Direct answer
Crimson Moon's base-game ending requires both Stones of Abraxa, earned from the two Mission IV World Bosses. With both stones at the hub, the War Table leads to Felwyl, The Ascended; victory unlocks Hellish and leaves higher-tier runs, permanent growth, collection work, and achievements as post-game goals.- World Boss routes
- 2
- Final Boss
- Felwyl, The Ascended
- Post-ending tier
- Hellish
The route to the base-game ending
Crimson Moon's base-game ending is reached through repeated runs rather than a single uninterrupted campaign path. The captured endgame guide describes Missions I through III as the lead-in to Mission IV, where the run culminates in a World Boss encounter. This wording reconciles the shorter description of three missions followed by a World Boss with the interface label that treats the World Boss stage as Mission IV.
Progress toward the ending requires clearing both available Mission IV World Boss routes, not repeatedly defeating only one of them. Each route awards a different Stone of Abraxa, and both stones are needed at the hub before the final encounter becomes available. The collected sources do not provide a complete quest log, route map, or minimum level for this sequence, so the guide should not invent additional prerequisites.
The Final Boss should not be presented as the ordinary conclusion of every standard run. The captured endgame description ties that encounter to possession of both stones, while the regular run structure reaches one World Boss after the earlier missions. Keeping those two milestones separate prevents a progression guide from implying that a fresh account fights Felwyl after each routine World Boss clear.

The two Mission IV World Bosses
One Mission IV route ends at the Defiled Cemetery with E'frae, The Dry Rot King. The other ends in the Ancient Chamber with Mahkteah, The Lord of Perdition. The captured endgame page identifies both as World Bosses and connects each victory to a unique Stone of Abraxa.
These names and locations establish the progression choice, but they do not establish a combat strategy. The research set contains no verified attack list, phase timing, resistance table, stagger value, or recommended damage threshold for either boss. Players can safely use the page to understand why both routes matter, while build-specific tactics must remain outside the guide until current gameplay evidence is available.
Stones of Abraxa and the final encounter
After both World Boss victories, the two Stones of Abraxa are placed at the hub as the key progression objects for the finale. The captured endgame guide says using the War Table with both stones takes the player directly to Felwyl, The Ascended. Defeating that Final Boss triggers the ending cutscene and allows runs to continue afterward.
The evidence does not describe an alternate stone order, a missable ending branch, or a requirement to replay Missions I through IV immediately before entering the finale. It also does not provide a verified Felwyl build, phase guide, or weakness chart. Keep the page focused on access and progression, and send readers to a dedicated boss page only when that page has separately verified encounter details.
Difficulty unlocks on the ending path
The ending route also controls access to the three difficulty tiers above Easy and Standard. At the September 13 snapshot, the captured difficulty guide says Hard unlocks after the first Mission IV World Boss, Challenging after the second, and Hellish after the Final Boss. Those milestones make higher difficulty a progression reward rather than a complete set of choices available on a fresh save.
Harder tiers increase pressure and improve potential returns, but the sources provide no universal percentage for enemy health, incoming damage, experience, Gold, or item rarity. The detailed captured table reports more Elite enemies, higher damage, and fewer lives at the upper tiers, yet those values remain patch-sensitive. A player should confirm the current tier panel before treating any reward category or life reduction as permanent.
Unlocking a tier and being ready to farm it are separate achievements. The official beginner material encourages players to raise difficulty for stronger rewards, while captured guide advice favors the highest tier that can still be completed consistently. Endgame progression benefits from a challenge that produces repeatable returns, not from a setting that regularly strands useful unpurified gear.
Nephilim levels, experience, and Gold
Continuing runs after the ending supplies experience and Gold for permanent progression. The captured endgame guide connects higher Nephilim levels with additional upgrades, including stronger Flasks and a wider Boon pool, while Gold supports upgrades to purified weapons, armor, and trinkets. The sources do not state a verified level cap or the total cost of completing every upgrade.
This makes consistency more important than selecting the hardest available tier without regard for completion. A failed attempt may still preserve some experience and Gold according to the official beginner material, but it risks the unpurified equipment gathered during that hunt. The efficient endgame tier is therefore the highest setting a player can finish often enough to convert useful field discoveries into lasting options.
Purification and collection completion
Purification remains central after the final cutscene because field equipment is not automatically part of the permanent collection. A successful return allows recovered weapons, armor, and trinkets to become available for later starting loadouts. Repeating runs with different drops gradually expands the range of classless builds that can be prepared before a hunt.
The captured endgame guide describes more than 250 items to find and purify, but that count is supported by one secondary snapshot rather than a current official catalog. Do not turn it into a guaranteed completion total, especially if updates add, remove, or rebalance equipment. The durable goal is collection growth itself: recover unfamiliar pieces, secure them through purification, and evaluate how they broaden future build choices.
Collection completion also differs from preserving a perfect field roll. Community material reports that a purified collection version does not keep every random property of the copy found during the hunt, although the official files here do not verify the exact conversion rules. Endgame players should separate unlocking an item's permanent availability from finding a particularly strong temporary copy during one run.

Build refinement at higher tiers
Endgame build work is not limited to equipping the item with the highest visible rarity. Official build material explains that gear, Weapon Arts, Boons, and an Angel form one system, while armor sets and activation conditions can make a lower headline number more useful. Higher difficulties create stronger tests for whether those effects actually reinforce a repeatable combat plan.
Start with one reliable trigger, then add defense or sustain before committing every slot to damage. Nexus Gate Boons remain temporary for the active hunt, so a successful endgame setup must be able to begin from the permanent loadout and adapt to choices found in the field. Exact best-in-slot rankings are version-sensitive and are not established by the sources used for this page.
Completion goals after the credits
The captured endgame guide identifies trophies or achievements as another reason to continue after defeating Felwyl. It connects those goals with reaching higher levels, upgrading equipment, finding collectibles, and completing more runs. The research files do not provide a complete achievement list or prove that every requirement can be finished in one difficulty tier.
Treat Hellish clears, character growth, purified equipment, Boon expansion, and achievement cleanup as separate tracks rather than one invented endgame checklist. The ending cutscene reportedly hints at future expansion material, but a hint is not a release date, feature list, or confirmation that new content is already playable. The current page should describe the base-game loop and leave unannounced scope explicitly unconfirmed.
