Perks
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About the Perk-Rarities used on the Dead by Daylight Wiki
The Dead by Daylight Wiki uses both the colours and Rarities of the original Rarity system that was in use up to Patch 1.5.0, which essentially removed Common (brown) and Ultra Rare (pink) Perks by changing their Rarities to the next upper/lower one respectively, in order to fix Perk-spawn bugs within the Bloodweb. By retaining the old Rarities, all three Perk Tiers can visually be easily distinguished from one another in the tables below. It is in essence a Quality of Life change for Wiki-users, amongst a nostalgic one for Veteran players. |
The Perks are a type of Unlockable and a core Game Mechanic in Dead by Daylight .
Contents
Overview
- For more detailed information about a Perk, its history and changes throughout the versions of the Game, its interaction(s) with Game Mechanics, other Unlockables or even other Characters
, please refer to a Perk's specific Article page
There are currently 134 Perks featured in Dead by Daylight.
Perks give a Character special abilities meant to facilitate fulfilling their respective objective. Perks are used by both the Killers and the Survivors. They grant an individual bonus and once unlocked will never be lost. Players can choose up to four Perks per trial, assuming that all Perk Slots have been unlocked, which is dependent on their Character's Level. All Survivors and Killers have three Unique Perks, which initially cannot be unlocked by the other Characters until one unlocks them on specific Bloodweb Levels on the original Character's Bloodweb or buys them from the Shrine of Secrets.
This Article lists all currently available Perks in alphabetical order and sorted by those exclusive to the Survivors and those exclusive to the Killers
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Tiers
Every Perk has three Levels or Perk Tiers, indicated by markings on the top-right side of their icon.
The number of markings on a Perk indicate its Tier, higher Tier Perks are stronger than their lower Tier variants and give the Character more or improved benefits. The first Tier of a Perk that a Character receives is always the lowest one. Higher Tiers can be randomly obtained from any next Bloodweb Level. Getting a higher Tier version of a Perk will replace the lower version.
Rarity Levels
Perks have different Rarity Levels that increase alongside their Tier. They affect the probability of a Perk to spawn at any given Bloodweb Level.
Current Rarities
- Tier I Perks: Uncommon (Yellow) or Rare (Green)
- Tier II Perks: Uncommon (Yellow), Rare (Green) or Very Rare (Purple)
- Tier III Perks: Rare (Green) or Very Rare (Purple)
- Teachable Perks: Teachable (Orange)
Teachable Perks are special variants of a Character's Unique Perks that can be bought to unlock them for all Characters. Although they share the description with the Tier I Perk variant, they are without a Tier and not a Perk as such. They can be compared to a key that unlocks the ability for them to spawn in the Bloodweb of all Characters.
1.5.0 Rarity Rework
With Patch 1.5.0, those Perks got augmented/decreased by one rarity respectively to fix an error in Perk distribution introduced in Patch 1.4.1, which caused the Bloodweb to spawn Perks in order of rarity, making it near impossible to obtain Tier II and Tier III Perks unless you unlocked all lower Tier ones first.
Old Rarities
- Tier I Perks: Common (Brown), Uncommon (Yellow) or Rare (Green)
- Tier II Perks: Uncommon (Yellow), Rare (Green) or Very Rare (Purple)
- Tier III Perks: Rare (Green), Very Rare (Purple) or Ultra Rare (Pink)
- Teachable Perks: Teachable (Orange)
Unique & Teachable Perks
Each Character has three Perks that are unique to them and will only spawn in their Bloodweb until they are taught to the other Characters.
Teachable Perks are not Perks as such. They have their own Rarity class and only share the Tier I description of the associated Unique Perk in order to not be blank. When buying or unlocking them, they will not be found in any Character's inventory. They spawn at specific Levels of the Bloodweb (Levels 30, 35 & 40). It is not necessary to purchase a Teachable Perk in the Bloodweb that it spawns as it will continue spawning in each subsequent Bloodweb until it is purchased.
Teachable Perks are comparable to a key, that is used to unlock the associated Unique Perk's probability to spawn in the Bloodwebs of all Characters henceforth and not just in the Bloodweb of the original Perk owner, effectively turning the formerly Unique Perk into a general Perk.
It should be noted, that Bloodwebs are procedurally generated and thus finding a specific Perk is based purely on random chance. Unlocking a Teachable Perk does not guarantee its spawn in the very next Bloodweb of any Character. It is entirely possible for an unlocked Teachable Perk to not appear in another Character's Bloodweb until several Levels later.
Once unlocked, Teachable Perks are independent of their original Character, meaning that it is entirely possible for a Character to own a high Tier version of a taught Perk and the original Character only owning a low Tier version of their Unique Perk. Prestiging the original Character also does not affect already unlocked Teachable Perks in any way and any remaining locked Teachable Perks will reappear at their appropriate spawn Level.
Another way of unlocking the Unique Perks is by buying the Teachable Perks from the Shrine of Secrets with Iridescent Shards
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Survivors 
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Bond | 30 |
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Prove Thyself | 35 | |
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Leader | 40 |
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Quick & Quiet | 30 |
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Sprint Burst | 35 | |
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Adrenaline | 40 |
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Empathy | 30 |
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Botany Knowledge | 35 | |
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Self Care | 40 |
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Iron Will | 30 |
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Calm Spirit | 35 | |
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Saboteur | 40 |
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Balanced Landing | 30 |
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Urban Evasion | 35 | |
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Streetwise | 40 |
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Sole Survivor | 30 |
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Object of Obsession | 35 | |
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Decisive Strike | 40 |
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Open-Handed | 30 |
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Up the Ante | 35 | |
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Ace in the Hole | 40 |
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Left Behind | 30 |
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Borrowed Time | 35 | |
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Unbreakable | 40 |
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Technician | 30 |
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Lithe | 35 | |
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Alert | 40 |
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We're Gonna Live Forever | 30 |
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Dead Hard | 35 | |
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No Mither | 40 |
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Tenacity | 30 |
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Detective's Hunch | 35 | |
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Stake Out | 40 |
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Dance With Me | 30 |
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Windows of Opportunity | 35 | |
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Boil Over | 40 |
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Diversion | 30 |
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Deliverance | 35 | |
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Autodidact | 40 |
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Breakdown | 30 |
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Aftercare | 35 | |
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Distortion | 40 |
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Solidarity | 30 |
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Poised | 35 | |
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Head On | 40 |
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Flip-Flop | 30 |
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Buckle Up | 35 | |
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Mettle of Man | 40 |
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Better Together | 30 |
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Fixated | 35 | |
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Inner Strength | 40 |
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Babysitter | 30 |
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Camaraderie | 35 | |
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Second Wind | 40 |
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Lucky Break | 30 |
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Any Means Necessary | 35 | |
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Breakout | 40 |
Killers 
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Unnerving Presence | 30 |
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Brutal Strength | 35 | |
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Agitation | 40 |
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Predator | 30 |
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Bloodhound | 35 | |
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Shadowborn | 40 |
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Stridor | 30 |
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Thanatophobia | 35 | |
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A Nurse's Calling | 40 |
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Save the Best for Last | 30 |
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Play with Your Food | 35 | |
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Dying Light | 40 |
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Hex: The Third Seal | 30 |
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Hex: Ruin | 35 | |
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Hex: Devour Hope | 40 |
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Overwhelming Presence | 30 |
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Monitor & Abuse | 35 | |
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Overcharge | 40 |
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Beast of Prey | 30 |
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Territorial Imperative | 35 | |
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Hex: Huntress Lullaby | 40 |
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Knock Out | 30 |
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Barbecue & Chilli | 35 | |
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Franklin's Demise | 40 |
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Fire Up | 30 |
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Remember Me | 35 | |
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Blood Warden | 40 |
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Hangman's Trick | 30 |
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Surveillance | 35 | |
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Make Your Choice | 40 |
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Bamboozle | 30 |
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Coulrophobia | 35 | |
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Pop Goes the Weasel | 40 |
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Spirit Fury | 30 |
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Hex: Haunted Ground | 35 | |
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Rancor | 40 |
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Discordance | 30 |
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Mad Grit | 35 | |
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Iron Maiden | 40 |
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Corrupt Intervention | 30 |
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Infectious Fright | 35 | |
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Dark Devotion | 40 |
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I'm All Ears | 30 |
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Thrilling Tremors | 35 | |
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Furtive Chase | 40 |
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Surge | 30 |
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Cruel Limits | 35 | |
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Mindbreaker | 40 |
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Zanshin Tactics | 30 |
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Blood Echo | 35 | |
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Nemesis | 40 |
Survivor Perks (74)
Icon | Name | Description | Character |
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Ace in the Hole |
Lady Luck always seems to be throwing something good your way. When retrieving an Item 10/25/50 % chance to find a second Add-on of Uncommon Rarity or lower. "Everything that glitters isn't gold. But gold isn't worth a damn in this place, so this should come in handy." — Ace Visconti |
Ace |
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Adrenaline |
You are fuelled by unexpected energy when on the verge of escape. Instantly heal one Health State and sprint at 150 % of your normal running speed for 5 seconds when the Exit Gates Adrenaline is on hold if you are disabled at the moment it should take effect and will activate when freed. Adrenaline will wake you up if you are asleep when it triggers. Adrenaline ignores Exhaustion. Causes the Exhausted You do not recover from Exhaustion while running. |
Meg |
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Aftercare |
Unlocks potential in one's Aura-reading ability. You see the Aura
They also see your Aura. This occurs for up to 1/2/3 Survivor(s). All effects of Aftercare are reset when you are hooked by the Killer. "'A Mercy that Rips the Storm.' |
Jeff |
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Alert |
Your acute senses are on high alert. When the Killer performs a break action, their Aura "I have true sight." — Feng Min |
Feng |
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Any Means Necessary |
You stand up for yourself, using whatever's on hand to gain an advantage. Press and hold the Active Ability button for 4 seconds while standing beside a dropped Pallet Any Means Necessary has a cool-down of 140/130/120 seconds. "I'll hit you with everything I've got. Then I'll do it again." — Yui Kimura |
Yui |
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Autodidact |
You start the Trial with a -25 % progression penalty for Skill Checks For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of 3/4/5 Tokens. Each Token grants you a +15 % bonus progression for a successful Skill Check while healing Survivors. Great Skill Checks cannot be performed while using Autodidact. Autodidact is not active when using a Med-Kit "There's no limit to what you can achieve, as long as you back it up with hard work." — Adam Francis |
Adam |
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Babysitter |
While you have a reputation for being self-centred, you risk it all to help those in need. When you unhook a Survivor, the unhooked Survivor leaves no Scratch Marks or Blood Trail for the next 4/6/8 seconds. Both you and the Killer see each other's Aura "I promised to keep you shitheads safe, and that's exactly what I plan on doing." — Steve Harrington |
Steve |
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Balanced Landing |
Your agility is incomparable. Cat-like reflexes reduce your stagger duration from falls by 75 % and muffle your grunts from falling by 100 %. Upon landing, start sprinting at 150 % of your normal running speed for a maximum of 3 seconds if not exhausted. Causes the Exhausted Balanced Landing cannot be used while Exhausted. You do not recover from Exhaustion while running. "I've jumped from higher places." — Nea Karlsson |
Nea |
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Better Together |
You seek justice and uncover the truth no matter what obstacle stands in your way. The Aura If the Killer downs a Survivor while you are repairing a Generator "Let's burn that lab to the ground." — Nancy Wheeler |
Nancy |
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Boil Over |
You are a battler and do everything to escape a foe's grasp. Your struggling effects on the Killer are increased by 25/50/75 %. You obscure the Killer's ability to see Hook Auras "Buck and Wild, |
Kate |
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Bond |
Unlocks potential in one's Aura-reading ability. Allies' Auras "We have to work as a team, I need you to survive so that I can survive!" — Dwight Fairfield |
Dwight |
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Borrowed Time |
You are fuelled with an unexpected energy when saving an Ally from a Hook within the Killer's Terror Radius. After unhooking a Survivor within the Killer's Terror Radius, for 15 seconds, any damage taken that would put the unhooked Survivor into the Dying State will instead apply the Deep Wound If the unhooked Survivor takes any damage while affected by Deep Wound or if its timer ends, the unhooked Survivor is immediately put into the Dying State "Probably stings like hell, but it ain't gonna kill ya. Up and at 'em soldier. Time to move!" — Bill Overbeck Unique to William "Bill" Overbeck until Level 35, at which point its Teachable version can then be learned and taught to the other Survivors. |
Bill |
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Botany Knowledge |
You transform plants found around The Campfire into tinctures that slow down bleeding. Healing Speed and Healing Item Efficiency is increased by 11/22/33 %. "Basic botany knowledge could save your life someday." — Claudette Morel |
Claudette |
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Breakdown |
Any time you are unhooked or unhook yourself, the Hook "'Charge from the Belly of the Beast.' |
Jeff |
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Breakout |
You kick into high gear when someone's in trouble, inspiring them to overcome any obstacle. When within 6 metres of a carried Survivor, you gain the Haste The carried Survivor's wiggle speed is increased by 20 %. "Come, we’re going to rip our way out of this." — Yui Kimura |
Yui |
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Buckle Up |
Unlocks potential in one's Aura-reading ability. The recovery progress of dying Survivors can be determined by the intensity of their Auras When you heal a Survivor from the Dying State "Ghost beaters never leave a man behind." — Ash Williams |
Ash |
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Calm Spirit |
Animals seem to trust you as they often stay calm in your presence. Reduces chances of alerting Crows Your calm spirit can overcome the urge to scream. |
Jake |
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Camaraderie |
Life has taught you the importance of friendship which has given you strength. While you are on the Hook If another Survivor is within 16 metres of your Hook while Camaraderie is activated, the Struggle Phase timer is paused for 26/30/34 seconds. "So, remember once you get in there... pretend like you don't care. There you go, you're learning my friend. You're learning." — Steve Harrington |
Steve |
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Dance With Me |
When performing a fast vault or leaving a Locker Dance With Me has a cool-down of 60/50/40 seconds. "Another show's off and runnin', |
Kate |
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Dark Sense |
Unlocks potential in one's Aura-reading abilities. Each time a Generator When the last Generator is powered, the Killer's Aura is revealed to you for 5/7/10 seconds. "Take it from an old-timer: Slow down, don't rush and try not to worry so much! The best way to beat him is to know how he thinks." — Murf, The Lost Tapes |
All |
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Dead Hard |
Activate-able Perk. You can take a beating. When Injured, tap into your adrenaline bank and dash forward quickly to avoid damage.
Causes the Exhausted Dead Hard cannot be used while Exhausted. You do not recover from Exhaustion while running. "We were walkin' through t'ginnel one night when a beer bottle flew past me, then another, and another. I thought to myself "Gonna 'ave some fun 'ere lads, let's get stuck in!' ". It were a right dust up, I swear down!" — David King |
David |
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Decisive Strike |
Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape. After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds. While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check
Increases your chances of being the Obsession. The Killer can only be obsessed with one Survivor at a time. "There's nothing to be scared of." — Laurie Strode |
Laurie |
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Déjà Vu |
Unlocks potential in one's Aura-reading ability. Paranoia paired with your horror of failure helps prepare you from repeating the same mistakes. The Auras of 3 Generators If you are holding a Map |
All |
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Deliverance |
After performing a Safe Hook Rescue on another Survivor, the Perk activates. You now have a 100 % chance to unhook yourself during the escape attempt. A successful Deliverance from the Hook "I was raised by a strict man who taught me how to make the best of a bad situation." — Adam Francis |
Adam |
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Detective's Hunch |
Unlocks potential in one's Aura-reading ability. After a Generator is completed, the Auras If you are holding a Map "Are you able to tell us where you were last night?" — Detective David Tapp |
Tapp |
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Distortion |
You start the Trial with 3 Tokens. When your Aura For the next 6/8/10 seconds while the Perk is activated, your Aura and Scratch Marks will not be shown to the Killer. Distortion does not activate when you are in the Dying State "'Death Fooled by the Cloak of Falcon Feathers.' |
Jeff |
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Diversion |
Activate-able Perk. Standing within the Killer's Terror Radius while not in a Chase for 45 seconds activates Diversion.
"There's what is easy and then there's what is right. If you confuse the two, there's no telling what you become." — Adam Francis |
Adam |
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Empathy |
Unlocks potential in one's Aura-reading ability. Dying Empathy does not reveal Auras of Allies when they are in the Killer's direct contact. |
Claudette |
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Fixated |
When you have a goal in mind, there's no turning back; better to ask forgiveness than permission. You can see your own Scratch Marks at all times. While uninjured, you walk 10/15/20 % faster. "I wanna finish what we started. I want to kill it." — Nancy Wheeler |
Nancy |
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Flip-Flop |
You have an uncanny ability to escape the inevitable. While in the Dying State "Catch ya on the flip-flop." — Ash Williams |
Ash |
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Head On |
When your mind is set, there better be no one standing in your way. While standing in a Locker While Head On is activated, performing a rushed action to leave a Locker stuns the Killer for 3 seconds if they are standing within range. Causes the Exhausted You do not recover from Exhaustion while running. Head On cannot be used while Exhausted or when you have accrued Stillness Crows "People are remembered for the challenges they overcome. You can run away and forget what you're capable of or you can face your fears and remind the world of who you are." — Jane Romero |
Jane |
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Hope |
The growing odds of a successful escape fill you with hope and give you wings. As soon as the Exit Gates "Buckle up, fuckos! Let's roll." — Nikki, The Lost Tapes |
All |
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Inner Strength |
You look inwards and trust your instincts when you feel lost and alone. Each time you cleanse a Totem While Inner Strength is activated, hiding inside a Locker Inner Strength does not activate if you are afflicted by the Broken "All this time I've been trying so hard to pretend like everything's fine, but it's not." — Nancy Wheeler |
Nancy |
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Iron Will |
You're able to concentrate and enter a meditative-like state to numb some pain. Grunts of pain caused by injuries are reduced by 50/75/100 %. |
Jake |
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Kindred |
Unlocks potential in one's Aura-reading ability. While you are on the Hook, all Survivor Auras are revealed to all Survivors. While any other Survivor is on the Hook, all Survivor Auras are revealed to you. "Be kind to one another. We're all in this together." — Sujan, The Lost Tapes |
All |
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Leader |
You're able to organise a team to cooperate more efficiently. Increases the other Survivors' Healing, Sabotage, Unhooking, Cleansing, Opening Exit Gates, and Chest Search speeds by 15/20/25 % when they are within 8 metres of range from you. Survivors can only be affected by one Leader effect at a time. This effect persists on other Survivors for 15 seconds after leaving the Leader's effective Perk range. |
Dwight |
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Left Behind |
You'll get the job done... No matter the cost. When you are the last Survivor remaining in the Trial, the Aura "I'm not horseshittin' around. I'm doing this alone!" — Bill Overbeck |
Bill |
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Lightweight |
Your running is light and soft, making your tracks harder to follow. Scratch Marks stay visible 1/2/3 seconds less than normal. "Take it slow, he knows where you've been... just like I've always said: 'live slow and die old'" — Dylan, The Lost Tapes |
All |
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Lithe |
After performing a rushed vault, break into a sprint at 150 % of your normal running speed for a maximum of 3 seconds. Causes the Exhausted Lithe cannot be used while Exhausted. You do not recover from Exhaustion while running. "U mad?" — Feng Min |
Feng |
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Lucky Break |
You've had your share of scrapes and bruises, but luck's always on your side. Lucky Break activates any time you are injured. While Lucky Break is active, you won't leave trails of blood for a total of 120/150/180 seconds. Lucky Break becomes permanently deactivated for the remainder of the Trial once the total duration has elapsed. "That's not enough to beat me. Not even close." — Yui Kimura |
Yui |
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Mettle of Man |
Evil has a way of always finding you. After you earn 3 Protection Hit Score Events, Mettle of Man activates. Once activated, the next occasion that would put you into the Dying State The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 metres from the Killer. Mettle of Man will deactivate the next time you are put into the Dying State. Increases your chances of being the Obsession. The Killer can only be obsessed with one Survivor at a time. "Evil has a bullseye on my back the size of Tiger Stadium." — Ash Williams |
Ash |
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No Mither |
You are affected by the Broken
"I lost it. Just lamped him one.. They went and banned me didn't they.. Went t'pub afterwards, had a few pints and moved on to the next chapter. I couldn't be mithered with it all anyway, you know what I mean? Can't be arsed." — David King |
David |
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No One Left Behind |
It is inconceivable to leave someone behind. Once the Exit Gates The Auras "... yeah, no shit. But I believe we can outsmart and overthrow him if we work together. Don't be predictable and selfish!" — Clyde, The Lost Tapes |
All |
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Object of Obsession |
A supernatural bond links you to the Killer. If you are looking in the Killer's direction, your link will reveal your Auras This effect applies only if you are outside of the Killer's Terror Radius. As the Killer's Obsession Increases your chances of being the Obsession. The Killer can only be obsessed with one Survivor at a time. "He was watching me!" — Laurie Strode |
Laurie |
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Open-Handed |
Strengthens the potential of you and your team's Aura-reading abilities. Increases Aura reading ranges by 4/6/8 metres. "Paying attention is what kept me alive through the years. That, and my good looks of course." — Ace Visconti |
Ace |
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Pharmacy |
You have a knack for finding medicine. Searches through Chests Pharmacy guarantees an Emergency Med-Kit "Adrenaline, it's going to keep us awake. I stole it from one of the Nurse's carts." — Quentin Smith |
Quentin |
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Plunderer's Instinct |
Unlocks potential in one's Aura-reading ability. The Auras Grants a considerably better chance at finding an Item "The pioneers used to loot these babies for hours." — Aizeyu, The Lost Tapes |
All |
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Poised |
Achieving goals boosts your confidence. After a Generator "Ok, stay calm. Don't overthink it and just keep moving forward: you got this." — Jane Romero |
Jane |
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Premonition |
You have the undeniable capability to sense danger. Get an auditory warning when looking in the direction of the Killer in a 45° cone within a range of 36 metres. Premonition has a cool-down of 60/45/30 seconds each time it activates. Premonition trumps any of the Killer's stealth abilities. "I have a bad feeling about this!" |
All |
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Prove Thyself |
Increases the Repair Speed by 10 % for each other Survivor working on a Generator within a range of 4 metres. Gain 50/75/100 % more Bloodpoints for cooperative Actions. Survivors can only be affected by one Prove Thyself effect at a time. "Show me what you can do!" — Dwight Fairfield |
Dwight |
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Quick & Quiet |
You do not make as much noise as others when quickly vaulting over obstacles or hiding in Lockers The vault and hide actions' noise detection and audio range is reduced by 100 %. This effect can only be triggered once every 30/25/20 seconds. |
Meg |
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Resilience |
You are motivated in dire situations. Grants 3/6/9 % additional speed when repairing, sabotaging, healing, unhooking, vaulting, cleansing, opening Exit Gates and searching Chests while Injured "Focus, even in these desperate times." |
All |
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Saboteur |
Unlocks the ability to sabotage without a Toolbox Hooks |
Jake |
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Second Wind |
You have learnt to avoid awkward situations with parents. Part of you still thinks your best option is to run away and hope things will take care of themselves. When you have healed other Survivors for the equivalent of one Health State While Second Wind is activated, the next time you are unhooked or unhook yourself, you are affected by the Broken After a total duration of 34/32/30 seconds, Second Wind automatically heals you from Injured Second Wind deactivates once you are completely healed or if you are put into the Dying State You will lose the Broken Status Effect once Second Wind deactivates. Second Wind does not activate if you are already afflicted by the Broken Status Effect. "Yeah, that's a no." — Steve Harrington |
Steve |
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Self-Care |
Unlocks the ability to heal yourself without a Med-Kit Increases the efficiency of Med-Kit self-heal by 10/15/20 %. |
Claudette |
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Slippery Meat |
You have developed an efficient way to get out of Bear Traps Grants up to 3 extra escape attempts on the Hook. The odds of freeing yourself from Bear Traps are increased by 15/20/25 %. |
All |
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Small Game |
You have the undeniable capability to sense danger. Get an auditory warning when looking in the direction of Killer Traps and Totems in a 45° cone within a range of 8/10/12 metres. Small Game has a cool-down of 15/12/10 seconds each time it activates. Only works on Traps that are set by Killers. "Nope." — Andy, The Lost Tapes |
All |
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Sole Survivor |
As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's Aura-reading abilities towards you are disrupted. Your Aura Increases your chances of being the Obsession The Killer can only be obsessed with one Survivor at a time. "It was the boogeyman." — Laurie Strode |
Laurie |
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Solidarity |
Sharing painful experiences has the power to heal. While injured, healing a Survivor without using a Med-Kit "Showing up when things get rough, listening to people's problems, and supporting those in need; that's how you become stronger, that's how you grow." — Jane Romero |
Jane |
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Spine Chill |
An unnatural tingle warns you of impending doom. Get notified when the Killer is looking directly in your direction and standing within a range of 36 metres. When Spine Chill is active, Skill Check "There is a voice that doesn't use words. Listen.." — Sassy, The Lost Tapes |
All |
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Sprint Burst |
When starting to run, break into a sprint at 150 % your normal running speed for a maximum of 3 seconds. Causes the Exhausted Sprint Burst cannot be used while Exhausted. You do not recover from Exhaustion while running. |
Meg |
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Stake Out |
Getting close to the Killer For each 15 seconds you are standing within the Killer's Terror Radius and are not in a Chase, you gain a Token up to a maximum of 2/3/4 Tokens. When Stake Out has at least 1 Token, Good Skill Checks "I had you, I had you on your knees. You're runnin' scared because we had you. We're gonna close this case!" — Detective David Tapp |
Tapp |
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Streetwise |
Long nights out taught you to do a lot with what you've got. Reduce the consumption rate of Item Once out of range, this effect persists for 15 seconds. "You're doing it wrong! Let me show you how it's done." — Nea Karlsson |
Nea |
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This Is Not Happening |
You perform at your best when you are under extreme stress. Great Skill Check |
All |
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Technician |
You are apt at handling machinery with the greatest care and precision. The noises caused by your Repairs and their hearing distance are reduced by 8 metres. On a failed Repair Skill Check "I'm gonna stealth this one." — Feng Min |
Feng |
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Tenacity |
There is nothing stopping you. Your ferocious tenacity in dire situations allows you to crawl 30/40/50 % faster and recover at the same time. "What the hell is this? I'm taking this bastard down!" — Detective David Tapp |
Tapp |
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Up the Ante |
All will be well in the end; you just know it. Your confidence strengthens the feeling of hope for those around you. For each other Survivor still alive, grant a 1/2/3 % bonus to Luck "What can I say? I'm just a very lucky guy... I'm sure some of it will rub off on you." — Ace Visconti |
Ace |
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Unbreakable |
Past battles have taught you a thing or two about survival. Grants the ability to fully recover from the Dying State Increases the Dying State recovery speed by 25/30/35 %. "Goddammit, I am seriously FUBAR!" — Bill Overbeck |
Bill |
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Urban Evasion |
Years of evading the cops taught you a thing or two about stealth. Your movement speed while crouching is increased by 90/95/100 %. "The paint is still fresh but I'm long gone." — Nea Karlsson |
Nea |
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Vigil |
You look over your friends even in dire situations. You and your Allies within 8 metres of range recover from Exhaustion Once out of range, this effect persists for 15 seconds. "I'm gonna be here when you wake up. You're gonna make it." — Quentin Smith |
Quentin |
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Wake Up! |
Unlocks potential in one's Aura-reading ability. Once all Generators While opening the Exit Gates, reveal your Aura While Wake Up! is active, you open the Exit Gates 5/10/15 % faster. "Ok, look. If we survive the next 24 hours, then I'll take you out on a real date." — Quentin Smith |
Quentin |
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We'll Make It |
Helping others heightens your morale. For each Survivor you rescue from a Hook, gain an additional 100 % speed increase to healing up others for 30/60/90 seconds. Cumulative Healing Speed bonuses cannot exceed 100 %. "I'm confident we can all escape in one piece if we help each other." |
All |
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We're Gonna Live Forever |
Your few friends deserve the best protection. Each time you perform a Safe Hook Rescue or take a hit to protect a Survivor, gain a 25 % stack-able bonus to all Bloodpoint gains up to a maximum of 50/75/100 %. The bonus Bloodpoints are only awarded post-Trial. "Come on then, let's 'ave it! I don't give a shit pal." — David King |
David |
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Windows of Opportunity |
Unlocks potential in one's Aura-reading ability. Auras of Pallets Windows of Opportunity has a cool-down of 30/25/20 seconds when vaulting or dropping a Pallet during a Chase. "Rise and shine, work hard, carve out your name, |
Kate |
Killer Perks (66)
Icon | Name | Description | Character |
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A Nurse's Calling |
Unlocks potential in one's Aura-reading ability. The Auras "Still attached to the fragments of her past life, she is drawn to those in need of help." |
Nurse |
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Agitation |
You get excited in anticipation of hooking your prey. Increases your Movement Speed while transporting bodies by 6/12/18 %. While transporting a body, your Terror Radius is increased by 12 metres. "At some point, the excitement of hooking one of us becomes more important than the desire to kill us." |
Trapper |
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Bamboozle |
Your vault speed is 5/10/15 % faster. Performing a vault action calls upon The Entity Only 1 vault location may be blocked in this way at any given time. The vault location is blocked only for Survivors. Bamboozle does not affect Pallets |
Clown |
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Barbecue & Chilli |
A deep bond with The Entity After hooking a Survivor, all other Survivors' Auras
The bonus Bloodpoints are only awarded post-Trial. "I just can't take no pleasure in killing. There's just some things you gotta do. Don't mean you have to like it." — Drayton Sawyer |
Cannibal |
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Beast of Prey |
Your lust for a kill is so intense that your connection with The Entity The Red Stain disappears after gaining Bloodlust Tier I and stays hidden until you lose Bloodlust Gain 30/40/50 % more Bloodpoints "Where did she go?" |
Huntress |
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Bitter Murmur |
Unlocks potential in one's Aura-reading ability. Each time a Generator When the last Generator is fully repaired, all the Survivors' Auras |
All |
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Bloodhound |
Like a hunting scent hound, you smell traces of blood at a great distance. Fresh Blood Stains are considerably more discernible than normal and can be tracked for 2/3/4 seconds longer than normal. "Pebbles shimmering in the moonlight; my life drips down in a trail so easy to follow." |
Wraith |
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Blood Echo |
The agony of one is inflicted on others. When hooking a Survivor, all other injured Survivors suffer from the Haemorrhage Blood Echo can only be triggered once every 80/70/60 seconds. "Attack an enemy with precision and their allies will feel it." — Renjiro's Doctrine 6:3 |
Oni |
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Blood Warden |
As soon as the Exit Gate Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity "This is my world. And you can't ever leave." — Freddy Krueger |
Nightmare |
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Brutal Strength |
Your great strength allows you to shred through your prey's defences. Destroy dropped Pallets "It's more than muscles. A dark power motivates the beast." |
Trapper |
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Corrupt Intervention |
Your prayers invoke a dark power that meddles with the Survivors' chances of survival. 3 Generators located farthest from you are blocked by The Entity Survivors cannot repair the Generators "It shall be known across the land that the Gods curse the unfaithful." (The Tablet of Adiris, 3.7) |
Plague |
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Coulrophobia |
Your presence alone instils great fear. Survivors within your Terror Radius have a 30/40/50 % penalty to the Healing progression speed. |
Clown |
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Cruel Limits |
Your ties to the otherworldly manifest when your prey attempts to get away. Each time a Generator "The specimen seems to be able to affect the state of nearby objects, as if they existed in some other form within a dimension alternate to our own." — Hawkins National Laboratory |
Demogorgon |
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Dark Devotion |
The display of your Powers creates a whirlwind of panic that spreads throughout the land. You become obsessed with one Survivor. Hitting the Obsession During that time, your Terror Radius is reduced to 0 metres. The Obsession hears the Terror Radius they emit for the duration. You can only be obsessed with one Survivor at a time. "And terror shall take hold of a defiant non-believer, who shall falsely announce my arrival." (The Tablet of Adiris, 48.9) |
Plague |
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Deerstalker |
Unlocks potential in one's Aura-reading ability. Reveals dying Survivors' Auras |
All |
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Discordance |
Any time two or more Survivors are working on the same Generator "Smartasses get killed. We always see to that." — The Legion |
Legion |
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Distressing |
Your horrifying emanation strikes at a supernaturally long distance. Your Terror Radius is increased by 22/24/26 %. Gain 100 % more Bloodpoints The Bonus Bloodpoints are only awarded during the Trial. "Bask in their fear." |
All |
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Dying Light |
You become obsessed with one Survivor. Your Obsession Each time you hook a Survivor that is not the Obsession and the Obsession is alive, gain a Token. If the Obsession is alive, all others Survivors get a 2/2.5/3 % stack-able penalty to Repair, Healing, and Sabotage speed for each Token. You can only be obsessed with one Survivor at a time. "This isn't a man..." — Dr. Sam Loomis |
Shape |
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Enduring |
You are resilient to pain. You reduce the duration of Pallet Stuns by 40/45/50 %. "He stops at nothing." |
Hillbilly |
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Fire Up |
The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation. Each time the Survivors complete repairs on a Generator, Fire Up grows in power.
"Now why don't you just fucking die?" — Freddy Krueger |
Nightmare |
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Franklin's Demise |
Your vicious attacks make the Survivors drop their Item The lost Item is damaged in the fall, losing 0/5/10 % of its base amount of charges. "Sally, I hear something. Stop! Stop!" — Franklin Hardesty |
Cannibal |
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Furtive Chase |
You become obsessed with one Survivor. You lurk in the shadows, eliminating your victims one by one. When your Obsession Each Token decreases your Terror Radius by 4 metres while in a Chase. When a Survivor rescues the Obsession from a Hook, the rescuer becomes the Obsession. You lose all Tokens if the Obsession is sacrificed or killed. You can only be obsessed with one Survivor at a time. "You have no idea what I have planned for you. It'll be in the news for weeks. I'll make sure of that." — The Ghost Face |
Ghost Face |
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Hangman's Trick |
Your ingenious modifications to Hooks Hooks destroyed by sabotage or sacrifices repair automatically after 30/20/10 seconds. Gain a notification when someone starts sabotaging the Hooks. The automatic repair timer of sabotaged Bear Traps "No excuses, no equivocations... No crying." — Amanda Young |
Pig |
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Hex: Devour Hope |
A Hex rooting its power on hope. The false hope of Survivors ignites your hunger. When a Survivor is rescued from a Hook at least 24 metres away, Devour Hope receives a Token.
The Hex effects persist as long as the related Hex Totem "If you do nothing, you have their blood on your hands. If you save them, her hunger grows." |
Hag |
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Hex: Haunted Ground |
Two trapped Hex Totems will spawn in the Trial. When one of the two trapped Hex Totems is cleansed by a Survivor The remaining trapped Hex Totem "Her home became profane." |
Spirit |
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Hex: Huntress Lullaby |
A Hex rooting its power in despair. Your hunt is an irresistible song of dread which muddles your prey's attention. Survivors receive a 2/4/6 % regression penalty when missing any Skill Check Each time a Survivor is hooked, Huntress Lullaby grows in power:
The Hex effects persist as long as the related Hex Totem "That song, it drives me crazy!" |
Huntress |
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Hex: No One Escapes Death |
A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping. Once the Exit Gates While this Hex is active, Survivors suffer from the Exposed The Hex effects persist as long as the related Hex Totem "And the beast became faster and more powerful as if The Entity's shadowy whips were lashing at its back." |
All |
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Hex: Ruin |
A Hex that affects the Survivors' skills at repairing Generators All Survivors are affected by Ruin, which causes the following:
The Hex effects persist as long as the related Hex Totem "A curse is upon you. It will cause your ruin." |
Hag |
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Hex: The Third Seal |
A Hex that hinders one's Aura-reading ability. Hitting a Survivor while the Hex Totem is active applies the Blindness This effect applies to the last 2/3/4 Survivors hit. The Hex effects persist as long as the related Hex Totem "She touched your skin, you bear the witch's mark!" |
Hag |
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Hex: Thrill of the Hunt |
A Hex rooting its power on hope. The false hope of Survivors For each Dull Totem and Hex Totem remaining on the Map gain a Token.
The Hex effects persist as long as the related Hex Totem |
All |
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I'm All Ears |
Your keen senses are sharpened in the dark Realm of The Entity Unlocks potential in one's Aura-reading ability. Any Survivor performing a rushed action within 48 metres from your location will have their Aura I'm All Ears can only be triggered once every 60/50/40 seconds. "There is no need to worry. I've been preparing my whole life for this. — The Ghost Face" |
Ghost Face |
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Infectious Fright |
The cries of the unfaithful make your heart leap. Any Survivors that are within the Killer's Terror Radius while another Survivor is put into the Dying State "Horror overcomes the heart of infidels who cry at the feet of the fallen." (Hymn of Praise, 11.4) |
Plague |
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Insidious |
Unlocks the stealth ability. By standing still for 4/3/2 seconds, you reduce your Terror Radius to 0 metres and thus become stealthy until you move or act again. |
All |
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Iron Grasp |
Your powerful hold onto the Survivors causes escapes to be nearly impossible. Effects of Survivor struggling are reduced by 75 %. Time to struggle out of your grasp is increased by 4/8/12 %. |
All |
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Iron Maiden |
You open Lockers Survivors who exit Lockers suffer from the Exposed "This is no place for cowards." — The Legion |
Legion |
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Knock Out |
The trauma caused by your brutal attacks makes crying for help painfully difficult. Dying Survivors' Auras "Oh, that gun's no good. The old way... with a sledge! You see, that way's better. They die better that way." — Nubbins Sawyer |
Cannibal |
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Lightborn |
Unlike other beasts of The Fog, you have adapted to light. Resistance to Blindness is increased by 60/70/80 %. Recovery from Blindness is increased by 50 %. "These monsters... they adapt! They emerge with strange new abilities." — Vigo, Vigo's Journal |
Hillbilly |
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Mad Grit |
While carrying a Survivor, you suffer no cool-down on missed attacks and successfully hitting another Survivor will pause the carried Survivor's wiggle timer for 2/3/4 seconds. "There's no getting out of this now. We're too good at it." — The Legion |
Legion |
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Make Your Choice |
When a Survivor rescues another from a Hook Make Your Choice has a cool-down of 40/50/60 seconds. "You'd be surprised what tools can save a life." — Amanda Young |
Pig |
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Mindbreaker |
Your distressing presence drains and weakens your prey. While repairing Generators Any existing Exhaustion Status Effect timers are paused while the Survivor is repairing a Generator. After ending the Repair action, the Survivor is afflicted by the Exhausted Status Effect for 1/2/3 second(s). "The specimen can evoke feelings of dread and fatigue in nearby individuals." — Hawkins National Laboratory |
Demogorgon |
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Monitor & Abuse |
Meticulous in your approach, terrifying in your application. While in a Chase, your Terror Radius is increased by 8 metres. Otherwise, your Terror Radius is decreased by 8 metres and your Field of View is increased by 3/5/10 °. Field of View gains do not stack. "It's time for your treatment!." — Herman Carter, The Doctor |
Doctor |
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Monstrous Shrine |
Your fervent care of the Hooks found in the Basement The Basement Hooks are granted the following bonuses:
"Then you will know that there is no escape. When hanging in the depths, you face the dark one." |
All |
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Nemesis |
You seek retribution on those who have wronged you. A Survivor who blinds or stuns you using a Pallet Anytime a new Survivor becomes the Obsession, they are affected by the Oblivious You can only be obsessed with one Survivor at a time. "Only a fool would spit in a demon’s face and declare victory." — Renjiro's Doctrine 4:9 |
Oni |
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Overcharge |
You are fuelled by your hate for progress. Overcharge a Generator The next Survivor interacting with that Generator is faced with a tremendously difficult Skill Check Failing the Skill Check results in an additional 3/4/5 % Generator regression. Succeeding the Skill Check grants no progress but prevents the Generator explosion. "It is a trap. But a trap one must step in..." |
Doctor |
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Overwhelming Presence |
Your presence alone instils great fear. Survivors within your Terror Radius suffer from inefficiency. Affected Survivors' Item "Shit!! I dropped the gauze!" |
Doctor |
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Play with Your Food |
You become obsessed with one Survivor. Every time you chase your Obsession Each Token increases your movement speed by 3/4/5 %. Each offensive action spends one Token. You can only be obsessed with one Survivor at a time. "You've fooled them, haven't you Michael? But not me." — Dr. Sam Loomis |
Shape |
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Pop Goes the Weasel |
A deep bond with The Entity After hooking a Survivor, the next Generator Pop Goes the Weasel is active for 40/50/60 seconds after the Survivor is hooked. |
Clown |
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Predator |
Your acute tracking ability allows you to hone in on disturbances left by running Survivors. Scratch Marks left by Survivors will spawn slightly/moderately/considerably closer together. "Never stop moving and hope you're always two steps ahead of the beast." — Unknown, Notebook |
Wraith |
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Rancor |
You become obsessed with one Survivor. Each time a Generator Each time a Generator is completed, all Survivors' locations are revealed to you for 3 seconds. Once all Generators are completed, the Obsession has the Exposed You can only be obsessed with one Survivor at a time. |
Spirit |
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Remember Me |
You become obsessed with one Survivor. Each time you hit your Obsession The Obsession is not affected by Remember Me. You can only be obsessed with one Survivor at a time. "You don't remember? You must. You're my number one, and you'll never wake up again." — Freddy Krueger |
Nightmare |
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Save the Best for Last |
You become obsessed with one Survivor. Earn a Token for each successful hit that is not dealt to the Obsession Each Token grants a stack-able 5 % decreased cool-down on successful attacks. You can earn up to 8 Tokens. Attacking your Obsession will make you lose 4/3/2 Tokens. You can no longer gain Tokens if your Obsession is sacrificed or killed. You can only be obsessed with one Survivor at a time. "Death has come to your little town, Sheriff." — Dr. Sam Loomis |
Shape |
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Shadowborn |
You have a keen vision in the darkness of the night. Your Field of View is increased by 9/12/15 °. Field of View gains do not stack. "Shining in the darkest dark, his eyes pierce the night and sting your soul." |
Wraith |
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Sloppy Butcher |
You know where to hit to make them bleed. Wounds inflicted by successful attacks slightly/moderately/considerably increase the Survivor's bleeding frequency and cause the Mangled Status Effect. Haemorrhage "It's in its sadistic nature. There is no swift kill as it delights in the obscene spectacle of our agonising suffering." |
All |
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Spies from the Shadows |
The Crows 100 % of the time, cawing Crows give you a visual cue when you are within a range of 20/28/36 metres. Spies from the Shadows has a cool-down of 5 seconds. "In the shadows they torment, scarring our minds with each scream." |
All |
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Spirit Fury |
Each Pallet After breaking 4/3/2 Pallets, the next time you are stunned by a Pallet, The Entity will instantly break it. You still suffer from the stun effect penalty. "Fury is her blood." |
Spirit |
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Stridor |
You are acutely sensitive to the breathing of your prey. Breathing of Survivors in pain is 25/50/50 % louder and regular breathing is 0/0/25 % louder. "If you don't stop and catch your breath... she will." |
Nurse |
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Surge |
Your eerie presence charges the air and interferes with technology. Putting a Survivor into the Dying State Surge applies a regression penalty of 8 %. Surge can only be triggered once every 60/50/40 seconds. "The creature appears to have some unknown influence over electricity and nearby electronics." — Hawkins National Laboratory |
Demogorgon |
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Surveillance |
Unlocks potential in one's Aura-reading ability. All regressing Generators Noises created by Generator Repairs are audible at an additional 8 metres. "Are you gonna behave?" — Amanda Young |
Pig |
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Territorial Imperative |
Unlocks potential in one's Aura-reading ability. Survivors' Auras Territorial Imperative can only be triggered once every 30/25/20 seconds. "We're not safe anywhere..." |
Huntress |
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Tinkerer |
When a Generator |
Hillbilly |
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Thanatophobia |
Their courage fades in the face of their undeniable mortality. For each Injured "She plays with us and revels in our pain." |
Nurse |
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Thrilling Tremors |
Your dark designs and shrewd composure rouse The Entity After picking up a Survivor, all Generators Affected Generators are highlighted by a white Aura Thrilling Tremors can only be triggered once every 100/80/60 seconds. "The night assists me and it's endless here." — The Ghost Face |
Ghost Face |
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Unnerving Presence |
Your presence alone instils great fear. Survivors within your Terror Radius have a 10 % greater chance of triggering Skill Checks Triggered Skill Checks' success zones are reduced by 40/50/60 %. "Its presence befalls us." |
Trapper |
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Unrelenting |
You recuperate faster from missed attacks made with your main weapon. The cool-down of missed attacks is reduced by 20/25/30 %. |
All |
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Whispers |
You have a rudimentary understanding of The Entity Sporadically hear The Entity's Whisper when standing within a 48/40/32 metres of a Survivor. "It's unclear as to the motivations of The Fog, but it is undeniable that it often takes the beast's side." — Unknown, Notebook |
All |
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Zanshin Tactics |
Unlocks potential in one's Aura-reading ability. You are mentally alert and aware of key points on the battlefield. The Auras When a Survivor is damaged, Zanshin Tactics becomes inactive for 40/35/30 seconds. "Within your enemy's strength is weakness." — Renjiro's Doctrine 12:5 |
Oni |
Unused Perks
The following Perks are found in the game files, but unused in the Game itself:
Icon | Name | Description | Belonging to |
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Artefact Hunter |
Unknown effects. |
Survivors ![]() | |
No Icon | In The Dark |
Your Terror Radius is set to 36/24/16 metres depending on the amount of Survivors left alive in the Trial. This is a speculated Perk description, based upon information found in game file logs |
Killer ![]() |
Last Standing |
For each Survivor escaped or killed, your Action speed is increased by 7½/15/25 %. |
Survivors ![]() | |
No Icon | Overconfidence |
Unknown effects. |
Survivors ![]() |
Tough Runner |
Unknown effects. |
Survivors ![]() | |
Underperform |
Unknown effects. |
Killer ![]() |
UNLOCKABLES | ||||||
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