Power Attack Type
|115 % | 4.6 m/s|
|230 % | 9.2 m/s (Rush)|
Terror Radius Range
|Voice Actor Unknown|
Terror Radius Music
He was introduced as the Killer of CHAPTER XVII: Descend Beyond, a Chapter DLC released on 8 September 2020.
- 1 Overview
- 2 Lore
- 3 The Blight's Perks
- 4 Load-out
- 5 Achievements
- 6 Customisation
- 7 DLC
- 8 Trivia
- 9 Gallery
The Blight is an unpredictable Killer, able to rush forward in a burst of speed and carom off obstacles to injure Survivors using his power, Blighted Corruption.
Difficulty rating: Hard
(based on the amount of time and effort that is required to properly learn to play him and use his Power effectively)
- Additional Lore can be found in Tome I - Awakening: The Hunger.
To understand the human condition, one must rise above it. This was the credo of Talbot Grimes, a Scottish chemist whose unrestrained ambition took him to towering heights. As a boy, he was a popular child—bright, charismatic, and unafraid to challenge authority—yet despite his social graces he was fiercely independent, spending much of his time exploring the sprawling fields near his town alone. What began as a child's curiosity nearly turned deadly after experimenting with a patch of poisonous foxglove. For days, he laid in bed dripping with sweat, purging any food that touched his stomach. When he recovered, it wasn't fear that gripped him, but fascination. There was something magical in how a single flower could so drastically affect him.
Into his adult years, his ambition developed as quickly as his questionable methods. He attended the London School of Medicine and excelled despite several reprimands. His willingness to push the limits secured him a position with the British East India Company, and within seven years he was made head chemist. In time, he completed one of his greatest achievements: a chemical that could increase a worker's productivity while reducing their need for rest. He was rewarded with a secret laboratory beneath a prison camp on Dyer Island.
There, off the coast of India, prisoners from the Opium War became his unwilling subjects, leading to a drug that allowed soldiers to withstand incredible amounts of pain. Though most side effects were minor, there were rumours that a small number of soldiers went mad. In feral states, they massacred villages, impaling the populace on bayonets, leaving them hanging from trees. There were no official reports on the subject, and Talbot refused to blame himself for what could only be exaggerated war stories.
Though his callous brilliance seemed unflappable, he was ignorant to the enemies his questionable work had amassed. The realisation struck him quite literally—with a steel pipe to the back of his head during a trip to Mangalore. He was bound and loaded into a wagon. When his blindfold was removed, a sickly man showed him a mass grave filled with hundreds of bodies. Unbeknownst to Talbot, his productivity-increasing drug had killed nearly an entire factory's worth of workers. He knew he couldn't defend himself against the anger and accusations of his abductor—all he could do was curl up as the blows from the steel pipe rained down. His body was thrown into the grave and left for dead. Shifting between consciousness and the darkest black, he crawled for an escape, fingers sinking into rotting flesh. Black flies feasted on his uncovered skin, the sensation of a hundred pin pricks stabbing into him. As he collapsed, he came face to face with a dead woman's dazzling hazel eyes. Too weak to pull away, he could do nothing but witness his life's work.
Then, from the edge of death, he was brought back. He found himself on a small bed as a kindly, wrinkled face looked over him. With each pained breath, he was nursed back to health in an ancient mystery school posing as a monastery. In verdant gardens behind tall, unassuming walls, monks studied forbidden texts, striving to expand the human mind in the search for other dimensions—believing one to be connected to the other.
Talbot's knowledge proved indispensable, his mind-altering chemicals integrating seamlessly with theories of neural expansion. He realised then that his salvation was no coincidence—he was plucked from the pit specifically to advance the school's knowledge. He agreed to help until his recovery was complete, being tasked with researching what the monk's called the soul chemical, a compound derived from the pineal gland that could open the mind's eye. What began as a favour to his saviours, soon became an obsession. Poring over the school's archives of lost texts, he uncovered scientific formulas that confirmed previously unthinkable ideas. He dreamt of ushering humankind into a new period of enlightenment. Perhaps then, the nightmares of hundreds of dead factory workers—and of those two hazel eyes—would fade from his mind.
As he came closer to a breakthrough, the demeanour of the monks shifted. The gentle smiles they offered were paired with uneasy eyes that quickly darted away when spotted. The polite conversations he was once privy to turned to hushed murmurs. The last thing he would see of the school was the cracked ceiling above his bed, branching like a dendrite through plaster.
His next memories were a shattered mosaic of images and sensations. Smearing lights, horse hoofs on cobblestone, coarse burlap scratching at his cheeks, and sharp bites into his arm. He awoke ragged and unwashed, splayed on the straw mattress of an opium den. Mind in a dense fog, his first thought was of his notes, the only record of his groundbreaking revelations. He searched frantically, scrambling through the dingy basement, pleading aloud for help. The few other denizens looked up from their hammocks, offering nothing but drug-soaked eyes and apathetic gazes that soon fell into half-slumber. Before he noticed the robed figure appear behind him, a needle plunged into his arm and the world disappeared once more.
Awoken. Again. Each time, hazier than the last. He tongued at hollow gaps between his teeth. How long, he wondered. A faint memory returned. The soul chemical. His notes. The verge of a breakthrough. A faraway whisper entered his mind.
He fumbled with a stone, sharpening it with shaking hands. In the dim light of the den, amongst the catatonic occupants, he carved his research from memory into the walls. He wrote for hours until his fingers bled, moving to the floor, taking in everything the voice whispered despite his inability to comprehend it. When there was nowhere left to write, he gripped the stone and carved the message into his chest. Stained with blood, he witnessed a miracle appear before him—a magnificent field of lush, orange flowers. The whispered voice beckoned to him, urging him to enter the field and discover worlds and dimensions beyond human comprehension. For a moment, Talbot felt the sense of wonder he possessed as a child.
The denizens of the opium den awoke to silence, the dry scent of smoke still lingering in the air. Shambling out of their drug-hazed fog, they found the stone floor wet with blood, tiny rivulets coursing through the cracks. As eyes adjusted to the darkened room, the jagged lettering scrawled along its length began to appear. Written over and over without end, there was but one single line: Death is only the beginning.
The Blight's Perks
These are Perks which start off only appearing in The Blight's Bloodweb . After achieving Level 30, Teachable versions of these Perks can be found:
- Dragon's Grip - Level 30
- Hex: Blood Favour - Level 35
- Hex: Undying - Level 40
Once obtained, other Killers will be able to find The Blight's Perks in their respective Bloodwebs from that point onwards.
After kicking a Generator , for the next 30 seconds, the first Survivor that interacts with it will scream, revealing their location for 4 seconds, and becoming afflicted with the Exposed Status Effect for 60 seconds.
Dragon's Grip has a cool-down of 120/100/80 seconds.
"Such potential in this compound... even the slightest trace causes unnatural effects." — Journal of Talbot Grimes
|Hex: Blood Favour||
A Hex that gains the favour of The Entity when blood is spilt.
When a Survivor is hit with a Basic Attack, all Pallets within a radius of 16 metres of your location are held in place by The Entity for 15 seconds and cannot be pulled down by Survivors.
Hex: Blood Favour has a cool-down of 60/50/40 seconds.
"It would be no leap of the imagination to suggest that the Trials are a biological response of sorts." — Journal of Talbot Grimes
A Hex which maintains the vile powers that flow throughout the Trial.
When another Hex Totem is cleansed, that Hex transfers to an available Dull Totem, losing any Tokens in the process.
An elegant accessory, specially weighted to deliver a deceptively brutal blow.
Power: Blighted Corruption
|Pustula serum courses through his veins, corrupting his mind and body, yet granting him unnatural physical abilities.|
SPECIAL ABILITY: RUSH
Press the Power button initiate a Rush, allowing you to quickly dash forwards, consuming 1 Token.
While performing Rush, The Blight cannot launch an attack.
Rushing into walls or obstacles will cause The Blight to Slam into them, opening the Chain Rush Window.
SPECIAL ATTACK: LETHAL RUSH
Press the Power button during the Chain Rush Window following a Slam in order to initiate a Lethal Rush, consuming 1 Token.
A Lethal Rush behaves the same as a Rush, except that The Blight may launch an Attack by pressing the Attack button mid-Rush.
After either the Chain Rush Window closes, the final Lethal Rush elapses, or The Blight consumes all Tokens, enter a state of fatigue and begin recharging the Tokens.
- Blighted Corruption has 5 Tokens by default (may be changed with Add-ons).
- Blighted Corruption replenishes its Tokens at a rate of 2 seconds per Token (may be changed with Add-ons).
- Activating Blighted Corruption takes 1 second.
- The Chain Rush Window following a Slam lasts for 1.25 seconds.
- Rush and subsequent Lethal Rushes last for a maximum of 3 seconds.
- A Rush attack may last for a maximum of 4 seconds.
- Rush and subsequent Lethal Rushes have a default turn rate of 0.9 °/s.
- A Rush attack will momentarily increase the turn rate to 1.6 °/s
- The Fatigue state lasts for 2.5 seconds.
- Dodging a Lethal Rush requires Survivors to be within 1 metre of The Blight missing the attack in order to trigger the associated Score Event.
Add-ons for Blighted Corruption
- Add-ons support Mouse-over functionality (desktop version only): hovering over the modifier words with your cursor will reveal the values behind them.
On mobile browsers, the values are displayed in small text after the modifier words. Desktop users experiencing issues with the mouse-over may temporarily switch to mobile view at the bottom of an Article page.
|Placebo Tablet||A pill that's utterly ineffective... or is it?
|Foxglove||A poisonous plant that sparked Talbot's interest in chemistry. It rekindles deeply buried memories.
|Compound Seven||This early sample failed to achieve desired results, but demonstrated surprising effects regardless.
|Chipped Monocle||A monocle Talbot rarely used despite his eyesight weakening in later years.
|Shredded Notes||The remnants of Talbot's notes, they still contain some valuable information within.
|Pustula Dust||Dried Pustula Petals ground into a fine dust.
|Plague Bile||A sample of The Plague's bile, distilled and treated with a mixture of chemicals.
|Canker Thorn||A sizeable thorn snipped from a Visceral Canker. It secretes a mild toxin.
|Blighted Rat||A rat that briefly returned to life when injected with Putrid Serum , becoming aggressive and uncontrollable.
|Umbra Salts||Regular sea salt that has momentarily passed through the Spirit World, altering its properties in the process.
|Rose Tonic||A mixture made with dried roses from the exceedingly rare New Moon Bouquet .
|Compound Twenty-One||A serum that's fatal to humans. It evokes beneficial qualities in those who are... something more.
|Blighted Crow||A dead crow that has been grotesquely mutated by Putrid Serum .
|Adrenaline Vial||A hormone removed from an unwilling subjects' adrenal gland. Though it provides a jolt of energy, it can fatigue its user.
"Please, don't do this..."
|Vigo's Journal||The journal of a man who claimed to have returned from The Void. The knowledge within has practical applications.
"In a wasteland of forgotten dreams and endless routine, the man with a way out is God." — Talbot Grimes
|Summoning Stone||Talbot used this stone to carve what he believed was his research into the Opium Den's walls.
"Death is only the beginning."
|Soul Chemical||A chemical squeezed from the pineal gland of a recently deceased Survivor.
"...suspected to cause atypical alterations in neural rhythmic activity." — Unlabelled Mystery School Text
|Alchemist's Ring||A ring given to chemists graduating from the London School of Medicine. It's a reminder of unrestrained ambition.
"The student is accused of grave-robbing with the intent of unsanctioned scientific testing." — Faculty Reprimand of Talbot Grimes, 1838
|Iridescent Blight Tag||A glass-like laboratory tag, moulded from The Fog itself. Either a gift from The Entity or a cruel jest to tag The Blight as he once did to others.
"Progress requires drastic change." — Talbot Grimes
|Compound Thirty-Three||Talbot's penultimate attempt at a serum. Though it did not facilitate his escape, it did have powerful side effects.
"Time is scarce. Let this be the one..." — Talbot Grimes
- Main article: Achievements
There are currently 2 Achievements related to The Blight.
|Adept Blight||Achieve a Merciless Victory with The Blight using only his Unique Perks: Dragon's Grip , Hex: Blood Favour & Hex: Undying .|
|Speed Kills||With The Blight , hit 30 Survivors with a Lethal Rush.|
Players may customise their Character by choosing one outfit style from each category. Blood-stained attire is obtained after The Blight reaches Level 50 and prestiges.
The Blight's attire includes:
- Main Article: Downloadable Content
The Killer is currently part of 1 DLC package:
- The Blight has a special vault animation: he leans one hand on the window and jumps over it, an animation very similar to the Survivors' vault animation.
- The Blight is heavily intertwined with various Lore from Dead by Daylight:
- He is the first Killer to have had Lore about him in the game prior to his release with the Memories of "The Alchemist" in Tome I - Awakening, a year prior to his release.
- His Add-on descriptions feature references to various other Characters, Sub-Realms, and Unlockables.
- He himself is a mutation induced by the Putrid Serum harvested from the Pustulas during The Entity's yearly blight.
|BASE GAME||CHAPTERS I-III
+ PARAGRAPH I
|CHAPTERS IV-VII||CHAPTERS VIII-XI||PARAGRAPH III|
+ CHAPTERS XIII-XIV
|Dwight Fairfield||Nea Karlsson||Feng Min||Kate Denson||Ash Williams|
|Meg Thomas||Laurie Strode||David King||Adam Francis||Nancy Wheeler|
|Claudette Morel||Ace Visconti||Quentin Smith||Jeff Johansen||Steve Harrington|
|Jake Park||Bill Overbeck||David Tapp||Jane Romero||Yui Kimura|
|BASE GAME||CHAPTERS I-III||CHAPTERS IV+V
+ PARAGRAPH I
|CHAPTERS VI-VIII||CHAPTERS IX-XI|
|The Trapper - Evan MacMillan||The Nurse - Sally Smithson||The Doctor - Herman Carter||The Nightmare - Freddy Krueger||The Spirit - Rin Yamaoka|
|The Wraith - Philip Ojomo||The Shape - Michael Myers||The Huntress - Anna||The Pig - Amanda Young||The Legion - Frank, Julie, Susie, Joey|
|The Hillbilly - Max Thompson Jr.||The Hag - Lisa Sherwood||The Cannibal - Bubba Sawyer||The Clown - Jeffrey Hawk||The Plague - Adiris|
|CHAPTERS XII-XIV||CHAPTERS XV-XVII|
|The Ghost Face - Danny Johnson||The Deathslinger - Caleb Quinn|
|The Demogorgon - Demogorgon||The Executioner - Pyramid Head|
|The Oni - Kazan Yamaoka||The Blight - Talbot Grimes|
|Benedict Baker||The Entity||The Observer||Vigo||and many more...|
|The Smasher||The Teacher|