These strange machines can be found across this abandoned world. They seem to be some kind of generators, fuelling lights. At first I paid no attention to them, but as days turned into months I employed all of my engineering skills to actually fix one. It attracted one of these beings that is after me. But I also noticed that they were somehow tied to something else. |
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~ Benedict Baker, Benedict Baker's Journal |
In my explorations, I found that these strange machines were the key to my survival. The more light they produced, the closer I became to my freedom. |
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~ Mysterious Note, Survivor Tutorial |
Do not let the light in! | |||
~ The Voices, Killer Tutorial |
Generators are an interactable Prop and the main Objectives of Survivors in Dead by Daylight.
Overview[]
Each Map features several Generators randomly located throughout it.
The Trial Grounds spawn with 7 Generators, 5 of which need to be repaired in order to power the Exit Gates, allowing them to escape from the Trial.
Generator Models[]
Generators come in two different colours with three types of floodlights attached to them, depending on their location on the Map.
The floodlights blink for as long as the Generator remains unrepaired and light up permanently once the Generator is fully repaired.
This allows Players to locate repaired or unrepaired Generators from a distance.
The Auras of Generators are visible to the Killer at all times and also indicate by their colour which type of Generator they are.
Red Generators[]
The Red Generator is the original model that spawns on all Maps.
It is called that because of the red plastic covers of its engine.
A Red Generator always has a tall light mast attached to it, mounted with four floodlights, making its location on the Map visible from far away.
The Red Generator generally spawns in outdoor locations and only spawns indoors if the room has a very tall ceiling, able to accommodate the tall light mast (e.g. the Main Hall of the Raccoon City Maps).
The Auras of these Generators are highlighted in red.
Yellow Generators[]
The Yellow Generator is the secondary model.
It is called that because of the yellow plastic covers of its engine.
Unlike the original model, the Yellow Generator always has a short light mast attached to it, mounted with either four or just a single floodlight.
This is because the Yellow Generator only spawns in locations that cannot accommodate the tall light mast of Red Generators, usually indoor rooms with medium-height (four floodlights) or low-height ceilings (single floodlight) (e.g. the medium-height offices on the lower floor of the Raccoon City Maps for the former and the low-height offices on the upper floor of the same Maps for the latter).
The Yellow Generator, because of its short light mast not being visible from far away, is usually connected to the lights of the room it is in, meaning that if Players see a room's lights blinking, it indicates that an unrepaired Yellow Generator is located inside it.
The Auras of these Generators are highlighted in yellow, unless they are highlighted by Perks such as Déjà Vu, which use a different colour (in this case red).
Generator States[]
- Generator States and the accompanying terminology used in descriptions in-game were standardised in Patch 4.3.0.
Idle State[]
A Generator that is idling is currently neither gaining nor losing progression, and neither blocked nor damaged.
All Generators in a Trial start in this state and return to it whenever Players are not interacting with it in any way and no other outside influences are affecting it.
Progression State[]
A Generator enters this state whenever one or multiple Survivors are repairing it, slowly adding charges to the Progress Bar.
Generator Terminology refers to Generators gaining progression over time as "progressing".
Regression State[]
A Generator enters this state whenever the Killer performs the Damage Generator action on a Generator or a Perk or Add-on used by them causes it to enter this state.
A regressing Generator slowly loses its Repair progress that Survivors have applied to it, at a rate of -0.25 c/s, and does so until it has lost all of its accumulated Progression and is reset back to zero.
A regressing Generator continuously emits reddish-white sparks.
Regression can be stopped by Survivors by repairing the affected Generator for a minimum of +5 %, during which Regression is paused.
Succeeding will stop the Regression completely, whereas failing to will cause Regression to immediately resume after Repairs are stopped or interrupted.
An almost fully repaired Generator that is regressed all the way back to zero will take almost 360 seconds to do so.
Blocked State[]
A Generator enters this state whenever Survivors or the Killer invoke The Entity to do so for them using specific Unlockables.
A blocked Generator freezes its current state and progression for as long as it remains blocked.
If a Generator was regressing at the time of becoming blocked, it will not lose any further progression until the block is lifted, at which point the regression will resume.
Blocked Generators are also immune to immediate Regression penalties.
Finding Generators[]
Generators are part of the Killer's default Aura-reading abilities, meaning that Killer's will see the Aura of any unrepaired Generator present on the Trial Ground.
Survivors do not possess this ability (with the exception of within a limited distance when using the Perk such as Visionary) and must find unrepaired Generators using other means.
Unrepaired Generators can be identified from a distance either by their blinking floodlights or the lights of the room they are located in blinking.
Repaired Generators can similarly be identified by their floodlights or the lights of their room being on.
Repairing Generators[]
Survivors can walk up to any of the four sides of an incomplete Generator and press the Interaction button to start repairing it, adding Charges to its Progress Bar at a default rate of +1 c/s.
If a side is physically blocked off, it cannot be interacted with.
A Generator can be repaired by all four Survivors at the same time, given that all four sides are accessible and it is not placed up against any obstacles (the most consistent example of such a Generator is the one sometimes located inside the Killer Shack).
The more Survivors repair the same Generator, the faster it progresses, despite incurring an Efficiency Penalty.
The Repair time of Generators can be influenced both positively and negatively by outside effects.
If a Survivor stops repairing a Generator before its completed, its current state of progress is saved and will not regress unless the Killer either damages it or one of their Perks incurs a Regression effect.
Survivors can also be interrupted by the Killer mid-repair and grabbed off the Generator.
Once a Generator is fully repaired, the lights attached to it turn on and illuminate the immediate area around the Generator.
Some Generators also power and open nearby doors.
Whenever a Generator is completed, the Killer is alerted to its location by a Loud Noise Notification.
Pistons[]
The Generator shares similarities with a V8 engine and thus has four pistons on opposing sides.
How many and how fast each opposing pair of pistons move is directly linked to how many Charges the Generator currently has.
This allows Players to visually gauge a Generator's progression from a distance.
The first pair of pistons that starts moving upon starting Repairs is the one at the rear of the Generator (the side opposite the light mast).
The up-and-down movement of the piston pair increases with further Repair progress until a quarter of the Repair requirement is reached, at which point the first pair moves at its maximum speed and the second pair starts to slowly reciprocate.
This continues until all eventually four pairs, including the one at the front of the Generator (the side of the light mast) are moving.
When a Generator is regressing, the movement of the pistons will slow with reducing Charges and eventually cease for each pair in reverse order.
The table below marks the movement milestones for each pair of pistons.
Efficiency Penalty[]
When 2 or more Survivors repair the same Generator, the game applies a stack-able -15 % Efficiency penalty for each repairing Survivor to their individual Repair speed.
This Efficiency penalty can be partially mitigated by using Prove Thyself.
Repairing Survivors | Efficiency Penalty | Individual Repair Speed efficiency | Combined Repair Speed efficiency | Time to complete a Generator |
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1 Survivor | 0 % | 100 % = 1 c/s | 1 c/s (1 x 1 c/s) | 90 seconds |
2 Survivors | -15 % | 85 % = 0.85 c/s | 1.7 c/s (2 x 0.85 c/s) | ~52.94 seconds |
3 Survivors | -30 % | 70 % = 0.7 c/s | 2.1 c/s (3 x 0.7 c/s) | ~42.86 seconds |
4 Survivors | -45 % | 55 % = 0.55 c/s | 2.2 c/s (4 x 0.55 c/s) | ~40.91 seconds |
Repair Requirement[]
By default, Generators require 90 Charges in order to become fully repaired.
This so-called Repair requirement can be reduced by certain Unlockables, such as the Perks Invocation: Weaving Spiders or Specialist, or using a Toolbox with the Brand New Part Add-on.
These Unlockables can all stack their effects, potentially greatly reducing the Repair requirement of a single Generator.
Skill Checks[]
Like all skilful interactions, Generator Repair may trigger a Skill Check at any given moment.
If a Survivor succeeds at a Great Skill Check, the Repair progress receives a Progression bonus of +1 %.
If they fail at a Skill Check, the Repair progress instead receives a Progression penalty of -10 % and the Generator explodes, triggering a Loud Noise Notification for the Killer.
Additionally, the Generator is unable to receive any new Progression for the next 3 seconds, even if other Survivors continue repairing it.
Stopping the Repair action at any moment during a Skill Check will automatically fail it, with the same effects.
Damaging Generators[]
The Killer has the ability to damage partially repaired Generators.
They can do so either by directly interacting with them and perform the Damage Generator interaction (referred to as "kicking" the Generator), or indirectly by triggering the effects of their equipped Perks or Add-ons.
Damaging a Generator causes it to lose some of its Progression and to enter the Regression state.
By default, kicking a Generator takes 1.8 seconds and causes it to lose an immediate -5 % of its total Progression.
Regression Events[]
Each Generator has a limit of 8 times that it can experience a Regression Event.
A Regression Event is defined as the Killer causing a Generator to instantly lose a minimum of -2.5 % of its total Progression, either by them manually kicking the Generator or triggering the effect of a Regression Perk or other Unlockable.
From the fourth Regression Event onwards, spikes will appear for the Killer around the Generator and grow with each additional Regression Event, until the limit is reached.
From that point onwards, the spikes will block the Killer from further interacting with the Generator.
A Generator that has reached its limit can no longer be regressed by the Killer by any means, including effects from their equipped Load-Out.
Survivors failing Skill Checks are exempt from both the Regression Event counter and the limit.
Failing Skill Checks will always regress the Generator, regardless of whether it has reached its limit or not.
It should be noted that a Regression Event is counted whenever a Generator would lose the minimum amount of Progression necessary to trigger it, even if it physically does not, making it inadvisable for Killers to manually damage low-progress Generators (i.e. 1 or 2 %) that Survivors had just started repairing.
Unlockables[]
Killer Add-ons[]
"Shadow Dance" - Soot | THIS ADD-ON IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)
The Yiwarick symbol, representing dark synergy, is finger-drawn out of soot on the body of the Bell.
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"The Serpent" - Soot | The Laokeye symbol, representing cunning, is finger-drawn out of soot on the body of the Bell.
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Pillaged Mead | Drinks taken from their victims tasted sweet, but such frivolities were often short-lived.
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Cat Block | A white and purple wooden block depicting a sleeping Cat and the letter "C".
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"Shadow Dance" - White | The Yiwarick symbol, representing dark synergy, is stamped in white ink on the body of the Bell.
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Eleven's Soda | A soda can charged with psychic energy.
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Jigsaw's Annotated Plan | A disturbing, yet brilliant, trap design laid down on paper and annotated by Jigsaw.
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Vanishing Box | The magician was popular at children's parties, and quickly became the top suspect.
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"Shadow Dance" - Blood | The Yiwarick symbol, representing dark synergy, is stamped in blood on the body of the Bell.
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"Z" Block | A deeply scratched and burnt wooden block which's only recognisable feature is the letter "Z".
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Class Photo | A large photograph taken at Badham Preschool showing the cheerful class of '94-95.
When channelling Dream Projection, the following effects apply:
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Cube of Zoe | A strange box whose presence creates something from nothing.
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Driver's License | A driver's license revealing Olsen's true identity: Danny Johnson.
"They all want to know who Ghost Face is. But what they should ask is: who is next?" — The Ghost Face | |
Field Recorder | Haddie documented all of her forays near Overlaps, to prove not only to the world but herself what she saw and felt.
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Frank's Mix Tape | Never go on a kill mission without your tunes. A track list of massive distortions and loud percussion that stabs at your eardrums. During Feral Frenzy, you benefit from the following effects:
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Geographical Readout | The Drones generate and communicate a detailed three-dimensional map of the terrain, making traversal easier.
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Jigsaw's Sketch | A disturbing, yet brilliant, trap design sketched in detail on a sheet of paper.
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Semiotic Keyboard | Its symbols are designed to be universally recognisable, but they may take some getting used to.
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"All Seeing" - Spirit | The Kra-Frabai symbol, representing the Entity watching over us, ominously glows on the head of the Bell.
Unlocks hidden potential in your Aura-reading ability:
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Fuming Mix Tape | Dark beats, violent shreds and unfathomable vocals from another world fill the mind with a vibrating sixth sense.
The Fuming Mix Tape can be combined with any other Mix Tape Add-on to unlock multiple sound layer combos. | |
Improvised Cattle Prod | A brutal and noisy weapon, which might have been more effective against a cow.
Each time a Generator is completed, the following effect applies for 15 seconds:
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Killer Perks[]
Batteries Included | Being somewhere between man and machine has its upsides.
Whenever you are within 12 metres of a completed Generator, you are granted a +5 % Haste Status Effect.
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Bitter Murmur | Unlocks potential in your Aura-reading ability:
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Brutal Strength | Your great strength allows you to shred through your prey's defences.
"It is more than muscles. A dark power motivates the beast." | |
Call of Brine | Your psychic abilities influence technology in devastating ways. After performing the Damage Generator action on a Generator, Call of Brine activates for 60 seconds.
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Corrupt Intervention | Your prayers invoke a dark power that meddles with the Survivors' chances of survival.
Corrupt Intervention deactivates prematurely once the first Survivor is put into the Dying State. "It shall be known across the land that the Gods curse the unfaithful." — (The Tablet of Adiris, 3.7) | |
Coup de Grâce | As the end nears, you go in for the kill.
Whenever a Generator is completed, Coup de Grâce gains 2 Tokens, up to a maximum of 10 Tokens:
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Cruel Limits | Your ties to the otherworldly manifest when your prey attempts to get away.
Whenever a Generator is completed, Cruel Limits activates:
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Dead Man's Switch | After hooking a Survivor, Dead Man's Switch activates:
Dead Man's Switch cannot activate if its effect is still active from a previous activation. "I've seen the look on a man's face when he realises he's going to die." — Caleb Quinn | |
Deadlock | You induce mental suffering by crushing any hope of escape. Whenever a Generator is completed, The Entity blocks the Generator with the most progression for 15/20/25 seconds.
"Nobody escapes us." — Pinhead | |
Discordance | Any Generator within a range of 64/96/128 metres that is being repaired by 2 or more Survivors is marked by a yellow Aura.
"Smartasses get killed. We always see to that." — The Legion | |
Dragon's Grip | Performing the Damage Generator action on a Generator activates Dragon's Grip for the next 30 seconds:
Dragon's Grip has a cool-down of 60/50/40 seconds. "Such potential in this compound... even the slightest trace causes unnatural effects." — Journal of Talbot Grimes | |
Eruption | The NE-α parasite provides you with the intelligence and awareness needed to set a trap.
Performing the Damage Generator action on a Generator applies Eruption:
"It can use weapons?" — Jill Valentine | |
Fire Up | The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.
Each time a Generator is completed, Fire Up grows in power and gains 1 Token, up to a maximum of 5 Tokens.
"Now why don't you just fucking die?" — Freddy Krueger | |
Game Afoot | First you pick your prey, then you pick it apart.
While you are chasing your Obsession, Game Afoot activates its secondary effect:
You can only be obsessed with one Survivor at a time. "This one might actually be a challenge..." — Sonhadores Sombrios, Issue #3 | |
Gearhead | You have got an ear for well-oiled gears.
After a Survivor loses a Health State, Gearhead activates for 30 seconds:
"Sometimes a man's best work is what puts him in the grave." — The Prison Warden | |
Grim Embrace | Your act of servitude to The Entity has not gone unnoticed.
Each time a Survivor is hooked for the first time, Grim Embrace gains +1 Token and activates once you are at least 16 metres away from the Hook:
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Hex: Ruin | A Hex that affects the Generator Repair progress of all Survivors.
All effects of the Hex Perk persist until its Hex Totem is cleansed or blessed. "A curse is upon you. It will cause your ruin." | |
Hex: Wretched Fate | You see your victim from afar and resolve to prolong their suffering.
After a Generator is completed, Hex: Wretched Fate activates and lights a random Dull Totem, cursing the Obsession:
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Machine Learning | Free from your shackles, you are born anew and prepared to eliminate your creators.
After performing the Damage Generator action, Machine Learning activates:
"YOU WILL HOLD NO DOMINION OVER ME!" — HUX-A7-13 | |
Mindbreaker | Your distressing presence drains and weakens your prey.
All Survivors repairing a Generator suffer from the following afflictions:
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Nowhere to Hide | The machinations of the weak and craven draw your ire. Your anger forces Survivors to reveal themselves. Performing the Damage Generator action on a Generator triggers Nowhere to Hide:
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Oppression | Life has been difficult for you, so you will make it difficult for others.
Performing the Damage Generator action on a Generator activates Oppression:
"Damn them as they would damn us." — Charlotte Deshayes | |
Overcharge | You are fuelled by your hate for progress.
Performing the Damage Generator action on a Generator applies Overcharge:
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Pop Goes the Weasel | A deep bond with The Entity unlocks great strength.
After hooking a Survivor, Pop Goes the Weasel activates for 35/40/45 seconds.
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Rancor | Each time a Generator is completed, the following effects apply:
Once the Exit Gates are powered, the following effects apply:
You can only be obsessed with one Survivor at a time. | |
Scourge Hook: Pain Resonance | Overwhelming pain reverberates outwards.
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
You start the Trial with 4 Tokens on Scourge Hook: Pain Resonance. Each time a Survivor is hooked on a Scourge Hook for the first time, 1 Token is consumed and the following effects apply:
"The pain spills beyond flesh/darkness staining the horizon." — Girl in the Shadow by Carmina Mora | |
Surge | Your eerie presence charges the air and interferes with technology.
Whenever you put a Survivor into the Dying State with a Basic Attack, all Generators within 32 metres of your location instantly explode and start regressing.
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Surveillance | Unlocks potential in your Aura-reading ability. The Auras of regressing Generators are highlighted in white.
Surveillance increases the audible range of Survivors' Generator-repairing noises by 8 metres. | |
Thrilling Tremors | Your dark designs and shrewd composure rouse The Entity. After picking up a Survivor, all Generators not currently being repaired by Survivors are blocked by The Entity for the next 16 seconds.
Thrilling Tremors has a cool-down of 100/80/60 seconds. | |
Tinkerer | Whenever a Generator is repaired to 70 %, you benefit from the following effects:
Tinkerer can only trigger once per Generator per Trial. "The Hillbilly makes impressive tools out of scraps. Tools aimed at maiming us in creative ways." — Notebook | |
Trail of Torment | You guide your victims along a path of pain and punishment.
Performing the Damage Generator action on a Generator activates Trail of Torment:
Trail of Torment has a cool-down of 60/45/30 seconds. | |
Undone | Hope is the delusion that keeps its victims alive.
Whenever a Survivor fails a Skill Check while repairing or healing, Undone gains +3 Tokens, up to a maximum of 18/24/30 Tokens.
"Erratic behavior in machinery could be related to [REDACTED], further testing required." — OSS Report, 12/02/1943 | |
Unforeseen | Terror takes many forms and whispers devastating lies in its victims' ears.
Performing the Damage Generator action on a Generator applies Unforeseen for 22/26/30 seconds:
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Survivor Add-ons[]
Spring Clamp | Useful tool to clamp hoses or hold wires in place and prevent damage or injury.
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Brand New Part | This intricate mechanical part feels oddly out of place. It is clean and shiny as if straight out of the factory. Press the Use Item button while standing next to a Generator to perform the Install Brand New Part action:
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Survivor Perks[]
Alert | Your acute senses are on high alert.
Whenever the Killer performs the Break or Damage Action, Alert triggers:
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Better Together | You seek justice and uncover the truth no matter what obstacle stands in your way.
"Let's burn that lab to the ground." — Nancy Wheeler | |
Blast Mine | When direct combat is not an option, you still find ways to strike back.
After repairing Generators for a total of 40 %, Blast Mine activates:
The Auras of Trapped Generators are revealed to all Survivors in yellow. "You want S.T.A.R.S.? I'll give you S.T.A.R.S.!" — Jill Valentine | |
Boon: Illumination | Your keen insight is something best shared with others.
Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a Boon Totem. All Survivors benefit from the following effects when inside the Boon Totem's radius:
Survivors can only be affected by one instance of Boon: Illumination at a time. Only one Totem can be blessed by your Boon Perks at a time and all of their effects are active on the same Boon Totem. "A shift in reality. Heavy with hidden meanings." — Return | |
Chemical Trap | In the Fog, an officer must adapt to the materials at hand.
After repairing Generators for a total of 20 %, Chemical Trap activates:
The Auras of Trapped Pallets are revealed to all Survivors in yellow. "How do we kill it, Ash?" — Ellen Ripley | |
Clairvoyance | There is an intrinsic energy in you that sees beyond your vision.
After cleansing or blessing a Totem, Clairvoyance activates:
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Dark Sense | Unlocks potential in your Aura-reading ability:
Whenever a Generator is completed, Dark Sense activates:
"Take it from an old-timer: Slow down, don't rush and try not to worry so much! The best way to beat him is to know how he thinks." — Murf, The Lost Tapes | |
Déjà Vu | Paranoia paired with your horror of failure helps prepare you from repeating the same mistakes. Unlocks potential in your Aura-reading ability:
Held Map automatically track Auras revealed by Déjà Vu. | |
Detective's Hunch | Unlocks potential in your Aura-reading ability. Each time a Generator is completed, the Auras of any Generators, Chests, and Totemswithin 32/48/64 metres are revealed to you for 10 seconds.
"Are you able to tell us where you were last night?" — Detective David Tapp | |
Eyes of Belmont | A history of vampire-hunting imbues the bloodline with certain abilities.
Whenever a Generator is completed, the Aura of the Killer is revealed to you for 1/2/3 seconds.
"Ha! Your secret has been revealed!" — Trevor | |
Fast Track | Sometimes the sacrifice of others is necessary to get ahead.
Whenever a Survivor other than yourself is hooked, Fast Track is granted 1/2/3 Token(s), up to a maximum of 9/18/27 Tokens.
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Flashbang | You have adapted to a world in chaos and making what you can from the debris.
After repairing Generators for a total of 50/45/40 %, Flashbang activates:
"Get outta my face!" — Leon Scott Kennedy | |
Fogwise | In your countless years in The Fog, you have seen it all, and when you are focused, you can remember most of it too.
"I have seen great cruelty... and I have also seen another way." — Vittorio Toscano | |
Friendly Competition | You revel in the community spirit of a competition, and inspire others to follow suit.
Whenever you complete a Generator with at least one other Survivor, Friendly Competition activates:
"C'mon, let's do this!" — Thalita Lyra | |
Invocation: Weaving Spiders | The place where fear festers and terror treads is also where those with the gift can reach across the veil.
When in the Basement near the circle, press the Active Ability button to begin the Invocation, which takes 60 seconds to complete. Once the Invocation is completed, the following effects apply:
"I call upon the spirits of the night, to aid us in our desperate flight!" — Sable | |
Lucky Star | You know how to stay calm in the face of incomprehensible danger.
While hiding inside a Locker, you benefit from the following effect:
"You are my... lucky star..." — Ellen Ripley | |
Mirrored Illusion | A familiar spell made unfamiliar in this corrupted landscape.
After repairing Generators for a total of 20 %, Mirrored Illusion activates:
"Just... stay there... perfect!" — Baermar | |
Overzealous | Fighting back against the Ravage motivates and inspires you.
After cleansing or blessing a Totem, Overzealous activates:
"The Ravage senses us. We need to work fast." — Haddie Kaur, Ravages of the Abyss Episode 9 | |
Poised | Achieving goals boosts your confidence.
Whenever a Generator is completed, you benefit from the following effect for 10/12/14 seconds:
"Ok, stay calm. Don't overthink it and just keep moving forward: you got this." — Jane Romero | |
Potential Energy | Your arcane abilities have adapted to The Entity's Realm after centuries of wandering, granting you unprecedented control over its many devices.
After uninterruptedly repairing Generators for a total of 12/10/8 seconds, press the Active Ability button to activate Potential Energy:
When Potential Energy has at least 1 Token, press the Active Ability button while repairing a Generator to instantly progress it by +1 % per accumulated Token, deactivating Potential Energy. Potential Energy loses all Tokens and deactivates upon losing a Health State. "When you look a layer deeper, you realise... everything is connected." — Vittorio Toscano | |
Prove Thyself | Increases the Repair speed by a stack-able 6/8/10 % per other Survivor within 4 metres of your location, up to a maximum of 18/24/30 %.
Prove Thyself extends its effect to all Survivors within its range. Survivors can only be affected by one instance of Prove Thyself at a time. "Show me what you can do!" — Dwight Fairfield | |
Red Herring | You have noticed that people pay attention to whatever makes the loudest noise. After repairing a Generator for at least 3 seconds, its Aura is highlighted to you in yellow.
Red Herring has a cool-down of 60/50/40 seconds. | |
Repressed Alliance | You are accustomed to being hunted by malicious forces, and you have begun using it to your advantage.
After repairing Generators for a total of 55/50/45 seconds, Repressed Alliance activates:
Repressed Alliance can only be triggered when no other Survivors are repairing your Generator. | |
Rookie Spirit | You keep a careful eye on objectives when they are slipping away.
While repairing Generators, succeed 5/4/3 Good or Great Skill Checks to activate Rookie Spirit for the remainder of the Trial:
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Sole Survivor | As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's Aura-reading abilities towards you are disrupted.
Each time a Survivor other than yourself is killed or sacrificed, Sole Survivor gains 1 Token, up to a maximum of 3 Tokens:
The Killer can only be obsessed with one Survivor at a time. "It was the boogeyman." — Laurie Strode | |
Specialist | Adventure. Exploration. Excavation. You are in your element. Whenever you unlock or rummage through a Chest, Specialist gains +1 Token, up to a maximum of 6 Tokens:
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Still Sight | A clear mind and calm temperament will always find the means of their escape.
After standing still for 6/5/4 seconds, Still Sight activates:
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Technician | You are apt at handling machinery with the greatest care and precision.
When repairing a Generator, the following effects apply:
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Troubleshooter | No amount of distraction will shake you from your primary task.
When you are chased by the Killer, Troubleshooter activates:
These effects linger for 6/8/10 seconds after ending the Chase, after which Troubleshooter deactivates. "Nothing gets done around here if I don't do it." — Gabriel Soma | |
Visionary | You are remarkably focused on your means of escape.
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Wiretap | You know that the best way to stay one step ahead is to keep tabs on the competition.
After repairing Generators for a total of 40 %, Wiretap activates:
The Auras of Trapped Generators are revealed to all Survivors in yellow. |
Special Generators[]
Lunar Generators[]
The Lunar Generator was a special Generator model that was featured during the Howling Grounds Event.
For every burnt Red Envelope, a Lunar Generator would spawn on the Map.
Repairing the Generator would grant all Survivors a Gold Coin , 80 of which would unlock the Untamed Donkey Jacket customization option for David King.
Frozen Cocktail Machine[]
The Frozen Cocktail Machine was a special Generator model that was featured during the Scorching Summer BBQ Event.
By default 2 and for every burnt BBQ Invitation, a Frozen Cocktail Machine would spawn on the Map.
Repairing the Generator would grant all Survivors a Frozen Cocktail , 90 of which would unlock the Free Song Bird Slip Dress Customisation option for Kate Denson.
Blighted Generators[]
The Blighted Generator (formerly Cankerous Generator) was a special Generator model featured during the yearly Blight Events.
By default 1 and for every burnt Pustula Petals, a Blighted Generator will spawn on the Map.
Repairing the Generator will grant all Survivors who burnt the Pustula Petals bonus Bloodpoints.
Tangled Generators[]
The Tangled Generator was a special Generator model featured during The Midnight Grove Halloween Event.
By default 1 and for every burnt Cursed Seed, a Tangled Generator would spawn on the Map.
Repairing the Generator would grant all Survivors who burnt the Cursed Seeds bonus Bloodpoints.
Esoteric Generators[]
The Esoteric Generator is a special Generator model featured during the Haunted by Daylight Halloween Event.
By default all Generators on the Map spawn as Esoteric Generators.
Repairing the Esoteric Generator grant Survivors Void Energy which could be transferred into Unstable Rifts.
Custom Game Mode[]
Since in Custom Games, it is not necessary to have four Survivors per Trial, the amount of Generators spawning throughout the Map is adjusted to be three more than the number of Survivors starting the Trial.
Additionally, for every Survivor fewer than the default four, the Game will remove one Generator from the required amount to power the Exit Gates.
Start of Trial | Generators on Map | Generators to be repaired |
---|---|---|
4 Survivors | 7 Generators | 5 Generators |
3 Survivors | 6 Generators | 4 Generators |
2 Survivors | 5 Generators | 3 Generators |
1 Survivor | 4 Generators | 2 Generators |
History[]
Original Efficiency Penalty[]
Up to Patch 3.7.0, the Game applied a stack-able -10 % Efficiency penalty to repairs conducted by multiple Survivors.
The example below assumes that Generators took 80 Charges to complete:
Repairing Survivors | Individual Efficiency | Combined Efficiency | Time to repair a Generator |
---|---|---|---|
1 Survivor | 1.0 c/s | 100 % | 1.0 c/s | 80 seconds |
2 Survivors | 0.9 c/s | 90 % | 1.8 c/s | ~44.44 seconds |
3 Survivors | 0.8 c/s | 80 % | 2.4 c/s | ~33.33 seconds |
4 Survivors | 0.7 c/s | 70 % | 2.8 c/s | ~28.57 seconds |
Previous Efficiency Penalty[]
The example below assumes that Generators took 80 Charges to complete (prior to Patch 6.1.0):
Repairing Survivors | Efficiency Penalty | Individual Repair Speed efficiency | Combined Repair Speed efficiency | Time to complete a Generator |
---|---|---|---|---|
1 Survivor | 0 % | 100 % = 1 c/s | 1 c/s (1 x 1 c/s) | 80 seconds |
2 Survivors | -15 % | 85 % = 0.85 c/s | 1.7 c/s (2 x 0.85 c/s) | ~47.06 seconds |
3 Survivors | -30 % | 70 % = 0.7 c/s | 2.1 c/s (3 x 0.7 c/s) | ~38.1 seconds |
4 Survivors | -45 % | 55 % = 0.55 c/s | 2.2 c/s (4 x 0.55 c/s) | ~36.36 seconds |
Change Log[]
Patch 1.2.1[]
- Survivor Nerf: increased the Repair requirement from 65 Charges to 70 Charges.
- Survivor Nerf: added an Efficiency penalty of -10 % per additional Survivor repairing the same Generator.
- This penalty is applied to all Survivors equally on the same Generator and incentivises Players to spread out instead.
Patch 1.3.0[]
- Change: completing the final Generator now also automatically completes the other two, regardless of their Progression, so that they cannot be repaired anymore.
- This change was motivated by a common behaviour amongst Survivor Players to seek out those other two Generators after completing the last one and repair them for some bonus points (the Exit Gates would already be powered at this point).
This behaviour, often encountered when experienced Survivors were matched with inexperienced Killers, would unnecessarily prolong the Trial, effectively holding the Killer hostage.
- This change was motivated by a common behaviour amongst Survivor Players to seek out those other two Generators after completing the last one and repair them for some bonus points (the Exit Gates would already be powered at this point).
Patch 1.4.0[]
- Killer Buff: Killers are now able to perform the Damage Generator action, which puts the Generator into a Regression state, causing it to lose accumulated Repair progress.
- The Regression was capped at a maximum of -25 %, taking 70 seconds.
- This was equivalent to a Regression rate of -0.286 c/s.
Patch 1.5.0[]
- Survivor Nerf: further increased the Repair requirement from 70 Charges to 80 Charges.
Patch 1.8.0a[]
- Killer Buff: removed the cap to Generator Regression.
- This allows Generators to regress all the way back to 0 % progress.
- Killer Buff: reduced the Damage Generator interaction time from 3 seconds to 2 seconds.
Patch 2.5.0[]
- Survivor QoL: the Repair Progress bar now correctly uses the Red De-buff colour when repairing with multiple Survivors, which incurs a penalty.
Patch 3.7.0[]
- Survivor Nerf: increased the Efficiency penalty to Repair speed when multiple Survivors repair the same Generator from -10 % to -15 % per Survivor.
- Survivor Nerf: reduced the Progression bonus from succeeding Great Skill Checks from +2 % to +1 %.
Patch 4.2.0[]
- Rework: updated the Generator model and animations as part of the The Realm Beyond - Part One update.
Patch 4.3.0[]
- QoL: standardised the Generator Terminology used in Unlockables and the underlying mechanics.
Patch 6.1.0[]
- Survivor Nerf: further increased the Generator capacity from 80 Charges to 90 Charges.
- Killer Buff: further reduced the Damage Generator interaction time from 2 seconds to 1.8 seconds.
- Killer Buff: the Damage Generator interaction will now immediately remove -2.5 % of Generator's progress.
Patch 7.4.2[]
- QoL: short-masted Yellow Generators now highlight their Aura in yellow instead of red, allowing Players to distinguish them from a distance.
Patch 7.5.0[]
- Rework: reworked the way Generator Regression works and the interplay between Survivors and Killers regarding this mechanic to address both "3-Genning" and "Gen-Tapping" concerns.
- Killer Buff: increased the immediate Progression penalty applied from the Killer performing the Damage Generator interaction from -2.5 % to -5 %.
- Killer Buff: Survivors must now repair a regressing Generator for a minimum of +5 % Progression to stop the Regression effect, otherwise it will resume regressing.
- Killer QoL: an indicator shows the Killer if a Generator can no longer be regressed.
- Killer Nerf: Generators can now only suffer from a Regression Event a maximum of 8 times, before they can no longer be damaged by any means.
- A Regression Event is defined as the Killer either manually or through their Perks removing a minimum of -2.5 % of that Generator's Progression in an instant.
Patch 7.7.0[]
- Killer QoL: Generators are now damaged closer to when the hit lands to prevent accidentally letting go of the input early.
Trivia[]
- Generators inside larger landmark buildings (or the houses on Lampkin Lane and Badham Preschool) are generally yellow instead of red and do not have lights attached to them, but power the respective building's lights instead.
- The same is true for Generators located on the lower floor of The Game.
Progress Bar Colour[]
- The colour of the Progress Bar while repairing a Generator is individual to each Survivor repairing it and represents their personal contributing Repair speed, not the overall combined Repair speed.
- For example, if one Survivor repairs the Generator normally and another Survivor does so with a Toolbox, the former will have a red Progress Bar and the latter a yellow Progress Bar.
Interactive Generators[]
- Powering the Generator on the Paddle Steamer on Pale Rose will sound its fog horn, that can be heard across the entire map.
- Powering the Generator inside Gas Station on Gas Heaven will open the garage door.
- This opens up a new escape route for the Survivors.
- Powering the Generator in the Operation Theatre on Treatment Theatre will open all the shutter blinds on the Upper Floor.
- This opens up new escape routes for the Survivors.
- Powering the Generator inside the Pantry and the Rotten Shack on Grim Pantry will open the floodgates on the outside of the respective building.
- This grants easier and more direct access to the Lower Floors.
- Every Generator on The Game will open a nearby door when powered, creating additional routes.
- Powering the Generator inside the temple on The Temple of Purgation will open a doorway as well as close one.
Video[]
Old Generator Repair animation |
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Gallery[]
Zarina repairing a yellow Generator inside Badham Preschool.
A Lunar Generator spawned with a Red Envelope during the Howling Grounds Event.
A Frozen Cocktail Machine spawned with a BBQ Invitation during the Scorching Summer BBQ Event.