Perks

''' are a type of Unlockable and a core Game Mechanic in '.

There are currently   featured in Dead by Daylight.

Overview

 * For additional information about a specific Perk, its history and changes over time, interaction(s) with Game Mechanics, other Unlockables, or even other, please refer to a Perk's Article page

 can be unlocked by both Killers and Survivors and equipped in their slot to grant the chosen Character special abilities in the Trials.

Perk Tiers
Each Perk comes with three variants of itself referred to as Perk Tiers, indicated by markings (Pips) on the top-right side of their icon and by their Rarity.

Higher-tiered Perks are generally stronger than their lower-tiered variants and grant the Character either more or improved benefits. Purchasing a Perk's next Tier from the will replace the previous Tier completely.

Rarity Levels
Like all Unlockables in Dead by Daylight,  also come in different Rarity Levels that depend directly on a Perk's Tier, affecting its probability of spawning at any given Bloodweb Level. However, unlike other Unlockables, Perks only come in  instead of  Rarities.

Current Rarities

 * These Perk Rarities are in use since Perk Rarity Rework II (Patch 4.3.0)


 * Tier I Perks: Uncommon ()
 * Tier II Perks: Rare ()
 * Tier III Perks: Very Rare ()
 * Teachable Perks: Teachable ()

Original Perk Rarities

 * These Perk Rarities were in use up to Perk Rarity Rework I (Patch 1.4.1).


 * Tier I Perks: either Common ('), Uncommon (') or Rare ()
 * Tier II Perks: either Uncommon ('), Rare (') or Very Rare ()
 * Tier III Perks: either Rare ('), Very Rare (') or Ultra Rare ()
 * Teachable Perks: Teachable ()

Rework 1.0 Rarities

 * These Perk Rarities were in use between Perk Rarity Reworks I & II.


 * Tier I Perks: either Uncommon (') or Rare (')
 * Tier II Perks: either Uncommon ('), Rare (') or Very Rare ()
 * Tier III Perks: either Rare (') or Very Rare (')
 * Teachable Perks: Teachable ()

Perk Rarity Rework I
Due to issues with the original spawning rarer Perks much more often than more common ones, ironically making common Perks so rare to the point of many Players only being able to obtain them when the Bloodweb had no other Perks left to spawn, the Developers intended to rework the spawn rules for Perks with a fix in Patch 1.4.1.

However, the Patch went overboard on the changes and caused Perks to spawn in strict order of Rarity, making it close to impossible to obtain Tiers II and III of a Perk, due to their higher Rarity, because the Bloodweb would spawn all Tier I Perks first.

A supposed temporary fix for this new issue was introduced with Patch 1.5.0, wherein the Developers narrowed the available Perk Rarities to the spawn rules of the Bloodweb, by upping/lowering all / Perks by one Rarity Level respectively, causing them to remain / for two Perk Tiers respectively. The fix, however, remained until a second rework in 2020.

Perk Rarity Rework II
With Patch 4.3.0, the Developers decided to rework Perk Rarities once more, tying a Perk's Rarity to its Tier.

This was decided for two reasons:
 * 1) Perk Tiers are immediately recognisable by their colour.
 * 2) Perks are sorted completely alphabetically in the inventory, unlike the previous mix of sorted alphabetically and by Rarity.

Obtaining Perks
Aside from a Character's three Unique Perks (see below), all  must be purchased from the using.

Perk Slots
A Character can be equipped with  at once, given that all Perk Slots are unlocked, which depends on their Level. Characters start off with just one Perk Slot unlocked and will unlock Slots 2-4 by reaching Levels 5, 10, and 15 respectively.

Teachable Perks
Each Character comes with ' which, as the name implies, are unique to them and will ' spawn in their own, making them unobtainable for other Characters. Each Character will always have the Tier I version of their Unique Perks available in their Inventory.

In order for other Characters to obtain the Unique Perks of other Characters a special version of those ' called a Teachable Perk must be purchased from the original Character's Bloodweb at specific Levels (').

Teachable Perks are not quite  as such. Their description is the same as the Tier I version of the associated Unique Perk, but only for the purpose of not being left blank and they have their own Rarity class (). Purchasing a Teachable Perk will not unlock a physical Perk in the inventory of other Characters, but rather unlock the Teachable Perk's ability to henceforth spawn in the Bloodweb of all Characters. In this regard, Teachable Perks are best compared to a key used to unlock them for all Characters, turning a formerly Unique Perk into a General Perk. This action is what gives the Teachable Perks their name: lore-wise, a Character taught their Unique Perk to the other Characters.

It should be noted, that Bloodwebs are procedurally generated and thus finding a specific Perk is based purely on 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. Unlocked Teachable Perks are completely independent from the original Character and it is therefore very much possible for a Character to own Tiers II or III of a taught Perk with the original Character only owning Tier I still. Prestiging the original Character also does  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 a Character's Unique Perks for everyone is by purchasing the Teachable Perks from the with.

Survivor Teachables
Unique Survivor Perks

Killer Teachables
Unique Killer Perks

Unused Perks
The following Perks can or could be found in the Game files, but cannot be accessed by the Player:

Patch 4.3.0

 * Unified Perk Tiers to match a Perk's Rarity (see above).

Trivia

 * In the Dark was an early version of what would become.
 * Last Standing was an early version of what would become.

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