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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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Holy Moonlight Sword

Holy Moonlight Sword


Bloodborne Wiki » Weapons » Holy Moonlight Sword

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page revision: 93, last edited: 31 May 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
Holy Moonlight Sword Holy Moonlight Sword 90 / - / 50 / - / -
(Phys./Arc)
1 250 16 / 12 / - / 14
D / D / - / C
- / - / 100 / 100 60
(no upgrade)
No

Holy Moonlight Sword ❘ 月光の聖剣

Right Hand Weapon

In-game Description

    An arcane sword discovered long ago by Ludwig.
    When blue moonlight dances around the sword, and it
    channels the abyssal cosmos, its great blade will hurl a
    shadowy lightwave.

    The Holy Moonlight Sword is synonymous with Ludwig, the
    Holy Blade, but few have ever set eyes on the great blade,
    and whatever guidance it has to offer, it seems to be of a
    very private, elusive sort.
Note 1: The same in-game description in US & UK versions. ✓
Note 2: Original Japanese text on Original Japanese Item Index page. ✓

Overview

  • The Holy Moonlight Sword is a tremendously powerful weapon. It requires 16 strength, 12 skill and 14 arcane of its wielder. This weapon has comparatively lower base physical damage than Ludwig's Holy Blade and the Kirkhammer, but trumps both in overall damage by having the highest base arcane attack of any weapon in the game! Speaking of arcane, its transform mode can launch arcane waves outward, so it also doubles as a ranged weapon. In addition, it receives a good increase of scaling damage with high arcane levels combined with a 50% damage bonus against enemies weak to righteous weapons which is present in both modes. In conjunction with its arcane damage, The Holy Moonlight Sword has very few physical or thrust attacks; its primary focus is instead on blunt damage. Without a doubt, this is an absolutely amazing weapon for strength and arcane specialized hunters.
  • Normal Mode: The Holy Moonlight Sword's normal mode uses a moveset typical of a greatsword. Many of its attacks swing in wide horizontal arcs making it a good tool for crowd control. A large portion of attacks in this mode are blunt, though it also contains this weapon's only two thrust attacks, which are strong and very useful. What this mode lacks in its presentation, it makes up for in practical ability.
  • Transformed Mode: While this mode retains the overall range and physical damage of the normal mode, its arcane damage is what makes it shine. Most attacks receive roughly a 40% increase in arcane damage. R2 attacks can send out projectile waves of arcane, with each costing a single bullet to use. Once you've run dry of bullets it will function as a normal greatsword, and the arcane multiplier will lessen. Stamina usage in this mode rivals that of the Kirkhammer, so you'll need to be careful to not run out while fighting.

Availability

  • Normal: Acquired from (The Old Hunters DLC): Ludwig, the Holy Blade (Head) in Hunter's Nightmare, Underground Corpse Pile, interact with Ludwig's head while wearing Black Church Garb, White Church Garb, Choir Garb, Executioner Garb, Tomb Prospector Garb or Gascoigne's Garb; Acquired from (The Old Hunters DLC): Simon, Seeker of Secrets in Hunter's Nightmare, Underground Corpse Pile, speak to Simon next to Ludwig's head but Beware! Holy Moonlight Sword is missable if you progressed Simon's questline past Hunter's Underground Corpse Pile; Dropped by (The Old Hunters DLC): Ludwig, the Holy Blade (Head)
  • 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

  • Fire Paper and other buff items won't work on the Holy Moonlight Sword, so equipping it with an elemental gem to convert its damage is entirely pointless. Instead, you'll want to increase both of its inherent damage types. For this purpose, the use of Nourishing gems will benefit you greatly. Though these won't increase your arcane damage, Adept (blunt) gems can be useful as this weapon's moveset is comprised of mainly blunt attacks. On that note, you may instead want to increase the damage of the few thrust attacks this weapon has for more versatility.
  • Best suited for: Hybrid Strength/Arcane builds, Strength builds
  • Arcane conversion: No
  • For more information check the Best Blood Gem Setups page.

Key Attacks

  • Normal Mode: The Holy Moonlight Sword's normal R1 chain, rolling R1 and quickstep R1s are useful for managing crowds. Their use is heavily limited in cramped or narrow spaces, however, since the swings tend to rebound off walls and objects. The R1 chain is a series of back and forth swings. Though quite basic, this is exactly what makes them so effective, as the broad strokes will not miss too easily.

    The normal R2 is one of the best attacks available in this mode. It's a thrust attack, which is useful against enemies weak to this damage type, but where it really shines is in its speed. When used repeatedly, this attack is only somewhat slower than the R1 chain, but will easily stumble most normal enemies with each strike. The main downside is that it consumes large amounts of stamina when used this way; however, this will usually kill the average enemy before it can react. The dashing R2 is another strong attack with heavy impact. It has good forward momentum and a solid damage multiplier, making it good for hit-and-run tactics.

    The charged R2 is this weapon's only other thrusting attack. When it connects with an enemy's rear, it can cause them to stagger. This attack steps forward while using the full extent of the blade. Much like with the Rifle Spear, this can make sneak attacks much easier to execute, since you'll be less likely to gain their attention by getting too close. When you've staggered an enemy, you can follow through with a rear visceral attack or the follow-up R2. In combination with the initial charged R2, the follow-up will almost always break an enemy's super armor, inflicting massive damage and impact.
  • Transformed Mode: The first two attacks of the R1 chain strike in a vertical manner. The first is an overhead, yet it lacks the range to strike most enemy weak points. Any attacks past these first two will swing horizontally, which is useful against groups or enemies that approach you mid-combo. Though this requires more stamina, the dashing R1's multiplier is higher than the peak point of the R1 chain. This can be handy against enemies with higher values of super armor that require a single hit approach.

    Aside from when plunging, each of the R2 attacks in this mode will launch an arcane wave a good distance ahead. These projectiles will deal decent damage by themselves if you plan to use them for ranged combat. However, these attacks are especially devastating in combination with the blade at close range. That being the case, if you have at least two bullets and stagger an enemy from behind with a charged R2, instead of using a rear visceral attack, you can use the follow-up R2 for even greater damage and massive impact.

    The L2 is one of the Holy Moonlight Sword's best attacks. It can launch even the larger foes far backward with massive impact, regardless of whether or not it has broken their super armor. This is especially useful against closely grouped enemies or for knocking opponents off cliffs and ledges. Be warned however, that the use of this move requires a significant amount of stamina and a single bullet.

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, Holy Moonlight Sword belongs into the category which can.
  • 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%. Holy Moonlight Sword which has 250 points of durability reaches risk state at 75 Dur. Workshop's Repair: cost of repair depends on the weapon and its upgrade. For Holy Moonlight Sword +0 it's 3 Blood Echoes per 1 point and for Holy Moonlight Sword +10 it's 10 (values are rounded), full repair costs for +10 are 2400 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.
  • 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 "Holy Moonlight Sword" Location by tassssssssss.
  • As a general rule, untransformed attacks deal 50% of the the weapon's listed arcane damage after attack multipliers, while transformed attacks deal 70%. Exceptions are the L1s, L2, and Lightwave attacks. The Lightwaves themselves have their own multipliers. The blade during a Lightwave attack deals no Arcane damage, and only the Lightwave itself will deal Arcane damage. Once you run out of bullets, Lightwave attacks will deal 70% Arcane damage like the rest of the transformed attacks.
  • You can find concept art of the Holy Moonlight Sword in Bloodborne Official Artworks, on page 247.

Holy Moonlight Sword
Model Art Icon
In-game Description Print Holy Moonlight Sword
The Old Hunters DLC

Blood Gems Sockets

  • Holy Moonlight Sword
  • RadialTriangleRadial
  • Uncanny Holy Moonlight Sword
  • RadialWaningRadial
  • Lost Holy Moonlight Sword
  • Radial TriangleWaning

Merchants

Shop Buy (Day) (Evening) (Night) (Red Moon) (NG+) Sell Requirement
Bath Messengers [Hunter's Dream] - - 80000 80000 80000 56000 Holy Moonlight Sword
Insight Bath Messengers [Hunter's Dream] - - - - - - None
Chalice Bath Messengers [Chalice Dungeons Common] - - 80000 80000 80000 - Holy Moonlight Sword
Patches, the Spider [Chalice Dungeons Rare] - - 80000 80000 80000 - Holy Moonlight Sword
  • Uncanny & Lost Holy Moonlight Sword: 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
Holy Moonlight Sword +0 0 / 3 60 90 - 50 - - D D - C - - - - -
Holy Moonlight Sword +1 1 / 3 65 99 - 55 - - D D - C 3 - - - 320
Holy Moonlight Sword +2 1 / 3 70 108 - 60 - - C D - B 5 - - - 380
Holy Moonlight Sword +3 2 / 3 75 117 - 65 - - C D - B 8 - - - 460
Holy Moonlight Sword +4 2 / 3 80 126 - 40 - - C D - B - 3 - - 520
Holy Moonlight Sword +5 2 / 3 85 135 - 75 - - B D - B - 5 - - 600
Holy Moonlight Sword +6 3 / 3 90 144 - 80 - - B D - B - 8 - - 680
Holy Moonlight Sword +7 3 / 3 95 153 - 85 - - B D - A - - 3 - 740
Holy Moonlight Sword +8 3 / 3 100 162 - 90 - - B C - A - - 5 - 820
Holy Moonlight Sword +9 3 / 3 105 171 - 95 - - B C - A - - 8 - 880
Holy Moonlight Sword +10 3 / 3 110 180 - 100 - - B C - A - - - 1 960
(in flat HP) Damage Stat Bonuses Cost
To fully upgrade Holy Moonlight Sword requires 16 Blood Stone Shards, 16 Twin Blood Stone Shards, 16 Blood Stone Chunks, 1 Blood Rock and 6360 Blood Echoes.
Name Strength Icon Skill Icon Bloodtinge Icon Arcane Icon
Holy Moonlight Sword +0 0.50 0.40 0.00 0.60
Holy Moonlight Sword +1 0.53 0.42 0.00 0.64
Holy Moonlight Sword +2 0.56 0.44 0.00 0.68
Holy Moonlight Sword +3 0.59 0.46 0.00 0.72
Holy Moonlight Sword +4 0.62 0.48 0.00 0.76
Holy Moonlight Sword +5 0.65 0.50 0.00 0.80
Holy Moonlight Sword +6 0.68 0.52 0.00 0.84
Holy Moonlight Sword +7 0.71 0.54 0.00 0.88
Holy Moonlight Sword +8 0.74 0.56 0.00 0.92
Holy Moonlight Sword +9 0.77 0.58 0.00 0.96
Holy Moonlight Sword +10 0.80 0.60 0.00 1.00
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
17 to 25 4.22 38 13 to 25 3.23 42
26 to 50 2.04 51 26 to 50 1.48 37
50 to 99 0.43 21 50 to 99 0.35 17
Stat Range (Arcane) Damage per Point Estimated Attack Gained Stat Range (-) Damage per Point Estimated Attack Gained
15 to 25 3.09 34
26 to 50 1.40 35
50 to 99 0.35 15

Normal Mode Attacks Properties

Attack DMG X Arc DMG X Type Stamina Rally X Impact Note
R1 1.00 0.50 Blunt/Arcane 25 1.00 Normal be careful not to strike walls; often rebounds against obstacles
→ R1 (2nd) 1.02 0.51 Blunt/Arcane 25 1.02 Normal be careful not to strike walls; often rebounds against obstacles
→ → R1 (3rd) 1.06 0.53 Blunt/Arcane 25 1.06 Normal
→ → → R1 (4th) 1.06 0.53 Blunt/Arcane 25 1.06 Normal
R1 (backstep) 0.90 0.45 Blunt/Arcane 20 (+10) 1.00 Normal
R1 (rolling) 0.90 0.45 Blunt/Arcane 20 (+10) 1.00 Normal be careful not to strike walls; often rebounds against obstacles
R1 (frontstep) 0.90 0.45 Blunt/Arcane 20 (+10) 1.00 Normal
R1 (sidestep) 0.90 0.45 Blunt/Arcane 20 (+10) 1.00 Normal
R1 (dash) 1.10 0.55 Blunt/Arcane 35 (+X) 1.10 Normal
R2 1.30 0.65 Thrust/Arcane 40 1.30 Normal key attacks; quick and strong
R2 (charged) 1.80 0.90 Thrust/Arcane 60 1.80 Heavy continuously hold the button to execute
R2 (charged follow-up) 2.00 1.00 Blunt/Arcane 65 2.00 Massive excellent follow-up against staggered enemies
R2 (backstep) 1.20 0.60 Blunt/Arcane 35(+10) 1.20 Heavy
R2 (dash) 1.40 0.70 Thrust/Arcane 50 (+X) 1.40 Heavy
R2 (forward leap) 1.30 0.65 Blunt/Arcane 40 1.50 Heavy tap forward on the stick just as you press R2 to execute
Transform Attack 1.20 1.00 Blunt/Arcane 40 (+X) 1.50 Heavy press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.30 0.65 Blunt/Arcane 40 1.30 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.80 0 Blunt - 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 Arc DMG X Type Stamina Rally X Impact Note
R1 1.00 0.70 Blunt/Arcane 35 1.00 Normal
→ R1 (2nd) 1.02 0.72 Blunt/Arcane 35 1.02 Normal
→ → R1 (3rd) 1.06 0.75 Blunt/Arcane 35 1.06 Normal be careful not to strike walls; often rebounds against obstacles
→ → → R1 (4th) 1.06 0.75 Blunt/Arcane 35 1.06 Normal be careful not to strike walls; often rebounds against obstacles
R1 (backstep) 0.90 0.63 Blunt/Arcane 30 (+10) 1.00 Normal
R1 (rolling) 0.90 0.63 Blunt/Arcane 30 (+10) 1.00 Normal be careful not to strike walls; often rebounds against obstacles
R1 (frontstep) 0.90 0.63 Blunt/Arcane 30 (+10) 1.00 Normal
R1 (sidestep) 0.90 0.63 Blunt/Arcane 30 (+10) 1.00 Normal
R1 (dash) 1.10 0.77 Blunt/Arcane 45 (+X) 1.10 Normal
R2 1.20 0.00 (0.84) Blunt/Arcane 50 1.20 Heavy use bullet: launches 2.00x arcane damage Lightwave
R2 (charged) 1.40 0.00 (0.98) Blunt/Arcane 75 1.50 Normal use bullet: launches 2.80x arcane damage Lightwave
R2 (charged follow-up) 1.40 0.00 (0.98) Blunt/Arcane 75 1.50 Heavy use bullet: launches 2.80x arcane damage Lightwave
R2 (backstep) 1.20 0.00 (0.84) Blunt/Arcane 45 (+10) 1.20 Heavy use bullet: launches 1.80x arcane damage Lightwave
R2 (dash) 1.20 0.00 (0.84) Blunt/Arcane 60 (+X) 1.20 Heavy use bullet: launches 2.20x arcane damage Lightwave
R2 (forward leap) 1.30 0.00 (0.91) Blunt/Arcane 60 1.30 Heavy use bullet: launches 2.40x arcane damage Lightwave
L2 1.50 1.50 (1.05) Thrust/Arcane 80 2.50 Massive strong knockback; use bullet: doesn't produce Lightwave
Transform Attack 1.30 1.30 Blunt/Arcane 60 (+X) 2.00 Massive press L1 while performing another action to execute; forced Guard Break
Plunge Attack 1.30 0.91 Blunt/Arcane 60 1.30 Massive press R1 or R2 while falling to execute
Plunge Attack (2nd hit) 0.80 0 Blunt - 0.00 Normal Plunge (AoE)
  • Arc DMG X: The second value in the brackets is for cases when you are out of bullets, therefore no bullet is used and no Lightwave is launched (with respective Arc DMG X). The listed Arcane damage for tricked R2 attacks is for the lightwave projectile, which is only displayed as the same attack to not clutter the table layout; the sword itself deals no Arcane damage when firing a lightwave. When out of bullets, attacks that would normally produce a lightwave will deal the Arcane damage listed in parentheses.
  • 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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