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“ | I told you so. Do not underestimate the power of my bloodline!! | „ |
~ Juste Belmont to Dracula Wraith |
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==Background== | ==Background== | ||
After | After [[Dracula (Castlevania)|Dracula]]’s second defeat at the hands of [[Simon Belmont]] in [[Castlevania Timeline|1698]], the people viewed him as a hero and began gathering around him. Soon enough, a peaceful village formed around the Belmont household. Nearly 30 years passed and Simon Belmont’s grandson, '''Juste Belmont''', was born in this village and, as tradition for the Belmont Clan, trained to be a vampire hunter. However, unlike his predecessors, Juste was the first Belmont to actually grow up ingrained in society, and made friends with a girl named Lydia Erlanger, and a boy named [[Maxim Kischine]]. | ||
The three were best friends and grew up alongside each other during Juste’s vampire hunter training sessions. Maxim, however, was also an aspiring vampire hunter, and inserted himself as Juste’s rival. The two eventually competed for who would inherit the Vampire Killer whip, but Juste outclassed Maxim in every competition they had. Eventually, Juste would follow the legacy of his ancestors and be handed the Vampire Killer on his 16th birthday. | The three were best friends and grew up alongside each other during Juste’s vampire hunter training sessions. Maxim, however, was also an aspiring vampire hunter, and inserted himself as Juste’s rival. The two eventually competed for who would inherit the [[Vampire Killer]] whip, but Juste outclassed Maxim in every competition they had. Eventually, Juste would follow the legacy of his ancestors and be handed the Vampire Killer on his 16th birthday. | ||
Maxim, frustrated and jealous by Juste’s victory, decided to leave on a training expedition, and Juste had not heard from him in two years; until one day, suddenly, Maxim reappeared in town with wounds all over his body, and told Juste that Lydie had been kidnapped and taken to Dracula’s Castle. Astonished that Dracula’s Castle had risen despite it not having been a century since his previous defeat, Juste rushed over to the castle as fast as he could. | Maxim, frustrated and jealous by Juste’s victory, decided to leave on a training expedition, and Juste had not heard from him in two years; until one day, suddenly, Maxim reappeared in town with wounds all over his body, and told Juste that Lydie had been kidnapped and taken to [[Dracula’s Castle]]. Astonished that Dracula’s Castle had risen despite it not having been a century since his previous defeat, Juste rushed over to the castle as fast as he could. | ||
Vampire Killer whip in hand, Juste infiltrated Dracula’s Castle, only to find that Dracula himself was not there. Instead, the Belmont learned the terrible truth; Maxim’s training expedition was actually a journey to find Dracula’s body parts and resurrect him, so that he could prove himself by taking the Dark Lord down. However, Maxim was possessed by Dracula in the process, and stole Lydie himself. | Vampire Killer whip in hand, Juste infiltrated Dracula’s Castle, only to find that Dracula himself was not there. Instead, the Belmont learned the terrible truth; Maxim’s training expedition was actually a journey to find Dracula’s body parts and resurrect him, so that he could prove himself by taking the Dark Lord down. However, Maxim was possessed by Dracula in the process, and stole Lydie himself. | ||
Thus, Maxim had developed two separate personalities; Maxim (his regular self, | Thus, Maxim had developed two separate personalities; Maxim (his regular self), and Dark Maxim (his possessed form). This created two alternate-dimensional versions of Dracula’s Castle, Castle A and Castle B, which Juste was forced to traverse. After doing so, and conquering both entire castles, Juste finally confronted Dark Maxim in his chambers. Wearing Maxim’s bracelet while they dueled, Juste was able to regain Maxim’s memory for a split moment in order to split Dracula from him. | ||
There, Juste discovered that the being that possessed Maxim was not Dracula himself, but an unknown Wraith who took over Dracula’s form and powers. After the Dracula Wraith fuses himself with the parts of Dracula’s body, he and Juste have one final duel, where Juste fortunately prevails. | There, Juste discovered that the being that possessed Maxim was not Dracula himself, but an unknown Wraith who took over Dracula’s form and powers. After the [[Dracula Wraith]] fuses himself with the parts of Dracula’s body, he and Juste have one final duel, where Juste fortunately prevails. | ||
Taking Maxim and Lydie, Juste finally escaped the crumbling castle and reveled in his victory. Lydie and Maxim returned consciousness and the three apologized for each other, promising to put their friendship back on track and return peacefully to the village. Juste went on to marry Lydie, and they became the direct grandparents of the legendary Richter Belmont. | Taking Maxim and Lydie, Juste finally escaped the crumbling castle and reveled in his victory. Lydie and Maxim returned consciousness and the three apologized for each other, promising to put their friendship back on track and return peacefully to the village. Juste went on to marry Lydie, and they became the direct grandparents of the legendary [[Richter Belmont]]. | ||
==Personality== | ==Personality== |
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"Mature Content" |
This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these. |
“ | I told you so. Do not underestimate the power of my bloodline!! | „ |
~ Juste Belmont to Dracula Wraith |
After Dracula’s second defeat at the hands of Simon Belmont in 1698, the people viewed him as a hero and began gathering around him. Soon enough, a peaceful village formed around the Belmont household. Nearly 30 years passed and Simon Belmont’s grandson, Juste Belmont, was born in this village and, as tradition for the Belmont Clan, trained to be a vampire hunter. However, unlike his predecessors, Juste was the first Belmont to actually grow up ingrained in society, and made friends with a girl named Lydia Erlanger, and a boy named Maxim Kischine.
The three were best friends and grew up alongside each other during Juste’s vampire hunter training sessions. Maxim, however, was also an aspiring vampire hunter, and inserted himself as Juste’s rival. The two eventually competed for who would inherit the Vampire Killer whip, but Juste outclassed Maxim in every competition they had. Eventually, Juste would follow the legacy of his ancestors and be handed the Vampire Killer on his 16th birthday.
Maxim, frustrated and jealous by Juste’s victory, decided to leave on a training expedition, and Juste had not heard from him in two years; until one day, suddenly, Maxim reappeared in town with wounds all over his body, and told Juste that Lydie had been kidnapped and taken to Dracula’s Castle. Astonished that Dracula’s Castle had risen despite it not having been a century since his previous defeat, Juste rushed over to the castle as fast as he could.
Vampire Killer whip in hand, Juste infiltrated Dracula’s Castle, only to find that Dracula himself was not there. Instead, the Belmont learned the terrible truth; Maxim’s training expedition was actually a journey to find Dracula’s body parts and resurrect him, so that he could prove himself by taking the Dark Lord down. However, Maxim was possessed by Dracula in the process, and stole Lydie himself.
Thus, Maxim had developed two separate personalities; Maxim (his regular self), and Dark Maxim (his possessed form). This created two alternate-dimensional versions of Dracula’s Castle, Castle A and Castle B, which Juste was forced to traverse. After doing so, and conquering both entire castles, Juste finally confronted Dark Maxim in his chambers. Wearing Maxim’s bracelet while they dueled, Juste was able to regain Maxim’s memory for a split moment in order to split Dracula from him.
There, Juste discovered that the being that possessed Maxim was not Dracula himself, but an unknown Wraith who took over Dracula’s form and powers. After the Dracula Wraith fuses himself with the parts of Dracula’s body, he and Juste have one final duel, where Juste fortunately prevails.
Taking Maxim and Lydie, Juste finally escaped the crumbling castle and reveled in his victory. Lydie and Maxim returned consciousness and the three apologized for each other, promising to put their friendship back on track and return peacefully to the village. Juste went on to marry Lydie, and they became the direct grandparents of the legendary Richter Belmont.
Name: Juste Belmont[2]
Origin: Castlevania: Harmony of Dissonance
First Appearance: Castlevania: Harmony of Dissonance
Company: Konami
Creator: Koji Igarashi
Sex: Male
Sexuality: Heterosexual
Pronouns: He/Him
Age: 16 years old when gaining the Vampire Killer[3], 18 in Harmony of Dissonance (Maxim's expedition took 2 years after Juste inherited the Vampire Killer, making Juste 18[4])
Homeworld: Earth
Residence: Unknown
Story Role: Main Protagonist
Classification: Member of the Belmont Clan
Species: Human
State of Being: Regular
Physiology: Humanoid Physiology
Occupation: Vampire Hunter
Affiliations: Simon Belmont (His grandfather[6]), Maxim Kischine (His long time friend and rival), Lydie Erlanger (His childhood friend and love interest)
Enemies: Death, Dracula Wraith
Height: Unknown
Weight: Unknown
Date of Death: Unknown
Alignment: Neutral Good (Extremely focused on his missions and mature, though with a kind heart willing to bend rules in order to do what he knows is right. Left to rescue Lydie Erlanger the moment he found out she was missing, and then did all he could to save Maxim Kischine's soul after learning that he'd been possessed)
Protection Level: Global Protector (Leon started a legacy of the Belmont clan to hunting the night[7])
Grade: S (Juste is renowned to be the fiercest of vampire hunters and having abilities considered prodigious even among his family members, inheriting the Vampire Killer at the young age of 16, with his magical powers deriving from the Fernandez (Belnades) family[8])
Tier: At least 7-C, Higher with Nail of Vlad & Crushing Stone, Far Higher with Sheer Will
Cardinality: Finite
Dimensionality: 3-D
Attack Potency: At least Town level (Potency) (Juste can fight and defeat Dracula Wraith, a wraith that embodies all of the pieces of Dracula, where Dracula also serves as the absolute evil, the opposite to God[9], where for God to be perfectly good, there must be a being of perfect darkness[10], being the entity opposite to God[11], with such power making him far superior to Golem from Castlevania Judgment, as he died to a random unknown hunter after his return from the time rift[12]. Golem with his ultimate can shoot out a mouth blast that vaporizes everything it touches as far as the eye can see getting these results[13]), Higher with Nail of Vlad (With Nail of Vlad, increases Juste's strength[14]) & Crushing Stone (With Crushing Stone[15], enhances the whip with a charged attack that can break through stone[16]), Far Higher with Sheer Will (Simon claims that the Belmonts and Morrises did not defeated Dracula because of the Vampire Killer, with the reason behind heroes' capacity to fight against evil lying not in their physical strength but the noble desire to drive away evil and usher in all that is good, the desire to protect the world for all of humanity, with the courage to fight to protect others being the true essence of a hero and a Belmonts strength, with this even applying for other heroes such as Shanoa, Maria, Charlotte, and even Arikado[17])
Durability: At least Town level, Higher with Fang of Vlad (With the Fang of Vlad, increases Juste's defense[18]), Far Higher with Sheer Will
Striking Strength: At least Town Class, Higher with Nail of Vlad, Far Higher with Sheer Will
Lifting Strength: At least Class 10 (The Belmonts are known as the most powerful and renowned vampire hunters within the world of Castlevania[19], during and before Trevor's time[20], the Belmont's were feared because of their immense power[21], which should make them superior to Hector's Battle-Type innocent devils who can move entire tree logs that are blocking roads out of the way[22] where logs can weigh around 15 to 5 tons[23] and Hector's battle-type innocent devils can lift open large iron doors that "no man could force open"[24]. Can easily carry furniture such as a king-sized bed on his person without his movement being hindered[25]), Far Higher with Sheer Will
Travel Speed: At least Superhuman regularly (Comparable to Leon Belmont, who was able to escape Walter's Castle while running from the top floor to the entrance, before the entire structure collapsed[26]). At most Faster Than Light through full Aura (Juste travels so fast that a light projection of him is left behind, enveloping with a blue aura around him[27]), Far Higher with Sheer Will
Attack Speed: At most Faster Than Light (Can tag Dracula Wraith, who is an image of 1600s Dracula, who serves as the absolute evil, the opposite to God[28], where for God to be perfectly good, there must be a being of perfect darkness[29], being the entity opposite to God[30], making him faster then enemies such as the Sky Fish who moves so fast that it appears as a beam of light and is only slowed down when time is stopped[31] and the White Demon, who can move at the speed of light at short distances[32]), Far Higher with Sheer Will
Reaction Speed: At most Faster Than Light, Far Higher with Sheer Will
Stamina: Superhuman (Juste traveled between not one, but two castles, during one adventure. He also completely decorated a room, defeated Maxim, and defeated Dracula Wraith twice, all without rest. Being above Simon Belmont should put him here too)
Range: Standard Melee, Extended Melee with Vampire Killer (The typical whip is around 90 centimeters), Tens of Meters with throwing daggers and axes, Far Higher with Spell Fusion
Intelligence: Supergenius Intelligence (Juste is able to combine a sub-weapon and a spell book to cast powerful magic spells[33]. Able to utilize sub-weapons that possess great attack and power which in Castlevania requires one to have a high intelligence to be able to do[34]), Higher with Magic Necklace (The Magic Necklace makes Juste wiser[35]) & Mystic Brooch (The Mystic Brooch makes Juste much wiser[36])
Knowledge: Grandmaster level (Juste is renowned to be the fiercest of vampire hunters and having abilities considered prodigious even among his family members, inheriting the Vampire Killer at the young age of 16[37]. Can fight and defeat Dracula's Wraith, who posssesses the powers and skills of Dracula (Castlevania), where he was a genius tactician as Mathias, who they called "Cronqvist the Wise"[38]. Trevor was the one that left behind many of the fighting techniques the Belmonts use today with Richter noting that Trevor refined those fighting techniques that have been handed down through the Belmont line[39], making all of the Belmont & Morris line have fighting techniques refined by Trevor and greater)
Is a member of the Belmont Bloodline, which gives him:
Superhuman Physical Characteristics (The Belmonts are known as the most powerful and renowned vampire hunters within the world of Castlevania[40]. During and before Trevor's time[41], the Belmont's were feared because of their immense power[42]), Acrobatics (Due to Belmonts superhuman nature, they possess very athletic and acrobatic bodies, examples include Richter easily flipping over Death's scythe attack while also jumping around and fighting Death while on a moving horse carriage[43]. Richter also showcases this with his boss fight in Dracula X where he must jump across platforms while also fighting against Dracula[44]. Julius showcasing extreme acrobatic leaps to reach the top of a castle drawbridge[45]), Genius Intelligence (Belmonts are trained and some of the best users of various sub-weapons, which in Castlevania requires one to have a high intelligence to be able to do[46]), Martial Arts (Trevor left behind all of his fighting techniques to each new Belmont clan member and Morris clan member[47]), Weapon Mastery (No matter the Belmont, they have all showcase a natural gift in using weapons, with Christopher showcasing the tools of his family's destiny are always the axe, dagger, cross, & stop watch[48]. Many of the famous Belmont weapons were left behind by Trevor[49]), Sheer Will (The Belmonts are all ones with strong courage and willpower, where having a strong constitution dictates and influences how fast one can recover from status effects such as poison or curse[50]. Belmonts are pillars of strength, willing to keep fighting even when weakened greatly and having their existence slowly erased from history[51]. Simon claims that the Belmonts and Morrises did not defeated Dracula because of the Vampire Killer, with the reason behind heroes' capacity to fight against evil lying not in their physical strength but the noble desire to drive away evil and usher in all that is good, the desire to protect the world for all of humanity, with the courage to fight to protect others being the true essence of a hero and a Belmonts strength, with this even applying for other heroes such as Shanoa, Maria, Charlotte, and even Arikado[52]), Aura (Belmonts release a glow of aura around them[53], that envelops their body[54]), Extrasensory Perception (Belmonts can feel others being in an area, such as Simon Belmont being able to feel Trevor Belmont is in the time rift[55]. Leon could sense and feel that Joachim Armster was a vampire[56]. Leon could sense the rage from a Vampire Killer[57]. Trevor could sense a bad omen approaching[58]. Christopher Belmont felt a "chill" upon Dracula's return[59]. Belmonts such as Juste could sense Death's overwhelming power[60]. Belmonts such as Juste could sense the aura of the two different layers of the castles[61]. Belmonts can see beings like the Bitterfly, a mutated insect, visible only to magicians[62]. Julius could sense the dark powers within Soma Cruz[63]. Julius could sense Dracula's powers at work within Graham, though could tell from sensing Graham that he very likely was not Dracula[64]. Julius when fighting Soma could feel the evil spirit within Soma but also Soma's good spirit[65]. Belmonts have the ability to sense the presence of beings physical and spiritual that cannot be seen by ordinary humans[66]), Precognition (Premonitions; Belmonts can have future premonitions through their dreams, such as Christopher dreaming about Dracula stealing his son and turning him evil, far before he even had one[67]), Magic (Due to coming into contact with Rinaldo and gaining the whip, Rinaldo granted him a magic amulet[68]. where Leon gained magical energy that would naturally be passed down to all of his descendants[69]. Belmonts such as Julius naturally has magical powers due to this[70], along with Juste having magical powers deriving from the Fernandez (Belnades) family[71]), Principle Manipulation (Magic comes from alchemy, a field that experiments with the principles of God's creation of the world[72]), Afterimage Creation (Belmonts can envelop themselves in an aura of light that allows them to move so fast, their light projections cannot keep up[73]), Glyph Creation & Portal Creation (The Belmont blood acts as a key to[74] the infinite corridor[75]), Empowerment & Holy Manipulation (Belmonts can amplify weapons, Leon holding The Whip of Alchemy had it become more powerful then before, with Rinaldo stating that the whip fits Leon better then it fits him, despite him being the one to make the Whip of Alchemy[76]. Medusa even noted that it wasn't so powerful before believing the whip gained its complete form[77]. Belmonts can call upon the power of the light and use it to amplify their strength to be stronger and faster[78], this is also shown with Trevor Belmont's ultimate in Castlevania Judgment[79]. The Belmonts can use their stored energy (hearts) and transfer it into subweapons to make regular weapons as strong as they are along with magically enhancing them[80]), Invulnerability (Belmonts have an inborn self-defense ability known as "Burning Mode" which makes them invincible and raises their status to twice the normal level[81]), Statistics Boost (Belmonts get stronger from hearing of someone's grief, wanting to help them[82]), Reactive Power Level (As Dracula grows stronger each time he revives, the Belmonts have had to keep up, evolving to be powerful even without the strength of the Vampire Killer[83]), Sealing (Metaphysical Sealing; Belmonts can capture the spirits of enemies equal or greater to an area boss and use their abilities from their soul[84]), Nullification (Sealing Nullification; Belmonts such as Julius can compltely destroy barriers, however depending on how strong the barrier is, they may have no more energy to fight[85])
The Castle Abilities Include:
Reality Warping (The Castle does not work on standard logic, where changing rooms can have one view a completely different background[139], such as room with a blue sky that is reflecting up and downwards and having the cloud srotate at a fast speed[140]), Transmutation (Beings that come near are subject to the castle's influence, such as a local barnyard owl which was mutated just from flying near it[141]), Possession (The castle possesses objects with its magic, such as a ouija table[142]), Sealing (Dracula's magic captured Aguni, a primitive god of fire[143]. The Castle has doors sealed off without solving puzzles[144]. This can extend to walls being sealed off where explosions will not affect it until the seal is gone[145]), Mind Manipulation (Everything that enters the castle is under the control by the power of Dracula's castle[146], the ghost of Eric Lecarde needed to cast a magic barrier to bind himself so he could be free from the control of the castle[147]. The Castle corrupts the minds of those who enter it, such as making Maxim Kischine feel strange ever since coming to it[148]. It also corrupted the mind of Hugh turning him against Nathan with Nathan noting he's being controlled by Dracula[149]. The castle increases one's dark desires, allowing Dracula to easily control them[150]. The magic of Dracula's power that empowers the owl enemy also spurs it to violence[151]), Madness Manipulation (The Castle warped Gergoth, a once-gentle beast and drove it mad[152]), Size Manipulation (Magically enlarged a toad through the use of demonic baptism[153]), Fear Manipulation (Even while far away, Curtis and Michelle felt malicious intent from the castle where their bodies seemed to squeal "run away"[154]. Michelle even being at the entrance to the castle had her body telling her to not go in and her leg muscles being petrified like stone[155]), Curse Manipulation (The Curse status that spirits inflict[156] comes from them absorbing the magic power around the castle. The Castle cursed a human to turn into a lizard man[157]), Life Manipulation (The castle can bring inanimate statues to life to attack[158]. Can cause the glass murals to come to life and attack[159]), Soul Manipulation (Those that die in the castle become one of the floating spirits that wander the halls of the castle for eternity[160]), Abstract Manipulation & Hell Manipulation (The castle can create a core of evil made from hatred, envy, anger and other dark emotions[161])
Wields the Vampire Killer, which grants:
All previous powers and abilities to a greater extent, Superhuman Physical Characteristics, Extrasensory Perception (The Vampire Killer can sense who is a vampire[182], even those who are half-vampire such as Alucard[183]), Magic (The Vampire Killer has been referred to as a magic whip[184]), Contact Damage (Just through enemies merely touching the Vampire Killer they will be damaged by its effects[185]), Non-Standard Interaction (Abstract Interaction; Can interact with and kill Death, the abstract concept of death. Metaphysical Interaction; The Vampire Killer can interact with the creaturEs of the night[186] which includes[187] ghosts[188]. This is also shown in Haunted Castle Revisited[189]. Noted by Simon Belmont that the Vampire Killer will cleave one's soul[190]. Elemental Interaction; The Vampire Killer can interact with creatures of the night made of sand[191]. Can interact with creatures of the night made of fire[192]. Can fully disperse and destroy water bubbles instead of the attack just going through it[193]. Blood Interaction; Can harm and kill enemies made of blood[194]), Nullification (Invulnerability Negation; The Vampire Killer can completely remove Walter's invulnerability[195] to where he was immune to all other[196] weapons prior other then the Vampire Killer[197]. Power Nullification; Julius sealed the Vampire Killer within Dracula's castle in order to rip away Dracula's soul and magic[198]. Energy Nullification; Should be comparable to other magical whips that have been used to negate Dracula's Demonic Megiddo[199]. The Vampire Killer can nullify energy projectiles through hitting them[200], even those from Dracula[201]. Can negate fire projectiles[202]. Electricity Nullification; Can completely disperse and nullify electricity attacks[203]. Seal & Forcefield Nullification; The Vampire Killer can easily break open barrier seals[204]. Transformation Nullification; Christopher with the Vampire Killer injured Dracula so bad to the point that he was unable to transform back into "human" form[205]. Abstract Nullification; The Vampire Killer can nullify and destroy the scythes from Death, who can use his scythes to kill abstractions such as distance and sound[206]. Pain Immunity Nullification; The Vampire Killer can make the White Dragon visibly react to pain[207] and scream out in pain, where it is an immortal being immune to pain and suffering[208]), Regeneration Negation (Holy; Christopher with the Vampire Killer injured Dracula to the point that his powers were greatly depleted and he was unable to do things like simply transform back into "human" form[209]. Juste with the Vampire Killer could permanently kill Dracula's Wraith to where he'll fade from the world for good who regenerated from the complete destruction of his body[210]), Immortality Negation (Ageless & Life and Death Immunity; The Vampire Killer can render immortal skeleton death gods like Death, mortal, having him bleed from attacks, giving him mortality as shown when Death dies to his own scythe cutting off his head and having blood spurt out, something not possible as a skeleton[211]. The Vampire Killer can kill Death to the point that he requires Mathias to survive in order for him to rise from the dead[212]. Death is a being unconstrained by mortality[213]. Immortal Metaphysical Aspect; Can harm and kill anything related to vampires, even if they are a divine being[214]), Resurrection Bypassing (The Vampire Killer can kill zombies[215], who are corpses brought back to life from the power of hate[216]), Purification (The Vampire Killer can purify people who was turned into a monster[217]. Christopher with the Vampire Killer purified his son of the evil effects of Dracula[218]), Fire Manipulation (Enemies fade into fire upon being struck with the Vampire Killer[219]. Enemies burst into flames when struck by the vampire killer, with the flames attaching to anything it's connected to, such as a spider having its webs burst into flames too[220]. The whip can have fire burst around the enemies even without them dying[221]. Causes even objects like coffins to burst into flames[222]. This is even shown in Lament of Innocence, once Leon has the vampire killer[223]. This is even shown in graphic novels such as Belmonts Legacy[224]), Explosion Manipulation (Trevor swinging the whip at the ground caused the ground to explode[225]), Memory Manipulation & Soul Manipulation (The Vampire Killer holds the souls of the many Belmonts who once wilded it[226], the Vampire Killer could also possibly hold the souls of Belmonts who have not even touched it yet, as it was originally planned to have it summon Julius from the future but they ultimately didn't go with the idea), Lifeforce Absorption (Even if the The Vampire Killer accepts one as its master, it still chips away at one's life force with every lash[227]. One must sacrifice their lifeforce in order to wield it[228]), Deconstruction (The Vampire Killer can reduce one to just a skeleton[229]), Light Manipulation (The Whip can create orbs of light to light up torches[230])
Resistance to Attack Reflection (The Vampire Killer can harm Dracula with attacks where Dracula's mere rib bone reflects all projectiles back[231]), Mimicry (Doppelganger is unable to mimic the vampire killer during[232] the time of Lament of Innocence[233])
Resistance to Ice Manipulation & Absolute Zero (With Blizzard Robe, the robe has a high resistance to ice[291]), Fire Manipulation & Heat Manipulation (With Fie Mail, the armor has a high resistance to fire[292]), Electricity Manipulation (With Lightning Robe, the robe has a high resistance to lightning[293]), Air Manipulation (With Wind Cloak, a cloak with a high resistance to wind[294]), Gravity Manipulation (With Floating Boots, boots that defy the laws of gravity[295])
The Vampire Killer receives several whip upgrades:
Whip Upgrade | Description | Stats | Found |
---|---|---|---|
Blue Stone | Adds ice to attacks made with a whip. | STR +2 | Aqueduct of Dragons A |
Bullet Tip | Causes bullets to fire from whip's tip only when user's HP is max. | STR +5 | Skeleton Cave B |
Crushing Stone | By holding ATTACK down, a "charged attack" can break some walls. | STR +5 | Clock Tower B |
Energy Circle | Holding the ATTACK button down causes user's whip to spin around. | Shrine of the Apostates A | |
Green Stone | Adds wind to attacks made with a whip. | STR +2 | Clock Tower A |
Platinum Tip | Adds a platinum ball to the tip of a whip. | STR +20 | Castle Entrance A |
Red Stone | Adds fire to attacks made with a whip. | STR +2 | Marble Corridor A |
Steel Tip | Adds a steel ball to the tip of a whip. | STR +10 | Castle Top Floor A |
Yellow Stone | Adds lightning to attacks made with a whip. | STR +2 | Luminous Cavern B |
Armor | Description | Stats | Found | Drop |
---|---|---|---|---|
Ancient Armor | Legend has it that this armor was worn by ancient gods. | DEF +45 | Axe Armor Lv2 | |
Ancient Robe | This robe is rumored to have once been worn by a great wise man. | DEF +48, INT +10 | Clear Bone | |
Battle Armor | Armor designed for easy maneuverability during battles. | DEF +62 | Bought in Luminous Cavern A for $6000 | Master Lizard |
Blizzard Robe | Robe with a high resistance to ice. | DEF +30, INT +8 | Sky Walkway B | |
Brigandine | Armor made from a combination of wood and metal. | DEF +40 | Mimic | |
Bronze Armor | Armor made of bronze. | DEF +18 | Skeleton Rib | |
Casual Wear | Clothes usually worn by city folks. | DEF +1, INT +5 | Bought in Castle Treasury B and Luminous Cavern B for $98 | Zombie |
Ceramic Mail | Armor crafted from a material that modern alchemists can't comprehend. | DEF +90 | Bought in Luminous Cavern A for $15000 | |
Chain Mail | Armor made up of chain nettings. | DEF +28 | Ruler Sword Lv2 | |
Cloth Tunic | Armor made of cloth. | DEF +14 | Castle Treasury | |
Cuirass Armor | Armor made from fabric treated with a special liquid. | DEF +22 | Bought in Clock Tower A, Clock Tower B and Castle Top Floor B for $1200 | Big Balloon |
Double Mail | Double-layered armor. | DEF +55 | Gorgon | |
Fancy Clothes | Beautifully embroidered clothes. | DEF +18, INT +6 | The Wailing Way A | |
Field Armor | Armor woven from long blades of grass. Surprisingly sturdy. | DEF +8 | Armor Knight | |
Fire Mail | Armor with a high resistance to fire. | DEF +36 | Fleaman Armor | |
Guardian Armor | The body of Guardian Armor. | DEF +36 | Guardian Armor | |
Healing Mail | When standing still, this armor restores its user's HP slowly. | DEF +15 | Clock Tower B | |
Heavy Armor | This armor looks extremely heavy. | DEF +48 | Bought in Castle Treasury A, Luminous Cavern A and Castle Top Floor A for $3000 | Poison Lizard |
Kaiser Mail | Armor said to have been worn by emperors. | DEF +75, STR +5, INT +5, LCK +5 | Castle Top Floor B | |
Leather Armor | Easily maneuvered armor made from tanned hides. | DEF +4 | Castle Entrance A | |
Lightning Robe | Robe with a high resistance to lightning. | DEF +44, INT +9 | Skeleton Cave A | |
Loose Clothing | Designed to allow for the easy dodging of attacks. | DEF +20, INT +7 | Witch | |
Magical Armor | This armor affects its user's spirit. MP consumption rate is reduced. | DEF +64 | Castle Entrance A | |
Moon Armor | Armor affected by the Moon. | DEF +40 (Castle A), DEF +80 (Castle B) | Castle Treasury A | |
Mystical Robe | A robe with strange hidden powers. Increases its user's INT. | DEF +35, INT +8 | Castle Top Floor B | |
Noble Robe | An elegant robe suitable to nobility. | DEF +30, INT +8 | 0 | |
Padded Armor | Leather armor into which metal pieces have been sewn. | DEF +23 | Castle Treasury | |
Parade Armor | Gaudily decorated armor. Some people find it appealing. | DEF +26 | Fishman | |
Plate Coat | Long metal armor coat that protects its user above the knees. | DEF +12 | Bought in Clock Tower A, Clock Tower B, Castle Treasury B, Luminous Cavern B and Castle Top Floor B for $800 | Lizard Man |
Plate Mail | Armor made entirely of metal and thus extremely heavy. | DEF +52 | Castle Treasury A | |
Puff Coat | A fashionable coat. | DEF +25 | Ruler Sword | |
Ramail Coat | It appears to be a normal coat, but metal has been woven into it. | DEF +29, INT +7 | Bought in Clock Tower A, Clock Tower B, Castle Top Floor A and Castle Top Floor B for $1005 | Feather Demon |
Rock Leather | Layered leather armor, hardened with wax. | DEF +20 | Skeleton Ape | |
Rubber Armor | Armor made from a rubber-like, soft material. | DEF +6 | Bought in Castle Treasury B, Castle Top Floor B and Luminous Cavern B for $250 | Bone Soldier |
Scale Armor | Armor made up of layered metal scales. | DEF +30 | Clock Tower A | |
Silver Armor | Armor forged of silver. | DEF +75 | Castle Top Floor A | |
Summer Clothes | Thin garments that are extremely comfortable in hot weather. | DEF +2, INT +5 | Marble Corridor A | |
Sun Armor | Armor affected by the Sun. | DEF +80 (Castle A), DEF +40 (Castle B) | Castle Treasury B | |
T-Shirt | A bit on the casual side, but looks fashionable on some. | DEF +3, INT +5 | Bought in Clock Tower A, Clock Tower B, Castle Top Floor B and Luminous Cavern B for $199 | |
Thin Robe | Robe made from pieces of thin cloth and is light as a feather. | DEF +15, INT +5 | Ectoplasm | |
Walk Armor | This armor restores its user's HP when in motion. | DEF +30 | Luminous Cavern B | |
War Fatigues | Battle Wear. Certain areas are reinforced for added protection. | DEF +46, STR +8, INT +9 | Castle Entrance B |
Armor | Description | Stats | Found | Drop |
---|---|---|---|---|
Crimson Cloak | A cloak that is red as blood. | DEF +12 | Flying Bone | |
Emerald Cloak | A bright green cloak. | DEF +5 | Chapel of Dissonance A | |
Ninja Cloak | An assassin's cloak from the gold country. | DEF +15, LCK +5 | Victory Armor | |
Silk Cloak | A cloak made from fine silk and is extremely light. | DEF +2 | The Wailing Way A | |
Twilight Cloak | A pitch-black cloak that creates an air of darkness around it's user. | DEF +18, LCK +8 | Marble Corridor A | |
Velvet Cloak | A cloak made of velvet. | DEF +3 | Bought in Clock Tower A, Clock Tower B, Castle Treasury A, Castle Top Floor A and Luminous Cavern A for $1350 | Bone Liquid |
Wind Cloak | A cloak with a high resistance to wind. | DEF +12 | Clock Tower B |
Armor | Description | Stats | Found | Drop | |||||
---|---|---|---|---|---|---|---|---|---|
Arm Guards | Good protection for the entire arm, but arms get a bit sweaty. | DEF +18 | Ruler Sword Lv2 | ||||||
Arm Plates | Armor for the arm made entirely of metal. | DEF +21 | Luminous Cavern A | Bloody Glove | A glove soaked with much blood. | DEF +25 | Bought in Castle Treasury A, Luminous Cavern A and Castle Top Floor A for $2100 | Blaze Master | |
Gauntlets | Gauntlets are armor for the hands. | DEF +4 | Scarecrow | ||||||
Gloves | A cushioned glove that protects its user's hand. | DEF +7 | Bone Archer | ||||||
Guardian Glove | The arm of Guardian Armor. | DEF +14 | Guardian Armor | ||||||
Hard Gloves | Gloves made of hardened leather. | DEF +10 | Aqueduct of Dragons A | ||||||
Leather Gloves | Gloves made of leather. Warm. | DEF +2 | Marble Corridor A | ||||||
Steel Glove | A glove made of steel. | DEF +28 | Spriggan |
Armor | Description | Stats | Found | Drop |
---|---|---|---|---|
Armet | A helmet fashioned to protect the back of its user's head | DEF +15 | Bought in Clock Tower A, Clock Tower B, Castle Treasury A and Castle Top Floor A for $1800 | White Dragon Lv3 |
Bagonette | A helmet woven from thin strips of metal | DEF +12 | Clock Tower A | |
Barbuta | A helmet with an attached face guard | DEF +13 | Feather Demon | |
Barrel Helmet | A tube-shaped helmet | DEF +18 | Bought in Castle Treasury A, Luminous Cavern A and Castle Top Floor A for $2300 | |
Bascinet | A helmet made of chain netting | DEF +16 | Harpy | |
Bicocette | A metal helmet that protects the top of its user's head | DEF +8 | Skeleton Spider | |
Cabacete | A helmet with ear guards. Wearing this helmet reduces hearing | DEF +23 | Bought in Castle Treasury A and Luminous Cavern A for $3800 | |
Cloth Helmet | A helmet made from extremely hardened cloth | DEF +3 | Bought in Castle Treasury B, Luminous Cavern B and Castle Top Floor B for $160 | Skeleton Flail, Disc Armor |
Face Guard | An item designed to protect its user's face | DEF +10 | Sky Walkway A | |
Fancy Bandana | A stylish bandana | DEF +1 | Room of Illusion A | |
Full Helmet | A helmet that covers the user's head all the way to the neck | DEF +22 | Luminous Cavern A | |
Gold Headband | A headband made of gold | DEF +28 | Pike Master | |
Greek Helm | A Corinthian-style helmet | DEF +9 | Bought in Clock Tower A, Clock Tower B and Castle Top Floor B for $750 | Ruler Sword |
Guardian Helm | The head of Guardian Armor | DEF +14 | Guardian Armor | |
Iron Helmet | A helmet made of iron | DEF +21 | Melty Zombie | |
Kettle Hat | A kettle-shaped helmet | DEF +20 | Axe Armor Lv2 | |
Leather Cap | A cap made of leather | DEF +4 | Skeleton Cave B | |
Leather Helmet | A helmet made of leather | DEF +6 | Skeleton Spear | |
Morion | A helmet with an attached neckguard for safety | DEF +19 | Bought in Castle Treasury A, Luminous Cavern A and Castle Top Floor A for $3000 | |
Piros Helm | A helmet from a faraway land | DEF +11 | Bought in Clock Tower A, Clock Tower B, Castle Top Floor A and Castle Top Floor B for $1050 | Merman |
Plain Circlet | A simple circlet | DEF +3 | Rock Armor | |
Platinum Crown | A crown made of platinum | DEF +30 | Bought in Castle Entrance A and Castle Entrance B for $9999 | |
Pot Helm | A helmet resembling an upside-down pot | DEF +24 | Luminous Cavern A | |
Red Silk Hat | A semi-dressy crimson silk hat | DEF +25, INT +6 | Bought in Castle Entrance A and Castle Entrance B for $9800 | |
Sallet | A helmet with strong medals embedded in its frame | DEF +7 | Bought in Clock Tower A, Clock Tower B, Luminous Cavern B and Castle Top Floor B for $340 | |
Silk Hat | User appears dapper in this hat | DEF +17 | Skeleton Mirror | |
Silver Tiara | A tiara crafted from silver | DEF +25 | Sylph | |
Steel Helmet | A helmet made of steel | DEF +26 | Blaze Master | |
Sturdy Turban | Turbans are a big hit in areas of the world with hot climates | DEF +2 | Slime | |
Viking Helm | A helmet often used by the Vikings | DEF +27 | Marble Corridor B |
Armor | Description | Stats | Found | Drop |
---|---|---|---|---|
Ankle Guards | Shoes designed for extra ankle protection. | DEF +5 | Skeleton Cave B | |
Bronze Boots | Boots made of bronze. | DEF +6 | Bone Thrower | |
Floating Boots | Boots that defy the laws of gravity. | Pike Master | ||
Greaves | Armored trousers strengthened with metal plates. | DEF +12 | Bought in Castle Treasury A, Luminous Cavern A and Castle Top Floor A for $1700 | Ruler Sword Lv3 |
Guardian Boots | The legs of Guardian Armor. | DEF +8 | Guardian Armor | |
Infinite Boots | These boots make infinite jumps possible. | Bought in Castle Entrance A and Castle Entrance B for $12000 | ||
Iron Boots | Boots made of iron. Cold in the wintertime. | DEF +9 | Axe Armor | |
Leather Boots | Boots made of leather. Quite comfortable. | DEF +2 | Castle Entrance A | |
Leggings | The front sides of these boots are strengthened with metal plates. | DEF +16 | Luminous Cavern A | |
Platinum Shoes | Shoes made of platinum. Extremely valuable. | DEF +25 | Bought in Castle Entrance A and Castle Entrance B for $5000 | |
Shin Guards | Protective footwear made from leather. Also protects the shins. | DEF +1 | Bought in Castle Treasury B, Luminous Cavern B and Castle Top Floor B for $140 | Peeping Eye |
Silver Boots | Boots made of silver. | DEF +20 | Bought in Castle Treasury A and Luminous Cavern A for $2800 |
Armor | Description | Stats | Found | Drop |
---|---|---|---|---|
Aurora Ring | Increases the strength of the Sacred Fist | Bought in Castle Top Floor A for $5000 | ||
Bangle | A wrist protector | DEF +3 | Bought in Clock Tower A, Clock Tower B, Castle Treasury A, Castle Top Floor A and Castle Top Floor B for $550 | Axe Armor |
Chaos Ring | Increases the strength of Holy Water | Sky Walkway A | ||
Cipher's Charm | Speeds up the rate at which MP are restored | Skeleton Cave A | ||
Crested Band | Some kind of crest is etched into this bracelet | DEF +15 | Hammer-Hammer | |
Earth Ring | Increases the strength of the Holy Book | Aqueduct of Dragons B | ||
Gold Necklace | Necklace made of gold. A bit on the flashy side | DEF +3 | Arabaki | |
Greed Amulet | This amulet increases its user's luck in finding money | Castle Treasury A | ||
Heart Chocker | Heart-shaped chocker. Increases the appearance rate of big hearts | Clock Tower B | ||
Heaven's Ring | Increases the strength of the Axe | Castle Treasury A | ||
Holy Ring | This ring's holy powers make it hard for curses to be cast on user | Castle Treasury A | ||
Kaiser Knuckles | It is said that this knuckle band was once used by emperors | DEF +3, STR +3 | Clock Tower B | |
Logoth's Ring | Increases the strength of the Knife | The Wailing Way A | ||
Lucky Charm | This charm increases its user's LCK. You are not allowed to look inside it | LCK +10 | Room of Illusion A | |
Lucky Ring | Increases it user's LCK | LCK +20 | Clock Tower B | Rare Ghost |
Magic Necklace | This magical necklace makes its user wiser | INT +5 | Bought in Castle Treasury A for $5000 | Anthro Skeleton |
Medusa Pendant | This pendant increases its user's resistance to petrification | Gold Medusa | ||
Mirror Pendant | This pendant increases its user's resistance to poison | Man-Eater | ||
Mystic Brooch | This brooch makes its user much wiser | INT +15 | Rare Ghost | |
Nova Ring | Increases the strength of the Cross | Bought in Castle Top Floor B for $5000 | ||
Pendant | The kind of charm you can purchase anywhere | DEF +1 | Medusa Head | |
Rare Ring | Increases the appearance rate of rare items | Skeleton Cave A | ||
Silver Bangle | A bangle made of silver | DEF +20 | Gorgon | |
Wristband | Offers an excellent source of support | DEF +2 | Castle Treasury B |
Special Items
Item | Description | Stats | Found |
---|---|---|---|
Crush Boots | Used with high jump, it's possible to smash through some ceilings. | DEF +15 | The Wailing Way B |
JB's Bracelet | Juste has grown attached to this bracelet and always wears it. | Start game with it | |
MK's Bracelet | Given to Juste by Maxim as a memento. | Sky Walkway A (from Maxim) | |
Night Goggles | Gives user the ability to see in the dark to a certain degree. | INT +2, LCK +1 | Sky Walkway A |
Noon Star | It cannot be seen at night. | Simon Wraith, Specter |
Spell Fusion is a mode of attack in which Juste uses a variety of different magic spells by combining a sub-weapon and Spell book to cast a powerful magic spell. Knife Combos
Axe Combos
Holy Water Combos
Holy Book Combos
Cross Combos
Sacred Fist Combos
Standard Tactics: Juste will utilize his whip with various spell fusions or sub-weapons that best suit the situation.
Weaknesses
19 - 0 - 0
None
None