Multiplayer | Weapons and armor Bloodborne Guide
Last update: 06 March 2018
You can also play Bloodborne online, where you can receive help from the other player5s, render such help yourself or invade worlds of the other hunters. Multiplayer is different from a classic one, in at least several places, which you need to know about, if you want to use it efficiently.
Insight
Insight is the only statistic present in the multiplayer mode. It represents your familiarity wit the world.
Insight is not connected with multiplayer only:
- the amount of Insight that you have affects the effectiveness of the Beast mode (the more Insight, the weaker the effect),
- the more Insight, the lower the resistance to berserk,
- the Insight limit is 99 points.
Additionally, you can note several things, after you have amassed enough Insight:
1 point - in Hunter's Dream the doll comes to life, and you can raise your level with Blood Echoes.
10 points - in Hunter's Dream, there appears a shop, where you can buy items for Insight points. If their amount drops below 10, the shop disappears and appears again, after 10 is reached again.
15 points - some of the opponents receive additional attacks.
40 points - opponents start resembling Amygdala and you can encounter them outside the Odeon Chapel and in the room, from which you enter Yahar'gul.
50 points - the tune in Hunter's Dream changes.
60 points - occasionally, you hear a baby cry.
You gain Insight automatically, with your progress into the game. It reflects your familiarity with the world so, you receive it for finding bosses and defeating them. Each time you enter a new location, encounter a special opponent or talk to some of the NPCs, your number of Insight point goes up. On the corpses, you can also find items, such as Madman's Knowledge and Great One's Wisdom, whose consuming provides you with one and two Insight points, respectively.
Multiplayer items
Apart from Insight points, you can use several items that have been designed for multiplayer only, and which allow you to summon other players, or to travel to their worlds.
Beckoning bell - you receive it after you gain 1 Insight point, from Messengers in Hunter's Dream. Use the bell only when you need help and you want someone to aid you in your world. Ringing the bell costs 1 Insight point.
Small Resonant Bell - you can buy it from Messengers after you have attained 10 Insight points in Hunter's Dream. You use this bell each time you want to help someone and travel to their world. Ringing the bell does not use up Insight.
Sinister Resonant Bell - you can buy it from the Messengers after you have attained 10 Insight points in Hunter's Dream. You use this bell whenever you want to invade another player's world and to fight them. Ringing the bell does not use up Insight.
Silencing Blank - you receive it after you obtain 1 Insight point, from Messengers I Hunter's Dream. After you use it, you end the multiplayer cooperation and return to your world, or send the other player to theirs. If you have found nobody yet, using the item allows you to end your search.
Notebook - you receive it from Messengers at the beginning of the game. It allows you to leave notes in various places. They can then be found and read by other players.
Conditions to make a connection
To be able to cooperate with someone, you need to meet several conditions:
- the distance between the player, who used the Beckoning bell, and the players who used the Small resonant bell (or the Sinister Resonant Bell in some cases) must be around 100 (in-game) meters. For this reason, you can most frequently connect by searching out players near lanterns and near entrances to boss arenas.
- the difference in levels cannot be higher than 10, both directions. Therefore, there is no option of teaming up a person at level 25 with a person at level 120.
- make sure that you have used the right bell. If it is active, every now and then, there will be rings appearing around your character and you will also receive an appropriate text message to let you know.
- there is a high-priority connection option. In game options ("Web") you can enter a password. If there are two players with identical passwords, they then meet the conditions for priority connection.
How to summon help?
To summon help, you need the Beckoning Bell that you receive after you have attained 1 Insight point. Ringing the bell uses up one point and you will be marked as a players that needs help. If cooperation conditions are met, you can expect that another player will appear in your world. You can explore a given arena together, up until either you (the host) or the summoned player (guest) die. Also, the cooperation is ended by the death of the boss of a given location, i.e. after the Silencing Blank is used (the summoned player returns to his world).
The summoned player appears as slightly weakened - he deals less damage, has less constitution and health points. This does not make the boss battle any more difficult (remember to use the bell before you enter the arena). The cooperation ends in the event of the host's death so, allow the other player do the majority of the work and attack after a dash. Surely, it would be very annoying for the summoned player, if you died right after you have summoned him.
To fight the boss, the host needs to cross the mist as the first, then the guest.
How to be summoned?
To render help, you need the Small Resonant Bell. It is free to sound it and it starts searching for the person that called for help. After conditions are met, you will travel to the summoner's world.
The main advantage of helping the other players is that you do not lose your Life echoes after you die. Therefore, you can easily fight in someone else's world, to keep the Echoes that you have obtained. In the world of another hunter, you cannot pick up other items. Also, remember that it is you, in the first place, who should bear the burden of the fight, to prevent exposing the host to any death threat.
How to invade the world of another hunter?
Apart from rendering help, it is also possible to invade the other worlds. This is what you use the Sinister Resonant Bell for. After you ring it, you can travel to the player that wants to fight, but also, in some cases, to one that wants help. You can then attack without worry. At this moment, your world is also marked as ready to be invaded. So, it is possible that it will be invaded by another player, while "at home".
In some locations (e.g. Hemwick Charner Lane, Nightmare Frontier, Nightmare of Mensis) after the bell is rung, also the Beckoning Bell, you receive information about a woman that is ringing a bell. It is the opponent (priest/mage, identical as while fighting The One Reborn), who summons enemies to your world. This means that even if you want help, what you get is a player that wants to fight. Therefore, you can end up with a friend or a foe, or even both, at the same time. Finding and killing the ringing woman (usually, she is well hidden) makes your world impossible to be invaded.
There is an unwritten rule, in 1 vs. 1 battle, about not using any healing, because this unnecessarily makes the battle longer. If your opponent is using Blood Vials, you can cast Numbing Mist on him to make that impossible.
Covenants
In the game, there are three covenants. Two of them (Executioners and Vilebloods) are the opposing ones. If a member of either makes it into your world and you put on the rune that activates the other covenant, battle ensues. Even though the other player is here to help you. While in the third covenant Hunters of Hunters, as a priority, you will be joining the other players in invasions and killing the other hunters.