Dead by Daylight Wiki
mNie podano opisu zmian
Nie podano opisu zmian
(Nie pokazano 4 pośrednich wersji utworzonych przez tego samego użytkownika)
Linia 1: Linia 1:
 
local frame = mw.getCurrentFrame()
 
local frame = mw.getCurrentFrame()
 
local str = require("Module:Strings")
 
local str = require("Module:Strings")
_teachableText = false
 
   
function iconLink(icon, link, text)
+
function list(...)
  +
local result = cstr.empty
if _teachableText == true then
 
  +
local items = {...}
return "IL TEXT"
 
  +
for _, row in ipairs(items) do
  +
result = result .. nbullet .. space .. row .. nl
 
end
 
end
  +
return nl .. result .. nl
return frame:expandTemplate{title = "IconLink", args = {icon, link, text}}
 
 
end
 
end
   
function clr(color, text)
+
function iconLink(icon, link, text)
  +
local utils = require("Module:Utils")
return frame:expandTemplate{title = "clr", args = {color, text}}
 
  +
return utils.IconLink(icon, link, text)
end
 
  +
--return frame:expandTemplate{title = "IconLink", args = {icon, link, text}}
 
--bold function
 
function b(text)
 
return "'''" .. text .. "'''"
 
end
 
 
--italic function
 
function i(text)
 
return "''" .. text .. "''"
 
 
end
 
end
   
Linia 34: Linia 27:
 
end
 
end
   
--i(b(iconLink(ils.mangled))) b("Status Effect") [Wanted to add this as its really annoying to keep typing out]
+
--i(b(iconLink(ils.mangled))) b(perkStrings.statusEffect) [Wanted to add this as its really annoying to keep typing out]
 
function soloState(ilsString)
 
function soloState(ilsString)
return i(b(iconLink(ilsString))) .. space .. b("Status Effect")
+
return state(ilsString) .. space .. b(perkStrings.statusEffect)
  +
end
  +
  +
function lastState(ilsString)
  +
return state(ilsString) .. space .. b(perkStrings.statusEffects)
 
end
 
end
   
Linia 43: Linia 40:
 
return i(clr(9, '"' .. text .. ((author and '" — ' .. author) or '"')))
 
return i(clr(9, '"' .. text .. ((author and '" — ' .. author) or '"')))
 
end
 
end
 
--iconLinkStrings
 
ils = {
 
-- Interaction
 
baseHooks = "Haki w Piwnicy",
 
blastMines = "Miny",
 
bWall = "Ściana do Zniszczenia",
 
bWalls = "Ściany do Zniszczenia",
 
boonTotem = "Dobry Totem",
 
chest = "Skrzynia",
 
chests = "Skrzynie",
 
dullTotem = "Zwykły Totem",
 
eMedkit = "Apteczka Awaryjna",
 
exitGate = "Brama Wyjściowa",
 
exitGates = "Bramy Wyjściowe",
 
eGateSwitches = "Przełączniki Bram Wyjściowych",
 
failedSChecks = "Chybione Testy Umiejętności",
 
firecrackers = "Fajerwerki",
 
flashlights = "Latarki",
 
flashbangs = "Granaty Błyskowe",
 
gen = "Generator",
 
gens = "Generatory",
 
gSkillCheck = "Dobry Test Umiejętności",
 
gSkillChecks = "Dobre Testy Umiejętności",
 
hatch = "Właz",
 
hexTotem = "Przeklęty Totem",
 
hexTotems = "Przeklęte Totemy",
 
hook = "Hak",
 
hooks = "Haki",
 
item = "Przedmiot",
 
items = "Przedmioty",
 
locker = "Szafka",
 
lockers = "Szafki",
 
map = "Mapa",
 
medkit = "Apteczka",
 
medkits = "Apteczki",
 
pallet = "Paleta",
 
pallets = "Palety",
 
survivor = "Ocalały",
 
survivors = "Ocalali",
 
skillCheck = "Test Umiejętności",
 
skillChecks = "Testy Umiejętności",
 
toolbox = "Skrzynka z Narzędziami",
 
totem = "Totem",
 
totems = "Totemy",
 
greatSCheck = "Świetny Test Umiejętności",
 
greatSChecks = "Świetne Testy Umiejętności",
 
window = "Okno",
 
windows = "Okna",
 
-- UI (Status Effects, Auras)
 
adrenaline = "Adrenalina",
 
aura = "Aura",
 
auras = "Aury",
 
bleeding = "Krwawienie",
 
blindness = "Oślepienie",
 
bloodlust = "Żądza Krwi",
 
broken = "Okaleczenie",
 
cursed = "Przeklęty",
 
deepWound = "Głęboka Rana",
 
endurance = "Wytrzymałość",
 
exhausted = "Wyczerpany",
 
exhaustion = "Wyczerpanie",
 
exposed = "Narażony",
 
haemorrhage = "Krwawienie",
 
haste = "Pośpiech",
 
hindered = "Skrępowany",
 
incapacitated = "Unieruchomiony",
 
luck = "Szczęście",
 
mangled = "Zmasakrowany",
 
obsession = "Obsesja",
 
oblivious = "Nieświadomy",
 
undetectable = "Niewykrywalny",
 
-- Killers
 
killer = "Zabójca",
 
nightmare = "Koszmar",
 
-- Misc.
 
addon = "Dodatek",
 
altruism = "Altruizm",
 
basement = "Piwnica",
 
bloodpoints = "Punkty Krwi",
 
crows = "Wrony",
 
devious = "Przebiegłość",
 
dyingState = "Stan Agonii",
 
entity = "Byt",
 
healthState = "Stan Zdrowia",
 
healthy = "Zdrowy",
 
hunter = "Łowca",
 
injuredState = "Stan Ranny",
 
poolsBlood = "Ślady Krwi",
 
scratchMarks = "Czerwone Zarysowania",
 
statusEffect = "Efekt",
 
statusEffects = "Efekty",
 
stillCrows = "Wrony Bezczynności",
 
terrorRadius = "Zasięg Terroru",
 
}
 
   
 
perkStrings = {
 
perkStrings = {
unkwnDesc = "Nieznany Efekt.",
+
unknownDesc = "Nieznany Efekt.",
obsKiller1 = i("Zabójca w danej chwili może mieć " .. b("Obsesję") .. " na punkcie tylko jednego Ocalałego."),
+
obsPerkSurvivor = i("Zabójca w danej chwili może mieć " .. b("Obsesję") .. " na punkcie tylko jednego Ocalałego."),
obsKiller2 = i("Możesz mieć " .. b("obsesję") .. " na punkcie jednego Ocalałego."),
+
obsPerkKiller = i("Możesz mieć " .. b("obsesję") .. " tylko na punkcie jednego Ocalałego."),
obsSurv = "Zwiększa szanse na zostanie " .. i(b("Obsesją")) .. " o " .. bclr(2, "100 %") .. dot,
+
obsPerkOddsPlus = "Zwiększa szanse na zostanie " .. i(b("Obsesją")) .. " o " .. bclr(2, "+100 %") .. dot,
  +
obsPerkOddsMinus = "Zmniejsza szanse na zostanie " .. i(b("Obsesją")) .. " o " .. bclr(2, "-100 %") .. dot,
hexEffects = i("Efekt Klątwy utrzymuje się tak długo, jak związany z nią " .. iconLink(ils.hexTotem) .. " nadal stoi."),
 
  +
hexPerk = i("Efekt Klątwy utrzymuje się tak długo, jak związany z nią " .. iconLink(ils.hexTotem) .. " nadal stoi."),
  +
retiredPerk = bclr(8, "THIS PERK HAS BEEN RETIRED."),
  +
unusedPerk = bclr(8, "THIS PERK IS UNUSED."),
  +
statusEffect = "Status Effect",
  +
statusEffects = "Status Effects",
  +
boonPerkBottom = i("You can only bless one Totem at a time.") .. brnl .. i("All equipped " .. b("Boon Perks") .. " are active on the same " .. b("Boon Totem")) .. dot,
  +
boonPerkTop =
  +
"Press and hold the " .. i("Active Ability button") .. " near a Dull or Hex Totem to bless it and create a " .. state(ils.boonTotem) .. dot .. brnl ..
  +
"Soft chimes ring out within a radius of " .. bclr(2, "24 metres") .. dot .. nlp .. "Survivors inside the " .. i("Boon Totem's") .. " range benefit from the following effects:",
  +
scourgeHookDefault =
  +
"At the start of the Trial, " .. bclr(2, "4 random Hooks") .. " are changed into " .. b("Scourge Hooks") .. colon .. nl ..
  +
nbullet .. space .. "The " .. iconLink(ils.auras) .. " of " .. b("Scourge Hooks") .. " are revealed to you in " .. bclr(16, "white") .. dot,
  +
scourgeHookUnhooked = "Each time a Survivor is unhooked from a " .. b("Scourge Hook") .. ", the following effects apply:",
  +
scourgeHookHooked = "Each time a Survivor is hooked on a " .. b("Scourge Hook") .. ", the following effects apply:",
 
}
 
}
   
Linia 158: Linia 74:
 
{id = 9, value = "Palety"},
 
{id = 9, value = "Palety"},
 
{id = 10, value = "°"}, --° degree symbol
 
{id = 10, value = "°"}, --° degree symbol
{id = 11, value = ""}, -- Slightly/moderately/considerably
+
{id = 11, value = cstr.empty}, -- Slightly/moderately/considerably or for some numbers
  +
{id = 12, value = "Żeton(y)"},
 
}
 
}
   
Linia 168: Linia 85:
   
 
perks = {
 
perks = {
{id = 62, name = "Wezwanie Pielęgniarki", engName = "A Nurse's Calling" , baseLevel = 3, units = {4}, values = {20, 24, 28}, character = 4, charType = 'K', level = 40, tags = {"Auras", "Healing"}},
+
{id = 62, name = "Wezwanie Pielęgniarki", techName = "A Nurse's Calling" , baseLevel = 3, units = {4}, values = {20, 24, 28}, character = 4, charType = 'K', level = 40, tags = {"Auras", "Healing"}},
{id = 66, name = "As w Rękawie", engName = "Ace in the Hole" , baseLevel = 3, units = {5}, values = {10, 25, 50}, character = 7, charType = 'S', level = 40, tags = {"Chests", "Items"}},
+
{id = 66, name = "As w Rękawie", techName = "Ace in the Hole" , baseLevel = 3, units = {5}, values = {10, 25, 50}, character = 7, charType = 'S', level = 40, tags = {"Chests", "Items"}},
{id = 42, name = "Adrenalina", engName = "Adrenaline" , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 2, charType = 'S', level = 40, tags = {"Exhaustion", "Haste", "Healing"}},
+
{id = 42, name = "Adrenalina", techName = "Adrenaline" , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 2, charType = 'S', level = 40, tags = {"Exhaustion", "Haste", "Healing"}},
{id = 118, name = "Druga Pomoc", engName = "Aftercare" , baseLevel = 2, units = {7}, values = {1, 2, 3}, character = 15, charType = 'S', level = 35, tags = {"Auras"}},
+
{id = 118, name = "Druga Pomoc", techName = "Aftercare" , baseLevel = 2, units = {7}, values = {1, 2, 3}, character = 15, charType = 'S', level = 35, tags = {"Auras"}},
{id = 51, name = "Ekscytacja", engName = "Agitation" , baseLevel = 3, units = {5}, values = {6, 12, 18}, character = 1, charType = 'K', level = 40, tags = {"MovementSpeed", "TerrorRadius"}},
+
{id = 51, name = "Ekscytacja", techName = "Agitation" , baseLevel = 3, units = {5}, values = {6, 12, 18}, character = 1, charType = 'K', level = 40, tags = {"MovementSpeed", "TerrorRadius"}},
{id = 76, name = "Zaalarmowana", engName = "Alert" , baseLevel = 2, units = {1}, values = {3, 4, 5}, character = 9, charType = 'S', level = 40, tags = {"Auras"}},
+
{id = 76, name = "Zaalarmowana", techName = "Alert" , baseLevel = 2, units = {1}, values = {3, 4, 5}, character = 9, charType = 'S', level = 40, tags = {"Auras"}},
{id = 145, name = "Po Trupach do Celu", engName = "Any Means Necessary" , baseLevel = 1, units = {1}, values = {100, 80, 60}, character = 20, charType = 'S', level = 35, tags = {"Pallets"}},
+
{id = 145, name = "Po Trupach do Celu", techName = "Any Means Necessary" , baseLevel = 1, units = {1}, values = {100, 80, 60}, character = 20, charType = 'S', level = 35, tags = {"Pallets"}},
{id = 168, name = "Ocena Sytuacji", engName = "Appraisal" , baseLevel = 2, units = {5}, values = {40, 50, 60}, character = 24, charType = 'S', level = 30, tags = {"ActionSpeed", "Chests", "Items"}},
+
{id = 168, name = "Ocena Sytuacji", techName = "Appraisal" , baseLevel = 2, units = {5}, values = {40, 50, 60}, character = 24, charType = 'S', level = 30, tags = {"ActionSpeed", "Chests", "Items"}},
{id = 1, name = "Artefact Hunte", engName = "Artefact Hunter" , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'S', unused = true},
+
{id = 1, name = "Artefact Hunte", techName = "Artefact Hunter" , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'S', unused = true},
{id = 113, name = "Samouk", engName = "Autodidact" , baseLevel = 3, units = {8}, values = {3, 4, 5}, character = 14, charType = 'S', level = 40, tags = {"Healing", "SkillChecks"}},
+
{id = 113, name = "Samouk", techName = "Autodidact" , baseLevel = 3, units = {8}, values = {3, 4, 5}, character = 14, charType = 'S', level = 40, tags = {"Healing", "SkillChecks"}},
{id = 138, name = "Niańka", engName = "Babysitter" , baseLevel = 1, units = {1}, values = {4, 6, 8}, character = 19, charType = 'S', level = 30, tags = {"Auras", "ScratchMarks", "Stealth", "PoolsOfBlood"}},
+
{id = 138, name = "Niańka", techName = "Babysitter" , baseLevel = 1, units = {1}, values = {4, 6, 8}, character = 19, charType = 'S', level = 30, tags = {"Auras", "ScratchMarks", "Stealth", "PoolsOfBlood"}},
{id = 198, name = "Strażnik", engName = "Guardian" , baseLevel = 1, units = {1}, values = {1, 2, 3}, charType = 'S', tags = {""}},
+
{id = 102, name = "Kpina", techName = "Bamboozle" , baseLevel = 1, units = {5, 1}, values = {5, 10, 15, 8, 12, 16}, character = 12, charType = 'K', level = 30, tags = {"ActionSpeed", "Blocking", "Vaulting", "VaultLocations"}},
{id = 102, name = "Kpina", engName = "Bamboozle" , baseLevel = 1, units = {5, 1}, values = {5, 10, 15, 8, 12, 16}, character = 12, charType = 'K', level = 30, tags = {"ActionSpeed", "Blocking", "Vaulting", "VaultLocations"}},
+
{id = 45, name = "Miękkie Lądowanie", techName = "Balanced Landing" , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 5, charType = 'S', level = 30, tags = {"ActionNoise", "Exhaustion", "Haste"}},
{id = 45, name = "Miękkie Lądowanie", engName = "Balanced Landing" , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 5, charType = 'S', level = 30, tags = {"ActionNoise", "Exhaustion", "Haste"}},
+
{id = 88, name = "Barbecue i Chilli", techName = "Barbecue & Chilli" , baseLevel = 2, units = {5}, values = {50, 75, 100}, character = 9, charType = 'K', level = 35, tags = {"Auras", "BonusBloodpoints", "Hooks"}},
{id = 88, name = "Barbecue i Chilli", engName = "Barbecue & Chilli" , baseLevel = 2, units = {5}, values = {50, 75, 100}, character = 9, charType = 'K', level = 35, tags = {"Auras", "BonusBloodpoints", "Hooks"}},
+
{id = 85, name = "Drapieżna Bestia", techName = "Beast of Prey" , baseLevel = 1, units = {5}, values = {30, 40, 50}, character = 8, charType = 'K', level = 30, tags = {"Bloodlust", "BonusBloodpoints", "Deception", "Stealth", "Undetectable"}},
{id = 85, name = "Drapieżna Bestia", engName = "Beast of Prey" , baseLevel = 1, units = {5}, values = {30, 40, 50}, character = 8, charType = 'K', level = 30, tags = {"Bloodlust", "BonusBloodpoints", "Deception", "Stealth", "Undetectable"}},
+
{id = 135, name = "Razem Raźniej", techName = "Better Together" , baseLevel = 1, units = {1}, values = {8, 9, 10}, character = 18, charType = 'S', level = 30, tags = {"Auras", "Generators"}},
{id = 135, name = "Razem Raźniej", engName = "Better Together" , baseLevel = 1, units = {1}, values = {8, 9, 10}, character = 18, charType = 'S', level = 30, tags = {"Auras", "Generators"}},
+
{id = 183, name = "Zaciśnięte Zęby", techName = "Bite the Bullet" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 27, charType = 'S', level = 30, tags = {""}},
{id = 195, name = "Orientacja w Terenie", engName = "Situational Awareness" , baseLevel = 1, units = {1}, values = {1, 2, 3}, charType = 'S', tags = {""}},
+
{id = 7, name = "Gorzki Szmer", techName = "Bitter Murmur" , baseLevel = 3, units = {1}, values = {5, 7, 10}, charType = 'K', tags = {"Auras", "Generators"}},
{id = 183, name = "Zaciśnięte Zęby", engName = "Bite the Bullet" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 27, charType = 'S', level = 30, tags = {""}},
+
{id = 182, name = "Mina", techName = "Blast Mine" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 26, charType = 'S', level = 40, tags = {""}},
{id = 7, name = "Gorzki Szmer", engName = "Bitter Murmur" , baseLevel = 3, units = {1}, values = {5, 7, 10}, charType = 'K', tags = {"Auras", "Generators"}},
+
{id = 142, name = "Krwawe Echo", techName = "Blood Echo" , baseLevel = 2, units = {1}, values = {80, 70, 60}, character = 18, charType = 'K', level = 35, tags = {"Exhaustion", "Haemorrhage"}},
{id = 182, name = "Mina", engName = "Blast Mine" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 26, charType = 'S', level = 40, tags = {""}},
+
{id = 157, name = "Pakt Krwi", techName = "Blood Pact" , baseLevel = 1, units = {5}, values = {5, 6, 7}, character = 22, charType = 'S', level = 35, tags = {"Auras", "Haste", "Obsession"}},
{id = 142, name = "Krwawe Echo", engName = "Blood Echo" , baseLevel = 2, units = {1}, values = {80, 70, 60}, character = 18, charType = 'K', level = 35, tags = {"Exhaustion", "Haemorrhage"}},
+
{id = 92, name = "Krwawy Strażnik", techName = "Blood Warden" , baseLevel = 2, units = {1}, values = {30, 40, 60}, character = 10, charType = 'K', level = 40, tags = {"Auras", "Blocking", "ExitGates", "Hooks"}},
{id = 157, name = "Pakt Krwi", engName = "Blood Pact" , baseLevel = 1, units = {5}, values = {5, 6, 7}, character = 22, charType = 'S', level = 35, tags = {"Auras", "Haste", "Obsession"}},
+
{id = 54, name = "Pies Gończy", techName = "Bloodhound" , baseLevel = 2, units = {1}, values = {2, 3, 4}, character = 2, charType = 'K', level = 35, tags = {"PoolsOfBlood"}},
{id = 92, name = "Krwawy Strażnik", engName = "Blood Warden" , baseLevel = 2, units = {1}, values = {30, 40, 60}, character = 10, charType = 'K', level = 40, tags = {"Auras", "Blocking", "ExitGates", "Hooks"}},
+
{id = 107, name = "Do Utraty Tchu", techName = "Boil Over" , baseLevel = 2, units = {5, 4}, values = {25, 50, 75, 10, 12, 14}, character = 13, charType = 'S', level = 40, tags = {"Auras", "Hooks", "Wiggling"}},
{id = 54, name = "Pies Gończy", engName = "Bloodhound" , baseLevel = 2, units = {1}, values = {2, 3, 4}, character = 2, charType = 'K', level = 35, tags = {"PoolsOfBlood"}},
+
{id = 190, name = "Urok: Krąg Uzdrowienia", techName = "Boon: Circle of Healing" , baseLevel = 2, units = {5, 5}, values = {90, 95, 100, 95, 97.5, 100}, character = 28, charType = 'S', level = 35, tags = {"ActionSpeed", "Boon"}},
{id = 107, name = "Do Utraty Tchu", engName = "Boil Over" , baseLevel = 2, units = {5, 4}, values = {25, 50, 75, 10, 12, 14}, character = 13, charType = 'S', level = 40, tags = {"Auras", "Hooks", "Wiggling"}},
+
{id = 206, name = "Urok: Wykładniczość", techName = "Boon: Exponential" , baseLevel = 3, units = {5}, values = {90, 95, 100}, character = 29, charType = 'S', level = 40, tags = {"Totems", "RecoverySpeed", "Recovering", "Boon"}},
{id = 190, name = "Boon: Circle of Healing", engName = "Boon: Circle of Healing" , baseLevel = 2, units = {5, 5}, values = {90, 95, 100, 95, 97.5, 100}, character = 28, charType = 'S', level = 35, tags = {"ActionSpeed", "Boon"}},
+
{id = 191, name = "Urok: Cienisty Krok", techName = "Boon: Shadow Step" , baseLevel = 3, units = {1}, values = {2, 3, 4}, character = 28, charType = 'S', level = 40, tags = {"Auras", "ScratchMarks", "Boon",}},
{id = 191, name = "Boon: Shadow Step", engName = "Boon: Shadow Step" , baseLevel = 3, units = {1}, values = {2, 3, 4}, character = 28, charType = 'S', level = 40, tags = {"Auras", "ScratchMarks", "Boon",}},
+
{id = 33, name = "Więź", techName = "Bond" , baseLevel = 1, units = {4}, values = {20, 28, 36}, character = 1, charType = 'S', level = 30, tags = {"Auras"}},
{id = 33, name = "Więź", engName = "Bond" , baseLevel = 1, units = {4}, values = {20, 28, 36}, character = 1, charType = 'S', level = 30, tags = {"Auras"}},
+
{id = 73, name = "Życie na Kredyt", techName = "Borrowed Time" , baseLevel = 2, units = {1}, values = {10, 15, 20}, character = 8, charType = 'S', level = 35, tags = {"DeepWound", "Endurance"}},
{id = 73, name = "Życie na Kredyt", engName = "Borrowed Time" , baseLevel = 2, units = {1}, values = {10, 15, 20}, character = 8, charType = 'S', level = 35, tags = {"DeepWound", "Endurance"}},
+
{id = 36, name = "Wiedza Botaniczna", techName = "Botany Knowledge" , baseLevel = 2, units = {5}, values = {11, 22, 33}, character = 3, charType = 'S', level = 35, tags = {"ActionSpeed", "Efficiency", "Healing"}},
{id = 36, name = "Wiedza Botaniczna", engName = "Botany Knowledge" , baseLevel = 2, units = {5}, values = {11, 22, 33}, character = 3, charType = 'S', level = 35, tags = {"ActionSpeed", "Efficiency", "Healing"}},
+
{id = 117, name = "Przełamanie", techName = "Breakdown" , baseLevel = 1, units = {1}, values = {4, 5, 6}, character = 15, charType = 'S', level = 30, tags = {"Auras", "Hooks"}},
{id = 117, name = "Przełamanie", engName = "Breakdown" , baseLevel = 1, units = {1}, values = {4, 5, 6}, character = 15, charType = 'S', level = 30, tags = {"Auras", "Hooks"}},
+
{id = 146, name = "Ucieczka", techName = "Breakout" , baseLevel = 2, units = {5}, values = {5, 6, 7}, character = 20, charType = 'S', level = 40, tags = {"ActionSpeed", "Haste", "Wiggling"}},
{id = 146, name = "Ucieczka", engName = "Breakout" , baseLevel = 2, units = {5}, values = {5, 6, 7}, character = 20, charType = 'S', level = 40, tags = {"ActionSpeed", "Haste", "Wiggling"}},
+
{id = 52, name = "Brutalna Siła", techName = "Brutal Strength" , baseLevel = 2, units = {5}, values = {10, 15, 20}, character = 1, charType = 'K', level = 35, tags = {"ActionSpeed", "BreakableWalls", "Generators", "Pallets"}},
{id = 52, name = "Brutalna Siła", engName = "Brutal Strength" , baseLevel = 2, units = {5}, values = {10, 15, 20}, character = 1, charType = 'K', level = 35, tags = {"ActionSpeed", "BreakableWalls", "Generators", "Pallets"}},
+
{id = 127, name = "Zapnij Pasy", techName = "Buckle Up" , baseLevel = 2, units = {1}, values = {4, 5, 6}, character = 17, charType = 'S', level = 35, tags = {"Auras", "Recovering"}},
{id = 127, name = "Zapnij Pasy", engName = "Buckle Up" , baseLevel = 2, units = {1}, values = {4, 5, 6}, character = 17, charType = 'S', level = 35, tags = {"Auras", "Recovering"}},
+
{id = 164, name = "Trwałość Przede Wszystkim", techName = "Built to Last" , baseLevel = 3, units = {5}, values = {30, 40, 50}, character = 23, charType = 'S', level = 40, tags = {"Items"}},
{id = 164, name = "Trwałość Przede Wszystkim", engName = "Built to Last" , baseLevel = 3, units = {5}, values = {30, 40, 50}, character = 23, charType = 'S', level = 40, tags = {"Items"}},
+
{id = 40, name = "Spokojny Duc", techName = "Calm Spirit" , baseLevel = 2, units = {5}, values = {80, 90, 100}, character = 4, charType = 'S', level = 35, tags = {"Stealth"}},
{id = 40, name = "Spokojny Duc", engName = "Calm Spirit" , baseLevel = 2, units = {5}, values = {80, 90, 100}, character = 4, charType = 'S', level = 35, tags = {"Stealth"}},
+
{id = 139, name = "Koleżeństwo", techName = "Camaraderie" , baseLevel = 2, units = {1}, values = {26, 30, 34}, character = 19, charType = 'S', level = 35, tags = {"Hooks", "Struggling"}},
{id = 139, name = "Koleżeństwo", engName = "Camaraderie" , baseLevel = 2, units = {1}, values = {26, 30, 34}, character = 19, charType = 'S', level = 35, tags = {"Hooks", "Struggling"}},
+
{id = 205, name = "Działanie Korekcyjne", techName = "Corrective Action" , baseLevel = 2, units = {12}, values = {1, 2, 3}, character = 29, charType = 'S', level = 35, tags = {"SkillChecks", "Generators"}},
{id = 199, name = "Kinship", engName = "Kinship" , baseLevel = 2, units = {1}, values = {1, 2, 3}, charType = 'S', tags = {""}},
+
{id = 120, name = "Skażona Interwencja", techName = "Corrupt Intervention" , baseLevel = 1, units = {1}, values = {80, 100, 120}, character = 15, charType = 'K', level = 30, tags = {"Blocking", "Generators"}},
{id = 120, name = "Skażona Interwencja", engName = "Corrupt Intervention" , baseLevel = 1, units = {1}, values = {80, 100, 120}, character = 15, charType = 'K', level = 30, tags = {"Blocking", "Generators"}},
+
{id = 103, name = "Koulrofobia", techName = "Coulrophobia" , baseLevel = 2, units = {5}, values = {30, 40, 50}, character = 12, charType = 'K', level = 35, tags = {"Efficiency", "Healing", "TerrorRadius"}},
{id = 103, name = "Koulrofobia", engName = "Coulrophobia" , baseLevel = 2, units = {5}, values = {30, 40, 50}, character = 12, charType = 'K', level = 35, tags = {"Efficiency", "Healing", "TerrorRadius"}},
+
{id = 180, name = "Przeciwdziałanie", techName = "Counterforce" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 26, charType = 'S', level = 30, tags = {""}},
{id = 180, name = "Przeciwdziałanie", engName = "Counterforce" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 26, charType = 'S', level = 30, tags = {""}},
+
{id = 167, name = "Cios Łaski", techName = "Coup de Grâce" , baseLevel = 2, units = {5}, values = {40, 50, 60}, character = 22, charType = 'K', level = 40, tags = {"Lunge", "Tokens"}},
{id = 167, name = "Cios Łaski", engName = "Coup de Grâce" , baseLevel = 2, units = {5}, values = {40, 50, 60}, character = 22, charType = 'K', level = 40, tags = {"Lunge", "Tokens"}},
+
{id = 189, name = "Jasnowidzenie", techName = "Clairvoyance" , baseLevel = 1, units = {1}, values = {8, 9, 10}, character = 28, charType = 'S', level = 30, tags = {"Auras", "Totems"}},
{id = 189, name = "Clairvoyance", engName = "Clairvoyance" , baseLevel = 1, units = {1}, values = {8, 9, 10}, character = 28, charType = 'S', level = 30, tags = {"Auras", "Totems"}},
+
{id = 194, name = "Klaustrofobia", techName = "Claustrophobia" , baseLevel = 3, units = {1}, values = {20, 25, 30}, charType = 'K', tags = {"Auras", "Blocking", "Generators", "VaultLocations"}},
{id = 134, name = "Bezlitosne Granice", engName = "Cruel Limits" , baseLevel = 3, units = {1}, values = {20, 25, 30}, character = 17, charType = 'K', level = 35, tags = {"Blocking", "Generators", "VaultLocations"}},
+
{id = 134, name = "Bezlitosne Granice", techName = "Cruel Limits" , baseLevel = 3, units = {1}, values = {20, 25, 30}, character = 17, charType = 'K', level = 35, tags = {"Blocking", "Generators", "VaultLocations"}},
{id = 194, name = "Claustrophobia", engName = "Claustrophobia" , baseLevel = 3, units = {1}, values = {1, 2, 3}, charType = 'K', tags = {""}},
+
{id = 105, name = "Zatańcz ze Mną", techName = "Dance With Me" , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 13, charType = 'S', level = 30, tags = {"Lockers", "ScratchMarks", "Stealth", "Vaulting"}},
{id = 105, name = "Zatańcz ze Mną", engName = "Dance With Me" , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 13, charType = 'S', level = 30, tags = {"Lockers", "ScratchMarks", "Stealth", "Vaulting"}},
+
{id = 122, name = "Mroczne Oddanie", techName = "Dark Devotion" , baseLevel = 3, units = {1}, values = {20, 25, 30}, character = 15, charType = 'K', level = 40, tags = {"Deception", "Obsession", "Stealth", "TerrorRadius", "Undetectable"}},
{id = 122, name = "Mroczne Oddanie", engName = "Dark Devotion" , baseLevel = 3, units = {1}, values = {20, 25, 30}, character = 15, charType = 'K', level = 40, tags = {"Deception", "Obsession", "Stealth", "TerrorRadius", "Undetectable"}},
+
{id = 19, name = "Mroczny Zmysł", techName = "Dark Sense" , baseLevel = 3, units = {1}, values = {5, 7, 10}, charType = 'S', tags = {"Auras", "Generators"}},
{id = 19, name = "Mroczny Zmysł", engName = "Dark Sense" , baseLevel = 3, units = {1}, values = {5, 7, 10}, charType = 'S', tags = {"Auras", "Generators"}},
+
{id = 82, name = "Twarda Sztuka", techName = "Dead Hard" , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 10, charType = 'S', level = 35, tags = {"Exhaustion"}},
{id = 82, name = "Twarda Sztuka", engName = "Dead Hard" , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 10, charType = 'S', level = 35, tags = {"Exhaustion"}},
+
{id = 148, name = "Czuwak", techName = "Dead Man's Switch" , baseLevel = 2, units = {1}, values = {35, 40, 45}, character = 19, charType = 'K', level = 35, tags = {"Auras", "Blocking", "Generators", "Obsession"}},
{id = 148, name = "Czuwak", engName = "Dead Man's Switch" , baseLevel = 2, units = {1}, values = {35, 40, 45}, character = 19, charType = 'K', level = 35, tags = {"Auras", "Blocking", "Generators", "Obsession"}},
+
{id = 186, name = "Zakleszczenie", techName = "Deadlock" , baseLevel = 1, units = {1}, values = {1, 2, 3}, character = 25, charType = 'K', level = 30, tags = {"Auras", "Blocking"}},
{id = 186, name = "Zakleszczenie", engName = "Deadlock" , baseLevel = 1, units = {1}, values = {1, 2, 3}, character = 25, charType = 'K', level = 30, tags = {"Auras", "Blocking"}},
+
{id = 155, name = "Skazany na Śmierć", techName = "Deathbound" , baseLevel = 3, units = {4}, values = {16, 12, 8}, character = 20, charType = 'K', level = 40, tags = {"AuraFlareUp", "Healing"}},
{id = 155, name = "Skazany na Śmierć", engName = "Deathbound" , baseLevel = 3, units = {4}, values = {16, 12, 8}, character = 20, charType = 'K', level = 40, tags = {"AuraFlareUp", "Healing"}},
+
{id = 169, name = "Oszustwo", techName = "Deception" , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 24, charType = 'S', level = 35, tags = {"Deception", "Lockers", "LoudNoise", "ScratchMarks", "Stealth"}},
{id = 169, name = "Oszustwo", engName = "Deception" , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 24, charType = 'S', level = 35, tags = {"Deception", "Lockers", "LoudNoise", "ScratchMarks", "Stealth"}},
+
{id = 48, name = "Ostateczny Cios", techName = "Decisive Strike" , baseLevel = 3, units = {1}, values = {40, 50, 60}, character = 6, charType = 'S', level = 40, tags = {"SkillChecks", "Stun"}},
{id = 48, name = "Ostateczny Cios", engName = "Decisive Strike" , baseLevel = 3, units = {1}, values = {40, 50, 60}, character = 6, charType = 'S', level = 40, tags = {"SkillChecks", "Stun"}},
+
{id = 8, name = "Tropiciel", techName = "Deerstalker" , baseLevel = 1, units = {4}, values = {20, 28, 36}, charType = 'K', tags = {"Auras"}},
{id = 8, name = "Tropiciel", engName = "Deerstalker" , baseLevel = 1, units = {4}, values = {20, 28, 36}, charType = 'K', tags = {"Auras"}},
+
{id = 20, name = "Déjà Vu", techName = "Déjà Vu" , baseLevel = 2, units = {1}, values = {30, 45, 60}, charType = 'S', tags = {"Auras", "Generators", "Maps"}},
{id = 20, name = "Déjà Vu", engName = "Déjà Vu" , baseLevel = 2, units = {1}, values = {30, 45, 60}, charType = 'S', tags = {"Auras", "Generators", "Maps"}},
+
{id = 112, name = "Wybawienie", techName = "Deliverance" , baseLevel = 2, units = {1}, values = {100, 80, 60}, character = 14, charType = 'S', level = 35, tags = {"Broken", "Chance", "EscapeAttempt"}},
{id = 112, name = "Wybawienie", engName = "Deliverance" , baseLevel = 2, units = {1}, values = {100, 80, 60}, character = 14, charType = 'S', level = 35, tags = {"Broken", "Chance", "EscapeAttempt"}},
+
{id = 163, name = "Desperacki Krok", techName = "Desperate Measures" , baseLevel = 2, units = {5}, values = {10, 12, 14}, character = 23, charType = 'S', level = 35, tags = {"ActionSpeed", "Healing"}},
{id = 163, name = "Desperacki Krok", engName = "Desperate Measures" , baseLevel = 2, units = {5}, values = {10, 12, 14}, character = 23, charType = 'S', level = 35, tags = {"ActionSpeed", "Healing"}},
+
{id = 100, name = "Przeczucie Detektywah", techName = "Detective's Hunch" , baseLevel = 3, units = {4}, values = {32, 48, 64}, character = 12, charType = 'S', level = 35, tags = {"Auras", "Chests", "Generators", "Maps", "Totems"}},
{id = 100, name = "Przeczucie Detektywah", engName = "Detective's Hunch" , baseLevel = 3, units = {4}, values = {32, 48, 64}, character = 12, charType = 'S', level = 35, tags = {"Auras", "Chests", "Generators", "Maps", "Totems"}},
+
{id = 114, name = "Dysonans", techName = "Discordance" , baseLevel = 1, units = {4}, values = {64, 96, 128}, character = 14, charType = 'K', level = 30, tags = {"Auras", "Generators", "LoudNoise"}},
{id = 114, name = "Dysonans", engName = "Discordance" , baseLevel = 1, units = {4}, values = {64, 96, 128}, character = 14, charType = 'K', level = 30, tags = {"Auras", "Generators", "LoudNoise"}},
+
{id = 119, name = "Zakłócenie", techName = "Distortion" , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 15, charType = 'S', level = 40, tags = {"Auras", "KillerTraps", "ScratchMarks", "Stealth", "Tokens"}},
{id = 119, name = "Zakłócenie", engName = "Distortion" , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 15, charType = 'S', level = 40, tags = {"Auras", "KillerTraps", "ScratchMarks", "Stealth", "Tokens"}},
+
{id = 9, name = "Niepokój", techName = "Distressing" , baseLevel = 2, units = {5}, values = {22, 24, 26}, charType = 'K', tags = {"BonusBloodpoints", "Deviousness", "TerrorRadius"}},
{id = 9, name = "Niepokój", engName = "Distressing" , baseLevel = 2, units = {5}, values = {22, 24, 26}, charType = 'K', tags = {"BonusBloodpoints", "Deviousness", "TerrorRadius"}},
+
{id = 111, name = "Dywersja", techName = "Diversion" , baseLevel = 1, units = {1}, values = {40, 35, 30}, character = 14, charType = 'S', level = 30, tags = {"Deception", "LoudNoise", "ScratchMarks", "TerrorRadius"}},
{id = 111, name = "Dywersja", engName = "Diversion" , baseLevel = 1, units = {1}, values = {40, 35, 30}, character = 14, charType = 'S', level = 30, tags = {"Deception", "LoudNoise", "ScratchMarks", "TerrorRadius"}},
+
{id = 159, name = "Uścisk Smoka", techName = "Dragon's Grip" , baseLevel = 1, units = {1}, values = {120, 100, 80}, character = 21, charType = 'K', level = 30, tags = {"AuraFlareUp", "Exposed", "Generator"}},
{id = 159, name = "Uścisk Smoka", engName = "Dragon's Grip" , baseLevel = 1, units = {1}, values = {120, 100, 80}, character = 21, charType = 'K', level = 30, tags = {"AuraFlareUp", "Exposed", "Generator"}},
+
{id = 63, name = "Umierające Światło", techName = "Dying Light" , baseLevel = 3, units = {5, 5}, values = {2, 2.5, 3, 22, 27.5, 33}, character = 5, charType = 'K', level = 40, tags = {"ActionSpeed", "Obsession", "Tokens"}},
{id = 63, name = "Umierające Światło", engName = "Dying Light" , baseLevel = 3, units = {5, 5}, values = {2, 2.5, 3, 22, 27.5, 33}, character = 5, charType = 'K', level = 40, tags = {"ActionSpeed", "Obsession", "Tokens"}},
+
{id = 37, name = "Empatia", techName = "Empathy" , baseLevel = 1, units = {4}, values = {64, 96, 128}, character = 3, charType = 'S', level = 30, tags = {"Auras"}},
{id = 37, name = "Empatia", engName = "Empathy" , baseLevel = 1, units = {4}, values = {64, 96, 128}, character = 3, charType = 'S', level = 30, tags = {"Auras"}},
+
{id = 57, name = "Wytrzymały", techName = "Enduring" , baseLevel = 1, units = {5}, values = {40, 45, 50}, character = 3, charType = 'K', level = 30, tags = {"Stun", "StunRecovery"}},
{id = 57, name = "Wytrzymały", engName = "Enduring" , baseLevel = 1, units = {5}, values = {40, 45, 50}, character = 3, charType = 'K', level = 30, tags = {"Stun", "StunRecovery"}},
+
{id = 179, name = "Erupcja", techName = "Eruption" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 24, charType = 'K', level = 40, tags = {""}},
{id = 179, name = "Erupcja", engName = "Eruption" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 24, charType = 'K', level = 40, tags = {""}},
+
{id = 174, name = "Szybka Ścieżka", techName = "Fast Track" , baseLevel = 2, units = {8}, values = {1, 2, 3}, character = 25, charType = 'S', level = 30, tags = {"Generators", "SkillChecks", "Tokens"}},
{id = 174, name = "Szybka Ścieżka", engName = "Fast Track" , baseLevel = 2, units = {8}, values = {1, 2, 3}, character = 25, charType = 'S', level = 30, tags = {"Generators", "SkillChecks", "Tokens"}},
+
{id = 193, name = "Władca Strachu", techName = "Fearmonger" , baseLevel = 2, units = {1}, values = {3, 4, 5}, charType = 'K', tags = {"Blindness", "Exhaustion", "Generators", "Pause"}},
{id = 90, name = "Paląca Potrzeba", engName = "Fire Up" , baseLevel = 1, units = {5, 5}, values = {3, 3.5, 4, 15, 17.5, 20}, character = 10, charType = 'K', level = 30, tags = {"ActionSpeed", "Generators"}},
+
{id = 90, name = "Paląca Potrzeba", techName = "Fire Up" , baseLevel = 1, units = {5, 5}, values = {3, 3.5, 4, 15, 17.5, 20}, character = 10, charType = 'K', level = 30, tags = {"ActionSpeed", "Generators"}},
{id = 136, name = "Fiksacja", engName = "Fixated" , baseLevel = 2, units = {5}, values = {10, 15, 20}, character = 18, charType = 'S', level = 35, tags = {"MovementSpeed", "ScratchMarks"}},
+
{id = 136, name = "Fiksacja", techName = "Fixated" , baseLevel = 2, units = {5}, values = {10, 15, 20}, character = 18, charType = 'S', level = 35, tags = {"MovementSpeed", "ScratchMarks"}},
{id = 196, name = "Self-Aware", engName = "Self-Aware" , baseLevel = 2, units = {1}, values = {1, 2, 3}, charType = 'S', tags = {""}},
+
{id = 184, name = "Granat Błyskowy", techName = "Flashbang" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 27, charType = 'S', level = 35, tags = {""}},
{id = 184, name = "Granat Błyskowy", engName = "Flashbang" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 27, charType = 'S', level = 35, tags = {""}},
+
{id = 126, name = "Mijanka", techName = "Flip-Flop" , baseLevel = 1, units = {5}, values = {40, 45, 50}, character = 17, charType = 'S', level = 30, tags = {"Conversion", "Recovering", "Wiggling"}},
{id = 126, name = "Mijanka", engName = "Flip-Flop" , baseLevel = 1, units = {5}, values = {40, 45, 50}, character = 17, charType = 'S', level = 30, tags = {"Conversion", "Recovering", "Wiggling"}},
+
{id = 152, name = "Za Ludzi", techName = "For the People" , baseLevel = 2, units = {1}, values = {110, 100, 90}, character = 21, charType = 'S', level = 40, tags = {"Broken", "Healing", "Obsession"}},
{id = 152, name = "Za Ludzi", engName = "For the People" , baseLevel = 2, units = {1}, values = {110, 100, 90}, character = 21, charType = 'S', level = 40, tags = {"Broken", "Healing", "Obsession"}},
+
{id = 153, name = "Wymuszona Pokuta", techName = "Forced Penance" , baseLevel = 1, units = {1}, values = {40, 50, 60}, character = 20, charType = 'K', level = 30, tags = {"Broken", "ProtectionHits"}},
{id = 153, name = "Wymuszona Pokuta", engName = "Forced Penance" , baseLevel = 1, units = {1}, values = {40, 50, 60}, character = 20, charType = 'K', level = 30, tags = {"Broken", "ProtectionHits"}},
+
{id = 89, name = "Zguba Franklina", techName = "Franklin's Demise" , baseLevel = 2, units = {1}, values = {150, 120, 90}, character = 9, charType = 'K', level = 40, tags = {"Auras", "Items"}},
{id = 89, name = "Zguba Franklina", engName = "Franklin's Demise" , baseLevel = 2, units = {1}, values = {150, 120, 90}, character = 9, charType = 'K', level = 40, tags = {"Auras", "Items"}},
+
{id = 131, name = "Tajemny Pościg", techName = "Furtive Chase" , baseLevel = 3, units = {8}, values = {2, 3, 4}, character = 16, charType = 'K', level = 40, tags = {"Hooks", "Obsession", "Tokens", "TerrorRadius"}},
{id = 131, name = "Tajemny Pościg", engName = "Furtive Chase" , baseLevel = 3, units = {8}, values = {2, 3, 4}, character = 16, charType = 'K', level = 40, tags = {"Hooks", "Obsession", "Tokens", "TerrorRadius"}},
+
{id = 147, name = "Maniak Techniki", techName = "Gearhead" , baseLevel = 1, units = {1}, values = {20, 25, 30}, character = 19, charType = 'K', level = 30, tags = {"Auras", "Generators", "SkillChecks"}},
{id = 147, name = "Maniak Techniki", engName = "Gearhead" , baseLevel = 1, units = {1}, values = {20, 25, 30}, character = 19, charType = 'K', level = 30, tags = {"Auras", "Generators", "SkillChecks"}},
+
{id = 201, name = "Ponure Objęcia", techName = "Grim Embrace" , baseLevel = 1, units = {1}, values = {30, 35, 40}, character = 26, charType = 'K', level = 30, tags = {"Tokens", "Generators", "Auras", "Obsession", "Hooks"}},
{id = 96, name = "Sztuczka Kata", engName = "Hangman's Trick" , baseLevel = 1, units = {4}, values = {2, 4, 6}, character = 11, charType = 'K', level = 30, tags = {"Auras", "Hooks", "Sabotage"}},
+
{id = 198, name = "Strażnik", techName = "Guardian" , baseLevel = 1, units = {1}, values = {4, 6, 8}, charType = 'S', tags = {"Auras", "ScratchMarks", "Stealth", "PoolsOfBlood"}},
{id = 125, name = "Determinacja", engName = "Head On" , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 16, charType = 'S', level = 40, tags = {"Exhaustion", "Lockers", "Stun"}},
+
{id = 96, name = "Sztuczka Kata", techName = "Hangman's Trick" , baseLevel = 1, units = {4}, values = {2, 4, 6}, character = 11, charType = 'K', level = 30, tags = {"Auras", "Hooks", "Sabotage"}},
{id = 160, name = "Klątwa: Łaska Krwi", engName = "Hex: Blood Favour" , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 21, charType = 'K', level = 35, tags = {"Blocking", "Hex", "Pallets", "Totems"}},
+
{id = 125, name = "Determinacja", techName = "Head On" , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 16, charType = 'S', level = 40, tags = {"Exhaustion", "Lockers", "Stun"}},
{id = 172, name = "Klątwa: Panowanie nad Tłumem", engName = "Hex: Crowd Control" , baseLevel = 2, units = {1}, values = {10, 12, 14}, character = 23, charType = 'K', level = 35, tags = {"Blocking", "Hex", "Totems", "Vaulting", "VaultLocations"}},
+
{id = 160, name = "Klątwa: Łaska Krwi", techName = "Hex: Blood Favour" , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 21, charType = 'K', level = 35, tags = {"Blocking", "Hex", "Pallets", "Totems"}},
{id = 70, name = "Klątwa: Pożeracz Nadzieie", engName = "Hex: Devour Hope" , baseLevel = 3, units = {5}, values = {3, 4, 5}, character = 6, charType = 'K', level = 40, tags = {"Exposed", "Killing", "Haste", "Hex", "Hooks", "Tokens", "Totems"}},
+
{id = 172, name = "Klątwa: Panowanie nad Tłumem", techName = "Hex: Crowd Control" , baseLevel = 2, units = {1}, values = {10, 12, 14}, character = 23, charType = 'K', level = 35, tags = {"Blocking", "Hex", "Totems", "Vaulting", "VaultLocations"}},
{id = 109, name = "Klątwa: Nawiedzona Ziemia", engName = "Hex: Haunted Ground" , baseLevel = 2, units = {1}, values = {40, 50, 60}, character = 13, charType = 'K', level = 35, tags = {"Exposed", "Hex", "Totems"}},
+
{id = 70, name = "Klątwa: Pożeracz Nadzieie", techName = "Hex: Devour Hope" , baseLevel = 3, units = {5}, values = {3, 4, 5}, character = 6, charType = 'K', level = 40, tags = {"Exposed", "Killing", "Haste", "Hex", "Hooks", "Tokens", "Totems"}},
{id = 86, name = "Klątwa: Kołysanka Łowczyni", engName = "Hex: Huntress Lullaby" , baseLevel = 2, units = {5}, values = {2, 4, 6}, character = 8, charType = 'K', level = 40, tags = {"ActionNoise", "Hex", "Hooks", "RegressionPenalty", "SkillChecks", "Tokens", "Totems"}},
+
{id = 109, name = "Klątwa: Nawiedzona Ziemia", techName = "Hex: Haunted Ground" , baseLevel = 2, units = {1}, values = {40, 50, 60}, character = 13, charType = 'K', level = 35, tags = {"Exposed", "Hex", "Totems"}},
{id = 10, name = "Klątwa: Nikt Nie Ucieka Śmierci", engName = "Hex: No One Escapes Death" , baseLevel = 3, units = {5}, values = {2, 3, 4}, charType = 'K', tags = {"ExitGates", "Exposed", "Hex", "Totems"}},
+
{id = 86, name = "Klątwa: Kołysanka Łowczyni", techName = "Hex: Huntress Lullaby" , baseLevel = 2, units = {5}, values = {2, 4, 6}, character = 8, charType = 'K', level = 40, tags = {"ActionNoise", "Hex", "Hooks", "RegressionPenalty", "SkillChecks", "Tokens", "Totems"}},
{id = 187, name = "Klątwa: Igraszka", engName = "Hex: Plaything" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 25, charType = 'K', level = 35, tags = {"Auras", "Hex", "Oblivious", "Totems"}},
+
{id = 10, name = "Klątwa: Nikt Nie Ucieka Śmierci", techName = "Hex: No One Escapes Death" , baseLevel = 3, units = {5}, values = {2, 3, 4}, charType = 'K', tags = {"ExitGates", "Exposed", "Hex", "Totems"}},
{id = 149, name = "Klątwa: Odwet", engName = "Hex: Retribution" , baseLevel = 3, units = {1}, values = {35, 40, 45}, character = 19, charType = 'K', level = 40, tags = {"Auras", "Hex", "Oblivious", "Totems"}},
+
{id = 203, name = "Klątwa: Pentimento", techName = "Hex: Pentimento" , baseLevel = 3, units = {5}, values = {20, 25, 30}, character = 26, charType = 'K', level = 40, tags = {"Totems", "Auras", "ActionSpeeds", "Healing", "Recovery", "ExitGates"}},
{id = 69, name = "Klątwa: Ruina", engName = "Hex: Ruin" , baseLevel = 3, units = {5}, values = {100, 150, 200}, character = 6, charType = 'K', level = 35, tags = {"Generators", "Hex", "Regression", "Totems"}},
+
{id = 187, name = "Klątwa: Igraszka", techName = "Hex: Plaything" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 25, charType = 'K', level = 35, tags = {"Auras", "Hex", "Oblivious", "Totems"}},
{id = 71, name = "Klątwa: Trzecia Pieczęć", engName = "Hex: The Third Seal" , baseLevel = 2, units = {6}, values = {2, 3, 4}, character = 6, charType = 'K', level = 30, tags = {"Blindness", "Hex", "Totems"}},
+
{id = 149, name = "Klątwa: Odwet", techName = "Hex: Retribution" , baseLevel = 3, units = {1}, values = {35, 40, 45}, character = 19, charType = 'K', level = 40, tags = {"Auras", "Hex", "Oblivious", "Totems"}},
{id = 11, name = "Klątwa: Dreszcz Polowania", engName = "Hex: Thrill of the Hunt" , baseLevel = 1, units = {5, 5}, values = {8, 9, 10, 40, 45, 50}, charType = 'K', level = 40, tags = {"ActionSpeed", "BonusBloodpoints", "Hex", "LoudNoise", "Tokens", "Totems"}},
+
{id = 69, name = "Klątwa: Ruina", techName = "Hex: Ruin" , baseLevel = 3, units = {5}, values = {100, 150, 200}, character = 6, charType = 'K', level = 35, tags = {"Generators", "Hex", "Regression", "Totems"}},
{id = 161, name = "Klątwa: Nieumarły", engName = "Hex: Undying" , baseLevel = 3, units = {1}, values = {4, 5, 6}, character = 21, charType = 'K', level = 40, tags = {"Auras", "Hex", "Totems"}},
+
{id = 71, name = "Klątwa: Trzecia Pieczęć", techName = "Hex: The Third Seal" , baseLevel = 2, units = {6}, values = {2, 3, 4}, character = 6, charType = 'K', level = 30, tags = {"Blindness", "Hex", "Totems"}},
{id = 165, name = "Zbieracz", engName = "Hoarder" , baseLevel = 2, units = {4}, values = {24, 36, 48}, character = 22, charType = 'K', level = 30, tags = {"Chests", "Items", "LoudNoise"}},
+
{id = 11, name = "Klątwa: Dreszcz Polowania", techName = "Hex: Thrill of the Hunt" , baseLevel = 1, units = {5, 5}, values = {8, 9, 10, 40, 45, 50}, charType = 'K', level = 40, tags = {"ActionSpeed", "BonusBloodpoints", "Hex", "LoudNoise", "Tokens", "Totems"}},
{id = 21, name = "Nadzieja", engName = "Hope" , baseLevel = 2, units = {5}, values = {5, 6, 7}, charType = 'S', tags = {"Haste"}},
+
{id = 161, name = "Klątwa: Nieumarły", techName = "Hex: Undying" , baseLevel = 3, units = {1}, values = {4, 5, 6}, character = 21, charType = 'K', level = 40, tags = {"Auras", "Hex", "Totems"}},
{id = 178, name = "Histeria", engName = "Hysteria" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 24, charType = 'K', level = 35, tags = {""}},
+
{id = 165, name = "Zbieracz", techName = "Hoarder" , baseLevel = 2, units = {4}, values = {24, 36, 48}, character = 22, charType = 'K', level = 30, tags = {"Chests", "Items", "LoudNoise"}},
{id = 129, name = "Zamieniam Się w Słuch", engName = "I'm All Ears" , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 16, charType = 'K', level = 30, tags = {"Auras", "Vaulting"}},
+
{id = 21, name = "Nadzieja", techName = "Hope" , baseLevel = 2, units = {5}, values = {5, 6, 7}, charType = 'S', tags = {"Haste"}},
{id = 121, name = "Skażona Interwencja", engName = "Infectious Fright" , baseLevel = 2, units = {1}, values = {4, 5, 6}, character = 15, charType = 'K', level = 35, tags = {"AuraFlareUp", "TerrorRadius"}},
+
{id = 178, name = "Histeria", techName = "Hysteria" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 24, charType = 'K', level = 35, tags = {""}},
{id = 137, name = "Wewnętrzna Siła", engName = "Inner Strength" , baseLevel = 3, units = {1}, values = {10, 9, 8}, character = 18, charType = 'S', level = 40, tags = {"Broken", "DeepWound", "Healing", "Lockers", "Totems"}},
+
{id = 129, name = "Zamieniam Się w Słuch", techName = "I'm All Ears" , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 16, charType = 'K', level = 30, tags = {"Auras", "Vaulting"}},
{id = 197, name = "Inner Healing", engName = "Inner Healing" , baseLevel = 3, units = {1}, values = {1, 2, 3}, charType = 'S', tags = {""}},
+
{id = 121, name = "Skażona Interwencja", techName = "Infectious Fright" , baseLevel = 2, units = {1}, values = {4, 5, 6}, character = 15, charType = 'K', level = 35, tags = {"AuraFlareUp", "TerrorRadius"}},
{id = 12, name = "Podstępność", engName = "Insidious" , baseLevel = 3, units = {1}, values = {4, 3, 2}, charType = 'K', tags = {"Deception", "Stealth", "Undetectable"}},
+
{id = 197, name = "Wewnętrzne Leczenie", techName = "Inner Healing" , baseLevel = 3, units = {1}, values = {10, 9, 8}, charType = 'S', tags = {"Broken", "DeepWound", "Healing", "Lockers", "Totems"}},
{id = 2, name = "In the Dark", engName = "In the Dark" , baseLevel = 1, units = {4}, values = {36, 24, 16}, charType = 'K', unused = true},
+
{id = 137, name = "Wewnętrzna Siła", techName = "Inner Strength" , baseLevel = 3, units = {1}, values = {10, 9, 8}, character = 18, charType = 'S', level = 40, tags = {"Broken", "DeepWound", "Healing", "Lockers", "Totems"}},
{id = 13, name = "Żelazny Chwyt", engName = "Iron Grasp" , baseLevel = 1, units = {5}, values = {4, 8, 12}, charType = 'K', tags = {"ActionSpeed", "Wiggling"}},
+
{id = 12, name = "Podstępność", techName = "Insidious" , baseLevel = 3, units = {1}, values = {4, 3, 2}, charType = 'K', tags = {"Deception", "Stealth", "Undetectable"}},
{id = 116, name = "Żelazna Dziewica", engName = "Iron Maiden" , baseLevel = 3, units = {5}, values = {30, 40, 50}, character = 14, charType = 'K', level = 40, tags = {"ActionSpeed", "AuraFlareUp", "Exposed", "Lockers"}},
+
{id = 2, name = "In the Dark", techName = "In the Dark" , baseLevel = 1, units = {4}, values = {36, 24, 16}, charType = 'K', unused = true},
{id = 41, name = "Żelazna Wola", engName = "Iron Will" , baseLevel = 1, units = {5}, values = {50, 75, 100}, character = 4, charType = 'S', level = 30, tags = {"GruntsOfPain", "Stealth"}},
+
{id = 13, name = "Żelazny Chwyt", techName = "Iron Grasp" , baseLevel = 1, units = {5}, values = {4, 8, 12}, charType = 'K', tags = {"ActionSpeed", "Wiggling"}},
{id = 87, name = "Nokautt", engName = "Knock Out" , baseLevel = 1, units = {4}, values = {32, 24, 16}, character = 9, charType = 'K', level = 30, tags = {"Auras", "Blindness", "Blocking", "MovementSpeed"}},
+
{id = 116, name = "Żelazna Dziewica", techName = "Iron Maiden" , baseLevel = 3, units = {5}, values = {30, 40, 50}, character = 14, charType = 'K', level = 40, tags = {"ActionSpeed", "AuraFlareUp", "Exposed", "Lockers"}},
{id = 22, name = "Pokrewieństwo", engName = "Kindred" , baseLevel = 2, units = {4}, values = {8, 12, 16}, charType = 'S', tags = {"Auras", "Hooks"}},
+
{id = 41, name = "Żelazna Wola", techName = "Iron Will" , baseLevel = 1, units = {5}, values = {50, 75, 100}, character = 4, charType = 'S', level = 30, tags = {"GruntsOfPain", "Stealth"}},
{id = 3, name = "Last Standing", engName = "Last Standing" , baseLevel = 1, units = {5, 5}, values = {7.5, 15, 25, 22.5, 45, 75}, charType = 'S', unused = true, tags = {"ActionSpeed"}},
+
{id = 192, name = "Wstrząs", techName = "Jolt" , baseLevel = 1, units = {1}, values = {60, 50, 40}, charType = 'K', tags = {"Generators", "Regression", "RegressionPenalty"}},
{id = 34, name = "Lider", engName = "Leader" , baseLevel = 3, units = {5}, values = {15, 20, 25}, character = 1, charType = 'S', level = 40, tags = {"ActionSpeed"}},
+
{id = 87, name = "Nokautt", techName = "Knock Out" , baseLevel = 1, units = {4}, values = {32, 24, 16}, character = 9, charType = 'K', level = 30, tags = {"Auras", "Blindness", "Blocking", "MovementSpeed"}},
{id = 72, name = "Porzucony", engName = "Left Behind" , baseLevel = 1, units = {4}, values = {24, 28, 32}, character = 8, charType = 'S', level = 30, tags = {"Auras", "Hatch"}},
+
{id = 22, name = "Pokrewieństwo (Kindred)", techName = "Kindred" , baseLevel = 2, units = {4}, values = {8, 12, 16}, charType = 'S', tags = {"Auras", "Hooks"}},
{id = 177, name = "Śmiertelny Pościg", engName = "Lethal Pursuer" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 24, charType = 'K', level = 30, tags = {""}},
+
{id = 199, name = "Pokrewieństwo (Kinship)", techName = "Kinship" , baseLevel = 2, units = {1}, values = {26, 30, 34}, charType = 'S', tags = {"Hooks", "Struggling"}},
{id = 58, name = "Zrodzony w Świetle", engName = "Lightborn" , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 3, charType = 'K', level = 35, tags = {"Auras", "BlindingResistance"}},
+
{id = 3, name = "Last Standing", techName = "Last Standing" , baseLevel = 1, units = {5, 5}, values = {7.5, 15, 25, 22.5, 45, 75}, charType = 'S', unused = true, tags = {"ActionSpeed"}},
{id = 23, name = "Lekkość", engName = "Lightweight" , baseLevel = 1, units = {1}, values = {1, 2, 3}, charType = 'S', tags = {"ScratchMarks", "Stealth"}},
+
{id = 34, name = "Lider", techName = "Leader" , baseLevel = 3, units = {5}, values = {15, 20, 25}, character = 1, charType = 'S', level = 40, tags = {"ActionSpeed"}},
{id = 77, name = "Gibkość", engName = "Lithe" , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 9, charType = 'S', level = 35, tags = {"Exhaustion", "Haste", "Vaulting"}},
+
{id = 72, name = "Porzucony", techName = "Left Behind" , baseLevel = 1, units = {4}, values = {24, 28, 32}, character = 8, charType = 'S', level = 30, tags = {"Auras", "Hatch"}},
{id = 144, name = "Łut Szczęścia", engName = "Lucky Break" , baseLevel = 3, units = {1}, values = {120, 150, 180}, character = 20, charType = 'S', level = 30, tags = {"PoolsOfBlood", "Stealth"}},
+
{id = 177, name = "Śmiertelny Pościg", techName = "Lethal Pursuer" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 24, charType = 'K', level = 30, tags = {""}},
{id = 115, name = "Twardy Charakter", engName = "Mad Grit" , baseLevel = 2, units = {1}, values = {2, 3, 4}, character = 14, charType = 'K', level = 35, tags = {"AttackCooldown", "Pause", "Wiggling"}},
+
{id = 58, name = "Zrodzony w Świetle", techName = "Lightborn" , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 3, charType = 'K', level = 35, tags = {"Auras", "BlindingResistance"}},
{id = 98, name = "Dokonaj Wyboru", engName = "Make Your Choice" , baseLevel = 3, units = {1, 1}, values = {40, 50, 60, 40, 50, 60}, character = 11, charType = 'K', level = 40, tags = {"Exposed", "Hooks"}},
+
{id = 23, name = "Lekkość", techName = "Lightweight" , baseLevel = 1, units = {1}, values = {1, 2, 3}, charType = 'S', tags = {"ScratchMarks", "Stealth"}},
{id = 128, name = "Ludzki Zapał", engName = "Mettle of Man" , baseLevel = 3, units = {4}, values = {12, 14, 16}, character = 17, charType = 'S', level = 40, tags = {"Auras", "Endurance", "Obsession", "ProtectionHits"}},
+
{id = 77, name = "Gibkość", techName = "Lithe" , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 9, charType = 'S', level = 35, tags = {"Exhaustion", "Haste", "Vaulting"}},
{id = 133, name = "Osłabienie Woli", engName = "Mindbreaker" , baseLevel = 2, units = {2}, values = {1, 2, 3}, character = 17, charType = 'K', level = 40, tags = {"Exhaustion", "Generators", "Pause"}},
+
{id = 144, name = "Łut Szczęścia", techName = "Lucky Break" , baseLevel = 3, units = {1}, values = {120, 150, 180}, character = 20, charType = 'S', level = 30, tags = {"PoolsOfBlood", "Stealth"}},
{id = 193, name = "Fearmonger", engName = "Fearmonger" , baseLevel = 2, units = {1}, values = {1, 2, 3}, charType = 'K', tags = {""}},
+
{id = 115, name = "Twardy Charakter", techName = "Mad Grit" , baseLevel = 2, units = {1}, values = {2, 3, 4}, character = 14, charType = 'K', level = 35, tags = {"AttackCooldown", "Pause", "Wiggling"}},
{id = 80, name = "Bestialska Obserwacja", engName = "Monitor & Abuse" , baseLevel = 2, units = {10}, values = {3, 5, 10}, character = 7, charType = 'K', level = 35, tags = {"Chase", "FOV", "TerrorRadius"}},
+
{id = 98, name = "Dokonaj Wyboru", techName = "Make Your Choice" , baseLevel = 3, units = {1, 1}, values = {40, 50, 60, 40, 50, 60}, character = 11, charType = 'K', level = 40, tags = {"Exposed", "Hooks"}},
{id = 14, name = "Potworna Świątynia", engName = "Monstrous Shrine" , baseLevel = 2, units = {5, 5, 5}, values = {3, 6, 9, 5, 10, 15, 3, 6, 9}, charType = 'K', tags = {"ActionSpeed", "Basement", "EscapeAttempts", "Hooks"}},
+
{id = 128, name = "Ludzki Zapał", techName = "Mettle of Man" , baseLevel = 3, units = {4}, values = {12, 14, 16}, character = 17, charType = 'S', level = 40, tags = {"Auras", "Endurance", "Obsession", "ProtectionHits"}},
{id = 143, name = "Nemezis", engName = "Nemesis" , baseLevel = 3, units = {1}, values = {40, 50, 60}, character = 18, charType = 'K', level = 40, tags = {"Blinding", "Lockers", "Obsession", "Pallets", "Stun"}},
+
{id = 133, name = "Osłabienie Woli", techName = "Mindbreaker" , baseLevel = 2, units = {2}, values = {1, 2, 3}, character = 17, charType = 'K', level = 40, tags = {"Exhaustion", "Generators", "Pause"}},
{id = 83, name = "Bez Biadolenia", engName = "No Mither" , baseLevel = 2, units = {5, 5}, values = {25, 50, 75, 15, 20, 25}, character = 10, charType = 'S', level = 40, tags = {"Broken", "GruntsOfPain", "PoolsOfBlood", "Recovering", "Stealth"}},
+
{id = 80, name = "Bestialska Obserwacja", techName = "Monitor & Abuse" , baseLevel = 2, units = {10}, values = {3, 5, 10}, character = 7, charType = 'K', level = 35, tags = {"Chase", "FOV", "TerrorRadius"}},
{id = 24, name = "Nikt nie Zostaje w Tyle", engName = "No One Left Behind" , baseLevel = 2, units = {5, 5}, values = {50, 75, 100, 30, 40, 50}, charType = 'S', tags = {"ActionSpeed", "Altruism", "Auras", "BonusBloodpoints"}},
+
{id = 14, name = "Potworna Świątynia", techName = "Monstrous Shrine" , baseLevel = 2, units = {5, 5, 5}, values = {3, 6, 9, 5, 10, 15, 3, 6, 9}, charType = 'K', tags = {"ActionSpeed", "Basement", "EscapeAttempts", "Hooks"}},
{id = 173, name = "Bez Wyjścia", engName = "No Way Out" , baseLevel = 2, units = {1}, values = {8, 9, 10, 32, 36, 40}, character = 23, charType = 'K', level = 40, tags = {"Blocking", "ExitGates", "Generators", "Tokens"}},
+
{id = 143, name = "Nemezis", techName = "Nemesis" , baseLevel = 3, units = {1}, values = {40, 50, 60}, character = 18, charType = 'K', level = 40, tags = {"Blinding", "Lockers", "Obsession", "Pallets", "Stun"}},
{id = 49, name = "Obiekt Obsesji", engName = "Object of Obsession" , baseLevel = 2, units = {5}, values = {2, 4, 6}, character = 6, charType = 'S', level = 35, tags = {"Auras", "TerrorRadius"}},
+
{id = 83, name = "Bez Biadolenia", techName = "No Mither" , baseLevel = 2, units = {5, 5}, values = {25, 50, 75, 15, 20, 25}, character = 10, charType = 'S', level = 40, tags = {"Broken", "GruntsOfPain", "PoolsOfBlood", "Recovering", "Stealth"}},
{id = 150, name = "Nieoficjalnie", engName = "Off the Record" , baseLevel = 3, units = {1}, values = {60, 70, 80}, character = 21, charType = 'S', level = 35, tags = {"Auras", "GruntsOfPain", "Hooks"}},
+
{id = 24, name = "Nikt nie Zostaje w Tyle", techName = "No One Left Behind" , baseLevel = 2, units = {5, 5}, values = {50, 75, 100, 30, 40, 50}, charType = 'S', tags = {"ActionSpeed", "Altruism", "Auras", "BonusBloodpoints"}},
{id = 67, name = "Otwarte Karty", engName = "Open-Handed" , baseLevel = 2, units = {4}, values = {8, 12, 16}, character = 7, charType = 'S', level = 35, tags = {"Auras"}},
+
{id = 173, name = "Bez Wyjścia", techName = "No Way Out" , baseLevel = 2, units = {1}, values = {8, 9, 10, 32, 36, 40}, character = 23, charType = 'K', level = 40, tags = {"Blocking", "ExitGates", "Generators", "Tokens"}},
{id = 166, name = "Opresja", engName = "Oppression" , baseLevel = 2, units = {1}, values = {120, 100, 80}, character = 22, charType = 'K', level = 35, tags = {"Generators", "Regression", "SkillChecks"}},
+
{id = 49, name = "Obiekt Obsesji", techName = "Object of Obsession" , baseLevel = 2, units = {5}, values = {2, 4, 6}, character = 6, charType = 'S', level = 35, tags = {"Auras", "TerrorRadius"}},
{id = 4, name = "Overconfidence", engName = "Overconfidence" , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'S', unused = true},
+
{id = 150, name = "Nieoficjalnie", techName = "Off the Record" , baseLevel = 3, units = {1}, values = {60, 70, 80}, character = 21, charType = 'S', level = 35, tags = {"Auras", "GruntsOfPain", "Hooks"}},
{id = 79, name = "Przeciążenie", engName = "Overcharge" , baseLevel = 2, units = {5}, values = {3, 4, 5}, character = 7, charType = 'K', level = 40, tags = {"Generators", "RegressionPenalty", "SkillChecks"}},
+
{id = 67, name = "Otwarte Karty", techName = "Open-Handed" , baseLevel = 2, units = {4}, values = {8, 12, 16}, character = 7, charType = 'S', level = 35, tags = {"Auras"}},
{id = 78, name = "Przytłaczająca Obecność", engName = "Overwhelming Presence" , baseLevel = 1, units = {5}, values = {80, 90, 100}, character = 7, charType = 'K', level = 30, tags = {"Efficiency", "TerrorRadius"}},
+
{id = 166, name = "Opresja", techName = "Oppression" , baseLevel = 2, units = {1}, values = {120, 100, 80}, character = 22, charType = 'K', level = 35, tags = {"Generators", "Regression", "SkillChecks"}},
{id = 94, name = "Farmacja", engName = "Pharmacy" , baseLevel = 2, units = {5}, values = {40, 60, 80}, character = 11, charType = 'S', level = 35, tags = {"ActionNoise", "ActionSpeed", "Chests", "Items"}},
+
{id = 204, name = "Przezwyciężenie", techName = "Overcome" , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 29, charType = 'S', level = 30, tags = {"MovementSpeed", "Exhaustion"}},
{id = 64, name = "Baw Się Swoim Jedzeniem", engName = "Play with Your Food" , baseLevel = 3, units = {5, 5}, values = {3, 4, 5, 9, 12, 15}, character = 5, charType = 'K', level = 35, tags = {"Chase", "MovementSpeed", "Obsession", "Tokens"}},
+
{id = 4, name = "Overconfidence", techName = "Overconfidence" , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'S', unused = true},
{id = 25, name = "Instynkt Grabieżcy", engName = "Plunderer's Instinct" , baseLevel = 1, units = {4}, values = {16, 24, 32}, charType = 'S', tags = {"Auras", "Chance", "Chests", "Items"}},
+
{id = 79, name = "Przeciążenie", techName = "Overcharge" , baseLevel = 2, units = {5}, values = {3, 4, 5}, character = 7, charType = 'K', level = 40, tags = {"Generators", "RegressionPenalty", "SkillChecks"}},
{id = 124, name = "Opanowanie", engName = "Poised" , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 16, charType = 'S', level = 35, tags = {"Generators", "ScratchMarks", "Stealth"}},
+
{id = 78, name = "Przytłaczająca Obecność", techName = "Overwhelming Presence" , baseLevel = 1, units = {5}, values = {80, 90, 100}, character = 7, charType = 'K', level = 30, tags = {"Efficiency", "TerrorRadius"}},
{id = 104, name = "Entliczek-Pentlicze", engName = "Pop Goes the Weasel" , baseLevel = 3, units = {1}, values = {35, 40, 45}, character = 12, charType = 'K', level = 40, tags = {"Generators", "Hooks", "RegressionPenalty"}},
+
{id = 94, name = "Farmacja", techName = "Pharmacy" , baseLevel = 2, units = {5}, values = {40, 60, 80}, character = 11, charType = 'S', level = 35, tags = {"ActionNoise", "ActionSpeed", "Chests", "Items"}},
{id = 170, name = "Intensywna Walka", engName = "Power Struggle" , baseLevel = 2, units = {5}, values = {35, 30, 25}, character = 24, charType = 'S', level = 40, tags = {"Pallets", "Stun", "Wiggling"}},
+
{id = 64, name = "Baw Się Swoim Jedzeniem", techName = "Play with Your Food" , baseLevel = 3, units = {5, 5}, values = {3, 4, 5, 9, 12, 15}, character = 5, charType = 'K', level = 35, tags = {"Chase", "MovementSpeed", "Obsession", "Tokens"}},
{id = 55, name = "Drapieżnik", engName = "Predator" , baseLevel = 1, units = {11},values = {"slightly", "moderately", "considerably"}, character = 2, charType = 'K', level = 30, tags = {"ScratchMarks"}},
+
{id = 25, name = "Instynkt Grabieżcy", techName = "Plunderer's Instinct" , baseLevel = 1, units = {4}, values = {16, 24, 32}, charType = 'S', tags = {"Auras", "Chance", "Chests", "Items"}},
{id = 26, name = "Przeczucie", engName = "Premonition" , baseLevel = 3, units = {1}, values = {60, 45, 30}, charType = 'S', tags = {"Warning"}},
+
{id = 124, name = "Opanowanie", techName = "Poised" , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 16, charType = 'S', level = 35, tags = {"Generators", "ScratchMarks", "Stealth"}},
{id = 35, name = "Wykaż Się", engName = "Prove Thyself" , baseLevel = 2, units = {5}, values = {50, 75, 100}, character = 1, charType = 'S', level = 35, tags = {"ActionSpeed", "BonusBloodpoints", "Generators"}},
+
{id = 104, name = "Entliczek-Pentlicze", techName = "Pop Goes the Weasel" , baseLevel = 3, units = {1}, values = {35, 40, 45}, character = 12, charType = 'K', level = 40, tags = {"Generators", "Hooks", "RegressionPenalty"}},
{id = 43, name = "Szybko i Cicho", engName = "Quick & Quiet" , baseLevel = 1, units = {1}, values = {30, 25, 20}, character = 2, charType = 'S', level = 30, tags = {"Lockers", "LoudNoise", "Stealth", "Vaulting"}},
+
{id = 170, name = "Intensywna Walka", techName = "Power Struggle" , baseLevel = 2, units = {5}, values = {35, 30, 25}, character = 24, charType = 'S', level = 40, tags = {"Pallets", "Stun", "Wiggling"}},
{id = 110, name = "Uraza", engName = "Rancor" , baseLevel = 3, units = {1}, values = {5, 4, 3}, character = 13, charType = 'K', level = 40, tags = {"Auras", "AuraFlareUp", "Exposed", "Generators", "Killing", "Obsession"}},
+
{id = 55, name = "Drapieżnik", techName = "Predator" , baseLevel = 1, units = {11},values = {"slightly", "moderately", "considerably"}, character = 2, charType = 'K', level = 30, tags = {"ScratchMarks"}},
{id = 151, name = "Fałszywy Trop", engName = "Red Herring" , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 21, charType = 'S', level = 35, tags = {"Auras", "Deception", "Generators", "Lockers", "LoudNoise"}},
+
{id = 26, name = "Przeczucie", techName = "Premonition" , baseLevel = 3, units = {1}, values = {60, 45, 30}, charType = 'S', tags = {"Warning"}},
{id = 91, name = "Zapamiętaj Mnie", engName = "Remember Me" , baseLevel = 2, units = {3}, values = {8 , 12, 16}, character = 10, charType = 'K', level = 35, tags = {"ActionSpeed", "ExitGates", "Obsession"}},
+
{id = 35, name = "Wykaż Się", techName = "Prove Thyself" , baseLevel = 2, units = {5}, values = {50, 75, 100}, character = 1, charType = 'S', level = 35, tags = {"ActionSpeed", "BonusBloodpoints", "Generators"}},
{id = 158, name = "Stłumiony Sojusz", engName = "Repressed Alliance" , baseLevel = 2, units = {1}, values = {80, 70, 60}, character = 22, charType = 'S', level = 40, tags = {"Auras", "Blocking", "Generators"}},
+
{id = 43, name = "Szybko i Cicho", techName = "Quick & Quiet" , baseLevel = 1, units = {1}, values = {30, 25, 20}, character = 2, charType = 'S', level = 30, tags = {"Lockers", "LoudNoise", "Stealth", "Vaulting"}},
{id = 27, name = "Zaradność", engName = "Resilience" , baseLevel = 2, units = {5}, values = {3, 6, 9}, charType = 'S', tags = {"ActionSpeed"}},
+
{id = 110, name = "Uraza", techName = "Rancor" , baseLevel = 3, units = {1}, values = {5, 4, 3}, character = 13, charType = 'K', level = 40, tags = {"Auras", "AuraFlareUp", "Exposed", "Generators", "Killing", "Obsession"}},
{id = 181, name = "Odrodzenie", engName = "Resurgence" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 26, charType = 'S', level = 35, tags = {""}},
+
{id = 151, name = "Fałszywy Trop", techName = "Red Herring" , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 21, charType = 'S', level = 35, tags = {"Auras", "Deception", "Generators", "Lockers", "LoudNoise"}},
{id = 185, name = "Zapał Nowicjusza", engName = "Rookie Spirit" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 27, charType = 'S', level = 40, tags = {""}},
+
{id = 91, name = "Zapamiętaj Mnie", techName = "Remember Me" , baseLevel = 2, units = {3}, values = {8 , 12, 16}, character = 10, charType = 'K', level = 35, tags = {"ActionSpeed", "ExitGates", "Obsession"}},
{id = 65, name = "Najlepsze Zostaw na Koniec", engName = "Save the Best for Last" , baseLevel = 3, units = {8}, values = {4, 3, 2}, character = 5, charType = 'K', level = 30, tags = {"AttackCooldown", "Obsession", "Tokens"}},
+
{id = 200, name = "Drugi Oddech (Renewal)", techName = "Renewal" , baseLevel = 3, units = {1}, values = {28, 24, 20}, charType = 'S', tags = {"Broken", "Healing", "Hooks"}},
{id = 39, name = "Sabotażysta", engName = "Saboteur" , baseLevel = 3, units = {1}, values = {90, 75, 60}, character = 4, charType = 'S', level = 40, tags = {"ActionSpeed", "Auras", "Hooks", "Sabotage"}},
+
{id = 158, name = "Stłumiony Sojusz", techName = "Repressed Alliance" , baseLevel = 2, units = {1}, values = {80, 70, 60}, character = 22, charType = 'S', level = 40, tags = {"Auras", "Blocking", "Generators"}},
{id = 188, name = "Hak Plagi: Ofiarowany Ból", engName = "Scourge Hook: Gift of Pain" , baseLevel = 3, units = {1}, values = {1, 2, 3}, character = 25, charType = 'K', level = 40, tags = {"ActionSpeed", "Auras", "Haemorrhage", "Hooks", "Mangled"}},
+
{id = 27, name = "Zaradność", techName = "Resilience" , baseLevel = 2, units = {5}, values = {3, 6, 9}, charType = 'S', tags = {"ActionSpeed"}},
{id = 140, name = "Drugi Oddech", engName = "Second Wind" , baseLevel = 3, units = {1}, values = {34, 32, 30}, character = 19, charType = 'S', level = 40, tags = {"Broken", "Healing", "Hooks"}},
+
{id = 181, name = "Odrodzenie", techName = "Resurgence" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 26, charType = 'S', level = 35, tags = {""}},
{id = 200, name = "Renewal", engName = "Renewal" , baseLevel = 3, units = {1}, values = {1, 2, 3}, charType = 'S', tags = {""}},
+
{id = 185, name = "Zapał Nowicjusza", techName = "Rookie Spirit" , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 27, charType = 'S', level = 40, tags = {""}},
{id = 38, name = "Zrodzony w Cieniu", engName = "Self-Care" , baseLevel = 3, units = {5}, values = {10, 15, 20}, character = 3, charType = 'S', level = 40, tags = {"ActionSpeed", "Efficiency", "Healing"}},
+
{id = 65, name = "Najlepsze Zostaw na Koniec", techName = "Save the Best for Last" , baseLevel = 3, units = {8}, values = {4, 3, 2}, character = 5, charType = 'K', level = 30, tags = {"AttackCooldown", "Obsession", "Tokens"}},
{id = 176, name = "Samoopatrywanie", engName = "Self-Preservation" , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 25, charType = 'S', level = 40, tags = {"ScratchMarks", "Stealth"}},
+
{id = 39, name = "Sabotażysta", techName = "Saboteur" , baseLevel = 3, units = {1}, values = {90, 75, 60}, character = 4, charType = 'S', level = 40, tags = {"ActionSpeed", "Auras", "Hooks", "Sabotage"}},
{id = 56, name = "Instynkt Samozachowawczy", engName = "Shadowborn" , baseLevel = 3, units = {10}, values = {9, 12, 15}, character = 2, charType = 'K', level = 40, tags = {"FOV"}},
+
{id = 188, name = "Hak Plagi: Ofiarowany Ból", techName = "Scourge Hook: Gift of Pain" , baseLevel = 3, units = {1}, values = {1, 2, 3}, character = 25, charType = 'K', level = 40, tags = {"ActionSpeed", "Auras", "Haemorrhage", "Hooks", "Mangled"}},
{id = 28, name = "Śliskie Mięso", engName = "Slippery Meat" , baseLevel = 1, units = {5}, values = {15, 20, 25}, charType = 'S', tags = {"Chance", "EscapeAttempts", "Hooks"}},
+
{id = 202, name = "Hak Plagi: Rezonans Bólu", techName = "Scourge Hook: Pain Resonance" , baseLevel = 2, units = {5}, values = {9, 12, 15}, character = 26, charType = 'K', level = 35, tags = {"ScourgeHooks", "Hooks", "Auras", "Generators", "RegressionPenalty", "Regression"}},
{id = 15, name = "Niechlujny Rzeźnik", engName = "Sloppy Butcher" , baseLevel = 1, units = {5}, values = {50, 75, 100}, charType = 'K', tags = {"Haemorrhage", "Mangled", "PoolsOfBlood"}},
+
{id = 140, name = "Drugi Oddech (Second Wind)", techName = "Second Wind" , baseLevel = 3, units = {1}, values = {34, 32, 30}, character = 19, charType = 'S', level = 40, tags = {"Broken", "Healing", "Hooks"}},
{id = 29, name = "Drobna Gra", engName = "Small Game" , baseLevel = 1, units = {4, 1}, values = {8, 10, 12, 14, 12, 10}, charType = 'S', tags = {"KillerTraps", "Totems", "Warning"}},
+
{id = 196, name = "Samoświadomość", techName = "Self-Aware" , baseLevel = 2, units = {5}, values = {10, 15, 20}, charType = 'S', tags = {"MovementSpeed", "ScratchMarks"}},
{id = 175, name = "Przebój", engName = "Smash Hit" , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 25, charType = 'S', level = 35, tags = {"Exhaustion", "Haste", "Pallets", "Stun"}},
+
{id = 38, name = "Samoopatrywanie", techName = "Self-Care" , baseLevel = 3, units = {5}, values = {10, 15, 20}, character = 3, charType = 'S', level = 40, tags = {"ActionSpeed", "Efficiency", "Healing"}},
{id = 50, name = "Ostatnia Ocalała", engName = "Sole Survivor" , baseLevel = 2, units = {4, 4}, values = {20, 22, 24, 60, 66, 72}, character = 6, charType = 'S', level = 30, tags = {"Auras", "Stealth"}},
+
{id = 176, name = "Instynkt Samozachowawczy", techName = "Self-Preservation" , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 25, charType = 'S', level = 40, tags = {"ScratchMarks", "Stealth"}},
{id = 123, name = "Solidarność", engName = "Solidarity" , baseLevel = 1, units = {5}, values = {40, 45, 50}, character = 16, charType = 'S', level = 30, tags = {"Conversion", "Healing"}},
+
{id = 56, name = "Zrodzony w Cieniu", techName = "Shadowborn" , baseLevel = 3, units = {10}, values = {9, 12, 15}, character = 2, charType = 'K', level = 40, tags = {"FOV"}},
{id = 156, name = "Strażnik Duszy", engName = "Soul Guard" , baseLevel = 3, units = {1}, values = {4, 6, 8}, character = 22, charType = 'S', level = 30, tags = {"Cursed", "DeepWound", "Endurance"}},
+
{id = 195, name = "Orientacja w terenie", techName = "Situational Awareness" , baseLevel = 1, units = {1}, values = {8, 9, 10}, charType = 'S', tags = {"Auras", "Generators"}},
{id = 16, name = "Szpiedzy z Cienia", engName = "Spies from the Shadows" , baseLevel = 3, units = {4}, values = {20, 28, 36}, charType = 'K', level = 35, tags = {"Auras"}},
+
{id = 28, name = "Śliskie Mięso", techName = "Slippery Meat" , baseLevel = 1, units = {5}, values = {15, 20, 25}, charType = 'S', tags = {"Chance", "EscapeAttempts", "Hooks"}},
{id = 30, name = "Dreszcz", engName = "Spine Chill" , baseLevel = 3, units = {5}, values = {2, 4, 6}, charType = 'S', tags = {"ActionSpeed", "SkillChecks", "Warning"}},
+
{id = 15, name = "Niechlujny Rzeźnik", techName = "Sloppy Butcher" , baseLevel = 1, units = {5}, values = {50, 75, 100}, charType = 'K', tags = {"Haemorrhage", "Mangled", "PoolsOfBlood"}},
{id = 108, name = "Duchowa Furia", engName = "Spirit Fury" , baseLevel = 1, units = {9}, values = {4, 3, 2}, character = 13, charType = 'K', level = 30, tags = {"Pallets"}},
+
{id = 29, name = "Drobna Gra", techName = "Small Game" , baseLevel = 1, units = {4, 1}, values = {8, 10, 12, 14, 12, 10}, charType = 'S', tags = {"KillerTraps", "Totems", "Warning"}},
{id = 44, name = "Sprint", engName = "Sprint Burst" , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 2, charType = 'S', level = 35, tags = {"Exhaustion", "Haste"}},
+
{id = 175, name = "Przebój", techName = "Smash Hit" , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 25, charType = 'S', level = 35, tags = {"Exhaustion", "Haste", "Pallets", "Stun"}},
{id = 101, name = "Nadzór", engName = "Stake Out" , baseLevel = 3, units = {8}, values = {2, 3, 4}, character = 12, charType = 'S', level = 40, tags = {"SkillChecks", "TerrorRadius", "Tokens"}},
+
{id = 50, name = "Ostatnia Ocalała", techName = "Sole Survivor" , baseLevel = 2, units = {4, 4}, values = {20, 22, 24, 60, 66, 72}, character = 6, charType = 'S', level = 30, tags = {"Auras", "Stealth"}},
{id = 171, name = "Oczarowanie", engName = "Starstruck" , baseLevel = 2, units = {1}, values = {20, 25, 30}, character = 23, charType = 'K', level = 30, tags = {"TerrorRadius", "Exposed"}},
+
{id = 123, name = "Solidarność", techName = "Solidarity" , baseLevel = 1, units = {5}, values = {40, 45, 50}, character = 16, charType = 'S', level = 30, tags = {"Conversion", "Healing"}},
{id = 47, name = "Wiedza Uliczn", engName = "Streetwise" , baseLevel = 3, units = {5}, values = {15, 20, 25}, character = 5, charType = 'S', level = 40, tags = {"Efficiency"}},
+
{id = 156, name = "Strażnik Duszy", techName = "Soul Guard" , baseLevel = 3, units = {1}, values = {4, 6, 8}, character = 22, charType = 'S', level = 30, tags = {"Cursed", "DeepWound", "Endurance"}},
{id = 60, name = "Jęki", engName = "Stridor" , baseLevel = 1, units = {5, 5}, values = {25, 50, 50, 0, 0, 25}, character = 4, charType = 'K', level = 30, tags = {"GruntsOfPain"}},
+
{id = 16, name = "Szpiedzy z Cienia", techName = "Spies from the Shadows" , baseLevel = 3, units = {4}, values = {20, 28, 36}, charType = 'K', level = 35, tags = {"Auras"}},
{id = 132, name = "Skok Napięcia", engName = "Surge" , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 17, charType = 'K', level = 30, tags = {"Generators", "Regression", "RegressionPenalty"}},
+
{id = 30, name = "Dreszcz", techName = "Spine Chill" , baseLevel = 3, units = {5}, values = {2, 4, 6}, charType = 'S', tags = {"ActionSpeed", "SkillChecks", "Warning"}},
{id = 192, name = "Jolt", engName = "Jolt" , baseLevel = 1, units = {1}, values = {1, 2, 3}, charType = 'K', tags = {""}},
+
{id = 108, name = "Duchowa Furia", techName = "Spirit Fury" , baseLevel = 1, units = {9}, values = {4, 3, 2}, character = 13, charType = 'K', level = 30, tags = {"Pallets"}},
{id = 97, name = "Inwigilacja", engName = "Surveillance" , baseLevel = 2, units = {1}, values = {8, 12, 16}, character = 11, charType = 'K', level = 35, tags = {"Auras", "Generators"}},
+
{id = 44, name = "Sprint", techName = "Sprint Burst" , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 2, charType = 'S', level = 35, tags = {"Exhaustion", "Haste"}},
{id = 75, name = "Technik", engName = "Technician" , baseLevel = 1, units = {5}, values = {5, 4, 3}, character = 9, charType = 'S', level = 30, tags = {"ActionNoise", "Generators", "RegressionPenalty", "SkillChecks"}},
+
{id = 101, name = "Nadzór", techName = "Stake Out" , baseLevel = 3, units = {8}, values = {2, 3, 4}, character = 12, charType = 'S', level = 40, tags = {"SkillChecks", "TerrorRadius", "Tokens"}},
{id = 99, name = "Wytrwałość", engName = "Tenacity" , baseLevel = 1, units = {5}, values = {30, 40, 50}, character = 12, charType = 'S', level = 30, tags = {"MovementSpeed", "Recovering"}},
+
{id = 171, name = "Oczarowanie", techName = "Starstruck" , baseLevel = 2, units = {1}, values = {20, 25, 30}, character = 23, charType = 'K', level = 30, tags = {"TerrorRadius", "Exposed"}},
{id = 84, name = "Zwierzę Terytorialne", engName = "Territorial Imperative" , baseLevel = 2, units = {1}, values = {30, 25, 20}, character = 8, charType = 'K', level = 35, tags = {"Auras", "Basement"}},
+
{id = 47, name = "Wiedza Uliczn", techName = "Streetwise" , baseLevel = 3, units = {5}, values = {15, 20, 25}, character = 5, charType = 'S', level = 40, tags = {"Efficiency"}},
{id = 61, name = "Tanatofobia", engName = "Thanatophobia" , baseLevel = 2, units = {5, 5}, values = {3, 3.5, 4, 12, 14, 16}, character = 4, charType = 'K', level = 35, tags = {"ActionSpeed"}},
+
{id = 60, name = "Jęki", techName = "Stridor" , baseLevel = 1, units = {5, 5}, values = {25, 50, 50, 0, 0, 25}, character = 4, charType = 'K', level = 30, tags = {"GruntsOfPain"}},
{id = 31, name = "To Się Nie Dzieje", engName = "This Is Not Happening" , baseLevel = 2, units = {5}, values = {10, 20, 30}, charType = 'S', tags = {"SkillChecks"}},
+
{id = 132, name = "Skok Napięcia", techName = "Surge" , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 17, charType = 'K', level = 30, tags = {"Generators", "Regression", "RegressionPenalty"}},
{id = 130, name = "Dreszczyk Emocjis", engName = "Thrilling Tremors" , baseLevel = 2, units = {1}, values = {100, 80, 60}, character = 16, charType = 'K', level = 35, tags = {"Auras", "Blocking", "Generators"}},
+
{id = 97, name = "Inwigilacja", techName = "Surveillance" , baseLevel = 2, units = {1}, values = {8, 12, 16}, character = 11, charType = 'K', level = 35, tags = {"Auras", "Generators"}},
{id = 59, name = "Majsterkowicz", engName = "Tinkerer" , baseLevel = 3, units = {1}, values = {12, 14, 16}, character = 3, charType = 'K', level = 40, tags = {"Deception", "Generators", "LoudNoise", "Stealth", "Undetectable"}},
+
{id = 75, name = "Technik", techName = "Technician" , baseLevel = 1, units = {5}, values = {5, 4, 3}, character = 9, charType = 'S', level = 30, tags = {"ActionNoise", "Generators", "RegressionPenalty", "SkillChecks"}},
{id = 5, name = "Tough Runner", engName = "Tough Runner" , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'S', unused = true},
+
{id = 99, name = "Wytrwałość", techName = "Tenacity" , baseLevel = 1, units = {5}, values = {30, 40, 50}, character = 12, charType = 'S', level = 30, tags = {"MovementSpeed", "Recovering"}},
{id = 154, name = "Szlak Udręki", engName = "Trail of Torment" , baseLevel = 2, units = {1}, values = {80, 70, 60}, character = 20, charType = 'K', level = 35, tags = {"Auras", "Deception", "Generators", "Stealth", "Undetectable"}},
+
{id = 84, name = "Zwierzę Terytorialne", techName = "Territorial Imperative" , baseLevel = 2, units = {1}, values = {30, 25, 20}, character = 8, charType = 'K', level = 35, tags = {"Auras", "Basement"}},
{id = 6, name = "Underperform", engName = "Underperform" , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'K', unused = true},
+
{id = 61, name = "Tanatofobia", techName = "Thanatophobia" , baseLevel = 2, units = {5, 5}, values = {3, 3.5, 4, 12, 14, 16}, character = 4, charType = 'K', level = 35, tags = {"ActionSpeed"}},
{id = 53, name = "Niepokojąca Obecność", engName = "Unnerving Presence" , baseLevel = 1, units = {5}, values = {40, 50, 60}, character = 1, charType = 'K', level = 30, tags = {"SkillChecks", "TerrorRadius"}},
+
{id = 31, name = "To Się Nie Dzieje", techName = "This Is Not Happening" , baseLevel = 2, units = {5}, values = {10, 20, 30}, charType = 'S', tags = {"SkillChecks"}},
{id = 74, name = "Niezłomność", engName = "Unbreakable" , baseLevel = 3, units = {5}, values = {25, 30, 35}, character = 8, charType = 'S', level = 40, tags = {"Recovering", "RecoverySpeed"}},
+
{id = 130, name = "Dreszczyk Emocjis", techName = "Thrilling Tremors" , baseLevel = 2, units = {1}, values = {100, 80, 60}, character = 16, charType = 'K', level = 35, tags = {"Auras", "Blocking", "Generators"}},
{id = 17, name = "Bezlitosny", engName = "Unrelenting" , baseLevel = 2, units = {5}, values = {20, 25, 30}, charType = 'K', tags = {"AttackCooldown"}},
+
{id = 59, name = "Majsterkowicz", techName = "Tinkerer" , baseLevel = 3, units = {1}, values = {12, 14, 16}, character = 3, charType = 'K', level = 40, tags = {"Deception", "Generators", "LoudNoise", "Stealth", "Undetectable"}},
{id = 68, name = "Podnieść Stawkę", engName = "Up the Ante" , baseLevel = 3, units = {5, 5}, values = {1, 2, 3, 3, 6, 9}, character = 7, charType = 'S', level = 35, tags = {"Luck"}},
+
{id = 5, name = "Tough Runner", techName = "Tough Runner" , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'S', unused = true},
{id = 46, name = "Skrytość", engName = "Urban Evasion" , baseLevel = 2, units = {5}, values = {90, 95, 100}, character = 5, charType = 'S', level = 35, tags = {"MovementSpeed"}},
+
{id = 154, name = "Szlak Udręki", techName = "Trail of Torment" , baseLevel = 2, units = {1}, values = {80, 70, 60}, character = 20, charType = 'K', level = 35, tags = {"Auras", "Deception", "Generators", "Stealth", "Undetectable"}},
{id = 95, name = "Czuwanie", engName = "Vigil" , baseLevel = 2, units = {5}, values = {20, 25, 30}, character = 11, charType = 'S', level = 40, tags = {"Blindness", "Broken", "Exposed", "Exhaustion", "Haemorrhage", "Hindered", "Mangled", "Oblivious", "RecoverySpeed"}},
+
{id = 6, name = "Underperform", techName = "Underperform" , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'K', unused = true},
{id = 162, name = "Wizjoner", engName = "Visionary" , baseLevel = 1, units = {1}, values = {20, 18, 16}, character = 23, charType = 'S', level = 30, tags = {"Auras", "Generators"}},
+
{id = 53, name = "Niepokojąca Obecność", techName = "Unnerving Presence" , baseLevel = 1, units = {5}, values = {40, 50, 60}, character = 1, charType = 'K', level = 30, tags = {"SkillChecks", "TerrorRadius"}},
{id = 93, name = "Pobudka!", engName = "Wake Up!" , baseLevel = 1, units = {5}, values = {5, 10, 15}, character = 11, charType = 'S', level = 30, tags = {"ActionSpeed", "Auras", "ExitGates"}},
+
{id = 74, name = "Niezłomność", techName = "Unbreakable" , baseLevel = 3, units = {5}, values = {25, 30, 35}, character = 8, charType = 'S', level = 40, tags = {"Recovering", "RecoverySpeed"}},
{id = 32, name = "Damy Radę", engName = "We'll Make It" , baseLevel = 2, units = {1}, values = {30, 60, 90}, charType = 'S', tags = {"ActionSpeed", "Healing"}},
+
{id = 17, name = "Bezlitosny", techName = "Unrelenting" , baseLevel = 2, units = {5}, values = {20, 25, 30}, charType = 'K', tags = {"AttackCooldown"}},
{id = 81, name = "Będziemy Żyć Wiecznie" , baseLevel = 1, units = {5}, values = {50, 75, 100}, character = 10, charType = 'S', level = 30, tags = {"ActionSpeed", "BonusBloodpoints", "Healing", "ProtectionHits"}},
+
{id = 68, name = "Podnieść Stawkę", techName = "Up the Ante" , baseLevel = 3, units = {5, 5}, values = {1, 2, 3, 3, 6, 9}, character = 7, charType = 'S', level = 35, tags = {"Luck"}},
{id = 18, name = "Szepty", engName = "Whispers" , baseLevel = 3, units = {4}, values = {48, 40, 32}, charType = 'K', tags = {"Warning"}},
+
{id = 46, name = "Skrytość", techName = "Urban Evasion" , baseLevel = 2, units = {5}, values = {90, 95, 100}, character = 5, charType = 'S', level = 35, tags = {"MovementSpeed"}},
{id = 106, name = "Ostatnia Szansa", engName = "Windows of Opportunity" , baseLevel = 1, units = {1}, values = {24, 28, 32}, character = 13, charType = 'S', level = 35, tags = {"Auras", "BreakableWalls", "Pallets", "VaultLocations"}},
+
{id = 95, name = "Czuwanie", techName = "Vigil" , baseLevel = 2, units = {5}, values = {20, 25, 30}, character = 11, charType = 'S', level = 40, tags = {"Blindness", "Broken", "Exposed", "Exhaustion", "Haemorrhage", "Hindered", "Mangled", "Oblivious", "RecoverySpeed"}},
{id = 141, name = "Taktyka Zanshin", engName = "Zanshin Tactics" , baseLevel = 1, units = {1}, values = {40, 35, 30}, character = 18, charType = 'K', level = 30, tags = {"Auras", "BreakableWalls", "Pallets", "VaultLocations"}}
+
{id = 162, name = "Wizjoner", techName = "Visionary" , baseLevel = 1, units = {1}, values = {20, 18, 16}, character = 23, charType = 'S', level = 30, tags = {"Auras", "Generators"}},
  +
{id = 93, name = "Pobudka!", techName = "Wake Up!" , baseLevel = 1, units = {5}, values = {5, 10, 15}, character = 11, charType = 'S', level = 30, tags = {"ActionSpeed", "Auras", "ExitGates"}},
  +
{id = 32, name = "Damy Radę", techName = "We'll Make It" , baseLevel = 2, units = {1}, values = {30, 60, 90}, charType = 'S', tags = {"ActionSpeed", "Healing"}},
  +
{id = 81, name = "Będziemy Żyć Wiecznie", techName = "We're Gonna Live Forever" , baseLevel = 1, units = {5}, values = {50, 75, 100}, character = 10, charType = 'S', level = 30, tags = {"ActionSpeed", "BonusBloodpoints", "Healing", "ProtectionHits"}},
  +
{id = 18, name = "Szepty", techName = "Whispers" , baseLevel = 3, units = {4}, values = {48, 40, 32}, charType = 'K', tags = {"Warning"}},
  +
{id = 106, name = "Ostatnia Szansa", techName = "Windows of Opportunity" , baseLevel = 1, units = {1}, values = {24, 28, 32}, character = 13, charType = 'S', level = 35, tags = {"Auras", "BreakableWalls", "Pallets", "VaultLocations"}},
  +
{id = 141, name = "Taktyka Zanshin", techName = "Zanshin Tactics" , baseLevel = 1, units = {1}, values = {40, 35, 30}, character = 18, charType = 'K', level = 30, tags = {"Auras", "BreakableWalls", "Pallets", "VaultLocations"}}
 
}
 
}
   
Linia 375: Linia 298:
 
-- desc = {
 
-- desc = {
 
-- {
 
-- {
-- -- Main description here. IMPORTANT: #pl([NUM]) is used to get the Pl values. #pn is to refer to the perk name itself. Auto italicises it.
+
-- -- Main description here. IMPORTANT: #pl([NUM]) is used to get the Pl values. #pn is to refer to the perk name itself. Auto-italicises it.
 
-- }
 
-- }
 
-- }
 
-- }
Linia 384: Linia 307:
 
desc = {
 
desc = {
 
{
 
{
perkStrings.unkwnDesc
+
perkStrings.unusedPerk .. brnl ..
  +
perkStrings.unknownDesc
 
}
 
}
 
}
 
}
Linia 392: Linia 316:
 
desc = {
 
desc = {
 
{
 
{
  +
perkStrings.unusedPerk .. brnl ..
"Twój " .. iconLink(ils.terrorRadius) .. "jest ustawiony na #pl(1) w zależności od ilości Ocalałych nadal pozostałych w Rozgrywce." .. br ..
 
  +
"Your " .. iconLink(ils.terrorRadius) .. " is set to #pl(1) when there are still #pl(2) alive in the Trial."
"<abbr><small>Jest to możliwy opis Umiejętności oparty na informacjach znalezionych w kodzie.</small></abbr>"
 
 
}
 
}
 
}
 
}
Linia 401: Linia 325:
 
desc = {
 
desc = {
 
{
 
{
  +
perkStrings.unusedPerk .. brnl ..
"Zyskuje łączący się #pl(1) bonus szybkości Akcji za każdy " .. iconLink(ils.survivor) .. ", który nie jest już w Rozgrywce, maksymalnie do #pl(2)."
 
  +
"Gain a stack-able #pl(1) bonus to all Action speeds for each " .. iconLink(ils.survivor) .. " no longer in the Trial, up to a maximum of #pl(2)."
 
}
 
}
 
}
 
}
Linia 409: Linia 334:
 
desc = {
 
desc = {
 
{
 
{
  +
perkStrings.unusedPerk .. brnl ..
perkStrings.unkwnDesc
 
  +
perkStrings.unknownDesc
 
}
 
}
 
}
 
}
Linia 417: Linia 343:
 
desc = {
 
desc = {
 
{
 
{
perkStrings.unkwnDesc
+
perkStrings.unusedPerk .. brnl ..
  +
perkStrings.unknownDesc
 
}
 
}
 
}
 
}
Linia 425: Linia 352:
 
desc = {
 
desc = {
 
{
 
{
perkStrings.unkwnDesc
+
perkStrings.unusedPerk .. brnl ..
  +
perkStrings.unknownDesc
 
}
 
}
 
}
 
}
 
},
 
},
{ -- Bitter Murmur, Gorzki Szmer
+
{ -- Bitter Murmur
 
id = 7,
 
id = 7,
 
desc = {
 
desc = {
 
{
 
{
"Wyzwala potencjał twojego odczytywania Aury." .. br ..
+
"Unlocks potential in your Aura-reading ability:" ..
  +
list(
"Za każdym razem, gdy " .. iconLink(ils.gen) .. "zostanie naprawiony, " .. iconLink(ils.auras) .. " każdego z Ocalałych, którzy są w odległości " .. bclr(2,"16 metrów") .. " od naprawionego Generatora stają się dla ciebie widoczne przez " .. bclr(6,"5 sekund") .. dot ..
 
  +
"Each time a " .. iconLink(ils.gen) .. "is completed, the " .. iconLink(ils.auras) .. " of all Survivors within " .. bclr(2,"16 metres") .. " of that Generator are revealed to you for " .. bclr(6,"5 seconds") .. dot,
bullet .. "Wraz z aktywacją Bram Wyjściowych, Aury Ocalałych stają się dla ciebie widoczne przez #pl(1)."
 
  +
"Once the last Generator is completed, the Auras of all Survivors are revealed to you for #pl(1).")
 
}
 
}
 
}
 
}
 
},
 
},
{ -- Deerstalker, Tropiciel
+
{ -- Deerstalker
 
id = 8,
 
id = 8,
 
desc = {
 
desc = {
 
{
 
{
"Wyzwala potencjał twojego odczytywania Aury." .. br ..
+
"Unlocks potential in your Aura-reading ability:" ..
iconLink(ils.auras) .. iconLink(ils.survivors,ils.survivors,"Ocalałych") .. ", którzy są w " .. iconLink(ils.dyingState,ils.dyingState,"Stanie Agonii") .. "zostają ci ujawnione, gdy znajdują się w zasięgu #pl(1)."
+
list("The " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.survivors) .. " in the " .. iconLink(ils.dyingState) .. " within #pl(1) of your location are revealed to you.")
 
}
 
}
 
}
 
}
 
},
 
},
{ -- Distressing, Niepokój
+
{ -- Distressing
 
id = 9,
 
id = 9,
 
desc = {
 
desc = {
 
{
 
{
"Twoja przeraźliwa obecność emanuje na nienaturalnie dużym obszarze." .. br ..
+
"Your horrifying emanation strikes at a supernaturally long distance." ..
  +
list(
"Twój " .. iconLink(ils.terrorRadius) .. " jest zwiększony o #pl(1)" .. br ..
 
i("Niepokój") .. " przynaje " .. b(clr(2,"100%")) .. " bonus " .. iconLink(ils.bloodpoints,ils.bloodpoints,"Punktów Krwi") .. " za wykonywanie działań w Kategorii " .. iconLink(ils.devious) .. "."
+
b("Increases") .. " your " .. iconLink(ils.terrorRadius) .. " by #pl(1)",
  +
"Grants " .. b(clr(2,"100 %")) .. " bonus " .. iconLink(ils.bloodpoints) .. " for all actions in the " .. iconLink(ils.devious) .. "Category.")
 
}
 
}
 
}
 
}
 
},
 
},
{ -- Hex: No One Escapes Death, Klątwa: Nikt Nie Ucieka Śmierci
+
{ -- Hex: No One Escapes Death
 
id = 10,
 
id = 10,
 
desc = {
 
desc = {
{
+
{
"Klątwa czerpiąca swą moc z nadziei." .. br .. "Ożywia cię moc Przeklętego Totemu, gdy Ocalali są bliscy ucieczki." .. br ..
+
"A Hex rooting its power on hope." .. brnl ..
  +
"You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping." .. nlp ..
"Kiedy zasilone zostaną " .. iconLink(ils.exitGates) .. ", a na Terenie Rozgrywki wciąż znajduje się " .. iconLink(ils.dullTotem) .. ", #pn aktywuje się i zapala Totem:" ..
 
  +
"Once the " .. iconLink(ils.exitGates) .. " are powered and there is at least one " .. iconLink(ils.dullTotem) .. " remaining in the environment, #pn activates and lights its Totem:" ..
bullet .."Twoja [[Prędkość Ruchu]] zostaje zwiększona o #pl(1)." ..
 
  +
list(
bullet .. "Ocalali cierpią na stały " .. b("Efekt") .. space .. state(ils.exposed) .. dot .. nlp ..
 
"#pn pozostaje nieaktywny, jeśli nie ma dostępnych Zwykłych Totemów." .. br ..
+
b("Increases") .. " your Movement speed by #pl(1).",
perkStrings.hexEffects .. br ..
+
"Survivors suffer from a permanent " .. soloState(ils.exposed) .. dot) ..
quote("I oto bestia stała się szybsza, potężniejsza, jak gdyby cieniste bicze Bytu smagały ją po plecach.")
+
"#pn remains inactive if no Dull Totems are available." .. brnl ..
  +
perkStrings.hexPerk .. nlp ..
  +
quote("And the beast became faster and more powerful as if The Entity's shadowy whips were lashing at its back.")
 
}
 
}
 
}
 
}
 
},
 
},
{ -- Hex: Thrill of the Hunt, Klątwa: Dreszcz Polowania
+
{ -- Hex: Thrill of the Hunt
 
id = 11,
 
id = 11,
 
desc = {
 
desc = {
{
+
{
"Siła klątwy pochodzi z nadziei." .. br .. "Fałszywa nadzieja Ocalałych wypełnia cię ekscytacją i wzmacnia twoje Totemy." .. br ..
+
"A Hex rooting its power on hope." .. brnl ..
"Za każdy Totem pozostały na Terenie Rozgrywki, #pn przynaje " .. bclr(2,"1 Żeton") .. dot ..
+
"The false hope of Survivors fills you with excitement and strengthens your Totems." .. nlp ..
  +
"For each Totem remaining in the environment, #pn gains " .. bclr(2,"1 Token") .. dot ..
bullet .. "Ocalali cierpią na łączącą się #pl(1) Karę do Prędkości Akcji Niszczenia i Błogsławienia Totemów za jeden Żeton, do maksymalnie #pl(2)." .. nlp ..
 
  +
list(
"#pn przyznaje łączący się " .. bclr(6,"10%") .. " bonus do " .. iconLink(ils.bloodpoints,ils.bloodpoints,"Punktów Krwi") .. " za wykonywanie działań w Kategorii " .. iconLink(ils.hunter) .. " za jeden Żeton, do maksymalnie " .. bclr(8,"50%") .. dot .. br ..
 
  +
"Survivors suffer from a stack-able #pl(1) Action Speed penalty per Token to Cleansing and Blessing, up to a maximum of #pl(2).",
perkStrings.hexEffects
 
  +
"Grants a stack-able " .. bclr(6,"10 %") .. " bonus " .. iconLink(ils.bloodpoints) .. " for actions in the " .. iconLink(ils.hunter) .. " Category per Token, up to a maximum of " .. bclr(8,"50 %") .. dot) .. brnl ..
  +
perkStrings.hexPerk
 
}
 
}
 
}
 
}
 
},
 
},
{ -- Insidious, Podstępność
+
{ -- Insidious
 
id = 12,
 
id = 12,
 
desc = {
 
desc = {
 
{
 
{
"Odblokowuje zdolność ukrywania się." .. br ..
+
"Unlocks your stealth ability:" ..
"Stojąc nieruchomo przez #pl(1), otrzymujesz " .. b("Efekt") .. space .. state(ils.undetectable) .. " do momentu, wykonać jakąkolwiek czynność."
+
bullet .. "Grants the " .. soloState(ils.undetectable) .. " after standing still for #pl(1) and until you are moving again."
 
}
 
}
 
}
 
}
 
},
 
},
{ -- Iron Grasp, Żelazny Chwyt
+
{ -- Iron Grasp
 
id = 13,
 
id = 13,
 
desc = {
 
desc = {
 
{
 
{
"Twój potężny chwyt sprawia, że ucieczka z twojego objęcia staje się dla Ocalałych niemalże niemożliwa." .. br ..
+
"Your powerful grasp on Survivors causes escapes to be nearly impossible." .. nlp ..
"Kiedy nosisz " .. iconLink(ils.survivor,ils.survivor,"Ocalałego") .. colon ..
+
"While carrying a " .. iconLink(ils.survivor) .. " you benefit from the following effects:" ..
  +
list(
bullet .. b("Efekty Szamotania Się") .. " przez Ocalałego, powodujące skręcanie na boki, zostają zmniejszone o " .. bclr(2,"75%") .. dot ..
 
bullet .. " Czas potrzebny do wydostania się z twojego uścisku zostaje zwiększony o #pl(1)."
+
b("Decreases") .. " Wiggle effects, which cause you to strafe sideways, by " .. bclr(2,"75 %") .. dot,
  +
b("Increases") .. " Wiggle duration by #pl(1).")
 
}
 
}
 
}
 
}
 
},
 
},
{ -- Monstrous Shrine, Potworna Świątynia
+
{ -- Monstrous Shrine
 
id = 14,
 
id = 14,
 
desc = {
 
desc = {
 
{
 
{
"Your fervent care of the Hooks found in the Basement has aroused The Entity's interest." .. br ..
+
"Your fervent care of the Hooks found in the Basement has aroused The Entity's interest." .. nlp ..
 
"The " .. iconLink(ils.baseHooks) .. " possess the following benefits:" ..
 
"The " .. iconLink(ils.baseHooks) .. " possess the following benefits:" ..
bullet .. "Hook Progression is accelerated by #pl(1)." ..
+
list(
bullet .. "Self-Unhook difficulty is increased by #pl(2)." ..
+
b("Accelerates") .. " Sacrifice Progression by #pl(1).",
bullet .. "Self-Unhook penalty is increased by #pl(3)." .. nlp ..
+
b("Increases") .. " Self-Unhook difficulty by #pl(2).",
  +
b("Increases") .. " Self-Unhook penalty by #pl(3).") .. nlp ..
 
quote("Then you will know that there is no escape. When hanging in the depths, you face the dark one.")
 
quote("Then you will know that there is no escape. When hanging in the depths, you face the dark one.")
 
}
 
}
 
}
 
}
 
},
 
},
{ -- Sloppy Butcher, Niechlujny Rzeźnik
+
{ -- Sloppy Butcher
 
id = 15,
 
id = 15,
 
desc = {
 
desc = {
 
{
 
{
"You know where to hit to make them bleed." .. br ..
+
"You know where to hit to make them bleed." ..
"Wounds inflicted by " .. i("[[Basic Attacks]]") .. " cause " .. iconLink(ils.survivors) .. " to suffer from the " .. state(ils.haemorrhage) .. " and " .. state(ils.mangled) .. b(iconLink(ils.statusEffects)) .. colon ..
+
bullet .. "Wounds inflicted by " .. i("[[Basic Attacks]]") .. " cause " .. iconLink(ils.survivors) .. " to suffer from the " .. state(ils.haemorrhage) .. " and " .. soloState(ils.mangled) .. colon ..
bullet .. i(b("Haemorrhage")) .. " increases the Survivor's Bleeding frequency by #pl(1)." ..
+
bullet .. state(ils.haemorrhage) .. space .. b("increases") .. " the Survivor's Bleeding frequency by #pl(1)." ..
bullet .. "Both " .. b("Status Effects") .. " are removed once the Survivor is fully healed." .. nlp ..
+
bullet .. "Both " .. b(perkStrings.statusEffects) .. " are removed once the Survivor is fully healed." .. nlp ..
quote("It's in its sadistic nature. There is no swift kill as it delights in the obscene spectacle of our agonising suffering.")
+
quote("It is in its sadistic nature. There is no swift kill as it delights in the obscene spectacle of our agonising suffering.")
 
}
 
}
 
}
 
}
 
},
 
},
{ -- Spies from the Shadows, Szpiedzy z Cienia
+
{ -- Spies from the Shadows
 
id = 16,
 
id = 16,
 
desc = {
 
desc = {
 
{
 
{
"Crows found throughout the Trial Grounds can communicate directly with you." .. br ..
+
"The Crows found in the Trial Grounds can communicate with you directly." ..
iconLink(ils.crows) .. " startled by Survivors within #pl(1) alert you with a " .. i("[[Loud Noise Notification]]") .. dot .. br ..
+
bullet .. iconLink(ils.crows) .. " startled by Survivors within #pl(1) alert you with a " .. i("[[Loud Noise Notification]]") .. dot .. nlp ..
"#pn has a cool-down of " .. bclr(2,"5 seconds") .. " between alerts." .. br ..
+
"#pn has a cool-down of " .. bclr(2,"5 seconds") .. " between alerts." .. nlp ..
 
quote("In the shadows they torment, scarring our minds with each scream.")
 
quote("In the shadows they torment, scarring our minds with each scream.")
 
}
 
}
 
}
 
}
 
},
 
},
{ -- Unrelenting, Bezlitosny
+
{ -- Unrelenting
 
id = 17,
 
id = 17,
 
desc = {
 
desc = {
 
{
 
{
"You recuperate faster from missed attacks made with your main weapon." .. br ..
+
"You recuperate faster from missed attacks made with your main weapon." ..
"The Cool-down on missed " .. i("[[Basic Attacks]]") .. " is reduced by #pl(1)."
+
bullet .. b("Reduces") .. " the Cool-down of missed " .. i("[[Basic Attacks]]") .. " by #pl(1)."
 
}
 
}
 
}
 
}
 
},
 
},
{ -- Whispers, Szepty
+
{ -- Whispers
 
id = 18,
 
id = 18,
 
desc = {
 
desc = {
 
{
 
{
"You have a rudimentary understanding of The Entity's voice." .. br ..
+
"You have a rudimentary understanding of The Entity's voice." ..
"Sporadically hear the whispers of the " .. iconLink(ils.entity) .. " when a Survivor is within #pl(1) of your location." .. br ..
+
bullet .. "You hear the sporadic whispers of the " .. iconLink(ils.entity) .. " whenever at least one Survivor is within #pl(1) of your location." .. nlp ..
 
quote("It is unclear as to the motivations of The Fog, but it is undeniable that it often takes the beast's side.", "Unknown, Notebook")
 
quote("It is unclear as to the motivations of The Fog, but it is undeniable that it often takes the beast's side.", "Unknown, Notebook")
 
}
 
}
 
}
 
}
 
},
 
},
{ -- Dark sense, Mroczny Zmysł
+
{ -- Dark sense
 
id = 19,
 
id = 19,
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." .. br ..
+
"Unlocks potential in your Aura-reading ability:" ..
"Each time a " .. iconLink(ils.gen) .. " is completed, the Killer's " .. iconLink(ils.aura) .. " is revealed to you for " .. bclr(2, "5 seconds") .. " and for #pl(1) when the last Generator is completed." .. br ..
+
bullet .. "Each time a " .. iconLink(ils.gen) .. "is completed, the " .. iconLink(ils.aura) .. " of the Killer is revealed to you for " .. bclr(2,"5 seconds") .. dot ..
  +
bullet .. "Once the last Generator is completed, the Aura of the Killer is revealed to you for #pl(1)." .. nlp ..
 
quote("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")
 
quote("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")
 
}
 
}
Linia 573: Linia 510:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." .. br ..
+
"Unlocks potential in your Aura-reading ability:" .. nlp ..
"Paranoia paired with your horror of failure helps prepare you from repeating the same mistakes." ..
+
"Paranoia paired with your horror of failure helps prepare you from repeating the same mistakes." ..
bullet .. "The " .. iconLink(ils.auras) .. " of " .. bclr(2, "3") .. space .. iconLink(ils.gens) .. " in closest proximity to one another are revealed to you for #pl(1) at the start of the Trial, and each time a Generator is completed." ..
+
bullet .. "The " .. iconLink(ils.auras) .. " of the " .. bclr(2, "3") .. space .. iconLink(ils.gens) .. " in closest proximity to one another are revealed to you for #pl(1) at the start of the Trial, and each time a Generator is completed." ..
 
bullet .. "If you are holding a " .. iconLink(ils.map) .. ", Generators revealed by #pn are automatically added to it."
 
bullet .. "If you are holding a " .. iconLink(ils.map) .. ", Generators revealed by #pn are automatically added to it."
 
}
 
}
 
}
 
}
 
},
 
},
{ -- Hope, Nadzieja
+
{ -- Hope
 
id = 21,
 
id = 21,
 
desc = {
 
desc = {
 
{
 
{
"The growing odds of a successful escape fill you with hope and give you wings" .. br ..
+
"The growing odds of a successful escape fill you with hope and give you wings" ..
"As soon as the " .. iconLink(ils.exitGates) .. " are powered, you gain a #pl(1) " .. state(ils.haste) .. space .. b("Status Effect") .. " for " .. bclr(2, "120 seconds") .. dot .. br ..
+
bullet .. "As soon as the " .. iconLink(ils.exitGates) .. " are powered, gain a #pl(1) " .. soloState(ils.haste) .. " for " .. bclr(2, "120 seconds") .. dot .. nlp ..
 
quote("Buckle up, fuckos! Let's roll.", "Nikki, The Lost Tapes")
 
quote("Buckle up, fuckos! Let's roll.", "Nikki, The Lost Tapes")
 
}
 
}
Linia 594: Linia 531:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." .. br ..
+
"Unlocks potential in your Aura-reading ability:" .. nlp ..
"While you are hooked:" ..
+
"While you are hooked:" ..
 
bullet .. "The " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.survivors) .. " are revealed to one another." ..
 
bullet .. "The " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.survivors) .. " are revealed to one another." ..
 
bullet .. "Whenever the Killer is within #pl(1) of your Hook, their Aura is revealed to all Survivors." .. nlp ..
 
bullet .. "Whenever the Killer is within #pl(1) of your Hook, their Aura is revealed to all Survivors." .. nlp ..
"While another Survivor is hooked:" ..
+
"While any another Survivor is hooked:" ..
 
bullet .. "The Auras of all other Survivors are revealed to you." ..
 
bullet .. "The Auras of all other Survivors are revealed to you." ..
 
bullet .. "Whenever the Killer is within #pl(1) of the hooked Survivor, their Aura is revealed to you." .. nlp ..
 
bullet .. "Whenever the Killer is within #pl(1) of the hooked Survivor, their Aura is revealed to you." .. nlp ..
Linia 609: Linia 546:
 
desc = {
 
desc = {
 
{
 
{
"Your running is light and soft, making your tracks harder to follow." .. br ..
+
"Your running is light and soft, making your tracks harder to follow." ..
"Your " .. iconLink(ils.scratchMarks) .. " start to disappear #pl(1) sooner." .. br ..
+
bullet .. iconLink(ils.scratchMarks) .. " begin to fade #pl(1) sooner." .. brnl ..
quote("Take it slow, he knows where you've been... just like I've always said: 'live slow and die old'","Dylan, The Lost Tapes")
+
quote("Take it slow, he knows where you have been... just like I have always said: 'live slow and die old'.","Dylan, The Lost Tapes")
 
}
 
}
 
}
 
}
Linia 619: Linia 556:
 
desc = {
 
desc = {
 
{
 
{
"It is inconceivable to leave someone behind." .. br ..
+
"It is inconceivable to leave someone behind." .. nlp ..
 
"Once at least one " .. iconLink(ils.exitGate) .. " has been opened, #pn activates:" ..
 
"Once at least one " .. iconLink(ils.exitGate) .. " has been opened, #pn activates:" ..
bullet .. "Gain a #pl(1) Action Speed Bonus to Unhooking and Healing other " .. iconLink(ils.survivors) .. dot ..
+
bullet .. "Gain a #pl(1) Action Speed bonus to Unhooking and Healing other " .. iconLink(ils.survivors) .. dot ..
 
bullet .. "The " .. iconLink(ils.auras) .. " of all other Survivors are revealed to you." .. nlp ..
 
bullet .. "The " .. iconLink(ils.auras) .. " of all other Survivors are revealed to you." .. nlp ..
"#pn grants #pl(2) bonus " .. iconLink(ils.bloodpoints) .. " for actions in the " .. iconLink(ils.altruism) .. " Category." .. br ..
+
bullet .. "Grants #pl(2) bonus " .. iconLink(ils.bloodpoints) .. " for actions in the " .. iconLink(ils.altruism) .. " Category." .. nlp ..
 
quote("... 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")
 
quote("... 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")
 
}
 
}
Linia 632: Linia 569:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." .. br ..
+
"Unlocks potential in your Aura-reading ability:" ..
"The " .. iconLink(ils.auras) .. " of closed " .. iconLink(ils.chests) .. " and dropped " .. iconLink(ils.items) .. " throughout the Trial Grounds are revealed to you within #pl(1)." ..
+
bullet .. "The " .. iconLink(ils.auras) .. " of closed " .. iconLink(ils.chests) .. " and dropped " .. iconLink(ils.items) .. " in the environment within #pl(1) of your location are revealed to you." ..
 
bullet .. "Grants a " .. bclr(2, "considerably") .. " better chance at finding an Item of a higher Rarity from Chests." .. nlp ..
 
bullet .. "Grants a " .. bclr(2, "considerably") .. " better chance at finding an Item of a higher Rarity from Chests." .. nlp ..
 
quote("The pioneers used to loot these babies for hours.","Aizeyu, The Lost Tapes")
 
quote("The pioneers used to loot these babies for hours.","Aizeyu, The Lost Tapes")
Linia 643: Linia 580:
 
desc = {
 
desc = {
 
{
 
{
"You have the undeniable capability to sense danger." .. br ..
+
"You have the undeniable capability to sense danger." ..
"Get an auditory warning when looking in the Killer's direction within a " .. bclr(2, "45 °") .. " cone within " .. bclr(6, "36 metres") .. dot .. br ..
+
bullet .. "Receive an auditory warning upon looking in the Killer's direction within a " .. bclr(2, "45 °") .. " cone within " .. bclr(6, "36 metres") .. dot .. nlp ..
"#pn has a cool-down of #pl(1) each time it activates." .. br ..
+
"#pn has a cool-down of #pl(1) each time it activates." .. nlp ..
 
quote("I have a bad feeling about this!")
 
quote("I have a bad feeling about this!")
 
}
 
}
Linia 654: Linia 591:
 
desc = {
 
desc = {
 
{
 
{
"You are motivated in dire situations." .. br ..
+
"You are motivated in dire situations." ..
"When injured, your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Opening, and Unlocking are increased by #pl(1)." .. br ..
+
bullet .. b("Increases") .. " your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Opening, and Unlocking by #pl(1) when in the " .. iconLink(ils.injuredState) .. dot .. nlp ..
 
quote("Focus, even in these desperate times.")
 
quote("Focus, even in these desperate times.")
 
}
 
}
Linia 664: Linia 601:
 
desc = {
 
desc = {
 
{
 
{
"You have developed an efficent way to get off Hooks." ..
+
"You have developed an efficient way to get off Hooks." ..
  +
list(
bullet .. "Grants " .. bclr(2, "3") .. " additional Self-Unhook attempts." ..
 
bullet .. "Your Self-Unhook chance is increased by #pl(1)."
+
"Grants " .. bclr(2, "3") .. " additional Self-Unhook attempts.",
  +
b("Increases") .. space .. "the Self-Unhook chance by #pl(1).")
 
}
 
}
 
}
 
}
Linia 674: Linia 612:
 
desc = {
 
desc = {
 
{
 
{
"You have the undeniable capability to sense danger." .. br ..
+
"You have the undeniable capability to sense danger." ..
"Get an auditory warning when looking in the direction of Totems in a " .. bclr(2, "45 °") .. " cone within #pl(1)." .. br ..
+
bullet .. "Receive an auditory warning upon looking in the direction of Totems in a " .. bclr(2, "45 °") .. " cone within #pl(1)." .. nlp ..
 
"#pn has a cool-down of #pl(2) each time it activates." .. nlp ..
 
"#pn has a cool-down of #pl(2) each time it activates." .. nlp ..
 
"For each Dull or Hex Totem cleansed by any Player, #pn gains " .. bclr(6, "1 Token") .. colon ..
 
"For each Dull or Hex Totem cleansed by any Player, #pn gains " .. bclr(6, "1 Token") .. colon ..
bullet .. "Each Token decreases the Detection cone's angle by " .. bclr(8, "5 °") .. ", down to a minimum of " .. bclr(4, "20 °") .. dot .. br ..
+
bullet .. "Each Token decreases the Detection cone's angle by " .. bclr(8, "5 °") .. ", down to a minimum of " .. bclr(4, "20 °") .. dot .. nlp ..
 
quote("Nope.","Andy, The Lost Tapes")
 
quote("Nope.","Andy, The Lost Tapes")
 
}
 
}
Linia 687: Linia 625:
 
desc = {
 
desc = {
 
{
 
{
"An unnatural tingle warns you of impending doom." .. br ..
+
"An unnatural tingle warns you of impending doom." .. nlp ..
"Whenever the Killer is looking in your direction when within " .. bclr(2, "36 metres") .. " of you, #pn activates:" ..
+
"Whenever the Killer is looking in your direction when they are within " .. bclr(2, "36 metres") .. " of you, #pn activates:" ..
bullet .. iconLink(ils.skillCheck) .. " Trigger odds are increased by " .. bclr(6, "10 %") .. dot ..
+
bullet .. b("Increases") .. " the Trigger odds of " .. iconLink(ils.skillCheck) .. " by " .. bclr(6, "10 %") .. dot ..
bullet .. "Skill Check Success zones are reduced by " .. bclr(8, "10 %") .. dot ..
+
bullet .. b("Decreases") .. " the Skill Check Success zone by " .. bclr(8, "10 %") .. dot ..
bullet .. "Your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Opening, and Unlocking are increased by #pl(1)." .. nlp ..
+
bullet .. b("Increases") .. " your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Opening, and Unlocking by #pl(1)." .. nlp ..
 
quote("There is a voice that doesn't use words. Listen..","Sassy, The Lost Tapes")
 
quote("There is a voice that doesn't use words. Listen..","Sassy, The Lost Tapes")
 
}
 
}
Linia 700: Linia 638:
 
desc = {
 
desc = {
 
{
 
{
"You perform at your best when you are under extreme stress." .. br ..
+
"You perform at your best when you are under extreme stress." ..
"When injured, the Success zone of " .. iconLink(ils.greatSChecks) .. " while Repairing, Healing, and Sabotaging is increased by #pl(1)."
+
bullet .. b("Increases") .. " the Success zone of " .. iconLink(ils.greatSChecks) .. " while Repairing and Healing by #pl(1) when in the " .. iconLink(ils.injuredState) .. dot
 
}
 
}
 
}
 
}
Linia 709: Linia 647:
 
desc = {
 
desc = {
 
{
 
{
"Helping others heightens your morale." .. br ..
+
"Helping others heightens your morale." ..
"Whenever you rescue a Survivor from a Hook, your Altruistic Healing speed is increased by " .. bclr(2, "100 %") .. " for the next #pl(1)." .. br ..
+
bullet .. b("Increases") .. " your Altruistic Healing speed by " .. bclr(2, "100 %") .. " for the next #pl(1) whenever you rescue another Survivor from a " .. iconLink(ils.hook) .. nlp ..
quote("I'm confident we can all escape in one piece if we help each other.")
+
quote("I am confident we can all escape in one piece if we help each other.")
 
}
 
}
 
}
 
}
Linia 719: Linia 657:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." .. br ..
+
"Unlocks potential in your Aura-reading ability:" ..
"The " .. iconLink(ils.auras) .. " of other Survivors are revealed to you when they are within a range of #pl(1)." .. br ..
+
bullet .. "The " .. iconLink(ils.auras) .. " of all other " .. iconLink(ils.survivors) .. " within #pl(1) of your location are revealed to you." .. nlp ..
 
quote("We have to work as a team, I need you to survive so that I can survive!", "Dwight Fairfield")
 
quote("We have to work as a team, I need you to survive so that I can survive!", "Dwight Fairfield")
 
}
 
}
Linia 729: Linia 667:
 
desc = {
 
desc = {
 
{
 
{
"You are able to organise a team to cooperate more efficiently." .. br ..
+
"You are able to organise a team to cooperate more efficiently." ..
"When other " .. iconLink(ils.survivors) .. " are within " .. bclr(2, "8 metres") .. " of you, #pn increases their Action speeds for Healing, Sabotaging, Unhooking, Cleansing, Opening, and Unlocking actions by #pl(1)." ..
+
bullet .. b("Increases") .. " the Action speeds of other " .. iconLink(ils.survivors) .. " in Healing, Sabotaging, Unhooking, Cleansing, Opening, and Unlocking by #pl(1) while they are within " .. bclr(2, "8 metres") .. " of your location." ..
 
bullet .. "This effect lingers for " .. bclr(6,"15 seconds") .. " when leaving " .. i("Leader's") .. " range." .. nlp ..
 
bullet .. "This effect lingers for " .. bclr(6,"15 seconds") .. " when leaving " .. i("Leader's") .. " range." .. nlp ..
 
"#pn does not stack with other instances of itself."
 
"#pn does not stack with other instances of itself."
Linia 740: Linia 678:
 
desc = {
 
desc = {
 
{
 
{
"Gain a stack-able " .. bclr(2, "15 %") .. " repair Speed bonus for each " .. iconLink(ils.survivor) .. " within " .. bclr(6, "4 metres") .. " of you, up to a maximum of " .. bclr(8, "45 %") .. dot ..
+
bullet .. b("Increases") .. " your Repair speed by " .. bclr(2, "+15 %") .. " for each other " .. iconLink(ils.survivor) .. " within " .. bclr(6, "4 metres") .. " of your location, up to a maximum of " .. bclr(8, "+45 %") .. dot ..
bullet .. "This effect is also apllied to all other Survivors within that range." .. nlp ..
+
bullet .. "This effect is also applied to all other Survivors within that range." .. nlp ..
"#pn grants #pl(1) bonus " .. iconLink(ils.bloodpoints) .. " for Co-operative actions." .. br ..
+
bullet .. "Grants #pl(1) bonus " .. iconLink(ils.bloodpoints) .. " for Co-operative actions." .. nlp ..
"#pn does not stack with other instances of itself." .. br ..
+
"#pn does not stack with other instances of itself." .. nlp ..
 
quote("Show me what you can do!", "Dwight Fairfield")
 
quote("Show me what you can do!", "Dwight Fairfield")
 
}
 
}
Linia 752: Linia 690:
 
desc = {
 
desc = {
 
{
 
{
"You transform plants found around [[The Campfire]] into tinctures that slow down bleeding." .. br ..
+
"You transform plants found around [[The Campfire]] into tinctures that slow down bleeding." ..
"Healing speeds, as well as the efficiency of " .. iconLink(ils.medkits) .. ", are increased by #pl(1)." .. br ..
+
bullet .. b("Increases") .. " Healing speeds, as well as the efficiency of " .. iconLink(ils.medkits) .. ", by #pl(1)." .. nlp ..
quote("Basic botany knowledge could save your life someday", "Claudette Morel")
+
quote("Basic Botany Knowledge could save your life someday", "Claudette Morel")
 
}
 
}
 
}
 
}
Linia 762: Linia 700:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." .. br ..
+
"Unlocks potential in your Aura-reading ability:" ..
"The " .. iconLink(ils.auras) .. " of dying or injured " .. iconLink(ils.survivors) .. " are revealed to you within a range of #pl(1)." .. br ..
+
bullet .. "The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.survivors) .. " in the " .. iconLink(ils.injuredState) .. " or in the " .. iconLink(ils.dyingState) .. " within #pl(1) of your location are revealed to you." .. nlp ..
"#pn does not reveal the Aura of a survivor currently being carried by the " .. iconLink(ils.killer) .. dot
+
"#pn does not reveal the Aura of a Survivor being carried by the " .. iconLink(ils.killer) .. dot
 
}
 
}
 
}
 
}
Linia 772: Linia 710:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks the ability to heal yourself without needing a " .. iconLink(ils.medkit) .. " at " .. bclr(2, "50 %") .. " of the normal Healing speed." ..
+
bullet .. "Unlocks the #pn ability, allowing to self-heal without needing a " .. iconLink(ils.medkit) .. " at " .. bclr(2, "50 %") .. " of the normal Healing speed." ..
bullet .. "When using a " .. iconLink(ils.medkit) .. ", its Depletion rate is decreased by #pl(1)."
+
bullet .. b("Decreases") .. " the Depletion rate of " .. iconLink(ils.medkits) .. " by #pl(1)."
 
}
 
}
 
}
 
}
Linia 781: Linia 719:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." ..
+
"Unlocks potential in your Aura-reading ability:" ..
bullet .. "While a Survivor is being carried, the " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.hooks) .. " within " .. bclr(2, "56 metres") .. " of the location they were picked up at are revealed to you." .. nlp ..
+
bullet .. "While a Survivor is being carried, the " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.hooks) .. " within " .. bclr(2, "56 metres") .. " of their Pick-up location are revealed to you." .. nlp ..
 
"Unlocks the ability to sabotage Hooks without needing a " .. iconLink(ils.toolbox) .. colon ..
 
"Unlocks the ability to sabotage Hooks without needing a " .. iconLink(ils.toolbox) .. colon ..
bullet .. "Sabotaging a Hook without a Toolbox takes " .. bclr(6, "3 seconds") .. dot ..
+
bullet .. "Sabotaging a Hook without a Toolbox takes " .. bclr(6, "2.5 seconds") .. dot ..
 
bullet .. "The Sabotage action has a cool-down of #pl(1)."
 
bullet .. "The Sabotage action has a cool-down of #pl(1)."
 
}
 
}
Linia 793: Linia 731:
 
desc = {
 
desc = {
 
{
 
{
"Animals seem to trust you as they often stay calm in your presence." .. br ..
+
"Animals seem to trust you as they often stay calm in your presence." ..
"The chances of alerting nearby " .. iconLink(ils.crows) .. " are reduced by #pl(1) and your urge to scream from pain is suppressed."
+
bullet .. b("Lowers") .. " the odds of alerting nearby " .. iconLink(ils.crows) .. " by #pl(1)" .. dot ..
  +
bullet .. b("Suppresses") .. " the urge to scream from pain at all times."
 
}
 
}
 
}
 
}
Linia 802: Linia 741:
 
desc = {
 
desc = {
 
{
 
{
"You are able to concentrate and enter a meditative-like state to numb some pain." .. br ..
+
"You are able to concentrate and enter a meditative-like state to numb some pain." ..
"When injured, " .. i("Grunts of Pain") .. " are reduced by #pl(1)."
+
bullet .. b("Lowers") .. " the volume of " .. i("Grunts of Pain") .. " by #pl(1)."
 
}
 
}
 
}
 
}
Linia 811: Linia 750:
 
desc = {
 
desc = {
 
{
 
{
"You are fuelled by unexpecting energy when on the verge of escape." .. br ..
+
"You are fuelled by unexpecting energy when on the verge of escape." ..
"When the " .. iconLink(ils.exitGates) .. " are powered, " .. bclr(2, "instantly heal one") .. space .. iconLink(ils.healthState) .. " and sprint at " .. bclr(6, "150 %") .. " of your normal Running speed for " .. bclr(8, "5 seconds") .. dot ..
+
bullet .. "Once the " .. iconLink(ils.exitGates) .. " are powered, " .. bclr(2, "instantly heal one") .. space .. iconLink(ils.healthState) .. " and sprint at " .. bclr(6, "150 %") .. " of your normal Running Movement speed for " .. bclr(8, "5 seconds") .. dot ..
 
bullet .. "#pn is on hold if you are disabled at the moment it triggers and will instead activate upon being freed." ..
 
bullet .. "#pn is on hold if you are disabled at the moment it triggers and will instead activate upon being freed." ..
 
bullet .. "If playing against The " .. iconLink(ils.nightmare) .. ", #pn will wake you from the [[Dream World]] upon activation." .. nlp ..
 
bullet .. "If playing against The " .. iconLink(ils.nightmare) .. ", #pn will wake you from the [[Dream World]] upon activation." .. nlp ..
"#pn ignores an existing " .. i(b("Exhaustion")) .. " timer, but causes the " .. state(ils.exhausted) .. space .. b("Status Effect") .. " for #pl(1)."
+
"#pn ignores an existing " .. i(b("Exhaustion")) .. " timer, but causes the " .. soloState(ils.exhausted) .. " for #pl(1)."
 
}
 
}
},
+
}
history = {},
 
 
},
 
},
 
{ -- Quick & Quiet
 
{ -- Quick & Quiet
Linia 824: Linia 762:
 
desc = {
 
desc = {
 
{
 
{
"You do not make as much noise as others when quickly vaulting over obstacles or hiding in Lockers." .. br ..
+
"You do not make as much noise as others when quickly vaulting over obstacles or hiding in Lockers." ..
i("[[Loud Noise Notifications]]") .. " for " .. b("rushing") .. " to vault " .. iconLink(ils.windows) .. ", or to enter or exit " .. iconLink(ils.lockers) .. " are completely suppressed." .. br ..
+
bullet .. b("Suppresses") .. " both the " .. i("[[Loud Noise Notification]]") .. " and the sound effects triggered by rushing to vault " .. iconLink(ils.windows) .. ", or rushing to enter or exit " .. iconLink(ils.lockers) .. dot .. nlp ..
 
"#pn has a cool-down of #pl(1)."
 
"#pn has a cool-down of #pl(1)."
 
}
 
}
Linia 834: Linia 772:
 
desc = {
 
desc = {
 
{
 
{
"When starting to run, break into a sprint at " .. bclr(2, "150 %") .. " of your normal running speed for a maxiumum of " .. bclr(6, "3 seconds") .. dot .. br ..
+
bullet .. "When starting to run, break into a sprint at " .. bclr(2, "150 %") .. " of your normal Running Movement speed for " .. bclr(6, "3 seconds") .. dot .. nlp ..
"#pn causes the " .. state(ils.exhausted) .. space .. b("Status Effect") .. " for #pl(1)." .. br ..
+
"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. br ..
+
"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. nlp ..
 
quote("See you if you can catch up...", "Meg Thomas")
 
quote("See you if you can catch up...", "Meg Thomas")
 
}
 
}
Linia 845: Linia 783:
 
desc = {
 
desc = {
 
{
 
{
"Your agility and cat-like relexes are incomparable." .. br ..
+
"Your agility and cat-like relexes are incomparable." .. nlp ..
"When falling from great heights:" ..
+
"When falling from great heights, you benefit from the following effects:" ..
bullet .. "Your Stagger duration is reduced by " .. bclr(2, "75 %") .. " and your grunts are muffled by " .. bclr(6, "100 %") .. dot ..
+
bullet .. b("Reduces") .. " the Stagger duration by " .. bclr(2, "75 %") .. dot ..
bullet .. "Upon landing, you start sprinting at " .. bclr(8, "150 %") .. " of your normal running speed for a maxiumum of " .. bclr(4, "3 seconds") .. dot .. nlp ..
+
bullet .. b("Suppresses") .. space .. i("Grunts of Exertion") .. " from falling." ..
"#pn causes the " .. state(ils.exhausted) .. space .. b("Status Effect") .. " for #pl(1)." .. br ..
+
bullet .. "Upon landing, break into a sprint at " .. bclr(6, "150 %") .. " of your normal Running Movement speed for " .. bclr(8, "3 seconds") .. dot .. nlp ..
"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. br ..
+
"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
quote("I've jumped from higher places.", "Nea Karlsson")
+
"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. nlp ..
  +
quote("I have jumped from higher places.", "Nea Karlsson")
 
}
 
}
 
}
 
}
Linia 859: Linia 798:
 
desc = {
 
desc = {
 
{
 
{
"Years of evading the cops taught you a thing or two about stealth." .. br ..
+
"Years of evading the cops taught you a thing or two about stealth." ..
"When crouching, your [[Movement Speed]] is increased by #pl(1)." .. br ..
+
bullet .. b("Increases") .. " your Crouching Movement speed by #pl(1)." .. nlp ..
quote("The paint is still fresh but I'm long gone.", "Nea Karlsson")
+
quote("The paint is still fresh but I am long gone.", "Nea Karlsson")
 
}
 
}
 
}
 
}
Linia 869: Linia 808:
 
desc = {
 
desc = {
 
{
 
{
"Long nights out taught you to do a lot with what you have got." .. br ..
+
"Long nights out taught you to do a lot with what you have got." ..
"The Depletion rate of your " .. iconLink(ils.items) .. " is reduced by #pl(1)." ..
+
bullet .. b("Decreases") .. " the Depletion rate of your " .. iconLink(ils.items) .. " by #pl(1)." .. nlp ..
bullet .. "This effect also applies to all other " .. iconLink(ils.survivors) .. " within " .. bclr(2, "8 metres") .. " of you and lingers for " .. bclr(6, "15 seconds") .. dot .. nlp ..
+
"#pn extends its effect to all other " .. iconLink(ils.survivors) .. " within " .. bclr(2, "8 metres") .. " of your location and lingers for " .. bclr(6, "15 seconds") .. dot .. nlp ..
quote("You're doing it wrong! Let me show you how it's done.", "Nea Karlsson")
+
quote("You are doing it wrong! Let me show you how it is done.", "Nea Karlsson")
 
}
 
}
 
}
 
}
Linia 880: Linia 819:
 
desc = {
 
desc = {
 
{
 
{
"Using whatever is at hand, you stab your aggressor in an ultimate attempt to escape." .. br ..
+
"Using whatever is at hand, you stab your aggressor in an ultimate attempt to escape." .. nlp ..
 
"After being unhooked or unhooking yourself, #pn activates for the next #pl(1):" ..
 
"After being unhooked or unhooking yourself, #pn activates for the next #pl(1):" ..
  +
list(
bullet .. "When being grabbed or picked up by the Killer, succeed a " .. iconLink(ils.skillCheck) .. " to automatically escape their grasp, stunning them for " .. bclr(2, "5 seconds") .. dot ..
 
bullet .. "Successfuly stunning the Killer will disable #pn for the remainer of the Trial and result you in becoming the " .. state(ils.obsession) .. dot .. nlp ..
+
"When being grabbed or picked up by the Killer, succeed a " .. iconLink(ils.skillCheck) .. " to automatically escape their grasp, stunning them for " .. bclr(2, "5 seconds") .. dot,
  +
"Successfuly stunning the Killer will disable #pn for the remainer of the Trial and result you in becoming the " .. state(ils.obsession) .. dot) .. nlp ..
 
"While #pn is active, the following interactions will deactivate it:" ..
 
"While #pn is active, the following interactions will deactivate it:" ..
  +
list(
bullet .. "Repairing a " .. iconLink(ils.gen) .. dot ..
 
bullet .. "Healing yourself or other Survivors." ..
+
"Repairing a " .. iconLink(ils.gen) .. dot,
  +
"Healing yourself or other Survivors.",
bullet .. "Cleansing or blessing a " .. iconLink(ils.totem) .. dot ..
 
bullet .. "Sabotaging a " .. iconLink(ils.hook) .. dot ..
+
"Cleansing or Blessing a " .. iconLink(ils.totem) .. dot,
bullet .. "Unhooking other " .. iconLink(ils.survivors) .. dot .. nlp ..
+
"Sabotaging a " .. iconLink(ils.hook) .. dot,
perkStrings.obsSurv .. br ..
+
"Unhooking other " .. iconLink(ils.survivors) .. dot) .. nlp ..
perkStrings.obsKiller1 .. br ..
+
perkStrings.obsPerkOddsPlus .. brnl ..
  +
perkStrings.obsPerkSurvivor .. nlp ..
quote("There's nothing to be scared of.", "Laurie Strode")
 
  +
quote("There is nothing to be scared of.", "Laurie Strode")
 
}
 
}
 
}
 
}
Linia 900: Linia 841:
 
desc = {
 
desc = {
 
{
 
{
"A supernatural bond links you to the Killer." .. br ..
+
"A supernatural bond links you to the Killer." .. nlp ..
"Whenever the Killer reads your " .. iconLink(ils.aura) .. ", #pn activates:" ..
+
"Whenever the Killer reads your " .. iconLink(ils.aura) .. " and for the same duration as they do so, #pn activates:" ..
bullet .. "The Killer's Aura is revealed to you for the same duration as they read your Aura." ..
+
bullet .. "The Killer's Aura is revealed to you." ..
bullet .. "Your Action speeds in Repairing, Healing, and Cleansing are increased by #pl(1)." ..
+
bullet .. b("Increases") .. " your Action speeds in Repairing, Healing, and Cleansing by #pl(1)." .. nlp ..
bullet .. "If you are the " .. state(ils.obsession) .. ", your Aura is revealed to the Killer for " .. bclr(2, "3 seconds") .. " every " .. bclr(6, "30 seconds") .. dot .. nlp ..
+
"If you are the " .. state(ils.obsession) .. ", your Aura is automatically revealed to the Killer for " .. bclr(2, "3 seconds") .. " every " .. bclr(6, "30 seconds") .. dot .. nlp ..
perkStrings.obsSurv .. br ..
+
perkStrings.obsPerkOddsPlus .. brnl ..
  +
perkStrings.obsPerkSurvivor .. nlp ..
 
quote("He was watching me!", "Laurie Strode")
 
quote("He was watching me!", "Laurie Strode")
 
}
 
}
Linia 914: Linia 856:
 
desc = {
 
desc = {
 
{
 
{
"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." .. br ..
+
"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." .. nlp ..
 
"Each time a Survivor other than yourself is killed or sacrificed, #pn gains " .. bclr(2, "1 Token") .. ", up to a maximum of " .. bclr(6, "3 Tokens") .. colon ..
 
"Each time a Survivor other than yourself is killed or sacrificed, #pn gains " .. bclr(2, "1 Token") .. ", up to a maximum of " .. bclr(6, "3 Tokens") .. colon ..
 
bullet .. "Each Token grants a stack-able radius of #pl(1) within which the Killer is unable to read your " .. iconLink(ils.aura) .. ", up to a maximum of #pl(2)." .. nlp ..
 
bullet .. "Each Token grants a stack-able radius of #pl(1) within which the Killer is unable to read your " .. iconLink(ils.aura) .. ", up to a maximum of #pl(2)." .. nlp ..
perkStrings.obsSurv .. br ..
+
perkStrings.obsPerkOddsPlus .. brnl ..
perkStrings.obsKiller1 .. br ..
+
perkStrings.obsPerkSurvivor .. nlp ..
 
quote("It was the boogeyman.", "Laurie Strode")
 
quote("It was the boogeyman.", "Laurie Strode")
 
}
 
}
Linia 928: Linia 870:
 
desc = {
 
desc = {
 
{
 
{
"You get excited in anticipation of hooking your prey." .. br ..
+
"You get excited in anticipation of hooking your prey." .. nlp ..
"While carrying a " .. iconLink(ils.survivor) .. ", your [[Movement Speed]] is increased by #pl(1) and your " .. iconLink(ils.terrorRadius) .. " is increased by " .. bclr(6, "12 metres") .. dot .. br ..
+
"While carrying a " .. iconLink(ils.survivor) .. "you benefit from the following effects:" ..
  +
bullet .. b("Increases") .. " your Carrying Movement speed by #pl(1)." ..
  +
bullet .. b("Increases") .. " your " .. iconLink(ils.terrorRadius) .. " by " .. bclr(2, "12 metres") .. dot .. nlp ..
 
quote("At some point, the excitement of hooking one of us becomes more important than the desire to kill us.")
 
quote("At some point, the excitement of hooking one of us becomes more important than the desire to kill us.")
 
}
 
}
},
+
}
history = {},
 
 
},
 
},
 
{ -- Brutal Strength
 
{ -- Brutal Strength
Linia 939: Linia 882:
 
desc = {
 
desc = {
 
{
 
{
"Your great strength allows you to shred through your prey's defences." .. br ..
+
"Your great strength allows you to shred through your prey's defences." ..
"Breaking " .. iconLink(ils.pallets) .. " and " .. iconLink(ils.bWalls) .. ", as well as damaging " .. iconLink(ils.gens) .. ", is #pl(1) faster." .. br ..
+
bullet .. b("Increases") .. " the Action speed of breaking " .. iconLink(ils.pallets) .. " and " .. iconLink(ils.bWalls) .. ", and damaging " .. iconLink(ils.gens) .. " by #pl(1)." .. nlp ..
quote("It's more than muscles. A dark power motivates the beast.")
+
quote("It is more than muscles. A dark power motivates the beast.")
 
}
 
}
 
}
 
}
Linia 949: Linia 892:
 
desc = {
 
desc = {
 
{
 
{
"Your presence alone instils great fear." .. br ..
+
"Your presence alone instils great fear." .. nlp ..
"For all " .. iconLink(ils.survivors) .. " repairing or healing within your " .. iconLink(ils.terrorRadius) .. colon ..
+
iconLink(ils.survivors) .. " repairing or healing within your " .. iconLink(ils.terrorRadius) .. " suffer from the following effects:" ..
bullet .. iconLink(ils.skillCheck) .. " Trigger odds are increased by " .. bclr(2, "10 %") .. dot ..
+
bullet .. b("Increases") .. " the Trigger odds of " .. iconLink(ils.skillCheck) .. " by " .. bclr(2, "10 %") .. dot ..
bullet .. "Skill Check Success zones are reduced by #pl(1)." .. nlp ..
+
bullet .. b("Decreases") .. " the Success zone of Skill Checks by #pl(1)." .. nlp ..
 
quote("Its presence befalls us.")
 
quote("Its presence befalls us.")
 
}
 
}
Linia 961: Linia 904:
 
desc = {
 
desc = {
 
{
 
{
"Like a hunting scent hound, you smell traces of blood at a great distance." .. br ..
+
"Like a hunting scent hound, you smell traces of blood at a great distance." ..
iconLink(ils.poolsBlood) .. " are shown in " .. bclr(19, "bright red") .. " and can be tracked for #pl(1) longer than normal." .. br ..
+
bullet .. iconLink(ils.poolsBlood) .. " are shown in " .. bclr(19, "bright red") .. " and can be tracked for #pl(1) longer than normal." .. nlp ..
 
quote("Pebbles shimmering in the moonlight; my life drips down in a trail so easy to follow.")
 
quote("Pebbles shimmering in the moonlight; my life drips down in a trail so easy to follow.")
 
}
 
}
Linia 971: Linia 914:
 
desc = {
 
desc = {
 
{
 
{
"Your acute tracking ability allows you to hone in on disturbances left by running Survivors." .. br ..
+
"Your acute tracking ability allows you to hone in on disturbances left by running Survivors." ..
"The " .. iconLink(ils.scratchMarks) .. " left by " .. iconLink(ils.survivors) .. " spawn #pl(1) closer together." .. br ..
+
bullet .. "The " .. iconLink(ils.scratchMarks) .. " left by " .. iconLink(ils.survivors) .. " spawn #pl(1) closer together." .. nlp ..
 
quote("Never stop moving and hope you're always two steps ahead of the beast.", "Unknown, Notebook")
 
quote("Never stop moving and hope you're always two steps ahead of the beast.", "Unknown, Notebook")
 
}
 
}
Linia 981: Linia 924:
 
desc = {
 
desc = {
 
{
 
{
"You have a keep vision in the darkness of the night." .. br ..
+
"You have a keep vision in the darkness of the night." .. brnl ..
"Your " .. i("Field of View") .. " is increased by #pl(1)." .. br ..
+
bullet .. b("Increases") .. " your " .. i("Field of View") .. " by #pl(1)." .. nlp ..
i("Field of View gains do not stack") .. br ..
+
i("Field of View gains do not stack") .. nlp ..
 
quote("Shining in the darkest dark, his eyes pierce the night and sting your soul.")
 
quote("Shining in the darkest dark, his eyes pierce the night and sting your soul.")
 
}
 
}
Linia 992: Linia 935:
 
desc = {
 
desc = {
 
{
 
{
"You are resilient to pain." .. br ..
+
"You are resilient to pain." ..
"The duration of " .. i("Pallet Stuns") .. " is reduced by #pl(1)." .. br ..
+
bullet .. b("Reduces") .. space .. i("Pallet Stun") .. " duration by #pl(1)." .. nlp ..
 
quote("He stops at nothing.")
 
quote("He stops at nothing.")
 
}
 
}
Linia 1002: Linia 945:
 
desc = {
 
desc = {
 
{
 
{
"Unlike other beasts of The Fog, you have adapted to light." .. br ..
+
"Unlike other beasts of The Fog, you have adapted to light." ..
"The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.survivors) .. " attempting to blind you with a Flashlight are revealed to you for #pl(1)." .. br ..
+
bullet .. "The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.survivors) .. " attempting to blind you with a Flashlight are revealed to you for #pl(1)." .. nlp ..
"#pn grants immunity from being blinded by " .. iconLink(ils.flashlights) .. comma .. iconLink(ils.flashbangs) .. comma .. "or " .. iconLink(ils.blastMines) .. dot .. br ..
+
"#pn grants immunity from being blinded by " .. iconLink(ils.flashlights) .. comma .. iconLink(ils.flashbangs) .. comma .. "or " .. iconLink(ils.blastMines) .. dot .. nlp ..
 
quote("These monsters... they adapt! They emerge with strange new abilities.", "Vigo, Vigo's Journal")
 
quote("These monsters... they adapt! They emerge with strange new abilities.", "Vigo, Vigo's Journal")
 
}
 
}
Linia 1013: Linia 956:
 
desc = {
 
desc = {
 
{
 
{
"Whenever a " .. iconLink(ils.gen) .. " is repaired to " .. bclr(2, "70 %") .. ", it triggers a " .. i("[[Loud Noise Notification]]") .. " and you are granted the " .. state(ils.undetectable) .. space .. b("Status Effect") .. " for the next #pl(1)."
+
"Whenever a " .. iconLink(ils.gen) .. " is repaired to " .. bclr(2, "70 %") .. ", you benefit from the following effects:" ..
  +
bullet .. "Triggers a " .. i("[[Loud Noise Notification]]") .. " for that Generator, revealing its location." ..
  +
bullet .. "Grants the " .. soloState(ils.undetectable) .. " for the next #pl(1)." .. nlp ..
  +
quote("The Hillbilly makes impressive tools out of scraps. Tools aimed at maiming us in creative ways.", "Notebook")
 
}
 
}
 
}
 
}
Linia 1021: Linia 967:
 
desc = {
 
desc = {
 
{
 
{
"You are acutely sensitive to the breathing of your prey." .. br ..
+
"You are acutely sensitive to the breathing of your prey." ..
"All Survivors' " .. i("Grunts of Pain") .. " are #pl(1) louder and their regular breathing is #pl(2) louder." .. br ..
+
bullet .. b("Increases") .. " the volume of Survivors' " .. i("Grunts of Pain") .. " by #pl(1)." ..
  +
bullet .. b("Increases") .. " the volume of Survivors' regular breathing by #pl(2)." .. nlp ..
quote("If you don't stop and catch your breath... she will.")
 
  +
quote("If you do not stop and catch your breath... she will.")
 
}
 
}
 
}
 
}
Linia 1031: Linia 978:
 
desc = {
 
desc = {
 
{
 
{
"Their courage fades in the face of their undeniable mortality." .. br ..
+
"Their courage fades in the face of their undeniable mortality." .. brnl ..
"Each injured, dying, or hooked Survivor incurs a stack-able #pl(1) penalty to all Survivors' Repairing, Sabotaging, Blessing, and Cleansing Action speeds, up to a maximum of #pl(2)." .. br ..
+
"Each injured, dying, or hooked Survivor incurs a stack-able #pl(1) penalty to all Survivors' Repairing, Sabotaging, and Cleansing Action speeds, up to a maximum of #pl(2)." .. brnl ..
 
quote("She plays with us and revels in our pain.")
 
quote("She plays with us and revels in our pain.")
 
}
 
}
Linia 1041: Linia 988:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." .. br ..
+
"Unlocks potential in your Aura-reading ability." ..
"The " .. iconLink(ils.auras) .. " of Survivors, who are healing or being healed, are revealed to you when they are within a range of #pl(1)." .. br ..
+
bullet .. "The " .. iconLink(ils.auras) .. " of Survivors, who are healing or being healed, are revealed to you when they are within a range of #pl(1)." .. nlp ..
 
quote("Still attached to the fragments of her past life, she is drawn to those in need of help.")
 
quote("Still attached to the fragments of her past life, she is drawn to those in need of help.")
 
}
 
}
},
 
history = {
 
{ --any other in list needs copy of perk record, then the old description (if changed)
 
changed = "1.1.2", --Patch when these values were changed into current ones or next change
 
adjust = "Nerf", --Nerf/Buff/Change
 
notice = "reduced Aura-reading ranges to #pl(1) metres.", --the text itself
 
before = {id = 62, name = "A Nurse's Calling" , baseLevel = 3, units = {4}, values = {20, 26, 32}, character = 4, charType = 'K', tags = {"Aura"}}
 
}
 
},
 
teachDesc = {
 
bclr(11, "Unlocking this Perk makes it available in the Bloodweb of all Killers") .. nlp ..
 
"Unlocks potential in one's Aura-reading ability." .. nlp ..
 
"The Auras of Survivors who are healing or being healed are revealed to you when they are within a range of " .. bclr(13, "several metres") .. dot .. nlp ..
 
quote("Still attached to the fragments of her past life, she is drawn to those in need of help.")
 
--b(clr(12, "May be unlocked in the Shrine of Secrets or in The Nurse's Bloodweb at") .. " " .. clr(6, "Level 40") .. dot) -- DON'T INCLUDE THIS ROW
 
 
}
 
}
 
},
 
},
Linia 1066: Linia 998:
 
desc = {
 
desc = {
 
{
 
{
"You become " .. i(b("obsessed")) .. " with one Survivor." .. br ..
+
"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
 
"Each time you hook a Survivor other than your " .. state(ils.obsession) .. ", you gain " .. bclr(2, "1 Token") .. colon ..
 
"Each time you hook a Survivor other than your " .. state(ils.obsession) .. ", you gain " .. bclr(2, "1 Token") .. colon ..
 
bullet .. "For as long as the " .. i(b("Obsession")) .. " is alive, all other Survivors suffer from a stack-able #pl(1) penalty to Repairing, Healing, and Sabotaging speeds per Token, up to a maximum of #pl(2) or " .. bclr(6, "11 Tokens") .. dot ..
 
bullet .. "For as long as the " .. i(b("Obsession")) .. " is alive, all other Survivors suffer from a stack-able #pl(1) penalty to Repairing, Healing, and Sabotaging speeds per Token, up to a maximum of #pl(2) or " .. bclr(6, "11 Tokens") .. dot ..
 
bullet .. "The " .. i(b("Obsession")) .. " is unaffected by this penalty and instead granted a permanent " .. bclr(8, "33 %") .. " Action Speed bonus to Unhooking and Healing other Survivors." .. nlp ..
 
bullet .. "The " .. i(b("Obsession")) .. " is unaffected by this penalty and instead granted a permanent " .. bclr(8, "33 %") .. " Action Speed bonus to Unhooking and Healing other Survivors." .. nlp ..
perkStrings.obsKiller2 .. br ..
+
perkStrings.obsPerkKiller .. nlp ..
 
quote("This isn't a man...", "Dr Sam Loomis")
 
quote("This isn't a man...", "Dr Sam Loomis")
 
}
 
}
Linia 1079: Linia 1011:
 
desc = {
 
desc = {
 
{
 
{
"You become " .. i(b("obsessed")) .. " with one Survivor." .. br ..
+
"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
 
"Each time you chase your " .. state(ils.obsession) .. " and let them escape, #pn recieves " .. bclr(2, "1 Token") .. ", up to a maximum of " .. bclr(6, "3 Tokens") .. colon ..
 
"Each time you chase your " .. state(ils.obsession) .. " and let them escape, #pn recieves " .. bclr(2, "1 Token") .. ", up to a maximum of " .. bclr(6, "3 Tokens") .. colon ..
bullet .. "Each Token applies a stack-able #pl(1) " .. state(ils.haste) .. space .. b("Status Effect") .. ", up to a maximum of #pl(2)." ..
+
bullet .. "Each Token applies a stack-able #pl(1) " .. soloState(ils.haste) .. ", up to a maximum of #pl(2)." ..
 
bullet .. "Performing " .. i("[[Basic Attacks]]") .. ", or " .. i("[[Special Attacks]]") .. " that can damage Survivors, consumes " .. bclr(8, "1 Token") .. dot .. nlp ..
 
bullet .. "Performing " .. i("[[Basic Attacks]]") .. ", or " .. i("[[Special Attacks]]") .. " that can damage Survivors, consumes " .. bclr(8, "1 Token") .. dot .. nlp ..
"#pn has a cool-down of " .. bclr(4, "10 seconds") .. " on Token-accumulation." .. br ..
+
"#pn has a cool-down of " .. bclr(4, "10 seconds") .. " on Token-accumulation." .. brnl ..
perkStrings.obsKiller2 .. br ..
+
perkStrings.obsPerkKiller .. nlp ..
 
quote("You've fooled them, haven't you Michael? But not me.", "Dr Sam Loomis")
 
quote("You've fooled them, haven't you Michael? But not me.", "Dr Sam Loomis")
 
}
 
}
Linia 1093: Linia 1025:
 
desc = {
 
desc = {
 
{
 
{
"You become " .. i(b("obsessed")) .. " with one Survivor." .. br ..
+
"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
 
"Each time you hit a Survivor other than your " .. state(ils.obsession) .. " with a " .. i("[[Basic Attack]]") .. ", #pn gains " .. bclr(2, "1 Token") .. ", up to a maximum of " .. bclr(6, "8 Tokens") .. colon ..
 
"Each time you hit a Survivor other than your " .. state(ils.obsession) .. " with a " .. i("[[Basic Attack]]") .. ", #pn gains " .. bclr(2, "1 Token") .. ", up to a maximum of " .. bclr(6, "8 Tokens") .. colon ..
 
bullet .. "Gain a stack-able " .. bclr(8, "5 %") .. " Cool-down reduction on successful attacks per Token, up to a maximum of " .. bclr(4, "40 %") .. dot .. nlp ..
 
bullet .. "Gain a stack-able " .. bclr(8, "5 %") .. " Cool-down reduction on successful attacks per Token, up to a maximum of " .. bclr(4, "40 %") .. dot .. nlp ..
 
"Each time you hit your " .. i(b("Obsession")) .. " with a " .. i("[[Basic Attack]]") .. ", #pn loses #pl(1)." ..
 
"Each time you hit your " .. i(b("Obsession")) .. " with a " .. i("[[Basic Attack]]") .. ", #pn loses #pl(1)." ..
 
bullet .. i("When the " .. i(b("Obsession")) .. " is sacrificed or killed, you can neither gain nor lose any more Tokens.") .. nlp ..
 
bullet .. i("When the " .. i(b("Obsession")) .. " is sacrificed or killed, you can neither gain nor lose any more Tokens.") .. nlp ..
perkStrings.obsKiller2 .. br ..
+
perkStrings.obsPerkKiller .. nlp ..
 
quote("Death has come to your little town, Sheriff.", "Dr Sam Loomis")
 
quote("Death has come to your little town, Sheriff.", "Dr Sam Loomis")
 
}
 
}
Linia 1107: Linia 1039:
 
desc = {
 
desc = {
 
{
 
{
"Lady Luck always seems to be throwing something good your way." .. br ..
+
"Lady Luck always seems to be throwing something good your way." .. brnl ..
 
"When retrieving an " .. iconLink(ils.item) .. " from a " .. iconLink(ils.chest) .. ", there is a chance an " .. iconLink(ils.addon) .. " will be attached to it." ..
 
"When retrieving an " .. iconLink(ils.item) .. " from a " .. iconLink(ils.chest) .. ", there is a chance an " .. iconLink(ils.addon) .. " will be attached to it." ..
 
bullet .. bclr(2, "100 %") .. " chance for an Add-on of " .. bclr(4, "Very Rare") .. " Rarity or lower." ..
 
bullet .. bclr(2, "100 %") .. " chance for an Add-on of " .. bclr(4, "Very Rare") .. " Rarity or lower." ..
 
bullet .. "#pl(1) chance for a second Add-on of " .. bclr(2, "Uncommon") .. " Rarity or lower." .. nlp ..
 
bullet .. "#pl(1) chance for a second Add-on of " .. bclr(2, "Uncommon") .. " Rarity or lower." .. nlp ..
"#pn allows you to keep any Add-ons your Item has equipped upon escaping." .. br ..
+
"#pn allows you to keep any Add-ons your Item has equipped upon escaping." .. nlp ..
 
quote("Everything that glitters isn't gold. But gold isn't worth a damn in this place, so this should come in handy.", "Ace Visconti")
 
quote("Everything that glitters isn't gold. But gold isn't worth a damn in this place, so this should come in handy.", "Ace Visconti")
 
}
 
}
Linia 1121: Linia 1053:
 
desc = {
 
desc = {
 
{
 
{
"Strengthens the potential in your and your team's Aura-reading abilities." .. br ..
+
"Strengthens the potential in your and your team's Aura-reading abilities." .. brnl ..
"#pn increases all Aura-reading ranges by #pl(1)." .. br ..
+
"#pn increases all Aura-reading ranges by #pl(1)." .. brnl ..
"#pn does not stack with other instances of itself." .. br ..
+
"#pn does not stack with other instances of itself." .. brnl ..
 
quote("Paying attention is what kept me alive through the years. That, and my good looks of course.", "Ace Visconti")
 
quote("Paying attention is what kept me alive through the years. That, and my good looks of course.", "Ace Visconti")
 
}
 
}
Linia 1132: Linia 1064:
 
desc = {
 
desc = {
 
{
 
{
"All will be well in the end; you just know it." .. br .. "Your confidence strengthens the feeling of hope for those around you." .. br ..
+
"All will be well in the end; you just know it." .. brnl .. "Your confidence strengthens the feeling of hope for those around you." .. brnl ..
 
"For Each Survivor still in the Trial, #pn gains " .. bclr(2, "1 Token") .. dot ..
 
"For Each Survivor still in the Trial, #pn gains " .. bclr(2, "1 Token") .. dot ..
 
bullet .. "Each Token applies a stack-able #pl(1) bonus to the " .. iconLink(ils.luck).. " of all Survivors, up to a maximum of #pl(2)." .. nlp ..
 
bullet .. "Each Token applies a stack-able #pl(1) bonus to the " .. iconLink(ils.luck).. " of all Survivors, up to a maximum of #pl(2)." .. nlp ..
Linia 1143: Linia 1075:
 
desc = {
 
desc = {
 
{
 
{
"A Hex that affects all Survivor's Generator Repair progress." .. br ..
+
"A Hex that affects all Survivor's Generator Repair progress." .. brnl ..
"All " .. iconLink(ils.gens) .. " automatically regress at #pl(1) of the normal Regression speed whenever they are not being repaired." .. br ..
+
"All " .. iconLink(ils.gens) .. " automatically regress at #pl(1) of the normal Regression speed whenever they are not being repaired." .. brnl ..
perkStrings.hexEffects .. br ..
+
perkStrings.hexPerk .. brnl ..
 
quote("A curse is upon you. It will cause your ruin.")
 
quote("A curse is upon you. It will cause your ruin.")
 
}
 
}
Linia 1154: Linia 1086:
 
desc = {
 
desc = {
 
{
 
{
"A Hex rooting its power on hope." .. br .. "The false hope of Survivors ignites your hunger." .. br ..
+
"A Hex rooting its power on hope." .. brnl .. "The false hope of Survivors ignites your hunger." .. brnl ..
 
"Each time a " .. iconLink(ils.survivor) .. " is rescued from a Hook when you are at least " .. bclr(2, "24 metres") .. " away, #pn recieves " .. bclr(2, "1 Token") .. colon ..
 
"Each time a " .. iconLink(ils.survivor) .. " is rescued from a Hook when you are at least " .. bclr(2, "24 metres") .. " away, #pn recieves " .. bclr(2, "1 Token") .. colon ..
bullet .. bclr(4, "2 Tokens") .. colon .. space .. bclr(6, "10 seconds") .. " after hooking a Survivor, gain a #pl(1) " .. state(ils.haste) .. space .. b("Status Effect") .. " for the next " .. bclr(8, "10 seconds") .. dot ..
+
bullet .. bclr(4, "2 Tokens") .. colon .. space .. bclr(6, "10 seconds") .. " after hooking a Survivor, gain a #pl(1) " .. soloState(ils.haste) .. " for the next " .. bclr(8, "10 seconds") .. dot ..
bullet .. bclr(4, "3 Tokens") .. colon .. " Survivors suffer permanently from the " .. state(ils.exposed) .. space .. b("Status Effect") .. dot ..
+
bullet .. bclr(4, "3 Tokens") .. colon .. " Survivors suffer permanently from the " .. soloState(ils.exposed) .. dot ..
 
bullet .. bclr(4, "5 Tokens") .. colon .. " You are granted the ability to kill all Survivors by your own hand." .. nlp ..
 
bullet .. bclr(4, "5 Tokens") .. colon .. " You are granted the ability to kill all Survivors by your own hand." .. nlp ..
perkStrings.hexEffects .. br ..
+
perkStrings.hexPerk .. brnl ..
 
quote("If you do nothing, you have their blood on your hands. If you save them, her hunger grows.")
 
quote("If you do nothing, you have their blood on your hands. If you save them, her hunger grows.")
 
}
 
}
Linia 1168: Linia 1100:
 
desc = {
 
desc = {
 
{
 
{
"A Hex that hinders the Survivors' Aura-reading abilities." .. br ..
+
"A Hex that hinders the Survivors' Aura-reading abilities." .. brnl ..
"The last #pl(1) hit with either your " .. i("[[Basic Attack]]") .. " or " .. i("[[Special Attack]]") .. " suffer from the " .. state(ils.blindness) .. space .. b("Status Effect") .. dot .. br ..
+
"The last #pl(1) hit with either your " .. i("[[Basic Attack]]") .. " or " .. i("[[Special Attack]]") .. " suffer from the " .. soloState(ils.blindness) .. dot .. brnl ..
perkStrings.hexEffects .. br ..
+
perkStrings.hexPerk .. brnl ..
 
quote("She touched your skin, you bear the witch's mark!")
 
quote("She touched your skin, you bear the witch's mark!")
 
}
 
}
Linia 1179: Linia 1111:
 
desc = {
 
desc = {
 
{
 
{
'You will get the job done... no matter the cost.' .. br ..
+
'You will get the job done... no matter the cost.' .. brnl ..
 
'When you are the last Survivor remaining in the Trial, the ' .. iconLink(ils.aura) .. ' of the ' .. iconLink(ils.hatch) .. ' is revealed to you when you are within #pl(1).' .. nlp ..
 
'When you are the last Survivor remaining in the Trial, the ' .. iconLink(ils.aura) .. ' of the ' .. iconLink(ils.hatch) .. ' is revealed to you when you are within #pl(1).' .. nlp ..
 
quote("I'm not horse-shittin' around. I'm doing this alone!", "Bill Overbeck")
 
quote("I'm not horse-shittin' around. I'm doing this alone!", "Bill Overbeck")
Linia 1189: Linia 1121:
 
desc = {
 
desc = {
 
{
 
{
"You are fuelled with an unexpected energy when saving an Ally from a Hook." .. br ..
+
"You are fuelled with an unexpected energy when saving an Ally from a Hook." .. brnl ..
"For #pl(1) after unhooking a Survivor, the unhooked Survivor is protected by the " .. state(ils.endurance) .. space .. b("Status Effect") .. dot ..
+
"For #pl(1) after unhooking a Survivor, the unhooked Survivor is protected by the " .. state(ils.endurance) .. space .. b(perkStrings.statusEffect) .. dot ..
bullet .. "Any damage taken that would put the Survivor into the " .. iconLink(ils.dyingState) .. " will instead trigger the " .. state(ils.deepWound) .. space .. b("Status Effect") .. ", after which the Survivor has " .. bclr(2, "20 seconds") .. " to Mend themselves." ..
+
bullet .. "Any damage taken that would put the Survivor into the " .. iconLink(ils.dyingState) .. " will instead trigger the " .. soloState(ils.deepWound) .. ", after which the Survivor has " .. bclr(2, "20 seconds") .. " to Mend themselves." ..
 
bullet .. "Taking damage while under the effect of " .. i(b("Deep Wound")) .. " or if its timer runs out will put the Survivor into the Dying State." .. nlp ..
 
bullet .. "Taking damage while under the effect of " .. i(b("Deep Wound")) .. " or if its timer runs out will put the Survivor into the Dying State." .. nlp ..
 
quote("Probably stings like hell, but it ain't gonna kill ya. Up and at 'em soldier. Time to move!", "Bill Overbeck")
 
quote("Probably stings like hell, but it ain't gonna kill ya. Up and at 'em soldier. Time to move!", "Bill Overbeck")
Linia 1201: Linia 1133:
 
desc = {
 
desc = {
 
{
 
{
"Past battles have taught you a thing or two about survival." .. br ..
+
"Past battles have taught you a thing or two about survival." .. brnl ..
 
"Once per Trial, you can completely recover from the " .. iconLink(ils.dyingState) .. dot ..
 
"Once per Trial, you can completely recover from the " .. iconLink(ils.dyingState) .. dot ..
 
bullet .. "Your Recovery speed is increased by #pl(1)." .. nlp ..
 
bullet .. "Your Recovery speed is increased by #pl(1)." .. nlp ..
Linia 1212: Linia 1144:
 
desc = {
 
desc = {
 
{
 
{
"You are apt at handling machinery with the greatest care and precision." .. br ..
+
"You are apt at handling machinery with the greatest care and precision." .. brnl ..
 
"Failing a " .. iconLink(ils.skillCheck) .. " while repairing:" ..
 
"Failing a " .. iconLink(ils.skillCheck) .. " while repairing:" ..
 
bullet .. "Prevents the " .. i("Generator Explosion") .. dot ..
 
bullet .. "Prevents the " .. i("Generator Explosion") .. dot ..
 
bullet .. "Applies the default Regression penalty." ..
 
bullet .. "Applies the default Regression penalty." ..
 
bullet .. "Applies an additional Regression penalty of #pl(1)." .. nlp ..
 
bullet .. "Applies an additional Regression penalty of #pl(1)." .. nlp ..
"#pn reduces the audible range of your Generator-repairing noises by " .. bclr(2, "8 metres") .. dot .. br ..
+
"#pn reduces the audible range of your Generator-repairing noises by " .. bclr(2, "8 metres") .. dot .. brnl ..
quote("I'm gonna stealth this one.", "Feng Min")
+
quote("I am gonna stealth this one.", "Min Feng")
 
}
 
}
 
}
 
}
Linia 1226: Linia 1158:
 
desc = {
 
desc = {
 
{
 
{
"Your acute senses are on high alert." .. br ..
+
"Your acute senses are on high alert." .. brnl ..
"Whenever the Killer destroys a " .. iconLink(ils.pallet) .. " or a " .. iconLink(ils.bWall) .. ", or damages a " .. iconLink(ils.gen) .. ", their " .. iconLink(ils.aura) .. " is revealed to you for #pl(1)." .. br ..
+
"Whenever the Killer destroys a " .. iconLink(ils.pallet) .. " or a " .. iconLink(ils.bWall) .. ", or damages a " .. iconLink(ils.gen) .. ", their " .. iconLink(ils.aura) .. " is revealed to you for #pl(1)." .. brnl ..
quote("I have true sight,", "Feng Min")
+
quote("I have true sight,", "Min Feng")
 
}
 
}
 
},
 
},
Linia 1254: Linia 1186:
 
desc = {
 
desc = {
 
{
 
{
"After performing a " .. b("rushed") .. " vault, break into a sprint of " .. bclr(2, "150 %") .. " of your normal running speed for a maximum of " .. bclr(6, "3 seconds") .. dot .. br ..
+
"After performing a " .. b("rushed") .. " vault, break into a sprint of " .. bclr(2, "150 %") .. " of your normal Running Movement speed for a maximum of " .. bclr(6, "3 seconds") .. dot .. brnl ..
"#pn causes the " .. state(ils.exhausted) .. space .. b("Status Effect") .. " for #pl(1)." .. br ..
+
"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. br ..
+
"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. brnl ..
quote("U mad?", "Feng Min")
+
quote("U mad?", "Min Feng")
 
}
 
}
 
}
 
}
Linia 1265: Linia 1197:
 
desc = {
 
desc = {
 
{
 
{
"Your presence alone instils great fear." .. br ..
+
"Your presence alone instils great fear." .. brnl ..
 
"Survivors within your " .. iconLink(ils.terrorRadius) .. " suffer from inefficiency:" ..
 
"Survivors within your " .. iconLink(ils.terrorRadius) .. " suffer from inefficiency:" ..
 
bullet .. "When using an " .. iconLink(ils.item) .. ", its Depletion rate is increased by #pl(1)." .. nlp ..
 
bullet .. "When using an " .. iconLink(ils.item) .. ", its Depletion rate is increased by #pl(1)." .. nlp ..
Linia 1276: Linia 1208:
 
desc = {
 
desc = {
 
{
 
{
"You are fuelled by your hate for progress." .. br ..
+
"You are fuelled by your hate for progress." .. brnl ..
 
"Damaging a " .. iconLink(ils.gen) .. " overcharges it:" ..
 
"Damaging a " .. iconLink(ils.gen) .. " overcharges it:" ..
 
bullet .. "The next " .. iconLink(ils.survivor) .. " interacting with it will be faced with a difficult " .. iconLink(ils.skillCheck) .. dot ..
 
bullet .. "The next " .. iconLink(ils.survivor) .. " interacting with it will be faced with a difficult " .. iconLink(ils.skillCheck) .. dot ..
Linia 1289: Linia 1221:
 
desc = {
 
desc = {
 
{
 
{
"Meticulous in your approach, terrifying in your application." .. br ..
+
"Meticulous in your approach, terrifying in your application." .. brnl ..
 
"Your base " .. iconLink(ils.terrorRadius) .. " is increased by " .. bclr(2, "8 metres") .. dot ..
 
"Your base " .. iconLink(ils.terrorRadius) .. " is increased by " .. bclr(2, "8 metres") .. dot ..
 
bullet .. "Whenever you are outside of a Chase, your Terror Radius is reduced by " .. bclr(6, "16 metres") .. " while your " .. i("Field of View") .. " is increased by #pl(1)." .. nlp ..
 
bullet .. "Whenever you are outside of a Chase, your Terror Radius is reduced by " .. bclr(6, "16 metres") .. " while your " .. i("Field of View") .. " is increased by #pl(1)." .. nlp ..
i("Field of View gains do not stack.") .. br ..
+
i("Field of View gains do not stack.") .. brnl ..
 
quote("Its time for your treatment!", "Herman Carter, The Doctor")
 
quote("Its time for your treatment!", "Herman Carter, The Doctor")
 
}
 
}
Linia 1301: Linia 1233:
 
desc = {
 
desc = {
 
{
 
{
"Your few friends deserve the best protection." .. br ..
+
"Your few friends deserve the best protection." .. brnl ..
"When healing a dying " .. iconLink(ils.survivor) .. ", your Healing speed is increased by " .. bclr(2, "100 %") .. dot .. br ..
+
"When healing a dying " .. iconLink(ils.survivor) .. ", your Healing speed is increased by " .. bclr(2, "100 %") .. dot .. brnl ..
 
"Performing any of the following actions has #pn gain " .. bclr(6, "1 Token") .. colon ..
 
"Performing any of the following actions has #pn gain " .. bclr(6, "1 Token") .. colon ..
 
bullet .. "Performing a Safe Hook Rescue" ..
 
bullet .. "Performing a Safe Hook Rescue" ..
 
bullet .. "Taking a " .. i("[[Protection Hit]]") .. " for an injured Survivor." ..
 
bullet .. "Taking a " .. i("[[Protection Hit]]") .. " for an injured Survivor." ..
 
bullet .. "Stunning or Blinding the Killer to rescue a carried Survivor" .. nlp ..
 
bullet .. "Stunning or Blinding the Killer to rescue a carried Survivor" .. nlp ..
"Each Token grants a stack-able " .. bclr(8, "25 %") .. " bonus to all Bloodpoint gains, up to a maximum of #pl(1)." .. br ..
+
"Each Token grants a stack-able " .. bclr(8, "25 %") .. " bonus to all Bloodpoint gains, up to a maximum of #pl(1)." .. brnl ..
i("The bonus " .. iconLink(ils.bloodpoints) .. " are only awarded post-Trial.") .. br ..
+
i("The bonus " .. iconLink(ils.bloodpoints) .. " are only awarded post-Trial.") .. brnl ..
 
quote("Come on then, let's ave' it! I don't give a shit pal.", "David King")
 
quote("Come on then, let's ave' it! I don't give a shit pal.", "David King")
 
}
 
}
Linia 1317: Linia 1249:
 
desc = {
 
desc = {
 
{
 
{
"Activate-able Perk." .. br ..
+
"Activate-able Perk." .. brnl ..
"You can take a beaking." .. br .. "When Injured, tap into your adrenaline bank and dash forward quickly to avoid damage." ..
+
"You can take a beaking." .. brnl .. "When Injured, tap into your adrenaline bank and dash forward quickly to avoid damage." ..
 
bullet .. "Press the " .. i("Active Ability button") .. " while running to dash forward." ..
 
bullet .. "Press the " .. i("Active Ability button") .. " while running to dash forward." ..
 
bullet .. "Avoid any damage during the " .. i("Dash") .. dot .. nlp ..
 
bullet .. "Avoid any damage during the " .. i("Dash") .. dot .. nlp ..
"#pn causes the " .. state(ils.exhausted) .. space .. b("Status Effect") .. " for #pl(1)." .. br ..
+
"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. br ..
+
"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. brnl ..
 
quote("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")
 
quote("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")
 
}
 
}
Linia 1331: Linia 1263:
 
desc = {
 
desc = {
 
{
 
{
"Go on out, kid, it is just a scratch." .. br .. "Your thick blood coagulates practically instantly." .. br ..
+
"Go on out, kid, it is just a scratch." .. brnl .. "Your thick blood coagulates practically instantly." .. brnl ..
"You suffer from the " .. state(ils.broken) .. space .. b("Status Effect") .. " for the entire Trial, but benefit from the following effects:" ..
+
"You suffer from the " .. soloState(ils.broken) .. " for the entire Trial, but benefit from the following effects:" ..
 
bullet .. iconLink(ils.poolsBlood) .. " are suppressed." ..
 
bullet .. iconLink(ils.poolsBlood) .. " are suppressed." ..
 
bullet .. "When injured or dying, " .. i("Grunts of Pain") .. " are reduced by #pl(1)." ..
 
bullet .. "When injured or dying, " .. i("Grunts of Pain") .. " are reduced by #pl(1)." ..
Linia 1345: Linia 1277:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." .. br ..
+
"Unlocks potential in your Aura-reading ability." .. brnl ..
"The " .. iconLink(ils.aura) .. " of a Survivor entering the " .. iconLink(ils.basement) .. " when you are at least " .. bclr(2, "32 metres") .. " away is revealed to you for " .. bclr(6, "3 seconds") .. dot .. br ..
+
"The " .. iconLink(ils.aura) .. " of a Survivor entering the " .. iconLink(ils.basement) .. " when you are at least " .. bclr(2, "32 metres") .. " away is revealed to you for " .. bclr(6, "3 seconds") .. dot .. brnl ..
"#pn has a cool-down of #pl(1)." .. br ..
+
"#pn has a cool-down of #pl(1)." .. brnl ..
 
quote("We're not safe anywhere...")
 
quote("We're not safe anywhere...")
 
}
 
}
Linia 1356: Linia 1288:
 
desc = {
 
desc = {
 
{
 
{
"Your lust for a kill is so intense that your connection with The " .. iconLink(ils.entity) .. " is momentarily lost, making you totally unpredictable." .. br ..
+
"Your lust for a kill is so intense that your connection with The " .. iconLink(ils.entity) .. " is momentarily lost, making you totally unpredictable." .. brnl ..
"Upon gaining the " .. state(ils.bloodlust) .. space .. b("Status Effect") .. ", #pn activates:" ..
+
"Upon gaining the " .. soloState(ils.bloodlust) .. ", #pn activates:" ..
bullet .. "Grants the " .. state(ils.undetectable) .. space .. b("Status Effect") .. " for as long as " .. i(b("Bloodlust")) .. " is active." .. nlp ..
+
bullet .. "Grants the " .. soloState(ils.undetectable) .. " for as long as " .. i(b("Bloodlust")) .. " is active." .. nlp ..
"#pn grants #pl(1) bonus " .. iconLink(ils.bloodpoints) .. " for actions in the " .. iconLink(ils.hunter) .. " Category." .. br ..
+
"#pn grants #pl(1) bonus " .. iconLink(ils.bloodpoints) .. " for actions in the " .. iconLink(ils.hunter) .. " Category." .. brnl ..
i("The bonus Bloodpoints are only awarded during the Trial.") .. br ..
+
i("The bonus Bloodpoints are only awarded during the Trial.") .. brnl ..
 
quote("Where did she go?")
 
quote("Where did she go?")
 
}
 
}
Linia 1369: Linia 1301:
 
desc = {
 
desc = {
 
{
 
{
"A Hex rooting its power in despair." .. br .. "Your hunt is an irresistible song of dread which muddles your prey's attention." .. br ..
+
"A Hex rooting its power in despair." .. brnl .. "Your hunt is an irresistible song of dread which muddles your prey's attention." .. brnl ..
iconLink(ils.survivors) .. " recieve a #pl(1) Regression penalty on " .. iconLink(ils.failedSChecks) .. " for Repair and Healing actions." .. br ..
+
iconLink(ils.survivors) .. " recieve a #pl(1) Regression penalty on " .. iconLink(ils.failedSChecks) .. " for Repair and Healing actions." .. brnl ..
 
"#pn grows in power each time you Hook a Survivor, gaining " .. bclr(2, "1 Token") .. ", and affecting Repair and Healing Skill Checks:" ..
 
"#pn grows in power each time you Hook a Survivor, gaining " .. bclr(2, "1 Token") .. ", and affecting Repair and Healing Skill Checks:" ..
 
bullet .. bclr(4, "1 Token") .. colon .. " shortens the time between the Warning sound and the Skill check by " .. bclr(6, "-14 %") .. dot ..
 
bullet .. bclr(4, "1 Token") .. colon .. " shortens the time between the Warning sound and the Skill check by " .. bclr(6, "-14 %") .. dot ..
Linia 1377: Linia 1309:
 
bullet .. bclr(4, "4 Tokens") .. colon .. " shortens the time between the Warning sound and the Skill check by " .. bclr(3, "-56 %") .. dot ..
 
bullet .. bclr(4, "4 Tokens") .. colon .. " shortens the time between the Warning sound and the Skill check by " .. bclr(3, "-56 %") .. dot ..
 
bullet .. bclr(4, "5 Tokens") .. colon .. " disables the Warning sound." .. nlp ..
 
bullet .. bclr(4, "5 Tokens") .. colon .. " disables the Warning sound." .. nlp ..
perkStrings.hexEffects .. br ..
+
perkStrings.hexPerk .. brnl ..
 
quote("That song, it drives me crazy!")
 
quote("That song, it drives me crazy!")
 
}
 
}
Linia 1386: Linia 1318:
 
desc = {
 
desc = {
 
{
 
{
"The trauma caused by your brutal attacks makes crying for help painfully difficult." .. br ..
+
"The trauma caused by your brutal attacks makes crying for help painfully difficult." .. brnl ..
 
"When putting a Survivor into the " .. iconLink(ils.dyingState) .. " with your " .. i("[[Basic Attack]]") .. colon ..
 
"When putting a Survivor into the " .. iconLink(ils.dyingState) .. " with your " .. i("[[Basic Attack]]") .. colon ..
 
bullet .. "Their " .. iconLink(ils.aura) .. " is not revealed to any Survivor farther away from them than #pl(1)." ..
 
bullet .. "Their " .. iconLink(ils.aura) .. " is not revealed to any Survivor farther away from them than #pl(1)." ..
bullet .. "For the next " .. bclr(2, "15 seconds") .. ", the dying Survivor suffers from a decreased " .. i("Field of View") .. ", the " .. state(ils.blindness) .. space .. b("Status Effect") .. ", and crawls " .. bclr(6, "50 %") .. " slower." .. nlp ..
+
bullet .. "For the next " .. bclr(2, "15 seconds") .. ", the dying Survivor suffers from a decreased " .. i("Field of View") .. ", the " .. soloState(ils.blindness) .. ", and crawls " .. bclr(6, "50 %") .. " slower." .. nlp ..
 
quote("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")
 
quote("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")
 
}
 
}
Linia 1398: Linia 1330:
 
desc = {
 
desc = {
 
{
 
{
"A deep bond with The " .. iconLink(ils.entity) .. " unlocks potential in one's Aura-reading ability." .. br ..
+
"A deep bond with The " .. iconLink(ils.entity) .. " unlocks potential in one's Aura-reading ability." .. brnl ..
 
"After hooking a Survivor, all other Survivors' " .. iconLink(ils.auras) .. " are revealed to you for " .. bclr(2, "4 seconds") .. " when they are farther than " .. bclr(6, "40 metres") .. " from the " .. iconLink(ils.hook) ..
 
"After hooking a Survivor, all other Survivors' " .. iconLink(ils.auras) .. " are revealed to you for " .. bclr(2, "4 seconds") .. " when they are farther than " .. bclr(6, "40 metres") .. " from the " .. iconLink(ils.hook) ..
 
bullet .. "Each time a Survivor is hooked for the first time, gain a stack-able " .. bclr(8, "25 %") .. " bonus to all Bloodpoint gains, up to a maximum of #pl(1)." .. nlp ..
 
bullet .. "Each time a Survivor is hooked for the first time, gain a stack-able " .. bclr(8, "25 %") .. " bonus to all Bloodpoint gains, up to a maximum of #pl(1)." .. nlp ..
i("The bonus " .. iconLink(ils.bloodpoints) .. " are only awarded post-Trial.") .. br ..
+
i("The bonus " .. iconLink(ils.bloodpoints) .. " are only awarded post-Trial.") .. brnl ..
 
quote("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")
 
quote("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")
 
}
 
}
Linia 1421: Linia 1353:
 
desc = {
 
desc = {
 
{
 
{
"The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation." .. br ..
+
"The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation." .. brnl ..
 
"Each time a Generator is completed, #pn grows in power." ..
 
"Each time a Generator is completed, #pn grows in power." ..
bullet .. "Gain a stack-able #pl(1) Action Speed bonus to picking-up and dropping Survivors, breaking " .. iconLink(ils.pallets) .. " and " .. iconLink(ils.bWalls) .. ", damaging " .. iconLink(ils.gens) .. ", and vaulting " .. iconLink(ils.windows) .. ", up to a maximum of #pl(2)." .. br ..
+
bullet .. "Gain a stack-able #pl(1) Action Speed bonus to picking-up and dropping Survivors, breaking " .. iconLink(ils.pallets) .. " and " .. iconLink(ils.bWalls) .. ", damaging " .. iconLink(ils.gens) .. ", and vaulting " .. iconLink(ils.windows) .. ", up to a maximum of #pl(2)." .. brnl ..
 
quote("Now why don't you just fucking die?", "Freddy Krueger")
 
quote("Now why don't you just fucking die?", "Freddy Krueger")
 
}
 
}
Linia 1432: Linia 1364:
 
desc = {
 
desc = {
 
{
 
{
"You become " .. i(b("obsessed")) .. " with one Survivor." .. br ..
+
"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
"Each time you hit your " .. state(ils.obsession) .. " with a " .. i("[[Basic Attack]]") .. ", #pn gains " .. bclr(2, "1 Token") .. colon ..
+
"Each time the " .. state(ils.obsession) .. " loses a " .. iconLink(ils.healthState) .. ", #pn gains " .. bclr(2, "1 Token") .. colon ..
bullet .. "The Opening time of both " .. iconLink(ils.exitGates) .. " is increased by " .. bclr(6, "4 seconds") .. " per token, up to a maximum of #pl(1)." ..
+
bullet .. b("Increases ") .. "the Opening time of both " .. iconLink(ils.exitGates) .. " by " .. bclr(6, "4 seconds") .. " per Token, up to a maximum of #pl(1)." ..
bullet .. "The " .. i(b("Obsession")) .. " is unaffected by this penalty." .. nlp ..
+
bullet .. "The " .. i(b("Obsession")) .. " remains unaffected by this penalty." .. nlp ..
perkStrings.obsKiller2 .. br ..
+
perkStrings.obsPerkKiller .. brnl ..
 
quote("You don't remember? You must. You're my number one, and you'll never wake up again.", "Freddy Krueger")
 
quote("You don't remember? You must. You're my number one, and you'll never wake up again.", "Freddy Krueger")
 
}
 
}
Linia 1447: Linia 1379:
 
"As soon as one " .. iconLink(ils.exitGate) .. " is opened, #pn activates." ..
 
"As soon as one " .. iconLink(ils.exitGate) .. " is opened, #pn activates." ..
 
bullet .. "The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.survivors) .. " standing within the Exit-Gate area are revealed to you." .. nlp..
 
bullet .. "The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.survivors) .. " standing within the Exit-Gate area are revealed to you." .. nlp..
"Once per Trial, hooking a Survivor while #pn is active calls upon The " .. iconLink(ils.entity) .. " to block the exits for all Survivors for #pl(1)." .. br ..
+
"Once per Trial, hooking a Survivor while #pn is active calls upon The " .. iconLink(ils.entity) .. " to block the exits for all Survivors for #pl(1)." .. brnl ..
 
quote("This is my world. And you can't ever leave.", "Freddy Krueger")
 
quote("This is my world. And you can't ever leave.", "Freddy Krueger")
 
}
 
}
Linia 1456: Linia 1388:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." .. br ..
+
"Unlocks potential in your Aura-reading ability." .. brnl ..
 
"Once all " .. iconLink(ils.gens) .. " are completed, #pn activates:" ..
 
"Once all " .. iconLink(ils.gens) .. " are completed, #pn activates:" ..
 
bullet .. "The " .. iconLink(ils.auras) .. " of the " .. iconLink(ils.eGateSwitches) .. " are revealed to you within " .. bclr(2, "128 metres") .. dot ..
 
bullet .. "The " .. iconLink(ils.auras) .. " of the " .. iconLink(ils.eGateSwitches) .. " are revealed to you within " .. bclr(2, "128 metres") .. dot ..
Linia 1472: Linia 1404:
 
bullet .. "Unlocking " .. iconLink(ils.chests) .. " is #pl(1) faster." ..
 
bullet .. "Unlocking " .. iconLink(ils.chests) .. " is #pl(1) faster." ..
 
bullet .. "Unlocking your " .. bclr(2, "first") .. " Chest guarantees an " .. iconLink(ils.eMedkit) .. dot .. nlp ..
 
bullet .. "Unlocking your " .. bclr(2, "first") .. " Chest guarantees an " .. iconLink(ils.eMedkit) .. dot .. nlp ..
"#pn reduces the audible range of your Chest-unlocking noises by " .. bclr(6, "8 metres") .. dot .. br ..
+
"#pn reduces the audible range of your Chest-unlocking noises by " .. bclr(6, "8 metres") .. dot .. brnl ..
quote("Adrenaline, it's going to keep us awake. I stole it from one of the Nurse's carts.", "Quentin Smith")
+
quote("Adrenaline, it is going to keep us awake. I stole it from one of the Nurse's carts.", "Quentin Smith")
 
}
 
}
 
}
 
}
Linia 1481: Linia 1413:
 
desc = {
 
desc = {
 
{
 
{
"You look over your friends even in dire situations." .. br ..
+
"You look over your friends even in dire situations." .. nlp ..
"You recover #pl(1) faster from the " .. state(ils.blindness) .. comma .. state(ils.broken) .. comma .. state(ils.exhaustion) .. comma .. state(ils.exposed) .. comma .. state(ils.haemorrhage) .. comma .. state(ils.hindered) .. comma .. "and " .. state(ils.oblivious) .. space .. b("Status Effects") .. dot ..
+
bullet .. b("Increases") .. " your Recovery rate from the " .. state(ils.blindness) .. comma .. state(ils.broken) .. comma .. state(ils.exhaustion) .. comma .. state(ils.exposed) .. comma .. state(ils.haemorrhage) .. comma .. state(ils.hindered) .. ", and " .. lastState(ils.oblivious) .. " by #pl(1)." ..
bullet .. "This effect also applies to all other " .. iconLink(ils.survivors) .. " within " .. bclr(2, "8 metres") .. " of you and lingers for " .. bclr(6, "15 seconds") .. dot .. br ..
+
bullet .. "This effect also applies to all other " .. iconLink(ils.survivors) .. " within " .. bclr(2, "8 metres") .. " of your location and lingers for " .. bclr(6, "15 seconds") .. dot .. nlp ..
quote("I'm gonna be here when you wake up. You're gonna make it.", "Quentin Smith")
+
quote("I am gonna be here when you wake up. You are gonna make it.", "Quentin Smith")
 
}
 
}
 
}
 
}
Linia 1503: Linia 1435:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." .. br ..
+
"Unlocks potential in your Aura-reading ability." .. brnl ..
 
"The " .. iconLink(ils.auras) .. " of regressing " .. iconLink(ils.gens) .. " are highlighted in " .. bclr(2, "white") .. dot ..
 
"The " .. iconLink(ils.auras) .. " of regressing " .. iconLink(ils.gens) .. " are highlighted in " .. bclr(2, "white") .. dot ..
 
bullet .. "If the Regression progress is interrupted on a Generator, its Aura will be highlighted in " .. bclr(2, "yellow") .. " for #pl(1)." .. nlp ..
 
bullet .. "If the Regression progress is interrupted on a Generator, its Aura will be highlighted in " .. bclr(2, "yellow") .. " for #pl(1)." .. nlp ..
"#pn increases the audible range of Survivors' Generator-repairing noises by " .. bclr(2, "8 metres") .. dot .. br ..
+
"#pn increases the audible range of Survivors' Generator-repairing noises by " .. bclr(2, "8 metres") .. dot .. brnl ..
 
quote("Are you gonna behave?", "Amanda Young")
 
quote("Are you gonna behave?", "Amanda Young")
 
}
 
}
Linia 1516: Linia 1448:
 
{
 
{
 
"Each time a Survivor is rescued from a Hook when you are at least " .. bclr(2, "32 metres") .. " away, #pn activates:" ..
 
"Each time a Survivor is rescued from a Hook when you are at least " .. bclr(2, "32 metres") .. " away, #pn activates:" ..
bullet .. "The Rescuer suffers from the " .. state(ils.exposed) .. space .. b("Status Effect") .. " for the next #pl(1)." .. nlp ..
+
bullet .. "The Rescuer suffers from the " .. soloState(ils.exposed) .. " for the next #pl(1)." .. nlp ..
"#pn has a cooldown of #pl(2)." .. br ..
+
"#pn has a cooldown of #pl(2)." .. brnl ..
 
quote("You'd be surprised what tools can save a life.", "Amanda Young")
 
quote("You'd be surprised what tools can save a life.", "Amanda Young")
 
}
 
}
Linia 1526: Linia 1458:
 
desc = {
 
desc = {
 
{
 
{
"There is nothing stopping you." .. br ..
+
"There is nothing stopping you." .. brnl ..
"Your ferocious tenacity in dire situations allows you to crawl #pl(1) faster and also recover at the same time." .. br ..
+
"Your ferocious tenacity in dire situations allows you to crawl #pl(1) faster and also recover at the same time." .. brnl ..
 
quote("What the hell is this? I'm taking this bastard down!", "Detective David Tapp")
 
quote("What the hell is this? I'm taking this bastard down!", "Detective David Tapp")
 
}
 
}
Linia 1536: Linia 1468:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." .. br ..
+
"Unlocks potential in your Aura-reading ability." .. brnl ..
 
"Each time a Generator is completed, the " .. iconLink(ils.auras) .. " of any " .. iconLink(ils.gens) .. comma .. iconLink(ils.chests) .. ", and " .. iconLink(ils.totems) .. "within #pl(1) are revealed to you for " .. bclr(6, "10 seconds") .. dot ..
 
"Each time a Generator is completed, the " .. iconLink(ils.auras) .. " of any " .. iconLink(ils.gens) .. comma .. iconLink(ils.chests) .. ", and " .. iconLink(ils.totems) .. "within #pl(1) are revealed to you for " .. bclr(6, "10 seconds") .. dot ..
 
bullet .. "If you are holding a " .. iconLink(ils.map) .. ", any objects revealed by #pn will automatically be tracked by it." .. nlp ..
 
bullet .. "If you are holding a " .. iconLink(ils.map) .. ", any objects revealed by #pn will automatically be tracked by it." .. nlp ..
Linia 1547: Linia 1479:
 
desc = {
 
desc = {
 
{
 
{
"Getting close to the Killer fills you with determination." .. br ..
+
"Getting close to the Killer fills you with determination." .. brnl ..
 
"Every " .. bclr(2, "15 seconds") .. " you are standing within the Killer's " .. iconLink(ils.terrorRadius) .. " without being chased, #pn gains " .. bclr(6, "1 Token") .. ", up to a maximum of #pl(1)." ..
 
"Every " .. bclr(2, "15 seconds") .. " you are standing within the Killer's " .. iconLink(ils.terrorRadius) .. " without being chased, #pn gains " .. bclr(6, "1 Token") .. ", up to a maximum of #pl(1)." ..
 
bullet .. "When #pn has at least " .. bclr(8, "1 Token") .. comma .. iconLink(ils.gSkillChecks) .. " consume " .. bclr(4, "1 Token") .. " and are considered Great Skill Checks, granting an additional Progression bonus of " .. bclr(3, "1 %") .. dot ..
 
bullet .. "When #pn has at least " .. bclr(8, "1 Token") .. comma .. iconLink(ils.gSkillChecks) .. " consume " .. bclr(4, "1 Token") .. " and are considered Great Skill Checks, granting an additional Progression bonus of " .. bclr(3, "1 %") .. dot ..
Linia 1559: Linia 1491:
 
desc = {
 
desc = {
 
{
 
{
"Performing a Vault action is #pl(1) faster and calls upon The " .. iconLink(ils.entity) .. " to block that Vault location for " ..iconLink(ils.survivors) .. " for #pl(2)." .. br ..
+
"Performing a Vault action is #pl(1) faster and calls upon The " .. iconLink(ils.entity) .. " to block that Vault location for " ..iconLink(ils.survivors) .. " for #pl(2)." .. brnl ..
i("Only one Vault location may be blocked this way at any given time.") .. br ..
+
i("Only one Vault location may be blocked this way at any given time.") .. brnl ..
 
"#pn does not affect " .. iconLink(ils.pallets) .. dot
 
"#pn does not affect " .. iconLink(ils.pallets) .. dot
 
}
 
}
Linia 1569: Linia 1501:
 
desc = {
 
desc = {
 
{
 
{
"Your presence alone instils great fear." .. br ..
+
"Your presence alone instils great fear." .. brnl ..
 
"The Healing speed of " .. iconLink(ils.survivors) .. " within your " .. iconLink(ils.terrorRadius) .. " is reduced by #pl(1)."
 
"The Healing speed of " .. iconLink(ils.survivors) .. " within your " .. iconLink(ils.terrorRadius) .. " is reduced by #pl(1)."
 
}
 
}
Linia 1578: Linia 1510:
 
desc = {
 
desc = {
 
{
 
{
"A deep bond with The " .. iconLink(ils.entity) .. " unlocks great strength." .. br ..
+
"A deep bond with The " .. iconLink(ils.entity) .. " unlocks great strength." .. brnl ..
 
"After hooking a " .. iconLink(ils.survivor) .. ", #pn activates for the next #pl(1):" ..
 
"After hooking a " .. iconLink(ils.survivor) .. ", #pn activates for the next #pl(1):" ..
 
bullet .. "The next " ..iconLink(ils.gen) .. " you damage instantly loses " .. bclr(2, "25 %") .. " Progression." ..
 
bullet .. "The next " ..iconLink(ils.gen) .. " you damage instantly loses " .. bclr(2, "25 %") .. " Progression." ..
Linia 1589: Linia 1521:
 
desc = {
 
desc = {
 
{
 
{
"When performing a " .. b("rushed") .. " action to vault a " .. iconLink(ils.window) .. " or leave a " .. iconLink(ils.locker) .. ", you will not leave any " .. iconLink(ils.scratchMarks) .. " for the next " .. bclr(2, "3 seconds") .. dot .. br ..
+
"When performing a " .. b("rushed") .. " action to vault a " .. iconLink(ils.window) .. " or leave a " .. iconLink(ils.locker) .. ", you will not leave any " .. iconLink(ils.scratchMarks) .. " for the next " .. bclr(2, "3 seconds") .. dot .. brnl ..
"#pn has a cool-down of #pl(1)." .. br ..
+
"#pn has a cool-down of #pl(1)." .. brnl ..
quote("Another show's off and runnin',".. br .."Dance with me, cuz there's a storm a commin'".. br .."Follow my boots, try to keep up,".. br .."Dance with me, until sun up.", "Kate Denson's " .. '"' .. "Dance with Me" .. '"')
+
quote("Another show's off and runnin'," .. br .. "Dance with me, cuz there's a storm a commin'" .. br .. "Follow my boots, try to keep up,".. br .."Dance with me, until sun up.", "Kate Denson's " .. '"' .. "Dance with Me" .. '"')
 
}
 
}
 
}
 
}
Linia 1599: Linia 1531:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." .. br ..
+
"Unlocks potential in your Aura-reading ability." .. brnl ..
"The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.bWalls) .. comma .. iconLink(ils.pallets) .. ", and " .. iconLink(ils.windows) .. " are revealed to you within #pl(1)." .. br ..
+
"The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.bWalls) .. comma .. iconLink(ils.pallets) .. ", and " .. iconLink(ils.windows) .. " are revealed to you within #pl(1)." .. brnl ..
 
quote("Rise and shine, work hard, carve out your name,".. br .."Take aim, pull the trigger, hit the bulls eye for fame,".. br .."Know the value of faith, an' family, and don't you complain,".. br .."Open wide, your windows of opportunity", "Kate Denson's " .. '"' .. "Windows of Opportunity" .. '"')
 
quote("Rise and shine, work hard, carve out your name,".. br .."Take aim, pull the trigger, hit the bulls eye for fame,".. br .."Know the value of faith, an' family, and don't you complain,".. br .."Open wide, your windows of opportunity", "Kate Denson's " .. '"' .. "Windows of Opportunity" .. '"')
 
}
 
}
Linia 1609: Linia 1541:
 
desc = {
 
desc = {
 
{
 
{
"You are a battler and do everything to escape a foe's grasp." .. br ..
+
"You are a battler and do everything to escape a foe's grasp." .. nlp ..
"While being carried by the " .. iconLink(ils.killer) .. colon ..
+
"While being carried by the " .. iconLink(ils.killer) .. ", the following effects apply:" ..
bullet .. "Your " .. i("Struggle Effects") .. " from Wiggling, causing the Killer to strafe sideways, are increased by #pl(1)." ..
+
bullet .. b("Increases") .. " the intensity of the " .. i("Struggle Effects") .. " on the Killer from your " .. i("Wiggling") .. " by #pl(1)." ..
bullet .. "You obscure the Killer's ability to read the " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.hooks) .. "within #pl(2) of your pick-up location." .. nlp ..
+
bullet .. b("Obscures") .. " the " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.hooks) .. " from the Killer's Aura-reading abilities within " .. bclr(2, "16 metres") .. " of your pick-up location." ..
  +
bullet .. "Each time the Killer drops from great heights, your " .. i("Wiggle Meter") .. " fills by " .. bclr(6, "25 %") .. " upon landing." .. nlp ..
 
quote("Buck and Wild,".. br .."Swing to be free,".. br .."Your hands just can't keep ahold of me.", "Kate Denson's " .. '"' .. "Boil Over" .. '"')
 
quote("Buck and Wild,".. br .."Swing to be free,".. br .."Your hands just can't keep ahold of me.", "Kate Denson's " .. '"' .. "Boil Over" .. '"')
 
}
 
}
Linia 1621: Linia 1554:
 
desc = {
 
desc = {
 
{
 
{
"Each Pallet you break magnifies the wrath of The Entity." .. br ..
+
"Each Pallet you break magnifies the wrath of The Entity." .. brnl ..
 
"After breaking #pl(1), the next time you are stunned by a " .. iconLink(ils.pallet) .. ", The " .. iconLink(ils.entity) .. " will instantly break it." ..
 
"After breaking #pl(1), the next time you are stunned by a " .. iconLink(ils.pallet) .. ", The " .. iconLink(ils.entity) .. " will instantly break it." ..
 
bullet .. "You still suffer from the Stun penalty." .. nlp ..
 
bullet .. "You still suffer from the Stun penalty." .. nlp ..
Linia 1633: Linia 1566:
 
{
 
{
 
"Two trapped " .. iconLink(ils.hexTotems) .. " will spawn in the Trial Grounds." ..
 
"Two trapped " .. iconLink(ils.hexTotems) .. " will spawn in the Trial Grounds." ..
bullet .. "When either Hex Totem is cleansed, all " .. iconLink(ils.survivors) .. " suffer from the " .. state(ils.exposed) .. space .. b("Status Effect") .. " for #pl(1)." ..
+
bullet .. "When either Hex Totem is cleansed or blessed, all " .. iconLink(ils.survivors) .. " suffer from the " .. soloState(ils.exposed) .. " for #pl(1)." ..
 
bullet .. "The second Hex Totem will immediately turn into a Dull Totem." .. nlp ..
 
bullet .. "The second Hex Totem will immediately turn into a Dull Totem." .. nlp ..
 
quote("Her home become profane.")
 
quote("Her home become profane.")
Linia 1643: Linia 1576:
 
desc = {
 
desc = {
 
{
 
{
"You become " .. i(b("obsessed")) .. " with one Survivor." .. br ..
+
"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
 
"Each time a " .. iconLink(ils.gen) .. " is completed:" ..
 
"Each time a " .. iconLink(ils.gen) .. " is completed:" ..
 
bullet .. "Your " .. iconLink(ils.aura) .. " is revealed to the " .. state(ils.obsession) .. " for #pl(1)." ..
 
bullet .. "Your " .. iconLink(ils.aura) .. " is revealed to the " .. state(ils.obsession) .. " for #pl(1)." ..
 
bullet .. "All Survivors' locations are revealed to you for " .. bclr(2, "3 seconds") .. dot .. nlp ..
 
bullet .. "All Survivors' locations are revealed to you for " .. bclr(2, "3 seconds") .. dot .. nlp ..
 
"Once all Generators are completed:" ..
 
"Once all Generators are completed:" ..
bullet .. "The " .. i(b("Obsession")) .. " suffers from a permanent " .. state(ils.exposed) .. space .. b("Status Effect") .. dot ..
+
bullet .. "The " .. i(b("Obsession")) .. " suffers from a permanent " .. soloState(ils.exposed) .. dot ..
 
bullet .. "You are granted the ability to kill the " .. i(b("Obsession")) .. " by your own hand." .. nlp ..
 
bullet .. "You are granted the ability to kill the " .. i(b("Obsession")) .. " by your own hand." .. nlp ..
 
i("You can only be " .. b("obsessed") .. " with one Survivor at a time.")
 
i("You can only be " .. b("obsessed") .. " with one Survivor at a time.")
Linia 1658: Linia 1591:
 
desc = {
 
desc = {
 
{
 
{
"Activate-able perk." .. br ..
+
"Activate-able perk." .. brnl ..
"Standing within the Killer's " .. iconLink(ils.terrorRadius) .. " while not in a Chase for #pl(1) activates #pn." .. br ..
+
"Standing within the Killer's " .. iconLink(ils.terrorRadius) .. " while not in a Chase for #pl(1) activates #pn." .. brnl ..
"Once #pn is activated, press the " .. i("Active Ability button") .. " while crouched and motionless to throw a pebble, creating a distraction for the Killer at a distance of " .. bclr(2, "20 metres") .. dot .. br ..
+
"Once #pn is activated, press the " .. i("Active Ability button") .. " while crouched and motionless to throw a pebble, creating a distraction for the Killer at a distance of " .. bclr(2, "20 metres") .. dot .. brnl ..
 
"The distraction consists of the following:" ..
 
"The distraction consists of the following:" ..
bullet .. "A" .. i("[[Loud Noise Notification]]") ..
+
bullet .. "A " .. i("[[Loud Noise Notification]]") .. dot ..
 
bullet .. iconLink(ils.scratchMarks) .. nlp ..
 
bullet .. iconLink(ils.scratchMarks) .. nlp ..
i("Diversion's") .. " timer resets once the ability has been activated." .. br ..
+
i("Diversion's") .. " timer resets once the ability has been activated." .. brnl ..
 
quote("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")
 
quote("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")
 
}
 
}
Linia 1675: Linia 1608:
 
"After performing a Safe Hook Rescue on another Survivor, #pn activates:" ..
 
"After performing a Safe Hook Rescue on another Survivor, #pn activates:" ..
 
bullet .. "Your Self-Unhook attempts will succeed " .. bclr(2, "100 %") .. " of the time." .. nlp ..
 
bullet .. "Your Self-Unhook attempts will succeed " .. bclr(2, "100 %") .. " of the time." .. nlp ..
"#pn causes the " .. state(ils.broken) .. space .. b("Status Effect") .. " for #pl(1) after unhooking yourself." .. br ..
+
"#pn causes the " .. soloState(ils.broken) .. " for #pl(1) after unhooking yourself." .. brnl ..
 
quote("I was raised by a strict man who taught me how to make the best of a bad situation.", "Adam Francis")
 
quote("I was raised by a strict man who taught me how to make the best of a bad situation.", "Adam Francis")
 
}
 
}
Linia 1684: Linia 1617:
 
desc = {
 
desc = {
 
{
 
{
"You start the Trial with a " .. bclr(2, "-25 %") .. " Progression penalty for " .. iconLink(ils.skillChecks) .. " to heal " .. iconLink(ils.survivors) .. dot .. br ..
+
"You start the Trial with a " .. bclr(2, "-25 %") .. " Progression penalty for " .. iconLink(ils.skillChecks) .. " to heal " .. iconLink(ils.survivors) .. dot .. brnl ..
 
"For every successful Skill Check completed while healing a Survivor, #pn gains " .. bclr(2, "1 Token") .. " up to a maximum of #pl(1)." ..
 
"For every successful Skill Check completed while healing a Survivor, #pn gains " .. bclr(2, "1 Token") .. " up to a maximum of #pl(1)." ..
 
bullet .. "Each Token grants a " .. bclr(8, "+15 %") .. " bonus Progression for a successful Skill Check while healing Survivors." ..
 
bullet .. "Each Token grants a " .. bclr(8, "+15 %") .. " bonus Progression for a successful Skill Check while healing Survivors." ..
 
bullet .. "Great Skill Checks cannot be performed while using #pn." .. nlp ..
 
bullet .. "Great Skill Checks cannot be performed while using #pn." .. nlp ..
"#pn is not active when using a " .. iconLink(ils.medkit) .. " to heal." .. br ..
+
"#pn is not active when using a " .. iconLink(ils.medkit) .. " to heal." .. brnl ..
 
quote("There's no limit to what you can achieve, as long as you back with hard work.", "Adam Francis")
 
quote("There's no limit to what you can achieve, as long as you back with hard work.", "Adam Francis")
 
}
 
}
Linia 1718: Linia 1651:
 
desc = {
 
desc = {
 
{
 
{
"You open " .. iconLink(ils.lockers) .. " #pl(1) faster." .. br ..
+
"You open " .. iconLink(ils.lockers) .. " #pl(1) faster." .. brnl ..
"Survivor's who exit Lockers suffer from the " .. state(ils.exposed) .. space .. b("Status Effect") .. " for " .. bclr(2, "30 seconds") .. " and their location is revealed to you for " .. bclr(6, "4 seconds") .. dot .. br ..
+
"Survivor's who exit Lockers suffer from the " .. soloState(ils.exposed) .. " for " .. bclr(2, "30 seconds") .. " and their location is revealed to you for " .. bclr(6, "4 seconds") .. dot .. brnl ..
 
quote("This is no place for cowards.", "The Legion")
 
quote("This is no place for cowards.", "The Legion")
 
}
 
}
Linia 1738: Linia 1671:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." .. br ..
+
"Unlocks potential in your Aura-reading ability." .. brnl ..
 
"You see the " .. iconLink(ils.aura) .. " of the last #pl(1):" ..
 
"You see the " .. iconLink(ils.aura) .. " of the last #pl(1):" ..
 
bullet .. "You have rescued from a " .. iconLink(ils.hook) .. ", or who have rescued you from a Hook." ..
 
bullet .. "You have rescued from a " .. iconLink(ils.hook) .. ", or who have rescued you from a Hook." ..
 
bullet .. "You have completed a Healing action on, or who have completed a Healing action on you." ..
 
bullet .. "You have completed a Healing action on, or who have completed a Healing action on you." ..
 
bullet .. "They also see your Aura." .. nlp ..
 
bullet .. "They also see your Aura." .. nlp ..
"All effects of #pn are reset upon being hooked by the " .. iconLink(ils.killer) .. dot .. br ..
+
"All effects of #pn are reset upon being hooked by the " .. iconLink(ils.killer) .. dot .. brnl ..
 
quote("A Mercy that Rips the Storm." .. br .. "Oil work to honour my best buddies who happen to be the best musicians I know. Their first album is still my favourite. It got me through a dark time in my life.", "Jeff, oil on canvas, 16x16")
 
quote("A Mercy that Rips the Storm." .. br .. "Oil work to honour my best buddies who happen to be the best musicians I know. Their first album is still my favourite. It got me through a dark time in my life.", "Jeff, oil on canvas, 16x16")
 
}
 
}
Linia 1753: Linia 1686:
 
desc = {
 
desc = {
 
{
 
{
"You start the trial with " .. bclr(2, "3 Tokens") .. dot .. br ..
+
"You start the trial with " .. bclr(2, "4 Tokens") .. dot .. brnl ..
 
"Whenever the " .. iconLink(ils.killer) .. " attempts to read your " .. iconLink(ils.aura) .. ", #pn activates and a Token is consumed:" ..
 
"Whenever the " .. iconLink(ils.killer) .. " attempts to read your " .. iconLink(ils.aura) .. ", #pn activates and a Token is consumed:" ..
 
bullet .. "Your Aura will not be shown to the Killer and you will not leave any " .. iconLink(ils.scratchMarks) .. " for the next #pl(1)." .. nlp ..
 
bullet .. "Your Aura will not be shown to the Killer and you will not leave any " .. iconLink(ils.scratchMarks) .. " for the next #pl(1)." .. nlp ..
"#pn does not activate when you are in the " .. iconLink(ils.dyingState) .. " or in a " .. b("Killer Trap") .. dot .. br ..
+
"#pn does not activate when you are in the " .. iconLink(ils.dyingState) .. " or in a " .. b("Killer Trap") .. dot .. brnl ..
 
quote("Death Fooled by the Cloak of Falcon Feathers." .. br .. "Sketch inspired by a few sleepless nights during winter. Exploration of Norse mythology: bravery can conceal your flaws, even when you are at your most vulnerable.", "Jeff, pencil on tone paper, 12x12")
 
quote("Death Fooled by the Cloak of Falcon Feathers." .. br .. "Sketch inspired by a few sleepless nights during winter. Exploration of Norse mythology: bravery can conceal your flaws, even when you are at your most vulnerable.", "Jeff, pencil on tone paper, 12x12")
 
}
 
}
Linia 1765: Linia 1698:
 
desc = {
 
desc = {
 
{
 
{
"Your prayers invoke a dark power that meddles with the Survivors' chances of survival." .. br ..
+
"Your prayers invoke a dark power that meddles with the Survivors' chances of survival." .. brnl ..
"At the start of the Trial, the " .. bclr(2, "3 Generators") .. " located farthest from you are blocked by The " .. iconLink(ils.entity) .. " for #pl(1)." .. br ..
+
"At the start of the Trial, the " .. bclr(2, "3 Generators") .. " located farthest from you are blocked by The " .. iconLink(ils.entity) .. " for #pl(1)." .. brnl ..
 
quote("It shall be known across the land that the Gods curse the unfaithful.", "(The Tablet of Adiris, 3.7)")
 
quote("It shall be known across the land that the Gods curse the unfaithful.", "(The Tablet of Adiris, 3.7)")
 
}
 
}
Linia 1775: Linia 1708:
 
desc = {
 
desc = {
 
{
 
{
"The cries of the unfaithful make your heart leap." .. br ..
+
"The cries of the unfaithful make your heart leap." .. brnl ..
"Whenever a Survivor is put into the " .. iconLink(ils.dyingState) .. " by any means, all other Survivors within your " .. iconLink(ils.terrorRadius) .. " will scream and reveal their current location to you for #pl(1)." .. br ..
+
"Whenever a Survivor is put into the " .. iconLink(ils.dyingState) .. " by any means, all other Survivors within your " .. iconLink(ils.terrorRadius) .. " will scream and reveal their current location to you for #pl(1)." .. brnl ..
 
quote("Horror overcomes the heart of infidels who cry at the feet of the fallen.", "(Hymn of Praise, 11.4)")
 
quote("Horror overcomes the heart of infidels who cry at the feet of the fallen.", "(Hymn of Praise, 11.4)")
 
}
 
}
Linia 1785: Linia 1718:
 
desc = {
 
desc = {
 
{
 
{
"The display of your Powers creates a whirlwind of panic that spreads throughout the land." .. br ..
+
"The display of your Powers creates a whirlwind of panic that spreads throughout the land." .. brnl ..
"You become " .. i(b("obsessed")) .. " with one Survivor." .. br ..
+
"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
"Hiting the " .. state(ils.obsession) .. " with a " .. i("[[Basic Attack]]") .. " causes them to emit a " .. iconLink(ils.terrorRadius) .. " of " .. bclr(2, "32 metres") .. " for the next #pl(1)." ..
+
"Hitting the " .. state(ils.obsession) .. " with a " .. i("[[Basic Attack]]") .. " causes them to emit a " .. iconLink(ils.terrorRadius) .. " of " .. bclr(2, "32 metres") .. " for the next #pl(1)." ..
bullet .. "YOu are granted the " .. state(ils.undetectable) .. space .. b("Status Effect") .. dot ..
+
bullet .. "You are granted the " .. soloState(ils.undetectable) .. dot ..
bullet .. "The " .. i(b("Obsession")) .. " hears thier own Terror Radius." .. nlp ..
+
bullet .. "The " .. i(b("Obsession")) .. " hears their own Terror Radius." .. nlp ..
perkStrings.obsKiller2 .. br ..
+
perkStrings.obsPerkKiller .. brnl ..
 
quote("And terror shall take hold of a defiant non-believer, who shall falsely announce my arrival.", "(The Tablet of Adiris, 48.9)")
 
quote("And terror shall take hold of a defiant non-believer, who shall falsely announce my arrival.", "(The Tablet of Adiris, 48.9)")
 
}
 
}
Linia 1799: Linia 1732:
 
desc = {
 
desc = {
 
{
 
{
"Sharing painful experiences has the power to heal." .. br ..
+
"Sharing painful experiences has the power to heal." .. brnl ..
"When injured, healing another " .. iconLink(ils.survivor) .. " without using a " .. iconLink(ils.medkit) .. " also heals you with a Conversion rate of #pl(1)." .. br ..
+
"When injured, healing another " .. iconLink(ils.survivor) .. " without using a " .. iconLink(ils.medkit) .. " also heals you with a Conversion rate of #pl(1)." .. brnl ..
 
quote("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")
 
quote("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")
 
}
 
}
Linia 1809: Linia 1742:
 
desc = {
 
desc = {
 
{
 
{
"Achieving goals boosts your confidence." .. br ..
+
"Achieving goals boosts your confidence." .. brnl ..
"After a " .. iconLink(ils.gen) .. " is completed, you will not leave any " .. iconLink(ils.scratchMarks) .. " for the next #pl(1)." .. br ..
+
"After a " .. iconLink(ils.gen) .. " is completed, you will not leave any " .. iconLink(ils.scratchMarks) .. " for the next #pl(1)." .. brnl ..
 
quote("Ok, stay calm. Don't overthink it and just keep moving forward: you got this.", "Jane Romero")
 
quote("Ok, stay calm. Don't overthink it and just keep moving forward: you got this.", "Jane Romero")
 
}
 
}
Linia 1819: Linia 1752:
 
desc = {
 
desc = {
 
{
 
{
"When your mind is set, there better be no one standing in your way." .. br ..
+
"When your mind is set, there better be no one standing in your way." .. brnl ..
 
"While standing in a " .. b(iconLink(ils.locker)) .. " for " .. bclr(2, "3 seconds") .. ", #pn activates:" ..
 
"While standing in a " .. b(iconLink(ils.locker)) .. " for " .. bclr(2, "3 seconds") .. ", #pn activates:" ..
 
bullet .. "When performing a " .. b("rushed") .. " action to leave a Locker, stun the Killer for " .. bclr(6, "3 seconds") .. " if they are within range." .. nlp ..
 
bullet .. "When performing a " .. b("rushed") .. " action to leave a Locker, stun the Killer for " .. bclr(6, "3 seconds") .. " if they are within range." .. nlp ..
"#pn causes the " .. state(ils.exhausted) .. space .. b("Status Effect") .. " for #pl(1)." .. br ..
+
"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
"#pn cannot be used when " .. i(b("Exhausted")) .. " or when you have accrued " .. iconLink(ils.stillCrows) .. dot .. br ..
+
"#pn cannot be used when " .. i(b("Exhausted")) .. " or when you have accrued " .. iconLink(ils.stillCrows) .. dot .. brnl ..
 
quote("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")
 
quote("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")
 
}
 
}
Linia 1832: Linia 1765:
 
desc = {
 
desc = {
 
{
 
{
"You have an uncanny ability to escape the inevitable." .. br ..
+
"You have an uncanny ability to escape the inevitable." .. brnl ..
"While in the " .. iconLink(ils.dyingState) .. comma .. space .. bclr(2, "50 %") .. " of your Recovery progression is converted into Wiggling progression, up to a maximum of #pl(1), once you are picked up by the " .. iconLink(ils.killer) .. dot .. br ..
+
"While in the " .. iconLink(ils.dyingState) .. comma .. space .. bclr(2, "50 %") .. " of your Recovery progression is converted into Wiggling progression, up to a maximum of #pl(1), once you are picked up by the " .. iconLink(ils.killer) .. dot .. brnl ..
 
quote("Catch ya on the flip-flop.", "Ash Williams")
 
quote("Catch ya on the flip-flop.", "Ash Williams")
 
}
 
}
Linia 1842: Linia 1775:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." .. br ..
+
"Unlocks potential in your Aura-reading ability." .. brnl ..
"You can determine the Recovery progress of dying " .. iconLink(ils.survivors) .. " by the intensity of their " .. iconLink(ils.aura) .. " at a distance of " .. bclr(2, "48 metres") .. " away." .. br ..
+
"You can determine the Recovery progress of dying " .. iconLink(ils.survivors) .. " by the intensity of their " .. iconLink(ils.aura) .. " at a distance of " .. bclr(2, "48 metres") .. " away." .. brnl ..
"When healing another Survivor from the " .. iconLink(ils.dyingState) .. " to the " .. iconLink(ils.injuredState) .. ", the Killer's Aura is revealed to the both of you for #pl(1)." .. br ..
+
"When healing another Survivor from the " .. iconLink(ils.dyingState) .. " to the " .. iconLink(ils.injuredState) .. ", the Killer's Aura is revealed to the both of you for #pl(1)." .. brnl ..
 
quote("Ghost beaters never leave a man behind.", "Ash Williams")
 
quote("Ghost beaters never leave a man behind.", "Ash Williams")
 
}
 
}
Linia 1853: Linia 1786:
 
desc = {
 
desc = {
 
{
 
{
"Evil has a way of always finding you." .. br ..
+
"Evil has a way of always finding you." .. brnl ..
"After triggering your " .. bclr(2, "third") .. space .. i("[[Protection Hit]]") .. ", #pn activates and you are protected by the " .. state(ils.endurance) .. space .. b("Status Effect") .. colon ..
+
"After triggering your " .. bclr(2, "third") .. space .. i("[[Protection Hit]]") .. ", #pn activates and you are protected by the " .. soloState(ils.endurance) .. colon ..
 
bullet .. "Any damage taken that would put you into the " .. iconLink(ils.dyingState) .. " from the " .. iconLink(ils.injuredState) .. " is blocked." ..
 
bullet .. "Any damage taken that would put you into the " .. iconLink(ils.dyingState) .. " from the " .. iconLink(ils.injuredState) .. " is blocked." ..
 
bullet .. "When you are healed again, your " .. iconLink(ils.aura) .. " will be revealed to the Killer whenever you are farther than #pl(1) away." .. nlp ..
 
bullet .. "When you are healed again, your " .. iconLink(ils.aura) .. " will be revealed to the Killer whenever you are farther than #pl(1) away." .. nlp ..
"#pn deactivates the next time you are put into the Dying State." .. br ..
+
"#pn deactivates the next time you are put into the Dying State." .. brnl ..
perkStrings.obsSurv .. br ..
+
perkStrings.obsPerkOddsPlus .. brnl ..
perkStrings.obsKiller1 .. br ..
+
perkStrings.obsPerkSurvivor .. brnl ..
 
quote("Evil has a bullseye on my back the size of Tiger Stadium.", "Ash Williams")
 
quote("Evil has a bullseye on my back the size of Tiger Stadium.", "Ash Williams")
 
 
Linia 1869: Linia 1802:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability, sharpening your keen senses in the dark Realm of The " .. iconLink(ils.entity) .. dot .. br ..
+
"Unlocks potential in your Aura-reading ability, sharpening your keen senses in the dark Realm of The " .. iconLink(ils.entity) .. dot .. brnl ..
"Any " .. iconLink(ils.survivor) .. " performing a " .. b("rushed") .. " action within " .. bclr(2, "48 metres") .. " of your location has their " .. iconLink(ils.aura) .. " revealed to you for " .. bclr(6, "6 seconds") .. dot .. br ..
+
"Any " .. iconLink(ils.survivor) .. " performing a " .. b("rushed") .. " action within " .. bclr(2, "48 metres") .. " of your location has their " .. iconLink(ils.aura) .. " revealed to you for " .. bclr(6, "6 seconds") .. dot .. brnl ..
"#pn can only be triggered once every #pl(1)." .. br ..
+
"#pn can only be triggered once every #pl(1)." .. brnl ..
 
quote("There is no need to worry. I've been preparing my whole life for this.", "The Ghost Face")
 
quote("There is no need to worry. I've been preparing my whole life for this.", "The Ghost Face")
 
}
 
}
Linia 1880: Linia 1813:
 
desc = {
 
desc = {
 
{
 
{
"Your dark designs and shrewd composure rouse The " .. iconLink(ils.entity) .. dot .. br ..
+
"Your dark designs and shrewd composure rouse The " .. iconLink(ils.entity) .. dot .. brnl ..
 
"After picking up a " .. iconLink(ils.survivor) .. ", all " .. iconLink(ils.gens) .. " not currently being repaired by Survivors are blocked by The Entity for the next " .. bclr(2, "16 seconds") .. dot ..
 
"After picking up a " .. iconLink(ils.survivor) .. ", all " .. iconLink(ils.gens) .. " not currently being repaired by Survivors are blocked by The Entity for the next " .. bclr(2, "16 seconds") .. dot ..
 
bullet .. "The " .. iconLink(ils.auras) .. " of blocked Generators are highlighted to you in " .. bclr(16, "white") .. dot .. nlp ..
 
bullet .. "The " .. iconLink(ils.auras) .. " of blocked Generators are highlighted to you in " .. bclr(16, "white") .. dot .. nlp ..
"#pn has a cool-down of #pl(1)." .. br ..
+
"#pn has a cool-down of #pl(1)." .. brnl ..
 
quote("The night assists me and it's endless here.", "The Ghost Face")
 
quote("The night assists me and it's endless here.", "The Ghost Face")
 
}
 
}
Linia 1892: Linia 1825:
 
desc = {
 
desc = {
 
{
 
{
"You become " .. i(b("obsessed")) .. " with one Survivor." .. br ..
+
"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
"You lurk in the shadows, eliminating your victims one by one." .. br ..
+
"You lurk in the shadows, eliminating your victims one by one." .. brnl ..
 
"Each time you hook your " .. state(ils.obsession) .. ", you gain " .. bclr(2, "1 Token") .. ", up to a maximum of #pl(1):" ..
 
"Each time you hook your " .. state(ils.obsession) .. ", you gain " .. bclr(2, "1 Token") .. ", up to a maximum of #pl(1):" ..
 
bullet .. "While in a Chase, your " .. iconLink(ils.terrorRadius) .. " is reduced by " .. bclr(6, "4 metres") .. " per accumulated Token." ..
 
bullet .. "While in a Chase, your " .. iconLink(ils.terrorRadius) .. " is reduced by " .. bclr(6, "4 metres") .. " per accumulated Token." ..
bullet .. "When a Survivor rescues the " .. i(b("Obsession")) .. " from the Hook, that Survivor will become the new " .. i(b("Obsession")) .. dot ..
+
bullet .. "When a Survivor rescues the " .. i(b("Obsession")) .. " from the Hook, that Survivor will become the new " .. i(b("Obsession")) .. dot .. nlp ..
  +
perkStrings.obsPerkKiller .. brnl ..
bullet .. "All accumulated Tokens are lost when the " .. i(b("Obsession")) .. " is sacrificed or killed." .. nlp ..
 
perkStrings.obsKiller2 .. br ..
 
 
quote("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")
 
quote("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")
 
}
 
}
Linia 1907: Linia 1839:
 
desc = {
 
desc = {
 
{
 
{
"Your eerie presence charges the air and interferes with technology." .. br ..
+
"Your eerie presence charges the air and interferes with technology." .. brnl ..
 
"When you put a " .. iconLink(ils.survivor) .. " into the " .. iconLink(ils.dyingState) .. " with your " .. i("[[Basic Attack]]") .. ", all " .. iconLink(ils.gens) .. " within " .. bclr(2, "32 metres") .. " of you instantly explode and start regressing." ..
 
"When you put a " .. iconLink(ils.survivor) .. " into the " .. iconLink(ils.dyingState) .. " with your " .. i("[[Basic Attack]]") .. ", all " .. iconLink(ils.gens) .. " within " .. bclr(2, "32 metres") .. " of you instantly explode and start regressing." ..
 
bullet .. "Applies an immediate " .. bclr(6, "8 %") .. " Progression penalty." .. nlp ..
 
bullet .. "Applies an immediate " .. bclr(6, "8 %") .. " Progression penalty." .. nlp ..
"#pn has a cool-down of #pl(1)." .. br ..
+
"#pn has a cool-down of #pl(1)." .. brnl ..
 
quote("The creature appears to have some unknown influence over electricity and nearby electronics.", "Hawkins National Laboratory")
 
quote("The creature appears to have some unknown influence over electricity and nearby electronics.", "Hawkins National Laboratory")
 
}
 
}
Linia 1919: Linia 1851:
 
desc = {
 
desc = {
 
{
 
{
"Your distressing presence drains and weakens your prey." .. br ..
+
"Your distressing presence drains and weakens your prey." .. brnl ..
"Whenever a " .. iconLink(ils.survivor) .. " is repairing a " .. iconLink(ils.gen) .. ", they suffer from the " .. state(ils.exhausted) .. space .. b("Status Effect") .. dot ..
+
"Whenever a " .. iconLink(ils.survivor) .. " is repairing a " .. iconLink(ils.gen) .. ", they suffer from the " .. soloState(ils.exhausted) .. dot ..
bullet .. "If the Survivor is already " .. i(b("Exhausted")) .. ", their " .. b("Status Effect") .. "'s timer will be paused." ..
+
bullet .. "If the Survivor is already " .. i(b("Exhausted")) .. ", their " .. b(perkStrings.statusEffect) .. "'s timer will be paused." ..
bullet .. "The " .. b("Status Effect") .. " lingers for #pl(1) after the Survivor stops repairing." .. nlp ..
+
bullet .. "The " .. b(perkStrings.statusEffect) .. " lingers for #pl(1) after the Survivor stops repairing." .. nlp ..
 
quote("The specimen's apparent telepathic ability can evoke feelings of dread and fatigue in nearby individuals.", "Hawkins National Laboratory")
 
quote("The specimen's apparent telepathic ability can evoke feelings of dread and fatigue in nearby individuals.", "Hawkins National Laboratory")
 
}
 
}
Linia 1931: Linia 1863:
 
desc = {
 
desc = {
 
{
 
{
"Your ties to the otherworldly manifest when your prey attempts to get away." .. br ..
+
"Your ties to the otherworldly manifest when your prey attempts to get away." .. brnl ..
 
"Whenever a " .. iconLink(ils.gen) .. " is completed, all " .. iconLink(ils.windows) .. " and Vault locations within " .. bclr(2, "32 metres") .. " of it become blocked for all Survivors for the next #pl(1)." ..
 
"Whenever a " .. iconLink(ils.gen) .. " is completed, all " .. iconLink(ils.windows) .. " and Vault locations within " .. bclr(2, "32 metres") .. " of it become blocked for all Survivors for the next #pl(1)." ..
bullet .. "The " .. iconLink(ils.auras) .. " of the block Vault locations are revealed to you for the duration." .. nlp ..
+
bullet .. "The " .. iconLink(ils.auras) .. " of the blocked Vault locations are revealed to you for the duration." .. nlp ..
 
quote("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")
 
quote("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")
 
}
 
}
Linia 1942: Linia 1874:
 
desc = {
 
desc = {
 
{
 
{
"You seek justice and uncover the truth no matter what obstacle stands in your way." .. br ..
+
"You seek justice and uncover the truth no matter what obstacle stands in your way." .. brnl ..
"While repairing a " .. iconLink(ils.gen) .. ", its " .. iconLink(ils.aura) .. " is revealed in " .. bclr(2, "yellow") .. " to all other Survivors located within " .. bclr(2, "32 metres") .. dot .. br ..
+
"While repairing a " .. iconLink(ils.gen) .. ", its " .. iconLink(ils.aura) .. " is revealed in " .. bclr(2, "yellow") .. " to all other Survivors located within " .. bclr(2, "32 metres") .. dot .. brnl ..
"If the " .. iconLink(ils.killer) .. " downs a Survivor while you are repairing a Generator, you see the Auras of all other Survivors for #pl(1)." .. br ..
+
"If the " .. iconLink(ils.killer) .. " downs a Survivor while you are repairing a Generator, you see the Auras of all other Survivors for #pl(1)." .. brnl ..
 
quote("Let's burn that lab to the ground.", "Nancy Wheeler")
 
quote("Let's burn that lab to the ground.", "Nancy Wheeler")
 
}
 
}
Linia 1953: Linia 1885:
 
desc = {
 
desc = {
 
{
 
{
"When you have a goal in mind, there is no turning back; better to ask forgiveness than permission." .. br ..
+
"When you have a goal in mind, there is no turning back; better to ask forgiveness than permission." .. brnl ..
"You walk #pl(1) faster and can see your own " .. iconLink(ils.scratchMarks) .. dot .. br ..
+
"You walk #pl(1) faster and can see your own " .. iconLink(ils.scratchMarks) .. dot .. brnl ..
 
quote("I wanna finish what we started. I want to kill it.", "Nancy Wheeler")
 
quote("I wanna finish what we started. I want to kill it.", "Nancy Wheeler")
 
}
 
}
Linia 1963: Linia 1895:
 
desc = {
 
desc = {
 
{
 
{
"You look inwards and trust your instincts when you feel lost and alone." .. br ..
+
"You look inwards and trust your instincts when you feel lost and alone." .. brnl ..
 
"Each time you cleanse a " .. iconLink(ils.totem) .. ", #pn activates:" ..
 
"Each time you cleanse a " .. iconLink(ils.totem) .. ", #pn activates:" ..
bullet .. "You are automatically healed " .. bclr(2, "1 Health State") .. " when hiding inside a " .. iconLink(ils.locker) .. " for #pl(1) while injured or suffering from the " .. state(ils.deepWound) .. space .. b("Status Effect") .. dot .. nlp ..
+
bullet .. "You are automatically healed " .. bclr(2, "1 Health State") .. " when hiding inside a " .. iconLink(ils.locker) .. " for #pl(1) while injured or suffering from the " .. soloState(ils.deepWound) .. dot .. nlp ..
"#pn does not activate if you currently suffer from the " .. state(ils.broken) .. space .. b("Status Effect") .. dot .. br ..
+
"#pn does not activate if you currently suffer from the " .. soloState(ils.broken) .. dot .. brnl ..
 
quote("All this time I've been trying so hard to pretend like everything's fine, but it's not.", "Nancy Wheeler")
 
quote("All this time I've been trying so hard to pretend like everything's fine, but it's not.", "Nancy Wheeler")
 
}
 
}
Linia 1975: Linia 1907:
 
desc = {
 
desc = {
 
{
 
{
"While you have a reputation for being self-centred, you risk it all to help those in need." .. br ..
+
"While you have a reputation for being self-centred, you risk it all to help those in need." .. brnl ..
 
"When you unhook a " .. iconLink(ils.survivor) .. ", the rescued Survivor will leave neither " .. iconLink(ils.scratchMarks) .. " nor " .. iconLink(ils.poolsBlood) .. " for the next #pl(1)." ..
 
"When you unhook a " .. iconLink(ils.survivor) .. ", the rescued Survivor will leave neither " .. iconLink(ils.scratchMarks) .. " nor " .. iconLink(ils.poolsBlood) .. " for the next #pl(1)." ..
 
bullet .. "Both you and the " .. iconLink(ils.killer) .. " see each other's " .. iconLink(ils.aura) .. " for " .. bclr(6, "4 seconds") .. dot .. nlp ..
 
bullet .. "Both you and the " .. iconLink(ils.killer) .. " see each other's " .. iconLink(ils.aura) .. " for " .. bclr(6, "4 seconds") .. dot .. nlp ..
Linia 1986: Linia 1918:
 
desc = {
 
desc = {
 
{
 
{
"Life has taught you the importance of friendship which has given you strength." .. br ..
+
"Life has taught you the importance of friendship which has given you strength." .. brnl ..
 
"While you are on the " .. iconLink(ils.hook) .. " in the " .. i("Struggle Phase") .. ", #pn activates:" ..
 
"While you are on the " .. iconLink(ils.hook) .. " in the " .. i("Struggle Phase") .. ", #pn activates:" ..
 
bullet .. "If another " .. iconLink(ils.survivor) .. " is within " .. bclr(2, "16 metres") .. " of your Hook while #pn is active, the " .. i("Struggle Phase") .. " timer is paused for #pl(1)." .. nlp ..
 
bullet .. "If another " .. iconLink(ils.survivor) .. " is within " .. bclr(2, "16 metres") .. " of your Hook while #pn is active, the " .. i("Struggle Phase") .. " timer is paused for #pl(1)." .. nlp ..
Linia 1997: Linia 1929:
 
desc = {
 
desc = {
 
{
 
{
"You have learnt to avoid awkward situations with parents." .. br .. "Part of you still thinks your best option is to run away and hope things will take care of themselves." .. br ..
+
"You have learnt to avoid awkward situations with parents." .. brnl .. "Part of you still thinks your best option is to run away and hope things will take care of themselves." .. brnl ..
 
"When you heal another " .. iconLink(ils.survivor) .. " for the equivalent of " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. ", #pn activates:" ..
 
"When you heal another " .. iconLink(ils.survivor) .. " for the equivalent of " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. ", #pn activates:" ..
bullet .. "The next time you are unhooked or unhook yourself, you suffer from the " .. state(ils.broken) .. space .. b("Status Effect") .. " until #pn deactivates." ..
+
bullet .. "The next time you are unhooked or unhook yourself, you suffer from the " .. soloState(ils.broken) .. " until #pn deactivates." ..
 
bullet .. "You are automatically healed " .. bclr(6, "1 Health State") .. " after #pl(1)." .. nlp ..
 
bullet .. "You are automatically healed " .. bclr(6, "1 Health State") .. " after #pl(1)." .. nlp ..
 
"While #pn is active, the following conditions will deactivate it:" ..
 
"While #pn is active, the following conditions will deactivate it:" ..
 
bullet .. "Successfully being healed by #pn." ..
 
bullet .. "Successfully being healed by #pn." ..
 
bullet .. "Being put into the " .. iconLink(ils.dyingState) .. " before the timer elapses." .. nlp ..
 
bullet .. "Being put into the " .. iconLink(ils.dyingState) .. " before the timer elapses." .. nlp ..
"#pn does not activate if you already suffer from the " .. i(b("Broken")) .. space .. b("Status Effect") .. dot .. br ..
+
"#pn does not activate if you already suffer from the " .. i(b("Broken")) .. space .. b(perkStrings.statusEffect) .. dot .. brnl ..
 
quote("Yeah, that's a no.", "Steve Harrington")
 
quote("Yeah, that's a no.", "Steve Harrington")
 
}
 
}
Linia 2013: Linia 1945:
 
desc = {
 
desc = {
 
{
 
{
"Unlocks potential in your Aura-reading ability." .. br .. "You are mentally alert and aware of key points on the battlefield." .. br ..
+
"Unlocks potential in your Aura-reading ability." .. brnl .. "You are mentally alert and aware of key points on the battlefield." .. brnl ..
"The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.bWalls) .. comma .. iconLink(ils.pallets) .. comma .. "and " .. iconLink(ils.windows) .. " are revealed to you within #pl(1)." .. br ..
+
"The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.bWalls) .. comma .. iconLink(ils.pallets) .. comma .. "and " .. iconLink(ils.windows) .. " are revealed to you within #pl(1)." .. brnl ..
 
quote("Within your enemy's strength is weakness.", "Renjiro's Doctrine 12:5")
 
quote("Within your enemy's strength is weakness.", "Renjiro's Doctrine 12:5")
 
}
 
}
Linia 2023: Linia 1955:
 
desc = {
 
desc = {
 
{
 
{
"The agony of one is inflicted onto others." .. br ..
+
"The agony of one is inflicted onto others." .. brnl ..
"When hooking a " .. iconLink(ils.survivor) .. ", all other Survivors suffer from the " .. state(ils.haemorrhage) .. space .. b("Status Effect") .. " until healed and the " .. state(ils.exhausted) .. space .. b("Status Effect") .. " for " .. bclr(2, "45 seconds") .. dot .. br ..
+
"When hooking a " .. iconLink(ils.survivor) .. ", all other Survivors suffer from the " .. soloState(ils.haemorrhage) .. " until healed and the " .. soloState(ils.exhausted) .. " for " .. bclr(2, "45 seconds") .. dot .. brnl ..
"#pn can only be triggered once every #pl(1)." .. br ..
+
"#pn can only be triggered once every #pl(1)." .. brnl ..
 
quote("Attack an enemy with precision and their allies will feel it.", "Renjiro's Doctrine 6:3")
 
quote("Attack an enemy with precision and their allies will feel it.", "Renjiro's Doctrine 6:3")
 
}
 
}
Linia 2034: Linia 1966:
 
desc = {
 
desc = {
 
{
 
{
"You seek retribution on those who have wronged you." .. br ..
+
"You seek retribution on those who have wronged you." .. brnl ..
 
"Each time a " .. iconLink(ils.survivor) .. " blinds you or stuns you using a " .. iconLink(ils.pallet) .. " or " .. iconLink(ils.locker) .. ", they become your new " .. state(ils.obsession) .. colon ..
 
"Each time a " .. iconLink(ils.survivor) .. " blinds you or stuns you using a " .. iconLink(ils.pallet) .. " or " .. iconLink(ils.locker) .. ", they become your new " .. state(ils.obsession) .. colon ..
bullet .. "The Survivor suffers from the " .. state(ils.oblivious) .. space .. b("Status Effect") .. " for #pl(1) and their " .. iconLink(ils.aura) .. " is revealed to you for " .. bclr(2, "4 seconds") .. dot .. nlp ..
+
bullet .. "The Survivor suffers from the " .. soloState(ils.oblivious) .. " for #pl(1) and their " .. iconLink(ils.aura) .. " is revealed to you for " .. bclr(2, "4 seconds") .. dot .. nlp ..
perkStrings.obsKiller2 .. br ..
+
perkStrings.obsPerkKiller .. brnl ..
 
quote("Only a fool would spit in a demon's face and declare victory.", "Renjiro's Doctrine 4:9")
 
quote("Only a fool would spit in a demon's face and declare victory.", "Renjiro's Doctrine 4:9")
 
}
 
}
Linia 2046: Linia 1978:
 
desc = {
 
desc = {
 
{
 
{
"You have had your share of scrapes and bruises, but luck is always on your side." .. br ..
+
"You have had your share of scrapes and bruises, but luck is always on your side." .. brnl ..
 
"Whenever you are in the " .. iconLink(ils.injuredState) .. ", #pn activates:" ..
 
"Whenever you are in the " .. iconLink(ils.injuredState) .. ", #pn activates:" ..
 
bullet .. iconLink(ils.bleeding) .. " and " .. iconLink(ils.scratchMarks) .. " are suppressed for a maximum of #pl(1), after which #pn is disabled for the remainer of the Trial." .. nlp ..
 
bullet .. iconLink(ils.bleeding) .. " and " .. iconLink(ils.scratchMarks) .. " are suppressed for a maximum of #pl(1), after which #pn is disabled for the remainer of the Trial." .. nlp ..
"#pn deactivates when you are " .. iconLink(ils.healthy) .. " or in the " .. iconLink(ils.dyingState) .. dot .. br ..
+
"#pn deactivates when you are " .. iconLink(ils.healthy) .. " or in the " .. iconLink(ils.dyingState) .. dot .. brnl ..
 
quote("That's not enough to beat me. Not even close.", "Yui Kimura")
 
quote("That's not enough to beat me. Not even close.", "Yui Kimura")
 
}
 
}
Linia 2058: Linia 1990:
 
desc = {
 
desc = {
 
{
 
{
"You stand up for yourself, using whatever's on hand to gain an advantage." .. br ..
+
"You stand up for yourself, using whatever's on hand to gain an advantage." .. brnl ..
"You see the " .. iconLink(ils.auras) .. " of dropped " .. iconLink(ils.pallets) .. dot .. br ..
+
"You see the " .. iconLink(ils.auras) .. " of dropped " .. iconLink(ils.pallets) .. dot .. brnl ..
"Press and hold the " .. i("Active Ability button") .. " for " .. bclr(2, "4 seconds") .. " while standing beside a dropped Pallet to reset it to its upright position." .. br ..
+
"Press and hold the " .. i("Active Ability button") .. " for " .. bclr(2, "4 seconds") .. " while standing beside a dropped Pallet to reset it to its upright position." .. brnl ..
"#pn has a cool-down of #pl(1)." .. br ..
+
"#pn has a cool-down of #pl(1)." .. brnl ..
 
quote("I'll hit you with everything I've got. Then I'll do it again.", "Yui Kimura")
 
quote("I'll hit you with everything I've got. Then I'll do it again.", "Yui Kimura")
 
}
 
}
Linia 2070: Linia 2002:
 
desc = {
 
desc = {
 
{
 
{
"You kick into high gear when someone is in trouble, inspiring them to overcome any obstacle." .. br ..
+
"You kick into high gear when someone is in trouble, inspiring them to overcome any obstacle." .. brnl ..
"When within " .. bclr(2, "6 metres") .. " of a carried " .. iconLink(ils.survivor) .. ", you gain the " .. state(ils.haste) .. space .. b("Status Effect") .. ", moving at an increased speed of #pl(1)." ..
+
"When within " .. bclr(2, "6 metres") .. " of a carried " .. iconLink(ils.survivor) .. ", you gain the " .. soloState(ils.haste) .. ", moving at an increased speed of #pl(1)." ..
 
bullet .. "The carried Survivor's Wiggling speed is increased by " .. bclr(8, "20 %") .. dot .. nlp ..
 
bullet .. "The carried Survivor's Wiggling speed is increased by " .. bclr(8, "20 %") .. dot .. nlp ..
 
quote("Come, we're going to rip our way out of this.", "Yui Kimura")
 
quote("Come, we're going to rip our way out of this.", "Yui Kimura")
Linia 2081: Linia 2013:
 
desc = {
 
desc = {
 
{
 
{
"You have got an ear for well-oiled gears." .. br ..
+
"You have got an ear for well-oiled gears." .. nlp ..
"After hitting a Survivor " .. bclr(2, "twice") .. " with your " .. i("[[Basic Attack]]") .. ", #pn activates for #pl(1)." ..
+
"After hitting a Survivor " .. bclr(2, "twice") .. " with your " .. i("[[Basic Attack]]") .. ", #pn activates for #pl(1):" ..
 
bullet .. "Each time a " .. iconLink(ils.survivor) .. " succeeds a " .. iconLink(ils.gSkillCheck) .. " while repairing, the " .. iconLink(ils.gen) .. " will be revealed by a " .. bclr(2, "yellow") .. space .. iconLink(ils.aura) .. " for as long as it continues being repaired." .. nlp ..
 
bullet .. "Each time a " .. iconLink(ils.survivor) .. " succeeds a " .. iconLink(ils.gSkillCheck) .. " while repairing, the " .. iconLink(ils.gen) .. " will be revealed by a " .. bclr(2, "yellow") .. space .. iconLink(ils.aura) .. " for as long as it continues being repaired." .. nlp ..
 
quote("Sometimes a man's best work is what puts him in the grave.", "The Prison Warden")
 
quote("Sometimes a man's best work is what puts him in the grave.", "The Prison Warden")
Linia 2092: Linia 2024:
 
desc = {
 
desc = {
 
{
 
{
"You become " .. i(b("Obsessed")) .. " with one Survivor." .. br ..
+
"After hooking a " .. state(ils.survivor) .. ", #pn activates for the next #pl(1):" ..
"After hooking the " .. state(ils.obsession) .. ", #pn activates for the next #pl(1)." ..
 
 
bullet .. "While activated, any " .. iconLink(ils.survivor) .. " that stops repairing a " .. iconLink(ils.gen) .. " before it is fully repaired causes The " .. iconLink(ils.entity) .. " to block the Generator until #pn's effect ends." ..
 
bullet .. "While activated, any " .. iconLink(ils.survivor) .. " that stops repairing a " .. iconLink(ils.gen) .. " before it is fully repaired causes The " .. iconLink(ils.entity) .. " to block the Generator until #pn's effect ends." ..
 
bullet .. "Affected Generators are highlighted by a " .. bclr(16, "white") .. space .. iconLink(ils.aura) .. dot .. nlp ..
 
bullet .. "Affected Generators are highlighted by a " .. bclr(16, "white") .. space .. iconLink(ils.aura) .. dot .. nlp ..
perkStrings.obsKiller2 .. br ..
 
 
quote("I've seen the look on a man's face when he realises he's going to die.", "Caleb Quinn")
 
quote("I've seen the look on a man's face when he realises he's going to die.", "Caleb Quinn")
 
}
 
}
Linia 2105: Linia 2035:
 
desc = {
 
desc = {
 
{
 
{
"A Hex that lashes out upon its destruction." .. br .. "Those who cross you will be punished." .. br ..
+
"A Hex that lashes out upon its destruction." .. brnl .. "Those who cross you will be punished." .. nlp ..
"Survivors cleansing any " .. iconLink(ils.totem) .. " suffer from the " .. state(ils.oblivious) .. space .. b("Status Effect") .. " for #pl(1)." .. br ..
+
bullet .. "Survivors cleansing or blessing any " .. iconLink(ils.totem) .. " suffer from the " .. soloState(ils.oblivious) .. " for #pl(1)." ..
"After cleansing a " .. iconLink(ils.hexTotem) .. ", the " .. iconLink(ils.auras) .. " of all Survivors are revealed to you for " .. bclr(2, "15 seconds") .. dot .. br ..
+
bullet .. "After cleansing or blessing a " .. iconLink(ils.hexTotem) .. ", the " .. iconLink(ils.auras) .. " of all Survivors are revealed to you for " .. bclr(2, "15 seconds") .. dot .. nlp ..
perkStrings.hexEffects .. br ..
+
perkStrings.hexPerk .. nlp ..
 
quote("Bloody fool, you pulled the trigger on yourself.", "Caleb Quinn")
 
quote("Bloody fool, you pulled the trigger on yourself.", "Caleb Quinn")
 
}
 
}
Linia 2117: Linia 2047:
 
desc = {
 
desc = {
 
{
 
{
"You have learnt that a quiet approach is sometimes best." .. br ..
+
"You have learnt that a quiet approach is sometimes best." .. nlp ..
 
"After being unhooked or unhooking yourself, #pn activates for the next #pl(1):" ..
 
"After being unhooked or unhooking yourself, #pn activates for the next #pl(1):" ..
 
bullet .. "Your " .. iconLink(ils.aura) .. " will not be shown to the Killer if they attempt to read it." ..
 
bullet .. "Your " .. iconLink(ils.aura) .. " will not be shown to the Killer if they attempt to read it." ..
Linia 2129: Linia 2059:
 
desc = {
 
desc = {
 
{
 
{
"You have noticed that people pay attention to whatever makes the loudest noise." .. br ..
+
"You have noticed that people pay attention to whatever makes the loudest noise." .. brnl ..
 
"After repairing a " .. iconLink(ils.gen) .. " for at least " .. bclr(2, "3 seconds") .. ", its " .. iconLink(ils.aura) .. " is highlighted to you in " .. bclr(2, "yellow") .. dot ..
 
"After repairing a " .. iconLink(ils.gen) .. " for at least " .. bclr(2, "3 seconds") .. ", its " .. iconLink(ils.aura) .. " is highlighted to you in " .. bclr(2, "yellow") .. dot ..
 
bullet .. "The Generator stays highlighted until it is either fully repaired, you start repairing another Generator, or enter a " .. iconLink(ils.locker) .. dot ..
 
bullet .. "The Generator stays highlighted until it is either fully repaired, you start repairing another Generator, or enter a " .. iconLink(ils.locker) .. dot ..
 
bullet .. "Entering a Locker will trigger a " .. i("[[Loud Noise Notification]]") .. " for the Killer at the highlighted Generator's location." .. nlp ..
 
bullet .. "Entering a Locker will trigger a " .. i("[[Loud Noise Notification]]") .. " for the Killer at the highlighted Generator's location." .. nlp ..
"#pn has a cool-down of #pl(1)." .. br ..
+
"#pn has a cool-down of #pl(1)." .. brnl ..
 
quote("The news edit out what is burdensome and complex. which is the truth.", "Zarina Kassir")
 
quote("The news edit out what is burdensome and complex. which is the truth.", "Zarina Kassir")
 
}
 
}
Linia 2142: Linia 2072:
 
desc = {
 
desc = {
 
{
 
{
"You risk life and injury for others." .. br ..
+
"You risk life and injury for others." .. brnl ..
 
"#pn is only active while at full health." ..
 
"#pn is only active while at full health." ..
 
bullet .. "Press the " .. i("Active Ability button") .. " while healing another Survivor without a " .. iconLink(ils.medkit) .. " to instantly heal them " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. dot ..
 
bullet .. "Press the " .. i("Active Ability button") .. " while healing another Survivor without a " .. iconLink(ils.medkit) .. " to instantly heal them " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. dot ..
 
bullet .. "You become the " .. state(ils.obsession) .. dot .. nlp ..
 
bullet .. "You become the " .. state(ils.obsession) .. dot .. nlp ..
"#pn causes the " .. state(ils.broken) .. space .. b("Status Effect") .. " for #pl(1) after using it." .. br ..
+
"#pn causes the " .. soloState(ils.broken) .. " for #pl(1) after using it." .. brnl ..
perkStrings.obsSurv .. br ..
+
perkStrings.obsPerkOddsMinus .. brnl ..
perkStrings.obsKiller1 .. br ..
+
perkStrings.obsPerkSurvivor .. brnl ..
 
quote("We can write our own story and decide how it really ends.", "Zarina Kassir")
 
quote("We can write our own story and decide how it really ends.", "Zarina Kassir")
 
}
 
}
Linia 2157: Linia 2087:
 
desc = {
 
desc = {
 
{
 
{
"Those who stand in the way of duty will suffer harsh judgement." .. br ..
+
"Those who stand in the way of duty will suffer harsh judgement." .. brnl ..
"Survivors who take a " .. i("[[Protection Hit]]") .. " suffer from the " .. state(ils.broken) .. space .. b("Status Effect") .. " for the next #pl(1)."
+
"Survivors who take a " .. i("[[Protection Hit]]") .. " suffer from the " .. soloState(ils.broken) .. " for the next #pl(1)."
 
}
 
}
 
}
 
}
Linia 2166: Linia 2096:
 
desc = {
 
desc = {
 
{
 
{
"You guide your victims along a path of pain and punishment." .. br ..
+
"You guide your victims along a path of pain and punishment." .. brnl ..
"After kicking a " .. iconLink(ils.gen) .. ", you are granted the " .. state(ils.undetectable) .. space .. b("Status Effect") .. " until that Generator stops regressing or you damage a Survivor by any means." ..
+
"After kicking a " .. iconLink(ils.gen) .. ", you are granted the " .. soloState(ils.undetectable) .. " until that Generator stops regressing or you damage a Survivor by any means." ..
 
bullet .. "The " .. iconLink(ils.aura) .. " of that Generator is revealed to all Survivors in " .. bclr(2, "yellow") .. dot .. nlp ..
 
bullet .. "The " .. iconLink(ils.aura) .. " of that Generator is revealed to all Survivors in " .. bclr(2, "yellow") .. dot .. nlp ..
 
"#pn has a cool-down of #pl(1)."
 
"#pn has a cool-down of #pl(1)."
Linia 2177: Linia 2107:
 
desc = {
 
desc = {
 
{
 
{
"Those whose lives are intertwined in darkness are destined to suffer together." .. br ..
+
"Those whose lives are intertwined in darkness are destined to suffer together." .. brnl ..
 
"When a Survivor heals another Survivor for the equivalent of " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. " at least " .. bclr(6, "32 metres") .. " away from you, that Survivor will scream, revealing their location and activating #pn:" ..
 
"When a Survivor heals another Survivor for the equivalent of " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. " at least " .. bclr(6, "32 metres") .. " away from you, that Survivor will scream, revealing their location and activating #pn:" ..
bullet .. "For the next " .. bclr(8, "60 seconds") .. ", that Survivor suffers from the " .. state(ils.oblivious) .. space .. b("Status Effect") .. " when farther than #pl(1) away from the healed Survivor."
+
bullet .. "For the next " .. bclr(8, "60 seconds") .. ", that Survivor suffers from the " .. soloState(ils.oblivious) .. " when farther than #pl(1) away from the healed Survivor."
 
}
 
}
 
}
 
}
Linia 2187: Linia 2117:
 
desc = {
 
desc = {
 
{
 
{
"You have been through immense hardship and you're stronger for it." .. br ..
+
"You have been through immense hardship and you're stronger for it." .. brnl ..
"After being healed from or having recovered from the " .. iconLink(ils.dyingState) .. ", #pn grants you the " .. state(ils.endurance) .. space .. b("Status Effect") .. " for the next #pl(1)." ..
+
"After being healed from or having recovered from the " .. iconLink(ils.dyingState) .. ", #pn grants you the " .. soloState(ils.endurance) .. " for the next #pl(1)." ..
bullet .. "Any damage taken that would put you into the Dying State will instead trigger the " .. state(ils.deepWound) .. space .. b("Status Effect") .. ", after which you have " .. bclr(2, "20 seconds") .. " to Mend yourself." ..
+
bullet .. "Any damage taken that would put you into the Dying State will instead trigger the " .. soloState(ils.deepWound) .. ", after which you have " .. bclr(2, "20 seconds") .. " to Mend yourself." ..
 
bullet .. "Taking any damage while under the effect of " .. i(b("Deep Wound")) .. " or if its timer runs out will put you into the Dying State." .. nlp ..
 
bullet .. "Taking any damage while under the effect of " .. i(b("Deep Wound")) .. " or if its timer runs out will put you into the Dying State." .. nlp ..
"#pn allows you to completely recover from the Dying State when you are affected by the " .. state(ils.cursed) .. space .. b("Status Effect") .. dot .. br ..
+
"#pn allows you to completely recover from the Dying State when you are affected by the " .. soloState(ils.cursed) .. dot .. brnl ..
 
"#pn has a cool-down of " .. bclr(6, "30 seconds") .. dot
 
"#pn has a cool-down of " .. bclr(6, "30 seconds") .. dot
 
}
 
}
Linia 2200: Linia 2130:
 
desc = {
 
desc = {
 
{
 
{
"It is as if a latent part of yourself has awakened." .. br .. "You feel like you can reach out beyond yourself for assistance." .. br ..
+
"It is as if a latent part of yourself has awakened." .. brnl .. "You feel like you can reach out beyond yourself for assistance." .. brnl ..
 
"When you or the " .. state(ils.obsession) .. " are injured, you both see each other's " .. iconLink(ils.auras) .. dot ..
 
"When you or the " .. state(ils.obsession) .. " are injured, you both see each other's " .. iconLink(ils.auras) .. dot ..
bullet .. "After healing the " .. i(b("Obsession")) .. " or being healed by the " .. i(b("Obsession")) .. ", you both gain the " .. state(ils.haste) .. space .. b("Status Effect") .. ", moving at an increased speed of #pl(1) until you are no longer within " .. bclr(2, "16 metres") .. " of each other." ..
+
bullet .. "After healing the " .. i(b("Obsession")) .. " or being healed by the " .. i(b("Obsession")) .. ", you both gain the " .. soloState(ils.haste) .. ", moving at an increased speed of #pl(1) until you are no longer within " .. bclr(2, "16 metres") .. " of each other." ..
 
bullet .. "If you are the " .. i(b("Obsession")) .. ", #pn deactivates." .. nlp ..
 
bullet .. "If you are the " .. i(b("Obsession")) .. ", #pn deactivates." .. nlp ..
perkStrings.obsSurv .. br ..
+
perkStrings.obsPerkOddsMinus .. brnl ..
perkStrings.obsKiller1
+
perkStrings.obsPerkSurvivor
 
}
 
}
 
}
 
}
Linia 2213: Linia 2143:
 
desc = {
 
desc = {
 
{
 
{
"You are accustomed to being hunted by malicious forces, and you have begun using it to your advantage." .. br ..
+
"You are accustomed to being hunted by malicious forces, and you have begun using it to your advantage." .. brnl ..
 
"After repairing " .. iconLink(ils.gens) .. " for a total of #pl(1), #pn activates:" ..
 
"After repairing " .. iconLink(ils.gens) .. " for a total of #pl(1), #pn activates:" ..
 
bullet .. "Press the " .. i("Active Ability button") .. " to call upon The " .. iconLink(ils.entity) .. " to block the Generator you are currently repairing for " .. bclr(2, "30 seconds") .. ", after which #pn deactivates." ..
 
bullet .. "Press the " .. i("Active Ability button") .. " to call upon The " .. iconLink(ils.entity) .. " to block the Generator you are currently repairing for " .. bclr(2, "30 seconds") .. ", after which #pn deactivates." ..
Linia 2224: Linia 2154:
 
desc = {
 
desc = {
 
{
 
{
"After kicking a " .. iconLink(ils.gen) .. ", for the next " .. bclr(2, "30 seconds") .. ", the first Survivor interacting with it will scream, revealing their location for " .. bclr(6, "4 seconds") .. ", and suffers from the " .. state(ils.exposed) .. space .. b("Status Effect") .. " for " .. bclr(8, "60 seconds") .. dot .. br ..
+
"After kicking a " .. iconLink(ils.gen) .. ", for the next " .. bclr(2, "30 seconds") .. ", the first Survivor interacting with it will scream, revealing their location for " .. bclr(6, "4 seconds") .. ", and suffers from the " .. state(ils.exposed) .. space .. b(perkStrings.statusEffect) .. " for " .. bclr(8, "60 seconds") .. dot .. brnl ..
"#pn has a cool-down of #pl(1)." .. br ..
+
"#pn has a cool-down of #pl(1)." .. brnl ..
 
quote("Such potential in this compound... even the slightest trace causes unnatural effects.", "Journal of Talbot Grimes")
 
quote("Such potential in this compound... even the slightest trace causes unnatural effects.", "Journal of Talbot Grimes")
 
}
 
}
Linia 2234: Linia 2164:
 
desc = {
 
desc = {
 
{
 
{
"A Hex that gains the favour of The " .. iconLink(ils.entity) .. " when blood is spilt." .. br ..
+
"A Hex that gains the favour of The " .. iconLink(ils.entity) .. " when blood is spilt." ..
"Hitting a Survivor with either your " .. i("[[Basic Attack]]") .. " or " .. i("[[Special Attack]]") .. " prompts The Entity to hold all " .. iconLink(ils.pallets) .. " within a radius of #pl(1) from your location in place for the next " .. bclr(2, "15 seconds") .. ", preventing Survivors from pulling them down." .. br ..
+
bullet .. "Whenever a Survivor loses a " .. iconLink(ils.healthState) .. " by any means and thus enters the " .. iconLink(ils.injuredState) .. ", #pn calls upon The Entity to block all " .. iconLink(ils.pallets) .. " within #pl(1) of that Survivor's location from being pulled down for the next " .. bclr(2, "15 seconds") .. dot .. nlp ..
perkStrings.hexEffects .. br ..
+
perkStrings.hexPerk .. nlp ..
 
quote("It would be no leap of the imagination to suggest that the Trials are a biological response of sorts.", "Journal of Talbot Grimes")
 
quote("It would be no leap of the imagination to suggest that the Trials are a biological response of sorts.", "Journal of Talbot Grimes")
 
}
 
}
Linia 2245: Linia 2175:
 
desc = {
 
desc = {
 
{
 
{
"A Hex which maintains the vile powers that flow throughout the Trial." .. br ..
+
"A Hex which maintains the vile powers that flow throughout the Trial." .. brnl ..
 
"The " .. iconLink(ils.auras) .. " of Survivors within #pl(1) of any " .. iconLink(ils.dullTotem) .. " are revealed to you." ..
 
"The " .. iconLink(ils.auras) .. " of Survivors within #pl(1) of any " .. iconLink(ils.dullTotem) .. " are revealed to you." ..
bullet .. "When another Perk's " .. iconLink(ils.hexTotem) .. " is cleansed, its Hex is transferred to the #pn Totem, including any accumulated Tokens, disabling #pn instead." .. nlp ..
+
bullet .. "When another Perk's " .. iconLink(ils.hexTotem) .. " is cleansed or blessed, its Hex is transferred to the #pn Totem, including any accumulated Tokens, disabling #pn instead." .. nlp ..
perkStrings.hexEffects
+
perkStrings.hexPerk
 
}
 
}
 
}
 
}
Linia 2256: Linia 2186:
 
desc = {
 
desc = {
 
{
 
{
"You are remarkably focused on your means of escape." .. br ..
+
"You are remarkably focused on your means of escape." .. brnl ..
 
"The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.gens) .. " are revealed to you within " .. bclr(2, "32 metres") .. dot ..
 
"The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.gens) .. " are revealed to you within " .. bclr(2, "32 metres") .. dot ..
 
bullet .. "Each time a Generator is completed, #pn is disabled for #pl(1)."
 
bullet .. "Each time a Generator is completed, #pn is disabled for #pl(1)."
Linia 2266: Linia 2196:
 
desc = {
 
desc = {
 
{
 
{
"You refuse to fail, even during your darkest hour." .. br ..
+
"You refuse to fail, even during your darkest hour." .. brnl ..
"Increases Healing and Unhooking speeds by #pl(1) for each injured, hooked, or dying Survivor, up to a maximum of #pl(2)." .. br ..
+
"Increases Healing and Unhooking speeds by #pl(1) for each injured, hooked, or dying Survivor, up to a maximum of #pl(2)." .. brnl ..
 
quote("When they come with a wrecking ball, build stronger walls.", "Felix Richter")
 
quote("When they come with a wrecking ball, build stronger walls.", "Felix Richter")
 
}
 
}
Linia 2276: Linia 2206:
 
desc = {
 
desc = {
 
{
 
{
"You know how to get the most out of your tools." .. br ..
+
"You know how to get the most out of your tools." .. brnl ..
"Hiding inside a " .. iconLink(ils.locker) .. " for #pl(1) while carrying a depleted " .. iconLink(ils.item) .. " will replenish its Charges to " .. bclr(2, "99 %") .. dot .. br ..
+
"Hiding inside a " .. iconLink(ils.locker) .. " for #pl(1) while carrying a depleted " .. iconLink(ils.item) .. " will replenish its Charges to " .. bclr(2, "99 %") .. dot .. brnl ..
"Each use of #pn reduces this percentage by " .. bclr(6, "-33 %") .. dot .. br ..
+
"Each use of #pn reduces this percentage by " .. bclr(6, "-33 %") .. dot .. brnl ..
 
quote("Architecture is the soul of civilisation.", "Felix Richter")
 
quote("Architecture is the soul of civilisation.", "Felix Richter")
 
}
 
}
Linia 2287: Linia 2217:
 
desc = {
 
desc = {
 
{
 
{
"You protect what little you have and are perceptive to those rummaging through your stockpiles." .. br ..
+
"You protect what little you have and are perceptive to those rummaging through your stockpiles." .. brnl ..
"#pn triggers a " .. i("[[Loud Noise Notification]]") .. ", whenever a Survivor performs any of the following actions within #pl(1) of you:" ..
+
"#pn triggers a " .. i("[[Loud Noise Notification]]") .. " for " .. bclr(2, "4 seconds") .. ", whenever a Survivor performs any of the following actions within #pl(1) of your location:" ..
 
bullet .. "Unlocks a " .. iconLink(ils.chest) .. dot ..
 
bullet .. "Unlocks a " .. iconLink(ils.chest) .. dot ..
 
bullet .. "Picks up any " .. iconLink(ils.item) .. ", including " .. bclr(25, "Limited Items") .. dot .. nlp ..
 
bullet .. "Picks up any " .. iconLink(ils.item) .. ", including " .. bclr(25, "Limited Items") .. dot .. nlp ..
Linia 2299: Linia 2229:
 
desc = {
 
desc = {
 
{
 
{
"Life has been difficult for you, so you will make it difficult for others." .. br ..
+
"Life has been difficult for you, so you will make it difficult for others." .. brnl ..
 
"When damaging a " .. iconLink(ils.gen) .. ", up to " .. bclr(2, "3 other random Generators") .. " also begin regressing." ..
 
"When damaging a " .. iconLink(ils.gen) .. ", up to " .. bclr(2, "3 other random Generators") .. " also begin regressing." ..
 
bullet .. "Trigger a difficult " .. iconLink(ils.skillCheck) .. " if a selected Generator is being repaired." .. nlp ..
 
bullet .. "Trigger a difficult " .. iconLink(ils.skillCheck) .. " if a selected Generator is being repaired." .. nlp ..
"#pn has a cool-down of #pl(1)." .. br ..
+
"#pn has a cool-down of #pl(1)." .. brnl ..
 
quote("Damn them as they would damn us.", "Charlotte Deshayes")
 
quote("Damn them as they would damn us.", "Charlotte Deshayes")
 
}
 
}
Linia 2311: Linia 2241:
 
desc = {
 
desc = {
 
{
 
{
"As the end nears, you go in for the kill." .. br ..
+
"As the end nears, you go in for the kill." .. brnl ..
 
"Each time a " .. iconLink(ils.gen) .. " is completed, #pn grows in power and gains " .. bclr(2, "1 Token") .. dot ..
 
"Each time a " .. iconLink(ils.gen) .. " is completed, #pn grows in power and gains " .. bclr(2, "1 Token") .. dot ..
 
bullet .. "Consume " .. bclr(6, "1 Token") .. " to increase the distance of your next " .. i("[[Lunge Attack]]") .. " by #pl(1)."
 
bullet .. "Consume " .. bclr(6, "1 Token") .. " to increase the distance of your next " .. i("[[Lunge Attack]]") .. " by #pl(1)."
Linia 2321: Linia 2251:
 
desc = {
 
desc = {
 
{
 
{
"You have a careful eye that notices what many overlook." .. br ..
+
"You have a careful eye that notices what many overlook." .. brnl ..
 
"Start the Trial with " .. bclr(2, "3 Tokens") .. colon ..
 
"Start the Trial with " .. bclr(2, "3 Tokens") .. colon ..
 
bullet .. "When a " .. iconLink(ils.chest) .. " has already been opened, consume " .. bclr(6, "1 Token") .. " to rummage through it for an " .. iconLink(ils.item) .. dot ..
 
bullet .. "When a " .. iconLink(ils.chest) .. " has already been opened, consume " .. bclr(6, "1 Token") .. " to rummage through it for an " .. iconLink(ils.item) .. dot ..
Linia 2333: Linia 2263:
 
desc = {
 
desc = {
 
{
 
{
"Your adventurous lifestyle requires moments of crafty misdirection." .. br ..
+
"Your adventurous lifestyle requires moments of crafty misdirection." .. brnl ..
 
"Interact with a " .. iconLink(ils.locker) .. " while holding the " .. i("Sprint button") .. " to trigger a " .. i("[[Loud Noise Notification]]") .. " for the killer at your location instead of entering the Locker." ..
 
"Interact with a " .. iconLink(ils.locker) .. " while holding the " .. i("Sprint button") .. " to trigger a " .. i("[[Loud Noise Notification]]") .. " for the killer at your location instead of entering the Locker." ..
 
bullet .. "You will not leave any " .. iconLink(ils.scratchMarks) .. " or " .. iconLink(ils.poolsBlood) .. " for the next " .. bclr(2, "3 seconds") .. dot .. nlp ..
 
bullet .. "You will not leave any " .. iconLink(ils.scratchMarks) .. " or " .. iconLink(ils.poolsBlood) .. " for the next " .. bclr(2, "3 seconds") .. dot .. nlp ..
Linia 2344: Linia 2274:
 
desc = {
 
desc = {
 
{
 
{
"You have never given up and you are not about to start now." .. br ..
+
"You have never given up and you are not about to start now." .. brnl ..
 
"While being carried by The Killer, reaching #pl(1) Wiggling progression activates #pn:" ..
 
"While being carried by The Killer, reaching #pl(1) Wiggling progression activates #pn:" ..
 
bullet .. "You can drop a nearby, standing " .. iconLink(ils.pallet) .. " to stun the Killer and escape their grasp." .. nlp ..
 
bullet .. "You can drop a nearby, standing " .. iconLink(ils.pallet) .. " to stun the Killer and escape their grasp." .. nlp ..
"#pn deactivates after triggering successfully." .. br ..
+
"#pn deactivates after triggering successfully." .. brnl ..
 
quote("I relied on others to protect me once and I lost everything. Never again.", "Élodie Rakoto")
 
quote("I relied on others to protect me once and I lost everything. Never again.", "Élodie Rakoto")
 
}
 
}
Linia 2356: Linia 2286:
 
desc = {
 
desc = {
 
{
 
{
"Your unmatched showmanship dazzles all." .. br ..
+
"Your unmatched showmanship dazzles all." .. brnl ..
 
"When carrying a Survivor, #pn activates:" ..
 
"When carrying a Survivor, #pn activates:" ..
 
bullet .. "Survivors suffer from the " .. soloState(ils.exposed) .. " while in your " .. iconLink(ils.terrorRadius) .. dot ..
 
bullet .. "Survivors suffer from the " .. soloState(ils.exposed) .. " while in your " .. iconLink(ils.terrorRadius) .. dot ..
bullet .. "The " .. b("Status Effect") .. " lingers for #pl(1) after leaving your Terror Radius." .. nlp ..
+
bullet .. "The " .. b(perkStrings.statusEffect) .. " lingers for #pl(1) after leaving your Terror Radius." .. nlp ..
 
"After hooking or dropping the carried Survivor, #pn deactivates:" ..
 
"After hooking or dropping the carried Survivor, #pn deactivates:" ..
bullet .. "The " .. b("Status Effect") .. " persists for #pl(1) for any Survivor inside your Terror Radius at that moment." .. nlp ..
+
bullet .. "The " .. b(perkStrings.statusEffect) .. " persists for #pl(1) for any Survivor inside your Terror Radius at that moment." .. nlp ..
"#pn has a cool-down of " .. bclr(2, "60 seconds") .. " once the Survivor is no longer being carried." .. br ..
+
"#pn has a cool-down of " .. bclr(2, "60 seconds") .. " once the Survivor is no longer being carried." .. brnl ..
 
quote("Enjoy this moment, few get so close.", "Ji-Woon Hak")
 
quote("Enjoy this moment, few get so close.", "Ji-Woon Hak")
 
}
 
}
Linia 2371: Linia 2301:
 
desc = {
 
desc = {
 
{
 
{
"A Hex that ensures those lesser than you are properly herded." .. br ..
+
"A Hex that ensures those lesser than you are properly herded." .. brnl ..
"Survivors who perform a " .. b("rushed") .. " vault through a " .. iconLink(ils.window) .. " prompt The " .. iconLink(ils.entity) .. " to block it for the next #pl(1)." .. br ..
+
"Survivors who perform a " .. b("rushed") .. " vault through a " .. iconLink(ils.window) .. " prompt The " .. iconLink(ils.entity) .. " to block it for the next #pl(1)." .. brnl ..
perkStrings.hexEffects .. br ..
+
perkStrings.hexPerk .. brnl ..
 
quote("You have no control. People like you never did.", "Ji-Woon Hak")
 
quote("You have no control. People like you never did.", "Ji-Woon Hak")
 
}
 
}
Linia 2382: Linia 2312:
 
desc = {
 
desc = {
 
{
 
{
"You are not going to let just anyone into the VIP room." .. br ..
+
"You are not going to let just anyone into the VIP room." .. brnl ..
"For each Survivor you hook for the first time, #pn gains " .. bclr(2, "1 Token") .. dot .. br ..
+
"For each Survivor you hook for the first time, #pn gains " .. bclr(2, "1 Token") .. dot .. brnl ..
 
"Once the " .. iconLink(ils.exitGates) .. " have been powered, #pn activates:" ..
 
"Once the " .. iconLink(ils.exitGates) .. " have been powered, #pn activates:" ..
 
bullet .. "When a Survivor interacts with an Exit Gate Switch, you receive a " .. i("[[Loud Noise Notification]]") .. " and The " .. iconLink(ils.entity) .. " blocks both " .. iconLink(ils.eGateSwitches) .. " for " .. bclr(6, "12 seconds") .. " and an additional #pl(1) per Token in your possession, up to a combined maximum of #pl(2)." .. nlp ..
 
bullet .. "When a Survivor interacts with an Exit Gate Switch, you receive a " .. i("[[Loud Noise Notification]]") .. " and The " .. iconLink(ils.entity) .. " blocks both " .. iconLink(ils.eGateSwitches) .. " for " .. bclr(6, "12 seconds") .. " and an additional #pl(1) per Token in your possession, up to a combined maximum of #pl(2)." .. nlp ..
Linia 2394: Linia 2324:
 
desc = {
 
desc = {
 
{
 
{
"Sometimes the sacrifice of others is necessary to get ahead." .. br ..
+
"Sometimes the sacrifice of others is necessary to get ahead." .. brnl ..
 
"Whenever another Survivor is hooked, #pn gains #pl(1), up to a maximum of #pl(2)." ..
 
"Whenever another Survivor is hooked, #pn gains #pl(1), up to a maximum of #pl(2)." ..
 
bullet .. "You consume all accumulated Tokens after a " .. iconLink(ils.greatSCheck) .. " on a " .. iconLink(ils.gen) .. dot ..
 
bullet .. "You consume all accumulated Tokens after a " .. iconLink(ils.greatSCheck) .. " on a " .. iconLink(ils.gen) .. dot ..
Linia 2406: Linia 2336:
 
desc = {
 
desc = {
 
{
 
{
"When your rival makes a mistake, you seize the opportunity." .. br ..
+
"When your rival makes a mistake, you seize the opportunity." .. brnl ..
"After stunning the Killer with a " .. iconLink(ils.pallet) .. ", break into a sprint at " .. bclr(2, "150 %") .. " of your normal running speed for a maximum of " .. bclr(6, "4 seconds") .. dot .. br ..
+
"After stunning the Killer with a " .. iconLink(ils.pallet) .. ", break into a sprint at " .. bclr(2, "150 %") .. " of your normal Running Movement speed for " .. bclr(6, "4 seconds") .. dot .. brnl ..
"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. br ..
+
"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. br ..
+
"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. nlp ..
quote("I've dealt with psychopaths in suits. You're just uglier and worse dressed.", "Yun-Jin Lee")
+
quote("I have dealt with psychopaths in suits. You're just uglier and worse dressed.", "Yun-Jin Lee")
 
}
 
}
 
}
 
}
Linia 2418: Linia 2348:
 
desc = {
 
desc = {
 
{
 
{
"Life is unforgiving." .. br .. "The more confirmation you get of that, the more prepared you become." .. br ..
+
"Life is unforgiving." .. brnl .. "The more confirmation you get of that, the more prepared you become." .. brnl ..
 
"Whenever another Survivor is hit with a " .. i("[[Basic Attack]]") .. " or " .. i("[[Special Attack]]") .. " within " .. bclr(2, "16 metres") .. " of you, #pn activates:" ..
 
"Whenever another Survivor is hit with a " .. i("[[Basic Attack]]") .. " or " .. i("[[Special Attack]]") .. " within " .. bclr(2, "16 metres") .. " of you, #pn activates:" ..
 
bullet .. iconLink(ils.scratchMarks) .. comma .. i("Grunts of Pain") .. " when injured, and " .. iconLink(ils.bleeding) .. " are suppressed for the next #pl(1)." .. nlp ..
 
bullet .. iconLink(ils.scratchMarks) .. comma .. i("Grunts of Pain") .. " when injured, and " .. iconLink(ils.bleeding) .. " are suppressed for the next #pl(1)." .. nlp ..
Linia 2429: Linia 2359:
 
desc = {
 
desc = {
 
{
 
{
"You have been designed to track down and eliminate targets." .. br ..
+
"You have been designed to track down and eliminate targets." .. brnl ..
"At the start of the Trial, the " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.survivors) .. " are revealed to you for #pl(1)." .. br ..
+
"At the start of the Trial, the " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.survivors) .. " are revealed to you for #pl(1)." .. brnl ..
 
quote("...it knows what it wants and won't stop till it gets it.", "Carlos Oliveira")
 
quote("...it knows what it wants and won't stop till it gets it.", "Carlos Oliveira")
 
}
 
}
Linia 2439: Linia 2369:
 
desc = {
 
desc = {
 
{
 
{
"You know how to brutalise one member of a team to cause a panic." .. br ..
+
"You know how to brutalise one member of a team to cause a panic." .. brnl ..
"Whenever you put a healthy Survivor into the " .. iconLink(ils.injuredState) .. ", all injured Survivors suffer from the " .. soloState(ils.oblivious) .. " for #pl(1)." .. br ..
+
"Whenever you put a healthy Survivor into the " .. iconLink(ils.injuredState) .. ", all injured Survivors suffer from the " .. soloState(ils.oblivious) .. " for #pl(1)." .. brnl ..
"#pn has a cool-down of " .. bclr(2, "30 seconds") .. dot .. br ..
+
"#pn has a cool-down of " .. bclr(2, "30 seconds") .. dot .. brnl ..
 
quote("Sorry I got a little jumpy there. Didn't know quite what to expect.", "Robert Kendo")
 
quote("Sorry I got a little jumpy there. Didn't know quite what to expect.", "Robert Kendo")
 
}
 
}
Linia 2450: Linia 2380:
 
desc = {
 
desc = {
 
{
 
{
"The NE-α parasite provides you with the intelligence and awareness needed to set a trap." .. br ..
+
"The NE-α parasite provides you with the intelligence and awareness needed to set a trap." .. brnl ..
 
"After kicking a " .. iconLink(ils.gen) .. ", its " .. iconLink(ils.aura) .. " is highlighted in " .. bclr(2, "yellow") .. dot ..
 
"After kicking a " .. iconLink(ils.gen) .. ", its " .. iconLink(ils.aura) .. " is highlighted in " .. bclr(2, "yellow") .. dot ..
 
bullet .. "When you put a " .. iconLink(ils.survivor) .. " into the " .. iconLink(ils.dyingState) .. ", every affected Generator explodes and starts regressing, removing the highlighted Aura." ..
 
bullet .. "When you put a " .. iconLink(ils.survivor) .. " into the " .. iconLink(ils.dyingState) .. ", every affected Generator explodes and starts regressing, removing the highlighted Aura." ..
 
dbullet .. "Applies an immediate " .. bclr(2, "6 %") .. " Progression penalty." ..
 
dbullet .. "Applies an immediate " .. bclr(2, "6 %") .. " Progression penalty." ..
 
bullet .. "Any Survivor repairing a Generator when it explodes will scream and suffer from the " .. soloState(ils.incapacitated) .. " for #pl(1)." .. nlp ..
 
bullet .. "Any Survivor repairing a Generator when it explodes will scream and suffer from the " .. soloState(ils.incapacitated) .. " for #pl(1)." .. nlp ..
"#pn has a cool-down of " .. bclr(6, "30 seconds") .. dot .. br ..
+
"#pn has a cool-down of " .. bclr(6, "30 seconds") .. dot .. brnl ..
 
quote("It can use weapons?", "Jill Valentine")
 
quote("It can use weapons?", "Jill Valentine")
 
 
Linia 2465: Linia 2395:
 
desc = {
 
desc = {
 
{
 
{
"You know how to withstand an enemy stronger than you, and it starts with hunting down and knocking out their support." .. br ..
+
"You know how to withstand an enemy stronger than you, and it starts with hunting down and knocking out their support." .. brnl ..
 
"You cleanse " .. iconLink(ils.totems) .. space .. bclr(2, "20 %") .. " faster." ..
 
"You cleanse " .. iconLink(ils.totems) .. space .. bclr(2, "20 %") .. " faster." ..
  +
list(
bullet .. "Gain another, stack-able " .. bclr(6, "20 %") .. " Cleansing Speed bonus per cleansed Totem." ..
 
  +
"Gain another, stack-able " .. bclr(6, "20 %") .. " Cleansing Speed bonus per cleansed Totem.",
bullet .. "After cleansing a Totem, the " .. iconLink(ils.aura) .. " of the Totem farthest from you is revealed to you for #pl(1)." .. nlp ..
 
  +
"After cleansing a Totem, the " .. iconLink(ils.aura) .. " of the Totem farthest from you is revealed to you for #pl(1).") ..
 
quote("I don't mind a little detective work.", "Jill Valentine")
 
quote("I don't mind a little detective work.", "Jill Valentine")
 
}
 
}
Linia 2477: Linia 2408:
 
desc = {
 
desc = {
 
{
 
{
"You have come back from near impossible odds... and you will do it again." .. br ..
+
"You have come back from near impossible odds... and you will do it again." .. brnl ..
"After being unhooked or unhooking yourself, instantly gain #pl(1) to your Healing progress." .. br ..
+
"After being unhooked or unhooking yourself, instantly gain #pl(1) to your Healing progress." .. brnl ..
 
quote("It's my turn, bitch!", "Jill Valentine")
 
quote("It's my turn, bitch!", "Jill Valentine")
 
}
 
}
Linia 2487: Linia 2418:
 
desc = {
 
desc = {
 
{
 
{
"When direct combat is not an option, you still find ways to strike back." .. br ..
+
"When direct combat is not an option, you still find ways to strike back." .. brnl ..
 
"After repairing " .. iconLink(ils.gens) .. " for a total of " .. bclr(2, "66 %") .. ", #pn activates:" ..
 
"After repairing " .. iconLink(ils.gens) .. " for a total of " .. bclr(2, "66 %") .. ", #pn activates:" ..
  +
list(
bullet .. "After repairing a Generator for at least " .. bclr(6, "3 seconds") .. ", press the " .. i("Ability button") .. " to install a Trap, which stays active for #pl(1)." ..
 
bullet .. "The " .. iconLink(ils.aura) .. " of Trapped Generators are revealed in " .. bclr(2, "yellow") .. " to all " .. iconLink(ils.survivors) .. dot ..
+
"After repairing a Generator for at least " .. bclr(6, "3 seconds") .. ", press the " .. i("Ability button") .. " to install a Trap, which stays active for #pl(1).",
bullet .. "When the " .. iconLink(ils.killer) .. " damages a Trapped Generator, the Trap explodes, stunning them and blinding anyone nearby." .. nlp ..
+
"The " .. iconLink(ils.aura) .. " of Trapped Generators are revealed in " .. bclr(2, "yellow") .. " to all " .. iconLink(ils.survivors) .. dot,
  +
"When the " .. iconLink(ils.killer) .. " damages a Trapped Generator, the Trap explodes, stunning them and blinding anyone nearby.") ..
"#pn deactivates after triggering successfully." .. br ..
 
  +
"#pn deactivates after triggering successfully." .. brnl ..
 
quote("You want S.T.A.R.S.? I'll give you S.T.A.R.S.!", "Jill Valentine")
 
quote("You want S.T.A.R.S.? I'll give you S.T.A.R.S.!", "Jill Valentine")
 
}
 
}
Linia 2501: Linia 2433:
 
desc = {
 
desc = {
 
{
 
{
"Pain hurts you as much as anyone, but you would prefer others do not know that." .. br ..
+
"Pain hurts you as much as anyone, but you would prefer others do not know that." .. brnl ..
 
"When healing yourself or another " .. iconLink(ils.survivor) .. ", " .. i("Grunts of Pain") .. " and all noises related to the " .. i("Healing action") .. " are suppressed:" ..
 
"When healing yourself or another " .. iconLink(ils.survivor) .. ", " .. i("Grunts of Pain") .. " and all noises related to the " .. i("Healing action") .. " are suppressed:" ..
bullet .. "Failed Healing " .. iconLink(ils.skillChecks) .. " do not trigger a " .. i("[[Loud Noise Notification]]") .. " and only apply a Regression penalty of #pl(1)." .. nlp ..
+
list("Failed Healing " .. iconLink(ils.skillChecks) .. " do not trigger a " .. i("[[Loud Noise Notification]]") .. " and only apply a Regression penalty of #pl(1).") ..
 
quote("I can do this.", "Leon Scott Kennedy")
 
quote("I can do this.", "Leon Scott Kennedy")
 
}
 
}
Linia 2512: Linia 2444:
 
desc = {
 
desc = {
 
{
 
{
"You have adapted to a world in chaos and making what you can from the debris." .. br ..
+
"You have adapted to a world in chaos and making what you can from the debris." .. brnl ..
 
"After repairing " .. iconLink(ils.gens) .. " for a total of #pl(1), #pn activates:" ..
 
"After repairing " .. iconLink(ils.gens) .. " for a total of #pl(1), #pn activates:" ..
bullet .. "Enter a " .. iconLink(ils.locker) .. "while empty-handed and press the " .. i("Ability button") .. " to craft a " .. iconLink(ils.flashGrenade) .. dot .. nlp ..
+
list("Enter a " .. iconLink(ils.locker) .. "while empty-handed and press the " .. i("Ability button") .. " to craft a " .. iconLink(ils.flashGrenade) .. dot) ..
"The #pn is left behind when escaping the Trial." .. br ..
+
"The #pn is left behind when escaping the Trial." .. brnl ..
 
quote("Get outta my face!", "Leon Scott Kennedy")
 
quote("Get outta my face!", "Leon Scott Kennedy")
 
}
 
}
Linia 2524: Linia 2456:
 
desc = {
 
desc = {
 
{
 
{
"You keep a careful eye on objectives when they are slipping away." .. br ..
+
"You keep a careful eye on objectives when they are slipping away." .. brnl ..
 
"While repairing " .. iconLink(ils.gens) .. ", complete #pl(1) Good or Great " .. iconLink(ils.skillChecks) .. " to activate #pn for the remainder of the Trial:" ..
 
"While repairing " .. iconLink(ils.gens) .. ", complete #pl(1) Good or Great " .. iconLink(ils.skillChecks) .. " to activate #pn for the remainder of the Trial:" ..
bullet .. "Once active, the " .. iconLink(ils.auras) .. " of any regressing Generators are revealed to you." .. nlp ..
+
list("Once active, the " .. iconLink(ils.auras) .. " of any regressing Generators are revealed to you.") ..
 
quote("I'll stop this, lieutenant. I promise.", "Leon Scott Kennedy")
 
quote("I'll stop this, lieutenant. I promise.", "Leon Scott Kennedy")
 
}
 
}
Linia 2535: Linia 2467:
 
desc = {
 
desc = {
 
{
 
{
"You induce mental suffering by crushing any hope of escape." .. br ..
+
"You induce mental suffering by crushing any hope of escape." .. brnl ..
 
"Whenever a " .. iconLink(ils.gen) .. " is completed, The " .. iconLink(ils.entity) .. " blocks the Generator with the most progression for #pl(1)." ..
 
"Whenever a " .. iconLink(ils.gen) .. " is completed, The " .. iconLink(ils.entity) .. " blocks the Generator with the most progression for #pl(1)." ..
bullet .. "The " .. iconLink(ils.aura) .. " of the blocked Generator is revealed to you in " .. bclr(16, "white") .. " during this time." .. nlp ..
+
list("The " .. iconLink(ils.aura) .. " of the blocked Generator is revealed to you in " .. bclr(16, "white") .. " during this time.") ..
 
quote("Nobody escapes us.", "Pinhead")
 
quote("Nobody escapes us.", "Pinhead")
 
}
 
}
Linia 2546: Linia 2478:
 
desc = {
 
desc = {
 
{
 
{
"A Hex that toys with a victim's suffering." .. br ..
+
"A Hex that toys with a victim's suffering." .. brnl ..
"If there is at least one " .. iconLink(ils.dullTotem) .. " remaining in the Trial Grounds, #pn activates on a random Totem each time a Survivor is hooked for the first time:" .. nlp ..
+
"If there is at least one " .. iconLink(ils.dullTotem) .. " remaining in the Trial Grounds, #pn activates on a random Totem each time a Survivor is hooked for the first time:" ..
  +
list(
bullet .. "The Survivors suffers from the " .. iconLink(ils.cursed) .. " and " .. iconLink(ils.oblivious) .. space .. b("Status Effects") .. " until #pn is cleansed." ..
 
bullet .. "For the first " .. bclr(2, "90 seconds") .. ", only the " .. i(b("Cursed")) .. " Survivor is able to cleanse the Hex Totem." ..
+
"The hooked Survivor suffers from the " .. iconLink(ils.cursed) .. " and " .. lastState(ils.oblivious) .. " until #pn is cleansed.",
bullet .. "The " .. iconLink(ils.aura) .. " of #pn's Hex Totem is revealed to the Cursed Survivor within #pl(1)." .. nlp ..
+
"For the first " .. bclr(2, "90 seconds") .. ", only the " .. i(b("Cursed")) .. " Survivor is able to cleanse the Hex Totem.",
  +
"The " .. iconLink(ils.aura) .. " of #pn's Hex Totem is revealed to the Cursed Survivor within #pl(1).") ..
perkStrings.hexEffects .. br ..
 
  +
perkStrings.hexPerk .. brnl ..
 
quote("We came. Now you must come with us. Taste our pleasure.", "Pinhead")
 
quote("We came. Now you must come with us. Taste our pleasure.", "Pinhead")
 
}
 
}
Linia 2560: Linia 2493:
 
desc = {
 
desc = {
 
{
 
{
"You are the bringer of sweet pain." .. br ..
+
"You are the bringer of sweet pain." .. brnl ..
  +
perkStrings.scourgeHookDefault .. nlp ..
"At the start of the Trial, " .. bclr(2, "4 random Hooks") .. " are changed into " .. b("Scourge Hooks") .. colon ..
 
  +
perkStrings.scourgeHookUnhooked ..
bullet .. "The " .. iconLink(ils.auras) .. " of " .. b("Scourge Hooks") .. " are revealed to you in " .. bclr(16, "white") .. dot .. nlp ..
 
  +
list(
"When a Survivor is unhooked from a " .. b("Scourge Hook") .. " they suffer from the " .. state(ils.haemorrhage) .. " and " .. state(ils.mangled) .. b("Status Effects") .. dot ..
 
bullet .. "Both " .. b("Status Effects") .. " are removed upon being healed." ..
+
"The Survivor suffers from the " .. state(ils.haemorrhage) .. " and " .. lastState(ils.mangled) .. " until healed.",
bullet .. "Upon being healed, the Survivor suffers from a #pl(1) Healing and Repairing Action Speed penalty until they are injured again." .. nlp ..
+
"Upon being healed, the Survivor suffers from a #pl(1) Action Speed penalty to Healing and Repairing until they are injured again.") ..
quote("We'll tear your soul apart.", "Pinhead")
+
quote("We will tear your soul apart.", "Pinhead")
 
}
 
}
 
}
 
}
Linia 2574: Linia 2507:
 
desc = {
 
desc = {
 
{
 
{
"There is an intrinsic energy in you that sees beyond your vision." .. br ..
+
"There is an intrinsic energy in you that sees beyond your vision." .. nlp ..
 
"Whenever you cleanse a " .. iconLink(ils.totem) .. ", #pn activates:" ..
 
"Whenever you cleanse a " .. iconLink(ils.totem) .. ", #pn activates:" ..
bullet .. "When empty-handed, press and hold the " .. i("Active Ability button") .. " to unlock your full Aura-reading potential, allowing you to see the " .. iconLink(ils.auras) .. " of the " .. iconLink(ils.eGateSwitches) .. comma .. iconLink(ils.gens) .. comma .. iconLink(ils.hooks) .. ", and " .. iconLink(ils.chests) .. " within " .. bclr(2, "64 metres") .. " for #pl(1)." .. nlp ..
+
list("When empty-handed, press and hold the " .. i("Active Ability button") .. " to unlock your full Aura-reading potential, allowing you to see the " .. iconLink(ils.auras) .. " of the " .. iconLink(ils.eGateSwitches) .. comma .. iconLink(ils.gens) .. comma .. iconLink(ils.hooks) .. comma .. iconLink(ils.chests) .. ", and the " .. iconLink(ils.hatch) .. " within " .. bclr(2, "64 metres") .. " for #pl(1).") ..
 
quote("Does anyone else see that? Just me?", "Mikaela Reid")
 
quote("Does anyone else see that? Just me?", "Mikaela Reid")
 
}
 
}
Linia 2585: Linia 2518:
 
desc = {
 
desc = {
 
{
 
{
"A Boon that offers comfort amidst the terror." .. br ..
+
"A Boon that offers comfort amidst the terror." .. brnl ..
  +
perkStrings.boonPerkTop ..
"Press and hold the " .. i("Active Ability button") .. " near a Dull or Hex Totem to bless it and create a " .. state(ils.boonTotem) .. dot .. br ..
 
  +
list(
"Soft chimes ring out within a radius of " .. bclr(2, "28 metres") .. dot .. br ..
 
  +
"#pl(1) bonus to all Healing speeds.",
"Survivors inside the " .. i("Boon Totem's") .. " range benefit from the following effects:" ..
 
  +
"Unlocks the " .. i("Self-Care") .. " ability, allowing to self-heal without needing a " .. iconLink(ils.medkit) .. " at " .. bclr(2, "50 %") .. " of the normal Healing speed.",
bullet .. "#pl(1) bonus to all Healing Speeds." ..
 
  +
nbullet .. "Also benefits from the Healing Speed bonus, boosting the Self-Healing speed to #pl(2).") ..
bullet .. "Unlocks the " .. i("Self-Care") .. " ability, allowing to self-heal without needing a " .. iconLink(ils.medkit) .. " at " .. bclr(2, "50 %") .. " of the normal Healing speed." ..
 
  +
perkStrings.boonPerkBottom .. nlp ..
dbullet .. "Also benefits from the Healing Speed bonus, boosting the Self-Healing speed to #pl(2)." .. nlp..
 
  +
quote("Try this, it is better than anything you'll find in a pharmacy.", "Mikaela Reid")
"You can only bless one Totem at a time." .. br ..
 
"All equipped " .. i("Boon Perks") .. " are active on the Same " .. i("Boon Totem") .. dot .. br ..
 
quote("Try this, it's better than anything you'll find in a pharmacy.", "Mikaela Reid")
 
 
 
 
}
 
}
Linia 2603: Linia 2534:
 
desc = {
 
desc = {
 
{
 
{
"A Boon that conceals the truth." .. br ..
+
"A Boon that conceals the truth." .. brnl ..
  +
perkStrings.boonPerkTop ..
"Press and hold the " .. i("Active Ability button") .. " near a Dull or Hex Totem to bless it and create a " .. state(ils.boonTotem) .. dot .. br ..
 
  +
list(
"Soft chimes ring out within a radius of " .. bclr(2, "28 metres") .. dot .. br ..
 
  +
iconLink(ils.scratchMarks) .. " are suppressed.",
"Survivors inside the " .. i("Boon Totem's") .. " range benefit from the following effects:" ..
 
bullet .. iconLink(ils.scratchMarks) .. " are suppressed." ..
+
iconLink(ils.auras) .. " are hidden from The Killer.",
  +
nbullet .. "Both effects linger for #pl(1) after leaving the " .. i("Boon Totem's") .. " range.") ..
bullet .. iconLink(ils.auras) .. " are hidden from The Killer." ..
 
dbullet .. "Both effects linger for #pl(1) after leaving the " .. i("Boon Totem's") .. " range." .. nlp ..
+
perkStrings.boonPerkBottom .. nlp ..
"You can only bless one Totem at a time." .. br ..
 
"All equipped " .. i("Boon Perks") .. " are active on the Same " .. i("Boon Totem") .. dot .. br ..
 
 
quote("Stick to the shadows and cover your tracks.", "Mikaela Reid")
 
quote("Stick to the shadows and cover your tracks.", "Mikaela Reid")
 
}
 
}
Linia 2620: Linia 2549:
 
desc = {
 
desc = {
 
{
 
{
"Your eerie presence charges the air and interferes with technology." .. br ..
+
"Your eerie presence charges the air and interferes with technology." .. brnl ..
 
"When you put a " .. iconLink(ils.survivor) .. " into the " .. iconLink(ils.dyingState) .. " with your " .. i("[[Basic Attack]]") .. ", all " .. iconLink(ils.gens) .. " within " .. bclr(2, "32 metres") .. " of you instantly explode and start regressing." ..
 
"When you put a " .. iconLink(ils.survivor) .. " into the " .. iconLink(ils.dyingState) .. " with your " .. i("[[Basic Attack]]") .. ", all " .. iconLink(ils.gens) .. " within " .. bclr(2, "32 metres") .. " of you instantly explode and start regressing." ..
bullet .. "Applies an immediate " .. bclr(6, "8 %") .. " Progression penalty." .. nlp ..
+
list("Applies an immediate " .. bclr(6, "8 %") .. " Progression penalty.") ..
 
"#pn has a cool-down of #pl(1)."
 
"#pn has a cool-down of #pl(1)."
 
}
 
}
Linia 2631: Linia 2560:
 
desc = {
 
desc = {
 
{
 
{
"Your distressing presence drains and weakens your prey." .. br ..
+
"Your distressing presence drains and weakens your prey." .. brnl ..
"Whenever a " .. iconLink(ils.survivor) .. " is repairing a " .. iconLink(ils.gen) .. ", they suffer from the " .. state(ils.exhausted) .. " and " .. state(ils.exhausted) .. b("Status Effects") .. dot ..
+
"Whenever a " .. iconLink(ils.survivor) .. " is repairing a " .. iconLink(ils.gen) .. ", they suffer from the " .. state(ils.blindness) .. " and " .. lastState(ils.exhausted) .. dot ..
  +
list(
bullet .. "If the Survivor is already " .. i(b("Exhausted")) .. ", their " .. b("Status Effect") .. "'s timer will be paused." ..
 
bullet .. "The " .. b("Status Effect") .. " lingers for #pl(1) after the Survivor stops repairing."
+
"If the Survivor is already " .. i(b("Exhausted")) .. ", their " .. b(perkStrings.statusEffect) .. "'s timer will be paused.",
  +
"The " .. b(perkStrings.statusEffect) .. " lingers for #pl(1) after the Survivor stops repairing.")
 
}
 
}
 
}
 
}
Linia 2642: Linia 2572:
 
desc = {
 
desc = {
 
{
 
{
"Your ties to the " .. iconLink(ils.entity) .. " manifest when your prey attempts to get away." .. br ..
+
"Your ties to the " .. iconLink(ils.entity) .. " manifest when your prey attempts to get away." .. brnl ..
 
"Whenever a " .. iconLink(ils.gen) .. " is completed, all " .. iconLink(ils.windows) .. " and Vault locations within " .. bclr(2, "32 metres") .. " of it become blocked for all Survivors for the next #pl(1)." ..
 
"Whenever a " .. iconLink(ils.gen) .. " is completed, all " .. iconLink(ils.windows) .. " and Vault locations within " .. bclr(2, "32 metres") .. " of it become blocked for all Survivors for the next #pl(1)." ..
bullet .. "The " .. iconLink(ils.auras) .. " of the block Vault locations are revealed to you for the duration."
+
list("The " .. iconLink(ils.auras) .. " of the block Vault locations are revealed to you for the duration.")
 
}
 
}
 
}
 
}
Linia 2652: Linia 2582:
 
desc = {
 
desc = {
 
{
 
{
"You are aware of your surroundings and share the information with others." .. br ..
+
"You are aware of your surroundings and share the information with others." .. brnl ..
"While repairing a " .. iconLink(ils.gen) .. ", its " .. iconLink(ils.aura) .. " is revealed in " .. bclr(2, "yellow") .. " to all other Survivors located within " .. bclr(2, "32 metres") .. dot .. br ..
+
"While repairing a " .. iconLink(ils.gen) .. ", its " .. iconLink(ils.aura) .. " is revealed in " .. bclr(2, "yellow") .. " to all other Survivors located within " .. bclr(2, "32 metres") .. dot .. brnl ..
 
"If the " .. iconLink(ils.killer) .. " downs a Survivor while you are repairing a Generator, you see the Auras of all other Survivors for #pl(1)."
 
"If the " .. iconLink(ils.killer) .. " downs a Survivor while you are repairing a Generator, you see the Auras of all other Survivors for #pl(1)."
 
}
 
}
Linia 2662: Linia 2592:
 
desc = {
 
desc = {
 
{
 
{
"You know your weaknesses and refuse to hide from them." .. br ..
+
"You know your weaknesses and refuse to hide from them." .. brnl ..
 
"You walk #pl(1) faster and can see your own " .. iconLink(ils.scratchMarks) .. dot
 
"You walk #pl(1) faster and can see your own " .. iconLink(ils.scratchMarks) .. dot
 
}
 
}
Linia 2671: Linia 2601:
 
desc = {
 
desc = {
 
{
 
{
"You look inwards and trust your instincts when you feel lost and alone." .. br ..
+
"You look inwards and trust your instincts when you feel lost and alone." .. brnl ..
 
"Each time you cleanse a " .. iconLink(ils.totem) .. ", #pn activates:" ..
 
"Each time you cleanse a " .. iconLink(ils.totem) .. ", #pn activates:" ..
bullet .. "You are automatically healed " .. bclr(2, "1 Health State") .. " when hiding inside a " .. iconLink(ils.locker) .. " for #pl(1) while injured or suffering from the " .. soloState(ils.deepWound) .. dot .. nlp ..
+
list("You are automatically healed " .. bclr(2, "1 Health State") .. " when hiding inside a " .. iconLink(ils.locker) .. " for #pl(1) while injured or suffering from the " .. soloState(ils.deepWound) .. dot) ..
 
"#pn does not activate if you currently suffer from the " .. soloState(ils.broken) .. dot
 
"#pn does not activate if you currently suffer from the " .. soloState(ils.broken) .. dot
 
}
 
}
Linia 2682: Linia 2612:
 
desc = {
 
desc = {
 
{
 
{
"You risk it all to help those in need." .. br ..
+
"You risk it all to help those in need." .. brnl ..
 
"When you unhook a " .. iconLink(ils.survivor) .. ", the rescued Survivor benefits from the following effects for #pl(1): " ..
 
"When you unhook a " .. iconLink(ils.survivor) .. ", the rescued Survivor benefits from the following effects for #pl(1): " ..
  +
list(
bullet .. iconLink(ils.scratchMarks) .. " and " .. iconLink(ils.poolsBlood) .. " are suppressed." ..
 
bullet .. bclr(2, "7 %") .. space .. soloState(ils.haste) ..", boosting their Movement speed." .. nlp ..
+
iconLink(ils.scratchMarks) .. " and " .. iconLink(ils.poolsBlood) .. " are suppressed.",
  +
bclr(2, "7 %") .. space .. soloState(ils.haste) ..", boosting their Movement speed.") ..
 
"#pn reveals the Killer's " .. iconLink(ils.aura) .. " to you for " .. bclr(6, "8 seconds") .. dot
 
"#pn reveals the Killer's " .. iconLink(ils.aura) .. " to you for " .. bclr(6, "8 seconds") .. dot
 
}
 
}
Linia 2694: Linia 2625:
 
desc = {
 
desc = {
 
{
 
{
"The importance of friendship has given you strength." .. br ..
+
"The importance of friendship has given you strength." .. brnl ..
 
"While you are on the " .. iconLink(ils.hook) .. " in the " .. i("Struggle Phase") .. ", #pn activates:" ..
 
"While you are on the " .. iconLink(ils.hook) .. " in the " .. i("Struggle Phase") .. ", #pn activates:" ..
bullet .. "If another " .. iconLink(ils.survivor) .. " is within " .. bclr(2, "16 metres") .. " of your Hook while #pn is active, the " .. i("Struggle Phase") .. " timer is paused for #pl(1)."
+
list("If another " .. iconLink(ils.survivor) .. " is within " .. bclr(2, "16 metres") .. " of your Hook while #pn is active, the " .. i("Struggle Phase") .. " timer is paused for #pl(1).")
 
}
 
}
 
}
 
}
Linia 2705: Linia 2636:
 
{
 
{
 
"When you heal another " .. iconLink(ils.survivor) .. " for the equivalent of " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. ", #pn activates:" ..
 
"When you heal another " .. iconLink(ils.survivor) .. " for the equivalent of " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. ", #pn activates:" ..
  +
list(
bullet .. "The next time you are unhooked or unhook yourself, you suffer from the " .. state(ils.broken) .. space .. b("Status Effect") .. " until #pn deactivates." ..
 
  +
"The next time you are unhooked or unhook yourself, you suffer from the " .. soloState(ils.broken) .. " until #pn deactivates.",
bullet .. "You are automatically healed " .. bclr(6, "1 Health State") .. " after #pl(1)." .. nlp ..
 
  +
"You are automatically healed " .. bclr(6, "1 Health State") .. " after #pl(1).") ..
 
"While #pn is active, the following conditions will deactivate it:" ..
 
"While #pn is active, the following conditions will deactivate it:" ..
  +
list(
bullet .. "Successfully being healed by #pn." ..
 
  +
"Successfully being healed by #pn.",
bullet .. "Being put into the " .. iconLink(ils.dyingState) .. " before the timer elapses." .. nlp ..
 
"#pn does not activate if you already suffer from the " .. i(b("Broken")) .. space .. b("Status Effect") .. dot
+
"Being put into the " .. iconLink(ils.dyingState) .. " before the timer elapses." ) ..
  +
"#pn does not activate if you already suffer from the " .. i(b("Broken")) .. space .. b(perkStrings.statusEffect) .. dot
  +
}
  +
}
  +
},
  +
{ -- Grim Embrace
  +
id = 201,
  +
desc = {
  +
{
  +
"Your act of servitude to The " .. iconLink(ils.entity) .. " has not gone unnoticed." .. brnl ..
  +
"Each time a " .. iconLink(ils.survivor) .. " is hooked for the first time, #pn gains a Token." .. br ..
  +
"Upon reaching " .. bclr(2, "4 Tokens") .. " #pn activates:" ..
  +
list(
  +
"The Entity blocks all " .. iconLink(ils.gens) .. " for #pl(1).",
  +
"The " .. iconLink(ils.aura) .. " of the " .. i(b("Obsession")) .. " is revealed to you for " .. bclr(6, "5 seconds") .. dot) ..
  +
quote("Are we nothing but prisoners to our sorrow?", "Carmina Mora")
  +
}
  +
}
  +
},
  +
{ -- Scourge Hook: Pain Resonance
  +
id = 202,
  +
desc = {
  +
{
  +
"Overwhelming pain reverberates outwards." .. brnl ..
  +
perkStrings.scourgeHookDefault .. nlp ..
  +
perkStrings.scourgeHookHooked ..
  +
list(
  +
"The " .. iconLink(ils.gen) .. " with the most Progression explodes, instantly losing #pl(1) of its Progression and starting to regress.",
  +
"Survivors repairing that Generator will scream, revealing their location.") ..
  +
quote("The pain spills beyond flesh/darkness staining the horizon.", "Girl in the Shadow by Carmina Mora")
  +
}
  +
}
  +
},
  +
{ -- Hex: Pentimento
  +
id = 203,
  +
desc = {
  +
{
  +
"You reveal the true power of the Totems, hidden within their remains." ..
  +
list("You see the " .. iconLink(ils.auras) .. " of cleansed " .. iconLink(ils.totems) .. dot) ..
  +
"You can perform a ritual on a cleansed Totem to resurrect it as a " .. i("Rekindled Totem") .. dot .. brnl ..
  +
"The more " .. i("Rekindled Totems") .. " you create, the greater their effects:" ..
  +
list(
  +
bclr(4, "1 Totem") .. colon .. space .. b("Reduces") .. " the Repair speed of all Survivors by #pl(1).",
  +
bclr(4, "2 Totems") .. colon .. space .. b("Reduces") .. " the Healing speed of all Survivors by #pl(1).",
  +
bclr(4, "3 Totems") .. colon .. space .. b("Reduces") .. " the Recovery speed of all Survivors by #pl(1).",
  +
bclr(4, "4 Totems") .. colon .. space .. b("Reduces") .. " the Gate Opening speed of all Survivors by #pl(1).",
  +
bclr(4, "5 Totems") .. colon .. space .. "All Totems are blocked by The " .. iconLink(ils.entity) .. dot) ..
  +
"When a " .. i("Rekindled Totem") .. " is cleansed, its remains are consumed by The Entity." .. nlp ..
  +
quote("Though a pentimento is an inherently concealed piece of art, there is something to be said of the desire to discover that which is beyond.", "A Guide to Art & Process (1961)")
  +
}
  +
}
  +
},
  +
{ -- Overcome
  +
id = 204,
  +
desc = {
  +
{
  +
"You have calculated how much energy you can risk to expend." ..
  +
list("Whenever you become injured, you retain the Movement Speed burst for " .. bclr(2, "2 additional seconds") .. dot) ..
  +
"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
  +
"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. nlp ..
  +
quote("After careful analysis, we are getting the hell out of here!", "Jonah Vasquez")
  +
}
  +
}
  +
},
  +
{ -- Corrective Action
  +
id = 205,
  +
desc = {
  +
{
  +
"You quickly analyse problems and correct others' work when they make a mistake." .. brnl ..
  +
"You start the Trial with #pl(1) and gain a Token each time you succeed at a " .. iconLink(ils.greatSCheck) .. ", up to a maximum of " .. bclr(2, "5 Tokens") .. dot ..
  +
list("Each time another Survivor cooperating with you on the same " .. iconLink(ils.gen) .. " fails a Skill Check, #pn consumes " .. bclr(6, "1 Token") .. ", transforming their Failed Skill Check into Good Skill Check instead.") ..
  +
quote("Cannot hurt to have another set of eyes on the problem.", "Jonah Vasquez")
  +
}
  +
}
  +
},
  +
{ -- Boon: Exponential
  +
id = 206,
  +
desc = {
  +
{
  +
"When it seems like your number is up, you consider ways to recalculate the odds." .. brnl ..
  +
perkStrings.boonPerkTop ..
  +
list(
  +
"#pl(1) bonus to the Recovery speed.",
  +
"Unlocks the " .. i("Self-Recovery") .. " ability, allowing you to fully recover from the " .. iconLink(ils.dyingState) .. dot) ..
  +
perkStrings.boonPerkBottom .. nlp ..
  +
quote("It is not our time to die... probably.", "Jonah Vasquez")
 
}
 
}
 
}
 
}

Wersja z 16:07, 17 sty 2022

Template-info Dokumentacja

Perk IDs

ID Information
Błąd Lua w module „Moduł:Perks”, w linii 9: attempt to index local 'perksData' (a boolean value). Next free ID
ID Numbers Associated Character Nothing ID Numbers Associated Character
1-6 Unused Perks 7-32 General Perks
33/34/35 Dwight Fairfield 36/37/38 Claudette Morel
39/40/41 Jake Park 42/43/44 Meg Thomas
45/46/47 Nea Karlsson 48/49/50 Laurie Strode
51/52/53 The Trapper 54/55/56 The Wraith
57/58/59 The Hillbilly 60/61/62 The Nurse
63/64/65 The Shape 66/67/68 Ace Visconti
69/70/71 The Hag 72/73/74 Bill Overbeck
75/76/77 Feng Min 78/79/80 The Doctor
81/82/83 David King 84/85/86 The Huntress
87/88/89 The Cannibal 90/91/92 The Nightmare
93/94/95 Quentin Smith 96/97/98 The Pig
99/100/101 David Tapp 102/103/104 The Clown
105/106/107 Kate Denson 108/109/110 The Spirit
111/112/113 Adam Francis 114/115/116 The Legion
117/118/119 Jeff Johansen 120/121/122 The Plague
123/124/125 Jane Romero 126/127/128 Ash Williams
129/130/131 The Ghost Face 132/133/134 The Demogorgon
135/136/137 Nancy Wheeler 138/139/140 Steve Harrington
141/142/143 The Oni 144/145/146 Yui Kimura
147/148/149 The Deathslinger 150/151/152 Zarina Kassir
153/154/155 The Executioner 156/157/158 Cheryl Mason
159/160/161 The Blight 162/163/164 Felix Richter
165/166/167 The Twins 168/169/170 Élodie Rakoto
171/172/173 The Trickster 174/175/176 Yun-Jin Lee
177/178/179 The Nemesis 180/181/182 Jill Valentine
183/184/185 Leon Scott Kennedy 186/187/188 The Cenobite
189/190/191 Mikaela Reid 192-200 Generic Stranger Things Perks

Perk Tags

Tags are part of a Perk's properties:

Tag Name Use
ActionNoise Increases or reduces the volume level of noises created by interactions
ActionSpeed Affects action speeds
Altruism Has interactions in the Altruism Category
AttackCooldown Affects the Attack Cool-down
Auras Generates Auras
AuraFlareUp Causes an Aura flare-up, revealing a Survivor's location
Basement Has the Basement as a trigger condition
Blinding Interacts with the Blinding Mechanic used by Flashlights and Firecrackers
BlindingResistance Allows the Killer to resist getting blinded
Blindness Interacts with or causes the Status Effect
Blocking Allows to block further interactions with a Prop
Bloodlust Interacts with or causes the Status Effect
BonusBloodpoints Grants bonus Bloodpoints
Boon Boon perks
BreakableWalls Interacts with Breakable Walls
Broken Interacts with or causes the Status Effect
Chance Interacts with or causes the Proficiency Indicator
Chase Interacts with the Chase Mechanic
Chests Interacts with or affects Chests
Conversion Applies a conversion effect
Cursed Interacts with or causes the Status Effect
Deception Is used to deceive/fool the opposing party.
DeepWound Interacts with or causes the Status Effect
Deviousness Has interactions in the Deviousness Category
Efficiency Interacts with or causes the Proficiency Indicator
Endurance Interacts with or causes the Status Effect
EscapeAttempts Changes the behaviour of the Escape Attempts on is granted on the first Hook Phase
Exhaustion Interacts with or causes the Status Effect
ExitGates Interacts with the Exit Gates
Exposed Interacts with or causes the Status Effect
FOV Affects the Killer's FOV
Generators Interacts with or affects Generators
GruntsOfPain Interacts with Grunts of Pain
Haemorrhage Interacts with or causes the Status Effect
Haste Interacts with or causes the Status Effect
Hatch Interacts with the Hatch
Healing Affects the Healing action
Hex Hex Perk
Hooks Interacts with or changes the behaviour of Hooks
Items Interacts with or affects Items
KillerTraps Changes the behaviour of an action when affected by Killer Traps in the environment
Killing Enables the kill prompt
Lockers Interacts with or affects Lockers
LoudNoise Suppresses or causes Loud Noise notifications
Luck Interacts with or causes the Status Effect
Lunge Interacts with the Lunge Mechanic
Mangled Interacts with or causes the Status Effect
Maps Interacts with Maps
MovementSpeed Affects the Movement speed of a Character without using the Haste Status Effect
Oblivious Interacts with or causes the Status Effect
Obsession Triggers the Obsession Mechanic
Pallets Interacts with Pallets
Pause Pauses progression
PoolsOfBlood Interacts with Pools of Blood left by injured Survivors
ProtectionHits Interacts with Protection Hits
Recovering Allows the self-Recovery action
RecoverySpeed Affects the Recovery speed both in the Dying State or from Status Effect timers
Regression Causes Generator regression
RegressionPenalty Applies an immediate loss of progression
Sabotage Allows the Sabotage action
ScratchMarks Changes the behaviour of or cloaks Scratch Marks
SkillChecks Interacts with or causes/affects Skill Checks
Stealth Hides information that betrays one's location or presence in the environment
Struggling Changes the behaviour of the Struggle Phase
Stun Causes or affects a Killer Stun
StunRecovery Affects the Killer Stun recovery
TerrorRadius Interacts with or affects the Terror Radius
Tokens Uses a Token-system
Undetectable Interacts with or causes the Status Effect
Vaulting Interacts with the Vaulting action
VaultLocations Shows the Aura of Vault Locations
Warning Triggers a Warning sound without revealing an Aura
Wiggling Changes the behaviour of the Wiggle action

local frame = mw.getCurrentFrame()
local str = require("Module:Strings")

function list(...)
	local result = cstr.empty
	local items = {...}
	for _, row in ipairs(items) do
		result = result .. nbullet .. space .. row .. nl
	end
	return nl .. result .. nl
end

function iconLink(icon, link, text)
	local utils = require("Module:Utils")
	return utils.IconLink(icon, link, text)
	--return frame:expandTemplate{title = "IconLink", args = {icon, link, text}}
end

--b(clr(2,"16 metres"))
function bclr(color, text)
	return b(clr(color, text))
end

--i(b(iconLink(ils.mangled)))
function state(ilsString)
	return i(b(iconLink(ilsString)))
end

--i(b(iconLink(ils.mangled))) b(perkStrings.statusEffect) [Wanted to add this as its really annoying to keep typing out]
function soloState(ilsString)
	return state(ilsString) .. space .. b(perkStrings.statusEffect)
end

function lastState(ilsString)
	return state(ilsString) .. space .. b(perkStrings.statusEffects)
end


function quote(text, author)
	return i(clr(9, '"' .. text .. ((author and '" — ' .. author) or '"')))
end

perkStrings = {
	unknownDesc = "Nieznany Efekt.",
	obsPerkSurvivor = i("Zabójca w danej chwili może mieć " .. b("Obsesję") .. " na punkcie tylko jednego Ocalałego."),
	obsPerkKiller = i("Możesz mieć " .. b("obsesję") .. " tylko na punkcie jednego Ocalałego."),
	obsPerkOddsPlus = "Zwiększa szanse na zostanie " .. i(b("Obsesją")) .. " o " .. bclr(2, "+100 %") .. dot,
	obsPerkOddsMinus = "Zmniejsza szanse na zostanie " .. i(b("Obsesją")) .. " o " .. bclr(2, "-100 %") .. dot,
	hexPerk = i("Efekt Klątwy utrzymuje się tak długo, jak związany z nią " .. iconLink(ils.hexTotem) .. " nadal stoi."),
	retiredPerk = bclr(8, "THIS PERK HAS BEEN RETIRED."),
	unusedPerk = bclr(8, "THIS PERK IS UNUSED."),
	statusEffect = "Status Effect",
	statusEffects = "Status Effects",
	boonPerkBottom = i("You can only bless one Totem at a time.") .. brnl .. i("All equipped " .. b("Boon Perks") .. " are active on the same " .. b("Boon Totem")) .. dot,
	boonPerkTop = 
		"Press and hold the " .. i("Active Ability button") .. " near a Dull or Hex Totem to bless it and create a " .. state(ils.boonTotem) .. dot .. brnl .. 
		"Soft chimes ring out within a radius of " .. bclr(2, "24 metres") .. dot .. nlp .. "Survivors inside the " .. i("Boon Totem's") .. " range benefit from the following effects:",
	scourgeHookDefault = 
		"At the start of the Trial, " .. bclr(2, "4 random Hooks") .. " are changed into " .. b("Scourge Hooks") .. colon .. nl ..
		nbullet .. space .. "The " .. iconLink(ils.auras) .. " of " .. b("Scourge Hooks") .. " are revealed to you in " .. bclr(16, "white") .. dot,
	scourgeHookUnhooked = "Each time a Survivor is unhooked from a " .. b("Scourge Hook") .. ", the following effects apply:",
	scourgeHookHooked = "Each time a Survivor is hooked on a " .. b("Scourge Hook") .. ", the following effects apply:",
}

units = {
	{id = 1, value = "sekund"},
	{id = 2, value = "sekunda/y"},
	{id = 3, value = "dodatkowych sekund"},
	{id = 4, value = "metrów"},
	{id = 5, value = "&#37;"}, --% percent symbol
	{id = 6, value = "Ocalały"},
	{id = 7, value = "Ocalały/li"},
	{id = 8, value = "Żetony"},
	{id = 9, value = "Palety"},
	{id = 10, value = "&#176;"}, --° degree symbol
	{id = 11, value = cstr.empty}, -- Slightly/moderately/considerably or for some numbers
	{id = 12, value = "Żeton(y)"},
}

unitMapper = {
	{id = {1, 2}, generic = 'sekundy'},
	{id = {5}, generic = 'procent'},
	{id = {10}, generic = 'stopni'}
}

perks = {
	{id = 62,  name = "Wezwanie Pielęgniarki",        techName = "A Nurse's Calling"            , baseLevel = 3, units = {4}, values = {20, 24, 28}, character = 4, charType = 'K', level = 40, tags = {"Auras", "Healing"}},
	{id = 66,  name = "As w Rękawie",                 techName = "Ace in the Hole"              , baseLevel = 3, units = {5}, values = {10, 25, 50}, character = 7, charType = 'S', level = 40, tags = {"Chests", "Items"}},
	{id = 42,  name = "Adrenalina",                   techName = "Adrenaline"                   , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 2, charType = 'S', level = 40, tags = {"Exhaustion", "Haste", "Healing"}},
	{id = 118, name = "Druga Pomoc",                  techName = "Aftercare"                    , baseLevel = 2, units = {7}, values = {1, 2, 3}, character = 15, charType = 'S', level = 35, tags = {"Auras"}},
	{id = 51,  name = "Ekscytacja",                   techName = "Agitation"                    , baseLevel = 3, units = {5}, values = {6, 12, 18}, character = 1, charType = 'K', level = 40, tags = {"MovementSpeed", "TerrorRadius"}},
	{id = 76,  name = "Zaalarmowana",                 techName = "Alert"                        , baseLevel = 2, units = {1}, values = {3, 4, 5}, character = 9, charType = 'S', level = 40, tags = {"Auras"}},
	{id = 145, name = "Po Trupach do Celu",           techName = "Any Means Necessary"          , baseLevel = 1, units = {1}, values = {100, 80, 60}, character = 20, charType = 'S', level = 35, tags = {"Pallets"}},
	{id = 168, name = "Ocena Sytuacji",               techName = "Appraisal"                    , baseLevel = 2, units = {5}, values = {40, 50, 60}, character = 24, charType = 'S', level = 30, tags = {"ActionSpeed", "Chests", "Items"}},
	{id = 1,   name = "Artefact Hunte",               techName = "Artefact Hunter"              , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'S', unused = true},
	{id = 113, name = "Samouk",                       techName = "Autodidact"                   , baseLevel = 3, units = {8}, values = {3, 4, 5}, character = 14, charType = 'S', level = 40, tags = {"Healing", "SkillChecks"}},
	{id = 138, name = "Niańka",                       techName = "Babysitter"                   , baseLevel = 1, units = {1}, values = {4, 6, 8}, character = 19, charType = 'S', level = 30, tags = {"Auras", "ScratchMarks", "Stealth", "PoolsOfBlood"}},
	{id = 102, name = "Kpina",                        techName = "Bamboozle"                    , baseLevel = 1, units = {5, 1}, values = {5, 10, 15, 8, 12, 16}, character = 12, charType = 'K', level = 30, tags = {"ActionSpeed", "Blocking", "Vaulting", "VaultLocations"}},
	{id = 45,  name = "Miękkie Lądowanie",            techName = "Balanced Landing"             , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 5, charType = 'S', level = 30, tags = {"ActionNoise", "Exhaustion", "Haste"}},
	{id = 88,  name = "Barbecue i Chilli",            techName = "Barbecue & Chilli"            , baseLevel = 2, units = {5}, values = {50, 75, 100}, character = 9, charType = 'K', level = 35, tags = {"Auras", "BonusBloodpoints", "Hooks"}},
	{id = 85,  name = "Drapieżna Bestia",             techName = "Beast of Prey"                , baseLevel = 1, units = {5}, values = {30, 40, 50}, character = 8, charType = 'K', level = 30, tags = {"Bloodlust", "BonusBloodpoints", "Deception", "Stealth", "Undetectable"}},
	{id = 135, name = "Razem Raźniej",                techName = "Better Together"              , baseLevel = 1, units = {1}, values = {8, 9, 10}, character = 18, charType = 'S', level = 30, tags = {"Auras", "Generators"}},
	{id = 183, name = "Zaciśnięte Zęby",              techName = "Bite the Bullet"              , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 27, charType = 'S', level = 30, tags = {""}},
	{id = 7,   name = "Gorzki Szmer",                 techName = "Bitter Murmur"                , baseLevel = 3, units = {1}, values = {5, 7, 10}, charType = 'K', tags = {"Auras", "Generators"}},
	{id = 182, name = "Mina",            	          techName = "Blast Mine"            		 , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 26, charType = 'S', level = 40, tags = {""}},
	{id = 142, name = "Krwawe Echo",                  techName = "Blood Echo"                   , baseLevel = 2, units = {1}, values = {80, 70, 60}, character = 18, charType = 'K', level = 35, tags = {"Exhaustion", "Haemorrhage"}},
	{id = 157, name = "Pakt Krwi",                    techName = "Blood Pact"                   , baseLevel = 1, units = {5}, values = {5, 6, 7}, character = 22, charType = 'S', level = 35, tags = {"Auras", "Haste", "Obsession"}},
	{id = 92,  name = "Krwawy Strażnik",              techName = "Blood Warden"                 , baseLevel = 2, units = {1}, values = {30, 40, 60}, character = 10, charType = 'K', level = 40, tags = {"Auras", "Blocking", "ExitGates", "Hooks"}},
	{id = 54,  name = "Pies Gończy",                  techName = "Bloodhound"                   , baseLevel = 2, units = {1}, values = {2, 3, 4}, character = 2, charType = 'K', level = 35, tags = {"PoolsOfBlood"}},
	{id = 107, name = "Do Utraty Tchu",               techName = "Boil Over"                    , baseLevel = 2, units = {5, 4}, values = {25, 50, 75, 10, 12, 14}, character = 13, charType = 'S', level = 40, tags = {"Auras", "Hooks", "Wiggling"}},
	{id = 190, name = "Urok: Krąg Uzdrowienia",       techName = "Boon: Circle of Healing"   	, baseLevel = 2, units = {5, 5}, values = {90, 95, 100, 95, 97.5, 100}, character = 28, charType = 'S', level = 35, tags = {"ActionSpeed", "Boon"}},
	{id = 206, name = "Urok: Wykładniczość",    	  techName = "Boon: Exponential"    	    , baseLevel = 3, units = {5}, values = {90, 95, 100}, character = 29, charType = 'S', level = 40, tags = {"Totems", "RecoverySpeed", "Recovering", "Boon"}},
	{id = 191, name = "Urok: Cienisty Krok",          techName = "Boon: Shadow Step"         	, baseLevel = 3, units = {1}, values = {2, 3, 4}, character = 28, charType = 'S', level = 40, tags = {"Auras", "ScratchMarks", "Boon",}},
	{id = 33,  name = "Więź",                         techName = "Bond"                         , baseLevel = 1, units = {4}, values = {20, 28, 36}, character = 1, charType = 'S', level = 30, tags = {"Auras"}},
	{id = 73,  name = "Życie na Kredyt",              techName = "Borrowed Time"                , baseLevel = 2, units = {1}, values = {10, 15, 20}, character = 8, charType = 'S', level = 35, tags = {"DeepWound", "Endurance"}},
	{id = 36,  name = "Wiedza Botaniczna",            techName = "Botany Knowledge"             , baseLevel = 2, units = {5}, values = {11, 22, 33}, character = 3, charType = 'S', level = 35, tags = {"ActionSpeed", "Efficiency", "Healing"}},
	{id = 117, name = "Przełamanie",                  techName = "Breakdown"                    , baseLevel = 1, units = {1}, values = {4, 5, 6}, character = 15, charType = 'S', level = 30, tags = {"Auras", "Hooks"}},
	{id = 146, name = "Ucieczka",                     techName = "Breakout"                     , baseLevel = 2, units = {5}, values = {5, 6, 7}, character = 20, charType = 'S', level = 40, tags = {"ActionSpeed", "Haste", "Wiggling"}},
	{id = 52,  name = "Brutalna Siła",                techName = "Brutal Strength"              , baseLevel = 2, units = {5}, values = {10, 15, 20}, character = 1, charType = 'K', level = 35, tags = {"ActionSpeed", "BreakableWalls", "Generators", "Pallets"}}, 
	{id = 127, name = "Zapnij Pasy",                  techName = "Buckle Up"                    , baseLevel = 2, units = {1}, values = {4, 5, 6}, character = 17, charType = 'S', level = 35, tags = {"Auras", "Recovering"}},
	{id = 164, name = "Trwałość Przede Wszystkim",    techName = "Built to Last"                , baseLevel = 3, units = {5}, values = {30, 40, 50}, character = 23, charType = 'S', level = 40, tags = {"Items"}},
	{id = 40,  name = "Spokojny Duc",                 techName = "Calm Spirit"                  , baseLevel = 2, units = {5}, values = {80, 90, 100}, character = 4, charType = 'S', level = 35, tags = {"Stealth"}},
	{id = 139, name = "Koleżeństwo",                  techName = "Camaraderie"                  , baseLevel = 2, units = {1}, values = {26, 30, 34}, character = 19, charType = 'S', level = 35, tags = {"Hooks", "Struggling"}},
	{id = 205, name = "Działanie Korekcyjne",     	  techName = "Corrective Action"     	    , baseLevel = 2, units = {12}, values = {1, 2, 3}, character = 29, charType = 'S', level = 35, tags = {"SkillChecks", "Generators"}},
	{id = 120, name = "Skażona Interwencja",          techName = "Corrupt Intervention"         , baseLevel = 1, units = {1}, values = {80, 100, 120}, character = 15, charType = 'K', level = 30, tags = {"Blocking", "Generators"}}, 
	{id = 103, name = "Koulrofobia",                  techName = "Coulrophobia"                 , baseLevel = 2, units = {5}, values = {30, 40, 50}, character = 12, charType = 'K', level = 35, tags = {"Efficiency", "Healing", "TerrorRadius"}},
	{id = 180, name = "Przeciwdziałanie",             techName = "Counterforce"                 , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 26, charType = 'S', level = 30, tags = {""}},
	{id = 167, name = "Cios Łaski",                   techName = "Coup de Grâce"                , baseLevel = 2, units = {5}, values = {40, 50, 60}, character = 22, charType = 'K', level = 40, tags = {"Lunge", "Tokens"}},
	{id = 189, name = "Jasnowidzenie",       	  	  techName = "Clairvoyance"            	   , baseLevel = 1, units = {1}, values = {8, 9, 10}, character = 28, charType = 'S', level = 30, tags = {"Auras", "Totems"}},
	{id = 194, name = "Klaustrofobia",       	 	  techName = "Claustrophobia"               , baseLevel = 3, units = {1}, values = {20, 25, 30}, charType = 'K', tags = {"Auras", "Blocking", "Generators", "VaultLocations"}},
	{id = 134, name = "Bezlitosne Granice",           techName = "Cruel Limits"                 , baseLevel = 3, units = {1}, values = {20, 25, 30}, character = 17, charType = 'K', level = 35, tags = {"Blocking", "Generators", "VaultLocations"}},
	{id = 105, name = "Zatańcz ze Mną",               techName = "Dance With Me"                , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 13, charType = 'S', level = 30, tags = {"Lockers", "ScratchMarks", "Stealth", "Vaulting"}},
	{id = 122, name = "Mroczne Oddanie",              techName = "Dark Devotion"                , baseLevel = 3, units = {1}, values = {20, 25, 30}, character = 15, charType = 'K', level = 40, tags = {"Deception", "Obsession", "Stealth", "TerrorRadius", "Undetectable"}},
	{id = 19,  name = "Mroczny Zmysł",                techName = "Dark Sense"                   , baseLevel = 3, units = {1}, values = {5, 7, 10}, charType = 'S', tags = {"Auras", "Generators"}},
	{id = 82,  name = "Twarda Sztuka",                techName = "Dead Hard"                    , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 10, charType = 'S', level = 35, tags = {"Exhaustion"}},
	{id = 148, name = "Czuwak",                       techName = "Dead Man's Switch"            , baseLevel = 2, units = {1}, values = {35, 40, 45}, character = 19, charType = 'K', level = 35, tags = {"Auras", "Blocking", "Generators", "Obsession"}},
	{id = 186, name = "Zakleszczenie",		          techName = "Deadlock"					   , baseLevel = 1, units = {1}, values = {1, 2, 3}, character = 25, charType = 'K', level = 30, tags = {"Auras", "Blocking"}},
	{id = 155, name = "Skazany na Śmierć",            techName = "Deathbound"                   , baseLevel = 3, units = {4}, values = {16, 12, 8}, character = 20, charType = 'K', level = 40, tags = {"AuraFlareUp", "Healing"}},
	{id = 169, name = "Oszustwo",                     techName = "Deception"                    , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 24, charType = 'S', level = 35, tags = {"Deception", "Lockers", "LoudNoise", "ScratchMarks", "Stealth"}},
	{id = 48,  name = "Ostateczny Cios",              techName = "Decisive Strike"              , baseLevel = 3, units = {1}, values = {40, 50, 60}, character = 6, charType = 'S', level = 40, tags = {"SkillChecks", "Stun"}},
	{id = 8,   name = "Tropiciel",                    techName = "Deerstalker"                  , baseLevel = 1, units = {4}, values = {20, 28, 36}, charType = 'K', tags = {"Auras"}},
	{id = 20,  name = "Déjà Vu",                      techName = "Déjà Vu"                      , baseLevel = 2, units = {1}, values = {30, 45, 60}, charType = 'S', tags = {"Auras", "Generators", "Maps"}},
	{id = 112, name = "Wybawienie",                   techName = "Deliverance"                  , baseLevel = 2, units = {1}, values = {100, 80, 60}, character = 14, charType = 'S', level = 35, tags = {"Broken", "Chance", "EscapeAttempt"}},
	{id = 163, name = "Desperacki Krok",              techName = "Desperate Measures"           , baseLevel = 2, units = {5}, values = {10, 12, 14}, character = 23, charType = 'S', level = 35, tags = {"ActionSpeed", "Healing"}},
	{id = 100, name = "Przeczucie Detektywah",        techName = "Detective's Hunch"            , baseLevel = 3, units = {4}, values = {32, 48, 64}, character = 12, charType = 'S', level = 35, tags = {"Auras", "Chests", "Generators", "Maps", "Totems"}},
	{id = 114, name = "Dysonans",                     techName = "Discordance"                  , baseLevel = 1, units = {4}, values = {64, 96, 128}, character = 14, charType = 'K', level = 30, tags = {"Auras", "Generators", "LoudNoise"}},
	{id = 119, name = "Zakłócenie",                   techName = "Distortion"                   , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 15, charType = 'S', level = 40, tags = {"Auras", "KillerTraps", "ScratchMarks", "Stealth", "Tokens"}},
	{id = 9,   name = "Niepokój",                     techName = "Distressing"                  , baseLevel = 2, units = {5}, values = {22, 24, 26}, charType = 'K', tags = {"BonusBloodpoints", "Deviousness", "TerrorRadius"}},
	{id = 111, name = "Dywersja",                     techName = "Diversion"                    , baseLevel = 1, units = {1}, values = {40, 35, 30}, character = 14, charType = 'S', level = 30, tags = {"Deception", "LoudNoise", "ScratchMarks", "TerrorRadius"}},
	{id = 159, name = "Uścisk Smoka",                 techName = "Dragon's Grip"                , baseLevel = 1, units = {1}, values = {120, 100, 80}, character = 21, charType = 'K', level = 30, tags = {"AuraFlareUp", "Exposed", "Generator"}},
	{id = 63,  name = "Umierające Światło",           techName = "Dying Light"                  , baseLevel = 3, units = {5, 5}, values = {2, 2.5, 3, 22, 27.5, 33}, character = 5, charType = 'K', level = 40, tags = {"ActionSpeed", "Obsession", "Tokens"}},
	{id = 37,  name = "Empatia",                      techName = "Empathy"                      , baseLevel = 1, units = {4}, values = {64, 96, 128}, character = 3, charType = 'S', level = 30, tags = {"Auras"}},
	{id = 57,  name = "Wytrzymały",                   techName = "Enduring"                     , baseLevel = 1, units = {5}, values = {40, 45, 50}, character = 3, charType = 'K', level = 30, tags = {"Stun", "StunRecovery"}},
	{id = 179, name = "Erupcja",            	  	  techName = "Eruption"                     , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 24, charType = 'K', level = 40, tags = {""}},
	{id = 174, name = "Szybka Ścieżka",               techName = "Fast Track"                   , baseLevel = 2, units = {8}, values = {1, 2, 3}, character = 25, charType = 'S', level = 30, tags = {"Generators", "SkillChecks", "Tokens"}},
	{id = 193, name = "Władca Strachu",               techName = "Fearmonger"                   , baseLevel = 2, units = {1}, values = {3, 4, 5}, charType = 'K', tags = {"Blindness", "Exhaustion", "Generators", "Pause"}},
	{id = 90,  name = "Paląca Potrzeba",              techName = "Fire Up"                      , baseLevel = 1, units = {5, 5}, values = {3, 3.5, 4, 15, 17.5, 20}, character = 10, charType = 'K', level = 30, tags = {"ActionSpeed", "Generators"}},
	{id = 136, name = "Fiksacja",                     techName = "Fixated"                      , baseLevel = 2, units = {5}, values = {10, 15, 20}, character = 18, charType = 'S', level = 35, tags = {"MovementSpeed", "ScratchMarks"}},
	{id = 184, name = "Granat Błyskowy",              techName = "Flashbang"               	 , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 27, charType = 'S', level = 35, tags = {""}},
	{id = 126, name = "Mijanka",                      techName = "Flip-Flop"                    , baseLevel = 1, units = {5}, values = {40, 45, 50}, character = 17, charType = 'S', level = 30, tags = {"Conversion", "Recovering", "Wiggling"}},
	{id = 152, name = "Za Ludzi",                     techName = "For the People"               , baseLevel = 2, units = {1}, values = {110, 100, 90}, character = 21, charType = 'S', level = 40, tags = {"Broken", "Healing", "Obsession"}},
	{id = 153, name = "Wymuszona Pokuta",             techName = "Forced Penance"               , baseLevel = 1, units = {1}, values = {40, 50, 60}, character = 20, charType = 'K', level = 30, tags = {"Broken", "ProtectionHits"}},
	{id = 89,  name = "Zguba Franklina",              techName = "Franklin's Demise"            , baseLevel = 2, units = {1}, values = {150, 120, 90}, character = 9, charType = 'K', level = 40, tags = {"Auras", "Items"}},
	{id = 131, name = "Tajemny Pościg",               techName = "Furtive Chase"                , baseLevel = 3, units = {8}, values = {2, 3, 4}, character = 16, charType = 'K', level = 40, tags = {"Hooks", "Obsession", "Tokens", "TerrorRadius"}},
	{id = 147, name = "Maniak Techniki",              techName = "Gearhead"                     , baseLevel = 1, units = {1}, values = {20, 25, 30}, character = 19, charType = 'K', level = 30, tags = {"Auras", "Generators", "SkillChecks"}},
    {id = 201, name = "Ponure Objęcia",           techName = "Grim Embrace"                 , baseLevel = 1, units = {1}, values = {30, 35, 40}, character = 26, charType = 'K', level = 30, tags = {"Tokens", "Generators", "Auras", "Obsession", "Hooks"}},
	{id = 198, name = "Strażnik",                     techName = "Guardian"                     , baseLevel = 1, units = {1}, values = {4, 6, 8}, charType = 'S', tags = {"Auras", "ScratchMarks", "Stealth", "PoolsOfBlood"}},
	{id = 96,  name = "Sztuczka Kata",                techName = "Hangman's Trick"              , baseLevel = 1, units = {4}, values = {2, 4, 6}, character = 11, charType = 'K', level = 30, tags = {"Auras", "Hooks", "Sabotage"}},
	{id = 125, name = "Determinacja",                 techName = "Head On"                      , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 16, charType = 'S', level = 40, tags = {"Exhaustion", "Lockers", "Stun"}},
	{id = 160, name = "Klątwa: Łaska Krwi",           techName = "Hex: Blood Favour"            , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 21, charType = 'K', level = 35, tags = {"Blocking", "Hex", "Pallets", "Totems"}},
	{id = 172, name = "Klątwa: Panowanie nad Tłumem", techName = "Hex: Crowd Control"           , baseLevel = 2, units = {1}, values = {10, 12, 14}, character = 23, charType = 'K', level = 35, tags = {"Blocking", "Hex", "Totems", "Vaulting", "VaultLocations"}},
	{id = 70,  name = "Klątwa: Pożeracz Nadzieie",    techName = "Hex: Devour Hope"             , baseLevel = 3, units = {5}, values = {3, 4, 5}, character = 6, charType = 'K', level = 40, tags = {"Exposed", "Killing", "Haste", "Hex", "Hooks", "Tokens", "Totems"}},
	{id = 109, name = "Klątwa: Nawiedzona Ziemia",    techName = "Hex: Haunted Ground"          , baseLevel = 2, units = {1}, values = {40, 50, 60}, character = 13, charType = 'K', level = 35, tags = {"Exposed", "Hex", "Totems"}},
	{id = 86,  name = "Klątwa: Kołysanka Łowczyni",   techName = "Hex: Huntress Lullaby"        , baseLevel = 2, units = {5}, values = {2, 4, 6}, character = 8, charType = 'K', level = 40, tags = {"ActionNoise", "Hex", "Hooks", "RegressionPenalty", "SkillChecks", "Tokens", "Totems"}},
	{id = 10,  name = "Klątwa: Nikt Nie Ucieka Śmierci", techName = "Hex: No One Escapes Death"    , baseLevel = 3, units = {5}, values = {2, 3, 4}, charType = 'K', tags = {"ExitGates", "Exposed", "Hex", "Totems"}},
    {id = 203, name = "Klątwa: Pentimento",           techName = "Hex: Pentimento"              , baseLevel = 3, units = {5}, values = {20, 25, 30}, character = 26, charType = 'K', level = 40, tags = {"Totems", "Auras", "ActionSpeeds", "Healing", "Recovery", "ExitGates"}},
	{id = 187, name = "Klątwa: Igraszka",  		  	  techName = "Hex: Plaything"  			 , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 25, charType = 'K', level = 35, tags = {"Auras", "Hex", "Oblivious", "Totems"}},
	{id = 149, name = "Klątwa: Odwet",                techName = "Hex: Retribution"             , baseLevel = 3, units = {1}, values = {35, 40, 45}, character = 19, charType = 'K', level = 40, tags = {"Auras", "Hex", "Oblivious", "Totems"}},
	{id = 69,  name = "Klątwa: Ruina",                techName = "Hex: Ruin"                    , baseLevel = 3, units = {5}, values = {100, 150, 200}, character = 6, charType = 'K', level = 35, tags = {"Generators", "Hex", "Regression", "Totems"}},
	{id = 71,  name = "Klątwa: Trzecia Pieczęć",      techName = "Hex: The Third Seal"          , baseLevel = 2, units = {6}, values = {2, 3, 4}, character = 6, charType = 'K', level = 30, tags = {"Blindness", "Hex", "Totems"}},
	{id = 11,  name = "Klątwa: Dreszcz Polowania",    techName = "Hex: Thrill of the Hunt"      , baseLevel = 1, units = {5, 5}, values = {8, 9, 10, 40, 45, 50}, charType = 'K', level = 40, tags = {"ActionSpeed", "BonusBloodpoints", "Hex", "LoudNoise", "Tokens", "Totems"}},
	{id = 161, name = "Klątwa: Nieumarły",            techName = "Hex: Undying"                 , baseLevel = 3, units = {1}, values = {4, 5, 6}, character = 21, charType = 'K', level = 40, tags = {"Auras", "Hex", "Totems"}},
	{id = 165, name = "Zbieracz",                     techName = "Hoarder"                      , baseLevel = 2, units = {4}, values = {24, 36, 48}, character = 22, charType = 'K', level = 30, tags = {"Chests", "Items", "LoudNoise"}},
	{id = 21,  name = "Nadzieja",                     techName = "Hope"                         , baseLevel = 2, units = {5}, values = {5, 6, 7}, charType = 'S', tags = {"Haste"}}, 
	{id = 178, name = "Histeria",            	  	  techName = "Hysteria"                     , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 24, charType = 'K', level = 35, tags = {""}},
	{id = 129, name = "Zamieniam Się w Słuch",        techName = "I'm All Ears"                 , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 16, charType = 'K', level = 30, tags = {"Auras", "Vaulting"}},
	{id = 121, name = "Skażona Interwencja",          techName = "Infectious Fright"            , baseLevel = 2, units = {1}, values = {4, 5, 6}, character = 15, charType = 'K', level = 35, tags = {"AuraFlareUp", "TerrorRadius"}}, 
	{id = 197, name = "Wewnętrzne Leczenie",      techName = "Inner Healing"                , baseLevel = 3, units = {1}, values = {10, 9, 8}, charType = 'S', tags = {"Broken", "DeepWound", "Healing", "Lockers", "Totems"}},
	{id = 137, name = "Wewnętrzna Siła",              techName = "Inner Strength"               , baseLevel = 3, units = {1}, values = {10, 9, 8}, character = 18, charType = 'S', level = 40, tags = {"Broken", "DeepWound", "Healing", "Lockers", "Totems"}}, 
	{id = 12,  name = "Podstępność",                  techName = "Insidious"                    , baseLevel = 3, units = {1}, values = {4, 3, 2}, charType = 'K', tags = {"Deception", "Stealth", "Undetectable"}},
	{id = 2,   name = "In the Dark",                  techName = "In the Dark"                  , baseLevel = 1, units = {4}, values = {36, 24, 16}, charType = 'K', unused = true},
	{id = 13,  name = "Żelazny Chwyt",                techName = "Iron Grasp"                   , baseLevel = 1, units = {5}, values = {4, 8, 12}, charType = 'K', tags = {"ActionSpeed", "Wiggling"}},
	{id = 116, name = "Żelazna Dziewica",             techName = "Iron Maiden"                  , baseLevel = 3, units = {5}, values = {30, 40, 50}, character = 14, charType = 'K', level = 40, tags = {"ActionSpeed", "AuraFlareUp", "Exposed", "Lockers"}},
	{id = 41,  name = "Żelazna Wola",                 techName = "Iron Will"                    , baseLevel = 1, units = {5}, values = {50, 75, 100}, character = 4, charType = 'S', level = 30, tags = {"GruntsOfPain", "Stealth"}},
	{id = 192, name = "Wstrząs",                      techName = "Jolt"                         , baseLevel = 1, units = {1}, values = {60, 50, 40}, charType = 'K', tags = {"Generators", "Regression", "RegressionPenalty"}},
	{id = 87,  name = "Nokautt",                      techName = "Knock Out"                    , baseLevel = 1, units = {4}, values = {32, 24, 16}, character = 9, charType = 'K', level = 30, tags = {"Auras", "Blindness", "Blocking", "MovementSpeed"}},
	{id = 22,  name = "Pokrewieństwo (Kindred)",      techName = "Kindred"                      , baseLevel = 2, units = {4}, values = {8, 12, 16}, charType = 'S', tags = {"Auras", "Hooks"}},
	{id = 199, name = "Pokrewieństwo (Kinship)",      techName = "Kinship"                      , baseLevel = 2, units = {1}, values = {26, 30, 34}, charType = 'S', tags = {"Hooks", "Struggling"}},
	{id = 3,   name = "Last Standing",                techName = "Last Standing"                , baseLevel = 1, units = {5, 5}, values = {7.5, 15, 25, 22.5, 45, 75}, charType = 'S', unused = true, tags = {"ActionSpeed"}},
	{id = 34,  name = "Lider",                        techName = "Leader"                       , baseLevel = 3, units = {5}, values = {15, 20, 25}, character = 1, charType = 'S', level = 40, tags = {"ActionSpeed"}},
	{id = 72,  name = "Porzucony",                    techName = "Left Behind"                  , baseLevel = 1, units = {4}, values = {24, 28, 32}, character = 8, charType = 'S', level = 30, tags = {"Auras", "Hatch"}},
	{id = 177, name = "Śmiertelny Pościg",            techName = "Lethal Pursuer"               , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 24, charType = 'K', level = 30, tags = {""}},
	{id = 58,  name = "Zrodzony w Świetle",           techName = "Lightborn"                    , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 3, charType = 'K', level = 35, tags = {"Auras", "BlindingResistance"}},
	{id = 23,  name = "Lekkość",                      techName = "Lightweight"                  , baseLevel = 1, units = {1}, values = {1, 2, 3}, charType = 'S', tags = {"ScratchMarks", "Stealth"}},
	{id = 77,  name = "Gibkość",                      techName = "Lithe"                        , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 9, charType = 'S', level = 35, tags = {"Exhaustion", "Haste", "Vaulting"}},
	{id = 144, name = "Łut Szczęścia",                techName = "Lucky Break"                  , baseLevel = 3, units = {1}, values = {120, 150, 180}, character = 20, charType = 'S', level = 30, tags = {"PoolsOfBlood", "Stealth"}},
	{id = 115, name = "Twardy Charakter",             techName = "Mad Grit"                     , baseLevel = 2, units = {1}, values = {2, 3, 4}, character = 14, charType = 'K', level = 35, tags = {"AttackCooldown", "Pause", "Wiggling"}},
	{id = 98,  name = "Dokonaj Wyboru",               techName = "Make Your Choice"             , baseLevel = 3, units = {1, 1}, values = {40, 50, 60, 40, 50, 60}, character = 11, charType = 'K', level = 40, tags = {"Exposed", "Hooks"}},
	{id = 128, name = "Ludzki Zapał",                 techName = "Mettle of Man"                , baseLevel = 3, units = {4}, values = {12, 14, 16}, character = 17, charType = 'S', level = 40, tags = {"Auras", "Endurance", "Obsession", "ProtectionHits"}},
	{id = 133, name = "Osłabienie Woli",              techName = "Mindbreaker"                  , baseLevel = 2, units = {2}, values = {1, 2, 3}, character = 17, charType = 'K', level = 40, tags = {"Exhaustion", "Generators", "Pause"}},
	{id = 80,  name = "Bestialska Obserwacja",        techName = "Monitor & Abuse"              , baseLevel = 2, units = {10}, values = {3, 5, 10}, character = 7, charType = 'K', level = 35, tags = {"Chase", "FOV", "TerrorRadius"}},
	{id = 14,  name = "Potworna Świątynia",           techName = "Monstrous Shrine"             , baseLevel = 2, units = {5, 5, 5}, values = {3, 6, 9, 5, 10, 15, 3, 6, 9}, charType = 'K', tags = {"ActionSpeed", "Basement", "EscapeAttempts", "Hooks"}},
	{id = 143, name = "Nemezis",                      techName = "Nemesis"                      , baseLevel = 3, units = {1}, values = {40, 50, 60}, character = 18, charType = 'K', level = 40, tags = {"Blinding", "Lockers", "Obsession", "Pallets", "Stun"}},
	{id = 83,  name = "Bez Biadolenia",               techName = "No Mither"                    , baseLevel = 2, units = {5, 5}, values = {25, 50, 75, 15, 20, 25}, character = 10, charType = 'S', level = 40, tags = {"Broken", "GruntsOfPain", "PoolsOfBlood", "Recovering", "Stealth"}},
	{id = 24,  name = "Nikt nie Zostaje w Tyle",      techName = "No One Left Behind"           , baseLevel = 2, units = {5, 5}, values = {50, 75, 100, 30, 40, 50}, charType = 'S', tags = {"ActionSpeed", "Altruism", "Auras", "BonusBloodpoints"}},
	{id = 173, name = "Bez Wyjścia",                  techName = "No Way Out"                   , baseLevel = 2, units = {1}, values = {8, 9, 10, 32, 36, 40}, character = 23, charType = 'K', level = 40, tags = {"Blocking", "ExitGates", "Generators", "Tokens"}},
	{id = 49,  name = "Obiekt Obsesji",               techName = "Object of Obsession"          , baseLevel = 2, units = {5}, values = {2, 4, 6}, character = 6, charType = 'S', level = 35, tags = {"Auras", "TerrorRadius"}},
	{id = 150, name = "Nieoficjalnie",                techName = "Off the Record"               , baseLevel = 3, units = {1}, values = {60, 70, 80}, character = 21, charType = 'S', level = 35, tags = {"Auras", "GruntsOfPain", "Hooks"}},
	{id = 67,  name = "Otwarte Karty",                techName = "Open-Handed"                  , baseLevel = 2, units = {4}, values = {8, 12, 16}, character = 7, charType = 'S', level = 35, tags = {"Auras"}},
	{id = 166, name = "Opresja",                      techName = "Oppression"                   , baseLevel = 2, units = {1}, values = {120, 100, 80}, character = 22, charType = 'K', level = 35, tags = {"Generators", "Regression", "SkillChecks"}},
	{id = 204, name = "Przezwyciężenie",              techName = "Overcome"               	     , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 29, charType = 'S', level = 30, tags = {"MovementSpeed", "Exhaustion"}},
	{id = 4,   name = "Overconfidence",               techName = "Overconfidence"               , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'S', unused = true},
	{id = 79,  name = "Przeciążenie",                 techName = "Overcharge"                   , baseLevel = 2, units = {5}, values = {3, 4, 5}, character = 7, charType = 'K', level = 40, tags = {"Generators", "RegressionPenalty", "SkillChecks"}},
	{id = 78,  name = "Przytłaczająca Obecność",      techName = "Overwhelming Presence"        , baseLevel = 1, units = {5}, values = {80, 90, 100}, character = 7, charType = 'K', level = 30, tags = {"Efficiency", "TerrorRadius"}},  
	{id = 94,  name = "Farmacja",                     techName = "Pharmacy"                     , baseLevel = 2, units = {5}, values = {40, 60, 80}, character = 11, charType = 'S', level = 35, tags = {"ActionNoise", "ActionSpeed", "Chests", "Items"}},
	{id = 64,  name = "Baw Się Swoim Jedzeniem",      techName = "Play with Your Food"          , baseLevel = 3, units = {5, 5}, values = {3, 4, 5, 9, 12, 15}, character = 5, charType = 'K', level = 35, tags = {"Chase", "MovementSpeed", "Obsession", "Tokens"}}, 
	{id = 25,  name = "Instynkt Grabieżcy",           techName = "Plunderer's Instinct"         , baseLevel = 1, units = {4}, values = {16, 24, 32}, charType = 'S', tags = {"Auras", "Chance", "Chests", "Items"}},
	{id = 124, name = "Opanowanie",                   techName = "Poised"                       , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 16, charType = 'S', level = 35, tags = {"Generators", "ScratchMarks", "Stealth"}},
	{id = 104, name = "Entliczek-Pentlicze",          techName = "Pop Goes the Weasel"          , baseLevel = 3, units = {1}, values = {35, 40, 45}, character = 12, charType = 'K', level = 40, tags = {"Generators", "Hooks", "RegressionPenalty"}},
	{id = 170, name = "Intensywna Walka",             techName = "Power Struggle"               , baseLevel = 2, units = {5}, values = {35, 30, 25}, character = 24, charType = 'S', level = 40, tags = {"Pallets", "Stun", "Wiggling"}},
	{id = 55,  name = "Drapieżnik",                   techName = "Predator"                     , baseLevel = 1, units = {11},values = {"slightly", "moderately", "considerably"}, character = 2, charType = 'K', level = 30, tags = {"ScratchMarks"}},
	{id = 26,  name = "Przeczucie",                   techName = "Premonition"                  , baseLevel = 3, units = {1}, values = {60, 45, 30}, charType = 'S', tags = {"Warning"}},
	{id = 35,  name = "Wykaż Się",                    techName = "Prove Thyself"                , baseLevel = 2, units = {5}, values = {50, 75, 100}, character = 1, charType = 'S', level = 35, tags = {"ActionSpeed", "BonusBloodpoints", "Generators"}},
	{id = 43,  name = "Szybko i Cicho",               techName = "Quick & Quiet"                , baseLevel = 1, units = {1}, values = {30, 25, 20}, character = 2, charType = 'S', level = 30, tags = {"Lockers", "LoudNoise", "Stealth", "Vaulting"}},
	{id = 110, name = "Uraza",                        techName = "Rancor"                       , baseLevel = 3, units = {1}, values = {5, 4, 3}, character = 13, charType = 'K', level = 40, tags = {"Auras", "AuraFlareUp", "Exposed", "Generators", "Killing", "Obsession"}},
	{id = 151, name = "Fałszywy Trop",                techName = "Red Herring"                  , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 21, charType = 'S', level = 35, tags = {"Auras", "Deception", "Generators", "Lockers", "LoudNoise"}},
	{id = 91,  name = "Zapamiętaj Mnie",              techName = "Remember Me"                  , baseLevel = 2, units = {3}, values = {8 , 12, 16}, character = 10, charType = 'K', level = 35, tags = {"ActionSpeed", "ExitGates", "Obsession"}},
	{id = 200, name = "Drugi Oddech (Renewal)",       techName = "Renewal"                      , baseLevel = 3, units = {1}, values = {28, 24, 20}, charType = 'S', tags = {"Broken", "Healing", "Hooks"}},
	{id = 158, name = "Stłumiony Sojusz",             techName = "Repressed Alliance"           , baseLevel = 2, units = {1}, values = {80, 70, 60}, character = 22, charType = 'S', level = 40, tags = {"Auras", "Blocking", "Generators"}},  
	{id = 27,  name = "Zaradność",                    techName = "Resilience"                   , baseLevel = 2, units = {5}, values = {3, 6, 9}, charType = 'S', tags = {"ActionSpeed"}},
	{id = 181, name = "Odrodzenie",            	  	  techName = "Resurgence"            		 , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 26, charType = 'S', level = 35, tags = {""}},
	{id = 185, name = "Zapał Nowicjusza",             techName = "Rookie Spirit"            	 , baseLevel = 2, units = {1}, values = {1, 2, 3}, character = 27, charType = 'S', level = 40, tags = {""}},
	{id = 65,  name = "Najlepsze Zostaw na Koniec",   techName = "Save the Best for Last"       , baseLevel = 3, units = {8}, values = {4, 3, 2}, character = 5, charType = 'K', level = 30, tags = {"AttackCooldown", "Obsession", "Tokens"}},
	{id = 39,  name = "Sabotażysta",                  techName = "Saboteur"                     , baseLevel = 3, units = {1}, values = {90, 75, 60}, character = 4, charType = 'S', level = 40, tags = {"ActionSpeed", "Auras", "Hooks", "Sabotage"}},
	{id = 188, name = "Hak Plagi: Ofiarowany Ból",    techName = "Scourge Hook: Gift of Pain"   , baseLevel = 3, units = {1}, values = {1, 2, 3}, character = 25, charType = 'K', level = 40, tags = {"ActionSpeed", "Auras", "Haemorrhage",  "Hooks", "Mangled"}},
    {id = 202, name = "Hak Plagi: Rezonans Bólu",     techName = "Scourge Hook: Pain Resonance" , baseLevel = 2, units = {5}, values = {9, 12, 15}, character = 26, charType = 'K', level = 35, tags = {"ScourgeHooks", "Hooks", "Auras", "Generators", "RegressionPenalty", "Regression"}},
	{id = 140, name = "Drugi Oddech (Second Wind)",   techName = "Second Wind"                  , baseLevel = 3, units = {1}, values = {34, 32, 30}, character = 19, charType = 'S', level = 40, tags = {"Broken", "Healing", "Hooks"}},
	{id = 196, name = "Samoświadomość",               techName = "Self-Aware"                   , baseLevel = 2, units = {5}, values = {10, 15, 20}, charType = 'S', tags = {"MovementSpeed", "ScratchMarks"}},
	{id = 38,  name = "Samoopatrywanie",              techName = "Self-Care"                    , baseLevel = 3, units = {5}, values = {10, 15, 20}, character = 3, charType = 'S', level = 40, tags = {"ActionSpeed", "Efficiency", "Healing"}},
	{id = 176, name = "Instynkt Samozachowawczy",     techName = "Self-Preservation"            , baseLevel = 2, units = {1}, values = {6, 8, 10}, character = 25, charType = 'S', level = 40, tags = {"ScratchMarks", "Stealth"}},
	{id = 56,  name = "Zrodzony w Cieniu",            techName = "Shadowborn"                   , baseLevel = 3, units = {10}, values = {9, 12, 15}, character = 2, charType = 'K', level = 40, tags = {"FOV"}},
	{id = 195, name = "Orientacja w terenie",         techName = "Situational Awareness"        , baseLevel = 1, units = {1}, values = {8, 9, 10}, charType = 'S', tags = {"Auras", "Generators"}},
	{id = 28,  name = "Śliskie Mięso",                techName = "Slippery Meat"                , baseLevel = 1, units = {5}, values = {15, 20, 25}, charType = 'S', tags = {"Chance", "EscapeAttempts", "Hooks"}},
	{id = 15,  name = "Niechlujny Rzeźnik",           techName = "Sloppy Butcher"               , baseLevel = 1, units = {5}, values = {50, 75, 100}, charType = 'K', tags = {"Haemorrhage", "Mangled", "PoolsOfBlood"}},
	{id = 29,  name = "Drobna Gra",                   techName = "Small Game"                   , baseLevel = 1, units = {4, 1}, values = {8, 10, 12, 14, 12, 10}, charType = 'S', tags = {"KillerTraps", "Totems", "Warning"}},
	{id = 175, name = "Przebój",                      techName = "Smash Hit"                    , baseLevel = 2, units = {1}, values = {60, 50, 40}, character = 25, charType = 'S', level = 35, tags = {"Exhaustion", "Haste", "Pallets", "Stun"}},
	{id = 50,  name = "Ostatnia Ocalała",             techName = "Sole Survivor"                , baseLevel = 2, units = {4, 4}, values = {20, 22, 24, 60, 66, 72}, character = 6, charType = 'S', level = 30, tags = {"Auras", "Stealth"}},
	{id = 123, name = "Solidarność",                  techName = "Solidarity"                   , baseLevel = 1, units = {5}, values = {40, 45, 50}, character = 16, charType = 'S', level = 30, tags = {"Conversion", "Healing"}},
	{id = 156, name = "Strażnik Duszy",               techName = "Soul Guard"                   , baseLevel = 3, units = {1}, values = {4, 6, 8}, character = 22, charType = 'S', level = 30, tags = {"Cursed", "DeepWound", "Endurance"}},
	{id = 16,  name = "Szpiedzy z Cienia",            techName = "Spies from the Shadows"       , baseLevel = 3, units = {4}, values = {20, 28, 36}, charType = 'K', level = 35, tags = {"Auras"}},
	{id = 30,  name = "Dreszcz",                      techName = "Spine Chill"                  , baseLevel = 3, units = {5}, values = {2, 4, 6}, charType = 'S', tags = {"ActionSpeed", "SkillChecks", "Warning"}},
	{id = 108, name = "Duchowa Furia",                techName = "Spirit Fury"                  , baseLevel = 1, units = {9}, values = {4, 3, 2}, character = 13, charType = 'K', level = 30, tags = {"Pallets"}},
	{id = 44,  name = "Sprint",                       techName = "Sprint Burst"                 , baseLevel = 3, units = {1}, values = {60, 50, 40}, character = 2, charType = 'S', level = 35, tags = {"Exhaustion", "Haste"}},
	{id = 101, name = "Nadzór",                       techName = "Stake Out"                    , baseLevel = 3, units = {8}, values = {2, 3, 4}, character = 12, charType = 'S', level = 40, tags = {"SkillChecks", "TerrorRadius", "Tokens"}},
	{id = 171, name = "Oczarowanie",                  techName = "Starstruck"                   , baseLevel = 2, units = {1}, values = {20, 25, 30}, character = 23, charType = 'K', level = 30, tags = {"TerrorRadius", "Exposed"}},
	{id = 47,  name = "Wiedza Uliczn",                techName = "Streetwise"                   , baseLevel = 3, units = {5}, values = {15, 20, 25}, character = 5, charType = 'S', level = 40, tags = {"Efficiency"}},
	{id = 60,  name = "Jęki",                         techName = "Stridor"                      , baseLevel = 1, units = {5, 5}, values = {25, 50, 50, 0, 0, 25}, character = 4, charType = 'K', level = 30, tags = {"GruntsOfPain"}},
	{id = 132, name = "Skok Napięcia",                techName = "Surge"                        , baseLevel = 1, units = {1}, values = {60, 50, 40}, character = 17, charType = 'K', level = 30, tags = {"Generators", "Regression", "RegressionPenalty"}},
	{id = 97,  name = "Inwigilacja",                  techName = "Surveillance"                 , baseLevel = 2, units = {1}, values = {8, 12, 16}, character = 11, charType = 'K', level = 35, tags = {"Auras", "Generators"}},
	{id = 75,  name = "Technik",                      techName = "Technician"                   , baseLevel = 1, units = {5}, values = {5, 4, 3}, character = 9, charType = 'S', level = 30, tags = {"ActionNoise", "Generators", "RegressionPenalty", "SkillChecks"}},
	{id = 99,  name = "Wytrwałość",                   techName = "Tenacity"                     , baseLevel = 1, units = {5}, values = {30, 40, 50}, character = 12, charType = 'S', level = 30, tags = {"MovementSpeed", "Recovering"}},
	{id = 84,  name = "Zwierzę Terytorialne",         techName = "Territorial Imperative"       , baseLevel = 2, units = {1}, values = {30, 25, 20}, character = 8, charType = 'K', level = 35, tags = {"Auras", "Basement"}},
	{id = 61,  name = "Tanatofobia",                  techName = "Thanatophobia"                , baseLevel = 2, units = {5, 5}, values = {3, 3.5, 4, 12, 14, 16}, character = 4, charType = 'K', level = 35, tags = {"ActionSpeed"}},
	{id = 31,  name = "To Się Nie Dzieje",            techName = "This Is Not Happening"        , baseLevel = 2, units = {5}, values = {10, 20, 30}, charType = 'S', tags = {"SkillChecks"}},
	{id = 130, name = "Dreszczyk Emocjis",            techName = "Thrilling Tremors"            , baseLevel = 2, units = {1}, values = {100, 80, 60}, character = 16, charType = 'K', level = 35, tags = {"Auras", "Blocking", "Generators"}},
	{id = 59,  name = "Majsterkowicz",                techName = "Tinkerer"                     , baseLevel = 3, units = {1}, values = {12, 14, 16}, character = 3, charType = 'K', level = 40, tags = {"Deception", "Generators", "LoudNoise", "Stealth", "Undetectable"}},
	{id = 5,   name = "Tough Runner",                 techName = "Tough Runner"                 , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'S', unused = true},
	{id = 154, name = "Szlak Udręki",                 techName = "Trail of Torment"             , baseLevel = 2, units = {1}, values = {80, 70, 60}, character = 20, charType = 'K', level = 35, tags = {"Auras", "Deception", "Generators", "Stealth", "Undetectable"}},
	{id = 6,   name = "Underperform",                 techName = "Underperform"                 , baseLevel = 1, values = {"Unknown", "Unknown", "Unknown"}, charType = 'K', unused = true},
	{id = 53,  name = "Niepokojąca Obecność",         techName = "Unnerving Presence"           , baseLevel = 1, units = {5}, values = {40, 50, 60}, character = 1, charType = 'K', level = 30, tags = {"SkillChecks", "TerrorRadius"}},
	{id = 74,  name = "Niezłomność",                  techName = "Unbreakable"                  , baseLevel = 3, units = {5}, values = {25, 30, 35}, character = 8, charType = 'S', level = 40, tags = {"Recovering", "RecoverySpeed"}},
	{id = 17,  name = "Bezlitosny",                   techName = "Unrelenting"                  , baseLevel = 2, units = {5}, values = {20, 25, 30}, charType = 'K', tags = {"AttackCooldown"}},
	{id = 68,  name = "Podnieść Stawkę",              techName = "Up the Ante"                  , baseLevel = 3, units = {5, 5}, values = {1, 2, 3, 3, 6, 9}, character = 7, charType = 'S', level = 35, tags = {"Luck"}},
	{id = 46,  name = "Skrytość",                     techName = "Urban Evasion"                , baseLevel = 2, units = {5}, values = {90, 95, 100}, character = 5, charType = 'S', level = 35, tags = {"MovementSpeed"}},
	{id = 95,  name = "Czuwanie",                     techName = "Vigil"                        , baseLevel = 2, units = {5}, values = {20, 25, 30}, character = 11, charType = 'S', level = 40, tags = {"Blindness", "Broken", "Exposed", "Exhaustion", "Haemorrhage", "Hindered", "Mangled", "Oblivious", "RecoverySpeed"}},
	{id = 162, name = "Wizjoner",                     techName = "Visionary"                    , baseLevel = 1, units = {1}, values = {20, 18, 16}, character = 23, charType = 'S', level = 30, tags = {"Auras", "Generators"}},
	{id = 93,  name = "Pobudka!",                     techName = "Wake Up!"                     , baseLevel = 1, units = {5}, values = {5, 10, 15}, character = 11, charType = 'S', level = 30, tags = {"ActionSpeed", "Auras", "ExitGates"}},
	{id = 32,  name = "Damy Radę",                    techName = "We'll Make It"                , baseLevel = 2, units = {1}, values = {30, 60, 90}, charType = 'S', tags = {"ActionSpeed", "Healing"}},
	{id = 81,  name = "Będziemy Żyć Wiecznie",        techName = "We're Gonna Live Forever"     , baseLevel = 1, units = {5}, values = {50, 75, 100}, character = 10, charType = 'S', level = 30, tags = {"ActionSpeed", "BonusBloodpoints", "Healing", "ProtectionHits"}},
	{id = 18,  name = "Szepty",                      techName = "Whispers"                     , baseLevel = 3, units = {4}, values = {48, 40, 32}, charType = 'K', tags = {"Warning"}},
	{id = 106, name = "Ostatnia Szansa",             techName = "Windows of Opportunity"       , baseLevel = 1, units = {1}, values = {24, 28, 32}, character = 13, charType = 'S', level = 35, tags = {"Auras", "BreakableWalls", "Pallets", "VaultLocations"}},
	{id = 141, name = "Taktyka Zanshin",             techName = "Zanshin Tactics"              , baseLevel = 1, units = {1}, values = {40, 35, 30}, character = 18, charType = 'K', level = 30, tags = {"Auras", "BreakableWalls", "Pallets", "VaultLocations"}}
}

perkDescription = {
--	{ -- Example layout
--		id = "number",
--		desc = {
--			{
--				-- Main description here. IMPORTANT: #pl([NUM]) is used to get the Pl values. #pn is to refer to the perk name itself. Auto-italicises it.
--			}
--		}
--	},

	{ -- Artefact Hunter (UNUSED)
        id = 1,
        desc = {
            { 
                perkStrings.unusedPerk .. brnl ..
                perkStrings.unknownDesc
            }
        }
    },
    { -- In the Dark (UNUSED; Replaced by Knock Out)
        id = 2,
        desc = {
            { 
                perkStrings.unusedPerk .. brnl ..
                "Your " .. iconLink(ils.terrorRadius) .. " is set to #pl(1) when there are still #pl(2) alive in the Trial."
            }
        }
    },
    { -- Last Standing (UNUSED)
        id = 3,
        desc = {
            { 
            	perkStrings.unusedPerk .. brnl ..
                "Gain a stack-able #pl(1) bonus to all Action speeds for each " .. iconLink(ils.survivor) .. " no longer in the Trial, up to a maximum of #pl(2)."
            }
        }
    },
    { -- Overconfidence (UNUSED)
        id = 4,
        desc = {
            { 
				perkStrings.unusedPerk .. brnl ..
                perkStrings.unknownDesc
            }
        }
    },
    { -- Tough Runner (UNUSED)
        id = 5,
        desc = {
            { 
            	perkStrings.unusedPerk .. brnl ..
                perkStrings.unknownDesc
            }
        }
    },
    { -- Underperform (UNUSED)
        id = 6,
        desc = {
            { 
            	perkStrings.unusedPerk .. brnl ..
                perkStrings.unknownDesc
            }
        }
    },
    { -- Bitter Murmur
        id = 7,
        desc = {
            { 
                "Unlocks potential in your Aura-reading ability:" ..
                list(
                	"Each time a " .. iconLink(ils.gen) .. "is completed, the " .. iconLink(ils.auras) .. " of all Survivors within " .. bclr(2,"16 metres") .. " of that Generator are revealed to you for " .. bclr(6,"5 seconds") .. dot,
                	"Once the last Generator is completed, the Auras of all Survivors are revealed to you for #pl(1).")
            }
        }
    },
    { -- Deerstalker
        id = 8,
        desc = {
            { 
                "Unlocks potential in your Aura-reading ability:" .. 
                list("The " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.survivors) .. " in the " .. iconLink(ils.dyingState) .. " within #pl(1) of your location are revealed to you.")
            }
        }
    },
    { -- Distressing
        id = 9,
        desc = {
            { 
                "Your horrifying emanation strikes at a supernaturally long distance." .. 
                list(
                	b("Increases") .. " your " .. iconLink(ils.terrorRadius) .. " by #pl(1)",
                	"Grants " .. b(clr(2,"100 %")) .. " bonus " .. iconLink(ils.bloodpoints) .. " for all actions in the " .. iconLink(ils.devious) .. "Category.")
            }
        }
    },
    { -- Hex: No One Escapes Death
        id = 10,
        desc = {
            { 
                "A Hex rooting its power on hope." .. brnl ..
                "You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping." .. nlp ..
                "Once the " .. iconLink(ils.exitGates) .. " are powered and there is at least one " .. iconLink(ils.dullTotem) .. " remaining in the environment, #pn activates and lights its Totem:" .. 
                list(
                	b("Increases") .. " your Movement speed by #pl(1).",
                	"Survivors suffer from a permanent " .. soloState(ils.exposed) .. dot) ..
                "#pn remains inactive if no Dull Totems are available." .. brnl ..
                perkStrings.hexPerk .. nlp ..
                quote("And the beast became faster and more powerful as if The Entity's shadowy whips were lashing at its back.")
            }
        }
    },
    { -- Hex: Thrill of the Hunt
        id = 11,
        desc = {
            { 
                "A Hex rooting its power on hope." .. brnl ..
                "The false hope of Survivors fills you with excitement and strengthens your Totems." .. nlp ..
                "For each Totem remaining in the environment, #pn gains " .. bclr(2,"1 Token") .. dot .. 
                list(
                	"Survivors suffer from a stack-able #pl(1) Action Speed penalty per Token to Cleansing and Blessing, up to a maximum of #pl(2).",
                	"Grants a stack-able " .. bclr(6,"10 %") .. " bonus " .. iconLink(ils.bloodpoints) .. " for actions in the " .. iconLink(ils.hunter) .. " Category per Token, up to a maximum of " .. bclr(8,"50 %") .. dot) .. brnl ..
                perkStrings.hexPerk
            }
        }
    },
    { -- Insidious
        id = 12,
        desc = {
            { 
                "Unlocks your stealth ability:" .. 
                bullet .. "Grants the " .. soloState(ils.undetectable) .. " after standing still for #pl(1) and until you are moving again."
            }
        }
    },
    { -- Iron Grasp
        id = 13,
        desc = {
            { 
                "Your powerful grasp on Survivors causes escapes to be nearly impossible." .. nlp ..
                "While carrying a " .. iconLink(ils.survivor) .. " you benefit from the following effects:" .. 
                list(
                	b("Decreases") .. " Wiggle effects, which cause you to strafe sideways, by " .. bclr(2,"75 %") .. dot,
            		b("Increases") .. " Wiggle duration by #pl(1).")
            }
        }
    },
    { -- Monstrous Shrine
        id = 14,
        desc = {
            { 
                "Your fervent care of the Hooks found in the Basement has aroused The Entity's interest." .. nlp ..
                "The " .. iconLink(ils.baseHooks) .. " possess the following benefits:" ..
                list(
                	b("Accelerates") .. " Sacrifice Progression by #pl(1).",
	                b("Increases") .. " Self-Unhook difficulty by #pl(2).",
                	b("Increases") .. " Self-Unhook penalty by #pl(3).") .. nlp ..
                quote("Then you will know that there is no escape. When hanging in the depths, you face the dark one.")
            }
        }
    },
    { -- Sloppy Butcher
        id = 15,
        desc = {
            { 
                "You know where to hit to make them bleed." .. 
                bullet .. "Wounds inflicted by " .. i("[[Basic Attacks]]") .. " cause " .. iconLink(ils.survivors) .. " to suffer from the " .. state(ils.haemorrhage) .. " and " .. soloState(ils.mangled) .. colon .. 
                bullet .. state(ils.haemorrhage) .. space .. b("increases") .. " the Survivor's Bleeding frequency by #pl(1)." ..
                bullet .. "Both " .. b(perkStrings.statusEffects) .. " are removed once the Survivor is fully healed." .. nlp ..
                quote("It is in its sadistic nature. There is no swift kill as it delights in the obscene spectacle of our agonising suffering.")
            }
        }
    },
    { -- Spies from the Shadows
        id = 16,
        desc = {
            { 
                "The Crows found in the Trial Grounds can communicate with you directly." .. 
                bullet .. iconLink(ils.crows) .. " startled by Survivors within #pl(1) alert you with a " .. i("[[Loud Noise Notification]]") .. dot .. nlp .. 
                "#pn has a cool-down of " .. bclr(2,"5 seconds") .. " between alerts." .. nlp ..
            	quote("In the shadows they torment, scarring our minds with each scream.")
            }
        }
    },
    { -- Unrelenting
        id = 17,
        desc = {
            { 
                "You recuperate faster from missed attacks made with your main weapon." .. 
                bullet .. b("Reduces") .. " the Cool-down of missed " .. i("[[Basic Attacks]]") .. " by #pl(1)."
            }
        }
    },
    { -- Whispers
        id = 18,
        desc = {
            { 
            	"You have a rudimentary understanding of The Entity's voice." .. 
            	bullet .. "You hear the sporadic whispers of the " .. iconLink(ils.entity) .. " whenever at least one Survivor is within #pl(1) of your location." .. nlp ..
            	quote("It is unclear as to the motivations of The Fog, but it is undeniable that it often takes the beast's side.", "Unknown, Notebook")
            }
        }
    },
    { -- Dark sense
        id = 19,
        desc = {
            { 
                "Unlocks potential in your Aura-reading ability:" .. 
				bullet .. "Each time a " .. iconLink(ils.gen) .. "is completed, the " .. iconLink(ils.aura) .. " of the Killer is revealed to you for " .. bclr(2,"5 seconds") .. dot .. 
                bullet .. "Once the last Generator is completed, the Aura of the Killer is revealed to you for #pl(1)." .. nlp ..
                quote("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")
            }
        }
    },
    { -- Deja Vu
        id = 20,
        desc = {
            { 
                "Unlocks potential in your Aura-reading ability:" .. nlp ..
                "Paranoia paired with your horror of failure helps prepare you from repeating the same mistakes." .. 
                bullet .. "The " .. iconLink(ils.auras) .. " of the " .. bclr(2, "3") .. space .. iconLink(ils.gens) .. " in closest proximity to one another are revealed to you for #pl(1) at the start of the Trial, and each time a Generator is completed." ..
                bullet .. "If you are holding a " .. iconLink(ils.map) .. ", Generators revealed by #pn are automatically added to it."
            }
        }
    },
    { -- Hope
        id = 21,
        desc = {
            { 
            	"The growing odds of a successful escape fill you with hope and give you wings" .. 
            	bullet .. "As soon as the " .. iconLink(ils.exitGates) .. " are powered, gain a #pl(1) " .. soloState(ils.haste) .. " for " .. bclr(2, "120 seconds") .. dot .. nlp ..
            	quote("Buckle up, fuckos! Let's roll.", "Nikki, The Lost Tapes")
            }
        }
    },
    { -- Kindred
        id = 22,
        desc = {
            { 
                "Unlocks potential in your Aura-reading ability:" .. nlp ..
                "While you are hooked:" .. 
                bullet .. "The " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.survivors) .. " are revealed to one another." ..
                bullet .. "Whenever the Killer is within #pl(1) of your Hook, their Aura is revealed to all Survivors." .. nlp ..
                "While any another Survivor is hooked:" .. 
                bullet .. "The Auras of all other Survivors are revealed to you." ..
                bullet .. "Whenever the Killer is within #pl(1) of the hooked Survivor, their Aura is revealed to you." .. nlp ..
                quote("Be kind to one another, We're all in this together","Sujan, The Lost Tapes")
            }
        }
    },
    { -- Lightweight
        id = 23,
        desc = {
            { 
                "Your running is light and soft, making your tracks harder to follow." .. 
                bullet .. iconLink(ils.scratchMarks) .. " begin to fade #pl(1) sooner." .. brnl ..
                quote("Take it slow, he knows where you have been... just like I have always said: 'live slow and die old'.","Dylan, The Lost Tapes")
            }
        }
    },
    { -- No One Left Behind
        id = 24,
        desc = {
            { 
                "It is inconceivable to leave someone behind." .. nlp ..
                "Once at least one " .. iconLink(ils.exitGate) .. " has been opened, #pn activates:" .. 
                bullet .. "Gain a #pl(1) Action Speed bonus to Unhooking and Healing other " .. iconLink(ils.survivors) .. dot ..
                bullet .. "The " .. iconLink(ils.auras) .. " of all other Survivors are revealed to you." .. nlp ..
                bullet .. "Grants #pl(2) bonus " .. iconLink(ils.bloodpoints) .. " for actions in the " .. iconLink(ils.altruism) .. " Category." .. nlp ..
                quote("... 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")
            }
        }
    },
    { -- Plunderer's Instinct
        id = 25,
        desc = {
            { 
                "Unlocks potential in your Aura-reading ability:" .. 
                bullet .. "The " .. iconLink(ils.auras) .. " of closed " .. iconLink(ils.chests) .. " and dropped " .. iconLink(ils.items) .. " in the environment within #pl(1) of your location are revealed to you." .. 
                bullet .. "Grants a " .. bclr(2, "considerably") .. " better chance at finding an Item of a higher Rarity from Chests." .. nlp ..
                quote("The pioneers used to loot these babies for hours.","Aizeyu, The Lost Tapes")
            }
        }
    },
    { -- Premonition
        id = 26,
        desc = {
            { 
                "You have the undeniable capability to sense danger." .. 
                bullet .. "Receive an auditory warning upon looking in the Killer's direction within a " .. bclr(2, "45 °") .. " cone within " .. bclr(6, "36 metres") .. dot .. nlp ..
                "#pn has a cool-down of #pl(1) each time it activates." .. nlp ..
                quote("I have a bad feeling about this!")
            }
        }
    },
    { -- Resilience
        id = 27,
        desc = {
            { 
                "You are motivated in dire situations." .. 
                bullet .. b("Increases") .. " your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Opening, and Unlocking by #pl(1) when in the " .. iconLink(ils.injuredState) .. dot .. nlp ..
                quote("Focus, even in these desperate times.")
            }
        }
    },
    { -- Slippery Meat
        id = 28,
        desc = {
            { 
            	"You have developed an efficient way to get off Hooks." .. 
            	list(
        			"Grants " .. bclr(2, "3") .. " additional Self-Unhook attempts.",
            		b("Increases") .. space .. "the Self-Unhook chance by #pl(1).")
            }
        }
    },
    { -- Small Game
        id = 29,
        desc = {
            { 
            	"You have the undeniable capability to sense danger." .. 
            	bullet .. "Receive an auditory warning upon looking in the direction of Totems in a " .. bclr(2, "45 °") .. " cone within #pl(1)." .. nlp ..
            	"#pn has a cool-down of #pl(2) each time it activates." .. nlp ..
            	"For each Dull or Hex Totem cleansed by any Player, #pn gains " .. bclr(6, "1 Token") .. colon ..
            	bullet .. "Each Token decreases the Detection cone's angle by " .. bclr(8, "5 °") .. ", down to a minimum of " .. bclr(4, "20 °") .. dot .. nlp ..
            	quote("Nope.","Andy, The Lost Tapes")
            }
        }
    },
    { -- Spine Chill
        id = 30,
        desc = {
            { 
            	"An unnatural tingle warns you of impending doom." .. nlp ..
            	"Whenever the Killer is looking in your direction when they are within " .. bclr(2, "36 metres") .. " of you, #pn activates:" ..
            	bullet .. b("Increases") .. " the Trigger odds of " .. iconLink(ils.skillCheck) .. " by " .. bclr(6, "10 %") .. dot ..
            	bullet .. b("Decreases") .. " the Skill Check Success zone by " .. bclr(8, "10 %") .. dot ..
            	bullet .. b("Increases") .. " your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Opening, and Unlocking by #pl(1)." .. nlp ..
            	quote("There is a voice that doesn't use words. Listen..","Sassy, The Lost Tapes")
            }
        }
    },
    { -- This Is Not Happening
        id = 31,
        desc = {
            { 
            	"You perform at your best when you are under extreme stress." ..
            	bullet .. b("Increases") .. " the Success zone of " .. iconLink(ils.greatSChecks) .. " while Repairing and Healing by #pl(1) when in the " .. iconLink(ils.injuredState) .. dot
            }
        }
    },
    { -- We'll Make It
        id = 32,
        desc = {
            { 
            	"Helping others heightens your morale." ..
            	bullet .. b("Increases") .. " your Altruistic Healing speed by " .. bclr(2, "100 %") .. " for the next #pl(1) whenever you rescue another Survivor from a " .. iconLink(ils.hook) .. nlp ..
            	quote("I am confident we can all escape in one piece if we help each other.")
            }
        }
    },
    { -- Bond
        id = 33,
        desc = {
            { 
            	"Unlocks potential in your Aura-reading ability:" .. 
            	bullet .. "The " .. iconLink(ils.auras) .. " of all other " .. iconLink(ils.survivors) .. " within #pl(1) of your location are revealed to you." .. nlp ..
            	quote("We have to work as a team, I need you to survive so that I can survive!", "Dwight Fairfield")
            }
        }
    },
    { -- Leader
        id = 34,
        desc = {
            { 
            	"You are able to organise a team to cooperate more efficiently." .. 
            	bullet .. b("Increases") .. " the Action speeds of other " .. iconLink(ils.survivors) .. " in Healing, Sabotaging, Unhooking, Cleansing, Opening, and Unlocking by #pl(1) while they are within " .. bclr(2, "8 metres") .. " of your location." ..
            	bullet .. "This effect lingers for " .. bclr(6,"15 seconds") .. " when leaving " .. i("Leader's") .. " range." .. nlp ..
            	"#pn does not stack with other instances of itself."
            }
        }
    },
    { -- Prove Thyself
        id = 35,
        desc = {
            { 
            	bullet .. b("Increases") .. " your Repair speed by " .. bclr(2, "+15 %") .. " for each other " .. iconLink(ils.survivor) .. " within " .. bclr(6, "4 metres") .. " of your location, up to a maximum of " .. bclr(8, "+45 %") .. dot ..
            	bullet .. "This effect is also applied to all other Survivors within that range." .. nlp ..
            	bullet .. "Grants #pl(1) bonus " .. iconLink(ils.bloodpoints) .. " for Co-operative actions." .. nlp ..
            	"#pn does not stack with other instances of itself." .. nlp ..
            	quote("Show me what you can do!", "Dwight Fairfield")
            }
        }
    },
    { -- Botany Knowledge
        id = 36,
        desc = {
            { 
            	"You transform plants found around [[The Campfire]] into tinctures that slow down bleeding." .. 
            	bullet .. b("Increases") .. " Healing speeds, as well as the efficiency of " .. iconLink(ils.medkits) .. ", by #pl(1)." .. nlp ..
            	quote("Basic Botany Knowledge could save your life someday", "Claudette Morel")
            }
        }
    },
    { -- Empathy
        id = 37,
        desc = {
            { 
            	"Unlocks potential in your Aura-reading ability:" .. 
            	bullet .. "The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.survivors) .. " in the " .. iconLink(ils.injuredState) .. " or in the " .. iconLink(ils.dyingState) .. " within #pl(1) of your location are revealed to you." .. nlp ..
            	"#pn does not reveal the Aura of a Survivor being carried by the " .. iconLink(ils.killer) .. dot
            }
        }
    },
    { -- Self-Care
        id = 38,
        desc = {
            { 
        		bullet .. "Unlocks the #pn ability, allowing to self-heal without needing a " .. iconLink(ils.medkit) .. " at " .. bclr(2, "50 %") .. " of the normal Healing speed." .. 
        		bullet .. b("Decreases") .. " the Depletion rate of " .. iconLink(ils.medkits) .. " by #pl(1)."
            }
        }
    },
    { -- Saboteur
        id = 39,
        desc = {
            { 
        		"Unlocks potential in your Aura-reading ability:" ..
        		bullet .. "While a Survivor is being carried, the " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.hooks) .. " within " .. bclr(2, "56 metres") .. " of their Pick-up location are revealed to you." .. nlp ..
        		"Unlocks the ability to sabotage Hooks without needing a " .. iconLink(ils.toolbox) .. colon ..
        		bullet .. "Sabotaging a Hook without a Toolbox takes " .. bclr(6, "2.5 seconds") .. dot ..
        		bullet .. "The Sabotage action has a cool-down of #pl(1)."
            }
        }
    },
    { -- Calm Spirit
        id = 40,
        desc = {
            { 
        		"Animals seem to trust you as they often stay calm in your presence." ..
        		bullet .. b("Lowers") .. " the odds of alerting nearby " .. iconLink(ils.crows) .. " by #pl(1)" .. dot ..
        		bullet .. b("Suppresses") .. " the urge to scream from pain at all times."
            }
        }
    },
    { -- Iron Will
        id = 41,
        desc = {
            { 
        		"You are able to concentrate and enter a meditative-like state to numb some pain." ..
        		bullet .. b("Lowers") .. " the volume of " .. i("Grunts of Pain") .. " by #pl(1)."
            }
        }
    },
    { -- Adrenaline
		id = 42,
		desc = {
			{
				"You are fuelled by unexpecting energy when on the verge of escape." .. 
				bullet .. "Once the " .. iconLink(ils.exitGates) .. " are powered, " .. bclr(2, "instantly heal one") .. space .. iconLink(ils.healthState) .. " and sprint at " .. bclr(6, "150 %") .. " of your normal Running Movement speed for " .. bclr(8, "5 seconds") .. dot ..
				bullet .. "#pn is on hold if you are disabled at the moment it triggers and will instead activate upon being freed." ..
				bullet .. "If playing against The " .. iconLink(ils.nightmare) .. ", #pn will wake you from the [[Dream World]] upon activation." .. nlp ..
				"#pn ignores an existing " .. i(b("Exhaustion")) .. " timer, but causes the " .. soloState(ils.exhausted) .. " for #pl(1)."
			}
		}
	},
	{ -- Quick & Quiet
        id = 43,
        desc = {
            { 
        		"You do not make as much noise as others when quickly vaulting over obstacles or hiding in Lockers." ..
        		bullet .. b("Suppresses") .. " both the " .. i("[[Loud Noise Notification]]") .. " and the sound effects triggered by rushing to vault " .. iconLink(ils.windows) .. ", or rushing to enter or exit " .. iconLink(ils.lockers) .. dot .. nlp ..
        		"#pn has a cool-down of #pl(1)."
            }
        }
    },
    { -- Sprint Burst
        id = 44,
        desc = {
            { 
        		bullet .. "When starting to run, break into a sprint at " .. bclr(2, "150 %") .. " of your normal Running Movement speed for " .. bclr(6, "3 seconds") .. dot .. nlp ..
        		"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
        		"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. nlp ..
        		quote("See you if you can catch up...", "Meg Thomas")
            }
        }
    },
    { -- Balanced Landing
        id = 45,
        desc = {
            { 
        		"Your agility and cat-like relexes are incomparable." .. nlp ..
        		"When falling from great heights, you benefit from the following effects:" .. 
        		bullet .. b("Reduces") .. " the Stagger duration by " .. bclr(2, "75 %") .. dot ..
        		bullet .. b("Suppresses") .. space .. i("Grunts of Exertion") .. " from falling." ..
        		bullet .. "Upon landing, break into a sprint at " .. bclr(6, "150 %") .. " of your normal Running Movement speed for " .. bclr(8, "3 seconds") .. dot .. nlp ..
        		"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
        		"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. nlp ..
        		quote("I have jumped from higher places.", "Nea Karlsson")
            }
        }
    },
    { -- Urban Evasion
        id = 46,
        desc = {
            { 
        		"Years of evading the cops taught you a thing or two about stealth." .. 
        		bullet .. b("Increases") .. " your Crouching Movement speed by #pl(1)." .. nlp ..
        		quote("The paint is still fresh but I am long gone.", "Nea Karlsson")
        	}
        }
    },
    { -- Streetwise
        id = 47,
        desc = {
            { 
        		"Long nights out taught you to do a lot with what you have got." ..
        		bullet .. b("Decreases") .. " the Depletion rate of your " .. iconLink(ils.items) .. " by #pl(1)." .. nlp ..
        		"#pn extends its effect to all other " .. iconLink(ils.survivors) .. " within " .. bclr(2, "8 metres") .. " of your location and lingers for " .. bclr(6, "15 seconds") .. dot .. nlp ..
        		quote("You are doing it wrong! Let me show you how it is done.", "Nea Karlsson")
            }
        }
    },
    { -- Decisive Strike
        id = 48,
        desc = {
            { 
        		"Using whatever is at hand, you stab your aggressor in an ultimate attempt to escape." .. nlp ..
        		"After being unhooked or unhooking yourself, #pn activates for the next #pl(1):" .. 
        		list(
        			"When being grabbed or picked up by the Killer, succeed a " .. iconLink(ils.skillCheck) .. " to automatically escape their grasp, stunning them for " .. bclr(2, "5 seconds") .. dot,
        			"Successfuly stunning the Killer will disable #pn for the remainer of the Trial and result you in becoming the " .. state(ils.obsession) .. dot) .. nlp ..
        		"While #pn is active, the following interactions will deactivate it:" .. 
        		list(
        			"Repairing a " .. iconLink(ils.gen) .. dot,
        			"Healing yourself or other Survivors.",
        			"Cleansing or Blessing a " .. iconLink(ils.totem) .. dot,
        			"Sabotaging a " .. iconLink(ils.hook) .. dot,
        			"Unhooking other " .. iconLink(ils.survivors) .. dot) .. nlp ..
        		perkStrings.obsPerkOddsPlus .. brnl ..
        		perkStrings.obsPerkSurvivor .. nlp ..
        		quote("There is nothing to be scared of.", "Laurie Strode")
            }
        }
    },
    { -- Object of Obsession
        id = 49,
        desc = {
            { 
        		"A supernatural bond links you to the Killer." .. nlp ..
        		"Whenever the Killer reads your " .. iconLink(ils.aura) .. " and for the same duration as they do so, #pn activates:" ..
        		bullet .. "The Killer's Aura is revealed to you." ..
        		bullet .. b("Increases") .. " your Action speeds in Repairing, Healing, and Cleansing by #pl(1)." .. nlp ..
        		"If you are the " .. state(ils.obsession) .. ", your Aura is automatically revealed to the Killer for " .. bclr(2, "3 seconds") .. " every " .. bclr(6, "30 seconds") .. dot .. nlp ..
        		perkStrings.obsPerkOddsPlus .. brnl ..
        		perkStrings.obsPerkSurvivor .. nlp ..
        		quote("He was watching me!", "Laurie Strode")
            }
        }
    },
    { -- Sole Survivor
        id = 50,
        desc = {
            { 
        		"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." .. nlp ..
        		"Each time a Survivor other than yourself is killed or sacrificed, #pn gains " .. bclr(2, "1 Token") .. ", up to a maximum of " .. bclr(6, "3 Tokens") .. colon ..
        		bullet .. "Each Token grants a stack-able radius of #pl(1) within which the Killer is unable to read your " .. iconLink(ils.aura) .. ", up to a maximum of #pl(2)." .. nlp ..
        		perkStrings.obsPerkOddsPlus .. brnl ..
        		perkStrings.obsPerkSurvivor .. nlp ..
        		quote("It was the boogeyman.", "Laurie Strode")
            }
        }
    },

    { -- Agitation
		id = 51,
		desc = {
			{
				"You get excited in anticipation of hooking your prey." .. nlp ..
				"While carrying a " .. iconLink(ils.survivor) .. "you benefit from the following effects:" ..
				bullet .. b("Increases") .. " your Carrying Movement speed by #pl(1)." ..
				bullet .. b("Increases") .. " your " .. iconLink(ils.terrorRadius) .. " by " .. bclr(2, "12 metres") .. dot .. nlp ..
				quote("At some point, the excitement of hooking one of us becomes more important than the desire to kill us.")
			}
		}
	},
	{ -- Brutal Strength
        id = 52,
        desc = {
            { 
        		"Your great strength allows you to shred through your prey's defences." ..
        		bullet .. b("Increases") .. " the Action speed of breaking " .. iconLink(ils.pallets) .. " and " .. iconLink(ils.bWalls) .. ", and damaging " .. iconLink(ils.gens) .. " by #pl(1)." .. nlp ..
        		quote("It is more than muscles. A dark power motivates the beast.")
            }
        }
    },
    { -- Unnerving Presence
        id = 53,
        desc = {
            { 
				"Your presence alone instils great fear." .. nlp ..
				iconLink(ils.survivors) .. " repairing or healing within your " .. iconLink(ils.terrorRadius) .. " suffer from the following effects:" ..
				bullet .. b("Increases") .. " the Trigger odds of " .. iconLink(ils.skillCheck) .. " by " .. bclr(2, "10 %") .. dot ..
				bullet .. b("Decreases") .. " the Success zone of Skill Checks by #pl(1)." .. nlp ..
				quote("Its presence befalls us.")
            }
        }
    },
    { -- Bloodhound
        id = 54,
        desc = {
            { 
				"Like a hunting scent hound, you smell traces of blood at a great distance." .. 
				bullet .. iconLink(ils.poolsBlood) .. " are shown in " .. bclr(19, "bright red") .. " and can be tracked for #pl(1) longer than normal." .. nlp ..
				quote("Pebbles shimmering in the moonlight; my life drips down in a trail so easy to follow.")
            }
        }
    },
    { -- Predator
        id = 55,
        desc = {
            { 
				"Your acute tracking ability allows you to hone in on disturbances left by running Survivors." ..
				bullet .. "The " .. iconLink(ils.scratchMarks) .. " left by " .. iconLink(ils.survivors) .. " spawn #pl(1) closer together." .. nlp ..
				quote("Never stop moving and hope you're always two steps ahead of the beast.", "Unknown, Notebook")
            }
        }
    },
    { -- Shadowgorn
        id = 56,
        desc = {
            { 
				"You have a keep vision in the darkness of the night." .. brnl ..
				bullet .. b("Increases") .. " your " .. i("Field of View") .. " by #pl(1)." .. nlp ..
				i("Field of View gains do not stack") .. nlp ..
				quote("Shining in the darkest dark, his eyes pierce the night and sting your soul.")
            }
        }
    },
    { -- Enduring
        id = 57,
        desc = {
            { 
				"You are resilient to pain." .. 
				bullet .. b("Reduces") .. space .. i("Pallet Stun") .. " duration by #pl(1)." .. nlp ..
				quote("He stops at nothing.")
            }
        }
    },
    { -- Lightborn
        id = 58,
        desc = {
            { 
				"Unlike other beasts of The Fog, you have adapted to light." .. 
				bullet .. "The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.survivors) .. " attempting to blind you with a Flashlight are revealed to you for #pl(1)." .. nlp ..
				"#pn grants immunity from being blinded by " .. iconLink(ils.flashlights) .. comma .. iconLink(ils.flashbangs) .. comma .. "or " .. iconLink(ils.blastMines) .. dot .. nlp ..
				quote("These monsters... they adapt! They emerge with strange new abilities.", "Vigo, Vigo's Journal")
            }
        }
    },
    { -- Tinkerer
        id = 59,
        desc = {
            { 
				"Whenever a " .. iconLink(ils.gen) .. " is repaired to " .. bclr(2, "70 %") .. ", you benefit from the following effects:" ..
				bullet .. "Triggers a " .. i("[[Loud Noise Notification]]") .. " for that Generator, revealing its location." ..
				bullet .. "Grants the " .. soloState(ils.undetectable) .. " for the next #pl(1)." .. nlp ..
				quote("The Hillbilly makes impressive tools out of scraps. Tools aimed at maiming us in creative ways.", "Notebook")
            }
        }
    },
    { -- Stridor
        id = 60,
        desc = {
            { 
				"You are acutely sensitive to the breathing of your prey." .. 
				bullet .. b("Increases") .. " the volume of Survivors' " .. i("Grunts of Pain") .. " by #pl(1)." ..
				bullet .. b("Increases") .. " the volume of Survivors' regular breathing by #pl(2)." .. nlp ..
				quote("If you do not stop and catch your breath... she will.")
            }
        }
    },
    { -- Thanatophobia
        id = 61,
        desc = {
            { 
				"Their courage fades in the face of their undeniable mortality." .. brnl ..
				"Each injured, dying, or hooked Survivor incurs a stack-able #pl(1) penalty to all Survivors' Repairing, Sabotaging, and Cleansing Action speeds, up to a maximum of #pl(2)." .. brnl ..
				quote("She plays with us and revels in our pain.")
            }
        }
    },
    { -- A Nurse's Calling
		id = 62,
		desc = {
			{
				"Unlocks potential in your Aura-reading ability." ..
				bullet .. "The " .. iconLink(ils.auras) .. " of Survivors, who are healing or being healed, are revealed to you when they are within a range of #pl(1)." .. nlp ..
				quote("Still attached to the fragments of her past life, she is drawn to those in need of help.")
			}
		}
	},
	{ -- Dying Light
        id = 63,
        desc = {
            { 
				"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
				"Each time you hook a Survivor other than your " .. state(ils.obsession) .. ", you gain " .. bclr(2, "1 Token") .. colon ..
				bullet .. "For as long as the " .. i(b("Obsession")) .. " is alive, all other Survivors suffer from a stack-able #pl(1) penalty to Repairing, Healing, and Sabotaging speeds per Token, up to a maximum of #pl(2) or " .. bclr(6, "11 Tokens") .. dot ..
				bullet .. "The " .. i(b("Obsession")) .. " is unaffected by this penalty and instead granted a permanent " .. bclr(8, "33 %") .. " Action Speed bonus to Unhooking and Healing other Survivors." .. nlp ..
				perkStrings.obsPerkKiller .. nlp ..
				quote("This isn't a man...", "Dr Sam Loomis")
            }
        }
    },
    { -- PLay With Your Food
        id = 64,
        desc = {
            { 
				"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
				"Each time you chase your " .. state(ils.obsession) .. " and let them escape, #pn recieves " .. bclr(2, "1 Token") .. ", up to a maximum of " .. bclr(6, "3 Tokens") .. colon ..
				bullet .. "Each Token applies a stack-able #pl(1) " .. soloState(ils.haste) .. ", up to a maximum of #pl(2)." ..
				bullet .. "Performing " .. i("[[Basic Attacks]]") .. ", or " .. i("[[Special Attacks]]") .. " that can damage Survivors, consumes " .. bclr(8, "1 Token") .. dot .. nlp ..
				"#pn has a cool-down of " .. bclr(4, "10 seconds") .. " on Token-accumulation." .. brnl ..
				perkStrings.obsPerkKiller .. nlp ..
				quote("You've fooled them, haven't you Michael? But not me.", "Dr Sam Loomis")
            }
        }
    },
    { -- Save the Best for Last
        id = 65,
        desc = {
            { 
				"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
				"Each time you hit a Survivor other than your " .. state(ils.obsession) .. " with a " .. i("[[Basic Attack]]") .. ", #pn gains " .. bclr(2, "1 Token") .. ", up to a maximum of " .. bclr(6, "8 Tokens") .. colon ..
				bullet .. "Gain a stack-able " .. bclr(8, "5 %") .. " Cool-down reduction on successful attacks per Token, up to a maximum of " .. bclr(4, "40 %") .. dot .. nlp ..
				"Each time you hit your " .. i(b("Obsession")) .. " with a " .. i("[[Basic Attack]]") .. ", #pn loses #pl(1)." .. 
				bullet .. i("When the " .. i(b("Obsession")) .. " is sacrificed or killed, you can neither gain nor lose any more Tokens.") .. nlp ..
				perkStrings.obsPerkKiller .. nlp ..
				quote("Death has come to your little town, Sheriff.", "Dr Sam Loomis")
            }
        }
    },
	{ -- Ace in the Hole
		id = 66,
		desc = {
			{
				"Lady Luck always seems to be throwing something good your way." .. brnl ..
				"When retrieving an " .. iconLink(ils.item) .. " from a " .. iconLink(ils.chest) .. ", there is a chance an " .. iconLink(ils.addon) .. " will be attached to it." ..
				bullet .. bclr(2, "100 %") .. " chance for an Add-on of " .. bclr(4, "Very Rare") .. " Rarity or lower." ..
				bullet .. "#pl(1) chance for a second Add-on of " .. bclr(2, "Uncommon") .. " Rarity or lower." .. nlp ..
				"#pn allows you to keep any Add-ons your Item has equipped upon escaping." .. nlp ..
				quote("Everything that glitters isn't gold. But gold isn't worth a damn in this place, so this should come in handy.", "Ace Visconti")
			}
		},
		history = {},
	},
	{ -- Open-Handed
        id = 67,
        desc = {
            { 
				"Strengthens the potential in your and your team's Aura-reading abilities." .. brnl ..
				"#pn increases all Aura-reading ranges by #pl(1)." .. brnl ..
				"#pn does not stack with other instances of itself." .. brnl ..
				quote("Paying attention is what kept me alive through the years. That, and my good looks of course.", "Ace Visconti")
            }
        }
    },
    { -- Up the Ante
        id = 68,
        desc = {
            { 
				"All will be well in the end; you just know it." .. brnl .. "Your confidence strengthens the feeling of hope for those around you." .. brnl ..
				"For Each Survivor still in the Trial, #pn gains " .. bclr(2, "1 Token") .. dot ..
				bullet .. "Each Token applies a stack-able #pl(1) bonus to the " .. iconLink(ils.luck).. " of all Survivors, up to a maximum of #pl(2)." .. nlp ..
				quote("What can I say? I'm just a very lucky guy... I'm sure some of it will rub off on you.", "Ace Visconti")
            }
        }
    },
    { -- Hex: Ruin
        id = 69,
        desc = {
            { 
				"A Hex that affects all Survivor's Generator Repair progress." .. brnl ..
				"All " .. iconLink(ils.gens) .. " automatically regress at #pl(1) of the normal Regression speed whenever they are not being repaired." .. brnl ..
				perkStrings.hexPerk .. brnl ..
				quote("A curse is upon you. It will cause your ruin.")
            }
        }
    },
    { -- Hex: Devour Hope
        id = 70,
        desc = {
            { 
				"A Hex rooting its power on hope." .. brnl .. "The false hope of Survivors ignites your hunger." .. brnl ..
				"Each time a " .. iconLink(ils.survivor) .. " is rescued from a Hook when you are at least " .. bclr(2, "24 metres") .. " away, #pn recieves " .. bclr(2, "1 Token") .. colon ..
				bullet .. bclr(4, "2 Tokens") .. colon .. space .. bclr(6, "10 seconds") .. " after hooking a Survivor, gain a #pl(1) " .. soloState(ils.haste) .. " for the next " .. bclr(8, "10 seconds") .. dot ..
				bullet .. bclr(4, "3 Tokens") .. colon .. " Survivors suffer permanently from the " .. soloState(ils.exposed) .. dot ..
				bullet .. bclr(4, "5 Tokens") .. colon .. " You are granted the ability to kill all Survivors by your own hand." .. nlp ..
				perkStrings.hexPerk .. brnl ..
				quote("If you do nothing, you have their blood on your hands. If you save them, her hunger grows.")
            }
        }
    },
    { -- Hex: The Third Seal
        id = 71,
        desc = {
            { 
				"A Hex that hinders the Survivors' Aura-reading abilities." .. brnl ..
				"The last #pl(1) hit with either your " .. i("[[Basic Attack]]") .. " or " .. i("[[Special Attack]]") .. " suffer from the " .. soloState(ils.blindness) .. dot .. brnl ..
				perkStrings.hexPerk .. brnl ..
				quote("She touched your skin, you bear the witch's mark!")
            }
        }
    },
    { -- Left Behind
		id = 72,
		desc = {
			{
				'You will get the job done... no matter the cost.' .. brnl ..
				'When you are the last Survivor remaining in the Trial, the ' .. iconLink(ils.aura) .. ' of the ' .. iconLink(ils.hatch) .. ' is revealed to you when you are within #pl(1).' .. nlp ..
				quote("I'm not horse-shittin' around. I'm doing this alone!", "Bill Overbeck")
			}
		}
	},
	{ -- Borrowed Time
		id = 73,
		desc = {
			{
				"You are fuelled with an unexpected energy when saving an Ally from a Hook." .. brnl ..
				"For #pl(1) after unhooking a Survivor, the unhooked Survivor is protected by the " .. state(ils.endurance) .. space .. b(perkStrings.statusEffect) .. dot ..
				bullet .. "Any damage taken that would put the Survivor into the " .. iconLink(ils.dyingState) .. " will instead trigger the " .. soloState(ils.deepWound) .. ", after which the Survivor has " .. bclr(2, "20 seconds") .. " to Mend themselves." ..
				bullet .. "Taking damage while under the effect of " .. i(b("Deep Wound")) .. " or if its timer runs out will put the Survivor into the Dying State." .. nlp ..
				quote("Probably stings like hell, but it ain't gonna kill ya. Up and at 'em soldier. Time to move!", "Bill Overbeck")
			}
		}
	},
	{ -- Unbreakable
		id = 74,
		desc = {
			{
				"Past battles have taught you a thing or two about survival." .. brnl ..
				"Once per Trial, you can completely recover from the " .. iconLink(ils.dyingState) .. dot ..
				bullet .. "Your Recovery speed is increased by #pl(1)." .. nlp ..
				quote("Goddammit, I am seriously FUBAR!", "Bill Overbeck")
			}
		}
	},
	{ -- Technician
		id = 75,
		desc = {
			{
				"You are apt at handling machinery with the greatest care and precision." .. brnl ..
				"Failing a " .. iconLink(ils.skillCheck) .. " while repairing:" .. 
				bullet .. "Prevents the " .. i("Generator Explosion") .. dot ..
				bullet .. "Applies the default Regression penalty." ..
				bullet .. "Applies an additional Regression penalty of #pl(1)." .. nlp ..
				"#pn reduces the audible range of your Generator-repairing noises by " .. bclr(2, "8 metres") .. dot .. brnl ..
				quote("I am gonna stealth this one.", "Min Feng")
			}
		}
	},
	{ -- Alert
		id = 76,
		desc = {
			{
				"Your acute senses are on high alert." .. brnl ..
				"Whenever the Killer destroys a " .. iconLink(ils.pallet) .. " or a " .. iconLink(ils.bWall) .. ", or damages a " .. iconLink(ils.gen) .. ", their " .. iconLink(ils.aura) .. " is revealed to you for #pl(1)." .. brnl ..
				quote("I have true sight,", "Min Feng")
			}
		},
		history = {
			{
				changed = "1.5.2c",
				adjust = "Buff",
				notice = "increased the time the Killer's Aura is revealed to the Survivor to " .. clr(6, "6 seconds") .. dot,
				
				before = {id = 76,  name = "Alert"            , baseLevel = 3, units = {4, 1}, values = {12, 24, 36, 60, 45, 30}, character = 9, charType = 'S', level = 40, tags = {"Auras"}},
				text = "Your acute senses are on high alert. When the Killer performs the break action within '''#pl(1)  of range, the Killer's Aura is revealed to you for '''{{clr|2|3 seconds}}'''. This effect can only be triggered once every #pl(2)."
			},
			{
				changed = "2.3.0", 
				adjust = {"Buff", "Buff", "Nerf"},
				notice = {"Alert now has an unlimited range.", b("Alert") .. " removed the cool-down.", b("Alert") .. " now reveals the Aura for 3/4/5 seconds."},
				
				before = {id = 76,  name = "Alert"            , baseLevel = 3, units = {4, 1}, values = {12, 24, 36, 60, 45, 30}, character = 9, charType = 'S', level = 40, tags = {"Auras"}},
				text = "Your acute senses are on high alert. When the Killer performs the break action within '''#pl(1)  of range, the Killer's Aura is revealed to you for '''{{clr|2|6 seconds}}'''. This effect can only be triggered once every #pl(2)."
			}
		},
	},
	{ -- Lithe
		id = 77,
		desc = {
			{
				"After performing a " .. b("rushed") .. " vault, break into a sprint of " .. bclr(2, "150 %") .. " of your normal Running Movement speed for a maximum of " .. bclr(6, "3 seconds") .. dot .. brnl ..
				"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
				"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. brnl ..
				quote("U mad?", "Min Feng")
			}
		}
	},
	{ -- Overwhelming Presence
		id = 78,
		desc = {
			{
				"Your presence alone instils great fear." .. brnl ..
				"Survivors within your " .. iconLink(ils.terrorRadius) .. " suffer from inefficiency:" ..
				bullet .. "When using an " .. iconLink(ils.item) .. ", its Depletion rate is increased by #pl(1)." .. nlp ..
				quote("Shit!! I dropped the gauze!")
			}
		}
	},
	{ -- Overcharge
		id = 79,
		desc = {
			{
				"You are fuelled by your hate for progress." .. brnl ..
				"Damaging a " .. iconLink(ils.gen) .. " overcharges it:" ..
				bullet .. "The next " .. iconLink(ils.survivor) .. " interacting with it will be faced with a difficult " .. iconLink(ils.skillCheck) .. dot ..
				bullet .. "Failing the Skill Check results in an additional Progression loss of #pl(1)." ..
				bullet .. "Succeeding the Skill Check does not grant any bonus Progression." .. nlp ..
				quote("Its a trap, But a trap one must step in...")
			}
		}
	},
	{ -- Monitor & Abuse
		id = 80,
		desc = {
			{
				"Meticulous in your approach, terrifying in your application." .. brnl ..
				"Your base " .. iconLink(ils.terrorRadius) .. " is increased by " .. bclr(2, "8 metres") .. dot ..
				bullet .. "Whenever you are outside of a Chase, your Terror Radius is reduced by " .. bclr(6, "16 metres") .. " while your " .. i("Field of View") .. " is increased by #pl(1)." .. nlp ..
				i("Field of View gains do not stack.") .. brnl ..
				quote("Its time for your treatment!", "Herman Carter, The Doctor")
			}
		}
	},
	{ -- We're Gonna Live Forever
		id = 81,
		desc = {
			{
				"Your few friends deserve the best protection." .. brnl ..
				"When healing a dying " .. iconLink(ils.survivor) .. ", your Healing speed is increased by " .. bclr(2, "100 %") .. dot .. brnl ..
				"Performing any of the following actions has #pn gain " .. bclr(6, "1 Token") .. colon ..
				bullet .. "Performing a Safe Hook Rescue" ..
				bullet .. "Taking a " .. i("[[Protection Hit]]") .. " for an injured Survivor." ..
				bullet .. "Stunning or Blinding the Killer to rescue a carried Survivor" .. nlp ..
				"Each Token grants a stack-able " .. bclr(8, "25 %") .. " bonus to all Bloodpoint gains, up to a maximum of #pl(1)." .. brnl ..
				i("The bonus " .. iconLink(ils.bloodpoints) .. " are only awarded post-Trial.") .. brnl ..
				quote("Come on then, let's ave' it! I don't give a shit pal.", "David King")
			}
		}
	},
	{ -- Dead Hard
		id = 82,
		desc = {
			{
				"Activate-able Perk." .. brnl ..
				"You can take a beaking." .. brnl .. "When Injured, tap into your adrenaline bank and dash forward quickly to avoid damage." ..
				bullet .. "Press the " .. i("Active Ability button") .. " while running to dash forward." ..
				bullet .. "Avoid any damage during the " .. i("Dash") .. dot .. nlp ..
				"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
				"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. brnl ..
				quote("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")
			}
		}
	},
	{ -- No Mither
		id = 83,
		desc = {
			{
				"Go on out, kid, it is just a scratch." .. brnl .. "Your thick blood coagulates practically instantly." .. brnl ..
				"You suffer from the " .. soloState(ils.broken) .. " for the entire Trial, but benefit from the following effects:" .. 
				bullet .. iconLink(ils.poolsBlood) .. " are suppressed." ..
				bullet .. "When injured or dying, " .. i("Grunts of Pain") .. " are reduced by #pl(1)." ..
				bullet .. "Your Recovery speed is increased by #pl(2)." ..
				bullet .. "You can recover fully from the " .. iconLink(ils.dyingState) .. dot .. nlp ..
				quote("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")
			}
		}
	},
	{ -- Territorial Imperative
		id = 84,
		desc = {
			{
				"Unlocks potential in your Aura-reading ability." .. brnl ..
				"The " .. iconLink(ils.aura) .. " of a Survivor entering the " .. iconLink(ils.basement) .. " when you are at least " .. bclr(2, "32 metres") .. " away is revealed to you for " .. bclr(6, "3 seconds") .. dot .. brnl ..
				"#pn has a cool-down of #pl(1)." .. brnl ..
				quote("We're not safe anywhere...")
			}
		}
	},
	{ -- Beast of Prey
		id = 85,
		desc = {
			{
				"Your lust for a kill is so intense that your connection with The " .. iconLink(ils.entity) .. " is momentarily lost, making you totally unpredictable." .. brnl ..
				"Upon gaining the " .. soloState(ils.bloodlust) .. ", #pn activates:" ..
				bullet .. "Grants the " .. soloState(ils.undetectable) .. " for as long as " .. i(b("Bloodlust")) .. " is active." .. nlp ..
				"#pn grants #pl(1) bonus " .. iconLink(ils.bloodpoints) .. " for actions in the " .. iconLink(ils.hunter) .. " Category." .. brnl ..
				i("The bonus Bloodpoints are only awarded during the Trial.") .. brnl ..
				quote("Where did she go?")
			}
		}
	},
	{ -- Hex: Huntress Lullaby
		id = 86,
		desc = {
			{
				"A Hex rooting its power in despair." .. brnl .. "Your hunt is an irresistible song of dread which muddles your prey's attention." .. brnl ..
				iconLink(ils.survivors) .. " recieve a #pl(1) Regression penalty on " .. iconLink(ils.failedSChecks) .. " for Repair and Healing actions." .. brnl ..
				"#pn grows in power each time you Hook a Survivor, gaining " .. bclr(2, "1 Token") .. ", and affecting Repair and Healing Skill Checks:" ..
				bullet .. bclr(4, "1 Token") .. colon .. " shortens the time between the Warning sound and the Skill check by " .. bclr(6, "-14 %") .. dot ..
				bullet .. bclr(4, "2 Tokens") .. colon .. " shortens the time between the Warning sound and the Skill check by " .. bclr(8, "-28 %") .. dot ..
				bullet .. bclr(4, "3 Tokens") .. colon .. " shortens the time between the Warning sound and the Skill check by " .. bclr(4, "-42 %") .. dot ..
				bullet .. bclr(4, "4 Tokens") .. colon .. " shortens the time between the Warning sound and the Skill check by " .. bclr(3, "-56 %") .. dot ..
				bullet .. bclr(4, "5 Tokens") .. colon .. " disables the Warning sound." .. nlp ..
				perkStrings.hexPerk .. brnl ..
				quote("That song, it drives me crazy!")
			}
		}
	},
	{ -- Knock Out
		id = 87,
		desc = {
			{
				"The trauma caused by your brutal attacks makes crying for help painfully difficult." .. brnl ..
				"When putting a Survivor into the " .. iconLink(ils.dyingState) .. " with your " .. i("[[Basic Attack]]") .. colon ..
				bullet .. "Their " .. iconLink(ils.aura) .. " is not revealed to any Survivor farther away from them than #pl(1)." ..
				bullet .. "For the next " .. bclr(2, "15 seconds") .. ", the dying Survivor suffers from a decreased " .. i("Field of View") .. ", the " .. soloState(ils.blindness) .. ", and crawls " .. bclr(6, "50 %") .. " slower." .. nlp ..
				quote("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")
			}
		}
	},
	{ -- Barbecue & Chilli
		id = 88,
		desc = {
			{
				"A deep bond with The " .. iconLink(ils.entity) .. " unlocks potential in one's Aura-reading ability." .. brnl ..
				"After hooking a Survivor, all other Survivors' " .. iconLink(ils.auras) .. " are revealed to you for " .. bclr(2, "4 seconds") .. " when they are farther than " .. bclr(6, "40 metres") .. " from the " .. iconLink(ils.hook) .. 
				bullet .. "Each time a Survivor is hooked for the first time, gain a stack-able " .. bclr(8, "25 %") .. " bonus to all Bloodpoint gains, up to a maximum of #pl(1)." .. nlp ..
				i("The bonus " .. iconLink(ils.bloodpoints) .. " are only awarded post-Trial.") .. brnl ..
				quote("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")
			}
		}
	},
	{ -- Franklin's Demise
		id = 89,
		desc = {
			{
				"Your vicious " .. i("[[Basic Attacks]]") .. " make Survivors drop their regular " .. iconLink(ils.items) .. " or " .. bclr(25, "Limited Items") .. " on impact." ..
				bullet .. "If not recovered within #pl(1), the lost Items will have their Charges depleted by The " .. iconLink(ils.entity) .. dot ..
				bullet .. "The " .. iconLink(ils.auras) .. " of lost Items are revealed to you within " .. bclr(2, "32 metres") .. " and slowly fade from " .. bclr(16, "white") .. " to " .. bclr(19, "red") .. " as the timer elapses." .. nlp ..
				quote("Sally, I hear something. Stop! Stop!", "Franklin Hardesty")
			}
		}
	},
	{ -- Fire Up
		id = 90,
		desc = {
			{
				"The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation." .. brnl ..
				"Each time a Generator is completed, #pn grows in power." .. 
				bullet .. "Gain a stack-able #pl(1) Action Speed bonus to picking-up and dropping Survivors, breaking " .. iconLink(ils.pallets) .. " and " .. iconLink(ils.bWalls) .. ", damaging " .. iconLink(ils.gens) .. ", and vaulting " .. iconLink(ils.windows) .. ", up to a maximum of #pl(2)." .. brnl ..
				quote("Now why don't you just fucking die?", "Freddy Krueger")
			}
		}
	},
	{ -- Remember Me
		id = 91,
		desc = {
			{
				"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
				"Each time the " .. state(ils.obsession) .. " loses a " .. iconLink(ils.healthState) .. ", #pn gains " .. bclr(2, "1 Token") .. colon ..
				bullet .. b("Increases ") .. "the Opening time of both " .. iconLink(ils.exitGates) .. " by " .. bclr(6, "4 seconds") .. " per Token, up to a maximum of #pl(1)." ..
				bullet .. "The " .. i(b("Obsession")) .. " remains unaffected by this penalty." .. nlp ..
				perkStrings.obsPerkKiller .. brnl ..
				quote("You don't remember? You must. You're my number one, and you'll never wake up again.", "Freddy Krueger")
			}
		}
	},
	{ -- Blood Warden
		id = 92,
		desc = {
			{
				"As soon as one " .. iconLink(ils.exitGate) .. " is opened, #pn activates." .. 
				bullet .. "The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.survivors) .. " standing within the Exit-Gate area are revealed to you." .. nlp..
				"Once per Trial, hooking a Survivor while #pn is active calls upon The " .. iconLink(ils.entity) .. " to block the exits for all Survivors for #pl(1)." .. brnl ..
				quote("This is my world. And you can't ever leave.", "Freddy Krueger")
			}
		}
	},
	{ -- Wake Up!
		id = 93,
		desc = {
			{
				"Unlocks potential in your Aura-reading ability." .. brnl ..
				"Once all " .. iconLink(ils.gens) .. " are completed, #pn activates:" ..
				bullet .. "The " .. iconLink(ils.auras) .. " of the " .. iconLink(ils.eGateSwitches) .. " are revealed to you within " .. bclr(2, "128 metres") .. dot ..
				bullet .. "When opening an Exit Gate, your Aura is revealed to all other Survivors within " .. bclr(6, "128 metres") .. dot ..
				bullet .. "You open Exit Gates #pl(1) faster." .. nlp ..
				quote("Ok, look. If we survive the next 24 hours, then I'll take you out on a real date.", "Quentin Smith")
			}
		}
	},
	{ -- Pharmacy
		id = 94,
		desc = {
			{
				"You have a knack for finding medicine." .. 
				bullet .. "Unlocking " .. iconLink(ils.chests) .. " is #pl(1) faster." ..
				bullet .. "Unlocking your " .. bclr(2, "first") .. " Chest guarantees an " .. iconLink(ils.eMedkit) .. dot .. nlp ..
				"#pn reduces the audible range of your Chest-unlocking noises by " .. bclr(6, "8 metres") .. dot .. brnl ..
				quote("Adrenaline, it is going to keep us awake. I stole it from one of the Nurse's carts.", "Quentin Smith")
			}
		}
	},
	{ -- Vigil
		id = 95,
		desc = {
			{
				"You look over your friends even in dire situations." .. nlp ..
				bullet .. b("Increases") .. " your Recovery rate from the " .. state(ils.blindness) .. comma .. state(ils.broken) .. comma .. state(ils.exhaustion) .. comma .. state(ils.exposed) .. comma .. state(ils.haemorrhage) .. comma .. state(ils.hindered) .. ", and " .. lastState(ils.oblivious) .. " by #pl(1)." .. 
				bullet .. "This effect also applies to all other " .. iconLink(ils.survivors) .. " within " .. bclr(2, "8 metres") .. " of your location and lingers for " .. bclr(6, "15 seconds") .. dot .. nlp ..
				quote("I am gonna be here when you wake up. You are gonna make it.", "Quentin Smith")
			}
		}
	},
	{ -- Hangman's Trick
		id = 96,
		desc = {
			{
				"Unlocks potential in your Aura-reading ability and your ingenious modifications to " .. iconLink(ils.hooks) .. " alert you of tampering." ..
				bullet .. "Gain a " .. i("[[Loud Noise Notification]]") .. " whenever a " .. iconLink(ils.survivor) .. " begins sabotaging a Hook." ..
				bullet .. "While carrying a Survivor, see the " .. iconLink(ils.aura) .. " of any Survivor within #pl(1) of any Hook." .. nlp ..
				quote("No excuses, no equivocations... No crying.", "Amanda Young")
			}
		}
	},
	{ -- Surveillance
		id = 97,
		desc = {
			{
				"Unlocks potential in your Aura-reading ability." .. brnl ..
				"The " .. iconLink(ils.auras) .. " of regressing " .. iconLink(ils.gens) .. " are highlighted in " .. bclr(2, "white") .. dot .. 
				bullet .. "If the Regression progress is interrupted on a Generator, its Aura will be highlighted in " .. bclr(2, "yellow") .. " for #pl(1)." .. nlp ..
				"#pn increases the audible range of Survivors' Generator-repairing noises by " .. bclr(2, "8 metres") .. dot .. brnl ..
				quote("Are you gonna behave?", "Amanda Young")
			}
		}
	},
	{ -- Make Your Choice
		id = 98,
		desc = {
			{
				"Each time a Survivor is rescued from a Hook when you are at least " .. bclr(2, "32 metres") .. " away, #pn activates:" .. 
				bullet .. "The Rescuer suffers from the " .. soloState(ils.exposed) .. " for the next #pl(1)." .. nlp ..
				"#pn has a cooldown of #pl(2)." .. brnl ..
				quote("You'd be surprised what tools can save a life.", "Amanda Young")
			}
		}
	},
	{ -- Tenacity
		id = 99,
		desc = {
			{
				"There is nothing stopping you." .. brnl ..
				"Your ferocious tenacity in dire situations allows you to crawl #pl(1) faster and also recover at the same time." .. brnl ..
				quote("What the hell is this? I'm taking this bastard down!", "Detective David Tapp")
			}
		}
	},
	{ -- Detective's Hunch
		id = 100,
		desc = {
			{
				"Unlocks potential in your Aura-reading ability." .. brnl ..
				"Each time a Generator is completed, the " .. iconLink(ils.auras) .. " of any " .. iconLink(ils.gens) .. comma .. iconLink(ils.chests) .. ", and " .. iconLink(ils.totems) .. "within #pl(1) are revealed to you for " .. bclr(6, "10 seconds") .. dot ..
				bullet .. "If you are holding a " .. iconLink(ils.map) .. ", any objects revealed by #pn will automatically be tracked by it." .. nlp ..
				quote("Are you able to tell us where you were last night?", "Detective David Tapp")
			}
		}
	},
	{ -- Stake Out
		id = 101,
		desc = {
			{
				"Getting close to the Killer fills you with determination." .. brnl ..
				"Every " .. bclr(2, "15 seconds") .. " you are standing within the Killer's " .. iconLink(ils.terrorRadius) .. " without being chased, #pn gains " .. bclr(6, "1 Token") .. ", up to a maximum of #pl(1)." ..
				bullet .. "When #pn has at least " .. bclr(8, "1 Token") .. comma .. iconLink(ils.gSkillChecks) .. " consume " .. bclr(4, "1 Token") .. " and are considered Great Skill Checks, granting an additional Progression bonus of " .. bclr(3, "1 %") .. dot ..
				bullet .. "Great Skill Checks do not consume any Tokens." .. nlp ..
				quote("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")
			}
		}
	},
	{ -- Bamboozle
		id = 102,
		desc = {
			{
				"Performing a Vault action is #pl(1) faster and calls upon The " .. iconLink(ils.entity) .. " to block that Vault location for " ..iconLink(ils.survivors) .. " for #pl(2)." .. brnl ..
				i("Only one Vault location may be blocked this way at any given time.") .. brnl ..
				"#pn does not affect " .. iconLink(ils.pallets) .. dot
			}
		}
	},
	{ -- Coulrophobia
		id = 103,
		desc = {
			{
				"Your presence alone instils great fear." .. brnl ..
				"The Healing speed of " .. iconLink(ils.survivors) .. " within your " .. iconLink(ils.terrorRadius) .. " is reduced by #pl(1)."
			}
		}
	},
	{ -- Pop Goes the Weasel
		id = 104,
		desc = {
			{
				"A deep bond with The " .. iconLink(ils.entity) .. " unlocks great strength." .. brnl ..
				"After hooking a " .. iconLink(ils.survivor) .. ", #pn activates for the next #pl(1):" ..
				bullet .. "The next " ..iconLink(ils.gen) .. " you damage instantly loses " .. bclr(2, "25 %") .. " Progression." ..
				bullet .. "Regular Generator Regression applies afterwards and #pn deactivates."
			}
		}
	},
	{ -- Dance With Me
		id = 105,
		desc = {
			{
				"When performing a " .. b("rushed") .. " action to vault a " .. iconLink(ils.window) .. " or leave a " .. iconLink(ils.locker) .. ", you will not leave any " .. iconLink(ils.scratchMarks) .. " for the next " .. bclr(2, "3 seconds") .. dot .. brnl ..
				"#pn has a cool-down of #pl(1)." .. brnl ..
				quote("Another show's off and runnin'," .. br .. "Dance with me, cuz there's a storm a commin'" .. br .. "Follow my boots, try to keep up,".. br .."Dance with me, until sun up.", "Kate Denson's " .. '"' .. "Dance with Me" .. '"')
			}
		}
	},
	{ -- Windows of Opportunity
		id = 106,
		desc = {
			{
				"Unlocks potential in your Aura-reading ability." .. brnl ..
				"The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.bWalls) .. comma .. iconLink(ils.pallets) .. ", and " .. iconLink(ils.windows) .. " are revealed to you within #pl(1)." .. brnl ..
				quote("Rise and shine, work hard, carve out your name,".. br .."Take aim, pull the trigger, hit the bulls eye for fame,".. br .."Know the value of faith, an' family, and don't you complain,".. br .."Open wide, your windows of opportunity", "Kate Denson's " .. '"' .. "Windows of Opportunity" .. '"')
			}
		}
	},
	{ -- Boil Over
		id = 107,
		desc = {
			{
				"You are a battler and do everything to escape a foe's grasp." .. nlp ..
				"While being carried by the " .. iconLink(ils.killer) .. ", the following effects apply:" ..
				bullet .. b("Increases") .. " the intensity of the " .. i("Struggle Effects") .. " on the Killer from your " .. i("Wiggling") .. " by #pl(1)." ..
				bullet .. b("Obscures") .. " the " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.hooks) .. " from the Killer's Aura-reading abilities within " .. bclr(2, "16 metres") .. " of your pick-up location." ..
				bullet .. "Each time the Killer drops from great heights, your " .. i("Wiggle Meter") .. " fills by " .. bclr(6, "25 %") .. " upon landing." .. nlp ..
				quote("Buck and Wild,".. br .."Swing to be free,".. br .."Your hands just can't keep ahold of me.", "Kate Denson's " .. '"' .. "Boil Over" .. '"')
			}
		}
	},
	{ -- Spirit Fury
		id = 108,
		desc = {
			{
				"Each Pallet you break magnifies the wrath of The Entity." .. brnl ..
				"After breaking #pl(1), the next time you are stunned by a " .. iconLink(ils.pallet) .. ", The " .. iconLink(ils.entity) .. " will instantly break it." ..
				bullet .. "You still suffer from the Stun penalty." .. nlp ..
				quote("Fury is her blood.")
			}
		}
	},
	{ -- Hex: Haunted Ground
		id = 109,
		desc = {
			{
				"Two trapped " .. iconLink(ils.hexTotems) .. " will spawn in the Trial Grounds." ..
				bullet .. "When either Hex Totem is cleansed or blessed, all " .. iconLink(ils.survivors) .. " suffer from the " .. soloState(ils.exposed) .. " for #pl(1)." ..
				bullet .. "The second Hex Totem will immediately turn into a Dull Totem." .. nlp ..
				quote("Her home become profane.")
			}
		}
	},
	{ -- Rancor
		id = 110,
		desc = {
			{
				"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
				"Each time a " .. iconLink(ils.gen) .. " is completed:" ..
				bullet .. "Your " .. iconLink(ils.aura) .. " is revealed to the " .. state(ils.obsession) .. " for #pl(1)." ..
				bullet .. "All Survivors' locations are revealed to you for " .. bclr(2, "3 seconds") .. dot .. nlp ..
				"Once all Generators are completed:" ..
				bullet .. "The " .. i(b("Obsession")) .. " suffers from a permanent " .. soloState(ils.exposed) .. dot .. 
				bullet .. "You are granted the ability to kill the " .. i(b("Obsession")) .. " by your own hand." .. nlp ..
				i("You can only be " .. b("obsessed") .. " with one Survivor at a time.")
			}
		}
	},
	{ -- Diversion
		id = 111,
		desc = {
			{
				"Activate-able perk." .. brnl ..
				"Standing within the Killer's " .. iconLink(ils.terrorRadius) .. " while not in a Chase for #pl(1) activates #pn." .. brnl ..
				"Once #pn is activated, press the " .. i("Active Ability button") .. " while crouched and motionless to throw a pebble, creating a distraction for the Killer at a distance of " .. bclr(2, "20 metres") .. dot .. brnl ..
				"The distraction consists of the following:" ..
				bullet .. "A " .. i("[[Loud Noise Notification]]") .. dot ..
				bullet .. iconLink(ils.scratchMarks) .. nlp ..
				i("Diversion's") .. " timer resets once the ability has been activated." .. brnl ..
				quote("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")
			}
		}
	},
	{ -- Deliverance
		id = 112,
		desc = {
			{
				"After performing a Safe Hook Rescue on another Survivor, #pn activates:" .. 
				bullet .. "Your Self-Unhook attempts will succeed " .. bclr(2, "100 %") .. " of the time." .. nlp ..
				"#pn causes the " .. soloState(ils.broken) .. " for #pl(1) after unhooking yourself." .. brnl ..
				quote("I was raised by a strict man who taught me how to make the best of a bad situation.", "Adam Francis")
			}
		}
	},
	{ -- Autodidact
		id = 113,
		desc = {
			{
				"You start the  Trial with a " .. bclr(2, "-25 %") .. " Progression penalty for " .. iconLink(ils.skillChecks) .. " to heal " .. iconLink(ils.survivors) .. dot .. brnl ..
				"For every successful Skill Check completed while healing a Survivor, #pn gains " .. bclr(2, "1 Token") .. " up to a maximum of #pl(1)." .. 
				bullet .. "Each Token grants a " .. bclr(8, "+15 %") .. " bonus Progression for a successful Skill Check while healing Survivors." ..
				bullet .. "Great Skill Checks cannot be performed while using #pn." .. nlp ..
				"#pn is not active when using a " .. iconLink(ils.medkit) .. " to heal." .. brnl ..
				quote("There's no limit to what you can achieve, as long as you back with hard work.", "Adam Francis")
			}
		}
	},
	{ -- Discordance
		id = 114,
		desc = {
			{
				"Any " .. iconLink(ils.gen) .. " within a range of #pl(1) that is being repaired by " .. bclr(2, "2 or more Survivors") .. " is marked by a " .. bclr(2, "yellow") .. space .. iconLink(ils.aura) .. dot ..
				bullet .. "When the Generator is first highlighted, #pn triggers a " .. i("[[Loud Noise Notification]]") .. " on the Generator." ..
				bullet .. "After the Generator is no long within range or is being repaired by just " .. bclr(6, "1 Survivor") .. ", the highlighted Aura will linger for another " .. bclr(8, "4 seconds") .. dot .. nlp ..
				quote("Smartasses get killed. We always see to that.", "The Legion")
			}
		}
	},
	{ -- Mad Grit
		id = 115,
		desc = {
			{
				"While carrying a Survivor, you suffer no cool-down on missed attacks." .. 
				bullet .. "Successfully hitting a Survivor will pause the carried Survivor's Wiggling Progression for #pl(1)." .. nlp ..
				quote("There's no getting out of this now. We're too good at it.", "The Legion")
			}
		}
	},
	{ -- Iron Maiden
		id = 116,
		desc = {
			{
				"You open " .. iconLink(ils.lockers) .. " #pl(1) faster." .. brnl ..
				"Survivor's who exit Lockers suffer from the " .. soloState(ils.exposed) .. " for " .. bclr(2, "30 seconds") .. " and their location is revealed to you for " .. bclr(6, "4 seconds") .. dot .. brnl ..
				quote("This is no place for cowards.", "The Legion")
			}
		}
	},
	{ -- Breakdown
		id = 117,
		desc = {
			{
				"Each time you are unhooked or unhook yourself, the " .. iconLink(ils.hook) .. " breaks and the Killer's " .. iconLink(ils.aura) .. " is revealed to you for #pl(1)." ..
				bullet .. "A Hook broken by #pn takes " .. bclr(2, "180 seconds") .. " to respawn." .. nlp ..
				quote("Charge from the Belly of the Beast." .. br .. "Here's a sketch/painting on a piece of wood I saw by the side of this road. I felt like it got a story to tell. And it didn't waste its second chance.", "Jeff, ink and oil wash on slice of wood, 12x16")
			}
		}
	},
	{ -- Aftercare
		id = 118,
		desc = {
			{
				"Unlocks potential in your Aura-reading ability." .. brnl ..
				"You see the " .. iconLink(ils.aura) .. " of the last #pl(1):" ..
				bullet .. "You have rescued from a " .. iconLink(ils.hook) .. ", or who have rescued you from a Hook." ..
				bullet .. "You have completed a Healing action on, or who have completed a Healing action on you." ..
				bullet .. "They also see your Aura." .. nlp ..
				"All effects of #pn are reset upon being hooked by the " .. iconLink(ils.killer) .. dot .. brnl ..
				quote("A Mercy that Rips the Storm." .. br .. "Oil work to honour my best buddies who happen to be the best musicians I know. Their first album is still my favourite. It got me through a dark time in my life.", "Jeff, oil on canvas, 16x16")
			}
		},
		history = {},
	},
	{ -- Distortion
		id = 119,
		desc = {
			{
				"You start the trial with " .. bclr(2, "4 Tokens") .. dot .. brnl ..
				"Whenever the " .. iconLink(ils.killer) .. " attempts to read your " .. iconLink(ils.aura) .. ", #pn activates and a Token is consumed:" .. 
				bullet .. "Your Aura will not be shown to the Killer and you will not leave any " .. iconLink(ils.scratchMarks) .. " for the next #pl(1)." .. nlp ..
				"#pn does not activate when you are in the " .. iconLink(ils.dyingState) .. " or in a " .. b("Killer Trap") .. dot .. brnl ..
				quote("Death Fooled by the Cloak of Falcon Feathers." .. br .. "Sketch inspired by a few sleepless nights during winter. Exploration of Norse mythology: bravery can conceal your flaws, even when you are at your most vulnerable.", "Jeff, pencil on tone paper, 12x12")
			}
		}
	},
	{ -- Corrupt Intervention
		id = 120,
		desc = {
			{
				"Your prayers invoke a dark power that meddles with the Survivors' chances of survival." .. brnl ..
				"At the start of the Trial, the " .. bclr(2, "3 Generators") .. " located farthest from you are blocked by The " .. iconLink(ils.entity) .. " for #pl(1)." .. brnl ..
				quote("It shall be known across the land that the Gods curse the unfaithful.", "(The Tablet of Adiris, 3.7)")
			}
		}
	},
	{ -- Infectious Fright
		id = 121,
		desc = {
			{
				"The cries of the unfaithful make your heart leap." .. brnl ..
				"Whenever a Survivor is put into the " .. iconLink(ils.dyingState) .. " by any means, all other Survivors within your " .. iconLink(ils.terrorRadius) .. " will scream and reveal their current location to you for #pl(1)." .. brnl ..
				quote("Horror overcomes the heart of infidels who cry at the feet of the fallen.", "(Hymn of Praise, 11.4)")
			}
		}
	},
	{ -- Dark Devotion
		id = 122,
		desc = {
			{
				"The display of your Powers creates a whirlwind of panic that spreads throughout the land." .. brnl ..
				"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
				"Hitting the " .. state(ils.obsession) .. " with a " .. i("[[Basic Attack]]") .. " causes them to emit a " .. iconLink(ils.terrorRadius) .. " of " .. bclr(2, "32 metres") .. " for the next #pl(1)." ..
				bullet .. "You are granted the " .. soloState(ils.undetectable) .. dot ..
				bullet .. "The " .. i(b("Obsession")) .. " hears their own Terror Radius." .. nlp ..
				perkStrings.obsPerkKiller .. brnl ..
				quote("And terror shall take hold of a defiant non-believer, who shall falsely announce my arrival.", "(The Tablet of Adiris, 48.9)")
			}
		}
	},
	{ -- Solidarity
		id = 123,
		desc = {
			{
				"Sharing painful experiences has the power to heal." .. brnl ..
				"When injured, healing another " .. iconLink(ils.survivor) .. " without using a " .. iconLink(ils.medkit) .. " also heals you with a Conversion rate of #pl(1)." .. brnl ..
				quote("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")
			}
		}
	},
	{ -- Poised
		id = 124,
		desc = {
			{
				"Achieving goals boosts your confidence." .. brnl ..
				"After a " .. iconLink(ils.gen) .. " is completed, you will not leave any " .. iconLink(ils.scratchMarks) .. " for the next #pl(1)." .. brnl ..
				quote("Ok, stay calm. Don't overthink it and just keep moving forward: you got this.", "Jane Romero")
			}
		}
	},
	{ -- Head On
		id = 125,
		desc = {
			{
				"When your mind is set, there better be no one standing in your way." .. brnl ..
				"While standing in a " .. b(iconLink(ils.locker)) .. " for " .. bclr(2, "3 seconds") .. ", #pn activates:" ..
				bullet .. "When performing a " .. b("rushed") .. " action to leave a Locker, stun the Killer for " .. bclr(6, "3 seconds") .. " if they are within range." .. nlp ..
				"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
				"#pn cannot be used when " .. i(b("Exhausted")) .. " or when you have accrued " .. iconLink(ils.stillCrows) .. dot .. brnl ..
				quote("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")
			}
		}
	},
	{ -- Flip-Flop
		id = 126,
		desc = {
			{
				"You have an uncanny ability to escape the inevitable." .. brnl ..
				"While in the " .. iconLink(ils.dyingState) .. comma .. space .. bclr(2, "50 %") .. " of your Recovery progression is converted into Wiggling progression, up to a maximum of #pl(1), once you are picked up by the " .. iconLink(ils.killer) .. dot .. brnl ..
				quote("Catch ya on the flip-flop.", "Ash Williams")
			}
		}
	},
	{ -- Buckle Up
		id = 127,
		desc = {
			{
				"Unlocks potential in your Aura-reading ability." .. brnl ..
				"You can determine the Recovery progress of dying " .. iconLink(ils.survivors) .. " by the intensity of their " .. iconLink(ils.aura) .. " at a distance of " .. bclr(2, "48 metres") .. " away." .. brnl ..
				"When healing another Survivor from the " .. iconLink(ils.dyingState) .. " to the " .. iconLink(ils.injuredState) .. ", the Killer's Aura is revealed to the both of you for #pl(1)." .. brnl ..
				quote("Ghost beaters never leave a man behind.", "Ash Williams")
			}
		}
	},
	{ -- Mettle of Man
		id = 128,
		desc = {
			{
				"Evil has a way of always finding you." .. brnl ..
				"After triggering your " .. bclr(2, "third") .. space .. i("[[Protection Hit]]") .. ", #pn activates and you are protected by the " .. soloState(ils.endurance) .. colon ..
				bullet .. "Any damage taken that would put you into the " .. iconLink(ils.dyingState) .. " from the " .. iconLink(ils.injuredState) .. " is blocked." ..
				bullet .. "When you are healed again, your " .. iconLink(ils.aura) .. " will be revealed to the Killer whenever you are farther than #pl(1) away." .. nlp ..
				"#pn deactivates the next time you are put into the Dying State." .. brnl ..
				perkStrings.obsPerkOddsPlus .. brnl ..
				perkStrings.obsPerkSurvivor .. brnl ..
				quote("Evil has a bullseye on my back the size of Tiger Stadium.", "Ash Williams")
				
			}
		}
	},
	{ -- I'm All Ears
		id = 129,
		desc = {
			{
				"Unlocks potential in your Aura-reading ability, sharpening your keen senses in the dark Realm of The " .. iconLink(ils.entity) .. dot .. brnl ..
				"Any " .. iconLink(ils.survivor) .. " performing a " .. b("rushed") .. " action within " .. bclr(2, "48 metres") .. " of your location has their " .. iconLink(ils.aura) .. " revealed to you for " .. bclr(6, "6 seconds") .. dot .. brnl ..
				"#pn can only be triggered once every #pl(1)." .. brnl ..
				quote("There is no need to worry. I've been preparing my whole life for this.", "The Ghost Face")
			}
		}
	},
	{ -- Thrilling Tremors
		id = 130,
		desc = {
			{
				"Your dark designs and shrewd composure rouse The " .. iconLink(ils.entity) .. dot .. brnl ..
				"After picking up a " .. iconLink(ils.survivor) .. ", all " .. iconLink(ils.gens) .. " not currently being repaired by Survivors are blocked by The Entity for the next " .. bclr(2, "16 seconds") .. dot ..
				bullet .. "The " .. iconLink(ils.auras) .. " of blocked Generators are highlighted to you in " .. bclr(16, "white") .. dot .. nlp ..
				"#pn has a cool-down of #pl(1)." .. brnl ..
				quote("The night assists me and it's endless here.", "The Ghost Face")
			}
		}
	},
	{ -- Furtive Chase
		id = 131,
		desc = {
			{
				"You become " .. i(b("obsessed")) .. " with one Survivor." .. brnl ..
				"You lurk in the shadows, eliminating your victims one by one." .. brnl ..
				"Each time you hook your " .. state(ils.obsession) .. ", you gain " .. bclr(2, "1 Token") .. ", up to a maximum of #pl(1):" ..
				bullet .. "While in a Chase, your " .. iconLink(ils.terrorRadius) .. " is reduced by " .. bclr(6, "4 metres") .. " per accumulated Token." ..
				bullet .. "When a Survivor rescues the " .. i(b("Obsession")) .. " from the Hook, that Survivor will become the new " .. i(b("Obsession")) .. dot .. nlp ..
				perkStrings.obsPerkKiller .. brnl ..
				quote("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")
			}
		}
	},
	{ -- Surge
		id = 132,
		desc = {
			{
				"Your eerie presence charges the air and interferes with technology." .. brnl ..
				"When you put a " .. iconLink(ils.survivor) .. " into the " .. iconLink(ils.dyingState) .. " with your " .. i("[[Basic Attack]]") .. ", all " .. iconLink(ils.gens) .. " within " .. bclr(2, "32 metres") .. " of you instantly explode and start regressing." ..
				bullet .. "Applies an immediate " .. bclr(6, "8 %") .. " Progression penalty." .. nlp ..
				"#pn has a cool-down of #pl(1)." .. brnl ..
				quote("The creature appears to have some unknown influence over electricity and nearby electronics.", "Hawkins National Laboratory")
			}
		}
	},
	{ -- Mindbreaker
		id = 133,
		desc = {
			{
				"Your distressing presence drains and weakens your prey." .. brnl ..
				"Whenever a " .. iconLink(ils.survivor) .. " is repairing a " .. iconLink(ils.gen) .. ", they suffer from the " .. soloState(ils.exhausted) .. dot ..
				bullet .. "If the Survivor is already " .. i(b("Exhausted")) .. ", their " .. b(perkStrings.statusEffect) .. "'s timer will be paused." ..
				bullet .. "The " .. b(perkStrings.statusEffect) .. " lingers for #pl(1) after the Survivor stops repairing." .. nlp ..
				quote("The specimen's apparent telepathic ability can evoke feelings of dread and fatigue in nearby individuals.", "Hawkins National Laboratory")
			}
		}
	},
	{ -- Cruel Limits
		id = 134,
		desc = {
			{
				"Your ties to the otherworldly manifest when your prey attempts to get away." .. brnl ..
				"Whenever a " .. iconLink(ils.gen) .. " is completed, all " .. iconLink(ils.windows) .. " and Vault locations within " .. bclr(2, "32 metres") .. " of it become blocked for all Survivors for the next #pl(1)." ..
				bullet .. "The " .. iconLink(ils.auras) .. " of the blocked Vault locations are revealed to you for the duration." .. nlp ..
				quote("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")
			}
		}
	},
	{ -- Better Together
		id = 135,
		desc = {
			{
				"You seek justice and uncover the truth no matter what obstacle stands in your way." .. brnl ..
				"While repairing a " .. iconLink(ils.gen) .. ", its " .. iconLink(ils.aura) .. " is revealed in " .. bclr(2, "yellow") .. " to all other Survivors located within " .. bclr(2, "32 metres") .. dot .. brnl ..
				"If the " .. iconLink(ils.killer) .. " downs a Survivor while you are repairing a Generator, you see the Auras of all other Survivors for #pl(1)." .. brnl ..
				quote("Let's burn that lab to the ground.", "Nancy Wheeler")
			}
		}
	},
	{ -- Fixated
		id = 136,
		desc = {
			{
				"When you have a goal in mind, there is no turning back; better to ask forgiveness than permission." .. brnl ..
				"You walk #pl(1) faster and can see your own " .. iconLink(ils.scratchMarks) .. dot .. brnl ..
				quote("I wanna finish what we started. I want to kill it.", "Nancy Wheeler")
			}
		}
	},
	{ -- Inner Strength
		id = 137,
		desc = {
			{
				"You look inwards and trust your instincts when you feel lost and alone." .. brnl ..
				"Each time you cleanse a " .. iconLink(ils.totem) .. ", #pn activates:" ..
				bullet .. "You are automatically healed " .. bclr(2, "1 Health State") .. " when hiding inside a " .. iconLink(ils.locker) .. " for #pl(1) while injured or suffering from the " .. soloState(ils.deepWound) .. dot .. nlp ..
				"#pn does not activate if you currently suffer from the " .. soloState(ils.broken) .. dot .. brnl ..
				quote("All this time I've been trying so hard to pretend like everything's fine, but it's not.", "Nancy Wheeler")
			}
		}
	},
	{ -- Babysitter
		id = 138,
		desc = {
			{
				"While you have a reputation for being self-centred, you risk it all to help those in need." .. brnl ..
				"When you unhook a " .. iconLink(ils.survivor) .. ", the rescued Survivor will leave neither " .. iconLink(ils.scratchMarks) .. " nor " .. iconLink(ils.poolsBlood) .. " for the next #pl(1)." ..
				bullet .. "Both you and the " .. iconLink(ils.killer) .. " see each other's " .. iconLink(ils.aura) .. " for " .. bclr(6, "4 seconds") .. dot .. nlp ..
				quote("I promised to keep you shitheads safe, and that's exactly what I plan on doing.", "Steve Harrington")
			}
		}
	},
	{ -- Camaraderie
		id = 139,
		desc = {
			{
				"Life has taught you the importance of friendship which has given you strength." .. brnl ..
				"While you are on the " .. iconLink(ils.hook) .. " in the " .. i("Struggle Phase") .. ", #pn activates:" ..
				bullet .. "If another " .. iconLink(ils.survivor) .. " is within " .. bclr(2, "16 metres") .. " of your Hook while #pn is active, the " .. i("Struggle Phase") .. " timer is paused for #pl(1)." .. nlp ..
				quote("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")
			}
		}
	},
	{ -- Second Wind
		id = 140,
		desc = {
			{
				"You have learnt to avoid awkward situations with parents." .. brnl .. "Part of you still thinks your best option is to run away and hope things will take care of themselves." .. brnl ..
				"When you heal another " .. iconLink(ils.survivor) .. " for the equivalent of " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. ", #pn activates:" ..
				bullet .. "The next time you are unhooked or unhook yourself, you suffer from the " .. soloState(ils.broken) .. " until #pn deactivates." ..
				bullet .. "You are automatically healed " .. bclr(6, "1 Health State") .. " after #pl(1)." .. nlp ..
				"While #pn is active, the following conditions will deactivate it:" .. 
				bullet .. "Successfully being healed by #pn." ..
				bullet .. "Being put into the " .. iconLink(ils.dyingState) .. " before the timer elapses." .. nlp ..
				"#pn does not activate if you already suffer from the " .. i(b("Broken")) .. space .. b(perkStrings.statusEffect) .. dot .. brnl ..
				quote("Yeah, that's a no.", "Steve Harrington")
			}
		}
	},
	{ -- Zanshin Tactics
		id = 141,
		desc = {
			{
				"Unlocks potential in your Aura-reading ability." .. brnl .. "You are mentally alert and aware of key points on the battlefield." .. brnl ..
				"The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.bWalls) .. comma .. iconLink(ils.pallets) .. comma .. "and " .. iconLink(ils.windows) .. " are revealed to you within #pl(1)." .. brnl ..
				quote("Within your enemy's strength is weakness.", "Renjiro's Doctrine 12:5")
			}
		}
	},
	{ -- Blood Echo
		id = 142,
		desc = {
			{
				"The agony of one is inflicted onto others." .. brnl ..
				"When hooking a " .. iconLink(ils.survivor) .. ", all other Survivors suffer from the " .. soloState(ils.haemorrhage) .. " until healed and the " .. soloState(ils.exhausted) .. " for " .. bclr(2, "45 seconds") .. dot .. brnl ..
				"#pn can only be triggered once every #pl(1)." .. brnl ..
				quote("Attack an enemy with precision and their allies will feel it.", "Renjiro's Doctrine 6:3")
			}
		}
	},
	{ -- Nemesis
		id = 143,
		desc = {
			{
				"You seek retribution on those who have wronged you." .. brnl ..
				"Each time a " .. iconLink(ils.survivor) .. " blinds you or stuns you using a " .. iconLink(ils.pallet) .. " or " .. iconLink(ils.locker) .. ", they become your new " .. state(ils.obsession) .. colon ..
				bullet .. "The Survivor suffers from the " .. soloState(ils.oblivious) .. " for #pl(1) and their " .. iconLink(ils.aura) .. " is revealed to you for " .. bclr(2, "4 seconds") .. dot .. nlp ..
				perkStrings.obsPerkKiller .. brnl ..
				quote("Only a fool would spit in a demon's face and declare victory.", "Renjiro's Doctrine 4:9")
			}
		}
	},
	{ -- Lucky Break
		id = 144,
		desc = {
			{
				"You have had your share of scrapes and bruises, but luck is always on your side." .. brnl ..
				"Whenever you are in the " .. iconLink(ils.injuredState) .. ", #pn activates:" ..
				bullet .. iconLink(ils.bleeding) .. " and " .. iconLink(ils.scratchMarks) .. " are suppressed for a maximum of #pl(1), after which #pn is disabled for the remainer of the Trial." .. nlp ..
				"#pn deactivates when you are " .. iconLink(ils.healthy) .. " or in the " .. iconLink(ils.dyingState) .. dot .. brnl ..
				quote("That's not enough to beat me. Not even close.", "Yui Kimura")
			}
		}
	},
	{ -- Any Means Necessary
		id = 145,
		desc = {
			{
				"You stand up for yourself, using whatever's on hand to gain an advantage." .. brnl ..
				"You see the " .. iconLink(ils.auras) .. " of dropped " .. iconLink(ils.pallets) .. dot .. brnl ..
				"Press and hold the " .. i("Active Ability button") .. " for " .. bclr(2, "4 seconds") .. " while standing beside a dropped Pallet to reset it to its upright position." .. brnl ..
				"#pn has a cool-down of #pl(1)." .. brnl ..
				quote("I'll hit you with everything I've got. Then I'll do it again.", "Yui Kimura")
			}
		}
	},
	{ -- Breakout
		id = 146,
		desc = {
			{
				"You kick into high gear when someone is in trouble, inspiring them to overcome any obstacle." .. brnl ..
				"When within " .. bclr(2, "6 metres") .. " of a carried " .. iconLink(ils.survivor) .. ", you gain the " .. soloState(ils.haste) .. ", moving at an increased speed of #pl(1)." ..
				bullet .. "The carried Survivor's Wiggling speed is increased by " .. bclr(8, "20 %") .. dot .. nlp ..
				quote("Come, we're going to rip our way out of this.", "Yui Kimura")
			}
		}
	},
	{ -- Gearhead
		id = 147,
		desc = {
			{
				"You have got an ear for well-oiled gears." .. nlp ..
				"After hitting a Survivor " .. bclr(2, "twice") .. " with your " .. i("[[Basic Attack]]") .. ", #pn activates for #pl(1):" ..
				bullet .. "Each time a " .. iconLink(ils.survivor) .. " succeeds a " .. iconLink(ils.gSkillCheck) .. " while repairing, the " .. iconLink(ils.gen) .. " will be revealed by a " .. bclr(2, "yellow") .. space .. iconLink(ils.aura) .. " for as long as it continues being repaired." .. nlp ..
				quote("Sometimes a man's best work is what puts him in the grave.", "The Prison Warden")
			}
		}
	},
	{ -- Dead Man's Switch
		id = 148,
		desc = {
			{
				"After hooking a " .. state(ils.survivor) .. ", #pn activates for the next #pl(1):" ..
				bullet .. "While activated, any " .. iconLink(ils.survivor) .. " that stops repairing a " .. iconLink(ils.gen) .. " before it is fully repaired causes The " .. iconLink(ils.entity) .. " to block the Generator until #pn's effect ends." ..
				bullet .. "Affected Generators are highlighted by a " .. bclr(16, "white") .. space .. iconLink(ils.aura) .. dot .. nlp ..
				quote("I've seen the look on a man's face when he realises he's going to die.", "Caleb Quinn")
			}
		}
	},
	{ -- Hex: Retribution
		id = 149,
		desc = {
			{
				"A Hex that lashes out upon its destruction." .. brnl .. "Those who cross you will be punished." .. nlp ..
				bullet .. "Survivors cleansing or blessing any " .. iconLink(ils.totem) .. " suffer from the " .. soloState(ils.oblivious) .. " for #pl(1)." .. 
				bullet .. "After cleansing or blessing a " .. iconLink(ils.hexTotem) .. ", the " .. iconLink(ils.auras) .. " of all Survivors are revealed to you for " .. bclr(2, "15 seconds") .. dot .. nlp ..
				perkStrings.hexPerk .. nlp ..
				quote("Bloody fool, you pulled the trigger on yourself.", "Caleb Quinn")
			}
		}
	},
	{ -- Off the Record
		id = 150,
		desc = {
			{
				"You have learnt that a quiet approach is sometimes best." .. nlp ..
				"After being unhooked or unhooking yourself, #pn activates for the next #pl(1):" ..
				bullet .. "Your " .. iconLink(ils.aura) .. " will not be shown to the Killer if they attempt to read it." .. 
				bullet .. "When injured, " .. i("Grunts of Pain") .. " are reduced by " .. bclr(2, "100 %") .. dot .. nlp ..
				quote("Trust me, I investigate thoroughly and discreetly.", "Zarina Kassir")
			}
		}
	},
	{ -- Red Herring
		id = 151,
		desc = {
			{
				"You have noticed that people pay attention to whatever makes the loudest noise." .. brnl ..
				"After repairing a " .. iconLink(ils.gen) .. " for at least " .. bclr(2, "3 seconds") .. ", its " .. iconLink(ils.aura) .. " is highlighted to you in " .. bclr(2, "yellow") .. dot .. 
				bullet .. "The Generator stays highlighted until it is either fully repaired, you start repairing another Generator, or enter a " .. iconLink(ils.locker) .. dot ..
				bullet .. "Entering a Locker will trigger a " .. i("[[Loud Noise Notification]]") .. " for the Killer at the highlighted Generator's location." .. nlp ..
				"#pn has a cool-down of #pl(1)." .. brnl ..
				quote("The news edit out what is burdensome and complex. which is the truth.", "Zarina Kassir")
			}
		}
	},
	{ -- For the People
		id = 152,
		desc = {
			{
				"You risk life and injury for others." .. brnl .. 
				"#pn is only active while at full health." ..
				bullet .. "Press the " .. i("Active Ability button") .. " while healing another Survivor without a " .. iconLink(ils.medkit) .. " to instantly heal them " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. dot ..
				bullet .. "You become the " .. state(ils.obsession) .. dot .. nlp ..
				"#pn causes the " .. soloState(ils.broken) .. " for #pl(1) after using it." .. brnl ..
				perkStrings.obsPerkOddsMinus .. brnl ..
				perkStrings.obsPerkSurvivor .. brnl ..
				quote("We can write our own story and decide how it really ends.", "Zarina Kassir")
			}
		}
	},
	{ -- Forced Penance
		id = 153,
		desc = {
			{
				"Those who stand in the way of duty will suffer harsh judgement." .. brnl ..
				"Survivors who take a " .. i("[[Protection Hit]]") .. " suffer from the " .. soloState(ils.broken) .. " for the next #pl(1)."
			}
		}
	},
	{ -- Trail of Torment
		id = 154,
		desc = {
			{
				"You guide your victims along a path of pain and punishment." .. brnl ..
				"After kicking a " .. iconLink(ils.gen) .. ", you are granted the " .. soloState(ils.undetectable) .. " until that Generator stops regressing or you damage a Survivor by any means." .. 
				bullet .. "The " .. iconLink(ils.aura) .. " of that Generator is revealed to all Survivors in " .. bclr(2, "yellow") .. dot .. nlp ..
				"#pn has a cool-down of #pl(1)."
			}
		}
	},
	{ -- Deathbound
		id = 155,
		desc = {
			{
				"Those whose lives are intertwined in darkness are destined to suffer together." .. brnl ..
				"When a Survivor heals another Survivor for the equivalent of " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. " at least " .. bclr(6, "32 metres") .. " away from you, that Survivor will scream, revealing their location and activating #pn:" ..
				bullet .. "For the next " .. bclr(8, "60 seconds") .. ", that Survivor suffers from the " .. soloState(ils.oblivious) .. " when farther than #pl(1) away from the healed Survivor."
			}
		}
	},
	{ -- Soul Guard
		id = 156,
		desc = {
			{
				"You have been through immense hardship and you're stronger for it." .. brnl ..
				"After being healed from or having recovered from the " .. iconLink(ils.dyingState) .. ", #pn grants you the " .. soloState(ils.endurance) .. " for the next #pl(1)." ..
				bullet .. "Any damage taken that would put you into the Dying State will instead trigger the " .. soloState(ils.deepWound) .. ", after which you have " .. bclr(2, "20 seconds") .. " to Mend yourself." ..
				bullet .. "Taking any damage while under the effect of " .. i(b("Deep Wound")) .. " or if its timer runs out will put you into the Dying State." .. nlp ..
				"#pn allows you to completely recover from the Dying State when you are affected by the " .. soloState(ils.cursed) .. dot .. brnl ..
				"#pn has a cool-down of " .. bclr(6, "30 seconds") .. dot
			}
		}
	},
	{ -- Blood Pact
		id = 157,
		desc = {
			{
				"It is as if a latent part of yourself has awakened." .. brnl .. "You feel like you can reach out beyond yourself for assistance." .. brnl ..
				"When you or the " .. state(ils.obsession) .. " are injured, you both see each other's " .. iconLink(ils.auras) .. dot ..
				bullet .. "After healing the " .. i(b("Obsession")) .. " or being healed by the " .. i(b("Obsession")) .. ", you both gain the " .. soloState(ils.haste) .. ", moving at an increased speed of #pl(1) until you are no longer within " .. bclr(2, "16 metres") .. " of each other." ..
				bullet .. "If you are the " .. i(b("Obsession")) .. ", #pn deactivates." .. nlp ..
				perkStrings.obsPerkOddsMinus .. brnl ..
				perkStrings.obsPerkSurvivor
			}
		}
	},
	{ -- Repressed Alliance
		id = 158,
		desc = {
			{
				"You are accustomed to being hunted by malicious forces, and you have begun using it to your advantage." .. brnl ..
				"After repairing " .. iconLink(ils.gens) .. " for a total of #pl(1), #pn activates:" ..
				bullet .. "Press the " .. i("Active Ability button") .. " to call upon The " .. iconLink(ils.entity) .. " to block the Generator you are currently repairing for " .. bclr(2, "30 seconds") .. ", after which #pn deactivates." ..
				bullet .. "The " .. iconLink(ils.aura) .. " of the blocked Generator is revealed to all Survivors in " .. bclr(16, "white") .. dot
			}
		}
	},
	{ -- Dragon's Grip
		id = 159,
		desc = {
			{
				"After kicking a " .. iconLink(ils.gen) .. ", for the next " .. bclr(2, "30 seconds") .. ", the first Survivor interacting with it will scream, revealing their location for " .. bclr(6, "4 seconds") .. ", and suffers from the " .. state(ils.exposed) .. space .. b(perkStrings.statusEffect) .. " for " .. bclr(8, "60 seconds") .. dot .. brnl ..
				"#pn has a cool-down of #pl(1)." .. brnl ..
				quote("Such potential in this compound... even the slightest trace causes unnatural effects.", "Journal of Talbot Grimes")
			}
		}
	},
	{ -- Hex: Blood Favour
		id = 160,
		desc = {
			{
				"A Hex that gains the favour of The " .. iconLink(ils.entity) .. " when blood is spilt." ..
				bullet .. "Whenever a Survivor loses a " .. iconLink(ils.healthState) .. " by any means and thus enters the " .. iconLink(ils.injuredState) .. ", #pn calls upon The Entity to block all " .. iconLink(ils.pallets) .. " within #pl(1) of that Survivor's location from being pulled down for the next " .. bclr(2, "15 seconds") .. dot .. nlp ..
				perkStrings.hexPerk .. nlp ..
				quote("It would be no leap of the imagination to suggest that the Trials are a biological response of sorts.", "Journal of Talbot Grimes")
			}
		}
	},
	{ -- Hex: Undying
		id = 161,
		desc = {
			{
				"A Hex which maintains the vile powers that flow throughout the Trial." .. brnl ..
				"The " .. iconLink(ils.auras) .. " of Survivors within #pl(1) of any " .. iconLink(ils.dullTotem) .. " are revealed to you." ..
				bullet .. "When another Perk's " .. iconLink(ils.hexTotem) .. " is cleansed or blessed, its Hex is transferred to the #pn Totem, including any accumulated Tokens, disabling #pn instead." .. nlp ..
				perkStrings.hexPerk
			}
		}
	},
	{ -- Visionary
		id = 162,
		desc = {
			{
				"You are remarkably focused on your means of escape." .. brnl ..
				"The " .. iconLink(ils.auras) .. " of " .. iconLink(ils.gens) .. " are revealed to you within " .. bclr(2, "32 metres") .. dot ..
				bullet .. "Each time a Generator is completed, #pn is disabled for #pl(1)."
			}
		}
	},
	{ -- Desperate Measures
		id = 163,
		desc = {
			{
				"You refuse to fail, even during your darkest hour." .. brnl ..
				"Increases Healing and Unhooking speeds by #pl(1) for each injured, hooked, or dying Survivor, up to a maximum of #pl(2)." .. brnl ..
				quote("When they come with a wrecking ball, build stronger walls.", "Felix Richter")
			}
		}
	},
	{ -- Built to Last
		id = 164,
		desc = {
			{
				"You know how to get the most out of your tools." .. brnl ..
				"Hiding inside a " .. iconLink(ils.locker) .. " for #pl(1) while carrying a depleted " .. iconLink(ils.item) .. " will replenish its Charges to " .. bclr(2, "99 %") .. dot .. brnl ..
				"Each use of #pn reduces this percentage by " .. bclr(6, "-33 %") .. dot .. brnl ..
				quote("Architecture is the soul of civilisation.", "Felix Richter")
			}
		}
	},
	{ -- Hoarder
		id = 165,
		desc = {
			{
				"You protect what little you have and are perceptive to those rummaging through your stockpiles." .. brnl ..
				"#pn triggers a " .. i("[[Loud Noise Notification]]") .. " for " .. bclr(2, "4 seconds") .. ", whenever a Survivor performs any of the following actions within #pl(1) of your location:" ..
				bullet .. "Unlocks a " .. iconLink(ils.chest) .. dot ..
				bullet .. "Picks up any " .. iconLink(ils.item) .. ", including " .. bclr(25, "Limited Items") .. dot .. nlp ..
				"#pn spawns " .. bclr(6, "2 additional chests") .. " in the Trial."
			}
		}
	},
	{ -- Oppression
		id = 166,
		desc = {
			{
				"Life has been difficult for you, so you will make it difficult for others." .. brnl ..
				"When damaging a " .. iconLink(ils.gen) .. ", up to " .. bclr(2, "3 other random Generators") .. " also begin regressing." .. 
				bullet .. "Trigger a difficult " .. iconLink(ils.skillCheck) .. " if a selected Generator is being repaired." .. nlp ..
				"#pn has a cool-down of #pl(1)." .. brnl ..
				quote("Damn them as they would damn us.", "Charlotte Deshayes")
			}
		}
	},
	{ -- Coup de Grâce
		id = 167,
		desc = {
			{
				"As the end nears, you go in for the kill." .. brnl ..
				"Each time a " .. iconLink(ils.gen) .. " is completed, #pn grows in power and gains " .. bclr(2, "1 Token") .. dot ..
				bullet .. "Consume " .. bclr(6, "1 Token") .. " to increase the distance of your next " .. i("[[Lunge Attack]]") .. " by #pl(1)."
			}
		}
	},
	{ -- Appraisal
		id = 168,
		desc = {
			{
				"You have a careful eye that notices what many overlook." .. brnl ..
				"Start the Trial with " .. bclr(2, "3 Tokens") .. colon ..
				bullet .. "When a " .. iconLink(ils.chest) .. " has already been opened, consume " .. bclr(6, "1 Token") .. " to rummage through it for an " .. iconLink(ils.item) .. dot ..
				bullet .. "Rummage through Chests #pl(1) faster." .. nlp ..
				i("Rummaging is only available once per Chest.")
			}
		}
	},
	{ -- Deception
		id = 169,
		desc = {
			{
				"Your adventurous lifestyle requires moments of crafty misdirection." .. brnl ..
				"Interact with a " .. iconLink(ils.locker) .. " while holding the " .. i("Sprint button") .. " to trigger a " .. i("[[Loud Noise Notification]]") .. " for the killer at your location instead of entering the Locker." .. 
				bullet .. "You will not leave any " .. iconLink(ils.scratchMarks) .. " or " .. iconLink(ils.poolsBlood) .. " for the next " .. bclr(2, "3 seconds") .. dot .. nlp ..
				"#pn can only be triggered once every #pl(1)."
			}
		}
	},
	{ -- Power Struggle
		id = 170,
		desc = {
			{
				"You have never given up and you are not about to start now." .. brnl ..
				"While being carried by The Killer, reaching #pl(1) Wiggling progression activates #pn:" .. 
				bullet .. "You can drop a nearby, standing " .. iconLink(ils.pallet) .. " to stun the Killer and escape their grasp." .. nlp ..
				"#pn deactivates after triggering successfully." .. brnl ..
				quote("I relied on others to protect me once and I lost everything. Never again.", "Élodie Rakoto")
			}
		}
	},
	{ -- Starstruck
		id = 171,
		desc = {
			{
				"Your unmatched showmanship dazzles all." .. brnl ..
				"When carrying a Survivor, #pn activates:" ..
				bullet .. "Survivors suffer from the " .. soloState(ils.exposed) .. " while in your " .. iconLink(ils.terrorRadius) .. dot ..
				bullet .. "The " .. b(perkStrings.statusEffect) .. " lingers for #pl(1) after leaving your Terror Radius." .. nlp ..
				"After hooking or dropping the carried Survivor, #pn deactivates:" ..
				bullet .. "The " .. b(perkStrings.statusEffect) .. " persists for #pl(1) for any Survivor inside your Terror Radius at that moment." .. nlp ..
				"#pn has a cool-down of " .. bclr(2, "60 seconds") .. " once the Survivor is no longer being carried." .. brnl ..
				quote("Enjoy this moment, few get so close.", "Ji-Woon Hak")
			}
		}
	},
	{ -- Hex: Crowd Control
		id = 172,
		desc = {
			{
				"A Hex that ensures those lesser than you are properly herded." .. brnl ..
				"Survivors who perform a " .. b("rushed") .. " vault through a " .. iconLink(ils.window) .. " prompt The " .. iconLink(ils.entity) .. " to block it for the next #pl(1)." .. brnl ..
				perkStrings.hexPerk .. brnl ..
				quote("You have no control. People like you never did.", "Ji-Woon Hak")
			}
		}
	},
	{ -- No Way Out
		id = 173,
		desc = {
			{
				"You are not going to let just anyone into the VIP room." .. brnl ..
				"For each Survivor you hook for the first time, #pn gains " .. bclr(2, "1 Token") .. dot .. brnl ..
				"Once the " .. iconLink(ils.exitGates) .. " have been powered, #pn activates:" ..
				bullet .. "When a Survivor interacts with an Exit Gate Switch, you receive a " .. i("[[Loud Noise Notification]]") .. " and The " .. iconLink(ils.entity) .. " blocks both " .. iconLink(ils.eGateSwitches) .. " for " .. bclr(6, "12 seconds") .. " and an additional #pl(1) per Token in your possession, up to a combined maximum of #pl(2)." .. nlp ..
				quote("That sound when you bleed... let me hear it again.", "Ji-Woon Hak")
			}
		}
	},
	{ -- Fast Track
		id = 174,
		desc = {
			{
				"Sometimes the sacrifice of others is necessary to get ahead." .. brnl ..
				"Whenever another Survivor is hooked, #pn gains #pl(1), up to a maximum of #pl(2)." .. 
				bullet .. "You consume all accumulated Tokens after a " .. iconLink(ils.greatSCheck) .. " on a " .. iconLink(ils.gen) .. dot ..
				bullet .. "Each Token grants a stack-able " .. bclr(2, "1 %") .. " Progression bonus in addition to the defult Progression bonus for succeeding a Great Skill Check." .. nlp ..
				quote("The weak are sacrificed first. It's nature, it's business... it's the truth most refuse to face.", "Yun-Jin Lee")
			}
		}
	},
	{ -- Smash Hit
		id = 175,
		desc = {
			{
				"When your rival makes a mistake, you seize the opportunity." .. brnl ..
				"After stunning the Killer with a " .. iconLink(ils.pallet) .. ", break into a sprint at " .. bclr(2, "150 %") .. " of your normal Running Movement speed for " .. bclr(6, "4 seconds") .. dot .. brnl ..
				"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
				"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. nlp ..
				quote("I have dealt with psychopaths in suits. You're just uglier and worse dressed.", "Yun-Jin Lee")
			}
		}
	},
	{ -- Self-Preservation
		id = 176,
		desc = {
			{
				"Life is unforgiving." .. brnl .. "The more confirmation you get of that, the more prepared you become." .. brnl ..
				"Whenever another Survivor is hit with a " .. i("[[Basic Attack]]") .. " or " .. i("[[Special Attack]]") .. " within " .. bclr(2, "16 metres") .. " of you, #pn activates:" .. 
				bullet .. iconLink(ils.scratchMarks) .. comma .. i("Grunts of Pain") .. " when injured, and " .. iconLink(ils.bleeding) .. " are suppressed for the next #pl(1)." .. nlp ..
				quote("Something I learnt in the industry: when the axe is swinging, keep your head down.", "Yun-Jin Lee")
			}
		}
	},
	{ -- Lethal Pursuer
		id = 177,
		desc = {
			{
				"You have been designed to track down and eliminate targets." .. brnl ..
				"At the start of the Trial, the " .. iconLink(ils.auras) .. " of all " .. iconLink(ils.survivors) .. " are revealed to you for #pl(1)." .. brnl ..
				quote("...it knows what it wants and won't stop till it gets it.", "Carlos Oliveira")
			}
		}
	},
	{ -- Hysteria
		id = 178,
		desc = {
			{
				"You know how to brutalise one member of a team to cause a panic." .. brnl ..
				"Whenever you put a healthy Survivor into the " .. iconLink(ils.injuredState) .. ", all injured Survivors suffer from the " .. soloState(ils.oblivious) .. " for #pl(1)." .. brnl ..
				"#pn has a cool-down of " .. bclr(2, "30 seconds") .. dot .. brnl ..
				quote("Sorry I got a little jumpy there. Didn't know quite what to expect.", "Robert Kendo")
			}
		}
	},
	{ -- Eruption
		id = 179,
		desc = {
			{
				"The NE-α parasite provides you with the intelligence and awareness needed to set a trap." .. brnl ..
				"After kicking a " .. iconLink(ils.gen) .. ", its " .. iconLink(ils.aura) .. " is highlighted in " .. bclr(2, "yellow") .. dot ..
				bullet .. "When you put a " .. iconLink(ils.survivor) .. " into the " .. iconLink(ils.dyingState) .. ", every affected Generator explodes and starts regressing, removing the highlighted Aura." ..
				dbullet .. "Applies an immediate " .. bclr(2, "6 %") .. " Progression penalty." ..
				bullet .. "Any Survivor repairing a Generator when it explodes will scream and suffer from the " .. soloState(ils.incapacitated) .. " for #pl(1)." .. nlp ..
				"#pn has a cool-down of " .. bclr(6, "30 seconds") .. dot .. brnl ..
				quote("It can use weapons?", "Jill Valentine")
				
			}
		}
	},
	{ -- Counterforce
		id = 180,
		desc = {
			{
				"You know how to withstand an enemy stronger than you, and it starts with hunting down and knocking out their support." .. brnl ..
				"You cleanse " .. iconLink(ils.totems) .. space .. bclr(2, "20 %") .. " faster." ..
				list(
					"Gain another, stack-able " .. bclr(6, "20 %") .. " Cleansing Speed bonus per cleansed Totem.",
					"After cleansing a Totem, the " .. iconLink(ils.aura) .. " of the Totem farthest from you is revealed to you for #pl(1).") ..
				quote("I don't mind a little detective work.", "Jill Valentine")
			}
		}
	},
	{ -- Resurgence
		id = 181,
		desc = {
			{
				"You have come back from near impossible odds... and you will do it again." .. brnl ..
				"After being unhooked or unhooking yourself, instantly gain #pl(1) to your Healing progress." .. brnl ..
				quote("It's my turn, bitch!", "Jill Valentine")
			}
		}
	},
	{ -- Blast Mine
		id = 182,
		desc = {
			{
				"When direct combat is not an option, you still find ways to strike back." .. brnl ..
				"After repairing " .. iconLink(ils.gens) .. " for a total of " .. bclr(2, "66 %") .. ", #pn activates:" ..
				list(
					"After repairing a Generator for at least " .. bclr(6, "3 seconds") .. ", press the " .. i("Ability button") .. " to install a Trap, which stays active for #pl(1).",
					"The " .. iconLink(ils.aura) .. " of Trapped Generators are revealed in " .. bclr(2, "yellow") .. " to all " .. iconLink(ils.survivors) .. dot,
					"When the " .. iconLink(ils.killer) .. " damages a Trapped Generator, the Trap explodes, stunning them and blinding anyone nearby.") ..
				"#pn deactivates after triggering successfully." .. brnl ..
				quote("You want S.T.A.R.S.? I'll give you S.T.A.R.S.!", "Jill Valentine")
			}
		}
	},
	{ -- Bite the Bullet
		id = 183,
		desc = {
			{
				"Pain hurts you as much as anyone, but you would prefer others do not know that." .. brnl ..
				"When healing yourself or another " .. iconLink(ils.survivor) .. ", " .. i("Grunts of Pain") .. " and all noises related to the " .. i("Healing action") .. " are suppressed:" ..
				list("Failed Healing " .. iconLink(ils.skillChecks) .. " do not trigger a " .. i("[[Loud Noise Notification]]") .. " and only apply a Regression penalty of #pl(1).") ..
				quote("I can do this.", "Leon Scott Kennedy")
			}
		}
	},
	{ -- Flashbang
		id = 184,
		desc = {
			{
				"You have adapted to a world in chaos and making what you can from the debris." .. brnl ..
				"After repairing " .. iconLink(ils.gens) .. " for a total of #pl(1), #pn activates:" ..
				list("Enter a " .. iconLink(ils.locker) .. "while empty-handed and press the " .. i("Ability button") .. " to craft a " .. iconLink(ils.flashGrenade) .. dot) ..
				"The #pn is left behind when escaping the Trial." .. brnl ..
				quote("Get outta my face!", "Leon Scott Kennedy")
			}
		}
	},
	{ -- Rookie Spirit
		id = 185,
		desc = {
			{
				"You keep a careful eye on objectives when they are slipping away." .. brnl ..
				"While repairing " .. iconLink(ils.gens) .. ", complete #pl(1) Good or Great " .. iconLink(ils.skillChecks) .. " to activate #pn for the remainder of the Trial:" ..
				list("Once active, the " .. iconLink(ils.auras) .. " of any regressing Generators are revealed to you.") ..
				quote("I'll stop this, lieutenant. I promise.", "Leon Scott Kennedy")
			}
		}
	},
	{ -- Deadlock
		id = 186,
		desc = {
			{
				"You induce mental suffering by crushing any hope of escape." .. brnl ..
				"Whenever a " .. iconLink(ils.gen) .. " is completed, The " .. iconLink(ils.entity) .. " blocks the Generator with the most progression for #pl(1)." ..
				list("The " .. iconLink(ils.aura) .. " of the blocked Generator is revealed to you in " .. bclr(16, "white") .. " during this time.") ..
				quote("Nobody escapes us.", "Pinhead")
			}
		}
	},
	{ -- Hex: Plaything
		id = 187,
		desc = {
			{
				"A Hex that toys with a victim's suffering." .. brnl ..
				"If there is at least one " .. iconLink(ils.dullTotem) .. " remaining in the Trial Grounds, #pn activates on a random Totem each time a Survivor is hooked for the first time:" ..
				list(
					"The hooked Survivor suffers from the " .. iconLink(ils.cursed) .. " and " .. lastState(ils.oblivious) .. " until #pn is cleansed.",
					"For the first " .. bclr(2, "90 seconds") .. ", only the " .. i(b("Cursed")) .. " Survivor is able to cleanse the Hex Totem.",
					"The " .. iconLink(ils.aura) .. " of #pn's Hex Totem is revealed to the Cursed Survivor within #pl(1).") ..
				perkStrings.hexPerk .. brnl ..
				quote("We came. Now you must come with us. Taste our pleasure.", "Pinhead")
			}
		}
	},
	{ -- Scourge Hook: Gift of Pain
		id = 188,
		desc = {
			{
				"You are the bringer of sweet pain." .. brnl ..
				perkStrings.scourgeHookDefault .. nlp ..
				perkStrings.scourgeHookUnhooked ..
				list(
					"The Survivor suffers from the " .. state(ils.haemorrhage) .. " and " .. lastState(ils.mangled) .. " until healed.",
					"Upon being healed, the Survivor suffers from a #pl(1) Action Speed penalty to Healing and Repairing until they are injured again.") ..
				quote("We will tear your soul apart.", "Pinhead")
			}
		}
	},
	{ -- Clairvoyance
		id = 189,
		desc = {
			{
				"There is an intrinsic energy in you that sees beyond your vision." .. nlp ..
				"Whenever you cleanse a " .. iconLink(ils.totem) .. ", #pn activates:" ..
				list("When empty-handed, press and hold the " .. i("Active Ability button") .. " to unlock your full Aura-reading potential, allowing you to see the " .. iconLink(ils.auras) .. " of the " .. iconLink(ils.eGateSwitches) .. comma .. iconLink(ils.gens) .. comma .. iconLink(ils.hooks) .. comma .. iconLink(ils.chests) .. ", and the " .. iconLink(ils.hatch) .. " within " .. bclr(2, "64 metres") .. " for #pl(1).") ..
				quote("Does anyone else see that? Just me?", "Mikaela Reid")
			}
		}
	},
	{ -- Boon: Circle of Healing
		id = 190,
		desc = {
			{
				"A Boon that offers comfort amidst the terror." .. brnl ..
				perkStrings.boonPerkTop .. 
				list(
					"#pl(1) bonus to all Healing speeds.",
					"Unlocks the " .. i("Self-Care") .. " ability, allowing to self-heal without needing a " .. iconLink(ils.medkit) .. " at " .. bclr(2, "50 %") .. " of the normal Healing speed.",
					nbullet .. "Also benefits from the Healing Speed bonus, boosting the Self-Healing speed to #pl(2).") ..
                perkStrings.boonPerkBottom .. nlp ..
				quote("Try this, it is better than anything you'll find in a pharmacy.", "Mikaela Reid")
				
			}
		}
	},
	{ -- Boon: Shadow Step
		id = 191,
		desc = {
			{
				"A Boon that conceals the truth." .. brnl ..
				perkStrings.boonPerkTop .. 
				list(
					iconLink(ils.scratchMarks) .. " are suppressed.",
					iconLink(ils.auras) .. " are hidden from The Killer.",
					nbullet .. "Both effects linger for #pl(1) after leaving the " .. i("Boon Totem's") .. " range.") ..
                perkStrings.boonPerkBottom .. nlp ..
				quote("Stick to the shadows and cover your tracks.", "Mikaela Reid")
			}
		}
	},
	{ -- Jolt
		id = 192,
		desc = {
			{
				"Your eerie presence charges the air and interferes with technology." .. brnl ..
				"When you put a " .. iconLink(ils.survivor) .. " into the " .. iconLink(ils.dyingState) .. " with your " .. i("[[Basic Attack]]") .. ", all " .. iconLink(ils.gens) .. " within " .. bclr(2, "32 metres") .. " of you instantly explode and start regressing." ..
				list("Applies an immediate " .. bclr(6, "8 %") .. " Progression penalty.") ..
				"#pn has a cool-down of #pl(1)."
			}
		}
	},
	{ -- Fearmonger
		id = 193,
		desc = {
			{
				"Your distressing presence drains and weakens your prey." .. brnl ..
				"Whenever a " .. iconLink(ils.survivor) .. " is repairing a " .. iconLink(ils.gen) .. ", they suffer from the " .. state(ils.blindness) .. " and " .. lastState(ils.exhausted) .. dot ..
				list(
					"If the Survivor is already " .. i(b("Exhausted")) .. ", their " .. b(perkStrings.statusEffect) .. "'s timer will be paused.",
					"The " .. b(perkStrings.statusEffect) .. " lingers for #pl(1) after the Survivor stops repairing.")
			}
		}
	},
	{ -- Claustrophobia
		id = 194,
		desc = {
			{
				"Your ties to the " .. iconLink(ils.entity) .. " manifest when your prey attempts to get away." .. brnl ..
				"Whenever a " .. iconLink(ils.gen) .. " is completed, all " .. iconLink(ils.windows) .. " and Vault locations within " .. bclr(2, "32 metres") .. " of it become blocked for all Survivors for the next #pl(1)." ..
				list("The " .. iconLink(ils.auras) .. " of the block Vault locations are revealed to you for the duration.")
			}
		}
	},
	{ -- Situational Awareness
		id = 195,
		desc = {
			{
				"You are aware of your surroundings and share the information with others." .. brnl ..
				"While repairing a " .. iconLink(ils.gen) .. ", its " .. iconLink(ils.aura) .. " is revealed in " .. bclr(2, "yellow") .. " to all other Survivors located within " .. bclr(2, "32 metres") .. dot .. brnl ..
				"If the " .. iconLink(ils.killer) .. " downs a Survivor while you are repairing a Generator, you see the Auras of all other Survivors for #pl(1)."
			}
		}
	},
	{ -- Self-Aware
		id = 196,
		desc = {
			{
				"You know your weaknesses and refuse to hide from them." .. brnl ..
				"You walk #pl(1) faster and can see your own " .. iconLink(ils.scratchMarks) .. dot
			}
		}
	},
	{ -- Inner Healing
		id = 197,
		desc = {
			{
				"You look inwards and trust your instincts when you feel lost and alone." .. brnl ..
				"Each time you cleanse a " .. iconLink(ils.totem) .. ", #pn activates:" ..
				list("You are automatically healed " .. bclr(2, "1 Health State") .. " when hiding inside a " .. iconLink(ils.locker) .. " for #pl(1) while injured or suffering from the " .. soloState(ils.deepWound) .. dot) ..
				"#pn does not activate if you currently suffer from the " .. soloState(ils.broken) .. dot
			}
		}
	},
	{ -- Guardian
		id = 198,
		desc = {
			{
				"You risk it all to help those in need." .. brnl ..
				"When you unhook a " .. iconLink(ils.survivor) .. ", the rescued Survivor benefits from the following effects for #pl(1): " ..
				list(
					iconLink(ils.scratchMarks) .. " and " .. iconLink(ils.poolsBlood) .. " are suppressed.",
					bclr(2, "7 %") .. space .. soloState(ils.haste) ..", boosting their Movement speed.") ..
				"#pn reveals the Killer's " .. iconLink(ils.aura) .. " to you for " .. bclr(6, "8 seconds") .. dot
			}
		}
	},
	{ -- Kinship
		id = 199,
		desc = {
			{
				"The importance of friendship has given you strength." .. brnl ..
				"While you are on the " .. iconLink(ils.hook) .. " in the " .. i("Struggle Phase") .. ", #pn activates:" ..
				list("If another " .. iconLink(ils.survivor) .. " is within " .. bclr(2, "16 metres") .. " of your Hook while #pn is active, the " .. i("Struggle Phase") .. " timer is paused for #pl(1).")
			}
		}
	},
	{ -- Renewal
		id = 200,
		desc = {
			{
				"When you heal another " .. iconLink(ils.survivor) .. " for the equivalent of " .. bclr(2, "1") .. space .. iconLink(ils.healthState) .. ", #pn activates:" ..
				list(
					"The next time you are unhooked or unhook yourself, you suffer from the " .. soloState(ils.broken) .. " until #pn deactivates.",
					"You are automatically healed " .. bclr(6, "1 Health State") .. " after #pl(1).") ..
				"While #pn is active, the following conditions will deactivate it:" .. 
				list(
					"Successfully being healed by #pn.",
					"Being put into the " .. iconLink(ils.dyingState) .. " before the timer elapses." ) ..
				"#pn does not activate if you already suffer from the " .. i(b("Broken")) .. space .. b(perkStrings.statusEffect) .. dot
			}
		}
	},
	{ -- Grim Embrace
		id = 201,
		desc = {
			{
                "Your act of servitude to The " .. iconLink(ils.entity) .. " has not gone unnoticed." .. brnl ..
                "Each time a " .. iconLink(ils.survivor) .. " is hooked for the first time, #pn gains a Token." .. br ..
                "Upon reaching " .. bclr(2, "4 Tokens") .. " #pn activates:" ..
                list(
                	"The Entity blocks all " .. iconLink(ils.gens) .. " for #pl(1).",
                	"The " .. iconLink(ils.aura) .. " of the " .. i(b("Obsession")) .. " is revealed to you for " .. bclr(6, "5 seconds") .. dot) ..
                quote("Are we nothing but prisoners to our sorrow?", "Carmina Mora")
			}
		}
	},
	{ -- Scourge Hook: Pain Resonance
		id = 202,
		desc = {
			{
				"Overwhelming pain reverberates outwards." .. brnl ..
				perkStrings.scourgeHookDefault .. nlp ..
				perkStrings.scourgeHookHooked ..
				list(
					"The " .. iconLink(ils.gen) .. " with the most Progression explodes, instantly losing #pl(1) of its Progression and starting to regress.",
					"Survivors repairing that Generator will scream, revealing their location.") ..
				quote("The pain spills beyond flesh/darkness staining the horizon.", "Girl in the Shadow by Carmina Mora")
			}
		}
	},
	{ -- Hex: Pentimento
		id = 203,
		desc = {
			{
				"You reveal the true power of the Totems, hidden within their remains." ..
				list("You see the " .. iconLink(ils.auras) .. " of cleansed " .. iconLink(ils.totems) .. dot) ..
				"You can perform a ritual on a cleansed Totem to resurrect it as a " .. i("Rekindled Totem") .. dot .. brnl ..
				"The more " .. i("Rekindled Totems") .. " you create, the greater their effects:" ..
				list(
					bclr(4, "1 Totem") .. colon .. space .. b("Reduces") .. " the Repair speed of all Survivors by #pl(1).",
					bclr(4, "2 Totems") .. colon .. space .. b("Reduces") .. " the Healing speed of all Survivors by #pl(1).",
					bclr(4, "3 Totems") .. colon .. space .. b("Reduces") .. " the Recovery speed of all Survivors by #pl(1).",
					bclr(4, "4 Totems") .. colon .. space .. b("Reduces") .. " the Gate Opening speed of all Survivors by #pl(1).",
					bclr(4, "5 Totems") .. colon .. space .. "All Totems are blocked by The " .. iconLink(ils.entity) .. dot) ..
				"When a " .. i("Rekindled Totem") .. " is cleansed, its remains are consumed by The Entity." .. nlp ..
				quote("Though a pentimento is an inherently concealed piece of art, there is something to be said of the desire to discover that which is beyond.", "A Guide to Art & Process (1961)")
			}
		}
	},
	{ -- Overcome
		id = 204,
		desc = {
			{
				"You have calculated how much energy you can risk to expend." .. 
				list("Whenever you become injured, you retain the Movement Speed burst for " .. bclr(2, "2 additional seconds") .. dot) ..
				"#pn causes the " .. soloState(ils.exhausted) .. " for #pl(1)." .. brnl ..
				"#pn cannot be used when " .. i(b("Exhausted")) .. dot .. nlp ..
				quote("After careful analysis, we are getting the hell out of here!", "Jonah Vasquez")
			}
		}
	},
	{ -- Corrective Action
		id = 205,
		desc = {
			{
				"You quickly analyse problems and correct others' work when they make a mistake." .. brnl ..
				"You start the Trial with #pl(1) and gain a Token each time you succeed at a " .. iconLink(ils.greatSCheck) .. ", up to a maximum of " .. bclr(2, "5 Tokens") .. dot ..
				list("Each time another Survivor cooperating with you on the same " .. iconLink(ils.gen) .. " fails a Skill Check, #pn consumes " .. bclr(6, "1 Token") .. ", transforming their Failed Skill Check into Good Skill Check instead.") ..
				quote("Cannot hurt to have another set of eyes on the problem.", "Jonah Vasquez")
			}
		}
	},
	{ -- Boon: Exponential
		id = 206,
		desc = {
			{
				"When it seems like your number is up, you consider ways to recalculate the odds." .. brnl ..
				perkStrings.boonPerkTop ..
				list(
					"#pl(1) bonus to the Recovery speed.",
					"Unlocks the " .. i("Self-Recovery") .. " ability, allowing you to fully recover from the " .. iconLink(ils.dyingState) .. dot) ..
                perkStrings.boonPerkBottom .. nlp ..
				quote("It is not our time to die... probably.", "Jonah Vasquez")
			}
		}
	},
}