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Infinite Sprinting Glitch

Infinite Sprinting Glitch


Bloodborne Wiki » Game Mechanics » Infinite Sprinting Glitch

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page revision: 01, last edited: 29 Dec 2019

  • Basic Information


Basic Information

  • Glitch sprinting is a technique that allows the player character to run without losing any stamina, albeit at a slightly slower speed than a regular run. This makes it more efficient for longer journeys on foot, as while it is slower than a regular run, there is no need to stop and wait for stamina to recharge. This also makes it useful for player characters who have low endurance.
  • To glitch sprint, the player character must have their stamina bar almost, but not quite, empty - there must be just enough stamina to begin running, but not enough to reach top speed. If the player character's stamina is reduced to zero before they reach stop speed, they will remain at a speed between walking and running as long as the run button is held. The easiest way to reduce stamina in a controlled way is to simply attack repeatedly on the spot.
  • This video by Arti provides a comparison between running, walking, and glitch sprinting. All three recordings begin moving at 6.880 seconds. The recording in which character is running normally is the fastest, but also has to stop and recharge stamina at 15.320 seconds.
  • While the glitch sprinting recording still takes longer to reach the gate, it is only 3.380 seconds slower, or about 87% as fast as running, and did not have to stop to recover stamina. In comparison, walking to the gate, while it also does not drain stamina, took 31.640 seconds; about 73% as fast as running. Based on these numbers, glitch sprinting offers around 15% faster movement than walking.


  • As for the glitch start up, as a Waste of Skin (9 endurance) or Military Veteran (10 endurance), it works 100% of the time if you roll and attack 4 times with your R1 and then immediately start sprinting. It is hardly useful for normal playthroughs but this method could be helpful to perfect some of the speed runs.

Press Kit Art

Press Kit Art


Bloodborne Wiki » Art of Bloodborne » Press Kit Art

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page revision: 01, last edited: 22 Dec 2019

  • Basic Information
  • Art of Yharnam
  • Miscellenaous


Basic Information

  • Prior the game release Sony sent out special "Press-Kit" editions as review copies to gaming outlets. It included Gothic Notebook, Book as holder for the review disc and Artbook. [image]

Art of Yharnam Press Kit [scans taken by Sophie Pilbeam JSF]

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Miscellenaous Press Kit [scans taken by Sophie Pilbeam JSF]

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Tomb Prospectors - All 2300 Root Dungeons Explored

Tomb Prospectors - All 2300 Root Dungeons Explored


Bloodborne Wiki » The Tomb Prospectors Discoveries » Tomb Prospectors - All 2300 Root Dungeons Explored

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page revision: 01, last edited: 15 Dec 2019

  • All 2300 Root Dungeons Explored


All 2300 Root Dungeons Explored [by DrAnger90]

  • Good hunters! Many of you probably heard about this great news already from different sources:
  • The Tomb Prospector community has mapped and explored [archive] all 2300 different Root Dungeons in Bloodborne!
  • I would like to explain in this post how we started, how we were able to achieve this and some considerations we had to make doing this project.
  • At the end of 2017, @ZullieTheWitch shared with the community the true nature of procedurally generated dungeons in Bloodborne and revealed that each Root Chalice has 100 (depth 1-3) or 200 (depth 4-5) different dungeons, bringing the total different Root dungeons to 2300. At this point, people grouped together with the goal to explore them all.
  • Prior to this, a known prospector throughout the community, u/Kazin79, noticed that Isz seemed to have a problem where some dungeons would repeat a lot, something that did not happen in other Chalices. Therefore this was the best starting point for us to reach our goal.
  • After generating hundreds of Isz dungeons, Kazin was only able to generate 32 different Isz dungeons while there supposedly should’ve been 200 different ones. It was clear that there was something going on here, something that we now call the Isz glitch. To shortly explain what it does, the glitch basically prevents players from generating all 200 different Isz and Sinister Isz dungeons on their altars based on the amount of unique items from Isz the players character possesses, like weapons, runes and more. These unique items are looted from Isz/Sinister Isz coffins and when you have all of them, you’re fully glitched and only able to generate the common 32 dungeons, like Kazin did when we started this project. Why this happens is a little bit more complicated and can be read here. Eventually, we managed to circumvent this glitch by using new characters for generating Isz dungeons, characters that haven’t explored Root Dungeons at all, which made us able to generate dungeons outside these common 32.
  • In order to explore every dungeon, we needed a reliable way to identify different dungeons, therefore we used a dungeon screenshot database. The way it worked was that each dungeon would be able to be identified with screenshots from the start of the dungeon and sort them by main layer architecture and the presence or absence of a bonus room. Every time we generated a dungeon, we would look at the main layer architecture first (which we assigned different names to), then at which side the bonus room was on followed by the notes of that dungeon to see if we already explored that dungeon. If we already explored it, we ignored it and generated a new one. Whenever we found a new dungeon using this method, we would take screenshots, make notes and add it to the screenshot database and exploration sheet. This continued until we found most dungeons for the Isz Root Chalice and after that, we used the same system for the Sinister Isz and the Cursed and Defiled Root Chalices.
  • Exploring dungeons this way has 2 big disadvantages. First, some Chalices only give a 4th layer to a dungeon 20% of the time, which means that even if we found a new dungeon, there is only a 20% chance it would have a 4th layer. And second, due to more randomness, a Chalice gives you a random dungeon out of a pool of 100 or 200 dungeons. Meaning that if you start exploring a Chalice, you will find a lot of different dungeons, but as you find more and more of them, it becomes increasingly harder to find ones you haven’t explored yet. To give an idea, we had to generate close to 1000 Isz Root dungeons to only find 192 different ones. not to mention how many more we needed to generate to find the last 8 or even all the 4th layers.
  • In total, we generated close to 2000 dungeons for Isz Root, Sinister Isz Root and Cursed and Defiled Root Chalices and we didn’t even came close to completely explore those Chalices due to randomness which resulted in dozens of dungeons and even more 4th layers missing. This is not even counting the dungeons other people created to help us.
  • The way of exploring dungeons this way, was extremely time consuming. Imagine generating thousands of dungeons, identifying all of them with the use of screenshots, knowing that even if you found a new one, there would only be a 20% chance it would have a 4th layer. At the time, we had only a handful of people generating the dungeons, and only 2 people that would do the identifying. It took us almost 6 months to achieve this, so we definitely needed more help. Despite asking for more help multiple times, people just didn’t want to spend so much time only generating and identifying the dungeons. And after so many months of hard work, we didn’t really feel like continuing this way as well.
  • During this time, we also started to understand more how dungeons were built in the code and how we could use this to achieve our goal. Because, with the save editor, we could explore new dungeons 1 by 1 using their internal ID and as a bonus, we could open up the 4th layer manually as well. This would remove the randomness aspect and save a lot of time, which was really necessary since doing this with the method I described above would probably result in us never finishing this project. Not only because it would take ages, but also because it really wouldn’t be fun to do it that way. Using the save editor to create the dungeons also made it possible for more people in the community to join the fun and explore with us. But even when we did this, there was still a lot of work to be done. But now 1,5 years later, we managed to finally explore all 2300 Root dungeons, including 4th layers!
  • One might argue that exploring dungeons that way is not intended, and I get that. To me it is the same discussion about edited dungeons and if they are good for the game or not. And my answer to that is that if edited dungeons bring a lot of people back to the game because they offer something interesting, than it is a good thing and totally worth it. All our work figuring out how to edit dungeons made us able to make shortcuts for build making by skipping most of the boring story dungeons, edit gem pools of dungeons to allow for new exciting farming possibilities and it even made us able to make crazy challenging dungeons for people to test their skills. You can even wander around in developer dungeons, see cut bosses and arenas. Since our community has grown significantly, it shows that people really enjoy these new aspects of the game. And exploring the dungeons with the save editor made the community excited to explore together and achieve our goal, which is only a good thing in my eyes.
  • The fact that we were able to explore every dungeon also doesn’t mean you shouldn’t explore them yourselves. Just have fun with the game, bring a friend and explore some dungeons and farm some gems together. We’re always happy to see new people exploring the dungeons and show us what they have found. That’s why you should also join our Discord if you haven’t already, which is the place where we coordinated all the exploration and did all our research. It would’ve simply been too tedious to do all of this via Reddit. There are still mechanics in Chalice Dungeons that only have been found recently, so who knows what might be lurking out there still.
  • It is mind boggling to me how much work our community put into this, pure because of the love for this awesome game. There are too many people in the Tomb Prospector community to thank for this wonderful achievement, yet I would like to give a special thanks to u/XTrinX, who went through dungeon identifying hell with me at the start of this project and put more time into this than any of us.

Item Discovery in Chalice Dungeons

Item Discovery in Chalice Dungeons


Bloodborne Wiki » The Tomb Prospectors Discoveries » Item Discovery..

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page revision: 01, last edited: 02 Nov 2019

  • The Discovery stat explained


The Discovery stat explained [by DrAnger90]

  • Good Hunters, I want to share some insight about the Discovery stat in Bloodborne and our recent findings that give a very plausible explanation on how it works.
  • I was in the middle of farming small Celestials in Isz to test their gem pool (~900 kills per hour) until I noticed that they dropped way fewer gems than they did before. The only difference was that the dungeon I used before was cursed and this one wasn’t. So we started to think about why this could be the case.
  • From looking through the param files, it turns out that the Curse rite gives the player a Discovery boost! And not a small one that is. The Curse rite is supposed to give the player 1000 bonus Discovery!
  • It gets even crazier, since there are unused Curses as well that were meant for cut depth 6-7 chalices but still work when we edit them onto depth 5 dungeons! These “Terrible Curses” drop the player down to 25% or 12.5% hp and supposedly give the player 5000 bonus Discovery!
  • Both Curse Discovery bonuses are invisible for the player and won’t show up in the characters stats.
  • I tested the same Celestial farm but this time with a Terrible Curse active, and they dropped way more gems than usual.
  • To summarize the farms:
►900 Celestial kills in a dungeon without a curse and 439 Discovery yielded 148 gems.
►900 Celestial kills in a dungeon with a normal 50% curse and 439 Discovery yielded 342 gems.
►900 Celestial kills in a dungeon with 75% “terrible curse” and 439 Discovery yielded 670 gems!

  • A similar thing happened when I farmed some Gargoyles. In a normal cursed dungeon 91/200 items were gems and in a terrible cursed dungeon 140/200 items were gems. These are such huge differences that it can’t be just normal randomness at work.
  • This discovery made me want to write down a formula that explains this and it seems simpler than expected. In the param files, every enemy has a base value for all items they can drop and if these values are flagged as Discovery-dependent, they will receive a bonus according to the characters Discovery stat. As an example, 1000 Discovery multiplies the value by 10. From this you can simply calculate the droprate of each item from each enemy once you know their base values, Discovery-dependent items and the Discovery stat. Both the Celestial and Gargoyle farms align with what the calculation predicts as can be seen in the following document, together with some other examples.
  • It also turns out that the Curse Discovery bonus is only granted to the player whenever they wear any number of runes that increases the Discovery stat. If the player doesn’t wear any Discovery enhancing runes, they won’t receive the 1000 or 5000 Discovery bonus in cursed dungeons.
  • This causes some very weird things to happen. A character with no Arcane investment and only the Milkweed rune equipped (110 Discovery + 1000 or 5000 from the curse) can find way more rare items than a character with 99 Arcane and no runes equipped (209 Discovery). I’ve tested this too with the Celestial farm and it does seem to be the case. If you want to test this as well, I would suggest you farm the Celestials on layer 2 in pf3w3w36 with the 2 different setups I mentioned above. This dungeon has the 75% terrible curse and drops mostly Striking gems.
  • Therefore I would suggest you would always equip at least 1 rune that increases your Discovery (any Eye rune or the Milkweed Oath) while you’re in a Cursed dungeon to take advantage of this curse bonus.
  • The unused Terrible Curses are more useful than we thought before, as they will make enemies drop more valuable items. In cases like the Labyrinth Spirit, it will presumably increase the chance for a gem from 55.6% to 82.6% (with 439 Discovery).
  • We need more farming data on different enemies to test the calculation, but it definitely seems to be in the right direction. One flaw that might be seen is the NPC hunter gem chance, which seems to be higher than we think it should be in a normal cursed dungeon. It might be that enemies that are summoned by special effects like Rotted Rite or other similar effects won’t get affected by the Curse Discovery bonus so their gem chance values stay relatively low.
  • All of this explains why some people noticed a huge difference in the amount of rare items when they compared 209 Discovery (99 Arcane) with 219 Discovery (99 Arcane + Milkweed), or other oddities when farming enemies in the past. It seems that the players own Discovery stat isn’t really that important, which is surprising. Discovery was always a confusing topic and nobody really knew how it worked and if more Discovery even mattered. I hope that this explains once and for all how Discovery works.
  • Our discord is the place where we discover all these cool things, come visit us if you haven’t already!
  • Thanks to FoxyHooligans, KitPes, Trin and Nellah for helping me with this!

Maneater Boar Gallery

In-Game & Model Gallery


Bloodborne Wiki » Bosses » Maneater Boar » In-Game & Model Gallery

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page revision: 02, last edited: 13 Aug 2024

  • Model compilation by ico
  • In-Game gallery by MoonlightGhost
  • In-Game gallery by Trin
  • Model gallery by Sophie Pilbeam


- Maneater Boar -

- Made by ico in 2023 -

- Made by MoonlightGhost in 2023 -

- Made by Trin on May 25th, 2019 -

- Made by Sophie Pilbeam in 2023 -

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