Gun platforms

Missile Launchers (linear barrage, soft-lock volley)

Flak Cannons (shotguns; full auto, incendiary blast)

Machine Guns (piercing rounds, explosive rounds)

All gun types are naturally dual-wielded and possess own ammo pools which automatically regenerate

Guns are carried, switched, and fired from shoulder platforms, freeing up John's hands to punch, cast spells, or wield the Bronze Spear

Other weapons

Fists

Bronze Spear - Can be toggled from knife mode to spear mode, with same damage but different range and attack speed; as knife, can be swung to block melee attacks and incoming projectiles

Heart of Lothar (short-range razor disks; explosive soul blast that heals with every kill; melee attack consumes no ammo, but ranged blast requires souls of certain foes, with 3 charge levels)

Runes

Knife Deflect - Bronze Knife slashes reflect struck projectiles back at caster.

Spells

Dagger Throw (launches shotgun-blast of crystalline daggers; do decent damage and have stacking bleed effect, but meant to combo with certain elemental attacks)

Devouring Swarm (releases swarm of demonic Waspids that viciously attack anything in sight with biting, stinging, and venom-spitting, though these may also attack John)

Flame Wave (releases wide frontal wave of Hellfire that travels a fair distance, deals great damage, and sets enemies on fire)

Long Shadow (creates shadowy clone that attacks/distracts enemies; has most of John's weapons/spells/abilities and can be commanded)

Skullfire (explosive fireball)

Vengeful Dive (focuses power into spear while falling, resulting in explosive impact)

All spells consume from same regenerating "mana" reserve, albeit with varying costs

Tools

Bloodstone (doubles base mana capacity, lets John store excess leeched blood to later heal himself with, and lore-wise grants him the ability to craft his own spells)

Blur Artifact - Spends medium amount of mana to shift John slightly out of phase with physical reality, rendering him partially invisible, reducing all damage taken, and letting him pass through enemies and certain surfaces

Blood Leech Hemokinetic Module - Toggable ability, spends mana at low rate to siphon blood from demons into John, healing him and damaging them. The siphoning beam has a soft-lock and falters struck enemies.

Jump Pack - Grants limited flight and lateral dashes; dashes and hovering have distinct fuel reserves, which themselves are separate from spell-casting mana

Motion Tracker (reveals local environment and enemy position/movement at decent range)

Overshield (protects from all harm; regenerates after a few moments of not getting hit; releases knockback/faltering burst when depleted)

Scorpion Claws - Spiked knuckles that falter enemies with every punch

Shade Dash - A brief dash in whatever direction John's facing that envelops him in the substance of the Void, rendering him almost invulnerable and letting him pass through enemies while heavily damaging them. Can pass through enemy attacks without taking damage. Has own single regenerating charge independent from standard dashes, and does not cost mana.