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The Hunter (Bloodborne)
From The Codex
(Redirected from The Hunter (Bloodborne))
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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. |
Background
The Hunter serves as the player character and main protagonist of Soulsborne.
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:
- They may have sought to abandon human limitations entirely and ascend as a Great One.
- They may have wished to overcome the violent, bestial aspects of humanity, whether through ascension or enlightenment through the Eldritch Truth.
- They may have aimed to break the endless cycle of the hunt by eradicating the source of the Beast Plague.
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." |
Appearance
- Looks:
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.
- Regular Clothes:
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.
- Special Clothes:
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.
Personality
- Silent Protagonist: The Hunter is characterized by their silence, lacking any spoken dialogue aside from combat-related sounds like grunts and cries of pain.
- Capable of Communication: Despite not speaking, the Hunter can still interact meaningfully with others in Yharnam, such as directing NPCs to safety or receiving information, implying a form of non-verbal communication or mutual understanding.
Relationships
Gehrman
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
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
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
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].
General Information
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
- Female: Emma Tate, Lucy Briggs-Owen, Tilly Vosburgh
- Male: William Vanderpuye, Daniel Fine, Joe Sims, Andrew Tiernan, Mathew Reeves
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)
- Type of Potential: Transcendent Potential
- Level of Potential: Transcendent Potential
- Description: Through absorbing the powers of the Great Old Ones, the potential of the Hunter reaches this level.
- Limitations: Nothing notable.
Codex Statistics
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, Genius 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])
Powers and Techniques
- Superhuman Physical Characteristics
- Acrobatics (Hunters are able to use acrobatic movements during fights, such as backsteps and quick steps into dodge rolls[85])
- Stealth Mastery (Can sneak to enemies through regular walking[86], there stealth enables them to avoid enemies based around their sight, sound and smell[87])
- Fighter's Intuition (Can fight against enemies their bare hands[88], being able to pierce their fists right through the enemies bodies[89])
- Weapon Mastery (Cleaver Mastery; The Hunter can use Saw Cleavers in combat against enemies that they can freely transform[90]. Sword Mastery; The Hunter can use Ludwig's Holy Blade in combat against enemies[91]. The Hunter can use the Burial Blade in combat against enemies[92]. The Hunter can use the Blade of Mercy in combat against enemies which can transform into a dual-wielding weapon[93]. The Hunter can use the Kirkhammer in combat against enemies[94]. The Hunter can use the Chikage in combat against enemies[95]. The Hunter can use the Reiterpallasch in combat against enemies, which doubles as a sword and firearm[96]. The Hunter can use the Beasthunter Saif in combat against enemies[97]. The Hunter can use the Rakuyo in combat against enemies, which can split into dual-wielding swords[98]. The Hunter can use the Holy Moonlight Sword in combat against enemies[99]. The Hunter can use Simon's Bowblade in combat against enemies[100], which can transform into a bow and arrow weapon[101]. Spear Mastery; The Hunter can use the Saw Spear in combat against enemies[102]. The Hunter can use the Rifle Spear in combat against enemies which doubles as a spear and a rifle[103]. Axe Mastery; The Hunter can use the Hunters Axe in combat against enemies[104]. Chain Mastery; The Hunter can use the Threaded Cane in combat against enemies, which expands into a whole chain-like whip weapon[105]. The Hunter can use the Beast Cutter in combat against enemies, which can shift into a chain-like whip weapon[106]. Hammer Mastery; The Hunter can use the Kirkhammer in combat against enemies, which can transform from a sword into a massive hammer[107]. The Hunter can use the boomhammer in combat against enemies[108]. Firearm Mastery; The Hunter can use the Reiterpallasch in combat against enemies, which doubles as a sword and firearm[109]. The Hunter can use the Rifle Spear in combat against enemies which doubles as a spear and a rifle[110]. Bow Mastery; The Hunter can use Simon's Bowblade in combat against enemies[111], which can transform into a bow and arrow weapon[112]. Claw Mastery; The Hunter can use the Beast Claw in combat against enemies, along with using its magic to gain two claws for each hand[113]. Scythe Mastery; The Hunter can us the Church Pick in combat against enemies, which can transform into a scythe[114]. Swallow Mastery; The Hunter can use the Rakuyo in combat against enemies, which can split into dual-wielding swords[115]. Saw Mastery; The Hunter can use the Whirligig Saw in combat against enemies[116]. Unique Weaponry Mastery; The Hunter can use the Stake Driver in combat against enemies[117]. The Hunter can us the Logarius' Wheel in combat against enemies[118]. The Hunter can use the Tonitrus in combat against enemies[119]. The Hunter can us the Church Pick in combat against enemies, which can transform into a scythe[120]. The Hunter can use the Bloodletter in combat against enemies[121]. The Hunter can use the Amygdalan Arm in combat against enemies[122])
- Cosmic Awareness (The Hunter can see visions and spirits of Hunter's from other worlds, seeing where they moved around or how they died[123])
- Non-Standard Interaction
- Spirit Interaction: Can fight, harm and kill[125] Forsaken Castle Spirits, ghostly apparitions that appear from thin air and vanish when killed[126]. Can cut the spirit of the Orphan of Kos from the body[127].
- Abstract Interaction: Hunters can interact with and even kill Yharnam, an ancient creature from times best forgotten who is a ghost of guilt and of insanity being the embodiment of remorse[128].
- Healing (When the Hunter takes damage, there is a period of time where attacking the enemy in return will restore a certain amount of health lost[129]. Successful critical attacks can restore health[130])
- Accelerated Development
- Other, Physical Stats & Abilities: The Doll uses the echoes of blood the Hunter obtains and[131] channels them into their strength[132].
- Passive & Battle, Widsom & Intelligence: As the Hunter enters new areas, they will gain Insight[133], they will also gain Insight through defeating bosses[134]. *Dreaming Existence & Immortality (Dream Immortality; Hunters are sustained by the dream, gaining strength from Blood Echoes[135]. When The Hunter dies they awaken in the Hunter's Dream[136] where they can freely travel back to "reality" or "the nightmare"[137]. 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[138], being further explained as a "world of grotesque scary horror"[139])
- Alchemy
- Abstract Movement (The Hunter can travel into illusionary planes such as Rom's water plane[140])
- Sheer Will (Hunters are able to retain consciousness by force of will, even when placed with an anaesthetic that numbers the brain[141])
- Transformation (Transformative Arsenal; Within the world of Bloodborne, Miyazaki explains that the urge to transform into a beast is in conflict with the basic sense of humanity, and the more one keeps it shackled, the larger the recoil once the shackle finally breaks, though the Hunter is able to resist this urge throughout the game[142], with it being noted that formality, beauty, and justice are the very essence of humanity and precisely what keeps hunters from becoming something else[143])
- Pain Tolerance (Can take being set on fire and keep fighting the enemy[144]. Can take direct gunshots to the face[145])
- Statistics Boost (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[146])
- Staggering (Hitting an enemy from behind with a charge attack causes them to stagger[147])
- Absorption (When killing an enemy in combat, the Hunter can absorb their blood and soul[148])
- Absorption (The Hunter absorbed the Great One's soul and became a new Great One themself[149])
- Psychometry (Can absorb the knowledge of deceased people, and view their memories[150])
- Bypassing (Dream Immortality; Can fight and defeat other hunters with their own weapons[151], Hunters are sustained by the dream, gaining strength from Blood Echoes[152]. Hunters are comparable to The Hunter, where when they die they awaken in the Hunter's Dream[153] where they can freely travel back to "reality" or "the nightmare"[154]. 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[155], being further explained as a "world of grotesque scary horror"[156])
- Life Manipulation & Blood Manipulation (Through draining some of their own blood & health, they can replenish Quicksilver Bullets[157]).
- Resistance to
- Extreme Heats (Can take being set on fire and keep fighting the enemy[158]. Can quickly disperse being set on fire just by attacking[159]. Can take hits from A Call Beyond[160], creating a small exploding star[161], with stars varying in surface temperature from approximately 2,000 to 50,000 Kelvin)
- Disease Manipulation, Curse Manipulation & Madness Manipulation (Hunters are able to resist the infection spread throughout the world[162], causing those to cough violently and being unable to stand[163], being noted that the Town itself is cursed[164]. Noted by Miyazaki that being exposed to enough of the world's mysteries will transform one into a monster[165]. The Hunter can gain insight which gives them the eldritch wisdom and is meant to drive one insane[166]. Those who delve into the arcane fall all-too-easily to madness, and thick human blood serves to calm the frayed nevers of these inquistive minds yet the Hunter is largely unaffected[167]. Can recover from being put into a frenzy state[168]. Witnessed the blood moon up close without any adverse effects[169], where it turns the likes of Adella insane and attempts to have her kill the Hunter[170]. The Hunter can enter the Hunter's nightmare despite being described as a Hunter that hasn't lost their sanity[171])
- Poison Manipulation (The Hunter can still fight and act even while in the midst of poisoning, along with the poisoning eventually wearing off[172]. Poison is considered by hunters to be too slow to act in the heat of the hunt[173])
- Battlefield Removal (Hunters that are linked by the resonance of bells with special encoded timbres disrupts such resonance and ends co-operation, preventing further co-operation, however the Silencing Blank does not disrupt the resonance of a sinister bell[174], this also essentially makes it where to forcibly transport a Hunter to or away from an area requires one to affect their very resonance)
- Sleep Manipulation (Hunters are able to retain consciousness by force of will, even when placed with an anesthetic that numbers the brain[175])
- Sound Manipulation & Mind Manipulation (Hunters can resist the call of the Lady of the Lanterns, where she makes a song that controls beings and have them attack for her, with Hunters being able to take multiple at once without being under their control[176])
- Bypassing (Dream Immortality; Even the likes of Lady Maria of the Astral Clocktower cannot permenantly kill The Hunter[177], where hunters can permanently kill each other with their own weapons[178]. Hunters are sustained by the dream, gaining strength from Blood Echoes[179]. Hunters are comparable to The Hunter, where when they die they awaken in the Hunter's Dream[180] where they can freely travel back to "reality" or "the nightmare"[181]. 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[182], being further explained as a "world of grotesque scary horror"[183])
All previous powers and abilities
All previous powers and abilities.
- Healing (With Iosefka's Blood Vial, blood vial acquired from Iosefka's clinic, this refined blood, highly invigorating, restores a larger amount of health[189]. With Blood Vials, heals lost health[190])
- Regeneration (With Blood of Adella, nun of the Healing Church, restores an amount of health, then continues to gradually restore health for a short time[191])
- Purification (Blood for a time can stop the plague of beasts and delay incurable afflictions[192]. With Antidote[193], small medicinal tablets that counteract poison[194])
- Transdimensional Communication (With Notebook[195], notes held by messengers containing wit and wisdom of hunters from other worlds[196])
- Dimensional Travel (With the Small Resonant Bell[197], assist the hunters of other worlds through using it[198]. With Sinister Resonant Bell[199], 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[200])
- Intangibility (Elemental; With Old Hunter Bone, through using it, the Hunter can turn into pure mist when dodging around enemies attacks[201])
- Summoning (With Beckoning Bell[202], receive assistance from the hunters of other worlds through using it[203]. With the Old Hunter Bell[204], enlist the cooperation of old hunters[205])
- Battlefield Removal (With the Silencing Blank, Hunters that are linked by the resonance of bells with special encoded timbres disrupts such resonance and ends co-operation, preventing further co-operation[206])
- Berserk Mode (With Beast Blood Pellet, grants a spurt of beasthood, ripping apart the flesh of one's enemies and being rained upon by their splattering blood invigorates one's sense of beasthood, feeding strength and euphoric feeling alike[207])
- Statistics Boost (With the Bone Marrow Ash, additional medium that strengthens Quicksilver Bullets[208])
- Awakening (With Hunter's Mark, by focusing one's thoughts on this rune, a hunter loses all Blood Echoes, but awakens afresh, as if it were all just a bad dream[209])
- Electricity Manipulation (With Bolt Paper, coarse paper that applies electricity to weapons when rubbed[210])
- Fire Manipulation (With Fire Paper, coarse paper that applies fire to weapons when rubbed[211]. With Oil Urn, when the urn hits its mark, the target is drenched in oil and made extremely flammable[212])
- Fragrance Manipulation (With Pungent Blood Cocktail, a mature blood cocktail that releases a pungent odour when thrown that attracts blood-thirsty beasts[215])
- Smoke Manipulation (With Rosmarinus, a special weapon used by the Choir that sprays a cloud of sacred mist[216])
- Density Manipulation (With Lead Elixir, liquid medicine shifts weight to deflect attacks[217])
- Light Manipulation (With Hand Lantern, use weapons in both hands while illuminating the dark[218])
- Invisibility & Presence Manipulation (With the Blue Elixir, Hunters are able to retain consciousness by force of will, and thus they make use of a secondary effect of the medicine, which dilutes their presence while standing still[219]. They turn completely invisible as a secondary effect[220])
- Poison Manipulation (With Poison Knife, a knife slathered in poison[221])
- Transformation (Partial Transformation; The Hunter is able to transform their weapons, allowing for different types of attacks[222]. Weapons such as the Threaded Cane can transform from a cane-like weapon to a chain-like whip weapon freely[223], the Blade of Mercy can transform into a dual-wielding weapon[224], the Kirkhammer can transform from a sword into a massive hammer[225], Simon's Bowblade can transform into a bow and arrow weapon[226], the Amygdalan Arm can transform from a giant blunt weapon into a sickle-like piercing weapon[227])
- Anti-Type Weaponry (Anti-Beast Weaponry; Weapons such as the Quicksilver Bullets are specially made items used by hunters as ordinary weapons have no effect on beasts[228])
- Electricity Manipulation (With Tonitrus, has an electrical spark around its head which the Hunter attacks with[229], along with being able to fully electric charge it[230])
- Fire Manipulation (With the Boom Hammer, can cause a wave of fire when attacking with it[231]. With Torch, a common torch that Hunters use both to lead them in the darkest nooks and to use against creatures that possess a deathly fear of flame[232])
- Explosion Manipulation (With the Boom Hammer, causes an explosion when slamming the hammer on the floor[233])
- Holy Manipulation & Light Manipulation (With Holy Moonlight Sword, imbues the sword with a holy light[234])
- Energy Projection (With Holy Moonlight Sword, shoots out energy waves[235])
- Shielding (With Loch Shield, allows The Hunter to shield from attacks[236])
- Empowerment (Quicksilver Bullets are fused with the wielders own blood to boost damage against beasts[237])
- Staggering (Through properly timing a shot with their firearm when the enemy attacks[238], it will interrupt[239] and stagger the enemy[240])
- Curtain Fire (Rapid Fire; With the gatling gun, shoots out a multitude of bullets per minute[241])
- Penetration Damage (Physical Penetration; With Piercing Rifle, a rifle that pierces right through targets[242])
- Explosion Manipulation (With Church Cannon, shoots out a projectile that explodes[243])
- Curse Manipulation (With Accursed Brew[248], throws a[249] concoction of curses at foes[250])
- Empowerment (With Empty Phantasm Shell, empty invertebrate shells that are a familiar of a Great One, harboring arcane power that can be rubbed on weapons to imbue them with their strength[251])
- Summoning (With Executioner's Gloves[252], these gloves can be used to summon wrathful spirits of the past by smearing them with blood[253]. With Blacksky Eye[254], With Blacksky Eye, summons a tiny meteor from the dark depths of one's pupil[255]. With Augur of Ebrietas[256], summons Ebrietas[257]. With Madaras Whistle, summon a giant serpent from the Nightmare[258])
- Sound Manipulation (With Beast Roar, one of the forbidden hunter tools, borrows the strength of the terrible undead darkbeasts for a moment to blast surrounding foes back with the force of a roaring beast[259])
- Electricity Manipulation (With Tiny Tonitrus, summons entire lightning storms[260])
- Plasma Manipulation, Gravity Manipulation, Radiation Manipulation & Temperature Manipulation (With A Call Beyond, the Healing Church used phantasms to reach a lofty plane of darkness, but failed to make contact with the outer reaches of the cosmos, the rite failed to achieve its intended purpose, but instead created a small exploding star[261])
- Statistics Boost (Armors are made for Hunter's to have better defenses against the beasts[262]. Items such as the Hunter Hat are described as a way to provide stable defence to anyone facing Yharnam's beastly threat[263])
Equipment
Attire Stats
![]() Physical DEF |
![]() VS. Blunt |
![]() VS. Thrust |
![]() Blood DEF |
![]() Arcane |
![]() Fire |
![]() Bolt |
![]() Slow Poison RES |
![]() Rapid Poison RES |
![]() Frenzy RES |
![]() Beasthood |
---|
Attire Sets
Head
Chest
Arms
Legs
Right Hand Weapons
*There has been an account of a RRT normal Whirligig Saw, needs confirmation
- GEM KEY: R = Radial Gem | T = Triangle Gem | W = Waning Gem | C = Circle Gem
Left Hand Weapons
Consumables
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. |
Projectiles
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. |
Chalices
Pthumeru Chalices
Hintertomb Chalices
Loran Chalices
Isz Chalices
Multiplayer Items
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 Items
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. |
Notable Techinques
Rally

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.
Visceral Attack

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.
Blood Bullets

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.
Iai Blow
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.
Launcher Combo
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.
Double Overhead Slash
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.
Double Lateral Slash
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.
Cross Slash
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.
Transformation Attacks

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.
Dive Bomb
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.
Blood Burst
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.
Blood Stinger
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.
Blood Lance
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.
Flying Cross
This airborne technique mimics the structure of the Cross Slash but with a slower startup and more exaggerated preparation. Upon connection, the move causes instant staggering, and if successful, the attacker will follow through with a visceral attack attempt, making it especially dangerous if not avoided.Art of Quickening

Other
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
- Unique Weaknesses: Hunters need blood in order to use a large amount of their attacks. If the Hunter's Dream is in anyway affected or destroyed, the Hunter likely will not resurrect.
- Item Weaknessses: Usage of the Lead Elixir can also slow movement with no change to defence[266].
Trivia
- The Hunter's clothing in the promotional material is most likely a reference to the French film "Brotherhood of the Wolf." Tricorn, mouth cover, duster and all.
- The Hunter's original clothing when the game was still being referred to as "Project Beast" was the Charred Hunter Set alongside the Gray Wolf Cap. They used to be part of the same set, and they're still referred to as such in the files.
- The ending "Childhood's Beginning" and its cutscene sequence are a homage to the plot of the science fiction novel Childhood's End.
- The Hunter cameos as a 'bot in Astro Bot, labelled "Yharnam Tourist." The description reads "Destined for Greatness."
- The Hunter begins the game wearing the Foreign Set and with the Hunter's Mark already equipped.
- Whenever the Hunter kills a human enemy, they're sometimes called a "cursed beast"[267], this is likely in reference to what the insane humans now see the Hunter as.
Battle Records
23 - 0 - 0
None.
None.
References
- ↑ Bloodborne Iosefka Door
- ↑ Bloodborne: Give the Small Hair Ornament to Doll
- ↑ Blodoborne Doll Rare Dialogue
- ↑ Bloodborne The Doll
- ↑ Bloodborne The Doll
- ↑ Bloodborne The Doll
- ↑ Bloodborne Contract
- ↑ Bloodborne Gilbert's Window
- ↑ Bloodborne Contract
- ↑ Bloodborne Contract
- ↑ Bloodborne
- ↑ Bloodborne Contract
- ↑ Bloodborne Contract
- ↑ Bloodborne
- ↑ Bloodborne
- ↑ Bloodborne Contract
- ↑ Bloodborne Alfred
- ↑ Bloodborne Intro
- ↑ Bloodborne
- ↑ Bloodborne Swear Oath to the Vilebloods
- ↑ Bloodborne Swear Oath to the Vilebloods
- ↑ Bloodborne The Doll
- ↑ Bloodborne Hunter's Dream
- ↑ Bloodborne Swear Oath to the Vilebloods
- ↑ Bloodborne Join the League
- ↑ Bloodborne Old Yharnam Entrance
- ↑ Bloodborne Contract
- ↑ Bloodborne Contract
- ↑ Bloodborne Moon Presence Boss
- ↑ Bloodborne Submit Your Life Ending
- ↑ Bloodborne Young Yharnam Girl Quest
- ↑ Bloodborne Young Yharnam Girl Quest
- ↑ Bloodborne
- ↑ Bloodborne Arianna Door
- ↑ Bloodborne Arianna Catherdral
- ↑ Bloodborne Adella
- ↑ Bloodborne Young Yharnam Girl Quest
- ↑ Bloodborne
- ↑ Bloodborne Arianna Door
- ↑ Bloodborne Hunter's Dream
- ↑ Bloodborne Quicksilver Bullets
- ↑ Bloodborne
- ↑ Bloodborne
- ↑ Bloodborne Hunter's Dream
- ↑ Bloodborne
- ↑ Bloodborne Hunter's Dream
- ↑ Bloodborne
- ↑ Bloodborne Hunter Enemies
- ↑ Bloodborne
- ↑ Bloodborne Cleric Beast Boss
- ↑ Bloodborne Amygdala Boss
- ↑ Bloodborne - The Bleak Dominion Issue 3
- ↑ Bloodborne Yharnam Hunter Grab
- ↑ Bloodborne Hunter Hat
- ↑ Bloodborne
- ↑ Bloodborne
- ↑ Bloodborne
- ↑ Bloodborne Coldblew Dew (1)
- ↑ Bloodborne First Death Cutscene
- ↑ Bloodborne Hunter's Dream
- ↑ Bloodborne "Drained of Blood" Interview: "Interviewer: So the world of Bloodborne has the Hunter's Dream, and then several areas referred to as nightmares. There's a world that serves as the game's “reality” as well, right?
Miyazaki: Ah, so you're asking if areas like Yharnam are meant to be reality? Well, that has some implications within the story. Yharnam at night, with the Hunters and all, truly is a nightmare-like world, but is it actually a nightmare? Or was it? That kind of thing. I think different gamers will have different interpretations of that, especially depending on which ending they reach. That's something deliberate on our part. This might be going off-topic a bit, but I like reading about how gamers interpret or think about the story and world of my games. So I don't want to rob them of that space for open interpretation. That, after all, is part of the fun I get to have after development (laughs). Still, this can often be a delicate thing, and I'm not exactly an expert at it either, so I can't be confident yet about whether it'll go well or not. Apologies in advance if it doesn't, then. - ↑ Bloodborne "Drained of Blood" Interview: Interviewer: We think creating this story where you're working inside of dreams allows you a lot of creative freedom. You can do things you normally couldn't do in reality. But if you go too far with that, it may all just get too crazy and players wouldn't find it fun. How do you manage that kind of balance, between reality and dreams?
Miyazaki: I think you're absolutely right. It'd be no fun if you could just do whatever you wanted in dreams. So in this game, the setting of Yharnam is essentially based in reality. It's so dark and dismal that it's entirely possibly to interpret it as an actual nightmare in the end, but this isn't some kind of dream world where anything you can picture will come to life. I think that Bloodborne has aspects of both Gothic and Cthulhu-style horror, but it's the former that's depicted from the start and provides a guide for the game's visual feel. That's because Gothic horror is based more in the world of reality. Of course, that doesn't mean it's real – it's a world of grotesque scary horror. And here, you have a world like that which is gradually being eroded away by Cthulu-style horror. That kind of image. - ↑ Bloodborne Kirkhammer
- ↑ Bloodborne Amygdalan Arm
- ↑ Bloodborne
- ↑ Bloodborne Cleric Beast Boss
- ↑ Bloodborne
- ↑ Bloodborne
- ↑ Bloodborne
- ↑ Bloodborne (2019) Issue 3
- ↑ Bloodborne Small Resonant Bell
- ↑ Bloodborne Small Resonant Bell
- ↑ Bloodborne Sinister Resonant Bell
- ↑ Bloodborne Sinister Resonant Bell
- ↑ Bloodborne Beckoning Bell
- ↑ Bloodborne Beckoning Bell
- ↑ Bloodborne Madman's Knowledge
- ↑ Bloodborne How to Awaken The Doll
- ↑ Bloodborne How to Awaken The Doll
- ↑ Bloodborne Insight
- ↑ Bloodborne Weapons
- ↑ Bloodborne Madman's Knowledge
- ↑ Bloodborne Old Yharnam
- ↑ Bloodborne Hunter Enemies
- ↑ Bloodborne
- ↑ Bloodborne
- ↑ Bloodborne Stealth Mechanics
- ↑ Bloodborne
- ↑ Bloodborne
- ↑ Bloodborne Saw Cleaver
- ↑ Bloodborne Ludwig's Holy Blade
- ↑ Bloodborne Burial Blade
- ↑ Bloodborne Blade of Mercy
- ↑ Bloodborne Kirkhammer
- ↑ Bloodborne Chikage
- ↑ Bloodborne Reiterpallasch
- ↑ Bloodborne Beasthunter Saif
- ↑ Bloodborne Rakuyo
- ↑ Bloodborne Holy Moonlight Sword
- ↑ Bloodborne Simon's Bowblade
- ↑ Bloodborne Simon's Bowblade
- ↑ Bloodborne Ludwig's Saw Spear
- ↑ Bloodborne Rifle Spear
- ↑ Bloodborne Hunters Axe
- ↑ Bloodborne Threaded Cane
- ↑ Bloodborne Beast Cutter
- ↑ Bloodborne Kirkhammer
- ↑ Bloodborne Boomhammer
- ↑ Bloodborne Reiterpallasch
- ↑ Bloodborne Rifle Spear
- ↑ Bloodborne Simon's Bowblade
- ↑ Bloodborne Simon's Bowblade
- ↑ Bloodborne Beast Claw
- ↑ Bloodborne Church Pick
- ↑ Bloodborne Rakuyo
- ↑ Bloodborne Whirligig Saw
- ↑ Bloodborne Stake Driver
- ↑ Bloodborne Logarius' Wheel
- ↑ Bloodborne Tonitrus
- ↑ Bloodborne Church Pick
- ↑ Bloodborne Bloodletter
- ↑ Bloodborne Amygdalan Arm
- ↑ Bloodborne View Specter
- ↑ Bloodborne: The Old Hunters Hunter's Nightmare
- ↑ Bloodborne Forsaken Castle Spirits
- ↑ Bloodborne Forsaken Castle Spirits
- ↑ Bloodborne: The Old Hunters Orphan of Kos Boss
- ↑ Bloodborne - The Bleak Dominion Issue 4
- ↑ Bloodborne
- ↑ Bloodborne
- ↑ Bloodborne Doll
- ↑ Bloodborne Channel Blood Echoes
- ↑ Bloodborne
- ↑ Bloodborne Cleric Beast Boss
- ↑ Bloodborne Coldblew Dew (1)
- ↑ Bloodborne First Death Cutscene
- ↑ Bloodborne Hunter's Dream
- ↑ Bloodborne "Drained of Blood" Interview: "Interviewer: So the world of Bloodborne has the Hunter's Dream, and then several areas referred to as nightmares. There's a world that serves as the game's “reality” as well, right?
Miyazaki: Ah, so you're asking if areas like Yharnam are meant to be reality? Well, that has some implications within the story. Yharnam at night, with the Hunters and all, truly is a nightmare-like world, but is it actually a nightmare? Or was it? That kind of thing. I think different gamers will have different interpretations of that, especially depending on which ending they reach. That's something deliberate on our part. This might be going off-topic a bit, but I like reading about how gamers interpret or think about the story and world of my games. So I don't want to rob them of that space for open interpretation. That, after all, is part of the fun I get to have after development (laughs). Still, this can often be a delicate thing, and I'm not exactly an expert at it either, so I can't be confident yet about whether it'll go well or not. Apologies in advance if it doesn't, then. - ↑ Bloodborne "Drained of Blood" Interview: Interviewer: We think creating this story where you're working inside of dreams allows you a lot of creative freedom. You can do things you normally couldn't do in reality. But if you go too far with that, it may all just get too crazy and players wouldn't find it fun. How do you manage that kind of balance, between reality and dreams?
Miyazaki: I think you're absolutely right. It'd be no fun if you could just do whatever you wanted in dreams. So in this game, the setting of Yharnam is essentially based in reality. It's so dark and dismal that it's entirely possibly to interpret it as an actual nightmare in the end, but this isn't some kind of dream world where anything you can picture will come to life. I think that Bloodborne has aspects of both Gothic and Cthulhu-style horror, but it's the former that's depicted from the start and provides a guide for the game's visual feel. That's because Gothic horror is based more in the world of reality. Of course, that doesn't mean it's real – it's a world of grotesque scary horror. And here, you have a world like that which is gradually being eroded away by Cthulu-style horror. That kind of image. - ↑ Bloodborne Rom, the Vacuous Spider Boss
- ↑ Bloodborne Blue Elixir
- ↑ Bloodborne "Drained of Blood" Interview: "Favorite Boss
*Interviewer*: And your favorite boss?
Miyazaki: That's another hard one. Hmm… Which would it be for this game? Maybe this is cheating a little, but if you ignore gameplay for a moment, it's Rom, the Vacuous Spider. From the design and atmosphere to that kind of plaintive air she has, I really like her. There are some oddly cute aspects to her moves and modeling.
Interviewer: Another question from the community. A lot of foes in this game are nightmare-like in appearance. Are any of them based off scary experiences that you yourself have ever had? Or more generally, where do you get ideas for their designs?
Miyazaki: I, personally, have never had any really scary or paranormal experiences. I don't have any occult powers, and I definitely haven't seen any ghosts. Maybe that's part of why I “look up to” things like that, like I talked about before. I suppose I'm a little jealous of people who are scared of the dark. So the inspiration for ideas comes from somewhere a little different. For this game, for example, one theme was the “inner clash” going on within the beast-type foes.
The urge to transform into a beast is in conflict with the basic sense of humanity we all have. That humanity serves as a kind of shackle, keeping the transformation in its place. The stronger the shackle keeping that urge to transform in place is, the larger the recoil once that shackle is finally broken. The results cause you to transform into a larger creature, or a more twisted one. The struggle between these two urges is one concept here. You see that pretty clearly with the beast characters designed early on – especially the Cleric Beast, which serves as their icon of sorts. That connects with the idea that the cleric is really the most fearsome beast of them all." - ↑ Bloodborne Top Hat
- ↑ Bloodborne
- ↑ Bloodborne Father Gascoigne Boss
- ↑ Bloodborne
- ↑ Bloodborne
- ↑ Bloodborne
- ↑ Bloodborne Moon Presence Boss
- ↑ Bloodborne Vicar Amelia Boss
- ↑ Bloodborne Hunter Enemies
- ↑ Bloodborne Coldblew Dew (1)
- ↑ Bloodborne First Death Cutscene
- ↑ Bloodborne Hunter's Dream
- ↑ Bloodborne "Drained of Blood" Interview: "Interviewer: So the world of Bloodborne has the Hunter's Dream, and then several areas referred to as nightmares. There's a world that serves as the game's “reality” as well, right?
Miyazaki: Ah, so you're asking if areas like Yharnam are meant to be reality? Well, that has some implications within the story. Yharnam at night, with the Hunters and all, truly is a nightmare-like world, but is it actually a nightmare? Or was it? That kind of thing. I think different gamers will have different interpretations of that, especially depending on which ending they reach. That's something deliberate on our part. This might be going off-topic a bit, but I like reading about how gamers interpret or think about the story and world of my games. So I don't want to rob them of that space for open interpretation. That, after all, is part of the fun I get to have after development (laughs). Still, this can often be a delicate thing, and I'm not exactly an expert at it either, so I can't be confident yet about whether it'll go well or not. Apologies in advance if it doesn't, then. - ↑ Bloodborne "Drained of Blood" Interview: Interviewer: We think creating this story where you're working inside of dreams allows you a lot of creative freedom. You can do things you normally couldn't do in reality. But if you go too far with that, it may all just get too crazy and players wouldn't find it fun. How do you manage that kind of balance, between reality and dreams?
Miyazaki: I think you're absolutely right. It'd be no fun if you could just do whatever you wanted in dreams. So in this game, the setting of Yharnam is essentially based in reality. It's so dark and dismal that it's entirely possibly to interpret it as an actual nightmare in the end, but this isn't some kind of dream world where anything you can picture will come to life. I think that Bloodborne has aspects of both Gothic and Cthulhu-style horror, but it's the former that's depicted from the start and provides a guide for the game's visual feel. That's because Gothic horror is based more in the world of reality. Of course, that doesn't mean it's real – it's a world of grotesque scary horror. And here, you have a world like that which is gradually being eroded away by Cthulu-style horror. That kind of image. - ↑ Bloodborne Emergency Quicksilver Bullet replenishment
- ↑ Bloodborne
- ↑ Bloodborne
- ↑ Bloodborne
- ↑ Bloodborne A Call Beyond
- ↑ Bloodborne Iosefka's Door
- ↑ Bloodborne Gilbert's Window
- ↑ Bloodborne Gilbert's Window
- ↑ Bloodborne "Drained of Blood" Interview: "Interviewer: There's a character in the game called Patches the Spider. Is that an upgrade or a downgrade for him? Did someone on the team have something against him?
Miyazaki: That's not an 'upgrade', exactly (laughs). There are a lot of other spider men in the game apart from Patches, but all the others have long since gone insane. Patches, despite being exposed to enough of the world's mysteries to be transformed into a monster, has still retained his sanity and is still continuing with his research, Thinking about it that way, he's a pretty rare existence in this world. As his creator, I can't help but feel a sense of pride that he's made it this far." - ↑ Bloodborne Madman's Knowledge
- ↑ Bloodborne Sedatives
- ↑ Bloodborne Frenzy Status
- ↑ Bloodborne Rom, the Vacuous Spider Boss
- ↑ Bloodborne Adella Fight
- ↑ Bloodborne: The Old Hunters Hunter's Nightmare
- ↑ Bloodborne Poison Status
- ↑ Bloodborne Poison Knife
- ↑ Bloodborne Silencing Blank
- ↑ Bloodborne Blue Elixir
- ↑ Bloodborne - Lady of the Lanterns Issue 4
- ↑ Bloodborne Lady Maria of the Astral Clocktower
- ↑ Bloodborne Hunter Enemies
- ↑ Bloodborne Coldblew Dew (1)
- ↑ Bloodborne First Death Cutscene
- ↑ Bloodborne Hunter's Dream
- ↑ Bloodborne "Drained of Blood" Interview: "Interviewer: So the world of Bloodborne has the Hunter's Dream, and then several areas referred to as nightmares. There's a world that serves as the game's “reality” as well, right?
Miyazaki: Ah, so you're asking if areas like Yharnam are meant to be reality? Well, that has some implications within the story. Yharnam at night, with the Hunters and all, truly is a nightmare-like world, but is it actually a nightmare? Or was it? That kind of thing. I think different gamers will have different interpretations of that, especially depending on which ending they reach. That's something deliberate on our part. This might be going off-topic a bit, but I like reading about how gamers interpret or think about the story and world of my games. So I don't want to rob them of that space for open interpretation. That, after all, is part of the fun I get to have after development (laughs). Still, this can often be a delicate thing, and I'm not exactly an expert at it either, so I can't be confident yet about whether it'll go well or not. Apologies in advance if it doesn't, then. - ↑ Bloodborne "Drained of Blood" Interview: Interviewer: We think creating this story where you're working inside of dreams allows you a lot of creative freedom. You can do things you normally couldn't do in reality. But if you go too far with that, it may all just get too crazy and players wouldn't find it fun. How do you manage that kind of balance, between reality and dreams?
Miyazaki: I think you're absolutely right. It'd be no fun if you could just do whatever you wanted in dreams. So in this game, the setting of Yharnam is essentially based in reality. It's so dark and dismal that it's entirely possibly to interpret it as an actual nightmare in the end, but this isn't some kind of dream world where anything you can picture will come to life. I think that Bloodborne has aspects of both Gothic and Cthulhu-style horror, but it's the former that's depicted from the start and provides a guide for the game's visual feel. That's because Gothic horror is based more in the world of reality. Of course, that doesn't mean it's real – it's a world of grotesque scary horror. And here, you have a world like that which is gradually being eroded away by Cthulu-style horror. That kind of image. - ↑ Bloodborne Madman's Knowledge
- ↑ Bloodborne How to Awaken The Doll
- ↑ Bloodborne How to Awaken The Doll
- ↑ Bloodborne Insight
- ↑ Bloodborne Moon Presence Boss
- ↑ Bloodborne Iosefka's Blood Vial Description
- ↑ Bloodborne Blood Vial
- ↑ Bloodborne Blood of Adella
- ↑ Bloodborne Gilbert Window
- ↑ Bloodborne Antidote
- ↑ Bloodborne Antidote
- ↑ Bloodborne Notebook
- ↑ Bloodborne Notebook
- ↑ Bloodborne Small Resonant Bell
- ↑ Bloodborne Small Resonant Bell
- ↑ Bloodborne Sinister Resonant Bell
- ↑ Bloodborne Sinister Resonant Bell
- ↑ Bloodborne Old Hunter Bone
- ↑ Bloodborne Beckoning Bell
- ↑ Bloodborne Beckoning Bell
- ↑ Bloodborne Old Hunter Bell
- ↑ Bloodborne Old Hunter Bell
- ↑ Bloodborne Silencing Blank
- ↑ Bloodborne Beast Blood Pellet
- ↑ Bloodborne Bone Marrow Ash
- ↑ Bloodborne Hunter's Mark
- ↑ Bloodborne Bolt Paper
- ↑ Bloodborne Fire Paper
- ↑ Blodborne Oil Urn
- ↑ Bloodborne Molotov Cocktail
- ↑ Bloodborne Molotov Cocktail
- ↑ Bloodborne Pungent Blood Cocktail
- ↑ Bloodborne Rosmarinus
- ↑ Bloodborne Lead Elixir
- ↑ Bloodborne Hand Lantern
- ↑ Bloodborne Blue Elixir
- ↑ Bloodborne Blue Elixir
- ↑ Bloodborne Poison Knife
- ↑ Bloodborne
- ↑ Bloodborne Threaded Cane
- ↑ Bloodborne Blade of Mercy
- ↑ Bloodborne Kirkhammer
- ↑ Bloodborne Simon's Bowblade
- ↑ Bloodborne Amygdalan Arm
- ↑ Bloodborne Quicksilver Bullets
- ↑ Bloodborne Tonitrus
- ↑ Bloodborne Tonitrus
- ↑ Bloodborne Boom Hammer
- ↑ Bloodborne Torch
- ↑ Bloodborne Boom Hammer
- ↑ Bloodborne Holy Moonlight Sword
- ↑ Bloodborne Holy Moonlight Sword
- ↑ Bloodborne Loch Shield
- ↑ Bloodborne Hunter Blunderbuss
- ↑ Bloodborne Stagger Mechanic
- ↑ Bloodborne Stagger Mechanic
- ↑ Bloodborne Stagger Mechanic
- ↑ Bloodborne Gatling Gun
- ↑ Bloodborne Piercing Rifle
- ↑ Bloodborne Church Cannon
- ↑ Bloodborne Kos Parasite
- ↑ Bloodborne Kos Parasite
- ↑ Bloodborne Beast Claw (Beast's Embrace Rune)
- ↑ Bloodborne Beast Claw (Beast's Embrace Rune)
- ↑ Bloodborne Accursed Brew
- ↑ Bloodborne Accursed Brew
- ↑ Bloodborne Accursed Brew
- ↑ Bloodborne Empty Phantasm Shell
- ↑ Bloodborne Executioner's Glove
- ↑ Bloodborne Executioner's Glove
- ↑ Bloodborne Blacksky Eye
- ↑ Bloodborne Blacksky Eye
- ↑ Bloodborne Augur of Ebrietas
- ↑ Bloodborne Augur of Ebrietas
- ↑ Bloodborne Madaras Whistle
- ↑ Bloodborne Beast Roar
- ↑ Bloodborne Tiny Tonitrus
- ↑ Bloodborne A Call Beyond
- ↑ Bloodborne Yharnam Hunter Grab
- ↑ Bloodborne Hunter Hat
- ↑ Bloodborne Henry's Hunter Garb
- ↑ Bloodborne Charred Hunter Garb
- ↑ Bloodborne Lead Elixir
- ↑ Bloodborne
- ↑ Bloodborne Cleric Beast Boss
- ↑ Bloodborne Father Gascoigne Boss
- ↑ Bloodborne Blood-starved Beast Boss
- ↑ Bloodborne Darkbeast Paarl Boss
- ↑ Bloodborne Vicar Amelia Boss
- ↑ Bloodborne The Witch of Hemwick Boss
- ↑ Bloodborne Martyr Logarius Boss
- ↑ Bloodborne Shadow of Yharnam Boss
- ↑ Bloodborne Rom, the Vacuous Spider Boss
- ↑ Bloodborne Amygdala Boss
- ↑ Bloodborne Celestial Emissary Boss
- ↑ Bloodborne Ebrielas, Daughter of the Cosmos Boss
- ↑ Bloodborne: The Old Hunters Ludwig the Accursed Boss
- ↑ Bloodborne: The Old Hunters Ludwig, the Holy Blade Boss
- ↑ Bloodborne: The Old Hunters Laurence, the First Vicar Boss
- ↑ Bloodborne: The Old Hunters Living Failures Boss
- ↑ Bloodborne: The Old Hunters Lady Maria of the Astral Clocktower Boss
- ↑ Bloodborne: The Old Hunters Orphan of Kos Boss
- ↑ Bloodborne The One Reborn Boss
- ↑ Bloodborne Micolash, Host of the Nightmare Boss
- ↑ Bloodborne Mergo's Wet Nurse Boss
- ↑ Bloodborne Gerhman, the First Hunter Boss
- ↑ Bloodborne Moon Presence Boss
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