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©Future Press Bloodborne Collectors Edition Guide

Bloodborne & The Old Hunters Collector’s Edition Guides

Future Press gone behind the scenes with Bloodborne's creators to unearth every secret hidden within the mysterious city of Yharnam. Your hunt through the streets of Yharnam will be your most exciting and rewarding journey yet, and the road will be hard. But fear not! These guides are your key to mastering the merciless challenges and navigating the darkest depths of the city. [More]
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Amygdalan Arm

Amygdalan Arm


Bloodborne Wiki » Weapons » Amygdalan Arm

Source ❘ Edit ❘ Sitemap ❘ License
page revision: 71, last edited: 06 Mar 2024

Gallery Page
  • Basic Information
  • In-Game Description
  • Overview
  • Availability
  • Gem Shapes and Alternate Weapons
  • Gem Advice
  • Key Attacks
  • Durability
  • Notes
  • Merchants
  • Upgrade Table
  • Average Physical Attack Increase (Strength, Skill & Arcane)
  • Normal Mode Attacks Properties
  • Transformed Mode Attacks Properties
  • Key


Basic Information

Image Name Damage QS Bullet Use Durability Stats Req. / Bonus Special Attack Rally Buffable
Amygdalan Arm Amygdalan Arm 80 / - / 40 / - / -
(Phys./Blunt/Arcane)
- 200 17 / 9 / - / -
C / E / - / D
- / - / 100 / 100 40
(no upgrade)
No

Amygdalan Arm ❘ 小アメンの腕

Right Hand Weapon

In-Game Description

    The arm of a small Amygdala Great One.

    Strictly speaking, the Amygdalan Arm is no trick weapon of
    any sort, but certain madmen wield them like clubs.

    Starts as a large, tough blunt weapon formed of bone, but
    when extended, the arm quivers as if it were still alive.
Note 1: The same in-game description in US & UK versions. ✓
Note 2: Original Japanese text on Original Japanese Item Index page. ✓

Overview

  • The Amygdalan Arm requires a hefty 17 strength to use. So while all characters by default meet the minimal skill requirement of 9 for this weapon, an investment in strength is necessary to wield it. Accordingly, this weapon scales best with strength, and receives excellent ratings at higher levels of upgrade. The normal moveset of this weapon is most effective against singular foes, whereas the transformed moveset is best applied against groups of enemies. The dual nature of this weapon makes it fairly adaptable between situations. In addition, this weapon inflicts a solid amount of arcane damage in both modes and scales moderately well with the stat. This is a valuable option for hunters focusing on strength and arcane.
  • Normal Mode: The Amygdalan Arm's normal mode is very straightforward. The majority of its attacks are short, heavy swings aimed immediately ahead of your character. This mode is best suited for close combat with single foes; however, the windups are slow, which limits its use against more evasive targets. This mode deals almost exclusively blunt damage, making it useful against enemies weak to this particular type.
  • Transformed Mode: The Amygdalan Arm's transform mode is quite superior to its normal mode. It has far better reach and uses a similar amount of stamina with each attack. In fact, it will suit most situations much better due to its wider variety of moves. If you are fighting crowds or enemies resistant to blunt damage, transformed mode is the way to go.

Availability

  • Normal: Treasure in (The Old Hunters DLC): Hunter's Nightmare; after the Grand Cathedral area where you go to the right into the tunnel. Follow it down until you reach the blood river and head to the right side , behind the car is a path and a tunnel. At the very end of the cave will be Blood-starved Beast and the Amygdalan Arm. If you need further assistance to find the weapon, you can follow the full Hunter's Nightmare Map.
  • Uncanny: Sold by: Chalice Bath Messengers & Patches, the Spider; Pthumeru L1, main area, 8i29rqz3 - [video]
  • Lost: Sold by: Chalice Bath Messengers & Patches, the Spider; Pthumeru L1, main area, 8i29rqz3 - [video]

Gem Shapes and Alternate Weapons

  • Right-hand weapons can have up to three gem slots, and some left-hand weapons have one slot. There are different slot shapes, though; not every gem will fit every slot. The slot types are: Radial, Triangular, Waning, and Circle. Your gem's shape needs to match the slot you want to use it in. If you find a really great gem but the shape doesn't properly match your weapon, don't give up hope. There are actually two alternate versions of every right-hand weapon - the Lost and Uncanny versions. They're identical to normal weapons except that they have different slot configurations (► Blood Gems Sockets on the right). These alternate weapons can be found in Chalice Dungeons. There is also an exceedingly rare fifth type of gem shape - Droplet gems. These are "almighty" gems; they can fit in any type of gem slot!

Gem Advice

  • Tempering gems will work decently on this weapon if you don't have access to anything else, but ultimately you should aim for Nourishing gems - those will work well even with no investment in your Arcane stat. Alternatively, blunt gems can result in overall highest damage on untransformed attacks, but will leave the tricked mode severely gimped. Amygdalan Arm is not an arcane weapon and shouldn't be gemmed as such.
  • Best suited for: Hybrid Strength/Arcane builds, Strength builds
  • Arcane conversion: No
  • For more information check the Best Blood Gem Setups page.
  • 50/50 STR/ARC Amygdalan Arm gem analysis by Foxy Hooligans.

Key Attacks

  • Normal Mode: While lacking in speed and range, each hit will remove a solid amount of enemy super armor; you can use this to lock most normal enemies into the Amygdalan Arm's R1 chain. However, this is not recommended against sturdier enemies, who will strike back before their super armor's breaking point. In these instances, swift, single blows such as quickstep R1s will suffice.

    The charged R2 is especially powerful, but takes a long time to fully charge. An upside to the long charge is that it gives plenty of time for you to change its direction. This attack can stagger enemies from behind, opening them up for a rear visceral attack, but you may instead want to use its powerful follow up R2. Both attacks have massive impact, giving ample time for the follow up while enemies are grounded from the first - just be sure to conserve your stamina to use it.

    The dashing R2 has a good damage multiplier and decent swing speed. The main drawback to this attack is in its long recovery; this won't be much of an issue against most enemies thanks to its high super armor reduction and impact. Take note, the transformation attack is one of this mode's more useful tools; it has good speed and heavy impact, making it ripe for longer combos.
  • Transformed Mode: The first two swings of the R1 chain hit in wide horizontal arcs that are exceptionally, good for handling multiple enemies. In this situation, however, you'll want to back out rather than continue, since the following two swings move vertically. One of best features of these of attacks is that, despite their wide range, they can be swung freely without the repercussion of bouncing off walls.

    The R2 of this weapon is an odd one, but that is precisely its strength! If you perform no other actions, including movement, a second surprise hit will execute after the initial slash; if the first hit doesn’t break your target's super armor, this additional one will usually do the trick. Another easy way to break super armor is by using the leaping R2. When facing enemies with high amounts of super armor, use this as a follow up attack to ensure they are stumbled during your recovery.

    The charged R2 uses the same gimmick as the standard R2, but is by far the dirtiest move this mode has to offer. On top of dealing high damage, the massive impact of this attack will send enemies straight to the ground. If you stand idle after, your character will perform two delayed slashes made for hitting enemies as they recover. This deals a lot of damage and can cause enemies to stumble more than once. For even better damage, immediately follow the charged R2 with a massive impact transformation attack.

Durability

  • Durability of the weapon depletes when used. This means hitting an enemy, destructible object or bouncing off the walls. Hitting undestructible objects and environment does not deplete your durability. Style of an attack or upgrade of the weapon, even different weapon, does not matter - each count as one hit. Every 10th hit against the enemy/object depletes 1 durability. Exception is Tonitrus, which when in self buffed mode, depletes durability at rate of 2 hits. Hitting an enemy in dying animation still counts as hit. Also hitting multiple enemies/destructible objects at once counts as one hit per enemy - hitting 3 enemies at once counts as 3 hits towards durability counter. Shields lose 1 durability every 10th hit. Bounce means when your hit is bounced back off the wall or other objects. Every 5th bounce depletes 1 durability. Not every weapon can be bounced off, Amygdalan Arm belongs into the category which cannot.
  • Damage reduction when heavily worn. When weapon is at 30% of total durability, it reaches the Risk state and AR is reduced by 30% and when it hits 0% of total durability, weapon is Broken, then AR is reduced by 50%. Amygdalan Arm which has 200 points of durability reaches risk state at 60 Dur. Workshop's Repair: cost of repair depends on the weapon and its upgrade. For Amygdalan Arm +0 it's 2 Blood Echoes per 1 point and for Amygdalan Arm +10 it's 8 (values are rounded), full repair costs for +10 are 1600 Blood Echoes.

Notes

  • This Weapon is part of The Old Hunters DLC.
  • Weapon's Rally: A lot of attacks multiply the rally number by their attack damage multiplier. Some of them are special-cased to have a different amount of rally, both multipliers can be seen in the Normal & Transformed Mode Attacks Properties tables below. Rally number (in flat HP) can be raised by upgrading the weapon, as seen in the Upgrade Table below.
  • Despite the weapon not listing Thrust on its stats in-game, the transformed R2 and backstep R2 deal Thrust damage and can scale with Adept Thrust gems. The transformed R2/charged R2's additional hits can be cancelled with any input, even movement.
  • Uncanny and Lost versions are sold in every Chalice Bath Messengers & Patches, the Spider shop, both for the same price.
  • Uncanny and Lost versions available for purchase after obtaining normal version of the weapon.
  • Video: Bloodborne - New DLC Weapon "Amygdalan Arm" Location by tassssssssss.
  • You can find concept art of the Amygdalan Arm in Bloodborne Official Artworks, on page 246.
  • Amygdalan Arm transformed charge attack hitboxes provide interesting interactions with objects for example it will "revive" Snail Woman (Shell) which falls from the sky in Hunter's Nightmare, or "revive" Ludwig (head) and Adeline in her final form. [video]

Amygdalan Arm
Model Art Icon
In-game Description Print Amygdalan Arm
The Old Hunters DLC

Blood Gems Sockets

  • Amygdalan Arm
  • RadialRadialTriangle
  • Uncanny Amygdalan Arm
  • RadialRadialWaning
  • Lost Amygdalan Arm
  • RadialTriangleWaning

Merchants

Shop Buy (Day) (Evening) (Night) (Red Moon) (NG+) Sell Requirement
Bath Messengers [Hunter's Dream] - - 66000 66000 66000 19800 Amygdalan Arm
Insight Bath Messengers [Hunter's Dream] - - - - - - None
Chalice Bath Messengers [Chalice Dungeons Common] - - 66000 66000 66000 - Amygdalan Arm
Patches, the Spider [Chalice Dungeons Rare] - - 66000 66000 66000 - Amygdalan Arm
  • Uncanny & Lost Amygdalan Arm: Acquiring any weapon that's new in The Old Hunters DLC will also unlock its Uncanny and Lost variant in Chalice Bath Messengers & Patches, the Spider shop, for the same price as normal variant. Purchasing these variants will then make them available back in the regular Bath Messengers shop.

Upgrade Table

Name Blood Gem
Sockets
Rally Physical ATK Blood ATK Arcane ATK Fire ATK Bolt ATK Strength Icon Skill Icon Bloodtinge Icon Arcane Icon Blood Stone Shard Twin Blood Stone Shards Blood Stone Chunk Blood Rock Blood Echoes Icon
Amygdalan Arm +0 0 / 3 40 80 - 40 - - C E - D - - - - -
Amygdalan Arm +1 1 / 3 46 88 - 44 - - C E - D 3 - - - 200
Amygdalan Arm +2 1 / 3 52 96 - 48 - - B E - D 5 - - - 260
Amygdalan Arm +3 2 / 3 58 104 - 52 - - B E - D 8 - - - 300
Amygdalan Arm +4 2 / 3 64 112 - 56 - - B E - D - 3 - - 360
Amygdalan Arm +5 2 / 3 70 120 - 60 - - B E - D - 5 - - 400
Amygdalan Arm +6 3 / 3 76 128 - 64 - - B E - D - 8 - - 440
Amygdalan Arm +7 3 / 3 82 136 - 68 - - B E - C - - 3 - 500
Amygdalan Arm +8 3 / 3 88 144 - 72 - - B E - C - - 5 - 540
Amygdalan Arm +9 3 / 3 94 152 - 76 - - A E - C - - 8 - 600
Amygdalan Arm +10 3 / 3 100 160 - 80 - - A E - C - - - 1 640
(in flat HP) Damage Stat Bonuses Cost
To fully upgrade Amygdalan Arm requires 16 Blood Stone Shards, 16 Twin Blood Stone Shards, 16 Blood Stone Chunks, 1 Blood Rock and 4240 Blood Echoes.
Name Strength Icon Skill Icon Bloodtinge Icon Arcane Icon
Amygdalan Arm +0 0.60 0.15 0.00 0.41
Amygdalan Arm +1 0.63 0.16 0.00 0.43
Amygdalan Arm +2 0.66 0.17 0.00 0.45
Amygdalan Arm +3 0.69 0.18 0.00 0.47
Amygdalan Arm +4 0.72 0.19 0.00 0.50
Amygdalan Arm +5 0.75 0.20 0.00 0.52
Amygdalan Arm +6 0.78 0.21 0.00 0.54
Amygdalan Arm +7 0.81 0.22 0.00 0.56
Amygdalan Arm +8 0.84 0.23 0.00 0.58
Amygdalan Arm +9 0.87 0.24 0.00 0.61
Amygdalan Arm +10 0.90 0.25 0.00 0.63
Scaling
Scaling determines how much additional damage a weapon deals. You gain a percentage of the weapon's base damage as additional damage, indicated by a "+" next to the weapon's base damage.

Average Physical Attack Increase (Strength, Skill & Arcane)

  • This table will show you the approximate damage increase you will gain per point of a stat with a +10 weapon. There are three main ranges: base to 26, 26 to 50, and 51 to 99. The Damage per Point is how much each point of the stat will raise your attack power in that range. The Estimated Attack Gained is how much attack power will gain from that range in total.
Stat Range (Strength) Damage per Point Estimated Attack Gained Stat Range (Skill) Damage per Point Estimated Attack Gained
18 to 25 4.25 34 10 to 25 1.13 18
26 to 50 2.04 51 26 to 50 0.56 14
50 to 99 0.43 21 50 to 99 0.12 6
Stat Range (Arcane) Damage per Point Estimated Attack Gained Stat Range (-) Damage per Point Estimated Attack Gained
6 to 25 1.26 24
26 to 50 0.68 17
50 to 99 0.16 8

Normal Mode Attacks Properties

>
Attack DMG X Type Stamina Rally X Impact Note
R1 1.00 Blunt / Arcane 25 1.00 Normal
→ R1 (2nd) 1.00 Blunt / Arcane 25 1.00 Normal
→ → R1 (3rd) 1.10 Blunt / Arcane 25 1.50 Normal
→ → → R1 (4th) 1.20 Blunt / Arcane 25 2.00 Normal
R1 (backstep) 0.95 Blunt / Arcane 20 (+10) 0.90 Normal
R1 (rolling) 0.95 Blunt / Arcane 15 (+10) 0.90 Normal
R1 (frontstep) 0.95 Blunt / Arcane 15 (+10) 0.90 Normal quick startup
R1 (sidestep) 0.95 Blunt / Arcane 15 (+10) 0.90 Normal
R1 (dash) 1.10 Blunt / Arcane 35 (+X) 1.10 Heavy
R2 1.30 Blunt / Arcane 40 1.30 Heavy
R2 (charged) 1.80 Blunt / Arcane 60 2.00 Massive continuously hold the button to execute
R2 (follow-up) 1.80 Blunt / Arcane 50 2.00 Massive
R2 (backstep) 1.35 Blunt / Arcane 35 (+10) 1.50 Normal
R2 (dash) 1.40 Blunt / Arcane 50 (+X) 1.40 Heavy
R2 (forward leap) 1.40 Blunt / Arcane 50 1.40 Heavy tap forward on the stick just as you press R2 to execute
Transform Attack 1.15 Physical / Arcane 30 (+X) 1.50 Heavy press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.40 Blunt / Arcane 50 1.40 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.90 Blunt / Arcane - 0.00 Normal Plunge (AoE)
  • Note: Damage Multiplier data from official guide checked with http://darksouls2verificationdata.web.fc2.com/motion-bloodborne.html for correction after patch 1.09.
  • Feb 2022 Update: All attack properties (damage multiplier, damage type, stamina cost & attack impact) verified with datamined game files and added rally values for each attack.

Transformed Mode Attacks Properties

Attack DMG X Type Stamina Rally X Impact Note
R1 0.95 Physical / Arcane 25 0.95 Normal sweeping arc is good against crowds
→ R1 (2nd) 1.00 Physical / Arcane 25 1.00 Normal sweeping arc is good against crowds
→ → R1 (3rd) 1.05 Physical / Arcane 25 1.05 Normal
→ → → R1 (4th) 1.15 Physical / Arcane 25 1.15 Normal
R1 (backstep) 0.90 Physical / Arcane 20 (+10) 0.90 Normal
R1 (rolling) 0.90 Physical / Arcane 20 (+10) 0.90 Normal
R1 (frontstep) 0.90 Physical / Arcane 20 (+10) 0.90 Normal
R1 (sidestep) 0.90 Physical / Arcane 20 (+10) 0.90 Normal
R1 (dash) 1.10 Physical / Arcane 45 (+X) 1.10 Normal
R2 1.20 Thrust / Arcane 45 1.20 Heavy despite this attack dealing thrust damage, thrust isn't listed on the weapon's stats due to a mistake in the weapon's parameter entry
R2 (2nd hit) 0.80 Physical / Arcane 10 0.80 Normal second hit; can be canceled; stand still to execute
R2 (charged) 1.70 Blunt / Arcane 70 2.00 Massive surprise attack; continuously hold the button to execute
R2 (charged) (2nd hit) 0.80 Physical / Arcane 10 0.80 Normal second hit; can be canceled; stand still to execute
R2 (charged) (3rd hit) 0.85 Physical / Arcane 10 1.00 Normal third hit; can be canceled; stand still to execute
R2 (backstep) 1.20 Thrust / Arcane 30 (+10) 1.20 Heavy good range, though little forward momentum; despite this attack dealing thrust damage, thrust isn't listed on the weapon's stats due to a mistake in the weapon's parameter entry
R2 (dash) 1.30 Physical / Arcane 50 (+X) 1.30 Heavy
R2 (forward leap) 1.40 Blunt / Arcane 50 1.40 Heavy tap forward on the stick just as you press R2 to execute
Transform Attack 1.50 Blunt / Arcane 50 2.50 Massive press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.40 Physical / Arcane 50 1.40 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.90 Blunt / Arcane - 0.00 Normal Plunge (AoE)
  • Note: Damage Multiplier data from official guide checked with http://darksouls2verificationdata.web.fc2.com/motion-bloodborne.html for correction after patch 1.09.
    Despite the weapon not listing Thrust on its stats in-game, the R2 and backstep R2 deal Thrust damage and can scale with Adept Thrust gems. The tricked R2/charged R2's additional hits can be cancelled with any input, even movement.
  • Feb 2022 Update: All attack properties (damage multiplier, damage type, stamina cost & attack impact) verified with datamined game files and added rally values for each attack.
Attack: Attacks are named for the input command required to execute them.
Attack Damage Multipliers: Each attack has a different multiplier. Your attack's power is equal to the attack power of your weapon times this multiplier. Higher multipliers mean stronger attacks. Type: Damage type determines which gems will boost your attack and which defense the enemy will use to reduce the damage. If multiple types are listed, the attack has two separate damage components that are calculated separately. Stamina: Each attack costs a different amount of stamina. Numbers in parentheses indicate the cost of the additional action required to execute the attack. For example, a backstep attack requires a backstep, which costs 10 stamina. Impact: When you hit an enemy, it will be stunned momentarily. Impact is an assessment of how heavy the stun will be. The scale is Light > Normal > Heavy > Massive. Attacks with Massive Impact often cause knockdowns.

Key

Damage

Requirements

Stat Bonuses

Special Attack

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are V / W / X / Y / Z:
  • V is Physical damage
  • W is Blood damage
  • X is Arcane damage
  • Y is Fire damage
  • Z is Bolt damage
The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:
  • W is the Strength required
  • X is the Skill required
  • Y is the Bloodtinge required
  • Z is the Arcane required
The Stat Bonuses rating indicates the level of bonus you receive based on the associated Stat when you use a weapon. This rating can be S , A , B , C , D , or E (in order from most to least bonus for the associated stat). For more information about the scaling as a whole and its values visit the Scaling wiki page. The special attack attributes for a weapon are
W / X / Y / Z:
  • W is the Slow Poison attack
  • X is the Rapid Poison attack
  • Y is the VS. Kin attack
  • Z is the VS. Beasts attack
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