Emblems

In other (unofficial) languages:

The **Emblem System**, also just referred to as *"Emblems"*, is a Ranking Game Mechanic used to determine a Player's Grade.
It was originally introduced with Patch 1.9.4.

Before Grades were implemented with Patch 5.2.0, **Emblems** played an integral role in *Dead by Daylight's* matchmaking system for ranked Trials, as it determined a Player's Rank and thereby how they would be matched.
Since reworking Ranks into Grades, the **Emblem System** no longer determine one's matchmaking scoring and merely track successful Trials regarding the Grading System.

The Tally Screen shown to Players after they leave a Trial has a section that breaks down the Emblem Points achieved by the Player in the Trial.The numbers displayed when hovering over an Emblem's symbol are **PERCENTAGES**, not points.The *"Scoring Points"* featured on this page are the actual scores the game tracks and uses to calculate the percentages in the Tally Screen.Please do not confuse the two.

## Overview

The **Emblem System's** original purpose was as the main Ranking System for ranked Trials in *Dead by Daylight*, a purpose it held up to Patch 5.2.0, when Grades were introduced and the Game switched to skill-based matchmaking using a hidden scoring system.

## Use

### Ranking System (former)

The **Emblem System** originally replaced two different Ranking Systems that had become obsolete and inadequate for the faster-paced *Dead by Daylight* of early 2018, compared to the slower-paced Trials of 2016 and 2017.

It replaced the Victory Cube System that had been used for Killers and the original Bloodpoint-based System that had been used for Survivors.

### Grading System (current)

With the introduction of Grades in Patch 5.2.0, the **Emblem System** is now used to determined a Player's Grade based on their performance in Trials, which is measured across four Categories that represent the core gameplay mechanics of the Game.

**Emblems** must be earned and come in four Qualities.
The more **Emblems** a Player has earned during the last Trial and of the higher their respective Quality is, the more Pips are awarded towards the Player's Grade.

## Emblem Qualities

**Emblems** come in **4 different Qualities**.

The Quality of an **Emblem** can be likened to a type of grade.
Each Quality represents a certain number of **Emblem Points**, which are added together and then converted into **Pips** to determine whether a Player receives progress towards their Grade or not.

### Bronze

Receiving a **Bronze Emblem** indicates that the Player performed poorly in its associated Gameplay Category.
The Player successfully completed a few actions that contribute towards the **Emblem**, but also failed several of them.

### Silver

Receiving a **Silver Emblem** indicates that the Player performed adequately in its associated Gameplay Category.
The Player successfully completed several actions that contribute towards the **Emblem**, but also failed a few of them.

### Gold

Receiving a **Gold Emblem** indicates that the Player exceeded expectations in its associated Gameplay Category.
The Player successfully completed several actions that contribute towards the **Emblem**.

### Iridescent

Receiving an **Iridescent Emblem** indicates that the Player performed outstandingly its associated Gameplay Category.
The Player successfully completed all actions that contribute towards the **Emblem**.

### None

Failing to receive an **Emblem** indicates that the Player performed dreadfully in its associated Gameplay Category.
The Player failed all actions that contribute towards the **Emblem**.

## Emblem Scoring & Quality Thresholds

### Scoring Points

Each **Emblem** tracks specific gameplay events during the Trial, which add or deduct Scoring Points to or from the **Emblem**.
The amount of points are then used to determine each **Emblem's** Quality after the Trial.

The Scoring Points are hidden to Players during the Trial and tracked in the background.

When Players hover over their **Emblems** in the Tally Screen, a pop-up reveals a break-down of the actions that contributed towards or against the **Emblem's** achieved Quality, as well as the Scoring Points.

### Quality Thresholds

The break-down pop-up also displays a Progress bar that converts the Scoring Points at the very bottom into percentages contributing towards the **Emblem's** Quality.

The Progress bar displays the different Quality Thresholds right above it with icons in the corresponding colours and the shape of a shield.

## Emblem Types

**Emblems** come in four types per side, which represent the four core gameplay mechanics of *Dead by Daylight's* Trials and were originally represented by the four categories still used today in Score Events:

### Survivor Emblems

#### Lightbringer

The **Lightbringer Emblem** grades how much the Player participated in progressing the main objective as a Survivor.

The **Lightbringer Emblem** tracks the following interactions:

* Repairing Generators actively
	+ This refers to any progress the Player themselves make towards completing Generators.
* Repairing Generators passively
	+ This refers to any progress other Survivors make towards completing Generators while the Player is engaging the Killer in a Chase.
* Cleansing Totems
	+ This includes both **Dull Totems** and **Hex Totems**
* Opening Exit Gates

##### Scoring Points

The Player's goal is to gain as many points towards this **Emblem** as possible during a Trial
The starting value for this **Emblem** is **0 points**, which is equivalent to **No Emblem obtained**:

* **+5 points**:
	+ added to all Survivors' point inventories each time a Generator is completed
	+ added for another Survivor cleansing a **Dull Totem** while the Player is in a Chase
* **+10 points**:
	+ added for another Survivor cleansing/blessing a **Hex Totem** while the Player is in a Chase
* **+15 points**:
	+ added for opening an Exit Gate
		- can be awarded twice if the Player manages to open both Gates
* **+20 points**:
	+ added for cleansing a **Dull Totem**
* **+50 points**:
	+ added for cleansing/blessing a **Hex Totem**
* **up to +33.33 points per Generator**:
	+ added for passively repairing Generators
		- grants **1/3 point** for each percent other Players contribute towards completing a Generator
* **up to +100 points per Generator**:
	+ added for actively repairing Generators
		- grants **1 point** for each percent the Player contributes towards completing the Generator
		- the points are split evenly across all Survivors repairing the Generator at the same time

#### Unbroken

The **Unbroken Emblem** grades the Player's ability to survive during Trials as a Survivor.
It is unique amongst **Emblems** in its scoring in that it works backwards: the fewer points the Player has, the better the Quality.
It also has uniquely fixed thresholds for its qualities, that are defined in code, rather than calculated based on the number of points one obtained.

The **Unbroken Emblem** tracks the following interactions:

* Escaping a Trial without having entered the Dying State once
	+ This grants **Iridescent Unbroken**.
* Escaping a Trial having entered the Dying State at least once
	+ This grants **Gold Unbroken**.
* Failing to escape a Trial, but having survived for at least **9 minutes**
	+ This grants **Silver Unbroken**.
* Failing to escape a Trial, but having survived for at least **5 minutes**
	+ This grants **Bronze Unbroken**.
* Failing to escape a Trial and having survived for less than **5 minutes**
	+ This grants no **Emblem**.

##### Scoring Points

The Player's goal is to gain as few points towards this **Emblem** as possible during a Trial
The starting value for this **Emblem** is **0 points**, which is equivalent to **Iridescent Unbroken**:

* Only apply when the Player manages to escape the Trial:
	+ **0 points**:
		- added for escaping without entering the **Dying State** once
	+ **+1 point**:
		- added for escaping, but having entered the **Dying State** at least once
* Only apply when the Player fails to escape the Trial:
	+ **+799 points**:
		- added for failing to escape, but having survived for more than **9 minutes**
	+ **+899 points**:
		- added for failing to escape, but having survived for more than **5 minutes**
	+ **+999 points**:
		- added for failing to escape and having survived for less than **5 minutes**

#### Benevolent

The **Benevolent Emblem** grades the altruistic behaviour of Survivors during the Trial in general.

The **Benevolent Emblem** tracks the following interactions:

* Survivors being put on Hooks
* Survivors being safely unhooked again, or not
* Altruistic actions in general:
	+ Healing other Survivors
	+ Rescuing other Survivors from the Killer's grasp
	+ Baiting the Killer into hitting a Survivor while carrying another Survivor
	+ Taking *Protection Hits* in general

##### Scoring Points

The Player's goal is to gain as many points towards this **Emblem** as possible during a Trial.
The starting value for this **Emblem** is **35 points**, which is equivalent to **Bronze Benevolent**:

* **-30 points**:
	+ deducted from the Rescuer's point inventory if the Rescuee is downed again within **10 seconds**
* **-10 points**:
	+ deducted from all Survivors' point inventories when any other Survivor is hooked
* **0 points**:
	+ added for getting hit by the Killer
	+ added for personal Healing actions
* **+10 points**:
	+ added for altruistic Healing actions
	+ added to all Survivors' point inventories when any other Survivor is unhooked
	+ added for taking a *Protection Hit* while the Killer is carrying another Survivor
	+ added for causing a Survivor to wiggle free because of sabotaging a Hook within **10 metres** of the Killer
* **+20 points**:
	+ added to the Rescuer's point inventory if the Rescuee is ***not*** downed again within **10 seconds**
* **+30 points**:
	+ added for rescuing another Survivor from the Killer's grasp

Additionally, the following multipliers may be applied:

* **x0.15**:
	+ applied to all positive *Benevolent* actions performed in the Basement
	+ applied to all positive *Benevolent* actions performed after powering up the Exit Gates

#### Evader

The **Evader Emblem** grades the Player's ability to stay hidden from the Killer, as well as their ability to win chases (losing the Killer).

The **Evader Emblem** tracks the following interactions:

* Being in the Killer's proximity without initiating a Chase
* Stunning the Killer with Pallets
* Winning or losing Chases and their general duration

##### Quality Thresholds

	+ Should the Chase be reinitiated within that buffer, it will continue
* On-going Chases are evaluated every **15 seconds**, banking the current scores for the Player.

##### Scoring Points

The Player's goal is to gain as many points towards this **Emblem** as possible during a Trial.
The starting value for this **Emblem** is **100 points**, which is equivalent to **No Emblem obtained**:

* **-10 points**:
	+ deducted when a Chase results in the Player getting hit by the Killer (= Chase lost)
* **0 points**:
	+ added for initiating a Chase.
* **+50 points**:
	+ added for stunning the Killer with a Pallet
* **1 point per second**:
	+ added for being inside the Killer's Terror Radius without being chased
		- applies a multiplier of **x0** if the Killer is farther than **64 metres** away, negating all points
		- applies a multiplier of **x0.1** if the Killer is closer than **64 metres** away
		- applies a multiplier of **x0.3** if the Killer is closer than **45 metres** away
		- applies a multiplier of **x0.5** if the Killer is closer than **30 metres** away
		- applies a multiplier of **x1.1** if the Killer is closer than **20 metres** away
		- applies a multiplier of **x2.2** if the Killer is closer than **10 metres** away
		- applies a multiplier of **x6** if the Killer is closer than **5 metres** away
* **up to 250 points per second**:
	+ added for being chased by the Killer; depends on the duration of the Chase; is only awarded **AFTER** the Chase ends
		- if the Chase lasted more than **60 seconds**, the value is set to **250 points per second**
		- if the Chase lasted fewer than **60 seconds**, the value is set to **125 points per second**
		- if the Chase lasted fewer than **45 seconds**, the value is set to **60 points per second**
		- if the Chase lasted fewer than **30 seconds**, the value is set to **25 points per second**
		- if the Chase lasted fewer than **15 seconds**, the value is set to **1 points per second**
		- applies a multiplier of **x0.1** if the Killer is closer than **60 metres** away
		- applies a multiplier of **x0.3** if the Killer is closer than **45 metres** away
		- applies a multiplier of **x0.6** if the Killer is closer than **20 metres** away
		- applies a multiplier of **x1.2** if the Killer is closer than **5 metres** away

Additionally, the following multipliers may be applied:

* **x2**:
	+ applied to all points gained during a Chase, if the Chase was won (losing the Killer without getting hit)
* **x0.5**:
	+ applied to all points gained during a Chase, if the Chase was lost (getting hit or being downed)

### Killer Emblems

#### Gatekeeper

The **Gatekeeper Emblem** grades the Player's ability to slow down the Generator Progress of Survivors for as long as possible.

The **Gatekeeper Emblem** tracks the following interactions:

* Number of incomplete Generators remaining
	+ This number is tracked and evaluated each minute for the first **nine minutes** of the Trial
* Whether the Trial ended with the Exit Gates remaining closed or not

##### Scoring Points

The Player's goal is to gain as many points towards this **Emblem** as possible during a Trial.
The starting value for this **Emblem** is **0 points**, which is equivalent to **No Emblem obtained**:

* **10 points**:
	+ added if the Trial ends with both Exit Gates remaining closed
* **up to 45 points**:
	+ added once per minute for each Generator that remains unrepaired; stops tracking after **9 minutes** have elapsed
		- if **no Generators** remain during the check, the value is set to **0 points**
		- if **1 Generators** remain during the check, the value is set to **1 point**
		- if **2 Generators** remain during the check, the value is set to **2 points**
		- if **3 Generators** remain during the check, the value is set to **3 points**
		- if **4 Generators** remain during the check, the value is set to **4 points**
		- if **5 Generators** remain during the check, the value is set to **5 points**

#### Devout

The **Devout Emblem** grades the Player's ability to sacrifice and kill Survivors.

The **Devout Emblem** tracks the following interactions:

* Death by sacrifice
* Death by bleeding out
* Death by the Killer's own hand
* Death by ***Reverse Bear Traps***
* Death by disconnect
* Hooking all Survivors at least once
* Hooking Survivors collectively for at least **9 times**

##### Scoring Points

The Player's goal is to gain as many points towards this **Emblem** as possible during a Trial.
The starting value for this **Emblem** is **0 points**, which is equivalent to **No Emblem obtained**:

* **0 points**:
	+ added for each Survivor who died by bleeding out
* **1 point**:
	+ added for having hooked all Survivors at least **1 time**
	+ added for having hooked Survivors collectively at least **9 times**
* **2 points**:
	+ added for each Survivor who died by being sacrificed on a Hook
	+ added for each Survivor who died by being killed by the Killer's own hand
	+ added for each Survivor who disconnected from the Trial

#### Malicious

The **Malicious Emblem** grades the Player's ability to apply pressure to Survivors and prevent them from helping one another through altruistic actions.

The **Malicious Emblem** tracks the following interactions:

* Damaging Survivors
* Interrupting Survivors mid-interaction
* Hooking Survivors
* Survivors managing to heal themselves or be healed by other Survivors

##### Scoring Points

The Player's goal is to gain as many points towards this **Emblem** as possible during a Trial.
The starting value for this **Emblem** is **0 points**, which is equivalent to **No Emblem obtained**:

* **-1 point**:
	+ deducted each time a Survivor is healed from injury
	+ deducted each time a Survivor escapes the Killer's grasp
* **1 point**:
	+ added each time the Killer hits a Survivor
* **2 points**:
	+ added each time a Survivor reaches a new Hook State

#### Chaser

The **Chaser Emblem** grades the Player's ability to find and chase Survivors.

The **Chaser Emblem** tracks the following interactions:

* Damaging Survivors
* Interrupting Survivors mid-interaction
* Hooking Survivors
* Survivors managing to heal themselves or be healed by other Survivors

##### Scoring Points

The Player's goal is to gain as many points towards this **Emblem** as possible during a Trial.
The starting value for this **Emblem** is **0 points**, which is equivalent to **No Emblem obtained**:

* **-7.5 points per second**:
	+ deducted for being in extreme proximity to a hooked Survivor (**within 8 metres**); only applied after **10 seconds**
* **-3 points per second**:
	+ deducted for being in moderate proximity to a hooked Survivor (**within 16 metres**); only applied after **10 seconds**
* **0 points**:
	+ added for ending a Chase after losing the chased Survivor
* **5 points**:
	+ added for finding a Survivor and initiating a Chase
* **55 points**:
	+ added for damaging the chased Survivor during a Chase
* **up to 90 points per second**:
	+ added for chasing a Survivor; depends on the duration of the Chase; is only awarded **AFTER** the Chase ends
		- if the Chase lasted up to **15 seconds**, the value is set to **90 points per second**
		- if the Chase lasted up to **30 seconds**, the value is set to **60 points per second**
		- if the Chase lasted up to **45 seconds**, the value is set to **50 points per second**
		- if the Chase lasted up to **60 seconds**, the value is set to **40 points per second**
		- if the Chase lasted more than **60 seconds**, the value is set to **30 points per second**

## Grading

*Main article: Grades*
The Quality of an **Emblem** determines the amount of **Emblem Points** the Game awards towards the Player's **Pips** used for the Grades:

 **Iridescent** | +4

### Pipping Conditions

The **Pips**, determined by the number of obtained **Emblem Points**, progress a Player's Grade.
The higher their current **Grade**, the more **Emblem Points** or **Emblems** of better Qualities must be obtained to grade up.

## Change Log

### Patch 2.0.0

* Adjusted several thresholds to obtain certain Emblem Qualities.

### Patch 2.3.0

* Hooking each Survivor at least once during the Trial now guarantees a **Bronze** Devout Emblem.
* Remaining within **16 metres** of a hooked Survivor for a prolonged period of time now degrades the Chaser Emblem's Quality over time.

### Patch 3.0.0

* Added events for Lightbringer Emblem scoring:
	+ 20 points for cleansing a Dull Totem.
	+ 5 points if a Dull Totem is cleansed while you are in a Chase.
	+ 10 points if a Hex Totem is cleansed while you are in a Chase.
	+ 1/3 points for each percent of a Generator repaired while you are in a Chase.
* Added event for Benevolent Emblem scoring: 10 points for sabotaging a Hook within **10 metres** of a Killer carrying a Survivor, if the carried Survivor then wiggles free.
* Added event for Evader Emblem scoring: 50 points for stunning the Killer with a Pallet.

## Trivia

* According to their file name, **Iridescent Emblems** were originally going to be **Platinum Emblems**.
* Entering the **Dying State** by using the Perk Plot Twist ***does*** count for the **Unbroken** Emblem. Therefore it is recommended not to use it if the Player aims to get **Iridescent Unbroken** or **Gold Unbroken**.