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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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Game Version 1.00 Differences

Game Version 1.00 Differences


Bloodborne Wiki » Game Patches » Game Version 1.00 Differences

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page revision: 20, last edited: 31 Jan 2025

  • Basic Information
  • New Game + HP Multiplier 1.00 and 1.09 Changes
  • Audio Changes
  • Miscellaneous
  • Blood Echoes Effect & Lighting
  • Lighting & Effects 1.00 vs 1.09 Comparison
  • Enemy Differences
  • Boss Differences
  • Environment Differences
  • Chalice Dungeons
  • Micolash
  • Queen Yharnam
  • Blood Dregs
  • Arianna Glitch
  • Grand Cathedral Lamp
  • Frenzy Spears
  • Oath Runes
  • Blood Gems
  • In-Game Name & Description Differences


Basic Information

  • On this page you will find photodocumentation & notes of differences from unpatched game version 1.00 compared to later versions of the game.
  • [video] Bloodborne but it's the DAY ONE Release Version by Mr Metagross
  • [video] Every Difference in Bloodborne's Unfinished 1.00 Version by BertoPlease

New Game + HP Multiplier 1.00 and 1.09 Changes

Location & Boss 1.00 1.09 Location & Boss 1.00 1.09
[NG+] Doll (Central Yharnam start - not used) 8.735 8.735 [NG+] Nightmare Frontier (strong) 2nd Half 3.454 3.454
[NG+] Central Yharnam, Cleric Beast 7.946 6.08 [NG+] Byrgenwerth, Moonside Lake, Rom, the Vacuous Spider 2.09 2.496
[NG+] Central Yharnam (late, strong), Father Gascoigne 6.39 6.08 [NG+] Forsaken Cainhurst Castle, Martyr Logarius 1.887 1.887
[NG+] Cathedral Ward (early) 5.201 4.462 [NG+] Yahar'gul (Blood Moon), The One Reborn 1.883 1.883
[NG+] Cathedral Ward (middle), Healing Church Workshop 5.175 4.218 [NG+] Upper Cathedral Ward, Celestial Emissary 1.591 1.591
[NG+] Cathedral Ward (Grand Cathedral), Vicar Amelia 4.529 4.118 [NG+] Lecture Building 2F & Nightmare of Mensis 1.456 1.456
[NG+] Old Yharnam 5.278 4.553 [NG+] Nightmare of Mensis (strong) after Micolash, Mergo's Wet Nurse 1.46 1.46
[NG+] Hemwick Charnel Lane, The Witch of Hemwick 4.534 4.534 [NG+] Ebrietas 1.604 1.604
[NG+] Hemwick Mad One 5.095 5.095 [NG+] Micolash, Cathedral Ward NPCs 2.5 2.5
[NG+] Forbidden Woods, Shadows of Yharnam 3.967 3.967 [NG+] Gehrman 1.456 1.456
[NG+] Yahar'gul (Evening), Darkbeast Paarl 3.956 3.956 [NG+] Moon Presence 1.34 1.34
[NG+] Lecture Building 1F & Nightmare Frontier 4.022 4.022

Audio Changes

  • The Winter Lantern in the Nightmare Frontier can only be heard singing if you are very close. The ones in the Nightmare of Mensis can be heard singing from the usual distance.
  • The audio cue that plays when the player character collects an item does not always play.
  • The audio cue that an enemy is vulnerable to a visceral attack does not play when certain enemies are hit with a charged R2 from behind. These include Silverbeasts and Brainsuckers.
  • The sound effect for using Blue Elixir and Sedatives is different in 1.00
  • Celestial Emissary in Isz Gravestone and Queen Yharnam use different OSTs.

Miscellaneous

► The Eye Area settings refer to "Eye Socket Colour" rather than "Tone Around Eyes". ► You don't get 10 QS bullets when you are gifted firearm by the messengers in Hunter's Dream. While in 1.0 the player acquires 10 bullets automatically when they pick up a gun for the first time. (or Bullets will be added to reach 10) ► The player character's Blood Echoes will sometimes spawn in mid-air. In some cases this renders them unrecoverable. ► During the transition from Evening to Night in the Grand Cathedral, the Church Servants may become stuck on the other side of the doors and unable to leave.
► The HUD counters showing Blood Vials and Quicksilver Bullets do not turn blue when at maximum. ► If Gehrman's NPC form is hit with the Flamesprayer or Rosmarinus, he will not react to it and simply continue his idle animation like in current version but several seconds later he will blink out of existence in one frame. ► Henryk's attire is never sold in the Insight Bath. It will become available once game is updated to 1.09 version. ► No option to show the alternate status screen (the one enabled by pressing square).
► The quantities of an item held doesn't appear in the small inventory screen. ► Small Resonant Bell and Sinister Bell are sold separately, instead of Sinister spawning after buying the other one. ► Character selection screen doesn't show BLs, just the internal number of the save. ► Limit of Vials and Bullets that can be held in the inventory being 99, instead of 600.
► Limit of Vials and Bullets that can be held in the inventory being 99, instead of 600. ► There was the different layout for weapon reinforcing. ► Gehrman will not ever move from the workshop in the Hunter's Dream until you exhaust his dialogue or defeat the Wet Nurse. ► The player character receives Blue Elixir for sending Gascoigne's daughter to Iosefka's Clinic. On 1.09, the reward is Lead Elixir.
► The Doll reacts differently to the player's gestures. It looks like From accidentally swapped the Bow and Head Turn behavior, so the Doll will turn her head when you bow. ► ► ►

Blood Echoes Effect & Lighting

► Blood Echoes have an additional purple mist effect. ► Much of the lighting is different, and there is far less mist / fog. In particular, Cainhurst Castle, Byrgenwerth and the Nightmare of Mensis are much easier to see from a distance.
► It is easier to see the interior of Byrgenwerth in Laurence's flashback. ► The swamp in the Nightmare Frontier is a lot more reflective. ► The lightning changes all of the sudden while entering the Tomb of Oedon. ► The lightning changes all of the sudden while entering the Tomb of Oedon.
Lighting & Effects in 1.00 Lighting & Effects in 1.09
  • [video] Lecture Hall lighting 1.00
  • [video] Loran dust effect in 1.00

Enemy Differences

► The Slime Scholars in the Lecture Hall have extremely small amounts of HP, only around 70-80. They will die in one hit from virtually any weapon that's received any upgrades at all. Even an unupgraded Hunter Pistol deals significant damage. ► There are only three Celestial Larvae on the bridge prior to the lantern in Upper Cathedral Ward. ► The unique large Ashen Blood Beast in Loran does not wear a shawl in 1.0 ► The Bloodlicker enemies leave behind a corpse instead of vanishing. The corpse has a unique pose, but stays completely rigid rather than ragdolling.
► The hunched Ritekeepers in the Chalice Dungeons frequently use buffing move that is normally only used by the standing ones. The buff aura can damage the player, if the hitbox is low enough to connect. ► The Executioners and Church Giants will sometimes produce the "ringing bell" ripples from their feet while attacking the player character or when hit with a Visceral Attack. The cause is unknown and there does not appear to be any additional effect associated with it. ► Winter Lanterns cannot steal the player character's Blood Echoes on 1.0. ► The hostile Yahar'gul Hunter with the Rifle Spear & Cannon drops both Bone Marrow Ash x 1 and Quicksilver Bullets x 10 upon death. In 1.09, he drops Quicksilver Bullets x 20. Reloading the area after he has died causes the Bone Marrow Ash x 1 to appear at his original location, even if it was collected earlier. There appears to be no limit to the number of times the Bone Marrow Ash can be respawned and collected this way.
► The ghosts in Cainhurst sometimes spawn inside the stairs and cannot escape.

Boss Differences

► Paarl does not react to Pungent Blood Cocktails. His AI is also glitched, causing him to sometimes lose sight of the player character and become passive until he sees them again. ► The Shadows of Yharnam do drop Blood Rapture but sporadically on the first game cycle. However, they will often drop a Madman's Knowledge on subsequent cycles, as if the player acquired Blood Rapture (or another unique item) from them on the previous cycle. If game is updated to current version 1.09, they will not drop the rune in next playthroughs either, making it impossible to get. ► A glitch can cause the blue-eyed Scourge Beasts to occasionally be summoned by the Celestial Emissary. The Scourge Beasts summoned by the Celestial Emissary can drop the same items as the ones in Upper Cathedral Ward. Furthermore, if a Scourge Beast summoned by the Emissary drops an item, they will drop it again if resurrected, allowing it to be collected inifnitely. The Emissary's HP buff will not be applied to any Scourge Beasts it summons. ► The Scourge Beasts summoned by the Celestial Emissary are the same Scourge Beasts encountered previously in Upper Cathedral Ward. This means that, if killed prior to the boss fight and not respawned, they will be summoned while dead. This results in the Scourge Beasts appearing as a ragdoll corpse which cannot be attacked, but can still be targetted and displays a full HP bar.
► Amygdala in the Nightmare Frontier drops the "Lower Loran Chalice". Using it simply generates Ailing Loran as normal. Updating the game to 1.09 fixes the chalice name and description. ► The Abhorrent Beast boss is called "Loran Darkbeast". The Loran Darkbeast is called "Darkbeast Paarl".
► After summoning the dark fog, Mergo's Wet Nurse's blades glow bright purple. This appears to be a buff, but the exact effect is unknown. ► The bosses who normally react to pungent blood cocktails - Blood-Starved Beast, Beast-Possessed Soul, Loran Silverbeast and Darkbeast Paarl - do not react to them. The non-boss versions of the Beast-Possessed Soul and Loran Silverbeast will react as normal. ► Amygdala does not properly align with the floor of its boss room, causing its hands to either clip through the ground or slam into thin air.
► The Headless Bloodletting Beast can be staggered and riposted as though its head it still there, and retains its head's hitbox and bite attack. ► If its nonexistent head is damaged and it subsequently performs its "rally" move to heal it, a layer of of blood will form as though the head is still there. ► Saw Cleaver (but not Saw Spear) R1-L1 deals massive "poise" damage, even able to send beast Gascoigne fly. [video 01, video 01] ► While blocking with the Kirkhammer, the character takes reduced damage, but stamina isn't drained. [video]

Environment Differences

► In game version 1.0, default text prompt for the closed doors was "Shut fast".
► Maps load significantly slower on 1.0, and it is possible to arrive in an area before it has finished loading simply by running. This sometimes causes entire structures to not load for several seconds, allowing the player to see "through" the map. ► There is something animated floating above Old Yharnam when viewed from Cathedral Ward. It is too far in the distance to properly examine, but appears to be a tuft of grass. It is not visible from Old Yharnam itself. ► One of the clouds in Central Yharnam's evening skybox is miscoloured.
► There is a misaligned clipping plane in Cainhurst that causes the character to stand in a strange position in mid-air. ► Missing architecture in CW (chapel where Alfred is found for the first time). ► No prompt on the gate in front of the three church corpses with Madman Knowledge in Yahar'gul. ► UCW door says "Locked", instead of "Shut fast", unlike the rest of closed entrances.
► Witnessing Amygdala's grab outside of CW is enough to raise Frenzy. [video] ► The absence of the Bloodstone Shard on the corpse near the Large Huntsman banging on the closed gate (it can actually be restored even on 1.0 with save-editing). ► If you use the ladder past the Boar, the Large Huntsman will never attack the flaming boulder, since he'll aggro before the torch wielding Yharnamite near him. ► The messenger baths (Insight and Accessories) don't become available until the player has 10 Insight.
► Instead of Old Summoning Sign there was this note and text prompt. ► Instead of Old Summoning Sign there was this note and text prompt. ► Paleblood isn't capitalized in the first note in Iosefka's Clinic.

Chalice Dungeons

► Upon entering a Chalice Dungeon, the display says you are on a "Lvl" (level) rather than a "Layer". ► The player character can acquire Root Chalices as normal. However, creating any kind of Root Chalice requires a network connection, so they cannot be used on 1.0. ► When the doors are unlocked, the lights on the lever and outside the door turn gold instead of green, like the doors outside boss rooms.
► When the doors are unlocked, the lights on the lever and outside the door turn gold instead of green, like the doors outside boss rooms. ► The lights outside the locked door in Pthumeru Ihyll layer 1 have another wall in front of them, with only the glow visible. ► The corpses of summoned enemies don't disappear after the death of Bell Maiden. ► Bloodlickers which spawn on the corpses of enemies killed with a visceral attack will leave corpses behind like in Cainhurst.
► The Forgotten Madman drops Coldblood Flowerbud x1. ► In Lower Pthumeru, the Messenger Bath is in the side area before layer lamp on L1. ► Two Fluorescent Flowers in the main area on L3 of Lower Pthumeru, found under the courtyard platform. ► In Lower Pthumeru the chest containing a Sage's Wrist is on L3 instead.
► The illusory wall on L3 of Lower Pthumeru uses another texture that is never used for illusory walls in the final release. ► The Merciless Watcher guarding the lever in Lower Pthumeru Layer 2 drops standard tempering radial gems. In 1.09, he drops cursed gems. ► The door prior to the Loran Silverbeast boss fight is mismatched with its frame, allowing the player to see the other side before opening it. ► When Rom summons meteorites from the ground, the ripple effects are significantly more visible.
► The flaming ball in the chalice dungeons has something resembling a glowing collectible item attached to the base. It cannot be interacted with. The ball also has no collision until it is set on fire. ► Some doors in the Chalice Dungeons are glitched, causing the "Open" prompt to appear even after they are open. Pressing X causes the animation of the door opening to play again. ► Lost Child of Antiquity enemy could drop blood gems with Finestrike, Dense, Lethal and Odd primary effect in Chalice Dungeons on 1.00 game version. ► Suspended bridges shake while the player walks on them and even shake the camera and move the character around. [video]
► Forgotten Madman uses the "regular" Drop Table from NPC Hunters in 1.00 and will leave behind Ritual Materials and Blood Gems as normal drops, but sometimes won't give you the Root Dungeon automatically. ► Bloodletting Beast in Pthumeru Ihyll can drop abyssal gems despite being on layer 2. This is due to version 1.00 not having a gemgen entry for lower layer version, so all variants use layer 3-4 values.

Micolash

  • Micolash's pathfinding is very different. He will run to his first arena immediately if the player simply goes up the stairs, but will only run into his second arena if the player approaches by falling from the walkway directly above the mirror. Micolash either cannot be poisoned, or has much higher poison resistance. He also performed the "cannot use item" animation several times, but the trigger is unknown. Another major change in later versions of the game is prolonging recovery time of Skeletal Puppets during the fight, when in unpatched version they revive faster, in matter of few seconds, making boss fight more difficult.
► The lighting is very different, casting a golden glow over the arenas. ► Even after his HP bar disappears during the transition between his two phases, Micolash can continue to be attacked, and will attempt to counter and dodge. Any damage done during this will carry over to his HP in the second phase. ► Instead of jumping out of the mirrors in his boss arena, Micolash falls from the air nearby. ► There is gap in the floor near where the Blood Stone Chunk is, and falling through is instant death.

Queen Yharnam

► Queen Yharnam reacts to lighting very differently. When encounted in Moonside Lake, she is partially transparent until the cutscene triggers. When encountered in the Nightmare of Mensis, her lighting is very flat. ► She will also change her facing in the Nightmare of Mensis. The trigger is unclear, but she faces the shortcut elevator, so she may be turning to face the player.

Blood Dregs

► Blood Dregs are handled completely differently in 1.0. Almost all non-Hunter NPCs will drop Blood Dregs if Corruption is equipped. This includes Willem and the NPCs sent to Oedon Chapel. It does not include Patches, the Celestials in Iosefka's Clinic, Gilbert, or Impostor Iosefka after the Red Moon. Adella will drop Blood Dregs if killed in Oedon Chapel, but not if she is killed in Yahar'gul. In contrast, Hunter NPCs often do not drop Blood Dregs. Yurie, Edgar, both Hunters of Despair, and both Yahar'gul Hunters in Cathedral Ward do not drop Blood Dregs. The Hunters who drop them are Eileen, Alfred, Henryk, Djura, Djura's Disciple, and the three Yahar'gul Hunters near Hypogean Gaol. Characters who die through scripted events will not drop Blood Dregs. For example, Arianna will drop a Blood Dreg if killed by the player, but not if she is murdered by Adella or dies after her child is killed. Hostile NPCs encountered in the Chalice Dungeons will drop Blood Dregs the first time they die. The player character will receive a Blood Dreg as soon as the Bloody Crow of Cainhurst is loaded in. See the Bloody Crow of Cainhurst notes for more explanation. ► If a character who would normally drop a Blood Dreg on 1.0 is killed without the Corruption rune equipped, their Blood Dreg is not lost. Instead, it is "stored" in the area where they died, and will be given to the player character automatically if they return to the area later on with Corruption equipped. All that is required is that the player character make the area load in some way; warping, travelling on foot or simply visiting a nearby connected area will all cause the Blood Dreg to be automatically acquired. Furthermore, the areas in which "stored" Blood Dregs can appear are not always the same area in which the character normally appears. Willem's Blood Dreg can be acquired in the Lecture Building or in Byrgenwerth. Djura and Djura's Disciple's Blood Dregs can acquired in Old Yharnam or Yahar'gul. In contrast to the above, the Blood Dregs of the three Yahar'gul hunters outside Hypogean Gaol can only be acquired in Yahar'gul. [full list]

Arianna Glitch

► After warping to Cathedral Ward after Micolash, Arianna had vanished and the trail of blood led down to the sewer area below Oedon Chapel. Going down there resulted in the character receiving Insight as though they have seen Arianna's child, but Arianna and her child were not there. ► Quitting and reloading made Arianna and her child appear. When Arianna is in the sewer with her child, she will load properly when approached from Tomb of Oedon, and no reload is necessary.

Grand Cathedral Lamp

► The Bloody Crow of Cainhurst never appears in 1.0. Eileen is found wounded on the steps as normal and warns the player character about her "prey", but there is no Bloody Crow in the Grand Cathedral. Instead, Blood Rapture will be lying on the ground as if the Bloody Crow had died there. The player character receives no Blood Echoes and Eileen's dialogue will never progress to her thanking you and saying she needs rest, suggesting that the Bloody Crow has not actually "died". However, the audio cue for a character death will still play if the player character warps to the Grand Cathedral lantern, and they will recieve a Blood Dreg if they have Corruption equipped. ► Warping there with Eileen present caused her to immediately attack the player character. Upon death, the player character would respawn at the lantern with Eileen still hostile. Hostile Eileen has far less dialogue in 1.0, with her only saying "The beasts cannot be stopped" at half HP, "The Hunt makes Hunters mad" upon killing the player character, and "...Aah, you monsters... all Hunters must die..." upon death.

Frenzy Spears

► The spears of blood created by the attacks of the Mensis Brain and Winter Lanterns sometimes remain floating where they appear instead of remaining attached to the character.

Oath Runes

► The Oath Runes have no additional effects listed.

Blood Gems

Converting Blood Gems from 1.0 to 1.09
Blood Gems acquired on 1.0 will have some of their properties altered when the game is updated to 1.09. Comparing the properties of gems collected on 1.0 with their properties after being updated to 1.09 led to discovery of following effects being changed. A gem's HP regeneration and depletion values, as well as Slow and Rapid Poison, will undergo change but the exact conversion formula used is unknown. Other effects remained unchanged.
► All HP recovery gems found use decimal values rather than whole numbers, including the Tear Blood Gem, which recovers 3.2 HP. Equipping a 1.7 HP recovery gem resulted in gaining 2 HP every 30 frames. Equipping a 0.5 HP recovery gem resulted in regaining 1 HP every 30 frames. Stacking all HP recovery gems for a total of 5.4 HP recovery resulted in gaining 3 HP every 15 frames. From this, it appears the HP recovery in 1.0 is rounded up to the nearest whole number, and this is regained every second. This is spread over multiple ticks per second if the recovery total is over a certain value.
► If gems with properties from 1.0 are collected and then the game is updated to 1.09, these gems will change to be consistent with 1.09's gem mechanics. A cursed gem's 1.3 HP depletion effect became 4 HP depletion. Its physical bonus of 9.9% remained the same. A dirty gem's +9.2 rapid poison and +2.3 slow poison became +19.3 rapid poison and +5.8 slow poison.

In-Game Name & Description Differences

  • These are from the european EN script, they are different from the american NA script in 1.00. Specifically they retain the European EN script's use of "Third Cord" rather than "One Third of an Umbilical Cord" And do not mention the Child of the Vilebloods
► Anti-Clockwise Metamorphosis In-game description was slightly different on version 1.0 than in later versions of the game. ► Beast In-game description was slightly different on version 1.0 than in later versions of the game. ► Beckoning Bell In-game description was slightly different on version 1.0 than in later versions of the game. ► Blood Stone Shard In-game description was slightly different on version 1.0 than in later versions of the game.
► Third Umbilical Cord (Workshop) In-game description was slightly different on version 1.0 than in later versions of the game. ► Third Umbilical Cord (Arianna) In-game description was slightly different on version 1.0 than in later versions of the game. ► Third Umbilical Cord (Impostor Iosefka) In-game description was slightly different on version 1.0 than in later versions of the game. ► Third Umbilical Cord (Wet Nurse) In-game description was slightly different on version 1.0 than in later versions of the game.
► Cursed and Defiled Root Chalice In-game description was slightly different on version 1.0 than in later versions of the game. ► Defiled Chalice In-game description was slightly different on version 1.0 than in later versions of the game. ► Bold Hunter's Mark In-game description was slightly different on version 1.0 than in later versions of the game. ► Silencing Blank In-game description was slightly different on version 1.0 than in later versions of the game.
► Twin Blood Stone Shards In-game description was slightly different on version 1.0 than in later versions of the game. ► Blood Stone Chunk In-game description was slightly different on version 1.0 than in later versions of the game. ► Blood Rock In-game description was slightly different on version 1.0 than in later versions of the game. ► Tear Stone In-game description was slightly different on version 1.0 than in later versions of the game.
► Noble Dress In-game name was different on version 1.0 than in later versions of the game. ► "Bloodtinge" is written as "Blood tinge".
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