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Castlevania - Cross - 01.jpg

Sub-Weapons are throwable weapons present in almost all Castlevania games. Since fighting with melee weapons has been the usual form of attack throughout the series, sub-weapons allow for long range combat, sometimes giving a strategic advantage over enemies.


Sub-weapons are generally found by breaking candles, although in some games they can also be dropped by enemies. There are certain enemies who can drop a specific sub-weapon (like the Axe Armor, who in some games drops the Axe), although this is rarely seen in the series. One must be wary in classic titles if a slain enemy drops an unwanted sub-weapon unexpectedly, as it can change the whole player's strategy if picked up by accident.

In 2D games, the usual way of performing a sub-weapon attack involves pressing ↑ + [ATTACK] on the controller. In 3D titles, they are usually bound to a single button. Throwing a sub-weapon generally consumes a determined amount of Hearts, depending on its type. As the series progressed, some titles implemented the consumption of MP instead, rendering acquisition of Hearts for replenishing the player's MP reserves.

Five types of sub-weapons were introduced in the original Castlevania: the Dagger, the Axe, the Cross, the Holy Water and the Stopwatch. These became a staple in subsequent games for many years, although some titles didn't include all five of them. A notable example is Castlevania: The Adventure, which didn't include any sub-weapons at all. Its sequel, Castlevania II: Belmont's Revenge, only included two sub-weapons, the Axe and the Holy Water (in the Japanese version and in Konami GB Collection Vol. 3 (Vol. 4 in Europe), the Axe was replaced with the Cross).

In most titles prior to the release of Castlevania: Rondo of Blood, two special items can be obtained which modify the number of sub-weapons thrown on the screen at the same time, the Double and Triple Shots. The first appears after a certain number of enemies have been killed using a sub-weapon (candles can also be broken instead to comply with the required amount). Once enough enemies have been killed, the next drop from an enemy or candle will be a Double Shot item. The same process can then be followed to obtain the Triple Shot. These two items can also be found by destroying certain breakable walls.

Variations of the classic sub-weapons, or additional effects to their behavior when thrown, are usually implemented in most recent titles. Since the release of Castlevania: Rondo of Blood, sub-weapons gained a new important ability, allowing players to unleash a devastating attack known as an Item Crash once the sufficient amount of Hearts have been collected.

As the series progressed, new and more diverse sub-weapons were added to the protagonists' arsenal. Sometimes even their main essence has been changed in some games, in which instead of being a physical item (like an actual axe or a dagger), they can be entities summoned by magical arts instead (Harmony of Dissonance) or projections of a creature's soul (Aria of Sorrow).

In games where multiple characters can be selected, it has become a common feature that each one has their own unique set of sub-weaponry.

Game specific information


Main article: Sub-Weapon/Castlevania

The first game in the series introduced the overall sub-weapon gameplay mechanic. The five sub-weapons present in this title (Dagger, Axe, Cross, Holy Water and Stopwatch) became a staple in the series for many years and most of the times they have reappeared in recent titles in one way or another.

Vampire Killer

Main article: Sub-Weapon/Vampire Killer

While Simon's five sub-weapons from the original Castlevania game make an appearance in this game, they are utilized in a different manner in Vampire Killer.

Three of the traditional sub-weapons, the Broadsword (Dagger), Battle Axe (Axe), and Battle Star (Cross), along with the Fighting Chain (Morning Star Whip), actually temporarily replace Simon's whip, making him unable to use it while they are equipped. Only one of these weapons can be equipped at a time. Instead of using Hearts, they can be used without resource consumption for every attack. However, the Battle Axe and Battle Star, which both move in a cross boomerang-like fashion and return, must be caught in order to use again. Two Broadswords can be thrown at a time without risk of losing them.

The remaining two traditional sub-weapons, Holy Water and Stopwatch in this game, act more like true sub-weapons (they are used alongside the primary weapon and consume Hearts). There isn't a separate slot for each sub-weapon though, as they both can be equipped and used any time once found.

Castlevania II: Simon's Quest

Main article: Sub-Weapon/Simon's Quest

Some sub-weapons from the first game also made an appearance in Simon's Quest, along with many new ones (such as the Sacred Flame or the Diamond). Their usage remained basically the same, by pressing ↑ + [ATTACK] to use them while consuming a determined amount of Hearts. Once collected, a sub-weapon will remain in the player's inventory for the rest of the game, allowing them to choose the most adequate sub-weapon for each given situation and making it more of an issue to actually find them throughout Simon's journey.

The Holy Water in this game does not consume any Hearts at all and inflicts only minimum damage, rendering it mostly to dissolve certain walls and have access to secret areas or items. Some other sub-weapons, like Laurels or Garlic, have a limited use depending on the amount the player is carrying. These can be replenished by buying more in towns or, in the case of Laurels, by finding a Gypsy who bestows Simon with a full supply free of charge.

Haunted Castle

Main article: Sub-Weapon/Haunted Castle

Basically, the same sub-weapons from the original Castlevania are also present in Haunted Castle. However, some of them behave differently or attack similarly to other sub-weapons from past titles:

  • Cross - A holy beam radiates forward, like a slower but more powerful version of the Dagger.
  • Torch - A lit torch is tossed downward in an arcing pattern, creating a trail of flames when it touches the ground, making it very similar to the Holy Water.
  • Boomerang - The Boomerang behaves like the Cross from older games, although this time it doesn't come back.
  • Dynamite - A bomb is thrown far in an arcing pattern and explodes when it touches the ground, behaving like a mixture between an Axe and Holy Water.
  • Timer - Freezes enemies for a certain period of time.

Castlevania: The Adventure

The Adventure is notable in the series for not including sub-weapons of any kind. Instead, Christopher must rely on finding Crystals to power up his whip and perform ranged attacks.

Castlevania III: Dracula's Curse

Main article: Sub-Weapon/Dracula's Curse

Dracula's Curse introduced the ability to recruit and play as different characters besides the main protagonist. Each one of them has their own specific set of sub-weapons. While Grant and Alucard both can have access to some of Trevor's sub-weaponry (Axe, Stopwatch, etc.), the most prominent character in this matter is Sypha Belnades, who finds magic books where others would find normal sub-weapons, making her the only character in the game who has her own specific set.

Castlevania II: Belmont's Revenge

Main article: Sub-Weapon/Belmont's Revenge

Only two sub-weapons are included in Belmont's Revenge, the Axe and the Holy Water. However, in the Japanese version and in Konami GB Collection Vol. 3 (Vol. 4 in Europe), the Cross, for better or for worse, replaced the Axe.

Super Castlevania IV

Main article: Sub-Weapon/Super Castlevania IV

In Super Castlevania IV, usage of sub-weaponry is bound to a single button on the controller, resulting in a more dynamic gameplay overall and the ability to throw them while crouching, allowing the player to attack while at the bottom of a staircase or while standing on one. This mechanic also allows Simon to attack while swinging when he latches his whip onto a ring.

This was also the first game in the series which allowed controller customization, letting players bind sub-weapons to their preferred button.

Castlevania Chronicles

Main article: Sub-Weapon/Chronicles

The same classic arsenal from past games is also present in Chronicles, but with the addition of a unique "sub-weapon": the Herb. When picked up, this item will occupy the slot reserved for sub-weapons and will restore about half of the player's maximum HP amount for 10 Hearts when activated.

Castlevania: Rondo of Blood

Main article: Sub-Weapon/Rondo of Blood

Perhaps Rondo of Blood introduced the biggest changes regarding to sub-weaponry in the entire series. If a player is already carrying a sub-weapon and picks up another one, the first one will drop behind them, allowing one to retrieve it if desired.

As in Dracula's Curse, this game allows playing as different characters: Richter Belmont or Maria Renard, each with their own unique sub-weaponry set. Maria actually uses four living creatures as sub-weapons, inspired by the four mythological Chinese symbols: Cardinal, Cat, Turtle and Dragon.

In addition, the Key (which had previously only appeared in Vampire Killer) also appears as a sub-weapon this time. Even though it cannot be thrown and its reach is greatly reduced, it can still be used as a melee weapon. Its main use, however, is to allow the player to unlock certain doors found in some levels, thus gaining access to hidden areas which sometimes lead to rescuing one of the game's kidnapped villagers.

The most notable addition to sub-weaponry behavior in this game is the ability to perform Item Crashes with them, allowing players to unleash devastating attacks which generally damage all enemies onscreen at the cost of a large amount of Hearts. These kinds of attacks also became a staple in future games, appearing in one way or another throughout the series. While Richter is usually granted with a special attack related to the kind of sub-weapon he is holding, Maria actually calls forth creatures in order to attack foes, introducing the concept of creature summoning, which also became a staple in future titles, and also the concept of familiars to some extent.

Rondo of Blood also dismissed the necessity of finding the Double and Triple Shot power-up icons, and instead replaced the method of obtaining the ability of throwing more than one sub-weapon at a time in regard to the amount of Hearts the player is currently carrying.

Castlevania: Bloodlines

Main article: Sub-Weapon/Bloodlines

Bloodlines marked the reappearance of the Boomerang since Haunted Castle, which somewhat replaces the traditional Dagger and Cross sub-weapons. The Axe and Holy Water return, with the Stopwatch sub-weapon being absent.

This game had its own unique take on special attacks for sub-weapons. Instead of a single super charged Item Crash for each sub-weapon, like in Rondo of Blood, it allows for two tiers of special attacks:

  1. The first tier special attack consumes 4 Jewels (used instead of Hearts in this game) and throws a variant form of the equipped sub-weapon (usually three sub-weapons at a time in a unique pattern, essentially replacing the Double Shot and Triple Shot power-ups from previous games).
  2. The second tier special attack consumes 8 Jewels and requires the primary weapon (whip or lance) to be powered at its maximum level. It produces a devastating attack akin to an Item Crash that can damage most enemies onscreen and heavily damage bosses. The type of attack performed is the same for each sub-weapon, although it is different for each character.

Castlevania: Dracula X

Main article: Sub-Weapon/Dracula X

The sub-weapons behave much the same way in Dracula X as they did in Rondo of Blood. However, since Maria Renard was not playable in this game, there are considerably less sub-weapons available. Also, some of the item crashes have been changed slightly, sometimes to appeal more to an international market.

Castlevania: Symphony of the Night

Main article: Sub-Weapon/Symphony of the Night

The prelude of this game retells the ending of Rondo of Blood with Richter Belmont, during which the player can re-familiarize themselves with some of the classic sub-weapons, along with their Item Crashes. Once the game starts and control shifts to Alucard, the player will not be able use any sub-weapons until either the Cube of Zoe is obtained, which allows items to materialize from candles, or they obtain one as a drop item from an enemy. Alucard has access to a wide assortment of sub-weapons in the game, including all of the ones that Richter could use in Rondo of Blood other than the Key, but he cannot perform Item Crashes. The exception to this is that the attack for the Cross for him is the same as the item crash for Richter. He can also use the Rebound Stone, which was first seen in Castlevania II: Simon's Quest. He also has access to two new sub-weapons to the series, the Agunea, which creates a chargeable electric pathway to any enemy it hits, and the Vibhuti, which throws sacred ash to the ground, damaging any enemy that walks on it, not too different to Holy Water.

After unlocking Richter after beating the game, Richter will have access to all the sub-weapons that Alucard does. He also has a special Item Crash for each one, some of which are different from previous games. Maria is unavailable in the original game. Maria was added to the the Sega Saturn version of the game, and has access to all of the sub-weapons that Alucard and Richter do. She cannot, however, perform Item Crashes, as she has several additional spells available to her instead. A new version of Maria was added to The Dracula X Chronicles version of the game, which also carried over to the Requiem version of the game. In this version she has access to most of her original sub-weapons from Rondo of Blood.

The introduction of role playing elements in this game added a lot of items that can effect the acquisition and usage of Hearts, used to fuel the sub-weapons.

Castlevania Legends

Main articles: Soul Weapon and Collected Item

In Castlevania Legends, Sonia Belmont, the protagonist of the game, uses special powers particular to her called Soul Weapons, instead of the usual sub-weapons seen in other games. For most purposes, these function almost the same as normal sub-weaponry, and as such they also consume Hearts when activated, although their use is more limited as each one can only be obtained after defeating an area boss. Once collected, they are stored and can be selected from a Soul Weapon sub-screen.

Normal Sub-Weapons can be found in this game as well, this time called Collected Items, although, as their name implies, they are only collectibles and cannot be used offensively in any way; they just determine the game's ending the more of them are found.

Castlevania (Nintendo 64)

Main article: Sub-Weapon/Castlevania 64

Castlevania on the Nintendo 64 was the first attempt to make 3D Castlevania game and faithfully translated the sub-weapons attacks as they appeared in the early titles into 3D. The four main sub-weapons, the Knife, Axe, Holy Water and Cross, make an appearance and can be used by both playable characters, Reinhardt Schneider and Carrie Fernandez. The Stopwatch, however, was replaced with Sun and Moon Cards, single use items that can cause time to speed up, making it switch to day or night. Perhaps because it also was a Castlevania title with no Belmonts in it, the Red Jewels from Castlevania: Bloodlines make a return as the primary method of using sub-weapons.

Castlevania: Legacy of Darkness

Main article: Sub-Weapon/Legacy of Darkness

Castlevania: Legacy of Darkness utilizes the same sub-weapons as its predecessor, Castlevania, which can be used by all four characters (Cornell, Reinhardt, Carrie and Henry). It took another page from Castlevania: Bloodlines' book in that collecting a sub-weapon of the same type already equipped, powers up that sub-weapon. Sub-weapons can be powered up twice, but other than different special effects and higher strength, they remain the same as the original sub-weapon.

Castlevania: Circle of the Moon

Main article: Sub-Weapon/Circle of the Moon

In Circle of the Moon, the sub-weapons of the first game are brought back. Furthermore, their power is affected by the Dual Set-Up System (DSS), especially by combining Pluto with either Serpent, Golem or Manticore cards.

Combining Pluto with Manticore allows Nathan to use MP instead of Hearts; each Heart is replaced by 5 MP. Combining Pluto with Golem allows Nathan and his copy to throw the same sub-weapon together, while Pluto + Serpent allows Nathan to throw two sub-weapons at once. It's worth noting that sub-weapons can only damage an enemy once every half a second. As a result, throwing two sub-weapons using both combinations against one enemy is almost meaningless. Combining Pluto with Salamander allows Nathan to perform Item Crashes, depending on the sub-weapon he is holding.

Both Shooter and Magician Modes have advantages in utilizing sub-weapons. While Shooter Mode allows Nathan to use most sub-weaponry with more power and less cost, Magician Mode allows him to use all DSS combinations early in the game, giving him the ability to either throw two sub-weapons at once, throw sub-weapons without using Hearts, or perform Item Crashes much earlier than in other modes.

Castlevania: Resurrection

Main article: Sub-Weapon/Resurrection

Sonia Belmont was slated to have the Dagger, Axe, Holy Water and Boomerang (not cross-shaped) sub-weapons available in the canceled title Castlevania: Resurrection.

Castlevania: Harmony of Dissonance

Main article: Sub-Weapon/Harmony of Dissonance
See also: Spell Fusion

A new sub-weapon, the Sacred Fist, was introduced in this game (although it has not made a reappearance in any other game since), with the other sub-weapons being the Dagger, Axe, Cross, Holy Water and Holy Book, for a total of six sub-weapons available to the player. Each sub-weapon also has an alternate, slightly stronger attack which can be used by equipping a special item for that sub-weapon and consuming a small amount of extra Hearts.

Sub-weapons take a very special significance in Harmony of Dissonance, as this time they can be fused with diverse elemental Spell Books that can be found throughout the course of the game. As such, each Spell Book will cast a totally different spell with each sub-weapon currently equipped, for a total of 31 different spells available in the game (the extra spell is cast by using the Summoning Tome with no sub-weapons equipped).

Castlevania: Aria of Sorrow

Main article: Sub-Weapon/Aria of Sorrow
See also: Bullet Soul

The protagonist of Aria of Sorrow, Soma Cruz, is not able to use Sub-Weapons. However, he can use Bullet Souls obtained from enemies, which behave like sub-weapons. These soul powers are fueled by Magic Points instead of Hearts, although Hearts replenish his MP Gauge, which also replenishes automatically slowly over time.

The unlockable character Julius Belmont is able to use traditional sub-weapons, as well as one Item Crash, which he starts with and can switch to at any time. These sub-weapons are fueled directly by Hearts acquired, as his gauge, which otherwise looks like Soma's MP Gauge, only fills when collecting Hearts.

Castlevania: Lament of Innocence

Main article: Sub-Weapon/Lament of Innocence
See also: Effect Orb System

The Crystal and Cross sub-weapons on the map.

Leon Belmont can also use sub-weapons but is limited to carry only one type at a time. Also, the sub-weapons in this game are obtained in some specific areas of the map, particularly by destroying candles with a yellow flame. The type of sub-weapon dropped by the specific candle is fixed and highlighted on the map. If Leon is already carrying the specific sub-weapon, a Big Heart will drop instead.

Furthermore, each sub-weapon in this game is also considered to be a type of "element", along with the rest of real elements such as Fire, Ice or Thunder. This means that certain enemies and bosses are more susceptible or more resilient to damage dealt by a specific type of sub-weapon (e.g.: Medusa is weak to Axe and Golem is strong against Dagger).

Various Orbs found in the game also allow the player to augment Leon's abilities when using a sub-weapon by mainly adding an elemental attribute to it or by changing its way of attacking. Take note that using the Orb effects will consume more Hearts.

Castlevania: Curse of Darkness

Trevor's sub-weaponry.

In Trevor Mode, Trevor Belmont also uses sub-weapons (the attacks of which are based in Castlevania: Lament of Innocence). But unlike Leon, Trevor already has access to all sub-weapons from the beginning, and the player can cycle through them in order to choose the best one for each given situation.

This game also features an Item Crash ability for each sub-weapon, consuming more Hearts while enhancing the damage output.

Castlevania: Portrait of Ruin

Main article: Sub-Weapon/Portrait of Ruin

Only Jonathan Morris and Richter Belmont can utilize sub-weapons in Castlevania: Portrait of Ruin. Jonathan can use a large variety of sub-weapons, while Richter can only use the ones he could in past games. If Jonathan earns enough skill points for a given sub-weapon, he can Master it, which usually causes its form to change and become more powerful.

Castlevania: Order of Shadows

  • Cross: A holy cross that returns to Desmond when thrown.
  • Crissaegrim: One of the rarest and most powerful weapons, the Crissaegrim can strike a target multiple times.
  • Demon Sword: Cursed by a dark priest, the Demon Sword was once wielded by a knight.
  • Doves: Pets used by a family friend for protection.
  • Lightning Hammer: Energized with electricity, the lightning hammer is nearly indestructible.
  • Muramasa: The Muramasa has almost a life of its own, created by a legendary swordsman and blacksmith.
  • Platinum Blade: A blade forged of the purest platinum. Its light weight aids its speed.
  • Sacred Cross: Blessed with divine power, the sacred cross arches forward and returns to Desmond.
  • Throwing Axe: A Razor-sharp throwing axe capable of cutting through stone.
  • Vjaya: A Legendary sword created from one of Indra's thunderbolts.

Castlevania: Lords of Shadow 2

Relics replace sub-weapons in Lords of Shadow 2, rendering them a mixture between classic relics from past games, with the maneuverability and fueled-consumption behavior of traditional sub-weapons.

Sub-Weapon lists

Classic sub-weapons

Sub-Weapons that appeared in the original Castlevania that continue to feature prominently in most games. The Stopwatch is often considered an item rather than a weapon, but behaves like a sub-weapon in-game.

Special additions

Additional sub-weapons that can be used by characters who can use traditional sub-weapons, in order of first introduction as a sub-weapon. These sub-weapons would appear off and on throughout the series.

Simon's Quest

Haunted Castle

Chronicles through Symphony of the Night

Later introductions

Introduced in Castlevania: Harmony of Dissonance:

Introduced in Castlevania: Lament of Innocence:

Introduced in Castlevania: Portrait of Ruin:

Introduced in Castlevania: Order of Shadows:

Introduced in Castlevania: Grimoire of Souls:

Non-traditional sub-weapon users

Sub-Weapons or related attacks that can be used by characters who don't normally use traditional sub-weapons

Maria Renard's sub-weapons

Maria Renard's specific sub-weapons set is mainly conformed by the four mythological Chinese symbols.

Four Sacred Beasts:

Other unique sub-weapons:

Sonia Belmont's Soul Weapons

Main article: Soul Weapon

Sonia Belmont's innate powers are called Soul Weapons, and are used in a similar manner as standard sub-weaponry.

Belnades Clan's spells

Spells at the disposal of Sypha Belnades and Yoko Belnades:

Getsu Fuma

Sub-weapons available to the guest character Getsu Fuma from Getsu Fūma Den in Castlevania: Harmony of Despair:

Other users

Special sub-weapon than can be used by other characters who don't normally use traditional sub-weapons.

Lords of Shadow series

Lords of Shadow
Mirror of Fate
Lords of Shadow 2

Item Data

Symphony of the Night (LCD handheld)

Item Data: Castlevania: Symphony of the Night (LCD) (edit)
Image Name - Game
Type / Users Attributes / Consume Statistics / Sell Found Notes
SLCD Ax.JPG Ax - Symphony of the Night (LCD) [edit]
The AX is very powerful as it can be thrown into the air to hit flying enemies. When it appears, pick it up. To use it, press button C. Special Weapon
Effect: Arc Throw
SLCD Throwing Dagger.JPG Throwing Dagger - Symphony of the Night (LCD) [edit]
These are also very effective against flying enemies or for attacking enemies at a distance. When it appears, pick it up. To use, press button C. Special Weapon
Effect: Dagger Throw
SLCD Cross.JPG Cross - Symphony of the Night (LCD) [edit]
This is your most powerful weapon against Dracula himself. Pick up the CROSS when it appears and then wait for Dracula. When he appears, use button C to attack him with the CROSS. Special Weapon
Find: 4. Castle Keep

Castlevania: Harmony of Despair

Item Data: Castlevania: Harmony of Despair (edit)
Image Name - Game
Type / Users Attributes / Consume Statistics / Sell Found Notes
Dagger PoR Icon.png Knife [Sub-Weapon] - Harmony of Despair [edit]
Throwing weapon used by Hunters. Sub-Weapon
Jonathan, Julius, Richter, Simon 
Consume: 6 MP  ATK +4
Rarity: *
Find: (starts with)
Effect: Knife Throw
Evolve: Stronger with each Lv.; Double Knife (parallel) at Lv. 5, Triple Knife (parallel) at Lv. 9
Axe Julius.PNG Axe [Sub-Weapon] - Harmony of Despair [edit]
Throwing weapon that is especially effective against overhead targets. Sub-Weapon
Jonathan, Julius, Richter, Simon 
Consume: 12 MP  ATK +8
Rarity: *
Drop: Axe Knight (8.3%)
Effect: Arc Throw
Evolve: Stronger with each Lv.; Double edged at Lv. 5, larger at Lv. 9
Holy Water PoR Icon.png Holy Water - Harmony of Despair [edit]
Blessed water that wards off evil. Sub-Weapon
Jonathan, Julius, Richter, Simon 
Consume: 15 MP  ATK +10
Rarity: ***
Find: Purple Chest
(Chapter 4/6)
Boomerang PoR Icon.png Cross - Harmony of Despair [edit]
Holy cross that dispels evil. Sub-Weapon
Jonathan, Julius, Richter, Simon 
Consume: 15 MP  ATK +10
Rarity: ***
Find: Purple Chest
(Chapter 5/6)
Drop: Death, Dracula
Ricochet Rock HD Icon.png Ricochet Rock - Harmony of Despair [edit]
Weapon that bounces back after hitting walls. Sub-Weapon
Jonathan, Julius, Richter 
Consume: 12 MP  ATK +6
Rarity: **
Drop: Lerajie (6.3%)
Bible HD Icon.png Bible - Harmony of Despair [edit]
Book containing words that exorcise evil. Sub-Weapon
Jonathan, Julius, Richter, Simon 
Consume: 15 MP  ATK +8
Rarity: ***
Find: Purple Chest
(Chapter 2) Chapter 7 Astarte (boss drop)
Drop: Puppet Master
Dagger NES Icon.png R. Dagger - Harmony of Despair [edit]
A dagger used by an ancient vampire hunter. Sub-Weapon
Jonathan, Julius, Richter, Simon 
Consume: 4 MP  Sell: $20,000  Buy: $80,000  Effect: Dagger Throw
Evolve: Stronger with each Lv.; Double Dagger at Lv. 5, Triple Dagger at Lv. 9
Boomerang NES Icon.png R. Boomerang - Harmony of Despair [edit]
A "boomerang" used by an ancient vampire hunter. Sub-Weapon
Jonathan, Julius, Richter, Simon 
Consume: 12 MP  Find: Purple chests
(Chapter 10 Hard)
Drop: R. The Count
Fire Bomb Icon.png R. Fire Bomb - Harmony of Despair [edit]
A "fire bomb" used by an ancient vampire hunter. Sub-Weapon
Jonathan, Julius, Richter, Simon 
Consume: 12 MP  Find: Purple chests
(Chapter 10 Hard)
Drop: R. The Count
Axe NES Icon.png R. Axe - Harmony of Despair [edit]
An axe used by an ancient vampire hunter. Sub-Weapon
Jonathan, Julius, Richter, Simon 
Consume: 10 MP  Sell: $30,000  Buy: $120,000  Effect: Arc Throw
Evolve: Stronger with each Lv.; Double Axe at Lv. 5, Triple Axe at Lv. 9
Boomerang HD Icon.png Boomerang - Harmony of Despair [edit]
Throwing weapon that returns to the thrower in an arc. Sub-Weapon
Consume: 10 MP  ATK +6
Rarity: *
Find: Green Chest
(Chapter 2/3/4)
Drop: Gurkha Master (6.3%)
Cross Shuriken Icon.png Shuriken - Harmony of Despair [edit]
Throwing weapon used by ninjas. Sub-Weapon
Consume: 10 MP  ATK +5
Rarity: **
Find: Green & Purple Chests
(Chapter 5 and 8)
Kunai HD Icon.png Kunai - Harmony of Despair [edit]
A ninja's knife: it is also a deadly throwing weapon. Sub-Weapon
Consume: 10 MP  ATK +5
Rarity: **
Find: Green & Purple Chests
(Chapter 4)
Paper Airplane HD Icon.png Paper Airplane - Harmony of Despair [edit]
Not terribly intimidating, but just might put someone's eye out. Sub-Weapon
Consume: 5 MP  ATK +4
Rarity: *
Drop: Flea Man (5.3%)
Wrecking Ball HD Icon.png Wrecking Ball - Harmony of Despair [edit]
A steel ball with devastating destructive power. Sub-Weapon
Consume: 12 MP  ATK +9
Rarity: **
Find: Purple Chest
(Chapter 3) and any chest in Chapter 8
Grenade HD Icon.png Grenade - Harmony of Despair [edit]
Explodes for fire damage one second after the pin is pulled. Sub-Weapon
Consume: 12 MP  ATK +10
Rarity: **
Find: Green Chest
(Chapter 2/3/4)
Drop: The Creature (4.3%)
Javelin HD Icon.png Javelin - Harmony of Despair [edit]
Throw spears. Sub-Weapon
Jonathan, Julius, Richter, Simon 
Consume: 10 MP  ATK +12
Rarity: ***
Find: First obtained in Chapter 8.
Hymn HD Icon.png Hymn - Harmony of Despair [edit]
Sing a sacred melody that wards off evil. Sub-Weapon
Consume: 10 MP  ATK +8
Find: (starts with)
Bird PoR Icon.png Zhu Que - Harmony of Despair [edit]
Summon the Vermilion Bird and launch it upward. Sub-Weapon (Sacred Beast)
Attrib: Fire
Consume: 10 MP 
ATK +11
Find: (starts with)
Dragon PoR Icon.png Qing Long - Harmony of Despair [edit]
Summon the Azure Dragon and launch it toward foes. Sub-Weapon (Sacred Beast)
Attrib: Ice
Consume: 10 MP 
ATK +10
Find: (starts with)
Cat PoR Icon.png Bai Hu - Harmony of Despair [edit]
Summon the White Tiger and let it run free. Sub-Weapon (Sacred Beast)
Attrib: Lightning
Consume: 10 MP 
ATK +9
Find: (starts with)
Hexplosives.png Hexplosives - Harmony of Despair [edit]
Launch explosives along the ground. Sub-Weapon
Attrib: Fire
Consume: 10 MP 
ATK +12
Rarity: *
Find: (starts with)
Effect: Curse
Throwing star.png Throwing Star - Harmony of Despair [edit]
Attack enemies from afar. Sub-Weapon
Consume: 10 MP  ATK +8
Rarity: *
Find: (starts with)
War drum.png War Drum - Harmony of Despair [edit]
Attack enemies from afar. Sub-Weapon
Attrib: Holy
Consume: 10 MP 
ATK +11
Rarity: *
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See also