Quick Attributes
- The starting katana — Musashi's only melee weapon from the outset
- Two stances: one-handed (fast, short, mobile) and two-handed (slow, heavy, long)
- No fixed element — damage scales with upgrades and Oni powers
- Upgrade path confirmed; specific costs and materials TBD
- Base damage, full moveset, and upgrade table to be verified at launch
| Attribute | Value |
|---|---|
| Type | Katana |
| Element | None / Variable |
| Base Damage | TBD |
| Obtain Method | Starting Weapon |
| Upgrade Path | Yes |
| Stances | One-Handed & Two-Handed |
| Wielded By | Miyamoto Musashi |
Description
Onimaru — subtitled Demon Slayer — is the katana Musashi carries at the start of Onimusha: Way of the Sword. Per the game's design philosophy, you don't collect and swap between arsenals; you deepen a single blade. The katana is your only melee weapon, and mastery comes from learning its two stances rather than hunting for upgrades to a new tool.
The name Onimaru places the blade in the classical tradition of named demon-slaying swords in Japanese folklore, befitting a weapon carried by a swordsman of the Oni Clan. While it carries no fixed element of its own, its effectiveness is amplified through the upgrade path and the soul-driven powers Musashi channels — making the blade a constant that grows alongside the player.
Weapon identity, the two-stance system, and its role as the starting blade are drawn from official previews and the playable demo. Specific numbers (base damage, upgrade costs, the full moveset list) are TBD and will be confirmed against the launch build.
Stances
Onimaru's depth comes from its two stances. You don't switch weapons — you switch how you hold this one.
| Stance | Speed | Range | Best For |
|---|---|---|---|
| One-Handed | Fast, quick recovery | Short | Pressure, chipping stamina, reading tells |
| Two-Handed | Slow, longer wind-up | Long | Punishing staggered or recovering foes |
The optimal loop: pressure in one-handed to chip stamina and build buff meters, then snap to two-handed the instant a parry or stagger creates a clean opening. Return to one-handed to reset. Stance switching mid-combo is the single highest-leverage habit you can build with Onimaru. See the Combat System guide for the full breakdown.
Moveset
The complete moveset — light and heavy strings, stance-specific combos, stance-switch transitions, and any unlockable techniques tied to the skill tree — will be documented here. For now, the table is a placeholder.
Moveset — To be verified at launch
Per-stance combo list, inputs, frame data, and unlockable techniques will be filled in here after we test the full release.
| Move | Stance | Input |
|---|---|---|
| To be verified at launch | — | — |
| To be verified at launch | — | — |
| To be verified at launch | — | — |
Upgrade Costs
Onimaru has a confirmed upgrade path. The per-level upgrade costs — souls and any materials required at each tier — will be listed here, cross-referenced with the Soul System guide so you can plan your resource spending. Upgrade nodes are expected to be performed at a shrine; see the Oni Shrine entry.
Upgrade Costs — To be verified at launch
Per-tier soul and material costs, stat gains, and the full upgrade tree will be documented here at launch.
| Level | Soul Cost | Materials | Damage Gain |
|---|---|---|---|
| +1 | TBD | TBD | TBD |
| +2 | TBD | TBD | TBD |
| +3 | TBD | TBD | TBD |
Because Onimaru is your constant, every upgrade is a permanent investment — there's no sunk cost from swapping weapons. Prioritize the upgrade path early, and pair it with parry-tier mastery (the Blue meter accelerates Break Issens, which scale with weapon damage) for the biggest early-game power spike.