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Belmont's Curse Early Weapon Roadmap: What to Grab First

A verified order of operations for weapons in early Castlevania: Belmont's Curse — the starting sword, the Greatsword milestone, and the secret sewers find.

10/12/2026 Belmont Wiki Team Last updated: 10/12/2026 3 min read

This is the confirmed order of operations for weapons in early Belmont’s Curse — what you start with, what you detour for, and what you push toward. It is based on the official previews and the October demo, verified 2026-10-12. It is deliberately not a tier list: ranking weapons before the full game is out would be guessing, and this page will grow real rankings after launch.

What weapon does Rose start with?

Rose starts with a sword, and the opening arc of 1499 Paris is balanced around it. For the first boss, The Fallen, the sword is the reference weapon — its speed fits the dodge-heavy combat rhythm, and every demo player beat the fight with it. Do not overthink the opening: play the sword until the game opens up, then specialize. The full family list explains what each family does.

What is the first big weapon milestone?

The Greatsword, earned by defeating Joan of Arc. It is the first weapon that meaningfully changes how you play — heavier, slower, higher damage per hit — and it arrives mid-game, which makes it the natural “second family” for most players. The confirmed path to it runs through the story’s French-legend arc; press previews flagged her fight as one of the game’s best.

Where is the secret demo weapon?

In the Paris sewers — the Cestus gauntlets. The demo hid them, and they are the game’s first proof that it rewards exploration beyond the critical path. Two reasons to detour for them early:

Reason Detail
Free power spike A second weapon family before the first boss milestone costs you only sewer exploration time
Carry-over Demo saves carry into the full game — demo players may start with it already banked

How do you pick between the seven families?

Choose by what the fight asks, not by raw numbers:

  1. Speed fights (dodge-heavy bosses, crowd weaving) — sword-class families keep your mobility plan intact.
  2. Commitment fights (big openings, punish windows) — Greatsword-class families trade speed for damage per opening.
  3. Everything else — the remaining families are confirmed but not yet individually documented; we will map each to its best fights after launch.

The deeper answer is that weapons are only half the loadout — your Arcana cards decide what special actions and spells sit on top of whichever family you swing.

What should you re-check after launch?

  • The four unnamed families — named and documented on launch day in all weapons.
  • The two tiers above Refined — their names and upgrade costs are unconfirmed.
  • Real rankings — this page becomes a genuine tier-style roadmap once we can test full builds.

Until then: getting started covers the first hour, and the launch hub tracks every confirmed fact before October 15.

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