Rose Belmont can wield weapons from seven distinct categories, with four weapons per category for a total of 28 weapons. Relics are a separate equippable accessory layer (up to 3 at once) that adds offensive and defensive modifiers on top of whatever weapon and Arcana you bring. The two systems together define your build, but Arcana carries most of the raw damage in mid and late game — weapons and Relics mainly shape how that damage is delivered.

More context

Pick the weapon class that matches how you want to move through rooms, then let Arcana Spell and Special Action do the heavy lifting; use Relics to tune break and air damage afterward.

The seven weapon categories

CategoryRole in combat

Whip

Belmont family signature, including the Vampire Killer and the Arcana Whip upgrade; built for mobility, aerial rush, and traversal.

Sword

Split into Long Sword / Sword & Shield (can raise its guard and perform a shield-charge), Greatsword (slow and heavy two-handed swings), and Dual blades / Twin swords (extend invincibility frames during aerial dashes).

Spear

Long-reach weapons with throwable ranged attacks; the natural answer to mid-to-long range fights such as Medusa.

Axe

Heavy cutting weapons.

Mace

Blunt weapons; includes Fist/Gauntlet as a sub-style with a 'rising dragon' uppercut and a combo-damage boost that forces close-quarters play and aerial combos.

Staff

Magic-leaning pole arms.

Dagger

Fast, short blades.

Named weapons so far

Two weapons are explicitly named in previews:

  • Vampire Killer — the signature holy whip that doubles as a traversal tool. Rose starts the game with slide and wall-jump already in her base kit, and the Vampire Killer serves both for offense and for moving through the environment.
  • Arcana Whip — an upgrade ability earned after the demo's first boss (the Monster in the sewers). It unlocks whip traction, grappling, swinging, and long-range whip strikes.

Specific item names within the Axe, Mace, Staff, and Dagger categories have not yet been published in previews and are not currently known.

Which weapon fits which playstyle

Whip

Mobility and aerial rush; Arcana Whip upgrade makes the trapeze-style aerial combat work.

Best for: Players who want to chain aerial combos and use the environment.

Gauntlets (Mace family)

Close-range combo and aerial rushdown; 'rising dragon' uppercut and combo-damage boost force close-quarters play.

Best for: Players who want to commit to melee trades.

Spear

Ranged poke and mid-to-long range control; throwable ranged attacks keep distance from gaze-class bosses like Medusa.

Best for: Players who want to control spacing.

What Relics do

Relics (referred to as 魔導器 / Magical Conductors in the Japanese marketing) are equippable accessories that layer offensive and defensive modifiers on Rose's build. Up to 3 Relics can be equipped at once.

  • Most Relics deliver numerical boosts — break damage, air damage, and similar pass-through bonuses — rather than new mechanics.
  • Only a few 'effect-distinct' Relics truly change playstyle; combining Relics with weapons is what defines a custom build.
  • The Midnight Edition ships bonus in-game Relics, so the edition choice affects the total Relic pool you can pull from.

In practice, Relics are the layer you tune after picking a weapon and sealing a few Arcana: stack break damage Relics against stagger-heavy bosses, stack air damage Relics against aerial playstyle builds, and slot one effect-distinct Relic when you want to round out a specific weakness.

A simple loadout recipe

  1. One weapon from your preferred class

    Whip for mobility, Spear for range, Gauntlets for melee.

    Done when: Preferred-class weapon equipped.

  2. One Holy Light-class Arcana slotted for parries

    Learned after The Fallen.

    Done when: Holy Light or Holy Cross slotted.

  3. One traversal Arcana slotted for map access

    Smash for brittle floors, Holy Light for cursed platforms.

    Done when: Traversal Arcana slotted.

  4. Three Relics: one break-damage, one air-damage, one effect-distinct

    Tune the build with a break-damage Relic, an air-damage Relic, and one effect-distinct Relic that fills a weakness.

    Done when: All three Relic slots filled.