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Dbd-journal-generator Quotes left These strange machines can be found across this abandoned world. They seem to be some kind of generators, fuelling lights. At first I paid no attention to them, but as days turned into months I employed all of my engineering skills to actually fix one. It attracted one of these beings that is after me. But I also noticed that they were somehow tied to something else. Quotes right
~ Benedict Baker, Benedict Baker's Journal
IconHelp note Quotes left In my explorations, I found that these strange machines were the key to my survival. The more light they produced, the closer I became to my freedom. Quotes right
~ Mysterious Note, Survivor Tutorial
IconPerks whispers Quotes left Do not let the light in! Quotes right
~ The Voices, Killer Tutorial
IconHelpLoading generators

Generators are an interact-able Prop and the main Objectives of Template:IconLink in Template:IconLink.


Overview

Each Map features several Generators randomly located throughout it.

The Trial Grounds spawn with 7 Generators, 5 of which need to be repaired in order to power the Template:IconLink, allowing them to escape from the Trial.


Generator Repair

As the Generators have four sides, it is possible for up to four Survivors to repair it simultaneously - assuming that there are no other Props blocking any of the sides. The more Survivors work on the same Generator at the same time, the faster it will be repaired.

If a Survivor stops repairing a Generator, its current progression will be saved. Fully repairing a Generator without the help of a Toolbox, Perks and other Survivors takes 80 seconds, assuming that no Great Skill Checks are succeeded and no Skill Checks are failed.

The Generator Repair time can be reduced by using certain Template:IconLink or repairing with a Template:IconLink. Once fully repaired, the lights attached to the Generator will activate and illuminate the immediate area around the Generator, this will also alert the Template:IconLink, who receives an auditory and visual cue of the completed Generator's location.

Killers can grab a Survivor off of a Generator mid-repair (also known as interrupting) and hoist them directly onto their shoulder.

Locating Generators

Generators are easily located by the light poles attached to them, that tower over the Generator and surrounding area, including most line-of-sight blockers. Attached to those light poles are several large floodlights, that blink at random intervals, if the Generator has not been repaired. They can be seen from a considerable distance away, allowing convenient location of a Generator. As soon as the Generator is completed, the lights will turn on for the remainder of the Trial and illuminate the nearby area.

If a Generator is located inside a building structure with limited vertical space, the Generator (yellow-coloured) will not have the typical light post attached to it. However, the building itself will have regular light fixtures behaving akin to the aforementioned floodlights on regular Generators (red-coloured). If a building's light fixtures (or in case of Treatment Theatre, a room's way-point signs) is flickering, it indicates an unrepaired Generator located within. The light fixtures will stop flickering as soon as the Generator within is completed.

Efficiency Penalty

If multiple Survivors repair the same Generator, a 15 % Efficiency penalty is applied to Repair speed in case of multiple Survivors repairing the same Generator.
The penalty may be mitigated by using Template:IconLink.

Repairing Survivors Individual Efficiency Combined Efficiency Time to repair a Generator
1 Survivor 1.0 c/s | 100 % 1.0 c/s 80 seconds
2 Survivors 0.85 c/s | 85 % 1.7 c/s ~47.06 seconds
3 Survivors 0.7 c/s | 70 % 2.1 c/s ~38.1 seconds
4 Survivors 0.55 c/s | 55 % 2.2 c/s ~36.36 seconds

Skill Checks

Main Article: Skill Checks

Like all skilful interactions, Generator Repair may trigger a Template:IconLink at any given moment. If a Survivor succeeds a Great Skill Check, the repair progress will receive a 1 % bonus. If they fail a Skill Check, the Generator will explode and lose 10 % of the maximum Repair progress. In addition, during 3 seconds, no further progression will register. The failing Survivor will shy away from the exploding Generator and shield their face. A failed Skill Check will also give the Killer a Loud Noise notification, showing them the Generator's location. Stopping the Repair action at any moment during a Skill Check, will automatically fail it.

Damaging Generators

The Killer can damage any unfinished Generator as long as it has some amount of Repair progression to it. The action is performed akin to breaking a Pallet and takes 2 seconds. A damaged Generator will start to slowly regress until either a Survivor resumes repairing it or it regresses all the way.

The Generator regresses at a rate of 0.25 c/s, taking a maximum of 320 seconds to regress from 99.9... to 0 %.

A damaged Generator will continuously emit sparks.


Kill Your Friends Mode

The number of Generators on a Map will always be equal to the number of Survivors starting the Trial +3. For every Survivor fewer than the default four, the Game will remove a Generator, which also lowers the number of Generators needed to be repaired in order to power the Exit Gates.

Start of Trial Generators on Map Generators to be repaired
4 Survivors 7 Generators 5 Generators
3 Survivors 6 Generators 4 Generators
2 Survivors 5 Generators 3 Generators
1 Survivor 4 Generators 2 Generators


Interaction with Perks

Killer

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Survivor

Template:Perk TableTemplate:Perk TableTemplate:Perk TableTemplate:Perk TableTemplate:Perk TableTemplate:Perk TableTemplate:Perk TableTemplate:Perk Table


Special Generators

Lunar Generators

The Lunar Generator was a special Generator model that was featured during the Howling Grounds Event. For every burnt Template:IconLink, a Lunar Generator would spawn on the Map. Repairing the Generator would grant all Survivors a Gold Coin EventObjective goldCoins, 80 of which would unlock the Untamed Donkey Jacket customization option for David King.

Frozen Cocktail Machine

The Frozen Cocktail Machine was a special Generator model that was featured during the Scorching Summer BBQ Event. By default 2 and for every burnt Template:IconLink, a Frozen Cocktail Machine would spawn on the Map. Repairing the Generator would grant all Survivors a Frozen Cocktail EventObjective summer18 survivor, 90 of which would unlock the Free Song Bird Slip Dress customization option for Kate Denson.


History

Old Efficiency Penalty

Up to Patch 3.7.0, the Game applied a stack-able 10 % Efficiency penalty to repairs conducted by multiple Survivors:

Repairing Survivors Individual Efficiency Combined Efficiency Time to repair a Generator
1 Survivor 1.0 c/s | 100 % 1.0 c/s 80 seconds
2 Survivors 0.9 c/s | 90 % 1.8 c/s ~44.44 seconds
3 Survivors 0.8 c/s | 80 % 2.4 c/s ~33.33 seconds
4 Survivors 0.7 c/s | 70 % 2.8 c/s ~28.57 seconds


Change Log

Patch 1.4.0

  • Added the Damage Generator interaction for Killers.
    • After performing this interaction, a Generator slowly regresses by a maximum of 25 % over a maximum of 70 seconds.
      • This equals a regress rate of -0.286 Charges per second.

Patch 1.5.0

  • Increased the required amount of Charges to fully repair a Generator from formerly 70 Charges to 80 Charges.

Patch 1.8.0a

  • Increased the maximum Generator regression of the Damage Generator interaction to 100 %.
    • The regress rate of -0.286 c/s remained the same.
  • Reduced the time for the Damage Generator interaction from formerly 3 seconds to 2 seconds.

Patch 2.5.0

  • Generator Repair by multiple Survivors will now correctly show the Efficiency Penalty by turning the progress bar Red.

Patch 3.7.0

  • Increased the Efficiency Penalty from 10 % to 15 % per Survivor.
  • Reduced the Progression bonus from succeeding Great Skill Checks from 2 % to 1 %.


Trivia

  • The progress bar's colour is individual to each Survivor's personal Repair speed.
    • This means that in case of two Survivors repairing a Generator, but one does so with a Toolbox, the Toolbox Survivor will have a yellow progress bar and the one without will have a red progress bar.
  • Generators inside larger landmark buildings (or the houses on Lampkin Lane and Badham Preschool) are generally yellow instead of red and do not have lights attached to them.
    • The same is true for Generators located on the lower floor of The Game.
  • Powering the Generator on the Paddle Steamer on Pale Rose will sound its fog horn, that can be heard across the entire map.
  • Powering the Generator inside Gas Station on Gas Heaven will open the garage door.
    • This opens up a new escape route for the Survivors.
  • Powering the Generator in the Operation Theatre on Treatment Theatre will open all the shutter blinds on the Upper Floor.
    • This opens up new escape routes for the Survivors.
  • Powering the Generator inside the Pantry and the Rotten Shack on Grim Pantry will open the floodgates on the outside of the respective building.
    • This grants easier and more direct access to the Lower Floors.
  • Every Generator on The Game will open a nearby door when powered, creating additional routes.
  • Powering the Generator inside the temple on The Temple of Purgation will open a doorway as well as close one.


Gallery


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