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Castlevania: Order of Ecclesia
General Analysis Guide v1.1
by DevChandA
Contact:
[email protected]
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-----TABLE OF CONTENTS--------------------------------------------------------
1. INTRODUCTION (I)
2. GLYPH OVERVIEW (O)
2.1 Attributes (Atr)
2.2 Glyph Damage (Gdm)
2.3 Attribute Points (Apt)
3. BLUE GLYPHS (B)
3.1 Confodere (Con)
3.2 Vol Confodere (Vcon)
3.3 Melio Confodere (Mcon)
3.4 Secare (Sec)
3.5 Vol Secare (Vsec)
3.6 Melio Secare (Msec)
3.7 Hasta (Has)
3.8 Vol Hasta (Vhas)
3.9 Melio Hasta (Mhas)
3.10 Macir (Mac)
3.11 Vol Macir (Vmac)
3.12 Melio Macir (Mmac)
3.13 Arcus (Arc)
3.14 Vol Arcus (Varc)
3.15 Melio Arcus (Marc)
3.16 Ascia (Asc)
3.17 Vol Ascia (Vasc)
3.18 Melio Ascia (Masc)
3.19 Falcis (Fal)
3.20 Vol Falcis (Vfal)
3.21 Melio Falcis (Mfal)
3.22 Culter (Cul)
3.23 Vol Culter (Vcul)
3.24 Melio Culter (Mcul)
3.25 Scutum (Scu)
3.26 Vol Scutum (Vscu)
3.27 Melio Scutum (Mscu)
3.28 Redire (Red)
3.29 Cubus (Cub)
3.30 Torpor (Tor)
3.31 Lapiste (Lap)
3.32 Pneuma (Pne)
3.33 Ignis (Ign)
3.34 Vol Ignis(Vign)
3.35 Grando (Gra)
3.36 Vol Grando (Vgra)
3.37 Fulgur (Ful)
3.38 Vol Fulgur (Vful)
3.39 Luminatio (Lum)
3.40 Vol Luminatio (Vlum)
3.41 Umbra (Umb)
3.42 Vol Umbra (Vumb)
3.43 Morbus (Mor)
3.44 Nitesco (Nit)
3.45 Acerbatus (Ace)
3.46 Globus (Glo)
3.47 Dextro Custos (Dex)
3.48 Sinestro Custos (Sin)
3.49 Dominus Hatred (Domh)
3.50 Dominus Agony (Doag)
4. RED GLYPHS (R)
4.1 Magnes (Mag)
4.2 Paries (Par)
4.3 Volaticus (Vol)
4.4 Rapidus Fio (Rfi)
4.5 Vis Fio (Vfi)
4.6 Fortis Fio (Ffi)
4.7 Sapiens Fio (Sfi)
4.8 Fides Fio (Fifi)
4.9 Felicem Fio (Fefi)
4.10 Inire Pecunia (Inp)
4.11 Arma Felix (Arf)
4.12 Arma Chiroptera (Arc)
4.13 Arma Machina (Arm)
4.14 Refectio (Ref)
4.15 Arma Custos (Arcu)
4.16 Familiars (Famil)
4.17 Fidelis Caries (Fica)
4.18 Fidelis Alate (Fial)
4.19 Fidelis Polkir (Fipo)
4.20 Fidelis Noctua (Fino)
4.21 Fidelis Medusa (Fime)
4.22 Fidelis Mortus (Fimo)
4.23 Dominus Agony (Doag)
5. GLYPH UNIONS (U)
5.1 Confodere Union (Conu)
5.2 Secare Union (Secu)
5.3 Ascia Union (Ascu)
5.4 Falcis Union (Falu)
5.5 Macir Union (Macu)
5.6 Hasta Union (Hasu)
5.7 Arcus Union (Arcu)
5.8 Culter Union (Culu)
5.9 Invalid Union (Invu)
5.10 Ignis Union (Ignu)
5.11 Ignis Sword Union (Igsu)
5.12 Ignis Grando Union (Iggu)
5.13 Grando Union (Grau)
5.14 Grando Sword Union (Grsu)
5.15 Fulgur Union (Fulu)
5.16 Fulgur Spear Union (Fusu)
5.17 Pneuma Union (Pneu)
5.18 Pneuma Spear Union (Pnsu)
5.19 Lapiste Union (Lapu)
5.20 Lapiste Hammer Union (Lahu)
5.21 Light Union (Ligu)
5.22 Light Sword Union (Lisu)
5.23 Light Darkness Union (Lidu)
5.24 Darkness Union (Daru)
5.25 Darkness Sword Union (Dasu)
5.26 Nitesco Union (Nitu)
5.27 Nitesco Sword Union (Nisu)
5.28 Scutum Union (Sctu)
5.29 Dominus Union (Dmiu)
6. ENEMIES (E)
6.1 Bat (Bat)
6.2 Zombie (Zom)
6.3 Skeleton (Ske)
6.4 Ghost (Gho)
6.5 Banshee (Ban)
6.6 Bone Scimitar (Bsc)
6.7 Sea Stinger (Sti)
6.8 Nominon (Nom)
6.9 Axe Knight (Axk)
6.10 Une (Une)
6.11 Merman (Mrm)
6.12 Necromancer (Necr)
6.13 Bone Archer (Barh)
6.14 Spear Guard (Speg)
6.15 Invisible Man (Invm)
6.16 Gelso (Gels)
6.17 Needles (Nedl)
6.18 Demon (Deon)
6.19 Fishhead (Fihd)
6.20 Dark Octupus (Daot)
6.21 Killer Fish (Kfis)
6.22 Forneus (Frn)
6.23 The Creature (EC1)
6.24 Black Crow (EC2)
6.25 Skull Spider (EC3)
6.26 Scarecrow (EC4)
6.27 Sea Demon (EC5)
6.28 Winged Guard (EC6)
6.29 Nightmare (EC7)
6.30 Rock Knight (EC8)
6.31 Flame Demon (EC9)
6.32 Bitterfly (EC10)
6.33 Specter (EC11)
6.34 Grave Digger (EC12)
6.35 Werebat (EC13)
6.36 Black Fomor (EC14)
6.37 Enkidu (EC15)
6.38 Bone Pillar (EC16)
6.39 Skeleton Frisky (EC17)
6.40 Skeleton Hero (EC18)
6.41 Dullahan (EC19)
6.42 Skeleton Rex (EC20)
6.43 White Dragon (EC21)
6.44 Saint Elmo (EC22)
6.45 Lorelai (EC23)
6.46 Edimmu (EC24)
6.47 Decarbia (EC25)
6.48 Merman (EC26)
6.49 Ladycat (EC27)
6.50 Ectoplasm (EC28)
6.51 Curse Diva (EC29)
6.52 Miss Murder (EC30)
6.53 Automaton ZX26 (EC31)
6.54 Skeleton Beast (EC32)
6.55 Balloon (EC33)
6.56 Arachine (EC34)
6.57 Lizardman (EC35)
6.58 Armored Beast (EC36)
6.59 Yeti (EC37)
6.60 Thunder Demon (EC38)
6.61 Owl (EC39)
6.62 Werewolf (EC40)
6.63 Altair (EC41)
6.64 Mandragora (EC42)
6.65 Jersey Devil (EC43)
6.66 Owl Knight (EC44)
6.67 Chosen Une (EC45)
6.68 Stone Rose (EC46)
6.69 Mad Butcher (EC47)
6.70 White Fomor (EC48)
6.71 Evil Force (EC49)
6.72 Flea Man (EC50)
6.73 Ghoul (EC51)
6.74 Peeping Eye (EC52)
6.75 Gargoyle (EC53)
6.76 Blood Skeleton (EC54)
6.77 Black Panther (EC55)
6.78 Mimic (EC56)
6.79 Draculina (EC57)
6.80 Tin Man (EC58)
6.81 Polkir (EC59)
6.82 Nova Skeleton (EC60)
6.83 Gashida (EC61)
6.84 Devil (EC62)
6.85 Gurkha Master (EC63)
6.86 Red Smasher (EC64)
6.87 Cave Troll (EC65)
6.88 Blade Master (EC66)
6.89 Lilith (EC67)
6.90 Lizardman Blade (EC68)
6.91 Hammer Shaker (EC69)
6.92 Rebuild (EC70)
6.93 Imp (EC71)
6.94 Bugbear (EC72)
6.95 Spectral Sword (EC73)
6.96 Automaton ZX27 (EC74)
6.97 Medusa Heads (EC75)
6.98 Gorgon Heads (EC76)
6.99 Mad Snatcher (EC77)
6.100 Great Knight (EC78)
6.101 King Skeleton (EC79)
6.102 Winged Skeleton (EC80)
6.103 Final Knight (EC81)
6.104 Jiang Shi (EC82)
6.105 Demon Lord (EC83)
6.106 Double Hammer (EC84)
6.107 Weapon Master (EC85)
6.108 Giant Skeleton (EC86)
6.109 Arthroverta (EC87)
6.110 Brachyura (EC88)
6.111 Maneater (EC89)
6.112 Rusalka (EC90)
6.113 Goliath (EC91)
6.114 Gravedorcus (EC92)
6.115 Albus (EC93)
6.116 Barlowe (EC94)
6.117 Wallman (EC95)
6.118 Blackmore (EC96)
6.119 Eligor (EC97)
6.120 Death (EC98)
6.121 Dracula (EC99)
7. NOTABLE ITEMS (NI)
7.1 Tower Ring (NI1)
7.2 Emperor Ring (NI2)
7.3 Justice Ring (NI3)
7.4 Gold Ring (NI4)
7.5 Devil Ring (NI5)
7.6 Fortune Ring (NI6)
7.7 Sun Ring (NI7)
7.8 Moon Ring (NI8)
7.9 Lovers Ring (NI9)
7.10 Miser Ring (NI10)
7.11 Heart Earrings (NI11)
7.12 Mirror Cuirass (NI12)
7.13 Heart Cuirass (NI13)
7.14 Death Ring (NI14)
8. HINTS AND TRICKS (H)
9. ACKNOWLEDGEMENTS (A)
10. UPDATE HISTORY (UH)
11. LEGAL STUFF (L)
Hint: Use the search function (Ctrl+F) in combination with the titles here(
including the bracketed letters)to quickly jump to a section.
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1. INTRODUCTION (I)
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Castlevania: Order of Ecclesia was Konami's third, and last Castlevania hybrid
game(popularly known as Metroidvanias) on the DS. While a good game, I feel
that few people have attempted to break down its systems and mechanics, and
the lack of good information on many aspects of the game, such as enemy
strategies and good glyph use, compelled me to write this.
Note that this is not a walkthrough. I will not cover how to beat the game,
just how to effectively use the game's systems to full effect, including
utilizing a few notable items.
There will be a lot of focus on the glyph system, since it's such a major part
of this game. However, I also cover the enemies of this game and what
strategies work best against them, and list some items of general interest.
I reference Darth Nemesis' and Zeric's maps quite often since they're pretty
well done and save people a lot of hassle in tracking things down.
Feel free to contact me if I'm wrong, or have missed anything. You can even
suggest new strategies, or just talk about this game or guide. Just title
your email properly, and don't send any spam.
Anyway, on with the guide!
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2. GLYPH OVERVIEW (O)
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Glyphs are magical symbols found in several forms around the game world.
Shanoa can absorb these using her back glyph, which is done by pressing Up on
the pad. Glyphs are of two major types: Blue glyphs and red glyphs. Blue
glyphs are equipped in the X and Y slots, and are used for most regular
attacks. Red glyphs occupy the R slot, and provide secondary abilities, like
stat buffs and transformations. For the most part, it mimics how the "Soul
System" worked in Aria and Dawn of Sorrow, with the exceptions that not all
enemies drop them, they control your standard attacks, and two slots have been
granted for attacks while glyphs with Guardian/Enchanted soul functions have
been merged into one slot.
Glyphs can be found in one of four ways:
i. They're present in the open. This sort of glyph is usually either related
to the plot, or are part of an environmental obstacle. In the latter case,
absorbing them gets rid of the obstacle alongside granting the glyph.
ii. They're in statues placed in levels. These glyphs appear when the
statues are broken, and they stay on screen until absorbed. Leaving the room
resets the statue, and absorbing the glyph gets rid of it on subsequent
visits.
iii. Most commonly, enemies leave a glyph upon death. This depends on a random
chance, which rises with your LCK statistic. If not absorbed, they will fade
out after a while. Given their nature, it's very likely that you will need to
"farm" enemies, i.e, kill them and then exit and enter the area to reset them
repeatedly, to get these.
iv. Some enemies cast spells using glyphs. This is pretty simple; all you need
to do is keep Up held until the glyph is absorbed. Of course, there are
situations where it's easier said than done, particularly when the caster is
defended by other enemies. Failing to absorb this gets the spell casted.
Blue Glyphs can be used to trigger Glyph Unions. These are attacks generally
more powerful than the standard glyph attacks. The downside is they consume
Hearts, a resource only filled in a few ways and which isn't restored by
saving.
Absorbing glyphs has several effects beyond granting the glyph consumed. Each
absorption gives 10 hearts to the player. All attributes are also raised by 1
for every absorption, and familiars level up faster through glyph absorption.
Needless to say, this is not generally too efficient for raising attributes,
though there are locations where it can be exploited for attribute farming.
Speaking of which...
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2.1 Attributes (Atr)
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Attributes define the type of damage the glyph does to enemies. This is quite
significant in this game as many enemies have varying strengths and weaknesses
to several damage types, and using the right attribute often does a
lot more damage than using the wrong one. A few attributes, particularly
Stone, Curse and Poison inflict status effects on some enemies. Stone petrifies
them in place, Curse severely slows them down and Poison weakens their
attack strength and makes them more susceptible to your attacks.
Attributes are represented by icons in the enemy screen and in game glyph
guide. Here's what they are from left to right in the enemy screen:
Strike Slash Flame Ice Lightning Light Darkness Poison Stone Curse
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2.2 Glyph Damage (Gdm)
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The strength of standard attacks and glyph unions depends on Shanoa's STR,
INT, and/or Attribute Points. STR affects the damage of Slash and Strike
glyphs, INT the damage of everything else. Poison, Stone and Curse damage is
raised by both, but they don't gain as much as other damage types.
Glyph damage increases by a certain proportion of its base damage for every
single point of STR or INT, depending on its attribute. Poison, Stone and
Curse has their damage raise works weirdly in comparison to other attributes.
They seem to gain damage at the same rate as others upto a point; after around
say 7 damage points or so their growth rate drops dramatically.
Enemies can take higher or lower damage based on their physical and magical
resistance and their weakness to attributes. If they resist an attribute, they
take 25% damage from an attack having that attribute, and if they are
vulnerable they take 150% damage; basically a standard RPG style damage
system. If a glyph has two or more attributes, being weak to one attribute
makes it deal extra damage while the enemy needs to resist all the attributes
for the extra damage reduction(this practically never happens). Keep in mind
that this damage deduction is calculated *after* the physical/magical defense
is taken into account, and the damage boost makes the game completely
ignore the enemy's defenses. This is part of why knowing attributes is very
significant in this game, even more so than other metroidvanias.
On Hard mode and above, an extra damage penalty is applied to your attack
before other modifiers like weaknesses are taken into account. This penalty
depends on the normal damage and scales along with it, higher the normal
damage, higher the penalty. In addition, enemies do an extra 30 points of
damage on Hard and 60 on level 1 cap, which is applied after all other
modifiers have been considered.
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2.3 Attribute Points (Apt)
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Attribute Points are listed near the bottom right of the Start menu screen.
They rise whenever you defeat enemies using glyphs with the corresponding
attributes. Different enemies give varying amounts of attribute points,
usually related to their toughness and/or experience points granted. For
approximately every 328 points gained, the base damage of glyphs with that
attribute raises by 1%, upto a maximum of 300% damage from 65535 points. There
are other means of raising this, such as absorbing glyphs and consuming
colored drops.
Note that Poison, Stone and Curse aren't listed in the attribute point list
and can't be raised this way.
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3. BLUE GLYPHS (B)
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Blue glyphs are used for standard attacks and glyph unions. They have a blue
aura around them while in the world, and can be assigned to the X and Y slots.
Note that the slots have different ranges, with Y having slightly larger
range. Alternating between the X and Y buttons allows you to attack rapidly,
provided you have the mana or the glyph's attack has dissipated by then. Note
that mana doesn't start regenerating until you pause attacking for a while,
so be careful with your attacks.
As mentioned earlier, their damage is based on STR, INT and/or the Attribute
points. Glyphs dealing Slash or Strike attribute damage depend on STR, while
glyphs with other attributes use INT. The damage noted here is the base
damage at level 1 with minimal attribute points and no stat/attribute boosting
gear equipped.
Keep in mind that the ATK shown in the Start menu isn't necessarily your
actual damage; it just shows the current damage for the glyph occupied in the
Y slot if both happen to be filled. This doesn't matter much since it's
normally best to equip both slots with the same glyph, but it's still worth
keeping in mind.
I've discovered that the damage listed in the in game glyph guide isn't
accurate, that's why there's a discrepancy between the values noted here and
listed in the game's guide.
Needless to say, there's going to be a few plot spoilers here. I've tried
cutting down on them but a few are inevitable while listing out the glyphs.
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3.1 Confodere (Con)
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Base Attack: 4
MP Cost: 5
Attribute: Slash
How to Gain: Your very first glyph, given by Barlowe.
Game Description: A rapier glyph.
Information: Your very first glyph, the Confodere is good for quickly killing
enemies with low HP, especially if equipped on both slots. While it may seem
a little weak, the fast attack rate makes it very useful for killing
many early game enemies. That being said, it has low forward range, and
absolutely no vertical range at all, making it awkward against enemies flying
around or in odd places. It also requires being in dangerously close ranges to
the enemy, which is ill advised, especially if they have swift attacks of
their own. It's decent, but it won't last long.
Rating: 6/10
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3.2 Vol Confodere (Vcon)
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Base Attack: 8
MP Cost: 10
Attribute: Slash
How to Gain: Dropped by Dullahans.
Game Description: A powerful rapier glyph.
Information: The Confodere upgrade comes a bit too late in the game. While the
range is raised a fair bit and it still has the rapid attack rate, the enemies
become a bit too dangerous to just rely on swift melee attacks. It still has
its uses, but there are better glyphs in store. If you do get it, play around
with it for some enemies, especially the Ladycats.
Rating: 5/10
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3.3 Melio Confodere (Mcon)
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Base Attack: 11
MP Cost: 15
Attribute: Slash
How to Gain: Statue, G15, Library, Dracula's Castle (Coordinates from Zeric's
map)
Game Description: Superior rapier glyph.
Information: Same story as the Vol Confodere, except the drawbacks become even
more painfully apparent, given how strong the enemies can get in the castle.
Use it on a few enemies weak to slash, but don't rely on it.
Rating: 4/10
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3.4 Secare (Sec)
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Base Attack: 6
MP Cost: 8
Attribute: Slash
How to Gain: Dropped by Bone Scimitars.
Game Description: A sword glyph.
Information: The Secare is the Confodere's beefier cousin. While its attack
speed isn't as high, it covers more range than it and also has some upward
vertical range, making it more useful for general attacking. It's still
pretty fast and the higher attack makes it a worthwhile Confodere replacement
for the early game.
Rating: 7/10
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3.5 Vol Secare (Vsec)
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Base Attack: 11
MP Cost: 10
Attribute: Slash
How to Gain: Statue at D20, Giant's Dwelling
Game Description: A powerful sword glyph.
Information: The Vol Secare suffers from the same dilemna as its Confodere
equivalent, in that it comes a little late and the enemies are more dangerous
just to rely on swift melee attacks. However, its higher damage and vertical
range give it more purpose, though it no longer outranges the Confodere family
horizontally. Give it a whirl here and there.
Rating: 6/10
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3.6 Melio Secare (Msec)
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Base Attack: 16
MP Cost: 15
Attribute: Slash
How to Gain: Dropped by Spectral Swords.
Game Description: Superior sword glyph.
Information: This glyph is very hard to get, unless you're lucky. It doesn't
help that Spectral Swords are nasty enemies that take a while to kill. For the
effort, you get a glyph that does decent damage but lacks effective range,
though it does regain the horizontal range advantage over its Confodere
equivalent. The vertical swing still keeps it useful for a few enemies, as
does its fast attack rate. I wouldn't use it often though.
Rating: 5/10
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3.7 Hasta (Has)
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Base Attack: 6
MP Cost: 5
Attribute: Slash
How to Gain: Dropped by Spear Guards.
Game Description: A lance glyph.
Information: This glyph gives a lot of bang for your buck. For a rather low MP
cost, you get a powerful attack with high horizontal range. The downside? It
comes out a bit slow and doesn't have any vertical range, so you'll have
trouble hitting enemies that fly around or stay in odd corners. That being
said, this is very handy against formidable enemies in the early game,
especially if they're weak to slash or are slow.
Rating: 8/10
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3.8 Vol Hasta (Vhas)
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Base Attack: 13
MP Cost: 10
Attribute: Slash
How to Gain: Statue at E10, Tristis Pass (Coordinates from Darth Nemesis'
maps)
Game Description: A powerful lance glyph.
Information: A slightly late, yet still welcome upgrade to Hasta. It doesn't
gain much range over the original glyph though, not that it necessarily needed
it. The high damage and range make it fare better than its Secare and
Confodere counterparts, and it remains useful for a lot of the mid game.
Rating: 7/10
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3.9 Melio Hasta (Mhas)
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Base Attack: 18
MP Cost: 15
Attribute: Slash
How to Gain: V27, Barracks, Dracula's Castle (Coordinates from Zeric's map)
Game Description: Superior lance glyph.
Information: This is not a bad glyph by any means, its range and damage still
give it use even within the Castle. The problem is by then it has to compete
with other glyphs that offer advantages over it without sacrificing too much
range or attack power. It's good for some of the castle's enemies, but I would
choose a different glyph for general attacks.
Rating: 6/10
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3.10 Macir (Mac)
------------------------------------------------------------------------------
Base Attack: 8
MP Cost: 5
Attribute: Strike
How to Gain: Statue in A06, Ruvas Forest(Coordinates from Zeric's maps)
Game Description: A hammer glyph.
Information: This looks a lot like a slower, but more damaging Secare glyph.
It has similar horizontal range and vertical swing, but in addition the tip
gives it a bit more downward reach. What truly makes this stand out though is
its strike attribute. This makes it effective against pesky armored enemies
and skeletons, which are pretty common in the early game, especially in Minera
Prison Island. Just watch out for its range and for enemies resistant to
strike.
Rating: 7/10
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3.11 Vol Macir (Vmac)
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Base Attack: 14
MP Cost: 10
Attribute: Strike
How to Gain: Statue at C14, Misty Forest Road(Coordinates from Darth Nemesis'
map)
Game Description: A powerful hammer glyph.
Information: The Macir upgrade adds a bit of range over the original glyph,
but once again it's the strike attribute that makes it worthwhile. The
vulnerability of many formidable enemies to it makes up for the lack of range
over some elemental glyphs, and its range isn't too shabby either. It's
especially useful for levels like the Skeleton Cave.
Rating: 7/10
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3.12 Melio Macir (Mmac)
------------------------------------------------------------------------------
Base Attack: 19
MP Cost: 15
Attribute: Strike
How to Gain: Dropped by Hammer Shakers.
Game Description: Superior hammer glyph.
Information: Not only is this hard to get, thanks to Hammer Shakers being
formidable, but like its Hasta brother, it competes with a lot of good glyphs
that outclass it in several aspects by this point. The high damage still
makes it effective, and it does gain range over its predecessor, but it's
gimped a bit when compared to its alternatives. It's effective against a
wide range of enemies in the castle though, especially all the armored
ones.
Rating: 6/10
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3.13 Arcus (Arc)
------------------------------------------------------------------------------
Base Attack: 4
MP Cost: 15
Attribute: Slash
How to Gain: Dropped by Skeleton Archers.
Game Description: A bow glyph.
Information: The low base damage and the high MP cost are strikes against this
glyph. It tries to offset this by having high horizontal range(across the
whole screen) and being quickly cast. The problem though is that it's very
inefficient at killing anything, especially those not weak to slash. While the
range may be desirable on difficulties such as Hard mode or Hard Level 1 cap,
where you need to be more cautious than normal, the high MP cost makes this
unsustainable for long even in those cases.
Note that inspite of the fast casting speed, there's a significant delay for
the arrow being launched so you shouldn't rely on it for close range combat,
which would be silly anyway.
Rating: 4/10 (Hard Mode: 5/10, Lvl 1 cap: 5.5/10)
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3.14 Vol Arcus (Varc)
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Base Attack: 6
MP Cost: 15
Attribute: Slash
How to Gain: Statue at I11, Somnus Reef(Coordinates from Darth Nemesis' maps)
Game Description: This bow glyph fires diagonally.
Information: I'm sorry, this is not how you upgrade a glyph. It may deal
higher damage, but there are few times where enemies will be positioned in
its path. The problem is not that it fires upwards, rather its path is too
rigid to reliably hit any airborne enemy. This may have a few uses but it's
not worth bothering with.
Rating: 3/10
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3.15 Melio Arcus (Marc)
------------------------------------------------------------------------------
Base Attack: 6
MP Cost: 25
Attribute: Slash
How to Gain: Statue at C9, Misty Forest Road(Coordinates from Darth Nemesis'
maps)
Note: You need to have Paries to get this.
Game Description: A bow glyph that targets enemies automatically.
Information: Finally the Arcus line tries to have features that are actually
useful, like targeting enemies. This certainly grants a lot more flexibility
in its use. Despite that, it's a case of too little, too late. While the
arrows may target on their own, the delay between attacking and having the
arrow actually fly out still exists. In addition, the targeting is not
completely reliable and can easily miss the faster enemies in the castle.
The low damage is very unacceptable at this point, and it's still very MP
inefficient. Pairing it with Volaticus gives it some decent sniping utility,
but it's still far from being good. Use only if you really need all that
distance.
Rating: 5/10
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3.16 Ascia (Asc)
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Base Attack: 6
MP Cost: 15
Attribute: Slash
How to Gain: Dropped by Axe Knights.
Game Description: An axe glyph.
Information: The high MP cost for a glyph dealing the damage of Secare is
suspicious, but don't be fooled. Ascia is actually a pretty handy and
versatile glyph. It travels in a steep upward arc and falls rapidly, passing
right through walls and floors. This makes it handy for attacking flying
enemies, but aside from that the arc also provides a decent horizontal range.
You can attack quickly with these and there can be upto four of them on the
screen. It also can hit large enemies multiple times.
All of this add to make a rather formidable glyph for the early game,
especially considering how many enemies fly or are placed in odd corners in
this game. Just remember that it's not the best for straightforward attacks.
Employ it in the right situations, and it will certainly shine.
Rating: 8/10
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3.17 Vol Ascia (Vasc)
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Base Attack: 9
MP Cost: 30
Attribute: Slash
How to Gain: Statue in C19, Somnus Reef. (Coordinates from Darth Nemesis' map)
Game Description: A powerful axe glyph.
Information: The upgrade doesn't raise attack by much, however the axes get
bigger and the effective forward range increases, i.e the thrown axes travel
further. It retains all of the advantages of its predecessor too, making it
pretty effective. The range keeps it useful against many dangerous enemies,
and the rate of fire makes up for the low base attack. However, you may
prefer using harder hitting attacks for single, formidable enemies, especially
ones not weak to slash.
Rating: 7/10
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3.18 Melio Ascia (Masc)
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Base Attack: 13
MP Cost: 45
Attribute: Slash
How to Gain: Dropped by Great Knights.
Game Description: Superior axe glyph.
Information: Like a lot of glyphs dropped by late game enemies, this is quite
hard to get unless you're lucky. For the effort, you get a buffed up Ascia
that has most of the benefits of its predecessors alongside even more
forward range. Like its Hasta and Macir counterparts, it does face competition
from other good glyphs and the lower attack is noticeable, but its reach gives
it a significant edge.
Rating: 7/10
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3.19 Falcis (Fal)
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Base Attack: 8
MP Cost: 5
Attribute: Slash
How to Gain: Statue in H29, Minera Prison Island(Coordinates from Darth
Nemesis' maps)
Game Description: A sickle glyph.
Information: The slashing cousin of Macir, Falcis shares a lot of its
advantages and quirks, including its slight downward range. It doesn't have
the advantage of Macir's strike attribute, but it does the most damage per hit
from all the original slash damage glyphs. That being said, it doesn't feel as
unique, and Secare has some advantages over it. It's still worth using, just
don't expect anything extraordinary.
Rating: 7/10
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3.20 Vol Falcis (Vfal)
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Base Attack: 14
MP Cost: 10
Attribute: Slash
How to Gain: Dropped by Miss Murder.
Game Description: Powerful sickle glyph.
Information: This adds a bit more range and does good damage. However, the
same issues of Falcis apply to it, though its range is useful for horizontal
attacks. It's useful, but not exceptional, and a few glyphs start out
performing it in several situations.
Rating: 6/10
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3.21 Melio Falcis (Mfal)
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Base Attack: 22
MP Cost: 15
Attribute: Slash
How to Gain: Statue in Z39, Arms Depot, Dracula's Castle(Coordinates from
Zeric's maps)
Game Description: Superior sickle glyph.
Information: The damage for the final Falcis glyph is pretty high, and the
range isn't shabby either. However, much like the Macir and Hasta equivalent,
it competes with a lot of good glyphs that outdo it in several aspects.
It's useful, but doesn't really have much to have a distinct advantage over
other glyphs. Try it out on some of the castle's enemies, especially if you
can surprise them and get an extra hit or two in.
Rating: 6/10
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3.22 Culter (Cul)
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Base Attack: 1
MP Cost: 8
Attribute: Slash
How to Gain: Statue in E07, Monastery(Coordinates from Zeric's maps)
Game Description: A knife glyph.
Information: For the most part, it's like Arcus but without the firing delay
and with lower damage. Inspite of the higher speed, it has trouble killing any
thing efficiently. I wouldn't bother with it.
Rating: 3/10
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3.23 Vol Culter (Vcul)
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Base Attack: 1
MP Cost: 16
Attribute: Slash
How to Gain: Dropped by Red Smashers.
Game Description: A double knife glyph.
Information: Same as Culter, but with two knives. Not worth it, especially in
the castle.
Rating: 3/10
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3.24 Melio Culter (Mcul)
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Base Attack: 1
MP Cost: 24
Attribute: Slash
How to Gain: Statue in Z42, Arms Depot, Dracula's Castle(Coordinates from
Zeric's maps)
Game Description: A triple knife glyph.
Information: Same as Culter, with three knives. It's still pretty bad.
Rating: 3/10
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3.25 Scutum (Scu)
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Base Attack: -
MP Cost: 5
Attribute: -
Base Stats: +31 CON, +20 MND
How to Gain: Statue in G09, Kalidus Channel(Coordinates from Zeric's maps)
Game Description: A shield glyph.
Information: Rather than attack, this glyph deflects projectiles and boosts
your defense. However, there's not many situations where it's practical. It
only blocks projectiles from above, which are pretty rare. The defense boost
doesn't do much either, it merely shaves a few points of damage. Equipping it
in both slots does give more significant reduction, but leaves you without any
means of attacking. Not to mention that on Hard or Level 1 cap difficulties,
the boosts don't matter as much given how much more damage enemies deal. It
has potential for boss fights, but I wouldn't bother much beyond that.
Keep in mind that the boost rises based off your current CON and MND, and
approximately every 4 points of either stat raises its related stat boost by
1.
Rating: 3/10 (Hard Mode: 2.5/10, Level 1 Cap: 2/10)
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3.26 Vol Scutum (Vscu)
------------------------------------------------------------------------------
Base Attack: -
MP Cost: 5
Attribute: -
Base Stats: +46 CON, +30 MND
How to Gain: Dropped by Lizardmen.
Game Description: A powerful shield glyph.
Information: It shares a lot of characteristics of the original Scutum, but it
has one important difference; it blocks projectiles from the front. This makes
it more useful, since many projectiles are launched at the same horizontal
level as the player and attacks aren't too reliable at stopping them. The stat
boosts are more notable, though not by much. The boosts still don't make a
big difference for higher difficulties, but it's useful for some enemies and
boss fights, especially since you don't have the firepower to quickly kill
them there.
Do note that this doesn't cover all of your front, so be careful while using
it.
Rating: 5/10 (Hard Mode: 5.5/10, Level 1 Cap: 5.5/10)
------------------------------------------------------------------------------
3.27 Melio Scutum (Mscu)
------------------------------------------------------------------------------
Base Attack: -
MP Cost: 5
Attribute: -
Base Stats: +61 CON, +40 MND
How to Gain: Statue in Z46, Arms Depot, Dracula's Castle(Coordinates from
Zeric's maps)
Game Description: Superior shield glyph.
Information: This glyph protects all of the front, making it much more
reliable than its predecessors. The damage reduction is pretty significant too,
though less so in Hard and Level 1 cap difficulties. In the castle, there
aren't many projectile based enemies, making this a bit too situational. Still,
it has its uses in boss fights.
Rating: 5/10 (Hard Mode: 4/10 Level 1 Cap: 3.5/10)
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3.28 Redire (Red)
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Base Attack: 3
MP Cost: 10
Attribute: Slash
How to Gain: Statue in F8, Training Hall(Coordinates from Darth Nemesis' maps)
Game Description: A glyph to magnetize blades for additional effect.
Information: The description is actually incorrect, what this glyph does is
throw blades with a magnetized center which you can attach to using Magnes.
The base damage is low and while the blades travel fast and cover a lot of
area, it's not very effective for late game enemies. They do rebound, covering
area behind Shanoa which is handy for crowd control.
While the gimmick with Magnes is enjoyable and speeds up travel significantly
in the right rooms, there's not many practical uses for it, especially given
its arc and how you can easily run into enemies while riding it. Atleast it's
an enjoyable novelty, if not much more.
Note: This glyph can't be used for glyph unions.
Rating: 4/10
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3.29 Cubus (Cub)
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Base Attack: 4
MP Cost: 20
Attribute: Stone
How to Gain: Puzzle in E01, Monastery(Coordinates from Zeric's maps)
Game Description: A glyph that creates stones.
Information: The low attack and MP cost paint a rather bad image for it. The
stones created don't have much range either, and fall to the ground. Enemies
are hurt when they come in contact. What makes this worthwhile is the stone
attribute that petrifies most humanoid enemies in place. This is not that big
a deal in a normal game, as you can often dispatch them easily. On Hard and
Level 1 cap however, this gains a lot of importance, considering how much less
damage you'll be dealing out and how easily they can cut you down. This
remains useful for most of the game, even in Dracula's castle. Just remember
to pull it out for the right situations, and combine it with
another glyph.
Note: This glyph can't be used for glyph unions.
Rating: 4/10 (Hard Mode: 5/10, Level 1 Cap: 6/10)
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3.30 Torpor (Tor)
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Base Attack: 8
MP Cost: 20
Attribute: Ice
How to Gain: Wygol Village, first visit.
Game Description: A glyph that incapacitates opponents.
Information: Basically Cubus' little cousin. It falls onto the ground and
forms a small crystal area that hurts enemies. Inspite of the Ice attribute,
it actually freezes most enemies weak to petrification, so its almost like
hitting a weakness without having the attribute. It also freezes some humanoid
enemies not specifically weak to petrification, like Mermen.
This has higher base attack and is available earlier than Cubus, but in
practice Cubus comes out faster since you can have four stones out at once,
and can hit enemies not on the ground. Just like Cubus, it's more useful on
Hard and Level 1 cap, and remains effective even in Dracula's castle.
Note: This glyph can't be used for glyph unions.
Rating: 4/10 (Hard Mode: 5/10, Level 1 Cap: 6/10)
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3.31 Lapiste (Lap)
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Base Attack: 13
MP Cost: 20
Attribute: Strike
How to Gain: Puzzle in AA10, Underground Labyrinth, Dracula's Castle(
Coordinates from Zeric's maps)
Game Description: Pulverize enemies with giant fists of stone.
Information: This combines the striking abilities of the Macir line with the
speed of the Confoderes(sorta). It has decent range, about as much as Melio
Macir, but it really eats up on MP. If you have quick reflexes though, nothing
armored or skeletal will stand up to it. The damage per second is just
ridiculous on enemies weak to strike, and it can effectively outdamage any
other effective glyphs for them. Pretty useful in the right hands.
Note: This doesn't count as a melee weapon for glyph unions, rather it has
unique unions with itself and other weapons.
Rating: 7/10
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3.32 Pneuma (Pne)
-----------------------------------------------------------------------------
Base Attack: 11
MP Cost: 25
Attribute: Slash
How to Gain: Puzzle in G20, Tymeo Mountains(Coordinates from Darth Nemesis'
maps)
Note: Getting this glyph requires double jump.
Game Description: This glyph creates squalls to sweep enemies away.
Information: This glyph is awkward to use, it creates a small squall that
travels a short distance along the ground before stopping. Equipping it in
both slots and pressing them at once creates a larger squall with more ground
coverage, but also consumes double the MP. You can also throw them from mid
air for more range, though they travel quickly downward at a sharp arc.
The real problem with this is that it eats up a lot of MP for a slashing
attack that's a little hard to use effectively. It certainly has advantages
over slashing glyphs like the Secares and Confoderes, especially if boosted
with the right equipment, but its efficiency is doubtful given its mediocre
damage and weird area coverage. Give it a try if you're being swarmed by lots
of weak ground enemies, but don't rely too much on it.
Note: This doesn't count as a melee weapon for glyph unions, it has unique
unions with physical glyphs.
Rating: 6/10
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3.33 Ignis (Ign)
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Base Attack: 6
MP Cost: 25
Attribute: Flame
How to Gain: Cast by Flame Demons.
Game Description: Call forth burning flames.
Information: Don't be fooled by the low attack and MP cost, this is actually a
very effective glyph in many situations. It quickly fires three fireballs that
cover a decent horizontal *and* vertical range. The flame attribute is
effective against many enemies not particularly magic resistant, which only
makes it even more useful. While good for a number of situations, this is
especially effective at close range, where you can hit enemies with all three
shots in rapid succession. Its only drawback is the high MP cost and the poor
damage against magic resistant enemies, but those are hardly big problems all
things considered.
Do keep in mind that this glyph has a minimum range, since the fireballs spawn
a bit away from Shanoa's hands. This usually doesn't come into play, but can
be a nasty surprise if you get too close to an enemy and miss, leaving
yourself briefly open to attacks.
Rating: 8/10
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3.34 Vol Ignis (Vign)
------------------------------------------------------------------------------
Base Attack: 5
MP Cost: 40
Attribute: Flame
How to Gain: Puzzle in AA10, Underground Labyrinth, Dracula's Castle(
Coordinates from Zeric's maps)
Game Description: Create pillars of fire.
Information: This creates long fire pillars that aren't very wide and don't
do much damage. It has problem hitting anything not on the ground, and even
there Ignis usually does the job better. While they can hit multiple times and
last for a decent duration, they're just not very practical. It can help with
some boss fights and be used as a temporary, if unreliable projectile wall,
but I'd find something more helpful.
Rating: 4/10
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3.35 Grando (Gra)
-----------------------------------------------------------------------------
Base Attack: 6
MP Cost: 25
Attribute: Ice
How to Gain: Cast by Sea Demons.
Game Description: Call forth freezing ice.
Information: A pretty straightforward glyph, this sends an icicle forward at
a decent speed. The icicle breaks upon hitting any obstacle, be it a
projectile, enemy or even just a candle. While it's not particularly bad, it
doesn't have anything too worthwhile going for it, and the ice attribute often
works against it given how many formidable enemies resist it.Use it for
shooting down some non resistant enemies at range, but don't make it your
damage workhorse.
Note that this glyph has a quirk: if launched at close range, the glyph will
form and break at the enemy, effectively hitting it twice. Very handy for
raising its damage output.
Rating: 6/10
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3.36 Vol Grando (Vgra)
------------------------------------------------------------------------------
Base Attack: 21
MP Cost: 40
Attribute: Ice
How to Gain: Puzzle in L21, Tristis Pass(Coordinates from Darth Nemesis' maps)
Game Description: Create pillars of ice.
Information: Now that's some solid damage! This glyph creates a huge crystal
on the ground that damages enemies. What makes this work, unlike Vol Ignis, is
the range covered and effective damage. Its firing rate is a bit too slow,
it only works for enemies on or near the ground, and the ice attribute often
works against it, but this is still a decent addition to your glyph stash.
Rating: 7/10
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3.37 Fulgur (Ful)
------------------------------------------------------------------------------
Base Attack: 3
MP Cost: 25
Attribute: Lightning
How to Gain: Cast by Thunder Demons.
Game Description: Summon a ball of lightning.
Information: The balls created move rather slowly and dissipate pretty fast.
While they can hit enemies multiple times, the low base damage means that you
won't really be effectively killing anything besides slow, large enemies or
enemies with low HP. While it technically does bonus damage against armored
or sea based enemies, both can be targeted with better glyphs. A mediocre
glyph overall, use only if you lack a good ranged answer to the enemies
vulnerable to it and don't want to risk melee fights.
Rating: 5/10
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3.38 Vol Fulgur (Vful)
------------------------------------------------------------------------------
Base Attack: 1
MP Cost: 40
Attribute: Lightning
How to Gain: Puzzle in H25, Minera Prison Island (Coordinates from Darth
Nemesis' maps)
Game Description: Call forth shocking electricity.
Information: It's certainly shocking...in a bad way. While it does have near
infinite range, homes in on enemies and can hit multiple times, the low base
damage and exorbitant MP cost undoes the virtues of those abilities. I would
use it only for rooms infested with low HP sea creatures, for occasional
sniping, and/or possibly for Rusalka; after that I would promptly retire it.
Rating: 2/10
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3.39 Luminatio (Lum)
------------------------------------------------------------------------------
Base Attack: 6
MP Cost: 25
Attribute: Light
How to Gain: Rotating light in A04, Lighthouse(Coordinates from Zeric's maps)
Game Description: Call forth a ball of light.
Information: It's actually two balls of light. This glyph summons two balls
that travel outwards and rotate around the initial casting point twice before
vanishing. The light element helps with several formidable enemies, and the
movement can make it hit larger enemies multiple times or clear out nearby
swarms of weak enemies. Unfortunately, it doesn't have the speed or the damage
potential of Ignis, since the balls travel a bit slowly and can't be cast as
fast. This makes it lose its worth in the late game, even with its range and
area coverage.
Rating: 6/10
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3.40 Vol Luminatio (Vlum)
------------------------------------------------------------------------------
Base Attack: 16
MP Cost: 40
Attribute: Light
How to Gain: Cast by White Fomors.
Game Description: Call a ball of light that tracks enemies.
Information: The homing is nice, as is the near infinite range. However, the
ball travels rather slowly, and the cast time is pretty slow too. The light
attribute helps it defeat some formidable enemies, but it's a really
situational glyph all things considered. Good for sniping enemies and for some
boss fights, but there are better glyphs for your general use.
Rating: 6/10
</pre><pre id="faqspan-2">
------------------------------------------------------------------------------
3.41 Umbra (Umb)
------------------------------------------------------------------------------
Base Attack: 10
MP Cost: 25
Attribute: Darkness
How to Gain: Cast by Black Fomors.
Game Description: Command the malice of the dead.
Information: This sounds way more interesting than it actually is. It summons
a dark colored thread that slowly moves forward, than tries to home in and
circle the nearest enemy. More often than not, it only gets in 1
or 2 hits, even if it does successfully target an enemy. For the most part, it
completely misses enemies after the first hit, or simply can't keep up with
them. The homing aspect does grant it utility against some flying enemies, and
the weird targeting behavior can be exploited to destroy some projectiles, but
I prefer something more reliable. Not to mention the darkness attribute tends
to work against it.
Rating: 4/10
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3.42 Vol Umbra (Vumb)
------------------------------------------------------------------------------
Base Attack: 18
MP Cost: 40
Attribute: Darkness
How to Gain: Puzzle in D2, Mystery Manor(Coordinates from Darth Nemesis' maps)
Game Description: Command the powers of darkness.
Information: It deals decent damage and travels a good distance forward,
however what truly gives this glyph value is the duration it stays on the
screen. While the darkness attribute works against it, it's pretty effective
for enemies who don't resist it or are'nt particularly magic resistant. It can
often hit enemies thrice, and given its long duration you can lure enemies
to run into multiple orbs at once. Good in several situations, though you
can use something else for longer range or hitting swarms of enemies.
Rating: 6/10
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3.43 Morbus (Mor)
------------------------------------------------------------------------------
Base Attack: 11
MP Cost: 25
Attribute: Curse
How to Gain: Puzzle in T45, Mechanical Tower, Dracula's Castle(Coordinates
from Zeric's maps)
Game Description: Command a forbidden curse.
Information: In reality, this only lets you fire a weird red ball that travels
upward in an arc. It's unlikely to hit anything except targets right in
front, or the occasional enemy above. Most flying enemies will be very agile
to be caught by this. The lack of any "normal" attributes also means it won't
gain as much damage from raising stats as other glyphs, and given its mediocre
initial damage this is a big issue. What saves it somewhat is its curse
attribute that slows down most humanoid enemies; yet Acerbatus does it too,
and better. Use only if you missed getting that, and you really shouldn't.
Note: This counts as a darkness glyph for glyph unions.
Rating: 3/10
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3.44 Nitesco (Nit)
------------------------------------------------------------------------------
Base Attack: 6
MP Cost: 20
Attribute: Flame, Light
How to Gain: Cast by Nova Skeletons.
Game Description: Concentrate magic energy into a destructive beam.
Information: Easily one of the best glyphs in the game. It covers decent
forward range, hits multiple times, lasts for a while, and hits two
attributes. Flame and light are both attributes many enemies are weak to, so
this glyph is pretty versatile and effective in a lot of situations. The only
drawbacks are that it's a little awkward to use against flying enemies and
it's not as efficient on magic resistant or fast enemies not particularly weak
to either attribute. These are minor nitpicks however, this glyph is very
reliable and easily stumps most of your arsenal.
Note: This doesn't count as either a light or a flame glyph for glyph unions.
It has some unique unions.
Rating: 9/10
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3.45 Acerbatus (Ace)
------------------------------------------------------------------------------
Base Attack: 17
MP Cost: 44
Attributes: Lightning, Darkness, Curse
How to Gain: Cast by Albus.
Warning: If you don't absorb this during the boss fight, you'll never be able
to get it. This is the only glyph you can permanently miss in the game.
Game Description: Calls forth the power of spite.
Information: Will you look at that: finally a good Lightning glyph! Acerbatus
covers a huge area with its sphere, and travels forward pretty fast. The two
"main" attributes means that it's effective against a wide range of enemies,
much like Nitesco. The Curse attribute is a neat addition, especially on
Hard and Level 1 cap where you don't want to risk getting hit much. The only
drawbacks are its slow cast time and high MP cost; but for the sheer power
you'll be wielding this is more than a fair trade.
Note: This counts as a darkness glyph for glyph unions.
Rating: 7/10
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3.46 Globus (Glo)
------------------------------------------------------------------------------
Base Attack: 6
MP Cost: 50
Attributes: Strike
How to Gain: Cast by Barlowe and Demon Lords.
Game Description: Unleash an energy sphere.
Information: This summons two balls that travel forward fast and bounce around
the room's boundaries for a while before vanishing. They have a long duration,
and the bouncing makes it great for clearing out small rooms. However, this
can only be fired twice from each slot before you need to wait, and the low
damage makes it not as good for longer rooms. The high MP cost also becomes a
problem for sustaining a constant attack rate. It's a good glyph, but it's a
little situational and outclassed by a few other striking glyphs in some areas