|The Entity worked to keep me on my toes, or at least, keep me distracted. Either way, I was given the opportunity to avoid disaster. Indeed, if my timing was precise, I found that my actions were much more effective!|
|~ Mysterious Note|
Skill Checks are a Game Mechanic of Quick Time Events (QTE) in Dead by Daylight , that have a chance of appearing while performing various interactions.
- 1 Overview
- 2 Trigger Chances
- 3 Types
- 4 Unlockables
- 5 History
- 6 Change Log
Skill Checks have a chance of triggering whenever a Survivor is performing specific interactions.
In order to succeed a Skill Check, Survivors must press the Secondary Action button once the pointer is inside the highlighted area, also called the Success Zone.
The Skill Check pointer always moves clockwise on a dial, with the only exception being Madness Skill Checks, which have a chance to rotate counter-clockwise.
If the game decides to trigger a Skill Check, it will briefly announce it with a gong-like sound, shortly before displaying the Skill Check.
However, that buffer can be shortened or even omitted with the use of Hex: Huntress Lullaby .
When performing any of the following interactions, the Game will check once per second whether or not to trigger a Skill Check, with the trigger chances being as follows:
|Generator Repair||8 %|
|Toolbox||x5 (40 %)|
|Altruistic Healing||15 %|
|Self-Care Healing||10.5 %|
|Med-Kit Healing||12.5 %|
There are several types of Skill Checks.
Succeeding them will generally award the Survivor with some Bloodpoints :
Good Skill Check
Succeed a Skill Check in the transparent section of the Success Zone.
- Grants 50 Bloodpoints
Great Skill Check
Succeed a Skill Check in the white section of the Success Zone.
- Grants 300 Bloodpoints and a 1 % Progression bonus for Repair actions
- Grants 150 Bloodpoints and a 5 % Progression bonus for Healing actions
Hex Skill Check
- This Skill Check was part of the original version of Hex: Ruin and can no longer be triggered.
Succeeded a Skill Check in the transparent section.
- Granted no Bloodpoints and applied a 3/4/5 % Regression penalty
Succeeded a Skill Check in the white section of the Success Zone.
- Granted 150 Bloodpoints and no Progression bonus for Repair actions
Madness Skill Check
- This Skill Check is only applicable during the Snap Out of It interaction on Madness Tier III.
Succeed a randomly placed Skill Check.
- Does not give any Progression bonus
Failed Skill Check
Failing to succeed a Skill Check in any of the aforementioned sections.
- Will pause the interaction for 3 seconds and incur a 10 % Progression penalty for all actions.
Survivors can be woken up from the Dream World by failing various Skill Checks.
- Failing a Generator Skill Check
- Failing a Healing Skill Check
You start the Trial with a -25 % Progression penalty for Skill Checks to heal Survivors .
Autodidact is not active when using a Med-Kit to heal.
"There's no limit to what you can achieve, as long as you back it up with hard work." — Adam Francis
Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike activates for the next 40/50/60 seconds:
While Decisive Strike is active, the following interactions will deactivate it:
the odds of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
"There's nothing to be scared of." — Laurie Strode
Sometimes the sacrifice of others is necessary to get ahead.
Whenever another Survivor is hooked, Fast Track gains 1/2/3 Token(s), up to a maximum of 9/18/27 Tokens.
"The weak are sacrificed first. It's nature, it's business... it's the truth most refuse to face." — Yun-Jin Lee
|Hex: Huntress Lullaby||
A Hex rooting its power in despair.
Survivors receive a 2/4/6 % Regression penalty on Failed Skill Checks for Repair and Healing actions.
Hex: Huntress Lullaby grows in power each time you hook a Survivor, gaining 1 Token, and affecting Repair and Healing Skill Checks:
The Hex effects persist as long as the related Hex Totem is standing.
"That song, it drives me crazy!"
Life has been difficult for you, so you will make it difficult for others.
When damaging a Generator , up to 3 other random Generators also begin regressing.
Oppression has a cool-down of 120/100/80 seconds.
"Damn them as they would damn us." — Charlotte Deshayes
You are fuelled by your hate for progress.
Damaging a Generator overcharges it:
"It is a trap. But a trap one must step in..."
You keep a careful eye on objectives when they are slipping away.
"I'll stop this, lieutenant. I promise." — Leon Scott Kennedy
Getting close to the Killer fills you with determination.
Every 15 seconds you are standing within the Killer's Terror Radius without being chased, Stake Out gains 1 Token, up to a maximum of 2/3/4 Tokens.
"I had you, I had you on your knees. You're runnin' scared because we had you. We're gonna close this case!" — Detective David Tapp
An unnatural tingle warns you of impending doom.
Whenever the Killer is looking in your direction when within 36 metres of you, Spine Chill activates:
"There is a voice that doesn't use words. Listen.." — Sassy, The Lost Tapes
You are apt at handling machinery with the greatest care and precision.
Failing a Skill Check while repairing:
Technician reduces the audible range of your Generator-repairing noises by 8 metres.
"I'm gonna stealth this one." — Feng Min
|This Is Not Happening||
You perform at your best when you are under extreme stress.
When injured, the Success zone of Great Skill Checks while Repairing, Healing, and Sabotaging is increased by 10/20/30 %.
Your presence alone instils great fear.
For all Survivors repairing or healing within your Terror Radius :
"Its presence befalls us."
|Worn-Out Tools||A metal box containing out of condition tools that could break at any moment.|
Even without training, can be used to repair or break various mechanical components.
Unlocks the Sabotage action.
The Worn-Out Toolbox has 16 Charges.
"You call these tools? ... Really?"
|Ranger Med-Kit||A large metal box containing medical supplies aimed at emergency rescues in hard to reach, often isolated locations.
The Ranger Med-Kit has 32 Charges.
"A small engraved label can be found glued to the back panel: VK.ID-3994723."
|Rubber Gloves||Disposable medical gloves to avoid cross-contamination.
|Sponge||A mundane sponge used to soak up extra blood, providing easier access to wounds.
|Needle & Thread||Not exactly a medical device, however it can be used to quickly and painfully close up a wound.
|Surgical Suture||A medical device used to close and hold body tissue. Even though it's very effective, the surgical suture is challenging to use.
|Instructions||Someone quickly painted what seems to be repair instructions on this piece of bark.
|Brand New Part||This intricate mechanical part feels oddly out of place. It is clean and shiny as if straight out of the factory.
Brand New Part is consumed on use.
|Wool Shirt||A small boy's orange and yellow striped shirt. Identified with a sewn name tag to "Jesse".
While Survivors are in the Dream World:
|Green Dress||A little girl's green dress with a silky white ribbon.
While Survivors are in the Dream World:
|Blue Dress||A little girl's pale blue dress with white lace which's front is ruined by large cuts.
While Survivors are in the Dream World:
|Red Paint Brush||A large paint brush, wet with crimson paint.|
|Interlocking Razor||A modification to the Jigsaw Box: the addition of interlocking razor blades makes it impossible to move suddenly in the Jigsaw Box without slitting one's wrists.
|Razor Wires||A modification to the Jigsaw Box: the addition of razor sharp wires makes it extra difficult and potentially painful to search them.
|Workshop Grease||A modification to the Jigsaw Box: the lubricated parts make the search a more delicate exercise.
|Soul Chemical||A chemical squeezed from the pineal gland of a recently deceased Survivor.
Soul Chemical can activate once per Survivor per Rush.
Soul Chemical does not trigger for a Rush started within 16 metres of the Survivor.
"...suspected to cause atypical alterations in neural rhythmic activity." — Unlabelled Mystery School Text
Sabotage Skill Checks
- Up to Patch 3.6.0, the Sabotage action took considerably longer and had a chance to trigger Skill Checks, which would grant 3 % Progression bonus when succeeding a Great Skill Check.
- Failing a Sabotage Skill Check used to also be one possible way to wake oneself up from the Dream World.
- Removed Skill Checks for the Sabotage action.
- Reduced the Great Skill Check success bonus for Repair actions from 2 % to 1 %.
- Increased the modifier for triggering Skill Checks when repairing Generators using a Toolbox from x2 to x5