Bloodweb

*For the **Bloodweb-equivalent** on **Dead by Daylight Mobile**, see Bloodmarket*

## Overview

The **Bloodweb**, as it was dubbed by Benedict Baker, is a metaphysical concept within the world of *Dead by Daylight*, which according to the Lore, is accessed by Players through their thought and sleep patterns while trapped in the Realm of The Entity.

Each Character in ***Dead by Daylight*** has their own randomly-generated **Bloodweb**.

## Use

The **Bloodweb** is the Character Progression mechanic of ***Dead by Daylight*** and allows Players to purchase various Unlockables in exchange for the Bloodpoints gained from playing ranked Trials.

The **Bloodweb** is constructed from three concentric circles around a central Node with interconnecting lines that connect a random number of Nodes, located on the circles, together.
The number of Nodes in a given **Bloodweb** depend on the Character's current Level, with higher levels producing larger **Bloodwebs** with more interconnections.

Every **fifth Bloodweb** is larger than usually for its Tier.

### Purchasing Nodes

When a new **Bloodweb** is generated, Players only have immediate access to the Nodes of the inner circle, which is connected to the central Node.
In order to access the Nodes on the middle and the outer circle, Players must purchase Nodes from the inner and the middle circle respectively, creating a path to the desired Node first.

### Entity-Interference

Players can purchase Nodes undisturbed until they progress a Character's **Bloodweb** to **Level 10**, at which point The Entity awakens starts to interfere.

From this point onwards, purchasing the **fourth Node** will spawn a dark, foggy Node outside the regular **Bloodweb** circles, which will consume a Node on the outermost accessible circle on the Player's purchase of the **fifth Node**.
**The Entity** will then continue to consume a Node each time the Player purchases another one until the entire Bloodweb is either purchased or consumed, with no free Nodes left.

If the Player purchases a Perk in a **Bloodweb** that has multiple Perks available, and The Entity has not awoken yet, it will immediately consume one of the other Perks, both forgoing the rule about spawning after a set number of nodes have been consumed by the Player and spawning outside the regular circles first.

Consumed Nodes cannot be purchased by the Player and paths between consumed Nodes cannot be accessed, causing The Entity to sometimes consume multiple Nodes at once, if there is no alternative path left the Player could take to a Node.

#### Entity-Behaviour

When consuming Nodes from the **Bloodweb**, **The Entity** exhibits distinct patterns for which Node it will consume given specific circumstances:

1. The first Node consumed will always be located on the outermost available circle, meaning that if all Nodes on the outer circle were purchased before **The Entity** awakened, it will consume a Node on the middle circle instead.
	* This rule is also applied if its path is intercepted by the Player.
2. The Entity shows a preference for consuming the Node of the highest Rarity first, if it has the choice between multiple Nodes of varying Rarity for its next consumption.
	* However, this preference does not apply if it respawns on one of the outermost Nodes, after having had its path blocked by the Player or consumed all Nodes on its current branch.
3. The Entity will ***not*** consume a bottlenecking Node (a Node that provides the only accessible path to other Nodes on the middle or the outer circle), if that would cause the **Bloodweb** to become completely purchased/consumed.
	* In this scenario, **The Entity** will stop its path and respawn on the outermost Node connected to the bottlenecking one instead.
4. The final Node consumed can only ever be a non-bottlenecking Node.

### Levelling-up

*Main Article: Levels & Prestige*
Once all Nodes in a **Bloodweb** are either purchased or consumed, a new **Bloodweb** generates and the Character's **Level** is progressed by **+1**.
This continues up to **Level 50**, after which the Player must consume the central Node to prestige the Character, progressing their **Prestige** by **+1**.
This then continues up to **Prestige 100**, after which a high-level **Bloodweb** continues to be generated indefinitely whenever all of its Nodes are purchased/consumed.

## Nodes

The **Bloodweb** is made up of several Nodes, cells that are interconnected with paths and contain the Unlockables.

What type the Unlockable in a given cell is can be discerned from the icon's shape:

 Square w/ Plus Sign
 Square rotated 45° w/ Markings
 Hexagon
 Circle

Nodes come in different Rarities that depend on the type of Unlockable they display.
Their cost is directly linked to their Rarity:

## Benedict's Quotes

When generating **Bloodwebs**, some Levels display a piece of Lore information from Benedict Baker's Journal, explaining the **Bloodweb** in the context of the Realm of The Entity:

## History

### Original Bloodweb

* Nodes of higher Rarity had a tendency to only spawn on the outermost circle.
* The cost of Nodes was independent of their Rarity, but determined by which circle they were on:
	+ Nodes on the inner circle all cost **3,000 Bloodpoints**
	+ Nodes on the middle circle all cost **5,000 Bloodpoints**
	+ Nodes on the outer circle all cost **8,000 Bloodpoints**
* **Bloodwebs** only ever spawned **1 Perk**.
	+ However, **Level 2, 3, and 4** would spawn no Perks at all.
* The **Bloodweb** would spawn a Character's **Teachable Perks** at **Level 30, 35, and 40** respectively.
	+ Since the previously mentioned rule also extended to these Perks, these **Bloodweb** Levels would only contain those Perks, no regular ones.
* The **Bloodweb** would spawn the Tier I version of a Character's **Unique Perks** at **Level 5, 10, and 15** respectively.
* The **Bloodweb** would unlock a Character's **Perk Slots II, III, and IV** at **Level 15, 20, and 25** respectively.
* Lower-level **Bloodwebs** were much larger than the current iterations.
* **The Entity** would consume Nodes after the Player's **fourth** purchase for all Levels.
* The Perk Selection Routine of the original **Bloodweb** never worked as it was intended to do in regards to the Rarity of Perks:
	+ The **Bloodweb** vastly preferred spawning Perks of higher Rarity over those of lower Rarity.
	+ This was bugged to such an extent that Perks of **Common Rarity** would be so elusive that they were actually the rarest ones Players had, in some extreme cases only receiving them once the **Bloodweb** literally had no other, "rarer" Perks left to select.
* Purchasing a Node would prompt a pop-up that detailed the purchased Unlockable.
* Each **Bloodweb** contained at least **1 Mystery Box**.

### Patch 1.2.2

* **Bloodwebs** now spawn **2 Perks** from **Level 25** onwards.
* Reduced the amount of Nodes per **Bloodweb** to accelerate Character Progression.
* Various adjustments to the Bloodweb-generation process (rarity and content distribution).

### Hotfix 1.2.2b

* **The Entity** now only consumes Nodes after the Player's **fifth** purchase from **Level 25** onwards.

### Patch 1.4.0

* Added additional interconnections to the **Bloodweb** to ensure that Players could reach any specific Node before **The Entity** would start its consumption.

### Patch 1.4.1

* Adjusted the Perk Selection routines to equalise the chance of obtaining Perks of all Rarities.
	+ This change did not work as intended either and actually inversed the issue it had intended to fix.
	+ Perks of higher Rarities would now only spawn once the **Bloodweb** was forced to spawn them, meaning the supply of lower-tiered, more common Perks had been usurped.
	+ This eventually prompted the first Perk Rarity Rework of Patch 1.5.0.

### Patch 1.5.0

* Adjusted the Perk Selection Routine to equalise the chance of obtaining any given Perk, independent of their Rarity.
* Removed the ability for the Chinese Firecracker Item to spawn in the **Bloodweb** outside of Events.

### Hotfix 1.5.2b

* Temporarily added the Escape! Cake, Survivor Pudding, and Bloody Party Streamers Offerings until the 1 Year Anniversary concludes.
	+ Due to positive Community Feedback, these Offerings were actually added permanently once the Event concluded.
* Temporarily removed the **+25 % bonus Bloodpoints** and **+50 % bonus Bloodpoints** Offerings until the 1 Year Anniversary concludes.

### Hotfix 1.5.2c

* Re-enabled the **+25 % bonus Bloodpoints** and **+50 % bonus Bloodpoints** Offerings.

### Patch 1.7.3

* Added Halloween-themed variations of the Flashlight and Med-Kit Item.

### Patch 1.8.0

* Removed the **Common** and **Uncommon** variations of the Realm Selection Offerings \*\* This applied to all Realms up to and including CHAPTER 5: A Lullaby for the Dark.
* Added the Smoking Splinter Offering.

### Patch 1.8.2

* Improved the speed of **Bloodweb** animations to make it more responsive and easier to use.
* Removed the pop-up when purchasing a Node, detailing the purchased Unlockable, with the exception of Mystery Boxes.
* **Mystery Boxes** now spawn only at **Levels 3 and 5**, then every **5 Levels**.
* Improved the balancing of the **Bloodweb** to have a better repartition between Items and Rarities, making **Bloodwebs** of higher Rarities more rewarding and satisfying to progress through.
* Changed the Node Cost to now depend on an Unlockable's Rarity, than its location on the circles:
	+ **Common Nodes** cost **3,000 Bloodpoints**
	+ **Uncommon Nodes** cost **4,000 Bloodpoints**
	+ **Rare Nodes** cost **5,000 Bloodpoints**
	+ **Very Rare Nodes** cost **6,000 Bloodpoints**
	+ **Ultra Rare Nodes** cost **7,000 Bloodpoints**
	+ **Teachable Nodes** cost **5,000 Bloodpoints**
	+ **Event Nodes** cost **3,000 Bloodpoints**
* Removed the ability for the Moonlight Offerings to spawn in the **Bloodweb**.
* Removed the ability for the All Hallows' Eve Lunchbox and Will O' Wisp Items to spawn in the **Bloodweb** outside of Events.

### Patch 1.8.3

* Temporarily added the **Winter Gift** variation of Mystery Boxes for the duration of the Winter Solstice 2017 Event, which spawn in every single **Bloodweb**.
* Temporarily added the Winter Party Starter Item for the duration of the Winter Solstice 2017 Event.
* Removed the possibility for **Mystery Boxes** to spawn an Unlockable of a lower Rarity than the box itself.
* The price of a **Mystery Box** is now just **50 %** of what it should be according to the Rarity of the box for the duration of the Winter Solstice 2017 Event.

### Patch 1.9.0

* Added the Glass Splinter Offering.
* Removed the ability for the Winter Party Starter Item to spawn in the **Bloodweb** outside of Events.
* **Mystery Boxes** are once again priced based on their Rarity and spawn according to their previous spawn rules.
* Readjusted the drop rates of Items from **Levels 25 to Level 50**.

### Patch 1.9.2

* Temporarily added the Red Envelope Offering for the duration of the Howling Grounds Event.
* Added various tooltips and help text for the **Bloodweb** into the in-game documentation.

### Patch 1.9.3

* Removed the ability for the Red Envelope Offering to spawn in the **Bloodweb** outside of Events.

### Patch 2.0.0

* Removed the ability for the Muddy Splinter and Shock Splinter Offerings to spawn in the **Bloodweb**, as those Characters can now be purchased with Iridescent Shards.
* Removed the Tier I version of a Character's **Unique Perks** from the **Bloodweb**, as they are now part of a Character's base-kit and immediately available in their inventory.

### Patch 2.1.0

* Adjusted the logic for spawning multiple Perks in a single **Bloodweb**.
	+ Perks no longer spawn on the inner ring.
	+ If multiple Perks spawn in a single **Bloodweb**, they will be spaced farther apart.

### Patch 2.3.0

* Added the ability for Perks to spawn on **Levels 2, 3, and 4**.

### Patch 2.5.4

* The indefinite **Level 50 Bloodweb** now always spawns at least **2 Event Nodes** if an Event is occurring (in this case the Moonrise Event).

### Patch 3.2.0

* **Level 40 Bloodwebs** and higher now spawn **3 Perks**.
* The indefinite **Level 50 Bloodweb** now spawns **4 Perks**.

### Patch 3.6.0

* Removed the ability for all remaining Splinter Offerings to spawn in the **Bloodweb**.

### Patch 6.1.0

* Removed **Teachable Perks** from the **Bloodweb**.
* The **Level 50 Bloodweb** no longer regenerates indefinitely, Players must now purchase the "Level 51"'s central Node to prestige a Character for **20,000 Bloodpoints**.

### Patch 6.2.0

* Reduced the Node Costs:
	+ **Common Nodes** now cost **2,000 Bloodpoints**
	+ **Uncommon Nodes** now cost **2,500 Bloodpoints**
	+ **Rare Nodes** now cost **3,250 Bloodpoints**
	+ **Very Rare Nodes** now cost **4,000 Bloodpoints**
	+ **Ultra Rare Nodes** now cost **5,000 Bloodpoints**
	+ **Event Nodes** now cost **2,000 Bloodpoints**

### Patch 6.3.0

* Removed **Mystery Boxes** from the **Bloodweb**.
	+ They now only spawn temporarily in their special event-iterations during the Game's three main Events: Winter Solstice, Anniversary, and Halloween.

## Trivia

* During the BETA, the **Bloodweb** was locked after reaching Level 5. However, because Players were able to complete the Level 5 **Bloodweb**, it capped at Level 6.
* By cleverly intersecting the path The Entity is consuming in the **Bloodweb**, it is possible to cause it to consume large chunks of it in the process, accelerating progression.