Dead by Daylight Wiki

This article aims to provide a comprehensive style guide for all Dead by Daylight Wiki articles to follow.

Although Wikipedia already provides a more general style guide, a more specific one is necessary for Dead by Daylight-specific guidelines. As such, only guidelines pertaining to the Dead by Daylight Wiki and its basic formatting rules are included here.

Change Log Documentation

Note that if a Patch Number features multiple types, they are to be listed in the order they have in the table below.
The use examples are given for Add-ons, but apply to all changes, including Characters, Game Mechanics, and other Unlockables.
Type Syntax Use
(undocumented) {{#Invoke:Utils|biclr|<clr>|<Type>}} (undocumented): Can be appended to any type of change (but is to be placed BEFORE the colon) when a change was not documented in the Patch Notes when it occurred.
Rework {{#Invoke:Utils|biclr|4|Rework}}: Used when an Add-on's effect is changed completely and receives a new, different effect.
If a Rework is more complex than a single entry would warrant, related buffs/nerfs/QoLs can be listed below it one list level down (two asterisks ** instead of one *).
Buff {{#Invoke:Utils|biclr|2|Buff}}: Used when a change intends to increase the strength of an Add-on's effect.
QoL {{#Invoke:Utils|biclr|6|QoL}}: Used when a change mainly intends to improve the Quality of Life of using the Add-on, but does not majorly affect the strength of it.
Nerf {{#Invoke:Utils|biclr|8|Nerf}}: Used when a change intends to reduce the strength of the Add-on's effect.
Change {{#Invoke:Utils|biclr|3|Change}}: Used when a change is neutral and neither intends to be a buff, a nerf, nor a QoL (or in case of an Add-on Pass could be all three at the same time).
Reversal {{#Invoke:Utils|biclr|10|Reversal}}: Used when a change to an Add-on is reverted and a previous functionality is restored.
This must happen between 3 consecutive change log entries to be considered a reversal, otherwise the regular types of changes will apply:
DBD UI Icon CheckMark DBD UI Icon X
  • Entry 1: Effect A
  • Entry 2: Effect B
  • Entry 3: Effect A restored
  • Entry 1: Effect A
  • Entry 2: Effect B
  • Entry 3: Effect C
  • Entry 4: Effect A restored
Retired {{#Invoke:Utils|biclr|13|Retired}}: Used when an Add-on is retired and decommissioned.
Reinstation {{#Invoke:Utils|biclr|21|Reinstation}}: Used when a previously retired and decommissioned Add-on is added back to the game.
Deprecation {{#Invoke:Utils|biclr|5|Deprectation}}: (Obsolete) Used when an Unlockable is deprecated and made to no longer be obtainable from the Bloodweb, but could still be used if stockpiled.
With the introduction of the Event Rarity and its associated Unlockables displaying this behaviour, this type has become obsolete and was only used for some early Unlockables.

Currency & Rarity Backgrounds

Type ID Syntax Example
Bloodpoints BP class = "BG-All CosmeticsBG-All SquareBG-BP-enh" | [[File:IconCurrency bloodpoints.png|128px]] IconCurrency bloodpoints
Iridescent Shards IS class = "BG-All CosmeticsBG-All SquareBG-IS-enh" | [[File:IconCurrency iridescentShards.png|128px]] IconCurrency iridescentShards
Auric Cells AC class = "BG-All CosmeticsBG-All SquareBG-AC-enh" | [[File:IconCurrency auricCells.png|128px]] IconCurrency auricCells
Rift Fragments RF class = "BG-All CosmeticsBG-All SquareBG-RF-enh" | [[File:IconCurrency riftFragments.png|128px]] IconCurrency riftFragments
Rift Pass RP class = "BG-All CosmeticsBG-All SquareBG-RP-enh" |[[File:RiftPass.png|200px]] RiftPass
Dark Trinkets DT class = "BG-All CosmeticsBG-All SquareBG-DT-enh" | [[File:IconCurrency darkTrinkets.png|128px]] IconCurrency darkTrinkets
Frosty Trinkets FT class = "BG-All CosmeticsBG-All SquareBG-FT-enh" | [[File:IconCurrency frostyTrinkets.png|128px]] IconCurrency frostyTrinkets
Thrombotic Trinkets TT class = "BG-All CosmeticsBG-All SquareBG-TT-enh" | [[File:IconCurrency thromboticTrinkets.png|128px]] IconCurrency thromboticTrinkets
Gilded Trinkets GT class = "BG-All CosmeticsBG-All SquareBG-GT-enh" | [[File:IconCurrency twistedTrinkets.png|128px]] IconCurrency twistedTrinkets
Common 1 class = "BG-All CosmeticsBG-All SquareBG-1-enh" | [[File:Unknown QuestionMark.png|128px]] Unknown QuestionMark
Uncommon 2 class = "BG-All CosmeticsBG-All SquareBG-2-enh" | [[File:Unknown QuestionMark.png|230px]] Unknown QuestionMark
Rare 3 class = "BG-All CosmeticsBG-All SquareBG-3-enh" | [[File:Unknown QuestionMark.png|230px]] Unknown QuestionMark
Very Rare 4 class = "BG-All CosmeticsBG-All SquareBG-4-enh" | [[File:Unknown QuestionMark.png|230px]] Unknown QuestionMark
Ultra Rare 5 class = "BG-All CosmeticsBG-All SquareBG-5-enh" | [[File:Unknown QuestionMark.png|230px]] Unknown QuestionMark
Legendary 7 class = "BG-All CosmeticsBG-All SquareBG-7-enh" | [[File:Unknown QuestionMark.png|230px]] Unknown QuestionMark
Event 8 class = "BG-All CosmeticsBG-All SquareBG-8-enh" | [[File:Unknown QuestionMark.png|230px]] Unknown QuestionMark
Artefact 9 class = "BG-All CosmeticsBG-All SquareBG-9-enh" | [[File:Unknown QuestionMark.png|230px]] Unknown QuestionMark


General Content

Descriptions should be based on the in-game ones, but are usually adjusted for the sake of clarity, consistency with existing descriptions, or to fix mistakes that in-game descriptions sometimes have.


If the description of an Unlockable refers to itself, its name must be in italics (i.e. Iridescent Head).

Powers and Add-ons

If the description of an Unlockable refers to the name of a Killer's Power and/or associated mechanics, these names must be in italics (i.e. Eyes in the Sky and Radar, unless it is a physical object found in the environment (i.e. Drones).

References to Add-ons should also be in italics (i.e. Iridescent Queen).

Items and Objects

If the description of an Unlockable refers to an Item or an object that is related to a Killer's Power, but found in the environment and interactable, the names must be in bold (i.e. Med-Kit, First Aid Spray)

Status Effects and Mechanics

If the description of an Unlockable refers to a Status Effect, the name must be in bold italics followed by the word Status Effect in bold (i.e. Haste Status Effect).

This rule also applies when the description refers to a gameplay mechanic (i.e. Obsession).

Note that Madness, while technically a Status Effect, is mainly considered to be a gameplay mechanic and thus not followed by the word Status Effect.


Articles are only allowed in the main namespace if they fit the criteria in the following sections.
Articles which do not fit these criteria may be deleted without notice.


  • Articles must contain enough information to warrant a full page. If they do not have enough content, they should be merged with other similar articles.
  • Articles must pertain directly to Dead by Daylight in some way.
  • Articles in the "User:" namespace are exempt from the notability guidelines.


Redirects are exempt from the normal notability, but must redirect to an article that fits the notability guidelines. Redirects can be created if they fit one of the following:

  • Alternate spelling of the title, such as "Carburetor Tuning Guide" for "Carburettor Tuning Guide".
    • Incorrect spelling, typos, and irregular formatting are not allowed.
  • Alternate or shortened name, provided the name is common usage, such as "DS" for "Decisive Strike". Previous in-game names or WIP names are also allowed, such as "Chuckles" for "The Trapper".
  • Alternate capitalisation or form, including changing the title to plural case.

Article Titles

  • Article titles should be in the plural form to maintain consistency.
  • Articles should follow a general naming format based on the type.


As this wiki's purpose is to document facts, you should always avoid speculative and unsourced information. Generally speaking, information does not require sources if they can directly be seen in-game or are otherwise obvious. Other information however, such as quotes from BHVR employees and information that is not widely known, could be sourced with a proper reference.

Articles can be written both in the third-person perspective or with terms referential to the reader, although the third-person perspective is more proper in some cases. Try not to use abbreviations of words either. For instance, sentences like "You shouldn't place Bear Traps out in the open." should be written as "The player should not place Bear Traps out in the open."

To emphasise points, italics and bold should be used, not ALL CAPS.

Please avoid abbreviations and symbols when possible, so "&" should be "and" and "NOED" should be "Hex: No One Escapes Death".


Pages on the wiki should use British English, even if the in-game name is American English. For instance, "color" should be "colour" and "center" should be "centre".

It also uses the original Latin spellings for some words derived from it, such as Haemorrhage instead of Hemorrhage. We ask you not to mistake them for typos.

Keeping articles concise and up to date

In short, articles should contain only information that is up to date, for instance, implemented in the latest patch of the game. Anything that is outdated should be moved to the History section of the article. When something changes, note the change in the History section and remove the outdated information from other sections of the article.


Content added in future patches may be added to the article in the main content, provided it has appeared in the Public Test Build. Please mark that content with the purple Public Test Build box. As for new Characters and Maps released on the Public Test Build, label their articles with the

{{Unreleased Content}}

template. Upon the release of the update, all content that is now outdated must either be moved to the history section or removed, and any usage of the purple box and

{{Unreleased Content}}

should be removed.


All quotes should be copied verbatim. Any additional content added within the quotation marks must be enclosed in square brackets. Terminal punctuation must go inside the quote only if it is in the original; otherwise, it must go outside. If the quote contains an error that was present in the original, add


after that text to show readers that it is not a transcription mistake.


Adjectives, adverbs, pronouns and nouns should not be capitalised, unless they start a new sentence. Nouns that represent Unlockables, in-game features, and Characters, however, such as Iridescent Head, A Nurse's Calling and Shrine of Secrets, should always be capitalised. The same is true for the articles accompanying a Killer's in-game name, such as The Wraith.

  • NOTE: Nouns that are capitalised by convention on multiple articles not covered by the aforementioned rule may be exempt from it and capitalised anyway (e.g. "Game" or "Article").

Brand Names / Franchises

Any instance of "Dead by Daylight" should be in bold italics and use the IconLink function:

'''''{{#Invoke:Utils|IconLink|Dead by Daylight}}'''''

, unless it had been used previously in the same section.

This rule also applies to the names of other games and/or franchises and media products in general, but without using the IconLink function (i.e. Dungeons & Dragons).

Section Headings

Article main sections should start with Level 2 Headers, two equals signs, and increase by one sign for subsections. Never use Level 1 Headers (one equals sign).

Follow sentence style capitalisation, not title style, so only the first letter of the heading and proper nouns are capitalised.

Headings should not have links in them; links should be placed underneath, such as in a "Main article:" template.

There should be 2 carriage returns between Level 2 Section Headers and 1 carriage return between Level 3/4 Section Headers.
Additionally, there should be one space between the equals sign and the section name.

If any "main article" links or thumb images are used, place them immediately under the section header, and then a space after those before the section content.

Do not add blank sections.

For information on which sections should be in which order, see the Article layout section of this style guide.

Date Formatting

To represent dates on the Wiki, please use the DD/MM/YY format. Example: 14 June 2016.

Article Layout

For the sake of consistency, all articles of a specific type should follow a general layout.

  • Templates at the top should go in the order of info boxes, then hatnotes, and then message boxes.
  • Introduction with a general description and brief overview of the article in question.
  • Article body, starting with first header.

Be smart when adding a message box: too many boxes at the top of a page or a section is not useful and could affect legibility. If there is already one, move the ones that are not necessary for the reader lower on the page, for example in a relevant section or at the very end.


This wiki uses modules for automation. The Modules article contains a comprehensive list of them, and this help page features brief instructions on how to use them. If you require assistance with editing a module, please notify a Wiki Guardian. Likewise, if you discover an issue with the module system, often showing up as a script error in red text, we ask you to report it to a Wiki Guardian immediately.

Useful Module Functions

In order to use module functions, use two curly brackets, the name of the module (here mostly Utils), the name of the function you wish to use, and its parameters, followed by two closing curly brackets.
  • Clr:
    will return Test.
Expand the view for detailed instructions on how to use this function
  • {{#Invoke:Utils|clr|colour|text}} - Imprints the input text in the colour specified.
    • colour - [Mandatory] Colour used. A list of available colours and their numeric IDs can be found here. Colours are added in the
    • text - [Mandatory] The text being coloured
{{#Invoke:Utils|clr|Chartreuse|Chartreuse text}}
Chartreuse text
'''{{#Invoke:Utils|clr|6|Bold text in the colour of Teachable perks}}'''
Bold text in the colour of Teachable perks
''{{#Invoke:Utils|clr|Red|Red text in italics}}''
Red text in italics

  • Clror:
    (Colour Ordered Reset) will return Test, which uses preset of colour order. It is used for the start of the colour sequence.
  • Clro:
    {{#Invoke:Utils|clro|Test}} - {{#Invoke:Utils|clro|Test2}}
    (Colour Ordered) will return Test - Test2. The function uses preset of colour order and is used for following a continuous sequence of colour chain, until new sequence is required.

  • IconLink:
    will return BondIconPerks bondIconPerks bondIconPerks bond.
Expand the view for detailed instructions on how to use this function


{{#Invoke:Utils|IconLink|Icon Name}}


{{#Invoke:Utils|IconLink|Icon Name|Link}}


{{#Invoke:Utils|IconLink|Icon Name|Link|Displayed Text}}


{{#Invoke:Utils|IconLink|Icon Name|Link|Displayed Text|linkless=1}}


{{#Invoke:Utils|IconLink|linkless=1|Icon Name}}


  • Icon Name - [Mandatory] - This refers to the name used to look up the icon's PNG file in a dedicated database.
    • e.g. Amanita Toxin / Iridescent King / New Moon Bouquet / Chainsaw
  • Link - [Optional] - The page the link will redirect to
    • e.g. IconPerks / IconFavors / FulliconAddon / FulliconItems / IconHelp / IconHelpLoading / IconItems
    • Value: img - [Optional] - Shows only the image with no text after it
  • Displayed Text - [Optional] - The text displayed before the icon
    • e.g. amanitaToxin / iridescentKing / newMoonBouquet / chainsaw
  • linkless = 1 - [Optional] - Replaces the link before the icon with plain text. This parameter is orderless and can be used at any place in the summoning line.


  • The single-parameter uses the value of the input parameter for all three of them.
  • In the two-parameter version, the first parameter is utilised for looking up the icon and the second one is responsible for the displayed text and link. Accordingly, the two-parameter version can show a different icon than it is linking to.
    • If the second parameter is img, the function only outputs the image itself.
  • In the three-parameter version, the first parameter is used for looking up the icon, the second one is responsible for the page that will be linked to and the third one defines the text displayed.

General Examples

Format the function this following way:


will return Killer'sIconHelpLoading killerIconHelpLoading killerIconHelpLoading killer.


will return EntityIconHelp entityIconHelp entityIconHelp entity.


will return IconHelpLoading survivorIconHelpLoading survivorIconHelpLoading survivor.

{{#Invoke:Utils|IconLink|Survivors|Dwight Fairfield}}

will return SurvivorsIconHelpLoading survivorIconHelpLoading survivorIconHelpLoading survivor. The function will use Survivors as a reference to look up the image. However, the link displayed will redirect to Dwight Fairfield instead.

{{#Invoke:Utils|IconLink|Nemesis T-Type|The Nemesis|Nemesis}}

will return NemesisIconHelpLoading nemesisIconHelpLoading nemesisIconHelpLoading nemesis. The link will redirect to the second parameter, but display the third parameter as its text.

Linkless Examples

{{#Invoke:Utils|IconLink|Movement Speed|linkless=1}}

will return Movement SpeedIconHelp movementSpeedIconHelp movementSpeedIconHelp movementSpeed.

{{#Invoke:Utils|IconLink|Leon Scott Kennedy|Leon|Leon S. Kennedy|linkless=1}}

will return Leon S. KennedySurvivorLeonSurvivorLeonSurvivorLeon.

{{#Invoke:Utils|IconLink|linkless=1|Quentin Smith}}

Quentin SmithSurvivorQuentinSurvivorQuentinSurvivorQuentin.