This thing, that I dubbed The Entity, is evil in its purest form. I find it hard to spot, but I can hear the cracking sound this loathsome thing emanates. Like a deity, it surrounds the area, closing in on me as its killers hunt me. It does not seem to be dangerous in itself. Not until you are caught and the killer hangs you from one of the abhorrent hooks. I have ended up there over and over and every time I yearn for both release as well as escape. Pain melts with fear in a most horrid way. Yet I return to it, more or less every night. Once on the hook, the Entity takes over, pulling one upwards to something else. | |||
~ Benedict Baker's Journal, Nov. 1896 |
The 恶灵 is an omnipotent non-player Character in Dead by Daylight .
The Entity is the mighty, malevolent being that created the nightmare Realms of trials in which the Killers and Survivors are trapped.
Not much is known about The Entity, and it is rarely seen, except for when it manifests to claim its sacrificed Survivors. Some claim to have caught a glimpse of it in the deep, dark fog beyond the trial walls. It was probably just their eyes playing tricks on them.
Role[]
Bloodweb[]
After a Character reaches Level 10, the Entity will begin to share the Bloodweb with that Character. After the Player has bought numerous Nodes from the Character's Bloodweb, a dark, smoky patch will appear, and the Player will then take turns with The Entity in taking Nodes from the Bloodweb: The Entity will move to another Node after every purchase is made by the Player. The Nodes consumed by The Entity cannot be obtained from that particular Bloodweb, and so rarer Bloodweb Nodes, such as Perks, will not be obtainable until the Player levels up again. When The Entity cannot take over any of the adjacent Nodes, it will move to another place.
概述[]
恶灵是一种不知名的邪恶存在,它存在于我们的现实世界与想象之间——那种只存在于梦中的空间。为了进食,恶灵会深入那些易受影响的受害者的内心,侵蚀并腐化他们,引诱他们做出骇人听闻的暴力行为。因为这是它在现实世界行动的唯一方式,并且能够将人引入死亡的命运。
一旦得逞,恶灵就拥有了进入现实世界的可趁之机,它把人们从这道裂隙拖入它那噩梦般的领域——幻境。而首当其冲的受害者就是那些被腐蚀的人们,那些最早被逼迫去召唤这一古老恶魔的人—— 杀手 。
恶灵的猎物是那些还未被侵蚀的受害者们—— 逃生者 。一些普通人偶然地闯入这些腐化地带,随后就被恶灵拖入其中,他们甚至完全不会记得事情是如何发生的。一旦他们在噩梦中被 篝火 唤醒,就再也无法逃脱了。
恶灵在这个世界中创造了一个真实世界的倒影以迷惑逃生者。尽管无法真正理解它所触碰的现实世界的本质,它还是试图尽其所能地模仿它们,而它也从未准确无误地做到过。正因恶灵创造着它无法理解的事物,这个世界更像是一个糅杂着熟悉和陌生的一切的、变幻莫测的梦魇。
在这个怪异的世界中有一些令人感到熟悉的部分:地图以及幻境建立在它们所对应的、现实世界中的腐化地带的基础之上,但同时也包含了一些怪异的机械 发电机 。逃生者们可以激活它们以开启两扇 逃生大门 。而如果成功,他们就能逃出生天——当然,也只能够回到他们出发时的篝火。
恶灵需要每位逃生者都能感受到希望,向往着逃离这片领域的出路。它所进食的正是这种希望,而进食的形式是一种恐怖的献祭。通过这种骇人听闻的仪式,恶灵汲取着所需的养分来增强力量。它的最终目标是吞噬整个世界,每一次献祭都是它成长的一部分。
经历过一次又一次的死亡,逃生者们的灵魂也在逐渐迷失。最终,随着所有希望的破灭,逃生者对恶灵的价值也越来越小,逐渐变成一具冷酷而麻木的躯壳。这些失去希望的逃生者最终会成为他们曾经惧怕的东西:捕猎他们的杀手。
杀手[]
杀手们听从着恶灵的命令,对逃生者们施以冷酷无情且不知疲倦的追猎与杀戮。尽管一部分杀手很乐意满足自己的嗜血欲望,但也有许多的杀手并非心甘情愿。一些人必须经受长年累月的折磨,才能被迫遵从恶灵的命令行事。恶灵始终保持着它的耐心,然而与此同时的折磨也会越来越严厉。最终,他们都将屈服,为恶灵狩猎。
献祭对恶灵来说至关重要,成功献祭的杀手会得到主人的奖赏。也只有那些最优秀的杀手才能获得当场处决逃生者的特权。
Sacrificing[]
After a hooked Survivor has less than half of their Health Bar remaining, The Entity will attempt to take them.
If a Survivor is hooked by the Killer a second time and the Health Bar was not halfway depleted after the first one, they will be able to struggle against The Entity, delaying their imminent death and giving other Survivors a chance to rescue them once more. However their Health Bar will continue to slowly deplete as this happens. If a Survivor does not struggle, The Entity will take them and they cannot be saved.
If a Survivor had less than half of their Health Bar remaining when they were rescued and are placed on a Hook again, or if they are the last remaining Survivor, they will be immediately taken by The Entity and cannot be saved nor struggle.
Tactics[]
- As The Entity is a non-player Character, it cannot be killed. However, The Entity can only kill Survivors who have been placed on a Hook by the Killer.
- If a Survivor vaults the same Window three times within the same chase, The Entity will make a wall of spikes appear in that Window, temporarily blocking that particular Survivor from vaulting it another time. Similarly, if a Killer tries to exit the trial through the gate, The Entity will block their path with spikes.