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The Stain

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The Stain in front of the Trapper.
Dbd-journal-stain.png The first time that I spotted this reddish fire burning on the ground, I thought I had finally reached the doorstep of insanity. But I was wrong. After several encounters with this burning fire, I managed to tie it to the killers. Somehow it gives me hope as one can manage to avoid them if you see this burning warning. Maybe giving me hope is its purpose?
~ Benedict Baker

The Stain is an integral Game Mechanic in Dead by Daylight IconHelp DBDlogo.png.


Overview[edit | edit source]

The Stain, as it was dubbed by Benedict Baker, is an ominous red glow emitted from the head of the Killer IconHelpLoading killer.png, revealing the direction they are facing to the Survivors IconHelpLoading survivor.png.


Visibility[edit | edit source]

The Killers cannot see their own Stain, with the exceptions of it sometimes being reflected off of their Weapon under specific circumstances. Survivors are constantly able to see The Stain on the floor in front of the Killer, unless it is hidden by the use of cloaking-Perks or Powers.

The Stain is a mechanic to betray The Killer's position and direction of movement to the Survivors, as they can see it edging out from around corners even if they cannot actually see The Killer themself yet. A clever Killer can adapt their movement and walk backwards or sideways around corners or walls to prevent Survivors from being able to see The Stain this way.

Unlockables can be used to change the behaviour of The Stain:

Add-ons[edit | edit source]

FulliconAddon granmasHeart.png
Granma's Heart
No
Very Rare
The cold heart of the cannibal village elder. The trapped life essence within unlocks tremendous potential in The Hag's power.
  • Reduces The Hag's Terror Radius to 0m when a Survivor triggers a Phantasm trap.
  • Increases a Mud Phantasm's Terror Radius to 16m for the tripped Phantasm trap duration time

"Bring me another slice of the girl." — Granma

Blackened Catalyst IconPowers blackenedCatalyst.png
FulliconAddon disciplineClassII.png
"Discipline" - Class II
Yes
Uncommon
Project Awakening ECT procedure for disciplinary action which uses a fixed dose at high voltage. Can cause a state of moderate paranoia in the patient.
  • 15 % increase in Madness inflicted by Shock Therapy.

Survivors with Madness have the following affliction:

  • Madness II: When a chase begins, Survivors perceive the Red Stain and Terror Radius as though The Doctor were right behind them for a duration of 6 seconds.
  • Madness III: When a chase begins, Survivors perceive the Red Stain and Terror Radius as though The Doctor were right behind them for a duration of 12 seconds.
  • The Doctor shares in his patients' madness in order to see the Illusionary Red Stain.
  • Afflictions of the same type do not stack.

"We re-educate our patients with the greatest care." — Léry's Memorial Institute

Carter's Spark IconPowers cartersSpark.png
FulliconAddon disciplineClassIII.png
"Discipline" - Class III
Yes
Rare
Project Awakening ECT procedure for disciplinary action which uses a fixed dose at very high voltage. Can cause a state of serious paranoia in the patient.
  • 20 % increase in Madness inflicted by Shock Therapy attack.

Survivors with Madness have the following affliction:

  • Madness II: When a chase begins, Survivors perceive the Red Stain and Terror Radius as though The Doctor were right behind them for a duration of 8 seconds.
  • Madness III: When a chase begins, Survivors perceive the Red Stain and Terror Radius as though The Doctor were right behind them for a duration of 16 seconds.
  • The Doctor shares in his patients' madness in order to see the Illusionary Red Stain.
  • Afflictions of the same type do not stack.

"Respect of our patients is at the core of our principles." — Léry's Memorial Institute

FulliconAddon disciplineCartersNotes.png
"Discipline" - Carter's Notes
Yes
Very Rare
Project Awakening ECT procedure for disciplinary action, annotated by Doctor Herman Carter himself. The intolerably high voltage leaves the patient in a severe state of paranoia.
  • 25 % increase in Madness inflicted by Shock Therapy attack.

Survivors with Madness have the following affliction:

  • Madness II: When a chase begins, Survivors perceive the Red Stain and Terror Radius as though The Doctor were right behind them for a duration of 10 seconds.
  • Madness III: When a chase begins, Survivors perceive the Red Stain and Terror Radius as though The Doctor were right behind them for a duration of Madness III.
  • The Doctor shares in his patients' madness in order to see the Illusionary Red Stain.
  • Afflictions of the same type do not stack.

"To avoid relapse from our most tenacious subjects, use maximum levels when proceeding with disciplinary actions." — Herman Carter

FulliconAddon iridescentKing.png
Iridescent King
No
Ultra Rare
A glass-like king chess piece moulded from The Fog itself. The Entity's trace reverberating within can break the most powerful minds.
  • Every time a Survivor receives a Shock Therapy attack, they gain an affliction chosen at random from the following list:
    • Iridescent Calm: Survivors hear a constant distant heartbeat.
    • Iridescent Discipline: When a chase begins, Survivor in Madness II perceive the Red Stain and Terror Radius as though The Doctor were right behind them for a duration of 10 seconds. This effect is always active for Survivors in Madness III.
    • Iridescent Obedience: In Madness III, Survivors suffer from Exhaustion IconStatusEffects exhausted.png.
    • Iridescent Order: Broken Pallets may appear to be replaced with Illusionary Pallets that persist until approached.
    • Iridescent Restraint: Tremendously increases the duration of Doctor Illusions.
  • Afflictions of the same type do not stack.

"Gazing in the iridescent glass is plunging oneself into madness."

FulliconAddon theGhost-Soot.png
"The Ghost" - Soot
No
Common
The Khugwemuu symbol, representing the spirit world, is finger-drawn out of soot on the body of the Bell.
  • After uncloaking, The Wraith's Terror Radius and Red Stain will remain suppressed for 6 seconds'.
Wailing Bell IconPowers bell.png

Perks[edit | edit source]

IconPerks beastOfPrey.png Beast Of Prey

Your lust for a kill is so intense that your connection with the Entity IconHelp entity.png is momentarily lost, making you totally unpredictable.

The Red Stain disappears after gaining Bloodlust Tier I and stays hidden until you lose Bloodlust IconHelp bloodlust.png.

Gain 30/40/50 % more Bloodpoints IconHelp bloodpoints.png for actions in the Hunter Category.

"Where did she go?"

Unique to The Huntress until Level 30, at which point its Teachable version can then be learned and taught to the other Killers.

IconPerks insidious.png Insidious

Unlocks the stealth ability.

By standing still for 4/3/2 seconds, you reduce your Terror Radius to 0 metres and thus become stealthy until you move or act again.

IconPerks tinkerer.png Tinkerer

When a Generator IconHelpLoading generators.png is repaired at 85 %, you receive a noise notification and your Terror Radius is reduced to 0 metres for 8/10/12 seconds.

Unique to The Hillbilly until Level 40, at which point its Teachable version can then be learned and taught to the other Killers.

Powers[edit | edit source]


Trivia[edit | edit source]

  • Up until Patch 2.4.0, Killers would see their own Stain during the initial camera panning when loading into a Trial. That is no longer the case.
  • It is suspected that the intensity of The Stain is directly linked to the range of the Terror Radius the Killer has, meaning that Killers with a shorter Terror Radius have a fainter Stain and Killers with a larger Terror Radius have a stronger Stain.
  • It is also suspected that The Stain works as means for The Entity IconHelp entity.png to watch over the trials through the Killer's eyes. An indication for this is the description of the Perk Beast Of Prey IconPerks beastOfPrey.png, as The Stain is hidden because the Killer momentarily loses their connection to The Entity and is "free to roam".