Dead By Daylight Recover Find Help

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Health States
are a Game Mechanic exclusive to Survivors

in
Expressionless by Daylight
IconHelp DBDlogo.png
.

Contents

  • ane
    Overview
  • 2
    Healthy Land

    • 2.one
      Damage
    • 2.2
      Double Impairment

      • 2.ii.one
        Add-ons
      • 2.2.two
        Perks
      • 2.ii.three
        Powers
    • 2.three
      Condition Furnishings
  • iii
    Injured State
  • iv
    Deep Wound State

    • 4.1
      Add-ons
    • 4.two
      Perks
    • 4.3
      Powers
    • iv.4
      Status Effects
  • five
    Dying Land
  • 6
    Healing
  • 7
    Mending
  • 8
    Other UI States

    • viii.1
      Hooked State
    • 8.2
      Sacrificed State
    • viii.3
      Dead Land
    • 8.iv
      Trapped State
    • eight.5
      Obsessed State
    • eight.6
      Mad State
    • 8.7
      Broken State
    • eight.eight
      Slumber State
    • 8.9
      Trapped Timer Land
    • eight.10
      Sickness State
    • 8.11
      Marked State
    • eight.12
      Tormented Country
    • eight.xiii
      Caged State
    • 8.14
      Latched-On State
    • 8.fifteen
      Lacerated State
    • 8.16
      Contaminated State
    • viii.17
      Chain Hunt Country
    • viii.eighteen
      Puzzle Solving Country
    • 8.19
      Swarmed Land
    • 8.20
      Condemned State
  • 9
    Change Log

    • 9.ane
      Patch ii.3.0
    • nine.2
      Patch three.4.0

Overview

[
]

Survivors have

3

main
Health States: Salubrious State, Injured State, and Dying State.

There is a special fourth
Health State:

Deep Wound
IconStatusEffects deepWound.png

, which is also a
Status Result
IconHelp statusEffects.png
.

Health States
may affect a Survivor’southward prowess at surviving and also inhibit sure interactions.

Salubrious State

[
]

IconHelp healthy.png

This is the default
Health State
of Survivors, they start the Trial in this
Health State, with the exception of Survivors using the Perk No Mither
IconPerks noMither.png.

Healthy
Survivors can perform all interactions and move at their default Motion Speed. They don’t brand excessive noises other than heavy animate after running.

Damage

[
]

Receiving damage from a Killer’s Weapon puts
Healthy
Survivors into the
Injured Land.

Receiving impairment while already in the
Injured
or in the
Deep Wound State
puts them into the
Dying State.

Double Damage

[
]

Receiving double damage from a Killer’s Power, or a Killer’s Weapon puts
Healthy
Survivors straight into the
Dying Country.

Add-ons

[
]

Perks

[
]

Dragon's Grip Dragon’due south Grip

After kicking a Generator, for the side by side ”'<span form=”luaClr clr clr2″ style=”colour: #e8c252;”>30 seconds</span>”’, the starting time Survivor interacting with it will scream, revealing their location for ”'<span form=”luaClr clr clr6″ style=”color: #ff8800;”>iv seconds</span>”’, and suffers from the ””’Exposed””’ ”’Condition Result”’ for ”'<span grade=”luaClr clr clr8″ style=”colour: #d41c1c;”>threescore seconds</span>”’.

”Dragon’due south Grip” has a absurd-down of ”'<span class=”luaClr clr clr2″ style=”color: #e8c252;”>120</span>”’/”'<span class=”luaClr clr clr3″ style=”color: #199b1e;”>100</span>”’/”'<span class=”luaClr clr clr4″ mode=”color: #ac3ee3;”>80</span>”’ ”’seconds”’.

After kicking a GeneratorIconHelpLoading generators.png, for the next

30 seconds
, the commencement Survivor interacting with information technology volition scream, revealing their location for

four seconds
, and suffers from the

ExposedIconStatusEffects exposed.png


Status Issue
for

60 seconds
.

Dragon’south Grip
has a cool-downwardly of

120
/
100
/
80

seconds.


“Such potential in this compound… even the slightest trace causes unnatural effects.” — Journal of Talbot Grimes

Hex: Devour Hope Hex: Devour Hope

A Hex rooting its ability on hope.

The false promise of Survivors ignites your hunger.

Each fourth dimension a Survivor is rescued from a Claw when you are at least ”'<span class=”luaClr clr clr2″ style=”colour: #e8c252;”>24 metres</span>”’ away, ”Hex: Devour Hope” receives ”'<span class=”luaClr clr clr6″ style=”color: #ff8800;”>1 Token</span>”’:
* ”'<bridge class=”luaClr clr clr4″ style=”color: #ac3ee3;”>2 Tokens</span>”’: ”'<span course=”luaClr clr clr8″ style=”color: #d41c1c;”>x seconds</span>”’ afterward hooking a Survivor, proceeds a ”'<span grade=”luaClr clr clr2″ style=”color: #e8c252;”>3</span>”’/”'<span class=”luaClr clr clr3″ mode=”colour: #199b1e;”>4</span>”’/”'<span grade=”luaClr clr clr4″ fashion=”colour: #ac3ee3;”>5</span>”’ ”’&#37;”’ ””’Haste””’ ”’Status Event”’ for the adjacent ”'<bridge class=”luaClr clr clr4″ fashion=”color: #ac3ee3;”>x seconds</span>”’.
* ”'<bridge class=”luaClr clr clr4″ style=”color: #ac3ee3;”>three Tokens</bridge>”’: Survivors suffer permanently from the ””’Exposed””’ ”’Status Effect”’.
* ”'<span grade=”luaClr clr clr4″ style=”colour: #ac3ee3;”>5 Tokens</span>”’: You are granted the power to kill all Survivors by your own mitt.
<p>”The Hex effects persist equally long as the related Hex Totem is standing.”

A Hex rooting its ability on hope.

The false promise of Survivors ignites your hunger.
Each time a SurvivorIconHelpLoading survivor.png
is rescued from a Hook when you are at least

24 metres

away,
Hex: Devour Hope
receives

1 Token
:


  • 2 Tokens
    :

    10 seconds

    later on hooking a Survivor, gain a

    3
    /
    4
    /
    5

    %

    HasteIconStatusEffects haste.png


    Condition Effect
    for the next

    10 seconds
    .

  • 3 Tokens
    : Survivors suffer permanently from the

    ExposedIconStatusEffects exposed.png


    Status Effect.

  • 5 Tokens
    : You are granted the ability to kill all Survivors past your own manus.

The Hex furnishings persist as long as the related Hex TotemIconHelpLoading totem.png
is continuing.



“If you do zippo, you have their blood on your easily. If you salvage them, her hunger grows.”

Hex: Haunted Ground Hex: Haunted Ground

Two trapped Hex Totems will spawn in the Trial Grounds.
* When either Hex Totem is cleansed or blessed, all Survivors suffer from the ””’Exposed””’ ”’Status Effect”’ for ”'<bridge class=”luaClr clr clr2″ style=”color: #e8c252;”>forty</span>”’/”'<span grade=”luaClr clr clr3″ style=”color: #199b1e;”>50</span>”’/”'<bridge course=”luaClr clr clr4″ style=”color: #ac3ee3;”>60</span>”’ ”’seconds”’.
* The 2nd Hex Totem volition immediately turn into a Dull Totem.

Two trapped Hex TotemsIconHelpLoading totem.png
will spawn in the Trial Grounds.

  • When either Hex Totem is cleansed or blest, all SurvivorsIconHelpLoading survivor.png
    endure from the

    ExposedIconStatusEffects exposed.png


    Status Effect
    for

    40
    /
    50
    /
    sixty

    seconds.
  • The second Hex Totem will immediately turn into a Dull Totem.


“Her dwelling become profane.”

Hex: No One Escapes Death Hex: No One Escapes Death

A Hex rooting its ability on hope.

You are blithe by the power of your Hex Totem when the Survivors are on the verge of escaping.
<p>One time the Leave Gates are powered and there is at least one Dull Totem remaining in the environment, ”Hex: No One Escapes Death” activates and lights its Totem:
*”’Increases”’ your Movement speed by ”'<span class=”luaClr clr clr2″ style=”color: #e8c252;”>2</bridge>”’/”'<span grade=”luaClr clr clr3″ manner=”colour: #199b1e;”>3</span>”’/”'<span class=”luaClr clr clr4″ fashion=”colour: #ac3ee3;”>four</span>”’ ”’&#37;”’.
*Survivors endure from a permanent ””’Exposed””’ ”’Condition Effect”’.

”Hex: No One Escapes Death” remains inactive if no Dull Totems are available.

”The Hex effects persist as long as the related Hex Totem is standing.”

A Hex rooting its ability on promise.

You lot are animated past the ability of your Hex Totem when the Survivors are on the verge of escaping.

One time the Go out GatesIconHelp exitGates.png
are powered and there is at to the lowest degree one Dull TotemIconHelpLoading totem.png
remaining in the environment,
Hex: No One Escapes Decease
activates and lights its Totem:

  • Increases
    your Motility speed by

    ii
    /
    three
    /
    iv

    %.
  • Survivors suffer from a permanent

    ExposedIconStatusEffects exposed.png


    Status Issue.

Hex: No One Escapes Death
remains inactive if no Dull Totems are available.
The Hex effects persist every bit long as the related Hex TotemIconHelpLoading totem.png
is standing.


“And the beast became faster and more powerful as if The Entity’s shadowy whips were lashing at its back.”

Iron Maiden Fe Maiden

Y’all open Lockers ”'<span class=”luaClr clr clr2″ mode=”color: #e8c252;”>thirty</bridge>”’/”'<span class=”luaClr clr clr3″ style=”color: #199b1e;”>40</span>”’/”'<span class=”luaClr clr clr4″ style=”color: #ac3ee3;”>fifty</span>”’ ”’&#37;”’ faster.

Survivors who exit Lockers will scream and suffer from the ””’Exposed””’ ”’Condition Result”’ for ”'<bridge class=”luaClr clr clr2″ way=”color: #e8c252;”>xxx seconds</bridge>”’ and their location is revealed to you for ”'<span class=”luaClr clr clr6″ manner=”color: #ff8800;”>four seconds</span>”’.

You open up LockersIconHelp lockers.png

30
/
xl
/
50

%
faster.

Survivors who exit Lockers will scream and suffer from the

ExposedIconStatusEffects exposed.png


Status Result
for

30 seconds

and their location is revealed to you for

four seconds
.


“This is no identify for cowards.” — The Legion

Make Your Choice Make Your Choice

Each time a Survivor is rescued from a Hook when you are at least ”'<span class=”luaClr clr clr2″ style=”color: #e8c252;”>32 metres</span>”’ abroad, ”Make Your Choice” activates:
* The Rescuer screams and suffers from the ””’Exposed””’ ”’Status Effect”’ for the next ”'<span class=”luaClr clr clr2″ style=”color: #e8c252;”>twoscore</bridge>”’/”'<span class=”luaClr clr clr3″ style=”color: #199b1e;”>50</span>”’/”'<bridge class=”luaClr clr clr4″ way=”color: #ac3ee3;”>sixty</bridge>”’ ”’seconds”’.
<p>”Make Your Choice” has a cooldown of ”'<span class=”luaClr clr clr2″ style=”color: #e8c252;”>40</span>”’/”'<bridge class=”luaClr clr clr3″ manner=”color: #199b1e;”>fifty</span>”’/”'<span course=”luaClr clr clr4″ style=”colour: #ac3ee3;”>sixty</bridge>”’ ”’seconds”’.

Each fourth dimension a Survivor is rescued from a Claw when you are at to the lowest degree

32 metres

away,
Make Your Choice
activates:

  • The Rescuer screams and suffers from the

    ExposedIconStatusEffects exposed.png


    Status Result
    for the next

    40
    /
    l
    /
    threescore

    seconds.

Make Your Choice
has a cooldown of

40
/
50
/
lx

seconds.

“Y’all’d be surprised what tools tin salvage a life.” — Amanda Immature

Rancor Rancor

You lot become ””’obsessed””’ with i Survivor.

Each time a Generator is completed:
* Your Aura is revealed to the ””’Obsession””’ for ”'<span course=”luaClr clr clr2″ mode=”color: #e8c252;”>5</span>”’/”'<span class=”luaClr clr clr3″ style=”colour: #199b1e;”>four</span>”’/”'<bridge form=”luaClr clr clr4″ style=”color: #ac3ee3;”>3</span>”’ ”’seconds”’.
* All Survivors’ locations are revealed to yous for ”'<span class=”luaClr clr clr2″ style=”color: #e8c252;”>3 seconds</span>”’.
<p>One time all Generators are completed:
* The ””’Obsession””’ suffers from a permanent ””’Exposed””’ ”’Condition Effect”’.
* You are granted the ability to kill the ””’Obsession””’ by your own hand.
<p>”You can only be ”’obsessed”’ with ane Survivor at a time.”

You become

obsessed

with ane Survivor.

Each fourth dimension a GeneratorIconHelpLoading generators.png
is completed:

  • Your AuraIconHelp auras.png
    is revealed to the

    ObsessionIconHelp obsession.png


    for

    5
    /
    4
    /
    3

    seconds.
  • All Survivors’ locations are revealed to you for

    3 seconds
    .

Once all Generators are completed:

  • The

    Obsession

    suffers from a permanent

    ExposedIconStatusEffects exposed.png


    Status Effect.
  • You lot are granted the ability to kill the

    Obsession

    by your own hand.

You lot can just be
obsessed
with one Survivor at a fourth dimension.

Starstruck Starstruck

Your unmatched showmanship dazzles all.

When carrying a Survivor, ”Starstruck” activates:
* Survivors suffer from the ””’Exposed””’ ”’Status Upshot”’ while in your Terror Radius.
* The ”’Condition Effect”’ lingers for ”'<span course=”luaClr clr clr2″ manner=”color: #e8c252;”>26</span>”’/”'<span class=”luaClr clr clr3″ fashion=”color: #199b1e;”>28</span>”’/”'<span class=”luaClr clr clr4″ style=”color: #ac3ee3;”>30</bridge>”’ ”’seconds”’ after leaving your Terror Radius.
<p>Afterwards hooking or dropping the carried Survivor, ”Starstruck” deactivates:
* The ”’Status Result”’ persists for ”'<bridge class=”luaClr clr clr2″ manner=”color: #e8c252;”>26</bridge>”’/”'<bridge class=”luaClr clr clr3″ way=”color: #199b1e;”>28</span>”’/”'<span class=”luaClr clr clr4″ style=”color: #ac3ee3;”>30</span>”’ ”’seconds”’ for any Survivor inside your Terror Radius at that moment.
<p>”Starstruck” has a cool-downwardly of ”'<span grade=”luaClr clr clr2″ fashion=”color: #e8c252;”>lx seconds</span>”’ once the Survivor is no longer beingness carried.

Your unmatched showmanship dazzles all.

When carrying a Survivor,
Starstruck
activates:

  • Survivors suffer from the

    ExposedIconStatusEffects exposed.png


    Status Result
    while in your Terror RadiusIconHelp terrorRadius.png.
  • The
    Condition Effect
    lingers for

    26
    /
    28
    /
    thirty

    seconds
    after leaving your Terror Radius.

After hooking or dropping the carried Survivor,
Starstruck
deactivates:

  • The
    Status Effect
    persists for

    26
    /
    28
    /
    thirty

    seconds
    for any Survivor within your Terror Radius at that moment.

Starstruck
has a cool-downward of

sixty seconds

once the Survivor is no longer being carried.

“Bask this moment, few get so close.” — Ji-Woon Hak

Powers

[
]

Status Effects

[
]


  • Exposed
    IconStatusEffects exposed.png

Injured State

[
]

IconHelp injured.png

This is the default
Health State
of Survivors using the Perk No Mither
IconPerks noMither.png.

While
Injured, Survivors volition bleed and grunt in pain, making them easier to runway. Though an injured Survivor limps, their Motility Speed is unaffected and the aforementioned as when
Salubrious.

Receiving impairment from a Killer’s Ability or Weapon puts
Injured
Survivors into the
Dying State.

Survivors that were grabbed during an interaction with a Prop are besides put into the Dying State.

Survivors can reduce or finish the grunting past using No Mither
IconPerks noMither.png, Iron Will
IconPerks ironWill.png, Off the Record
IconPerks offTheRecord.png, Parental Guidance
IconPerks parentalGuidance.png, Cocky-Preservation
IconPerks self-Preservation.png
or Bite the Bullet
IconPerks biteTheBullet.png.

Survivors can also ignore being put from the
Injured State
into the
Dying State
one time should Mettle of Man
IconPerks mettleOfMan.png
actuate.

Deep Wound State

[
]

Refer to the Status Effect

This
Wellness State
is also a
Status Effect
inflicted by diverse Unlockables.

While
Deep Wounded, Survivors are on a bleed-out timer (shown equally a yellowish bar on the HUD) until they either
Mend
themselves, are
Mended
by other Survivors, or the timer runs out.

The drain-out timer is paused whenever the affected Survivor is either running or
Mending.
Partial
Mending
progress is saved, if the interaction is interrupted.

If the bleed-out timer runs out, the Survivor will autumn into the
Dying Country.

As a unique side-effect of Madness
IconStatusEffects madness.png, Survivors cannot
Mend
themselves, if they are on
Madness Tier Iii, simply can all the same be
Mended
by other Survivors that are not on that Tier.

Add-ons

[
]

Perks

[
]

Borrowed Time Borrowed Time

Y’all are fuelled with an unexpected energy when saving an Ally from a Hook.

For ”'<span grade=”luaClr clr clr2″ style=”color: #e8c252;”>8</bridge>”’/”'<span class=”luaClr clr clr3″ style=”color: #199b1e;”>10</span>”’/”'<span grade=”luaClr clr clr4″ style=”color: #ac3ee3;”>12</span>”’ ”’seconds”’ subsequently unhooking a Survivor, the unhooked Survivor is protected past the ””’Endurance””’ ”’Status Event”’.
* Any damage taken that would put the Survivor into the Dying Country will instead trigger the ””’Deep Wound””’ ”’Status Effect”’, afterward which the Survivor has ”'<span course=”luaClr clr clr2″ style=”color: #e8c252;”>twenty seconds</span>”’ to Mend themselves.
* Taking damage while under the effect of ””’Deep Wound””’ or if its timer runs out will put the Survivor into the Dying State.

Y’all are fuelled with an unexpected energy when saving an Marry from a Claw.

For

eight
/
ten
/
12

seconds
after unhooking a Survivor, the unhooked Survivor is protected past the

EnduranceIconStatusEffects endurance.png


Status Effect.

  • Any impairment taken that would put the Survivor into the Dying LandIconHelp dying.png
    will instead trigger the

    Deep WoundIconStatusEffects deepWound.png


    Condition Effect, afterwards which the Survivor has

    twenty seconds

    to Mend themselves.
  • Taking damage while under the effect of

    Deep Wound

    or if its timer runs out will put the Survivor into the Dying State.


“Probably stings similar hell, only it ain’t gonna kill ya. Upward and at ’em soldier. Time to movement!” — Bill Overbeck

Inner Healing Inner Healing

You look inwards and trust your instincts when you lot feel lost and lone.

Each fourth dimension you cleanse a Totem, ”Inner Healing” activates:
*Y’all are automatically healed ”'<span grade=”luaClr clr clr2″ style=”color: #e8c252;”>1 Health State</span>”’ when hiding within a Locker for ”'<span class=”luaClr clr clr2″ style=”colour: #e8c252;”>x</span>”’/”'<span class=”luaClr clr clr3″ way=”color: #199b1e;”>9</span>”’/”'<span grade=”luaClr clr clr4″ manner=”color: #ac3ee3;”>8</span>”’ ”’seconds”’ while injured or suffering from the ””’Deep Wound””’ ”’Status Effect”’.

”Inner Healing” does not activate if you currently suffer from the ””’Cleaved””’ ”’Status Event”’.

You look inwards and trust your instincts when you feel lost and alone.

Each time you cleanse a TotemIconHelpLoading totem.png,
Inner Healing
activates:

  • You are automatically healed

    1 Wellness State

    when hiding inside a LockerIconHelp lockers.png
    for

    10
    /
    9
    /
    8

    seconds
    while injured or suffering from the

    Deep WoundIconStatusEffects deepWound.png


    Status Upshot.

Inner Healing
does not activate if you currently suffer from the

BrokenIconStatusEffects broken.png


Status Effect.

Inner Strength Inner Forcefulness

”'<bridge course=”luaClr clr clr8″ style=”color: #d41c1c;”>THIS PERK HAS BEEN RETIRED.</span>”'<p>You look inwards and trust your instincts when you feel lost and alone.

Each time you cleanse a Totem, ”Inner Forcefulness” activates:
* You are automatically healed ”'<span course=”luaClr clr clr2″ style=”color: #e8c252;”>i Health Land</span>”’ when hiding inside a Locker for ”'<span class=”luaClr clr clr2″ style=”color: #e8c252;”>10</span>”’/”'<bridge class=”luaClr clr clr3″ style=”color: #199b1e;”>9</bridge>”’/”'<span class=”luaClr clr clr4″ style=”colour: #ac3ee3;”>eight</bridge>”’ ”’seconds”’ while injured or suffering from the ””’Deep Wound””’ ”’Condition Effect”’.
<p>”Inner Force” does not actuate if you currently suffer from the ””’Broken””’ ”’Status Effect”’.


THIS PERK HAS BEEN RETIRED.

Yous look inward and trust your instincts when yous feel lost and lone.

Each time you cleanse a TotemIconHelpLoading totem.png,
Inner Forcefulness
activates:

  • You are automatically healed

    i Health Country

    when hiding inside a LockerIconHelp lockers.png
    for

    10
    /
    ix
    /
    8

    seconds
    while injured or suffering from the

    Deep WoundIconStatusEffects deepWound.png


    Status Effect.

Inner Force
does not activate if yous currently suffer from the

BrokenIconStatusEffects broken.png


Condition Effect.

“All this time I’ve been trying so hard to pretend like everything’s fine, but it’south non.” — Nancy Wheeler

Soul Guard Soul Guard

You have been through immense hardship and y’all’re stronger for information technology.

Later on being healed from or having recovered from the Dying State, ”Soul Baby-sit” grants you the ””’Endurance””’ ”’Status Result”’ for the next ”'<bridge form=”luaClr clr clr2″ style=”color: #e8c252;”>4</span>”’/”'<bridge class=”luaClr clr clr3″ style=”colour: #199b1e;”>half-dozen</bridge>”’/”'<bridge course=”luaClr clr clr4″ mode=”color: #ac3ee3;”>viii</span>”’ ”’seconds”’.
* Whatsoever damage taken that would put you into the Dying State will instead trigger the ””’Deep Wound””’ ”’Status Effect”’, after which y’all accept ”'<span grade=”luaClr clr clr2″ style=”color: #e8c252;”>20 seconds</span>”’ to Mend yourself.
* Taking whatever damage while under the result of ””’Deep Wound””’ or if its timer runs out will put yous into the Dying Country.
<p>”Soul Baby-sit” allows you to completely recover from the Dying Country when you are afflicted past the ””’Cursed””’ ”’Condition Effect”’.

”Soul Guard” has a cool-down of ”'<span class=”luaClr clr clr6″ style=”color: #ff8800;”>xxx seconds</bridge>”’.

You accept been through immense hardship and you’re stronger for it.

Afterward being healed from or having recovered from the Dying StateIconHelp dying.png,
Soul Baby-sit
grants you the

EnduranceIconStatusEffects endurance.png


Status Issue
for the next

4
/
half dozen
/
8

seconds.

  • Whatsoever damage taken that would put you into the Dying State volition instead trigger the

    Deep WoundIconStatusEffects deepWound.png


    Status Effect, later which y’all have

    20 seconds

    to Mend yourself.
  • Taking any damage while nether the event of

    Deep Wound

    or if its timer runs out will put you into the Dying State.

Soul Baby-sit
allows you to completely recover from the Dying Country when you are affected by the

CursedIconStatusEffects cursed.png


Status Consequence.
Soul Guard
has a cool-downwards of

30 seconds
.

Powers

[
]

Status Effects

[
]


  • Deep Wound
    IconStatusEffects deepWound.png

Dying State

[
]

IconHelp dying.png

In the
Dying State, a Survivor’s Movement speed is limited to a slow crawl and they are unable to use any of their Items
IconHelp items.png.

A itch Survivor has ii options: recover as much health every bit they tin can (at maximum
95 %
at a rate of
50 %
of the normal Healing speed, which equates to recovery taking
30.4 seconds), or clamber away to find help. Without the aid of sure Perks
IconHelp perks.png, a Survivor cannot fully recover by themselves; they will need another Survivor to terminate healing them. A itch Survivor can be picked up past the Killer and brought to sacrificial Hooks
IconHelpLoading hook.png.

While in the
Dying State, Survivors slowly drain out till death (afterwards
240 seconds). The bleed-out progress tin be seen below the Survivor’s Status Icon in the HUD.

Healing from the
Dying State
puts a Survivor into the
Injured State.

Dying
Survivors can see the Auras
IconHelp auras.png
of their teammates and vice versa.
Dying
Survivors can use their teammates’ locations to determine whether they should move or try to recover.

Healing

[
]

Healing
can put Survivors dorsum into higher
Health States.
It is considered a Healing action and affected by various Unlockables.

Mending

[
]

Mending
volition put Survivors affected by

Deep Wound
IconStatusEffects deepWound.png


dorsum into the
Injured State.
It is


not


considered a Healing action and therefore remains unaffected by Unlockables, with the exception of Killer Power Add-ons that bear upon its duration.
Should the bleed-out timer run out or the afflicted Survivor receive damage by the Killer, they will be put into the
Dying State.

  • Self-Mending
    takes

    12 seconds

    to consummate.
  • Altruistic
    Mending
    takes

    eight seconds

    to consummate.

    • Up to two Survivors may
      Mend
      a third Survivor.
      Yet, this incurs a
      Mending
      Speed penalty of

      -25 %
  • Fractional
    Mending
    progress is saved.

Other UI States

[
]

In addition to the same
Health States, there are several States that are non considered such, simply appear in the same location on the Condition HUD:

Hooked Country

[
]

IconHelpLoading hook.png

The Hooked State is shown whenever a Survivor is on a Hook and undergoing the Cede procedure.

Sacrificed State

[
]

IconHelp Sacrificed.png

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

Dead Country

[
]

IconHelp BleedOutDeath.png

The Expressionless Country is shown after a Survivor who was left in the Dying State
IconHelp dying.png
for as well long bleeds out and dies.
Information technology is also shown afterward a Killer kills a Survivor by whatever means.

Trapped Land

[
]

The Trapped State is shown whenever a Survivor got caught in a Bear Trap
IconPowers trap.png
of The Trapper
IconHelpLoading trapper.png.

Obsessed State

[
]

IconHelp obsession.png

The Obsessed Country is shown whenever a Survivor was chosen as The Killer’s

Obsession
IconHelp obsession.png

.

Mad State

[
]

Unknown QuestionMark.png

Unknown QuestionMark.png

Unknown QuestionMark.png

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

Broken Country

[
]

IconStatusEffects broken.png

The Broken State is shown whenever a Survivor is damaged to the point that they tin can no longer be healed back to the Healthy State.

Sleep Land

[
]

Unknown QuestionMark.png

Unknown QuestionMark.png

The two Sleep States are shown whenever a Survivor is nether the influence of micro-slumber (a timer volition be shown) or asleep and within the Dream World of The Nightmare
IconHelpLoading nightmare.png.

Trapped Timer Country

[
]

IconHelp reverseBearTrap timerStop.png

IconHelp reverseBearTrap timerStart.png

The Trapped Timer Land is shown whenever a Survivor’s has a
Opposite Bear Trap
IconPowers jigsawsBaptism.png

of The Pig
IconHelpLoading pig.png
attached to their caput.
The quondam shows an inactive
Contrary Bear Trap, while the latter shows i ticking down.

Sickness Land

[
]

Unknown QuestionMark.png

The Sickness State is shown whenever a Survivor came in contact with

Vile Purge

by The Plague
IconHelpLoading plague.png.

Marked State

[
]

Unknown QuestionMark.png

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

Tormented State

[
]

UI Rip - Torment 1.png

The Tormented State is shown whenever a Survivor came into contact with a
Torment Trail
by The Executioner
IconHelpLoading wales.png.

Caged State

[
]

IconHelp cagesOfAtonement.png

The Caged State is shown whenever a Survivor was sent to a Muzzle of Atonement
IconHelp cagesOfAtonement.png
by The Executioner
IconHelpLoading wales.png.

Latched-On Land

[
]

Unknown QuestionMark.png

The Latched-On Land is shown whenever
Victor
of The Twins
IconHelpLoading twins.png
successfully pounced on a Survivor’due south back.

Lacerated Land

[
]

UI Rip - Lacerated Empty.png

UI Rip - Lacerated.png

UI Rip - Lacerated Full.png

The Lacerated State is shown whenever a Survivor gets striking by The Trickster
IconHelpLoading trickster.png‘s
Blades.
The HUD besides indicates how many
Blades
left until the next
Health State.

Contaminated State

[
]

Unknown QuestionMark.png

The Contaminated Land is shown whenever The Nemesis
Nemesis T-Type}}
contaminates a Survivor with a
Tentacle Strike.

Chain Hunt State

[
]

UI Rip - ChainHunt.png

The Chain Hunt State is shown whenever
Lament Configuration
is charging a
Concatenation Hunt
when facing The Cenobite
IconHelpLoading cenobite.png.

Puzzle Solving State

[
]

UI Rip - Puzzle Solve.png

The Puzzle Solving Country is shown whenever a Survivor has picked upwards the
Lament Configuration
when facing The Cenobite
IconHelpLoading cenobite.png.
It volition animate when the Survivor is starting to solve the Puzzle Box.

Swarmed State

[
]

UI Rip - Swarmed.png

UI Rip - Swarmed 2.png

The Swarmed Country is shown whenever a Survivor is hitting by a
Dire Crow
summoned by The Creative person
IconHelpLoading artist.png.

Condemned Country

[
]

Unknown QuestionMark.png

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

Modify Log

[
]

Patch 2.3.0

[
]



  • Survivor Nerf:


    increased the Health State chapters from

    12 Charges

    to

    xvi Charges
    .

Patch iii.4.0

[
]



  • Killer Nerf:


    reduced the Mending times of Survivors from an unknown corporeality (~15 seconds) to

    12 seconds

    for Self-Mending
    and

    8 seconds

    for Altruistic
    Mending.



Source: https://deadbydaylight.fandom.com/wiki/Health_States