Guards

In other (unofficial) languages:

The **Guards** are a Game Mechanic unique to The Knight, as well as non-player Characters, that were implemented into ***Dead by Daylight*** in Patch 6.4.0.

## Overview

The **Guards**, as former members of the *"Guardia Compagnia"* and loyal friends to The Knight as *"The Faithful Three"*, can be summoned by him at will.

Summoned **Guards** patrol nearby areas along a set ***Patrol Path***, execute orders, and even hunt nearby Survivors, while providing some intelligence to The Knight, as he can read their Auras at all times.

Patrolling **Guards** will start a *Hunt* when a Survivor comes within their Detection radius, which is outlined in **white** and visible to both The Knight and Survivors.

The *Hunt* will continue until either the Survivor outlasts the timer, grabs the **Guard's Standard**, or unhooks another Survivor.
If a **Guard** manages to close enough distance to the Survivor, they will attack them, which injures or even downs the Survivor, depending on their Health State.

## The Carnifex

**The Carnifex**, formerly known as *"Sander Rault"*, matched Tarhos in size and strength and wields a massive Battle Axe.

He is able to break and damage objects faster than the other **Guards** and has a longer *Hunt* phase.

### Numbers

* Patrol speed: **3.4 m/s**
* *Break or Damage Action* duration: **2 seconds**
* Patrol duration: **12 seconds**
* Hunt speed: **4.1 m/s**
* Attacks cause ***Deep Wound***: **no**
* Flag Materialisation time: **10 seconds**
* Hunt duration: **24 seconds**
* Spawn Vision range: **2 metres**
* Patrol Vision range: **8 metres**

## The Assassin

**The Assassin**, formerly known as *"Durkos Malecek"*, showed an aptitude for stealth and silent kills.

He moves faster than the other **Guards** during a *Hunt* and causes the ***Deep Wound*** **Status Effect** on Survivors he attacks.

### Numbers

* Patrol speed: **3.4 m/s**
* *Break or Damage Action* duration: **6 seconds**
* Patrol duration: **12 seconds**
* Hunt speed: **4.4 m/s**
* Attacks cause ***Deep Wound***: **yes**
* Flag Materialisation time: **5 seconds**
* Hunt duration: **12 seconds**
* Spawn Vision range: **2 metres**
* Patrol Vision range: **8 metres**

## The Jailer

**The Jailer**, formerly known as *"Alejandro Santiago"*, apprenticed with the Guardia Compagnia's Armourer.

He moves faster than the other **Guards** during a *Patrol*, has a larger Detection radius, and longer *Patrol* phase.

### Numbers

* Patrol speed: **4.1 m/s**
* *Break or Damage Action* duration: **6 seconds**
* Patrol duration: **24 seconds**
* Hunt speed: **4.1 m/s**
* Attacks cause ***Deep Wound***: **no**
* Flag Materialisation time: **5 seconds**
* Hunt duration: **12 seconds**
* Spawn Vision range: **2 metres**
* Patrol Vision range: **14 metres**

## General Statistics

* *Guard Order*, maximum distance: **6 metres**
* Spawn time: **1.5 seconds**
* Vision angle: **180 °**
* Vision Radius Expansion duration: **1 second**
	+ This refers to how long it takes for a **Guard's** Vision radius to reach its full range, since it grows from the centre of the **Guard's** model outwards after they first spawn.
* Hunt Start-up duration: **2.5 seconds**
	+ This refers to the time it takes a **Guard** to travel to the location the Survivor was detected at before the actual *Hunt* starts.
	+ This time is progressively reduced if the ***Patrol Path*** exceeds a length of **10 metres** and ranges from a reduction of **-10 %** to a maximum of **-25 %** if the length reaches **32 metres**.
* Pulling Survivors out of Lockers: **3 seconds**
* Killer Instinct duration: **3 seconds**
* Pallet and Vault Slow-down speed: **220 (?)**
* Pallet and Vault Slow-down duration: **1 second**
* Minimum Aura visibility distance: **12 metres**
	+ Below this threshold, **The Knight** is unable to see an Aura of his **Guards**.
* Progression Penalty when Damaging Generators: **-5 %** of total Progression

## General Abilities

**Guards**, unlike Zombies, are impervious to stuns and cannot be blinded by Flashlights.
**Guards** also cannot be stunned by dropping a Pallet on them, as they will simply phase through the obstacle.
**Guards** also phase through Windows and do not need to vault over them.

When a Survivor is detected by a **Guard**, the **Guard** is programmed to reach that exact location during the wind-up phase of a *Hunt* in exactly **2.5 seconds**.
To achieve this, a **Guard** will beeline to that location and phase through any solid object in their path.

Should a Survivor have been detected on a different floor to the **Guard** himself, he will float through the air or even floors/ceilings to reach the location in the given time frame.
During the wind-up phase of a *Hunt*, **Guards** do not follow their regular pathing using during the *Hunt* itself.

## Hunt Phase

When a **Guard** spots a Survivor anywhere within their Detection radius, they will roar and immediately beeline towards the Survivor's exact location to place a **Standard**.

Once the **Standard** is placed and starts to materialise, the actual *Hunt* starts and the **Guard** starts chasing the *Hunted Survivor*.
The **Guard** will chase the *Hunted Survivor* for the duration of the *Hunt* until he manages to injure or down them.
If the Survivor outlasts the *Hunt* or manages to fulfil one of the ending conditions, the **Guard** will stop the chase and dissolve.

The *Hunted Survivor* has three options to prevent taking damage from the **Guard** during a *Hunt*:

* Unhooking another Survivor
* Outrunning the **Guard** until the *Hunt* ends automatically
* Grabbing the **Standard** by walking into it.

If **The Knight** manages to hit the *Hunted Survivor* first, the **Guard** will immediately stop the *Hunt* and dissolve as well.

If the Survivor enters a Locker, the **Guard** will open the Locker, pull the Survivor out and damage them.

### Standards

Each **Guard** places a **Standard** into the ground at the location they first detected the Survivor at.

The **Standard** takes some time to materialise first, during which the Survivor cannot grab it.
Once the **Standard** has fully materialised, a signal horn sounds.

From that point onwards, the Survivor can grab the **Standard** simply by walking into it, which immediately ends the *Hunt* and grants that Survivor a **50 %** ***Haste*** **Status Effect** and the ***Endurance*** **Status Effect**, both for **3 seconds** (the effect is equivalent to using the Perk Sprint Burst).

The *Hunted Survivor* can see the Aura of the **Standard** in **white** as soon as the signal horn has sounded.

## Trivia

* The free-floating camera while drawing the ***Patrol Path*** will emit the stinger sound effect Killers have when starting to move after having stood still for a while.
* **Guards** react to *Loud Noise Notifications* created by Survivors, akin to The Nemesis' Zombies.
* While **Guards** do not apply any effects from Generator-related Perks when ordered to damage Generators, the action does count towards Tome Challenges that require the Killer to damage a certain number of Generators.
**Guards** also trigger the relevant Score Events.

## Gallery

### Guards

* The Carnifex
* The Assassin
* The Jailer

### Guards carrying Standards

* The patrolling Carnifex carrying his Standard on his back
* The patrolling Assassin carrying his Standard on his back
* The patrolling Jailer carrying his Standard on his back

### Deep Wound

* The Assassin's attacks deal ***Deep Wound***

### Hologram

* The Carnifex' Hologram
* The Assassin's Hologram
* The Jailer's Hologram

### Standards

* The Carnifex' Standard
* The Assassin's Standard
* The Jailer's Standard
* The Carnifex' Standard being built
* The Aura of a finished, grabbable Standard