Dead By Daylight Spark of Madness | Guide to new killer The Doctor

Dead by Daylight Spark of Madness

Dead by Daylight’s new DLC Spark of Madness just came out and everyone’s discovering how terrifying the newest killer is. Herman Carter is quite an infusion of terror into an already scary game, with his abilities focusing on hindering the survivors by making them more afraid than usual. Read on for a quick guide on what this killer’s abilities are and why you should fear him!


The Doctor’s Abilities

Carter’s Spark

  • Allows the ability to switch between Punishment and Treatment modes.
  • Treatment Mode — Causes The Doctor to move slower.
  • Treatment Mode — Allows you to generate a static field based off your terror, increasing survivor madness based on proximity in relation to The Doctor.
  • Treatment Mode — Allows you to charge and release a Shock Therapy AoE attack that greatly increases the survivor’s madness.
  • Survivors entering madness tiers I, II and III scream, revealing their position to The Doctor.
  • Madness tiers II and III cause survivors to experience hallucinations which will be indicated to The Doctor as an aura.
  • Madness tier III will cause survivors to periodically scream until they snap themselves out of it.
  • Punishment Mode — The Doctor moves at normal speed but can not increase survivor’s madness.

The Doctor’s Add-ons

  • Iridescent King (Ultra Rare) — The Shock Therapy attack causes the survivor to gain a random madness affliction based off of their madness tier.
  • “Calm” Carter’s Notes (Very Rare) — Considerably increases your terror radius in Treatment mode, and considerably decreases your terror radius in Punishment mode.
    • Survivors: The terror radius heartbeat has a tremendous chance to play as if the survivor was at the edge of the killer’s terror radius for a duration of 20 seconds in madness II.
    • Survivors: The terror radius heartbeat constantly plays as if the survivor was on the edge of the killer’s terror radius in madness III.
  • “Discipline” Carter’s Notes (Very Rare) — Increases the madness inflicted by Shock Therapy by 25%.
    • Survivors: The killer’s red stain has a considerable chance to appear behind the survivor for a duration of 5 seconds.
    • Survivors: Survivors in madness III will always see the red stain.
  • “Obedience” Carter’s Notes (Very Rare) — It takes survivor’s 2 additional seconds to shake it off.
    • Survivors: Survivors with madness III are exhausted.
  • “Order” Carter’s Notes (Very Rare) — Increases the madness inflicted by The Doctor’s static field by 25%.
    • Survivors: 25% chance that a skill-check will occur at a random location.
  • “Restraint” Carter’s Notes (Very Rare) — Survivors auras are shown for 3 seconds when their madness increases.
    • Survivors: Increased duration for a Doctor hallucination which can be seen by The Doctor as an aura at madness II and III.
  • “Discipline” Class III (Rare) — Increases the madness inflicted by Shock Therapy by 20%.
    • Survivors: The killer’s red stain has a moderate chance to appear behind the survivor for 4 seconds.
  • “Restraint” Class III (Rare) — Survivor auras are shown for 2 seconds when their madness increases.
    • Survivors: Increased duration for a Doctor hallucination which can be seen by The Doctor as an aura at madness II and III.
  • High Stimulus Electrode (Rare) — Increases the range of Shock Therapy by 75%, and increases charge time of Shock Therapy tremendously.
  • “Calm” Class II (Uncommon) — Increases your terror radius in Treatment mode, and decreases your terror radius in Punishment mode.
    • Survivors: The terror radius heartbeat has a tremendous chance to play as if the survivor was on the edge of the killers terror radius for a duration of 20 seconds in madness II and III.
  • “Discipline” Class II (Uncommon) — Increases the madness inflicted by your Shock Therapy by 15%.
    • Survivors: The killers red stain has a slight chance to appear behind the survivor for a duration of 3 seconds.
  • “Order” Class II (Uncommon) — Increases the madness inflicted by static field by 15%
    • Survivors: 15% chance that a skill-check will occur at a random location.
  • “Restraint” Class II (Uncommon) — Survivor auras are shown for 1 second when their madness increases.
    • Survivors: Increased duration for a Doctor hallucination which can be seen by The Doctor as an aura at madness II and III.
  • Interview Tape (Uncommon) — Shock Therapy changes from a cone radius to a beam with a 20 meter range and a 2 meter width.
  • Polished Electrode (Uncommon) — Increases the range of Shock Therapy by 50% and increases the charge time of Shock Therapy.
  • Scraped Tape (Uncommon) — Shock Therapy changes from a cone radius to a ring radius.
  • “Calm” Class I (Common) — Slightly increases your terror radius in Treatment mode and slightly decreases your terror radius in Punishment mode.
    • Survivors: The terror radius heartbeat has a considerable chance to play as if the survivor was at the edge of the killer’s terror radius for a duration of 15 seconds.
  • “Order” Class I (Common) — Increases the madness inflicted by your static field by 10%.
    • Survivors: 10% chance that a skill-check will occur at a random location.
  • Maple Knight (Common) — Reveals the targeted area of your Shock Therapy.
  • Moldy Electrode (Common) — Increases your Shock Therapy range by 25% and slightly increases the charge time.

The Doctor’s Perks

Monitor & Abuse (Very Rare) — While in a chase, your terror radius is increased by 8 meters. Otherwise, your terror radius is decreased by 8 meters and your field of view is considerably increased.

 

Overcharge (Very Rare) — Overcharge a generator by performing the break generator action. The next survivor interacting with that generator is faced with a tremendously difficult skill check. Failing the skill check results in an additional 5% generator regression. Succeeding the skill check grants no progress, but prevents the generator explosion.

 

Overwhelming Presence (Rare) — Survivors within your terror radius suffer from inefficiency. Affected survivors’ item consumption rates are increased by 50%.