Post by Iron Blue Arremer on Feb 14, 2011 12:41:24 GMT -5
Introduction
Shanoa is the main character of Order of Ecclesia. She is hunting down Dracula in a time where the Belmonts have not been around, but falls victim to intrigue. She is notorious for being the first female lead since Sonia Belmont, and the first female character to be said main character in a canonical IGA game.
Shanoa also appeared as playable character in Judgment and has become a fan favorite due to her power and unique glyph system, as well as the fact that she is a pretty sexy girl, no doubt about it.
In Harmony of Despair, Shanoa is an incredibly powerful character, being both a very competent spellcaster and melee fighter. Her abilities are not only half-assed as is the case with most hybrid character classes. At least not, if you get the DLC. She is also a very good character to start out with since she already is fairly powerful when starting out, and not as dependent on weapons as Soma or Alucard or absorbing new spells as Charlotte.
Considering the DLC, Shanoa is, in fact, possibly one of the most powerful characters in the game.
General Abilities
Shanoa utilizes a back dash, a jump kick and a slide kick like most characters. She is also additionally mobile with Magnes, her personal skill (RB). With this, she creates an aura around herself. If a Magnes point (the shiny silver crystal balls scattered throughout almost all stages) is in reach of that aura, she will latch onto it. You then can use the magnetic powers to catapult her into a certain direction - the crystal cursor will show you where you'll go. In most cases, Shanoa will be able to take shortcuts or safe passages through this method. In some boss rooms, there are these magnets as well, allowing you to dodge or attack bosses better.
Weapon Glyphs
Shanoa has access to a few weapon glyphs. She has 3 in the base game and 2 have been added as additional weapons as DLC. Unlike in Order of Ecclesia, Shanoa can use her weapons without consuming MP. Except for her starting weapon, she will have to find each of her weapons in chests. Despite her starting weapon being really good - at least for a starting weapon - you will most likely switch to other glyphs as soon as you have access to them.
All of Shanoa's weapons are very nicely backdashcancel-able, and you should utilize this to the best of your powers, since this makes her really shine.
Confodere
Damage Type: Pierce
Location: Starter (2 copies)
Shanoa uses a short-ranged rapier, stabbing forward. It doesn't have good range or specifically impressive power. However, this is the best starting weapon in the game and you will using it for quite some time until getting new stuff.
Lapiste
Damage Type: Strike
Location: Chapter 3-7 Boss (both difficulties)
Shanoa uses a gargantuan stone fist to punch enemies. This has FAR more range than Confodere and deals quite a bit more damage. Most Shanoas don't use this in most situations, although it is her only reliable option against some enemies (Astarte), so you might wanna keep 2 copies of it around just to be safe. I personally like it a lot more than Pneuma since it's easier to hit, but the 2 DLC glyphs are even more awesome in my opinion.
Pneuma
Damage Type: Slash
Location: 4-7 Boss (both difficulties - I think it drops on 3 too, but I'm not 100% sure)
Shanoa throws out a blade made of air that descend onto the ground and move along it. If you have two of them equipped and press them in rapic succession, the blades will combine into one, become bigger and deal more damage - especially useful when backdashcancelling. This weapon is a little difficult to aim, but if you got that down and you're solid with backdashcancelling, this is probably your best choice if you wanna play it safe. Each blade will hit least twice if used right, the big one can hit even more often. You can safely stand outside of Dracula's third form's hands and throw big Pneuma waves in there without getting touched once. It's pretty rad.
Sinestro Custos (DLC)
Damage Type: Slash, Ice
Location: 10 Boss (Normal), purple/Boss (Hard)
Shanoa summons the head of a drooling cerberus that dashes forward and bites. Sinestro Custos is white and the saliva is blue, hinting at the element (ice). Its range is just a tad shorter than Lapiste, but it deals around the same damage (depending on the enemy type). However, the cerberus heads are quicker and thusly backdashcancelled a bit easier. They also are too stylish not to use.
Dextro Custos (DLC)
Damage Type: Slash, Fire
Location: 10 Boss (Normal), purple/Boss (Hard)
Shanoa summons the head of a cerberus that dashes forward and bites. Sinestro Custos is black and the saliva is red, hinting at the element (fire). Its range is just a tad shorter than Lapiste, but it deals around the same damage (depending on the enemy type). However, the cerberus heads are quicker and thusly backdashcancelled a bit easier. They also are too stylish not to use. Dextro Custos seems to be usually more effective than Sinestro Custos, but that might just be me.
Spell Glyphs
Shanoa is a spellcaster. She has access to 4 spells in the base game, and additional 3 spells through DLC, making a total of 7. For the spells in the base game, she will have to absorb them from enemies. If you press up on the left stick or the d-pad Shanoa will start to pose, showing the tatoo on her back. You will actually have to utilize this "taunt" for getting glyphs.
Approach an enemy who is able to cast a glyph spell. You can see they are able to do so since they will use glyph spells until you absorbed the glyph from them. They will start forming a blue mass above their head. If you press up while the mass appears, it will extend and show an icon that will tell you what spell it actually is - this is important for all spells but Nitesco since they are coming from one enemy who rotate through their arsenal.
If you keep holding up, the tatoo will start sucking the glyph into your back, then you will hear a chime. If you recieved the glyph, a message will pop up above your head telling you about your new item. You can get only 1 glyph per enemy.
The LCK stat will actually influence your chances to absorb a glyph from an enemy, so if you are hunting for Ignis, Grando, Fulgur or Nitesco, equip gear that'll raise your LCK for maximum efficiency.
Unlike subweapons, spells or souls, Shanoa's glyphs will not change appearance when powering up, only become stronger.
Ignis
Cost: 15 MP.
Damage Type: Fire
Location: Starter (1 copy), Aliorumnas
Icon: 3 little fireballs emitted from a wall-like entity
Recommended Form of Leveling: Backdashcancel
Shanoa summons 3 fireballs that spread out before disappearing shortly thereafter - one straight forward, one diagonally up, one diagonally down. You will start with this spell and you will most likely see it for a while, but to be honest, this is Shanoa's worst spell, although it was quite useful in Order of Ecclesia and is an alright starter spell, I guess. It has very short range and deals limited damage. Especially considering its cost, this is most likely the first spell you will replace if you get DLC.
Grando
Cost: 15 MP.
Damage Type: Ice
Location: Aliorumnas
Icon: A big icicle surrounded by sparklystars
Recommended Form of Leveling: Backdashcancel
Shanoa summons a giant icicle that will fly in a straight line until hitting an obstacle. This is the spell with the highest damage per hit, and due to its infinite range, it's also incredibly useful. You can deal around 150 damage with only one of these icicles. Keep in mind, though, that some enemies are immune to ice-elemental attacks, so the damage is limited. In any case, this is great as additional damage-racking device and clearing hallways.
Fulgur
Cost: 15 MP.
Damage Type: Lightning
Location: Aliorumnas
Icon: A big sphere surrounded by what looks to be flames but apparently is electricity
Recommended Form of Leveling: Backdashcancel
This spell is pretty rad. Shanoa summons a single lightning bolt that homes into the closest enemy, unless they're out of range, then it will go straight forward and hit anything in its way. It is able to hit twice as well. Probably the most useful of Shanoa's base game spells, Fulgur should be in every Shanoa's arsenal. You can safely attack even when retreating. The lightning pierces even through impenetrable shields (but not walls or platforms). It deals not as much damage per hit as any of the other spells, but consider this Shanoa's safest spell - long-ranged, homing and decent damage for an alright price.
Nitesco
Cost: 15 MP.
Damage Type: Holy
Location: Nova Skeleton
Icon: A sideways cylinder/beam
Recommended Form of Leveling: Slot-Rotation
Shanoa summons a big purple beam that will stay in front of her for a second. Being Shanoa's version of Nova Skeleton soul or Piercing Beam, it is the only non-DLC spell that has Holy property. This is also the only spell that (sort of) changes appearance when getting stronger, as the length will grow bigger. The length of a Level 9 Nitesco is actually quite impressive. Shanoa can move and/or attack while having a Nitesco beam out, making this spell actually quite useful as supplement to melee. The only downside is that when hitting an enemy, it will partly obscure the view of them, which is horrible on smaller targets (Astarte). This is most likely the second spell you will dump should you decide to get DLC.
DLC Spell Glyphs
Unlike the base game's spell glyphs, the DLC spells actually drop from chests.
Globus
Cost: 12 MP.
Damage Type: Strike
Location: Chapter 8 Boss (Normal), purple/Boss (Hard)
Recommended Form of Leveling: Backdashcancel
Shanoa emits 2 purple balls that will bounce off of walls and other obstacles. They will stay out for quite a while. This is one of the best spells for Shanoa, if not the absolutely best. Globus can absolutely destroy most enemies, can clear hallways reliably (except for very long ones since it has limited reach), and is generally an amazing spell to use. Very little enemies are immune against strike-typed damage, and this spell perfectly complements the cerberus weapon glyphs that deal slash damage unlike Lapiste's strike damage. Also, the cost of 12 MP is just outrageously cheap. Use this spell often.
Acerbatus
Cost: 20 MP.
Damage Type: Dark, Lightning, inflicts Curse
Location: Chapter 9 Boss (Normal), purple/Boss (Hard)
Recommended Form of Leveling: Slot-Rotation
Borrowed from Albus' Max Shot, Acerbatus summons a giant brown sphere that kinda looks like the moon and moves forward for a short distance before disappearing. This spell has an amazing multi-hit property, being able to hit one single enemy for, oh, 3 to 4 times? Curse on enemies will lower their attack power, and only a handful of enemies are resistant to both Dark and Lightning. What makes this spell so amazing, though, is its immense size. You can cover whole hallways with it and be protected from damage. It's really difficult to miss with this thing, too. And Jesus, let's not even start with the amount of damage it does per hit! This is, aside from Globus, easily the best spell for Shanoa. Go use it, but keep an eye on your MP.
Luminatio
Cost: 15 MP.
Damage Type: Holy
Location: Chapter 11 Boss (both difficulties)
Recommended Form of Leveling: Slot-Rotation
Get two Bibles for the price of one! No really, this is exactly how it works - Shanoa sets out 2 balls of light that spiral outward in a circular motion, multi-hitting and piercing through walls and impenetrable shields. It can deal quite some hefty damage, especially since it has multi-hit properties. It's more of a spell you'll have to like, though - decide for yourself whether or not to replace Grando with this, but I personally love it.
Recommended Setups
Speaking purely of defensive equipment, Shanoa has the biggest pool out of all characters, being able to equip the girls' dresses, the mens' plates and her own exclusive gear to top it off.
I will give you the best setups for STR, INT, MP regeneration (all not accounting Berserker Mail) and name other possibly important equipment you might want to consider using.
Note that Shanoa is the only female and spellcaster in the game able to use Berserker Mail.
Pure STR
Head: Minerva Mask
Chest: Robe Decollete (or Minerva Mail, Death's Robe, Demon's Mail)
Legs: Minerva Greaves
Back: Assassin's Cape
Accessory 1: Miser Ring (or Megingiord)
Accessory 2: Miser Ring (or Megingiord)
Item: Beef Curry
Pure INT
Head: Holy Veil
Chest: Robe Decollete (or Death's Robe)
Legs: Artemis Shoes
Back: Blue Cape
Accessory 1: Artemisian/Apollonian Ring (or Sunstone/Moonstone)
Accessory 2: Artemisian/Apollonian Ring (or Sunstone/Moonstone)
Item: Foie Gras or Caviar
Pure MP Regeneration
Head: Holy Veil or Minerva Mask
Chest: Robe Decollete (or Death's Robe)
Legs: Artemis Shoes or Sonic Boots (or Winged Boots)
Back: Bishamon Raiment (or Paludamentum)
Accessory 1: Chaos Ring
Accessory 2: Chaos Ring
Other great items:
Head: Arachne Hennin, Uraeus, Royal Crown (all for LCK)
Chest: Ancient Armor, Berserker Mail, Princess Coat (LCK)
Legs: Sonic Boots, Winged Boots
Back: Paludamentum
Find your balance out of these items.
I personally use:
Head: Minerva Mask
Chest: Robe Decollete (Berserker Mail or Ancient Armor sometimes depending on the stage)
Legs: Sonic Boots
Back: Bishamon Raiment
Accessory 1: Chaos Ring
Accessory 2: Miser Ring or Apollonian/Artemisian Ring (depending on what I wanna do)
Item: Super Potion
If you want to play Shanoa as your main character, I highly recommend you getting DLC Chapters 7, 8 and 9 at the very least, since they hold Shanoa's 2 best spells and the amazing Robe Decollete, as well as the Sonic Boots and Artemisian as well as Apollonian Rings, which are amazing for her, too. Chapters 10 and 11 are pretty good as well for Shanoa, giving you access to her 2 DLC weapons and Luminatio, as well as the Bishamon Raiment.
Progressing Shanoa
Shanoa levels up his abilities through usage like most of the characters. His attack power for both weapon and spell glyphs will power up through leveling her subweapons. Contrary to popular belief, Shanoa will NOT get stronger when leveling the DLC spell glyphs. These have no influence on her stats, and are independent from the "base" spells.
A very good way to ease up the progress is to get all the spells to level 8 before going on to 9.
Shanoa is the main character of Order of Ecclesia. She is hunting down Dracula in a time where the Belmonts have not been around, but falls victim to intrigue. She is notorious for being the first female lead since Sonia Belmont, and the first female character to be said main character in a canonical IGA game.
Shanoa also appeared as playable character in Judgment and has become a fan favorite due to her power and unique glyph system, as well as the fact that she is a pretty sexy girl, no doubt about it.
In Harmony of Despair, Shanoa is an incredibly powerful character, being both a very competent spellcaster and melee fighter. Her abilities are not only half-assed as is the case with most hybrid character classes. At least not, if you get the DLC. She is also a very good character to start out with since she already is fairly powerful when starting out, and not as dependent on weapons as Soma or Alucard or absorbing new spells as Charlotte.
Considering the DLC, Shanoa is, in fact, possibly one of the most powerful characters in the game.
General Abilities
Shanoa utilizes a back dash, a jump kick and a slide kick like most characters. She is also additionally mobile with Magnes, her personal skill (RB). With this, she creates an aura around herself. If a Magnes point (the shiny silver crystal balls scattered throughout almost all stages) is in reach of that aura, she will latch onto it. You then can use the magnetic powers to catapult her into a certain direction - the crystal cursor will show you where you'll go. In most cases, Shanoa will be able to take shortcuts or safe passages through this method. In some boss rooms, there are these magnets as well, allowing you to dodge or attack bosses better.
Weapon Glyphs
Shanoa has access to a few weapon glyphs. She has 3 in the base game and 2 have been added as additional weapons as DLC. Unlike in Order of Ecclesia, Shanoa can use her weapons without consuming MP. Except for her starting weapon, she will have to find each of her weapons in chests. Despite her starting weapon being really good - at least for a starting weapon - you will most likely switch to other glyphs as soon as you have access to them.
All of Shanoa's weapons are very nicely backdashcancel-able, and you should utilize this to the best of your powers, since this makes her really shine.
Confodere
Damage Type: Pierce
Location: Starter (2 copies)
Shanoa uses a short-ranged rapier, stabbing forward. It doesn't have good range or specifically impressive power. However, this is the best starting weapon in the game and you will using it for quite some time until getting new stuff.
Lapiste
Damage Type: Strike
Location: Chapter 3-7 Boss (both difficulties)
Shanoa uses a gargantuan stone fist to punch enemies. This has FAR more range than Confodere and deals quite a bit more damage. Most Shanoas don't use this in most situations, although it is her only reliable option against some enemies (Astarte), so you might wanna keep 2 copies of it around just to be safe. I personally like it a lot more than Pneuma since it's easier to hit, but the 2 DLC glyphs are even more awesome in my opinion.
Pneuma
Damage Type: Slash
Location: 4-7 Boss (both difficulties - I think it drops on 3 too, but I'm not 100% sure)
Shanoa throws out a blade made of air that descend onto the ground and move along it. If you have two of them equipped and press them in rapic succession, the blades will combine into one, become bigger and deal more damage - especially useful when backdashcancelling. This weapon is a little difficult to aim, but if you got that down and you're solid with backdashcancelling, this is probably your best choice if you wanna play it safe. Each blade will hit least twice if used right, the big one can hit even more often. You can safely stand outside of Dracula's third form's hands and throw big Pneuma waves in there without getting touched once. It's pretty rad.
Sinestro Custos (DLC)
Damage Type: Slash, Ice
Location: 10 Boss (Normal), purple/Boss (Hard)
Shanoa summons the head of a drooling cerberus that dashes forward and bites. Sinestro Custos is white and the saliva is blue, hinting at the element (ice). Its range is just a tad shorter than Lapiste, but it deals around the same damage (depending on the enemy type). However, the cerberus heads are quicker and thusly backdashcancelled a bit easier. They also are too stylish not to use.
Dextro Custos (DLC)
Damage Type: Slash, Fire
Location: 10 Boss (Normal), purple/Boss (Hard)
Shanoa summons the head of a cerberus that dashes forward and bites. Sinestro Custos is black and the saliva is red, hinting at the element (fire). Its range is just a tad shorter than Lapiste, but it deals around the same damage (depending on the enemy type). However, the cerberus heads are quicker and thusly backdashcancelled a bit easier. They also are too stylish not to use. Dextro Custos seems to be usually more effective than Sinestro Custos, but that might just be me.
Spell Glyphs
Shanoa is a spellcaster. She has access to 4 spells in the base game, and additional 3 spells through DLC, making a total of 7. For the spells in the base game, she will have to absorb them from enemies. If you press up on the left stick or the d-pad Shanoa will start to pose, showing the tatoo on her back. You will actually have to utilize this "taunt" for getting glyphs.
Approach an enemy who is able to cast a glyph spell. You can see they are able to do so since they will use glyph spells until you absorbed the glyph from them. They will start forming a blue mass above their head. If you press up while the mass appears, it will extend and show an icon that will tell you what spell it actually is - this is important for all spells but Nitesco since they are coming from one enemy who rotate through their arsenal.
If you keep holding up, the tatoo will start sucking the glyph into your back, then you will hear a chime. If you recieved the glyph, a message will pop up above your head telling you about your new item. You can get only 1 glyph per enemy.
The LCK stat will actually influence your chances to absorb a glyph from an enemy, so if you are hunting for Ignis, Grando, Fulgur or Nitesco, equip gear that'll raise your LCK for maximum efficiency.
Unlike subweapons, spells or souls, Shanoa's glyphs will not change appearance when powering up, only become stronger.
Ignis
Cost: 15 MP.
Damage Type: Fire
Location: Starter (1 copy), Aliorumnas
Icon: 3 little fireballs emitted from a wall-like entity
Recommended Form of Leveling: Backdashcancel
Shanoa summons 3 fireballs that spread out before disappearing shortly thereafter - one straight forward, one diagonally up, one diagonally down. You will start with this spell and you will most likely see it for a while, but to be honest, this is Shanoa's worst spell, although it was quite useful in Order of Ecclesia and is an alright starter spell, I guess. It has very short range and deals limited damage. Especially considering its cost, this is most likely the first spell you will replace if you get DLC.
Grando
Cost: 15 MP.
Damage Type: Ice
Location: Aliorumnas
Icon: A big icicle surrounded by sparklystars
Recommended Form of Leveling: Backdashcancel
Shanoa summons a giant icicle that will fly in a straight line until hitting an obstacle. This is the spell with the highest damage per hit, and due to its infinite range, it's also incredibly useful. You can deal around 150 damage with only one of these icicles. Keep in mind, though, that some enemies are immune to ice-elemental attacks, so the damage is limited. In any case, this is great as additional damage-racking device and clearing hallways.
Fulgur
Cost: 15 MP.
Damage Type: Lightning
Location: Aliorumnas
Icon: A big sphere surrounded by what looks to be flames but apparently is electricity
Recommended Form of Leveling: Backdashcancel
This spell is pretty rad. Shanoa summons a single lightning bolt that homes into the closest enemy, unless they're out of range, then it will go straight forward and hit anything in its way. It is able to hit twice as well. Probably the most useful of Shanoa's base game spells, Fulgur should be in every Shanoa's arsenal. You can safely attack even when retreating. The lightning pierces even through impenetrable shields (but not walls or platforms). It deals not as much damage per hit as any of the other spells, but consider this Shanoa's safest spell - long-ranged, homing and decent damage for an alright price.
Nitesco
Cost: 15 MP.
Damage Type: Holy
Location: Nova Skeleton
Icon: A sideways cylinder/beam
Recommended Form of Leveling: Slot-Rotation
Shanoa summons a big purple beam that will stay in front of her for a second. Being Shanoa's version of Nova Skeleton soul or Piercing Beam, it is the only non-DLC spell that has Holy property. This is also the only spell that (sort of) changes appearance when getting stronger, as the length will grow bigger. The length of a Level 9 Nitesco is actually quite impressive. Shanoa can move and/or attack while having a Nitesco beam out, making this spell actually quite useful as supplement to melee. The only downside is that when hitting an enemy, it will partly obscure the view of them, which is horrible on smaller targets (Astarte). This is most likely the second spell you will dump should you decide to get DLC.
DLC Spell Glyphs
Unlike the base game's spell glyphs, the DLC spells actually drop from chests.
Globus
Cost: 12 MP.
Damage Type: Strike
Location: Chapter 8 Boss (Normal), purple/Boss (Hard)
Recommended Form of Leveling: Backdashcancel
Shanoa emits 2 purple balls that will bounce off of walls and other obstacles. They will stay out for quite a while. This is one of the best spells for Shanoa, if not the absolutely best. Globus can absolutely destroy most enemies, can clear hallways reliably (except for very long ones since it has limited reach), and is generally an amazing spell to use. Very little enemies are immune against strike-typed damage, and this spell perfectly complements the cerberus weapon glyphs that deal slash damage unlike Lapiste's strike damage. Also, the cost of 12 MP is just outrageously cheap. Use this spell often.
Acerbatus
Cost: 20 MP.
Damage Type: Dark, Lightning, inflicts Curse
Location: Chapter 9 Boss (Normal), purple/Boss (Hard)
Recommended Form of Leveling: Slot-Rotation
Borrowed from Albus' Max Shot, Acerbatus summons a giant brown sphere that kinda looks like the moon and moves forward for a short distance before disappearing. This spell has an amazing multi-hit property, being able to hit one single enemy for, oh, 3 to 4 times? Curse on enemies will lower their attack power, and only a handful of enemies are resistant to both Dark and Lightning. What makes this spell so amazing, though, is its immense size. You can cover whole hallways with it and be protected from damage. It's really difficult to miss with this thing, too. And Jesus, let's not even start with the amount of damage it does per hit! This is, aside from Globus, easily the best spell for Shanoa. Go use it, but keep an eye on your MP.
Luminatio
Cost: 15 MP.
Damage Type: Holy
Location: Chapter 11 Boss (both difficulties)
Recommended Form of Leveling: Slot-Rotation
Get two Bibles for the price of one! No really, this is exactly how it works - Shanoa sets out 2 balls of light that spiral outward in a circular motion, multi-hitting and piercing through walls and impenetrable shields. It can deal quite some hefty damage, especially since it has multi-hit properties. It's more of a spell you'll have to like, though - decide for yourself whether or not to replace Grando with this, but I personally love it.
Recommended Setups
Speaking purely of defensive equipment, Shanoa has the biggest pool out of all characters, being able to equip the girls' dresses, the mens' plates and her own exclusive gear to top it off.
I will give you the best setups for STR, INT, MP regeneration (all not accounting Berserker Mail) and name other possibly important equipment you might want to consider using.
Note that Shanoa is the only female and spellcaster in the game able to use Berserker Mail.
Pure STR
Head: Minerva Mask
Chest: Robe Decollete (or Minerva Mail, Death's Robe, Demon's Mail)
Legs: Minerva Greaves
Back: Assassin's Cape
Accessory 1: Miser Ring (or Megingiord)
Accessory 2: Miser Ring (or Megingiord)
Item: Beef Curry
Pure INT
Head: Holy Veil
Chest: Robe Decollete (or Death's Robe)
Legs: Artemis Shoes
Back: Blue Cape
Accessory 1: Artemisian/Apollonian Ring (or Sunstone/Moonstone)
Accessory 2: Artemisian/Apollonian Ring (or Sunstone/Moonstone)
Item: Foie Gras or Caviar
Pure MP Regeneration
Head: Holy Veil or Minerva Mask
Chest: Robe Decollete (or Death's Robe)
Legs: Artemis Shoes or Sonic Boots (or Winged Boots)
Back: Bishamon Raiment (or Paludamentum)
Accessory 1: Chaos Ring
Accessory 2: Chaos Ring
Other great items:
Head: Arachne Hennin, Uraeus, Royal Crown (all for LCK)
Chest: Ancient Armor, Berserker Mail, Princess Coat (LCK)
Legs: Sonic Boots, Winged Boots
Back: Paludamentum
Find your balance out of these items.
I personally use:
Head: Minerva Mask
Chest: Robe Decollete (Berserker Mail or Ancient Armor sometimes depending on the stage)
Legs: Sonic Boots
Back: Bishamon Raiment
Accessory 1: Chaos Ring
Accessory 2: Miser Ring or Apollonian/Artemisian Ring (depending on what I wanna do)
Item: Super Potion
If you want to play Shanoa as your main character, I highly recommend you getting DLC Chapters 7, 8 and 9 at the very least, since they hold Shanoa's 2 best spells and the amazing Robe Decollete, as well as the Sonic Boots and Artemisian as well as Apollonian Rings, which are amazing for her, too. Chapters 10 and 11 are pretty good as well for Shanoa, giving you access to her 2 DLC weapons and Luminatio, as well as the Bishamon Raiment.
Progressing Shanoa
Shanoa levels up his abilities through usage like most of the characters. His attack power for both weapon and spell glyphs will power up through leveling her subweapons. Contrary to popular belief, Shanoa will NOT get stronger when leveling the DLC spell glyphs. These have no influence on her stats, and are independent from the "base" spells.
A very good way to ease up the progress is to get all the spells to level 8 before going on to 9.