Generators
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These strange machines can be found across this abandoned world. They seem to be some kind of generators, fuelling lights. At first I paid no attention to them, but as days turned into months I employed all of my engineering skills to actually fix one. It attracted one of these beings that is after me. But I also noticed that they were somehow tied to something else. |
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~ Benedict Baker, Benedict Baker's Journal |
Generators are one of several interactable Props featured in Dead by Daylight and the main objective of Survivors
.
Overview
Generators are the main objective of Survivors, for they must repair a certain number of them in order to power the Exit Gates in order to potentially escape the Trial before the Killer can sacrifice them to The Entity
, which is the Killer's main objective.
Quotes
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In my explorations, I found that these strange machines were the key to my survival. The more light they produced, the closer I became to my freedom. |
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~ Mysterious Note, Survivor Tutorial |
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Do not let the light in! | ![]() |
~ The Voices, Killer Tutorial |
General Information
Numbers & Objective
A regular ranked Trial spawns a total of 7 Generators in predetermined locations throughout the environment.
As there are more possible spawn locations than Generators, whether one spawns in a given location or not varies between Trials on the same Map.
Survivors must repair a total of 5 Generators in order to power the Exit Gates.
For Custom Games, which allows Trials with fewer Survivor Players, the numbers are adjusted:
Survivor Players | Generators Spawned | Repair Objective |
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4 | 7 | 5 |
3 | 6 | 4 |
2 | 5 | 3 |
1 | 4 | 2 |
Originally, this table also applied when a Survivor Player disconnected while loading into a ranked Trial, causing the Game to dynamically adjust the Generator numbers.
Since such a Trial was usually unfairly balanced in the Killer's favour still, a change was eventually introduced that instead cancels the Trial altogether, which persists to this day.
The 2v8 Game Mode spawns a total of 13 Generators, of which 8 must be repaired.
Killers have the secondary objective of slowing down or preventing Survivors from repairing Generators, while hunting them down.
This intends to buy the Killer enough time to complete their primary objective of hooking Survivors.
Auras
In order to help Killers with their secondary objective, they possess the default ability to read the Auras of every incomplete Generator in the environment at all times (revealed to them in red).
Completed Generators have their Aura disabled, allowing the Killer to efficiently locate and patrol any remaining Generators.
Survivors cannot see the Aura of Generators without the help of Maps or specific Perks
.
Generator Types
Depending on where on the Map they spawn, Generators come in one of 2 types with one of 4 possible floodlight-configurations:
- Red Generator
- Yellow Generator
- Tall mast with 4 floodlights
- Medium mast with 4 floodlights
- Short mast with 1 floodlight
- No mast
Floodlights
The floodlights mounted atop the light mast of a Generator help Survivors locate them from a distance, since they usually cannot read their Auras.
Their status indicates whether the Generator still requires repairs or is already completed:
- Completed Generator: the lights are on and steady
- Incomplete Generator: the lights blink and flicker intermittently
Which light mast a Generator spawns with depends on its location, Generators spawning outdoors or in rooms with high ceilings feature the tall mast, those spawning in rooms with regular ceilings feature the medium mast, and those spawning in rooms with low ceilings feature the short mast.
Some indoor Generators may even feature no mast at all; those will instead be connected to the regular light fixtures found throughout the room it's located within, which behave the same way as the floodlights do.
Red Generators
Red Generators are named so for the red accent-colour of the the plastics covering their engine.
They are the default colour and spawn on every Map.
Red Generators only spawn outdoors or in rooms with tall ceilings, and thus feature either the tall or the medium light mast (e.g. the upper floor on The Game, the Main Hall on Raccoon City Police Station).
In some special locations, these Generators may also spawn without any light mast, instead connected to the light fixtures of their room (e.g. various rooms on Léry's Memorial Institute).
Yellow Generators
Yellow Generators are named so for the yellow accent-colour of the the plastics covering their engine.
They are the secondary model and do not spawn on every Map.
Yellow Generators only spawn indoors and in rooms with low ceilings, and thus feature the short light mast (e.g. the Catacombs beneath the The Temple of Purgation).
In some special locations, these Generators may also spawn without any light mast, instead connected to the light fixtures of their room (e.g. the Holding Cell on the top floor of The Underground Complex).
Generator States
- Generator States and the accompanying terminology used in descriptions in-game were standardised in Patch 4.3.0.
Idle State
A Generator that is idling is currently neither gaining nor losing progression, and neither blocked nor damaged.
All Generators in a Trial start in this state and return to it whenever Players are not interacting with it in any way and no other outside influences are affecting it.
Progression State
A Generator enters this state whenever one or multiple Survivors are repairing it, slowly adding charges to the Progress Bar.
Generator Terminology refers to Generators gaining progression over time as "progressing".
Regression State
A Generator enters this state whenever the Killer performs the Damage Generator action on a Generator or a Perk or Add-on used by them causes it to enter this state.
A regressing Generator slowly loses its Repair progress that Survivors have applied to it, at a rate of -0.25 c/s, and does so until it has lost all of its accumulated Progression and is reset back to zero.
A regressing Generator continuously emits reddish-white sparks.
Regression can be stopped by Survivors by repairing the affected Generator for a minimum of +5 %, during which Regression is paused.
Succeeding will stop the Regression completely, whereas failing to will cause Regression to immediately resume after Repairs are stopped or interrupted.
An almost fully repaired Generator that is regressed all the way back to zero will take almost 360 seconds to do so.
Blocked State
A Generator enters this state whenever Survivors or the Killer invoke The Entity to do so for them using specific Unlockables.
A blocked Generator freezes its current state and progression for as long as it remains blocked.
If a Generator was regressing at the time of becoming blocked, it will not lose any further progression until the block is lifted, at which point the regression will resume.
Blocked Generators are also immune to immediate Regression penalties.
Finding Generators
Generators are part of the Killer's default Aura-reading abilities, meaning that Killers will see the Aura of any unrepaired Generator present on the Trial Ground.
Survivors do not possess this ability (with the exception of within a limited distance when using the Perk such as Visionary) and must find unrepaired Generators using other means.
Unrepaired Generators can be identified from a distance either by their blinking floodlights or the lights of the room they are located in blinking.
Repaired Generators can similarly be identified by their floodlights or the lights of their room being on.
Repairing Generators
Survivors can walk up to any of the four sides of an incomplete Generator and press the Interaction button to start repairing it, adding Charges to its Progress Bar at a default rate of +1 c/s.
If a side is physically blocked off, it cannot be interacted with.
A Generator can be repaired by all four Survivors at the same time, given that all four sides are accessible and it is not placed up against any obstacles (the most consistent example of such a Generator is the one sometimes located inside the Killer Shack).
The more Survivors repair the same Generator, the faster it progresses, despite incurring an Efficiency Penalty.
The Repair time of Generators can be influenced both positively and negatively by outside effects.
If a Survivor stops repairing a Generator before it's completed, its current state of progress is saved and will not regress unless the Killer either damages it or one of their Perks incurs a Regression effect.
Survivors can also be interrupted by the Killer mid-repair and grabbed off the Generator.
Once a Generator is fully repaired, the lights attached to it turn on and illuminate the immediate area around the Generator.
Some Generators also power and open nearby doors.
Whenever a Generator is completed, the Killer is alerted to its location by a Loud Noise Notification.
Pistons
The Generator shares similarities with a V8 engine and thus has four pistons on opposing sides.
How many and how fast each opposing pair of pistons move is directly linked to how many Charges the Generator currently has.
This allows Players to visually gauge a Generator's progression from a distance.
The first pair of pistons that starts moving upon starting Repairs is the one at the rear of the Generator (the side opposite the light mast).
The up-and-down movement of the piston pair increases with further Repair progress until a quarter of the Repair requirement is reached, at which point the first pair moves at its maximum speed and the second pair starts to slowly reciprocate.
This continues until all eventually four pairs, including the one at the front of the Generator (the side of the light mast) are moving.
When a Generator is regressing, the movement of the pistons will slow with reducing Charges and eventually cease for each pair in reverse order.
The table below marks the movement milestones for each pair of pistons.
Efficiency Penalty
When 2 or more Survivors repair the same Generator, the game applies a stack-able -15 % Efficiency penalty for each repairing Survivor to their individual Repair speed.
This Efficiency penalty can be partially mitigated by using Prove Thyself.
Repairing Survivors | Efficiency Penalty | Individual Repair Speed efficiency | Combined Repair Speed efficiency | Time to complete a Generator |
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1 Survivor | 0 % | 100 % = 1 c/s | 1 c/s (1 x 1 c/s) | 90 seconds |
2 Survivors | -15 % | 85 % = 0.85 c/s | 1.7 c/s (2 x 0.85 c/s) | ~52.94 seconds |
3 Survivors | -30 % | 70 % = 0.7 c/s | 2.1 c/s (3 x 0.7 c/s) | ~42.86 seconds |
4 Survivors | -45 % | 55 % = 0.55 c/s | 2.2 c/s (4 x 0.55 c/s) | ~40.91 seconds |
Repair Requirement
By default, Generators require 90 Charges in order to become fully repaired.
This so-called Repair requirement can be reduced by certain Unlockables, such as the Perks Invocation: Weaving Spiders or Specialist
, or using a Toolbox with the Brand New Part
Add-on.
These Unlockables can all stack their effects, potentially greatly reducing the Repair requirement of a single Generator.
Skill Checks
Like all skilful interactions, Generator Repair may trigger a Skill Check at any given moment.
If a Survivor succeeds at a Great Skill Check, the Repair progress receives a Progression bonus of +1 %.
If they fail at a Skill Check, the Repair progress instead receives a Progression penalty of -10 % and the Generator explodes, triggering a Loud Noise Notification for the Killer.
Additionally, the Generator is unable to receive any new Progression for the next 3 seconds, even if other Survivors continue repairing it.
Stopping the Repair action at any moment during a Skill Check will automatically fail it, with the same effects.
Damaging Generators
The Killer has the ability to damage partially repaired Generators.
They can do so either by directly interacting with them and performing the Damage Generator interaction (referred to as "kicking" the Generator), or indirectly by triggering the effects of their equipped Perks or Add-ons.
Damaging a Generator causes it to lose some of its Progression and to enter the Regression state.
By default, kicking a Generator takes 1.8 seconds and causes it to lose an immediate -5 % of its total Progression.
Regression Events
Each Generator has a limit of 8 times that it can experience a Regression Event.
A Regression Event is defined as the Killer causing a Generator to instantly lose a minimum of -2.5 % of its total Progression, either by them manually kicking the Generator or triggering the effect of a Regression Perk or other Unlockable.
From the fourth Regression Event onwards, spikes will appear for the Killer around the Generator and grow with each additional Regression Event, until the limit is reached.
From that point onwards, the spikes will block the Killer from further interacting with the Generator.
A Generator that has reached its limit can no longer be regressed by the Killer by any means, including effects from their equipped Load-Out.
Survivors failing Skill Checks are exempt from both the Regression Event counter and the limit.
Failing Skill Checks will always regress the Generator, regardless of whether it has reached its limit or not.
It should be noted that a Regression Event is counted whenever a Generator would lose the minimum amount of Progression necessary to trigger it, even if it physically does not, making it inadvisable for Killers to manually damage low-progress Generators (i.e. 1 or 2 %) that Survivors had just started repairing.
Unlockables
Killer Add-ons
"Shadow Dance" - Soot | THIS ADD-ON IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)
The Yiwarick symbol, representing dark synergy, is finger-drawn out of soot on the body of the Bell.
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"The Serpent" - Soot | The Laokeye symbol, representing cunning, is finger-drawn out of soot on the body of the Bell.
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Pillaged Mead | Drinks taken from their victims tasted sweet, but such frivolities were often short-lived.
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"Shadow Dance" - White | The Yiwarick symbol, representing dark synergy, is stamped in white ink on the body of the Bell.
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Aogiri Tree Robe | Garments worn by an anti-human ghoul organisation.
Whenever a Generator
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Eleven's Soda | A soda can charged with psychic energy.
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Jigsaw's Annotated Plan | A disturbing, yet brilliant, trap design laid down on paper and annotated by Jigsaw.
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Rize's Glasses | They made her look innocent enough, which was exactly what she wanted.
Upon entering Enraged Mode, you benefit from the following effect: | |
Vanishing Box | The magician was popular at children's parties, and quickly became the top suspect.
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"Shadow Dance" - Blood | The Yiwarick symbol, representing dark synergy, is stamped in blood on the body of the Bell.
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Cube of Zoe | A strange box whose presence creates something from nothing.
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Driver's License | A driver's license revealing Olsen's true identity: Danny Johnson.
"They all want to know who Ghost Face is. But what they should ask is: who is next?" — The Ghost Face | |
Field Recorder | Haddie documented all of her forays near Overlaps, to prove not only to the world but herself what she saw and felt.
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Frank's Mix Tape | Never go on a kill mission without your tunes. A track list of massive distortions and loud percussion that stabs at your eardrums. During Feral Frenzy, you benefit from the following effects:
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Geographical Readout | The Drones generate and communicate a detailed three-dimensional map of the terrain, making traversal easier.
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Gunpowder Tin | Useful for all manner of explosive schemes.
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Jigsaw's Sketch | A disturbing, yet brilliant, trap design sketched in detail on a sheet of paper.
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Leather Harness | Allows greater control over a dog's every movement.
Whenever a Generator
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Semiotic Keyboard | Its symbols are designed to be universally recognisable, but they may take some getting used to.
Causes Generators
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"All Seeing" - Spirit | The Kra-Frabai symbol, representing The Entity watching over us, ominously glows on the head of the bell.
Unlocks potential in your Aura-reading ability while Cloaked: | |
Fuming Mix Tape | Dark beats, violent shreds and unfathomable vocals from another world fill the mind with a vibrating sixth sense.
The Fuming Mix Tape can be combined with any other Mix Tape Add-on to unlock multiple sound layer combos. | |
Improvised Cattle Prod | A brutal and noisy weapon, which might have been more effective against a cow.
Whenever a Generator
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Killer Perks
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Batteries Included | "Being somewhere between man and machine has its upsides."
While within 12 metres of a completed Generator
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Bitter Murmur | Unlocks potential in your Aura-reading ability:
Whenever a Generator
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Brutal Strength | "Your great strength allows you to shred through your prey's defences."
While performing the Break or Damage action on Breakable Walls
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Call of Brine | "Your psychic abilities influence technology in devastating ways."
After performing the Damage Generator action on a Generator
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Corrupt Intervention | Your prayers invoke a dark power that meddles with the Survivors' chances of survival.
Corrupt Intervention deactivates prematurely once the first Survivor is put into the Dying State "It shall be known across the land that the Gods curse the unfaithful." — (The Tablet of Adiris, 3.7) |
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Coup de Grâce | As the end nears, you go in for the kill.
Whenever a Generator
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Cruel Limits | Your ties to the otherworldly manifest when your prey attempts to get away.
Whenever a Generator
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Dead Man's Switch | After hooking a Survivor, Dead Man's Switch activates:
Dead Man's Switch cannot activate if its effect is still active from a previous activation. "I've seen the look on a man's face when he realises he's going to die." — Caleb Quinn |
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Deadlock | THIS PERK WAS RETIRED (This Unlockable can no longer be obtained and stockpiles can no longer be used. It will not return to the Game.) Identical to No Holds Barred "Nobody escapes us." — Pinhead |
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Discordance | Any Generator![]() ![]() ![]() ![]() ![]() ![]()
"Smartasses get killed. We always see to that." — The Legion |
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Dragon's Grip | Performing the Damage Generator action on a Generator![]() ![]() ![]()
Dragon's Grip has a cool-down of 60/50/40 seconds. "Such potential in this compound... even the slightest trace causes unnatural effects." — Journal of Talbot Grimes |
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Eruption | The NE-α parasite provides you with the intelligence and awareness needed to set a trap.
Performing the Damage Generator action on a Generator
"It can use weapons?" — Jill Valentine |
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Game Afoot | "First you pick your prey, then you pick it apart."
Whenever you hit the Survivor with currently the highest cumulative Chase time with a Basic Attack, Game Afoot triggers its primary effect:
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"This one might actually be a challenge..." — Sonhadores Sombrios, Issue #3 |
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Gearhead | You have got an ear for well-oiled gears.
After a Survivor loses a Health State
"Sometimes a man's best work is what puts him in the grave." — The Prison Warden |
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Grim Embrace | Your act of servitude to The Entity has not gone unnoticed.
Each time a Survivor is hooked for the first time, Grim Embrace gains +1 Token and activates once you are at least 16 metres away from the Hook
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Hex: Ruin | A Hex that affects the Generator Repair progress of all Survivors.
All effects of the Hex Perk persist until its Hex Totem "A curse is upon you. It will cause your ruin." |
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Hex: Wretched Fate | You see your victim from afar and resolve to prolong their suffering.
After a Generator
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Jolt | THIS PERK IS UNUSED (This Unlockable is not used in the current Game, but exists in the Game Code.)
THIS PERK WAS RETIRED (This Unlockable can no longer be obtained and stockpiles can no longer be used. Identical to Surge |
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Machine Learning | Free from your shackles, you are born anew and prepared to eliminate your creators.
After performing the Damage Generator action, Machine Learning activates:
"YOU WILL HOLD NO DOMINION OVER ME!" — HUX-A7-13 |
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Mindbreaker | Your distressing presence drains and weakens your prey.
All Survivors
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No Holds Barred | "You induce mental suffering by crushing any hope of escape."
Each time a Generator
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None Are Free | "You know better than anyone that the light at the end of the tunnel is only an illusion."
Whenever you hook a Survivor for the first time, None Are Free gains +1 Token, up to a maximum of 4 Tokens.
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Nowhere to Hide | The machinations of the weak and craven draw your ire. Your anger forces Survivors to reveal themselves. Performing the Damage Generator action on a Generator
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Oppression | Life has been difficult for you, so you will make it difficult for others.
Performing the Damage Generator action on a Generator
"Damn them as they would damn us." — Charlotte Deshayes |
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Overcharge | You are fuelled by your hate for progress.
Performing the Damage Generator action on a Generator
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Pop Goes the Weasel | A deep bond with The Entity unlocks great strength.
After hooking a Survivor, Pop Goes the Weasel activates for 35/40/45 seconds.
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Rancor | Each time a Generator![]() ![]() ![]()
Once the Exit Gates
You can only be obsessed with one Survivor at a time. |
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Scourge Hook: Jagged Compass | "Sometimes the compass points north. Other times it points somewhere else entirely."
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
Whenever a Survivor is unhooked from a normal Hook, the following effect applies:
"Drop anchor! I will chart us a new course." — Portia Maye |
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Scourge Hook: Pain Resonance | Overwhelming pain reverberates outwards.
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
Start the Trial with 4 Token. Whenever a Survivor is hooked onto a Scourge Hook for the first time, Scourge Hook: Pain Resonance consumes -1 Token and applies the following effects:
"The pain spills beyond flesh/darkness staining the horizon." — Girl in the Shadow by Carmina Mora |
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Surge | "Your eerie presence charges the air and interferes with technology."
Whenever you put a Survivor into the Dying State
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Surveillance | Unlocks potential in your Aura-reading ability:
The Auras
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Thrilling Tremors | "Your dark designs and shrewd composure rouse The Entity![]() ![]() ![]() After picking up a Survivor, Thrilling Tremors triggers its effects:
"The night assists me and it's endless here." — The Ghost Face |
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Tinkerer | Whenever a Generator![]() ![]() ![]()
Tinkerer can only trigger once per Generator per Trial. "The Hillbilly makes impressive tools out of scraps. Tools aimed at maiming us in creative ways." — Notebook |
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Trail of Torment | You guide your victims along a path of pain and punishment.
Performing the Damage Generator action on a Generator
Trail of Torment has a cool-down of 60/45/30 seconds. |
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Undone | "Hope is the delusion that keeps its victims alive."
For every Repair or Healing Skill Check
"Erratic behavior in machinery could be related to [REDACTED], further testing required." — OSS Report, 12/02/1943 |
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Unforeseen | "Terror takes many forms and whispers devastating lies in its victims' ears."
After performing the Damage Generator action on a Generator
"Mom, if you find this, I'm sorry..." — Final Journal Entry, 07/12/1991 |
Survivor Add-ons
Spring Clamp | Useful tool to clamp hoses or hold wires in place and prevent damage or injury.
While repairing a Generator
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Brand New Part | This intricate mechanical part feels oddly out of place. It is clean and shiny as if straight out of the factory. Press the Use Item button while standing next to a Generator
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Survivor Perks
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Alert | "Your acute senses are on high alert."
Whenever the Killer performs the Break or Damage Action, Alert triggers:
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Better Together | You seek justice and uncover the truth no matter what obstacle stands in your way.
"Let's burn that lab to the ground." — Nancy Wheeler |
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Blast Mine | When direct combat is not an option, you still find ways to strike back.
After repairing Generators
The Auras "You want S.T.A.R.S.? I'll give you S.T.A.R.S.!" — Jill Valentine |
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Boon: Illumination | "Your keen insight is something best shared with others."
Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a Boon Totem All Survivors benefit from the following effects when inside the Boon Totem's radius:
Survivors can only be affected by one instance of Boon: Illumination at a time. Only one Totem can be blessed by your Boon Perks at a time and all of their effects are active on the same Boon Totem. "A shift in reality. Heavy with hidden meanings." — Return |
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Chemical Trap | In the Fog, an officer must adapt to the materials at hand.
After repairing Generators
The Auras "How do we kill it, Ash?" — Ellen Ripley |
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Clairvoyance | There is an intrinsic energy in you that sees beyond your vision.
After cleansing or blessing a Totem
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Dark Sense | Unlocks potential in your Aura-reading ability:
Whenever a Generator
"Take it from an old-timer: Slow down, don't rush and try not to worry so much! The best way to beat him is to know how he thinks." — Murf, The Lost Tapes |
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Déjà Vu | Paranoia paired with your horror of failure helps prepare you from repeating the same mistakes. Unlocks potential in your Aura-reading ability:
Held Map |
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Detective's Hunch | Unlocks potential in your Aura-reading ability: Each time a Generator is completed, Detective's Hunch triggers its effect:
When carrying a Map "Are you able to tell us where you were last night?" — Detective David Tapp |
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Eyes of Belmont | A history of vampire-hunting imbues the bloodline with certain abilities.
Whenever a Generator
"Ha! Your secret has been revealed!" — Trevor |
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Fast Track | Sometimes the sacrifice of others is necessary to get ahead.
Whenever a Survivor other than yourself is hooked, Fast Track is granted 1/2/3 Token(s), up to a maximum of 9/18/27 Tokens.
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Flashbang | You have adapted to a world in chaos and making what you can from the debris.
After repairing Generators
"Get outta my face!" — Leon Scott Kennedy |
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Fogwise | In your countless years in The Fog, you have seen it all, and when you are focused, you can remember most of it too.
"I have seen great cruelty... and I have also seen another way." — Vittorio Toscano |
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Friendly Competition | "You revel in the community spirit of a competition, and inspire others to follow suit."
Whenever you complete a Generator with at least one other Survivor, Friendly Competition activates:
"C'mon, let's do this!" — Thalita Lyra |
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Invocation: Weaving Spiders | "The place where fear festers and terror treads is also where those with the gift can reach across the veil."
When in the Basement Once the Invocation is completed, the following effects apply:
"I call upon the spirits of the night, to aid us in our desperate flight!" — Sable |
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Lucky Star | You know how to stay calm in the face of incomprehensible danger.
While hiding inside a Locker
"You are my... lucky star..." — Ellen Ripley |
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Mirrored Illusion | A familiar spell made unfamiliar in this corrupted landscape.
After repairing Generators for a total of 20 %, Mirrored Illusion activates:
"Just... stay there... perfect!" — Baermar |
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Overzealous | Fighting back against the Ravage motivates and inspires you.
After cleansing or blessing a Totem
![]() ![]() ![]() "The Ravage senses us. We need to work fast." — Haddie Kaur, Ravages of the Abyss Episode 9 |
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Poised | Achieving goals boosts your confidence.
Whenever a Generator
"Ok, stay calm. Don't overthink it and just keep moving forward: you got this." — Jane Romero |
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Potential Energy | Your arcane abilities have adapted to The Entity's Realm after centuries of wandering, granting you unprecedented control over its many devices.
After uninterruptedly repairing Generators
When Potential Energy has at least 1 Token, press the Active Ability button while repairing a Generator to instantly progress it by +1 % per accumulated Token, deactivating Potential Energy. Potential Energy loses all Tokens and deactivates upon losing a Health State "When you look a layer deeper, you realise... everything is connected." — Vittorio Toscano |
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Prove Thyself | Increases the Repair speed by a stack-able 6/8/10 % per other Survivor within 4 metres of your location, up to a maximum of 18/24/30 %.
Prove Thyself extends its effect to all Survivors within its range. Survivors can only be affected by one instance of Prove Thyself at a time. "Show me what you can do!" — Dwight Fairfield |
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Red Herring | "You have noticed that people pay attention to whatever makes the loudest noise."
After repairing a Generator
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"The news edit out what is burdensome and complex. which is the truth." — Zarina Kassir |
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Repressed Alliance | You are accustomed to being hunted by malicious forces, and you have begun using it to your advantage.
After repairing Generators
Repressed Alliance can only be triggered when no other Survivors are repairing your Generator. |
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Resilience | You are motivated in dire situations.
"Focus, even in these desperate times." |
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Rookie Spirit | You keep a careful eye on objectives when they are slipping away.
While repairing Generators
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Sole Survivor | As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's Aura-reading abilities towards you are disrupted.
Each time a Survivor other than yourself is killed or sacrificed, Sole Survivor gains 1 Token, up to a maximum of 3 Tokens:
The Killer can only be obsessed with one Survivor at a time. "It was the boogeyman." — Laurie Strode |
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Specialist | Adventure. Exploration. Excavation. You are in your element. Whenever you unlock or rummage through a Chest
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Still Sight | A clear mind and calm temperament will always find the means of their escape.
After standing still for 6/5/4 seconds, Still Sight activates:
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Technician | "You are apt at handling machinery with the greatest care and precision."
While repairing a Generator
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Troubleshooter | No amount of distraction will shake you from your primary task.
When you are chased by the Killer, Troubleshooter activates:
These effects linger for 6/8/10 seconds after ending the Chase, after which Troubleshooter deactivates. "Nothing gets done around here if I don't do it." — Gabriel Soma |
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Visionary | You are remarkably focused on your means of escape.
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Wiretap | You know that the best way to stay one step ahead is to keep tabs on the competition.
After repairing Generators
The Auras |
Special Generators
Lunar Generators
The Lunar Generator was a special Generator model that was featured during the Howling Grounds Event.
For every burnt Red Envelope, a Lunar Generator would spawn on the Map.
Repairing the Generator would grant all Survivors a Gold Coin , 80 of which would unlock the Untamed Donkey Jacket customization option for David King.
Frozen Cocktail Machine
The Frozen Cocktail Machine was a special Generator model that was featured during the Scorching Summer BBQ Event.
By default 2 and for every burnt BBQ Invitation, a Frozen Cocktail Machine would spawn on the Map.
Repairing the Generator would grant all Survivors a Frozen Cocktail , 90 of which would unlock the Free Song Bird Slip Dress Customisation option for Kate Denson.
Blighted Generators
The Blighted Generator (formerly Cankerous Generator) was a special Generator model featured during the yearly Blight Events.
By default 1 and for every burnt Pustula Petals, a Blighted Generator will spawn on the Map.
Repairing the Generator will grant all Survivors who burnt the Pustula Petals bonus Bloodpoints.
Tangled Generators
The Tangled Generator was a special Generator model featured during The Midnight Grove Halloween Event.
By default 1 and for every burnt Cursed Seed, a Tangled Generator would spawn on the Map.
Repairing the Generator would grant all Survivors who burnt the Cursed Seeds bonus Bloodpoints.
Esoteric Generators
The Esoteric Generator is a special Generator model featured during the Haunted by Daylight Halloween Event.
By default all Generators on the Map spawn as Esoteric Generators.
Repairing the Esoteric Generator grant Survivors Void Energy which could be transferred into Unstable Rifts.
Custom Game Mode
Since in Custom Games, it is not necessary to have four Survivors per Trial, the amount of Generators spawning throughout the Map is adjusted to be three more than the number of Survivors starting the Trial.
Additionally, for every Survivor fewer than the default four, the Game will remove one Generator from the required amount to power the Exit Gates.
Start of Trial | Generators on Map | Generators to be repaired |
---|---|---|
4 Survivors | 7 Generators | 5 Generators |
3 Survivors | 6 Generators | 4 Generators |
2 Survivors | 5 Generators | 3 Generators |
1 Survivor | 4 Generators | 2 Generators |
History
Original Efficiency Penalty
Up to Patch 3.7.0, the Game applied a stack-able -10 % Efficiency penalty to repairs conducted by multiple Survivors.
The example below assumes that Generators took 80 Charges to complete:
Repairing Survivors | Individual Efficiency | Combined Efficiency | Time to repair a Generator |
---|---|---|---|
1 Survivor | 1.0 c/s | 100 % | 1.0 c/s | 80 seconds |
2 Survivors | 0.9 c/s | 90 % | 1.8 c/s | ~44.44 seconds |
3 Survivors | 0.8 c/s | 80 % | 2.4 c/s | ~33.33 seconds |
4 Survivors | 0.7 c/s | 70 % | 2.8 c/s | ~28.57 seconds |
Previous Efficiency Penalty
The example below assumes that Generators took 80 Charges to complete (prior to Patch 6.1.0):
Repairing Survivors | Efficiency Penalty | Individual Repair Speed efficiency | Combined Repair Speed efficiency | Time to complete a Generator |
---|---|---|---|---|
1 Survivor | 0 % | 100 % = 1 c/s | 1 c/s (1 x 1 c/s) | 80 seconds |
2 Survivors | -15 % | 85 % = 0.85 c/s | 1.7 c/s (2 x 0.85 c/s) | ~47.06 seconds |
3 Survivors | -30 % | 70 % = 0.7 c/s | 2.1 c/s (3 x 0.7 c/s) | ~38.1 seconds |
4 Survivors | -45 % | 55 % = 0.55 c/s | 2.2 c/s (4 x 0.55 c/s) | ~36.36 seconds |
Change Log
Patch 1.2.1
- Survivor Nerf: increased the Repair requirement from 65 Charges to 70 Charges.
- Survivor Nerf: added an Efficiency penalty of -10 % per additional Survivor repairing the same Generator.
- This penalty is applied to all Survivors equally on the same Generator and incentivises Players to spread out instead.
Patch 1.3.0
- Change: completing the final Generator now also automatically completes the other two, regardless of their Progression, so that they cannot be repaired anymore.
- This change was motivated by a common behaviour amongst Survivor Players to seek out those other two Generators after completing the last one and repair them for some bonus points (the Exit Gates would already be powered at this point).
This behaviour, often encountered when experienced Survivors were matched with inexperienced Killers, would unnecessarily prolong the Trial, effectively holding the Killer hostage.
- This change was motivated by a common behaviour amongst Survivor Players to seek out those other two Generators after completing the last one and repair them for some bonus points (the Exit Gates would already be powered at this point).
Patch 1.4.0
- Killer Buff: Killers are now able to perform the Damage Generator action, which puts the Generator into a Regression state, causing it to lose accumulated Repair progress.
- The Regression was capped at a maximum of -25 %, taking 70 seconds.
- This was equivalent to a Regression rate of -0.286 c/s.
Patch 1.5.0
- Survivor Nerf: further increased the Repair requirement from 70 Charges to 80 Charges.
Patch 1.8.0a
- Killer Buff: removed the cap to Generator Regression.
- This allows Generators to regress all the way back to 0 % progress.
- Killer Buff: reduced the Damage Generator interaction time from 3 seconds to 2 seconds.
Patch 2.5.0
- Survivor QoL: the Repair Progress bar now correctly uses the Red De-buff colour when repairing with multiple Survivors, which incurs a penalty.
Patch 3.7.0
- Survivor Nerf: increased the Efficiency penalty to Repair speed when multiple Survivors repair the same Generator from -10 % to -15 % per Survivor.
- Survivor Nerf: reduced the Progression bonus from succeeding Great Skill Checks from +2 % to +1 %.
Patch 4.2.0
- Rework: updated the Generator model and animations as part of the The Realm Beyond - Part One update.
Patch 4.3.0
- QoL: standardised the Generator Terminology used in Unlockables and the underlying mechanics.
Patch 6.1.0
- Survivor Nerf: further increased the Generator capacity from 80 Charges to 90 Charges.
- Killer Buff: further reduced the Damage Generator interaction time from 2 seconds to 1.8 seconds.
- Killer Buff: the Damage Generator interaction will now immediately remove -2.5 % of Generator's progress.
Patch 7.4.2
- Quality of Life: short-masted Yellow Generators now highlight their Aura in yellow instead of red, allowing Players to distinguish them from a distance.
Undocumented Patch
- Reversal: Aura-colours are again the same across the two Generator types.
- This occurred between Dec 31st, 2023 and Jan 4th, 2024.
- It is possible that this reversal was motivated by the yellow Aura conflicting with Perks that highlight Generators that way as well.
Patch 7.5.0
- Rework: reworked the way Generator Regression works and the interplay between Survivors and Killers regarding this mechanic to address both "3-Genning" and "Gen-Tapping" concerns.
- Killer Buff: increased the immediate Progression penalty applied from the Killer performing the Damage Generator interaction from -2.5 % to -5 %.
- Killer Buff: Survivors must now repair a regressing Generator for a minimum of +5 % Progression to stop the Regression effect, otherwise it will resume regressing.
- Killer Quality of Life: an indicator shows the Killer if a Generator can no longer be regressed.
- Killer Nerf: Generators can now only suffer from a Regression Event a maximum of 8 times, before they can no longer be damaged by any means.
- A Regression Event is defined as the Killer either manually or through their Perks removing a minimum of -2.5 % of that Generator's Progression in an instant.
Patch 7.7.0
- Killer Quality of Life: Generators are now damaged closer to when the hit lands to prevent accidentally letting go of the input early.
Trivia
- Generators inside larger landmark buildings (or the houses on Lampkin Lane and Badham Preschool) are generally yellow instead of red and do not have lights attached to them, but power the respective building's lights instead.
- The same is true for Generators located on the lower floor of The Game.
Progress Bar Colour
- The colour of the Progress Bar while repairing a Generator is individual to each Survivor repairing it and represents their personal contributing Repair speed, not the overall combined Repair speed.
- For example, if one Survivor repairs the Generator normally and another Survivor does so with a Toolbox, the former will have a red Progress Bar and the latter a yellow Progress Bar.
Interactive Generators
- Powering the Generator on the Paddle Steamer on Pale Rose will sound its fog horn, that can be heard across the entire map.
- Powering the Generator inside Gas Station on Gas Heaven will open the garage door.
- This opens up a new escape route for the Survivors.
- Powering the Generator in the Operation Theatre on Treatment Theatre will open all the shutter blinds on the Upper Floor.
- This opens up new escape routes for the Survivors.
- Powering the Generator inside the Pantry and the Rotten Shack on Grim Pantry will open the floodgates on the outside of the respective building.
- This grants easier and more direct access to the Lower Floors.
- Every Generator on The Game will open a nearby door when powered, creating additional routes.
- Powering the Generator inside the temple on The Temple of Purgation will open a doorway as well as close one.
Video
Old Generator Repair animation |
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Gallery
- Zarina repairing a yellow Generator inside Badham Preschool.