Dead by Daylight glossary
107 game terms, from player slang (gen, tunnel, loop, slug) to status effects and totems. Definitions are short and descriptive.
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Slang and progression
- 3-gen
- The killer defends three generators close together late in the match. Counter: spread the gens early.
- 360
- The Killer spins the camera so the Survivor cannot read where they are heading.
- Add-on
- A modifier for a power (killer) or an item (survivor). The killer brings two per match.
- Anti-loop Killer
- A power or perk designed to counter looping around tiles.
- Aura
- Bright colour-coded highlight showing a player or object through walls and cover, often at long range. Reading an Aura means seeing it; duration ranges from a few seconds to indefinite depending on the source.
- Basement
- Underground room on every map, with four indestructible hooks around a central post.
- Blink Killer
- The Nurse’s power: a short teleport through obstacles and walls. “To blink” = to use it.
- Bloodpoints (BP)
- The progression currency, earned in a match across four score categories.
- Bloodweb
- Each character’s unlock tree: you spend BP there to get perks, add-ons, items and offerings.
- Bodyblock
- Standing in the way of a hook or escape route to block it (Survivors against the Killer, or the Killer against an escape or rescue).
- Breaking a pallet
- A Killer's standard break action takes 2.34 seconds; the Hillbilly's and Cannibal's chainsaws destroy a Pallet in 1 second.
- Bully squad
- A SWF mostly trying to humiliate the killer rather than escape.
- Camp
- The Killer stays near a hooked Survivor to secure the sacrifice.
- Chase
- Starts when a running Survivor enters the Killer's field of view within 12 metres while the Killer walks; ends beyond 18 metres, after 5 seconds in a Locker, or over 8 seconds out of sight.
- Chest
- Object Survivors search to obtain an Item; 8 seconds at default speed.
- Conspicuous Actions
- Actions that improve survival chances (healing, repairing a Generator, unhooking, opening an Exit Gate) and cancel Endurance and similar shields early.
- Dead Hard (DH) Survivor
- Survivor perk: a short dash that can dodge a hit. It causes Exhausted.
- Dead zone
- An area of the map with no pallet or window, where a chase is hard to extend.
- Decisive Strike (DS) Survivor
- Survivor perk: lets you break free after being unhooked, under conditions.
- Effect timers
- Timers of the same effect do not stack: the longest applies, and a higher new timer resets the icon to 100%.
- Endgame Collapse (EGC)
- An Entity countdown that starts when the gates open or the hatch closes.
- Exhaustion Perks
- Group of Survivor perks that cannot be used while Exhausted, which acts as a shared cooldown; many apply Exhausted when used.
- Exit Gates
- Two gates in the border wall (three in 2v8). Once the Generators are done, opening a gate takes 20 seconds; three lights light up at 25, 50 and 75%.
- Face camp Killer
- Staying right next to the hook where a survivor hangs, without leaving.
- Flashlight save Survivor
- Blinding the killer with a flashlight so they drop the survivor they are carrying.
- Gate camping Killer
- The killer stays near an exit gate to stop survivors from leaving.
- Gen (generator)
- Short for generator: Survivors must repair a certain number of them to power the Exit Gates.
- Gen rush
- Survivors who are very efficient on generators and chain them quickly.
- Glyph
- Killer debuff tied to interacting with a Glyph.
- God pallet / God window
- A pallet or window that is very hard for the killer to counter, often because of the tile layout.
- Grade and pips
- The visible rank, from Ash to Iridescent. Pips depend on emblems. It does not affect matchmaking.
- Great Skill Check
- Hit in the white part of the Success Zone: 300 Bloodpoints and a +1% Progression bonus when repairing, 150 Bloodpoints and +3% when healing.
- Hatch
- Last-resort escape spawned at a random location; it only becomes visible and opens when a single Survivor is left alive.
- Hatch standoff
- The final stand-off between the killer and the last survivor around the hatch.
- Heartbeat
- Sound of the Survivor's own heart, growing louder and faster as the Killer draws closer inside the Terror Radius.
- Hold W Survivor
- Running straight away instead of looping a tile, for example against a killer who is weak in straight lines.
- Hook
- Hook on which the Killer hangs a downed Survivor they carry. The Survivor goes through stages: first hook, second hook (Struggle Phase), then a third hook, or the timer running out, sacrifices them to the Entity.
- Hook spread Killer
- Hooking each survivor in turn instead of always the same one.
- Hook stages
- A hooked Survivor goes through the Summoning Phase, then the Struggle Phase (Struggle Skill Checks); at zero they are sacrificed to the Entity.
- Hook trade
- The rescuer takes the hit instead of the survivor they just unhooked, so that survivor is not downed again.
- Iridescent (iri)
- The top rarity, for add-ons and grades. Iri add-ons are often the strongest.
- Iridescent Shards
- A currency earned by playing, used to unlock characters.
- Jungle Gym
- A set of L or T-shaped walls with a window and a pallet.
- Kick (a gen) Killer
- Hitting a generator to damage it and start its regression.
- Killer Instinct
- Reveals Survivors' positions with a pulsing orange overlay and outline. Unlike Aura-reading, Lockers and Perks do not block it.
- Locker
- Cabinet where one Survivor can hide. The Killer needs 2.333 seconds to search an empty Locker and 5 seconds to drag out a hiding Survivor.
- Loop
- Running around parts of the map (tiles, pillars, pallets) to avoid being hit and waste the Killer's time.
- Main building
- The main building of a map, specific to each map.
- Map pressure Killer
- A killer’s ability to threaten several generators or areas of the map at once.
- Mindgame
- A feint during a chase to make the opponent guess a direction or action (fake vault, double-back…).
- Missed Skill Check
- Failing pauses the interaction for 3 seconds and applies a -10% Progression penalty.
- Mori
- Animated execution of a survivor by the killer, with a Memento Mori offering or on the last survivor.
- NOED Killer
- Short for the Hex perk No One Escapes Death, tied to a totem.
- Offering
- A consumable burned before the match at the campfire: map, rarity, bloodpoints, mori…
- One-shot Killer
- A power or effect that downs a survivor in a single hit.
- Pallet
- Obstacle either upright or dropped: Survivors drop it to block the Killer, who can only destroy it.
- Pallet save Survivor
- Stunning the killer with a pallet to free a survivor being carried.
- Pallet stun
- A dropped Pallet stuns the Killer for 2 seconds and obstructs their vision; a carried Survivor is dropped Injured.
- Pre-drop Survivor
- Dropping the pallet before the killer arrives, to be safe, at the cost of not stunning them.
- Proxy camp Killer
- Staying at medium range of a hook: close enough to come back, far enough not to hug it.
- Red Stain
- Red glow from the Killer's head lighting the ground in front of them; it reveals nearby position and direction before the Killer is seen.
- Regression
- A generator losing its progress, for example when nobody repairs it or after a regression perk.
- Sabotage
- Breaking a Hook with a Toolbox or the Saboteur Perk: 3 seconds, 6 charges, and the Entity repairs it after 30 seconds.
- Scratch Marks
- Trails left by a running Survivor, always visible to the Killer. By default they last 10 seconds: full brightness after 1 second, held for 8 seconds, then 1 second to fade.
- Self-Unhook
- Attempt to free oneself during stage 1; default 4% success chance.
- Shack
- The Killer Shack: a tile with a window and a pallet, valued by survivors.
- Skill Check
- Quick-time event during repairing, healing or unhooking: press the Secondary Action while the pointer is inside the Success Zone.
- Slam Killer
- For the Blight: a rush that hits an obstacle. After a slam he can chain a Lethal Rush; with no slam he suffers fatigue.
- Slug
- Intentionally downing a Survivor without hooking them, for example to chase the others.
- Solo queue Survivor
- Playing survivor alone, without voice, with unknown teammates.
- Struggle Phase
- Second hook stage, after a failed rescue in stage 1 or on a second hook: the Survivor must pass Struggle Skill Checks.
- Swarmed Killer
- The Artist’s status (Birds of Torment): a Swarm collided with the survivor. A second Swarm damages them; the Repel interaction or entering a locker removes the crows.
- SWF (Survive With Friends)
- A group of 2 to 4 survivors talking over voice.
- Teabag / clicky-clicky
- Crouching repeatedly or clicking a flashlight to taunt the opponent.
- Terror Radius
- Area around the Killer in which Survivors hear their heartbeat. About 32 metres for a standard 4.6 m/s Killer (24 metres at 4.4 m/s).
- The Entity
- Non-playable cosmic being that traps Survivors and Killers in endless Trials.
- Tunnel
- The Killer keeps targeting the same Survivor whenever spotted, even with others nearby.
- Unhook Protections
- For 10 seconds after an unhook, the Survivor gets 10% Haste, Endurance and Elusive (not once Exit Gates are powered); any Conspicuous Action cancels them.
- Vault
- Climbing over a window. Survivors: Fast 0.5 s, Medium 0.9 s, Slow 1.5 s; Killers: 1.7 s by default.
- Wiggle Survivor
- Struggling on the killer’s shoulder to try to get away.
Status effects
- Blessed
- Grants the effects of nearby Boon Totems while the Survivor stays within their 24-metre area.
- Blindness
- Prevents the player from reading Auras, including role Auras and Perk Auras, with some Killer Power Object Auras exempt.
- Bloodlust
- Increases the Killer's movement speed the longer a Chase lasts.
- Broken
- Prevents healing or self-healing beyond the Injured State.
- Cursed
- Applies the effects of an active Hex Totem to the Survivor.
- Deafened
- Muffles audio with a tinnitus-like whistle; not shown on the HUD.
- Deep Wound
- Drains a special health bar unless the Survivor is running or being healed, sending them to the Dying State when it empties.
- Dying State
- Movement is limited to a slow crawl and Items cannot be used; a cumulative maximum of 240 seconds before dying.
- Elusive
- Stops Scratch Marks, Pools of Blood, and Grunts of Pain, and hides the Survivor's Aura from the Killer.
- Endurance
- Lets Survivors resist Killer damage until they perform a Conspicuous Action, and lets Killers shorten Survivor Stuns.
- Exhausted
- Prevents use of Exhaustion Perks, recovering slowly while not running and instantly after being unhooked.
- Exposed
- Doubles damage from Basic Attacks, causing an immediate Dying State. It does not reveal Auras.
- Haemorrhage
- Produces more Pools of Blood and causes partial healing progress to drain at 7% per second.
- Haste
- Increases movement speed, with strength depending on the Unlockable that applies it.
- Hindered
- Decreases movement speed, with strength depending on the Unlockable that applies it.
- Incapacitated
- Prevents interaction with certain Props and other Survivors.
- Injured
- After weapon damage: the Survivor bleeds and grunts, making them easier to track. Movement speed is unchanged.
- Madness
- Causes hallucinations and impairments in Trials against The Doctor, worsening with tiers.
- Mangled
- Slows healing from the Injured State back to full health by 20%, making it take 25% longer.
- Oblivious
- Hides the Killer's Terror Radius and Heartbeat, though Chase Music can still be heard.
- Revealed
- Reveals the Survivor's Aura to both Killers in 2v8 mode.
- Undetectable
- Suppresses the Killer's Terror Radius, Red Stain, and Aura, and blocks the Killer's Aura from being revealed to Survivors.
Totems
- Blessing a totem
- Blessing takes 14 seconds on a Dull Totem or 28 on a Hex Totem, where the Hex causes a -50% Action Speed penalty.
- Boon Totem
- A Totem blessed by a Survivor with a Boon Perk, with a bluish shimmer and a drone heard within 24 metres.
- Cleansing a totem
- Cleansing takes 14 seconds by default.
- Dull Totem
- An unlit Totem with no Hex or Boon effect until a Killer Hex or Survivor Boon changes it.
- Hex Totem
- A Totem with lit candles tied to a Killer Hex Perk; destroying it makes a map-wide thunderclap sound.