Striking Weapons
Energy Scythe
Thrown from Cornell's hands, these energy projectiles can target nearby enemies; it can be powered up three levels
Claw Swipe
Cornell's claws, which he slashes forward, are effective during in-close combat
Pistol
Henry's pistol can take out enemies at long range; the shells can be powered up three times, but he must pause to reload after six shots
Vampire Killer
The Belmont family's famed leather whip; though it remains in leather form, it can be powered up three times
Chain Whip
A morning star transforms it into a steel, spike-tipped chain
Flame Whip
A third morning star tramsforms the whip into pure energy, the weapon become enflamed and powerful
Short Sword
A medium-range blade good for attacking in-close and dealing with weaker enemies
Homing Ball
A magical heat-seeking fireball that can be charged up for a bigger blast; it can be powered up three times
Ring Smash
Sharp wrist-worn metal blades used for in-close encounters, a dive attack, and a spinning slice


  Magical Items
   
Found In
Usage
Morning Star
Candle, Enemy, Setting
Whip Power-Up
Small Red Jewel
Candle, Enemy, Setting
Five Jewels / Powers Sub-Weapons
Large Red Jewel
Candle, Enemy, Setting
Ten Jewels / Powers Sub-Weapons
White Jewel
Found Multiple Times A Stage
Saves Game In File
Green Jewel
Hidden On Certain Stages
Unlocks Hard Mode
Money Bag
Candle, Enemy, Setting
Random Gold Totals / Acts As Currency
Purifying Crystal
Enemy, Candle, Setting, Contract
Cures Vampire Curse
Cure Ampoule
Enemy, Candle, Setting, Contract
Cures Poison Condition
Roast Beef
Enemy, Candle, Setting, Contract
Large Energy Restore
Roast Chicken
Enemy, Candle, Setting, Contract
Small Energy Restore
Contract
Found Multiple Times A Stage
Summons the Salesman, Renon
Medical Kit
Candle
Restores All Energy
Moon Card
Enemy, Candle, Setting, Contract
Turns Day to Night
Sun Card
Enemy, Candle, Setting, Contract
Turns Night to Day
Keys
Candle, Environment
Opens Locked Doors
Mandragora
Found In Castle Center
Unstable Explosive Compound
Nitro
Found In Castle Center
Magical Root Formula

  Sub-Weapons
   
Consumption
Comments
Dagger
One Jewel
No Special Quirk
Holy Water
Two Jewels
No Special Quirk
Boomerang
Two Jewels
No Special Quirk
Axe
Two Jewels
No Special Quirk

Expanded Weapon Information

Striking Weapons
Sub-Weapons
Magical Items
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