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©Future Press Bloodborne Collectors Edition Guide

Bloodborne & The Old Hunters Collector’s Edition Guides

Future Press gone behind the scenes with Bloodborne's creators to unearth every secret hidden within the mysterious city of Yharnam. Your hunt through the streets of Yharnam will be your most exciting and rewarding journey yet, and the road will be hard. But fear not! These guides are your key to mastering the merciless challenges and navigating the darkest depths of the city. [More]
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Labyrinth Ritekeeper

Labyrinth Ritekeeper


Bloodborne Wiki » Enemies » Labyrinth Ritekeeper

Source ❘ Edit ❘ Sitemap ❘ License
page revision: 44, last edited: 14 Mar 2025

Gallery Page
  • Basic Information
  • Description
  • Overview
  • Special Ritekeepers
  • Strategy
  • Notes
  • Drop Pool - Best Gems of Each Type
  • Base Level: Blood Echoes, HP, Damage and Def. Multipliers


Basic Information

Location HP Blood Echoes Icon Physical VS blunt VS Thrust Blood Arcane Fire Bolt Slow Poison RES Rapid Poison RES VS Beasts VS Kin
Root Dungeon Base Level | small 90 78 70 70 70 70 74 64 78 120 180 - -
Root Dungeon Base Level | tall 120 87 70 70 70 70 74 64 78 120 180 - -
  • For enemies that also appear (or exclusively appear) in dungeons, their stats will be shown at the base level, because their exact stats at any given point are calculated from these base values.
Central Pthumerian Labyrinth L2 242 267 81 81 81 81 86 74 91 120 180 - -
Central Pthumerian Labyrinth L3 248 280 82 82 82 82 86 75 91 120 180 - -
Cursed Pthumerian Defilement L1 1027 4156 109 109 109 109 115 99 121 120 180 - -
Pthumeru Ihyll L2 1274 7092 113 113 113 113 119 103 126 120 180 - -
► Defenses: Physical, Blunt, Thrust, Blood, Arcane, Fire and Bolt. Resistances: Slow Poison and Rapid Poison. Bonuses: Beasts & Kin.
Location & Discovery Drop & [Rate]
Base small variant | Random gun type gem x1 [2%], Ritual Blood A x1 [4%]
tall variant | Random gun type gem x1 [20%], Ritual Blood A x1 [4%]
439 discovery, no curse small variant | Random gun type gem x1 [7.3%], Ritual Blood A x1 [14.59%]
tall variant | Random gun type gem x1 [48.41%], Ritual Blood A x1 [9.68%]
110 discovery, curse small variant | Random gun type gem x1 [13.82%], Ritual Blood A x1 [27.65%]
tall variant | Random gun type gem x1 [64.84%], Ritual Blood A x1 [12.97%]
439 discovery, curse small variant | Random gun type gem x1 [15.96%], Ritual Blood A x1 [31.92%]
tall variant | Random gun type gem x1 [68.3%], Ritual Blood A x1 [13.66%]
  • Drop rate with Terrible curse (more information on Save-editing Chalice Dungeons wiki page) and 439 discovery is for small variant | Random gun type gem x1 [25.88%], Ritual Blood A x1 [51.76%] and for tall variant | Random gun type gem x1 [78.75%], Ritual Blood A x1 [15.75%].
Multipliers Bonuses Weak against Additional Information
HP Multiplier1Is beastNoLowest defense: FireFrenzy resistance is 999
Arcane Damage Multiplier1Is kinNoSuper Armor value 0
Fire Damage Multiplier1Is weak to serratedNo
Bolt Damage Multiplier1Is weak to righteousNo
  • All information (HP, Echoes, Defences, Multipliers & Bonuses) was datamined directly from game files and can be accessed via archived spreadsheet. Updated on January 11th, 2020.

Labyrinth Ritekeeper ❘ 遺跡の祭祀者

Regular Enemy

Description

    Whether in a graveyard or in the bedroom, there will always be humans that are sleeping. Among the hunters survives the knowledge of individuals who prays for those resting, a unique ritualist. People who do not know of the ritualists will be terrified by their appearance and demeanor, labeling them as disgusting and repulsive, whereas that may just be pure prejudice… perhaps. Be especially mindful of the ritual masters, who perform a dark and ancient ceremony that few have lived to talk about. (Pre-release Official Description)

Overview

  • Ritekeepers use only magic and are incapable of melee attacks of any kind; their spells cannot be interrupted, but you can stagger them with charged R2 swings. They have low health and no super armor at all, so they can be easily stunned with R1 combos before they have a chance to respond. They'll launch slow-moving fireballs at you from a distance and use a spherical area attack at close range. Their fireballs have extremely long range and can travel backward, to strike behind the Ritekeeper, but have very poor tracking and can be avoided by quickstepping sideways. The area attack is centered on the skull in their left hand and has a radius of three meters; you can escape it by quickstepping backward.

Special Ritekeepers

  • In Root Chalice Dungeons with Rotted Offering there is a 17% (base) chance to appear in non-Hintertomb and 13% (base) chance to appear in Hintertomb dungeons, these special Labyrinth Ritekeepers will patrol large rooms, gather other enemies around it and then strengthen them. Even when the Ritekeeper is killed, the enemies will retain their powered-up status which lasts for 18 seconds. This effect will normally apply to the adversary players as well, increasing AR (Phys., Thrust, Blunt & Blood) by 35%, and if you use the Shaman Bone Blade, you as a host can receive this buff alongside with cooperators. [Image / Video]

Strategy

  • Quickstep past them and strike from behind with R1 combos, or stagger them and follow through with visceral attacks. Ritekeepers are initially hunched over when you first encounter them, but will stand up when you get too close; they move and turn slowly in their squatting stance, but are somewhat faster when standing upright. Striking their exposed legs will cause them to sit back down again and can help prevent them from evading your attacks, but be careful of their area attack as you move in to strike. Dodge their fireballs by quickstepping forward past them and their area attack by quickstepping backwards; when you move in to attack, avoid approaching head-on and instead try to dash in from the side.

Notes

  • Preset Chalice Dungeons: Central Pthumerian Labyrinth, Cursed Pthumerian Defilement, Pthumeru Ihyll
  • All enemies and bosses (except hunter enemies) have 999 frenzy resistance, despite that they are still vulnerable to such status. The only way to see it without modding is to use Shaman Bone Blade on enemy inflicting frenzy to attack others. [test video]
  • There are three variants regular small ritekeeper, arcane ritekeeper and strong version tall ritekeeper (with visible long legs). Small and tall ritekeepers have different drop rates and stats, while arcane variant are mostly found in depth 5 Isz Chalice Dungeons and cast arcane projectiles instead of fireballs [Image / video]
  • It's possible to turn standing ritekeepers into the hunched version with a strong attack like tricked Kirk R2 or untricked Amygdalan Arm R2 and also the opposite is possible with the Madaras' Whistle. If this is done on the arcane variant of a hunched ritekeeper, she'll end up casting both arcane and fire projectile. [video 01, video 02]
  • Labyrinth Ritekeeper (tall) is tied to the Bloodlickers spawn effect in Chalice Dungeons. Therefore after executing visceral attack and killing this enemy, then heading off to other parts of the layer, there's a possibility that when you return to the room you visceral attacked it in a Bloodlicker will appear to feed on the blood. More information about this effect can be found on the Traps & Hazards wiki page.
  • You can see Labyrinth Ritekeeper's (tall) posture when you remove the clothes. [image]

Labyrinth Ritekeeper
Pungent Blood Cocktails don't attract this enemy, making the item ineffective.
Shaman Bone Blades affect this enemy, making it hostile to other enemies.

Ritual Materials: Drop Pools

  • For the most part, items dropped by enemies are decided simply by a random per cent chance from that enemy's own list of potential items. When an enemy appears in a dungeon, it sometimes has one or more of its drops determined by the dungeon's Depth, in order to give better rewards for more challenging dungeons. Such items are selected from a pool of similar items, and these pools are shown here. The upshot of this is that an enemy might drop a Tomb Mold (1) in the Depth 1 Pthumerian Root Labyrinth, but would drop a Tomb Mold (5) instead in a Depth 5 Isz Gravestone dungeon.
Pool Name
Depth 1
Depth 2
Depth 3
Depth 4
Depth 5
Ritual Blood
A
Ritual Blood (1)
Depth 1
Ritual Blood (2)
Depth 2
Ritual Blood (3)
Depth 3
Ritual Blood (4)
Depth 4
Ritual Blood (5)
Depth 5
Enemies List Per Pool [% Drop Rate]
Ritual Blood A
  • Labyrinth Ritekeeper: x1 [4%]
Chalice Dungeons Depth [Preset & Root]
  • Depth 1 (Preset) Pthumerian Labyrinth & (Root) Pthumerian Labyrinth
  • Depth 2 (Preset) Central Pthumerian Labyrinth, Hintertomb Labyrinth & (Root) Central Pthumerian Labyrinth, Hintertomb
  • Depth 3 (Preset) Lower Pthumerian Labyrinth, Lower Hintertomb Labyrinth & (Root) Lower Pthumerian Labyrinth, Sinister Lower Pthumerian Labyrinth, Lower Hintertomb, Sinister Hintertomb
  • Depth 4 (Preset) Cursed Pthumerian Defilement, Ailing Loran & (Root) Pthumerian Defilement, Ailing Loran
  • Depth 5 (Preset) Pthumeru Ihyll, Lower Loran, Isz Gravestone & (Root) Pthumeru Ihyll, Sinister Pthumeru Ihyll, Lower Loran, Sinister Lower Loran, Isz Gravestone, Sinister Isz Gravestone

Drop Pool - Best Gems of Each Type

HP Recovery Gems

Bloodtinge Gems

Bloodtinge Scaling Improving Gems

Cursed Pulsing Damp Blood Gem (6)
HP continues to recover +5 + Random stat
Rating: 17-19
Availability:
Radial - Out-of-shape
Triangle - Out-of-shape
Waning - Out-of-shape
Circle - Glyph: pwmf22gu, F/R/C Ihyll L1, walking Labyrinth Ritekeepers escorted by Labyrinth Watchers (Rating 17 gem)
Cursed Damp Bloodtinge Gem (6)
Blood ATK UP+26,7% + Add blood ATK +6.8
Rating: 17
Availability:
Radial - Out-of-shape
Triangle - Out-of-shape
Waning - Out-of-shape
Circle - Glyph: v5v5fpsd, F/R/C lhyll L3, crouching ritekeepers right after layer lamp
Cursed Warm Damp Blood Gem (6)
Bloodtinge scaling +22.3 + Add blood ATK +6.8
Rating: 17
Availability:
Radial - Out-of-shape
Triangle - Out-of-shape
Waning – Out-of-shape
Circle - Glyph: v5v5fpsd, F/R/C Ihyll L3, crouching Labyrinth Ritekeepers right after layer lamp

Base Level: Blood Echoes, HP, Damage and Def. Multipliers

  • For enemies that also appear (or exclusively appear) in dungeons, their stats will be shown at the base level, because their exact stats at any given point are calculated from these base values. The basic formula is: Total Value = Base x A x B x C x D. Multipliers written down below were datamined directly from the game files. Multiplier A represents depth (1 - 5) of the chalice dungeon; multiplier B is layer (1 - 4) of the specific chalice dungeon; multiplier C is used when dungeon is Pthumeru Ihyll; multiplier D is for calculating blood echoes when additional curse rite is used.
Blood Echoes Multipliers HP Multipliers Damage Multipliers Defense Multipliers
Total Value = Base x A x B x C x D Total Value = Base x A x B x C Total Value = Base x A x B x C Total Value = Base x A x B x C
Multiplier A - Depth
Depth 1: 1.399999976158142
Depth 2: 3.2568421363830566
Depth 3: 10.551578521728516
Depth 4: 44.402103424072266
Depth 5: 63.250526428222656
Multiplier A - Depth
Depth 1: 1.7640000581741333
Depth 2: 2.558000087738037
Depth 3: 6.763999938964844
Depth 4: 11.41100025177002
Depth 5: 12.204999923706055
Multiplier A - Depth
Depth 1: 1.6239999532699585
Depth 2: 1.9140000343322754
Depth 3: 2.5899999141693115
Depth 4: 2.989000082015991
Depth 5: 3.1050000190734863
Multiplier A - Depth
Depth 1: 1.100000023841858
Depth 2: 1.149999976158142
Depth 3: 1.4249999523162842
Depth 4: 1.5499999523162842
Depth 5: 1.5750000476837158
Multiplier B - Layer
Layer 1: 1.0000000000000000
Layer 2: 1.0499999523162842
Layer 3: 1.100000023841858
Layer 4: 1.2000000476837158
Multiplier B - Layer
Layer 1: 1.0000000000000000
Layer 2: 1.0499999523162842
Layer 3: 1.0750000476837158
Layer 4: 1.149999976158142
Multiplier B - Layer
Layer 1: 1.0000000000000000
Layer 2: 1.0750000476837158
Layer 3: 1.100000023841858
Layer 4: 1.149999976158142
Multiplier B - Layer
Layer 1: 1.0000000000000000
Layer 2: 1.0099999904632568
Layer 3: 1.0149999856948853
Layer 4: 1.0175000429153442
Multiplier C - Ihyll
Ihyll: 1.36899995803833
Multiplier C - Ihyll
Ihyll: 1.1039999723434448
Multiplier C - Ihyll
Ihyll: 1.0870000123977661
Multiplier C - Ihyll
Ihyll: 1.0149999856948853
Multiplier D - Additional Rite
Cursed Offering: 1.2000000476837158
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