Dead by Daylight

Dead by Daylight

257 Achievements

4,990

804.5-1000+h

Xbox One
Xbox Series
Log in or Register to track Dead by Daylight achievements progress.
Expert Generalist

Expert Generalist

Escape 8 times while repairing the equivalent of 1 generator with only 2 universal perks equipped.

10

0.3%

How to unlock the Expert Generalist achievement in Dead by Daylight - Definitive Guide

This achievement was added into the game when the Stranger Things characters were removed from the store in 2021 due to a license expiring.

At the time of writing, there are 20 universal survivor perks (6 of these used to be Nancy and Steve's perks that were made universal after those characters were removed from the store):

Dark Sense - Each time a Generator is completed, the Aura of the Killer is revealed to you for 5 seconds.
Once the last Generator is completed, the Aura of the Killer is revealed to you for 5/7/10 seconds.

Deja Vu - The Auras of the 3 Generators in closest proximity to one another are revealed to you for 30/45/60 seconds at the start of the Trial, and each time a Generator is completed.
If you are holding a Map, Generators revealed by Déjà Vu are automatically added to it.

Guardian (Formerly Babysitter) - When you unhook a Survivor, the rescued Survivor benefits from the following effects for 4/6/8 seconds:
Scratch Marks and Pools of Blood are suppressed.
7 % Haste Status Effect, boosting their Movement speed.
Guardian reveals the Killer's Aura to you for 8 seconds.

Hope - As soon as the Exit Gates are powered, gain a 5/6/7 % Haste Status Effect for 120 seconds.

Inner Healing (Formerly Inner Strength) - Each time you cleanse a Totem, Inner Healing activates:
You are automatically healed 1 Health State when hiding inside a Locker for 10/9/8 seconds while injured or suffering from the Deep Wound Status Effect.
Inner Healing does not activate if you currently suffer from the Broken Status Effect.


Kindred - While you are hooked:
The Auras of all Survivors are revealed to one another.
Whenever the Killer is within 8/12/16 meters of your Hook, their Aura is revealed to all Survivors.
While any another Survivor is hooked:
The Auras of all other Survivors are revealed to you.
Whenever the Killer is within 8/12/16 meters of the hooked Survivor, their Aura is revealed to you.

Kinship (Formerly Camaraderie) - While you are on the Hook in the Struggle Phase, Kinship activates:
If another Survivor is within 16 meters of your Hook while Kinship is active, the Struggle Phase timer is paused for 26/30/34 seconds.

Lightweight - Your Scratch Marks begin to fade 1/2/3 seconds sooner.

No One Left Behind - Once at least one Exit Gate has been opened, No One Left Behind activates:
Gain a 30/40/50 % Action Speed bonus to Unhooking and Healing other Survivors
The Auras of all other Survivors are revealed to you.
Grants 50/75/100 % bonus Bloodpoints for actions in the Altruism Category.

Plunderer's Instinct - The Auras of closed Chests and dropped Items in the environment within 16/24/32 meters of your location are revealed to you.
Grants a considerably better chance at finding an Item of a higher Rarity from Chests.

Premonition - Receive an auditory warning upon looking in the Killer's direction within a 45 ° cone within 36 meters.
Premonition has a cool-down of 60/45/30 seconds each time it activates.

Renewal (Formerly Second Wind) - When you heal another Survivor for the equivalent of 1 Health State, Renewal activates:
The next time you are unhooked or unhook yourself, you suffer from the Broken Status Effect until Renewal deactivates.
You are automatically healed 1 Health State after 28/24/20 seconds.
While Renewal is active, the following conditions will deactivate it:
Successfully being healed by Renewal.
Being put into the Dying State before the timer elapses.
Renewal does not activate if you already suffer from the Broken Status Effect.

Resilience - Increases your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Opening, and Unlocking by 3/6/9 % when in the Injured State.

Self Aware (Formerly Fixated) - You walk 10/15/20 % faster and can see your own Scratch Marks.

Situational Awareness (Formerly Better Together) - While repairing a Generator, its Aura is revealed in yellow to all other Survivors located within 32 meters.
If the Killer downs a Survivor while you are repairing a Generator, you see the Auras of all other Survivors for 8/9/10 seconds.

Slippery Meat - Grants 3 additional Self-Unhook attempts. Increases the Self-Unhook chance by 2/3/4 %.

Small Game - Receive an auditory warning upon looking in the direction of Totems in a 45 ° cone within 8/10/12 meters.
Small Game has a cool-down of 14/12/10 seconds each time it activates.
For each Dull or Hex Totem cleansed by any Player, Small Game gains 1 Token:
Each Token decreases the Detection cone's angle by 5 °, down to a minimum of 20 °.

Spine Chill - Whenever the Killer is looking in your direction when they are within 36 meters of you, Spine Chill activates:
Increases the Trigger odds of Skill Check by 10 %.
Decreases the Skill Check Success zone by 10 %.
Increases your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Opening, and Unlocking by 2/4/6 %.


This Is Not Happening - Increases the Success zone of Great Skill Checks while Repairing and Healing by 10/20/30 % when in the Injured State.

We'll Make It - Increases your Altruistic Healing speed by 100 % for the next 30/60/90 seconds whenever you rescue another Survivor from a Hook.



You can use any combination of these 20 perks to get the achievement, but you can only have 2 equipped at one time. You can still use items and addons, they will not void your progress. Getting 1 generator repair should be fairly easy in most situations, you do not have to repair a singular generator from 0-100%, you just have to total 100% of a repair in the trial, so you could theoretically repair 20% on 5 different generators, etc.

I would definitely recommend using Spine Chill as one of your two perks, as it gives you a notification that the killer is looking in your direction which has saved me on many occasions. Other than Spine Chill, I would say maybe Lightweight, Dark Sense or Kindred would be my choices. Auras showing you the killer will be very helpful as you will not have any crutch perks to help with running the killer. I would also recommend bringing a medkit so that you can heal yourself, as mentioned earlier the 1 generator repair should come pretty easily so I wouldn't worry about bringing a toolbox. Best of luck!
3
0

23 Jan 2022 02:27

3 Comments
Thank you for this amazing guide. If you’re a solo player I strongly recommend running lightweight and spinechill.

For team plays no one left behind is amazing and spinechill is still very useful to tell teammates when to get off a gen. Although this won’t matter much if your gen is in the open
0
0
By reyycist on 08 Oct 2022 10:36
I am trying to get this now and having Inner Healing and Self Aware on I cannot get any progress. I solo'd to gens, escaped and got no progress towards this.

I switched to Spine Chill and Lightweight to test things out and found that it counted.

It seems some of the perks may not be counted as universal anymore.
0
0
By PowerThumbz on 03 Jan 2024 12:39
Its minimum 1 generator added up. And I recommend Deja Vu and We’ll make it. For the guy above me the stranger things perks like inner healing don’t count anymore as they correlate with the survivor they’re attached to since they got the license back.
0
0
By STx SHROOMS on 25 May 2024 22:49
View all 3 comments Show less comments
You need to run his 3 perks (Babysitter, Camaraderie, Second Wind) and escape the trial. You can run whatever tools and offerings you desire, but the perks must be only his. I would also recommend that they are all level 3 if possible and that you attempt this at the lower ranks where you have a better chance.
0
0

29 Dec 2020 00:00

Universal skills are those that are available to all survivors initially and do not require improving a specific character to unlock them. Of the four possible slots for skills, you need to use exactly two, however, the use of various items (lanterns, first aid kits, etc.), as well as offerings, does not prevent you from receiving the trophy. Escape through: the main gate, the hatch, as well as the killer leaving the match (provided that at this point you managed to repair the equivalent of one generator) counts towards the trophy. At the time of writing the hint, it takes 8 times to escape. Of the best skill options, I can recommend “Resilience” and “We’ll make it.”
0
0

11 May 2023 02:40