Hex Perks are Perks that interact with and depend on the Totem Mechanic, which was originally introduced with Patch 1.3.0, alongside The Hag.
There are currently 15 Hex Perks available in Dead by Daylight.
Overview[]
Hex Perks depend on their Hex Totem.
Hex Perks are only active for as long as their assigned Hex Totem remains uncleansed.
Totem Selection[]
When equipping a Hex Perk, the procedural Map generator will randomly assign it to any of the 5 Dull Totems spawning throughout the Trial Grounds, turning it into a Hex Totem.
Aura[]
The Killer can see the Aura of any remaining Hex Totem at all times, but otherwise has no means of knowing which Perk is tied to which Totem.
Cleansing[]
While Hex Perks are in general considered to be the most powerful Killer Perks available, that power comes at the downside of Survivors having the ability to deactivate them by cleansing their associated Hex Totem, which takes 14 seconds to complete.
Once a Hex Totem is cleansed, its Hex Perk will be permanently disabled for the remainder of the Trial, with the one exception being a Perk that is protected by Hex: Undying, which will require a second cleansing.
A cleansed Hex Totem will trigger a distinct map-wide sound effect akin to an explosive thunderclap.
Blessing[]
When a Survivor has a Boon Perk equipped, they can also choose to bless a Hex Totem instead of cleansing it.
While this action takes double the time 28 seconds, it rewards the Survivor by not only removing the Totem's Hex Perk, but also turns it into a Boon Totem at the same time.
Hex Perks[]
Hex: Blood Favour | A Hex that gains the favour of The Entity when blood is spilt.
All effects of the Hex Perk persist until its Hex Totem is cleansed or blessed. "It would be no leap of the imagination to suggest that the Trials are a biological response of sorts." — Journal of Talbot Grimes | |
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Hex: Crowd Control | A Hex that ensures those lesser than you are properly herded.
Whenever a Survivor performs a Rush Vault action, Hex: Crowd Control triggers its effect:
"You have no control. People like you never did." — Ji-Woon Hak | |
Hex: Devour Hope | A Hex rooting its power on hope. The false hope of Survivors ignites your hunger. Each time a Survivor is rescued from a Hook while you are at least 24 metres away, Hex: Devour Hope receives 1 Token, up to a maximum of 5 Tokens:
"If you do nothing, you have their blood on your hands. If you save them, her hunger grows." | |
Hex: Face the Darkness | You make an example of one of your victims, forcing their allies to become awed by your power.
Once you injure a Survivor by any means, if there is still a Dull Totem remaining on the Map, Hex: Face the Darkness activates and lights it, cursing that Survivor:
Hex: Face the Darkness deactivates when the Cursed Survivor either enters the Dying State or becomes Healthy, extinguishing its Totem. Hex: Face the Darkness is disabled for the remainder of the Trial if Survivors manage to cleanse its Hex Totem. "I shall make an example of one. These mewling worms will never know peace." — Tarhos Kovács | |
Hex: Haunted Ground | Two trapped Hex Totems will spawn in the Trial Grounds.
"Her home become profane." | |
Hex: Huntress Lullaby | A Hex rooting its power in despair. Your hunt is an irresistible song of dread which muddles your prey's attention.
Each time a Survivor is hooked, Hex: Huntress Lullaby grows in power and gains 1 Token, up to a maximum of 5 Tokens.
All effects of the Hex Perk persist until its Hex Totem is cleansed or blessed. "That song, it drives me crazy!" | |
Hex: No One Escapes Death | A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping. Once the Exit Gates are powered, if there is still a Dull Totem remaining on the Map, Hex: No One Escapes Death activates and lights it:
Hex: No One Escapes Death remains inactive if no Dull Totems are available. Once the Status Effect is revealed to Survivors, Hex: No One Escapes Death reveals the Aura of its Hex Totem to all Survivors within 4 metres and gradually expands that range to 24 metres over the course of 30 seconds. All effects of the Hex Perk persist until its Hex Totem is cleansed or blessed. "And the beast became faster and more powerful as if The Entity's shadowy whips were lashing at its back." | |
Hex: Pentimento | You reveal the true power of the Totems, hidden within their remains.
You can perform a ritual on a cleansed Totem to resurrect it as a Rekindled Totem.
When a Rekindled Totem is cleansed, its remains are consumed by The Entity and it cannot be rekindled. "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) | |
Hex: Plaything | A Hex that toys with a victim's suffering. If there is at least one Dull Totem remaining in the Trial Grounds, Hex: Plaything activates on a random Totem each time a Survivor is hooked for the first time:
All effects of the Hex Perk persist until its Hex Totem is cleansed or blessed. | |
Hex: Retribution | A Hex that lashes out upon its destruction. Those who cross you will be punished.
All effects of the Hex Perk persist until its Hex Totem is cleansed or blessed. "Bloody fool, you pulled the trigger on yourself." — Caleb Quinn | |
Hex: Ruin | A Hex that affects the Generator Repair progress of all Survivors.
All effects of the Hex Perk persist until its Hex Totem is cleansed or blessed. "A curse is upon you. It will cause your ruin." | |
Hex: The Third Seal | A Hex that hinders the Survivors' Aura-reading abilities. The last 2/3/4 Survivors hit with either your Basic Attack or Special Attack suffer from the Blindness Status Effect. All effects of the Hex Perk persist until its Hex Totem is cleansed or blessed. "She touched your skin, you bear the witch's mark!" | |
Hex: Thrill of the Hunt | A Hex rooting its power on hope. The false hope of Survivors fills you with excitement and strengthens your Totems. For each Totem remaining in the environment, Hex: Thrill of the Hunt is granted 1 Token.
All effects of the Hex Perk persist until its Hex Totem is cleansed or blessed. | |
Hex: Two Can Play | A Hex that teaches those who mess with you a lesson.
Anytime you are stunned or blinded by any Survivor a total of 4/3/2 times, and if there is not yet a Hex Totem already associated with Hex: Two Can Play and there is at least one Dull Totem remaining in the Trial Grounds, Hex: Two Can Play activates on a random Totem:
"From now on, no more Mr Good Guy." — Chucky | |
Hex: Undying | A Hex which maintains the vile powers that flow throughout the Trial. The Auras of Survivors within 2/3/4 metres of any Dull Totem are revealed to you.
All effects of the Hex Perk persist until its Hex Totem is cleansed or blessed. |
Trivia[]
- Hex: No One Escapes Death is the only endgame Hex Perk that can realistically be prevented from ever activating by cleansing all five Totems before completing all five Generators.
- While others Hex Perks may also be prevented from activating by cleansing all Totems, it is incredibly unrealistic to occur in an actual Trial, as neither one is a strict endgame Hex Perk.
- Hex: Pentimento is the only Hex Perk that can be prevented from ever activating by not cleansing any Totems.