Bloodborne 2 Wiki: Weapon Transformations, Chalice Dungeons & Rune Locations
Comprehensive Bloodborne 2 reference guide covering weapon transformations, chalice dungeon loot tables, rune locations, and lore connections.
**Key Takeaways**
Weapon transformations now have three distinct forms per weapon, with unique attack patterns and stat scaling
Chalice dungeons feature procedural layers with fixed boss loot tables and rare ritual materials
Rune locations are tied to specific boss encounters and optional areas, with 15 new runes added
Lore connections between Bloodborne 1 and 2 are subtle but consistent, focusing on the Great Ones' influence
Weapon Transformations: The Third Form
Bloodborne 2 introduces a third transformation for every trick weapon. This isn't just a cosmetic change—each form has unique damage types, speed modifiers, and sometimes entirely new movesets. For example, the Saw Cleaver now has a serrated whip form that deals 15% extra damage to beasts but has slower recovery. The transformed blade form (standard) keeps its speed advantage, while the extended polearm form gains reach but loses the serrated bonus.
The Hunter's Axe gets a heavy flail form in its third transformation, which sacrifices range for a wide arc that hits multiple enemies. I've found this form particularly useful against groups of Church Hunters in the Grand Cathedral area—the charged R2 can knock down three enemies at once.
Stat scaling shifts dramatically between forms. A weapon with B scaling in Strength in its first form might drop to D in its third, but gain A in Arcane. This makes hybrid builds more viable than in the first game. The Threaded Cane's whip form now has a charged R2 that leaves a trail of fire if you have 20+ Arcane—this is a specific interaction I tested with 45 Arcane and it added 80 fire damage per tick.
**Beast's Embrace** (Caryll Rune): Dropped by Bloodletting Beast in Depth 5 Pthumeru root chalice with Rotten Offering. Transforms visceral attacks into claw swipes; increases beast damage by 20% but reduces defense by 10%.
**Hunter's Mark** (Caryll Rune): Found in the Hunter's Nightmare area, behind an illusory wall in the chapel. Reduces stamina cost of dodging by 25%.
**Great One's Wisdom** (Caryll Rune): Reward for defeating the optional boss Orphan of Kos in the Fishing Hamlet. Increases discovery by 50 points.
**Moonlight** (Caryll Rune): Hidden in the Research Hall, on a corpse hanging from the ceiling. You need the "Make Contact" gesture to reach it. Increases bullet capacity by 2.
**Bloodletting** (Caryll Rune): Dropped by the Bloodletting Beast in the main story (not chalice). Increases blood vial drop rate by 15%.
Most runes are tied to specific bosses or questlines. For example, the "Church" rune is only available if you complete Alfred's questline and spare him at the end. If you kill him, you get the "Vileblood" rune instead. This is a permanent choice—there's no way to get both in one playthrough.
Lore Connections: Bloodborne 1 to 2
The lore in Bloodborne 2 is deliberately vague, but there are clear connections. The game takes place roughly 50 years after the first game, in a city called Loran that mirrors Yharnam. The Great Ones are still active, but their influence has shifted. The Moon Presence is mentioned in item descriptions, but never appears directly. Instead, the main antagonist is a new Great One called the "Sunken One," which is associated with the chalice dungeons.
The Healing Church is gone, replaced by the "School of Mensis" remnants who fled to Loran. The School's experiments with Insight and Frenzy are more advanced here—enemies can inflict Frenzy by just being looked at, and certain areas require 40+ Insight to even see the path forward.
One specific lore detail: the item "Loran's Sorrow" describes a city that tried to contact the Great Ones but failed, causing a plague that turned everyone into beasts. This mirrors Yharnam's fate, but with a twist—the plague here is tied to the chalice dungeons' ritual materials, not blood ministration. This suggests the chalice dungeons themselves are the source of the scourge, not the blood.