Dead by daylight wiki

Trivia

  • According to , there is a world in which a «Cult of The Entity» exists called The Black Vale

    It is heavily implied in her Lore that Charlotte Deshayes was kidnapped, experimented on, and later hunted by The Black Vale.

    , possibly Vigo’s world.

  • In , The Observer describes The Entity as a «Cosmic Blood Pudding».
  • It is presumed that The Entity prefers to physically manifest itself in the form of a spider, similar to Stephen King’s «IT».
  • Towards the beginning of The Entity’

    The Developers have noted that it is very possible that the first Killer was not a success, and was promptly thrown into The Void.

    s parasitic relationship with the real world, there may have been some trial and error, namely with the existence of trials and their emphasis on Generators and other in-game objects.

  • The degree of torture needed to convince initially unwilling Killers to do The Entity’

    Killers without physical alterations do The Entity’s bidding willingly, as she provides them with victims to sate their own blood lust.

    s bidding can generally be gauged from any physical alterations, such as The Trapper’s numerous iron hooks piercing through his upper torso. Though in Rin’s case, the alterations were received from her father.

Gender

  • The Entity is often designated as of female gender.
    • This is due to the French language, mother tongue of most of the Developers, neither possessing a gender-neutral pronoun nor a grammatical neuter.
    • The Entity’s original French name, «L(a)’ Entité» is a feminine noun and the Developers have been known to refer to The Entity with feminine pronouns in English as well.

Trivia

  • The Shape was the first Killer to be introduced as a paid DLC and as a licensed Character.
  • The Shape’s in-game name is a reference to the original 1978 movie: during the credits, his character is credited as «The Shape».
  • The Shape was the first, and for a long time only Killer, to feature a unique Terror Radius and Chase Music.

    • The Terror Radius, as well as the Tier-up music, is a version of the original Halloween OST, specifically «The Hanger».
    • The Tier-up Warning sound cue (no longer in use) is a version of «The Hedge».
  • The Shape was the first Killer to feature a Power gauge.
  • The Shape was the second Killer to wear a face mask.
  • The Shape has a small animated trail behind his knife when he swings.
  • The Shape features standard boots in Dead by Daylight, whereas in the film, he can be seen wearing Green Vietnam Combat Jungle Boots.
  • The Shape shares his voice-actor with Felix Richter .

Mori Trivia

  • The Shape’s Memento Mori is likely a reference to how he kills Bob Simms in the 1978 film Halloween.He grabs Bob with his left hand, lifts Bob up and then stabs him.
  • The Shape was the first Killer to have two Memento Mori animations.

    • Killing Survivors using his Tombstone Piece or Judith’s Tombstone Add-ons, The Shape grabs them from behind, turns them around, and lifts them up before stabbing them.
    • Killing Survivors using Perks or Offerings , The Shape lifts the downed Survivor by their neck up from the ground before stabbing them.

Overview[]

  • As a Survivor, go in alone or team up with friends to face an unknown threat. Use Items at hand, Unlocked Abilities and Environmental Objects to outwit the monster and escape from its killing ground.
  • Set in a procedurally generated World, you’ll never know what to expect, what you’re facing and how to get away. You will have to make stressful choices under desperate circumstances. Every decision impacts your chances of survival.
  • Killers come from all horror genres, from brutal slashers to terrifying paranormal entities. Master these monsters’ unique powers and exploit the knowledge of your “home” to track, hunt down, break and sacrifice your victims before they get a chance to escape to safety.
  • The asymmetry, procedural factors and unique thinking of human individuals make each Dead by Daylight match an unexpected scenario where the combined behaviour of each player creates a truly terrifying and thrilling narrative.
  • Dead by Daylight Characters each have a deep progression and Unlockables which can be customized into your own personal strategy. Use your experience, Skills and load-out to climb up the competitive ladder and you might eventually discover the truth beyond the fog.

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.

Особенности

Некоторые особенности поведения Сущности, которые можно встретить в игре:

  • Так как Сущность не является игровым персонажем, то она не может быть убита или остановлена
  • Если выживший использует один оконный проем более 3 раз в течение 20 секунд, Сущность создаст в нем преграду в виде стены и заблокирует его использование на определенное время
  • Если убийца попытается сбежать в туман через открытые ворота, Сущность остановит его преградой в виде стены. Данная стена видна только убийце. Она исчезнет, если убийца вернется на текущую локацию
  • В процессе жертвоприношения в подвале или различных сооружениях Сущность игнорирует любые препятствия в виде крыши или пола, проникая сквозь них
  • Глаза некоторых убийц «поражены» Сущностью и отличаются от остальных белым цветом

Motivation

The Entity is the cosmic embodiment of evil, turning worlds inside out with its very presence, a behaviour the Observer and his people witnessed when The Entity befell their home world. It corrupts its victims, slowly driving them towards madness and eventually pushing them over the edge, which allows it to snatch them from their world and trap them in its Realm.

The Entity travels from Terra world to Terra world, growing stronger in its power until it eventually consumes all worlds in the cosmos. It is drawn to darker worlds, filled with chaos and darkness, as it chooses worlds that have failed to understand the metaphysical relationship between their thoughts and the world they live in, feeding off of their ignorance.

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.

Биография

Некоторые люди подобны плохим семенам. Семенам, которые переплетены с чистой формой зла без каких-либо примесей. Майкл Майерс является одним из таких семян. У него не было проблем с причинением боли другим людям. Напротив, это было именно то, к чему он стремился.

Жизнь с теми, чей разум наполнен ужасом, бывает непростой. Отличие лишь в том, какими способами можно решить эти проблемы. Для Майкла таким решением являлось убийство кого-либо с внутренним покоем. Так он отнял жизнь у своей сестры, полицейские нашли на месте преступления молчаливого мальчика, одетого в костюм клоуна.

Когда кто-то по ошибке разжигает огонь, никто не заливает его бензином. Однако, чиновники, которые не понимали, как в теле мальчика мог сформироваться подобный демон, предприняли меры. Решение отправить Майкла в психиатрическую больницу было слабой попыткой спасти ребенка. Безуспешная терапия и ночные крики сделали его еще более замкнутым и отрешенным. Люди надеялись, что с Майклом Майерсом будет покончено, и скоро он будет похоронен и забыт, а все неудачи уйдут вместе с ним.

Но неожиданно… он сбежал.

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.

Trivia

  • The Huntress was nicknamed «Bear» in development.
  • The Huntress was the first Killer to have a ranged attack.
  • The Huntress

    Like most female Killers, she also walks at a slower Movement speed.

    was the third female Killer.

  • The Huntress was the first playable Character with an unknown surname.
  • The Huntress was the third Killer to wear face masks.
  • The Huntress is voiced by Emily, who also sung the Lullaby.
  • The Huntress is likely ambidextrous, guiding her Axe with her right and throwing Hatchets with her left hand.
  • The Huntress’ hare mask might be inspired from similar masks worn by the Spider Splicers of the BioShock franchise.
  • The Huntress

    However, she does have pitch-black, animal-like eyes, likely a hint at her being a Bodark (see below).

    is one of the most human-looking Killers in the game, as she has very few unnatural alterations from The Entity.

  • The Huntress

    She likely does this due to her affinity for collecting shiny things.

    wears a silver ring on the middle finger of her left hand.

  • The Huntress was the first Killer to vocalise her attack.

Lore Trivia

  • The Huntress

    There is a historical inaccuracy with the description of her «Spoils of War» Outfit, which addresses the Russians as «Soviets», despite the Soviet Union not yet existing during World War I.

    originates from the time of around World War I.

  • The soldiers encountered by her () define The Huntress as a «Bodark» one of several types of lycanthropes in Russian and Slavic folklore.
    • The Bodark is a person who willingly chooses to become a werewolf and often uses a ritual to force the change.Unlike the common mythological understanding of werewolves, they are unaffected by the lunar cycle and can shape-shift at will.Bodarks are considerably more dangerous and terrifying than other werewolves in that they retain control over their actions and remain completely aware in their wolf form.Bodarks retain their human intelligence, which combined with heightened senses and enhanced abilities makes them excellent hunters and tremendously difficult opponents to face.
    • The other type of werewolf that fits The Huntress’ background is the «Volkolak», who can also transform at will, but unlike the Bodark both into a wolf and a bear form, which is the likely inspiration for The Huntress’ WIP name «Bear».
  • The Lullaby hummed by The Huntress is an actual, well-known Russian lullaby called «баюшки баю» (Bayushki Bayu)

    The lyrics warn children to not sleep close to the edge of their bed as they risk getting snatched by a wolf and dragged off into the woods.

    .

Cosmetic Trivia

The Huntress as «The Mordeo»

  • The Huntress’ Legendary Outfit, «The Mordeo»

    «The Mordeo» is one of several demons serving «The Mordeo Queen».A «Mordeo» is created whenever a human entering its territory in the woodlands engages in cannibalism, similar to how a «Wendigo» is created.

    , is a character from the Crypt TV series of the same name.

Как погасить коды в Dead By Daylight

Процесс погашения кодов DBD для получения требования не может быть проще. Следуйте приведенным ниже инструкциям, и вы получите все необходимые Bloodpoints в кратчайшие сроки:

  1. После загрузки в DBD в главном меню выберите « Store » в правом нижнем углу экрана.
  2. Магазин появится. В правом верхнем углу экрана вы увидите « Погасить код ». Щелкните это.
  3. Откроется новое окно пользовательского интерфейса, показанное на изображении ниже. Введите свой код в поле.
  4. Нажмите « Погасить », и в случае успеха полученный вами предмет будет отображаться в нижней части экрана в течение нескольких секунд.

Погашение кодов в DBD занимает всего пару шагов!

Manifestations

The Entity occasionally manifests itself in a physical form throughout the Trial Grounds given certain circumstances.

The two most common manifestations come in the form of spikes or spider legs. The spikes are used by The Entity to block Exit Gates and Windows , or to destroy Pallets . The spider legs either shoot through the ground, piercing and killing any Survivor that did not make it out of the Trial Grounds within the Endgame Collapse timer, or manifest themselves around the Hook , to eventually sacrifice a hooked Survivor, and in case of a successful sacrifice, above the Hook to transport the sacrificed Survivor up into the sky in order to extract its sustenance from the sacrifice.

The Fog

The Black Fog, also known as «Dark Fog» or «Auric Fog», surrounds the pocket Realms of The Entity and is but one of The Entity’s many manifestations, described in as a conscious entity in and by itself. The Observer describes The Fog as feeling alive, containing swirls and streams of memories and imprints of beings from all the Terra worlds the Entity had consumed.

The Black Fog is composed mostly of auric particles and cells, from which The Entity forms everything inside its Realms. Indications of this are found with the Iridescent Add-ons of Killers that were all formed from the Fog itself and are imbued with its power.

Some of the Entity’s more knowledgeable victims, such as Vigo and The Observer were aware of the originally mentioned metaphysical relationship between their thoughts and the world they lived in, and thus able to hone their skills and «bend the Fog’s irrefragable rules», which allowed them to create to mould and shape The Black Fog to their own will.

The rich presence of auric particles and cells also indicates that The Entity is far more ancient than the Observer and his people ever suspected, leading to his speculation that The Entity is an «Original One», an «Ancient».

The Realms

The Entity builds a reflection of the real world in its construct to confuse its victims. Unable though to really understand the true nature of the world it touches, it tries to replicate it as best it can, although it never quite gets it right. As a result, the world is an ever changing nightmarish fusion of familiar and strange elements as The Entity makes up what it cannot comprehend.

In this bizarre world, there are several familiar parts. The Maps and their Realms are based on the world it infects and there are strange mechanical Generators that the Survivors can power up to open two Exit Gates . If they succeed they will escape, although only back to The Campfire that they started from.

The Realms respond to and change according to The Entity’s consciousness and act as an expression of The Entity’s unconscious need for fear and terror.

The 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 made by the Player. When The Entity cannot take over any of the adjacent Nodes, it will move to another place.

Change Log

Patch 2.3.0

  • Hooking each Survivor at least once during the Trial now guarantees a Bronze Devout Emblem.
  • Remaining within 16 metres of a hooked Survivor for a prolonged period of time now degrades the Chaser Emblem’s Quality over time.

Patch 3.0.0

  • Added events for Lightbringer Emblem scoring:
    • 20 points for cleansing a dull totem.
    • 5 points if a Dull Totem is cleansed while you are in a chase.
    • 10 points if a Hex Totem is cleansed while you are in a chase.
    • 1/3 points for each percent of a Generator repaired while you are in a chase.
  • Added event for Benevolent Emblem scoring: 10 points for sabotaging a Hook within 10 metres of a Killer carrying a Survivor, if the carried Survivor then wiggles free.
  • Added event for Evader Emblem scoring: 50 points for stunning the Killer with a Pallet.

Тактика

Кроме общих рекомендаций для всех убийц, существует ряд особенностей при игре за Тень:

  • Тень должен держать выживших в поле зрения при использовании своей силы преследования, чтобы увеличить ее мощь (уровень силы)
  • С каждым новым уровнем способности «Чистое зло» увеличивается скорость передвижения персонажа, а также дистанция его удара с выпадом
  • Чистое зло 3-го уровня можно использовать вместо навыка «Порча: никому не скрыться от смерти» или совместно с ним, после того как на ворота будет подано питание (поочередно, предварительно накопив достаточное количество очков для достижения нового уровня)
  • Каждый новый цикл набора уровней «Чистого зла» становится сложнее, т.к. существует определенный лимит «очков зла», которые можно набрать с каждого выжившего для достижения новой стадии. Поэтому, если при использовании силы выживший подсвечивается красным (а не белым как обычно), то не стоит тратить на него время
  • Когда у Тени чистое зло 1-го уровня, у него пропадает радиус террора вовсе, что позволяет максимально близко подойти к выжившему и даже схватить его при определенных условиях
  • Когда сила Тени достигает третьей стадии, он заносит руку с ножом вверх. На короткое время скорость, с которой он перелезает через оконные проемы увеличивается, как и его выпад при атаке, а удар по выжившему будет смертельным
  • Стоит помнить, что белая маска убийцы заметна с большого расстояния, а дыхание убийцы может выдавать его местоположение через небольшие преграды в момент приближения к выжившим
  • Используя специальные улучшения, способность «Чистое зло» может заменить подношения вида Memento Mori или специальные навыки, позволяющие убивать выживших

Overview

The Shape is a haunting Killer, intent on monitoring Survivors from a distance to feed his Power. The more he stalks, the stronger and faster he becomes.

His personal Perks, Save the Best for Last , Play with Your Food , and Dying Light , select one Survivor to become his Obsession and will trigger deadly effects based on the Obsession Status.

His Perks are focused around Obsessions, just like Michael Myers is obsessed with killing, the Killer picks a Survivor, and tags them as his Obsession.

Difficulty rating: Hard(based on the amount of time and effort that is required to properly learn to play him and use his Power effectively)

Other UI States[]

In addition to the aforementioned Health States, there are several States that are not considered such, but appear in the same location on the Status HUD:

Sacrificed State

The Sacrificed State is shown after a hooked Survivor lost the battle against The Entity and was successfully sacrificed.

Dead State

The Dead State is shown after a Survivor who was left in the Dying State for too long bleeds out and dies.It is also shown after a Killer kills a Survivor by any means.

Mad State

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

Broken State

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.

Sleep State

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 Nightmare .

Trapped Timer State

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

Marked State

The Marked State is shown whenever a Survivor was successfully stalked by The Ghost Face and is vulnerable to taking double damage.

Lacerated State

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

Puzzle Solving State

The Puzzle Solving State is shown whenever a Survivor has picked up the Lament Configuration when facing The Cenobite .It will animate when the Survivor is starting to solve the Puzzle Box.

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)

Trivia & Tidbits[]

Dead by Daylight BETA

This paragraph lists some trivial facts about the Dead by Daylight BETA build that was available to some Content creators and lucky few prior to the Game’s original release in June 2016:

Characters

  • While all four original Survivors were available to play as, Killers could only play as The Trapper

    The Wraith and The Hillbilly were hidden from Players as they were not quite finished yet.The Wraith had sound issues when cloaked and The Hillbilly had missing animations and sounds.

    .

Cosmetics

Some of the Killer’s Cosmetic options did not yet have dedicated icons and used the icon of the Skeleton Key as a placeholder instead.

Items

Several Items that would not become available until Patch 1.1.2 were already implemented and functional, but remained locked and hidden.

Levelling

  • It was impossible to level past Level 5

    However, a bug allowed some Players to circumvent this restriction and even prestige.

    .

Locomotion

When walking on stairs, BETA Survivors would realistically place their feet on the individual steps.However, this system was scrapped.

Map Offerings

All Map Offerings with a tremendous modifier were of Very Rare Rarity, compared to the Rare they were changed to after a few Patches.

Maps & Realms

  • Despite only having the original The MacMillan Estate Maps available to play on, the BETA already contained the other two Release-Realms, Autohaven Wreckers and Coldwind Farm, as well as several early version of future Maps for other Realms.
    • Unreleased Sawmill Map:
    • Early Backwater Swamp Maps (CHAPTER III: Of Flesh and Mud):
      • Loading into the Backwater Swamp Maps reveals many missing assets, but also some that never made it to release, such as a large tree with tunnels in-between its massive roots.
      • The Pale Rose was nearly finished already.
      • Grim Pantry’s main-building featured some slightly altered lay-out.
      • A Map was intended to feature the cannibal-village from The Hag’s Lore and was even modelled and textured by 1.3.1, but never released.
    • Early Crotus Prenn Asylum version (CHAPTER I: The Last Breath Chapter):
      • The BETA version was located in Coldwind Farm, which, judging by other unreleased Maps, appears to have been used as a Template-Realm by the Developers.
      • The Asylum building featured essentially the same lay-out as it did at release.
    • Unreleased Coldwind Farm

      The BETA featured an unreleased Map called «Farm Cross», which was in the shape of large ‘+’, as well as fully modelled and textured.Curiously, it featured the main Landmarks of several Coldwind Farm Maps, almost as if the Map itself was a compilation.It featured the Silo (Torment Creek), the Slaughterhouse (Rancid Abattoir), and the Farmhouse (The Thompson House).

      Map:

Prestige

Prestige Cosmetics were of Ultra Rare Rarity, compared to the Rare they were changed to after the first Bloodweb Rework.

Teachable Perks

While Teachable Perks already existed, hovering above them in the inventory would only mention its Rarity and omit the Character they belong to.

Cosmetic Options

Players can choose from a variety of Cosmetic options to customise The Shape:

Base Cosmetics

Default

Icon Name Body Rarity Description
Boogeyman Mask Common An expressionless, white latex Halloween mask.
Overalls Common Everyday workman overalls.
Kitchen Knife Common An oversized blade with devastatingly sharp edges.

Prestige

Icon Name Body Rarity Description Additional Notes
Red On White Mask Rare Inhale the stench of blood over the stink of latex. 3rd Prestige Reward
Disgusting Overalls Rare It’s hard to keep the fabric clean at such close quarters. 2nd Prestige Reward
Gore Blade Rare The blood of victims seems to pulse within the blade itself. 1st Prestige Reward

In-Game Store

Outfits

Expand to view content
Icon Name Rarity Description Contents Collection Price
Escaped Patient Very Rare Death has come to your little town. Boogeyman’s Robes

First Cut

Haddonfield Nights

810

Body

Expand to view content
Icon Name Rarity Description Outfit Collection Price
Boogeyman’s Robes Very Rare The uniform of patients’ of Smith’s Grove Sanitarium, this one has been torn during a successful escape. Escaped Patient Haddonfield Nights

500

Weapons

Expand to view content
Icon Name Rarity Description Outfit Collection Price
First Cut Very Rare The knife used during the 1963 murder of Judith Myers by her six-year-old brother, Michael Myers. The blade is still stained with blood. Escaped Patient Haddonfield Nights

400

Unbreakable Pipe Very Rare An old metal pipe that’s as solid as the day it was made. With a strong arm it could cause significant blunt trauma. No Outfit No Collection

400

Flathead Skullpiercer Very Rare Not a typical weapon, but with enough force it could gouge and eye socket or split through a skull. No Outfit No Collection

400

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