Auras

In other (unofficial) languages:

**Auras** are an integral Game Mechanic in *Dead by Daylight*.

## Overview

*For a guide on some in-game distances to better gauge the working-radius of Aura-reading Perks, please refer to Distances.*
Some Unlockables **unlock potential in one's Aura-reading abilities**.

**Auras** can be seen through any obstacles and usually across large distances.
Aura-reading abilities are great for locating Allies, Enemies or Objectives.

## Types

There are three types of **Auras** in *Dead by Daylight* and each work in a unique way, with a unique purpose to them.

### Aura-Reveal Aura

This is the default type of **Auras** and what Unlockables such as Perks mean when referring to *"revealing the Player's/Object's Aura"*.

**Auras** highlight a Player or Object's entire model in a bright colour and through any solid objects that interfere with direct line-of-sight.

In case of revealing a Player, **Auras** are live and relay any of the Player's actions and movements in real-time to the Aura-reader for the duration of the Aura-reveal.

**Auras** can be revealed anything from for just a few seconds to indefinitely, depending on the Unlockable that caused their activation.

**Auras** are unique in that they can be blocked from being read or being revealed by interacting with Lockers.
Lockers block the Killer from reading the **Aura** of a Survivor hiding within one, while a Survivor is unable to read the **Auras** of anything outside the Locker at the same time.

#### Reveal Mechanism

It should be noted that **Auras** only reveal exactly the surface areas of a Player or Object's model that are currently obstructed by a solid object that interferes with line-of-sight.
This information is updated in real-time as well.

If, for example, a Survivor is being revealed to the Killer, but they are in plain sight of them, with only their feet hidden by blades of grass, only the parts of the Survivor's feet hidden by the blades will be revealed as an Aura, with the rest of the body remaining unhighlighted.
If that Survivor were then to move behind a wall, their entire body would become highlighted by the Aura.

### Location-Reveal Aura

**Location-Reveal Auras**, also known as *"Aura-Flare-up s"*, are what Unlockables mean when referring to *"revealing the Survivor's/Object's Location"*.

**Aura-Flare-ups** are quite different to regular **Auras** as they only provide a momentary snapshot of a Survivor or Object's Location in the Trial Grounds (often, but not always, accompanied by a scream from affected Survivors).
They do not relay any other information to the Aura-reader and do not update in real-time.
They are always accompanied by a *Loud Noise Notification*.

**Aura-Flare-ups** show a generic red silhouette of a Survivor inside a *Loud Noise Notification* bubble.

Unlike **Auras**, **Aura-Flare-ups** have a fixed duration of just a few seconds, the same as the accompanying *Loud Noise Notification*.

### Highlighting Aura

**Highlighting Auras** are only used in conjunction with certain Killer Powers, as well as the Game Mechanic *Killer Instinct*.
They are also used to signify to other Players the use and activation of the Perks Mettle of Man and Reassurance.

They solely highlight the outline of a Survivor's character model and are blocked by solid objects interfering with line-of-sight.

## Aura Colours

**Auras** come in different colours.
Over the years, there have been several attempts at standardising Aura-colours for specific meanings.
The following table discerns the different meanings of Aura-colours.
It should be noted that one is not necessarily able to read these Auras by default:

* Items: Items are objects Survivors can use in the Trial
* Killer Objects: Killer Objects are associated with a Killer's Power
	+ Alarm Clocks
	+ Bear Traps (from The Trapper's perspective only)
	+ Cages of Atonement
	+ Jigsaw Boxes
	+ Lockers (for The Dredge while teleporting)
	+ Pools of Devotion
	+ Portals
	+ Supply Cases
 Red | Primary Objectives
* For Survivors:
	+ Dying Survivor: the primary objective is to heal them
	+ Hatch: the primary objective is to escape
* For Killers:
	+ Generators: the primary objective is to prevent their completion
	+ Hooks: the primary objective is to hook a Survivor
	+ Survivors: the primary objective is to hunt them down
 Fuchsia | Secondary Objectives
* Totems (for Survivors): the secondary objective is to cleanse them
 Yellow | Allied Objects
* Other Survivors (for Survivors): other Survivors are allies in the Trial against the Killer
* Generators (for Killers): indicates a Survivor has recently interacted with a Generator
 Pink | Enemy
 Brass | Killer Traps
* Bear Traps
* Blackened Catalyst Traps
 Orange | Halloween Event Objectives
* Generators (for Survivors): repairing Halloween Event Generators will grant bonus Bloodpoints
 Blue | Event Objectives
 Purple | Anniversary Objects
 Light Blue | Blessed Objects
* Boon Totems (for Survivors): Boon Totems provide Survivors with special benefits

### Additional Uses

* In cases of **Auras** being used to showcase a progression of an action, the object's Aura will slowly transition from **white** when the action begins to **red** when the action has reached completion.

## Unlockables

### Items

* Press the *Use Item button* to trigger the *Mind Channel* ability for up to **10 seconds**.
	+ *Mind Channel* reveals various Auras, depending on the Add-ons the *Key* is equipped with.
Holding and channelling the *Map* unlocks great potential in your Aura-reading abilities, revealing the Auras of all tracked objects at the cost of slowly burning it.
* Automatically tracks **1** **Generator** at the start of the Trial.
* Tracks any other **Generator** when coming within **8 metres**.
* Tracks Chests, Generators and Totems that were revealed by Detective's Hunch.

* Press the *Use Item button* to trigger the *Mind Channel* ability for up to **5 seconds**.
	+ *Mind Channel* reveals various Auras, depending on the Add-ons the *Key* is equipped with.
* Press the *Use Item button* while standing over the closed Hatch to open it.
	+ This action will consume the *Key* and is only available if it is not depleted.
Holding and channelling the *Rainbow Map* unlocks great potential in your Aura-reading abilities, revealing the Auras of all tracked objects at the cost of slowly burning it.
* Automatically tracks **3** random objects at the start of the Trial.
* Tracks the following objects when coming within **8 metres**:
	+ Exit Gate Switches
	+ Generators
	+ Hatch
* Tracks Chests, Generators and Totems that were revealed by Detective's Hunch.

* Press the *Use Item button* to trigger the *Mind Channel* ability for up to **30 seconds**.
	+ *Mind Channel* reveals various Auras, depending on the Add-ons the *Key* is equipped with.
* Press the *Use Item button* while standing over the closed Hatch to open it.
	+ This action will consume the *Key* and is only available if it is not depleted.
An electromagnetic pulse device that is printed by Supply Cases when facing **The** Singularity.
* Takes **100 seconds** to be printed.
	+ This action can be sped up by a factor of **x4** when interacting with the **Supply Case**.
* Takes **2.5 seconds** to charge.
* Charging and holding slows your Movement speed by **-10 %**.
* Removes ***Temporal Slipstream*** from anyone within its *Area of Effect* upon detonation.
	+ The Auras of other *Slipstreamed Survivors* are revealed to you in **yellow** when within the *Area of Effect*.
* Disables all **Biopods** within the *Area of Effect* for **45 seconds** upon detonation.

Spawns in the environment when facing **The** Cenobite.
* Starts a *Chain Hunt* after **90 seconds** of spawning into the environment
	+ Starts one immediately if picked up by **The Cenobite**.
* Reveals its Aura to all Survivors.

Can be picked up and carried by Survivors.
* Resets the timer of the *Lament Configuration* and ends active *Chain Hunts* on other Survivors.
* Press the *Use Item button* to solve the *Lament Configuration*, causing it to respawn in a new location.
	+ Reveals your location to the **The Cenobite** while solving it through a special version of *Killer Instinct* and grants him the ability to teleport to you.
* Causes the ***Oblivious*** **Status Effect** when carried.

A flamethrower turret that Survivors can retrieve from **Control Stations** and placed in the environment.

* Tracks the presence of **The** Xenomorph within **41 metres** of its location.
	+ This ability is briefly disabled whenever **The Xenomorph** exits the Tunnels.
* Grants immunity from Detection by **The Xenomorph** when it is inside the Tunnels while carrying the **Turret**.
* Survivors suffer from a **-35 %** ***Hindered*** **Status Effect**, and the ***Exhausted*** and ***Incapacitated*** **Status Effects**, while carrying the **Turret**.
* The Auras of Survivors carrying a **Turret** are revealed to all other Survivors.
* Shoots flames at **The Xenomorph** whenever it comes within **10 metres** and *Line of Sight* of a deployed **Turret**.
	+ Slows **The Xenomorph** and can knock it out of its *Crawler Mode*.
	+ Overheats after firing for **4 seconds** or after knocking **The Xenomorph** out of its *Crawler Mode*.
	+ Overheated **Turrets** can be repaired.
	+ Multiple **Turrets** firing simultaneously do not stack their damage output.
* Can be destroyed by an attack from **The Xenomorph**.

The *Cursed Tape* can be retrieved from a TV located in the environment and must be reinserted into a specific one:
* Inserting the *Cursed Tape* **reduces** *Condemned* by **-3 Stacks**.
	+ This spreads **The Onryō's** message and temporarily turns the **TV** off.
* The specific **TV** is highlighted in **yellow**.

### Offerings

* **Increases** the Odds of spawning the Basement in the Killer Shack (if available) by **+100 %**.

* **Increases** the Odds of spawning the Basement in the Main Landmark Building (if available) by **100 %**.

*"Though brittle and torn, the design is mostly legible."*

## Trivia

* As a Survivor, hiding in a Locker will stop any Aura-reading ability of both the Killer and the other Survivors, but will also apply the ***Blindness*** **Status Effect**.
	+ However, Aura flare-ups caused by Rancor, Infectious Fright or Madness Tier-ups do not strictly count as Aura-reading abilities, those remain unaffected by hiding inside a Locker or when using Perks such as Distortion or Sole Survivor.

## Gallery

* **Red Aura** Auras of Hooks
* **Yellow Aura** of a hooked Survivor and **Red Auras** of Generators
* **Yellow Aura** of an allied Survivor shown with Bond
* **Yellow Auras** of Windows and Pallets shown with Windows of Opportunity
* **Blue Aura** of a Howling Grounds Event Hook
* **Orange Aura** of a Hallowed Blight Event Hook
* **White Aura** of a Jigsaw Box