|Appearances:||NA: The Pit
DWM: The Curious Tale of Spring-Heeled Jack
|Notable Individuals:||Spring-heeled Jack|
The Hunters were dangerous predators described as being large, brown, hairless creatures with bat-like wings, long tails, sharp claws and long horned faces.
They could travel through space and are naturally attracted to rifts in time and space. They are also immune to time-based afflictions. Hunters generally hunt alone, since they can easily kill a humanoid by themselves. They generally hunt by smell. They could also spit out a gold, acidic, rapidly hardening paste, which they use to trap their prey. (NA: The Pit) Hunters could also use their mouths to unleash psychic attacks. (DWM: The Curious Tale of Spring-Heeled Jack)
A Hunter called Jack was sent to Earth to kill Morjanus. There homeplanet was afire and many Hunters were dying. Jack explains to the Doctor that his home planet is no longer there. (DWM: The Curious Tale of Spring-Heeled Jack)
By 2248 (at about the age of 15), Hunter commanded the USS Aerfen, having not yet attended Starfleet Academy. Hunter ran a tight ship and earned the trust and respect of all of her crewmembers. When Hikaru Sulu stowed away aboard the Aerfen following a stop-over of Ganjitsu, she gave the eleven-year old a tour of the ship before returning him home. (TLE novel: Excelsior: Forged in Fire)
Hunter's place as commander of a squadron along the Klingon Neutral Zone, meant that she and the Aerfen had many skirmishes with the Klingons on a regular basis, which drew the respect of many of her peers, including her long-time friend Captain James T. Kirk.
She was a member of a nine person partnership family in which she had a daughter. She invited James T. Kirk to join them three times in only four years. (TOS novels: Enterprise: The First Adventure, The Entropy Effect)
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Hunters have a chance to get hunter drops when they're wielding a hunter tool at the end of a battle with appropriate monsters. They do not need to actually use the tool nor injure/kill any of the creature.
The levels listed are the profession level needed to equip. (For example, if your character level is 10 and your hunter level is 50, you can equip the Spear.)
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Usually clad in Leather Armor, they are often found in groups of three; the standard "party" size for hunter groups. Usually, a hunter party is composed of a shooter/sniper, armed with some sort of long-range rifle, and two scavengers which gather and store the meat. They are almost always equipped with Hunting Rifles and/or various blades (combat knife, switchblade). In terms of durability, they are fairly average, and roughly on par with standard mid-level Raiders.
Mostly they are friendly to the PC, and when interacted with provide the option to buy food, ("I could use some food. Got anything to sell?"). All of the Hunters in a party carry their own personal stock of items; their inventories are not shared.
Some Hunters only sell Strange Meat. After exiting the vending window, a new speech option appears questioning the food on sale, to which the hunter responds with a laugh and reassures the player that it is "the best kind around," giving them a free sample to boot. They can occasionally be seen hunting a fleeing Wastelander, which hints as to the origin of their "Strange Meat." Sometimes they can also be heard yelling "Save me a drumstick!" while chasing Wastelanders, hinting at possible cannabalism. These hunters can sometimes be aggressive to the PC. When killed, among their weapons, ammo, and armor, fingers may be found on their bodies (if you have the Lawbringer perk). You will gain good karma for killing this kind of hunter.
NOTE: Not all hunters will give you good karma for killing them! The ones that give you good karma will be seen wearing leather armor and sell strange meat. The Hunters that give you bad karma for killing them don't sell strange meat and wear Wastelander clothes.
The Ranger (狩人 Kariudo lit. Hunter), also known as Hunter and Archer, is a job that appears in various games in the series.
Rangers are mostly known for their ability to equip various ranged weapons to attack, primarily Bows. Their most consistent special ability is called Barrage or Rapid Fire. With this ability, the Ranger can attack multiple times (generally, but not always, four times) in a single turn. They also have the ability Aim, which increases their damage and ensures a successful hit. In some games, Rangers can cast some basic White Magic, and enchant their bows with elemental or status effects. Because they wield Bows, Rangers are adept at fighting flying and bird-type enemies, which take additional damage from arrows and have their high evasion nullified by the Ranger's high accuracy. As the games in the series have become more modern in their technology, Rangers in the main series have been replaced by Gunners, though in the world of Ivalice the two continue to exist alongside each other.
The Ranger job is received from the Fire Crystal. In the NES release they cast White Magic, while in the DS release they have the ability to attack four times.
Rosa Joanna Farrell is officially classified as a White Mage. However, she has the Aim ability, and in the DS release of the game is the only character who can equip Bows, both attributes of a Ranger.
Final Fantasy X does not officially have a Job system. However, Wakka fights using long-ranged Blitzballs, which are effective against flying enemies, and can use his Overdrive to attack multiple enemies and imbue his attacks with status and elemental properties. His section of the Sphere Grid also contains the Aim ability.
The Ranger is an advanced class adept with all ranged weapons, including bows, crossbows and guns, as well as throwing weapons. They gain many bonuses to accuracy and several special abilities that power up their ranged attacks.
The Sagittarius License Grid holds the Archer class. They use primarily light armor and bows, and can cast some White Magick. The Archer also has the largest number of Technicks of any Job class.
Fran is given the Hunter class in this game, and her abilities focus on inflicting status ailments. The Archer class is exclusive to Viera, which similarly focus on debuffing and weakening enemies.
Archers have the Aim ability, which lets them take time to charge up a stronger attack than normal. The amount of time it takes to charge, and the strength of the attack, both increase as the Job levels up.
The Archer class can use several special attacks to inflict status ailments on enemies. The job is available for Human and Viera, and Job growth changes depending on which species the user is: Humans may develop their skills to become Hunters, while Viera become Snipers.
The Hunter is a job that possesses many powerful long-ranged attacks. It also has the ability Capture, which is vital for using the Morpher job. The Sniper is a job exclusive to Viera. It uses several quick and deadly abilities and can even attack at an enemy's personal possessions.
The Archer is again a Job class for Humans and Viera, and has several status attacks. As in Tactics Advance, Humans may become Hunters and Viera may become Snipers by training with the Archer job.
Hunter is available for Humans once they master three Archer abilities, but Gria may become Hunters without this prerequisite. The Sniper is available for Viera once they master two Archer abilities. Hunters rely on stronger offensive attacks, while Snipers rely on weakening opponents in a more subtle fashion.
The new Ranger class is a job exclusive to Seeqs. They use Knives and Bows, and specialize in setting traps for enemies.
In the Duel Colosseum, when selected, the Ranger job card will cause enemies to hold more medals as a reward.
Bartz from Final Fantasy V as a Ranger
|Animist - Assassin - Bard - Beastmaster - Bishop - Black Mage - Berserker - Blue Mage - Cannoneer - Chemist - Dancer - Dark Knight - Dragoon - Elementalist - Fencer - Freelancer - Gambler - Geomancer - Gladiator - Gunner - Illusionist - Juggler - Machinist - Mime - Monk - Ninja - Onion Knight - Oracle - Paladin - Ranger - Red Mage - Rune Knight - Sage - Samurai - Scholar - Sky Pirate - Soldier - Summoner - Templar - Thief - Time Mage - Warrior - White Mage - Viking|
|Final Fantasy III|
|Devout - Evoker - Magic Knight - Magus|
|Final Fantasy V|
|Mystic Knight - Necromancer|
|Final Fantasy X-2|
|Floral Fallal - Full Throttle - Machina Maw - Mascot - Festival-Goer - Psychic|
|Final Fantasy XI|
|Corsair - Puppetmaster|
|Final Fantasy Tactics|
|Ark Knight - Arithmetician - Astrologer - Celebrant - Cleric - Deathknight - Divine Knight - Dragonkin - Fell Knight - Game Hunter - Holy Knight - Netherseer - Nightblade - Princess - Rune Knight - Skyseer - Sorcerer - Squire - Sword Saint|
|Final Fantasy Tactics Advance|
|Animist - Biskmatar - Defender - Hermetic - Judgemaster - Gadgeteer - Morpher - Mog Knight - Runeseeker|
|Final Fantasy Tactics A2|
|Agent - Arcanist - Chocobo Knight - Flintlock - Green Mage - Heritor - Keeper - Lanista - Master Monk - Moogle Knight - Nightshade - Parivir - Raptor - Ravager - Spellblade - Tinker - Trickster|
|Final Fantasy - Final Fantasy III - Final Fantasy V - Final Fantasy X-2 - Final Fantasy XI - Tactics - Tactics Advance - Grimoire of the Rift - Vanguard Storm|
The Hunter is a military attack helicopter featured in Grand Theft Auto: Vice City, Grand Theft Auto: San Andreas and Grand Theft Auto: Vice City Stories.
The Hunter is clearly based on the AH-64 Apache. In GTA Vice City and GTA Vice City Stories, the Hunter is an aesthetically correct AH-64A "Apache". In GTA San Andreas, however, the gunner's cockpit is removed, and an eight-blade tail rotor is used (instead of four).
The Hunter is a very deadly aircraft, having a self-targeting machine gun and the ability to shoot two unguided rockets at once. Like the other armed military vehicles, the Rhino and Hydra, it has infinite ammunition. The Hunter is neither bulletproof nor explosion-proof like the Rhino, but is highly damage-resistant. The Hunter can also be used for the Vigilante side mission, which GTA Vice City and GTA San Andreas dub "Brown Thunder".
The Hunter doesn't appear in Grand Theft Auto: Liberty City Stories, however, leftover Hunter files from the GTA Vice City code remained in the game, and, with the help of third party trainers, a Hunter can be spawned. The Hunter in GTA Liberty City Stories is similar in design to the GTA Vice City and GTA Vice City Stories renditions, however it cannot be used for vigilante missions.
In GTA Vice City and San Andreas, the player is able to play the game's radio stations while flying the Hunter, however this ability was removed in GTA Vice City Stories.
A Hunter in GTA San Andreas.
A Hunter in GTA Vice City Stories.
The Hunter's most notable use is in the GTA: Vice City Stories missions Over The Top and Last Stand, when Victor Vance steals a Hunter (in Over the Top) in order to attack the Mendez Cartel (in Last Stand).
Grand Theft Auto: Vice City
Grand Theft Auto: San Andreas
Note: When both the Hunter and Leviathan are unlocked at Verdant Meadows, only one of them can spawn at a time. Arrive from the west to spawn the Hunter and arrive from the east to spawn the Leviathan.
Grand Theft Auto: Vice City Stories
The Mgalekgolo (Ophis congregatio, meaning "serpent union") are a unique gestalt of smaller creatures known as Lekgolo, which are tiny, orange, worm-like creatures that group together to geometrically increase their intelligence, strength, and maneuverability. During and after the Great Schism there was a division within the species, some aligning with the Covenant Separatists and others remaining with the Covenant Loyalists.
When the Mgalekgolo home world of Te was discovered by the Covenant, intent on mining its riches, they faced, instead, heavy resistance from what the humans know as "Hunters". Their physiology gave them a tremendous and unexpected advantage in combat, not only hampering, but even halting, the Covenant's advance and killing an Arbiter. The Covenant were further infuriated by the Lekgolo's destruction of Forerunner artifacts during the Mgalekgolo's routine feedings. In ground combat campaigns they were mostly victorious, despite the valiant effort of the Sangheili. The Covenant was forced to rely on orbital bombardment, a strategy against which the Mgalekgolo had little-to-no defense. Thus, to save themselves from extinction, their only choice was to agree to join the Covenant. This later came to be known as the Taming of the Hunters. Terms for their induction into the Covenant were eventually met, despite communication difficulties (which hampered the process). In their agreement to join with the Covenant, the Lekgolo worms, which fed on specific minerals, were consigned to investigate the Forerunner Dreadnought that resided in High Charity and help uncover its inner workings. Their price for this trade was access to space-travel technologies and exploration of the Covenant space lanes.
When a single colony of Mgalekgolo becomes too big, the colony will divide in half to create two independent Mgalekgolo colonies. These colonies will share an extremely close and mysterious bond, referred to only as being "bond brothers", or "mates". The armor and Assault Cannons used by the Mgalekgolo were given to them by the Sangheili after the former joined the Covenant. Mgalekgolo that have split into "bond brothers" are recognized by spiked appendages that rise from their shoulders, which means that they are bonded to another Mgalekgolo. Bonded Mgalekgolo colonies are dropped into battle together by the Covenant, as the Spartans learned: where you find a Mgalekgolo, there is always another close by. If one of the bonded colonies is killed, the other will go into a frenzied state, much like the berserk state of a Jiralhanae, or the suicidal charge of an Unggoy. If left alone for a long period of time, however, they will adopt a "split personality" of shooting followed by melee attacks.
Hunters take the hulking bipedal form in the Covenant military. In this form, they are the strongest and most resilient species in the Covenant . They usually stand between twelve to thirteen feet tall, but when in their combat state they crouch into between eight to eight-and-one-half feet, protecting their visible, unarmored stomach and neck. Though uncommon, the Mgalekgolo can even come in larger sizes and even bigger than the standard Covenant Wraith. Their political motavation is unknown. Their armor has a blue luster that makes the orange-red skin of the Lekgolo worms inside very noticeable, but the colony itself is hard to spot. They always fight in pairs due to the fact that when the colony gets too big, it splits into another Mgalekgolo form, creating an enormous bond between the two bond brothers. Their political motivation, according to the Bestiarum, is completely unknown.
Hunters fight using assault cannons integrated directly into their armor, and they carry an enormous, and nearly impervious metal shield made of an unknown alloy derived from the same material that forms Covenant warship hulls. This shield protects them from almost every form of plasma-based or ballistic weaponry available to Covenant and human infantry alike, and is a powerful melee tool capable of crushing anything in its path and allowing the Mgalekgolo to sweep away most enemies in close combat. The Hunter can also gain a surprising burst of speed when it moves in for a melee kill.
The Assault Cannon the Hunter wields operates in two modes; one firing a single explosive capsule of incendiary fluid, the other spraying the fluid out like a beam. The beam is more devastating than the single explosive shot, because this attack lasts longer and so wide spread damage can be done to more than just one enemy, or a single enemy can be badly injured or even killed.
Hunters are not a single organism, but rather are composed of multiple small, orange, eel-like beings called Lekgolo, that form a single collective consciousness and act as one, a single "hive-mind", similar to the structure of operation in the Flood. In other words they are a communal organism working together to perform specific tasks. Mgalekgolo are capable of manifesting in several different iterations according to what goal they are striving to achieve and the amount of Lekgolo worms that are present. The Mgalekgolo is the most common form seen in combat during the Human-Covenant War, but is actually one of the more rare forms in the Lekgolo society. This Mgalekgolo is employed by the Covenant as heavy infantry. Their society is predominated by this combination of being able to create exponentially more intelligent creatures, and the actual "Hunter" organism is one of the rarer and smaller forms to be found, used primarily in interaction with the Covenant hierarchy. Because of their make-up of several hundred "eels" instead of being a single large organism, the Lekgolo are one of the only species in the Covenant that cannot be assimilated by the Flood, as their unique physiology does not allow the organism to access a central nervous system or control them to any capacity. As such, there has never been a Hunter Combat Form, though the flesh of the Lekgolo can most likely be used by the Flood simply for its biomass.
The collection of eels that make up a Hunter's body are unintelligent at the most basic level, but can form complex thoughts and emerge as a conscious individual when they combine into larger masses that communicate through chemical and electrical means. The neural net that Hunters develop enables them to be incredibly strong and very sensitive to all things within a 1,000 foot line pointing out from non-combat form, and a half sphere that extends 500 feet in combat form[verification needed]. This could explain why Hunters sometimes can locate the Master Chief even when they cannot see him, or when they are facing the opposite direction. This also explains why Hunters can think and work as an effective combat unit without even using verbal communication. Hunters generally growl during battle but will sometimes talk and make remarks like the other Covenant species. Instead of using vocal chords, like other Covenant species, they vibrate their bodies to make a low rumble that is described as "more felt than heard" to produce speech.
It is theorized that Hunters reproduce asexually similar to earthworms; however there is no way to be certain. If true, calling Hunter pairs "mates" would only make sense in term for the pairing of two, not actually mating.
Little is known about the Hunters' language. The known names of some Hunters seem to imply that they use very simply vowels, and few consonants -- not nearly as many as are contained in the English alphabet. It is known that Hunters do not use vocal chords to speak; instead, they seem to vibrate the Lekgolo in their bodies to produce sound. Their quiet nature amongst other races of the Covenant results either from difficulty speaking with other Covenant races or difficulty tolerating other Covenant races.
Hunters' speech can be heard in all of the Halo games, and has changed very little during the course of the series. Hunters tend to make very deep, low rumbling noises when detecting enemies or when wounded. When dying, they seem to emit a low-pitched scream. They also seem to chuckle after a kill. Aside from that, Hunters barely talk. They are, however, capable of mimicking the language of other species via subsonic vibrations, forming words and sentences that are "felt" rather than "heard".
Mgalekgolo almost never associate or even communicate with the other races in the Covenant Empire. Sangheili are the sole exception; Hunters appreciate and acknowledge the Elites' warrior thoughts and adeptness in combat. To the other races of the Covenant, however, the Hunters are dismissive, scornful, and arrogant, and they are utterly contemptuous of their foes. Hunters have no qualms about committing friendly fire against the "lesser" races, like Unggoy and Kig-yar; during the Battle of Sigma Octanus IV, a Hunter was seen running over and killing a Jackal. In Halo 3: ODST, Hunters will attack foes regardless of any allies that happen to be in their line of fire, as demonstrated in the game's final Campaign mission.
Many members of the Covenant are mystified and confused by the Mgalekgolo; the Hunters' way of life is almost as alien to the Covenant as that of the Flood. A Sangheili Fleet Master once noted that Hunters were known to tear opponents apart with their "bare hands" whilst in a blood frenzy, and then suddenly pause to recite war poetry. It has also been said that Hunters meditate in their spare time, or before battle.
During the Covenant Civil War, most Hunter pairs sided with the Sangheili and the Covenant Separatists, though others remained with the Prophet of Truth and the Covenant Loyalists. There is no known reason for the split in loyalty. It is likely that the Separatist Hunters split from the Covenant due to their respect for the Elites. It is likely that the Loyalist Hunters remained in the Covenant out of fear for their homeworld; the Hunters were integrated into the Covenant during the Taming of the Mgalekgolo, when the Covenant threatened to glass their homeworld.
Interestingly, no Hunters are ever seen supporting the Master Chief during the events of Halo 3. This could be because he is human, because they hate him, or because all of the Separatist Hunters died in battle before the events of the game. It is also possible that in the making of Halo 3, Bungie did not want to confuse players by having them with both the Separatists and the Loyalists, so they were only shown as Loyalists.
Hunters have three names: a personal name, a bond name, and a line name. The personal name is given at their "birth". The line name represents the genetic heritage, being the name of the most successful Mgalekgolo of his ancestors. If one reaches a certain level of status, his offspring will have his personal name as their line name. The bond name, or their middle name, is taken between bonded pairs, colonies that must split into two due to excessive size. Examples of some Hunter names include Igido Nosa Hurru and Ogada Nosa Fasu. From the few Hunter names that have appeared in the novels, it seems that the given name has three syllables, but the bond name and line name only have two syllables. This may be another 7 reference, as 3 + 2 + 2 = 7.
However, it is not known why the line name is not three syllables, considering that the ancestor in question's given name would be three syllables. It is most likely not always three syllables or the name is edited (a syllable is possibly taken away) before the offspring is given the line name.
All that can be said for certain about Mgalekgolo religious beliefs is that they vary. While the Lekgolo joined the Covenant for its access to space trade routes and starships, rather than any real dedication to the Great Journey, at least some hold a concept of an "afterlife". Other Lekgolo meditate in their spare time, or recite war poetry before or after battle, showing a more refined nature than would be believed of the hulking, savage warriors. The fact that some allied themselves with the Sangheili during the Great Schism, while others remained with the Covenant Loyalists, is further evidence that individual beliefs play a major part in Mgalekgolo religion. Anything further than this is speculation, Lekgolo culture is extremely reclusive, and even their fellow Covenant know little about them other than that they continue to follow their own cultural traditions, rather than the homogenized religion of the wider Covenant.
Unlike other Covenant forces, Hunters seem to possess no visible rank. They are deployed as support troops rather than as baseline soldiers, which may therefore indicate that a rank is unnecessary as they are used as equipment rather than soldiers. They seem to be of a low rank, but only take commands from Prophets or Elites.
However, they can be deployed independently of other Covenant troops, which may indicate that a level of independence and responsibility may be granted, thus meaning that they may have a high enough rank to be trusted by themselves. In Halo: Fall of Reach, Mgalekgolo are seen guarding the crystal in Cote d'Azur, which is retrieved by Blue Team. As they are guarding such a highly valued target, they may be of a higher rank than other Hunter pairs. Also they killed a Jackal by stepping on it, which may show that they are higher in rank than the Jackals.
Major hunters appear in Halo: Combat Evolved, they wear darker blue armor and can take direct hit from rocket launcher on normal and still survive.
In Halo 3: ODST, the Hunters appeared in two different forms in two different colors; the blue-armored Hunter, armed with an assault cannon that fires a continuous stream of radioactive incendiary gel and a gold-armored Hunter, armed with an assault cannon that fires a single bolt of radioactive incendiary gel which is similar to the weapon model featured in Halo: Combat Evolved. Gold armored Hunters were said by bungie to be leader Hunters.
An ODST fighting with a Golden Hunter on Tayari Plaza.
Given normal procedures, Hunter must be somebody who is watching over the entrance to the plane from the inside out. He is probably a flight attendant, or even the purser. It is possible that he is the same person as the male flight attendant.
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Hunter is a members-only skill that allows players to catch animals all over RuneScape. Hunter was released on 21 November 2006. Although Hunter is a non-combat skill, players can still be damaged while hunting. Using hunting equipment bought from hunter stores, players can hunt specific creatures, obtaining such rewards as bones, butterflies, animal furs, etc. Only two Hunter stores exist: one in Yanille; another one in Nardah. The current minimum requirement to be ranked (at approximately rank 926,171) on the hiscores for Hunter is level 30. There are 13,447 people who have achieved 99 hunter as of 22 January 2010.
|1||Noose wand||4 gp||Tracking|
|1||Bird snare||6 gp||Bird snaring|
|15||Butterfly net||24 gp||Butterfly netting|
|15||Butterfly jar||1 gp||Butterfly netting|
|27||Box trap||38 gp||Box trapping|
|27||Rabbit snare||18 gp||Rabbit snaring|
|31||Teasing stick||1 gp||Pitfall trapping|
|39||Torch||4 gp||Smoking traps to remove player's scent|
|71||Magic box||720 gp||Magic imp boxes|
Other useful items are as follows:
|1||Iron spit||Must be used to cook beast or bird meat, and can cook rabbit meat|
|5||Waterskin||Protection in Al Kharid Desert|
|23||Knife and logs (and/or axe to cut them)||Deadfall and Pitfall Trapping|
|27||Rope to fly eagles||Eagle transport system|
|29||Rope and fishing net||Net Trapping|
|29||Bait - 15 swamp tar, herb (guam leaf, marrentill, tarromin, harralander), pestle and mortar||Net Trapping|
|39||Tinderbox to light the torch. Note that left clicking a lit torch results in extinguishing it.||To light the torch|
|43||500 coins for renting a falcon||Falconry (see below)|
|51||Bait - Raw meat||Deadfalls|
|53||Bait - spicy chopped tomato or spicy minced meat||Box Trapping|
|71||Bait - beads (Imp Catcher quest)||Magical imp boxes|
Leon inside the Hunter shop in Yanille sells a Hunter's crossbow for 1,300 coins and makes bolts for a small fee.
You receive many types of furs while hunting and all of these may be traded in at the fancy-dress shop in south-east Varrock for different types of hunter gear. The costume maker requires a few coins to make sets of hunter gear as well.
Select Talk-to Fancy Dress Shop Owner, then select the option that includes hunting, which depends whether the player has fur in their inventory, "Could you make anything out of this fur that I got from hunting?" or "Can you make clothing suitable for hunting?"
The kebbit, weasel and devil gear is what makes camouflage clothing. Kyatt, Graahk and Larupia are an improved form of camouflage for the area(s) the clothing's fur came from. Wearing camouflage improves your chances of capturing your prey.
Prices for the clothes range from 20 to 200 coins. You need 2 furs per cape made, and 3 furs for every camouflage clothing made.
Other rewards include coloured feathers, spikes for vambraces and bolts, wieldable harpoons, ingredients for Hunter potions, creature ranged weapons, and butterflies which raise other players' combat bonuses.
Hunter areas are places where players can hunt. Most of the hunter areas, including the hunter shops, are close to a Fairy ring. The central ring in Zanaris is close to a bank which can be used to deposit rewards. Other methods of transportation are listed below.
|Area type||Prey level||Hunter guide||Knowledge Base name||Fairy ring|
- many species
|1||Jungle||Feldip Hunter area||AKS|
|1||Snow||Trollweiss and Rellekka Hunter area (polar)||DKS|
|3||Woodland||Piscatoris Hunter area||AKQ|
|5||Desert||Uzer Hunter area||DLQ|
- 1 species
|29||Swamp||Swamp lizard area (east of Canifis)||CKS|
|41||Karamja||Horned graahk area (Karamja)||CKR|
|43||Woodland (Falconer)||Falconry area (3 types of kebbits)||AKQ|
|59||Altar||*Red salamander area (ZMI, south-west of West Ardougne)|
|67||Lava||*Black salamander area (level 20 Wilderness)|
There are five main training areas with many creatures to hunt. The training areas also allow a player to use many Hunter trapping methods: tracking, netting, box trapping, snaring and pit-falling.
The Feldip Hunter area is located in the southern-most part of the Feldip Hills. Players may trap Crimson Swifts here as well as Tropical Wagtails, Feldip Weasels, Spined Larupias, Barb-tailed Kebbits and Carnivorous Chinchompas. The area can be reached by walking from Yanille (Watchtower teleport) or from Castle Wars bank (Ring of duelling teleport). A good method to get to the area is using the Fairy ring transportation system. From Zanaris, use the code AKS. Also, gnome gliders bring players just north of the hunting area after completing One Small Favour, or with level 10 Magic you can use the Mobilising Armies Teleport and walk north.
The Trollweiss Hunter area is located north of Rellekka. A hunter's targets here are Polar kebbits, Cerulean twitches, Sapphire glacialis, Snowy knights, Sabre-toothed kebbits, and Sabre-toothed kyatts. A method to get to the area is using the Fairy ring transportation system. From the central Fairy ring use code DKS and go north to the hunter area. Walking from Rellekka also is a good option as there are several teleports to Rellekka. Also, hunting Polar Kebbits for Polar Kebbit fur is a great way to make money. Burying the bones and dropping the meat can save inventory space for the fur. A Polar Kebbit fur sells at around 3,200 gp on the Grand Exchange, meaning a full inventory is almost 90,000 gp. The closest bank is in Keldagrim, or Zanaris if the player uses the nearby fairy ring.
The Piscatoris Hunter area area is located northwest of the Tree Gnome Stronghold. It is a long walk from the entrance of the Stronghold. The northern part of the area is close to the Piscatoris region, so to shorten the trip you may want to take the boat east of the Eagles' Peak. This hunter region also can be conveniently reached using the Fairy ring transport system with access code AKQ.
The Uzer Hunter area is located west of the Ruins of Uzer and north of Nardah. It can be reached by walking from the Al Kharid Bank to Shantay Pass, then walking southeast to the bridge across the River Elid. The hunter area is east of the bridge and allows hunters to prey on Golden Warblers, Desert Devils, and Orange Salamanders. There are several alternative access methods such as the Fairy ring teleport with code DLQ, a Pharaoh's sceptre teleport and the Flying Carpet transport system. Bring desert robes, a knife, and either waterskins or an Enchanted water tiara to survive in the desert.
Puro-Puro, the homeland of the Imps and Implings, can be accessed by entering the centre of a crop circle. These crop circles appear randomly across all wheat fields in RuneScape. The only permanent one is located in the centre of the Zanaris wheat field. Those who have completed the Lost City quest and are wielding either a Dramen staff or a Lunar staff may enter Zanaris by opening the door of the shed in Lumbridge swamp, or if they have completed enough of the quest "Fairytale part 2,"They may enter Zanaris by using any fairy rings not in Zanaris to get to Zanaris' rings. Alternatively, if you have access to the abyssal space, and have completed the lost city quest you may enter Zanaris via the Cosmic rift. Once inside Zanaris, go either northeast (if you came by rings), southwest (if you came by the shed), or follow the winding path to the rings and then head northeast (if you took the abyssal route). Once in Puro-Puro, you can chat with either the Impling by the entrance, or Elnock the gnome to learn how to play Impetuous Impulses. There are many different implings to catch and either loot or trade in, and trying to hunt these flying critters while running through the wheat field maze makes it a very enjoyable minigame for some players. This form of hunting is not as fast experience as other forms, but it definitely is the most profitable way to train the hunting skill with the most useful loots (food, seeds, runes, weaponry, etc.).
Swamp lizards are located southeast of Canifis. They are a good choice for making money until hunters can hunt Carnivourious Chinchompas at level 63 Hunter. As swamp lizards are oftentimes bought, they sell on average for 760-1,873 coins each. The banks in Canifis and Port Phasmatys are the only banks that are fairly close to the lizards.
There are 2 Lava locations:
The Falconer area is east of the Woodland Training Area near Piscatoris. The area is where Falconry is used to catch Spotted kebbits, Dark kebbits and Dashing kebbits. From the Fairy ring AKQ teleport location, walk east. The fenced Falconry area has its entrance on the northern side of the fence. The fee for using a falcon is 500 coins; a player cannot take falcons outside this area.
There are several methods that a Hunter can use to catch prey. More advanced hunting styles are only available to more experienced hunters. They are described in more detail in the sections below.
|27||Box trapping (ferrets)|
|71||Magical Imp Boxes|
It is possible to set more than one Bird snare, Rabbit snare, Box trap, Magic box, Net Trap, or Pit-fall trap. The number of such simultaneous traps increases with skill level. Hunters can only place a single Deadfall trap.
|Level||Number of concurrent traps|
Tracking requires a noosing wand which can be purchased from the hunter shops for about 4 coins.
Some Kebbits live in burrows. To hunt them, search their burrows to find some tracks, which will lead away from the burrows. Search the nearby bushes, snow drifts, logs, tunnels, etc., until you discover more tracks. At the end of the track, which can extend for 4-5 searches, you will receive a message suggesting that a Kebbit is inside the object. Right-click 'Attack' while wielding a noosing wand to receive loot and experience.
Each player follows a unique track and does not compete with other players to get kebbits.
Catching a Kebbit gives the player Bones, raw beast meat, and kebbit fur. The hides obtained from Kebbit Tracking can be used to make Camouflage costumes. All camouflage outfits can be put in the armour case in the costume room. You can also use polar kebbit fur for summoning.
|1||Polar Kebbit||N Snow||30||Fur for Polar camouflage gear|
|3||Common Kebbit||Woodland S of icon||36||Fur for Wood camouflage gear|
|7||Feldip Weasel||SW Jungle||48||Fur for Jungle camouflage gear|
|13||Desert Devil||Desert||66||Fur for Desert camouflage gear|
|49||Razor-backed Kebbit||NE Woodland||348||Long kebbit spike for bolts|
Using bird snares, available from the hunter shops for about 6 coins, you can trap birds. After setting up a trap, if a bird flies over and attempts to perch on top of it, it may catch the bird. If it fails to catch the bird, or if the trap falls over by itself (it will after a set amount of time), the trap will have to be dismantled and set up again; or, you can just right-click 'Lay bird snare' to reset the trap. You receive experience when taking the ensnared bird from the trap. You also get bones, raw bird meat, and coloured feathers.
At Level 39 Hunter, a player is able to smoke a trap. Smoking traps removes a player's scent and increases the chance of snaring a bird. Torches are available at hunter shops and can be lit with a Tinderbox.
A player needs to set the snare where the birds will fly over it and wait for one to come. Only one snare can be placed on one tile, so players compete with each other to get a spot. A higher hunter skill level gives a better bird catch rate. Players who are not patient might wish to combine bird snaring with the more active Kebbit Tracking. It should be noted that the traps should not be left unattended, as they may fall over and become dropped items visible to other players a short period after falling over.
|1||Crimson Swift||Jungle||34||Red feathers|
|5||Golden Warbler||Desert||48||Yellow feathers|
|9||Copper Longtail||Woodland||61||Orange feathers|
|11||Cerulean Twitch||Snow||64.67||Blue feathers|
|19||Tropical Wagtail||Jungle||95.2||Striped feathers|
|39||Wimpy bird||Oo'glog||167||Wimpy feather|
A player wielding a butterfly net and carrying a butterfly jar may catch a butterfly by clicking on it. In fact, with a horizontal camera angle, players may click on the space below the butterfly; this may be easier as the butterflies are quite small. A butterfly can be netted by only one player, the one who started first. The butterfly may be released from the jar immediately, allowing you to hunt another. They yield low experience, and are best combined with some form of trapping. Although players can't move while releasing a butterfly, they can perform other actions at the same time, such as laying a box trap. Butterflies have a more practical use than just gaining experience; they can be released on other players in multiple combat areas to enhance the Melee Combat Skills Attack, Strength, Defence, or Hitpoints.
|15||Ruby Harvest||Woodland||24||Raises Attack|
|25||Sapphire Glacialis||Snow||34||Raises Defence|
|35||Snowy Knight||Snow||44||Restores Hitpoints|
|45||Black Warlock||Jungle||54||Raises Strength|
With high Hunter and Agility levels, butterflies can be caught without a butterfly jar or butterfly net. While this rewards you with significantly higher Hunter experience, as well as some Agility experience, the butterfly is released immediately afterwards and cannot be kept for personal use.
|Hunter Level||Agility Level||Image||Creature||Location||Hunter Experience||Agility Experience|
Barehanded butterfly catching presents players a choice of power training their hunter while gaining no profit. Catching Ruby Harvests with bare hands, a player can receive up to 70-90k Hunter experience and 11-15k Agility experience per hour depending on the player's hunter level.
Impling netting is quite similar to butterfly netting. However, players are hunting implings and therefore require a jar treated with impling repellent. The repellent is made by crushing 8 cooked anchovies with a pestle and mortar, pouring them into a vial through a sieve, mixing it with flowers such as Rosemary or Marigold, then refining it at the Rimmington lamp oil distillery.
See Impetuous Impulses.
Some Kebbits need to be trapped using a deadfall trap. You will need a knife and a log in your inventory, and you will need to set up a trap in the appropriate, specified locations (click around the boulders). These seem to be excellent experience, and taking a hatchet with you to the locations is recommended.
|Level||Image||Creature||Location||Exp||Bait||Drops (bones plus)||Drop use|
|23||Wild Kebbit||W Woodland||128||Raw meat||Kebbit claws||Spiky vambraces|
|33||Barb-tailed Kebbit||Jungle||168||Raw rainbow fish||Barb-tail harpoon||Equipable harpoon|
|37||Prickly Kebbit||NW Woodland||204||Barley||Kebbit spike||Hunter's crossbow bolts|
|44||Diseased kebbit||Oo'glog||200||Fever grass||Diseased kebbit fur||Davy kebbit hat|
|51||Sabre-toothed Kebbit||SW Snow||200||Raw meat||Kebbit teeth||Hunting potion|
|51||Penguin||Snow||210||Penguin||nothing||Turn in to PBJ agent, in order to get extra Hunter experience|
Baiting a deadfall trap does increase the chances of catching prey drastically. The bait is not returned to the inventory after catching an animal. Other ways to increase success rate are wearing the appropriate hunting attire and smoking the deadfall trap with a Torch (requires a Hunter level of 39).
Similar to bird snaring, box-trapping involves laying a box trap on the ground and waiting for your prey to come. After a certain period of time, the box trap will collapse, requiring the player to pick it back up or lay it again. Experience is only gained after the player retrieves the trapped animal or monster.
Box traps can be baited or smoked, both of which increases the rates of success for catching chinchompas (although most players report the rate is not significant). Normal chinchompas like spicy chopped tomatoes, while red chinchompas prefer spicy minced meat. The bait for Ferrets is raw meat. The bait disappears after a successful trap. When using four box traps, a Hunter has just enough time to set all the traps.
|27||Gecko||North-west of the Shipyard||100||Gecko|
|48||Platypus||Beach south of Oo'glog||Platypus|
|63||Carnivorous Chinchompa||Jungle||265||Red Chinchompa|
|66||Pawya||Isafdar||400||Raw pawya meat|
The trapped ferrets appear in your inventory. They can be used during Rabbit Snaring. Left clicking the ferret in the inventory will release the trapped animal. Trapped Chinchompas are stackable and can be used as a multi-target ranged weapon.
Hunting Red Chinchompas yield 20K Experience per hour at 63. At 80 Hunting Red Chinchompas give about 50k-70k Experience per hour. At 95 Hunting Red Chinchompas will give constant 80k-100k Experience per hour as well as making a fair amount of money. At 95 Hunter accompanied by the Arctic Bear (71 Summoning; invisible +7 Hunter level boost) some players have been able to catch upwards of 450 Red Chinchompas per hour consistently which is 120k+ xp per hour. Red chinchompas sell for quite a bit (currently 613 coins each) as well as being stackable, so you won't have to go to and from to the bank, which is a great time saver.
Rabbits can be found in the far south part of the Woodland hunter area. Six rabbit holes are arranged in a circle pattern. Ferrets are just south of the rabbit holes.
To be able to catch Rabbits, a hunter needs as many Rabbit snares as the Hunter level permits. Perhaps a little more as Rabbit snares disappear quite rapidly. Bring about 3 or 4 box traps for the ferrets to capture 3 or 4 ferrets.
Place a Rabbit snare in front of the rabbit holes. Then left click a Rabbit hole (Flush Rabbit hole) and a ferret will chase the Rabbits out another rabbit hole which can then be caught in a Rabbit snare.
Messages: You place a ferret down the rabbit hole. A second later, a rabbit runs out from the other side of the warren. A ferret can be used several times until it runs away. There is no sign of your ferret. It seems to have run away. No ferret: I'm too big to get in there to scare the rabbits out myself. When trapped: You've caught a white rabbit.
Net trapping is used to trap lizards, salamanders, and squirrels . With a rope and small fishing net in the inventory, clicking on a young tree will set the trap. When the lizard or salamander passes, it may be caught. Bait may increase the catch rate for lizards and salamanders and is made by using the herb with 15 swamp tar and a pestle and mortar. If you do not use bait for a trapping squirrels, they will only trip the trap and you will not catch one. If your Summoning level is 60, you can drop the squirrel and it will remain as a pet.
|29||Swamp Lizard||Swamp||Guam Tar||152|
|29||Squirrel||East of Taverley and Varrock, several places north, north-east of Falador, east of Sorcerer's Tower||Nuts||152|
|47||Orange Salamander||Desert||Marrentill Tar||224|
|59||Red Salamander||Lava - Near Ourania Cave||Tarromin Tar||272|
|67||Black Salamander||Lava - Wilderness||Harralander Tar||304|
The caught creature can be turned into a 2-handed ranged weapon which is loaded with 15 lots of herb tar.
|Creature as weapon||Magic, Range and Attack Level||Slash / Range / Strength Combat Bonuses||Herb|
|Swamp lizard (weapon)||30||+10 / +20 / +22||Guam leaf|
|Orange salamander (weapon)||50||+19 / +29 / +31||Marrentill|
|Red salamander (weapon)||60||+37 / +47 / +49||Tarromin|
|Black salamander (weapon)||70||+59 / +69 / +71||Harralander|
Attack style will increase selected skill experience.
|Attack style||Skill exp|
|Herb Tar||Herblore level||Herblore Experience|
Pit-fall hunting involves building a pit, using logs and a knife in special spots in the Jungle, near Cairn Isle and Trollweiss Hunting Area. Build the pit-fall trap, then tease the relevant monster with a teasing stick. Now run back to the pit and jump over it. The creature will often jump over the pit and attack you. Unlike most other hunted creatures, pitfall trapping creatures will do damage, so food may be a good idea. Since creatures will not jump the same pit twice in a row, you must move to another nearby hot-spot to build another pit-fall and try again. The pit-fall trap will collapse after a certain amount of time. You collect furs when emptying the trap, which can be made into hunter gear in the Varrock fancy-dress shop. You can buy them from the Grand Exchange for a fine price, too. The furs may be tattered or "perfect"; tattered furs are only suitable for bodies or legs, but perfect furs are suitable for headpieces, bodies and legs. One receives perfect fur approximately one-fourth of the time. It takes 3 furs plus coins to make a set. Alternatively, you may sell the furs in Ardougne or on the Grand Exchange to other players who wish to use them to train Summoning.
|Level||Image||Creature||Location||Exp||Outfit||Suitable for||Top/leg cost||Hat cost|
|31||Spined Larupia||Jungle||180||Larupia hunter gear||Jungle Woodland||1,041/1,013||3,255|
|41||Horned Graahk||Cairn Island||240||Graahk hunter gear||Desert||292/242||5,320|
|55||Sabre-toothed kyatt||Snow||300||Kyatt hunter gear||Snow||299/271||10,300|
At the northern part of the Falconer area, hunters can borrow a Gyr Falcon and a Falconer's glove from the falcon expert Matthias for a fee of 500 coins. Random events can result in loss of the Falcon and Glove, so additional coins might be useful. Both hands must be free for falconry. With a falcon, players can hunt for Spotted kebbits, Dark kebbits and Dashing kebbits. During the flight of the falcon, the kebbit may move resulting in a miss after which the falcon will return to the glove of the hunter. During the falcon flight, hunters cannot move. When the falcon catches the kebbit, the hunter needs to retrieve both the falcon and the drops. A yellow arrow marks the location of the falcon with its catch. If the falcon is not retrieved within a short time, the player will get this message, "Your falcon has left its prey. You see it heading back toward the falconer." A player can talk with the falcon expert Matthias to get the falcon back without cost; however, no experience is given as the prey has gone and it takes extra time.
The kebbits have a relatively fast respawn, which gives impressive training speed. However, competition from other falcon hunters can substantially reduce speed and adversely impact training. Although the success rate is supposedly not affected by proximity, running up to the target before catching it may improve success rate. This is because success is strongly affected by whether or not the target is moving. Falcons travel at a definitive speed, so if it is further away then it is harder to predict when the target will be moving or not. Another reason is that if it fails, it takes much less time to return to the hunter which can seriously affect training time. Of course, the success rate is also based on the player's Hunter level.
|43||Spotted Kebbit||104||Spotted fur|
|57||Dark Kebbit||132||Dark fur|
|69||Dashing Kebbit||156||Dashing kebbit fur|
The hides from the kebbits can be converted into fancy clothing items in the Varrock fancy clothing store. Level 40 Hunter is able to make all 3 sets. However, a higher level is required for wearing some of the clothing. With the Boots of lightness coupled with the Spottier cape and Penance gloves players can reduce their weight by 10–13 kg.
|Hide||Level to wear||Clothing item||Cost: 2 furs +||Effect|
|Spotted fur||40||Spotted cape||400||reduces weight of wearer by 2.5 kg.|
|Dark fur||54||Gloves of silence||600||increased success during thieving|
|Dashing kebbit fur||66||Spottier Cape||800||reduces weight of wearer by 4.5 kg|
A level 60 hunter can expect to catch 20 Dark Kebbits in approximately 4 minutes, targeting a single respawn location. Using multiple respawns is possible but leaves almost no time to drop the bones and furs. The time to drop all items yields adds a further 20 seconds; hence, the average experience per hour is around 35,000.
Boxed imps can take 1-2 items from the inventory to the bank in exchange for being released. Imps will not bank for you once you're past level 30 Wilderness. Players can have more than 1 boxed imp. An imp can also be found wandering around the exit at the Soul Wars Minigame.
After completing the Eagle's Peak quest, a player has access to use the eagle transport system from Eagles' Peak to the other 3 Hunter training areas - snow, jungle, and desert. After completing Back to my Roots you will have access to a new eagle.
The following boosts do not affect what you can catch. They only affect the rate at which you catch.
There are a number of items that only can be obtained by meaning of hunting:
A player wearing a trimmed Hunter cape.
A player wearing an untrimmed Hunter cape.
On the day of the skill's release, the two rock pillars on each side of the RuneScape main page were replaced with totem poles, on which were drawings of imps, lizards, and razorbacked kebbits. A few pawprints were also scattered around the tiled background.
The login screen was changed as well. A piece of graahk fur was hung on each side of the screen, and a pair of orange salamanders clung onto the pillars. A box trap appeared below the login box, while a butterfly was placed on the top-left corner of the login box. A patch of grass grew on the bottom of the screen, parting at the middle. The burning rune symbols were replaced with pawprints, dinosaurs, kebbits, and butterflies. It has now been changed back to its normal screen. There was a supposed hidden monster.
A cave was placed in three of the hunting grounds, where those who have completed the Eagle's Peak quest may fly to and from the Eagle's Peak mountain.
Though unconfirmed, the rate at which random event occurs seems to increase while hunting (especially at the red chinchompa's located just south of Yanille.)
Most hunters who continue hunting to level 99 (who are not power training) end up with at least 25 million coins from selling over 47,000 Red chinchompas whilst progressing from level 63 to level 99. However, Hunter is still a very profitable skill and you can still get many coins from various other training methods.
Hunter can refer to any of the following:
This is a disambiguation page—a navigational aid which lists other pages that might otherwise share the same title. If an article link referred you here, you might want to go back and fix it to point directly to the intended page.
The name Hunter can refer to several different characters and concepts:
|Card Lore:||You can pay 1000 Life Points to Special Summon up to 2 "Hunter" cards from your Deck.|
|Sets with this Card:||VP1-EN003|
|Other Card Information:||Gallery - Rulings
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You have defeated 20 of the nefarious Vampires who rose from their graves on Halloween.