FIELD NOTES

Seven weapon classes: controls, special effects and locations

Compare guarding, timed combos, movement follow-ups, throws, charged attacks and whip-tip hits, with all 28 weapon links.

Edited by Updated

Sword and shield, dual blades and fists

Sword and shield: hold Attack to guard frontal strikes. Face the incoming attack; the description does not promise protection from behind. Dual blades: time the next attack with the hit to extend the combo. Practise the timing against a manageable target before committing to a long sequence.

Fists build charge through qualifying hits. The damage multipliers are 1× at 1 charge point, 1.2× at 4 and 2× at 9. Ordinary qualifying attacks usually add 1 point; the fourth ground-combo strike and the Whip Strike uppercut add 2, so points are not a fixed hit count. A direct hit or guard break resets the charge, as does 4 seconds without gaining charge at normal action speed. Bernhard’s Wrath heals 1%, 2% or 3% of maximum HP per qualifying hit against a monster at the three charge stages; this healing is specific to that weapon.

One-handed swords and spears

One-handed swords gain extra damage when you attack immediately after sliding or backdashing. Link the attack to a movement you already need for positioning. Valmanway also adds a delayed second strike, so its listed DPS alone does not describe its full behaviour.

Spears: hold to aim, then release to throw. Aim before release instead of treating the hold as an ordinary melee charge. Chauve-Souris can chase two targets in sequence and pierce enemies between them; the lower-tier spears do not inherit that special effect.

Two-handed swords and whips

Two-handed swords: charge before release for a stronger strike. Choose an opening long enough for the charge. Excalibur launches light projectiles with a charged attack; an ordinary uncharged swing is not the confirmed trigger.

Whips reward a hit with the tip. Adjust spacing so the tip reaches the target rather than always standing against it. Vampire Killer adds burning to tip hits and fiery explosions on kills. Equipping a whip is separate from unlocking Arcane Whip for swinging and grappling.

Use the movement attack with your current weapon

The Whip Strike tutorial instructs you to aim toward an enemy, grapple toward it, then press the main Attack action while approaching. The equipped weapon changes the resulting strike. These are action names; use your own keyboard or controller bindings.

Compare weapons within a class using the table below, then open an entry for its acquisition conditions and map destination. Listed DPS is the game’s display value, not a measured damage-per-second result. A weapon with a more useful special effect may suit your approach even when its displayed number is not higher.

All 28 weapons: compare effects and find a location

Each class has four weapons. Open a weapon for its full conditions; a character destination may require an additional interaction.

Sword and shield

Weapon / effectListed DPSWhere to get it
Rusted Harpè and AegisHold your attack to guard against frontal strikes.25Holy Innocents' Cemetery / Ossuary of the Innocents ↗
Fleuret and Tower ShieldHold your attack to guard against frontal strikes.50Library / Condemned Shelves ↗
Arondight and Lancelot's ShieldHold your attack to guard against frontal strikes.75Notre-Dame / Tower Entrance ↗
Alucard's Sword and ShieldAttacks can teleport the wielder; frontal guarding remains available.100Main Hall / Alucard's Tower ↗

Dual blades

Weapon / effectListed DPSWhere to get it
Pair of LongswordsTime the next attack with a hit to keep the combo going.25Catacombs of Paris / Crossroads of the Dead ↗
RapiersTime the next attack with a hit to keep the combo going.50Main Hall / Watch Tower ↗
Almace and HauteclaireTime the next attack with a hit to keep the combo going.75Holy Innocents' Cemetery / Flooded Crypt ↗
War and FamineFinishing a combo creates a strengthening zone on the ground.100Notre-Dame / Great Organ Room ↗

Fists

Weapon / effectListed DPSWhere to get it
CestusRepeated hits build a stronger damage bonus.25Paris Streets / Sewer Reservoir ↗
Jewel KnucklesRepeated hits build a stronger damage bonus.50Main Hall / Old Gallery ↗
Fists of TalosRepeated hits build a stronger damage bonus.75Clock Tower / Builder's Bureau ↗
Bernhard's WrathLonger combos can restore the wielder’s health.100Hall of Mirrors / Level Deviled​ ↗

One-handed sword

Weapon / effectListed DPSWhere to get it
LongswordAn attack immediately after sliding or backdashing gains extra damage.25Available from the start
Bastard swordAn attack immediately after sliding or backdashing gains extra damage.50Paris Streets / Justice District Sewers ↗
JoyeuseAn attack immediately after sliding or backdashing gains extra damage.75Notre-Dame / Path of the Penitent ↗
ValmanwayEach attack is followed by a delayed second strike.75Paris Streets / Palace of Justice ↗

Spear

Weapon / effectListed DPSWhere to get it
LanceHold to aim, then release to throw the weapon.25Holy Innocents' Cemetery / Fountain of the Innocents ↗
HalberdHold to aim, then release to throw the weapon.50Clock Tower / Mechanic's Ascent ↗
GungnirHold to aim, then release to throw the weapon.75Catacombs of Paris / Collapsed Path of Orpheus ↗
Chauve-SourisA throw can chase two targets in sequence and pierce enemies between them.100Clock Tower / Heart of the Clock ↗

Two-handed sword

Weapon / effectListed DPSWhere to get it
Burnt Sword of FierboisCharge the attack before release for a stronger strike.25Paris Streets / Roof of the Tower ↗
ClaymoreCharge the attack before release for a stronger strike.50Clock Tower / The Way of the Fist ↗
DurandalCharge the attack before release for a stronger strike.75Library / Lisa's Laboratory ↗
ExcaliburCharged attacks also launch projectiles of light.100Notre-Dame / Chapel ↗

Whip

Weapon / effectListed DPSWhere to get it
WhipLanding the tip of the whip deals extra damage.25Catacombs of Paris / Hall of the Fallen Angels ↗
Thorn WhipLanding the tip of the whip deals extra damage.50Library / Fine Arts Shelves ↗
Morning StarLanding the tip of the whip deals extra damage.75Main Hall / Inner Courtyard ↗
Vampire KillerTip hits burn enemies, and kills trigger fiery explosions.100Locate the acquisition room ↗

Sources and verification

  1. Game maps and item locations.
  2. Starting equipment, interactions and encounter rewards.
  3. In-game tutorials and item effects.

Coordinates and game rules are checked against the installed game data; walkthrough illustrations and routes cite their original videos or articles.

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