Dead by daylight wiki

Lore

Additional Lore can be found in Tome III — Escalation: A Lovely War.

As soon as Anna was able to walk, her mother started teaching her how to survive a harsh, solitary life in the northern woods. Living in such an extremely remote and dangerous area required skill and resilience. When sunlight became too dim for productive activities, they would take refuge in their house, a sturdy old cabin constructed to resist the toughest winters. Close to the hearth’s warmth, Anna would rest in her mother’s arms, surrounded by the few wooden toys and masks she had crafted for her. Drifting off to sleep with stories and lullabies, she dreamt happy dreams, ignorant of the events that would soon change everything.

Anna and her mother were stalking a great elk through the woods. They knew it was dangerous prey, but it had been a particularly difficult winter and they were almost out of food. The spectre of starvation frightened them more than any forest creature. Without warning, the elk reared, bellowed and charged at Anna. She was paralysed with fear as the whole world seemed to shake under the immense beast’s pounding hooves. The elk was close enough for Anna to see the murderous fury in its eyes when her mother threw herself in its path, axe in hand. A blood-curdling scream escaped from her lips as the elk impaled her upon its antlers and hoisted her into the air. With all her strength, she brought her axe down on its head again and again while it tried to shake her loose. With a sickening crack, the antlers snapped and Anna’s mother was free. The beast collapsed.

Anna was too small to move her mother’s broken body, so she sat with her in the clearing where she had fallen. To distract her from the dying elk’s cries, Anna’s mother held her and hummed her favourite lullaby. They stayed like that, the huntress and the elk getting quieter and colder, until Anna was alone in the silent forest. Eventually she stood up and started the long walk back home.

Still a child, she knew just enough about life in the frozen forest to survive. She followed her instincts and became one with the wild. She got older and stronger and practised her hunt. As she grew into a dangerous predator, her humanity became a half-remembered dream.

She widened her territory and lived off her hunts. She worked her way up through squirrels, hares, mink and foxes. Eventually she grew tired of them and hunted more dangerous animals like wolves and bears. When unsuspecting travellers came through her woods, she discovered her new favourite prey: humans. Unlucky souls who strayed into her territory were slaughtered like any other animal. She liked to collect their tools and colourful garments and especially toys when there were little ones. But she could never bring herself to kill the little girls.

Girls she would take back to her house, deep in the woods. They were precious, and looking at them woke up something deep in her heart. She craved the closeness of a loved one, a child of her own. Among the pillaged wooden toys, dolls and story books she couldn’t read, the girls would be tied by the neck with a rough and chafing rope fastened firmly to the wall. She couldn’t let them wander off, or they would surely die outside.

Every time, the girls would waste away and die of cold or starvation or sickness. Every time, it plunged Anna deeper into pain and sorrow and madness. She was compelled to try again, and started raiding the nearest villages to slaughter families and kidnap their daughters. She wore one of the animal masks her mother crafted for her so many years earlier to try to calm the frightened children. Villagers spread the legend of a half-beast lurking in Red Forest: The Huntress, who killed men and ate little girls.

War eventually came to the forest. German soldiers began to pass through, on the march to attack the collapsing Russian Empire. During these dark times, there were no more travellers. The villagers had abandoned their homes, and no more little ones to be found; only soldiers. Many of them were found with violent axe wounds. Whole groups disappeared mysteriously. Once the war was over, the rumours of The Huntress disappeared with it, engulfed by the Red Forest.

Тактика

Кроме общих рекомендаций для всех убийц, существует ряд особенностей при игре за Тень:

  • Тень должен держать выживших в поле зрения при использовании своей силы преследования, чтобы увеличить ее мощь (уровень силы)
  • С каждым новым уровнем способности «Чистое зло» увеличивается скорость передвижения персонажа, а также дистанция его удара с выпадом
  • Чистое зло 3-го уровня можно использовать вместо навыка «Порча: никому не скрыться от смерти» или совместно с ним, после того как на ворота будет подано питание (поочередно, предварительно накопив достаточное количество очков для достижения нового уровня)
  • Каждый новый цикл набора уровней «Чистого зла» становится сложнее, т.к. существует определенный лимит «очков зла», которые можно набрать с каждого выжившего для достижения новой стадии. Поэтому, если при использовании силы выживший подсвечивается красным (а не белым как обычно), то не стоит тратить на него время
  • Когда у Тени чистое зло 1-го уровня, у него пропадает радиус террора вовсе, что позволяет максимально близко подойти к выжившему и даже схватить его при определенных условиях
  • Когда сила Тени достигает третьей стадии, он заносит руку с ножом вверх. На короткое время скорость, с которой он перелезает через оконные проемы увеличивается, как и его выпад при атаке, а удар по выжившему будет смертельным
  • Стоит помнить, что белая маска убийцы заметна с большого расстояния, а дыхание убийцы может выдавать его местоположение через небольшие преграды в момент приближения к выжившим
  • Используя специальные улучшения, способность «Чистое зло» может заменить подношения вида Memento Mori или специальные навыки, позволяющие убивать выживших

Other UI States[]

In addition to the aforementioned Health States, there are several States that are not considered such, but appear in the same location on the Status HUD:

Sacrificed State

The Sacrificed State is shown after a hooked Survivor lost the battle against The Entity and was successfully sacrificed.

Dead State

The Dead State is shown after a Survivor who was left in the Dying State for too long bleeds out and dies.It is also shown after a Killer kills a Survivor by any means.

Mad State

The Mad State is shown whenever a Survivor afflicted with Madness , induced by the Shock Attacks of The Doctor .The amount of static on the HUD overlay indicates the strength of Madness.

Broken State

The Broken State is shown whenever a Survivor is damaged to the point that they can no longer be healed back to the Healthy State.

Sleep State

The two Sleep States are shown whenever a Survivor is under the influence of micro-sleep (a timer will be shown) or asleep and inside the Dream World of The Nightmare .

Trapped Timer State

The Trapped Timer State is shown whenever a Survivor’s has a Reverse Bear Trap of The Pig attached to their head.The former shows an inactive Reverse Bear Trap, while the latter shows one ticking down.

Marked State

The Marked State is shown whenever a Survivor was successfully stalked by The Ghost Face and is vulnerable to taking double damage.

Lacerated State

The Lacerated State is shown whenever a Survivor gets hit by The Trickster ‘s Blades.The HUD also indicates how many Blades left until the next Health State.

Puzzle Solving State

The Puzzle Solving State is shown whenever a Survivor has picked up the Lament Configuration when facing The Cenobite .It will animate when the Survivor is starting to solve the Puzzle Box.

Cosmetic Options

Players can choose from a variety of Cosmetic options to customise The Shape:

Base Cosmetics

Default

Icon Name Body Rarity Description
Boogeyman Mask Common An expressionless, white latex Halloween mask.
Overalls Common Everyday workman overalls.
Kitchen Knife Common An oversized blade with devastatingly sharp edges.

Prestige

Icon Name Body Rarity Description Additional Notes
Red On White Mask Rare Inhale the stench of blood over the stink of latex. 3rd Prestige Reward
Disgusting Overalls Rare It’s hard to keep the fabric clean at such close quarters. 2nd Prestige Reward
Gore Blade Rare The blood of victims seems to pulse within the blade itself. 1st Prestige Reward

In-Game Store

Outfits

Expand to view content
Icon Name Rarity Description Contents Collection Price
Escaped Patient Very Rare Death has come to your little town. Boogeyman’s Robes

First Cut

Haddonfield Nights

810

Body

Expand to view content
Icon Name Rarity Description Outfit Collection Price
Boogeyman’s Robes Very Rare The uniform of patients’ of Smith’s Grove Sanitarium, this one has been torn during a successful escape. Escaped Patient Haddonfield Nights

500

Weapons

Expand to view content
Icon Name Rarity Description Outfit Collection Price
First Cut Very Rare The knife used during the 1963 murder of Judith Myers by her six-year-old brother, Michael Myers. The blade is still stained with blood. Escaped Patient Haddonfield Nights

400

Unbreakable Pipe Very Rare An old metal pipe that’s as solid as the day it was made. With a strong arm it could cause significant blunt trauma. No Outfit No Collection

400

Flathead Skullpiercer Very Rare Not a typical weapon, but with enough force it could gouge and eye socket or split through a skull. No Outfit No Collection

400

Trivia

  • According to , there is a world in which a «Cult of The Entity» exists called The Black Vale

    It is heavily implied in her Lore that Charlotte Deshayes was kidnapped, experimented on, and later hunted by The Black Vale.

    , possibly Vigo’s world.

  • In , The Observer describes The Entity as a «Cosmic Blood Pudding».
  • It is presumed that The Entity prefers to physically manifest itself in the form of a spider, similar to Stephen King’s «IT».
  • Towards the beginning of The Entity’

    The Developers have noted that it is very possible that the first Killer was not a success, and was promptly thrown into The Void.

    s parasitic relationship with the real world, there may have been some trial and error, namely with the existence of trials and their emphasis on Generators and other in-game objects.

  • The degree of torture needed to convince initially unwilling Killers to do The Entity’

    Killers without physical alterations do The Entity’s bidding willingly, as she provides them with victims to sate their own blood lust.

    s bidding can generally be gauged from any physical alterations, such as The Trapper’s numerous iron hooks piercing through his upper torso. Though in Rin’s case, the alterations were received from her father.

Gender

  • The Entity is often designated as of female gender.
    • This is due to the French language, mother tongue of most of the Developers, neither possessing a gender-neutral pronoun nor a grammatical neuter.
    • The Entity’s original French name, «L(a)’ Entité» is a feminine noun and the Developers have been known to refer to The Entity with feminine pronouns in English as well.

Achievements

Main article: Achievements

There are 3 Achievements related to The Shape:

Icon Name Description
Adept Shape Achieve a Merciless Victory with The Shape using only his Unique Perks: Save the Best for Last , Play with Your Food & Dying Light .
Evil Incarnate With The Shape , kill all Survivors with Evil Within III in a single Trial.

Requires the Judith’s Tombstone Add-on in order to be obtained and is best combined with Fragrant Tuft of Hair and Play with Your Food to counter-act the movement speed de-buff of Judith’s Tombstone. Killing a Survivor with Evil Within III requires walking up very close to a Survivor and performing a successful Quick Attack (a Lunge Attack will put the Survivor into the Dying State instead), which will trigger the Memento Mori animation. Killing a Survivor does not count as an offensive action and thus does not deplete Tokens from Play with Your Food.

The Man Behind the Bush With The Shape , stalk Survivors for 300 / 100 Evil Within Tier-ups.

Healing[]

Healing can put Survivors back into higher Health States.It is considered a Healing action and affected by various Unlockables.

  • It is possible to heal oneself back to Healthy with either a Med-Kit , Self-Care

    The exceptions are Survivors affected by the Broken Status Effect. Any afflicted Survivor cannot be healed past the Injured State.

    , or being healed by other Survivors.

  • Healing one Health State requires 16 Charges. Since Survivors heal at a default Healing speed of 1 c/s, this causes the action to take 16 seconds by default.
    • Some Unlockables can either increase or decrease the Healing speed, but the required Charges remain the same.
    • Up to two Survivors may heal a third Survivor, doubling the combined Healing speed to 2 c/s, effectively halving the required Healing time.
  • A Killer can see the Auras of a Survivor being healed or healing themselves with the Perk A Nurse’s Calling

    When using Deathbound , a Survivor healing another might trigger an Aura-Flare-Up and Loud Noise notification.

    .

Mending

Mending will put Survivors afflicted by Deep Wound back into the Injured State.It is not considered a Healing action and therefore remains unaffected by Unlockables, with the exception of Killer Power Add-ons that affect its duration.Should the bleed-out timer run out or the affected Survivor receive damage by the Killer, they will be put into the Dying State.

  • Self-Mending takes 12 seconds to complete.
  • Altruistic Mending takes 8 seconds

    Up to two Survivors may Mend a third Survivor.However, this incurs a Mending Speed penalty of -25 %

    to complete.

  • Partial Mending progress is saved.

Change Log

Nerf: removed the ability to stalk multiple Survivors at once to greatly progress Evil Within.

Patch 2.1.0

  • Buff: increased The Shape’s Movement speed in Evil Within I from 4.14 m/s to 4.2 m/s.
  • Quality of Life: adjusted The Shape’s Carrying speed to be 3.68 m/s across all Tiers (used to be slower in Evil Within I).

Patch 3.3.1

  • Buff: updated The Shape’s Power with the Undetectable Status Effect.

    • The Shape’s Terror Radius in Evil Within I is now reduced to 0 metres from formerly 6 metres.
    • Evil Within I no longer grants immunity from detection Perks, meaning that Premonition and Spine Chill , which previously would not detect him in Evil Within I, will now announce his approach.

The Blight

An entry in Vigo’s Journal reveals that once a year, The Entity is infested with blight, requiring for it to undergo a purge. The blight manifests itself in the form of cankers spawning throughout the Realms, which bloom into pustules from which a mysterious nectar can be harvested and transformed into the Putrid Serum .

It is possible that due to its hypothesised biology, The Entity is, at its core, a plant-like organism, since Blight is a symptom commonly found in plants affected by a pathogenic organism, which was reflected by the cankerous growing on Hooks and the cankerous pustules that appeared throughout the Realms.

Cosmetic Options

Players can choose from a variety of Cosmetic options to customise The Huntress:

Base Cosmetics

Default

Icon Name Body Rarity Description
Hare Common Don’t be afraid child. The gentle Hare will take good care of you.
Pillager’s Sarafan Common A torn sarafan, customized with pillaged soldier utility belts.
Broad Axe Common A traditional axe with a large and heavy head, suitable for squaring logs and planks.

Prestige

Icon Name Body Rarity Description Additional Notes
Bloody Hare Rare Don’t be afraid of the blood, child. The gentle Hare will take good care of you. 3rd Prestige Reward
Bloody Pillager’s Sarafan Rare A torn sarafan, customized with pillaged soldier utility belts and covered in their blood. 2nd Prestige Reward
Bloody Broad Axe Rare A traditional axe with a large and heavy head, suitable for smashing skulls and cutting limbs. 1st Prestige Reward

Биография

Филипп Оджомо приехал в эту страну, не имея ничего, кроме светлой надежды на новое начало. Он был счастлив, когда нашёл новую работу в Автосвалке Рэкеров. Это была небольшая свалка, где продажные полицейские закрывали глаза на отчасти черный бизнес, который имел место. Оджомо это не волновало. Он видел преступную деятельность на своей родине, и пока что не вмешивался туда, ему это не мешало. Он просто чинил автомобили и обрабатывал металлолом. И это он делал очень умело. Автомобиль вошел в утилизатор — и вышел в виде небольшого металлического кубика.

Все было хорошо, пока в один хмурый день, совершенно случайно, Филипп не увидел следы крови в одном из автомобилей, предназначенном для утилизатора. Он открыл багажник и нашел молодого человека с кляпом во рту, завязанными руками и паникой в глазах. Оджомо освободил человека, но он смог пробежать десять метров до его начальника, пока тот не остановил его и перерезал ему горло. Оджомо потребовал ответа и получил объяснение, что он был не более чем простым палачом, что почти в каждом автомобиле была «живая душа» — это была особая услуга для особенных «клиентов».

Оджомо переклинило, его разум пошел по наклонной. Он засунул своего начальника в утилизатор и пустил его медленно сжиматься, но последний высунул голову. Оджомо схватил её и вытянул череп и позвоночник из тела своего начальника. А затем Оджомо ушел, и никто его больше не видел.

Sustenance

The Entity is described as an «Emotion Vampire», with sustenance coming in the form of strong emotions, such as the Killer’s rage and anger, or the Survivors’ desperation, hope or even affection towards other Survivors.

The most effective way for The Entity to procure those emotions is through the never-ending trials, invoking hope in Survivors towards an escape from the nightmarish construct and fuelling the Killer’s blood lust in anticipation of the sacrifice, a bizarre ritual through which Entity extracts its sustenance, which it needs to magnify its power and sustain itself.

With each passing death, a little bit of the Survivor’s soul is lost. Eventually, as all hope evaporates, the Survivor becomes less and less useful to Entity, slowly devolving into a cold and emotionless shell. Those lost Survivors, whose hope has long since left them, are eventually thrown into a limbo realm known as «The Void».

Survivors that are mortally wounded and ‘die’ during a Trial, or shortly after escaping, will be revived by The Entity, also wiping their memories clean in the process and relocating them back to The Campfire.

Manifestations

The Entity occasionally manifests itself in a physical form throughout the Trial Grounds given certain circumstances.

The two most common manifestations come in the form of spikes or spider legs. The spikes are used by The Entity to block Exit Gates and Windows , or to destroy Pallets . The spider legs either shoot through the ground, piercing and killing any Survivor that did not make it out of the Trial Grounds within the Endgame Collapse timer, or manifest themselves around the Hook , to eventually sacrifice a hooked Survivor, and in case of a successful sacrifice, above the Hook to transport the sacrificed Survivor up into the sky in order to extract its sustenance from the sacrifice.

The Fog

The Black Fog, also known as «Dark Fog» or «Auric Fog», surrounds the pocket Realms of The Entity and is but one of The Entity’s many manifestations, described in as a conscious entity in and by itself. The Observer describes The Fog as feeling alive, containing swirls and streams of memories and imprints of beings from all the Terra worlds the Entity had consumed.

The Black Fog is composed mostly of auric particles and cells, from which The Entity forms everything inside its Realms. Indications of this are found with the Iridescent Add-ons of Killers that were all formed from the Fog itself and are imbued with its power.

Some of the Entity’s more knowledgeable victims, such as Vigo and The Observer were aware of the originally mentioned metaphysical relationship between their thoughts and the world they lived in, and thus able to hone their skills and «bend the Fog’s irrefragable rules», which allowed them to create to mould and shape The Black Fog to their own will.

The rich presence of auric particles and cells also indicates that The Entity is far more ancient than the Observer and his people ever suspected, leading to his speculation that The Entity is an «Original One», an «Ancient».

The Realms

The Entity builds a reflection of the real world in its construct to confuse its victims. Unable though to really understand the true nature of the world it touches, it tries to replicate it as best it can, although it never quite gets it right. As a result, the world is an ever changing nightmarish fusion of familiar and strange elements as The Entity makes up what it cannot comprehend.

In this bizarre world, there are several familiar parts. The Maps and their Realms are based on the world it infects and there are strange mechanical Generators that the Survivors can power up to open two Exit Gates . If they succeed they will escape, although only back to The Campfire that they started from.

The Realms respond to and change according to The Entity’s consciousness and act as an expression of The Entity’s unconscious need for fear and terror.

The Bloodweb

After a Character reaches Level 10, The Entity will begin to share the Bloodweb with that Character. After the Player has bought numerous Nodes from the Character’s Bloodweb, a dark, smoky patch will appear, and the Player will then take turns with The Entity in taking Nodes from the Bloodweb: The Entity will move to another Node after every purchase made by the Player. When The Entity cannot take over any of the adjacent Nodes, it will move to another place.

Killer Emblems

Gatekeeper

Formerly known as the Deviousness Category.
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 10 Points 15 Points 25 Points 35 Points
Percentage Thresholds 0 % ~28.6 % ~42.9 % ~71.4 % 100 %
Former Category: Deviousness
The GATEKEEPER Emblem is won by slowing down Generator Repair progress for as long as possible.Points are gained each minute for the first nine minutes of the Trial, based on the amount of incomplete Generators remaining on the Map.Ending the Trial with the Exit Gates closed grants bonus points.
Your goal is to gain as many points as possible for this Emblem:

  • 0 points: starting value
  • 0-45 points: awarded once per minute for each Generator remaining unrepaired (capped at 9 minutes)
    • 5 points: awarded if 5 Generators remain after a/another minute has elapsed
    • 4 points: awarded if 4 Generators remain after a/another minute has elapsed
    • 3 points: awarded if 3 Generators remain after a/another minute has elapsed
    • 2 points: awarded if 2 Generators remain after a/another minute has elapsed
    • 1 point: awarded if 1 Generator remains after a/another minute has elapsed
    • 0 points: awarded if no Generators remain after a/another minute has elapsed
  • 10 points: awarded if the Exit Gates remained closed at the end of a trial

Devout

Formerly known as the Sacrifice Category.
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 1 Points 4 Points 8 Points 10 Points
Percentage Thresholds 0 % 10 % 40 % 80 % 100 %
Former Category: Sacrifice
The DEVOUT Emblem represents the Killer’s ability to sacrifice and kill Survivors.Each Survivor eliminated from the Trial grants points.Sacrifices, Moris, and Reverse Bear Trap kills grant the same amount of points.No points are awarded for any Survivor that bleeds out.Hooking all Survivors at least once will guarantee at minimum a Bronze Emblem.An Iridescent Emblem requires performing nine or more Hook actions in the Trial.
Your goal is to gain as many points as possible for this Emblem:

  • 0 points: starting value
  • 2 points: awarded for each Sacrifice
  • 2 points: awarded for each Kill
  • 0 points: for each bleed-out death
  • 2 points: awarded for each Disconnect
  • 1 point: awarded for having hooked all Survivors at least once
  • 1 point: awarded when Survivors have been hooked for 9 times.

Malicious

Formerly known as the Brutality Category.
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 11 Points 22 Points 30 Points 36 Points
Percentage Thresholds 0 % ~30.6 % ~61.1 % ~83.3 % 100 %
Former Category: Brutality
The MALICIOUS Emblem represents the Killer’s ability to apply pressure on Survivors and prevent them from helping each other.Points are won by hurting, interrupting, and downing Survivors, and lost if the Survivors are healed.Points are also awarded each time a Survivor is hooked, which are NOT lost when the Survivor is unhooked.
Your goal is to gain as many points as possible for this Emblem:

  • 0 points: starting value
  • 1 point: awarded for each successful hit
  • 2 points: awarded for each new Hook State reached by a hooked Survivor
  • -1 point: lost for each instance a Survivor was healed
  • -1 point: lost for each Survivor that manages to escape your grasp

Chaser

Formerly known as the Hunting Category.
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 650 Points 1,230 Points 1,800 Points 2,550 Points
Percentage Thresholds 0 % ~25.5 % ~48.2 % ~70.6 % 100 %
Former Category: Hunting
The CHASER Emblem represents the Killer’s ability to find and chase Survivors.A few points are won each time a Survivor is found, and also by winning the Chase; the shorter the Chase, the higher the points.Staying within a close proximity to hooked Survivors will reduce points in this Emblem over time.
Technical information:
Your goal is to gain as many points as possible for this Emblem:

  • 0 points: starting value
  • 0 points: awarded for ending a Chase by losing the Survivor
  • 5 points: awarded for finding a Survivor and initiating a Chase
  • x points: awarded for an on-going Chase ending the Chase successfully; the shorter, the more points are awarded
    • This value changes depending on the final Chase duration:
      • 0-15 seconds: 90 points
      • 15-30 seconds: 60 points
      • 30-45 seconds: 50 points
      • 45-60 seconds: 40 points
      • 60+ seconds: 30 points
  • 55 points: awarded for hitting a Survivor during a Chase
  • -3 points: deducted each second you are within moderate proximity (16 metres) to a hooked Survivor (only applied after 10 seconds)
  • -7.5 points: deducted each second you are within extreme proximity (8 metres) to a hooked Survivor (only applied after 10 seconds)

Ranking

Main article: Rank

The Quality of the Emblems determines the amount of points they award towards ranking:

Quality Points awarded
None (no Emblem received)
Bronze 1
Silver 2
Gold 3
Iridescent 4

Pip Conditions

As of Patch 2.6.0, the Pip conditions depend on the specific Rank group (colour) the Player’s Character is in.

Grades Killer Emblem Points Survivor Emblem Points Pip Change
Ash IV-I 0-8 0 (Safety Pip)
9-13 +1 (Pip)
14-16 +2 (Double Pip)
Bronze IV
0-9 0 (Safety Pip)
10-13 +1 (Pip)
14-16 +2 (Double Pip)
Bronze III-I 0-5 -1 (De-Pip)
6-9 0 (Safety Pip)
10-13 +1 (Pip)
14-16 +2 (Double Pip)
Silver IV-I 0-6 -1 (De-Pip)
7-10 7-9 0 (Safety Pip)
11-14 10-13 +1 (Pip)
15-16 14-16 +2 (Double Pip)
Gold IV-I 0-7 -1 (De-Pip)
8-11 8-10 0 (Safety Pip)
12-14 11-13 +1 (Pip)
15-16 14-16 +2 (Double Pip)
Iridescent VI-II 0-8 -1 (De-Pip)
9-12 9-11 0 (Safety Pip)
13-15 12-14 +1 (Pip)
16 15-16 +2 (Double Pip)
Iridescent I 0-8 -1 (De-Pip)
9-16 0 (Safety Pip)

Dying State[]

In the Dying State, a Survivor’s Movement speed is limited to a slow crawl and they are unable to use any of their Items .

A crawling Survivor has two options: recover as much health as they can (at maximum 95 % at a rate of 50 % of the normal Healing speed, which equates to recovery taking 30.4 seconds), or crawl away to find help. Without the aid of certain Perks , a Survivor cannot fully recover by themselves; they will need another Survivor to finish healing them. A crawling Survivor can be picked up by the Killer and brought to sacrificial Hooks .

While in the Dying State, Survivors slowly bleed out till death (after 240 seconds). The bleed-out progress can be seen below the Survivor’s Status Icon in the HUD.

Healing from the Dying State puts a Survivor into the Injured State.

Dying Survivors can see the Auras of their teammates and vice versa. Dying Survivors can use their teammates’ locations to determine whether they should move or attempt to recover.

  • It takes 240 seconds (4 minutes) for a Dying Survivor to bleed out and die.
  • A Killer can see the Aura of a nearby Dying Survivor if they have the Perk Deerstalker .
  • Tenacity allows Survivors in the Dying State, to recover and crawl at the same time.
  • Unbreakable , No Mither , and Soul Guard allow a Survivor to fully recover from the Dying State.
  • Adrenaline instantly recovers a Survivor one full Health State when the Exit Gates become powered.
  • A Killer using Knock Out will prevent the other Survivors from seeing the Dying Survivor’s Aura outside of a certain range, similar to a reverse Deerstalker .
  • Survivors can reduce the grunting by using No Mither .

Сила

Чистое зло

Основная статья: Чистое зло
Тьма внутри питает его решимостью лишить жизни свою жертву.

Чистое злоАктивизация «Чистого зла» позволяет Тени четко видеть своих жертв и накапливать больше сил зла, преследуя их.

Чистое зло I Дает эффект «Незаметность«. Слегка снижает скорость движения. Слегка снижает дальность базовых атак с выпадом.
Чистое зло II Умеренно уменьшает радиус террора. Слегка увеличивает скорость движения. Слегка увеличивает дальность базовых атак с выпадом.
Чистое зло III При активации на всех выживших накладывается эффект «Уязвимость«. «Чистое зло III» действует 60 секунд, после чего превращается в «Чистое зло II«.
Особое умение: преследованиеУдерживайте кнопку силы, чтобы преследовать всех выживших в поле зрения. Преследование повышает ваш уровень «Чистого зла«.

«Я встретил его пятнадцать лет назад; мне сказали, что в нем ничего не осталось — ни разума, ни совести, ни сознания; и даже самого примитивного осознания жизни или смерти, добра или зла, хорошего или плохого. Я встретил этого шестилетнего ребенка с его пустым, бледным, бесчувственным лицом и черными глазами… глазами дьявола. Я провел восемь лет, пытаясь достучаться до него; а потом ещё семь, стараясь держать его взаперти, потому что я понял — за глазами этого мальчика скрывалось чистое… зло» (Доктор Сэм Лумис)

Усиления: Чистое зло (улучшения)

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Change Log

Patch 2.3.0

  • Hooking each Survivor at least once during the Trial now guarantees a Bronze Devout Emblem.
  • Remaining within 16 metres of a hooked Survivor for a prolonged period of time now degrades the Chaser Emblem’s Quality over time.

Patch 3.0.0

  • Added events for Lightbringer Emblem scoring:
    • 20 points for cleansing a dull totem.
    • 5 points if a Dull Totem is cleansed while you are in a chase.
    • 10 points if a Hex Totem is cleansed while you are in a chase.
    • 1/3 points for each percent of a Generator repaired while you are in a chase.
  • Added event for Benevolent Emblem scoring: 10 points for sabotaging a Hook within 10 metres of a Killer carrying a Survivor, if the carried Survivor then wiggles free.
  • Added event for Evader Emblem scoring: 50 points for stunning the Killer with a Pallet.

Trivia

  • The Shape was the first Killer to be introduced as a paid DLC and as a licensed Character.
  • The Shape’s in-game name is a reference to the original 1978 movie: during the credits, his character is credited as «The Shape».
  • The Shape was the first, and for a long time only Killer, to feature a unique Terror Radius and Chase Music.

    • The Terror Radius, as well as the Tier-up music, is a version of the original Halloween OST, specifically «The Hanger».
    • The Tier-up Warning sound cue (no longer in use) is a version of «The Hedge».
  • The Shape was the first Killer to feature a Power gauge.
  • The Shape was the second Killer to wear a face mask.
  • The Shape has a small animated trail behind his knife when he swings.
  • The Shape features standard boots in Dead by Daylight, whereas in the film, he can be seen wearing Green Vietnam Combat Jungle Boots.
  • The Shape shares his voice-actor with Felix Richter .

Mori Trivia

  • The Shape’s Memento Mori is likely a reference to how he kills Bob Simms in the 1978 film Halloween.He grabs Bob with his left hand, lifts Bob up and then stabs him.
  • The Shape was the first Killer to have two Memento Mori animations.

    • Killing Survivors using his Tombstone Piece or Judith’s Tombstone Add-ons, The Shape grabs them from behind, turns them around, and lifts them up before stabbing them.
    • Killing Survivors using Perks or Offerings , The Shape lifts the downed Survivor by their neck up from the ground before stabbing them.

Emblem Qualities

The Quality of an Emblem can be compared to a type of grade, grading a Player’s performance in the associated Category.

  • Iridescent Emblem: awarded for an Outstanding performance in the associated Category.
  • Gold Emblem: awarded for Exceeding Expectations in the associated Category.
  • Silver Emblem: awarded for an Acceptable performance in the associated Category.
  • Bronze Emblem: awarded for a Poor performance in the associated Category: failed to meet expectations
  • No Emblem: awarded for a Dreadful performance in the associated Category: failed through and through.

If a Player feels like they performed well in a game, but not exceedingly so, a mix of Silver and Gold Emblems can be expected.Iridescent Emblems and a double-pip should only be expected if one knows that they have outdone themselves in the Trial and performed outstandingly well.

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