of the frozen waterfall. Required to proceed -- impossible to miss. Effect: Forms a large icicle on the ground, damaging anything it touches once. It takes around one second to disappear afterwards. Icicle won't be formed if Shanoa is too far from the ground when using it. A strong but slow spell. There's a pause when using it even with another Vol Grando Glyph. 37 - Fulgur ATK: 5(x5) MP: 25 Attribute: Lightning Location: Absorb from Thunder Demon enemy (no.060). Thunder Demon can be found in Tristis Pass. Effect: Forms a slow-moving lightning ball that can hit any enemy it touches up to 5 times. Usually won't hit that much though, as the ball will often move past the enemy. Disappears around 2 seconds after being thrown. Best used against slow or large enemies. Too weak and unreliable against anything else. 38 - Vol Fulgur ATK: 3(x2) MP: 40 Attribute: Lightning Location: Minera Prison Island. Room under the rightmost warp room, with lightning moving through the ground and ceiling. Just avoid the lightning and get to the end of the room to find it. Absorbing it will stop the lightning running through the room. Effect: Shoots a lightning bolt that hits the closest enemy twice. Might also hits other enemies who happen to be nearby. Not a very good spell, MP cost is too high for when you first get it and the damage dealt isn't very good. 39 - Luminatio ATK: 8(x6) MP: 25 Attribute: Light Location: Lighthouse. Top central room, after defeating the boss. Effect: Shoots two balls of light that circle around Shanoa. The circle expands and the balls leave the screen after three circles. Each ball can technically hit an enemy once per circle, which means this could do up to 6 hits, but it's unlikely that you'll get this much unless the enemy is very large. Good damage anyway, and great to use when Shanoa gets surrounded. 40 - Vol Luminatio ATK: 20 MP: 40 Attribute: Light Location: Absorb from White Fomor enemy (no.070). White Fomor can be found in Mystery Manor and Dracula's Castle (Library). Effect: Fires a beam of light that homes-in on one enemy and hits it once before disappearing. Damage is good, but firing rate is too low. Very safe to use though, as you can attack from far away and wait for the beam to hit the enemy while you focus on avoiding attacks. 41 - Umbra ATK: 13(x2) MP: 25 Attribute: Darkness Location: Absorb from Black Fomor enemy (no.036). Black Fomor can be found in Misty Forest Road. Effect: Creates a stream of dark energy that swirls around the area. It homes in on the closest enemy and tries to circle around it. Seems to get two hits on average, but more might be possible on larger enemies. Good damage, but very slow. Save it for large enemies that are likely to get hit multiple times. 42 - Vol Umbra ATK: 23(x3) MP: 40 Attribute: Darkness Location: Mystery Manor. Dark room to the left of the save point. Cross the room while avoiding the moving blades to reach the Glyph. This can take a few tries so make sure you save first! If you have too much trouble you can come back later and break the spikes with the Arma Machina Glyph. Effect: Fires a slow-moving sphere of darkness that moves forward a bit, then stops and disappears after a while. It will also stop earlier if it hits an enemy. Can hit one enemy up to 3 times. Only recommended against enemies weak to Darkness. Most enemies can just walk past it and avoid most hits since it stops when it hits them. Very good damage, though! 43 - Morbus ATK: 12 MP: 25 Status Effect: Curse Location: Dracula's Castle (Mechanical Tower). Room with two machines (one on the ceiling, one on the floor). Use Fulgur on both machines to activate them and reveal the Glyph. To do so, set Fulgur on both Blue slots. Jump and fire two (Y, X) at the top machine, then fire another (Y) when you land. Check the map for the exact location of the room: http://s203.photobucket.com/albums/aa112/carpasoft/Ecclesia/draculas.png Effect: This spell has no Attribute, so it's affected by both the STR and INT stats. Fires a red sphere that moves forward for a bit, then starts going up. Hits each enemy on the way once and causes Curse (if the enemy is vulnerable to it). Low damage and very slow to use, but this is your only way of causing Curse if you missed the Acerbatus Glyph. If you've got Acerbatus then this has no use whatsoever. Note: This Glyph is considered a DARKNESS spell for Glyph Unions. 44 - Nitesco ATK: 9(x3) MP: 20 Attributes: Flame, Light Location: Absorb from Nova Skeleton enemy (no.082). Nova Skeleton can be found in Dracula's Castle (Underground Labyrinth, Barracks and Forsaken Cloister). Effect: Fires a purple beam that hits 3 times. Beam lasts less than two seconds so it can be used again very quickly. The best spell! ATK looks low but this does lots of damage, is fast, has good range and is easy to spam. And since it has two attributes you can hit two weaknesses at once depending on the enemy. 45 - Acerbatus ATK: 22 MP: 44 Attributes: Lightning and Darkness Status Effect: Curse Location: Absorb from Albus (no.115). Albus is a boss in Mystery Ruins, so make sure you get the Glyph during the fight! This Glyph will be missed permanently if you don't! Effect: Fires a large sphere that crosses the screen and then stops. Hits any enemies on the way once and takes around 3 seconds total to disappear. Easy to use, decent damage and can Curse enemies, not to mention it has two Attributes. Firing rate is very slow however -- don't use two of these, or you'll spend large amounts of time waiting to be able to attack again. Note: This Glyph is considered a DARKNESS spell for Glyph Unions. 46 - Globus ATK: 8 (several hits) MP: 50 Attribute: Strike Location: Absorb from Barlowe (no.116) or Demon Lord (no.105) enemies. Barlowe is a boss fight in Ecclesia. Demon Lord can be found in the Large Cavern, a secret area unlocked by taking the hidden right exit in Dracula's Castle. Check the map for the exact location of the hidden exit: http://s203.photobucket.com/albums/aa112/carpasoft/Ecclesia/draculas.png Effect: Fires two small spheres that bounce back and forth across the screen. Each sphere can hit each enemy once per bounce. Damage of each sphere is low but this can be fired really fast, hits lots of times and doesn't even need to be aimed at the enemy. The smaller the room, the better it is, but it's good even in larger rooms. Total damage will likely be very high. Each Glyph can shoot 2 sets of spheres (4 total). After that you must wait until a set disappears to create another with that Glyph. Using two Globus Glyphs allows up to 4 sets at once (2 per Glyph, 8 spheres total). Like Pneuma, being based on STR means you can use this to replace a weapon. In this case you've got a long range Strike weapon, which is something unique. Second best spell, use it for anything that resists Nitesco or is vulnerable to Strike. Note: This Glyph is considered a DARKNESS spell for Glyph Unions. 47 - Dextro Custos ATK: 18 MP: 16 Attribute: Slash Location: Dracula's Castle (Library). Explore the are past the Wallman boss. Check the map for the exact location: http://s203.photobucket.com/albums/aa112/carpasoft/Ecclesia/draculas.png Required to proceed. Effect: Materializes one of Cerberus' heads to bite one enemy. It's pretty fast but the ATK isn't anything special compared to the Slash weapons you've got available at the time. The blue Custos Glyphs are only really used to open the way to Final Approach. Note: This Glyph is considered a DARKNESS spell for Glyph Unions. 48 - Sinestro Custos ATK: 18 MP: 16 Attribute: Slash Location: Dracula's Castle (Mechanical Tower). It's in the room past the Death boss fight. Check the map for the exact location: http://s203.photobucket.com/albums/aa112/carpasoft/Ecclesia/draculas.png Effect: Materializes one of Cerberus' heads to bite one enemy. It's pretty fast but the ATK isn't anything special compared to the Slash weapons you've got available at the time. The blue Custos Glyphs are only really used to open the way to Final Approach. Note: This Glyph is considered a DARKNESS spell for Glyph Unions. 49 - Dominus Hatred ATK: 66 MP: 66 Attribute: Darkness Location: Minera Prison Island. Required to proceed -- impossible to miss. Effect: Fires a green beam upwards, then 6 beams fall down around Shanoa, damaging anything they touch. Using the Dominus Glyphs damages Shanoa! Damage taken is 1/6 of Shanoa's max HP. In other words, using this Glyph 6 times will kill Shanoa. Very strong but taking damage is a bad thing, use another Glyph instead. 50 - Dominus Anger ATK: 66 MP: 66 Attribute: Darkness Location: Giant's Dwelling. Required to proceed -- impossible to miss. Effect: Casts a fireball that crosses the screen at high speed, damaging anything on the way. Each Glyph can shoot 2 fireballs. After that you must wait until a ball disappears to create another with that Glyph. Using two Dominus Anger Glyphs allows up to 4 balls at once (2 per Glyph). Using the Dominus Glyphs damages Shanoa! Damage taken is 1/6 of Shanoa's max HP. In other words, using this Glyph 6 times will kill Shanoa. Very strong but taking damage is a bad thing, use another Glyph instead. --- 5 - [RED] GLYPHS ---------------------------------------------------------- Red Glyphs are set to the R button (default configuration) and include more indirect effects: familiars, transformations, boosts and extra platforming abilities. Again, the list below only shows the Glyphs' base stats. WARNING! This list includes spoilers for some areas and boss fights. --- Platforming --- These Glyphs give Shanoa extra abilities that are used to get past certain areas. 01 - Magnes ATK: 10 MP: 5 Attribute: Light Location: Monastery. Required to proceed -- impossible to miss. Effect: Hold R around a magnet to stick to it. You can then move Shanoa towards one direction and let go to send her flying towards the opposite direction. The Redire Glyph counts as a portable magnet -- use Magnes with it to move Shanoa around together with the blade. You can control it a little, and releasing R will send her flying, just like any other magnet. Note: The games lists ATK and Attribute for this Glyph, but it can't be used against enemies. It's unknown if these stats actually affect anything. 02 - Paries MP: 5 Location: Absorb from Wallman (no.117). Wallman is a boss in Dracula's Castle (Library) and absorbing the Glyph is the only way to beat him. Required to proceed -- impossible to miss. Effect: Can pass through certain walls (with a dark blue energy). This just lets you explore new areas. 03 - Volaticus MP: 20 Location: Dracula's Castle (Final Approach). It's in the large open room to the left of the area, with all the Winged Skeleton enemies. Required to proceed. Effect: Lets Shanoa fly. Cannot duck, backdash, jump or use Glyph Unions while flying. The wings will disappear if Shanoa gets hit. This actually has a lot of offensive uses. Flying lets you attack enemies with a lot more safety, and used with the Melio Arcus or Globus Glyphs you can just run away and attack from any range safely. --- Boosts --- Boosts give an extra temporary ability or effect. 04 - Rapidus Fio ATK: 3 MP: 80 Attribute: Slash Location: Dracula's Castle (Underground Labyrinth). This one is hidden behind THREE breakable walls. It's on the same room as the hidden right exit to the overworld map (which opens the Training Hall and Large Cavern areas). Check the map for the exact location: http://s203.photobucket.com/albums/aa112/carpasoft/Ecclesia/draculas.png Effect: Greatly increases Shanoa's movement speed. A shockwave in front of her will damage enemies on touch, and will also break candles, torches and even open hidden passages! However, Shanoa will still stop and get knocked back when touching enemies if the shockwave doesn't kill them. You can use the Tower Ring to prevent that, but she will still take damage, so watch your HP. 05 - Vis Fio MP: 80 Location: Dracula's Castle (Mechanical Tower). Break a statue to reveal it. The statue is in the room large square room that leads to the first save point in the area. Effect: Increases STR (affects damage of Slash and Strike Glyphs). 06 - Fortis Fio MP: 80 Location: Kalidus Channel. Underwater area, once you return with the Serpent Scale relic (after defeating the crab boss). Break a statue to reveal it. Effect: Increases CON (affects DEF stat, which reduces damage taken). 07 - Sapiens Fio MP: 80 Location: Oblivion Ridge. Break a statue to reveal it. The statue is in the room right before the boss, on the upper left corner. Wait for an Altair to appear and double jump over it, then press B + Down to kick. Shanoa will bounce off the enemy and you can then double jump again to reach the ledge. Effect: Increases INT (affects damage of elemental Glyphs). 08 - Fides Fio MP: 80 Location: Tymeo Mountains. Break a statue to reveal it. Effect: Increases MIND (reduces damage taken from spells). 09 - Felicem Fio MP: 80 Location: Dracula's Castle (Underground Labyrinth). Break a statue to reveal it. This one is hidden behind TWO breakable walls. It's on the path to the right exit to the overworld map (which opens the Training Hall and Large Cavern areas), before the Rapidus Fio Glyph. Check the map for the exact location: http://s203.photobucket.com/albums/aa112/carpasoft/Ecclesia/draculas.png Effect: Increases LUCK (increases drop rate of items and Glyphs). 10 - Inire Pecunia MP: 80 Location: Tristis Pass. Break a statue to reveal it. Effect: Enemies and candles (torches, etc.) will drop larger amounts of money. Combine with the Gold Ring accessories for an even larger amount. --- Transformations --- These Glyphs cause Shanoa to transform into different creatures. Each transformation is unique and has different abilities. 11 - Arma Felix MP: 80 Location: Dropped by Black Phanter enemy (no.077). Black Panther can be found in Dracula's Castle (Castle Entrance and Library). Effect: Transforms into a Black Phanter and receives a large ATK bonus. Lower walking speed than usual. Cannot slide or kick, but can still crouch, backdash, jump and double jump. Can also talk to the cats in Wygol Village. Press Y to do a dashing claw swipe. 12 MP, Slash Attribute. Keep pressing Y to do additional dashing swipes that cost 2 MP each. Press X to do fast, short range claw attacks. 4 hits, 10 MP, Slash Attribute. 12 - Arma Chiroptera MP: 80 Location: Dropped by Werebat enemy (no.035). Werebat can be found in Misty Forest Road. Effect: Transforms into a Werebat and receives an average ATK bonus. No changes in walking speed. Cannot crouch, slide or kick, but can still jump, double jump and backdash. Press Y to summon a bat, which will fly forwards and damage anything they touch. Up to 5 bats can be summoned at once. 10 MP each, Strike Attribute. Press X to do a short range leg swipe. Any hit on an enemy will recover 1 HP. Equip an Emperor Rings to double the amount healed. 15 MP, Slash Attribute. 13 - Arma Machina MP: 80 Location: Dropped by Automaton ZX27 enemy (no.039) Automaton ZX27 can be found in Dracula's Castle (Mechanical Tower and Final Approach). Effect: Transforms into a robot. No stat changes. Movement speed is very slow. Cannot crouch, slide or kick but can still jump, double jump and backdash. The jump has very short height however. Backdashing is normal and is the fastest way to move. MP does not regenerate while in this form and it has no attacks. However, Shanoa gains two extra abilities. All Slash and Strike attacks will remove MP instead of HP. Elemental attacks still deal HP damage. If MP reaches 0 the transformation will end and Shanoa will take normal HP damage. Shanoa will also break spikes of all kinds on touch for no MP cost. --- Misc. --- The next two Glyphs are unique and don't really fit any specific grouping. 14 - Refectio MP: 80 Location: Dracula's Castle (Library). Break a statue to reveal it. The statue is in a hidden room, behind a breakable wall. Check the map for the exact location: http://s203.photobucket.com/albums/aa112/carpasoft/Ecclesia/draculas.png Effect: Recovers 1 HP per second. Equip Emperor Rings to double the amount healed. 15 - Arma Custos MP: 80 Location: Dracula's Castle (Arms Depot). It's in the room past the Eligor boss fight. Required to proceed. Effect: The image of one of Cerberus' heads appear over Shanoa. Receives a STR boost according to Shanoa's current HP -- the more hurt she is, the higher the boost is. This is highly useful actually. You don't need to take too much damage to get a large STR boost. Exact rate is unknown, but some numbers: 100% HP = +1 STR 50% HP = +22 STR 1 HP = +45 STR --- Familiars --- These Glyphs will summon a familiar to help Shanoa. They move on their own and attack enemies on the screen. Familiars have levels, which you can increase by absorbing more copies of the same familiar Glyph. Apparently it's also possible to increase familiar levels by letting them kill enemies. This is MUCH slower than just absorbing Glyphs though. 15 Glyphs total will increase the familiar's level to 2. 30 Glyphs total will increase the familiar's level to 3. Level 3 is the max for all familiars. Familiars have a base ATK that is affected by Shanoa's STR or INT (depending on Attribute) at the time of summoning. They are also affected by Shanoa's Attribute points. The familiar's ATK will not be affected by any changes AFTER it is summoned. It is beneficial to boost the corresponding stat before summoning a familiar. For example, when summoning a Slash familiar, set all your equipment to improve STR first, no matter the cost to other stats. Then after summoning the familiar you can switch your equipment to anything else and the familiar will keep the increased ATK. 16 - Fidelis Caries MP: 80 ATK: 2 Attribute: Strike Location: Absorb from Necromancer enemy (no.012). Necromancer can be found in Ruvas Forest. Effect: Summons zombies. They walk towards enemies and deal Strike damage to anything they touch. Level increases speed and number of zombies summoned (one per level). Very easy to get and level, but not very useful. The damage deal is low and they will only hit enemies on the ground. The zombies will often get left behind, even at level 3. 17 - Fidelis Alate MP: 80 ATK: 3 Attribute: Slash Location: Dropped by Winged Skeleton enemy (no.102). Winged Skeleton can be found in Dracula's Castle (Final Approach). Effect: Summons winged skeletons. The skeletons stay close to Shanoa until an enemy approaches, then they quickly fly towards it and attack. You can also order them to attack a specific enemy by tapping it on the touch screen. Level increases how often they attack and number of skeletons summoned (one per level). Worse than the Owl -- same ATK and Attribute, but takes longer to get and level and it attacks less often, even at maximum level. 18 - Fidelis Polkir MP: 80 ATK: 4 Attribute: Flame Location: Dropped by Polkir enemy (no.081). Polkir can be found in Dracula's Castle (Underground Labyrinth). Effect: Summons a Polkir. It flies around the map. It doesn't hurt enemies on touch, but it randomly fires an eye beam on the ground that causes a flame to rise afterwards on a rather large area. Level increases how often it attacks. The only elemental (and thus INT based) familiar, this one isn't very good at first because it doesn't attack often and it tends to miss, but once it gains levels it's pretty good, as long as you're fighting enemies weak to Flame. Other familiars are easier to use and level -- this one won't have much use. 19 - Fidelis Noctua MP: 80 ATK: 3 Attribute: Slash Location: Dropped by Owl enemy (no.061). Owl can be found in Tristis Pass. The owl that follows the Owl Knight enemy DOESN'T drop Glyphs! Effect: Summons owls. The owls will fly around the map and attack enemies often. You can also order them to attack a specific enemy by tapping it on the touch screen. Level increases speed and number of owls summoned (one per level). Most useful Slash familiar. It flies, so it doesn't have trouble following Shanoa or hitting fast/flying enemies like the first two familiars do. 20 - Fidelis Medusa MP: 80 ATK: 1 Status Effect: Stone Location: Dropped by Gorgon Head enemy (no.098). Gorgon Head can be found in Dracula's Castle (Mechanical Tower and Forsaken Cloister). Effect: Summon gorgon heads to float in a circle around Shanoa. They damage and petrify anything they touch (if the enemy is vulnerable to Stone). The damage they deal is low, but seems to be affected by both STR and INT. Leveling up increases the number of heads summoned (two per level). One of the best familiars, but suffers from only appearing late in the game. Great against anything that can be petrified, even better on New Game+ when you can use it for the whole game. It's also useful as a shield since they fly around Shanoa all the time. It's the second easiest familiar to level as well, only behind the zombie. The drop rate for the Glyph is very high -- just wait in any room with medusa heads floating and wait until the Gorgon Head (grey) appears. Won't take more than a few minutes to reach the max level. 21 - Fidelis Aranea MP: 80 ATK: 2 Attribute: Slash Status Effect: Poison Location: Dropped by Skull Spider enemy (no.025). Skull Spider can be found in Kalidus Channel and Tymeo Mountains. Effect: Summons a Skull Spider. Damages and poisons anything they touch (if the enemy is vulnerable to Poison). It can also walk up on the walls and ceilings. Leveling up the familiar increases speed. Good familiar. Not that hard to level once you can kill the spiders quickly and the poison is very useful when it works. It needs levels to be useful though, it has too much trouble keeping up with Shanoa at level 1. 22 - Fidelis Mortus MP: 80 ATK: 5 Attribute: Strike Status Effect: Curse Location: Absorb from Jiang Shi enemy (no.104). Jiang Shi can be found in the Large Cavern, a secret area unlocked by taking the hidden right exit in Dracula's Castle. Check the map for the exact location of the hidden exit: http://s203.photobucket.com/albums/aa112/carpasoft/Ecclesia/draculas.png Effect: Summons short undead creatures that jump around. Damage and Curse anything they touch (if the enemy is vulnerable to Curse). Leveling increases number of undead summoned (one per level) and jumping distance. Highest ATK and the only Strike familiar, also very easy to level since you can just absorb the Glyphs until you have enough. However that's at the very end of the game, so there's not much use to them just like most others. Good on New Game+ however. --- Dominus --- This is a unique, plot-related Glyph. 23 - Dominus Agony MP: 66 Location: Mystery Ruins. Required to proceed -- impossible to miss. Effect: Boosts STR, INT, CON and MND by 66 each, but consumes 66 HP per second. Will kill Shanoa eventually. Good for a quick boost when using a stronger attack like a Glyph Union. Just don't forget to turn it off afterwards. --- 6 - GLYPH [UNIONS] -------------------------------------------------------- Glyph Unions are special attacks based on a combination of two Blue Glyphs (with one exception). Most Unions aren't based on specific Glyphs, but rather the TYPE of Glyphs. So there's no difference between the Fulgur and Vol Fulgur Glyphs for example, as they are both Lightning Spells. Same for Rapiers, Sickles, etc. There are some exceptions however. Unions of the Slash or Strike Attributes are affected by STR. Elemental Unions are affected by INT. 29 Unions are described below, but this list might still be incomplete. 01 - Invalid Hearts: 5 Attribute: none Result of any invalid combination. Fires a white ball of energy. Short range, low damage. This is affected by both STR and INT. 02 - Rapier + Rapier Hearts: 15 Attribute: Slash Combination of any two Rapier Glyphs. Some rose petals quickly appear and hit any enemies on the way 3 times. Each hit does average damage. 03 - Sword + Sword Hearts: 15 Attribute: Slash Combination of any two Sword Glyphs. Swings a huge sword that covers half of the screen, hitting any enemies in the way once for high damage. 04 - Lance + Lance Hearts: 15 Attribute: Slash Combination of any two Lance Glyphs. A large spear materializes in the air and moves forward a bit, hitting any enemies in the way twice for average damage. 05 - Hammer + Hammer Hearts: 15 Attribute: Strike Combination of any two Hammer Glyphs. Swings a huge hammer that covers most of the screen and hits any enemies on the way once for high damage. 06 - Bow + Bow Hearts: 30 Attribute: Slash Combination of any two Bow Glyphs. Fires an arrow upwards, then several arrows rain down and hit everything in the screen multiple times. Each hit does low damage but the total damage is pretty good. 07 - Axe + Axe Hearts: 15 Attribute: Slash Combination of any two Hammer Glyphs. Swings a huge axe that covers most of the screen and hits any enemies on the way once for high damage. 08 - Sickle + Sickle Hearts: 15 Attribute: Slash Combination of any two Sickle Glyphs. Swings a huge scythe that covers most of the screen and hits any enemies on the way once for high damage. 09 - Knife + Knife Hearts: 30 Attribute: Slash Combination of any two Knife Glyphs. Throws several knives forward. Each knife deal low damage but the total damage can be pretty good. 10 - Shield + Shield Hearts: 20 Attribute: none Combination of any two Shield Glyphs. Shanoa becomes completely invulnerable to all damage for 2 seconds. She can't do anything else during that time though. This is highly useful for getting boss medals (kill bosses without getting hit). 11 - Flame spell + any weapon Hearts: 15 Attribute: Flame Combination of any Flame spell with any weapon Glyph. Swings a large flame sword that hits once for high damage. 12 - Flame spell + Flame spell Hearts: 20 Attribute: Flame Combination of any two Flame spell Glyphs. Creates two large flames from Shanoa's hands that move up and down twice before disappearing, hitting anything in the area 4 times total. Each hit does high damage, for very high damage total. 13 - Ice spell + any weapon Hearts: 15 Attribute: Ice Combination of any weapon with any Ice spell Glyph, EXCEPT for Torpor. Swings a large icicle sword that hits once for high damage. Based on INT. 14 - Ice spell + Ice spell Hearts: 20 Attribute: Ice Combination of any two Ice spell Glyphs, EXCEPT for Torpor. Creates a large blizzard around Shanoa that hits anything in the area 8 times for average damage per hit, high damage total. Based on INT. 15 - Flame spell + Ice spell Hearts: 20 Attributes: Flame and Ice Combination of any two Flame spell and Ice spell Glyphs, EXCEPT for Torpor. Creates a ball of ice and fire combined that is circled by an Ice and a Flame wave and move onwards damaging anything on the way. Each hit deals average damage. Based on INT. 16 - Lightning spell + any weapon Hearts: 15 Attribute: Lightning Combination of any Lightning spell with any weapon Glyph. Fires a short range lightning spear that does 5 quick hits of average damage to anything they touch. Total damage is high. Based on INT. 17 - Lightning spell + Lightning spell Hearts: 20 Attribute: Lightning Combination of any two Lightning spell Glyphs. Creates a large lightning ball that throws lightning bolts at everything in the screen, hitting multiple (6?) times for average damage per hit. High damage total. Based on INT. 18 - Light spell + any weapon Hearts: 15 Attribute: Light Combination of any Light spell with any weapon Glyph. Swings an invisible light sword in a large circular area in front of Shanoa, dealing one hit of high damage to anything in the area. Based on INT. 19 - Light spell + Light spell Hearts: 20 Attribute: Light Combination of any two Light spell Glyphs. Sends a shockwave that conjures a large light ball around every enemy in the screen, causing average damage. Based on INT. 20 - Darkness spell + any weapon Hearts: 15 Attribute: Darkness Combination of any weapon with any Darkness spell Glyph, EXCEPT for Dominus Anger and Dominus Hatred. Swings an invisible dark sword in a large circular area in front of Shanoa, dealing one hit of high damage to anything in the area. Based on INT. 21 - Darkness spell + Darkness spell Hearts: 20 Attribute: Darkness Combination of any two Darkness spell Glyphs, EXCEPT for Dominus Anger and Dominus Hatred. Sends a shockwave that conjures a large dark ball around every enemy in the screen, causing average damage. Based on INT. 22 - Light spell + Darkness spell Hearts: 50 Attributes: Light and Darkness Combination of any Light spell with any Darkness spell Glyph, EXCEPT for Dominus Anger and Dominus Hatred. Freezes time and conjures a large light from the darkness in the background, causing very high damage to everything in the screen. Based on INT. 23 - Lapise + any weapon Hearts: 15 Attribute: Strike Combination of Lapiste spell with any any weapon Glyph. Swings a large rock hammer that hits once for high damage. 24 - Lapiste + Lapiste Hearts: 20 Attribute: Strike Combination of Lapiste + Lapiste. Forms two huge rock hands that each punch from a side of the screen, hitting any enemy in the way for high damage. 25 - Pneuma + any weapon Hearts: 15 Attribute: Slash Combination of Pneuma spell with any weapon Glyph. Fires four short range wind waves that deal average damage. 26 - Pneuma + Pneuma Hearts: 20 Attribute: Slash Combination of Pneuma + Pneuma. Creates a gust of wind that moves upwards around Shanoa and hits anything in the area multiple (5?) times. Each hit does average damage, for high damage total. 27 - Nitesco + any weapon Hearts: 15 Attributes: Flame and Light Combination of Nitesco spell with any weapon Glyph. Swings a huge enemy sword that deals high damage. 28 - Nitesco + Nitesco Hearts: 20 Attributes: Flame and Light Combination of Nitesco + Nitesco. Fires a huge purple beam. Damage is exactly double of the Nitesco spell which means this has no real use. If you have two Nitesco Glyphs set just use them together to deal the same damage for 40 MP instead of 20 hearts. 29 - Dominus Hearts: 0 Attributes: Darkness? Combination the 3 Dominus Glyphs (Anger, Hatred and Agony). This is a special Union. It costs no hearts and depends on 3 specific Glyphs (including a red one). This is the strongest attack in the game, dealing a huge amount of damage to everything in the screen -- Shanoa included. Using this Union will kill Shanoa and give you a Game Over. Except for a certain time... --- 7 - [CREDITS] AND CONTACT ------------------------------------------------- This FAQ was written by Rodrigo Alves de Souza (tri-Ace Fanboy). Send any questions, corrections or feedback to [email protected] All the data used in this guide comes from the game itself or from comments by other players. No other source was used. Thanks to: -Terence for explaining how Attribute points work. -Error1 for explaining the special Pneuma move (using both Glyphs at once for a large gust). -Z Soul for noting that Pneuma gets more range with Wind Rings equipped. -Jacob Johnson and Paul Kraff for explaining how Arma Custos works. -And you for reading this! I hope it was useful. Help Stop FAQ Theft - Check Out Michael Sarich's FAQ Theft Guide: http://boards.gamefaqs.com/gfaqs/genmessage.php?board=2000094&topic=20885654 --- End of FAQ ---------------------------------------------------------------- File size: 58kb, 1433 lines, 9819 words and 58626 characters