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Blade of Mercy

Blade of Mercy


Bloodborne Wiki » Weapons » Blade of Mercy

Source ❘ Edit ❘ Sitemap ❘ License
page revision: 45, last edited: 14 Jan 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 (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
Blade of Mercy Blade of Mercy 60 / - / - / 30
(Phys./Arcane/Thrust)
- 200 7 / 11 / - / -
- / C / - / D
- / - / 100 / 100 30
(no upgrade)
No

Blade of Mercy ❘ 慈悲の刃

Right Hand Weapon

In-Game Description

    A special trick weapon passed down amongst hunters of
    hunters. One of the oldest weapons of the workshop.

    Splits into two when activated. The weapon's warped blades
    are forged with siderite, a rare mineral of the heavens.

    Most effective swift attacks, such as after a quick-stepping.
Note 1: The same in-game description in US & UK versions. ✓
Note 2: Original Japanese text on Original Japanese Item Index page. ✓

Overview

  • The Blade of Mercy requires 7 strength and 11 skill to use. It receives large physical attack power increases for each point of skill that your character has, and it gains a boost to its arcane attack power for each point of the arcane stat. This is a quick weapon specialized in attacking after dodging and rolling. Its normal attacks do little damage, but they are also fast and consume little stamina. Choose this weapon if you want to focus on staying mobile. Similar to the Burial Blade, though, enemies with high arcane defense will be resistant to your attacks when you use the Blade of Mercy.
  • Normal Mode: In normal mode, the focus is on powerful attacks after rolling and quickstepping. If you need to hit and run, this mode is better. You can roll in, strike, and then quickstep away. The attacks are all very quick, so this is a good weapon and mode to use against enemies that are aggressive or evasive.
  • Transformed Mode: In its transformed "dual daggers" mode, the Blade of Mercy loses a bit of its hit-and-run power but gains incredible sustained damage. Use this mode against stationary targets, such as staggered bosses. It can also work well in co-op when another player has the enemy's attention, but always beware of enemy area-of-effect attacks.

Availability

  • Normal: Sold by: Bath Messengers
  • Crow Hunter Badge: This badge can be acquired from (dropped by) Eileen the Crow. It will make Blade of Mercy and entire Crowfeather Set available for sale, providing you with one of the fastest weapons in the game.
  • Uncanny: Treasure in (Root Dungeons): Lower Loran; 5f7nv9uy, F/R Lower Loran L1, side area before layer boss [tested May 12, 2020]; alternatively found in False Depth Dungeon, 4kx6eayh, Lower Loran L1, side area before layer boss [tested May 12, 2020]
  • Lost: Treasure in (Root Dungeons): Pthumeru Ihyll; zziz2qbx, F/R/C Pthumeru Ihyll L1, side area before layer boss [tested May 12, 2020]; alternatively found in False Depth Dungeon, 6s46u7i4, Pthumeru Ihyll L1, side area before layer lamp [tested May 12, 2020]

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

  • The Blade of Mercy can't be buffed with Fire Paper or other buff items, and equipping it with an elemental gem does not convert its physical damage to the elemental - it already has its own innate arcane damage on every attack. Due to being a split physical/arcane weapon, Tempering and Nourishing gems are both a good option. Blade of Mercy is not an arcane weapon and shouldn't be gemmed as such.
  • Best suited for: Skill builds, Hybrid Skill/Arcane builds
  • Arcane conversion: No
  • For more information check the Best Blood Gem Setups page.

Key Attacks

  • Normal Mode: The damage multipliers for the rolling, backstep, frontstep, and sidestep R1s are all very high, and they consume very little stamina. This is precisely why this weapon is so good for hit and run tactics. The backstep R2 also has a very high damage multiplier, but, more importantly, it is a thrusting attack. If your R1s aren't doing much against an enemy's physical defenses, this might be an option for you. The transformation attack is another interesting move; it has almost double the range of your normal attacks.

    The charged R2 is one of the quicker charged attacks in the game. This adds to the hit-and-run style of the Blade of Mercy, as you can dodge behind enemies' attacks and quickly execute charged R2s to stagger them. This is an advanced technique, but try fighting enemies without locking-on; this lets you roll behind them and immediately turn to land your charged attack rather than waiting for the lock-on autocorrect. It's much faster, but you'll need to get used to handling the camera manually.

    One of the biggest tricks to rolling behind an enemy and landing the charged R2 is to not spend time adjusting your camera. Dodge behind the enemy and immediately begin charging your R2 while aiming your character toward the enemy. It's difficult to get used to at first, but have faith in your aim and trust yourself to know where the enemy is rather than making sure that you can see it. The time you save by performing this technique "blind" will allow you to stagger enemies much more reliably. Also, remember to check if performing a second charge attack does more damage for you than a Visceral Attack would!
  • Transformed Mode: The R1 attack chain is one of the stars here. The damage ramps up until you reach your eighth attack before resetting. The multipliers don't look impressive, but the speed of the strikes causes the damage to pile up quickly. Since they also have low stamina costs, you can attack rapidly without resting, too. If you fit your Blade of Mercy with Murky or Dirty gems, you can build up poison on your foe very quickly.

    The R1 chain is not, however, good against a crowd of enemies. It has low range and doesn't have sweeping arcs. The dashing R2, on the other hand, is a perfect tool for dealing with crowds. It has a lower damage multiplier than the normal mode R1, but it has a better hit box. It hits on the sides around your character as well as in front. Between the great hit box and the naturally high damage modifier, it's a very good move. It's especially helpful in Chalice Dungeons, where you often fight large groups of weak enemies.

    The L2 attack is another interesting tool. It hits the space just in front of your character and then propels you backwards This can be used as a combo finisher to help you escape from possible counterattacks. The range isn't great, but it can help you get out of a difficult situation while still doing damage. If your R2 carries you into a crowd, an L2 can get you back out. Another example: if you are in the middle of an R1 chain and a boss begins an area-of-effect attack, you can use the L2 followed by a backstep to deal damage and escape from harm. The Blade of Mercy in general requires a lot of technique and good judgment, and knowing when to use the L2 is an important piece of the puzzle.

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, Blade of Mercy 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%. Blade of Mercy 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 Blade of Mercy +0 it's 2 Blood Echoes per 1 point and for Blade of Mercy +10 it's 8 (values are rounded), full repair costs for +10 are 1600 Blood Echoes

Notes

  • Available for purchase after obtaining Crow Hunter Badge.
  • Unique Coffin Item Treasure (available) in (Root Dungeons): Lost Blade of Mercy in Pthumeru Ihyll [All Layers] and Sinister Pthumeru Ihyll [All Layers] and Uncanny Blade of Mercy in Lower Loran [All Layers] and Sinister Lower Loran [All Layers], could be found in each bonus room and can only be looted once. For entire unique items list of each chalice follow to the Unique Items in Chalice Dungeons wiki page.
  • 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.
  • You can find concept art of the Blade of Mercy in Bloodborne Official Artworks, on page 233.

Blade of Mercy
Model Art Icon
In-game Description Print Blade of Mercy

Blood Gems Sockets

  • Blade of Mercy
  • RadialTriangleRadial
  • Uncanny Blade of Mercy
  • RadialWaningRadial
  • Lost Blade of Mercy
  • RadialTriangleWaning

Merchants

Shop Buy (Day) (Evening) (Night) (Red Moon) (NG+) Sell Requirement
Bath Messengers [Hunter's Dream] 40000 40000 40000 40000 40000 28000 Crow Hunter Badge
Insight Bath Messengers [Hunter's Dream] - - - - - - None
Chalice Bath Messengers [Chalice Dungeons Common] - - - - - - None
Patches, the Spider [Chalice Dungeons Rare] - - - - - - None

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
Blade of Mercy +0 0 / 3 30 60 - 30 - - - C - D - - - - -
Blade of Mercy +1 1 / 3 31 66 - 33 - - - B - D 3 - - - 200
Blade of Mercy +2 1 / 3 32 72 - 36 - - - B - D 5 - - - 260
Blade of Mercy +3 2 / 3 33 78 - 39 - - - B - D 8 - - - 300
Blade of Mercy +4 2 / 3 34 84 - 42 - - - B - D - 3 - - 360
Blade of Mercy +5 2 / 3 35 90 - 45 - - - A - C - 5 - - 400
Blade of Mercy +6 3 / 3 36 96 - 48 - - - A - C - 8 - - 440
Blade of Mercy +7 3 / 3 37 102 - 51 - - - A - C - - 3 - 500
Blade of Mercy +8 3 / 3 38 108 - 54 - - - A - C - - 5 - 540
Blade of Mercy +9 3 / 3 39 114 - 57 - - - A - B - - 8 - 600
Blade of Mercy +10 3 / 3 40 120 - 60 - - - S - B - - - 1 640
(in flat HP) Damage Stat Bonuses Cost
To fully upgrade Blade of Mercy 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
Blade of Mercy +0 0.00 0.60 0.00 0.40
Blade of Mercy +1 0.00 0.65 0.00 0.43
Blade of Mercy +2 0.00 0.70 0.00 0.46
Blade of Mercy +3 0.00 0.75 0.00 0.49
Blade of Mercy +4 0.00 0.80 0.00 0.52
Blade of Mercy +5 0.00 0.85 0.00 0.55
Blade of Mercy +6 0.00 0.90 0.00 0.58
Blade of Mercy +7 0.00 0.95 0.00 0.61
Blade of Mercy +8 0.00 1.00 0.00 0.64
Blade of Mercy +9 0.00 1.05 0.00 0.67
Blade of Mercy +10 0.00 1.10 0.00 0.70
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 (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 (Skill) Damage per Point Estimated Attack Gained Stat Range (Arcane) Damage per Point Estimated Attack Gained
12 to 25 4.00 56 8 to 25 1.00 18
26 to 50 1.84 46 26 to 50 0.60 15
50 to 99 0.41 20 50 to 99 0.12 6

Normal Mode Attacks Properties

Attack DMG X Type Stamina Rally X Impact Note
R1 1.00 Physical / Arcane 15 1.00 Very Light
→ R1 (2nd) 1.02 Physical / Arcane 15 1.00 Very Light
→ → R1 (3rd) 1.04 Physical / Arcane 15 1.00 Very Light
R1 (backstep) 1.50 Physical / Arcane 15 (+10) 1.50 Very Light very solid damage multiplier
R1 (rolling) 1.50 Physical / Arcane 15 (+10) 1.50 Light very solid damage multiplier
R1 (frontstep) 1.50 Physical / Arcane 15 (+10) 1.50 Light very solid damage multiplier
R1 (sidestep) 1.50 Physical / Arcane 15 (+10) 1.50 Light very solid damage multiplier
R1 (dash) 1.40 Thrust/Arcane 20 (+X) 1.40 Light thrust damage type; good against specific foes
R2 1.25 Physical / Arcane 30 1.25 Light
R2 (charged) 2.00 Physical / Arcane 50 1.70 Normal continuously hold the button to execute
R2 (backstep) 1.80 Thrust/Arcane 25 (+10) 1.80 Light thrust damage type; good against specific foes
R2 (dash) 1.80 Physical / Arcane 25 (+X) 1.80 Normal
R2 (forward leap) 1.50 Physical / Arcane 45 1.50 Light tap forward on the stick just as you press R2 to execute
Transform Attack 1.20 Physical / Arcane 12 (+X) 1.20 Normal press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.60 Thrust/Arcane 50 1.60 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 0.90 Physical / Arcane 11 1.00 Light
→ R1 (2nd) 0.90 Physical / Arcane 11 1.00 Light
→ → R1 (3rd) 0.90 Physical / Arcane 11 1.00 Light
→ → → R1 (4th) 1.25 Physical / Arcane 18 1.20 Light key breakpoint; always try to reach this attack if possible
→ → → → R1 (5th) 1.10 Thrust / Arcane 13 1.05 Light thrust damage type; good against specific foes
→ → → → → R1 (6th) 1.12 Physical / Arcane 14 1.07 Very Light
→ → → → → →R1 (7th) 1.18 Physical / Arcane 16 1.10 Light
→ → → → → → → R1 (8th) 1.18 Thrust / Arcane 16 1.10 Very Light thrust damage type; good against specific foes
R1 (backstep) 1.40 Physical / Arcane 15 (+10) 1.40 Light
R1 (rolling) 1.40 Thrust / Arcane 15(+10) 1.40 Light thrust damage type; good against specific foes
R1 (frontstep) 1.40 Thrust / Arcane 15 (+10) 1.40 Light thrust damage type; good against specific foes
R1 (sidestep) 1.40 Physical / Arcane 15 (+10) 1.40 Light thrust damage type; good against specific foes
R1 (dash) 1.40 Thrust/Arcane 22 (+X) 1.40 Light thrust damage type; good against specific foes
R2 1.50 Physical / Arcane 45 1.50 Light steps forward
→ R2 (2nd) 1.60 Physical / Arcane 50 1.60 Normal steps forward
R2 (backstep) 1.70 Physical / Arcane 25 (+10) 1.70 Normal
R2 (dash) 1.70 Physical / Arcane 28 (+X) 1.70 Normal key attack; good damage; can hit to the sides as well as the front
R2 (forward leap) 1.50 Thrust / Arcane 45 1.40 Normal tap forward on the stick just as you press R2 to execute
L2 1.50 Physical / Arcane 45 1.50 Normal steps backward
Transform Attack 1.30 Physical / Arcane 15 (+X) 1.30 Normal press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.60 Thrust / Arcane 50 1.60 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.
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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