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| "Mature Content" | |
| This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these. |
The Hunter serves as the player character and main protagonist of Bloodborne.
The Hunter's origins are left to the player's choice, allowing for a background that could include a modest upbringing, a troubled youth, a military past, noble heritage, or even a frail and unimpressive start, among other possibilities.
At some stage, the Hunter becomes aware of the existence of Paleblood and travels to Yharnam with the goal of obtaining it to transcend the hunt. Paleblood is a mystery to most ordinary citizens unaware of the Eldritch Truth, yet the Hunter had previously written a note to themselves referencing it, suggesting a level of knowledge about the Great Old Ones. Their desire for Paleblood to "transcend the hunt" can be interpreted in multiple ways:
| This dropdown contains the synopsis of The Hunter's story. Read at your own risk as you may be spoiled otherwise! |
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Prologue Beyond the clinic lies Central Yharnam, a district overrun with deranged townsfolk. Along the way, the Hunter may encounter characters such as Gilbert and Eileen the Crow, a fellow hunter who explains the grim reality of the city's condition. By activating one of the many Lamps scattered throughout Yharnam—or upon dying for the first time, often to the Scourge Beast—the Hunter is transported to the Hunter's Dream, a mysterious, otherworldly realm. Here, they meet the Messengers, pale imp-like creatures who appeared earlier in their nightmare, and receive their first weapons: a trick weapon, a firearm, and a Notebook. Within the Workshop, the Hunter meets Gehrman, an old man confined to a wheelchair, who advises them to hunt beasts for their own sake. Using the Headstone of Awakening, the Hunter returns to Yharnam and proceeds to the Great Bridge, where the Cleric Beast awaits. Endings When the Hunter speaks with Gehrman beneath the tree in the Hunter's Dream, he presents them with a choice: allow him to kill the Hunter and free them from their duty, returning them to the waking world, or refuse and fight him instead. There are three possible endings, with the third requiring the use of three One Third of Umbilical Cords.
If the Hunter agrees to Gehrman's offer, they turn around and kneel, allowing Gehrman to rise from his chair and swiftly decapitate them. The Hunter then awakens in what appears to be the true Yharnam, walking toward the sunrise. Afterward, the Doll is shown bidding the Hunter farewell and wishing them well in the "waking world."
If the Hunter refuses Gehrman's offer, he rises from his chair and initiates a battle. After defeating him, the Moon Presence appears and seizes the Hunter. In the following scene, the Doll is seen pushing the Hunter in a wheelchair, stating that the hunt will begin anew, suggesting the Hunter has taken Gehrman's place.
If the Hunter refuses Gehrman’s offer and has consumed three One Third of Umbilical Cords beforehand, the sequence initially mirrors Honoring Wishes. However, when the Moon Presence grabs the Hunter, they unleash a white shockwave, repelling it and triggering an additional, final boss fight. Upon defeating the Moon Presence, the Doll is shown picking up a small black mass resembling a squid—the Hunter, now transformed into a Great One, destined to "lift humanity into its next childhood." |
The Hunter in promotional artwork is depicted as a male figure with a lean, athletic build, though their appearance can vary depending on the player's customization. In official promotional artwork, the Hunter is shown with a masked or shadowed face.
The standard outfit worn by the Hunter consists of a long, grey duster coat layered over dark, reinforced clothing suited for combat and exploration. They wear sturdy leather boots and gloves, offering protection and mobility. A black tricorn hat is commonly worn as part of the iconic ensemble, paired with a high collar or scarf that conceals much of the lower face.
While the Hunter can wear various armor sets acquired in-game, promotional depictions emphasize the outfit paired with the Saw Cleaver and Hunter Blunderbuss — signature weapons of the profession. These choices underscore the character’s role within the setting’s gothic and eldritch themes. The customizable nature of the Hunter's appearance allows for significant visual variation depending on player choices, including facial features, hair, and voice.
Gehrman is one of the first characters the Hunter meets within the Hunter's Dream, claiming to be a friend of the hunters.
He offers the Hunter any remaining weapons they can find within the Hunter's Dream.
When meeting with the Gehrman later, he explains to the Hunter to seek the Holy Chalice to open the tomb of the gods. He gives the Hunter a location to find one of the Holy Chalices.
At the end of the game, the Hunter's Dream is burning, when the Hunter approaches Gerhman he offers the Hunter a quick and merciless death so that he can awake from the dream, if the Hunter refuses Gerhman will fight against them.
Iosefka is a lady behind a door that refuses to let the Hunter in to he does not bring the disease to her patients, though she feels remorseful for this, giving him a blood vial of hers while praying for their safety.
Iosefka will commonly say "You're safe, thank goodness" if the Hunter visits the area after their first encounter.
Iosefka notes how the night is long, but morning always comes and someone of The Hunter's calibre won't fail them, saying they can speak face to face once the Hunt ends. They note that they shouldn't be thinking this, but they are looking forward to seeing what The Hunter looks like[1].
Gilbert is another NPC that can be talked through their window, the sickness has hit him to the point that he cannot even stand but he is willing to help the Hunter in anyway he can.
He gives the Hunter guidance, telling them how to make it to the Cathedral Ward.
Upon visiting Gilbert after reaching th Cathedral Ward, he'll note how he's of little help now, giving The Hunter the flamesprayer before telling The Hunter how the town gave him hope, their strange blood buying them time and being unharmed by the plague of beast, being content with the fact that he can die human. He tells the Hunter afterwards to not worry about him.
The Doll exists within the dream to look after the Hunter. She asks the Hunter to pursue the echoes of blood and she shall channel them into their strength.
She tells the Hunter as he hunts beasts she will be there for them within the Hunter's Dream to embolden their sickly spirit.
The Doll will feel joy if The Hunter gives her a small hair ornament[2].
In rare moments the Hunter can find the doll praying for their safety[3].
The Doll makes mention to how the Hunters have told her about the church[4], which makes her question if gods love their creations[5], asking if the Hunter would ever think to love her as she is merely a creation by humans, while stating that she loves the Hunter as that's how she's been made[6].
Name: Varies (Depends on the name the player decides to give them[7])
Other Names: The Hunter, The Paleblood[8]
Origin: Bloodborne
First Appearance: Bloodborne
Company: Fromsoft
Creator: Hidetaka Miyazaki (The director of the game)
Actor
Gender: Varies (Depends on who the gender the player decides to choose[9])
Sexuality: Varies (Depends on what player decides to choose[10])
Pronouns: Varies
Handedness: Right-Handed (Uses their right hand as their dominant hand for striking attacks[11])
Age: Varies (Depends on what player decides to choose[12])
Time Period: 19th Century
Timeline: Bloodborne Timeline
Homeworld: Earth
Residence: Varies (The player decides the Hunter's origins and where they came from[13])
Story Role: The Protagonist, The Hero
Legacy: Worldwide Legacy (Hunters are well-known throughout Yharnam, being notably requested for help from people[14]. They're noted to possess massive value[15])
Influence: Global Influence (Killed the Moon Presence, which caused the Blood Moon which turned everyone across the world to turn insane)
Language: English
Ethnicity: Varies (Depends on what player decides for their ethnicity[16])
Religion: Yharnam (The Hunters worship the goddess Yharnam, to where the tomb of the gods carved up below Yharnam should be familiar to every hunter[17])
Classification: Paleblood[18], Hunter of Beasts[19], Vileblood[20] (If The Hunter chooses to swear oath to the Vilebloods[21])
Species: Human
State of Being: Regular
Physiology: Humanoid Physiology
In-Universe Creator: "Gods" (The Doll makes mention to how Hunters have told her about the church and gods[22])
Affiliations: The Doll, Gerhman (Formerly), Alfred, Oedon Chapel Dweller, Vilebloods (If The Hunter chooses to swear oath to the Vilebloods[24]), The League (If The Hunter agrees to join it[25])
Enemies: Gerhman, Cleric Beast, Father Gascoigne, Old Yharnam (Old Yharnam is a place where Hunters are not wanted[26])
Height: Varies (Depends on what player decides to choose[27])
Weight: Varies (Depends on what player decides to choose[28])
Status: Alive (The Hunter absorbed the Great One's soul and became a new Great One themself[29]), Deceased in the "Submit Your Life" Ending (Submits their life to Gerhman allowing themself to be killed[30])
Alignment: Neutral Good (The Hunter despite never speaking has shown to be kind-hearted in nature, helping people out despite the dreary world they exist in. They will help a little girl look for their mother[31]. The Hunter will try and give areas for the Young Girl to go to be safe, unfortunately not realizing she will either die if she tries to go to the Chapel or be killed by the Impostor Iosefka in Iosefka's clinic[32]. Even people that are rude and don't deserve the Hunter's kindness, they will point them a way to the Chapel for safety[33]. The Hunter points people to safe places even in towns full of enemies trying to kill them[34]. The Hunter doesn't judge people for things such as being a whore, being willing to take a whore's blood as an offering to help them on their journey[35]. The Hunter will dress themself as a member of the Healing Church to soothe the worries of a woman and bring her to safety[36])
Protection Level: Metropolitan Protector (The Hunter will try and give areas for the Young Girl to go to be safe, unfortunately not realizing she will either die if she tries to go to the Chapel or be killed by the Impostor Iosefka in Iosefka's clinic[37]. Even people that are rude and don't deserve the Hunter's kindness, they will point them a way to the Chapel for safety[38]. The Hunter points people to safe places even in towns full of enemies trying to kill them[39], protecting people from the beasts during the night of the hunt)
Grade: S
Tier: At least 9-C, Higher with Weapons, Far Higher with Charged Attacks, Even Higher with Chip Damage
Cardinality: Finite
Dimensionality: 3-D
Power Source: Blood (Noted as a hunter that they use blood to enhance their weapons and flesh[40], the strength of their weapons, such as the Quicksilver Bullets depends greatly upon the wielder's bloodtinge[41])
Attack Potency: At least Bone level (Can fight and kill werewolves with their bare hands[42], being able to pierce their fists right through its body[43]. Noted as a hunter that they use blood to enhance their weapons and flesh[44]. The Hunter can roll into barrels and break them[45]), Higher with Weapons (Noted as a hunter that they use blood to enhance their weapons and flesh[46]. Weapons allow the Hunter to deal far more damage in combat then their bare fists could. Can fight and kill enemies that can break down weak wooden doors[47]. Can fight and defeat other hunters with their own weapons[48]), Far Higher with Charged Attacks (The Hunter can hold a heavy attack to do a charged attack, even with their bare fist, which inflicts more damage then their regular attacks[49]), Even Higher with Chip Damage (The Hunter can take on enemies far larger then it and slowly chip away at their health, eventually killing them despite the difference in size and strength[50]. Even monsters of this size, the Hunter can eventually whittle down its health and kill it[51]. Chip Damage is even acknowledged in the comics, where if an enemy shrugs off their attacks they simply keep hacking it until it stops moving[52])
Durability: At least Bone level, Higher with Armors (Armors are made for Hunter's to have better defenses against the beasts[53]. Items such as the Hunter Hat are described as a way to provide stable defence to anyone facing Yharnam's beastly threat[54]) Can withstand Far Stronger attacks with their Resilience (Can take attacks that removes a large portion of their health and can still get up and fight at full force[55]. Including gigantic axe swings from creatures that tower over them[56], giant wrecking balls swinging into them[57]). Their connection to the dream makes them incredibly difficult to kill (Hunters are sustained by the dream, gaining strength from Blood Echoes[58]. When The Hunter dies they awaken in the Hunter's Dream[59] where they can freely travel back to "reality" or "the nightmare"[60]. The world of Bloodborne has the Hunter's Dream and several areas referred to as "nightmare" with even Yharnam itself being left up to interpretation whether or not it serves as a nightmarish world or is truly a nightmare, with the Hunter able to enter at least into dreams such as the Hunter's Dream whenever they die, making even their death simply a dream[61], being further explained as a "world of grotesque scary horror"[62])
Striking Strength: At least Bone Class, Far Higher with Charged Attacks, Even Higher with Chip Damage
Lifting Strength: At least Superhuman (Can carry, lift, and attack with a massive hammer weapon such as the Kirkhammer[63]. The Hunter can carry, lift, and attack with Amygdalan Arm in combat against enemies[64])
Travel Speed: Regular Human
Attack Speed: Transonic+
Reaction Speed: Transonic+ (The Hunter can avoid musket fire[65] where firearm muzzle velocities range from 120 m/s to 370 m/s)
Stamina: Superhuman (The Hunter can take on enemies far larger then it and slowly chip away at their health, eventually killing them despite the difference in size and strength[66]. Can take attacks that removes a large portion of their health and can still get up and fight at full force[67]. Including gigantic axe swings from creatures that tower over them[68], giant wrecking balls swinging into them[69]. Hunters are able to stay awake for days, not needing to sleep[70])
Range: Standard Melee, Extended Melee with Melee Weapons, Several Meters with Chain Weapons, Tens of Meters with Molotovs, Hundreds of Meters with Firearms. At least Multi-Universal with Bell Items (With the Small Resonant Bell[71], assist the hunters of other worlds through using it[72]. With Sinister Resonant Bell[73], a resonating bell that cross the gaps of worlds, but this one made for misfortune and malice, ring to become the enemy of a hunter in another world[74]. With Beckoning Bell[75], receive assistance from the hunters of other worlds through using it[76])
Intelligence: Average level initially, Supergenius Intelligence through gaining Insight (The Hunter can gain insight which gives them the eldritch wisdom and is meant to drive one insane[77], allowing the hunter to see inanimate objects such as the doll[78] as alive and talking to them, leveling them up[79]. Consuming insight also allows The Hunter to be able to enlist cooperation of Hunters from other worlds[80])
Knowledge: Master level initially (The Hunter is capable of using a multitude of weapons in combat after just picking them up without much issue[81]), Cosmic level through gaining Insight (The Hunter can gain insight which gives them the eldritch wisdom and is meant to drive one insane[82]. Noted to be a skilled hunter, being adept, merciless, half-cut with blood, as the best hunters are[83]. Can fight and defeat other hunters with their own weapons[84])
All previous powers and abilities
All previous powers and abilities.
Physical DEF |
VS. Blunt |
VS. Thrust |
Blood DEF |
Arcane |
Fire |
Bolt |
Slow Poison RES |
Rapid Poison RES |
Frenzy RES |
Beasthood |
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*There has been an account of a RRT normal Whirligig Saw, needs confirmation
| Resource | Where to find it |
|---|---|
| Grainstone | You can get these by foraging around Cipal or inside treasure chests. |
| Feather | You can get anywhere on the Athian continent, but they're hard to come by. Can be found in treasure chests. |
| Spinestone | This rock is most commonly found in Praenost, particularly near cliffs. |
| Bumbershoot | This mushroom can be found on the bark of trees where the Break is highly concentrated. Can be found in pouches and treasure chests in the Depths of Corruption. |
| Ringstone | You can expect to find this rock in Plateau Hollow in Shepherd's Meadow, Visoria. Can also be found in Brass Hollow Refuge, Tanta Olas' library, and in Pionerr's Plain in Praenost. |
| Beamstone | This rock will be available in Junoon, and in treasure chests throughout Athia and Locked Labyrinths. |
| Anglestone | You can find this rock by foraging in Avoalet. |
| Diurnite | You can get these stones by foraging throughout the Athian continent. |
| Wild Musk | You can get these by foraging throughout the Athian continent. |
| Fluteblossom | Found inside chests throughout the Athian continent. |
| Junoon's Mantle | You can get these by foraging in Junoon's countryside. |
| Tall Aster | You can get these by foraging in the Visorian Plains. |
| Shore Violet | You can get these by foraging in Avoalet or inside treasure chests. |
| Crag Grass | You can get these by foraging in Praenost. |
| Balm Flax | One of the most common resources out there, you'll need it to craft Healing Draught. You can get these by foraging throughout the Athian continent. |
| Noctite | You can get these by foraging throughout the Athian continent, but it's an extremely rare material. |
| Nugget | If you're lucky, you'll find these inside Pilgrim's Refuges or when completing certain detours. |
| Fervid Cluster | These are drops from enemies (Syntheras, Milleridae, Vorona). |
| Leaden Cluster | These are drops from enemies (Miacis, Merycodus, Milleridae). |
| Lambent Cluster | These are drops from enemies (Limnocyon, Teratornis, Vorona). |
| Welkin Cluster | These are drops from enemies (Syntheras, Miacis, Merycodus). |
| Lucid Cluster | These are drops from enemies (Chapalania, Protosuchus, Ramoceros). |
| Lucid Bloom | These are rarer drops from enemies (Aiolornis, Arctodus, Borophagus, Goliath, Illingoceros, Mylodon, Nunda, Ogre, Quinkana, Recreant Knight, Sulcavis). |
| Welkin Bloom | An advanced material level of Welkin Cluster. These can be dropped by enemies (Arctodus, Chapalania, Harpagos, Illingoceros, Kyptoceras, Mylodon, Nunda, Ogre, Protosuchus, Quinkana, Ramoceros, Thylacoleo). |
| Fervid Bloom | An advanced material level of Fervid Cluster. These can be found in Praenost Castle, the Citadel in Praenost, Avoalet castle town, and Samum Coast. (Aiolornis, Amphicyon, Borophagus, Canis Dirus, Errant Soldier, Gruagach, Kyptoceras, Ogre, Recreant Knight, Stegotretus, Sulcavis, Troodon). |
| Leaden Bloom | An advanced material level of Leaden Cluster. This item is dropped by enemies in Depths of Corruption: Praenost, the Untrodden Forest, and the Windy Hills. (Arctodus, Borophagus, Chapalania, Ilingoceros, Mylodon, Nunda, Ogre, Ramoceros, Thylacoleo). |
| Lambent Bloom | An advanced material level of Lambent Cluster. This item is dropped by enemies in Pioneer's Plain, The Citadel, and Samum Coast. (Harpagos, Mylodon, Ogre, Palaeonictus, Protosuchus, Quinkana, Sulcavis, Unjust Enforcer, Varanus). |
| Leaden Garland | This item is dropped from Arcane enemies: Gigas, Carcass, Fang, Claw, Wing, Gyre. |
| Welkin Garland | This item is dropped from Arcane enemies: Gigas, Carcass, Fang, Claw, Antler, Wing. |
| Lucid Garland | This item is dropped from Arcane enemies: Ogre, Goliath, Claw, Antler, Gyre. |
| Lambent Garland | This item is dropped from Arcane enemies: Gigas, Carcass, Fang, Antler, Wing, Gyre. |
| Fervid Garland | This item is dropped from Arcane enemies: Gigas, Carcass, Fang, Claw, Antler, Wing, Gyre. |
| Item Name | Use | Acquired |
|---|---|---|
| Molotov Cocktail | Molotov cocktail that explodes violently when thrown. | Found on corpses throughout Yharnam. |
| Numbing Mist | Targets hit cannot regain HP. | Sold by Messengers after obtaining Cainhurst Badge. |
| Oil Urn | Projectile that reduces the fire resistance of enemies in a small area. | Found on corpses throughout Yharnam. Sold by Messengers after obtaining Powder Keg Hunter Badge. |
| Pebble | Used to get the attention of a single enemy. | Found on corpses throughout Yharnam. |
| Poison Knife | Knife slathered in poison. | Sold by Messengers after obtaining Cosmic Eye Watcher Badge. |
| Pungent Blood Cocktail | A mature blood cocktail, thrown to attract beasts. | Sold by Messengers after obtaining Saw Hunter Badge. |
| Rope Molotov Cocktail | Exploding Molotov Cocktail that is thrown behind. | Sold by Messengers after obtaining Powder Keg Hunter Badge. |
| Throwing Knife | Finely serrated throwing knife. Scaling: strength D, skill A. | Found on corpses throughout Yharnam. Sold by Messengers after obtaining Saw Hunter Badge. |
| Item Name | Use | Acquired |
|---|---|---|
| Beckoning Bell | Summon another player into your game, you become the “host.” | Messengers next to doll in Hunter's Dream after you obtain 1 Insight. |
| Old Hunter Bell | Allows players to summon an allied NPC at Old Hunters locations. | Pick up from steps of Hunter's Dream after you obtain 1 Insight. |
| Small Resonant Bell | Join another player’s game, becoming a “guest.” | Messengers after you obtain 1 Insight. (since 1.05) |
| Sinister Resonant Bell | Used to invade another Hunter's world. | Messengers after you obtain 1 Insight and buy Small Resonant Bell. (since 1.05) |
| Silencing Blank | Abandon a co-op session.
Dismiss guests from your world. || Messengers after you obtain 1 Insight. | |
| Notebook | Write a note, or read a note left by another player. | Messengers on the first visit to Hunter's Dream. |
| Vileblood Register | Multiplayer scoreboard. | Chest next to the shortcut lift in Cainhurst Castle. |
| League Staff | Multiplayer scoreboard. | Obtained from Valtr consuming 1 Vermin. |
| Key Name | Key Usage | Key Location |
|---|---|---|
| Astral Clocktower Key | Unlocks the gate to fight Lady Maria, of the Astral Tower | The Old Hunters - Received after beating the Living Failures in the Research Hall. |
| Balcony Key | Unlocks the door that's locked on the ground floor of the Research Hall. | The Old Hunters - Adeline gives us the key when we give her the second brain fluid in the Research Hall. |
| Blood Gem Workshop Tool | Unlocks the ability to reinforce weapons with Blood Gems. | Treasure in chest in the library area after Tomb of Oedon. |
| Cainhurst Summons | Grants access to Forsaken Castle Cainhurst. The Coach is triggered at the monument at Hemwick Crossing if you have killed the witches. | In the Forbidden Woods village there's a hidden path near the dogs. Go through cave and the poison lake. Climb up the ladder and you will find a new way into the clinic. The summons is in this area. |
| Celestial Dial | Use it in the area you fought Lady Maria to access the Fisher's Hamlet. | The Old Hunters - Drops after killing Lady Maria in the Astral Clocktower. |
| Eye Pendant | Activates the elevator leading to the Research Hall after the two church hunters. | The Old Hunters - Found on the flame-beast atop the Nightmare Grand Cathedral altar. |
| Hunter Chief Emblem | Unlocks the main gate at the Grand Cathedral. | Sold by Bath Messenger for 10,000 Blood Echoes - Unlocks after killing the Cleric Beast. |
| Iron Door Key | Key to the iron gate locking the great midlevel bridge. | Located in the basement in the second half of the Micolash, Host of the Nightmare boss fight. |
| Laurence's Skull | Awakens the flame-beast atop the Nightmare Grand Cathedral altar. | The Old Hunters - Found on the replacing altar after sending the Research Hall elevator up. |
| Lecture Theatre Key | Key to the Lecture Theatre in the Lecture Building. | Desk of the amphitheatre-looking room in Lecture Building. |
| Lunarium Key | Unlocks the Lunarium in Byrgenwerth College. | On a counter, up a ladder near the top of Byrgenwerth College. |
| Oedon Tomb Key | Unlocks the gate to Cathedral Ward. | Dropped by Father Gascoigne. |
| Old Hunter Bell | Allows players to summon allied NPCs at Old Hunters locations. | Pick up from steps of Hunter's Dream after gaining one Insight. |
| Orphanage Key | Unlocks the Orphanage. | Dropped by a Brainsucker on the second floor in the Upper Cathedral Ward. |
| Queenly Flesh | Remains of Annalise, Vileblood Queen of Cainhurst, used to revive her at the Altar of Despair. | Dropped by Annalise, Queen of the Vilebloods. |
| Ring of Betrothal | Can be used to propose marriage to Annalise, Queen of the Vilebloods. | Obtained in Depth 5 Root Chalices. |
| Rune Workshop Tool | Unlocks the ability to use Caryll Runes. | Corpse in a small basement room, accessed from the room you fight the Witch of Hemwick. |
| Short Ritual Root Chalice | Used to search for public Chalice Dungeons and requires no Ritual Materials to use. | Currently available through: Insight Bath Messenger shop for 10 Insight (it is stated in item main page that "after defeating the third layer boss in Central Pthumeru" however this needs to be confirmed). Previously available through: Pthumerian Elder in Lower Hintertomb Chalice (Layer 3). |
| Small Hair Ornament | Give to the Plain Doll to receive the Tear Stone. | Old Abandoned Workshop in a cabinet. |
| Tonsil Stone | Allows access to the Nightmare Frontier and Lecture Building 1st Floor through Amygdala (church building to right of Grand Cathedral). | Obtained by talking to Patches the Spider, who is pretending to be an NPC that lives inside the house next to the caged dogs in the Forbidden Woods village. |
| Underground Cell Key | Unlocks multiple doors in the prison before the two church hunters. | The Old Hunters - Research Hall, must make a jump that's visible near a ladder in a dark room. |
| Underground Cell Inner Chamber Key | Unlocks the door to Brador's cell. | The Old Hunters - Received at the Lighthouse Shack lamp from The Harrowed Hunter at the end of his quest. |
| Unopened Summons | Old unopened summons, calling someone to Cainhurst. | Located on a desk in Cainhurst Castle beside Annalise, Queen of the Vilebloods. |
| Upper Cathedral Key | Key to the Upper Cathedral Ward door. | Inside a locked cage in Yahar'gul Chapel. |
| Workshop Haze Extractor | Extract Arcane Haze from Ritual Materials. | Found in a chest in the side area before the boss in Lower Pthumeru Chalice (2nd Layer). |
| Yharnam Stone | Proof of your victory against Yharnam, Pthumerian Queen. | Obtained by defeating Yharnam, Blood Queen of the Old Labyrinth. |

A defining element of the hunter’s combat style, Rally allows for partial recovery of lost health by immediately retaliating after sustaining damage. This mechanic encourages a high-risk, aggressive approach to battle, where staying on the offensive is not only encouraged but necessary for survival. The effect hinges on the nature of the opponent—specifically, it only activates when fighting beings with some biological composition. Inorganic foes or spectral entities are unaffected, as the restorative mechanism relies on absorbing vitality through the enemy's blood.

This brutal maneuver capitalizes on an opponent's momentary vulnerability. When an incoming strike is interrupted—typically through the use of a firearm or specific arcane tools such as the Blacksky Eye or the Augur of Ebrietas—the enemy is briefly staggered. During this window, the hunter executes a vicious attack, driving a hand into the adversary’s chest or skull to tear away vital organs. This technique can also be triggered by delivering a fully charged heavy blow to an unsuspecting enemy, inducing the same staggered state and allowing for the devastating follow-up.

Hunters may resort to an extreme form of ammunition generation when resources are scarce. By sacrificing a portion of their own vitality, they can transmute blood into projectiles known as Blood Bullets. This technique provides a near-infinite supply of ammunition so long as the hunter retains sufficient health to fuel the process, enabling sustained use of firearms without relying solely on external stockpiles.
A precise and rapid long-range slash attack that features a delayed initiation and exceptional lateral homing capability, allowing it to track moving targets effectively before landing the blow.
A swift, two-hit combination that propels the opponent skyward. This sequence is often integrated into more elaborate attack chains, setting up further aerial assaults or positioning shifts.
A powerful vertical attack delivered with both weapons. While it features a slight delay before execution, it grants temporary resistance to interruption (super armor), making it a formidable choice for interrupting an enemy’s momentum.
A wide, sweeping horizontal strike executed with both blades in unison. It delivers significant area coverage and is frequently used to punish groups or wide openings.
A lunging attack that slices in an intersecting scissor-like motion. The converging angles make it difficult to avoid and particularly effective at closing gaps.

These techniques are triggered during weapon mode shifts and are designed to disrupt or catch adversaries off guard during the brief transition between weapon forms.
The user leaps high into the air, momentarily suspends in midair, then plunges downward in a fixed trajectory. The landing generates an explosive impact and the move is capable of tracking targets horizontally during the descent.
This area-based strike involves raising the weapon overhead and delivering a sudden burst of energy in a forward arc. The attack covers short to mid-range and is preceded by a noticeable shimmer of blue particles, providing a visual cue to attentive observers.
By lowering the blade to hip level, the wielder unleashes a diagonally aimed slash capable of reaching moderate distances. This move has a distinct wind-up, signaled by blue particles, and is sometimes followed by a second identical slash to increase pressure on the opponent.
A heavily telegraphed thrust attack performed from a shoulder-level stance. It travels a great distance in a straight line and is often paired with an immediate follow-up—a wide horizontal sweep that shares the same range, effectively creating a two-phase long-range offensive.

Standard Tactics: The Hunter will use the weapons, items and gear that best fit the situation of combat, essentially being a wildcard as they are a silent protagonist fully controlled by the player.
Weaknesses
23 - 0 - 0
None.
None.