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IconHelp statusHUD.png

Status HUD is an information system featured in Dead by DaylightIconHelp DBDlogo.png.


Overview

The Status HUD indicates to the Players how they are currently affected by PerksIconHelp perks.png, Add-onsIconHelp addons.png and in-game mechanics.

It consists of three sub-systems: Perk Effects, Status Effects and Proficiency Indicators.
The latter two were implemented with Patch 1.5.0.


Status Effects

IconHelp statusEffects.png
IconHelp statusEffectList.png

All available Status Effects (except for Madness) active at the same time.[1]

Status Effects show whenever a Survivor is affected by a special effect or affliction, indicated by a corresponding icon above the Perk diamond.
The icon's colour will reflect whether it is a buff (yellow) or a debuff (red).

Tiered Status Effects feature up to three Chevrons on the icon:
The more chevrons a Status Effect has, the stronger is its effect.
There are currently just two tiered Status Effects: BloodlustIconHelp bloodlust.png and MadnessIconStatusEffects madness.png.

Status Effects that are on a timer may have their timer refreshed by a new application of the effect, but will generally not stack the strength of their effects.


Blessed

FulliconStatusEffects blessed.png The Blessed Status Effect is a buff exclusively applied to Survivors.
  • Survivors benefitting from Blessed are currently inside the Effect radius of 24 metres of an active Boon TotemIconHelpLoading totem.png, benefitting from its effects.

The following Unlockables inflict the Blessed Status Effect:


Blindness

FulliconStatusEffects blindness.png The Blindness Status Effect is a debuff that can be applied to both Survivors and the Killer.
  • Players suffering from Blindness are unable to read any AurasIconHelp auras.png, including the default ones of their role and those from PerksIconHelp perks.png.
    • Some essential Auras are exempt from that general rule, usually associated with Killer Power Objects.
      See Exemptions below for a full list.
    • Additionally, Aura-like highlights, that resemble Auras, but are not actually considered Auras by the game (i.e. the white highlights on Scourge Hooks or on Survivors during Nightfall), are not affected by Blindness.

The following Unlockables or Props inflict the Blindness Status Effect:

Exemptions

The following Aura-reading abilities are exempt from Blindness and are still revealed to Players suffering from the effect:


Bloodlust

For more details on Bloodlust, please refer to its Article.
FulliconStatusEffects bloodlust.png The Bloodlust Status Effect is a buff exclusively applied to the Killer.
  • Killers benefitting from Bloodlust increasingly gain more Movement speed in prolonged Chases.
  • Bloodlust is a tiered Status Effect.


Broken

FulliconStatusEffects broken.png The Broken Status Effect is a debuff exclusively applied to Survivors.
  • Survivors suffering from Broken are unable to be healed or heal themselves past the Injured StateIconHelp injured.png.

The following Unlockables inflict the Broken Status Effect:


Cursed

FulliconStatusEffects cursed.png The Cursed Status Effect is a debuff exclusively applied to Survivors.
  • Survivors suffering from Cursed are currently affected by an active Hex TotemIconHelpLoading totem.png, suffering from its effects.

The following Unlockables inflict the Cursed Status Effect:

The following Unlockable requires the Cursed Status Effect to trigger a secondary effect:


Deep Wound

For more details on Deep Wound, please refer to the Health State Article.
FulliconStatusEffects deepWound.png The Deep Wound Status Effect is a debuff exclusively applied to Survivors.
  • Survivors suffering from Deep Wound have a special health bar displayed on the HUD.
    The health bar progressively drains whenever the Survivor is not running, or in the act of Mending themselves or being Mended by other Survivors.
    Once the timer runs out, the Survivor is automatically put into the Dying StateIconHelp dying.png.
    If a Survivor has the EnduranceIconStatusEffects endurance.png Status Effect, Deep Wound will ignore it.

The following Unlockables inflict the Deep Wound Status Effect:

Endurance

FulliconStatusEffects endurance.png The Endurance Status Effect is a buff exclusively applied to Survivors.
  • Survivors benefitting from Endurance can resist damage from the Killer.
    If they are hit or otherwise damaged, their character model is briefly outlined in white, which is used to indicate the recent damage-protection through Endurance to the Killer.
  • Endurance is cancelled prematurely whenever the Survivor protected by it performs a Conspicuous Action.
  • Endurance cannot protect a Survivor suffering from the Deep Wound Status Effect from being downed.

The following Unlockables or Props inflict the Endurance Status Effect:

Conspicuous Actions

Conspicuous Actions are interactions that improve one's chances of survival:

  • Repairing a Generator
  • Healing yourself or other Survivors
  • Cleansing or Blessing a Totem
  • Sabotaging a Hook
  • Unhooking other Survivors
  • Opening an Exit Gate


Exhausted

For more details on Exhaustion, please refer to its Article.
FulliconStatusEffects exhaustion.png The Exhausted Status Effect is a debuff exclusively applied to Survivors.
  • Survivors suffering from Exhaustion are unable to use any of the numerous Exhaustion Perks, preventing them from chaining multiple such Perks in quick succession.
  • Exhaustion slowly recovers over time whenever the Survivor is not running.
  • Exhaustion recovers immediately after being unhooked.

The following Unlockables inflict the Exhausted Status Effect:

The following Unlockable inflicts the Exhausted Status Effect, but ignores its prior existence if applicable:

The following Unlockable does not inflict the Exhausted Status Effect, but is unusable when suffering from the effect:


Exposed

FulliconStatusEffects exposed.png The Exposed Status Effect is a debuff exclusively applied to Survivors.
  • Survivors suffering from Exposed can be downed with a single Basic Attack, instead of the usual two.
  • Exposed that targets all Survivors, a global sound cue is played to warn Survivors of that fact.
    Exposed that only targets a single Survivor does not do so.
  • There is a popular misconception amongst newer Players that due to its name, Exposed reveals their Aura.
    This is not the case.

The following Unlockables inflict the Exposed Status Effect:


Glyph

FulliconStatusEffects glyph.png The Glyph Status Effect is a debuff that can be applied to both Survivors and the Killer (to be confirmed).
  • It indicates to Players that they are currently suffering from a debuff that was applied when interacting with a Glyph QuestIcons glyph.png.

The following Glyph Interactions trigger the Glyph Status Effect:

  • To be added.


Haemorrhage

For more details on Haemorrhage and the Bleeding mechanic, please refer to its Article.
FulliconStatusEffects bleeding.png The Haemorrhage Status Effect is a debuff exclusively applied to Survivors.
  • Survivors suffering from Haemorrhage produce more Pools of BloodIconStatusEffects bleeding.png, making them easier to track by the Killer.
  • Survivors suffering from Haemorrhage lose any partial Healing progress at a rate of -7 % per second if not healed up fully.

The following Unlockables inflict the Haemorrhage Status Effect:


Haste

FulliconStatusEffects haste.png The Haste Status Effect is a buff that can be applied to both Survivors and the Killer.
  • Players benefitting from Haste have their Movement speed increased.
    The strength of the effect depends on the specific Unlockable that inflicts it.

The following Unlockables or Props inflict the Haste Status Effect:


Hearing

FulliconStatusEffects hearing.png The Hearing Status Effect is an unused debuff that would be applicable to both Survivors and the Killer.
While the Status Effect is unused, its effects are currently used by FirecrackersIconItems chineseFirecracker.png, Flash GrenadesFulliconItems flashGrenade.png, and a few Unlockables.
  • Players suffering from Hearing have their audio muffled and hear a tinnitus-like whistling sound.

The following Unlockables inflict the Hearing Status Effect:

  • None, currently unused Status Effect.


Hindered

FulliconStatusEffects hindered.png The Hindered Status Effect is a debuff that can be applied to both Survivors and the Killer.
  • Players suffering from Hindered have their their Movement speed decreased.
    The strength of the effect depends on the specific Unlockable that inflicts it.

The following Unlockables or Props inflict the Hindered Status Effect:

Incapacitated

FulliconStatusEffects incapacitated.png The Incapacitated Status Effect is a debuff exclusively applied to Survivors.
  • Survivors suffering from Incapacitated are unable to interact with certain Props.

The following (inter-)actions are inhibited by the Incapacitated Status Effect:

The following (inter-)actions are still allowed by the Incapacitated Status Effect:

The following Unlockables inflict the Incapacitated Status Effect:


Madness

For more details on Madness, please refer to its Article.
FulliconStatusEffects madness.png The Madness Status Effect is a debuff exclusively applied to Survivors and exclusive to Trials against The DoctorIconHelpLoading doctor.png.
  • Survivors suffering from Madness suffer from various hallucinations and other debilitating impairments.
  • Madness is a tiered Status Effect.

The Madness Status Effect, used exclusively by The DoctorIconHelpLoading doctor.png, impairs the Survivor's sanity, increasingly affecting them with various Afflictions, depending on the Add-on(s) The Doctor is using.

The following Unlockables inflict the Madness Status Effect:


Mangled

FulliconStatusEffects mangled.png The Mangled Status Effect is a debuff exclusively applied to Survivors.
  • Survivors suffering from Mangled take 25 % longer to be healed for 1 Health State.
    • This is achieved by reducing the Healing speed on that Survivor by -20 %.

The following Unlockables inflict the Mangled Status Effect:


Oblivious

FulliconStatusEffects oblivious.png The Oblivious Status Effect is a debuff exclusively applied to Survivors.
  • Survivors suffering from Oblivious are unable to perceive the Killer's Terror RadiusIconHelp terrorRadius.png and also do not hear the Heartbeat warning of the Killer's proximity.
  • Survivors suffering from Oblivious in turn do not suffer from any effects that rely on Survivors being inside the Terror Radius to be applied.
  • During a Chase, Survivors are still to hear the Chase Music.

The following Unlockables inflict the Oblivious Status Effect:


Sleep Penalty

FulliconStatusEffects sleepPenalty.png The Sleep Penalty Status Effect is a debuff exclusively applied to Survivors and exclusive to Trials against The NightmareIconHelpLoading nightmare.png.
  • Survivors suffering from Sleep Penalty take longer to be woken up from the Dream World by other, awake Survivors.

The following Unlockable inflicts the Sleep Penalty Status Effect:


Undetectable

FulliconStatusEffects undetectable.png The Undetectable Status Effect is a buff exclusively applied to the Killer.
  • Killers benefitting from Undetectable are granted several Stealth mechanics:
    • Suppresses the Terror RadiusIconHelp terrorRadius.png
    • Suppresses the Red Stain
    • Blocks their AuraIconHelp auras.png from being revealed to Survivors
    • Suppresses the jump-scare sound cue when starting to move from standing still
    • Enables the smoky-screen visual effect, indicating stealth to the Killer

The following Unlockables inflict the Undetectable Status Effect:


Vision

FulliconStatusEffects vision.png The Vision Status Effect is an unused buff exclusively applied to Survivors. * Survivors benefitting from Vision would have had the range of their Aura-reading abilities boosted.


Proficiency Indicators

IconHelp proficiency.png
IconHelp proficiencyList.png

Proficiency Indicators indicate to both Killers and Survivors how various effects from either their own Add-ons, Perks, Offerings, etc., or those of other Players, affect their performance at the interaction they are currently performing.
They do this by displaying the effect's associated icon above the Progression Bar and by colouring said bar accordingly.

Unlike Status Effects, Proficiency Indicators are not inherently a buff (yellow) or a debuff (red) in effect, but can be either, indicated by the colour of the icon and the colour of the Progression bar.

Progression Bar

The Progression Bar is displayed whenever an interaction requires a certain amount of Charges to be completed.
The Bar has 3 possible states/colours:

State & Colour Icon Information
Default State: blueish white ProgressBar neutralProgressionComplete.png The Player's Action speed is exactly 1 Charge per second (default).
Buff State: yellow ProgressBar yellowProgressionComplete.png The Player's Action speed is greater than 1 Charge per second.
Debuff State: red ProgressBar redProgressionComplete.png The Player's Action speed is less than 1 Charge per second.

It should be duly noted that the colour of the Progression is individual to each Player.
Even if the overall interaction (i.e. Generator Repair with multiple Survivors) is faster than the default Action speed of 1 Charge per second, if your individual speed/contribution to this is below that (i.e. due to Efficiency penalty), or above that (i.e. Toolbox Repair), the Progression Bar will be coloured accordingly.

Chance

FulliconStatusEffects chance.png The Chance Proficiency Indicator works alongside the Luck Mechanic and indicates whether the action the Player is currently performing has a higher or lower chance at succeeding.
  • Only applies to self-unhooking from a HookIconHelpLoading hook.png.

The following displays the Chance Proficiency Indicator:

Efficiency

FulliconStatusEffects efficiency.png The Efficiency Proficiency Indicator indicates whether an Item's current Depletion rate is increased or decreased.
  • This Proficiency Indicator was originally known as "Expertise".

The following displays the Efficiency Proficiency Indicator:

Healing

FulliconStatusEffects healing.png The Healing Proficiency Indicator indicates whether a Player's Healing speed is increased or decreased.

The following displays the Healing Proficiency Indicator:

Progression speed

FulliconStatusEffects progressionSpeed.png The Progression speed Proficiency Indicator indicates whether a Player's Progression speed in an action is increased or decreased.

The following displays the Progession Speed Proficiency Indicator:

Repairing

FulliconStatusEffects repairing.png The Repairing Proficiency Indicator indicates whether a Player's Repair speed is increased or decreased.

The following displays the Repairing Proficiency Indicator:

Sabotaging

FulliconStatusEffects sabotaging.png The Sabotaging Proficiency Indicator indicates whether a Player's Sabotage speed is increased or decreased.

The following displays the Sabotaging Proficiency Indicator:

Skill Check Difficulty

FulliconStatusEffects skillCheckDifficulty.png The Skill Check Difficulty Proficiency Indicator indicates whether a skilful action's success zone is increased or reduced.

The following displays the Skill Check Difficulty Proficiency Indicator:

Skill Check Probability

FulliconStatusEffects skillCheckProbability.png The Skill Check Probability Proficiency Indicator indicates whether a skilful action has a higher or lower chance to trigger a Skill CheckIconHelp skillChecks.png.

The following displays the Skill Check Probability Proficiency Indicator:


Perk Effects System

All available Perk Effects (except the Shock Therapy interaction penalty and We'll Make It) active at the same time.[2]

The Perk Effects System is used to display when foreign PerksIconHelp perks.png (those equipped by other Players) are affecting the Player.
Up to the implementation of Status Effects and Proficiency Indicators, it was the only system available to display when any kind of Unlockable would affect Players other than the one having them equipped.

If a Perk affects another Player other than yourself, its icon will be displayed on their HUD, next to the Perk Diamond, with either a turquoise (buff) or red (debuff) background.

The fact that the system uses turquoise instead of yellow to display a buff hints at its age as one of the oldest Game Mechanics in Dead by Daylight.

Original Iteration

The original iteration of the Perk Effects System was in use until Patch 1.5.0.
It was used to inform a Survivor when PerksIconHelp perks.png equipped by other Survivors were affecting them, as well as Add-onsIconHelp addons.png the Killer would have equipped.

Since the Developers deemed the latter use too user-unfriendly, for the average likely did not memorise various Killer Add-ons and their effects, they ultimately implemented the Status Effect and Proficiency Indicator system.
This new system since replaced the latter uses and some of the former as well.

Current Iteration

The current iteration of the Perk Effects System retains the original functionality of informing Players when Perks equipped by other Players are affecting them.

  • This also extended to some Killer Add-onsIconHelp addons.png that affected a Survivor's default abilities, rather than any Item they might or might not have been carrying.
  • Uniquely, The Doctor's Power Carter's SparkIconPowers cartersSpark.png displays its icon for the duration of the Interaction Cool-down Survivors experience when getting hit with a Shock Therapy attack.

Icons

Buff Debuff
IconStatusEffects buffPerk.png IconStatusEffects debuffPerk.png

Unlockables

The following Unlockables will display their icon as a Perk Effect when their conditions are met:


Survivor HUD Icons

IconHelp healthy.png

Up to the Status HUD Rework in Patch 4.5.2, Survivors, when healthy, were represented by a common generic icon in the Status HUD.
With the Rework, each Survivor is now represented by their own icon, using the default Cosmetic options.
As of Patch 5.0.0, this system has been expanded to include Legendary Outfits, which now use a separate icon.

Dwight Fairfield DF charSelect portrait HUD.png Nothing.png Meg Thomas MT charSelect portrait HUD.png Nothing.png Jake Park JP charSelect portrait HUD.png Nothing.png Claudette Morel CM charSelect portrait HUD.png Nothing.png Nea Karlsson NK charSelect portrait HUD.png
Laurie Strode LS charSelect portrait HUD.png Ace Visconti AV charSelect portrait HUD.png Bill Overbeck BO charSelect portrait HUD.png Feng Min FM charSelect portrait HUD.png David King DK charSelect portrait HUD.png
Quentin Smith QS charSelect portrait HUD.png David Tapp FS charSelect portrait HUD.png Kate Denson GS charSelect portrait HUD.png Adam Francis AF charSelect portrait HUD.png Jeff Johansen KS charSelect portrait HUD.png
Jane Romero MS charSelect portrait HUD.png Ash Williams MS2 charSelect portrait HUD.png Nancy Wheeler QF charSelect portrait HUD.png Steve Harrington QM charSelect portrait HUD.png Jonathan Byers QM Outfit 010 charSelect portrait HUD.png
Yui Kimura SS charSelect portrait HUD.png Zarina Kassir US charSelect portrait HUD.png Cheryl Mason S22 charSelect portrait HUD.png Lisa Garland S22 outfit 006 charSelect portrait HUD.png Cybil Bennett S22 outfit 008 charSelect portrait HUD.png
James Sunderland S22 outfit 009 charSelect portrait HUD.png Felix Richter S23 charSelect portrait HUD.png Élodie Rakoto S24 charSelect portrait HUD.png Yun-Jin Lee S25 charSelect portrait HUD.png Jill Valentine S26 charSelect portrait HUD.png
Claire Redfield S26 outfit02 charSelect portrait HUD.png Leon Scott Kennedy S27 charSelect portrait HUD.png Chris Redfield S27 outfit02 charSelect portrait HUD.png Mikaela Reid S28 charSelect portrait HUD.png Jonah Vasquez S29 charSelect portrait HUD.png
Yoichi Asakawa S30 charSelect portraitHUD.png Haddie Kaur S31 charSelect portraitHUD.png Ada Wong S32 charSelect portraitHUD.png Rebecca Chambers S33 charSelect portraitHUD.png


Change Log

Patch 2.5.0

  • Change: timers no longer stack or automatically reset; the longest timer will prevail and shorter ones are ignored.
    • If the new Timer is the higher one, the previous timer is discarded and the Status Effect icon will visually reset to 100 %.
    • If the new Timer is the lower one, the new timer is discarded and the Status Effect icon will remain at its current progression.

Patch 3.4.0

  • Killer Quality of Life: the red de-buff icon applied by Perks no longer appears on the Survivors' HUD until the debuff is active.

Patch 4.5.0

  • Change: the Deep Wound timer is now 20 seconds across the board.

Patch 5.7.0

  • Killer Buff: added a new effect to Haemorrhage, which now causes partial Healing progression to regress over time.

Patch 6.1.0

  • Survivor Nerf: Endurance is no longer able to shield a Survivor from going down while suffering from Deep Wound at the same time.
    • This change was motivated by wishing to prevent Survivors from being able to avoid more than just one hit from the Killer through stacking Endurance.


References

  1. https://www.reddit.com/r/deadbydaylight/comments/sfw3gn/took_about_half_an_hour_some_coordination_and_one/ Screenshot from Reddit Post by u/Potassium_40. Reddit. Retrieved 30 January 2022.
  2. https://www.reddit.com/r/deadbydaylight/comments/sgiddw/as_per_my_last_post_and_uheyguysthisisotz_s/ Screenshot from Reddit Post by u/Potassium_40. Reddit. Retrieved 31 January 2022.


CHARACTER PROGRESSION & HUD OVERLAY
EmblemIcon evader gold.png Emblems EmblemIcon chaser iridescent.png Icon Grades.png Grades IconHUD prestigeIII.png Levels & Prestige Atl Loadout Icon XP.png Player Level Icon Ranks.png Ranks IconHelp statusHUD.png Status HUD
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