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- Shit I found out by messing with the hilariously poorly guarded client-side levelling system that would have taken an amateur 5 minutes to obfuscate so I couldn't do this.
- Increasing your Bloodweb prestige level has the following effects:
- Rest the progress of this character to level 1.
- Unlock a prestige reward for this character.
- Lose all items, add-ons, Perks & Offerings for this character.
- Slightly increases the odds of getting better items on the Bloodweb.
- Teachable Perks will stay available to all other characters.
- Prestige rewards are bloody versions of the outfits, one piece for each level. Can only currently prestige 3 times.
- Dwight's teachable perks:
- Survivors repair/heal/etc 3% faster when within 8 meters of you.
- Incremental bonuses to repair/etc actions when survivors are within 8 meters of you. 1 survivor grants 1% speed boost, 2 grants 2%, etc.
- Allies' auras are revealed to you within a 12 meter range.
- Meg's teachable perks:
- 150% sprint speed and a full heal for 3 seconds when an exit door opens.
- 150% sprint speed for 3 seconds, with a cooldown of 40 seconds between uses.
- Vault and locker hiding noise radiuses are reduced by 30%.
- Claudette's teachable perks:
- Heal yourself without using a healing item at 40% the normal speed. Skill checks have 20% smaller success zones. And increases the efficiency of healing item self-heal by 50%.
- Healing speed increased by 10%, efficiency of healing items increased by 10%.
- Dying or injured allies auras are revealed when within a 32 meter range. Doesn't apply to allies being carried.
- Jake's teachable perks:
- Sabotage at 40% the normal rate without a toolkit. Skill checks have 20% smaller success zones. And increases the efficiency of toolbox sabotage by 50%.
- Reduce chance of alerting woodland creatures by 70%.
- Grunts of pain caused by injuries are reduced by 50% when standing still.
- The Trapper's teachable perks:
- 6% faster speed when transporting bodies.
- Destroy dropped barricades 5% faster.
- Survivors in your terror radius have a 3% higher chance of skill checks, and the success zones are reduced by 5%.
- These only currently seem to show up after you prestige, but this might just be a way of hiding them. I remember getting a couple of these as just general perks before, too.
- Maxed perks:
- Plunderer's instinct - see chests in 64 meter range.
- Slippery meat - 15% faster attempts at freeing yourself, 10% increased odds for traps, 5% increased odds for hooks.
- Deja Vu - 2 objective auras are shown for 8 seconds when starting a trial.
- This is not happening - When injured, skill check zones are 30% larger
- Hope - 4% increased movement speed when exit gates are open.
- No one left behind - When a gate is open, gain 100% more bloodpoints for altruism actions and perform them 15% quicker.
- Small game - bear trap auras within 6 meters are revealed to you.
- Resilience - When injured, 9% speed boost on actions like repairing.
- Premonition - Audio cue when looking in the direction of the killer in a 45 degree cone within a range of 36 meters. 30 sec cooldown.
- Lightweight - Footsteps are visible 3 seconds less than normal.
- We'll make it - For each survivor you rescue from a hook, gain a 100% increase to healing speed up to a max of 300% for 3 minutes.
- Dark sense - When the gates unlock, the killer's aura is revealed for 7 seconds.
- Spine chill - Audio cue when the killer is looking in your direction within 36 meters. 10% higher skill check odds, success zones reduced 10%. Repair, heal and sabotage speeds are 6% faster.
- Killer maxed perks:
- Whispers - Audio cue when within 32 meters of a survivor.
- Insidious - Zero terror radius + invisibility if you stand stand for 3 seconds.
- No one escapes death - After the exit gates are open, any hit instantly downs a survivor, attack cooldowns are reduced by 8%, and movement is increased by 5%.
- Deerstalker - reveal dying survivor auras within 36 meters.
- Unrelenting - Missed attack cooldown reduced by 9%, successful attack cooldown reduced by 6%.
- Monstrous Shrine - Basement hooks get these bonuses: 9% faster entity progression, 15% increased difficulty on escape attempts, 9% penalty increase on escape attempts.
- Sloppy Butcher - Wounds considerably increase bleeding frequency.
- Bitter Murmur - See survivor auras for 6 seconds when exit gates unlock.
- Distressing - 24% larger terror radius, 15% more bloodpoints for Deviousness.
- Spies from the Shadows - 75% of the time, crows give you a visual cue within 36 meters.
- Iron Grasp - Effects of survivor struggling are decreased by 75%, 12% longer time required to escape.
- Each perk has 3 ranks to it, and on every level of the spiderweb you can find either a new perk or a better level of an existing one. When you get all the perks they stop showing up on the web.
- Rare items I hadn't seen before:
- Skeleton key - 30 seconds of use (for its add-ons), can be consumed to open black locks.
- Gold token - Add-on for skeleton key, can see survivor's auras within 48 meters.
- Brand new part - Add-on for toolbox, halves the number of charges but lets you instantly repair a generator at the cost of all remaining charges.
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