Bloodborne Endgame Content#
“The dream continues… even after the hunt ends.”
The “endgame” of Bloodborne does not stop at defeating Gehrman: New Game+ unlocked after clearing the game, the endlessly deep Chalice Dungeons, and the ultimate boss fights of The Old Hunters DLC together form this game’s real depth. This chapter piles up no invented numbers — it explains for each endgame system “what changes, where the difficulty lies, and whether it is worth your time”, so you can make the right calls in the final stretch of the hunt.
Endgame at a Glance#
| Content | Positioning | How it feels | Why it’s worth it |
|---|---|---|---|
| New Game+ (NG+) | The official continuation after the credits | Clearly harder than the first playthrough | Carry over your level and gear, and experience a fully fortified Yharnam |
| Chalice Dungeon endgame | A separate farming and challenge system | Deep dungeons are brutally hard | The only source of top-tier blood gems and exclusive bosses |
| Cursed and Defiled chalice | The famous pure skill check | Your health is halved | The community’s accepted watershed of real skill |
| The Old Hunters finale bosses | The narrative and combat double climax | The ceiling of the whole game | Ludwig, Laurence, and the Orphan of Kos all wait here |
| True ending hidden fight | The hidden challenge after the true ending | Extremely high | The Moon Presence fight and its exclusive trophy |
New Game+ (NG+): What Carries Over and What Changes#
After defeating Gehrman and watching any ending, your save automatically rolls into New Game+ — and unlike the souls series, there is no confirmation prompt to turn back. If you want to finish your collection within a single playthrough, make sure everything is done before you challenge Gehrman.
What NG+ Carries Over and What It Resets#
| Item | Direction of change |
|---|---|
| Level and stats | Fully carried over, no re-leveling needed |
| Weapons, blood gems, runes, attire, hunter items | Fully carried over |
| Main story progress | Fully reset — keys and story items must be re-obtained |
| Shops and NPC story events | Progress anew; related side quests can be completed again |
| Enemy strength | Significantly higher health and attack, far more aggressive |
| Blood Echoes yield | Trends upward in higher cycles (community observation; no official multiplier table exists) |
One thing must be made clear: FromSoftware has never published any data table for cycle difficulty multipliers, and every “NG+ enemy HP +X%” claim is player estimation with no authority behind it. In actual play, the core change of NG+ is — enemies are tougher, hit harder, and press harder, while you hold a fully graduated first-cycle build; the overall pace is faster and the margin for error thinner than the first playthrough.
Practical NG+ Advice#
| Advice | Notes |
|---|---|
| Max out your weapon | Enter NG+ with your main weapon upgraded to its cap; even early bosses deal serious damage |
| Fill in runes and blood gems | The runes and gems you skipped in the first cycle make an enormous difference in NG+ |
| Back up your save before choosing an ending | If you want all three ending trophies, copy your save before the finale |
| Re-run familiar routes first | Push through early NG+ with your graduation build and return quickly to where the first cycle stopped you |
The Three Endings and the True Ending Route#
The ending system is fully broken down on the endings page; here is only the skeleton that matters for the endgame: the game contains four “One Third of Umbilical Cord” items. Use at least three before fighting Gehrman and choose “Refuse” in the ending dialogue to trigger the true ending and its hidden boss.
| Cord | Source |
|---|---|
| First | Dropped by the “Imposter Iosefka” in the clinic |
| Second | Obtained by handling the baby born to Arianna |
| Third | Deep in the Nightmare of Mensis, in the upper-floor Mensis area |
| Fourth | Inside the Abandoned Workshop in Cathedral Ward |
The reward for the true ending is the hidden boss fight against the Moon Presence — the story’s true final opponent, with its own page at the Moon Presence guide.
Chalice Dungeon Endgame#
The Chalice Dungeons are a randomized dungeon system running parallel to the main story, with depths from 1 to 5. Shallow layers are for learning the rules and stockpiling materials; the true endgame lives in two places: the depth-4 “Cursed and Defiled” chalice, and the depth-5 Loran and Isz line dungeons.
Depth and Rites: How Difficulty Stacks#
Chalice Dungeon difficulty is set by two dimensions: the deeper the dungeon, the stronger the enemies and bosses; on top of that, rites can be stacked to push difficulty further:
| Rite | Effect |
|---|---|
| Fetid Rite | Enemies become more aggressive and stronger |
| Rotted Rite | Enemy composition gets messier, with more numerous and nastier setups |
| Cursed Rite | Your health is halved in exchange for higher-grade gem drops |
The more rites you stack, the better the farming yield — and the thinner your margin for error. When farming blood gems at the endgame, all three are usually active at once.
The Cursed and Defiled Chalice: the Game’s Famous Watershed#
The “Cursed and Defiled Root Chalice” (known to players as the Defiled dungeon) is depth 4, and its special feature is that your health is halved the moment you enter, and the effect persists through the entire dungeon. Attacks you could tank at full health here kill a hunter outright. The dungeon’s Watchdog of the Old Lords and Pthumerian Descendant bosses have therefore become the roadblocks recognized by countless hunters.
The meaning of this touchstone: it tests neither your level nor your gear — only your mastery of attack rhythm, footwork, and gun-parry timing. Only hunters who can clear the Defiled dungeon consistently have earned the right to talk about depth 5.
Depth 5: Loran and Isz#
The depth-5 Loran and Isz dungeons, with all three rites stacked, are the farming terminus of the entire game:
| Endgame goal | Notes |
|---|---|
| Top-tier blood gems | The community-tested ceiling values for blood gem bonuses come from here — Tempering physical gems around 27.2%, Bloodtinge gems around 31.5% |
| Loran-exclusive enemies | Loran Silverbeasts and other beastly enemies with extreme fire resistance — a hard counter to overusing fire buff |
| Isz-exclusive setups | Arcane and Kin enemies appear in concentration — the home ground of Arcane farming |
| Fixed-seed dungeons | Community-curated quality seeds (fixed-layout dungeons) are the mainstream way to farm gems efficiently |
One sentence sums it up: clearing the first playthrough only buys your ticket into the endgame — depth 5 of the Chalice Dungeons is the real examination hall for a graduated build.
The Old Hunters and the Finale Bosses#
The Old Hunters DLC runs a full notch above the base game on its difficulty curve, and its second half is the pinnacle of this game’s combat design:
| Boss | Location | Difficulty positioning |
|---|---|---|
| Ludwig | Deep in the Research Hall | The DLC’s mid-act climax; his second-phase holy sword form is one of the game’s most famous spectacles — see the Ludwig guide |
| Lady Maria | Astral Clocktower | A highlight exam of gun parries and close-quarters pressure |
| Laurence | The Nightmare’s Grand Cathedral | One of the highest health bars and strongest fire damage in the game — punishes trading blows head-on |
| Orphan of Kos | The coastal battlefield | Widely considered the hardest boss in the game — blazing pace, vicious combos |
None of these fights have shortcuts: their aggression and combo length far exceed the base game, stacking stats pays limited dividends, and they ultimately push your fundamentals — precise dodges and seizing damage windows — to the absolute limit.
The True Ending Finale: Moon Presence#
With three umbilical cords consumed and Gehrman refused, the hunter faces the Moon Presence. This fight’s positioning is “the story’s final examination”: fast attacks laced with Bloodtinge damage, but compared to the Orphan of Kos in the DLC, its moveset is more orderly — a closing battle that checks whether your true-ending run was complete.
For the full index of core bosses (locations and weaknesses for every base-game and DLC boss), see the boss guide overview.
Endgame Build Directions#
The full numerical reasoning unfolds in the builds guide; here are only the four mainstream mature directions for the endgame stage. The values are common target references — don’t copy them blindly; fine-tune to your weapon’s scaling needs.
Stat Targets#
| Build | Mature direction (common targets) |
|---|---|
| Strength | Vitality around 40, Strength pushed to 50, moderate Endurance, Arcane left untouched |
| Skill | Vitality around 40, Skill 50, focused on crits and fast weapons |
| Bloodtinge | Vitality around 40, Bloodtinge 50, paired with Bloodtinge gems for the transformed form |
| Arcane | Vitality around 40, Arcane 50, relying on weapon arcane conversion and hunter tools |
Endgame Weapon Picks#
| Weapon | Fits | Notes |
|---|---|---|
| Ludwig’s Holy Blade | Strength / Skill | The greatsword form after transformation — a graduation pick balancing versatility and burst |
| Chikage | Bloodtinge | Trades health for heavy blood damage once transformed — the icon of Bloodtinge builds |
| Blades of Mercy | Skill | Dual-wielded high-speed combos for players who live at point-blank range |
| Holy Moonlight Sword | Arcane | Arcane damage plus sword beams — the romance of Arcane builds |
Endgame Rune Picks#
| Rune | Effect | Use case |
|---|---|---|
| Moon Rune | Increases Blood Echoes gained | Farming cycles and dungeon leveling |
| Clawmark Rune | Boosts visceral attack damage | The core component of gun-parry builds |
| Formless Oedon | Raises bullet carry cap | Setups that lean on parries and hunter items |
| Blood Rapture rune | Visceral attacks restore HP | Raises survivability in high-difficulty fights |
Self-Imposed Challenges#
Once the endgame content runs dry, the community’s common self-imposed challenges rely on no official numbers — you set the rules and calibrate the intensity yourself:
| Challenge | Rule direction | Key point |
|---|---|---|
| No-hit run | Take no hits from any enemy | Gun parries and dodge i-frames are your only tools; the Defiled dungeon is the greatest test |
| Lowest-origin challenge | Use the “Waste of Skin” origin with the lowest starting level (level 4) | Stats are extremely limited — weapon upgrades and item use become your main source of damage |
| Speedrun | Self-set rules (no skipping, map shortcuts allowed, etc.) | Knowing routes and boss-skip conditions matters more than hand speed |
Summary#
Bloodborne’s endgame is an exam paper of ascending layers: New Game+ tests your familiarity with the base game, the Defiled dungeon tests your mechanical fundamentals, depth-5 dungeons test your farming plans, and Ludwig, Laurence, and the Orphan of Kos push this combat system to its design limits. The hunt has no true ending — the dream goes on, and the next thing to be hunted is your own limit.