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'''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 not stack their afflictions.{{-}}
  +
  +
=== {{clr|2|Blessed}} ===
  +
{| class="wikitable"
  +
|-
  +
! [[File:FulliconStatusEffects_blessed.png|frameless|64px|link=Special:FilePath/FulliconStatusEffects_blessed.png]]
  +
| The '''''Blessed''''' '''Status Effect''' indicates an active [[Boon Perks|Boon Perk]] affecting the Survivors.<br>Dispelling a {{IconLink|Boon Totem}} will remove its blessings.
  +
|}
  +
The following Unlockables inflict the '''''Blessed''''' '''Status Effect''':
  +
* Boon Perks:
  +
** {{IconLink|Boon: Circle of Healing}}
  +
** {{IconLink|Boon: Shadow Step}}
   
 
=== {{clr|8|Blindness}} ===
 
=== {{clr|8|Blindness}} ===
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| Survivors affected by the '''''Broken''''' '''Status Effect''' are heavily wounded and unable to heal back to the [[Healthy State]].
 
| Survivors affected by the '''''Broken''''' '''Status Effect''' are heavily wounded and unable to heal back to the [[Healthy State]].
 
|}
 
|}
The following Unlockables inflict the '''''Broken''''' '''Status Effect''':
+
The following Unlockables inflict the '''''Broken''''' '''Status Effect''':de
 
* Add-ons:
 
* Add-ons:
 
** {{IconLink|Rusted Chains}} ({{IconLink|Bubba's Chainsaw}})
 
** {{IconLink|Rusted Chains}} ({{IconLink|Bubba's Chainsaw}})
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** {{IconLink|No Mither}}
 
** {{IconLink|No Mither}}
 
** {{IconLink|Second Wind}}
 
** {{IconLink|Second Wind}}
  +
** {{IconLink|Renewal}}
 
* Powers:
 
* Powers:
 
** {{IconLink|Blood Bond}}
 
** {{IconLink|Blood Bond}}
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|}
 
|}
 
The following Unlockables inflict the '''''Cursed''''' '''Status Effect''':
 
The following Unlockables inflict the '''''Cursed''''' '''Status Effect''':
* Perks:
+
* Hex Perks:
  +
** {{IconLink|Hex: Blood Favour}}
  +
** {{IconLink|Hex: Crowd Control}}
 
** {{IconLink|Hex: Devour Hope}}
 
** {{IconLink|Hex: Devour Hope}}
  +
** {{IconLink|Hex: Haunted Ground}}
 
** {{IconLink|Hex: Huntress Lullaby}}
 
** {{IconLink|Hex: Huntress Lullaby}}
 
** {{IconLink|Hex: No One Escapes Death}}
 
** {{IconLink|Hex: No One Escapes Death}}
  +
** {{IconLink|Hex: Plaything}}
  +
** {{IconLink|Hex: Retribution}}
 
** {{IconLink|Hex: Ruin}}
 
** {{IconLink|Hex: Ruin}}
 
** {{IconLink|Hex: The Third Seal}}
 
** {{IconLink|Hex: The Third Seal}}
 
** {{IconLink|Hex: Thrill of the Hunt}}
 
** {{IconLink|Hex: Thrill of the Hunt}}
** {{IconLink|Hex: Retribution}}
+
** {{IconLink|Hex: Undying}}
   
 
The following Unlockables require the '''''Cursed''''' '''Status Effect''' to trigger a secondary effect:
 
The following Unlockables require the '''''Cursed''''' '''Status Effect''' to trigger a secondary effect:
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The following Unlockables inflict the '''''Deep Wound''''' '''Status Effect''':
 
The following Unlockables inflict the '''''Deep Wound''''' '''Status Effect''':
 
* Add-ons:
 
* Add-ons:
** {{IconLink|Styptic Agent}}
+
** {{IconLink|Interlocking Razor}} ({{IconLink|Jigsaw's Baptism}})
  +
** {{IconLink|Lengthened Jaws}} ({{IconLink|Bear Trap}})
  +
** {{IconLink|Original Pain}} ({{IconLink|Summons of Pain}})
  +
** {{IconLink|Styptic Agent}} ({{IconLink|Med-Kit}})
 
* Perks:
 
* Perks:
 
** {{IconLink|Borrowed Time}}
 
** {{IconLink|Borrowed Time}}
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The following Unlockables inflict the '''''Exhausted''''' '''Status Effect''':
 
The following Unlockables inflict the '''''Exhausted''''' '''Status Effect''':
 
* Add-ons:
 
* Add-ons:
**{{IconLink|Berus Toxin}} ({{IconLink|Hunting Hatchets}})
+
**{{IconLink|Slice of Frank}} ({{IconLink|Summons of Pain}})
 
**{{IconLink|Slow-Release Toxin}} ({{IconLink|Jigsaw's Baptism}})
 
**{{IconLink|Slow-Release Toxin}} ({{IconLink|Jigsaw's Baptism}})
 
**{{IconLink|Venomous Concoction}} ({{IconLink|Hunting Hatchets}})
 
**{{IconLink|Venomous Concoction}} ({{IconLink|Hunting Hatchets}})
 
* Perks:
 
* Perks:
**{{IconLink|Adrenaline}}
+
** {{IconLink|Adrenaline}}
 
** {{IconLink|Balanced Landing}}
 
** {{IconLink|Balanced Landing}}
 
** {{IconLink|Blood Echo}}
 
** {{IconLink|Blood Echo}}
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* Perks:
 
* Perks:
 
** {{IconLink|Blood Echo}}
 
** {{IconLink|Blood Echo}}
  +
** {{IconLink|Scourge Hook: Gift of Pain}}
 
** {{IconLink|Sloppy Butcher}}
 
** {{IconLink|Sloppy Butcher}}
   
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|}
 
|}
 
The following Unlockables inflict the '''''Haste''''' '''Status Effect''':
 
The following Unlockables inflict the '''''Haste''''' '''Status Effect''':
  +
* Action:
  +
** Stomping a Treat {{IconLink|Pumpkin}}
  +
* Add-ons:
  +
** {{IconLink|Coffee Grinds}}
  +
** {{IconLink|Refined Serum}}
 
* Powers:
 
* Powers:
** {{IconLink|The Afterpiece Antidote}}
+
** {{IconLink|The Afterpiece Antidote}} ('''{{clr|2|+10 %}}''')
 
* Perks:
 
* Perks:
** {{IconLink|Adrenaline}}
+
** {{IconLink|Adrenaline}} ('''{{clr|2|+50 %}}''')
** {{IconLink|Balanced Landing}}
+
** {{IconLink|Balanced Landing}} ('''{{clr|6|+50 %}}''')
** {{IconLink|Blood Pact}}
+
** {{IconLink|Blood Pact}} ('''{{clr|8|+5/+6/+7%}}''')
** {{IconLink|Breakout}}
+
** {{IconLink|Breakout}} ('''{{clr|4|+5/+6/+7 %}}''')
** {{IconLink|Hex: Devour Hope}}
+
** {{IconLink|Hex: Devour Hope}} ('''{{clr|3|+3/+4/+5 %}}''')
** {{IconLink|Hex: No One Escapes Death}}
+
** {{IconLink|Hex: No One Escapes Death}} ('''{{clr|10|+2/+3/+4 %}}''')
** {{IconLink|Hope}}
+
** {{IconLink|Hope}} ('''{{clr|11|+5/+6/+7 %}}''')
** {{IconLink|Lithe}}
+
** {{IconLink|Lithe}} ('''{{clr|12|+50 %}}''')
** {{IconLink|Play with Your Food}}
+
** {{IconLink|Play with Your Food}} ('''{{clr|14|+3/+4/+5 % per Token}}''')
** {{IconLink|Sprint Burst}}
+
** {{IconLink|Smash Hit}} ('''{{clr|16|+50 %}}''')
  +
** {{IconLink|Sprint Burst}} ('''{{clr|21|+50 %}}''')
   
 
=== {{clr|8|Hearing}} ===
 
=== {{clr|8|Hearing}} ===
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|}
 
|}
 
The following Unlockables inflict the '''''Hindered''''' '''Status Effect''':
 
The following Unlockables inflict the '''''Hindered''''' '''Status Effect''':
  +
* Action:
  +
** Stomping a Trick {{IconLink|Pumpkin}}
 
* Add-ons:
 
* Add-ons:
 
** {{IconLink|Compound Thirty-Three}} ({{IconLink|Blighted Corruption}}) ('''{{clr|2|-15 %}}''')
 
** {{IconLink|Compound Thirty-Three}} ({{IconLink|Blighted Corruption}}) ('''{{clr|2|-15 %}}''')
 
** {{IconLink|Flask of Bleach}} ({{IconLink|The Afterpiece Tonic}}) ('''{{clr|6|-5 %}}''')
 
** {{IconLink|Flask of Bleach}} ({{IconLink|The Afterpiece Tonic}}) ('''{{clr|6|-5 %}}''')
** {{IconLink|Waterlogged Shoe}} ({{IconLink|Blackened Catalyst}}) ('''{{clr|3|-15 %}}''')
+
** {{IconLink|Waterlogged Shoe}} ({{IconLink|Blackened Catalyst}}) ('''{{clr|8|-15 %}}''')
 
* Powers:
 
* Powers:
 
** {{IconLink|The Afterpiece Tonic}} ('''{{clr|2|-15 %}}''')
 
** {{IconLink|The Afterpiece Tonic}} ('''{{clr|2|-15 %}}''')
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** {{IconLink|Eruption}}
 
** {{IconLink|Eruption}}
 
* Powers:
 
* Powers:
** {{IconLink|Blood Bond}}
+
**{{IconLink|Blood Bond}}
  +
**{{IconLink|Summons of Pain}}
   
 
=== {{clr|8|Madness}} ===
 
=== {{clr|8|Madness}} ===
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** {{IconLink|Sulphuric Acid Vial}} ({{IconLink|The Afterpiece Tonic}})
 
** {{IconLink|Sulphuric Acid Vial}} ({{IconLink|The Afterpiece Tonic}})
 
* Perks:
 
* Perks:
  +
** {{IconLink|Scourge Hook: Gift of Pain}}
 
** {{IconLink|Sloppy Butcher}}
 
** {{IconLink|Sloppy Butcher}}
   
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* Perks:
 
* Perks:
 
** {{IconLink|Deathbound}}
 
** {{IconLink|Deathbound}}
  +
** {{IconLink|Hex: Plaything}}
 
** {{IconLink|Hex: Retribution}}
 
** {{IconLink|Hex: Retribution}}
 
** {{IconLink|Hysteria}}
 
** {{IconLink|Hysteria}}
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** {{IconLink|Dream Demon}}
 
** {{IconLink|Dream Demon}}
 
** {{IconLink|Of the Abyss}}
 
** {{IconLink|Of the Abyss}}
  +
** {{IconLink|Summons of Pain}}
   
 
=== {{clr|8|Sleep Penalty}} ===
 
=== {{clr|8|Sleep Penalty}} ===
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|}
 
|}
 
The following Unlockables inflict the '''''Vision''''' '''Status Effect''':
 
The following Unlockables inflict the '''''Vision''''' '''Status Effect''':
* None, currently unused '''Status Effect'''.
+
* None, currently unused '''Status Effect'''.
  +
*Was used solely by the Open-Handed perk when it only increased Aura-reading ranges of other Survivors.
  +
   
   
Line 383: Line 418:
 
[[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.
+
'''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 Progression Bar and by colouring said bar accordingly.
  +
 
Unlike '''Status Effects''', '''Proficiency Indicators''' are not inherently a '''{{clr|2|buff (yellow)}}''' or a '''{{clr|19|debuff (red)}}''' in effect, but can be either, indicated by the colour of the icon and the colour of the Progression bar.
  +
{{-}}
  +
  +
=== Progression Bar ===
  +
The '''Progression Bar''' is displayed whenever an interaction requires a certain amount of Charges to be completed.<br>The Bar has '''{{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 '''{{clr|16|1 Charge per second}}''' (default).
  +
|-
  +
! Buff State: '''{{clr|2|yellow}}''' !! [[File:ProgressBar yellowProgressionComplete.png]]
  +
| The Player's Action speed is '''{{clr|2|greater than 1 Charge per second}}'''.
  +
|-
  +
! Debuff State: '''{{clr|8|red}}''' !! [[File:ProgressBar redProgressionComplete.png]]
  +
| The Player's Action speed is '''{{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 '''{{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 '''Progression 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 ===
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|-
 
|-
 
! [[File:FulliconStatusEffects_chance.png|frameless|64px]]
 
! [[File:FulliconStatusEffects_chance.png|frameless|64px]]
| 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 the Player is currently performing has a '''{{clr|2|higher}}''' or '''{{clr|8|lower}}''' chance at succeeding.
   
* Only applies to actions that have the possibility to fail, such as self-unhooking from a {{IconLink|Hook}}.
+
* Only applies to self-unhooking from a {{IconLink|Hook}}.
 
|}
 
|}
 
The following displays the '''''Chance''''' '''Proficiency Indicator''':
 
The following displays the '''''Chance''''' '''Proficiency Indicator''':
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** {{IconLink|Low Amp Filament}}
 
** {{IconLink|Low Amp Filament}}
 
** {{IconLink|Odd Bulb}}
 
** {{IconLink|Odd Bulb}}
  +
** {{IconLink|Retardant Jelly}}
 
* Perks:
 
* Perks:
 
** {{IconLink|Botany Knowledge}}
 
** {{IconLink|Botany Knowledge}}
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** {{IconLink|Abdominal Dressing}} ({{IconLink|Med-Kits}})
 
** {{IconLink|Abdominal Dressing}} ({{IconLink|Med-Kits}})
 
* Perks:
 
* Perks:
  +
** {{IconLink|Boon: Circle of Healing}}
 
** {{IconLink|Botany Knowledge}}
 
** {{IconLink|Botany Knowledge}}
 
** {{IconLink|Coulrophobia}}
 
** {{IconLink|Coulrophobia}}
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**{{IconLink|Remember Me}}
 
**{{IconLink|Remember Me}}
 
**{{IconLink|Resilience}}
 
**{{IconLink|Resilience}}
  +
**{{IconLink|Saboteur}}
 
**{{IconLink|Sloppy Butcher}}
 
**{{IconLink|Sloppy Butcher}}
 
**{{IconLink|Spine Chill}}
 
**{{IconLink|Spine Chill}}
Line 522: Line 580:
 
* Items:
 
* Items:
 
**{{IconLink|Alex's Toolbox}}
 
**{{IconLink|Alex's Toolbox}}
**{{IconLink|Toolbox}}
+
**{{IconLink|Toolbox (Item)}}
   
 
* Perks:
 
* Perks:
Line 704: Line 762:
 
[[de:Status HUD]]
 
[[de:Status HUD]]
 
[[es:Barra de Estado]]
 
[[es:Barra de Estado]]
  +
[[fr:Interface de Statut]]
 
[[it:HUD di Stato]]
 
[[it:HUD di Stato]]
 
[[pl:Status HUD]]
 
[[pl:Status HUD]]

Revision as of 10:29, 25 October 2021

IconHelp statusHUD

Status HUD is an information system featured in Template:IconLink.


Overview

The Status HUD indicates to the Players how they are currently affected by Template:IconLink, Template:IconLink and in-game mechanics.

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


Status Effects

IconHelp statusEffects
IconHelp statusEffectList

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 chevrons on the icon. The more chevrons a Status Effect shows, the stronger is its effect.
There are currently just two tiered Status Effects: Template:IconLink and Template:IconLink.

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.

Blessed

FulliconStatusEffects blessed The Blessed Status Effect indicates an active Boon Perk affecting the Survivors.
Dispelling a Template:IconLink will remove its blessings.

The following Unlockables inflict the Blessed Status Effect:

  • Boon Perks:
    • Template:IconLink
    • Template:IconLink

Blindness

FulliconStatusEffects blindness The Blindness Status Effect impairs all Aura-reading abilities of Survivors, temporarily disabling them.

The following Unlockables inflict the Blindness Status Effect:

  • Action:
    • Entering a Template:IconLink
  • Add-ons:
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
  • Perks:
    • Template:IconLink
    • Template:IconLink

Bloodlust

For more details on Bloodlust, please refer to its Article.
FulliconStatusEffects bloodlust The Bloodlust Status Effect increasingly boosts the Killer's Movement speed in a prolonged Chase.

Broken

FulliconStatusEffects broken Survivors affected by the Broken Status Effect are heavily wounded and unable to heal back to the Healthy State.

The following Unlockables inflict the Broken Status Effect:de

  • Add-ons:
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
  • Perks:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
  • Powers:
    • Template:IconLink
    • Template:IconLink

Cursed

FulliconStatusEffects cursed The Cursed Status Effect indicates an active Hex Perk affecting the Survivors.
Cleansing a Template:IconLink will dispel its curse.

The following Unlockables inflict the Cursed Status Effect:

  • Hex Perks:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink

The following Unlockables require the Cursed Status Effect to trigger a secondary effect:

  • Perks:
    • Template:IconLink

Deep Wound

For more details on Deep Wound, please refer to the Health State Article.
FulliconStatusEffects deepWound Survivors affected by the Deep Wound Status Effect are heavily damaged and getting closer to the Template:IconLink, into which the Survivor will transition if they are not mended after 20 seconds of being stationary.

The following Unlockables inflict the Deep Wound Status Effect:

  • Add-ons:
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
  • Perks:
    • Template:IconLink
    • Template:IconLink
  • Powers:
    • Template:IconLink
    • Template:IconLink

Endurance

File:FulliconStatusEffects endurance.png Survivors affected by the Endurance Status Effect are temporarily hardened and can resist a hit.
Upon being hit, the Survivor will be outlined by a white Aura, indicating the Status Effect to the Killer.

The following Unlockables inflict the Endurance Status Effect:

  • Add-ons:
    • Template:IconLink
  • Perks:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink

Exhausted

For more details on Exhaustion, please refer to its Article.
File:FulliconStatusEffects exhaustion.png The Exhausted Status Effect prevents Survivors from chaining Exhaustion Perks, putting them all on a shared cool-down.
When a Survivor is rescued from a Hook, any Exhaustion cool-down is reset immediately.

The following Unlockables inflict the Exhausted Status Effect:

  • Add-ons:
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
  • Perks:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink

Exposed

FulliconStatusEffects exposed The Exposed Status Effect puts Survivors in great peril, allowing the Killer to deal double-damage with their Basic Attack.

When the Exposed Status Effect is triggered, a global sound cue plays and the HUD icon appears for all affected Survivors.

The following Unlockables inflict the Exposed Status Effect:

  • Add-ons:
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
  • Perks:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
  • Powers:
    • Template:IconLink
    • Template:IconLink

Haemorrhage

For more details on Bleeding, please refer to its Article.
FulliconStatusEffects bleeding Survivors affected by the Haemorrhage Status Effect are bleeding profusely, even when healthy, making it easier for Killers to track them by the Template:IconLink left on the ground.

The following Unlockables inflict the Haemorrhage Status Effect:

  • Add-ons:
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
  • Perks:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink

Haste

FulliconStatusEffects haste The Haste Status Effect temporarily boosts the Survivor's or Killer's Movement speed.

The following Unlockables inflict the Haste Status Effect:

  • Action:
    • Stomping a Treat Template:IconLink
  • Add-ons:
    • Template:IconLink
    • Template:IconLink
  • Powers:
    • Template:IconLink (+10 %)
  • Perks:
    • Template:IconLink (+50 %)
    • Template:IconLink (+50 %)
    • Template:IconLink (+5/+6/+7%)
    • Template:IconLink (+5/+6/+7 %)
    • Template:IconLink (+3/+4/+5 %)
    • Template:IconLink (+2/+3/+4 %)
    • Template:IconLink (+5/+6/+7 %)
    • Template:IconLink (+50 %)
    • Template:IconLink (+3/+4/+5 % per Token)
    • Template:IconLink (+50 %)
    • Template:IconLink (+50 %)

Hearing

FulliconStatusEffects hearing The Hearing Status Effect temporarily impairs the hearing of Survivors and Killers, muffling their audio and playing a high-pitched whistling sound.

The following Unlockables inflict the Hearing Status Effect:

  • None, currently unused Status Effect.

Hindered

FulliconStatusEffects hindered The Hindered Status Effect temporarily impairs the Survivor's Movement speed, the strength of which depending on the Unlockable applying the Status Effect.

The following Unlockables inflict the Hindered Status Effect:

  • Action:
    • Stomping a Trick Template:IconLink
  • Add-ons:
    • Template:IconLink (Template:IconLink) (-15 %)
    • Template:IconLink (Template:IconLink) (-5 %)
    • Template:IconLink (Template:IconLink) (-15 %)
  • Powers:
    • Template:IconLink (-15 %)
    • Template:IconLink (-15 %)
    • Template:IconLink (-20 %)

Incapacitated

FulliconStatusEffects incapacitated The Incapacitated Status Effect impairs the Survivor's ability to interact with certain Props.

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

  • Repairing Template:IconLink
  • Sabotaging Template:IconLink
  • Using Template:IconLink
  • Interacting with other Template:IconLink
  • Cleansing Template:IconLink


The following (inter-)actions are not inhibited by the Incapacitated Status Effect:

  • Entering/exiting Template:IconLink
  • Opening an Template:IconLink
  • Leaving through the Template:IconLink
  • Leaving through the Template:IconLink
  • Dropping a Template:IconLink
  • Vaulting Template:IconLink or Template:IconLink


The following Unlockables inflict the Incapacitated Status Effect:

  • Add-ons:
    • Template:IconLink (Template:IconLink)
  • Perks:
    • Template:IconLink
  • Powers:
    • Template:IconLink
    • Template:IconLink

Madness

For more details on Madness, please refer to its Article.
FulliconStatusEffects madness The Madness Status Effect, used exclusively by The Template:IconLink, 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:
    • Template:IconLink

Mangled

FulliconStatusEffects mangled The Mangled Status Effect slows the speed at which the affected Survivor can be healed by 20 %.
The Status Effect persist until the Survivor is fully healed.

The following Unlockables inflict the Mangled Status Effect:

  • Add-ons:
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
  • Perks:
    • Template:IconLink
    • Template:IconLink

Oblivious

FulliconStatusEffects oblivious Survivors affected by the Oblivious Status Effect are oblivious to the Killer's whereabouts, cloaking their Template:IconLink.
  • Survivors do not hear a heartbeat inside the Terror Radius.
  • Effects relying on the Terror Radius to activate will not be applied.

The following Unlockables inflict the Oblivious Status Effect:

  • Add-ons:
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
  • Perks:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
  • Powers:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink

Sleep Penalty

FulliconStatusEffects sleepPenalty The Sleep Penalty Status Effect increases the time it takes awake Survivors to wake sleeping Survivors from the Dream World.

The following Unlockable inflicts the Sleep Penalty Status Effect:

  • Powers:
    • Template:IconLink

Undetectable

FulliconStatusEffects undetectable The Undetectable Status Effect activates the Killer's stealth mechanics.
  • Disables the Template:IconLink.
  • Disables the Red Stain.
  • Blocks Survivors from reading the Killer's Template:IconLink.
  • Disables the jump-scare SFX upon starting to move from being stationary.
  • Enables the smokey screen VFX, indicating stealth.

The following inflict the Undetectable Status Effect:

  • Add-ons:
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
  • Perks:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
  • Powers:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink

Vision

FulliconStatusEffects vision The Vision Status Effect enhances all Aura-reading abilities.

The following Unlockables inflict the Vision Status Effect:

  • None, currently unused Status Effect.
  • Was used solely by the Open-Handed perk when it only increased Aura-reading ranges of other Survivors.


Proficiency Indicators

IconHelp proficiency
IconHelp proficiencyList

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

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

Progression Bar

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

State & Colour Icon Information
Default State: blueish white ProgressBar neutralProgressionComplete 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 Progression Bar will be coloured accordingly.

Chance

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

The following displays the Chance Proficiency Indicator:

  • Offering:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
  • Perks:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink

Efficiency

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

The following displays the Efficiency Proficiency Indicator:

  • Add-ons:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
  • Perks:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink

Healing

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

The following displays the Healing Proficiency Indicator:

  • Items:
    • Template:IconLink
  • Add-ons:
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
    • Template:IconLink (Template:IconLink)
  • Perks:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink

Progression speed

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

The following displays the Progession Speed Proficiency Indicator:

  • Perks:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink

Repairing

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

The following displays the Repairing Proficiency Indicator:

  • Add-ons
    • Template:IconLink
    • Template:IconLink
  • Items
    • Template:IconLink
  • Perks
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink

Sabotaging

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

The following displays the Sabotaging Proficiency Indicator:

  • Add-ons:
    • Template:IconLink
    • Template:IconLink
  • Items:
    • Template:IconLink
    • Template:IconLink
  • Perks:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink

Skill Check Difficulty

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

The following displays the Skill Check Difficulty Proficiency Indicator:

  • Items:
    • Template:IconLink
    • Template:IconLink
  • Perks:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink

Skill Check Probability

FulliconStatusEffects skillCheckProbability The Skill Check Probability Proficiency Indicator indicates whether a skilful action has a higher or lower chance to trigger a Template:IconLink.

The following displays the Skill Check Probability Proficiency Indicator:

  • Add-ons
    • Template:IconLink
    • Template:IconLink
  • Items
    • Template:IconLink
  • Perks:
    • Template:IconLink
    • Template:IconLink


Perk Effects System

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

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

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

Original Iteration

The original iteration of the Perk Effects System was in use until Patch 1.5.0.
It was used to inform a Survivor when Template:IconLink equipped by other Survivors were affecting them, as well as Template:IconLink the Killer would have equipped.

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

Current Iteration

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

  • This also extended to some Killer Template:IconLink that affected a Survivor's default abilities, rather than any Item they might or might not have been carrying.
    • Namely, this were the pre-4.7.0 iterations of Template:IconLink and Template:IconLink (Template:IconLink).
  • Uniquely, The Doctor's Power Template:IconLink displays its icon for the duration of the Interaction Cool-down Survivors experience when getting hit with a Shock Therapy attack.

Icons

Buff Debuff
IconStatusEffects buffPerk IconStatusEffects debuffPerk

Unlockables

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

  • Powers:
    • Template:IconLink
  • Perks:
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink
    • Template:IconLink


Survivor HUD Icons

IconHelp healthy

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

Dwight Fairfield DF charSelect portrait HUD 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 Nothing Laurie Strode LS charSelect portrait HUD
Ace Visconti AV charSelect portrait HUD Bill Overbeck BO charSelect portrait HUD Feng Min File:Hud umg coreCharPortraits HUD.png 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 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
Leon Scott Kennedy S27 charSelect portrait HUD Chris Redfield S27 outfit02 charSelect portrait HUD


Change Log

Patch 2.5.0

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

Patch 3.4.0

  • Change: the red debuff 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.


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