Lore
Lore goes here.
Theories
Title of theory.
Sources
Hunter's Mark
Dangling, upside-down rune etched in one's mind.
Symbol of a hunter.
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.
Blood Minister:
"Oh yes… Paleblood. Heh. Well you've come to the right place.
Yharnam is the home of blood ministration, you need only unravel its mystery. But where's an outsider like yourself to begin? Easy, with a bit of Yharnam blood of your own.
But first… you need a contract.
Good, all signed and sealed. Now let's begin the transfusion. Oh don't you worry, whatever happens you may think it all a mere bad dream."
[Laughs]
Plain Doll:
"Ahh… You found yourself a hunter."
=Old Hunters=
Saw Hunter Badge
Badge crafted long ago at the Workshop.
Attests to one's prowess as a hunter of beasts.
The Workshop is gone, and no group recognizes this meaningless
badge, except for the messengers in the bath, who understand its profundity.
Certain things can only be entrusted
with a hunter in possession of this badge, or so they believe.
Beast Cutter
A trick weapon wielded by the old hunters.
This thick iron cleaver slices through the toughest of beast
hides, and when transformed the blade splits into sections,
allowing one to lash it in the fashion of a heavy whip.
This crude weapon relies on brute force and is regrettably
inelegant, suggesting that the hunts of the earliest hunters
made for horrific affairs, painted in sanguine blacks and
reds.
Beasthunter Saif
A trick weapon used by the old hunters.
A second blade is found inside the curve of the main one. In
its initial form, the saif can be wielded like a long curved
sword, but when transformed, its blade is contracted,
allowing for quick, repeated stabs.
Although this trick weapon allows for adaptive combat, it
was later replaced by saws and similar weapons that were
more effective at disposing of beasts.
Boom Hammer
A trick weapon used by the old hunters, and crafted by the
workshop heretics, the Powder Kegs.
A giant hammer equipped with a miniature furnace. When
ignited and fired, it emits a volley of flame that explodes
furiously upon impact.
Crush the beasts, then burn them - the brute simplicity of the
Boom Hammer was favored by hunters with an acute
distaste for beasts.
Rakuyo
Hunter weapon wielded by Lady Maria of the Astral
Clocktower.
A trick sword originated in the same country as the
Cainhurst Chikage, only this sword feeds not off blood, but
instead demands great dexterity.
Lady Maria was fond of this aspect of the Rakuyo, as she
frowned upon blood blades, despite being a distant relative
of the queen.
But one day, she abandoned her beloved Rakuyo, casting it
into a dark well when she could stomach its presence no
longer.
Fist of Gratia
A chunk of iron fitted with with finger holes.
The hulking hunter woman Simple Gratia, ever hopeless
when handling hunter firearms, preferred to knock the lights
out of beasts with this hunk of iron, which incidentally
causes heavy stagger.
Gratia was a fearsome hunter, and to onlookers, her
unrelenting pummeling appeared oddly heroic. No wonder
this weapon later assumed her name.
Molotov Cocktail
Explodes in raging flames when thrown against an object.
One of the oldest hunter tools available in the workshop.
Since the tragedy that struck Old Yharnam, fire has become
a staple in beast hunts, and is thought to cleanse impurity.
Certain types of beasts have an abnormal fear of flame.
Old Hunter Bell
One of the resonating bells that cross the gaps of worlds.
This bell is cracked and stained with the blood of beasts.
A human must expend Insight to ring this uncanny bell.
The old hunters, who have long passed from the dream
but cannot forget the feeling of the hunt, rely upon messengers to relay their thoughts.
Ring the bell at their side, and they are certain to give a listen.
For the night of the hunt is long, and unchanging
Old Hunter Bone
The bone of an old hunter whose name is lost.
It is said that he was an apprentice to old Gehrman, and a
practicioner of the art of Quickening, a technique particular
to the first hunters.
It is most appropriate that hunters, carriers of the torch who
are sustained by the dream, would tease an old art from his
remains.
Butcher Mask
Mask of the Madaras twins, denizens of the Forbidden
Woods, likely belonging to the older of the two.
The twins grew up in silent kinship with a poisonous snake.
Eventually they learned human ways, and became hunters.
When they discovered vermin even in their beloved snake,
the younger brother is said to have murdered the older.
Butcher Garb
Garb of the Madaras twins, denizens of the Forbidden
Woods, likely belonging to the older of the two.
Both the twins became hunters, and brought back and
dissected their beast prey, in order to support the villagers in
their forbidden research.
Henryk's Hunter Cap
Hunter's hat worn by Henryk, the old hunter.
The taciturn old hunter Henryk was once partners
with Father Gascoigne, and although they were a
fierce and gallant duo, their partnership led to Henryk's
tragically long life.
Henryk's unique yellow garb is resistant to bolt and
will be of great help to any hunter who has inherited
the onus of the hunt.
Charred Hunter Garb
One of the staple articles of hunter attire, fashioned at the
workshop.
A product of the scourge of the beast that once plagued Old
Yharnam and culminated in the town's fiery cleansing.
The cape's dampness makes it highly resistant to fire.
Wearers of this attire hunted down victims of the scourge
who survived the raging flames and stench of singed blood.
Old Hunter Cap
Old hunter cap with a wide brim that hides their sharp gaze.
In the old days, when hunters were ten a penny, this was
part of their standard garb.
Old Hunter Top Hat
Old hunter top hat warped by blood stains.
In the old days, when hunters were ten a penny, this was
part of their standard garb.
Old Hunter Garb
Old hunter garb.
One day, the hunters disappeared, and Yharnamites began
to whisper of the hunter's sin.
Drunk with blood, chasing after beasts, they would pass on
to the Nightmare, every last one of them.
Old Hunter Gloves
Old hunter gauntlets made of brass to protect their weapon-
bearing hands.
At the time, some hunters believed that certain metals would
ward off beast blood.
On a night of the hunt, it is no wonder that some resort to
superstition.
Old Hunter Trousers
Old hunter trousers that protected countless hunters from
the beasts in an older age.
A widespread belief of the period was that "beast blood crept
up the right leg," and this led to the double-wrapped belt.
Old Hunter Arm Bands
Old hunter arm bands wound tightly to prevent infection
with the scourge.
Of course, the idea that the scourge was infectious was pure
hearsay.
Decorative Old Hunter Garb
Old Hunter Garb decorated with brass trinkets
At the time, some hunters believed that certain metals
would ward off beast blood. On a night of the hunt, it is
no wonder that people would resort to superstition.
=Healing Church Assassins=
Bloodletter
The demented hunter weapon brandished by Brador, the
Healing Church assassin.
The Bloodletter assumes its true and terrifying form after it
draws upon blood from the inner reaches of one's body and
soul.
This is the only effective means of expelling tainted blood, or
so Brador, isolated in his cell, continued to believe.
Brador's Testimony
"The scalp of a horrid Cleric Beast, indicating that hunter Brador,
a Healing Church assassin, had killed a compatriot.
Afterward, he wore his ally's own scalp, and hid himself away, deep below in a cell.
The Church provided him with a single, soundless
bell of death to ensure their secrets would be kept.
Beast Hide Garb
The bloodied hide of a horrible Cleric Beast, pulled over the back.
Without the attached beast hide this foreigner garb wouldn't raise anyone's eyebrows.
Brador donned a compatriot's beastly scalp and hide while still moist with blood.
Most of the blood stains on this hide were from that day
Harrowed Hood
Certain Church hunters obfuscate their identities and slip
into the nooks and crannies of the city.
This is the garb that allows these harrowed individuals to go unnoticed.
These hunters are keen to early signs of the scourge, serving
as a first line of defense against its outbreak.
Or perhaps, when the time is ripe, they find signs of the scourge
where there are none. It just goes to show,
the corner beggar is not always who he seems.
=Hunter of Hunters=
Blade of Mercy
A special trick weapon passed down among hunters of hunters.
One of the oldest weapons of the workshop.
Splits into two when activated.
The weapon's warped blades are forged with siderite, a rare mineral of the heavens.
Most effective swift attacks, such as after a quick-stepping.
Crow Hunter Badge
Badge of a hunter of hunters, who hunts those who have
become addled with blood.
The badge of the hunter of hunters is quietly passed down
from generation to generation, usually to an outsider from
the hinterlands.
To be entrusted with this cursed badge, one must be strong,
resilient to the seduction of blood, and gracious when taking
a comrade's life.
Hunter Rune
A Caryll Rune that transcribes inhuman sounds.
This red-smudged rune means "Hunter," and has been adopted
by those who have taken the Hunter of Hunters oath.
These watchmen admonish those who have become addled with blood.
Be they men or beasts, anyone who has threatened the pledgers of
the "Hunter" oath surely has an issue with blood.
Beak Mask
Wood-carved mask of Eileen the Crow, hunter of hunters.
The beak contains incense to mask scents of blood and
beast.
Hunters of hunters dress as crows to suggest sky burial.
The first hunter of hunters came from a foreign land, and
gave the dead a virtuous native funeral ritual, rather than
impose a blasphemous Yharnam burial service upon them,
with the hope that former compatriots might be returned to
the skies, and find rest in a hunter's dream.
=First Hunter(s)=
Burial Blade
Trick weapon wielded by Gehrman, the first hunter.
A masterpiece that defined the entire array of weapons crafted at the workshop.
It's blade is forged with siderite, said to have fallen from the heavens.
Gehrman surely saw the hunt as a dirge of farewell,
wishing only that his prey might rest in peace,
never again to awaken to another harrowing nightmare.
Old Hunter Badge
This hunter's badge, crafted in Gehrman's time, has no
practical purpose, except perhaps to assist in romanticising
about the past.
The badge was a special privilege for the hunters of the past,
and should not be dishonoured.
It should be left in peace, unless one is truly prepared to
assume the will of those gone before.
Beckoning Bell
Great old bell discovered in the old underground labyrinth.
Its ring resonates across worlds, and the first hunter used it
as a special signal to call hunters from other worlds to cross
the gap and co-operate.
A human must use Insight to ring this uncanny bell, but the
benefits of cross-world cooperation are many.
Silencing Blank
Hunters are linked by the resonance of bells with special
encoded timbres. This inaudible burst disrupts such
resonance.
Fire to end co-operation, and prevent further cooperation.
Firing this does not disrupt the resonance of a sinister bell.
Gehrman's Hunter Cap
Hunter attire of Gehrman, the first hunter.
Created before the workshop existed by making adjustments
to everyday clothing, and later became the basis for all
hunter's garb.
The hunter's emphasis on engaging beasts with speed, and
therefore of selecting lightweight attire, no doubt traces back
to Gehrman's own combat style.
Maria Hunter Cap
Among the first hunters, all students of Gehrman, was the
lady hunter Maria. This was her hunter's cap, crafted in
Cainhurst.
Maria is distantly related to the undead queen, but had great
admiration for Gehrman, unaware of his curious mania.
=Executioners=
Wheel Hunter Badge
Martyr Logarius led a band of executioners, and this badge
was crafted at their dedicated workshop. The wheel
symbolises righteous destiny.
Their workshop was a secretive enclave of mystical beliefs
and heady fanaticism which served as the backbone of the
Executioners' unique brand of justice.
Radiance
Radiance" rune. Symbol of the Executioners.
A secret symbol left by Caryll, runesmith of Byrgenwerth.
The rune for "Radiance," adopted by the sworn
Executioners under Logarius' command.
The executioners despise the impure Vilebloods,
and no matter what the circumstances, would never
cooperate with the bloodthirsty hunters
who serve the undead queen. Annalise.
=Healing Church Hunters=
Radiant Sword Hunter Badge
One of the badges crafted by the Healing Church
The radiant sword indicates the heirs to the will of Ludwig.
These hunters, also known as Holy Blades, are what remains
of an ancient line of heroes that date back to a very early
age of honor and chivalry.
Sword Hunter Badge
One of the badges crafted by the Healing Church.
The silver sword is a symbol of a Church hunter
Ludwig was the first of many Healing Church hunters
to come, many of whom were clerics.
As it was, clerics transformed into the most hideous beasts.
Spark Hunter Badge
Badge crafted in secret by Archibald, the infamous eccentric
of the Healing Church, for his friends.
Archibald was fascinated by the blue sparks that emanate
from the hides of the darkbeasts, and dedicated his life to its
artificial reproduction, in a style of inquiry that, incidentally,
closely followed the methodology of Byrgenwerth.
Ludwig's Holy Blade
A trick weapon typically used by Healing Church hunters.
It is said that the silver sword was employed by Ludwig,
the first hunter of the church. When transformed, it
combines with its sheath to form a greatsword.
The Healing Church workshop began with Ludwig, and
departed from old Gherman's techniques to provide
hunters with the means to hunt more terrifying beasts,
and perhaps things still worse.
Hunter Axe
One of the trick weapons of the workshop, commonly used on the hunt.
Retains the qualities of an axe, but offers a wider palette of attacks by transforming.
Boasts a heavy blunt attack, leading to high rally potential.
No matter their pasts, beasts are no more than beasts.
Some choose this axe to play the part of executioner.
Kirkhammer
A trick weapon typically used by Healing Church Hunters.
On the one side, an easily handled silver sword.
On the other, a giant obtuse stone weapon, characterized
by a blunt strike and extreme force of impact.
The Church takes a heavy-handed, merciless stance
toward the plague of beasts, an irony not lost upon
the wielders of this most symbolic weapon.
Simon's Bowblade
Church hunter Simon despised firearms,
and so the Church workshop had this specially fashioned to his liking.
The large curved blade serves as a bow when transformed.
But aside from a few close friends,
Simon was scoffed at for his choice of arms,
for who would dare face the beasts with a measly bow?
Tonitrus
A unique trick weapon contrived by Archibald, the infamous
eccentric of the Healing Church workshop.
Striking this peculiar iron morning star flail like a match
generates the same blue sparks that blanket a darkbeast.
Unfortunately, for reasons untold, the hunters of Archibald's
time did not fully take to the device.
Church Cannon
An oversized weapon used by the Healing Church. A type of
cannon that fires with a curved trajectory and creates an
explosion upon impact.
Originally designed for use by brawny men with deteriorated
brains, not for just any ordinary hunter.
But the men lacked the wits to effectively operate firearms,
and the weapon was quietly ushered into permanent storage.
Ludwig's Rifle
A rifle typically used by Healing Church hunters.
It is said that the rifle was employed by Ludwig,
the first hunter of the church. It's long heavy barrel
makes up in range for what it lacks in reload speed.
Ludwig's Rifle exhibits several departures from the
workshop's design, suggesting that the Church
anticipated much larger inhuman beasts.
Repeating Pistol
Repeating pistol typically used by Healing Church hunters.
Crafted with mostly metal parts and exhibiting a complex
design, the repeating pistol fires two shots at once, making it
a ravenous consumer of Quicksilver Bullets.
Should be used sparingly compared to its workshop
counterpart, as the trump card in one's arsenal.
Hunter Blunderbuss
A blunderbuss created at the workshop for the hunters' line
of work.
Hunter firearms are specially crafted to employ
Quicksilver Bullets fused with the wielder's own blood,
boosting damage against beasts.
The impact of this highly effective weapon counters beasts'
swift movements, and its wide spread is nigh-on guaranteed
to hit the mark.
Hunter Pistol
Pistol made at the workshop, for hunters stalking beasts.
Hunter firearms are specially crafted to employ
Quicksilver Bullets fused with the wielder's own blood,
boosting damage against beasts.
The pistol is a quicker draw than the blunderbluss,
allowing for speedier responses to attacks
Torch
A common torch formed by wrapping a pine resin-drenched
cloth around the end of a long stick.
Hunters choose torches not only because the hunt leads
them to the darkest nooks, but also because certain creatures
they encounter are possessed of a deathly fear of flame.
Hunter's Torch
A torch formed by wrapping a pine resin-drenched cloth
around the end of a long stick. Once used in Old Yharnam.
Designed to incinerate beasts and victims touched by the
scourge.
Its fire damage is highly effective against beasts.
Bolt Paper
Coarse Paper that applies bolt to weapons when rubbed.
Invented by Archibald, the infamous eccentric of the
Healing Church workshop. Artificially recreates the
blue sparks that are said to surround darkbeasts.
Unlike the other strange weapons created by Archibald
this one was favored by many hunters, in particular
those who had even once laid eyes on a darkbeast.
Fire Paper
Coarse Paper that applies fire to weapons when rubbed.
A hunter tool found in the Healing Church workshop.
Since the tragedy that struck Old Yharnam, fire has become
a staple in beast hunts, and is thought to cleanse impurity.
Certain types of beasts have an abnormal fear of flame.
Guidance Rune
A Caryll rune discovered by the old hunter Ludwig along
with the Holy Moonlight Sword. Boosts amount of life
recovered by rallying. When Ludwig closed his eyes,
he saw darkness, or perhaps nothingness, and that is where
he discovered the tiny beings of light.
Ludwig was certain that these playful dancing sprites
offered "guidance" and emptied Ludwig of his fears at least in the midst of a hunt.
Hunter Chief Emblem
A cloth emblem that belonged to the captain of the
Church hunters long ago. Opens the main gate that leads to the
round plaza of the Great Cathedral.
The main gate is shut tight on nights of the hunt, and could
only be opened from the other side with this emblem.
In other words, the captain's return, and this emblem,
determined the end of the hunt.
Choir Bell
Special hunter tool of the Choir, high-ranking members of the church.
Fashioned after a bell that projects an arcane sound across planes of existence.
The sound of this smaller, silver version of the bell does not cross planes,
but grants vigour and healing to all co-operators.
Black Messenger Hat
Hat that messengers are oddly fond of.
Symbol of the preventative hunters of the Healing Church.
The inhabitants of the stump appear to have an interest in adornment.
Why not let them be happy and revel as babes?
Hunter Hat
One of the standard articles of hunter attire fashioned at the
workshop.
A fine piece of hunter attire that provides stable defense to
anyone facing Yharnam's beastly threat.
Recognized by its withered feathers, this cap is fashioned
after one of the old hunters.
Hunter Garb
One of the standard articles of hunter attire fashioned at the
workshop, accompanied with a short cape to wipe away
blood.
A fine piece of hunter attire that provides stable defense to
anyone facing Yharnam's beastly threat.
Allows one to stalk beasts unannounced, by cover of night.
Top Hat
Hat worn by hunters who admire formality.
Some hunters place an emphasis on form, as seen by the use
of the threaded cane.
For them, formality, beauty, and justice are the very essence
of our humanity, and precisely what keeps hunters from
becoming something else.
Yharnam Hunter Cap
Ludwig, the first hunter of the Healing Church, once
recruited Yharnamites to serve as hunters.
This hunter's attire was made for new recruits, and has
excellent straightforward defense.
But not nearly enough to allow an ordinary man
to stand any real chance against the beasts.
Gray Wolf Cap
Attire of the retired hunter Djura.
This worn wolf cap was his trademark
Djura is known through his contact with the Powder Kegs,
the heretics of the workshop. He is said to have been
both uncommonly kind and dreadfully foolish.
Djura felt defeated by the state of Old Yharnam,
and renounced his hunter's vows.
Ashen Hunter Garb
Attire of the retired hunter Djura.
Painted with ash in a ceremony to ward off blood.
Djura is known through his contact with the Powder Kegs,
the heretics of the workshop. He is said to have been
both uncommonly kind and dreadfully foolish.
Djura felt defeated by the state of Old Yharnam,
and renounced his hunter's vows.
Black Church Hat
Attire of Healing Church Hunters.
Most Healing Church hunters are elementary doctors who
understand the importance of early prevention of the
scourge, achieved by disposing of victims, and even potential
victims, before signs of sickness manifest themselves.
Their black attire is synonymous with fear, and that peculiar
Yharnam madness.
Black Church Garb
Attire of Healing Church Hunters. The Holy Shawl, symbol of
the Healing Church, flutters proudly on their backs.
Most Healing Church hunters are elementary doctors who
understand the importance of early prevention of the
scourge, achieved by disposing of victims, and even potential
victims, before signs of sickness manifest themselves.
Their black attire is synonymous with fear, and that peculiar
Yharnam madness.
White Church Hat
Attire of special Church doctors.
These doctors are superiors to the black preventative
hunters, and specialists in experimentally backed blood
ministration and the scourge of the beast.
They believe that medicine is not a means of treatment but
rather a method for research, and that some knowledge can
only be obtained by exposing oneself to sickness.
Surgical Long Gloves
White surgical gloves. The intricate embroidery weaves a
spell that protects the wearer.
The Church engages in the hunt in a medical capacity.
When a cancer is discovered, one must pinpoint its location,
reach in, and wrench it from the host's bosom.
Tomb Prospector Hood
Attire of tomb prospectors who explore the old labyrinth on
behalf of the Healing Church.
The Healing Church traces its roots to Byrgenwerth, and is
therefore aware of the ruins' true importance.
They contain much more than mere hunter trinkets, indeed,
they hide the very secrets of the old great Ones, sought after
by those with the insight to imagine greatness.
Gascoigne's Cap
Hunter attire worn by Father Gascoigne.
Similar to hunter garb created at the workshop,
only these are tainted by a pungent beastly stench
that eats away at Gascoigne.
"Father" is a title used for clerics in a foreign land,
and there is no such rank in the Healing Church.
Gascoigne's Garb
Hunter attire worn by Father Gascoigne.
The dingy scarf is a Holy Shawl and symbol of
the Healing Church, from which Gascoigne would
eventually part ways.
"Father" is a title used for clerics in a foreign land,
and there is no such rank in the Healing Church.
=Yarhar’gul Hunters=
Black Hooded Iron Helm
Iron helmet worn by hunters of the Unseen Village.
The hunters of Yahar'gul answer to the village's founders,
the School of Mensis. Hunters in name only, these
kidnappers wear these black hoods low to shadow their
eyes.
This helm is made of metal, a rarity for hunter garb, and has
high defense, but only against physical attacks.
Iron Yarhar'gul Helm
Iron helmet worn by hunters of the Unseen Village.
Removing the hood reveals something reminiscint
of a warrior of a previous age.
This headwear is made of metal, a rarity for hunter garb,
and has high defense, but only against physical attacks.
Yarhar'gul Black Garb
Thick black pullover worn by hunters of the Unseen Village.
The hunters of Yahar'gul answer to the village's founders,
the School of Mensis. Hunters in name only, these
kidnappers blend into the night wearing this attire.
Designed primarily to defend from physical attacks, the
binding of thick rope servers both to protect its wearer, and
restrain his foes.
Yarhar'gul Black Gloves
Thick black gloves worn by hunters of the Unseen Village.
The hunters of Yahar'gul answer to the village's founders,
the School of Mensis. Hunters in name only, these
kidnappers blend into the night wearing this attire.
Designed primarily to defend from physical attacks.
=Power Keg Hunters=
Powder Keg Hunter Badge
Badge crafted by the Powder Kegs, the heretics of the
Workshop.
The Powder Kegs adoration of complex design and big
booms culminated in weapon designs that contrast with
those traditionally of the Workshop.
The late Powder Kegs, bless their souls, had a motto:
"If a weapon ain't got kick, it just ain't worth it."
Stake Driver
A trick weapon fashioned by the workshop heretics,
the Powder Kegs. Favored by the retired hunter Djura.
The stake driver, with its queerly complex design,
violently drives this stakes into the flesh of foes.
The stake driver allows for high-damage critical attacks,
but it is difficult to use and leaves its wielder wide open,
but none of this should bother a mere Powder Keg.
Gatling Gun
This is a highly-customized, portable version of the
stationary gatling gun operated by the old hunter Djura in
Old Yharnam. It was the weapon of choice of the youngest
of Djura's three companions.
The Gatling Gun boasts exceptional rapid-firing
functionality, but is considered a cumbersome weapon, due
to its excessive weight and insatiable consumption of
Quicksilver Bullets.
=Oto Workshop Hunters=
Delayed Molotov
A special hunter tool crafted by the old Oto Workshop.
These molotovs wedge into the ground when thrown, and explode on a timed delay.
A shame that such a complex gadget must be sacrificed
with each use of this inefficient hunter tool. Nevertheless,
delayed molotovs are cherished by the minority of hunters
who prefer the tricksier kill.
This creation is one of the earliest- known roots of the Powder Kegs.
=The League Hunter=
Whirligig Saw
A trick weapon crafted by the workshop heretics, the
Powder Kegs, and weapon of choice for the old hunter Valtr,
the Beast Eater.
This weapon pummels beasts in its mace form, but its true
strength lies in its attached mechanical saws.
These discs, lined with serrated teeth, spin rapidly, thrashing
the flesh of beasts into fine shreds.
Impurity Rune
A Caryll rune that transcribes inhuman sounds.
This rune, discovered inside the forbidden beast eater, came
to symbolize "Impurity," and the oath of the League.
Confederates of the League co-operate with hunters from
other worlds, and hunt to discover vermin.
Vermin writhe within filth, and are the root of man's
impurity. Crush all vermin without hesitation.
Vermin
A centipede-like creature discovered on successful hunts by
League hunters.
Vermin, found hidden within filth, are only seen by League
confederates, and are the root of man's impurity. The League
has assumed the task of finding and crushing all vermin.
Perhaps there is some mercy in the madness. Those who
wish to see vermin can, and those who choose to are
provided with boundless purpose.
Wine Hakama
Garb of a distant Eastern land, worn by Yamamura the
Wanderer.
This Eastern warrior pursued a beast for honorable revenge,
then became a hunter of the League. But when he stared
straight into impurity, it drove him mad.
Khaki Haori
Garb of a distant Eastern land, worn by Yamamura the Wanderer.
This Eastern warrior pursued a beast for honourable revenge,
then became a hunter of the League. But when he stared straight into impurity,
it drove him mad.
Yamamura Hunter Hat
A standard hunter's hat, worn by Yamamura the Wanderer.
This hat and staff were given to him when he became a
hunter and confederate of the League.
=Vilebloods=
Cainhurst Badge
Badge of the royal guards of Cainhurst, loyal guardians of
the Vileblood Queen Annalise.
The Vilebloods are hunters of blood, and hunt prey as they
search for blood dregs. The hunter who joins them is faced
with a decision: to merely borrow their strength, or to
become one of them, heart and soul.
Corruption Rune
A secret symbol left by Caryll, runesmith of Byrgenwerth.
Several runes contain a nuance of "Blood,"
including the rune of "Corruption," associated with the
oath of the corrupt. Pledgers to this oath are
Cainhurst Vilebloods. hunters of blood who find
dregs for their Queen in coldblood, particularly
in that of hunters. Yet the corrupt are heretics in the eyes of
the Church, and thus subject to the wrath of the Executioners
Blood Dreg
The Vilebloods of Cainhurst, blood-lusting hunters, see these
frightful things in coldblood.
They often appear in the blood of echo fiends, that is to say,
the blood of hunters. Queen Annalise partakes in these blood
dreg offerings, so that she may one day bear the Child of
Blood, the next Vileblood heir.
Numbing Mist
Throw to create a mist cloud that numbs a hunter's
life essence and prevents restoration of HP.
Said to be used by the blood hunters of Cainhurst,
its recipe is a secret closely guarded by the line of
nobles inhabiting the castle.
Vileblood Register
Red-leather record of the Vilebloods loyal to the covenant of
Annalise, Queen of the Vilebloods, at Cainhurst Castle.
A record of the Vilebloods, blood-lusting hunters who seek
blood dregs of their prey, kept throughout the ages.
N.B. Online-use only. Cannot use this item offline.
=Skills=
Red Blood Gem
A blood gem that fortifies weapons and adds various
properties.
Droplet blood gems are special gems that adapt to various
weapons and shapes.
Created from a bright-red brooch, this blood gem
strengthens the effect of rallying. A quintessential hunter
skill, rallying symbolises the battle-worn hunter who is often
the only thing standing after a bloodbath.
Oedon Writhe
A Caryll rune that transcribes inhumane sounds.
"Writhe" sees a subtle mucous in the warmth of blood, and
acknowledges visceral attacks as one of the darker hunter
techniques. Visceral attacks restore Quicksilver Bullets.
Human or no, the oozing blood is a medium of the highest
grade, and the essence of the formless Great One, Oedon.
Both Oedon, and his inadvertent worshipers, surreptitiously
seek the precious blood.
Clawmark
A Caryll rune that transcribes inhuman sounds.
the "Clawmark" is an impulse to seek the warmth of blood
like a beast. It strengthens visceral attacks, one of the darker
hunter techniques.
Although the difference is subtle, Runesmith Caryll describes
the "Beast" as a horrific and unwelcome instinct deep within
the hearts of men, while "Clawmark" is an alluring invitation
to accept this very nature.
Blood Rapture
A Caryll rune that transcribes inhuman sounds.
"Blood Rapture" is the raw euphoria of the warmth of blood.
Restores HP with visceral attacks, one of the darker hunter
techniques.
This rune resonates with servants of the Queen, carrier of
the Child of Blood, who yearn for their Queen's blood with
little hope of requitement.
For them, they find solace in "Blood Rapture", that serves as
a surrogate for their desires.
Heir
A Caryll rune that transcribes inhuman sounds.
The "Heir" sees sentimentality in the warmth of blood, and
acknowledges visceral attacks as one of the darker hunter
techniques.
More blood echoes gained from visceral attacks.
Perhaps the "Heir" is a hunter who bears the echoing will of
those before him.
Blue Elixir
Dubious liquid medicine used in strange experiments
conducted by high ministers of the Healing Church.
A type of anesthetic that numbs the brain.
Hunters, able to retain consciousness by force of will, make
use of a secondary effect of the medicine, which dilutes their
presence while standing still.
Bold Hunter's Mark
Dangling, upside-down rune etched in the mind of a hunter.
The image upon parchment allows one to envision the rune with clarity.
Allows a hunter to awaken again without losing Blood
Echoes, a trick that seems nearly too good to be true.
=Misc=
Wooden Shield
A crude wooden shield used by the masses who have
arisen to join the hunt.
Hunters do not normally employ shields, ineffectual
against the strength of the beasts as they tend to be.
Shields are nice, but not if they engender passivity.
Tear Blood Gem
A blood gem that fortifies weapons and adds various
properties.
Droplet blood gems are special gems that adapt to various
weapons and shapes.
Created from a shining silver doll tear, this blood gem is a
quiet but unfaltering friend that continually restores HP, the
life essence of a hunter. Perhaps the doll's creator had
wished for just such a friend, albeit in vain.
Pthumeru Chalice
Ritual chalice found in the Church of the Good Chalice.
Use in a ritual at the tomb altar in the Hunter's Dream
to break the seal of the old underground labyrinth.
Let the chalice reveal the tomb of the gods; let blood
be the hunter's nourishment.
…And let ye partake in communion…
Blood Rock
A large solid chunk that forms in coldblood.
After death, a substance in the blood hardens, and that
which does not crystallise is called a blood stone.
This is no mere chunk, it is nearly a boulder.
Few blood stones of such size have ever been discovered,
even considering the combined experience of all hunters.
Arcane Haze
Material used in a Holy Chalice ritual.
The tiny smatterings of haze that are found in certain ritual
materials. Sometimes required for special rites.
The additional rite Sinister Bell makes the bell-ringing
woman appear, and when she rings a sinister bell, hunters
from other worlds will be beckoned as adversaries.
Oil Urn
When this urn hits its mark, the target is drenched in oil, and
made extremely flammable.
Fire is commonplace on the hunt, and oil urns accentuate its
effect. Sometimes, when hunters burn beasts, they appear
intoxicated by the euphoria of purification.
Poison Knife
A knife slathered in poison.
This curved knife is as thin and sharp as surgeon's blade.
Often used for self-defence by special doctors in the Healing
Church.
They say that hunters traditionally avoid the use of poison,
likely because the poison is too slow to act in the heat of the hunt.
Quicksilver Bullets
Special bullets used with hunter firearms.
Ordinary bullets have no effect on beasts, and so Quicksilver
Bullets, fused with the wielder's own blood, must be
employed.
The strength of Quicksilver Bullets depends greatly upon the
wielder's bloodtinge.
Coldblood Dew
Droplet of coldblood containing Blood Echoes.
Use to gain Blood Echoes.
Hunters sustained by the dream gain strength from Blood
Echoes. They imbibe the blood with thoughts of reverence,
indeed gratitude, for their victims.
Red Jewelled Brooch
A woman's bright-red brooch, engraved with the name Viola.
Perhaps the jewel is a gift from a hunter. Use to change into
a droplet blood gem that fortifies any weapon.
With the proper workshop tool, various weapons can be
fortified.
One Third Umbilical Cords
1.00
One of the heirlooms used to contact the Great Ones,
originating in the child of the Vilebloods.
Long ago, in an encounter with the Great Ones,
a contract was established, establishing the hunters
and the Hunter's Dream.
1.01+
A great relic, also known as the Cord of the Eye. Every
infant Great One has this precursor to the umbilical cord.
Every Great One loses its child, and then yearns for a
surrogate. The Third Umbilical Cord precipitated the
encounter with the pale moon, which beckoned the hunters
and conceived the hunter's dream
Use to gain Insight and, so they say, eyes on the inside,
although no one remembers what that truly entails.
Description 2
A great relic, also known as the Cord of the Eye. Every
infant Great One has this precursor to the umbilical cord.
Every Great One loses its child, and then yearns for a
surrogate, and Oedon, the formless Great One, is no
different. To think, it was corrupted blood that began this
eldritch liaison.
Use to gain Insight and, so they say, eyes on the inside,
although no one remembers what that truly entails.
Blood Gem Workshop Tool
A misplaced workshop tool from the Hunter's Dream.
The hunter who retrieves this can fortify weapons by
kneading blood gems into them.
Blood gems add properties to weapons when used to fortify
them, as blood defines an organism.
Rune Workshop Tool
Runesmith Caryll, student of Byrgenwerth, transcribed the
inhuman utterings of the Great Ones into what are now
called Caryll Runes.
The hunter Who retrieves this workshop tool can etch Caryll
Runes into the mind to attain their wondrous strength.
Provost Willem would have been proud of Caryll's runes, as
they do not rely upon blood in any measure.
Workshop Haze Extractor
A misplaced workshop tool from the Hunter's Dream.
The hunter who retrieves this can extract arcane haze from
ritual materials.
But alas, spent material is lost.
Eye of a Blood-Drunk Hunter
The eye of a blood-drunk hunter. Its pupil is collapsed and
turned to mush, indicating the onset of the scourge of beasts.
A hunter who goes drunk with blood is said to be taken by
the Nightmare, destined to wander forever, engaged in an
endless hunt. It is a fate that no hunter can escape.
Underground Cell Key
Key to the cell below the Grand Cathedral.
Hunters are held within the underground cell,
so that things better left unseen,
better left unknown, will decay quietly in the fallow darkness
Notebook
Messengers are inhabitants of the dream who revere the
brave hunters. Use them to send messages to other worlds.
Leave notes with messengers, read the notes left to
messengers in other worlds, and rate notes to reach out to
hunters across planes of existence.
Note: Online-use only. Cannot use this item offline.
Beast Roar
One of the forbidden hunter tools made by Irreverent Izzy.
Borrow the strength of the terrible undead darkbeasts, if
only for a moment, to blast surrounding foes back with the
force of a roaring beast.
The indescribable sound is broadcast with the caster's own
vocal cords, which begs the question, what terrible things
lurk deep within the frames of men?
=Dialogue=
Patches, the Spider dialogue:
Behind a lantern:
"…Oh, a hunter of beasts, are you? Glory be. You know not the value you possess.
…But, more's the pity…"
Alfred, Hunter of Vilebloods
When first met:
"You're a hunter, aren't you? I knew it. That's precisely how I started out!
Oh, beg pardon, you may call me Alfred. Protege of Master Logarius, hunter of Vilebloods.
So, what say you? Our prey might differ, but we are hunters, the both of us.
Why not cooperate, and discuss the things we've learned?"
Select "Talk about the Healing Church”:
"As you know, the Healing Church is the fountainhead of blood healing.
Well, I'm a simple hunter, quite unfamiliar with the ins and outs of the institution.
I have heard that the holy medium of blood healing is venerated in the main cathedral.
And that councilors of the old church reside in the high stratum of the Cathedral Ward.
If you seek blood healing, and the church is willing, you should pay them a visit."
Select "Talk about Byrgenwerth”:
"Byrgenwerth is an old place of learning. The tomb of the gods, carved out below Yharnam,
should be familiar to every hunter. Well, once a group of young Byrgenwerth scholars discovered a
holy medium deep within the tomb. This led to the founding of the Healing Church, and the
establishment of blood healing. In this sense, everything sacred in Yharnam can be traced back to
Byrgenwerth. But today, the college lies deep within a tangled wood, abandoned and decrepit.
And furthermore, the Healing Church has declared Byrgenwerth forbidden ground.
It's unclear how many of its scholars remain alive… …but only they know the password that allows
passage through the gate."
Annalise, Queen of the Vilebloods dialogue:
While kneeling:
"Visitor… Moon-scented hunter… I am Annalise, Queen of Castle Cainhurst.
Ruler of the Vilebloods, and sworn enemy of the church.
Yet, Our people are murdered, and We are prisoner to this wretched mask.
What is it thou’rt in search of?"
Swear Oath to the Vilebloods:
"Well, well… An odd hunter thou art indeed…
We’ve tired of these piteous nights… Share in Our plight,
and take oath against the church. If thou wouldst this path walk…
…I prithee partake of my rotted blood."
Swear Vileblood Oath:
"Very well. Drink deep of Our blood. Feel the spreading corruption burn.
Now, thou’rt too a Vileblood. We two, the very last on this earth.
We await thy return. For the honor of Cainhurst."
Eileen, the Crow dialogue:
Upon speaking with her at the sewers:
"Oh, a hunter, are ya? And an outsider? What a mess you've been caught up in. And tonight, of all nights.
Here, to welcome the new hunter.
(Gives 'Bold Hunter's Mark' x4)
Prepare yourself for the worst. There are no humans left. They're all flesh-hungry beasts, now.
Still lingering about? What's wrong? A hunter, unnerved by a few beasts? Heh heh… No matter.
Without fear in our hearts, we're little different from the beasts themselves.
(Gives 'Shake off Cape' expression)
What are you still doing here? Enough trembling in your boots. A hunter must hunt."
After the Grand Cathedral hunter fight:
"Don't you ever listen to your elders? No matter, you did save my life.
I don't seem to be apt for this life anymore… My glory days were long ago now…
Hmmm, I know… Here, for you.
(Gives Crow Hunter Badge, Hunter rune)
This too is hunters' work, but bears no honor. A burden you may choose to carry.
The decision is yours alone. Ahh, my eyes grow heavy…
Let me rest a while… …I'll be fine, just wait…"
If slain by player:
"You can't go on like this…"
At the Grand Cathedral, when hostile and hunting the player:
[Laughter]
"Few hunters can resist the intoxication of the hunt.
Look at you, just the same as all the rest…"
"The hunters must die… The nightmare must end…"
"Only I can stop this madness!" [continued laughter]
When Eileen has been significantly injured:
"The beasts cannot be stopped. What good are hunters now?"
[Yelling] "Your blood is mine! A hunter's blood for me! Your punishment is death! Death to hunters!"
"Enough of this terrible dream!" [laughter]
When Eileen is slain:
"…Ahh… you monsters…"
"All hunters must die!" [laughter as her body fades]
German, the First Hunter dialogue:
Upon first speaking with him"
"Ah-hah, you must be the new hunter. Welcome to the Hunter's Dream. This will be your home, for now.
I am… Gehrman, friend to you hunters. You're sure to be in a fine haze about now,
but don't think too hard about all of this. Just go out and kill a few beasts. It's for your own good.
You know, it's just what hunters do! You'll get used to it…"
"This was once a safe haven for hunters. A workshop where hunters used blood to enhance their weapons and flesh.
We don't have as many tools as we once did, but… You're welcome to use whatever you find.
[Whispers] …Even the doll, should it please you…"
After killing Father Gascoigne:
"The moon is close. It will be a long hunt tonight. If the beasts loom large, and threaten to crush your spirits,
seek the Holy Chalice. As every hunter before you has. A Holy Chalice will reveal the tomb of the gods,
…where hunters partake in communion…"
"Most of the Holy Chalices lie deep within the tomb of the gods. And the few that found their way to the surface…
Were lost again in the hands of men. But if the old hunter tales remain true…
…one of the Holy Chalices is worshipped in the valley hamlet. Yet the town is in disarray…
It was burned and abandoned, for fear of the scourge, home now only to beasts.
The perfect place for a hunter, wouldn't you say?"
After defeating the Blood-starved Beast and recovering the Pthumeru Chalice:
"The Healing Church, and the Blood Ministers who belong to it…were once guardians of the hunters,
in the times of the hunter…Ludwig. They worked, and forged weapons, in their unique workshop.
Today, most ministers don't recall the hunters. And so, heed the message of your forebears.
Ascend to Oedon Chapel."
After killing Mergo's Wet Nurse:
"Good Hunter, you've done well, the night is near its end. Now I will show you mercy.
You will die, forget the dream, and awake under the morning sun.
You will be freed from this terrible Hunter's Dream."
If refused his request or attacked him at the Great Tree:
"Dear, oh dear. What was it? The Hunt? The Blood? Or the horrible dream?
It always comes down to the Hunters' helper after all these sort of messes.
Tonight, Gehrman joins the hunt."
Plain Doll dialogue:
Upon channeling:
"Very well, let the echoes become your strength.
Let me stand close.
Now shut your eyes…"
Talk during beginning:
"Hello, good hunter. I am a doll, here in this dream to look after you.
Honorable hunter, pursue the echoes of blood, and I will channel them into your strength.
You will hunt beasts… and I will be here for you, to embolden your sickly spirit."
"Did you speak with Gehrman? He was a hunter long, long ago,
but now serves only to advise them. He is obscure, unseen in the dreaming world.
Still, he stays here, in this dream… …such is his purpose…"
"Ahh, the little ones, inhabitants of the dream…
They find hunters like yourself, worship, and serve them.
Speak words, they do not, but still, aren't they sweet?"
Talk during early-game:
"Over time, countless hunters have visited this dream.
The graves here stand in their memory.
It all seems so long ago now…"
Talk during mid-game:
"Hunters have told me about the church. About the gods, and their love.
But… do the gods love their creations?
I am a doll, created by you humans.
Would you ever think to love me?
Of course… I do love you. Isn't that how you've made me?"
Talk during late-game:
"Good hunter… Your presence somehow soothes…
I sense the ancient echoes, they course your veins…"
Talk at end-game:
"Good hunter, you have come… Dawn will soon break…
This night, and this dream, will end.
Gehrman awaits you, at the foot of the great tree.
Go on, good hunter…"
When leaving:
"Farewell, good hunter.
May you find your worth in the waking world."
"O Flora, of the moon, of the dream. O little ones, O fleeting will of the ancients…
Let the hunter be safe, let him(her) find comfort.
And let this dream, his(her) captor… foretell a pleasant awakening…
be, one day, a fond, distant memory…"
Young Girl:
First Encounter:
"Who… are you?
I don’t know your voice,
but I know that smell… Are you a hunter?
Then please, will you look for my mum?"
Lonely Old Woman dialogue:
Knock:
"I've heard, I have. Shutting up indoors isn't always enough.
If you hunters got off your arses, we wouldn't be in this mess.
You're obligated to help me, you hear?
So, what'll it be?
Are you gonna tell me, or not?"
Chapel Samaritan:
First encounter:
"…Hmm? Oh… you must be… a hunter.
Very sorry, the incense must've masked your scent.
Good, good. I've been waiting for one of your ilk.
These hunts have everyone all locked up inside.
Waiting for it to end… It always does, always has, y'know. Since forever."
Retired Hunter Djura:
When entering Old Yharnam:
"You there, hunter. Didn't you see the warning? Turn back at once.
Old Yharnam, burned and abandoned by men, is now home only to beasts.
They are of no harm to those above. Turn back…
…or the hunter will face the hunt."
When progressing through Old Yharnam:
"…You are a skilled hunter."
Adept, merciless, half-cut with blood. As the best hunters are.
Which is why I must stop you!"
When the player chooses to spare the beasts:
"Yes, very good. I no longer dream, but I was once a hunter, too.
There's nothing more horrific than a hunt. In case you've failed to realize…
The things you hunt, they're not beasts. They're people.
One day, you will see… Hmm, it's time you got going…
But first, a farewell gift. I have no use for it anyway.
(Gives Powder Keg Hunter Badge, Brush Off Dust gesture)
What is it? Surely I need not repeat myself. Go, I say.
You have the whole night to dream. Make the best of it."
When the player attacks an enemy in the area in front of the tower after sparing the beasts:
"Heheh, you devious rat! The makings of a true hunter, this lass/lad!
Very well. Then there's no need to hold back! The beasts will feast tonight!"
When the player chooses to hunt the beasts:
"Of course, I thought as much.
You are a true hunter. Which is why I must stop you!"
When the player attacks him while he is friendly:
"Is it the blood, or are you just raving mad?
When the frail of heart join the fray…the hunter becomes the hunted!"
Afflicted Beggar dialogue:
Attack him in Forbidden Woods:
"Have you got a screw loose? Or is it your… animal intuition? Ah, it doesn't
even matter. You hunters have got more blood on your hands.
Die! Die, die! Hunters are killers, nothing less! You call me a beast? A
beast? What would you know? I didn't ask for this!"
Attack him Outside Oedon Chapel:
"Oh, you are a sick puppy! You drink the blood of half the town, and now
this! And you talk of beasts? You hunters are the real killers!"
Valtr, Master of the League dialogue:
First encounter:
"Ahh, a new face, are you?
And an accomplished hunter…
it would appear.
I am Valtr, Master of the League.
Members of the League cleanse the streets
of all the filth that's spread about during the hunt.
Like any half-decent hunter ought to, you know?
Haven't you seen enough of these wretched beasts,
freakish slugs, and mad doctors?
Sentence these fiends to death.
With the help of your League confederates.
What do you say? Why not join the League?"
Join the League
"Yes. As a hunter well should.
Commit this to heart.
Our own Caryll Rune, symbol of the League.
The nights brims with defiled scum,
and is permeated by their rotten stench.
Just think. Now you've all set to hunt and kill
to your heart's content.
Hunt in co-operation with your fellows,
your League confederates."
Crush 4-5 vermins
"Hello, confederate.
Your eyes say it all.
You've crushed vermin time and time again…
You've seen the filth that varnishes the world of man…
Yet you are unbroken, you've the eyes of a hunter.
You have blessed the League with your presence.
This was my last, most pressing task…"
Simon, the Harrowed dialogue:
By shortcut back to Hunter’s Nightmare lamp:
"You’re a hunter with your sanity, aren’t you?
Must’ve taken a wrong turn then, eh?
Well, we’re more alike than you think.
This is the Hunter’s Nightmare, where hunters end up when drunk with blood.
You’re seen them before.
Aimless, wandering hunters, slavering like beasts.
This is what the poor fools have to look forward to.
So, don’t be brash, turn back before it’s too late.
Unless, you’ve something of an interest in nightmares?"
Respond “nightmares are fascinating”:
"Ahh, yes, I see…
You sense a secret within the Nightmare,
And cannot bear to leave it be.
As if the spirit of Byrgenwerth lives on within you!
Such inquisitive hunters will relish the Nightmare.
But beware, secrets are secrets for a reason.
And some do not wish to see them uncovered.
Especially when the secrets are particularly unseemly…"
Respond "I've no interest"
"Yes, as it should be.
Hunt your beasts, and think no more on the secrets of the night.
That is the very best a hunter can do.
Just don't let the blood intoxicate you."
"Do you know why the Hunters are drawn to this Nightmare?
Because it sprouted from their very misdeeds.
Things that some would rather keep secret.
A pitiful tale of petty arrogance, really.
High time someone exposed the whole charade."
"Now, now, go on ahead.
You seek nightmares, and the secrets within, do you not?"
At the Lighthouse Hut lamp:
"…Oh, you, I’m afraid, I’ve made a botch of things…
…I can hear the bell, now…
…The beast-hide assassin, he’s after me…
…Again and again…
…It never ends…
…Please, I need you to do something…
…This village is the true secret.
Testament to the old sins…
…It feeds this Hunter’s Nightmare…
…Please, bring to an end to the horror…
…So our forefathers sinned?
…We hunters cannot bear their weight forever…
…It isn’t fair, it just isn’t fair…"
Old Hunter Yamamura dialogue:
"Shrouded by night, but with steady stride. Colored by blood, but always clear of mind.
Proud hunter of the church.
Beasts are a curse, and a curse is a shackle.
Only ye are the true blades of the church."
Ludwig, the Accursed/Holy Blade dialogue:
Dialogue after defeating Ludwig while wearing Church Hunter attire:
"Good Hunter of the Church,
Have you seen the light?
Are my Church Hunters the honorable spartans I hoped they would be?
Micolash, Host of the Nightmare dialogue:
"Ah hah hah ha! Ooh! Majestic! A hunter is a hunter, even in a dream.
But, alas, not too fast! The nightmare swirls and churns unending!"
Hunter's Dream Lore Note:
Location: Inside the house, behind the Memory Altar:
"To escape this dreadful Hunter's Dream, halt the source of the spreading scourge of beasts, lest the night carry on forever."
Old Yharnam Lore Note:
Location: Up the stairs from the Bell Chime Maiden Spawn, near the Charred Hunter Set:
"The red moon hangs low, and beasts rule the streets. Are we left no other choice, than to burn it all to cinders?"
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