Standard weapons are infusible. Infused weapons gain bonus special effects that work in tandem with the element of the status effect. When a weapon is infused it also gains new cosmetics associated with the element.
Somber/unique weapons now have new passives and abilities associated with the theme of the weapon. Some examples to note: Godslayers Greatsword has a powerful innate blackflame core in the sword and the wing scythe will occasionally summon a hawk to buff the player and brifely attack enemies. The effects are neatly noted at the bottom of the armament page. Each of the somber weapons have unique weapon trails and occasionally have new visuals.
Every weapon category has revised movesets, placing a stronger emphasis on style, flow, and flair compared to vanilla.
Rigid stat requirements have been completely removed in favor of organic player driven growth.
Armaments no longer impose penalties tied to weight. Armor stamina penalties already provide sufficient balance, allowing players to freely equip multiple weapons without a drawback, much like in Bloodborne.
Ash of War restrictions have been significantly relaxed in Reborn. Players are now free to experiment far beyond vanilla limits.. slot Wild Strikes onto a spear, or even Storm Stomp onto a catalyst.
Some guardrails still exist to prevent extreme outliers (for example, Waterfowl Dance on a colossal weapon).
Many unique weapon skills have been converted into Ashes of War, allowing iconic abilities like Waterfowl Dance to be used on weapons beyond their original vanilla counterparts. To find the skill in AOW form, you must first find the origin weapon of the skill. Once you find the origin weapon, the ash of war will be available for purchase in The Strangers shop using Crimson Gems.
Given that somber weapons have standard elements as well as a massive variety of abilities and passive effects, ashes of war with elemental/status affinities cannot be added to somber weapons.
The primary change to armor in Reborn is the introduction of a stamina regeneration penalty system, replacing traditional weight capacity. This change ties directly into the new Dodge Styles system, which repurposes the mechanics that previously governed equip load.
To create meaningful trade-offs between defense and mobility, all armor is now divided into four tiers, each applying a stamina regeneration penalty based on bulk.
Note: Base stamina regeneration in Reborn is 50. Vanilla stamina regeneration is 40
Armor Tiers:
Light Armor
Medium Armor