Items

In other (unofficial) languages:

**Items** are Unlockables that Survivors in *Dead by Daylight* can use to aid their escape from a Trial.

**Differences to in-game descriptions:**
It is this Wiki's philosophy that any information it provides to the knowledge-seeking Players of *Dead by Daylight* is easily understandable and accurate.
It is for this reason that the Wiki Guardians take the liberty to rephrase and/or reword descriptions, and bring them in line with how the Unlockables actually work.
The main motivation here are descriptions that are ambiguous and require additional explanations, or whose effects work differently depending on the modifier used.
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## Overview

**Items** can be obtained through the Bloodweb or by finding them in Chests during a Trial.

All **Items** have a set amount of Charges that are usually depleted at a modifiable rate of **1 Charge per second**. Once an **Item's** Charges have been used up, the **Item** will become unusable for the remainder of the Trial.

The interactions for picking up **Items** from the ground or dropping them onto it take **1 second** each.

There are several **Items** featured in *Dead by Daylight*:

 **7** | **Limited** Items

### Add-ons

*Main Article: Add-ons*
**Add-ons** allow Survivors to change various properties of an **Item**. Up to **2 Add-ons** may be equipped with an **Item**.

### Chest Loot

*For additional information, see Chests*
The rarity of an Item affects how often it can be found in a Chest. Players will generally find more Common and Uncommon Items than their rarer counterparts. It is possible to get Ultra Rare Items from a Chest, but the chance is very slim (around 2 %, as determined by Community testing).

One can increase the chances of finding rarer Items by using Plunderer's Instinct.

### Keeping Items

If a Survivor manages to escape with an **Item**, it will be kept in their inventory and replenished of charges. However, any equipped **Add-ons** will always be used up, unless the Survivor is using Ace in the Hole.

### Losing Items

If a Survivor dies during a Trial without the White Ward Offering, their **Item** and any attached **Add-ons** will be left in the Trial.

## Item Types

This section lists all currently available Items in *Dead by Daylight*, categorised by their specific type:

### Regular Items

**Regular Items** can be brought into the Trial by Survivors or be obtained as Chest Loot mid-Trial.
There are **6 types** of **Regular Items**:

* Firecrackers
* Flashlights
* Keys
* Maps
* Med-Kits
* Toolboxes

#### Firecrackers

**Firecrackers** are usually available during the Lunar New Year, Winter Events, and Anniversaries, they do not spawn in Chests or in the Bloodweb during the other times of the year.

**Firecrackers** can be used to blind and deafen other Players (both the Killer and Survivors are susceptible to their effects), as well as stun the Killer, if they explode close enough.

* Press the *Use Item button* to detonate the *Firecracker*.
* Detonates into loud bangs and intense light flashes, temporarily blinding and deafening nearby Players.

The *Chinese Firecracker* is consumed on use.

* Press the *Use Item button* to detonate the *Firecracker*.
* Detonates into loud bangs and intense light flashes, temporarily blinding and deafening nearby Players.

The *Third Year Party Starter* is consumed on use.

The *Third Year Party Starter* was only available during the *Third Year Anniversary Event*.
* Press the *Use Item button* to detonate the *Firecracker*.
* Detonates into loud bangs and intense light flashes, temporarily blinding and deafening nearby Players.

The *Winter Party Starter* is consumed on use.

The *Winter Party Starter* is only available during Winter Events.

#### Flashlights

**Flashlights** can be used to blind the Killer and disorient them.

If the Killer is carrying a Survivor on their shoulder, doing so will stun them in place and release the captured Survivor.

* Press the *Use Item button* to light the *Flashlight* for up to **8 seconds**.

* Press the *Use Item button* to light the *Flashlight* for up to **8 seconds**.
* Has an **increased** Aim accuracy of **+20 %**.
* Has a **reduced** Depletion rate of **-11 %**.
* Press the *Use Item button* to light the *Flashlight* for up to **12 seconds**.
* Has an **increased** Beam brightness of **+30 %**.
* Has an **increased** Blindness duration of **+15 %**.
* Has a **reduced** Aim accuracy of **-20 %**.
* Press the *Use Item button* to light the *Flashlight* for up to **8 seconds**.
* Explodes with confetti upon blinding the Killer.Surprise!

The *Anniversary Flashlight* was only available during the *Fourth and Fifth Year Anniversary Events*.

* Press the *Use Item button* to light the *Flashlight* for up to **8 seconds**.

The *Masquerade Flashlight* is only available during Anniversary Events.

* Press the *Use Item button* to light the *Flashlight* for up to **8 seconds**.
* Causes more friendly Ghosts in your life.

The *Will O' Wisp* is only available during Halloween Events.

*"Happy Trick or Treating!"*

#### Keys

**Keys** are generally intended to be used as Aura-reading tools for enemies and allies (albeit only with the use of Add-ons).

In case of the two rarer Keys, given they have some Charge left in them, they can also be used to unlock the **Hatch**, if it was previously closed by the Killer.

* 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.
* 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.
* 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.

#### Maps

**Maps** are used as Aura-reading tools for objectives.

**Maps** passively track nearby objectives and reveal their Aura across the Trial Grounds whenever the Player activates the Item.

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.

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.

#### Med-Kits

**Med-Kits** are used to heal other Survivors at increased speeds, but also allow to heal one's self at a penalty.

* **Increased** Altruistic Healing speed of **+35 %**.

Unlocks the Self-Heal action:
* **Reduced** Personal Healing speed of **-33 %**.
* **Reduced** Item efficiency of **-33 %**.

The *Camping Aid Kit* has a Capacity of **24 Charges**.
* **Increased** Altruistic Healing speed of **+40 %**.

Unlocks the Self-Heal action:
* **Reduced** Personal Healing speed of **-33 %**.
* **Reduced** Item efficiency of **-33 %**.

* **Increased** Altruistic Healing speed of **+45 %**.

Unlocks the Self-Heal action:
* **Reduced** Personal Healing speed of **-33 %**.
* **Reduced** Item efficiency of **-33 %**.

The *Emergency Med-Kit* has a Capacity of **24 Charges**.
* **Increased** Altruistic Healing speed of **+50 %**.

Unlocks the Self-Heal action:
* **Reduced** Personal Healing speed of **-33 %**.
* **Reduced** Item efficiency of **-33 %**.

The *Ranger Med-Kit* has a Capacity of **24 Charges**.
* Makes you **considerably more** visible.

Can be used to heal other Survivors:
* **Increased** Altruistic Healing speed of **+40 %**.

Unlocks the Self-Heal action:
* **Reduced** Personal Healing speed of **-33 %**.
* **Reduced** Item efficiency of **-33 %**.

The *All Hallows' Eve Lunchbox* has a Capacity of **24 Charges**.

The *All Hallows' Eve Lunchbox* is only available during Halloween Events.
* **Increased** confetti of **+100 %**.

Can be used to heal other Survivors:
* **Increased** Altruistic Healing speed of **+40 %**.

Unlocks the Self-Heal action:
* **Reduced** Personal Healing speed of **-33 %**.
* **Reduced** Item efficiency of **-33 %**.

The *Anniversary Med-Kit* has a Capacity of **24 Charges**.

The *Anniversary Med-Kit* was only available during the *Fourth and Fifth Year Anniversary Events*.
* **Increased** confetti of **+100 %**.

Can be used to heal other Survivors:
* **Increased** Altruistic Healing speed of **+40 %**.

Unlocks the Self-Heal action:
* **Reduced** Personal Healing speed of **-33 %**.
* **Reduced** Item efficiency of **-33 %**.

The *Masquerade Med-Kit* has a Capacity of **24 Charges**.

The *Masquerade Med-Kit* is only available during Anniversary Events.
*"Happy Anniversary! To your health!" — The Dead by Daylight Team*

#### Toolboxes

**Toolboxes** are used to accelerate Generator Repairs, but can also be used to sabotage and temporarily break Hooks.

* **Increased** Generator Repair speed of **+50 %**.
* **Reduced** Good Skill Check Success zone of **-10 %**.
* Unlocks the Sabotage action.

The *Worn-Out Toolbox* has a Capacity of **16 Charges**.
* **Increased** Generator Repair speed of **+50 %**.
* Unlocks the Sabotage action.
* **Increased** Hook Sabotage speed of **+10 %**.

The *Toolbox* has a Capacity of **20 Charges**.
* **Increased** Generator Repair speed by **+50 %**.
* Unlocks the Sabotage action.

* **Increased** Generator Repair speed of **+75 %**.
* Unlocks the Sabotage action.
* **Decreased** Hook Sabotage speed of **-10 %**.

* **Increased** Generator Repair speed of **+10 %**.
* Unlocks the Sabotage action.
* **Increased** Hook Sabotage speed of **+50 %**.

*Alex's Toolbox* has a Capacity of **24 Charges**.
* **Increased** Generator Repair speed of **+100 %**.
* Unlocks the Sabotage action.
* **Decreased** Hook Sabotage speed of **-25 %**.

The *Engineer's Toolbox* has a Capacity of **16 Charges**.
* **Increased** Generator Repair speed of **+50 %**.
* Detonates a firework once depleted.Yay!
* Unlocks the Sabotage action.

The *Anniversary Toolbox* has a Capacity of **32 Charges**.

The *Anniversary Toolbox* was only available during the *Fourth and Fifth Year Anniversary Events*.
* **Increased** Generator Repair speed of **+50 %**.
* Succeeding a Great Skill Check detonates a small cluster of firecrackers.
* Missing a Skill Check detonates fireworks.
* Unlocks the Sabotage action.

The *Festive Toolbox* has a Capacity of **32 Charges**.

* **Increased** Generator Repair speed of **+50 %**.
* Detonates a firework once depleted.Yay!
* Unlocks the Sabotage action.

The *Masquerade Toolbox* has a Capacity of **32 Charges**.

The *Masquerade Toolbox* is only available during Anniversary Events.
*"Happy Anniversary! We're fixin' to have a big party!" — The Dead by Daylight Team*

### Limited Items

**Limited Items** are special Items which are often, but not always, associated with a specific Killer's Power.

**Limited Items** are called that, because they are limited to Trials only and are unobtainable outside of them.
Successfully escaping with a **Limited Item** usually triggers a special Score Event for some extra Bloodpoints, but the Player does not get to keep the Item.
It will automatically be consumed by The Entity.

Most **Limited Items** will have their Auras revealed to all Survivors on the Map when they are on the ground.

The Flash Grenade is a special **Limited Item**, as it can be crafted mid-Trial by the Survivor equipped with the appropriate Perk.

**Limited Items** were originally implemented in Patch 5.0.0, alongside the release of CHAPTER 20: Resident Evil™.

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.

A medication that helps reverse the effects of an *Uroboros* infection.
* Press the *Use Item button* to cure yourself or another Survivor from the ***Uroboros Infection***.
* Can be found in Supply Cases located in the environment.

The *First Aid Spray* has **2 Uses**.
Craftable when using Flashbang.Can be used as a distraction or blinding device.
* Press the *Use Item button* to detonate the *Flash Grenade*.
* Detonates with a loud bang and flashing lights, temporarily blinding and deafening any nearby Players.
* Triggers a *Loud Noise Notification*.

It can only be found on the *Nostromo Wreckage* Map.
* Crouch over the body of a dead cosmonaut found in the environment and press the *Interaction button* to pick up the *Keycard*.
* Insert it into the terminal located by the Mass Hall to hack it.
	+ Perform the *Hack Terminal* interaction by pressing the keybinds for **Left, Down, Up, Right**.
	+ Hacking the terminal opens an airlock door to a secret room containing a Chest.

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 pocket mirror pulled from the **White Glyph**.Its surface is frosty.
* Grants **25,000** bonus Bloodpoints when escaping the Trial with it.

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**.

A vaccine that helps reverse the effects of a *T-Virus* infection.
* Press the *Use Item button* to cure yourself or another Survivor from the ***T-Virus Infection***.
* Can be found in Supply Cases located in the environment.

The *Vaccine* has **1 Use**.
***Limited Items*** are consumed on use and also cannot be brought back to the Campfire after a Trial, with The Entity consuming them after leaving the Trial.

### Unused Items

**Unused Items** exist in the game's code, but are not available by any means.

### Item Categories

As of Patch 7.0.0, **Items** are divided into **3 Categories**, which determine their behaviour with the Load-Out, interaction with Perks, and exiting the Trial:

1. Survivor Items
	* These are **Regular Items** which return to a Survivor's inventory should they successfully escape the Trial.
2. Special Items
	* These are **Limited Items** which are related to specific Killer Powers, such as the Lament Configuration, Survivors may only temporarily interact with and carry them.
3. Temporary Items
	* These are **Limited Items** which can be used like **Regular Items** during the Trial, but do not return to a Survivor's inventory upon escaping the Trial.
	They remain within the Trial Grounds, consumed by **The Entity**.

## Change Log

### Patch 3.6.0

* Items that run out of Charges are no longer consumed, and can be kept upon Escaping.
* An Item's Add-ons are now consumed upon Escaping the Trial.

### Patch 7.0.0

* All **Limited Items** are now carried in their own special slot, allowing Survivors to carry a regular Item alongside them.
	+ This also shields **Limited Items** from Franklin's Demise and Hoarder.
	+ Previously, this behaviour was unique to the VHS Tape.

## Trivia

* VK.ID-3994723 is not a reference to vk.com as some Players speculated. The user with this ID wrote that there is no connection between this Game and them.

## References

1. ↑ https://www.reddit.com/r/deadbydaylight/comments/bxk4hj/ive\_analyzed\_data\_from\_over\_800\_survivor\_chests/ 800+ Chests Study. Reddit post. Retrieved 8 June 2019