In Lament of Innocence, Leon Belmont learns new skills as he keeps on fighting enemies. Some skills will allow him to extend the number of strikes or include new special combinations in his combos (both ground and midair), execute a second Quick Step after completing the first one, or learn to Perfect Guard from attacks.
Learning skills depends on the amount and kind of enemies Leon has defeated so far. For example, to learn Extension, he must have defeated at least 20 enemies of which at least 5 types must be different.
In Curse of Darkness, Hector finds each skill in physical form. Once collected, they can be consulted in the Skill section on the pause menu, where they can be turned off if desired.
In Mirror of Fate, a new skill is unlocked every time the player levels up, which occurs when a certain amount of experience points are obtained. Experience points are increased whenever Fallen Knight Scrolls are found.
Sequence: Guard (the moment an enemy strike connects) Effect: Blocks and staggers an enemy if guarded with the correct timing. Replenishes Hearts for each successful guard.
Sequence: Guard button + left analog stick + Jump button Effect: Allows an evasive cartwheel maneuver in any direction. The player is invulnerable while this move is performed.
Sequence: During a quick step: Guard button + left analog stick + Jump button Effect: Allows an evasive leap after a quick step. The player is invulnerable while this move is performed.
Effect: Allows the player to consult a list with detailed information (weaknesses, tolerances, drops, descriptions, etc.) of each enemy defeated in the game.
Effect: Allows the player to set a marker on the area maps to point out important locations which may require certain abilities not yet obtained to access.
Effect: Allows the player to steal items from enemies. Each enemy has a specific way of opening their stealing window, either that be when it attacks, when it is knocked down, when perfect guarded, etc.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Effect: Transforms Charlotte/Jonathan into a frog. Can hit enemies with its tongue. Damage raises with Charlotte's INT. Special: Fully charged: Increases damage of the tongue attack.
Effect: Cures all debuffs, including vampirism in a short distance. Also kills undead enemies like the Red Skeletons. Can hit twice. Special: Fully charged: Can cure debuffs at a longer distance. Damage is doubled.
Effect: Move at double speed, causing slight damage to enemies and objects upon contact. Lasts for around 30 seconds. Special: Fully charged: Moves at triple speed with double damage dealt.Lasts for around a minute.
Effect: Increases STR stat but holds character in place and restricts movement to attacks. Lasts for 10 seconds. Special: Fully charged: Provides double STR boost. Lasts for 20 seconds.
Effect: Creates a shield zone that blocks incoming projectiles. Lasts for around 15 seconds. Special: Fully charged: Doubles the height, width and duration of the shield zone.
Effect: Boosts STR for characters called onscreen for around 30 seconds. Special: Fully charged: Doubles statistic boost and raises duration to 1 minute.
Effect: Boosts CON for characters called onscreen for around 30 seconds. Special: Fully charged: Doubles statistic boost and raises duration to around 1 minute.
Effect: Boost INT for characters called onscreen for around 30 seconds. Special: Fully charged: Doubles statistic boost and raises duration to around a minute.
Effect: Boosts MND of characters called onscreen for around 30 seconds. Special: Fully charged: Doubles statistic boost and raises duration to around 1 minute.
Effect: Raises LCK of characters called onscreen for around 30 seconds. Special: Fully charged: Doubles statistic boost and raises duration to around a minute.
Effect: Fires one wind projectile that curves backward and homes in on enemies in range. Special: Fully charged: Fires two wind projectiles that curve backward and home in on enemies in range.
Effect: Four ice pillars form in front of Charlotte, damaging enemies. Special: Fully charged: Eight pillars of ice form in front, travelling a longer distance.
Effect: A light ball sharply curves downward and tries to home in on enemies. Special: Fully charged: Two light balls sharply curve in opposite directions and attempt to home in on enemies.
Effect: Creates a small vortex that sucks in projectiles and damages enemies moving into it. Lasts for around 10 seconds. Special: Fully charged: The vortex becomes larger, does more damage and stays for longer, around 20 seconds.
Effect: Creates a small vertical column of wind that damages enemies and sucks in projectiles. Special: Fully charged: Creates a larger, more damaging wind column.
Effect: Four small ice shards rotate in front of Charlotte and fire one at a time. Special: Fully charged: Eight large ice shards rotate in front and fire one at a time.
Effect: Shoots a lightning bolt that bounces once if multiple enemies are present. Special: Fully charged: The lightning bolt bounces multiple times when several enemies are present.
Effect: The Salamander circles through, and damages enemies in a duration. Can hit multiple times. Special: Fully charged: The Salamander's duration is doubled.
Effect: Creates a small electric storm that sends five lightning bolts at enemies. The storm itself damages enemies and hits multiple times. Special: Fully charged: The electric storm becomes larger.
Effect: Two crows hover around and swoop on enemies. They last for 20 seconds. Special: Fully charged: Four crows hover around and swoop on enemies. They last for around a minute.
Effect: A ghost hovers around and flies at enemies. It lasts for around 30 seconds. Can hit multiple times. Special: Fully charged: Two ghosts hover around enemies. They last for around a minute.
Use the currently selected secondary weapon by pressing the [Secondary Weapon Attack] button. Switch between available secondary weapons with the directional buttons.
Similar to dodge, but performed while airborne, this is a good defence against enemies who attack you while in the air. Landing back on the ground can also knock back smaller enemies surrounding you.
Press the [Grab]/[Interact] button to grab enemies or interact with a glowing object. Small enemies can be thrown against other foes by moving the left stick in the desired direction while performing the grab action.
You can navigate vertical surfaces using the Combat Cross. Press [Interact] to interact with a shining Grip Point and then use the left stick to move. Pressing [Direct Attack] or [Area Attack] will kick away from the surface and pressing [Jump] will let go from the Grip and allow you to jump away.
The combat focus is an ancient technique from the Brotherhood of Light. Once fully focused, a capable warrior can extract Neutral Elemental orbs from his enemies after each successful hit. (Usage) The combat focus meter is filled when you fight well; use varied attacks and avoid being hit. Lack of combat will slowly decrease the meter and magic use will pause it.
Experience points measure the progression of your skill in the game. Points are earned by defeating enemies and solving puzzles. (Usage) The number beneath the Health Bar indicates the amount of Experience points available to spend. This will glow when you can buy a new combo from the Travel Book. You can spend Experience point in the Extras Menu to unlock bonus features.
Press and hold the [Direct Attack] button while airborne to use this direct attack as a finisher in any aerial attack sequence. Your chain will smash down on any enemies in front of you as you land. Good for dispersing ground-based enemies!
Press and Hold the [Area Attack] button while airborne to use this area attack as a finisher in any aerial attack sequence. Your chain will sweep around an hit any enemies around you as you land.
Buy: 150 SP (...)
Sequence: Hold [Area Attack] (while performing an aerial attack sequence)
Press the [Grab] button while airborne to grab an enemy and pull them into the air. Combine this with further aerial attacks to extend the combo. This attack only works on smaller enemies.
Press and hold the [Direct Attack] button to start a sequence of heavy direct attacks. Repeated [Direct Attack] button presses adds further hits to the combo.
Buy: 800 SP (...)
Sequence: Hold [Direct Attack], [Direct Attack] x2
Press and hold the [Direct Attack] button to start a sequence of heavy direct attacks. Repeated [Direct Attack] button presses adds further hits to the combo. This upgrade adds a final blow to the combo sequence that's also a block breaker.
Sequence: Hold [Direct Attack], [Direct Attack] x9
Pressing and holding the [Area Attack] button to start a sequence of heavy area attacks. You can control the direction of the attacks during the combo with the left stick. Enemies in front and behind can be hit with this series of chain attacks, too.
Pressing and holding the [Area Attack] button to start a sequence of heavy area attacks. You can control the direction of the attacks during the combo with the left stick. Enemies in front and behind can be hit with this series of chain attacks, too. With this upgrade, you can finish the combo sequence at any time with a second press of [Area Attack], which performs a massive final hit that's also a block breaker.
A combination attack useful in many different battle situations. It begins with a direct attack, closely followed by two area attacks. Use this to attack an enemy directly while keeping others at bay.
Shred any enemy in front of you with this chain spin attack. Holding the [Direct Attack] button at the end of the combo extends the duration of the spin.
Sequence: [Direct Attack], [Area Attack], Hold [Direct Attack]
This variation of the Chain Saw attack can be used at the end of an aerial combo sequence. Press the [Direct Attack] button while in the air, then press and hold the [Direct Attack] button a second time. Make sure you are holding the button down as you land. Finally, press the [Direct Attack] button one last time to launch forwards into enemies with a spinning chain attack.
Buy: 2000 SP (...)
Sequence: [Direct Attack] (during an aerial combo sequence), Hold [Direct Attack] (while descending), [Direct Attack] (after landing)
With the Daggers selected, press the [Secondary Weapon Attack] button to throw one towards an enemy. You can manually aim the throw by pushing the left stick in the desired direction. Daggers are particularly effective against lesser Lycanthropes, greater Lycanthropes and Wargs.
With the Dark Crystal selected, press and hold the [Secondary Weapon Attack] button to destroy it, releasing the demon contained inside. This Secondary Weapon requires four crystal shards fused together, but is powerful enough to annihilate most enemies around you, and will seriously damage even the most massive and powerful of foes. The energy within a complete Dark Crystal can be used to power certain ancient devices, too.
With the fairies selected, press the [Secondary Weapon Attack] button to release one against the nearest enemy. Additional fairies can be released by pressing [Secondary Weapon Attack] again. Fairies will home in on their target and can distract certain enemies, allowing you time to execute a devestating attack on them. Fairies are very fragile and will die after one use. The magical forces that animate the fairies can be used to reactivate certain ancient devices.
With Light Magic active, Fairies will explode on contact with the enemy. This explosion deals a great amount of damage and can be fatal to some enemies. However, fairies will also perish in the attack.
With the Holy Water Flask selected, press [Secondary Weapon Attack] to throw one at the nearest enemy. Using this weapon while airborne will throw it directly downwards. Holy Water is particularly devestating against Vampires and the Undead.
First Obtained: When Holy Water Flask obtained
Sequence: [Secondary Weapon Attack] (when Holy Water Flask selected)
With Light Magic active, throwing a Holy Water Flask will create a magical barrier around you, which can deflect many enemy attacks, while still allowing you to move and fight normally.
Press and hold the [Dark Magic Absorb] button to gather the surrounding Neutral Elemental Orbs into your Shadow Magic Container. You can collect both types of magic at the same time, pressing both sticks together.
Sequence: [Absorb Dark Magic] (R3 on PS3, R on Xbox 360) (requires Dark Magic)
A powerful forward punch. Charge it up by holding the [Block] and [Direct Attack] buttons until your Dark Gauntlet glows red, then release for extra devastation. This attack can knock back enemies in front of you, or even kill them in one shot. The Tremor Punch can also activate certain switches.
Powerful downwards punch. Charge it up by holding the [Block] and [Area Attack] buttons until your Dark Gauntlet glows red, then release for extra range and power. This attack can knock back enemies surrounding you, or even kill them in one shot. The Earthquake Punch can also activate certain mechanical switches.
With Shadow Magic active, you can power up your charge into an attacking move. The shoulder charge can also be used to smash through weakened doors and walls. Check for the tell-tale sign of falling dust and debris.
Tapping the jump button twice in quick succession will allow you to jump again in mid-air. Use it to reach new heights or change the trajectory of your jump.
With Light Magic active, a double jump will unleash beams of Light energy around you. The first attack made against a blinded enemy will inflict bonus damage, but will remove the effect.
Finish off your sprint with a blast attack. Double-tap the left stick and then press the [Area Attack] button followed by the [Direct Attack] button when you are close to your enemy. The closer you get to your target the more effective this attack will be, often knocking even the mightiest foe to the ground.
A synchronized block while Light Magic is active will detonate a flash of magical light that will blind nearby enemies. The first attack made against a blinded enemy will inflict bonus damage, but will remove the effect.
While you are airborne, use this attack to swoop back down to the ground with a huge Dark Gauntlet punch. Press and hold the [Guard] and the [Direct Attack] buttons, charge the Gauntlet for as long as you can, and then release to set off the attack.
While you are airborne, use this attack to throw a wave of Dark Gauntlet power downwards. Nearby smaller enemies will be lifted into the air, allowing you to continue the combo with further attacks. Press and hold the [Block] and the [Area Attack] buttons, charge the Gauntlet for as long as you can, and then release to set off the attack.
With Light Magic active, this combo extends a cage of whirling chains around you. The cage draws surrounding enemies into it, while also damaging them and replenishing your health.
With Shadow Magic active, this combo creates a flaming vortex of Shadow energy from your Combat Cross. This fire is extremely deadly, but you will be rooted to the spot while you use it and it cannot be adjusted mid-stream, so line up your enemy carefully.
Use the Dark Gauntlet while sprinting to throw several claws of damaging Shadow Magic energy towards your enemy. With your Shadow Magic active, double tap the left stick to begin to sprint, then press the [Direct Attack] button at any time to use the Flame Claws.
Using the Seraph Shoulders to double jump, this attack can lift enemies in front of you much higher into the air than the Rising Strike combo, creating more time to perform additional attacks on them.
Using the Seraph Shoulders to double jump, this area attack can lift enemies all around you much higher into the air than the Rising Assault combo, creating more time to perform additional attacks on them.
After lifting enemies into the air with a Dark Gauntlet uppercut, you can flap the Seraph Shoulders to repel them away from you with this combo. Good when surrounded or in a tight spot to buy time!
With Light Magic active, this combo creates a dazzling blaze of light energy from your Combat Cross. This glare can blind and damage any enemy caught in its beams, but you will be rooted to the spot while you use it, so select your target carefully.
With Shadow Magic active, you can call forth a series of fiery explosions from the earth beneath your enemies foot. The final eruption will release a larger shockwave against all nearby enemies. Tap the [Direct Attack] button, then press and hold the [Area Attack] button until you smash the Combat Cross against the floor to start the combo. Each subsequent [Area Attack] press will cause an additional explosion, climaxing with a final press and hold of the [rea Attack] button for the last devastating attack.
Sequence: (Shadow Magic active) [Direct Attack] (hold) [Area Attack] [Area Attack] x X (hold) [Area Attack] (requires Shadow Magic)
Press and hold the [Activate Light Magic] button to activate the Ultimate Light mode. While you are in this state you will spin constantly, attacking any surrounding enemies. You can use the left stick to aim the spin in order to deal the maximum amount of damage. However, be aware of your Light Magic supplies!
Press and hold the [Activate Shadow Magic] button to activate the Ultimate Shadow mode. While in this state, the left stick will make the character perform powerful charge movements in the desired direction.
Press [Direct Attack] to attack the Wargs. Press [Area Attack] to attack the Lycanthrope riders. Both attacks can be aimed left or right with the left stick.
Use block to thwart enemy attacks. Be careful, as more powerful attacks can break your block and certain other attacks indicated with a white effect are unblockable.
Momentarily increases movement speed. Perfect for covering short distances quickly, especially useful for closing the gap between you and your enemy. Double tap to sprint.
Press [Block] at exactly the right time to synchronize your block. When performed correctly the enemy will be stunned for a few moments. Unblockable attacks, indicated with a red warning flash, can't be synch blocked.
Similar to dodge but performed while airborne. A good defense against enemies who attack you in the air. Landing back on the ground can also knock back smaller enemies surrounding you.
You are primarily awarded Experience Points when you defeat enemies, although you can also obtain them by exploring the world. Experience Points are used to acquire combat skills, relics and other valuable items that you will find on your adventure. The number under Dracula's health bar indicates the number of Experience Points available to be spent. The number will shine when you have enough to buy a new combat skill in the Travel Book.
To be a master in the use of a weapon, you must master each one of its skills. Each skill has its own mastery container, which is filled by using the skill. Once the container is full, you can transfer the mastery achieved to the corresponding weapon. Master as many skills as you can to level up your weapons.
Inherited from his training under the Brotherhood of Light, Dracula retains his knowledge of Combat Focus. When he is concentrating fully, the Prince of Darkness can extract blood orbs from his enemies with each successful hit. The focus meter fills when you fight well: Try different attacks, use Synchronised Blocks and avoid getting hit. Not fighting reduces the Combat Focus and activating any of our powers stops it completely.
Aerial Whip Series of direct attacks executed in the air. Linking hits with this combos keeps you suspended in the air allowing you to combine them with other moves.
A series of area attacks less powerful than the Combined Whip attacks but very useful for crowd control. Upgrade: Adds two additional circular sweeps to the combo capable of pushing back all surrounding enemies.
Series of direct attacks executed in the air. Linking hits with this combo keeps you suspended in the air allowing you to combine them with other moves.
Press and hold the [Direct Attack] button while airborne to use this direct attack as a finisher in any aerial attack sequence. Your whip will smash down on any enemies in front of you as you land. Good for dissipating enemies on the ground and to drag down airborne foes!
Press and hold the [Direct Attack] button to begin a sequence of hard direct attacks. Press the [Direct Attack] button repeatedly to add hits to the combo. It will work as a Block Breaker against certain enemies too.
Press and hold the [Area Attack] button while airborne to use this area attack as a finisher in any aerial attack sequence. Your whip will sweep around and hit any surrounding enemies. As you land, you will drag down your enemies too.
Press and hold the [Area Attack] button to start a sequence of fast attacks. You can control the direction of the attacks during the combo with the left stick. Enemies in front and behind can be hit with this series of whip attacks too.
After leaping over enemies using a Somersault, immediately press Direct Attack] repeatedly to attack them from behind before they can react. Especially useful against enemies blocking your blows.
Void Sword: A linked series of cutting area attacks less powerful than the Combined Stab attacks but useful to restore your health quickly against numerous enemies. Crissaegrim: A combined series of area cutting attacks, less powerful than the Combined Stab, but very useful against a large group of enemies.
Series of cutting attacks executed in the air. Linking hits with this combo keeps you suspended in the air allowing you to combine them with other moves.
Press and hold the [Direct Attack] button to start a sequence of heavy direct attacks. Repeated [Direct Attack] button presses will add further hits to the combo resulting in a Block Breaker. Upgrade: The number of attacks available in the combo is increased with this upgrade.
Press and hold the [Direct Attack] button while airborne to use this direct cut as a finisher in any aerial attack sequence. Your sword will smash down on any enemies in front of you as you land. Good for dissipating enemies on the ground and to drag down airborne foes! Upgrade: Hold the [Direct Attack] button longer to perform [an expansive Freezing Blow (Void Sword) / a powerful blow (Crissaegrim)] after landing the Smashing Stab.
Press and hold [Block] and [Direct Attack] to spin the Void Sword at high speed, attracting small nearby enemies to line them up. Move the [Move] stick toward them to knock them down with a quick charge movement.
Void Sword: Dive with the Void Sword to generate an explosion capable of elevating enemies from the ground. Useful to buy some time when surrounded.
Crissagrim: Dive with the sword that generates a great explosion capable of elevating nearby enemies. Useful to buy time against a group of adversaries
After leaping over enemies using a Somersault, immediately press [Direct Attack] repeatedly to attack them from behind before they can react. Especially useful against enemies blocking your blows.
With the Shadow Daggers selected (up button), press and release [Secondary Weapon] to fire them against an enemy. You can aim the shot by moving the right stick in the desired direction. You can move during preparation or cancel the shot by pressing [Use].
With the Void Power activated, the Shadow Daggers become a frozen missile that freezes on impact. Aim with the right stick in the desired direction and release [Secondary Weapon] to fire it. You can move during preparation or cancel the shot by pressing [Use].
With the Chaos Power activated, the Shadow Daggers become a fire missile that explodes on impact. Aim with the right stick in the desired direction and release [Secondary Weapon] to fire it. You can move during preparation or cancel the shot by pressing [Use].
With the Bat Swarm selected (left button) press and release [Secondary Weapon] to fire them against a nearby enemy. You can aim the shot by moving the right stick to change targets. You can move during preparations or cancel the shot by pressing [Use]. The Bat Swarm distracts the enemy, blinding them momentarily.
The energy of the Ensnared Demon constantly regenerates the Chaos and Void Magic for a limited time. When its influence finishes, the host's magic reserve is depleted. Activating the Ensnared Demon will cancel any other timed relic in use.
Sequence: Ensnared Demon selected: Hold [Secondary Weapon]
Breaking the Stolas' Clock momentarily slows the actions of enemies and awards extra Experience Points for each attack you make. Activating the Stola's Clock will cancel any other timed relic in use.
Sequence: Stolas' Clock selected: Hold [Secondary Weapon]
While its effect lasts, it temporarily unlocks all of the skills of the available weapons and increases their Mastery Level. Activating the Seal of Alastor will cancel any other timed relic in use.
Sequence: Seal of Alastor selected: Hold [Secondary Weapon]
The newly hatched Dodo has a special gift for finding hidden secrets nearby, squawking beside it and marking it on the area map. However, these magic beings will only stay visible for a while and will soon vanish.
Sequence: Dodo Egg selected: Sold [Secondary Weapon]
The Mist Form reacts with Void Magic enabling Dracula to carry out a sudden freezing charge in any direction. The frost is created during the movement paralyzes all nearby enemies.
Press and hold the [Area Attack] button while airborne to use this sarea cut as a finisher in any aerial attack sequence. Your sword will sweep around and hit any surrounding enemies. As you land, you will drag down your enemies too.
Series of whirling, spinning attacks that can damage all enemies in the area. You can finish the combo sequence at any time by pressing the [Area Attack] button again to deal a sadistic cut that works as a Block Breaker.
Imbued with Void Magic, the Bat Swarm weaves a shield around Dracula that protects him completely. The shield consumes all the Void Magic and can be dissipated by enemy strikes.