Albert Wesker

In other (unofficial) languages:

**Albert Wesker** or **"The Mastermind"** is one of **34** Killers currently featured in *Dead by Daylight*.

He was introduced as the Killer of CHAPTER 25: Resident Evil™: PROJECT W, a Chapter DLC released on 30 August 2022.

He originates from the video game franchise ***Resident Evil***, specifically ***Resident Evil 5*** (2009).

## Overview

**Albert Wesker** is a brilliant and ruthless mastermind infused with the Power of Uroboros.

His personal Perks, Superior Anatomy, Awakened Awareness, and Terminus, allow him to vault faster, see other Survivors' Auras while carrying one, and cause Survivors to be permanently ***Broken*** when the Exit Gates are powered.

Difficulty Rating: **Moderate**

*(These Killers require the Player to be comfortable with the basics of the role, though they share common mechanics with easier ones)*

## Lore

*Albert Wesker was a high-ranking official in the Umbrella Corporation. While he made great strides with Umbrella, his ambition drove him to betray the corporation. Believing himself the best test subject, he exposed himself to the Prototype virus. Now with superhuman strength, Wesker faked his death and went underground with a new plan: expose the world to Uroboros, a biological weapon that would eliminate the weak and leave only the strong.*

*Wesker began to put his plan to action in Africa but was confronted by members of the Bioterrorism Security Assessment Alliance at a hangar stocked with missiles carrying Uroboros. Determined to be at the vanguard of evolution, he once again made himself a test subject. Exposing himself to Uroboros, he began to evolve in ways he could have never imagined. But as he felt his cells change, a strange black fog seeped into the hangar and filled his vision. When the fog finally dissipated, he found himself in another world surrounded by lesser beings that deserved to be put out of their misery.*

## Load-out

### Unique Perks

**The Mastermind** comes with **3** Perks that are unique to him:

Decades of research have culminated in you: something faster, stronger, and more dangerous than any human.
<p>When a Survivor performs a ''Rush Vault action'' within '''<span class="luaClr clr clr2" style="color: #e8c252;">8 metres</span>''' of you, ''Superior Anatomy'' activates:
\*'''Increases''' your Vaulting speed by '''<span class="luaClr clr clr2" style="color: #e8c252;">30</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">35</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">40</span>''' '''&#37;''' the next time you vault a Window<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span>.
''Superior Anatomy'' deactivates after vaulting.
<p>''Superior Anatomy'' has a cool-down of '''<span class="luaClr clr clr6" style="color: #ff8800;">30 seconds</span>'''.

Decades of research have culminated in you: something faster, stronger, and more dangerous than any human.
When a Survivor performs a *Rush Vault action* within **8 metres** of you, *Superior Anatomy* activates:
* **Increases** your Vaulting speed by **30**/**35**/**40** **%** the next time you vault a Window.

*Superior Anatomy* deactivates after vaulting.
Your genes have been altered to heighten your senses in intense situations.
\* While carrying a Survivor, the Aura|Auras<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> of all other Survivors are revealed to you when they are within '''<span class="luaClr clr clr2" style="color: #e8c252;">16</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">18</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">20</span>''' '''metres''' of your location.

Your genes have been altered to heighten your senses in intense situations.
You are a brilliant tactician who prepares for every eventuality.
<p>Once the Exit Gate|Exit Gates<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span> are powered, ''Terminus'' activates:
\*All Survivor|Survivors<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 5px"><span style = "display:none; width:24px;max-height: 24px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span>, who are either injured, dying, or hooked, suffer from the '''''Broken<span class = "iconLink" style = "vertical-align: middle; padding: 0 0 0 0"><span style = "display:none; width:32px;max-height: 32px" class = "pcView pcIconLink"><span class = "tooltip linkIncluded borderless"><span class="tooltipBaseText iconless"></span><span class = "tooltiptext"><span class="tooltipTextWrapper"></span></span></span></span><span class = "mobileView mobileIconLink"></span></span>''''' '''Status Effect''' until the Exit Gates are opened.
\*\*This effect lingers for an additional '''<span class="luaClr clr clr2" style="color: #e8c252;">20</span>'''/'''<span class="luaClr clr clr3" style="color: #199b1e;">25</span>'''/'''<span class="luaClr clr clr4" style="color: #ac3ee3;">30</span>''' '''seconds''' after the Exit Gates are open.

You are a brilliant tactician who prepares for every eventuality.
Once the Exit Gates are powered, *Terminus* activates:
* All Survivors, who are either injured, dying, or hooked, suffer from the ***Broken*** **Status Effect** until the Exit Gates are opened.
	+ This effect lingers for an additional **20**/**25**/**30** **seconds** after the Exit Gates are open.

#### Prestige

Prestiging **The Mastermind** will automatically add **Tier I** of his Unique Perks to the inventories of all other Killers and unlock the ability for their higher-tiered versions to spawn in their Bloodweb.

Prestige **The Mastermind** twice more to automatically add **Tier II** and **Tier III** respectively into the other Killers' inventories.

### Weapon: Combat Knife

**The Combat Knife** is the Primary Weapon of **The Mastermind**.
A vicious blade with a serrated edge to aid in tearing up his opponents.

### Power: Virulent Bound

**VIRULENT BOUND**

**The Mastermind** starts the Trial with **2 Tokens**.

**SPECIAL ATTACK: BOUND ATTACK**

Press and hold the *Power button* to charge a *Bound Attack*.
While charging, **The Mastermind** moves slightly slower, as he prepares his strike.
When charged, press the *Attack button* to *Bound*.

* Hitting a Survivor with a *Bound Attack* afflicts them with ***Infection***.
* Hitting a Survivor already afflicted with ***Infection*** with a *Bound Attack* will increase their ***Infection***.
* Crashing into something during a *Bound Attack* will slam a nearby Survivor, causing damage; if not, the Survivor is thrown and loses a Health State if they are thrown into any solid object.

Survivors hit with a *Bound Attack* are unable to leave through the Exit Gate while **The Mastermind's** Power is on cool-down, being blocked by The Entity.

**SPECIAL ABILITY: BOUND VAULT**

If **The Mastermind** hits a dropped Pallet or a Window while using *Virulent Bound*, he vaults over the obstacle.

**SPECIAL AFFLICTION: UROBOROS INFECTION**

The ***Uroboros Infection*** builds over time.
Upon reaching ***Critical Infection***, the Survivor suffers from the ***Hindered*** **Status Effect**, reducing their Movement speed by **-8 %**.

If **The Mastermind** grabs and slams a ***Critically Infected*** Survivor while using *Virulent Bound*, he will automatically begin to carry them.

**SPECIAL INTERACTION: FIRST AID SPRAY**

Survivors can be cured from an ***Uroboros Infection*** by using a **First Aid Spray** on either themselves or on other Survivors.

A limited number of **First Aid Sprays** can be found inside Supply Cases, **6** of which are placed randomly in the environment.
Each **First Aid Spray** may be used **2 times**.
All **Supply Cases** still containing their **First Aid Spray**, as well as any **First Aid Sprays** placed in the environment, are highlighted to ***Infected*** Survivors in **white**.

Using the **First Aid Spray** briefly reveals the Survivor's location through *Killer Instinct*.

#### Power Trivia

**Movement Speeds:**

*Main Article*

* Walking: **4.6 m/s**
* *Bound*: **14 m/s**

**Bound:**

* Power Charge time: **1.5 seconds**
* Power Recharge time: **6 seconds per Charge**
	+ Reduced Power Recharge Time bonus for ***Infected*** Survivors: **-0.5 seconds per infected Survivor**
* Minimum *Bound* distance: **1 metre**
	+ Below this threshold, a *Bound* will not be initiated.
* *Chain Bound Window* duration: **2 seconds**
	+ This refers to for how long after a first *Bound*, a second one can be initiated.
* *Bound* Survivor-Grab duration: **0.86 seconds**

**Bound Durations:**

* First *Bound* duration: **0.5 seconds**
* Second *Bound* duration: **1 second**
	+ This *Bound* is also referred to as the *Chain Bound*, since **The Mastermind** can chain it to the first *Bound*.

**Bound Ranges:**

**The Mastermind's** *Bounds* do ***not*** have a fixed range, only their individual durations and their shared Movement speeds are defined in code.
Due to this and the *Bounds* having acceleration curves, an exact calculation of their range is not possible without in-depth developer-knowledge, only approximations.

* The first *Bound* has an approximate range of **7 metres** (the actual range is shorter due to acceleration).
* The second *Bound* has an approximate range of **14 metres** (the actual range is shorter due to acceleration).

**Bound Camera Modifiers:**

* Yaw multiplier: **x1**
	+ Yaw refers to left-right movement of the camera.
* Yaw limit: **140 °**
* Pitch multiplier: **x1**
	+ Pitch refers to up-down movement of the camera.

**Infection:**

* Maximum ***Infection*** level: **100 Charges**
	+ If a Survivor reaches this level, they will enter ***Critical Infection*** and receive the ***Hindered*** **Status Effect**.
* Passive ***Infection*** gain : **0.8 Charges per second**
* Initial Infection level: **20 Charges**
	+ This refers to the amount of ***Infection*** a Survivor receives when they first become infected.
* Infection Incubation threshold: **20 Charges**
	+ Below this threshold, the ***Infection*** is essentially non-existent.
	The HUD icon and Passive Infection gain only start appearing / taking effect once the threshold is reached.
* Infection Penalty when grabbed while already infected: **+20 Charges**
* Infection Removal *Killer Instinct* duration: **4 seconds**
* Infection Removal Interaction duration: **5 seconds**
* Infection Healing multiplier: **x1** (base used for Add-ons)

**Cool-downs:**

* *Bound* Cancellation cool-down: **1.5 seconds**
* *Bound* cool-downs:
	+ Vaulting an obstacle: **1.5 seconds**
	+ Slamming into a Breakable Wall or Pallet: **2 seconds**
	+ Letting the *Chain Bound Window* elapse: **3 seconds**
	+ Dropping from a ledge: **3 seconds**
	+ Completion with or without hitting a Survivor: **3 seconds**
	+ Completion with throwing a Survivor: **5 seconds**

**Collision Detection:**

*This refers to the Collision Boxes used to detect environmental objects or Survivors during a Bound*
* Horizontal angle: **±10 °**
* Vertical angle: **±20 °**
* Size for Environmental-Object Detection: **20 centimetres**
* Size for Survivor-Grab Detection: **30 centimetres**

**Throw:**

* Throw duration: **0.6 seconds**
* Throw Damage distance: **0.75 metres**
	+ If a Survivor is thrown into an obstacle within that distance, they receive damage and are immobilised.
* Throw Movement Block duration: **1.9 seconds**
	+ This refers to how long after being thrown, Survivors are unable to move for.

**Hindered Effect:**

*The value is applied as a multiplier to the Survivor's Movement speed.*
* Strength: **-8 %**

### Add-ons for Virulent Bound

* Grants **+100 %** bonus Bloodpoints for *Virulent Bound* Score Events.
* **Reduces** the remaining duration of a *Bound* by **-50 %** after colliding with a Survivor.
* **Reduces** the duration of the first *Bound* by **-20 %**.
* **Increases** the duration of the second *Bound* by **+20 %**.
* **Increases** the duration of the first *Bound* by **+20 %**.
* **Reduces** the duration of the second *Bound* by **-20 %**.
* **Increases** your Movement speed while charging *Virulent Bound* by **+5 %**.
* Survivors suffer from the ***Oblivious*** **Status Effect** for **30 seconds** after using a First Aid Spray.
* **Increases** the remaining duration of a *Bound* by **+50 %** after colliding with a Survivor.
* **Reduces** the Power Recharge time by **-10 %**.
* **Increases** the Throw distance of Survivors grabbed *Mid-Bound* by **+30 %**.
* **Increases** your Movement speed during the *Chain Bound Window* by **+8 %**.
* **Increases** the duration of the *Chain Bound Window* by **+50 %**.
* Survivors suffer from the ***Blindness*** **Status Effect** for **60 seconds** when they reach ***Critical Infection***.
* Survivors suffer from the ***Haemorrhage*** **Status Effect** until fully healed when injured using *Virulent Bound*.
* **Increases** the Healing time of the First Aid Spray by **+2 seconds**.
* **Reduces** the Infection timer of Survivors by **-30 %**.
* Grants the ***Undetectable*** **Status Effect** for **20 seconds** whenever a Survivors reaches ***Critical Infection***.
* **Increases** the Infection applied when colliding with Survivors *Mid-Bound* by **+30 %**.
* The Auras of Survivors are revealed to you for **8 seconds** after using a First Aid Spray.
* The Auras of Survivors are revealed to you for **4 seconds** when they reach ***Critical Infection***.

* Causes all Survivors to start the Trial infected with *Uroboros*.
* Survivors suffer from the ***Exposed*** **Status Effect** for **30 seconds** when they reach ***Critical Infection***.

* Grants the ability to break Breakable Walls or Pallets when colliding with them *Mid-Bound*.
* You can no longer vault over **Pallets** using *Virulent Bound*.

*"Only a handful of humans truly matter. Everyone else is just so much chaff. So now I have to separate this chaff from the wheat." — Albert Wesker*

## Achievements

*Main article: Achievements*
There are **2** Achievements related to **The Mastermind**:

## Cosmetic Options

Players can choose from a variety of Cosmetic options to customise **The Mastermind**:

###  In-Game Store

**Expand to view content**
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Collection Name
Release Date
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Albert Wesker (S.T.A.R.S.)
Project W Collection
30 August 2022 (Tuesday)

Description
His time leading a S.T.A.R.S. team was really a cover for more underhanded motivations.

1200

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Name
Collection

Bio-Weapon Uroboros
Project W Collection

His eyes glow red with power granted him from the virus.

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Collection

Leader’s Uniform
Project W Collection

He dressed the part, and inspired trust. That trust, however, was misplaced.

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Name
Collection

Customized Knife
Project W Collection

A wicked blade, different from those used by the rest of S.T.A.R.S.

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Collection Name
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Blighted Wesker
Project W Collection
11 October 2022 (Tuesday)

Description
Nobody could predict the complex interactions that would occur between the serum and Uroboros, but that didn’t stop him from testing it on himself.

1200

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Twisted Brilliance
Project W Collection

His slick, clean-cut hair belied a dangerous mind.

Piece
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Collection

Viscid Overcoat
Project W Collection

An ichorous substance pulsed and grew upon his body, pressing through his clothes.

Piece
Name
Collection

Tainted Knife
Project W Collection

Its blade glowed with a power he had never before seen.

## DLC

*Main Article: Downloadable Content*
**The Mastermind** is part of **1** DLC:

* CHAPTER 25: Resident Evil™: PROJECT W

## Change Log

### Patch 6.2.1

* ***Buff:*** increased the size of the Collision Box for Survivor-Grab Detection during a *Bound* from **20 centimetres** to **30 centimetres**.
	+ This change was motivated by negative Community Feedback towards the Developers having reduced the size for the release of 6.2.0 from originally **40 centimetres** on the 6.2.0 PTB.
	The size of the Collision Box for environmental objects, however, remained the same after a reduction from originally **45 centimetres** on the 6.2.0 PTB, which benefits **The Mastermind**.

### Patch 7.0.1

* ***Quality of Life (undocumented):*** added collision to **The Mastermind** after he has completely vaulted a Pallet.
	+ This change was motivated by his lack of collision at the end of the vaulting animation, allowing Survivors to clip through him enough to vault the Pallet while he is locked in the animation unable to do anything.

### Patch 7.1.2

* ***Quality of Life (undocumented):*** updated and improved the hit validation when performing *Virulent Bound* on Survivors performing rushed actions or unhooking Survivors.
	+ This change was motivated by inconsistencies with **The Mastermind** being able to grab Survivors with *Virulent Bound* from various actions that he was not intended to do.

## Trivia

* **The Mastermind** is one of the most normal-looking Killers in *Dead by Daylight*, with no initially visible physical alterations to him other than his glowing eyes, which he hides behind his sunglasses most of the time.
* **The Mastermind** is the first Killer with a Power that allows him to immediately grab Survivors that is separate from a basic grab.
* **The Mastermind** is the first Killer with the ability to throw Survivors as a means of damaging them.
* **The Mastermind** has the largest Terror Radius of any Killer at a base of **40 metres**.
* **The Mastermind** is the only Killer to be referred to by his real name in the Killer Selection Menu rather than by a descriptive type or his Killer alias.
* The way **The Mastermind** swings his knife is a reference to the way the characters swing their knife in ***Resident Evil*** games.
* **The Mastermind's** default knife is the knife he uses when he is playable in the mercenaries mode of ***Resident Evil 5***.
* **The Mastermind's** mori is a reference to both the first confrontation between Chris Redfield and Wesker in ***Resident Evil CODE: Veronica*** and Excella Gionne's death in ***Resident Evil 5***.
* **The Mastermind's** running animation is a reference to Wesker's running dash attack from ***Resident Evil 5***.
* When stunned, **The Mastermind's** glasses may fall off, resulting in him pulling out another pair from his coat.
* **The Mastermind's** pose in his bio is a reference to one of his artwork from **Teppen** which also originated from The Mastermind's render from **Resident Evil 5**.
	+ The same pose from **Teppen** appears in one of **The Mastermind's** menu animations.

### Voice Actor

* Despite some initial beliefs and theories pointing to **Albert Wesker's** original voice actor from ten ***Resident Evil*** games, D.C. Douglas, reprising his role for *Dead by Daylight*, he himself confirmed that someone else stepped into his shoes for *Dead by Daylight*, and wished the new voice actor best of luck taking on the role of **Albert Wesker**.
* It was ultimately revealed that actor and voice actor Connor Fogarty had taken on the role of voicing **Albert Wesker** for *Dead by Daylight* in collaboration with The Monster Factory Inc.

### Voice-Lines

* **The Mastermind** was the fifth Killer in the Game to speak.
	+ All of his voice lines originate from ***Resident Evil 5***.
	+ He was the third Killer to speak English.
* Keeping with their infamous rivalry, **The Mastermind** has special voice lines when interacting with Chris Redfield.

## Gallery

### In-game assets

* The Mastermind
* The Mastermind (Portrait render)
* The Mastermind (Background image)

* D.C. Douglas confirming on Instagram that he is not reprising his role for *Dead by Daylight*.