Status Effects & Mechanics
All 21 status effects — Blessed to Undetectable including Bloodlust & Madness tiers — plus 10 core mechanics. Filter by Buff, Debuff or Mechanic and discover which perks apply each effect.
Showing 31 of 31
Blessed
BuffSurvivors inside a Boon Totem's 24m radius gain its Blessed effect. Grants the specific Boon bonus such as faster healing or Haste depending on the perk. Only one Totem can carry your Boons at a time.
Seen on: 27 perks
Blindness
DebuffThe Survivor cannot see Auras of any kind, including Generators, Totems, or other Survivors. Often inflicted by Killer perks and powers to deny information. Lasts for the listed duration.
Seen on: 5 perks
Bloodlust I
BuffTier 1 of Bloodlust gained after chasing a Survivor for 15 seconds without landing a hit. Grants a small movement speed bonus to help close the gap. Escalates to tier 2 if the chase continues.
Seen on: 2 perks
Bloodlust II
BuffTier 2 of Bloodlust after 25 seconds of chase without a hit. Provides a stronger speed boost than tier 1 and makes catching looping Survivors easier. Escalates to tier 3 if still no hit.
Seen on: 2 perks
Bloodlust III
BuffTier 3 of Bloodlust after 35 seconds of chase without a hit. Grants the largest speed surge and can quickly end prolonged chases. Resets when the Killer lands a hit or the chase ends.
Seen on: 2 perks
Broken
DebuffThe Survivor cannot be healed to Healthy and remains Injured until Broken expires or is removed. Applied by perks like Forced Penance or special attacks. Does not affect Deep Wound timers directly.
Seen on: 16 perks
Cursed
DebuffThe Survivor is affected by a Hex Totem's curse and suffers its penalty while the Hex remains. Cleansing or blessing the Hex Totem removes Cursed. Often paired with Oblivious or Hindered effects.
Seen on: 5 perks
Deep Wound
DebuffA special injury that puts the Survivor in a wounded timer state and requires Mending. If not Mended in time, the Survivor is put into the Dying State. Triggered by Legion's Feral Frenzy and similar powers.
Seen on: 2 perks
Endurance
BuffThe Survivor can withstand one Killer attack that would otherwise put them into Dying, ignoring the hit and gaining a brief speed burst. Commonly granted by Borrowed Time or Dead Hard after use. Lasts a few seconds.
Seen on: 7 perks
Exhausted
DebuffPrevents the use of Exhaustion perks such as Sprint Burst, Dead Hard, and Balanced Landing. Triggered after using an Exhaustion perk and lasts up to 60 seconds. Recovery timer shown on-screen.
Seen on: 24 perks
Exposed
DebuffThe Survivor can be downed in a single hit regardless of current Health State. Applied by perks like Make Your Choice and the Killer's special ability. Lasts for its listed duration.
Seen on: 12 perks
Haemorrhage
DebuffIncreases the rate at which the Survivor bleeds and slows Healing progress while active. Grunts of pain are louder and Pools of Blood appear more frequently. Removed when fully healed.
Seen on: 3 perks
Haste
BuffTemporarily increases movement speed by a percentage depending on the source. Stacks from perks like Play With Your Food, Adrenaline, and Boon: Dark Theory. Great for escapes and chase extension.
Seen on: 39 perks
Hindered
DebuffReduces movement speed by a percentage, making chases and rotations slower. Applied by powers like Clown's Gas or perks such as Hindering Hex. Percentage varies by source and tier.
Seen on: 7 perks
Incapacitated
DebuffThe Survivor cannot perform most interactions such as repairing Generators, healing, or cleansing Totems. Triggered by Killer powers and Hex: Plaything. Prevents objectives until it expires.
Seen on: 1 perk
Madness I
DebuffTier 1 of Doctor's Madness with mild hallucinations and hindered Skill Checks. Survivors hear illusionary Terror Radius and Doctor voices. Dose increases with further Shock Therapy hits.
No directly linked perks — mechanic used system-wide.
Madness II
DebuffTier 2 of Madness adds more frequent afflicted Skill Checks and stronger audio hallucinations. Affected Survivors see illusory Doctors. Snap Out Of It can reduce the tier.
No directly linked perks — mechanic used system-wide.
Madness III
DebuffTier 3 of Madness causes the Survivor to scream and reveal their location while suffering constant Skill Check pressure. The strongest tier before complete breakdown. Requires Snap Out Of It to reduce.
No directly linked perks — mechanic used system-wide.
Mangled
DebuffReduces Healing speed by 20% for its duration, slowing all healing actions on the affected Survivor. Inflicted by perks like Sloppy Butcher. Persists until fully healed.
Seen on: 1 perk
Oblivious
DebuffThe Survivor cannot hear the Killer's Terror Radius and is unaware of chase music cues. Also hides red stain for some effects and suppresses audio warnings. Useful for stealth Killers.
Seen on: 9 perks
Undetectable
BuffThe Killer has no Terror Radius, no Red Stain, and no audible breathing while Undetectable. Grants total stealth to ambush Survivors. Granted by perks like Beast of Prey or Tinkerer.
Seen on: 11 perks
Aura
MechanicA coloured outline visible through walls that reveals the location of Survivors, Killers, Generators, Hooks, Totems and more. Yellow for survivors, red for killer, white for objects. Core information mechanic tied to many perks.
Seen on: 131 perks
Obsession
MechanicOne Survivor is marked as the Killer's Obsession, shown with spider-legs around their portrait. Many perks like Play With Your Food and Dying Light only affect or benefit from the Obsession. The status transfers on death or via perks.
Seen on: 21 perks
Terror Radius
MechanicThe heartbeat sound that grows louder as the Killer approaches, warning Survivors of imminent danger. Each Killer has a base 32m Terror Radius before modifiers. Undetectable and stealth powers remove it entirely.
Seen on: 21 perks
Hook Stages
MechanicSurvivors progress through three Hook Stages: first and second hook allow rescue with struggle phase, third hook results in sacrifice. Hooks have timers and skill checks for self-unhook attempts. Perks can manipulate hook protection.
Seen on: 1 perk
Health States
MechanicSurvivors have three states: Healthy, Injured, and Dying, plus Deep Wound as a timed Injured variant. Healing actions and perks move Survivors between states. Exposed bypasses Injured and sends Healthy straight to Dying.
No directly linked perks — mechanic used system-wide.
Generators
MechanicSeven Generators spawn per trial; Survivors must repair five to power the Exit Gates. Each requires 80 charges and triggers Skill Checks, with failure causing regression. Killer perks like Pop Goes the Weasel and Surge affect Generator progress.
Seen on: 39 perks
Pallets
MechanicWooden boards Survivors can drop to stun the Killer and vault for distance. Each map contains a mix of safe and unsafe Pallets that break once used. Killer powers can destroy or block Pallets.
Seen on: 14 perks
Windows
MechanicGaps in walls Survivors vault to escape chase; repeated vaults trigger the Entity to block the Window. Killers vault slower than Survivors, creating loop opportunities. Perks like Bamboozle directly interact with Windows.
Seen on: 11 perks
Lockers
MechanicSmall closets Survivors can hide inside to avoid detection or escape Killer grabs. Entering and exiting makes noise unless silenced by perks. Killers can search Lockers quickly to catch hiding Survivors.
Seen on: 1 perk
Breakable Walls
MechanicFalse walls found on indoor maps and in the basement that Killers must break to pass, while Survivors slip through freely. Breaking triggers a loud notification. Perks and powers can make walls more relevant to chase control.
Seen on: 2 perks
Status glossary — common questions
Buffs vs debuffs, mechanics and perk links.