Status HUD

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IconHelp statusHUD.png

The Status HUD is the primary information system available to Players in Dead by DaylightIconHelp DBDlogo.pngIconHelp DBDlogo.pngIconHelp DBDlogo.png and displayed as an overlay on their screen.


Overview

The Status HUD is comprised of several subsystems, with each sub-system displaying distinct pieces of information about the state of the Trial and its Players:

System Location on Screen Information Type Visibility
Status Effects Right side (AllStatusEffects.png) , above Perk Diamond Displays when a Player is afflicted by a Status Effect and if its timer-based, for how long. Personal
Proficiency Indicator Bottom centre, above Status Bar Displays when outside influences affect the Player's current interaction with an Interactable. Personal
Player Effects Bottom right (MaximumPerkEffects.png) , next to Perk Diamond Displays when a Player and their abilities are affected directly by the effects of Unlockables, regardless of whether those originate from the Player's own Unlockables or from those of other Players. Personal
HUD Icons Left side Displays which Character is part of the Trial and is combined with the Health State and Survivor Activity HUD systems. All Players
Health State Left side, combined with Survivor HUD Icons Displays the current Health State (separate Article) of Survivors to all Players in the Trial and is combined with the Survivor HUD Icons and Survivor Activity HUD systems. All Players
Survivor Activity HUD Left side (SurvivorActivityHUD Screenshot01.jpg) , combined with Survivor HUD Icons Displays a Survivor's current activity/interaction to all other Survivors. All Survivors


Status Effects

IconHelp statusEffects.png
IconHelp statusEffectList.png
All available Status Effects (except for Madness) active at the same time.[1]

First added with Patch 1.5.0, Status Effects show whenever a Survivor is affected by a special effect or affliction, indicated by a corresponding icon above the Perk diamond.
The icon's colour will reflect whether it is a buff (yellow) or a debuff (red).

Tiered Status Effects feature up to three Chevrons on the icon:
The more chevrons a Status Effect has, the stronger is its effect.
There are currently just two tiered Status Effects: BloodlustIconHelp bloodlust.pngIconHelp bloodlust.pngIconHelp bloodlust.png and MadnessIconStatusEffects madness.pngIconStatusEffects madness.pngIconStatusEffects madness.png.

Status Effects that are on a timer may have their timer refreshed by a new application of the effect, but will generally not stack the strength of their effects.


Blessed

Main article: Blessed


FulliconStatusEffects blessed.png The Blessed Status Effect is a buff applied exclusively to Survivors.
  • Survivors benefit from Blessed and whichever effect(s) it applies whenever they are inside the Area of Effect of an active Boon TotemAtl Hud Icon BoonTotem.pngAtl Hud Icon BoonTotem.pngAtl Hud Icon BoonTotem.png (24 metres) and does so for as long as they remain inside it.


Blindness

Main article: Blindness


FulliconStatusEffects blindness.png The Blindness Status Effect is a debuff that can be applied to both Survivors and the Killer.
  • Players suffering from Blindness are unable to read any AurasIconHelp auras.pngIconHelp auras.pngIconHelp auras.png, including the default ones of their role and those from PerksIconHelp perks.pngIconHelp perks.pngIconHelp perks.png.
    • Some essential Auras are exempt from that general rule, usually associated with Killer Power Objects.


Bloodlust

Main article: Bloodlust


FulliconStatusEffects bloodlust.png The Bloodlust Status Effect is a buff applied exclusively to the Killer.
  • Killers benefitting from Bloodlust increasingly gain more Movement speed in prolonged Chases.
  • Bloodlust is a tiered Status Effect.


Broken

Main article: Broken


FulliconStatusEffects broken.png The Broken Status Effect is a debuff applied exclusively to Survivors.
  • Survivors suffering from Broken are unable to be healed or heal themselves past the Injured StateIconHelp injured.pngIconHelp injured.pngIconHelp injured.png.


Cursed

Main article: Cursed


FulliconStatusEffects cursed.png The Cursed Status Effect is a debuff applied exclusively to Survivors.
  • Survivors suffering from Cursed are currently affected by an active Hex TotemIconStatusEffects cursed.pngIconStatusEffects cursed.pngIconStatusEffects cursed.png and its effects.


Deafened

Main article: Deafened


FulliconStatusEffects hearing.png The Deafened Status Effect is a semi-used debuff that can be applied to both Survivors and the Killer.
While the Status Effect is not displayed on the HUD, its effects are used by several Unlockables.
  • Players suffering from Deafened have their audio muffled temporarily and hear a tinnitus-like whistling sound.


Deep Wound

Main article: Deep Wound


FulliconStatusEffects deepWound.png The Deep Wound Status Effect is a debuff applied exclusively to Survivors.
  • Survivors suffering from Deep Wound have a special health bar displayed on the HUD.
    • The health bar progressively drains whenever the Survivor is not running, or in the act of Mending themselves or being Mended by other Survivors.
    • Once the timer runs out, the Survivor is automatically put into the Dying StateIconHelp dying.pngIconHelp dying.pngIconHelp dying.png.


Endurance

Main article: Endurance


FulliconStatusEffects enduranceSurvivor.pngFulliconStatusEffects enduranceKiller.png The Endurance Status Effect is a buff that can be applied to both Survivors and the Killer.
  • Survivors benefitting from Endurance can resist damage from the Killer.
    If they are hit or otherwise damaged, their character model is briefly outlined in white, which is used to indicate the recent damage-protection through Endurance to the Killer.
    • Endurance is cancelled prematurely whenever the Survivor protected by it performs a Conspicuous Action.
    • Endurance cannot protect a Survivor already suffering from the Deep Wound Status Effect from being downed.
  • Killers benefitting from Endurance can endure Stuns from Survivors, greatly reducing their duration.


Exhausted

Main article: Exhausted


FulliconStatusEffects exhausted.png The Exhausted Status Effect is a debuff applied exclusively to Survivors.
  • Survivors suffering from Exhaustion are unable to use any of the numerous Exhaustion Perks, preventing them from chaining multiple such Perks in quick succession.
  • Exhausted slowly recovers over time whenever the Survivor is not running.
  • Exhausted recovers immediately after being unhooked.


Exposed

Main article: Exposed


FulliconStatusEffects exposed.png The Exposed Status Effect is a debuff applied exclusively to Survivors:
  • Survivors suffering from Exposed will suffer double-damage when hit by a Basic Attack, which immediately puts them into the Dying StateIconHelp dying.pngIconHelp dying.pngIconHelp dying.png.
    • The Endurance Status Effect can shield a Survivor from double-damage, which would afflict them with Deep Wound instead.
  • Survivors hear the sound cue found atop this table whenever they become Exposed by any means.

It should be noted that there is a popular misconception, especially amongst new Players, that due to the name "exposed", the Status Effect actually reveals their Aura to the Killer.
This is not and has never been the case, Exposed only ever applies double-damage.


Glyph

Main article: Glyph


FulliconStatusEffects glyph.png The Glyph Status Effect is a debuff that is currently exclusive to the Killer.
  • It indicates to the Killer that they are currently suffering from a debuff that was applied after interacting with a GlyphIconStatusEffects glyph.pngIconStatusEffects glyph.pngIconStatusEffects glyph.png.


Haemorrhage

Main article: Haemorrhage


FulliconStatusEffects bleeding.png The Haemorrhage Status Effect is a debuff applied exclusively to Survivors.
  • Survivors suffering from Haemorrhage produce more Pools of BloodIconStatusEffects bleeding.pngIconStatusEffects bleeding.pngIconStatusEffects bleeding.png, making them easier to track by the Killer.
  • Survivors suffering from Haemorrhage lose any partial Healing progress at a rate of -7 % per second if not healed up fully.


Haste

Main article: Haste


FulliconStatusEffects haste.png The Haste Status Effect is a buff that can be applied to both Survivors and the Killer.
  • Players benefitting from Haste have their Movement speed increased.
    The strength of the effect depends on the specific Unlockable that inflicts it.


Hindered

Main article: Hindered


FulliconStatusEffects hindered.png The Hindered Status Effect is a debuff that can be applied to both Survivors and the Killer.
  • Players suffering from Hindered have their Movement speed decreased.
    The strength of the effect depends on the specific Unlockable that inflicts it.


Incapacitated

Main article: Incapacitated


FulliconStatusEffects incapacitated.png The Incapacitated Status Effect is a debuff applied exclusively to Survivors.
  • Survivors suffering from Incapacitated are unable to interact with certain Props or other Survivors.
    See Inhibited Actions for a full list.


Madness

Main article: Madness


FulliconStatusEffects madness.png The Madness Status Effect is a debuff applied exclusively to Survivors and exclusive to Trials against The DoctorIconHelpLoading doctor.pngIconHelpLoading doctor.pngIconHelpLoading doctor.png.
  • Survivors suffering from Madness suffer from various hallucinations and other debilitating impairments.
  • Madness is a tiered Status Effect.

The Madness Status Effect, used exclusively by The DoctorIconHelpLoading doctor.pngIconHelpLoading doctor.pngIconHelpLoading doctor.png, impairs the Survivor's sanity, increasingly affecting them with various Afflictions, depending on the Add-on(s) The Doctor is using.


Mangled

Main article: Mangled


FulliconStatusEffects mangled.png The Mangled Status Effect is a debuff applied exclusively to Survivors.
  • Survivors suffering from Mangled take 25 % longer to be healed for 1 Health State.
    • This is achieved by reducing the Healing speed on that Survivor by -20 %.
    • Mangled only applies to healing from the Injured State back to full health.


Oblivious

Main article: Oblivious


FulliconStatusEffects oblivious.png The Oblivious Status Effect is a debuff applied exclusively to Survivors.
  • Survivors suffering from Oblivious are unable to perceive the Killer's Terror RadiusIconHelp terrorRadius.pngIconHelp terrorRadius.pngIconHelp terrorRadius.png and also do not hear the Heartbeat warning of the Killer's proximity.
  • Survivors suffering from Oblivious in turn do not suffer from any effects that rely on Survivors being inside the Terror Radius to be applied.
  • During a Chase, Survivors are still able to hear the Chase Music.


Revealed

Main article: Revealed


FulliconStatusEffects revealed.png The Revealed Status Effect is a debuff that is applied exclusively to Survivors.
  • Survivors suffering from Revealed have their AuraIconHelp auras.pngIconHelp auras.pngIconHelp auras.png revealed to both Killers in the 2v8 Game Mode, to which this Status Effect is exclusive.


Undetectable

Main article: Undetectable


FulliconStatusEffects undetectable.png The Undetectable Status Effect is a buff applied exclusively to the Killer.


Vision

Main article: Vision


FulliconStatusEffects vision.png The Vision Status Effect is an unused buff that would have been applied to both Survivors and the Killer.
  • The effect would have boosted the radius of range-limited Aura-reading abilities, an effect that is identical to the effect of the Perk Open-HandedIconPerks open-Handed.pngIconPerks open-Handed.pngIconPerks open-Handed.png.


Proficiency Indicators

IconHelp proficiency.png
IconHelp proficiencyList.png

First added with Patch 1.5.0, Proficiency Indicators indicate to both Killers and Survivors how various effects from either their own Add-ons, Perks, Offerings, etc., or those of other Players, affect their performance at the interaction they are currently performing.
They do this by displaying the effect's associated icon above the Progress Bar and by colouring said bar accordingly.

Unlike Status Effects, Proficiency Indicators are not inherently a buff (yellow) or a debuff (red) in effect, but can be either, indicated by the colour of the icon and the colour of the Progress Bar.

  • The only exception to this is the Sleep Penalty Proficiency Indicator.

Progress Bar

The Progress Bar is displayed whenever an interaction requires a certain amount of Charges to be completed.
The Bar has 3 possible states/colours:

State & Colour Icon Information
Default State: blueish white ProgressBar neutralProgressionComplete.png The Player's Action speed is exactly 1 Charge per second (default).
Buff State: yellow ProgressBar yellowProgressionComplete.png The Player's Action speed is greater than 1 Charge per second.
Debuff State: red ProgressBar redProgressionComplete.png The Player's Action speed is less than 1 Charge per second.

It should be duly noted that the colour of the Progression is individual to each Player.
Even if the overall interaction (i.e. Generator Repair with multiple Survivors) is faster than the default Action speed of 1 Charge per second, if your individual speed/contribution to this is below that (i.e. due to Efficiency penalty), or above that (i.e. Toolbox Repair), the Progress Bar will be coloured accordingly.


Chance

Main article: Chance


FulliconStatusEffects chance.png The Chance Proficiency Indicator works alongside the Luck Mechanic and indicates whether the action a Survivor is currently performing has a higher or lower chance at succeeding.
  • Only applies to self-unhooking from a HookIconHelpLoading hook.pngIconHelpLoading hook.pngIconHelpLoading hook.png.


Efficiency

Main article: Efficiency


FulliconStatusEffects efficiency.png The Efficiency Proficiency Indicator indicates whether an Item's current Depletion rate is reduced or increased.
  • This Proficiency Indicator was originally known as Expertise.


Healing

Main article: Healing


FulliconStatusEffects healing.png The Healing Proficiency Indicator is an unused Proficiency Indicator that would have indicated whether a Survivor's Healing speed would be increased or reduced.
  • This functionality was usurped by the Progression Speed Proficiency Indicator.


Progression Speed

Main article: Progression Speed


FulliconStatusEffects progressionSpeed.png The Progression speed Proficiency Indicator indicates whether the Progression speed of an Action being performed by the Player is increased or reduced.


Repairing

Main article: Repairing


FulliconStatusEffects repairing.png The Repairing Proficiency Indicator is an unused Proficiency Indicator that would have indicated whether a Survivor's Repair speed would be increased or reduced.
  • This functionality was usurped by the Progression Speed Proficiency Indicator.


Sabotaging

Main article: Sabotaging


FulliconStatusEffects sabotaging.png The Sabotaging Proficiency Indicator is an unused Proficiency Indicator that would have indicated whether a Survivor's Sabotage speed would be increased or reduced.
  • This functionality was usurped by the Progression Speed Proficiency Indicator.


Skill Check Difficulty


FulliconStatusEffects skillCheckDifficulty.png The Skill Check Difficulty Proficiency Indicator indicates whether the Success Zone of a triggered Skill Check is increased or reduced.

Skill Check Probability


FulliconStatusEffects skillCheckProbability.png The Skill Check Probability Proficiency Indicator indicates the Odds of an interaction triggering a Skill Check are increased or reduced, with the latter being considered beneficial.


Sleep Penalty

Main article: Sleep Penalty


FulliconStatusEffects sleepPenalty.png The Sleep Penalty Proficiency Indicator only displays that the Wake Up action is slowed when trying to manually wake other Survivors in Trials against The NightmareIconHelpLoading nightmare.pngIconHelpLoading nightmare.pngIconHelpLoading nightmare.png after they were woken up that way at least once before already.


Player Effects System

Maximum number of Player Effects possible in a single Trial as of CHAPTER 27.[2]

The Player Effects System is used to indicate when something is affecting the Player and their abilities directly.

It was the very first such information system in Dead by Daylight and was already present in the release version 1.0.0.
It has remained in use to this date, with the Status Effects and Proficiency Indicator Systems complementing its functionality since Patch 1.5.0, taking up functions that would have been ill-suited to the Player Effects System.

Use

Originally, the Player Effects System was reserved solely for the effects of Perks and Add-ons that influenced other Players, but has since expanded to encompass any effects affecting the Player and their abilities directly, whether those originate from the Player's own Unlockables or from those of other Players.

It is also used to indicate when a Killer's Power is affecting the Player in a way that cannot be displayed by any of the other information systems in Dead by Daylight.

Buff vs. Debuff

Before the introduction of the newer Status Effects and Proficiency Indicator Systems, effects which buffed the Player would use a turquoise colour, instead of yellow.
Since the Player Effects System is the oldest remaining system, it still uses the turquoise colour to indicate a buff.
Debuffs already used a red colour back then.

Icon Examples

Buff Debuff
IconStatusEffects buffPerk.png IconStatusEffects debuffPerk.png

Unlockables

The following Unlockables will display their icon using the Player Effects System:

Powers
Carter's SparkIconPowers cartersSpark.pngIconPowers cartersSpark.pngIconPowers cartersSpark.png Shows a debuff icon of Carter's Spark while a Survivor's interactions are inhibited from being hit by a Shock Therapy Attack.
Props / Interactables
Orange Glyphs Shows a debuff icon while the Killer suffers from its afflictions.


Survivor Activity HUD

SurvivorActivityHUD Screenshot01.jpg

First added with Patch 6.5.0, the Survivor Activity HUD shows whenever a Survivor is performing a supported interaction, allowing all Survivor Players to keep tabs on what the others are doing.
The Killer does not see the Survivor Activity HUD.

The type of a performed interaction is indicated with a unique icon and a yellow circle surrounding it indicates the interaction's current progression (before Patch 8.4.0, progression was only revealed for the Repair and Recovery actions).

The introduction of the Survivor Activity HUD also modified the mechanic of indicating a Survivor being chased by the Killer, which was formerly exclusively to the Obsession.
The chase indicator is now available on all Survivors.

The following interactions are currently displayed on the Survivor Activity HUD:

Icon Activities
T survivorActivity iconTotemsBlessing.png Blessing a Totem
T survivorActivity iconTotems.png Cleansing a Totem
T survivorActivity iconHealing.png Altruistic Healing / Mending
T survivorActivity iconHealingSelf.png Personal Healing / Mending
T survivorActivity iconKiller.png Interacting with a Killer Power or a related Prop
T survivorActivity iconGates.png Opening an Exit Gate
T survivorActivity iconRecovery.png Recovering while in the Dying State
T survivorActivity iconGenerator.png Repairing a Generator
T survivorActivity Invocation.png Performing an Invocation
T survivorActivity iconChests.png Unlocking a Chest


HUD Icons

IconHelp healthy.png

The HUD Icons represent each Survivor in the Trial and their current status.
This includes their current Health State, whether or not they are being carried, being hooked, having escaped, being sacrificed, being killed, or being dead.
It also includes over-/underlays with special interactions with Killer Powers.

With the second iteration of the 2v8 Game Mode Modifier in Year 9, the two Killer Players will additionally see the portrait of the other Killer.

Up to the Status HUD Rework in Patch 4.5.2, Survivors were represented with a generic icon in the Status HUD instead of their Character portrait.

Survivor Portraits

Dwight Fairfield DF charSelect portrait HUD.png Nothing.png Meg Thomas MT charSelect portrait HUD.png Nothing.png Jake Park JP charSelect portrait HUD.png Nothing.png Claudette Morel CM charSelect portrait HUD.png Nothing.png Nea Karlsson NK charSelect portrait HUD.png Nothing.png Laurie Strode LS charSelect portrait HUD.png Nothing.png Ace Visconti AV charSelect portrait HUD.png
Bill Overbeck BO charSelect portrait HUD.png Feng Min FM charSelect portrait HUD.png David King DK charSelect portrait HUD.png Quentin Smith QS charSelect portrait HUD.png David Tapp FS charSelect portrait HUD.png Kate Denson GS charSelect portrait HUD.png Adam Francis AF charSelect portrait HUD.png
Jeff Johansen KS charSelect portrait HUD.png Jane Romero MS charSelect portrait HUD.png Ash Williams MS2 charSelect portrait HUD.png Nancy Wheeler QF charSelect portrait HUD.png Steve Harrington QM charSelect portrait HUD.png Yui Kimura SS charSelect portrait HUD.png Zarina Kassir US charSelect portrait HUD.png
Cheryl Mason S22 charSelect portrait HUD.png Felix Richter S23 charSelect portrait HUD.png Élodie Rakoto S24 charSelect portrait HUD.png Yun-Jin Lee S25 charSelect portrait HUD.png Jill Valentine S26 charSelect portrait HUD.png Leon Scott Kennedy S27 charSelect portrait HUD.png Mikaela Reid S28 charSelect portrait HUD.png
Jonah Vasquez S29 charSelect portrait HUD.png Yoichi Asakawa S30 charSelect portraitHUD.png Haddie Kaur S31 charSelect portraitHUD.png Ada Wong S32 charSelect portraitHUD.png Rebecca Chambers S33 charSelect portraitHUD.png Vittorio Toscano S34 charSelect portraitHUD.png Thalita Lyra S35 charSelect portraitHUD.png
Renato Lyra S36 charSelect portraitHUD.png Gabriel Soma S37 charSelect portraitHUD.png Nicolas Cage S38 charSelect portraitHUD.png Ellen Ripley S39 charSelect portraitHUD.png Alan Wake S40 charSelect portraitHUD.png Sable Ward S41 charSelect portraitHUD.png Aestri Yazar S42 charSelect portraitHUD.png
Baermar Uraz S42 Baermar charSelect portraitHUD.png Lara Croft S43 charSelect portraitHUD.png Trevor Belmont S44 charSelect portraitHUD.png Taurie Cain S45 charSelect portraitHUD.png Orela Rose T UI S46 charSelect portrait HUD.png

Iconic Survivor Portraits

With Patch 5.0.0, Iconic Survivors received their own portrait, replacing both the icon and the name displayed on the HUD:

Jonathan Byers QM Outfit 010 charSelect portrait HUD.png Nothing.png Lisa Garland S22 outfit 006 charSelect portrait HUD.png Nothing.png Cybil Bennett S22 outfit 008 charSelect portrait HUD.png Nothing.png Maria S22 Maria charSelect portrait HUD.png Nothing.png James Sunderland S22 outfit 009 charSelect portrait HUD.png Nothing.png Claire Redfield S26 outfit02 charSelect portrait HUD.png Nothing.png Sheva Alomar S26 outfit008 charSelect portrait HUD.png
Chris Redfield S27 outfit02 charSelect portrait HUD.png Carlos Oliveira S27 outfit008 charSelect portrait HUD.png Tubarão S36 Tubarao charSelect portraitHUD.png Saga Anderson S40 Saga charSelect portraitHUD.png Rose Marigold S40 Rose charSelect portraitHUD.png Rain Carradine S39 Rain charSelect portraitHUD.png Alucard S44 Alucard charSelect portraitHUD.png
Soma Cruz S44 Soma charSelect portraitHUD.png

Killer Portraits

Trapper T UI K01 charSelect portrait HUD.png Nothing.png Wraith T UI K02 charSelect portrait HUD.png Nothing.png Hillbilly T UI K03 charSelect portrait HUD.png Nothing.png Nurse T UI K04 charSelect portrait HUD.png Nothing.png Huntress T UI K08 charSelect portrait HUD.png Nothing.png Spirit T UI K13 charSelect portrait HUD.png Nothing.png Legion T UI K14 charSelect portrait HUD.png
Ghost Face T UI K16 charSelect portrait HUD.png Oni T UI K18 charSelect portrait HUD.png Deathslinger T UI K19 charSelect portrait HUD.png Blight T UI K21 charSelect portrait HUD.png Nemesis T UI K24 charSelect portrait HUD.png Mastermind T UI K29 charSelect portrait HUD.png

Iconic Killer Portraits

Naughty Bear T UI K01 outfit018 charSelect portrait HUD.png Nothing.png Mordeo T UI K08 outfit012 charSelect portrait HUD.png Nothing.png Tomie T UI K13 outfit 024 charSelect portrait HUD.png Nothing.png HUNK T UI K14 outfit 023 charSelect portrait HUD.png Nothing.png Samurai Eddie T UI K18 outfit 020 charSelect portrait HUD.png Nothing.png Stranger Eddie T UI K19 outfit015 charSelect portrait HUD.png Nothing.png William Birkin T UI K21 outfit012 charSelect portrait HUD.png

Broken State

IconStatusEffects broken.png

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.

It adds a red version of the Broken Status Effect's icon to the Survivor's HUD portrait.

Caged State

IconStatus cagedSurvivor.png

The Caged State is shown whenever a Survivor was sent to a Cage of AtonementIconHelp cagesOfAtonement.pngIconHelp cagesOfAtonement.pngIconHelp cagesOfAtonement.png by The ExecutionerIconHelpLoading wales.pngIconHelpLoading wales.pngIconHelpLoading wales.png.

It replaces the Survivor's HUD portrait with a stylised Survivor trapped in a stylised cage.

Carried State

IconHelp carrySurvivor.png

The Carried State is shown whenever a Survivor is being carried by the Killer.

It replaces the Survivor's HUD portrait with a stylised Survivor hung up around their midsection.

Chain Hunt State

UI Rip - ChainHunt.png

The Chain Hunt State is shown whenever Lament Configuration is charging a Chain Hunt when facing The CenobiteIconHelpLoading cenobite.pngIconHelpLoading cenobite.pngIconHelpLoading cenobite.png.

It frames all Survivors' HUD portraits with a ring of dark blue chains.
The ring slowly fills with light blue and white colours (same as The Cenobite's visual effects when using his Powers) while the next Chain Hunt is charging up.
Once the ring is filled, the Chain Hunt starts.

Chased State

Unknown QuestionMark.png

The Chased State is shown whenever a Survivor whom is not the ObsessionIconHelp obsession.pngIconHelp obsession.pngIconHelp obsession.png is being chased by the Killer.

It frames the chased Survivor's HUD portrait with two short wiggling Entity claws.

Condemned State

IconHUD condemnation.png
IconHUD condemned.png

The Condemned State is shown whenever a Survivor has gained Condemned progress when facing The OnryōIconHelpLoading onryo.pngIconHelpLoading onryo.pngIconHelpLoading onryo.png.

It frames the Survivor's HUD portrait with a ring that fills its seven sections in white.
Once a Survivor is fully Condemned, the ring turns red and they can be killed with the Inexorable Stare.

Contaminated State

Unknown QuestionMark.png

The Contaminated State is shown whenever The NemesisIconHelpLoading nemesis.pngIconHelpLoading nemesis.pngIconHelpLoading nemesis.png contaminates a Survivor with a Tentacle Strike.

It underlays the Survivor's HUD portrait in blue with the heartbeat line of an electrocardiogram.

Dead State

IconHelp BleedOutDeath.png

The Dead State is shown after a Survivor dies in any manner other than being sacrificed to the Entity using the Sacrificial Hooks, meaning being killed with a Memento Mori or comparable Unlockable, or bleeding out completely in the Dying State.

It replaces the Survivor's HUD portrait with a stylised skull.

Disconnected State

DC Icon.png

The Disconnected State is shown after a Survivor leaves match.

Before Survivors were replaced by Bots, it would replace the disconnected Survivor's HUD portrait with disconnected plugs.

Hooked State

IconHelpLoading hook.png

The Hooked State is shown whenever a Survivor is on a Hook and undergoing the Sacrifice process.

It replaces the Survivor's HUD portrait with a stylised hook.

Hunted State

IconHUD patrolhunt.png

The Hunted State is shown whenever a Survivor is being hunted by a Guard spawned by The KnightIconHelpLoading knight.pngIconHelpLoading knight.pngIconHelpLoading knight.png.

It frames the Survivor's HUD portrait with a turqoise-green circle that displays a timer turning counter clockwise as it runs out, displaying the remaining Hunt duration before the Guard dissolves.

Infected State

IconHUD infection.png
IconHUD infected.png

The Infected State is shown whenever The MastermindIconHelpLoading mastermind.pngIconHelpLoading mastermind.pngIconHelpLoading mastermind.png infects a Survivor with a Virulent Bound.

It frames the Survivor's HUD portrait with a patterned ring in two different colours:

  • White is the Progression icon for this state, showing the partial progression towards Critical Infection.
    • Partial progression is only visible to Survivors, The Mastermind will only ever see the full icon while Survivors are infected by Uroboros.
  • Red indicates that the infected Survivor is now Critical Infection, at which point they receive the Hindered Status Effect and are more vulnerable to The Mastermind's Virulent Bounds.
    • Both Survivors and The Mastermind will see this icon fully.

Lacerated State

UI Rip - Lacerated Empty.png
UI Rip - Lacerated.png
UI Rip - Lacerated Full.png

The Lacerated State is shown whenever a Survivor gets hit by The TricksterIconHelpLoading trickster.pngIconHelpLoading trickster.pngIconHelpLoading trickster.png's Blades.
The HUD also indicates how many Blades left until the next Health State.

It frames the Survivor's HUD portrait with a ring that fills its sections in fuchsia for each Blade that hit them.
Once they are one hit away from going down, the ring's colour changes to red.

Latched-On State

IconHUD latchedOnState.png

The Latched-On State is shown whenever Victor of The TwinsIconHelpLoading twins.pngIconHelpLoading twins.pngIconHelpLoading twins.png successfully pounced on a Survivor's back.

It frames the Survivor's HUD portrait with Victor's hands grabbing at it.

Lock On State

Unknown QuestionMark.png
Unknown QuestionMark.png

The Lock On State is shown whenever a Survivor enters the Detection Zone of a drone deployed by The Skull MerchantIconHelpLoading skullMerchant.pngIconHelpLoading skullMerchant.pngIconHelpLoading skullMerchant.png.

It underlays the Survivor's HUD portrait with a yellow digitized timer when they are in the Detection Zone, which becomes orange if it fully fills up.
The icon also acts as a timer to display for how long the Survivor stays Locked On for.

Madness State

Unknown QuestionMark.png
Unknown QuestionMark.png
IconHUD madState 3.png

The Mad State is shown whenever a Survivor afflicted with MadnessIconStatusEffects madness.pngIconStatusEffects madness.pngIconStatusEffects madness.png, induced by the Shock Attacks of The DoctorIconHelpLoading doctor.pngIconHelpLoading doctor.pngIconHelpLoading doctor.png.
The amount of static on the HUD overlay indicates the strength of Madness.

It underlays the Survivor's HUD portrait with increasing degrees of static:

  • Madness Tier I shows horizontal lines of static
  • Madness Tier II shows vertical lines of static
  • Madness Tier III shows static noise

Marked State

IconHUD marking.png
IconHUD markedState.png

The Marked State is shown whenever a Survivor was successfully stalked by The Ghost FaceIconHelpLoading ghost.pngIconHelpLoading ghost.pngIconHelpLoading ghost.png and now suffers from the Exposed Status Effect.

It frames the Survivor's HUD portrait with stylised blood drops propagating from the centre.
The icon also acts as a timer to display for how long the Survivor stays Marked for.

Obsessed State

IconHelp obsession.png

The Obsessed State is shown each Trial on the Survivor designated as the Killer's ObsessionIconHelp obsession.pngIconHelp obsession.pngIconHelp obsession.png.

It frames the Survivor's HUD portrait with two of The Entity's spider legs, which wiggle side-to-side whenever the Obsession is being chased by the Killer.

Puzzle Solving State

UI Rip - Puzzle Solve.png

The Puzzle Solving State is shown whenever a Survivor has picked up the Lament Configuration when facing The CenobiteIconHelpLoading cenobite.pngIconHelpLoading cenobite.pngIconHelpLoading cenobite.png.

It frames the Survivor's HUD portrait with a cog wheel of ocker/gold colour while they are carrying the Lament Configuration.
The cog wheel animates when the Survivor is solving the box.

Sacrificed State

IconHelp Sacrificed.png

The Sacrificed State is shown after a Survivor lost the battle against The EntityIconHelp entity.pngIconHelp entity.pngIconHelp entity.png or didn't escape within an hour after the trial started and was successfully sacrificed.

It replaces the Survivor's HUD portrait with a stylised blood-smeared skull.

Sickness State

IconHUD sicknessState 3.png
IconHUD sicknessState 2.png

The Sickness State is shown whenever a Survivor came in contact with Vile Purge by The PlagueIconHelpLoading plague.pngIconHelpLoading plague.pngIconHelpLoading plague.png.

It underlays the Survivor's HUD portrait with a vomit-puddle of different colours:

  • Red is the default background icon for this state and is visible to Survivors as soon as they come into contact with The Plague's vomit.
    • For Survivors, the icon will initially partially hidden by its yellow version, based how much progression they have obtained towards full Sickness
    • Both Survivors and The Plague will see this icon fully, as soon as Survivors are completely afflicted by her Sickness and receive the Broken Status Effect.
  • Yellow is the Progression icon for this state, showing the partial progression towards full Sickness.
    • Partial progression is only visible to Survivors, The Plague will only ever see the full icon while Survivors are partially sick.

Sleep State

Sleep clock.png
Status sleep iconpng.png

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 NightmareIconHelpLoading nightmare.pngIconHelpLoading nightmare.pngIconHelpLoading nightmare.png.

It underlays the Survivor's HUD portrait with a timer during micro-sleep, static swirls when they are sleeping, and pulsating yellow rings when they are woken up by an Alarm Clock.

Swarmed State

UI Rip - Swarmed.png
UI Rip - Swarmed 2.png

The Swarmed State is shown whenever a Survivor is hit by a Dire Crow summoned by The ArtistIconHelpLoading artist.pngIconHelpLoading artist.pngIconHelpLoading artist.png.

Tormented State

UI Rip - Torment 1.png

The Tormented State is shown whenever a Survivor, while not crouched, moves through a Torment Trail set by The ExecutionerIconHelpLoading wales.pngIconHelpLoading wales.pngIconHelpLoading wales.png.

It frames the Survivor's HUD portrait with a ring of barbed wire.

Trapped State

StatusIcon trap.png

The Trapped State is shown whenever a Survivor gets caught in a Bear TrapIconPowers trap.pngIconPowers trap.pngIconPowers trap.png when facing The TrapperIconHelpLoading trapper.pngIconHelpLoading trapper.pngIconHelpLoading trapper.png, or when caught in a Mimic when facing The LichIconHelpLoading lich.pngIconHelpLoading lich.pngIconHelpLoading lich.png.

It replaces the Survivor's HUD portrait with a half-way-opened bear trap.

Trapped Timer State

IconHelp reverseBearTrap timerStop.png
IconHelp reverseBearTrap timerStart.png

The Trapped Timer State is shown whenever a Survivor's has a Reverse Bear TrapIconPowers jigsawsBaptism.pngIconPowers jigsawsBaptism.pngIconPowers jigsawsBaptism.png of The PigIconHelpLoading pig.pngIconHelpLoading pig.pngIconHelpLoading pig.png attached to their head.
The former shows an inactive Reverse Bear Trap, while the latter shows one ticking down.

It underlays the Survivor's HUD portrait with a timer icon that indicates whether the Death timer is paused (white) or ticking down (red).
Survivors are shown the exact time they have left on the Death timer.

Weakened State

Unknown QuestionMark.png

The Weakened State is shown whenever a Survivor comes in contact with UVXIconPowers uvx.pngIconPowers uvx.pngIconPowers uvx.png by The UnknownIconHelpLoading unknown.pngIconHelpLoading unknown.pngIconHelpLoading unknown.png.


Change Log

Patch 1.5.0

  • Quality of Life: added the Status Effects and Proficiency Indicators systems to the Status HUD, which allow the game to better convey to Players when outside effects are affecting them and of which type the effects are.

Patch 2.5.0

  • Change: timers no longer stack or automatically reset; the longest timer will prevail and shorter ones are ignored.
    • If the new timer is the higher one, the previous timer is discarded and the Status Effect icon will visually reset to 100 %.
    • If the new timer is the lower one, the new timer is discarded and the Status Effect icon will remain at its current progression.

Patch 3.4.0

  • Killer Quality of Life: the red de-buff icon applied by Perks no longer appears on the Survivors' HUD until the debuff is active.

Patch 4.5.0

  • Change: the Deep Wound timer is now 20 seconds across the board.

Patch 5.7.0

  • Killer Buff: added a new effect to Haemorrhage, which now causes partial Healing progression to regress over time.

Patch 6.1.0

  • Survivor Nerf: Endurance is no longer able to shield a Survivor from going down while suffering from Deep Wound at the same time.
    • This change was motivated by wishing to prevent Survivors from being able to avoid more than just one hit from the Killer through stacking Endurance.
  • Change: added the Glyph Status Effect, used exclusively for Killers when they are affected by the Orange Glyph effects.

Patch 6.5.0

  • Survivor Buff: added the Survivor Activity HUD system to the Status HUD, which displays a Survivor's current interaction to all other Survivors.
  • Survivor Quality of Life: added an icon to display when a Survivor is being carried.

Patch 6.5.1

  • Survivor Buff: if a Survivor is working on a Generator, its current Progression is now displayed on the Survivor Activity HUD.

Patch 7.0.0

  • Change: introduced a Killer version of the Endurance Status Effect, used exclusively for the Endure Stun Twisted Skill available during the Twisted Masquerade Events.

Patch 8.1.0

  • Change: introduced the Revealed Status Effect, used exclusively in the 2v8 Game Mode.

Patch 8.4.0

  • Survivor Buff: all activities shown on the Survivor Activity HUD now reveal their progress.
    • Previously, this only applied to the Repair and Recovery actions.
  • Survivor Quality of Life: added a new activity to the Survivor Activity HUD to differentiate Mending from Healing.
  • Survivor Quality of Life: added a new activity to the Survivor Activity HUD to differentiate Blessing from Cleansing.
  • Survivor Quality of Life: updated the Survivor Activity HUD to include some previously missing interactions with Killer Powers.

Patch 8.7.0

  • Quality of Life: the icons of the Haste and Hindered Status Effects now show their current (cumulative) strength as a percentage.


References

  1. https://www.reddit.com/r/deadbydaylight/comments/sfw3gn/took_about_half_an_hour_some_coordination_and_one/ Screenshot from Reddit Post by u/Potassium_40. Reddit. Retrieved 30 January 2022.
  2. https://www.reddit.com/r/deadbydaylight/comments/11plare/the_maximum_amount_of_buff_indicators_possible_as/ Screenshot from Reddit Post by u/Potassium_40. Reddit. Retrieved 13 March 2023.


CHARACTER PROGRESSION & HUD OVERLAY
EmblemIcon evader gold.png Emblems EmblemIcon chaser iridescent.png Icon Grades.png Grades P100 Icon.png Levels & Prestige Atl Loadout Icon XP.png Player Level Icon Ranks.png Ranks IconHelp statusHUD.png Status HUD