Dead by daylight wiki

Sustenance

The Entity is described as an «Emotion Vampire», with sustenance coming in the form of strong emotions, such as the Killer’s rage and anger, or the Survivors’ desperation, hope or even affection towards other Survivors.

The most effective way for The Entity to procure those emotions is through the never-ending trials, invoking hope in Survivors towards an escape from the nightmarish construct and fuelling the Killer’s blood lust in anticipation of the sacrifice, a bizarre ritual through which Entity extracts its sustenance, which it needs to magnify its power and sustain itself.

With each passing death, a little bit of the Survivor’s soul is lost. Eventually, as all hope evaporates, the Survivor becomes less and less useful to Entity, slowly devolving into a cold and emotionless shell. Those lost Survivors, whose hope has long since left them, are eventually thrown into a limbo realm known as «The Void».

Survivors that are mortally wounded and ‘die’ during a Trial, or shortly after escaping, will be revived by The Entity, also wiping their memories clean in the process and relocating them back to The Campfire.

The Wraith

Wailing Bell

A heavy cast iron bell imbued with ancient powers. Allows the user to enter and walk the Spirit World when rung.

WAILING BELL:
Press and hold the Power button to cloak.Press and hold it again to uncloak, granting a short Lunge forward for 1 second upon re-appearing.The Wailing Bell can be heard up to 24 metres away, and the accompanying *Wooosh* noise up to 40 metres away.

Cloak:

  • Grants near total invisibility when moving and total invisibility while standing still for a moment.
  • The Wraith is completely invisible from farther than 20 metres away.
  • Grants increased Movement speed (6.0 m/s).
  • Grants the Undetectable Status Effect.
  • The Wraith is unable to attack, but can interact with environmental objects.

Lightburn:
Interacting with the Spirit World leaves The Wraith vulnerable to Lightburn.Exposure to bright lights stuns him and forces him to uncloak automatically.

The Blight

An entry in Vigo’s Journal reveals that once a year, The Entity is infested with blight, requiring for it to undergo a purge. The blight manifests itself in the form of cankers spawning throughout the Realms, which bloom into pustules from which a mysterious nectar can be harvested and transformed into the Putrid Serum .

It is possible that due to its hypothesised biology, The Entity is, at its core, a plant-like organism, since Blight is a symptom commonly found in plants affected by a pathogenic organism, which was reflected by the cankerous growing on Hooks and the cankerous pustules that appeared throughout the Realms.

Описание

Список активностей для текущей версии:

Название Очки крови Примечания
Отличная реакция 300 Починка генератора. Необходимо попасть в «экстра» зону при появлении проверки реакции
Хорошая реакция 50 Починка генератора. Необходимо попасть в успешную зону при появлении Проверки Реакции.
Ремонт до 1250 Починка генератора (полная или частичная).
Коллективная работа ~45 ед/с. Совместная починка генератора двумя и более игроками (полная или частичная).
Сундук открыт 250 Открытие сундука с предметами.
Открытие 1250 Открытие ворот для побега с помощью рубильника.
Разведка карты 250 Добавление нового генератора на карту выжившего
Побег через люк 2500 Побег с текущей локации через открытый люк
Открыть люк 2000 Открытие люка с помощью ключа
Жуткий поиск 100 Полный осмотр коробки Пилы
Зоркий глаз 100 Обыск открытого сундука с предметами с помощью навыка «Изучение»

Праздничное

Список активностей, доступных во время проведения специальных событий:

Название Очки крови Примечания
Лунный генератор 4500 Починка лунного генератора(на время празднования нового года по лунному календарю)
Коктейльная вечеринка 4500 Починка машины с ледяными коктейлями при условии, что игрок сжег подношение «Приглашение на барбекю»(на время празднования мероприятия «Летнее Барбекю»)
Нектар собран 4000 Сбор нектара с одного язвенника при условии, что игрок сжег подношение «Лепестки гнойника»(на время празднования мероприятия «Хэллоуин 2018»)
Побег с сосудом 5000 Побег с текущей локации вместе с лунным сосудом(на время празднования мероприятия «Восход луны»)
Сосуд снят с крюка 1000 Снятие лунного сосуда с крюка в первый раз(на время празднования мероприятия «Восход луны»)
Сосуд подобран 500 Повторное снятие лунного сосуда с крюка(на время празднования мероприятия «Восход луны»)
Пагубный ремонт 1000 Починка пагубного генератора без сжигания «Лепестков гнойника»(на время празднования мероприятия «Хэллоуин 2019»)
Гнойный пагубный ремонт 3000 Починка пагубного генератора с сжиганием «Лепестков гнойника»(на время празднования мероприятия «Хэллоуин 2019»)
Коронация 250 Поднять корону с пьедестала(на время празднования 4 годовщины 2020)
Корона разблокирована 500 Сбежать с короной в рамках текущего испытания(на время празднования 4 годовщины 2020)
Проклятый опутанный ремонт 3000 Починить опутанный генератор(на время празднования события «Хэллоуин 2021»)

Victims

The most effective way for The Entity to get a foothold in a new Terra world is for it to corrupt its inhabitants, to the point that they commit great atrocities as gruesome acts of violence weaken the veil between The Entity’s Realm and the world. Through this weak spot, The Entity’s Realm begins seeping over into the world, allowing The Entity to pull its first victims into its own nightmarish construct, the «Corrupted Ones», those pushed to do the deeds that summoned this ancient evil in the first place, also known as the Killers .

The Killers are made to do The Entity’s bidding, which is to relentlessly hunt and kill the Survivors. Many Killers do not do so willingly, although some are happy to sate their blood lust. Some have to be tortured over endless years to be coerced into doing what The Entity wants. The Entity is ever patient and the torture ever more severe. Eventually they all cave in and start the hunt for The Entity.

The Entity actively recruits its Killers by sensing their killing potential in their mortal selves, before corrupting them into committing violent or evil acts. It is possible for it to change its mind during the process of converting the human into a new Killer and choosing someone else instead if it senses greater potential in them, as happened with Rin Yamaoka and her father, the latter having originally been chosen to become a Killer.

Prey for The Entity comes in the form of the Survivors , regular people who stumbled into the corrupted areas and were pulled through by The Entity, with no memory of how it had happened. Once they awaken by The Campfire, there is no escape for them anymore.

The Nurse

Spencer’s Last Breath

A powerful and violent last breath snatched from Crotus Prenn Asylum Warden Patrick Spencer.Channelling its energy allows The Nurse to pierce and jump through the Spirit World in a blink multiple times in a row. Doing so leaves her in a state of fatigue.

SPENCER’S LAST BREATH:
Press and hold the Power button to charge a Blink:

  • Blink for up to 20 metres upon activation.

    • During the ensuing Chain Blink Window, charge again to initiate a Chain Blink of up to 12 metres upon activation.
    • After either the Chain Blink Window closed or the final Chain Blink elapsed, enter a state of Fatigue (2-3 seconds).
  • Grants 1 Chain Blink.

Lightburn:
Interacting with the Spirit World leaves The Nurse vulnerable to Lightburn.While charging a Blink, exposure to bright lights stuns her and forces her to abort the Blink.Lightburn also prevents The Nurse from charging another Blink.

Lore

Additional Lore can be found in Tome III — Escalation: A Lovely War.

As soon as Anna was able to walk, her mother started teaching her how to survive a harsh, solitary life in the northern woods. Living in such an extremely remote and dangerous area required skill and resilience. When sunlight became too dim for productive activities, they would take refuge in their house, a sturdy old cabin constructed to resist the toughest winters. Close to the hearth’s warmth, Anna would rest in her mother’s arms, surrounded by the few wooden toys and masks she had crafted for her. Drifting off to sleep with stories and lullabies, she dreamt happy dreams, ignorant of the events that would soon change everything.

Anna and her mother were stalking a great elk through the woods. They knew it was dangerous prey, but it had been a particularly difficult winter and they were almost out of food. The spectre of starvation frightened them more than any forest creature. Without warning, the elk reared, bellowed and charged at Anna. She was paralysed with fear as the whole world seemed to shake under the immense beast’s pounding hooves. The elk was close enough for Anna to see the murderous fury in its eyes when her mother threw herself in its path, axe in hand. A blood-curdling scream escaped from her lips as the elk impaled her upon its antlers and hoisted her into the air. With all her strength, she brought her axe down on its head again and again while it tried to shake her loose. With a sickening crack, the antlers snapped and Anna’s mother was free. The beast collapsed.

Anna was too small to move her mother’s broken body, so she sat with her in the clearing where she had fallen. To distract her from the dying elk’s cries, Anna’s mother held her and hummed her favourite lullaby. They stayed like that, the huntress and the elk getting quieter and colder, until Anna was alone in the silent forest. Eventually she stood up and started the long walk back home.

Still a child, she knew just enough about life in the frozen forest to survive. She followed her instincts and became one with the wild. She got older and stronger and practised her hunt. As she grew into a dangerous predator, her humanity became a half-remembered dream.

She widened her territory and lived off her hunts. She worked her way up through squirrels, hares, mink and foxes. Eventually she grew tired of them and hunted more dangerous animals like wolves and bears. When unsuspecting travellers came through her woods, she discovered her new favourite prey: humans. Unlucky souls who strayed into her territory were slaughtered like any other animal. She liked to collect their tools and colourful garments and especially toys when there were little ones. But she could never bring herself to kill the little girls.

Girls she would take back to her house, deep in the woods. They were precious, and looking at them woke up something deep in her heart. She craved the closeness of a loved one, a child of her own. Among the pillaged wooden toys, dolls and story books she couldn’t read, the girls would be tied by the neck with a rough and chafing rope fastened firmly to the wall. She couldn’t let them wander off, or they would surely die outside.

Every time, the girls would waste away and die of cold or starvation or sickness. Every time, it plunged Anna deeper into pain and sorrow and madness. She was compelled to try again, and started raiding the nearest villages to slaughter families and kidnap their daughters. She wore one of the animal masks her mother crafted for her so many years earlier to try to calm the frightened children. Villagers spread the legend of a half-beast lurking in Red Forest: The Huntress, who killed men and ate little girls.

War eventually came to the forest. German soldiers began to pass through, on the march to attack the collapsing Russian Empire. During these dark times, there were no more travellers. The villagers had abandoned their homes, and no more little ones to be found; only soldiers. Many of them were found with violent axe wounds. Whole groups disappeared mysteriously. Once the war was over, the rumours of The Huntress disappeared with it, engulfed by the Red Forest.

Emblem Qualities

The Quality of an Emblem can be compared to a type of grade, grading a Player’s performance in the associated Category.

  • Iridescent Emblem: awarded for an Outstanding performance in the associated Category.
  • Gold Emblem: awarded for Exceeding Expectations in the associated Category.
  • Silver Emblem: awarded for an Acceptable performance in the associated Category.
  • Bronze Emblem: awarded for a Poor performance in the associated Category: failed to meet expectations
  • No Emblem: awarded for a Dreadful performance in the associated Category: failed through and through.

If a Player feels like they performed well in a game, but not exceedingly so, a mix of Silver and Gold Emblems can be expected.Iridescent Emblems and a double-pip should only be expected if one knows that they have outdone themselves in the Trial and performed outstandingly well.

The Spirit

Yamaoka’s Haunting

Yamaoka is the name she carries from her ancestors, who unleashed hell on the battlefield.The Spirit draws her power from their wrath, haunting the living as retribution for her suffering.The Spirit can use Yamaoka’s Haunting to enter the Ethereal Plane and re-appear at a new location.

YAMAOKA’S HAUNTING:
Press and hold the Power button to charge Yamaoka’s Haunting and initiate a Phase-Walk.The Spirit will depart her physical body and enter the Ethereal Plane, leaving behind a stationary Husk.

Using Yamaoka’s Haunting depletes The Spirit’s Power gauge (5 seconds).It will automatically replenish over time (15 seconds).The Power gauge must be fully replenished before another Phase-Walk can be initiated.

Phase-Walk:

  • The Spirit may traverse to a new location at an increased Movement speed (7.04 m/s).
  • The Spirit loses sight of all Survivors, but still sees the Scratch Marks they leave throughout the Trial Grounds.
  • The Spirit emits an audible, directional cue while Phase Walking within 24 metres of her ethereal form.
  • When ending a Phase-Walk, The Spirit retains her Movement Speed boost for a brief moment and her Husk fades away.

Husk:

  • The Husk emits The Spirit’s regular Terror Radius .
  • Survivors may disperse the Husk by shining a Flashlight on it.

Passive Phasing:

When not Phase-Walking and only from the Survivor’s Point of View, The Spirit constantly phases in and out of view at random intervals.

The Cannibal

Bubba’s Chainsaw

An incredibly powerful and heavy Chainsaw which sank its teeth into countless victims.A suitable birthday gift for The Cannibal.

BUBBA’S CHAINSAW:
The Cannibal starts the Trial with 3 Charges.

SPECIAL ABILITY: Chainsaw Sweep
Press and hold the Power button to consume one Charge and perform a Chainsaw Dash for 2 seconds that can hit multiple targets.Survivors hit during a Chainsaw Dash are put into the Dying State .

Additional Chainsaw Dashes
Press the Power button again during the Chainsaw Dash window to consume another Charge and extend the Chainsaw Sweep by another Chainsaw Dash.

  • Resets the Chainsaw Sweep timer to 2 seconds.
  • Increases the Chainsaw Sweep cool-down by 1 second per charge.

Charges replenish while Bubba’s Chainsaw is not in use.

Tantrum
The Tantrum meter slowly fills when revving Bubba’s Chainsaw.Once the meter is full, or after hitting an obstacle during a Chainsaw Sweep, The Cannibal unleashes a Tantrum, wildly slashing out and damaging any Survivors in close proximity, putting them into the Dying State .

  • Tantrum duration increases by 1 second for each Charge that was consumed.
  • Lose any remaining Charges.
  • Movement speed.

The Tantrum meter decreases when Bubba’s Chainsaw is not in use and completely depletes during a Chainsaw Sweep.

The Hag

Blackened Catalyst

The Source of The Hag’s power, a blackened finger used as a catalyst for her terrible power.The Hag bends and shapes mud to her will. With simple ritualistic drawings, she creates deceitful duplicates of herself, made from mud and decay, which she can use for various effects.

BLACKENED CATALYST:
Press the Power button to bend down and draw a muddy Phantasm Trap sign:

  • The Hag can maintain up to 10 Phantasm Traps

    Each subsequently drawn Phantasm Trap will replace the oldest one.

    .

Phantasm Traps:
Survivors entering the Phantasm Trap’s Area of Effect will trip the trap, spawning a Mud Phantasm:

  • The Mud Phantasm will yank the Survivor’s camera towards it, disorienting them.
  • The Mud Phantasm will emit a fake, short-ranged Terror Radius and keep its sight trained on the Survivor disappearing.

Survivors can prevent tripping a Phantasm Trap by crouching or interacting with Props within its Area of Effect.

Shining a Flashlight near to Phantasm Traps will reveal their Aura to the Survivor.Aiming it directly at a Phantasm Trap will quickly destroy it.

SPECIAL ABILITY: Teleport
Press the Active Ability button to teleport to a tripped Phantasm Trap located within a range of 40 metres, taking the place of the Mud Phantasm.

Dying State[]

In the Dying State, a Survivor’s Movement speed is limited to a slow crawl and they are unable to use any of their Items .

A crawling Survivor has two options: recover as much health as they can (at maximum 95 % at a rate of 50 % of the normal Healing speed, which equates to recovery taking 30.4 seconds), or crawl away to find help. Without the aid of certain Perks , a Survivor cannot fully recover by themselves; they will need another Survivor to finish healing them. A crawling Survivor can be picked up by the Killer and brought to sacrificial Hooks .

While in the Dying State, Survivors slowly bleed out till death (after 240 seconds). The bleed-out progress can be seen below the Survivor’s Status Icon in the HUD.

Healing from the Dying State puts a Survivor into the Injured State.

Dying Survivors can see the Auras of their teammates and vice versa. Dying Survivors can use their teammates’ locations to determine whether they should move or attempt to recover.

  • It takes 240 seconds (4 minutes) for a Dying Survivor to bleed out and die.
  • A Killer can see the Aura of a nearby Dying Survivor if they have the Perk Deerstalker .
  • Tenacity allows Survivors in the Dying State, to recover and crawl at the same time.
  • Unbreakable , No Mither , and Soul Guard allow a Survivor to fully recover from the Dying State.
  • Adrenaline instantly recovers a Survivor one full Health State when the Exit Gates become powered.
  • A Killer using Knock Out will prevent the other Survivors from seeing the Dying Survivor’s Aura outside of a certain range, similar to a reverse Deerstalker .
  • Survivors can reduce the grunting by using No Mither .

Healing[]

Healing can put Survivors back into higher Health States.It is considered a Healing action and affected by various Unlockables.

  • It is possible to heal oneself back to Healthy with either a Med-Kit , Self-Care

    The exceptions are Survivors affected by the Broken Status Effect. Any afflicted Survivor cannot be healed past the Injured State.

    , or being healed by other Survivors.

  • Healing one Health State requires 16 Charges. Since Survivors heal at a default Healing speed of 1 c/s, this causes the action to take 16 seconds by default.
    • Some Unlockables can either increase or decrease the Healing speed, but the required Charges remain the same.
    • Up to two Survivors may heal a third Survivor, doubling the combined Healing speed to 2 c/s, effectively halving the required Healing time.
  • A Killer can see the Auras of a Survivor being healed or healing themselves with the Perk A Nurse’s Calling

    When using Deathbound , a Survivor healing another might trigger an Aura-Flare-Up and Loud Noise notification.

    .

Mending

Mending will put Survivors afflicted by Deep Wound back into the Injured State.It is not considered a Healing action and therefore remains unaffected by Unlockables, with the exception of Killer Power Add-ons that affect its duration.Should the bleed-out timer run out or the affected Survivor receive damage by the Killer, they will be put into the Dying State.

  • Self-Mending takes 12 seconds to complete.
  • Altruistic Mending takes 8 seconds

    Up to two Survivors may Mend a third Survivor.However, this incurs a Mending Speed penalty of -25 %

    to complete.

  • Partial Mending progress is saved.

Killer Emblems

Gatekeeper

Formerly known as the Deviousness Category.
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 10 Points 15 Points 25 Points 35 Points
Percentage Thresholds 0 % ~28.6 % ~42.9 % ~71.4 % 100 %
Former Category: Deviousness
The GATEKEEPER Emblem is won by slowing down Generator Repair progress for as long as possible.Points are gained each minute for the first nine minutes of the Trial, based on the amount of incomplete Generators remaining on the Map.Ending the Trial with the Exit Gates closed grants bonus points.
Your goal is to gain as many points as possible for this Emblem:

  • 0 points: starting value
  • 0-45 points: awarded once per minute for each Generator remaining unrepaired (capped at 9 minutes)
    • 5 points: awarded if 5 Generators remain after a/another minute has elapsed
    • 4 points: awarded if 4 Generators remain after a/another minute has elapsed
    • 3 points: awarded if 3 Generators remain after a/another minute has elapsed
    • 2 points: awarded if 2 Generators remain after a/another minute has elapsed
    • 1 point: awarded if 1 Generator remains after a/another minute has elapsed
    • 0 points: awarded if no Generators remain after a/another minute has elapsed
  • 10 points: awarded if the Exit Gates remained closed at the end of a trial

Devout

Formerly known as the Sacrifice Category.
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 1 Points 4 Points 8 Points 10 Points
Percentage Thresholds 0 % 10 % 40 % 80 % 100 %
Former Category: Sacrifice
The DEVOUT Emblem represents the Killer’s ability to sacrifice and kill Survivors.Each Survivor eliminated from the Trial grants points.Sacrifices, Moris, and Reverse Bear Trap kills grant the same amount of points.No points are awarded for any Survivor that bleeds out.Hooking all Survivors at least once will guarantee at minimum a Bronze Emblem.An Iridescent Emblem requires performing nine or more Hook actions in the Trial.
Your goal is to gain as many points as possible for this Emblem:

  • 0 points: starting value
  • 2 points: awarded for each Sacrifice
  • 2 points: awarded for each Kill
  • 0 points: for each bleed-out death
  • 2 points: awarded for each Disconnect
  • 1 point: awarded for having hooked all Survivors at least once
  • 1 point: awarded when Survivors have been hooked for 9 times.

Malicious

Formerly known as the Brutality Category.
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 11 Points 22 Points 30 Points 36 Points
Percentage Thresholds 0 % ~30.6 % ~61.1 % ~83.3 % 100 %
Former Category: Brutality
The MALICIOUS Emblem represents the Killer’s ability to apply pressure on Survivors and prevent them from helping each other.Points are won by hurting, interrupting, and downing Survivors, and lost if the Survivors are healed.Points are also awarded each time a Survivor is hooked, which are NOT lost when the Survivor is unhooked.
Your goal is to gain as many points as possible for this Emblem:

  • 0 points: starting value
  • 1 point: awarded for each successful hit
  • 2 points: awarded for each new Hook State reached by a hooked Survivor
  • -1 point: lost for each instance a Survivor was healed
  • -1 point: lost for each Survivor that manages to escape your grasp

Chaser

Formerly known as the Hunting Category.
No Emblem achieved Bronze Emblem Silver Emblem Gold Emblem Iridescent Emblem
Required Points 0 Points 650 Points 1,230 Points 1,800 Points 2,550 Points
Percentage Thresholds 0 % ~25.5 % ~48.2 % ~70.6 % 100 %
Former Category: Hunting
The CHASER Emblem represents the Killer’s ability to find and chase Survivors.A few points are won each time a Survivor is found, and also by winning the Chase; the shorter the Chase, the higher the points.Staying within a close proximity to hooked Survivors will reduce points in this Emblem over time.
Technical information:
Your goal is to gain as many points as possible for this Emblem:

  • 0 points: starting value
  • 0 points: awarded for ending a Chase by losing the Survivor
  • 5 points: awarded for finding a Survivor and initiating a Chase
  • x points: awarded for an on-going Chase ending the Chase successfully; the shorter, the more points are awarded
    • This value changes depending on the final Chase duration:
      • 0-15 seconds: 90 points
      • 15-30 seconds: 60 points
      • 30-45 seconds: 50 points
      • 45-60 seconds: 40 points
      • 60+ seconds: 30 points
  • 55 points: awarded for hitting a Survivor during a Chase
  • -3 points: deducted each second you are within moderate proximity (16 metres) to a hooked Survivor (only applied after 10 seconds)
  • -7.5 points: deducted each second you are within extreme proximity (8 metres) to a hooked Survivor (only applied after 10 seconds)

Achievements

Main article: Achievements

There are 3 Achievements related to The Shape:

Icon Name Description
Adept Shape Achieve a Merciless Victory with The Shape using only his Unique Perks: Save the Best for Last , Play with Your Food & Dying Light .
Evil Incarnate With The Shape , kill all Survivors with Evil Within III in a single Trial.

Requires the Judith’s Tombstone Add-on in order to be obtained and is best combined with Fragrant Tuft of Hair and Play with Your Food to counter-act the movement speed de-buff of Judith’s Tombstone. Killing a Survivor with Evil Within III requires walking up very close to a Survivor and performing a successful Quick Attack (a Lunge Attack will put the Survivor into the Dying State instead), which will trigger the Memento Mori animation. Killing a Survivor does not count as an offensive action and thus does not deplete Tokens from Play with Your Food.

The Man Behind the Bush With The Shape , stalk Survivors for 300 / 100 Evil Within Tier-ups.
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