Charlotte Aulin by Toyzferall

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    Charlotte Aulin by Toyzferall

    Version: 1.30 | Updated: 08/15/10 | Search Guide | Bookmark Guide

    Castlevania: Harmony of Despair - Charlotte Aulin Character Guide

    Written by Ultimate Carl aka Toyzferall aka Yellow Comet CO Toyz (UltimateCarl@hotmail.com)

    Version 1.30 - August 15th, 2010

    Movement

    Movement-wise, Charlotte is no different from the rest of the cast. She travels left or right at the same speed, can jump, double-jump, crouch, backstep, slide, and taunt (hold "Up" for several seconds. Charlotte's is cute, try it!). I'm assuming you already know how to do all of those.

    A Grounded Mage

    Charlotte is, unfortunately, the least mobile of all the characters. She cannot use Shanoa's magnets, and unlike Johnathan, Soma, or Alucard she also cannot use any form of air kick to bounce off of other player's heads. That's okay, though, because she doesn't need to be with all of her awesome spells. :D

    Basic Attack

    Charlotte's basic attack utilizes the Book of Binding. She holds the book forward and it sends forth a magic sword to attack enemies. It is a rather weak attack with medium range. Like all Basic Attacks, it's damage increases with your STR stat.

    After learning/powering up enough spells (around five or six it seems; see Charlotte's Advancement for more info on learning/powering up) her attack changes. The Book of Binding now sends out a sword and two axes at 45-degree angles. This change is more than just cosmetic: while horizontally the attack does not reach any further, the axes increase the vertical range of Charlotte's attack, making it "taller". This is very handy for crouching and attacking enemies that are just below you in order to take them out without retaliation, and it also makes Charlotte one of the better characters in the game for taking out those annoyingly small, quick, low-HP enemies like Flea Men. Additionally, this can sometimes allow you to attack and even kill enemies through thin ceilings, or to attack enemies without jumping that other characters cannot not reach.

    After completely mastering all 22 spells, the attack will change again! The axes are replaced with two large spiked maces and the sword becomes a spear. Vertically this doesn't seem to increase her range much, but her horizonal range does appear to slightly increase.

    Colorful Attacks

    As a neat side-effect, the weapons that come out of the Book of Binding during Charlotte's basic attack will glow different colors based on which Character Color you selected for Charlotte. :D

    Personal Skill

    Charlotte's Personal Skill is the "Bound Spells" command, which uses the Book of Binding to absorb enemy spells. When you press the Personal Skill button (RB by default), you will immediately lose 10MP and Charlotte will emit a glowing barrier in front of herself from the Book of Binding. If you have less than 10MP, nothing will happen. If you hold RB after pressing it, Charlotte will maintain the barrier, but instead of regenerating MP like normal, you will instead lose MP at a rate of around 2MP/sec (I have not verified if this scales with differing amounts of MP). If your MP reaches 0 while you are maintaining the barrier, it will deactivate. With this barrier up, Charlotte will be able to stop some attacks, but more importantly, she can absorb others.

    When certain attacks hit the barrier, it will swell up slightly and make a light "tink" sound. If this happens, then it is possible to absorb and learn the attack an enemy is using against you. Continue to absorb the attack enough times and you will gain a scroll, which teach Charlotte Spells and allows you to set them as a Hunter Skill. For more detailed information on learning and powering up spells, see the Charlotte's Advancement section.

    Other than absorbing spells, Charlotte's barrier can block some other attacks that cannot be absorbed, such as the axes that Axe Knights throw. In general, it can absorb or stop many magical ranged attacks, some physical ranged attacks, and very few melee attacks. Additionally, if you are too close to an enemy, their attack may hit behind the barrier and still hurt you. Additionally, Charlotte's back is exposed, and attacks hitting from too high or low of an angle will still hurt you. These weaknesses combined with the high MP cost make it a poor choice for defense, but don't forget that you have it.

    Mobility

    While it's not exactly your best option for defense, the barrier can still help. Unfortunately, while holding it you cannot turn, crouch, stand up, or jump. You can use the barrier while already crouching and while already mid-air, however. If you activate it while airborne, you can even move yourself while you're in the air and your barrier will not be interrupted by landing.

    Hunter Skill

    Charlotte's Hunter Skill are her Spells. Functionally there are no important differences from the other characters in how these work; you assign them to a button combo, and when you press it you use up some MP to cast the selected spell, and each one ranges from level 1 to 9.

    Etc.

    Charlotte is a very no-frills character. Her focus is power, and she does it well, but otherwise she lacks some of the extra bits of "flair" that other characters can get. For instance, Charlotte can not learn any Martial Arts, and as far as I can tell, cannot equip any weapons besides her Book of Binding and the Spells you learn. Her Personal Skill is also an inferior blocking/evasion technique to most other characters. That's not to say Charlotte is a bad character, of course. In exchange she is a very focused character that can dish out immense amounts of damage and can stretch a lot of utility out of the abilities she does have.

    Charlotte's Advancement

    Characters in Harmony of Despair do not gain experience or "levels" in the traditional sense, but there is still character development in the game. The method for advancement is unique to each character, but the basic concept and end benefit is always the same: Each character has a set of unique "Hunter Skills". They begin the game with one and can learn more during play. By repeating some action specific to the skill, the character can power up that individual skill. Not only will this improve the usefulness of that skill, but for some characters (Charlotte included) it will also increase the character's base attack. When learned, each skill starts out at level 1, and can improve up to 8 times to a total of level 9. Hunter Skills can be viewed and set through the "Offensive Gear" menu, and when equipped will show a green bar that denotes the level of that particular skill. Note that each time you level one of her skills, you will gain a new scroll of it. When you first learn a scroll, you will have 1 scroll of it (obviously), and when it is maxed out you will have 9 scrolls. If you have a spell equipped, then one less scroll will show up in your inventory, so it may look like you only have 8 scrolls even if your spell is maxed out.

    For Charlotte, these Hunter Skills come in the form of Spells. Charlotte begins the game with one spell, Fireball. To learn more spells, Charlotte must use the Book of Binding to absorb enemy spells (see the Personal Skill section for more detailed info). This will place up a magic barrier that costs 10MP to activate and then around 2MP/sec to maintain (if you have less than 10MP you cannot activate the barrier, and if you reach 0MP while maintaining the barrier it will deactivate). When certain enemy attacks hit her barrier, you may hear a "tink" sound. If so, that is a spell Charlotte can absorb. If you absorb the attack enough times, Charlotte will eventually learn a similar spell. For instance, absorbing the bones that Skeletons throw will teach Charlotte the Summon Skeleton spell, allowing her to (predictably) summon a Skeleton which throws a bone in the same manner.

    When Charlotte learns a spell, it will be usable as soon as she assigns it to a Hunter Skill button combo. However, when first learned most spells are not terribly powerful. After learning, each spell may be powered up a total of 8 times, each time increasing both the damage of the spell itself and Charlotte's base attack (note that MP cost does not increase). Some spells also improve beyond increased damage, such as Summon Skeleton, which goes from summoning only 1 skeleton at first to summoning 2 and eventually 3 skeletons. What makes Charlotte so powerful is that not only does leveling a spell improve its power and Charlotte's base attack, it also slightly improves the power of ALL of her spells, meaning that once you completely max out all of her spells, they are all immensely powerful!

    To power up Charlotte's spells, she simply has to absorb the same spell again, the same way as she did to learn it in the first place. There's one caveat to this: you can only learn/power up a specific spell from any single enemy once. One way to notice this is that the Book of Binding will stop making the "tink" noise when blocking the attack. However, if you finish the level and restart it, you can learn/power up the same spell from that same enemy again. For enemies that can cast two different learnable spells (like Witches, which can cast both Energy Flow and Heal), you are able to learn/power up only one of the two spells from an individual enemy, not both. The only semi-exception to this is Dracula, as each of his forms count as different enemies, however you still cannot learn both Dark Inferno and Hellfire from his first form in one game.

    Number of Hits

    The number of attacks that you must absorb to learn or power up a spell seems very sporadic. As far as I can tell there is no pattern to it, and it does not simply require more absorbs the more powerful your spell gets, which would be common sense. Demonseed in particular I've absorbed seeds for five straight minutes before reaching Level 5, then I hit Level 6 immediately after absorbing only one more wave of seeds. I do not believe any stats make a difference in this, and I can't say what all factors into it.

    If it seems like you've been absorbing for forever, just keep trying and eventually it will come through. It's possible that it's simply a random chance, where each time you absorb a spell the game does a "die roll" in the background to see if you learned it this time or not.

    Many players on the forums claim that the LCK stat influences your chance to learn spells. Since they're listed in the item compendium and even have star-ratings for rarity, they seem to work kind of like any other kind of item drop, you just have to absorb instead of kill an enemy to trigger it, so it's likely LUK may help. Note, though, that every 1 point of LUK only increases drop chance by .1%, so even if you stack LCK with all of your equipment you might not notice a difference. If you're strong enough that you don't even need high defense to survive while absorbing anyway, though (and Hard mode doesn't seem to improve your chances of absorbing so you might as well play Normal), it couldn't hurt. From my personal experience I seemed to do much better with stacked LCK, but the random number generators might have just been kind to me.

    Spells

    The initial list is sorted in the order of when the spell is first available, then in alphabetical order. Note that the first instance a spell is available is not always the easiest or fastest place to level it. Detailed info on spells is listed in alphabetical order, the way they are listed in-game.

    Spell List

    Spell NameLearned FromFirst Available
    FireballStart with, Bone PillarStart with
    Raging FireMinotaur, Spittle Bone, White DragonChapter 1
    Splash NeedleMermanChapter 1
    Summon SkeletonSkeletonChapter 1
    Acidic BubblesGlasya LabolasChapter 2
    DemonseedMan-eating PlantChapter 2
    Ice NeedleFrozen ShadeChapter 2
    Poison SporesMoldy CorpseChapter 2
    Sickle MoonImpChapter 2
    Flame ShotFire DemonChapter 3
    Energy FlowWitchChapter 4
    Ghost ChaserDracula (2nd Form), DullahanChapter 4
    HealWitchChapter 4
    DeathscytheDeathChapter 5
    FeatherbladesHarpyChapter 5
    Ice FangSea DemonChapter 5
    NightmareMalachiChapter 5
    Piercing BeamNova SkeletonChapter 5
    Summon GunmanSkeleton GunmanChapter 5
    Dark InfernoDracula (1st Form)Chapter 6
    HellfireDracula (1st Form)Chapter 6
    ThunderboltThunder DemonChapter 6

    (Click on a spell's name to skip to it's more detailed info!)

    Info

    • MP Cost: 15
    • ATK: 4
    • Description: "Create poisonous bubbles."
    • Rarity: 4
    • Effect: Generates a stream of several green bubbles of varying sizes that float out in a semi-random pattern in front of Charlotte a bit, then pop in the air. Each bubble can hit an enemy individually, and has a chance to cause poison.
    • Learned From: Glasya Labolas
    • First Available: Chapter 2

    Comments

    This is an excellent spell. As soon as I maxed it out I assigned it to (B) and never took it off. Each individual bubble doesn't do that much damage, but it releases so many that the total damage is greater than most of your other spells, making it most effective against slow-moving, high-health enemies... Like practically every boss in the game. This spell completely destroys every boss except Menace and Dracula's 3rd Form, and makes quick work of most regular enemies as well.

    Learning

    Nothing too tricky about this one.

    Glasya Labolas are the green, dog-faced quadrupeds with black wings. The first one appears in Chapter 2, but they are more prevalent and the spell is easier to max out in Chapter 3. They have two attacks which look similar, because both start with a "rearing back" animation. One attack will be a lunge forward which you cannot absorb (or even block, so be careful!). The other will be breathing out a sequence of green bubbles, each of which can be individually absorbed. Glasya Labolas tend to be near areas with a ledge or other sudden height change. I've noticed that if you stand nearby one but slightly higher, they wont bother with the lunge attack and will just repeatedly breathe the bubbles.

    Info

    • MP Cost: 15
    • ATK: 12
    • Description: "Launch a torrent of magical power."
    • Rarity: 4
    • Effect: Fires small meteor-looking balls that travel moderately quickly and deal hefty damage. Can damage multiple enemies per meteor.
    • Learned From: Dracula (1st Form)
    • First Available: Chapter 6

    Comments

    Not as useful as it seems like it should be. It can hit multiple enemies in a row, but it can't travel through walls/floors and doesn't do nearly as much damage as you'd expect, especially for the MP cost. Flame Shot is basically the same thing but better. Kinda' frustrating since this is one of the most annoying spells to learn...

    GamerTag puddleeofsick did note, however, that this is spell is ironically pretty effective against Drac himself! Specifically his 3rd form, as Dark Inferno can travel through his hands and hit all three heads. Good to know!

    Learning

    Drac is the boss of Chapter 6. In Dracula's first form, he'll teleport around the room and do three different attacks, two of which can be absorbed. Note that you can only learn one spell per fight from his first form, so if you're trying to learn a specific one, try to avoid and not absorb the other.

    Drac's first attack is to make fire pillars. He will raise his arm towards from you, and two flames should appear on the ground. After about a second and a half, these will erupt into flame pillars that reach the ceiling and damage you. Shortly after creating the first two, he will create a third, which will always be somewhere between the first two he created. There are two "versions" of this attack. One will create the first two very close, on each side of you, and the other will have them spaced apart more. This attack cannot be absorbed, but if you pay attention it's easy to avoid.

    The next attack can be absorbed to teach you Hellfire. Drac will raise his arm away from you (a telltale sign, as it is the only of his attacks where his arm points away rather than towards), and 3, 4, or 5 fireballs in a column will fly out of his cape and at you. When you're trying to learn Dark Inferno, it's not too difficult to just double-jump over these to avoid accidentally absorbing them instead.

    Finally his third attack can be absorbed to teach you Dark Inferno. Drac will raise his arm towards you, and four balls that look like meteors will generate out of his cape and fly towards you in a pattern of high->low->high->low. The problem with this attack is that even if you absorb the attack, the meteors keep going and can still hurt you. However, if you crouch and hold up your barrier, you can absorb the "high" meteors without them hitting you. The best strategy I've found is to crouch and absorb the first "high" meteor, release your shield and jump the first "low" meteor, then repeat with the second set. Alternatively you could slide under the "low" meteors but I find it easier to jump. If you feel adventurous, you can also jump towards and "scrape" the back of the last meteor with your barrier, letting you absorb up to three times per set, though it's somewhat dangerous and can be a drain on your MP. Also note that once Drac has received enough damage, he will change this attack. The meteors will activate the same as always, but he will now also make his fire pillars at the same time in an alternating pattern through the whole room. As such, it's easiest to not attack Drac at all while you're trying to learn his spells. Also ALSO note that on Hard, Drac will shoot two more meteors (staying in the high->low pattern) giving you two more chances to absorb per attack if you're willing to deal with the risk!

    Info

    • MP Cost: 25
    • ATK: 6
    • Description: "Summon the Grim Reaper's scythe."
    • Rarity: 5
    • Effect: Creates several small, swirling scythes in front of you. After about a second, they will fan out in front of you at random angles. The scythes can damage enemies while swirling in front of you before flying forward. Additionally, the scythes are generated just in front of where you were when you cast the spell. So, if you cast it while airborne, you will fall but the scythes will continue to generate and attack from in the air where you were.
    • Learned From: Death
    • First Available: Chapter 5

    Comments

    Completely destroys bosses. When maxed out this is basically an improved version of Acidic Bubbles. Each scythe does decent damage in and of itself, but it makes a ton of them, and if you cast it in the right place they'll all generate on top of the enemy, hitting them instantly so that you can't miss. The high MP cost makes it mostly a boss killer than something you'll use on regular enemies, though. Also unfortunately, they do not travel through walls/floors like Death's do.

    Learning

    Death is the boss of Chapter 5. One of his attacks creates small, swirling scythes that float in semi-random angles towards you and can travel through walls/floors. Although Death will use this attack during his boss fight, he will also use it while harassing you throughout the level. You can absorb and learn the spell at either time, but it is much, MUCH easier to learn during the level. I find the easiest spot to be the very first room you can enter with gears and spikes on the floor. Only part of the floor is spiked so it is easy to stand on, and the only enemies in the room are some easily dispatched Imps. Stand near the spikes in this room and Death will float around, laughing and casting this (it is the only thing he can cast before his boss fight). Just absorb away. Be careful about letting him get too close, however, as he may generate the scythes behind your shield and hit you.

    After attacking, Death may just sort of sit there passively for a number of seconds before attacking again. This can be good to keep your MP up, but it can also make this take much longer and become annoying. Attacking Death will cause him to stop being such a lazybones and cast again. Be careful about attacking Death too much, however, as after he takes enough he will retreat back to his boss fight chamber and will not attack you again until then.

    Note that Death attacking you during the level and Death during the bossfight are considered to be the same enemy, so you cannot absorb Deathscythe from both, and can only learn it once per playthrough of the level. I've received emails telling me both that you can and that you cannot. I personally tested it myself and I was not able to learn it twice.

    Info

    • MP Cost: 15
    • ATK: 5
    • Description: "Summon forth malignant pollen."
    • Rarity: 4
    • Effect: Creates a column of floating green seeds that will travel forward slowly at varying heights/speeds. Each individual seed can damage an enemy.
    • Learned From: Man-eating Plant
    • First Available: Chapter 2

    Comments

    This is an alright spell. It does decent damage if a lot of seeds can hit, but the seeds have an unpredictable spread and are so slow you have to practically be on top of an enemy for them to hit. Maybe if they did more damage, but I'd consider this one a miss. Still some people seem to swear by it as a boss killer, so maybe I'm missing something.

    Learning

    Man-eating Plants are the green plants with grey heads that are rooted to the ground and snake back and forth. The first area you can encounter them is Chapter 2, and it's the best place to learn this spell. The plants always attack in the same pattern: first they will spit three skulls at you, then they will open up and fire out two waves of seeds, and you can absorb the seeds to learn this spell. If you jump while holding out your shield you can steer yourself into more of the seeds, but be careful that you don't fall on them. Fairly easy, just takes a little while.

    Info

    • MP Cost: 12
    • ATK: 12
    • Description: "Manipulate magical energy and launch it at enemies."
    • Rarity: 3
    • Effect: Creates a blue ball of magic that homes in on the nearest enemy and can travel through walls/floors.
    • Learned From: Witch
    • First Available: Chapter 4

    Comments

    This is a neat little spell. It does good damage and is really hard to miss with, and at 12 MP it's not as expensive as most of the "big hitters". Probably not your primary form of attack, but I think it's never a bad spell to bring along. I believe it counts as "Holy" element, as well, making it more effective against many enemies.

    Learning

    Witches are the busty blonde women riding brooms with pointy hats in Chapter 4. They cast two learnable spells, Heal and Energy Flow, so be careful to not absorb one if you're trying to learn the other. Avoiding Heal really isn't a problem, and Energy Flow is one of the easier spells in the game to learn. Once a Witch is following you, she'll flit back and forth, stopping on one side of you, then the other. Occasionally she'll make a noise and release a blue glowing ball that will track you down. Absorb it to learn Energy Flow.

    Info

    • MP Cost: 10
    • ATK: 9
    • Description: "Shoot razor-sharp feathers."
    • Rarity: 1
    • Effect: Fire three feathers out in a spread.
    • Learned From: Harpy
    • First Available: Chapter 5

    Comments

    This one isn't great but it's not that bad. The feathers do decent damage and the "shotgun" spread effect makes it easy to hit enemies or score multiple hits, and the low MP cost is nice too. Still, there are better choices.

    Learning

    Harpies are the creatures with the head and torso of a human woman and the legs and wings of a bird that appear in Chapter 5, clutching a dagger in their talons. Other than just flying into you, they have three attacks. All three attacks unfortunately have the sam tell: flapping their wings rapidly. For the first the harpy will spin around and toss her dagger at you. Since this uses up the dagger, the harpy can only do it once. After losing the dagger, she may do a second attack, which is to drop kick you. This one is obvious since she will be very close to you when she starts flapping, unlike the other two attacks. Finally, the attack we can absorb, she will flap rapidly then fire three feathers at you. Each one can be absorbed.

    When you aggro a harpy, she will follow you around the map and can move through walls/floors. Unfortunately, the feathers from her attack are stopped by walls/floors, so when you see one, try to lead her to a flat, open area so you can absorb her attacks. Once there, it's easiest to stay crouched the whole time to minimize the chance that she'll fly into your head, and so you can quickly slide away when she is about to drop-kick you.

    Info

    • MP Cost: 8
    • ATK: 7
    • Description: "Launch fireballs."
    • Rarity: 2
    • Effect: Launches... A fireball?
    • Learned From: Start with; Bone Pillar
    • First Available: Start with

    Comments

    Your starting spell, and one you probably actually wont replace for a while. It's cheap to cast, moves rather quickly, and does alright damage. If nothing else, the simplicity and familiarity of this spell makes it hard to move on from. There are better choices, but for the beginning of the game this'll get you through a lot.

    Learning

    Charlotte starts with this spell, but you can level it up from Bone Pillars, which are the stacks of reptile-looking skulls that shoot fireballs at you. In fact, that's their only attack, and the one you can absorb. Each skull in a stack counts as a separate enemy, so you can absorb from all of them once.

    Info

    • MP Cost: 15
    • ATK: 16
    • Description: "Attack with the fire of hell."
    • Rarity: 3
    • Effect: Launches a large fireball that travels quickly.
    • Learned From: Fire Demon
    • First Available: Chapter 3

    Comments

    A replacement for Fireball. The increased MP cost can be scary, but this is the larger, faster, and more damaging cousin of the original. Also, enemies that would have taken you two or more Fireballs to put down will take only one Flame Shot, so technically it's more efficient. After maxing this I set it to (>B) and haven't taken it off since.

    Learning

    Fire Demons are the red, winged demons with two green horns that first show up flying around in Chapter 3. They can fly through walls and floors and will follow you around, so it's handy to lead them to a flat, open, safe area. They have two attacks: divebombing you or shooting fire. The divebomb comes in two forms, as they will either simply fly up slightly and then fly at you, or they will fly over your head first then attack. Both of these can be slid under or jumped over fairly easily. For their other attack they will fly down to your level, then fire a flame shot which you can absorb and learn. There's really nothing complicated about it, it can just take a while to learn when they just keep trying to kick you.

    Info

    • MP Cost: 15
    • ATK: 12
    • Description: "Unleash a vengeful spirit."
    • Rarity: 3
    • Effect: Releases a purple ghost that travels slightly upward, then homes in on an enemy. Can be stopped by walls/floors.
    • Learned From: Dracula (2nd Form), Dullahan
    • First Available: Chapter 4

    Comments

    Not as useful as it seems. It does decent damage but it's really slow and has an annoying tendency to hit the ceiling or a nearby wall and cancel itself out before reaching an enemy. I'll pass.

    Learning

    Dullahan is the headless large suit of metal armor with a spear that is followed by a floating blue head, first appearing in Chapter 4. You can also learn this from Dracula's second form, but it is much safer and easier to learn from Dullahan.

    Dullahan has three attacks. The first is a simple thrust forward with his spear which he telegraphs quite obviously. His second attack he will only do if you are standing on the same floor as him and quite close, in which he will leap forward and thrust his spear into the floor, causing a wave of blades to fly up out of it towards you. Finally, his third attack is a curse, which you can absorb to learn Ghost Chaser. The armor section of Dullahan will start shaking (I guess it's supposed to look like laughing?) and the head will grin and spin around. After about a second, the head will release a ghost upwards, which will then change direction and home in on you, which you can absorb.

    Ghost Chaser is annoying to learn because Dullahan does A LOT of just walking back and forth doing nothing, and even when it does use the curse, there's a chance that the ghost will simply collide with a wall or the ceiling before reaching you. One thing to note is never be on the same level as a Dullahan, as that will stop him from using one of his three attacks and make it more likely he will try to curse you, just watch out for his spear.

    One of the Dullahans in the "grocery" area of Chapter 4, to the leftmost side of the map near the bottom, is guarding a chest near a staircase. I find this one the easiest to learn from because standing on the stairway makes him unable to use the "ground blades" attack, and you are also high up enough that his normal spear attack cannot hit you, plus there is no annoying low ceiling or walls to block the curse. I gained five levels off of this one alone, since he's close to the Solo starting point of this map it's easier to just kill yourself and restart then go after this one again than to seek out multiple per run.

    Info

    • MP Cost: 40
    • ATK: 30
    • Description: "Recovery magic that restores HP."
    • Rarity: 1
    • Effect: Creates a rainbow beam that restores the HP of all players standing inside of it after about half-a-second (not immediately).
    • Learned From: Witch
    • First Available: Chapter 4

    Comments

    As far as I know, Charlotte is the only character in the game that can heal other players as well as herself without an item, and even at that not all characters even have a healing ability period. 40MP is a hefty price, but with high INT and this spell maxed out it's immensely useful, especially since the effect is not reduced by healing multiple players. Just by sheer usefulness I suggest to equip this as soon as you learn it and always have it with you. GamerTag pileofsick pointed out to me that you can heal people who aren't directly in your path a few ways: if both players are touching opposite sides of a very thin wall, the "pillar" can reach through the wall and heal them, and because of the pillar's height, if you jump up to a thin ceiling, you can heal players standing slightly above you as well.

    Just be careful of the delay. The heal is not instant, you must stay within the pillar of light for about half a second or so before the heal takes place. Using it while jumping or on the move means you might just waste some MP. Additionally, spamming Heal can be wasteful. When you are healed your character will glow green for a few seconds, and during this time you cannot be healed by the same source again. So if you need healing fast, don't mash the button, wait a tiny bit.

    Temporary immunity

    When healed, a character will glow green for a short amount of time. During this time the player is immune to some forms of damage, allowing you to cast it and then quickly slide to get past annoying enemies like Final Guards. It also allows Charlotte to bypass jets of fire, giving her the ability to reach some chests that normally require multiple players! Even better, this "green immunity" can make Charlotte immune to the Puppet Master's body replacement attack if timed properly!

    Learning

    Witches are the busty blonde women riding brooms with pointy hats in Chapter 4. They cast two learnable spells, Heal and Energy Flow, so be careful to not absorb one if you're trying to learn the other. Once a Witch is following you, she'll flit back and forth, stopping on one side of you, then the other, passing through walls/floors. Occasionally she'll make a noise and release a blue glowing ball that will track you down. Be careful not to absorb this if you are trying to learn Heal. The ball can be somewhat difficult to avoid, but doesn't do much damage, so you may just want to ignore them entirely.

    The problem is, Witches will only cast Heal when they are hurt, but they have very low (I believe 45) HP. That said, any amount of damage can cause them to want to Heal, no matter what it is. If possible, lead a Witch to a ledge in a map and crouch near it (I believe crouching makes them more likely to fly lower). Eventually they will fly such that they are partially "in" the floor but still sticking out. When this happens, quickly get on the same ledge and try to slide through them. You will take damage and often not be able to slide completely through a Witch, but you should still deal only 1 or 2 damage. Try to slide as many times as possible, and eventually the Witch will hopefully cast Heal, which comes in the form of a large rainbow pillar of light around them. Simply have your barrier somewhere in this pillar when the actual healing takes place (there's a delay of about half a second between when the pillar appears and when the heal actually takes place) and you'll absorb it. Be careful about getting too close, as touching the Witch will hurt you and the stun can prevent you from learning the spell. One method is to jump over the Witch as she casts it. If you slide into the Witch again, you can sometimes cause her to heal again without even moving, though if she does simply crouch near the ledge again and repeat.

    Info

    • MP Cost: 12
    • ATK: 8
    • Description: "Shoot three flames at once."
    • Rarity: 4
    • Effect: Fires a column of small flames out. Each individual flame can damage an enemy.
    • Learned From: Dracula (1st Form)
    • First Available: Chapter 6

    Comments

    Excellent spell, so at least there's some consolation in exchange for it being far and away the most frustrating spell to level. Each individual flame it shoots does about as much damage as the regular Fireball spell, only it makes more than one. It's a good replacement for Flame Shot, though be warned that the flames do not travel as quickly or for an infinite distance. Still, the lower MP cost and the fact that the individual flames can all hit different enemies makes it far less wasteful and very powerful indeed.

    Learning

    Drac is the boss of Chapter 6. In Dracula's first form, he'll teleport around the room and do three different attacks, two of which can be absorbed. Note that you can only learn one spell per fight from his first form, so if you're trying to learn a specific one, try to avoid and not absorb the other.

    Drac's first attack is to make fire pillars. He will raise his arm towards from you, and two flames should appear on the ground. After about a second and a half, these will erupt into flame pillars that reach the ceiling and damage you. Shortly after creating the first two, he will create a third, which will always be somewhere between the first two he created. There are two "versions" of this attack. One will create the first two very close, on each side of you, and the other will have them spaced apart more. This attack cannot be absorbed, but if you pay attention it's easy to avoid.

    The next attack can be absorbed to teach you Dark Inferno. Drac will raise his arm towards you, and four balls that look like meteors will generate out of his cape and fly towards you in a pattern of high->low->high->low. To avoid this attack instead of absorb it while trying to learn Hellfire, you can crouch under the "high" meteors, and jump or slide under the "low" meteors. You can jump over the "high" ones as well, but I find it's harder to time properly, as is sliding. The easiest way is to crouch->jump->crouch->jump. Also note that once Drac has received enough damage, he will change this attack. The meteors will activate the same as always, but he will now also make his fire pillars at the same time in an alternating pattern through the whole room. As such, it's easiest to not attack Drac at all while you're trying to learn his spells.

    The next attack can be absorbed to teach you Hellfire. Drac will raise his arm away from you (a telltale sign, as it is the only of his attacks where his arm points away rather than towards), and 3, 4, or 5 fireballs in a column will fly out of his cape and at you. Simply hold out your barrier and these will be absorbed as they fly into it.

    Info

    • MP Cost: 12
    • ATK: 16
    • Description: "Summon a sharp, fang-like pillar of ice."
    • Rarity: 3
    • Effect: Fires an ice crystal diagonally downwards that grows into 5 ice spikes fanning out upwardly when colliding with

    the wall/floor or certain enemies.

    • Learned From: Sea Demon
    • First Available: Chapter 5

    Comments

    This does surprisingly high damage over a decent range for the low MP cost. Oddly the crystal bit it initially launches seems to collide with some enemies but go through others. It's kind of awkward to use and isn't horribly effective against bosses, but can make quick work of swarms or fast-moving, small enemies.

    Learning

    Sea Demons are the blue, winged demons with the heads of hammerhead sharks in Chapters 5 and 6. Like the Fire Demons they have two attacks: one where they will try to divebomb/kick you, and the other where they will hover in place shortly, turn their palms out, then fire small ice flakes at you. If the ice flakes collide with something they will "bloom" into ice spikes that can hurt you, but you can absorb the flakes before they touch anything to learn this spell. They'll fly over you and try to kick you a lot, just be patient.

    Info

    • MP Cost: 15
    • ATK: 6
    • Description: "Launch cutting shards of ice."
    • Rarity: 4
    • Effect: Creates large icecicles that rotate around in front of Charlotte for a few seconds, then fire off very quickly.
    • Learned From: Frozen Shade
    • First Available: Chapter 2

    Comments

    Kind of useful for utility (thanks to Kiruklee and GamerTag puddleofsick for showing me that this little spell is more useful than I originally gave it credit for!). The spell is slightly awkward to use, but you can cast it multiple times to have several icecicles in front of you at once, which can release a high burst of damage all in one quick go (useful for enemies like Dullahan, which are normally stationary but become annoying once aggro'd), but a slightly more ingenious use that was pointed out to me is making Medusa Head rooms less annoying. You can have separate sets of the icecicles going on each side of Charlotte, and they will rotate for quite a while. If you cast a set on each side of Charlotte before a Medusa Head room, most likely any Medusa Heads that would hit you will hit the icecicles and die instead, and if you're quick enough, you can completely ignore the Medusa Heads and get through with an icecicle or two to spare!

    Other than that, however, I don't find they do enough damage to justify the awkwardness of use and high MP cost of stacking.

    Learning

    Frozen Shades are the blue, transparent women that float around in Chapter 2. They only have two attacks. For once they'll make this weird chiming noise for about a second, then attack with icy breath. For the other, they will generate four large ice needles in front of themselves which spin around for about two seconds, then fire at you. Absorb these to learn the spell. They like to do the breath attack a lot, and attack pretty rarely to begin with, so this one takes some patience.

    Info

    • MP Cost: 20
    • ATK: 12
    • Description: "A concentrated mass of fear and agony born from the darkness."
    • Rarity: 3
    • Effect: Creates a large, slow-moving ball that deals heavy damage and can travel through multiple enemies.
    • Learned From: Malachi
    • First Available: Chapter 5

    Comments

    Does good damage and can hit multiple enemies. It's not a bad spell, but the high MP cost and slow speed (plus how easy it is for the large projectile to collide with a jutting-out floor/ceiling thus canceling it) makes it an iffy choice for one of your precious spell slots. Flame Shot is a better alternative. One thing this spell is really good for, though, is casting through walls. If you stand facing a thin wall as close as possible to it and cast, often the attack will spawn on the other side of the wall, allowing you to hit enemies that can't fight back.

    Learning

    Malachi is the bizzare, alien-looking creature with a Cthulhu head in Chapter 5, but more prevalent in Chapter 6. He only has two attacks. He will try to punch you if you get close, and then cast this otherwise, so simply stay away from him and absorb away! Be careful of being too close, though, as the attack is quite large and spawns farther away than you might think, so it could easily get "behind" your barrier and damage you instead.

    Info

    • MP Cost: 15
    • ATK: 8
    • Description: "Fire a beam at enemies."
    • Rarity: 4
    • Effect: Creates a short purple beam that can damage enemies multiple times in a row.
    • Learned From: Nova Skeleton
    • First Available: Chapter 5

    Comments

    Pretty good damage, especially since it can hit multiple enemies and even hit the same enemy multiple times, but the limited range is a bit of a problem.

    Learning

    Nova Skeletons are the green skeletons that fire a purple beam in Chapters 5 and 6. This is their only attack, they'll walk back and forth casting it repeatedly. You can see it coming because a glyph will appear over their head first. Just back into a corner and keep absorbing, the skeletons will never walk close enough to hit you.

    Info

    • MP Cost: 12
    • ATK: 7
    • Description: "Scatter poisonous spores."
    • Rarity: 2
    • Effect: Spreads out a green gas that travels down and slightly outwards. Each "bit" of cloud can individually damage enemies, and has a chance to cause poison.
    • Learned From: Moldy Corpse
    • First Available: Chapter 2

    Comments

    Pretty much worthless. It's really hard to hit enemies with, does little damage, and poison isn't really that useful.

    Learning

    Moldy Corpses are the humanoid zombies that have mushrooms burst out of them and crawl on all fours when you approach in Chapter 2. This is their only attack, other than walking into you. Be careful not to let it hit you because it can poison you, which is annoying. Most of them are near short ledges that you can crouch on so that they can't hurt you by walking into you and you can simply sit there absorbing the spores.

    Info

    • MP Cost: 15
    • ATK: 6
    • Description: "Fire a burst of flame."
    • Rarity: 3
    • Effect: Makes a short-range sort of "flamethrower" in front of you that can damage enemies multiple times.
    • Learned From: Minotaur, Spittle Bone, White Dragon
    • First Available: Chapter 1

    Comments

    Basically a poor man's Acidic Bubbles. Not horrible by any means, though.

    Learning

    Minotaurs in all chapters will occasionally breathe fire to do this. Spittle Bones are the skulls that ride around on walls and ceilings and will occasionally, but rarely do it. The best thing to learn it from are White Dragons, which are the lizard-like skulls on the end of long bone knecks that are attached to walls and snake around from Chapter 2 on.

    I find White Dragons the easiest because they're safer and do this attack more often. They only have two attacks, this and the other they will telegraph by biting the air several times before lunging at you. Since they're attached to walls it's not hard to just back dash out of range of this and keep absorbing the fire. Running through Chapter 2 and absorbing one from every White Dragon a couple of times should do the trick.

    Info

    • MP Cost: 10
    • ATK: 11
    • Description: "Launch a vacuum blade at foes."
    • Rarity: 1
    • Effect: Creates a large, crescent-shaped blade that spins in front of Charlotte shortly before firing off in front of her rapidly. Can damage enemies while spinning before firing.
    • Learned From: Imp
    • First Available: Chapter 2

    Comments

    Slow to fire but it can hit enemies before that. Not a bad little spell for a relatively low MP cost, and it looks cool to boot. Still, it gets overshadowed by the powerhouses in Charlotte's book.

    Learning

    Imps are the little black/purple winged guys with spears. There are four very close together near the end of Chapter 2, but they also show up in other levels. I find Chapter 2 to be the best, though, because you can get four to follow you at once instead of the usual 2 in other levels.

    Imps have three attacks and they're all annoying. Firstly they may rear back slightly (it's hard to see) and just ram you for very low damage. Secondly they may fly up and down quickly while laughing, fly away, then home in on you. If they hit you during this they will force you to walk in a certain direction until you can shake them off by mashing buttons. Finally, they may sit still for a bit and generate a crescent-shaped blade they'll fire directly at you. Absorb it to learn this. This one is pretty annoying just because they use this attack so rarely, but just keep at it.

    Info

    • MP Cost: 15
    • ATK: 4
    • Description: "Shoot streams of compressed water."
    • Rarity: 3
    • Effect: Launches several little jets of water in a "machine gun" sort of fashion straight ahead. Each individual jet can damage an enemy.
    • Learned From: Merman
    • First Available: Chapter 1

    Comments

    Actually does decent cumulative damage when all the jets hit. A good spell for most of the game, but like many others just can't quite hold up to the endgame nukes.

    Learning

    Mermen are the red, half-fish/half-human creatures in or around the water in Chapter 1. They will only use this attack when they are not in the water, so it's best to learn it from the four below BEFORE you drain the water, then the final two above after draining. When not in the water, this is the only attack they will do. They'll telegraph it quite obviously by rearing their head back for about a second before shooting it.

    Info

    • MP Cost: 12
    • ATK: 9
    • Description: "Summon a Skeleton Gunman to use in battle."
    • Rarity: 3
    • Effect: Summons Skeleton Gunmen, which take quick potshots with their muskets then leave. Each individual Gunman can damage an enemy. Initially summons 1 gunman, but after leveling can summon 2 then eventually 3.
    • Learned From: Skeleton Gunman
    • First Available: Chapter 5

    Comments

    These guys actually do some pretty hefty damage and can be summoned in rapid succession for relatively little MP. They aren't quite the best boss killer (other than they do make quick work of Brauner, the Chapter 4 boss), but are really good for mowing down a hallway, plus there's just something novel about using them at all. I like it as a fun utility spell.

    Learning

    Skeleton Gunmen are the skeletons wearing puple robes and carrying rifles, standing in formations of three in Chapter 5. Each one counts as a separate enemy, so you can learn it once from each one, however they will still move in the same formation after you kill one or two. Don't confuse them for the purple-wearing women with the laser-sight rifles that yell, "I SEE YOU!", these are skeletons. All they do is fire at you and move through formation, so this one isn't too hard to get. Not that you can't actually see the bullets they fire, you just need to be absorbing when they do.

    Info

    • MP Cost: 12
    • ATK: 8
    • Description: "Summon a Skeleton to use in battle."
    • Rarity: 1
    • Effect: Summons Skeletons, which toss bones in an arc, then leave. Each individual bone can damage an enemy. Initially summons 1 skeleton, but after leveling can summon 2 and eventually 3.
    • Learned From: Skeleton
    • First Available: Chapter 1

    Comments

    Basically a cute novelty spell. Their attack arc makes it hard to hit anything, and the damage isn't too amazing.

    What a boner!

    The achievement "Bone Cold Justice" ("Defeat an enemy by hitting back a Skeleton's bone.") can actually be achieved just by killing an enemy with Summon Skeleton!

    Learning

    Skeletons are all over the place starting from Chapter 1. Absorb the bones they throw.

    Info

    • MP Cost: 15
    • ATK: 8
    • Description: "Generate orbs of lightning."
    • Rarity: 3
    • Effect: Creates a large, slow-moving blue ball of lightning that deals heavy damage and can travel through and damage multiple enemies.
    • Learned From: Thunder Demon
    • First Available: Chapter 6

    Comments

    A nice high-damage spell. The lack of range and speed limits its usefulness, but it makes short work of most enemies and is a decent boss killer, though certainly not the best. I like to use it sometimes just because it looks cool.

    Learning

    Thunder Demons are the yellow, winged demons with one large horn that fly around in Chapter 6. Like the Fire Demon and Sea Demon, these guys only have two attacks: trying to flying drop-kick you, or firing a ball of thunder. When they're going to cast this, they'll float down to be on the same height as you and look like their charging up, it's pretty obviously telegraphed. This one's actually pretty quick to learn.

    Equipment

    Charlotte gets pretty boned in the items department. She can't equip any weapons other than her Book of Binding, she can't use any shields, none of her spells are equippable for bonuses like some of Soma's souls, and she misses out on a lot of heavy or male-only armor. That said, she can still equip some nice stuff.

    The following two builds are ways to maximize Charlotte's LCK (for farming items/spells) and INT (for doing damage) respectively. There may be better equipment out there that I just haven't found, but these are the best sets I personally know of. Also note that these may not be the most effective (going full INT sacrifices a lot of DEF, MND, and resistances), so don't feel like you have to follow these ridigly. Be creative!

    Lucky Charlotte

    A build to try and get the highest LCK possible. This can be used for farming items (LCK increases monster drop rate) or spells (if you believe LCK increases chance to learn spells like I do).

    SlotItemBonus
    Head:Princess TiaraDEF+5 LCK+7 MP+7
    Chest:Princess CoatDEF+18 LCK+10 MP+5
    Legs:Artemis ShoesDEF+10 CON+2 INT+5 MND+2 LCK+5 MP+5
    Back:Cape of InvisibilityDEF+4 LCK+2 HP+5 MP+5 Transpareny
    Accessory 1:Thief RingLCK+10 Rare drops up
    Accessory 2:Thief RingLCK+10 Rare drops up
    Witch's Luck

    Although Charlotte can equip some good LCK gear, she's actually one of the poorer choices for farming for money. The way the drop system in this game works, you will never get a drop that the character you're currently playing cannot use. Charlotte cannot use any weapons or some of the heaviest armors, which all happen to be the most expensive items to sell duplicates of! D:

    Smarty Charlotte

    A build to try and get the highest INT possible. Charlotte's spell damage increases the higher her INT is, so stacking it makes her even more devastating than she already is!

    SlotItemBonus
    Head:Holy VeilDEF+5 INT+10
    Chest:Death's RobeDEF+26 STR+4 CON+4 INT+4 MND+4 LCK+4 MP+44
    Legs:Artemis ShoesDEF+10 CON+2 INT+5 MND+2 LCK+5 MP+5
    Back:Blue CapeDEF+3 INT+1 HP+3 MP+3
    Accessory 1:Sun/MoonstoneATK+2 DEF+1 STR+2 CON+2 INT+2 MND+2 LCK+2
    Accessory 2:Sun/MoonstoneATK+2 DEF+1 STR+2 CON+2 INT+2 MND+2 LCK+2
    TIME PARADOX?

    The Sunstone and Moonstone give the same bonuses: +2 to all base stats, which is pretty good. However, they only work at certain times. The Sunstone works from 6AM to 6PM, then the Moonstone works from 6PM to 6AM the next day. The time it uses is your XBox's system clock. If you're using these, be sure to pay attention and swap them appropriately!