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===''[[Castlevania: Lament of Innocence]]''=== |
===''[[Castlevania: Lament of Innocence]]''=== |
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− | [[File:LoI Subweapon on Map.png|thumb|The [[Crystal]] and [[Cross]] sub-weapons on the map.]] |
+ | [[File:LoI Subweapon on Map.png|thumb|The [[Crystal (sub-weapon)|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 [[Candle|candles]] with a yellow flame. Luckily enough, the type of sub-weapon dropped by the specific candle is fixed and is actually highlighted on the map. If Leon is already carrying the specific sub-weapon, a [[Heart|Big Heart]] will drop instead. |
[[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 [[Candle|candles]] with a yellow flame. Luckily enough, the type of sub-weapon dropped by the specific candle is fixed and is actually highlighted on the map. If Leon is already carrying the specific sub-weapon, a [[Heart|Big Heart]] will drop instead. |
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Revision as of 10:53, 22 July 2017
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.
Overview
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 2-D games, the usual way of performing a sub-weapon attack involves pressing ↑ + [ATTACK] on the controller. In 3-D titles, they're 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, Belmont's Revenge, only included two sub-weapons, the Axe and the Holy Water (in the Japanese version and in Konami GB Collection Vol. 4, the Axe was replaced with the Cross).
In most titles prior to the release of 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 attacked 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. 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 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 have been 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), 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
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 have reappeared in recent titles in one way or another.
Castlevania II: Simon's Quest
Some sub-weapons from the first game also made an appearance in Simon's Quest, along with many new ones (like 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 doesn't 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
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 time.
Castlevania: The Adventure
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
Dracula's Curse introduced the ability to recruit and play as different characters besides the main protagonist. Each one of these characters 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 spellbooks 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
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. 4, the Cross, for better or for worse, replaced the Axe.
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 attack while crouching, allowing the player to attack while at the bottom of a staircase or while traversing 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
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
Perhaps Rondo of Blood introduced the biggest changes regarding 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 to retrieve it if desired.
As in Dracula's Curse, this game allows playing as different characters: Richter or Maria, each with their own unique sub-weaponry set. It's worth mentioning that Maria uses four living creatures as sub-weapons, inspired by the four mythological Chinese symbols: Cardinal, Cat, Turtle, and Dragon.
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 usually damage all enemies on-screen 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's 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: 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's 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 Nathan 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: Lament of Innocence
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. Luckily enough, the type of sub-weapon dropped by the specific candle is fixed and is actually 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, like 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 the sub-weapon or by changing its way of attacking. Take note that using the Orb effects will consume more Hearts.
Castlevania: Curse of Darkness
In the Trevor Mode, Trevor Belmont also uses sub-weapons (the attacks of which are based from Lament of Innocence). But unlike Leon, Trevor already has access to all sub-weapons from the start, and the player can cycle through them to chose 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: 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.
Classic sub-weapons
Special additions
Maria's sub-weapons
Sonia's Soul Weapons
- Main article: Soul Weapon
Belnades Clan's spells
Lords of Shadow
Castlevania: Lords of Shadow
- Silver Dagger
- Fairies
- Dark Crystal
- Holy Water Flasks
- Shadow Magic endowed Silver Daggers
- Berserker Fairies
- Light Magic Divine Shield
Castlevania: Lords of Shadow - Mirror of Fate
Castlevania: Lords of Shadow 2
- Void Sword
- Chaos Claws
- Tears of a Saint
- Stolas' Clock
- Seal of Alastor
- Ensnared Demon
- Dodo Egg
- Talisman of the Dragon
Item Data
Haunted Castle
Item Data: Haunted Castle (edit) | ||||||||
---|---|---|---|---|---|---|---|---|
Image | Name - Game Type - Users Description |
Attributes / Consume | Statistics / Sell | Found | Notes | |||
Destroy enemies far in front. | Consume: 1 Heart |
Damage = 3 HP |
Drop: Living Dead (2. Cave) |
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Radiate Cross Beam. | Consume: 1 Heart |
Damage = 4 HP |
Drop: Dwarf (3. Banquet Room) |
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Explode enemies. | Consume: 1 Heart |
Damage = 4 HP |
Drop: Skeleton (1. Graveyard, 2. Cave) |
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Freeze enemies for a certain time. | Consume: 2 Hearts |
Drop: Bat (2. Cave) |
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Destroy enemies at your feet. | Consume: 1 Heart |
Damage = 4 HP |
Castlevania: Symphony of the Night
Item Data: Castlevania: Symphony of the Night (edit) | ||||||||
---|---|---|---|---|---|---|---|---|
Image | Name - Game Type - Users Description |
Attributes / Consume | Statistics / Sell | Found | Notes | |||
Sequence: ↑ + [Attack] Effect: Uses currently equipped sub-weapon | ||||||||
Weak but quick, it flies in a straight path when thrown. (...) | Attrib: Holy/Cut Consume: 1 Heart (Alucard/Richter), 4 (Maria) |
ATT +5 (Alucard); ATT +20 (Richter); ATT +10 (Maria) |
Find: Containers (requires Cube of Zoe for Alucard) |
Effect: Knife Throw (Alucard/Richter); Triple Dagger (rapid succession, Maria) Special: Item Crash (1,000 Blades, Richter only; Cost: 10 Hearts; ATT +20, Attrib: Holy/Cut) | ||||
Travels in an arc, ideal for defeating overhead foes. (...) | Attrib: Holy/Cut Consume: 4 Hearts (Alucard/Maria), 1 (Richter) |
ATT +10 (Alucard); ATT +50 (Richter); ATT +20 (Maria) |
Find: Containers (requires Cube of Zoe for Alucard) Drop: Axe Knight |
Effect: Arc Throw (Alucard/Richter); Triple Axe (Maria) Special: Item Crash (Spiral Axe, Richter only; Cost: 10 Hearts; ATT +50, Attrib: Holy/Cut) | ||||
The ultimate sub-weapon, the cross damages all enemies on the screen. (...) | Attrib: Holy/Hit Consume: 100 Hearts (Alucard), 1 (Richter/Maria) |
ATT +40 (cross), ATT +5 (light), (with Staurolite: ATT +80 (cross), ATT +10 (light)) (Alucard); ATT +40 (Richter/Maria) |
Find: Containers (requires Cube of Zoe for Alucard) |
Effect: Thrown forward and returns (Richter/Maria); always Crashes (Alucard) Special: Item Crash (Grand Cross, Richter only; Cost: 20 Hearts; ATT +60 (crosses), ATT +40 (beam of light), Attrib: Holy/Hit) | ||||
Freezes time for all on-screen enemies. Some foes are immune. (...) | Consume: 20 Hearts (Alucard), 10 (Richter/Maria) |
Find: Containers (requires Cube of Zoe for Alucard) |
Effect: Time Stop Special: Item Crash for longer duration (Richter only; Cost: 20 Hearts; ATT +15, Attrib: Thunder/Hit) | |||||
Spreads a sacred flame when cast to the floor, burning enemies. (...) | Attrib: Holy, Fire (flame); Hit (bottle) Consume: 3 Hearts (Alucard), 1 (Richter/Maria) |
ATT +5 (flame), ATT +1 (bottle) (Alucard); ATT +8 (flame), ATT +5 (bottle) (Richter/Maria) |
Find: Containers (requires Cube of Zoe for Alucard) |
Effect: Thrown in pillar (Alucard); thrown in wave (Richter); thrown in fast wave (Maria) Special: Item Crash (Hydro Storm, Richter only; Cost: 15 Hearts; ATT +80, Attrib: Holy/Hit) | ||||
Assails foes with holy scripture. (...) | Attrib: Holy Consume: 5 Hearts (Alucard/Richter/Maria) |
ATT +8 (Alucard); ATT +5 (Richter); ATT +15 (Maria) |
Find: Containers (requires Cube of Zoe for Alucard) |
Effect: Spins around the character. Two can be active simultaneously (Richter and Maria only) Special: Item Crash (Richter only; Cost: 15 Hearts; ATT +80, Attrib: Hit) | ||||
Ricochets off of the floor and walls, hurting any foes it passes through. (...) | Attrib: Holy/Hit Consume: 2 Hearts (Alucard), 1 (Richter/Maria) |
ATT +8 (Alucard); ATT +40 (Richter/Maria) |
Find: Containers (requires Cube of Zoe for Alucard) |
Effect: Thrown diagonally downwards and ricochets Special: Item Crash (Richter only; Cost: 10 Hearts; ATT +20 (stones), ATT +10 (beam), Attrib: Hit) | ||||
Attacks enemies with holy lightning. Hold down the attack button after hitting an enemy to deal sustained damage. (...) | Attrib: Holy, Thunder Consume: 5 Hearts (Alucard), 10 (Richter/Maria) |
ATT +10 (Alucard); ATT +20 (Richter/Maria) |
Find: Containers (requires Cube of Zoe for Alucard) |
Effect: Thrown at enemy, hold for continuous lightning for greater cost Special: Item Crash (Lightning Bolt, Richter only; Cost: 20 Hearts; ATT +80, Attrib: Holy/Hit) | ||||
Damages enemies with sacred ash. (...) | Attrib: Holy Consume: 3 Hearts (Alucard), 1 (Richter), 2 (Maria) |
ATT +8 (Alucard); ATT +20 (Richter/Maria) |
Find: Containers (requires Cube of Zoe for Alucard) |
Effect: Thrown on ground (Alucard/Richter); thrown on ground and explodes afterward (Maria) Special: Item Crash (Richter only; Cost: 10 Hearts; ATT +20, Attrib: Holy/Hit) | ||||
Attrib: Holy, Fire Consume: 2 Hearts |
ATT +32 |
Find: Containers that would contain an Axe |
Effect: Two damaging wings appear on either side of Maria Special: Item Crash (Cost: 25 Hearts; ATT +32, Attrib: Holy, Fire) | |||||
Attrib: Holy Consume: 3 Hearts |
ATT +42 |
Find: Containers that would contain Vibhuti |
Effect: Dragon sent forward Special: Item Crash (Cost: 50 Hearts; ATT +24, Attrib: Holy, Thunder) | |||||
Attrib: Holy Consume: 1 Heart |
ATT +15 |
Find: Containers that would contain a Knife |
Effect: Cat sent forward, can hit multiple times Special: Item Crash (Cost: 15 Hearts; ATT +32, Attrib: Holy/Cut) | |||||
Consume: 1 Heart |
Find: Containers that would contain Holy Water |
Effect: Turtle shield that blocks projectiles for 3 seconds Special: Item Crash (Soul Steal effect, heals 4 HP per hit; Cost: 20 Hearts; ATT +5, Attrib: Holy) | ||||||
Find: Containers that would contain Holy Book, starts with 2 |
Effect: No effect Special: Item Crash (Guardian Knuckle; Cost: 8 Hearts; ATT +18, Attrib: Holy) |
Symphony of the Night (LCD Handheld)
Item Data: Castlevania: Symphony of the Night (LCD) (edit) | ||||||||
---|---|---|---|---|---|---|---|---|
Image | Name - Game Type - Users Description |
Attributes / Consume | Statistics / Sell | Found | Notes | |||
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. | Effect: Arc Throw | |||||||
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. | Effect: Dagger Throw | |||||||
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. | Find: 4. Castle Keep |
Castlevania Legends
Sonia Belmont uses her Soul Weapons as sub-weapons in Legends.
Item Data: Soul Weapons | ||||||||
---|---|---|---|---|---|---|---|---|
Image | Name - Game Type - Users Description |
Attributes / Consume | Statistics / Sell | Found | Notes | |||
Consume: Hearts |
Sequence: ↑ + B | |||||||
Stops enemy movement and attacks in all scenes except the area boss and stage boss battles. | Consume: 5 Hearts |
Find: Stage 1 Create: Creatures Bat soul |
||||||
Restores the player's entire life gauge. | Consume: 20 Hearts |
Find: Stage 2 Create: Death Dragon soul |
||||||
A flash attack effective against all enemies except area and stage bosses. | Consume: 5 Hearts |
Find: Stage 3 Create: Grim Reaper soul |
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Sends a wave in front of the player. Cannot be fired consecutively. | Consume: 1 Heart |
Find: Stage 4 Create: Alucard soul |
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Destroys an enemy other than the area and stage bosses and nullifies the enemy's attack. | Consume: 5 Hearts |
Find: Hidden Stage Create: Executioner soul |
Castlevania (N64)
Item Data: Castlevania 64 (edit) | ||||||||
---|---|---|---|---|---|---|---|---|
Image | Name - Game Type - Users Description |
Attributes / Consume | Statistics / Sell | Found | Notes | |||
Use Jewel Points to throw an attack at your enemy. | ||||||||
Flames burn up and injure your enemy. | Consume: 3 Jewel Points |
|||||||
Spins around and around in a vortex towards your opponent. | Consume: 5 Jewel Points |
|||||||
Flies in an arc towards your enemy. | Consume: 2 Jewel Points |
Effect: Arc Throw | ||||||
Flies fast and straight towards its target. | Consume: 1 Jewel Points |
Effect: Knife Throw |
Castlevania: Legacy of Darkness
Template:Legacy of Darkness Item DataTemplate:Legacy of Darkness Item DataTemplate:Legacy of Darkness Item DataTemplate:Legacy of Darkness Item DataTemplate:Legacy of Darkness Item DataTemplate:Legacy of Darkness Item DataTemplate:Legacy of Darkness Item DataTemplate:Legacy of Darkness Item DataTemplate:Legacy of Darkness Item DataTemplate:Legacy of Darkness Item DataTemplate:Legacy of Darkness Item DataTemplate:Legacy of Darkness Item DataItem Data: Legacy of Darkness (edit) | ||||||||
---|---|---|---|---|---|---|---|---|
Image | Name - Game Type - Users Description |
Attributes / Consume | Statistics / Sell | Found | Notes |
Castlevania: Circle of the Moon
Item Data: Castlevania: Circle of the Moon (edit) | ||||||||
---|---|---|---|---|---|---|---|---|
Image | Name - Game Type - Users Description |
Attributes / Consume | Statistics / Sell | Found | Notes | |||
A knife is thrown at high speeds. | Consume: 1 Heart |
45% STR/ 141% STR (Shooter Mode) |
Find: Catacomb (5), Abyss Stairway (2), Audience Room (4), Outer Wall (1), Machine Tower (4), Eternal Corridor (1), Chapel Tower (3), Underground Gallery (5), Triumph Hallway (1), Underground Warehouse (3), Observation Tower (2), Battle Arena (1) |
Effect: Knife Throw Special: DSS Combos Pluto + Salamander = 1,000 Blades item crush (20 Hearts), Pluto + Serpent = Double Knife (spread) Evolve: Homing Knife (Collect second Knife - Shooter Mode only, 126% STR) | ||||
An axe draws an arch in the air when it is thrown. | Consume: 2 Hearts / 1 Heart (Shooter Mode) |
89% STR/ 158% STR (Shooter Mode) |
Find: Catacomb (3), Abyss Stairway (2), Audience Room (3), Outer Wall (1), Machine Tower (3), Eternal Corridor (1), Chapel Tower (2), Underground Gallery (3), Underground Warehouse (3), Observation Tower (2), Battle Arena (1) |
Effect: Arc Throw Special: DSS Combos Pluto + Salamander = Spiral Axe item crush (8 Hearts), Pluto + Serpent = Double Axe | ||||
Holy water bursts into flames when it lands. | Consume: 4 Hearts / 2 Hearts (Shooter Mode) |
63% STR/ 100% STR (Shooter Mode) |
Find: Catacomb (2), Abyss Stairway (1), Audience Room (3), Outer Wall (1), Machine Tower (2), Eternal Corridor (1), Chapel Tower (3), Underground Gallery (2), Underground Warehouse (2), Observation Tower (2), Battle Arena (1) |
Special: Hydro Storm item crush with Pluto + Salamander DSS Combo (20 Hearts) | ||||
A Crucifix, when thrown, flies like a boomerang. | Consume: 6 Hearts / 3 Hearts (Shooter Mode) |
110% STR/ 173% STR (Shooter Mode) |
Find: Audience Room (in the room with Were-Horses), Machine Tower (in the secret room at the top of the tower), Triumph Hallway (next to the entrance of the Castle), Underground Warehouse (in the dark room with Holy Armors and Fox Hunters below the Hearts Max), Observation Tower (in the secret room with Dark Armor), Battle Arena (1) |
Special: Holy Cross item crush with Pluto + Salamander DSS Combo (15 Hearts) | ||||
Enemy movements are stopped for a set period of time. | Consume: 20 Hearts |
Find: Audience Room (2), Machine Tower (5), Chapel Tower (2), Underground Warehouse (1), Observation Tower (1), Battle Arena (1) |
Special: Item crush with Pluto + Salamander DSS Combo (40 Hearts) | |||||
Find: (start with) |
Special: Item crush with Pluto + Salamander DSS Combo (100 Hearts) |
Castlevania: Aria of Sorrow
Item Data: Julius's Sub-Weapons (edit) | ||||||||
---|---|---|---|---|---|---|---|---|
Image | Name - Game Type - Users Description |
Attributes / Consume | Statistics / Sell | Found | Notes | |||
Attrib: Holy, Sword Consume: 25 MP |
100 ATK |
Find: Starts with |
Effect: Throws a Cross Boomerang which returns to Julius afterward. Special: Only available in Julius Mode. | |||||
Attrib: Holy Consume: 10 MP |
80 ATK |
Find: Starts with |
Effect: Throws a vial of Holy Water on the ground, with the flame quickly traveling forward. Special: Only available in Julius Mode. | |||||
Attrib: Sword Consume: 12 MP |
150 ATK |
Find: Starts with |
Effect: Arc Throw Special: Only available in Julius Mode. | |||||
Attrib: Holy Consume: 150 MP |
120 ATK |
Find: Starts with |
Effect: A flaming holy cross hits enemies near Julius. Special: Only available in Julius Mode. |
Castlevania: Portrait of Ruin
Item Data: Sub-Weapon Skills (edit) | ||||||||
---|---|---|---|---|---|---|---|---|
Image | Name - Game Type - Users Description |
Attributes / Consume | Statistics / Sell | Found | Notes | |||
A throwing knife used by hunters. | Attrib: Slash Consume: 20 MP |
ATK +3 (0 SP), ATK +11 (Mastered) |
Find: Entrance |
Effect: Double Knife (parallel) - Throws two knives straight ahead. Special: Mastered (Triple Knife, parallel)- Throws three knives instead of two. Evolve: 300 SP to master. | ||||
A throwing axe that is especially effective against targets overhead. | Attrib: Slash Consume: 22 MP |
ATK +14 (0 SP), ATK +37 (Mastered) |
Drop: Axe Armor |
Effect: Arc Throw Special: Mastered - Axe increases in size. Evolve: 1,000 SP to master. | ||||
A holy cross that dispels evil. | Attrib: Holy Consume: 30 MP |
ATK +10 (0 SP), ATK +28 (Mastered) |
Find: Entrance (reward from Wind) Conditions: Complete "Pray Before the Cross" quest. |
Effect: Throws a cross forward and this will return. Special: Mastered - Cross increases in size. Evolve: 2,000 SP to master. | ||||
Blessed water that wards off evil. | Attrib: Fire, Holy Consume: 25 MP |
ATK +5 (0 SP), ATK +16 (Mastered) |
Find: Entrance (reward from Wind) Conditions: Complete "The Statue's Tear" quest. |
Effect: Throws a holy water vial on the ground. Special: Mastered - The holy fire travels a distance forward. Evolve: 2,000 SP to master. | ||||
A book containing words that exorcise evil. | Attrib: Holy Consume: 22 MP |
ATK +7 (0 SP), ATK +21 (Mastered) |
Find: Entrance (reward from Wind) Conditions: Complete "Ghosts of the Desert" quest. |
Effect: The holy book spreads its pages around Jonathan, damaging enemies nearby. Special: Mastered - Increases in size and moves faster. Evolve: 2,000 SP to master. | ||||
A throwing spear that sticks into the ground. | Attrib: Slash Consume: 25 MP |
ATK +7 (0 SP), ATK +21 (Mastered) |
Drop: Armor Knight |
Effect: Throws a javelin which curves downward and sticks to the ground. Special: Mastered - Increases in size. Evolve: 1,500 SP to master. | ||||
A weapon that bounces back after hitting walls. | Attrib: Slash Consume: 22 MP |
ATK +10 (0 SP), ATK +28 (Mastered) |
Drop: Lerajie |
Effect: Throws a rock that ricochets from walls. Special: Mastered - Another rock is thrown upward. Evolve: 1,000 SP to master. | ||||
A throwing weapon that returns to the thrower in an arc. | Attrib: Slash Consume: 28 MP |
ATK +10 (0 SP), ATK +28 (Mastered) |
Drop: Skelerang |
Effect: Throws a boomerang in an arc and it returns to Jonathan. Special: Mastered - Boomerang increases in size and moves faster. Evolve: 1,500 SP to master. | ||||
A throwing knife used by the Bwaka people. | Attrib: Slash Consume: 22 MP |
ATK +5 (0 SP), ATK +16 (Mastered) |
Find: Sandy Grave |
Effect: Throws a knife forward that rotates while in motion. Can hit multiple times. Special: Mastered - Knife increases in size and moves faster. Evolve: 1,000 SP to master. | ||||
A throwing blade used by ninjas. | Attrib: Slash Consume: 20 MP |
ATK +7 (0 SP), ATK +21 (Mastered) |
Buy: $1,000 Find: Entrance (Vincent's shop) |
Effect: Throws two small shurikens in a downward arc. Special: Mastered - Throws four large shurikens. Evolve: 300 SP to master. | ||||
A refined throwing blade used by the deadliest ninjas. | Attrib: Slash Consume: 24 MP |
ATK +10 (0 SP), ATK +28 (Mastered) |
Buy: $3,000 Find: Entrance (Vincent's shop) Conditions: Defeat Dullahan. |
Effect: Throws a shuriken that travels straight forward. Goes through geometry and enemies. Special: Mastered - Yagyu shuriken increases in size. Evolve: 1,000 SP to master. | ||||
A round disc with razor edges. | Attrib: Slash Consume: 32 MP |
ATK +9 (0 SP), ATK +25 (Mastered) |
Buy: $8,000 Find: Entrance (Vincent's shop) |
Effect: Throws a disc that moves slightly forward, then quickly backward across the floor. Special: Mastered - Throws a second disc backward, which would then roll forward. Evolve: 1,500 SP to master. | ||||
A short sword with a beautifully-crafted blade. | Attrib: Slash Consume: 24 MP |
ATK +11 (0 SP), ATK +30 (Mastered) |
Buy: $5,000 Find: Entrance (Vincent's shop) |
Effect: Sends two knives flying straight forward. The knives travel a short while after being launched, and pass through enemies and geometry. Special: Mastered - Throws four knives. Evolve: 1,000 SP to master. | ||||
A ninja's knife; it is also a deadly throwing weapon. | Attrib: Slash Consume: 20 MP |
ATK +5 (0 SP), ATK +16 (Mastered) |
Buy: $2,000 Find: Entrance (Vincent's shop) Conditions: Defeat Dullahan. |
Effect: Shoots three kunai, one travels straight while the other two travel in diagonal directions. Special: Mastered - Throws five kunai in an arc. Evolve: 500 SP to master. | ||||
Not terribly intimidating, but just might put someone's eye out. | Attrib: Slash Consume: 3 MP |
ATK +5 (0 SP), ATK +16 (Mastered) |
Find: City of Haze |
Effect: Shoots a paper airplane that circles once before flying straight. Special: Mastered - Little Parodius figures ride on the plane. Evolve: 100 SP to master. | ||||
A throwing weapon aimed at an enemy's face for psychological damage. | Attrib: Strike, Dark Consume: 3 MP |
ATK +5 (0 SP), ATK +16 (Mastered) |
Find: City of Haze |
Effect: Throws a pie that travels downward slowly in a wide arc. Special: Mastered - No visual changes. Evolve: 100 SP to master. | ||||
A ranged weapon that fires bolts. | Attrib: Fire Consume: 24 MP |
ATK +9 (0 SP), ATK +25 (Mastered) |
Drop: Crossbow Armor |
Effect: Pulls out a crossbow and shoots an explosive bolt that travels fast. Only works when on the ground. Special: Mastered - The explosion is larger and deals more damage. Evolve: 500 SP to master. | ||||
Does extra damage if it hits the center of the target. | Attrib: Slash Consume: 3 MP |
ATK +2 (0 SP), ATK +9 (Mastered) |
Buy: $1,000 Find: Entrance (Vincent's shop) |
Effect: Throws a colored dart forward. If the center of an enemy is hit, the dart deals triple damage. Special: Mastered - Darts turn larger, and the requirements for scoring hits at the "center" of enemies is made more lenient. Evolve: 200 SP to master. | ||||
Explodes 1 second after the pin is pulled, Fire attribute. | Attrib: Fire Consume: 28 MP |
ATK +10 (0 SP), ATK +28 (Mastered) |
Find: Nation of Fools |
Effect: Throws a grenade that bounces around and detonates. Special: Mastered - Changes appearance into a WW2 German stick grenade. Evolve: 1,500 SP to master. | ||||
A very heavy steel ball. | Attrib: Strike Consume: 30 MP |
ATK +18 (0 SP), ATK +47 (Mastered) |
Find: Sandy Grave |
Effect: Throws a steel ball that falls straight downwards. Can pass through enemies and geometry. Special: Mastered - Changes into a spiked ball. Evolve: 1,000 SP to master. | ||||
Swing a steel ball with devastating destructive power. | Attrib: Strike Consume: 25 MP |
ATK +13 (0 SP), ATK +35 (Mastered) |
Drop: Heavy Armor |
Effect: Makes a steel ball with a chain swing around through a slightly diagonal path. It holds Jonathan in place for a while, and can indefinitely continue as long as the player isn't interrupted by attacks and holds down the keys for using it. Special: Mastered - Changes into a spike ball and increases horizontal swing. Evolve: 1,000 SP to master. | ||||
A defensive, stationary stance passed down in the Morris family. | Consume: 24 MP |
CON +80, MND +80 |
Find: Forest of Doom |
Effect: Greatly increases Jonathan's CON and MND, but renders him unable to move. Evolve: Cannot be mastered. | ||||
A stance that emphasizes offense. | Attrib: Strike Consume: 25 MP |
STR +8 |
Find: Buried Chamber |
Evolve: Cannot be mastered. | ||||
A stance that emphasizes defense. | Attrib: Strike Consume: 25 MP |
CON +8 |
Drop: Final Guard |
Evolve: Cannot be mastered. | ||||
Draws enemy attention to you. | Attrib: Strike Consume: 10 MP |
Find: Tower of Death |
Effect: Allegedly makes enemies prioritize Jonathan over Charlotte in a fight with both of them present. Evolve: Cannot be mastered. | |||||
Flying fists of fury. | Attrib: Strike Consume: 20 MP |
ATK +16 |
Buy: $3,000 Find: Entrance (Vincent's shop) |
Effect: Makes Jonathan throw a bunch of fist blows and leg strikes (jab, punch, Knee Strike, and a punch with the other hand). Holds him in place until the attack plays out. Evolve: Cannot be mastered. | ||||
A jumping knee strike inspired by legendary martial artists. | Attrib: Strike Consume: 20 MP |
ATK +12 |
Find: Entrance |
Effect: Makes Jonathan leap forward and strike with his knee. Evolve: Cannot be mastered. | ||||
A technique that converts mental energy into a shockwave. | Attrib: Holy Consume: 40 MP |
ATK +11 (0 SP), ATK +30 (Mastered) |
Find: Tower of Death |
Effect: Makes a bunch of flames swiftly move on the ground on either side of Jonathan. Special: Mastered - Increases distance covered by the flames. Evolve: 1,500 SP to master. | ||||
Dash at the enemy and perform a lightning-quick slash. | Attrib: Slash Consume: 40 MP |
ATK +13 (0 SP), ATK +35 (Mastered) |
Find: Entrance (reward from Wind) Conditions: Complete "Art of the Zephyr" quest. |
Effect: Makes Jonathan swiftly move a few steps forward, damaging enemies in the way. The player is invincible as long as the animation plays out, and can pass through enemies. Special: Mastered - No visual changes. Evolve: 1,500 SP to master. |
Item Data: Richter Mode / Old Axe Armor Mode (edit) | ||||||||
---|---|---|---|---|---|---|---|---|
Image | Name - Game Type - Users Description |
Attributes / Consume | Statistics / Sell | Found | Notes |
Castlevania: Harmony of Despair
Item Data: Castlevania: Harmony of Despair (edit) | ||||||||
---|---|---|---|---|---|---|---|---|
Image | Name - Game Type - Users Description |
Attributes / Consume | Statistics / Sell | Found | Notes | |||
Throwing weapon used by Hunters. | Attrib: Pierce 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 | ||||
Throwing weapon that is especially effective against overhead targets. | Attrib: Slash 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 | ||||
Blessed water that wards off evil. | Attrib: Holy Consume: 15 MP |
ATK +10 |
Rarity: *** Find: Purple Chest (Chapter 4/6) |
Evolve: Stronger with each Lv.; Longer distance with up to five hits at Lv. 5, longer distance with up to six hits at Lv. 9 | ||||
Holy cross that dispels evil. | Attrib: Slash, Holy Consume: 15 MP |
ATK +10 |
Rarity: *** Find: Purple Chest (Chapter 5/6) Drop: Death, Dracula |
Evolve: Stronger with each Lv.; Larger at Lv. 9 | ||||
Weapon that bounces back after hitting walls. | Attrib: Pierce Consume: 12 MP |
ATK +6 |
Rarity: ** Drop: Lerajie (6.3%) |
Evolve: Stronger with each Lv.; Additional 5 ATK at Lv. 5, bounces more times at Lv. 9 | ||||
Book containing words that exorcise evil. | Attrib: Holy Consume: 15 MP |
ATK +8 |
Rarity: *** Find: Purple Chest (Chapter 2) Chapter 7 Astarte (boss drop) Drop: Puppet Master |
Evolve: Stronger with each Lv.; Additional 5 ATK at Lv. 5, larger at Lv. 9 | ||||
A dagger used by an ancient vampire hunter. | Attrib: Pierce Consume: 4 MP |
ATK +6 Sell: $20,000 |
Rarity: *** Buy: $80,000 |
Effect: Dagger Throw Evolve: Stronger with each Lv.; Double Dagger at Lv. 5, Triple Dagger at Lv. 9 | ||||
A "boomerang" used by an ancient vampire hunter. | Attrib: Holy Consume: 12 MP |
ATK +12 |
Rarity: **** Find: Purple chests (Chapter 10 Hard) Drop: R. The Count |
|||||
A "fire bomb" used by an ancient vampire hunter. | Attrib: Fire, Holy Consume: 12 MP |
ATK +12 |
Rarity: **** Find: Purple chests (Chapter 10 Hard) Drop: R. The Count |
Evolve: Stronger with each Lv.; Three flame pillars at Lv. 5, four flame pillars at Lv. 9 | ||||
An axe used by an ancient vampire hunter. | Attrib: Slash Consume: 10 MP |
ATK +10 Sell: $30,000 |
Rarity: *** Buy: $120,000 |
Effect: Arc Throw Evolve: Stronger with each Lv.; Double Axe at Lv. 5, Triple Axe at Lv. 9 | ||||
Throwing weapon that returns to the thrower in an arc. | Attrib: Slash Consume: 10 MP |
ATK +6 |
Rarity: * Find: Green Chest (Chapter 2/3/4) Drop: Gurkha Master (6.3%) |
Evolve: Stronger with each Lv.; Additional 5 ATK at Lv. 5, larger at Lv. 9 | ||||
Throwing weapon used by ninjas. | Attrib: Pierce Consume: 10 MP |
ATK +5 |
Rarity: ** Find: Green & Purple Chests (Chapter 5 and 8) |
Evolve: Stronger with each Lv.; Four shurikens at Lv. 5, five larger shurikens at Lv. 9 | ||||
A ninja's knife: it is also a deadly throwing weapon. | Attrib: Pierce Consume: 10 MP |
ATK +5 |
Rarity: ** Find: Green & Purple Chests (Chapter 4) |
Evolve: Stronger with each Lv.; Four kunai at Lv. 5, five kunai at Lv. 9 | ||||
Not terribly intimidating, but just might put someone's eye out. | Attrib: Pierce Consume: 5 MP |
ATK +4 |
Rarity: * Drop: Flea Man (5.3%) |
Evolve: Stronger with each Lv.; Parodius figure rides on it at Lv. 5, two Parodius figures ride on it at Lv. 9 | ||||
A steel ball with devastating destructive power. | Attrib: Strike Consume: 12 MP |
ATK +9 |
Rarity: ** Find: Purple Chest (Chapter 3) and any chest in Chapter 8 |
Evolve: Stronger with each Lv.; Spiked at Lv. 9 | ||||
Explodes for fire damage one second after the pin is pulled. | Attrib: Fire Consume: 12 MP |
ATK +10 |
Rarity: ** Find: Green Chest (Chapter 2/3/4) Drop: The Creature (4.3%) |
Evolve: Stronger with each Lv.; Three hits at Lv. 5, stick grenade at Lv. 9 | ||||
Throw spears. | Attrib: Pierce Consume: 10 MP |
ATK +12 |
Rarity: *** Find: First obtained in Chapter 8. |
Evolve: Stronger with each Lv.; Larger at Lv. 5, three-pronged at Lv. 9 | ||||
Sing a sacred melody that wards off evil. | Attrib: Strike, Holy Consume: 10 MP |
ATK +8 |
Find: (starts with) |
|||||
Summon the Vermilion Bird and launch it upward. | Attrib: Slash Consume: 10 MP |
ATK +11 |
Find: (starts with) |
|||||
Summon the Azure Dragon and launch it toward foes. | Attrib: Slash, Ice Consume: 10 MP |
ATK +10 |
Find: (starts with) |
|||||
Summon the White Tiger and let it run free. | Attrib: Slash, Lightning Consume: 10 MP |
ATK +9 |
Find: (starts with) |
|||||
Launch explosives along the ground. | Attrib: Fire, Curse Consume: 10 MP |
ATK +12 |
Rarity: * Find: (starts with) |
Effect: Curse Evolve: Stronger with each Lv.; Explodes into four fireballs at Lv. 5, explodes into five fireballs at Lv. 9 | ||||
Attack enemies from afar. | Attrib: Slash Consume: 10 MP |
ATK +8 |
Rarity: * Find: (starts with) |
Evolve: Stronger with each Lv.; Four shurikens at Lv. 5, five shurikens at Lv. 9 | ||||
Attack enemies from afar. | Attrib: Strike, Holy Consume: 10 MP |
ATK +11 |
Rarity: * Find: (starts with) |
Evolve: Stronger with each Lv.; Longer range at Lv. 5, larger symbol at Lv. 9 |