
Dead by Daylight Bloodpoints and Bloodweb Farming Guide
How Bloodpoints, the Bloodweb, prestige, offerings, Rift Fragments, and Iridescent Shards work in Dead by Daylight, and where the points come from.
Bloodpoints run everything in Dead by Daylight. Perks, add-ons, offerings, prestige, all of it comes out of the same pool, and the pool drains fast once you start leveling more than one or two characters. The grind used to be rough. Patch 6.1.0 cut it by roughly 75 percent, and the switch to Rift Passes and Quests in patch 8.7.0 made the income steadier on top of that. A new player can take a character to Prestige 3 in a handful of evenings now instead of a month. The catch is that the game explains almost none of it, and the bits it does explain are buried in tooltips most people click past.
How the Bloodweb and Prestige System Work
Every character has their own Bloodweb. It's a spiderweb-looking board with three rings of nodes around a center, and each node holds something: an item, an add-on, an offering, a perk, or a mystery box. The shapes tell you what's what. Squares are items, squares with a plus sign are add-ons, hexagons are offerings, tilted diamonds are perks, and circles are mystery boxes that turn into a random something when you open them.
You can only reach the inner ring at first. Buying nodes on the inner ring opens a path to the middle ring, and the middle ring opens the outer one. That matters more than it looks like it would, because of what wakes up at level 10.
Node prices are fixed by rarity, not by where they sit:
| Rarity | Cost in Bloodpoints | | --- | --- | | Common / Event | 2,000 | | Uncommon | 2,500 | | Rare | 3,250 | | Very Rare | 4,000 | | Ultra Rare | 5,000 |
The Entity wakes up
From level 10 onward the Entity starts interfering. Once you've bought your fifth node in a web, it eats one node every time you buy another, and it keeps going until the web is cleared one way or another. It goes for the rarest node it can reach, and it starts on the outermost ring available to it. So that Ultra Rare add-on sitting way out on the edge is on a timer the moment the web loads.
There's a wrinkle with perks. If a web shows two perks and you buy one before the Entity has woken up, it immediately eats the other. Usually fine, since you were only getting one anyway. From level 40 the math changes:
- Levels 1 to 9: one perk spawns, one purchasable
- Levels 10 to 24: mostly one perk, with two spawning at 10, 15, and 20
- Levels 25 to 39: two perks spawn, one purchasable
- Levels 40 to 49: three spawn, two purchasable
- Level 50: four spawn, two purchasable
You can also play defense. The Entity won't eat a bottleneck node if that would leave the web fully bought or fully eaten, and it moves to the outermost ring it can reach. Buying outer nodes early can cut off its route in. It's a small thing, but it saves the occasional 4,000 point add-on.
Prestige
Clear every node in a web, your level goes up by one, and a fresh web appears. That runs to level 50. At 50 you're left with an empty web and a single central prestige node that costs 20,000 Bloodpoints. Buy it and the character drops back to level 1 with Prestige +1, all the way up to Prestige 100.
Perk sharing is why you bother:
- Prestige 1 puts that character's three unique perks at Tier I on every survivor and killer you own
- Prestige 2 bumps them to Tier II
- Prestige 3 bumps them to Tier III
Prestige 3 is the practical finish line for most people. After that it's cosmetic all the way down. Blood-stained outfit pieces at 4, 5, and 6. Perk charms at 7, 8, and 9. A prestige badge at 25, then silver, gold, and iridescent frames around that badge at 50, 75, and 100. Higher prestige also nudges up the odds of rarer nodes spawning in low-level webs, which is a nice little bonus but not really worth chasing on its own.
At Prestige 100 the level 50 web just regenerates forever, so you can keep feeding that one character add-ons and offerings without limit.
One thing worth saying clearly, because a lot of older guides get it wrong: prestiging no longer deletes your stuff. Before 6.1.0 it wiped your inventory and your loadout. Now you keep everything.
Fastest Bloodpoint Farming Methods by Role
Points come from score events during a trial, sorted into four buckets per side, each capped at 10,000. Max out all four and you're looking at 40,000 from a single match before any offering bonuses get stacked on.
Survivors earn in Objectives, Survival, Altruism, and Boldness. Killers earn in Brutality, Deviousness, Hunter, and Sacrifice. The caps are identical on both sides, so neither role is straight up better for farming. What actually moves the number is match length and whether you touch all four buckets instead of pouring everything into one.
Playing survivor
The big single payouts on the survivor side:
- Escaping the trial: 7,000
- Cleansing a totem: 1,500, blessing one: 1,500
- Safe hook rescue: 1,250 (a plain rescue is 1,000, an endgame collapse rescue is 2,000)
- Escaping through the hatch: 2,500, opening it with a key: 2,000
Great skill checks on generators pay 300 each, and a generator you repair start to finish is worth 2,000 in Objectives. Healing another survivor without a med-kit runs 750 for a full heal, or 1,000 with one. Boldness fills mostly from chases, at 50 points per second once the chase ends, plus 750 the first time you shake the killer and 375 every time after that.
The trap here is playing full stealth. You cap Objectives just fine hiding in a corner, but Altruism and Boldness sit near empty. Go for the unhook. Take a chase now and then. Dying with 30,000 beats escaping with 12,000, and the difference is almost always how many categories you touched.
Playing killer
Killer income spreads out more naturally. Hits and breaking pallets feed Brutality. Using your power feeds Deviousness. Chasing feeds Hunter. Hooks and sacrifices feed Sacrifice. A killer who hooks everyone a couple times and keeps using their power will brush the caps without really trying.
Sacrifice is the bucket people leave half full. Hooks during the endgame collapse pay extra, so dragging out the last phase instead of camping someone down can be worth real money. Deviousness is the opposite problem. If your killer's power doesn't score well, that category stalls out, and it's the main reason some killers farm better than others.
Quests are the real money
Since patch 8.7.0 replaced Daily Rituals and Tome challenges with the Quests system, a big chunk of your income comes from outside the trial:
- Four Daily Quests refresh every day at 17:00 UTC, each paying 5,000 Bloodpoints and 25 Rift Fragments
- Milestone Quests run the length of a Rift Pass in ten steps, paying 10,000 up to 100,000 Bloodpoints plus 25 Rift Fragments per step
- Weekly Rift Pass Quests pay either 10,000 Bloodpoints and 75 Rift Fragments, or 75 Iridescent Shards and 75 Rift Fragments
The dailies alone are 20,000 a day for stuff you were probably doing anyway. If a trial starts before the daily refresh and finishes after, the quest still counts, which is handy for late night sessions.
Two more things worth knowing. The account-wide Bloodpoint cap is 5,000,000, so spend down before you hit it. And the old farming perks are dead. Barbecue and Chilli and We're Gonna Live Forever both lost their Bloodpoint bonuses in the 6.1.0 progression rework. Any guide still telling you to run them for points is years out of date.
Best Offerings to Boost Bloodpoint Gain
Offerings are the cleanest multiplier in the game. The mechanic that matters: offering bonuses get applied after the trial ends and they ignore the 10,000 category cap. Perk and add-on bonuses count toward the cap during the match. So an offering is the only real way to push a single game past 40,000.
The all-category ones:
| Offering | Effect | | --- | --- | | Bloody Party Streamers | +100% all categories, every player in the trial | | Escape! Cake | +100% all categories, you only | | Survivor Pudding | +100% all categories, you only | | Bound Envelope | +25% all categories, all survivors | | Hollow Shell | +25% all categories, you only | | Sealed Envelope | +25% all categories, you only |
Bloody Party Streamers is the best of the bunch when the points are going somewhere useful, since everyone in the lobby benefits, killer included. In solo queue the cake or the pudding is usually the safer burn.
Then you've got the category-specific offerings, each in three tiers:
- Survivor sachets. Bog Laurel for Objectives, Crispleaf Amaranth for Survival, Primrose Blossom for Altruism, Sweet William for Boldness. +50% at base, +75% on the Fresh versions, +100% on the Fragrant versions.
- Killer wreaths. Tanager for Brutality, Spotted Owl for Hunter, Shrike for Sacrifice, Raven for Deviousness. +50% at base, +75% on the Devout versions, +100% on the Ardent versions.
The play here is pretty simple. Burn them on your weakest bucket, not your strongest. If you always finish with Hunter maxed and Deviousness sitting at 4,000, an Ardent Raven Wreath is worth more than another Hunter boost, because the percentage applies to what you actually earned in that category and the cap doesn't get in the way.
Keep an eye on event offerings too. Past Halloween and anniversary events have handed out offerings paying well over 100%, though plenty of the really big ones are retired now and the stockpiles can't be used.
Rift Fragments and Shards Explained
These two get mixed up constantly. Both come from playing, both sit near each other in the menus, and they buy completely different things.
Rift Fragments
Rift Fragments exist for one job, climbing the Rift Pass. That's the battle pass that replaced the old Rift in patch 8.7.0. A pass runs 100 tiers, each tier costs 100 Rift Fragments, and you earn them from XP in trials and from completing Quests.
The XP conversion is 500 XP to 5 Rift Fragments. Doing well on your emblems pushes XP up, so clean matches climb faster than sloppy ones.
A pass stays open roughly 10 to 12 weeks alongside a mid-chapter patch. The free track is mostly Bloodpoints these days, with Iridescent Shards and some cosmetics mixed in. The premium track costs 1,000 Auric Cells but drops 25 to 50 cells at various tiers along the way, so finishing it refunds the full purchase price. Past tier 100 there's an Infinite Rift Tier that just keeps paying Bloodpoints, which is a decent perk if you play a lot.
Iridescent Shards
Shards are the long-game currency. They trickle in from account level-ups at about 1 shard per 14 XP, plus up to 2,500 from a Rift Pass free track.
Their main job is the Shrine of Secrets, which rotates a small set of perks every week:
| Perk tier | Base cost | If you already own the tier below | | --- | --- | --- | | Tier I | 2,000 | n/a | | Tier II | 4,000 | 2,000 | | Tier III | 6,000 | 4,000 |
And here's the quiet best deal in the game. If you already own a perk at Tier III and buy it from the Shrine anyway, you get 100,000 Bloodpoints instead of the perk. If you've been playing a while and the Shrine rolls something you've already maxed, that's a fat chunk of spending money for shards that were just sitting there.
Shards also buy original characters outright. 9,000 for recent ones, 4,500 for anything up to Tools of Torment, and 2,250 for the oldest batch up to Shattered Bloodline. Licensed characters can't be bought with shards, those need Auric Cells or the chapter purchase.
Common Bloodweb Spending Mistakes to Avoid
Chasing perks without a route
The Entity eats the rarest node it can reach after every purchase once it's awake. People tunnel on a perk, buy three junk nodes on the way over, and watch the perk disappear. Look at the whole web first, work out the shortest path to the thing you actually want, and check whether the Entity can get there before you can. Blocking its route by buying outer nodes first is legit and saves you real money over a full prestige.
Hoarding past the cap
The 5,000,000 Bloodpoint cap is real, and trial earnings stop counting past it. If you're close, dump points into someone's Bloodweb before you queue up. Points from login rewards and promotional codes are exempt, so those can push you over, but match income just evaporates.
Being scared of prestiging
Some players who remember the old system still avoid the 20,000 prestige node because they think it wipes their inventory. It doesn't anymore. What it does is share that character's perks across your whole roster, which is the single best value in the game. Sit at 50 with an uncleared web and you're just stalling.
Buying perks you already have
Once a character hits Prestige 3, their perks are Tier III on everyone. There's no reason to buy that perk again in anybody's Bloodweb. Check your perk tiers on the character screen before dropping 3,250 on a node you didn't need.
Overspending on add-ons you won't touch
A 5,000 point Ultra Rare add-on for a killer you're trying out this week feels good and then rots in your inventory forever. Cheap nodes clear webs faster, and clearing webs is what actually levels you. If you're grinding a prestige, buying the filler is usually the right call.
Skipping the dailies
Four quests, 5,000 each, every single day. Skipping them because the tasks look dull is walking away from 20,000 Bloodpoints and 100 Rift Fragments daily, and most of them finish themselves through normal play anyway.
Forgetting the Shrine conversion
That 100,000 Bloodpoint payout for re-buying a Tier III perk you already own is the biggest single point injection outside of events. Check the Shrine every week when it rotates, especially if you've got a deep roster and shards to spare.
Stack it all up and the grind looks a lot smaller than it did a few years back. Four dailies plus five or six matches runs you roughly 70,000 to 100,000 Bloodpoints a day before any offerings. That kind of income takes a fresh character to Prestige 3 inside a week or two of casual play, and that's when your perk pool really opens up.