Dead by Daylight Wiki
mNo edit summary
 
(372 intermediate revisions by 39 users not shown)
Line 1: Line 1:
  +
{{#Invoke:Languages|resolveLanguageTable}}
 
[[File:IconHelp statusHUD.png|frameless|right|128px]]
 
[[File:IconHelp statusHUD.png|frameless|right|128px]]
'''{{PAGENAME}}''' is an information system featured in ''{{IconLink|Dead by Daylight}}.
+
The '''Status HUD''' is the primary information system available to Players in ''{{#Invoke:Utils|IconLink|Dead by Daylight}}'' and displayed as an overlay on their screen.
   
   
 
== Overview ==
 
== Overview ==
  +
The '''Status HUD''' is comprised of several subsystems, with each sub-system displaying distinct pieces of information about the state of the Trial and its Players:
The '''{{PAGENAME}}''' indicates to the Players how they are currently affected by {{IconLink|Perks}}, {{IconLink|Add-ons}} and in-game mechanics.
 
  +
{|class="wikitable"
 
  +
|-
It consists of three sub-systems: '''Perk Effects''', '''Status Effects''' and '''Proficiency Indicators'''.<br>The latter two were implemented with [[Patch 1.5.0]].
 
  +
! System !! Location on Screen !! Information Type !! Visibility
  +
|-
  +
! [[#Status Effects|Status Effects]]
  +
| {{#Invoke:Utils|tooltip|Right side|[[File:AllStatusEffects.png|250px]]|true}}, above Perk Diamond
  +
| Displays when a Player is afflicted by a '''Status Effect''' and if its timer-based, for how long.
  +
! Personal
  +
|-
  +
! [[#Proficiency Indicators|Proficiency Indicator]]
  +
| Bottom centre, above Status Bar
  +
| Displays when outside influences affect the Player's current interaction with an [[Interactable]].
  +
! Personal
  +
|-
  +
! [[#Player Effects|Player Effects]]
  +
| {{#Invoke:Utils|tooltip|Bottom right|[[File:MaximumPerkEffects.png]]|true}}, next to Perk Diamond
  +
| Displays when a Player and their abilities are affected directly by the effects of [[Unlockables]], regardless of whether those originate from the Player's own [[Unlockables]] or from those of other Players.
  +
! Personal
  +
|-
  +
! [[#Survivor HUD Icons|Survivor HUD Icons]]
  +
| Left side
  +
| Displays which Character is part of the Trial and is combined with the [[Health State]] and [[#Survivor Activity HUD|Survivor Activity HUD]] systems.
  +
! All Players
  +
|-
  +
! Health State
  +
| Left side, combined with Survivor HUD Icons
  +
| Displays the current [[Health State]] (separate Article) of Survivors to all Players in the Trial and is combined with the [[#Survivor HUD Icons|Survivor HUD Icons]] and [[#Survivor Activity HUD|Survivor Activity HUD]] systems.
  +
! All Players
  +
|-
  +
! [[#Survivor Activity HUD|Survivor Activity HUD]]
  +
| {{#Invoke:Utils|tooltip|Left side|[[File:SurvivorActivityHUD_Screenshot01.jpg|200px]]|true}}, combined with Survivor HUD Icons
  +
| Displays a Survivor's current activity/interaction to all other Survivors.
  +
! All Survivors
  +
|}
   
   
Line 12: Line 45:
 
[[File:IconHelp statusEffects.png|frameless|left]]
 
[[File:IconHelp statusEffects.png|frameless|left]]
 
[[File:IconHelp statusEffectList.png|frameless|right]]
 
[[File:IconHelp statusEffectList.png|frameless|right]]
  +
[[File:AllStatusEffects.png|right|thumb|All available Status Effects (except for Madness and Sleep Penalty) active at the same time.<ref>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.</ref>]]
'''Status Effects''' show whenever a Survivor is affected by a special effect or affliction, indicated by a corresponding icon above the Perk diamond.<br>The icon's colour will reflect whether it is a '''{{clr|2|buff (yellow)}}''' or a '''{{clr|8|debuff (red)}}'''.
 
  +
First added with [[Patch 1.5.0]], '''Status Effects''' show whenever a Survivor is affected by a special effect or affliction, indicated by a corresponding icon above the Perk diamond.<br>The icon's colour will reflect whether it is a '''{{#Invoke:Utils|clr|2|buff (yellow)}}''' or a '''{{#Invoke:Utils|clr|8|debuff (red)}}'''.
   
Tiered '''Status Effects''' feature chevrons on the icon. The more chevrons a '''Status Effect''' shows, the stronger is its effect.<br>There are currently just two tiered '''Status Effects''': {{IconLink|Bloodlust}} and {{IconLink|Madness}}.
+
Tiered '''Status Effects''' feature up to three Chevrons on the icon:<br>The more chevrons a '''Status Effect''' has, the stronger is its effect.<br>There are currently just two tiered '''Status Effects''': {{#Invoke:Utils|IconLink|Bloodlust}} and {{#Invoke:Utils|IconLink|Madness}}.
   
'''Status Effects''' that are on a timer may have their timer refreshed by a new application of the effect, but will not stack their afflictions.{{-}}
+
'''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.{{-}}
   
  +
=== {{clr|8|Blindness}} ===
 
  +
=== Blessed ===
  +
{{Main|Blessed}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_blindness.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_blessed.png|frameless|128px]]
| The '''''Blindness''''' '''Status Effect''' impairs all Aura-reading abilities of Survivors, temporarily disabling them.
+
| The '''''Blessed'' Status Effect''' is a '''{{#Invoke:Utils|clr|2|buff}}''' applied exclusively to Survivors.
  +
* Survivors benefit from '''''Blessed''''' and whichever effect(s) it applies whenever they are inside the Area of Effect of an active {{#Invoke:Utils|IconLink|Boon Totem}} ('''{{#Invoke:Utils|clr|2|24 metres}}''') and does so for as long as they remain inside it.
 
|}
 
|}
The following Unlockables inflict the '''''Blindness''''' '''Status Effect''':
 
* Action:
 
** Entering a {{IconLink|Locker}}
 
* Add-ons:
 
** {{IconLink|Amanita Toxin}} ({{IconLink|Hunting Hatchets}})
 
** {{IconLink|Baby Teeth}} ({{IconLink|Blood Bond}})
 
** {{IconLink|"Blind Warrior" - Mud}} ({{IconLink|Wailing Bell}})
 
** {{IconLink|Brass Case Lighter}} ({{IconLink|Of the Abyss}})
 
** {{IconLink|Kerosene Can}} ({{IconLink|The Afterpiece Tonic}})
 
** {{IconLink|Face Mask}} ({{IconLink|Jigsaw's Baptism}})
 
** {{IconLink|Rust-Coloured Egg}} ({{IconLink|Rites of Judgement}})
 
** {{IconLink|Smiley Face Pin}} ({{IconLink|Feral Frenzy}})
 
* Perks:
 
**{{IconLink|Hex: The Third Seal}}
 
**{{IconLink|Knock Out}}
 
   
  +
=== {{clr|2|Bloodlust}} ===
 
  +
=== Blindness ===
:''For more details on '''Bloodlust''', please refer to its [[Bloodlust|Article]].''
 
  +
{{Main|Blindness}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_bloodlust.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_blindness.png|frameless|128px]]
| The '''''Bloodlust''''' '''Status Effect''' increasingly boosts the Killer's [[Movement speed]] in a prolonged Chase.
+
| The '''''Blindness''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|8|debuff}}''' that can be applied to both Survivors and the Killer.
  +
* Players suffering from '''''Blindness''''' are unable to read any {{#Invoke:Utils|IconLink|Auras}}, including the default ones of their role and those from {{#Invoke:Utils|IconLink|Perks}}.
  +
** Some essential Auras are exempt from that general rule, usually associated with Killer Power Objects.
 
|}
 
|}
   
  +
=== {{clr|8|Broken}} ===
 
  +
=== Bloodlust ===
  +
{{Main|Bloodlust}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_broken.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_bloodlust.png|frameless|128px]]
| Survivors affected by the '''''Broken''''' '''Status Effect''' are heavily wounded and unable to heal back to the [[Healthy State]].
+
| The '''''Bloodlust''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|2|buff}}''' applied exclusively to the Killer.
  +
* Killers benefitting from '''''Bloodlust''''' increasingly gain more [[Movement speed]] in prolonged ''Chases''.
  +
* '''''Bloodlust''''' is a tiered '''Status Effect'''.
 
|}
 
|}
The following Unlockables inflict the '''''Broken''''' '''Status Effect''':
 
* Add-ons:
 
** {{IconLink|Rusted Chains}} ({{IconLink|Bubba's Chainsaw}})
 
** {{IconLink|The Legion Pin}} ({{IconLink|Feral Frenzy}})
 
** {{IconLink|Weighty Rattle}} ({{IconLink|Blood Bond}})
 
* Perks:
 
** {{IconLink|Deliverance}}
 
** {{IconLink|For the People}}
 
** {{IconLink|Forced Penance}}
 
** {{IconLink|No Mither}}
 
** {{IconLink|Second Wind}}
 
* Powers:
 
** {{IconLink|Blood Bond}}
 
** {{IconLink|Vile Purge}}
 
   
  +
=== {{clr|8|Cursed}} ===
 
  +
=== Broken ===
  +
{{Main|Broken}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_cursed.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_broken.png|frameless|128px]]
| The '''''Cursed''''' '''Status Effect''' indicates an active [[Hex Perk]] affecting the Survivors.<br>Cleansing a {{IconLink|Hex Totem}} will dispel its curse.
+
| The '''''Broken''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|8|debuff}}''' applied exclusively to Survivors.
  +
* Survivors suffering from '''''Broken''''' are unable to be healed or heal themselves past the {{#Invoke:Utils|IconLink|Injured State}}.
 
|}
 
|}
The following Unlockables inflict the '''''Cursed''''' '''Status Effect''':
 
* Perks:
 
** {{IconLink|Hex: Devour Hope}}
 
** {{IconLink|Hex: Huntress Lullaby}}
 
** {{IconLink|Hex: No One Escapes Death}}
 
** {{IconLink|Hex: Ruin}}
 
** {{IconLink|Hex: The Third Seal}}
 
** {{IconLink|Hex: Thrill of the Hunt}}
 
** {{IconLink|Hex: Retribution}}
 
   
The following Unlockables require the '''''Cursed''''' '''Status Effect''' to trigger a secondary effect:
 
* Perks:
 
** {{IconLink|Soul Guard}}
 
   
=== {{clr|8|Deep Wound}} ===
+
=== Cursed ===
  +
{{Main|Cursed}}
:''For more details on '''Deep Wound''', please refer to the [[Health States#Deep Wound|Health State Article]].''
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_deepWound.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_cursed.png|frameless|128px]]
  +
| The '''''Cursed''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|8|debuff}}''' applied exclusively to Survivors.
| Survivors affected by the '''''Deep Wound''''' '''Status Effect''' are heavily damaged and getting closer to the {{IconLink|Dying State}}, into which the Survivor will transition if they are not mended after '''{{clr|2|20 seconds}}''' of being stationary.
 
  +
* Survivors suffering from '''''Cursed''''' are currently affected by an active {{#Invoke:Utils|IconLink|Hex Totem}} and its effects.
 
|}
 
|}
The following Unlockables inflict the '''''Deep Wound''''' '''Status Effect''':
 
* Add-ons:
 
** {{IconLink|Styptic Agent}}
 
* Perks:
 
** {{IconLink|Borrowed Time}}
 
** {{IconLink|Soul Guard}}
 
* Powers:
 
** {{IconLink|Feral Frenzy}}
 
** {{IconLink|The Redeemer}}
 
   
  +
=== {{clr|2|Endurance}} ===
 
  +
=== Deafened ===
  +
{{Main|Deafened}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_endurance.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_hearing.png|frameless|128px]]
| Survivors affected by the '''''Endurance''''' '''Status Effect''' are temporarily hardened and can resist a hit.<br>Upon being hit, the Survivor will be outlined by a white Aura, indicating the '''Status Effect''' to the Killer.
+
| The '''''Deafened''''' '''Status Effect''' is a semi-used '''{{#Invoke:Utils|clr|8|debuff}}''' that can be applied to both Survivors and the Killer.<br>While the '''Status Effect''' is not displayed on the HUD, its effects are used by several Unlockables.
  +
* Players suffering from '''''Deafened''''' have their audio muffled temporarily and hear a tinnitus-like whistling sound.
 
|}
 
|}
The following Unlockables inflict the '''''Endurance''''' '''Status Effect''':
 
* Add-ons:
 
** {{IconLink|Styptic Agent}}
 
* Perks:
 
** {{IconLink|Borrowed Time}}
 
** {{IconLink|Mettle of Man}}
 
** {{IconLink|Soul Guard}}
 
   
  +
=== {{clr|8|Exhausted}} ===
 
  +
=== Deep Wound ===
:''For more details on '''Exhaustion''', please refer to its [[Exhaustion|Article]].''
 
  +
{{Main|Deep Wound}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_exhaustion.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_deepWound.png|frameless|128px]]
  +
| The '''''Deep Wound''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|8|debuff}}''' applied exclusively to Survivors.
| The '''''Exhausted''''' '''Status Effect''' prevents Survivors from chaining Exhaustion Perks, putting them all on a shared cool-down.<br>When a Survivor is rescued from a Hook, any Exhaustion cool-down is reset immediately.
 
  +
* 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 {{#Invoke:Utils|IconLink|Dying State}}.
 
|}
 
|}
The following Unlockables inflict the '''''Exhausted''''' '''Status Effect''':
 
* Add-ons:
 
** {{IconLink|Berus Toxin}} ({{IconLink|Hunting Hatchets}})
 
** {{IconLink|Lifeguard Whistle}} ({{IconLink|Of the Abyss}})
 
** {{IconLink|Slow-Release Toxin}} ({{IconLink|Jigsaw's Baptism}})
 
** {{IconLink|Venomous Concoction}} ({{IconLink|Hunting Hatchets}})
 
* Perks:
 
** {{IconLink|Adrenaline}}
 
** {{IconLink|Balanced Landing}}
 
** {{IconLink|Blood Echo}}
 
** {{IconLink|Dead Hard}}
 
** {{IconLink|Head On}}
 
** {{IconLink|Lithe}}
 
** {{IconLink|Mindbreaker}}
 
** {{IconLink|Sprint Burst}}
 
   
  +
=== {{clr|8|Exposed}} ===
 
  +
=== Endurance ===
[[File:SoundCue exposed.ogg|right]]
 
  +
{{Main|Endurance}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
  +
! [[File:FulliconStatusEffects_enduranceSurvivor.png|frameless|128px]][[File:FulliconStatusEffects_enduranceKiller.png|frameless|128px]]
! [[File:FulliconStatusEffects_exposed.png|frameless|64px]]
 
| The '''''Exposed''''' '''Status Effect''' puts Survivors in great peril, allowing the Killer to deal double-damage with their ''[[Basic Attack]]''.
+
| The '''''Endurance''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|2|buff}}''' that can be applied to both Survivors and the Killer.
  +
* Survivors benefitting from '''''Endurance''''' can resist damage from the Killer.<br>If they are hit or otherwise damaged, their character model is briefly outlined in '''{{#Invoke:Utils|clr|16|white}}''', which is used to indicate the recent damage-protection through '''''Endurance''''' to the Killer.
When the '''''Exposed''''' '''Status Effect''' is triggered, a global sound cue plays and the HUD icon appears for all affected Survivors.
 
  +
** '''''Endurance''''' is cancelled prematurely whenever the Survivor protected by it performs a ''[[Conspicuous Action]]''.
  +
** '''''Endurance {{#Invoke:Utils|clr|8|cannot}}''''' protect a Survivor already suffering from the '''''[[#Deep Wound|Deep Wound]]''''' '''Status Effect''' from being downed.
  +
* Killers benefitting from '''''Endurance''''' can endure Stuns from Survivors, greatly reducing their duration.
 
|}
 
|}
The following Unlockables inflict the '''''Exposed''''' '''Status Effect''':
 
* Add-ons:
 
** {{IconLink|Iridescent Coin}} ({{IconLink|The Redeemer}})
 
** {{IconLink|Iridescent Pendant}} ({{IconLink|Blood Bond}})
 
** {{IconLink|Redhead's Pinky Finger}} ({{IconLink|The Afterpiece Tonic}})
 
* Perks:
 
** {{IconLink|Dragon's Grip}}
 
** {{IconLink|Make Your Choice}}
 
** {{IconLink|Hex: Devour Hope}}
 
** {{IconLink|Hex: Haunted Ground}}
 
** {{IconLink|Hex: No One Escapes Death}}
 
** {{IconLink|Iron Maiden}}
 
** {{IconLink|Rancor}}
 
* Powers:
 
** {{IconLink|Evil Within III}}
 
** {{IconLink|Night Shroud}}
 
   
  +
=== {{clr|8|Haemorrhage}} ===
 
  +
=== Exhausted ===
:''For more details on '''Bleeding''', please refer to its [[Bleeding|Article]].''
 
  +
{{Main|Exhausted}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_bleeding.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_exhausted.png|frameless|128px]]
| Survivors affected by the '''''Haemorrhage''''' '''Status Effect''' are bleeding profusely, making it easier for Killers to track them by the [[Pools of Blood]] left on the ground.
+
| The '''''Exhausted''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|8|debuff}}''' applied exclusively 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.
  +
* '''''Exhausted''''' slowly recovers over time whenever the Survivor is '''''{{#Invoke:Utils|clr|8|not}}''''' running.
  +
* '''''Exhausted''''' recovers '''''{{#Invoke:Utils|clr|3|immediately}}''''' after being unhooked.
 
|}
 
|}
The following Unlockables inflict the '''''Haemorrhage''''' '''Status Effect''':
 
* Add-ons:
 
** {{IconLink|Begrimed Head}} ({{IconLink|Hunting Hatchets}})
 
** {{IconLink|"Blind Warrior" - White}} ({{IconLink|Wailing Bell}})
 
** {{IconLink|Coarse Stone}} ({{IconLink|Hunting Hatchets}})
 
** {{IconLink|Crimson Ceremony Book}} ({{IconLink|Rites of Judgement}})
 
** {{IconLink|Fine Stone}} ({{IconLink|Hunting Hatchets}})
 
** {{IconLink|Rusted Needle}} ({{IconLink|Blood Bond}})
 
** {{IconLink|Serrated Jaws}} ({{IconLink|Bear Traps}})
 
** {{IconLink|Utility Blades}} ({{IconLink|Jigsaw's Baptism}})
 
* Perks:
 
** {{IconLink|Blood Echo}}
 
** {{IconLink|Sloppy Butcher}}
 
   
  +
=== {{clr|2|Haste}} ===
 
  +
=== Exposed ===
  +
{{Main|Exposed}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_haste.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_exposed.png|frameless|128px]]
| The '''''Haste''''' '''Status Effect''' temporarily boosts the Survivor's or Killer's [[Movement speed]].
+
| The '''''Exposed''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|8|debuff}}''' applied exclusively to Survivors:
  +
* Survivors suffering from '''''Exposed''''' will suffer double-damage when hit by a ''[[Basic Attack]]'', which immediately puts them into the {{#Invoke:Utils|IconLink|Dying State}}.
  +
** The '''''Endurance''''' '''Status Effect''' can shield a Survivor from double-damage, which would afflict them with '''''Deep Wound''''' instead.
  +
* Survivors hear the sound cue found atop this table whenever they become '''''Exposed''''' by any means.
  +
It should be noted that there is a popular misconception, especially amongst new Players, that due to the name ''"exposed"'', the '''Status Effect''' actually reveals their Aura to the Killer.<br>This is not and has never been the case, '''''Exposed''''' only ever applies double-damage.
 
|}
 
|}
The following Unlockables inflict the '''''Haste''''' '''Status Effect''':
 
* Powers:
 
** {{IconLink|The Afterpiece Antidote}}
 
* Perks:
 
** {{IconLink|Adrenaline}}
 
** {{IconLink|Balanced Landing}}
 
** {{IconLink|Blood Pact}}
 
** {{IconLink|Breakout}}
 
** {{IconLink|Hex: Devour Hope}}
 
** {{IconLink|Hex: No One Escapes Death}}
 
** {{IconLink|Hope}}
 
** {{IconLink|Lithe}}
 
** {{IconLink|Play with Your Food}}
 
** {{IconLink|Sprint Burst}}
 
   
  +
=== {{clr|8|Hearing}} ===
 
  +
=== Glyph ===
  +
{{Main|Glyph}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_hearing.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_glyph.png|frameless|128px]]
| The '''''Hearing''''' '''Status Effect''' temporarily impairs the hearing of Survivors and Killers, muffling their audio and playing a high-pitched whistling sound.
+
| The '''''Glyph''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|8|debuff}}''' that is currently exclusive to the Killer.
  +
* It indicates to the Killer that they are currently suffering from a debuff that was applied after interacting with a {{#Invoke:Utils|IconLink|Glyph}}.
 
|}
 
|}
The following Unlockables inflict the '''''Hearing''''' '''Status Effect''':
 
* None, currently unused '''Status Effect'''.
 
   
  +
=== {{clr|8|Hindered}} ===
 
  +
=== Haemorrhage ===
  +
{{Main|Haemorrhage}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_hindered.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_bleeding.png|frameless|128px]]
  +
| The '''''Haemorrhage''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|8|debuff}}''' applied exclusively to Survivors.
| The '''''Hindered''''' '''Status Effect''' temporarily impairs the Survivor's [[Movement Speeds#Status Effects|Movement speed]], the strength of which depending on the Unlockable applying the '''Status Effect''' (usually by '''{{clr|2|-15 %}}''', unless stated otherwise).
 
  +
* Survivors suffering from '''''Haemorrhage''''' produce more {{#Invoke:Utils|IconLink|Pools of Blood}}, making them easier to track by the Killer.
  +
* Survivors suffering from '''''Haemorrhage''''' lose any partial Healing progress at a rate of '''{{#Invoke:Utils|clr|2|-7 % per second}}''' if not healed up fully.
 
|}
 
|}
The following Unlockables inflict the '''''Hindered''''' '''Status Effect''':
 
* Add-ons:
 
** {{IconLink|Flask of Bleach}} ({{IconLink|The Afterpiece Tonic}}) ('''{{clr|2|-5 %}}''')
 
** {{IconLink|Yew Seed Brew}} ({{IconLink|Hunting Hatchets}}) ('''{{clr|6|-3 %}}''')
 
** {{IconLink|Yew Seed Concoction}} ({{IconLink|Hunting Hatchets}}) ('''{{clr|8|-3 %}}''')
 
** {{IconLink|Waterlogged Shoe}} ({{IconLink|Blackened Catalyst}}) ('''{{clr|4|-15 %}}''')
 
** {{IconLink|Compound Thirty-Three}} ({{IconLink|Blighted Corruption}}) ('''{{clr|3|-15 %}}''')
 
* Powers:
 
** Dream Snares ({{IconLink|Dream Demon}}) ('''{{clr|2|-15 %}}''')
 
** {{IconLink|The Afterpiece Tonic}} ('''{{clr|6|-15 %}}''')
 
   
  +
=== {{clr|8|Incapacitated}} ===
 
  +
=== Haste ===
  +
{{Main|Haste}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_incapacitated.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_haste.png|frameless|128px]]
| The '''''Incapacitated''''' '''Status Effect''', used exclusively by The {{IconLink|Twins}}, impairs the Survivor's ability to interact with certain [[Props]] for as long as '''Victor''' is latched onto them.
+
| The '''''Haste''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|2|buff}}''' that can be applied to both Survivors and the Killer.
  +
* Players benefitting from '''''Haste''''' have their [[Movement speed]] increased.<br>The strength of the effect depends on the specific Unlockable that inflicts it.
 
|}
 
|}
The following (inter-)actions are inhibited by the '''''Incapacitated''''' '''Status Effect''':
 
* Entering {{IconLink|Lockers}}
 
* Leaving through the {{IconLink|Exit Gates}}
 
* Repairing {{IconLink|Generators}}
 
* Sabotaging {{IconLink|Hooks}}
 
* Using {{IconLink|Items}}
 
* Interacting with other {{IconLink|Survivors}}
 
* Cleansing {{IconLink|Totems}}
 
   
   
  +
=== Hindered ===
The following (inter-)actions are '''''{{clr|8|not}}''''' inhibited by the '''''Incapacitated''''' '''Status Effect''':
 
  +
{{Main|Hindered}}
* Opening an {{IconLink|Exit Gate}}
 
  +
{| class="wikitable"
* Leaving through the {{IconLink|Hatch}}
 
  +
|-
* Dropping a {{IconLink|Pallet}}
 
  +
! [[File:FulliconStatusEffects_hindered.png|frameless|128px]]
* Vaulting {{IconLink|Pallets}} or {{IconLink|Windows}}
 
  +
| The '''''Hindered''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|8|debuff}}''' that can be applied to both Survivors and the Killer.
  +
* Players suffering from '''''Hindered''''' have their [[Movement speed]] decreased.<br>The strength of the effect depends on the specific Unlockable that inflicts it.
  +
|}
   
   
  +
=== Incapacitated ===
The following Unlockables inflict the '''''Incapacitated''''' '''Status Effect''':
 
  +
{{Main|Incapacitated}}
* Powers:
 
  +
{| class="wikitable"
** {{IconLink|Blood Bond}}
 
  +
|-
  +
! [[File:FulliconStatusEffects_incapacitated.png|frameless|128px]]
  +
| The '''''Incapacitated''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|8|debuff}}''' applied exclusively to Survivors.
  +
* Survivors suffering from '''''Incapacitated''''' are unable to interact with certain [[Props]] or other Survivors.<br>See [[Inhibited Actions]] for a full list.
  +
|}
  +
   
=== {{clr|8|Madness}} ===
+
=== Madness ===
  +
{{Main|Madness}}
:''For more details on '''Madness''', please refer to its [[Madness|Article]].''
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_madness.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_madness.png|frameless|128px]]
| The '''''Madness''''' '''Status Effect''', used exclusively by The {{IconLink|Doctor}}, impairs the Survivor's sanity, increasingly affecting them with various Afflictions, depending on the Add-on(s) '''The Doctor''' is using.
+
| The '''''Madness''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|8|debuff}}''' applied exclusively to Survivors and exclusive to Trials against The {{#Invoke:Utils|IconLink|Doctor}}.
  +
* 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 {{#Invoke:Utils|IconLink|Doctor}}, 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''':
 
* Powers:
 
** {{IconLink|Carter's Spark}}
 
   
  +
=== {{clr|8|Mangled}} ===
 
  +
=== Mangled ===
  +
{{Main|Mangled}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_mangled.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_mangled.png|frameless|128px]]
| The '''''Mangled''''' '''Status Effect''' slows the speed at which the affected Survivor can be healed by '''{{clr|2|20 %}}'''.<br>The Status Effect persist until the Survivor is fully healed.
+
| The '''''Mangled'' Status Effect''' is a '''{{#Invoke:Utils|clr|8|debuff}}''' applied exclusively to Survivors.
  +
* Survivors suffering from '''''Mangled''''' take {{#Invoke:Utils|clror|25 %}} longer to be healed for {{#Invoke:Utils|clro|1}} '''Health State'''.
  +
** This is achieved by reducing the Healing speed on that Survivor by {{#Invoke:Utils|clro|-20 %}}.
  +
** '''''Mangled''''' only applies to healing from the Injured State back to full health.
 
|}
 
|}
The following Unlockables inflict the '''''Mangled''''' '''Status Effect''':
 
* Add-ons:
 
** {{IconLink|Begrimed Head}} ({{IconLink|Hunting Hatchets}})
 
** {{IconLink|"Blind Warrior" - White}} ({{IconLink|Wailing Bell}})
 
** {{IconLink|Defaced Smiley Pin}} ({{IconLink|Feral Frenzy}})
 
** {{IconLink|Grisly Chains}} ({{IconLink|Bubba's Chainsaw}})
 
** {{IconLink|Honey Locust Thorn}} ({{IconLink|The Redeemer}})
 
** {{IconLink|Rusted Jaws}} ({{IconLink|Bear Traps}})
 
** {{IconLink|Rusted Spike}} ({{IconLink|The Redeemer}})
 
** {{IconLink|Rusty Attachments}} ({{IconLink|Jigsaw's Baptism}})
 
** {{IconLink|Rusty Head}} ({{IconLink|Hunting Hatchets}})
 
** {{IconLink|Sulphuric Acid Vial}} ({{IconLink|The Afterpiece Tonic}})
 
* Perks:
 
** {{IconLink|Sloppy Butcher}}
 
   
  +
=== {{clr|8|Oblivious}} ===
 
  +
=== Oblivious ===
  +
{{Main|Oblivious}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_oblivious.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_oblivious.png|frameless|128px]]
| Survivors affected by the '''''Oblivious''''' '''Status Effect''' are oblivious to the Killer's whereabouts, cloaking their {{IconLink|Terror Radius}}.
+
| The '''''Oblivious'' Status Effect''' is a '''{{#Invoke:Utils|clr|8|debuff}}''' applied exclusively to Survivors.
* Survivors do '''''{{clr|8|not}}''''' hear a heartbeat inside the Terror Radius.
+
* Survivors suffering from '''''Oblivious''''' are unable to perceive the Killer's {{#Invoke:Utils|IconLink|Terror Radius}} and also do '''''{{#Invoke:Utils|clr|8|not}}''''' hear the [[Heartbeat]] warning of the Killer's proximity.
  +
* Survivors suffering from '''''Oblivious''''' in turn do '''''{{#Invoke:Utils|clr|8|not}}''''' suffer from any effects that rely on Survivors being inside the '''Terror Radius''' to be applied.
* Perks relying on the Terror Radius to activate will '''''{{clr|8|not}}''''' trigger.
 
  +
* During a ''Chase'', Survivors are '''''{{#Invoke:Utils|clr|3|still}}''''' able to hear the [[Chase Music]].
 
|}
 
|}
The following Unlockables inflict the '''''Oblivious''''' '''Status Effect''':
 
* Add-ons:
 
** {{IconLink|Drop of Perfume}} ({{IconLink|Blood Bond}})
 
** {{IconLink|Lost Memories Book}} ({{IconLink|Rites of Judgement}})
 
* Powers:
 
** {{IconLink|Blood Bond}}
 
** {{IconLink|Dream Demon}}
 
** {{IconLink|Of the Abyss}}
 
* Perks:
 
** {{IconLink|Deathbound}}
 
** {{IconLink|Hex: Retribution}}
 
** {{IconLink|Nemesis}}
 
   
  +
=== {{clr|8|Sleep Penalty}} ===
 
  +
=== Sleep Penalty ===
  +
{{Main|Sleep Penalty}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_sleepPenalty.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_sleepPenalty.png|frameless|128px]]
| The '''''Sleep Penalty''''' '''Status Effect''' increases the time it takes awake Survivors to wake sleeping Survivors from the [[Dream World]].
+
| The '''''Sleep Penalty''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|8|debuff}}''' applied exclusively to Survivors and exclusive to Trials against The {{#Invoke:Utils|IconLink|Nightmare}}.
  +
* Asleep Survivors suffering from '''''Sleep Penalty''''' take longer to be woken up from the [[Dream World]] by awake Survivors.
 
|}
 
|}
The following Unlockable inflicts the '''''Sleep Penalty''''' '''Status Effect''':
 
* Powers:
 
** {{IconLink|Dream Demon}}
 
   
  +
=== {{clr|2|Undetectable}} ===
 
  +
=== Undetectable ===
  +
{{Main|Undetectable}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_undetectable.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_undetectable.png|frameless|128px]]
| The '''''Undetectable''''' '''Status Effect''' activates the Killer's stealth mechanics.
+
| The '''''Undetectable''''' '''Status Effect''' is a '''{{#Invoke:Utils|clr|2|buff}}''' applied exclusively to the Killer.
  +
* Killers benefitting from '''''Undetectable''''' are granted several Stealth mechanics:
* Disables the {{IconLink|Terror Radius}}.
 
  +
** Suppresses the {{#Invoke:Utils|IconLink|Terror Radius}}
* Disables the [[Red Stain]].
 
  +
** Suppresses the [[Red Stain]]
* Blocks Survivors from reading the Killer's {{IconLink|Aura}}.
 
  +
** Blocks their {{#Invoke:Utils|IconLink|Aura}} from being revealed to Survivors
* Disables the jump-scare SFX upon starting to move from being stationary.
 
  +
** Suppresses the Stinger jump-scare SFX when starting to move from standing still<br>[[File:SoundCue Stinger.ogg]]
* Enables the smokey screen VFX, indicating stealth.
 
  +
** Enables the smoky-screen visual effect, indicating stealth to the Killer
 
|}
 
|}
The following inflict the '''''Undetectable''''' '''Status Effect''':
 
* Add-ons:
 
** {{IconLink|"Bad Man's" Last Breath}} ({{IconLink|Spencer's Last Breath}})
 
** {{IconLink|Iridescent Brick}} ({{IconLink|Chainsaw}})
 
** {{IconLink|Leafy Mash}} ({{IconLink|Chainsaw}})
 
** {{IconLink|Obsidian Goblet}} ({{IconLink|Rites of Judgement}})
 
** {{IconLink|Silencing Cloth}} ({{IconLink|Blood Bond}})
 
** {{IconLink|Vermilion Webcap}} ({{IconLink|Of the Abyss}})
 
** {{IconLink|Vigo's Journal}} ({{IconLink|Blighted Corruption}})
 
** {{IconLink|Violet Waxcap}} ({{IconLink|Of the Abyss}})
 
* Perks:
 
** {{IconLink|Beast of Prey}}
 
** {{IconLink|Dark Devotion}}
 
** {{IconLink|Insidious}}
 
** {{IconLink|Tinkerer}}
 
** {{IconLink|Trail of Torment}}
 
* Powers:
 
** {{IconLink|Evil Within I}}
 
** {{IconLink|Jigsaw's Baptism}}
 
** {{IconLink|Night Shroud}}
 
** {{IconLink|Of the Abyss}}
 
** {{IconLink|Wailing Bell}}
 
   
  +
=== {{clr|2|Vision}} ===
 
  +
=== Vision ===
  +
{{Main|Vision}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_vision.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_vision.png|frameless|128px]]
| The '''''Vision''''' '''Status Effect''' enhances all Aura-reading abilities.
+
| The '''''Vision''''' '''Status Effect''' is an unused '''{{#Invoke:Utils|clr|2|buff}}''' that would have been applied to both Survivors and the Killer.
  +
* The effect would have boosted the radius of range-limited Aura-reading abilities, an effect that is identical to the effect of the Perk {{#Invoke:Utils|IconLink|Open-Handed}}.
 
|}
 
|}
The following Unlockables inflict the '''''Vision''''' '''Status Effect''':
 
* None, currently unused '''Status Effect'''.
 
   
   
Line 373: Line 291:
 
[[File:IconHelp proficiency.png|frameless|left]]
 
[[File:IconHelp proficiency.png|frameless|left]]
 
[[File:IconHelp proficiencyList.png|frameless|right]]
 
[[File:IconHelp proficiencyList.png|frameless|right]]
'''Proficiency Indicators''' indicate to Survivors how various effects from either their own or someone else's Add-ons, Perks, Offerings, etc. affect their performance at the interaction they are currently performing, by showing corresponding icons above the progress bar and colour the bar itself accordingly.
+
First added with [[Patch 1.5.0]], '''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.<br>They do this by displaying the effect's associated icon above the Progress Bar and by colouring said bar accordingly.
  +
  +
Unlike '''Status Effects''', '''Proficiency Indicators''' are not inherently a '''{{#Invoke:Utils|clr|2|buff (yellow)}}''' or a '''{{#Invoke:Utils|clr|8|debuff (red)}}''' in effect, but can be either, indicated by the colour of the icon and the colour of the Progress Bar.
  +
{{-}}
  +
  +
=== Progress Bar ===
  +
The '''Progress Bar''' is displayed whenever an interaction requires a certain amount of Charges to be completed.<br>The Bar has '''{{#Invoke:Utils|clr|10|3}} possible states/colours''':
  +
  +
{| class="wikitable"
  +
|-
  +
! State & Colour !! Icon !! Information
  +
|-
  +
! Default State: '''blueish white''' !! [[File:ProgressBar neutralProgressionComplete.png]]
  +
| The Player's Action speed is exactly '''{{#Invoke:Utils|clr|16|1 Charge per second}}''' (default).
  +
|-
  +
! Buff State: '''{{#Invoke:Utils|clr|2|yellow}}''' !! [[File:ProgressBar yellowProgressionComplete.png]]
  +
| The Player's Action speed is '''{{#Invoke:Utils|clr|2|greater than 1 Charge per second}}'''.
  +
|-
  +
! Debuff State: '''{{#Invoke:Utils|clr|8|red}}''' !! [[File:ProgressBar redProgressionComplete.png]]
  +
| The Player's Action speed is '''{{#Invoke:Utils|clr|8|less than 1 Charge per second}}'''.
  +
|}
  +
  +
It should be duly noted that the colour of the '''Progression''' is individual to each Player.<br>Even if the overall interaction (i.e. Generator Repair with multiple Survivors) is faster than the default Action speed of '''{{#Invoke:Utils|clr|11|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 '''Progress Bar''' will be coloured accordingly.
   
Unlike '''Status Effects''', '''Proficiency Indicators''' are not inherently a '''{{clr|2|buff (yellow)}}''' or a '''{{clr|8|debuff (red)}}''' in effect, but can be either, indicated by the colour of the icon and the colour of the progress bar.{{-}}
 
   
 
=== Chance ===
 
=== Chance ===
  +
{{Main|Chance}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_chance.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_chance.png|frameless|128px]]
| The '''''Chance''''' '''Proficiency Indicator''' works alongside the [[Luck]] mechanic and indicates whether the action the Player is currently performing has a '''{{clr|2|higher}}''' or '''{{clr|8|lower}}''' chance at succeeding.
+
| The '''''Chance''''' '''Proficiency Indicator''' works alongside the [[Luck]] Mechanic and indicates whether the action a Survivor is currently performing has a '''{{#Invoke:Utils|clr|2|higher}}''' or '''{{#Invoke:Utils|clr|8|lower}}''' chance at succeeding.
* Only applies to actions that have the possibility to fail, such as escaping from {{IconLink|Bear Traps}} and self-unhooking from a {{IconLink|Hook}}.
+
* Only applies to self-unhooking from a {{#Invoke:Utils|IconLink|Hook}}.
 
|}
 
|}
  +
The following displays the '''''Chance''''' '''Proficiency Indicator''':
 
* Offering:
 
** {{IconLink|Chalk Pouch}}
 
** {{IconLink|Cream Chalk Pouch}}
 
** {{IconLink|Salt Pouch}}
 
** {{IconLink|Ivory Chalk Pouch}}
 
** {{IconLink|Black Salt Statuette}}
 
** {{IconLink|Vigo's Jar of Salty Lips}}
 
* Perks:
 
** {{IconLink|Deliverance}}
 
** {{IconLink|Slippery Meat}}
 
** {{IconLink|Up the Ante}}
 
** {{IconLink|Monstrous Shrine}}
 
   
 
=== Efficiency ===
 
=== Efficiency ===
  +
{{Main|Efficiency}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_efficiency.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_efficiency.png|frameless|128px]]
| The '''''Efficiency''''' '''Proficiency Indicator''' indicates whether an Item's current Consumption rate is '''{{clr|8|increased}}''' or '''{{clr|2|decreased}}'''.
+
| The '''''Efficiency''''' '''Proficiency Indicator''' indicates whether an Item's current Depletion rate is '''{{#Invoke:Utils|clr|2|reduced}}''' or '''{{#Invoke:Utils|clr|8|increased}}'''.
* This '''Proficiency Indicator''' was originally known as '''''"Expertise"'''''.
+
* This '''Proficiency Indicator''' was originally known as '''''Expertise'''''.
 
|}
 
|}
The following displays the '''''Efficiency''''' '''Proficiency Indicator''':
 
* Add-ons:
 
** {{IconLink|Low Amp Filament}}
 
** {{IconLink|Odd Bulb}}
 
* Perks:
 
** {{IconLink|Botany Knowledge}}
 
** {{IconLink|Overwhelming Presence}}
 
** {{IconLink|Self-Care}}
 
** {{IconLink|Streetwise}}
 
   
  +
=== {{Anchor|Heal|Healing}}Healing===
 
  +
=== Healing===
  +
{{Main|Healing}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_healing.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_healing.png|frameless|128px]]
| The '''''Healing''''' '''Proficiency Indicator''' indicates whether a Player's Healing speed is '''{{clr|2|increased}}''' or '''{{clr|8|decreased}}'''.
+
| The '''''Healing''''' '''Proficiency Indicator''' indicates whether a Survivor's Healing speed is '''{{#Invoke:Utils|clr|2|increased}}''' or '''{{#Invoke:Utils|clr|8|reduced}}'''.
 
|}
 
|}
The following displays the '''''Healing''''' '''Proficiency Indicator''':
 
* Items:
 
** {{IconLink|Med-Kits}}
 
* Add-ons:
 
** {{IconLink|Butterfly Tape}} ({{IconLink|Med-Kits}})
 
** {{IconLink|Self Adherent Wrap}} ({{IconLink|Med-Kits}})
 
** {{IconLink|Needle & Thread}} ({{IconLink|Med-Kits}})
 
** {{IconLink|Medical Scissors}} ({{IconLink|Med-Kits}})
 
** {{IconLink|Surgical Suture}} ({{IconLink|Med-Kits}})
 
** {{IconLink|Abdominal Dressing}} ({{IconLink|Med-Kits}})
 
* Perks:
 
** {{IconLink|Botany Knowledge}}
 
** {{IconLink|Coulrophobia}}
 
** {{IconLink|Desperate Measures}}
 
** {{IconLink|Dying Light}}
 
** {{IconLink|Leader}}
 
** {{IconLink|No One Left Behind}}
 
** {{IconLink|Resilience}}
 
** {{IconLink|Self-Care}}
 
** {{IconLink|Spine Chill}}
 
** {{IconLink|We'll Make It}}
 
** {{IconLink|We're Gonna Live Forever}}
 
   
  +
=== Progression speed ===
 
  +
=== Progression Speed ===
  +
{{Main|Progression Speed}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_progressionSpeed.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_progressionSpeed.png|frameless|128px]]
| The '''''Progression speed''''' '''Proficiency Indicator''' indicates whether a Player's Progression speed in an action is '''{{clr|2|increased}}''' or '''{{clr|8|decreased}}'''.
+
| The '''''Progression speed''''' '''Proficiency Indicator''' indicates whether the Progression speed of an Action being performed by the Player is '''{{#Invoke:Utils|clr|2|increased}}''' or '''{{#Invoke:Utils|clr|8|reduced}}'''.
 
|}
 
|}
The following displays the '''''Repairing''''' '''Proficiency Indicator''':
 
* Perks:
 
**{{IconLink|Botany Knowledge}}
 
**{{IconLink|Brutal Strength}}
 
**{{IconLink|Breakout}}
 
**{{IconLink|Desperate Measures}}
 
**{{IconLink|Dying Light}}
 
**{{IconLink|Fire Up}}
 
**{{IconLink|Hex: Thrill of the Hunt}}
 
**{{IconLink|Leader}}
 
**{{IconLink|No One Left Behind}}
 
**{{IconLink|Pharmacy}}
 
**{{IconLink|Remember Me}}
 
**{{IconLink|Resilience}}
 
**{{IconLink|Sloppy Butcher}}
 
**{{IconLink|Spine Chill}}
 
**{{IconLink|Thanatophobia}}
 
**{{IconLink|Unbreakable}}
 
**{{IconLink|We'll Make It}}
 
**{{IconLink|We're Gonna Live Forever}}
 
   
  +
=== {{Anchor|Repair|Repairing}}Repairing ===
 
  +
=== Repairing ===
  +
{{Main|Repairing}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_repairing.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_repairing.png|frameless|128px]]
| The '''''Repairing''''' '''Proficiency Indicator''' indicates whether a Player's Repair speed is '''{{clr|2|increased}}''' or '''{{clr|8|decreased}}'''.
+
| The '''''Repairing''''' '''Proficiency Indicator''' indicates whether a Survivor's Repair speed is '''{{#Invoke:Utils|clr|2|increased}}''' or '''{{#Invoke:Utils|clr|8|reduced}}'''.
 
|}
 
|}
  +
The following displays the '''''Repairing''''' '''Proficiency Indicator''':
 
* To be completed.
 
   
 
=== Sabotaging ===
 
=== Sabotaging ===
  +
{{Main|Sabotaging}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_sabotaging.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_sabotaging.png|frameless|128px]]
| The '''''Sabotaging''''' '''Proficiency Indicator''' indicates whether a Player's Sabotage speed is '''{{clr|2|increased}}''' or '''{{clr|8|decreased}}'''.
+
| The '''''Sabotaging''''' '''Proficiency Indicator''' indicates whether a Survivor's Sabotage speed is '''{{#Invoke:Utils|clr|2|increased}}''' or '''{{#Invoke:Utils|clr|8|reduced}}'''.
 
|}
 
|}
  +
The following displays the '''''Sabotaging''''' '''Proficiency Indicator''':
 
* To be completed.
 
   
 
=== Skill Check Difficulty ===
 
=== Skill Check Difficulty ===
  +
{{Main|Skill Check Difficulty}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_skillCheckDifficulty.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_skillCheckDifficulty.png|frameless|128px]]
| The '''''Skill Check Difficulty''''' '''Proficiency Indicator''' indicates whether a skilful action's success zone is '''{{clr|2|increased}}''' or '''{{clr|8|reduced}}'''.
+
| The '''''Skill Check Difficulty''''' '''Proficiency Indicator''' indicates whether the Success Zone of a triggered ''Skill Check'' is '''{{#Invoke:Utils|clr|2|increased}}''' or '''{{#Invoke:Utils|clr|8|reduced}}'''.
 
|}
 
|}
The following displays the '''''Skill Check Difficulty''''' '''Proficiency Indicator''':
 
* To be completed.
 
   
 
=== Skill Check Probability ===
 
=== Skill Check Probability ===
  +
{{Main|Skill Check Probability}}
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! [[File:FulliconStatusEffects_skillCheckProbability.png|frameless|64px]]
+
! [[File:FulliconStatusEffects_skillCheckProbability.png|frameless|128px]]
| The '''''Skill Check Probability''''' '''Proficiency Indicator''' indicates whether a skilful action has a '''{{clr|8|higher}}''' or '''{{clr|2|lower}}''' chance to trigger a {{IconLink|Skill Check}}.
+
| The '''''Skill Check Probability''''' '''Proficiency Indicator''' indicates the Odds of an interaction triggering a ''Skill Check'' are '''{{#Invoke:Utils|clr|8|increased}}''' or '''{{#Invoke:Utils|clr|2|reduced}}''', with the latter being considered beneficial.
 
|}
 
|}
The following displays the '''''Skill Check Probability''''' '''Proficiency Indicator''':
 
* To be completed.
 
   
   
== Perk Effects System ==
+
== Player Effects System ==
  +
[[File:MaximumPerkEffects.png|right|thumb|Maximum number of Player Effects possible in a single Trial as of CHAPTER 27.<ref>https://www.reddit.com/r/deadbydaylight/comments/11plare/the_maximum_amount_of_buff_indicators_possible_as/ Screenshot from Reddit Post by u/Potassium_40. Reddit. Retrieved 13 March 2023.</ref>]]
The '''Perk Effects System''' was the original (and up to [[Patch 1.5.0]] only) system available to display any Unlockables affecting a Player that are not equipped by themselves.<br>It displayed all HUD information in regards to Perks and Add-ons affecting Survivors and Killers.<br>With the introduction of '''Status Effects''' and '''Proficiency Indicators''', its only use these days is to indicate effects another Survivor's or the Killer's {{IconLink|Perks}} have on the Player.
 
  +
The '''Player Effects''' System is used to indicate when something is affecting the Player and their abilities directly.
   
  +
It was the very first such information system in ''Dead by Daylight'' and was already present in the release version 1.0.0.<br>It has remained in use to this date, with the '''Status Effects''' and '''Proficiency Indicator''' Systems complementing its functionality since [[Patch 1.5.0]], taking up functions that would have been ill-suited to the '''Player Effects''' System.
A Perk affecting other Survivors will display its icon with either a '''{{clr|13|turquoise (buff)}}''' or '''{{clr|8|red (debuff)}}''' background (see below), next to the Perk Diamond in the lower right corner of the screen.
 
   
  +
=== Use ===
Prior to the implementation of '''Status Effect''' and '''Proficiency Indicators''' the type of effect an Add-on had on the Player could not be conveyed by that system and relied on the Player recognising the icon and knowing about its effects, which was ultimately deemed too user-unfriendly, especially for newcomers and inexperienced Players, prompting the devs to implement the new system.
 
  +
Originally, the '''Player Effects''' System was reserved solely for the effects of '''Perks''' and '''Add-ons''' that influenced other Players, but has since expanded to encompass any effects affecting the Player and their abilities directly, whether those originate from the Player's own [[Unlockables]] or from those of other Players.
   
  +
It is also used to indicate when a Killer's Power is affecting the Player in a way that cannot be displayed by any of the other information systems in ''Dead by Daylight''.
The '''Perk Effects System''' was kept for Perks, however, as it is easier to remember Perk icons and their associated effects, and continues to be used to this day, hinting at its age by continuing to use a '''{{clr|13|turquoise}}''' colour instead of '''{{clr|2|yellow}}''' to display buffs.
 
   
=== Icons ===
+
=== Buff vs. Debuff ===
  +
Before the introduction of the newer '''Status Effects''' and '''Proficiency Indicator''' Systems, effects which buffed the Player would use a '''{{#Invoke:Utils|clr|13|turquoise}}''' colour, instead of '''{{#Invoke:Utils|clr|2|yellow}}'''.<br>Since the '''Player Effects''' System is the oldest remaining system, it still uses the '''{{#Invoke:Utils|clr|13|turquoise}}''' colour to indicate a buff.<br>Debuffs already used a '''{{#Invoke:Utils|clr|8|red}}''' colour back then.
  +
  +
=== Icon Examples ===
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 525: Line 411:
 
|}
 
|}
   
  +
=== Unlockables ===
  +
The following Unlockables will display their icon using the '''Player Effects''' System:
  +
{| class="wikitable"
  +
|-
  +
! colspan="2" | Powers
  +
|-
  +
! {{#Invoke:Utils|IconLink|Carter's Spark}}
  +
| Shows a '''{{#Invoke:Utils|clr|8|debuff}}''' icon of ''Carter's Spark'' while a Survivor's interactions are inhibited from being hit by a ''Shock Therapy'' Attack.
  +
|-
  +
! colspan="2" | Props / Interactables
  +
|-
  +
! {{#Invoke:Utils|clr|6|Orange Glyphs}}
  +
| Shows a '''{{#Invoke:Utils|clr|8|debuff}}''' icon while the Killer suffers from its afflictions.
  +
|}
  +
  +
* Add-ons:
  +
** {{#Invoke:Utils|IconLink|Acidic Blood}}
  +
** {{#Invoke:Utils|IconLink|Anti-Haemorrhagic Syringe}}
  +
** {{#Invoke:Utils|IconLink|"Bad Man's" Last Breath}}
  +
** {{#Invoke:Utils|IconLink|Geographical Readout}}
  +
** {{#Invoke:Utils|IconLink|Honing Stone}}
  +
** {{#Invoke:Utils|IconLink|Iridescent Queen}}
  +
** {{#Invoke:Utils|IconLink|Iridescent Unpublished Manuscript}}
  +
** {{#Invoke:Utils|IconLink|Jigsaw's Annotated Plan}}
  +
** {{#Invoke:Utils|IconLink|Red Paint Brush}}
  +
** {{#Invoke:Utils|IconLink|Shotgun Speakers}}
  +
** {{#Invoke:Utils|IconLink|Spasmodic Breath}}
  +
  +
* Perks:
  +
** {{#Invoke:Utils|IconLink|Aftercare}}
  +
** {{#Invoke:Utils|IconLink|Better than New}}
  +
** {{#Invoke:Utils|IconLink|Blood Pact}}
  +
** {{#Invoke:Utils|IconLink|Blood Echo}}
  +
** {{#Invoke:Utils|IconLink|Boil Over}}
  +
** {{#Invoke:Utils|IconLink|Boon: Circle of Healing}}
  +
** {{#Invoke:Utils|IconLink|Boon: Dark Theory}}
  +
** {{#Invoke:Utils|IconLink|Boon: Exponential}}
  +
** {{#Invoke:Utils|IconLink|Boon: Illumination}}
  +
** {{#Invoke:Utils|IconLink|Boon: Shadow Step}}
  +
** {{#Invoke:Utils|IconLink|Coulrophobia}}
  +
** {{#Invoke:Utils|IconLink|Dark Devotion}}
  +
** {{#Invoke:Utils|IconLink|Dead Man's Switch}}
  +
** {{#Invoke:Utils|IconLink|Deadline}}
  +
** {{#Invoke:Utils|IconLink|Deathbound}}
  +
** {{#Invoke:Utils|IconLink|Dissolution}}
  +
** {{#Invoke:Utils|IconLink|Dying Light}}
  +
** {{#Invoke:Utils|IconLink|Fearmonger}}
  +
** {{#Invoke:Utils|IconLink|Franklin's Demise}}
  +
** {{#Invoke:Utils|IconLink|Genetic Limits}}
  +
** {{#Invoke:Utils|IconLink|Guardian}}
  +
** {{#Invoke:Utils|IconLink|Hex: Devour Hope}}
  +
** {{#Invoke:Utils|IconLink|Hex: Face the Darkness}}
  +
** {{#Invoke:Utils|IconLink|Hex: Pentimento}}
  +
** {{#Invoke:Utils|IconLink|Hex: Plaything}}
  +
** {{#Invoke:Utils|IconLink|Hysteria}}
  +
** {{#Invoke:Utils|IconLink|Kindred}}
  +
** {{#Invoke:Utils|IconLink|Knock Out}}
  +
** {{#Invoke:Utils|IconLink|Leader}}
  +
** {{#Invoke:Utils|IconLink|Leverage}}
  +
** {{#Invoke:Utils|IconLink|Open-Handed}}
  +
** {{#Invoke:Utils|IconLink|Overwhelming Presence}}
  +
** {{#Invoke:Utils|IconLink|Prove Thyself}}
  +
** {{#Invoke:Utils|IconLink|Quick Gambit}}
  +
** {{#Invoke:Utils|IconLink|Reassurance}}
  +
** {{#Invoke:Utils|IconLink|Remember Me}}
  +
** {{#Invoke:Utils|IconLink|Scourge Hook: Gift of Pain}}
  +
** {{#Invoke:Utils|IconLink|Streetwise}}
  +
** {{#Invoke:Utils|IconLink|Terminus}}
  +
** {{#Invoke:Utils|IconLink|Thanatophobia}}
  +
** {{#Invoke:Utils|IconLink|Unnerving Presence}}
  +
** {{#Invoke:Utils|IconLink|Up the Ante}}
  +
** {{#Invoke:Utils|IconLink|Vigil}}
  +
** {{#Invoke:Utils|IconLink|We'll Make It}}
  +
  +
  +
== Survivor Activity HUD ==
  +
[[File:SurvivorActivityHUD_Screenshot01.jpg|right|200px]]
  +
First added with [[Patch 6.5.0]], the '''Survivor Activity HUD''' displays the current interactions of Survivors to all other Survivors as a small symbol next to their HUD Icon.<br>In case of some crucial interactions such as Dying State Recovery and Generator Repair Progression, the current Progression of the interaction is displayed as well as a yellow circle surrounding the icon that is filling itself.
  +
  +
It also modified the mechanic of displaying when a Survivor is being chased by the Killer, which was formerly exclusive to the '''''Obsession''''', so that it is now used on all Survivors.<br>The modified system still marks the '''''Obsession''''' with a long pair of Entity-claws framing their Survivor HUD Icon, but now uses a shorter pair of Entity-claws to indicate which Survivor is currently being chased.
  +
  +
The following interactions are currently displayed on the '''Survivor Activity HUD''':
  +
{| class="wikitable"
  +
|-
  +
! Icon !! Activity !! Progression Circle
  +
|-
  +
! rowspan="2" | [[File:T survivorActivity iconTotems.png|64px]]
  +
| Blessing a Totem || {{no}}
  +
|-
  +
| Cleansing a Totem || {{no}}
  +
|-
  +
! rowspan="2" | [[File:T survivorActivity iconHealing.png|64px]]
  +
| Healing yourself || {{no}}
  +
|-
  +
| Healing another Survivor || {{no}}
  +
|-
  +
! [[File:T survivorActivity iconKiller.png|64px]]
  +
| Interacting with a Killer's Power or related Prop || {{no}}
  +
|-
  +
! [[File:T survivorActivity iconGates.png|64px]]
  +
| Opening an Exit Gate || {{no}}
  +
|-
  +
! [[File:T survivorActivity iconRecovery.png|64px]]
  +
| Recovering from the Dying State || {{yes}}
  +
|-
  +
! [[File:T survivorActivity iconGenerator.png|64px]]
  +
| Repairing a Generator || {{yes}}
  +
|-
  +
! [[File:T survivorActivity Invocation.png|64px]]
  +
| Starting an Invocation || {{yes}}
  +
|-
  +
! [[File:T survivorActivity iconChests.png|64px]]
  +
| Unlocking a Chest || {{no}}
  +
|}
  +
{{-}}
  +
  +
  +
== Survivor HUD Icons ==
  +
[[File:IconHelp_healthy.png|64px|border|right]]
  +
The Survivor HUD Icons represent each Survivor in the Trial and the current state they are in or experiencing.<br>This includes their current [[Health State]], whether or not they are being carried, being hooked, having escaped, being sacrificed, being killed, or being dead.<br>It also includes over-/underlays with special interactions with Killer [[Powers]].
  +
  +
Up to the Status HUD Rework in [[Patch 4.5.2]], Survivors were represented with a generic icon in the Status HUD instead of their Character portrait.<br>[[Patch 5.0.0]] further included separate icons for '''{{#Invoke:Utils|clr|12|Legendary Outfits}}'''.
  +
  +
=== Portraits ===
  +
{| class="wikitable unsortable"
  +
|-
  +
! [[Dwight Fairfield]] !! [[File:DF_charSelect_portrait_HUD.png|64px]]
  +
! rowspan="10" | [[File:nothing.png]]
  +
! [[Meg Thomas]] !! [[File:MT_charSelect_portrait_HUD.png|64px]]
  +
! rowspan="10" | [[File:nothing.png]]
  +
! [[Jake Park]] !! [[File:JP_charSelect_portrait_HUD.png|64px]]
  +
! rowspan="10" | [[File:nothing.png]]
  +
! [[Claudette Morel]] !! [[File:CM_charSelect_portrait_HUD.png|64px]]
  +
! rowspan="10" | [[File:nothing.png]]
  +
! [[Nea Karlsson]] !! [[File:NK_charSelect_portrait_HUD.png|64px]]
  +
|-
  +
! [[Laurie Strode]] !! [[File:LS_charSelect_portrait_HUD.png|64px]]
  +
! [[Ace Visconti]] !! [[File:AV_charSelect_portrait_HUD.png|64px]]
  +
! [[Bill Overbeck]] !! [[File:BO_charSelect_portrait_HUD.png|64px]]
  +
! [[Feng Min]] !! [[File:FM_charSelect_portrait_HUD.png|64px]]
  +
! [[David King]] !! [[File:DK_charSelect_portrait_HUD.png|64px]]
  +
|-
  +
! [[Quentin Smith]] !! [[File:QS_charSelect_portrait_HUD.png|64px]]
  +
! [[David Tapp]] !! [[File:FS_charSelect_portrait_HUD.png|64px]]
  +
! [[Kate Denson]] !! [[File:GS_charSelect_portrait_HUD.png|64px]]
  +
! [[Adam Francis]] !! [[File:AF_charSelect_portrait_HUD.png|64px]]
  +
! [[Jeff Johansen]] !! [[File:KS_charSelect_portrait_HUD.png|64px]]
  +
|-
  +
! [[Jane Romero]] !! [[File:MS_charSelect_portrait_HUD.png|64px]]
  +
! [[Ash Williams]] !! [[File:MS2_charSelect_portrait_HUD.png|64px]]
  +
! [[Nancy Wheeler]] !! [[File:QF_charSelect_portrait_HUD.png|64px]]
  +
! [[Steve Harrington]] !! [[File:QM_charSelect_portrait_HUD.png|64px]]
  +
! [[Jonathan Byers]] !! [[File:QM_Outfit_010_charSelect_portrait_HUD.png|64px]]
  +
|-
  +
! [[Yui Kimura]] !! [[File:SS_charSelect_portrait_HUD.png|64px]]
  +
! [[Zarina Kassir]] !! [[File:US_charSelect_portrait_HUD.png|64px]]
  +
! [[Cheryl Mason]] !! [[File:S22_charSelect_portrait_HUD.png|64px]]
  +
! [[Lisa Garland]] !! [[File:S22_outfit_006_charSelect_portrait_HUD.png|64px]]
  +
! [[Cybil Bennett]] !! [[File:S22_outfit_008_charSelect_portrait_HUD.png|64px]]
  +
|-
  +
! [[Maria]] !! [[File:S22 Maria charSelect portrait HUD.png|64px]]
  +
! [[James Sunderland]] !! [[File:S22_outfit_009_charSelect_portrait_HUD.png|64px]]
  +
! [[Felix Richter]] !! [[File:S23_charSelect_portrait_HUD.png|64px]]
  +
! [[Élodie Rakoto]] !! [[File:S24_charSelect_portrait_HUD.png|64px]]
  +
! [[Yun-Jin Lee]] !! [[File:S25_charSelect_portrait_HUD.png|64px]]
  +
|-
  +
! [[Jill Valentine]] !! [[File:S26_charSelect_portrait_HUD.png|64px]]
  +
! [[Claire Redfield]] !! [[File:S26_outfit02_charSelect_portrait_HUD.png|64px]]
  +
! [[Sheva Alomar]] !! [[File:S26 outfit008 charSelect portrait HUD.png|64px]]
  +
! [[Leon Scott Kennedy]] !! [[File:S27_charSelect_portrait_HUD.png|64px]]
  +
! [[Chris Redfield]] !! [[File:S27_outfit02_charSelect_portrait_HUD.png|64px]]
  +
|-
  +
! [[Carlos Oliveira]] !! [[File:S27 outfit008 charSelect portrait HUD.png|64px]]
  +
! [[Mikaela Reid]] !! [[File:S28_charSelect_portrait_HUD.png|64px]]
  +
! [[Jonah Vasquez]] !! [[File:S29_charSelect_portrait_HUD.png|64px]]
  +
! [[Yoichi Asakawa]] !! [[File:S30_charSelect_portraitHUD.png|64px]]
  +
! [[Haddie Kaur]] !! [[File:S31_charSelect_portraitHUD.png|64px]]
  +
|-
  +
! [[Ada Wong]] !! [[File:S32_charSelect_portraitHUD.png|64px]]
  +
! [[Rebecca Chambers]] !! [[File:S33_charSelect_portraitHUD.png|64px]]
  +
! [[Vittorio Toscano]] !! [[File:S34_charSelect_portraitHUD.png|64px]]
  +
! [[Thalita Lyra]] !! [[File:S35_charSelect_portraitHUD.png|64px]]
  +
! [[Renato Lyra]] !! [[File:S36_charSelect_portraitHUD.png|64px]]
  +
|-
  +
! [[Tubarão]] !! [[File:S36 Tubarao charSelect portraitHUD.png|64px]]
  +
! [[Gabriel Soma]] !! [[File:S37_charSelect_portraitHUD.png|64px]]
  +
! [[Nicolas Cage]] !! [[File:S38_charSelect_portraitHUD.png|64px]]
  +
! [[Ellen Ripley]] !! [[File:S39_charSelect_portraitHUD.png|64px]]
  +
! [[Alan Wake]] !! [[File:S40_charSelect_portraitHUD.png|64px]]
  +
|-
  +
! [[Sable Ward]] !! [[File:S41_charSelect_portraitHUD.png|64px]]
  +
|}
  +
  +
=== Broken State ===
  +
[[File:IconStatusEffects broken.png|right|frameless|128px]]
  +
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.
  +
  +
It adds a red version of the '''''Broken''''' '''Status Effect's''' icon to the Survivor's HUD portrait.
  +
{{-}}
  +
  +
=== Caged State ===
  +
[[File:IconStatus cagedSurvivor.png|right|frameless|128px]]
  +
The Caged State is shown whenever a Survivor was sent to a {{#Invoke:Utils|IconLink|Cage of Atonement}} by The {{#Invoke:Utils|IconLink|Executioner}}.
  +
  +
It replaces the Survivor's HUD portrait with a stylised Survivor trapped in a stylised cage.
  +
{{-}}
  +
  +
=== Carried State ===
  +
[[File:IconHelp carrySurvivor.png|right|frameless|128px]]
  +
The Carried State is shown whenever a Survivor is being carried by the Killer.
  +
  +
It replaces the Survivor's HUD portrait with a stylised Survivor hung up around their midsection.
  +
{{-}}
  +
  +
=== Chain Hunt State ===
  +
[[File:UI Rip - ChainHunt.png|right|frameless|128px]]
  +
The Chain Hunt State is shown whenever '''Lament Configuration''' is charging a ''Chain Hunt'' when facing The {{#Invoke:Utils|IconLink|Cenobite}}.
  +
  +
It frames all Survivors' HUD portraits with a ring of dark blue chains.<br>The ring slowly fills with light blue and white colours (same as '''The Cenobite's''' visual effects when using his Powers) while the next ''Chain Hunt'' is charging up.<br>Once the ring is filled, the ''Chain Hunt'' starts.
  +
{{-}}
  +
  +
=== Chased State ===
  +
[[File:Unknown QuestionMark.png|right|frameless|128px]]
  +
The Chased State is shown whenever a Survivor whom is not the {{#Invoke:Utils|IconLink|Obsession}} is being chased by the Killer.
  +
  +
It frames the chased Survivor's HUD portrait with two short wiggling Entity claws.
  +
{{-}}
  +
  +
=== Condemned State ===
  +
[[File:IconHUD condemnation.png|right|frameless|128px]]
  +
[[File:IconHUD condemned.png|right|frameless|128px]]
  +
The Condemned State is shown whenever a Survivor has gained Condemned progress when facing The {{#Invoke:Utils|IconLink|Onryō}}.
  +
  +
It frames the Survivor's HUD portrait with a ring that fills its seven sections in '''{{#Invoke:Utils|clr|16|white}}'''.<br>Once a Survivor is fully ''Condemned'', the ring turns '''{{#Invoke:Utils|clr|19|red}}''' and they can be killed with the ''Inexorable Stare''.
  +
{{-}}
  +
  +
=== Contaminated State ===
  +
[[File:Unknown QuestionMark.png|right|frameless|128px]]
  +
The Contaminated State is shown whenever The {{#Invoke:Utils|IconLink|Nemesis T-Type|The Nemesis|Nemesis}} contaminates a Survivor with a ''Tentacle Strike''.
  +
  +
It underlays the Survivor's HUD portrait in '''{{#Invoke:Utils|clr|10|blue}}''' with the heartbeat line of an electrocardiogram.
  +
{{-}}
  +
  +
=== Dead State ===
  +
[[File:IconHelp BleedOutDeath.png|right|frameless|128px]]
  +
The Dead State is shown after a Survivor dies in any manner other than being sacrificed to the Entity using the Sacrificial Hooks, meaning being killed with a Memento Mori or comparable [[Unlockable]], or bleeding out completely in the Dying State.
  +
  +
It replaces the Survivor's HUD portrait with a stylised skull.
  +
{{-}}
  +
  +
=== Disconnected State ===
  +
[[File:DC_Icon.png|right|frameless|128px]]
  +
The Disconnected State is shown after a Survivor leaves match.
  +
  +
Before Survivors were replaced by [[Bots]], it would replace the disconnected Survivor's HUD portrait with disconnected plugs.
  +
{{-}}
  +
  +
=== Hooked State===
  +
[[File:IconHelpLoading hook.png|right|frameless|128px]]
  +
The Hooked State is shown whenever a Survivor is on a Hook and undergoing the Sacrifice process.
  +
  +
It replaces the Survivor's HUD portrait with a stylised hook.
  +
{{-}}
  +
  +
=== Hunted State ===
  +
[[File:IconHUD patrolhunt.png|right|frameless|128px]]
  +
The Hunted State is shown whenever a Survivor is being hunted by a '''[[Guard]]''' spawned by The {{#Invoke:Utils|IconLink|Knight}}.
  +
  +
It frames the Survivor's HUD portrait with a '''{{#Invoke:Utils|clr|27|turqoise-green}}''' circle that displays a timer turning counter clockwise as it runs out, displaying the remaining ''Hunt'' duration before the '''Guard''' dissolves.
  +
{{-}}
  +
  +
=== Infected State ===
  +
[[File:IconHUD infection.png|right|frameless|128px]]
  +
[[File:IconHUD infected.png|right|frameless|128px]]
  +
The Infected State is shown whenever The {{#Invoke:Utils|IconLink|Mastermind}} infects a Survivor with a ''Virulent Bound''.
  +
  +
It frames the Survivor's HUD portrait with a patterned ring in two different colours:
  +
* '''{{#Invoke:Utils|clr|16|White}}''' is the Progression icon for this state, showing the partial progression towards '''''{{#Invoke:Utils|clr|19|Critical Infection}}'''''.
  +
** Partial progression is only visible to Survivors, '''The Mastermind''' will only ever see the full icon while Survivors are infected by ''Uroboros''.
  +
* '''{{#Invoke:Utils|clr|19|Red}}''' indicates that the infected Survivor is now '''''{{#Invoke:Utils|clr|19|Critical Infection}}''''', at which point they receive the '''''Hindered''''' '''Status Effect''' and are more vulnerable to '''The Mastermind's''' ''Virulent Bounds''.
  +
** Both Survivors and '''The Mastermind''' will see this icon fully.
  +
{{-}}
  +
  +
=== Lacerated State ===
  +
[[File:UI Rip - Lacerated Empty.png|right|frameless|128px]]
  +
[[File:UI Rip - Lacerated.png|right|frameless|128px]]
  +
[[File:UI Rip - Lacerated Full.png|right|frameless|128px]]
  +
The Lacerated State is shown whenever a Survivor gets hit by The {{#Invoke:Utils|IconLink|Trickster}}'s '''Blades'''.<br>The HUD also indicates how many '''Blades''' left until the next '''Health State'''.
  +
  +
It frames the Survivor's HUD portrait with a ring that fills its sections in '''{{#Invoke:Utils|clr|15|fuchsia}}''' for each '''Blade''' that hit them.<br>Once they are one hit away from going down, the ring's colour changes to '''{{#Invoke:Utils|clr|19|red}}'''.
  +
{{-}}
  +
  +
=== Latched-On State ===
  +
[[File:IconHUD_latchedOnState.png|right|frameless|128px]]
  +
The Latched-On State is shown whenever '''Victor''' of The {{#Invoke:Utils|IconLink|Twins}} successfully pounced on a Survivor's back.
  +
  +
It frames the Survivor's HUD portrait with '''Victor's''' hands grabbing at it.
  +
{{-}}
  +
  +
=== Lock On State ===
  +
[[File:Unknown QuestionMark.png|right|frameless|128px]]
  +
[[File:Unknown QuestionMark.png|right|frameless|128px]]
  +
The Lock On State is shown whenever a Survivor enters the ''Detection Zone'' of a drone deployed by The {{#Invoke:Utils|IconLink|Skull Merchant}}.
  +
  +
It underlays the Survivor's HUD portrait with a {{#Invoke:Utils|clr|2|yellow}} digitized timer when they are in the ''Detection Zone'', which becomes {{#Invoke:Utils|clr|6|orange}} if it fully fills up.<br>The icon also acts as a timer to display for how long the Survivor stays ''Locked On'' for.
  +
{{-}}
  +
  +
=== Madness State ===
  +
[[File:Unknown QuestionMark.png|right|frameless|128px]]
  +
[[File:Unknown QuestionMark.png|right|frameless|128px]]
  +
[[File:IconHUD_madState_3.png|right|frameless|128px]]
  +
The Mad State is shown whenever a Survivor afflicted with {{#Invoke:Utils|IconLink|Madness}}, induced by the ''Shock Attacks'' of The {{#Invoke:Utils|IconLink|Doctor}}.<br>The amount of static on the HUD overlay indicates the strength of Madness.
  +
  +
It underlays the Survivor's HUD portrait with increasing degrees of static:
  +
*'''''Madness Tier I''''' shows horizontal lines of static
  +
*'''''Madness Tier II''''' shows vertical lines of static
  +
*'''''Madness Tier III''''' shows static noise
  +
{{-}}
  +
  +
=== Marked State ===
  +
[[File:IconHUD marking.png|right|frameless|128px]]
  +
[[File:IconHUD_markedState.png|right|frameless|128px]]
  +
The Marked State is shown whenever a Survivor was successfully stalked by The {{#Invoke:Utils|IconLink|Ghost Face}} and now suffers from the '''''Exposed''''' '''Status Effect'''.
  +
  +
It frames the Survivor's HUD portrait with stylised blood drops propagating from the centre.<br>The icon also acts as a timer to display for how long the Survivor stays ''Marked'' for.
  +
{{-}}
  +
  +
=== Obsessed State ===
  +
[[File:IconHelp obsession.png|right|frameless|128px]]
  +
The Obsessed State is shown each Trial on the Survivor designated as the Killer's '''''{{#Invoke:Utils|IconLink|Obsession}}'''''.
  +
  +
It frames the Survivor's HUD portrait with two of '''The Entity's''' spider legs, which wiggle side-to-side whenever the '''''Obsession''''' is being chased by the Killer.
  +
{{-}}
  +
  +
=== Puzzle Solving State===
  +
[[File:UI Rip - Puzzle Solve.png|right|frameless|128px]]
  +
The Puzzle Solving State is shown whenever a Survivor has picked up the '''Lament Configuration''' when facing The {{#Invoke:Utils|IconLink|Cenobite}}.
  +
  +
It frames the Survivor's HUD portrait with a cog wheel of '''{{#Invoke:Utils|clr|24|ocker/gold}}''' colour while they are carrying the '''Lament Configuration'''.<br>The cog wheel animates when the Survivor is solving the box.
  +
{{-}}
  +
  +
=== Sacrificed State ===
  +
[[File:IconHelp Sacrificed.png|right|frameless|128px]]
  +
The Sacrificed State is shown after a Survivor lost the battle against The {{#Invoke:Utils|IconLink|Entity}} or didn't escape within an hour after the trial started and was successfully sacrificed.
  +
  +
It replaces the Survivor's HUD portrait with a stylised blood-smeared skull.
  +
{{-}}
  +
  +
=== Sickness State ===
  +
[[File:IconHUD_sicknessState_3.png|right|frameless|128px]]
  +
[[File:IconHUD_sicknessState_2.png|right|frameless|128px]]
  +
The Sickness State is shown whenever a Survivor came in contact with '''{{#Invoke:Utils|clr|17|Vile Purge}}''' by The {{#Invoke:Utils|IconLink|Plague}}.
  +
  +
It underlays the Survivor's HUD portrait with a vomit-puddle of different colours:
  +
* '''{{#Invoke:Utils|clr|8|Red}}''' is the default background icon for this state and is visible to Survivors as soon as they come into contact with '''The Plague's''' vomit.
  +
** For Survivors, the icon will initially partially hidden by its yellow version, based how much progression they have obtained towards full '''''Sickness'''''
  +
** Both Survivors and '''The Plague''' will see this icon fully, as soon as Survivors are completely afflicted by her '''''Sickness''''' and receive the '''''Broken''''' '''Status Effect'''.
  +
* '''{{#Invoke:Utils|clr|2|Yellow}}''' is the Progression icon for this state, showing the partial progression towards full '''''Sickness'''''.
  +
** Partial progression is only visible to Survivors, '''The Plague''' will only ever see the full icon while Survivors are partially sick.
  +
{{-}}
  +
  +
=== Sleep State ===
  +
[[File:Sleep clock.png|right|frameless|128px]]
  +
[[File:Status sleep iconpng.png|right|frameless|128px]]
  +
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 {{#Invoke:Utils|IconLink|Nightmare}}.
  +
  +
It underlays the Survivor's HUD portrait with a timer during micro-sleep, static swirls when they are sleeping, and pulsating yellow rings when they are woken up by an '''Alarm Clock'''.
  +
{{-}}
  +
  +
=== Swarmed State ===
  +
[[File:UI Rip - Swarmed.png|right|frameless|128px]]
  +
[[File:UI Rip - Swarmed 2.png|right|frameless|128px]]
  +
The Swarmed State is shown whenever a Survivor is hit by a '''Dire Crow''' summoned by The {{#Invoke:Utils|IconLink|Artist}}.
  +
{{-}}
  +
  +
=== Tormented State ===
  +
[[File:UI Rip - Torment 1.png|right|frameless|128px]]
  +
The Tormented State is shown whenever a Survivor, while not crouched, moves through a ''Torment Trail'' set by The {{#Invoke:Utils|IconLink|Executioner}}.
  +
  +
It frames the Survivor's HUD portrait with a ring of barbed wire.
  +
{{-}}
  +
  +
=== Trapped State ===
  +
[[File:StatusIcon trap.png|right|frameless|128px]]
  +
The Trapped State is shown whenever a Survivor gets caught in a {{#Invoke:Utils|IconLink|Bear Trap}} when facing The {{#Invoke:Utils|IconLink|Trapper}}.
  +
  +
It replaces the Survivor's HUD portrait with a half-way-opened bear trap.
  +
{{-}}
  +
  +
=== Trapped Timer State ===
  +
[[File:IconHelp reverseBearTrap_timerStop.png|right|frameless|128px]]
  +
[[File:IconHelp reverseBearTrap_timerStart.png|right|frameless|128px]]
  +
  +
The Trapped Timer State is shown whenever a Survivor's has a {{#Invoke:Utils|IconLink|Reverse Bear Trap}} of The {{#Invoke:Utils|IconLink|Pig}} attached to their head.<br>The former shows an inactive '''Reverse Bear Trap''', while the latter shows one ticking down.
  +
  +
It underlays the Survivor's HUD portrait with a timer icon that indicates whether the Death timer is paused (white) or ticking down (red).<br>Survivors are shown the exact time they have left on the Death timer.
  +
{{-}}
  +
  +
=== Weakened State ===
  +
[[File:Unknown QuestionMark.png|right|frameless|128px]]
  +
The Weakened State is shown whenever a Survivor comes in contact with {{#Invoke:Utils|IconLink|UVX}} by The {{#Invoke:Utils|IconLink|Unknown}}.
  +
{{-}}
   
 
== Change Log ==
 
== Change Log ==
=== [[Patch 2.5.0]] ===
+
=== [[Patch 1.5.0]] ===
  +
* '''''{{#Invoke:Utils|clr|6|Quality of Life}}:''''' added the '''Status Effects''' and '''Proficiency Indicators''' systems to the '''Status HUD''', which allow the game to better convey to Players when outside effects are affecting them and of which type the effects are.
* All Timers no longer stack or automatically reset, but will now take the highest remaining Status timer and ignore the other.
 
  +
=== [[Patch 2.5.0]] ===
  +
* '''''{{#Invoke:Utils|clr|3|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 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.
 
** 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]] ===
 
=== [[Patch 3.4.0]] ===
* The red debuff icon applied by Perks no longer appears on the Survivors' HUD until the debuff is active.
+
* '''''{{#Invoke:Utils|clr|6|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]] ===
 
=== [[Patch 4.5.0]] ===
* The '''''Deep Wound''''' timer is now '''{{clr|2|20 seconds}}''' across the board.
+
* '''''{{#Invoke:Utils|clr|3|Change}}:''''' the '''''Deep Wound''''' timer is now '''{{#Invoke:Utils|clr|2|20 seconds}}''' across the board.
  +
=== [[Patch 5.7.0]] ===
  +
* '''''{{#Invoke:Utils|clr|2|Killer Buff}}:''''' added a new effect to '''''Haemorrhage''''', which now causes partial Healing progression to regress over time.
  +
=== [[Patch 6.1.0]] ===
  +
* '''''{{#Invoke:Utils|clr|8|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'''''.
  +
=== [[Patch 6.5.0]] ===
  +
* '''''{{#Invoke:Utils|clr|2|Survivor Buff}}:''''' added the '''Survivor Activity HUD''' system to the '''Status HUD''', which displays a Survivor's current interaction to all other Survivors.
  +
* '''''{{#Invoke:Utils|clr|6|Survivor Quality of Life}}:''''' added an icon to display when a Survivor is being carried.
  +
=== [[Patch 6.5.1]] ===
  +
* '''''{{#Invoke:Utils|clr|2|Survivor Buff}}:''''' if a Survivor is working on a Generator, its current Progression is now displayed on the '''Survivor Activity HUD'''.
  +
   
  +
== References ==
  +
<references />
   
{{Leveling Ranking & HUD}}
 
   
  +
{{Levelling Ranking & HUD}}
   
[[Category:Game Mechanic]]
+
[[Category: Game Mechanic]]
   
[[de:Status HUD]]
+
[[de: Status HUD]]
[[es:Barra de Estado]]
+
[[es: Barra de Estado]]
[[it:HUD di Stato]]
+
[[fr: Interface de Statut]]
[[pl:Status HUD]]
+
[[it: HUD di Stato]]
[[pt:HUD de Status]]
+
[[pl: Status HUD]]
[[zh:状态系统]]
+
[[pt: HUD de Status]]
  +
[[zh: 状态系统]]

Latest revision as of 20:36, 29 March 2024

IconHelp statusHUD

The Status HUD is the primary information system available to Players in Dead by DaylightIconHelp DBDlogo and displayed as an overlay on their screen.


Overview

The Status HUD is comprised of several subsystems, with each sub-system displaying distinct pieces of information about the state of the Trial and its Players:

System Location on Screen Information Type Visibility
Status Effects Right side (AllStatusEffects) , above Perk Diamond Displays when a Player is afflicted by a Status Effect and if its timer-based, for how long. Personal
Proficiency Indicator Bottom centre, above Status Bar Displays when outside influences affect the Player's current interaction with an Interactable. Personal
Player Effects Bottom right (MaximumPerkEffects) , next to Perk Diamond Displays when a Player and their abilities are affected directly by the effects of Unlockables, regardless of whether those originate from the Player's own Unlockables or from those of other Players. Personal
Survivor HUD Icons Left side Displays which Character is part of the Trial and is combined with the Health State and Survivor Activity HUD systems. All Players
Health State Left side, combined with Survivor HUD Icons Displays the current Health State (separate Article) of Survivors to all Players in the Trial and is combined with the Survivor HUD Icons and Survivor Activity HUD systems. All Players
Survivor Activity HUD Left side (SurvivorActivityHUD Screenshot01) , combined with Survivor HUD Icons Displays a Survivor's current activity/interaction to all other Survivors. All Survivors


Status Effects

IconHelp statusEffects
IconHelp statusEffectList
AllStatusEffects

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

First added with Patch 1.5.0, 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 and MadnessIconStatusEffects madness.

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

Main article: Blessed


FulliconStatusEffects blessed The Blessed Status Effect is a buff applied exclusively to Survivors.
  • Survivors benefit from Blessed and whichever effect(s) it applies whenever they are inside the Area of Effect of an active Boon TotemAtl Hud Icon BoonTotem (24 metres) and does so for as long as they remain inside it.


Blindness

Main article: Blindness


FulliconStatusEffects blindness 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, including the default ones of their role and those from PerksIconHelp perks.
    • Some essential Auras are exempt from that general rule, usually associated with Killer Power Objects.


Bloodlust

Main article: Bloodlust


FulliconStatusEffects bloodlust The Bloodlust Status Effect is a buff applied exclusively to the Killer.
  • Killers benefitting from Bloodlust increasingly gain more Movement speed in prolonged Chases.
  • Bloodlust is a tiered Status Effect.


Broken

Main article: Broken


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


Cursed

Main article: Cursed


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


Deafened

Main article: Deafened


FulliconStatusEffects hearing The Deafened Status Effect is a semi-used debuff that can be applied to both Survivors and the Killer.
While the Status Effect is not displayed on the HUD, its effects are used by several Unlockables.
  • Players suffering from Deafened have their audio muffled temporarily and hear a tinnitus-like whistling sound.


Deep Wound

Main article: Deep Wound


FulliconStatusEffects deepWound The Deep Wound Status Effect is a debuff applied exclusively 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.


Endurance

Main article: Endurance


FulliconStatusEffects enduranceSurvivorFulliconStatusEffects enduranceKiller The Endurance Status Effect is a buff that can be applied to both Survivors and the Killer.
  • 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 already suffering from the Deep Wound Status Effect from being downed.
  • Killers benefitting from Endurance can endure Stuns from Survivors, greatly reducing their duration.


Exhausted

Main article: Exhausted


FulliconStatusEffects exhausted The Exhausted Status Effect is a debuff applied exclusively 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.
  • Exhausted slowly recovers over time whenever the Survivor is not running.
  • Exhausted recovers immediately after being unhooked.


Exposed

Main article: Exposed


FulliconStatusEffects exposed The Exposed Status Effect is a debuff applied exclusively to Survivors:
  • Survivors suffering from Exposed will suffer double-damage when hit by a Basic Attack, which immediately puts them into the Dying StateIconHelp dying.
    • The Endurance Status Effect can shield a Survivor from double-damage, which would afflict them with Deep Wound instead.
  • Survivors hear the sound cue found atop this table whenever they become Exposed by any means.

It should be noted that there is a popular misconception, especially amongst new Players, that due to the name "exposed", the Status Effect actually reveals their Aura to the Killer.
This is not and has never been the case, Exposed only ever applies double-damage.


Glyph

Main article: Glyph


FulliconStatusEffects glyph The Glyph Status Effect is a debuff that is currently exclusive to the Killer.
  • It indicates to the Killer that they are currently suffering from a debuff that was applied after interacting with a GlyphIconStatusEffects glyph.


Haemorrhage

Main article: Haemorrhage


FulliconStatusEffects bleeding The Haemorrhage Status Effect is a debuff applied exclusively to Survivors.
  • Survivors suffering from Haemorrhage produce more Pools of BloodIconStatusEffects bleeding, 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.


Haste

Main article: Haste


FulliconStatusEffects haste 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.


Hindered

Main article: Hindered


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


Incapacitated

Main article: Incapacitated


FulliconStatusEffects incapacitated The Incapacitated Status Effect is a debuff applied exclusively to Survivors.
  • Survivors suffering from Incapacitated are unable to interact with certain Props or other Survivors.
    See Inhibited Actions for a full list.


Madness

Main article: Madness


FulliconStatusEffects madness The Madness Status Effect is a debuff applied exclusively to Survivors and exclusive to Trials against The DoctorIconHelpLoading doctor.
  • 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, impairs the Survivor's sanity, increasingly affecting them with various Afflictions, depending on the Add-on(s) The Doctor is using.


Mangled

Main article: Mangled


FulliconStatusEffects mangled The Mangled Status Effect is a debuff applied exclusively 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 %.
    • Mangled only applies to healing from the Injured State back to full health.


Oblivious

Main article: Oblivious


FulliconStatusEffects oblivious The Oblivious Status Effect is a debuff applied exclusively to Survivors.
  • Survivors suffering from Oblivious are unable to perceive the Killer's Terror RadiusIconHelp terrorRadius 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 able to hear the Chase Music.


Sleep Penalty

Main article: Sleep Penalty


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


Undetectable

Main article: Undetectable


FulliconStatusEffects undetectable The Undetectable Status Effect is a buff applied exclusively to the Killer.


Vision

Main article: Vision


FulliconStatusEffects vision The Vision Status Effect is an unused buff that would have been applied to both Survivors and the Killer.
  • The effect would have boosted the radius of range-limited Aura-reading abilities, an effect that is identical to the effect of the Perk Open-HandedIconPerks open-Handed.


Proficiency Indicators

IconHelp proficiency
IconHelp proficiencyList

First added with Patch 1.5.0, 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 Progress 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 Progress Bar.

Progress Bar

The Progress 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 The Player's Action speed is exactly 1 Charge per second (default).
Buff State: yellow ProgressBar yellowProgressionComplete The Player's Action speed is greater than 1 Charge per second.
Debuff State: red ProgressBar redProgressionComplete 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 Progress Bar will be coloured accordingly.


Chance

Main article: Chance


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


Efficiency

Main article: Efficiency


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


Healing

Main article: Healing


FulliconStatusEffects healing The Healing Proficiency Indicator indicates whether a Survivor's Healing speed is increased or reduced.


Progression Speed

Main article: Progression Speed


FulliconStatusEffects progressionSpeed The Progression speed Proficiency Indicator indicates whether the Progression speed of an Action being performed by the Player is increased or reduced.


Repairing

Main article: Repairing


FulliconStatusEffects repairing The Repairing Proficiency Indicator indicates whether a Survivor's Repair speed is increased or reduced.


Sabotaging

Main article: Sabotaging


FulliconStatusEffects sabotaging The Sabotaging Proficiency Indicator indicates whether a Survivor's Sabotage speed is increased or reduced.


Skill Check Difficulty


FulliconStatusEffects skillCheckDifficulty The Skill Check Difficulty Proficiency Indicator indicates whether the Success Zone of a triggered Skill Check is increased or reduced.

Skill Check Probability


FulliconStatusEffects skillCheckProbability The Skill Check Probability Proficiency Indicator indicates the Odds of an interaction triggering a Skill Check are increased or reduced, with the latter being considered beneficial.


Player Effects System

MaximumPerkEffects

Maximum number of Player Effects possible in a single Trial as of CHAPTER 27.[2]

The Player Effects System is used to indicate when something is affecting the Player and their abilities directly.

It was the very first such information system in Dead by Daylight and was already present in the release version 1.0.0.
It has remained in use to this date, with the Status Effects and Proficiency Indicator Systems complementing its functionality since Patch 1.5.0, taking up functions that would have been ill-suited to the Player Effects System.

Use

Originally, the Player Effects System was reserved solely for the effects of Perks and Add-ons that influenced other Players, but has since expanded to encompass any effects affecting the Player and their abilities directly, whether those originate from the Player's own Unlockables or from those of other Players.

It is also used to indicate when a Killer's Power is affecting the Player in a way that cannot be displayed by any of the other information systems in Dead by Daylight.

Buff vs. Debuff

Before the introduction of the newer Status Effects and Proficiency Indicator Systems, effects which buffed the Player would use a turquoise colour, instead of yellow.
Since the Player Effects System is the oldest remaining system, it still uses the turquoise colour to indicate a buff.
Debuffs already used a red colour back then.

Icon Examples

Buff Debuff
IconStatusEffects buffPerk IconStatusEffects debuffPerk

Unlockables

The following Unlockables will display their icon using the Player Effects System:

Powers
Carter's SparkIconPowers cartersSpark Shows a debuff icon of Carter's Spark while a Survivor's interactions are inhibited from being hit by a Shock Therapy Attack.
Props / Interactables
Orange Glyphs Shows a debuff icon while the Killer suffers from its afflictions.


Survivor Activity HUD

SurvivorActivityHUD Screenshot01

First added with Patch 6.5.0, the Survivor Activity HUD displays the current interactions of Survivors to all other Survivors as a small symbol next to their HUD Icon.
In case of some crucial interactions such as Dying State Recovery and Generator Repair Progression, the current Progression of the interaction is displayed as well as a yellow circle surrounding the icon that is filling itself.

It also modified the mechanic of displaying when a Survivor is being chased by the Killer, which was formerly exclusive to the Obsession, so that it is now used on all Survivors.
The modified system still marks the Obsession with a long pair of Entity-claws framing their Survivor HUD Icon, but now uses a shorter pair of Entity-claws to indicate which Survivor is currently being chased.

The following interactions are currently displayed on the Survivor Activity HUD:

Icon Activity Progression Circle
T survivorActivity iconTotems Blessing a Totem DBD UI Icon X
Cleansing a Totem DBD UI Icon X
T survivorActivity iconHealing Healing yourself DBD UI Icon X
Healing another Survivor DBD UI Icon X
T survivorActivity iconKiller Interacting with a Killer's Power or related Prop DBD UI Icon X
T survivorActivity iconGates Opening an Exit Gate DBD UI Icon X
T survivorActivity iconRecovery Recovering from the Dying State DBD UI Icon CheckMark
T survivorActivity iconGenerator Repairing a Generator DBD UI Icon CheckMark
T survivorActivity Invocation Starting an Invocation DBD UI Icon CheckMark
T survivorActivity iconChests Unlocking a Chest DBD UI Icon X


Survivor HUD Icons

IconHelp healthy

The Survivor HUD Icons represent each Survivor in the Trial and the current state they are in or experiencing.
This includes their current Health State, whether or not they are being carried, being hooked, having escaped, being sacrificed, being killed, or being dead.
It also includes over-/underlays with special interactions with Killer Powers.

Up to the Status HUD Rework in Patch 4.5.2, Survivors were represented with a generic icon in the Status HUD instead of their Character portrait.
Patch 5.0.0 further included separate icons for Legendary Outfits.

Portraits

Dwight Fairfield DF charSelect portrait HUD Nothing Meg Thomas MT charSelect portrait HUD Nothing Jake Park JP charSelect portrait HUD Nothing Claudette Morel CM charSelect portrait HUD Nothing Nea Karlsson NK charSelect portrait HUD
Laurie Strode LS charSelect portrait HUD Ace Visconti AV charSelect portrait HUD Bill Overbeck BO charSelect portrait HUD Feng Min FM charSelect portrait HUD David King DK charSelect portrait HUD
Quentin Smith QS charSelect portrait HUD David Tapp FS charSelect portrait HUD Kate Denson GS charSelect portrait HUD Adam Francis AF charSelect portrait HUD Jeff Johansen KS charSelect portrait HUD
Jane Romero MS charSelect portrait HUD Ash Williams MS2 charSelect portrait HUD Nancy Wheeler QF charSelect portrait HUD Steve Harrington QM charSelect portrait HUD Jonathan Byers QM Outfit 010 charSelect portrait HUD
Yui Kimura SS charSelect portrait HUD Zarina Kassir US charSelect portrait HUD Cheryl Mason S22 charSelect portrait HUD Lisa Garland S22 outfit 006 charSelect portrait HUD Cybil Bennett S22 outfit 008 charSelect portrait HUD
Maria S22 Maria charSelect portrait HUD James Sunderland S22 outfit 009 charSelect portrait HUD Felix Richter S23 charSelect portrait HUD Élodie Rakoto S24 charSelect portrait HUD Yun-Jin Lee S25 charSelect portrait HUD
Jill Valentine S26 charSelect portrait HUD Claire Redfield S26 outfit02 charSelect portrait HUD Sheva Alomar S26 outfit008 charSelect portrait HUD Leon Scott Kennedy S27 charSelect portrait HUD Chris Redfield S27 outfit02 charSelect portrait HUD
Carlos Oliveira S27 outfit008 charSelect portrait HUD Mikaela Reid S28 charSelect portrait HUD Jonah Vasquez S29 charSelect portrait HUD Yoichi Asakawa S30 charSelect portraitHUD Haddie Kaur S31 charSelect portraitHUD
Ada Wong S32 charSelect portraitHUD Rebecca Chambers S33 charSelect portraitHUD Vittorio Toscano S34 charSelect portraitHUD Thalita Lyra S35 charSelect portraitHUD Renato Lyra S36 charSelect portraitHUD
Tubarão S36 Tubarao charSelect portraitHUD Gabriel Soma S37 charSelect portraitHUD Nicolas Cage S38 charSelect portraitHUD Ellen Ripley S39 charSelect portraitHUD Alan Wake S40 charSelect portraitHUD
Sable Ward S41 charSelect portraitHUD

Broken State

IconStatusEffects broken

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.

It adds a red version of the Broken Status Effect's icon to the Survivor's HUD portrait.

Caged State

IconStatus cagedSurvivor

The Caged State is shown whenever a Survivor was sent to a Cage of AtonementIconHelp cagesOfAtonement by The ExecutionerIconHelpLoading wales.

It replaces the Survivor's HUD portrait with a stylised Survivor trapped in a stylised cage.

Carried State

IconHelp carrySurvivor

The Carried State is shown whenever a Survivor is being carried by the Killer.

It replaces the Survivor's HUD portrait with a stylised Survivor hung up around their midsection.

Chain Hunt State

UI Rip - ChainHunt

The Chain Hunt State is shown whenever Lament Configuration is charging a Chain Hunt when facing The CenobiteIconHelpLoading cenobite.

It frames all Survivors' HUD portraits with a ring of dark blue chains.
The ring slowly fills with light blue and white colours (same as The Cenobite's visual effects when using his Powers) while the next Chain Hunt is charging up.
Once the ring is filled, the Chain Hunt starts.

Chased State

Unknown QuestionMark

The Chased State is shown whenever a Survivor whom is not the ObsessionIconHelp obsession is being chased by the Killer.

It frames the chased Survivor's HUD portrait with two short wiggling Entity claws.

Condemned State

IconHUD condemnation
IconHUD condemned

The Condemned State is shown whenever a Survivor has gained Condemned progress when facing The OnryōIconHelpLoading onryo.

It frames the Survivor's HUD portrait with a ring that fills its seven sections in white.
Once a Survivor is fully Condemned, the ring turns red and they can be killed with the Inexorable Stare.

Contaminated State

Unknown QuestionMark

The Contaminated State is shown whenever The NemesisIconHelpLoading nemesis contaminates a Survivor with a Tentacle Strike.

It underlays the Survivor's HUD portrait in blue with the heartbeat line of an electrocardiogram.

Dead State

IconHelp BleedOutDeath

The Dead State is shown after a Survivor dies in any manner other than being sacrificed to the Entity using the Sacrificial Hooks, meaning being killed with a Memento Mori or comparable Unlockable, or bleeding out completely in the Dying State.

It replaces the Survivor's HUD portrait with a stylised skull.

Disconnected State

DC Icon

The Disconnected State is shown after a Survivor leaves match.

Before Survivors were replaced by Bots, it would replace the disconnected Survivor's HUD portrait with disconnected plugs.

Hooked State

IconHelpLoading hook

The Hooked State is shown whenever a Survivor is on a Hook and undergoing the Sacrifice process.

It replaces the Survivor's HUD portrait with a stylised hook.

Hunted State

IconHUD patrolhunt

The Hunted State is shown whenever a Survivor is being hunted by a Guard spawned by The KnightIconHelpLoading knight.

It frames the Survivor's HUD portrait with a turqoise-green circle that displays a timer turning counter clockwise as it runs out, displaying the remaining Hunt duration before the Guard dissolves.

Infected State

IconHUD infection
IconHUD infected

The Infected State is shown whenever The MastermindIconHelpLoading mastermind infects a Survivor with a Virulent Bound.

It frames the Survivor's HUD portrait with a patterned ring in two different colours:

  • White is the Progression icon for this state, showing the partial progression towards Critical Infection.
    • Partial progression is only visible to Survivors, The Mastermind will only ever see the full icon while Survivors are infected by Uroboros.
  • Red indicates that the infected Survivor is now Critical Infection, at which point they receive the Hindered Status Effect and are more vulnerable to The Mastermind's Virulent Bounds.
    • Both Survivors and The Mastermind will see this icon fully.

Lacerated State

UI Rip - Lacerated Empty
UI Rip - Lacerated
UI Rip - Lacerated Full

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

It frames the Survivor's HUD portrait with a ring that fills its sections in fuchsia for each Blade that hit them.
Once they are one hit away from going down, the ring's colour changes to red.

Latched-On State

IconHUD latchedOnState

The Latched-On State is shown whenever Victor of The TwinsIconHelpLoading twins successfully pounced on a Survivor's back.

It frames the Survivor's HUD portrait with Victor's hands grabbing at it.

Lock On State

Unknown QuestionMark
Unknown QuestionMark

The Lock On State is shown whenever a Survivor enters the Detection Zone of a drone deployed by The Skull MerchantIconHelpLoading skullMerchant.

It underlays the Survivor's HUD portrait with a yellow digitized timer when they are in the Detection Zone, which becomes orange if it fully fills up.
The icon also acts as a timer to display for how long the Survivor stays Locked On for.

Madness State

Unknown QuestionMark
Unknown QuestionMark
IconHUD madState 3

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

It underlays the Survivor's HUD portrait with increasing degrees of static:

  • Madness Tier I shows horizontal lines of static
  • Madness Tier II shows vertical lines of static
  • Madness Tier III shows static noise

Marked State

IconHUD marking
IconHUD markedState

The Marked State is shown whenever a Survivor was successfully stalked by The Ghost FaceIconHelpLoading ghost and now suffers from the Exposed Status Effect.

It frames the Survivor's HUD portrait with stylised blood drops propagating from the centre.
The icon also acts as a timer to display for how long the Survivor stays Marked for.

Obsessed State

IconHelp obsession

The Obsessed State is shown each Trial on the Survivor designated as the Killer's ObsessionIconHelp obsession.

It frames the Survivor's HUD portrait with two of The Entity's spider legs, which wiggle side-to-side whenever the Obsession is being chased by the Killer.

Puzzle Solving State

UI Rip - Puzzle Solve

The Puzzle Solving State is shown whenever a Survivor has picked up the Lament Configuration when facing The CenobiteIconHelpLoading cenobite.

It frames the Survivor's HUD portrait with a cog wheel of ocker/gold colour while they are carrying the Lament Configuration.
The cog wheel animates when the Survivor is solving the box.

Sacrificed State

IconHelp Sacrificed

The Sacrificed State is shown after a Survivor lost the battle against The EntityIconHelp entity or didn't escape within an hour after the trial started and was successfully sacrificed.

It replaces the Survivor's HUD portrait with a stylised blood-smeared skull.

Sickness State

IconHUD sicknessState 3
IconHUD sicknessState 2

The Sickness State is shown whenever a Survivor came in contact with Vile Purge by The PlagueIconHelpLoading plague.

It underlays the Survivor's HUD portrait with a vomit-puddle of different colours:

  • Red is the default background icon for this state and is visible to Survivors as soon as they come into contact with The Plague's vomit.
    • For Survivors, the icon will initially partially hidden by its yellow version, based how much progression they have obtained towards full Sickness
    • Both Survivors and The Plague will see this icon fully, as soon as Survivors are completely afflicted by her Sickness and receive the Broken Status Effect.
  • Yellow is the Progression icon for this state, showing the partial progression towards full Sickness.
    • Partial progression is only visible to Survivors, The Plague will only ever see the full icon while Survivors are partially sick.

Sleep State

Sleep clock
Status sleep iconpng

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 NightmareIconHelpLoading nightmare.

It underlays the Survivor's HUD portrait with a timer during micro-sleep, static swirls when they are sleeping, and pulsating yellow rings when they are woken up by an Alarm Clock.

Swarmed State

UI Rip - Swarmed
UI Rip - Swarmed 2

The Swarmed State is shown whenever a Survivor is hit by a Dire Crow summoned by The ArtistIconHelpLoading artist.

Tormented State

UI Rip - Torment 1

The Tormented State is shown whenever a Survivor, while not crouched, moves through a Torment Trail set by The ExecutionerIconHelpLoading wales.

It frames the Survivor's HUD portrait with a ring of barbed wire.

Trapped State

StatusIcon trap

The Trapped State is shown whenever a Survivor gets caught in a Bear TrapIconPowers trap when facing The TrapperIconHelpLoading trapper.

It replaces the Survivor's HUD portrait with a half-way-opened bear trap.

Trapped Timer State

IconHelp reverseBearTrap timerStop
IconHelp reverseBearTrap timerStart

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

It underlays the Survivor's HUD portrait with a timer icon that indicates whether the Death timer is paused (white) or ticking down (red).
Survivors are shown the exact time they have left on the Death timer.

Weakened State

Unknown QuestionMark

The Weakened State is shown whenever a Survivor comes in contact with UVXIconPowers uvx by The UnknownIconHelpLoading unknown.

Change Log

Patch 1.5.0

  • Quality of Life: added the Status Effects and Proficiency Indicators systems to the Status HUD, which allow the game to better convey to Players when outside effects are affecting them and of which type the effects are.

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.

Patch 6.5.0

  • Survivor Buff: added the Survivor Activity HUD system to the Status HUD, which displays a Survivor's current interaction to all other Survivors.
  • Survivor Quality of Life: added an icon to display when a Survivor is being carried.

Patch 6.5.1

  • Survivor Buff: if a Survivor is working on a Generator, its current Progression is now displayed on the Survivor Activity HUD.


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/11plare/the_maximum_amount_of_buff_indicators_possible_as/ Screenshot from Reddit Post by u/Potassium_40. Reddit. Retrieved 13 March 2023.


CHARACTER PROGRESSION & HUD OVERLAY
EmblemIcon evader gold Emblems EmblemIcon chaser iridescent Icon Grades Grades P100 Icon Levels & Prestige Atl Loadout Icon XP Player Level Icon Ranks Ranks IconHelp statusHUD Status HUD