Perks/General Perks
This Article lists all General Perks currently available in Dead by Daylight.
General Perks are unlockable by all Characters by default.
General Survivor Perks
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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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Hope | The growing odds of a successful escape fill you with hope and give you wings.
Once the Exit Gates
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Kindred | Unlocks potential in your Aura-reading ability.
Whenever any Survivor is hooked, Kindred activates and applies the following effects:
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Lightweight | Your running is light and soft, making your tracks harder to follow.
"Take it slow, he knows where you have been... just like I have always said: |
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No One Left Behind | "It is inconceivable to leave someone behind."
Once the Exit Gates
But I believe we can outsmart and overthrow him if we work together. Don't be predictable and selfish!" — Clyde, The Lost Tapes |
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Plunderer's Instinct | Unlocks potential in your Aura-reading ability:
When unlocking or rummaging through Chests, you benefit from the following effect:
"The pioneers used to loot these babies for hours." — Aizeyu, The Lost Tapes |
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Premonition | "You have the undeniable capability to sense danger."
Projects an invisible cone in the direction you are looking, with a Detection angle of 45 ° and a range of 36 metres:
"I have a bad feeling about this!" |
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Resilience | "You are motivated in dire situations."
Whenever you are in the Injured State
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Slippery Meat | You have developed an efficient way to get off Hooks.
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Small Game | "You have the undeniable capability to sense danger."
Projects an invisible cone in the direction you are looking, with a Detection angle of 45 ° and a range of 8/10/12 metres:
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Spine Chill | An unnatural tingle warns you of impending doom.
Whenever the Killer is within 36 metres of your location and looking at you with a clear Line of Sight, Spine Chill activates:
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This Is Not Happening | You perform at your best when you are under extreme stress.
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We'll Make It | Helping others heightens your morale.
After unhooking another Survivor, We'll Make It activates:
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Hope | The growing odds of a successful escape fill you with hope and give you wings.
Once the Exit Gates
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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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No One Left Behind | "It is inconceivable to leave someone behind."
Once the Exit Gates
But I believe we can outsmart and overthrow him if we work together. Don't be predictable and selfish!" — Clyde, The Lost Tapes |
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Small Game | "You have the undeniable capability to sense danger."
Projects an invisible cone in the direction you are looking, with a Detection angle of 45 ° and a range of 8/10/12 metres:
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Plunderer's Instinct | Unlocks potential in your Aura-reading ability:
When unlocking or rummaging through Chests, you benefit from the following effect:
"The pioneers used to loot these babies for hours." — Aizeyu, The Lost Tapes |
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Spine Chill | An unnatural tingle warns you of impending doom.
Whenever the Killer is within 36 metres of your location and looking at you with a clear Line of Sight, Spine Chill activates:
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Kindred | Unlocks potential in your Aura-reading ability.
Whenever any Survivor is hooked, Kindred activates and applies the following effects:
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This Is Not Happening | You perform at your best when you are under extreme stress.
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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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We'll Make It | Helping others heightens your morale.
After unhooking another Survivor, We'll Make It activates:
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Slippery Meat | You have developed an efficient way to get off Hooks.
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Premonition | "You have the undeniable capability to sense danger."
Projects an invisible cone in the direction you are looking, with a Detection angle of 45 ° and a range of 36 metres:
"I have a bad feeling about this!" |
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Lightweight | Your running is light and soft, making your tracks harder to follow.
"Take it slow, he knows where you have been... just like I have always said: |
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Resilience | "You are motivated in dire situations."
Whenever you are in the Injured State
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General Killer Perks
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Bitter Murmur | Unlocks potential in your Aura-reading ability: Whenever a Generator ![]() ![]() ![]()
Once the last Generator is completed, Bitter Murmur triggers its secondary effect:
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Deerstalker | Unlocks potential in your Aura-reading ability:
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Distressing | "Your horrifying emanation strikes at a supernaturally long distance."
You benefit from the following permanent effect:
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Hex: Fortune's Fool | "A Hex that toys with a victim's suffering."
Each time you hook a Survivor for the first time, if there is at least one Dull Totem
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Hex: No One Escapes Death | "A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping." Once the Exit Gates
All effects of the Hex Perk persist until its Hex Totem "And the beast became faster and more powerful as if The Entity's shadowy whips were lashing at its back." |
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Hex: Thrill of the Hunt | "A Hex rooting its power on hope. The false hope of Survivors fills you with excitement and strengthens your Totems." Start the Trial with 5 Tokens, one for each Totem located in the environment:
All effects of the Hex Perk persist until its Hex Totem |
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Insidious | Unlocks the stealth ability: After standing still for 4/3/2 seconds, Insidious activates for as long as you remain stationary:
Insidious deactivates once you start moving again. |
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Iron Grasp | "Your powerful grasp on Survivors causes escapes to be nearly impossible."
While carrying a Survivor, they suffer from the following effects:
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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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Scourge Hook: Monstrous Shrine | "Your fervent care of the Hooks found in the Basement has aroused The Entity's interest."
At the start of the Trial, the 4 Hooks located inside the Basement
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Scourge Hook: Weeping Wounds | "You are the bringer of sweet pain."
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
Each time a Survivor is unhooked from a Scourge Hook, the following effects apply:
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Shattered Hope | To capture your prey, you must first extinguish their hope.
"Nothing is permanent here. Nothing except our endless perdition." — Unknown, Notebook |
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Sloppy Butcher | You know where to hit to make them bleed.
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Spies from the Shadows | "Allows the Crows found in the environment to directly communicate with you."
Whenever a Survivor startles a Crow
"In the shadows they torment, scarring our minds with each scream." |
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Unrelenting | "You recuperate faster from missed attacks made with your main weapon."
Basic Attacks benefit from the following effect:
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Whispers | "You have a rudimentary understanding of The Entity's voice."
Whenever any Survivor is within 48/40/32 metres of your location, Whispers triggers its effect:
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Hex: Thrill of the Hunt | "A Hex rooting its power on hope. The false hope of Survivors fills you with excitement and strengthens your Totems." Start the Trial with 5 Tokens, one for each Totem located in the environment:
All effects of the Hex Perk persist until its Hex Totem |
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Insidious | Unlocks the stealth ability: After standing still for 4/3/2 seconds, Insidious activates for as long as you remain stationary:
Insidious deactivates once you start moving again. |
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Sloppy Butcher | You know where to hit to make them bleed.
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Iron Grasp | "Your powerful grasp on Survivors causes escapes to be nearly impossible."
While carrying a Survivor, they suffer from the following effects:
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Hex: No One Escapes Death | "A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping." Once the Exit Gates
All effects of the Hex Perk persist until its Hex Totem "And the beast became faster and more powerful as if The Entity's shadowy whips were lashing at its back." |
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Shattered Hope | To capture your prey, you must first extinguish their hope.
"Nothing is permanent here. Nothing except our endless perdition." — Unknown, Notebook |
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Deerstalker | Unlocks potential in your Aura-reading ability:
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Hex: Fortune's Fool | "A Hex that toys with a victim's suffering."
Each time you hook a Survivor for the first time, if there is at least one Dull Totem
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Distressing | "Your horrifying emanation strikes at a supernaturally long distance."
You benefit from the following permanent effect:
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Scourge Hook: Monstrous Shrine | "Your fervent care of the Hooks found in the Basement has aroused The Entity's interest."
At the start of the Trial, the 4 Hooks located inside the Basement
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Whispers | "You have a rudimentary understanding of The Entity's voice."
Whenever any Survivor is within 48/40/32 metres of your location, Whispers triggers its effect:
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Spies from the Shadows | "Allows the Crows found in the environment to directly communicate with you."
Whenever a Survivor startles a Crow
"In the shadows they torment, scarring our minds with each scream." |
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Bitter Murmur | Unlocks potential in your Aura-reading ability: Whenever a Generator ![]() ![]() ![]()
Once the last Generator is completed, Bitter Murmur triggers its secondary effect:
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Unrelenting | "You recuperate faster from missed attacks made with your main weapon."
Basic Attacks benefit from the following effect:
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Scourge Hook: Weeping Wounds | "You are the bringer of sweet pain."
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
Each time a Survivor is unhooked from a Scourge Hook, the following effects apply:
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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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