
Perks are a type of Unlockable and a core Game Mechanic in Dead by Daylight.
There are currently 276 Perks featured in Dead by Daylight.
Overview
- For additional information on a specific Perk, its history and changes over time, its interaction(s) with Game Mechanics, other Unlockables, or even other Characters
, please refer to a Perk's individual Wiki page.
Perks are an essential Game Mechanic in Dead by Daylight and a type of Unlockable that is tied to the Bloodweb.
Use
When equipped in one of up to 4 Perk Slots in their Load-Out, Perks provide the Character with special abilities in a Trial.
Perk Slots
A Character can be equipped with up to 4 Perks at once, given that all Perk Slots are unlocked, which depends on their Level.
All Characters start off with just one Perk Slot unlocked.
Additional Perk Slots are successively unlocked at Levels 5, 10, and 15 of the Bloodweb.
Unlocking
Like all Unlockables, Perks spawn randomly in the Bloodweb and can be purchased from that with Bloodpoints.
The only exception to this are the Tier I version of the Unique Perks each Character comes with, those are unlocked from the start and available in their Load-Out.
Perk Tiers
Each Perk has at least one effect that has a variable value, which depends on its current Perk Tier, generally the effect becomes stronger the higher the Tier, or in the case of a cool-down or penalty, shorter/weaker the higher the Tier.
The current Tier of a Perk is indicated by markings (referred to as "Pips") at the top-right side on their icon and also by a Perk's rarity:
- Tier I: 1 Pip, Uncommon Rarity
- Tier II: 2 Pips, Rare Rarity
- Tier III: 3 Pips, Very Rare Rarity
Purchasing a higher-tiered version of a Perk from the Bloodweb will automatically replace the lower-tiered version in a Character's inventory.
Perk Types
General Perks
General Perks are Dead by Daylight's default Perks.
There are currently 27 General Perks.
General Perks randomly spawn in the Bloodweb of all Characters and are available to all Players from the very beginning.
Please refer to the Sub-Article in order to all General Perks that are currently available in Dead by Daylight:
Unique Perks
In addition to the aforementioned General Perks, each Character has 3 Unique Perks which, as the name implies, initially only spawn in their own Bloodweb and not in that of other Characters.
Each Character already owns the Tier I of their Unique Perks and can immediately select them in their Load-Out.
Additionally, they can find the Tier II and subsequently the Tier III version of those Perks at random in their Bloodweb.
Please refer to the Sub-Article in order to view all Unique Perks, and their associated Characters, that are currently available in Dead by Daylight:
Unlocking the Unique Perks
In order for other Characters to gain access to the Unique Perks of others, those Perks must first be unlocked through prestiging the original Character:
- Prestige 1
- Adds the Tier I version of a Character's Unique Perks to the inventories of all other Survivors or Killers.
- Unlocks the ability for the higher-tiered versions to spawn randomly in the Bloodwebs of all other Survivors or Killers.
- Prestige 2
- Adds the Tier II version of a Character's Unique Perks to the inventories of all other Survivors or Killers.
- Prestige 3
- Adds the Tier III version of a Character's Unique Perks to the inventories of all other Survivors or Killers.
Alternatively, a Character's Unique Perks can also be bought from the Shrine of Secrets for Iridescent Shards
and thus be unlocked that way.
It should be noted that once the Unique Perks have been unlocked, they will act like General Perks and become completely independent of the original Character they belonged to.
Contrary to the popular belief amongst many new Players, one does not have to obtain Tier II of say Self-Care on Claudette Morel
, before that same Tier can appear in the Bloodweb of say Dwight Fairfield
.
It should also be noted that if Character A's current Bloodweb contains Tier III of a Unique Perk of Character B, who has not reached Prestige 3 yet, prestiging Character B to Prestige 3 will automatically replace the Perk in Character A's Bloodweb with another random Perk in its stead.
The same applies to Character A's Bloodweb containing the Perk at Tier II and Character B being prestiged to Prestige 2.
However, should Character A not have any other Perks left to obtain from the Bloodweb, a completely new Bloodweb will be regenerated instead.
Boon Perks
- Main Article: Boon Perks
Boon Perks are unique to Survivors.
Boon Perks allow Survivors to bless a Totem and imbue it with extraordinary powers that benefit all Survivors within its activation radius.
Hex Perks
- Main Article: Hex Perks
Hex Perks are unique to Killers.
Hex Perks curse a Totem and imbue it with debilitating powers that cause Survivors to suffer from negative effects.
Invocation Perks
- Main Article: Invocation Perks
Invocation Perks are unique to Survivors.
Invocation Perks allow Survivors to initiate a ritual near a circle located inside the Basement.
Obsession Perks
- Main Article: Obsession Perks
Obsession Perks are available to both Killers and Survivors.
Obsession Perks unlock special effects when the Killer and the Survivor they are obsessed with interact with one another, or avoid interaction on purpose.
Scourge Hook Perks
- Main Article: Scourge Hook Perks
Scourge Hook Perks are unique to Killers.
Scourge Hook Perks imbue a given number of Hooks with debilitating powers that affect the Survivors that are hooked onto them with negative effects.
Teamwork Perks
- Main Article: Teamwork Perks
Teamwork Perks are unique to Survivors.
Teamwork Perks provide two Survivors with special benefits while they remain physically close to one another after completing a Healing action.
All Perks
Survivor Perks (149)
Icon | Name | Description | Character |
---|---|---|---|
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Ace in the Hole | Lady Luck always seems to be throwing something good your way.
When retrieving an Item
"Everything that glitters isn't gold. But gold isn't worth a damn in this place, so this should come in handy." — Ace Visconti |
Ace |
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Adrenaline | You are fuelled by unexpecting energy when on the verge of escape.
Once the Exit Gates
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Meg |
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Aftercare | Unlocks potential in your Aura-reading ability.
The Auras
Aftercare resets its effect once you are hooked. "A Mercy that Rips the Storm. |
Jeff |
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Alert | Your acute senses are on high alert.
Whenever the Killer performs the Break or Damage Action, Alert triggers:
|
Feng |
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Any Means Necessary | You stand up for yourself, using whatever's on hand to gain an advantage.
Press and hold the Active Ability button for 6/5/4 seconds while standing beside a dropped Pallet to reset it to its upright position.
|
Yui |
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Appraisal | You have a careful eye that notices what many overlook.
Appraisal has 3 Tokens at the start of the Trial: Rummaging is only available once per Chest. |
Élodie |
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Autodidact | Succeeding a Skill Check![]() ![]() ![]()
Autodidact is inactive when healing using a Med-Kit "There's no limit to what you can achieve, as long as you back with hard work." — Adam Francis |
Adam |
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Babysitter | While you have a reputation for being self-centred, you risk it all to help those in need.
Whenever you unhook a Survivor, the Aura
|
Steve |
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Background Player | You are not usually the centre of attention and in some cases, this can be a good thing.
Whenever another Survivor is picked up, Background Player activates for 10 seconds.
![]() ![]() ![]() Background Player cannot be used when Exhausted. "You forget about me?" — Renato Lyra |
Renato |
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Balanced Landing | Your agility and cat-like relexes are incomparable.
After falling from a height, you benefit from the following effects:
![]() ![]() ![]() Balanced Landing cannot be used when Exhausted. "I have jumped from higher places." — Nea Karlsson |
Nea |
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Bardic Inspiration | It's time to give your audience a show. Will you bring the house down or will you choke? Press the Active Ability button while standing and motionless to enter the Performance interaction that lasts up to 15 seconds and empowers other Survivors within 16 metres of your location. The empowering effect depends on the result of you rolling a d20 and lasts for 90 seconds after completing the Performance:
"Listen closely! I'm about to save your life!" — Aestri |
Aestri |
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Better Together | You seek justice and uncover the truth no matter what obstacle stands in your way.
"Let's burn that lab to the ground." — Nancy Wheeler |
Nancy |
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Better than New | You are an expert in combat medicine. Patients leave your care reinvigorated. Completing a Healing action on another Survivor grants them the following benefits until they receive damage again:
|
Rebecca |
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Bite the Bullet | Pain hurts you as much as anyone, but you would prefer others do not know that.
When healing yourself or another Survivor, you benefit from the following effects:
|
Leon |
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Blast Mine | When direct combat is not an option, you still find ways to strike back.
After repairing Generators
The Auras "You want S.T.A.R.S.? I'll give you S.T.A.R.S.!" — Jill Valentine |
Jill |
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Blood Pact | It is as if a latent part of yourself has awakened. You feel like you can reach out beyond yourself for assistance. When either you or the Obsession
Reduces your chance of becoming the initial Obsession by reducing the default value by -100 %. |
Cheryl |
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Blood Rush | Your mind and body are honed for great feats, allowing you to push through with extra effort when necessary.
After unhooking yourself or being unhooked, Blood Rush activates for 40/50/60 seconds:
Blood Rush is disabled for the remainder of the Trial once the Exit Gates ![]() ![]() ![]() "Just gotta... push through!" — Renato Lyra |
Renato |
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Boil Over | You are a battler and do everything to escape a foe's grasp.
While being carried by the Killer, the following effects apply:
Swing to be free, Your hands just can't keep ahold of me." — Kate Denson's "Boil Over" |
Kate |
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Bond | Unlocks potential in your Aura-reading ability:
"We have to work as a team, I need you to survive so that I can survive!" — Dwight Fairfield |
Dwight |
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Boon: Circle of Healing | A Boon that offers comfort amidst the terror.
Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a Boon Totem All Survivors benefit from the following effects when inside the Boon Totem's radius:
Only one Totem can be blessed by your Boon Perks at a time and all of their effects are active on the same Boon Totem. "Try this, it is better than anything you'll find in a pharmacy." — Mikaela Reid |
Mikaela |
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Boon: Dark Theory | Your obsessive study of the paranormal has given you unprecedented knowledge of other Realms and planes of existence.
Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a Boon Totem All Survivors benefit from the following effects when inside the Boon Totem's radius:
|
Yoichi |
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Boon: Exponential | When it seems like your number is up, you consider ways to recalculate the odds. Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a Boon Totem All Survivors benefit from the following effects when inside the Boon Totem's radius:
"It is not our time to die... probably." — Jonah Vasquez |
Jonah |
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Boon: Illumination | Your keen insight is something best shared with others.
Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a Boon Totem All Survivors benefit from the following effects when inside the Boon Totem's radius:
Survivors can only be affected by one instance of Boon: Illumination at a time. Only one Totem can be blessed by your Boon Perks at a time and all of their effects are active on the same Boon Totem. "A shift in reality. Heavy with hidden meanings." — Return |
Alan |
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Boon: Shadow Step | A Boon that conceals the truth. Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a Boon Totem All Survivors benefit from the following effects when inside the Boon Totem's radius:
"Stick to the shadows and cover your tracks." — Mikaela Reid |
Mikaela |
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Borrowed Time | You are fuelled with an unexpected energy when saving an ally from a Hook.
The Survivors you unhook benefit from the following effects:
|
Bill |
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Botany Knowledge | You transform plants found around the campfire into tinctures that slow down bleeding.
"Basic Botany Knowledge could save your life someday" — Claudette Morel |
Claudette |
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Breakdown | Whenever you are unhooked by another Survivor or unhook yourself, the following effects apply:
Hooks broken by Breakdown take 180 seconds to respawn. "Charge from the Belly of the Beast. |
Jeff |
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Breakout | You kick into high gear when someone is in trouble, inspiring them to overcome any obstacle.
The following effects apply while you are within 5 metres of the Killer carrying another Survivor:
"Come, we are going to rip our way out of this." — Yui Kimura |
Yui |
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Buckle Up | Unlocks potential in your Aura-reading ability.
When healing a Survivor in the Dying State
![]() ![]() ![]() "Ghost beaters never leave a man behind." — Ash Williams |
Ash |
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Built to Last | You know how to get the most out of your tools.
Hiding inside a Locker
"Architecture is the soul of civilisation." — Felix Richter |
Felix |
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Calm Spirit | Animals seem to trust you as they often stay calm in your presence.
|
Jake |
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Camaraderie | Life has taught you the importance of friendship which has given you strength.
If you are hooked and enter the Struggle Phase, Camaraderie activates:
|
Steve |
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Champion of Light | The glow of the Flashlight looks a little different, feels a little warmer.
Shining a Flashlight
"I squeezed the Flashlight like my life depended on it, willing it to stop coming any closer." — Departure |
Alan |
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Chemical Trap | In the Fog, an officer must adapt to the materials at hand.
After repairing Generators
The Auras "How do we kill it, Ash?" — Ellen Ripley |
Ellen |
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Clairvoyance | There is an intrinsic energy in you that sees beyond your vision.
After cleansing or blessing a Totem
|
Mikaela |
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Clean Break | At the end of the day, everyone has to look out for themselves.
After completing a Healing action on another Survivor, Clean Break activates.
Clean Break deactivates after healing you. "I'll be fine! Don't stick your neck out for me." — Taurie Cain |
Taurie |
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Corrective Action | You quickly analyse problems and correct others' work when they make a mistake.
You start the Trial with 1/2/3 Token(s).
"Cannot hurt to have another set of eyes on the problem." — Jonah Vasquez |
Jonah |
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Counterforce | You know how to withstand an enemy stronger than you, and it starts with hunting down and knocking out their support. You cleanse Totems
"I don't mind a little detective work." — Jill Valentine |
Jill |
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Cut Loose | You get in enough trouble, you know how to get out of it.
After performing a Rush Vault action in a Chase, Cut Loose activates for the next 4/5/6 seconds:
Cut Loose has a cool-down of 45 seconds. "I know how we can get out of here! Quick, this way!" — Thalita Lyra |
Thalita |
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Dance With Me | When performing a Rushed Action to vault a Window![]() ![]() ![]() ![]() ![]() ![]()
Dance With Me has a cool-down of 30/25/20 seconds. "Another show's off and runnin', |
Kate |
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Dark Sense | Unlocks potential in your Aura-reading ability:
Whenever a Generator
"Take it from an old-timer: Slow down, don't rush and try not to worry so much! The best way to beat him is to know how he thinks." — Murf, The Lost Tapes |
.All |
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Dead Hard | You can take a beating.
After being unhooked or unhooking yourself, Dead Hard activates whenever you are injured and running, and allows you to tap into your adrenaline bank to avoid taking further damage:
Dead Hard causes the Exhausted "We were walkin' through t'ginnel one night when a beer bottle flew past me, then another, and another. |
David |
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Deadline | Desperation creeps in, and you push yourself to work harder.
Whenever you are in the Injured State
"The night had been one desperate situation after another." — Departure |
Alan |
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Deception | Your adventurous lifestyle requires moments of crafty misdirection.
Interacting with a Locker
|
Élodie |
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Decisive Strike | Using whatever is at hand, you stab your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike activates for the next 40/50/60 seconds:
![]() ![]() ![]() Decisive Strike is disabled for the remainder of the Trial after use. Decisive Strike is deactivated prematurely when performing a Conspicuous Action and remains disabled for the remainder of the Trial. Increases your chance of becoming the initial Obsession by increasing the default value by +100 %. "There is nothing to be scared of." — Laurie Strode |
Laurie |
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Déjà Vu | Paranoia paired with your horror of failure helps prepare you from repeating the same mistakes. Unlocks potential in your Aura-reading ability:
Held Map |
.All |
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Deliverance | After safely unhooking another Survivor, Deliverance activates:
Deliverance cannot be used during the second Hook Stage or if you are hooked as the Last Survivor Standing. "I was raised by a strict man who taught me how to make the best of a bad situation." — Adam Francis |
Adam |
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Desperate Measures | You refuse to fail, even during your darkest hour.
"When they come with a wrecking ball, build stronger walls." — Felix Richter |
Felix |
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Detective's Hunch | Unlocks potential in your Aura-reading ability. Each time a Generator is completed, the Auras
"Are you able to tell us where you were last night?" — Detective David Tapp |
David |
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Distortion | Start the Trial with 1 Token.
Whenever the Killer attempts to read your Aura
Distortion does not activate when you are in the Dying State. |
Jeff |
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Diversion | Diversion charges while inside the Terror Radius![]() ![]() ![]() After charging for 30/25/20 seconds, it activates:
Diversion deactivates after use and resets its timer. "There's what is easy and then there's what is right. If you confuse the two, there's no telling what you become." — Adam Francis |
Adam |
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Dramaturgy | When people bring you on to their project, they do so because of the unexpected magic you bring to your performance.
Whenever you are Healthy
![]() ![]() ![]() Dramaturgy cannot be used when Exhausted. "Take the part. It's a good movie, he says. What's the worst that can happen?" — Nicolas Cage |
Nicolas |
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Empathic Connection | Your presence psychically projects itself to those in danger.
|
Yoichi |
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Empathy | Unlocks potential in your Aura-reading ability:
|
Claudette |
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Exultation | Fortune favours the bold, even in the darkest corners of existence.
Stunning the Killer with a Pallet
"You will not take me this day!" — Trevor |
Trevor |
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Eyes of Belmont | A history of vampire-hunting imbues the bloodline with certain abilities.
Whenever a Generator
"Ha! Your secret has been revealed!" — Trevor |
Trevor |
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Fast Track | Sometimes the sacrifice of others is necessary to get ahead.
Whenever a Survivor other than yourself is hooked, Fast Track is granted 1/2/3 Token(s), up to a maximum of 9/18/27 Tokens.
|
Yun-Jin |
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Finesse | The threat of danger can motivate any creature to strengthen its resolve.
Whenever you are healthy, Finesse activates:
"Just need to push myself a bit further." — Lara Croft |
Lara |
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Fixated | When you have a goal in mind, there is no turning back; better to ask forgiveness than permission.
"I wanna finish what we started. I want to kill it." — Nancy Wheeler |
Nancy |
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Flashbang | You have adapted to a world in chaos and making what you can from the debris.
After repairing Generators
"Get outta my face!" — Leon Scott Kennedy |
Leon |
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Flip-Flop | You have an uncanny ability to escape the inevitable.
|
Ash |
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Fogwise | In your countless years in The Fog, you have seen it all, and when you are focused, you can remember most of it too.
"I have seen great cruelty... and I have also seen another way." — Vittorio Toscano |
Vittorio |
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For the People | You risk life and injury for others.
While healthy and healing another Survivor without using a Med-Kit
The Killer can only be obsessed with one Survivor at a time. "We can write our own story and decide how it really ends." — Zarina Kassir |
Zarina |
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Friendly Competition | You revel in the community spirit of a competition, and inspire others to follow suit.
Whenever you complete a Generator with at least one other Survivor, Friendly Competition activates:
"C'mon, let's do this!" — Thalita Lyra |
Thalita |
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Hardened | Live long enough, and survival will run in your blood.
After unlocking a Chest
|
Lara |
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Head On | When your mind is set, there better be no one standing in your way.
After hiding in a Locker
![]() ![]() ![]() Head On cannot be used while Exhausted or when having accrued Idle Crows ![]() ![]() ![]() "People are remembered for the challenges they overcome. You can run away and forget what you're capable of or you can face your fears and remind the world of who you are." — Jane Romero |
Jane |
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Hope | The growing odds of a successful escape fill you with hope and give you wings.
Once the Exit Gates
|
.All |
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Hyperfocus | You throw yourself entirely into your tasks and find ways to be more efficient than anyone else.
Succeeding a Great Skill Check
|
Rebecca |
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Inner Focus | You have honed your ability to see through the haze of the Ravage.
"The death, the trauma, the fear... it all leads here. The Overlap." — Haddie Kaur, Ravages of the Abyss Episode 11 |
Haddie |
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Inner Strength | You look inwards and trust your instincts when you feel lost and alone.
Each time you cleanse a Totem
![]() ![]() ![]() "All this time I've been trying so hard to pretend like everything's fine, but it's not." — Nancy Wheeler |
Nancy |
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Invocation: Treacherous Crows | One with arcane knowledge has no reason to fear those watchful birds.
When in the Basement Once the Invocation is completed, the following effects apply:
"Remember your training. They taught you all about the crows." — Taurie Cain |
Taurie |
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Invocation: Weaving Spiders | The place where fear festers and terror treads is also where those with the gift can reach across the veil.
When in the Basement Once the Invocation is completed, the following effects apply:
"I call upon the spirits of the night, to aid us in our desperate flight!" — Sable |
Sable |
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Iron Will | You are able to concentrate and enter a meditative-like state to numb some pain.
Iron Will cannot be used when suffering from Exhaustion, but does not cause the Exhausted |
Jake |
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Kindred | Unlocks potential in your Aura-reading ability.
Whenever any Survivor is hooked, Kindred activates and applies the following effects:
|
.All |
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Leader | You are able to organise a team to cooperate more efficiently.
Other Survivors within 8 metres of your location benefit from the following effect:
|
Dwight |
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Left Behind | You will get the job done... no matter the cost.
Once you are the Last Survivor Standing, Left Behind activates: "I'm not horse-shittin' around. I'm doing this alone!" — Bill Overbeck |
Bill |
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Light-Footed | Crossing paths with deadly Killers has taught you the value of discretion.
Whenever you are healthy, Light-Footed activates:
"Come on, cat." — Ellen Ripley |
Ellen |
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Lightweight | Your running is light and soft, making your tracks harder to follow.
"Take it slow, he knows where you have been... just like I have always said: |
.All |
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Lithe | Performing a Rushed Vault triggers Lithe:
Lithe causes the Exhausted "U mad?" — Feng Min |
Feng |
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Low Profile | You work best alone. When it is just you and your pursuer, you know how to disappear. Whenever you are the only Survivor not currently incapacitated by either being downed, carried, or hooked, Low Profile activates:
|
Ada |
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Lucky Break | You have had your share of scrapes and bruises, but luck is always on your side.
Whenever you are in the Injured State
Each 1 second spent healing another Survivor recharges Lucky Break by 1 second up to its maximum Effect duration. Lucky Break also deactivates whenever you are Healthy "That's not enough to beat me. |
Yui |
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Lucky Star | You know how to stay calm in the face of incomprehensible danger.
While hiding inside a Locker
"You are my... lucky star..." — Ellen Ripley |
Ellen |
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Made for This | You were born to survive, and raised to adapt.
Whenever you are in the Injured State
|
Gabriel |
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Mettle of Man | Evil has a way of always finding you.
After triggering your third Protection Hit, Mettle of Man activates:
Mettle of Man deactivates the next time you are put into the Dying State Increases your chance of becoming the initial Obsession by increasing the default value by +100 %. The Killer can only be obsessed with one Survivor at a time. "Evil has a bullseye on my back the size of Tiger Stadium." — Ash Williams |
Ash |
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Mirrored Illusion | A familiar spell made unfamiliar in this corrupted landscape.
After repairing Generators for a total of 20 %, Mirrored Illusion activates:
"Just... stay there... perfect!" — Baermar |
Aestri |
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Moment of Glory | A hero should always have the chance to make a comeback.
After performing the Unlocking or Rummaging action on Chests
Moment of Glory deactivates after healing you. "Never lose hope for a brighter tomorrow." — Trevor |
Trevor |
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No Mither | Go on out, kid, it is just a scratch. Your thick blood coagulates practically instantly. The following effects apply permanently during the Trial:
|
David |
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No One Left Behind | It is inconceivable to leave someone behind.
Once the Exit Gates
But I believe we can outsmart and overthrow him if we work together. Don't be predictable and selfish!" — Clyde, The Lost Tapes |
.All |
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Object of Obsession | A supernatural bond links you to the Killer.
Whenever the Killer reads your Aura
![]() ![]() ![]()
The Killer can only be obsessed with one Survivor at a time. "He was watching me!" — Laurie Strode |
Laurie |
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Off the Record | You have learnt that a quiet approach is sometimes best.
After being unhooked or unhooking yourself, Off the Record activates for the next 60/70/80 seconds:
Off the Record deactivates once the Exit Gates "Trust me, I investigate thoroughly and discreetly." — Zarina Kassir |
Zarina |
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Open-Handed | Strengthens the potential in your and your team's Aura-reading abilities.
Survivors can only be affected by one instance of Open-Handed at a time. "Paying attention is what kept me alive through the years. That, and my good looks of course." — Ace Visconti |
Ace |
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Overcome | You have calculated how much energy you can risk to expend.
Becoming injured by any means triggers Overcome:
![]() ![]() ![]() Overcome cannot be used when Exhausted. "After careful analysis, we are getting the hell out of here!" — Jonah Vasquez |
Jonah |
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Overzealous | Fighting back against the Ravage motivates and inspires you.
After cleansing or blessing a Totem
![]() ![]() ![]() "The Ravage senses us. We need to work fast." — Haddie Kaur, Ravages of the Abyss Episode 9 |
Haddie |
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Parental Guidance | You have inherited the ability to hear the dead — and now the dead warn you of danger.
|
Yoichi |
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Pharmacy | You have a knack for finding medicine.
Whenever you are in the Injured State
"Adrenaline, it is going to keep us awake. I stole it from one of the Nurse's carts." — Quentin Smith |
Quentin |
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Plot Twist | Big moments are vital, but you know that sometimes an understated read can be just as powerful.
Whenever you are in the Injured State
"I think you'll find this shooting location... captivating." — Pauline Stamper |
Nicolas |
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Plunderer's Instinct | Unlocks potential in your Aura-reading ability and improves your luck when finding Items in Chests:
"The pioneers used to loot these babies for hours." — Aizeyu, The Lost Tapes |
.All |
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Poised | Achieving goals boosts your confidence.
Whenever a Generator
"Ok, stay calm. Don't overthink it and just keep moving forward: you got this." — Jane Romero |
Jane |
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Potential Energy | Your arcane abilities have adapted to The Entity's Realm after centuries of wandering, granting you unprecedented control over its many devices.
After uninterruptedly repairing Generators
When Potential Energy has at least 1 Token, press the Active Ability button while repairing a Generator to instantly progress it by +1 % per accumulated Token, deactivating Potential Energy. Potential Energy loses all Tokens and deactivates upon losing a Health State "When you look a layer deeper, you realise... everything is connected." — Vittorio Toscano |
Vittorio |
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Power Struggle | You have never given up and you are not about to start now.
While being carried by The Killer, reaching 25/20/15 % Wiggling progression activates Power Struggle:
Power Struggle deactivates after triggering successfully. "I relied on others to protect me once and I lost everything. Never again." — Élodie Rakoto |
Élodie |
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Premonition | You have the undeniable capability to sense danger.
Premonition has a cool-down of 60/45/30 seconds each time it activates. "I have a bad feeling about this!" |
.All |
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Prove Thyself | Increases the Repair speed by a stack-able 6/8/10 % per other Survivor within 4 metres of your location, up to a maximum of 18/24/30 %.
Prove Thyself extends its effect to all Survivors within its range. Survivors can only be affected by one instance of Prove Thyself at a time. "Show me what you can do!" — Dwight Fairfield |
Dwight |
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Quick & Quiet | You do not make as much noise as others when quickly vaulting over obstacles or hiding in Lockers.
Quick & Quiet has a cool-down of 30/25/20 seconds. |
Meg |
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Quick Gambit | When you have the Killer's attention, you know how to keep it; others can be confident they will not be interrupted any time soon.
While being chased by the Killer, the following effects apply:
![]() ![]() ![]() "We need not resort to violence. And I shall prove it." — Vittorio Toscano |
Vittorio |
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Reactive Healing | The more the situation becomes compromised, the more determined you become to complete the operation.
Whenever another Survivor within 32 metres of your location loses a Health State
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Ada |
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Reassurance | Your presence helps allies focus, assuaging the panic associated with extreme conditions.
Reassurance can only be used once per Survivor per Hook Instance. |
Rebecca |
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Red Herring | You have noticed that people pay attention to whatever makes the loudest noise. After repairing a Generator
Red Herring has a cool-down of 60/50/40 seconds. |
Zarina |
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Repressed Alliance | You are accustomed to being hunted by malicious forces, and you have begun using it to your advantage.
After repairing Generators
Repressed Alliance can only be triggered when no other Survivors are repairing your Generator. |
Cheryl |
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Residual Manifest | A lifetime of chasing the darkness has taught you that the best disinfectant is light.
"I'll never see what Haddie sees. But so long as I'm with her, I know I'm safe." — Jordan Rois, Ravages of the Abyss Episode 5 |
Haddie |
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Resilience | You are motivated in dire situations.
"Focus, even in these desperate times." |
.All |
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Resurgence | You have come back from near impossible odds... and you will do it again.
"It's my turn, bitch!" — Jill Valentine |
Jill |
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Rookie Spirit | You keep a careful eye on objectives when they are slipping away.
While repairing Generators
|
Leon |
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Saboteur | Unlocks potential in your Aura-reading ability:
Unlocks the ability to sabotage Hooks without Toolboxes
|
Jake |
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Scavenger | Where others see junk, you see valuable improvised tools.
While holding a depleted Toolbox, Scavenger activates:
Scavenger grants the ability to rummage through an opened Chest "It's amazing what people will throw away around here." — Gabriel Soma |
Gabriel |
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Scene Partner | You lock in with your co-star, engaging with and reacting to each other on a higher level.
Whenever you are inside the Terror Radius
"This is not in the script!" — Nicolas Cage |
Nicolas |
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Second Wind | You have learnt to avoid awkward situations with parents. Part of you still thinks your best option is to run away and hope things will take care of themselves. When you heal another Survivor
"Yeah, that's a no." — Steve Harrington |
Steve |
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Self-Care |
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Claudette |
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Self-Preservation | Life is unforgiving. The more confirmation you get of that, the more prepared you become.
"Something I learnt in the industry: when the axe is swinging, keep your head down." — Yun-Jin Lee |
Yun-Jin |
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Shoulder the Burden | Born to be a disciple. Ready to submit to a greater cause. This is your calling.
Once per Trial, and while you are not on Death Hook, press the Active Ability button while standing in front of a Hooked Survivor to unhook them and trigger the following effects:
"It's not your time yet. Now go on!" — Taurie Cain |
Taurie |
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Slippery Meat | You have developed an efficient way to get off Hooks.
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.All |
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Small Game | You have the undeniable capability to sense danger.
Small Game has a cool-down of 14/12/10 seconds each time it activates. For each Dull or Hex Totem cleansed by any Player, Small Game is automatically granted 1 Token:
"Nope." — Andy, The Lost Tapes |
.All |
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Smash Hit | When your rival makes a mistake, you seize the opportunity.
Stunning the Killer with a Pallet
![]() ![]() ![]() Smash Hit cannot be used when Exhausted. "I have dealt with psychopaths in suits. You're just uglier and worse dressed." — Yun-Jin Lee |
Yun-Jin |
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Sole Survivor | As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's Aura-reading abilities towards you are disrupted.
Each time a Survivor other than yourself is killed or sacrificed, Sole Survivor gains 1 Token, up to a maximum of 3 Tokens:
The Killer can only be obsessed with one Survivor at a time. "It was the boogeyman." — Laurie Strode |
Laurie |
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Solidarity | Sharing painful experiences has the power to heal.
While injured and healing another Survivor without using a Med-Kit
"Showing up when things get rough, listening to people's problems, and supporting those in need; that's how you become stronger, that's how you grow." — Jane Romero |
Jane |
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Soul Guard | You have been through immense hardship and you're stronger for it.
After being healed from or having recovered from the Dying State
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Cheryl |
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Specialist | Adventure. Exploration. Excavation. You are in your element. Whenever you unlock or rummage through a Chest
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Lara |
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Spine Chill | An unnatural tingle warns you of impending doom.
Whenever the Killer is within 36 metres of your location and looking at you with a clear Line of Sight, Spine Chill activates:
|
.All |
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Sprint Burst | Starting to run triggers Sprint Burst:
Sprint Burst causes the Exhausted "See you if you can catch up..." — Meg Thomas |
Meg |
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Stake Out | Getting close to the Killer fills you with determination. Every 15 seconds you are within the Killer's Terror Radius
"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 |
David |
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Still Sight | A clear mind and calm temperament will always find the means of their escape.
After standing still for 6/5/4 seconds, Still Sight activates:
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Aestri |
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Streetwise | Long nights out taught you to do a lot with what you have got.
Streetwise extends its effect to all other Survivors "You are doing it wrong! Let me show you how it is done." — Nea Karlsson |
Nea |
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Strength in Shadows | A chance for renewed power down where danger calls home.
When you are in the Basement
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Sable |
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Teamwork: Collective Stealth | When someone helps you out, you respond in kind.
Whenever another Survivor finishes healing you, Teamwork: Collective Stealth activates, and both you and the Survivor who healed you benefit from the following effect:
"I'm good, I'm good... but keep it down." — Renato Lyra |
Renato |
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Teamwork: Power of Two | It is hard to keep up with you, but it does not stop people from trying.
Whenever you finish healing another Survivor, Teamwork: Power of Two activates, and both you and the healed Survivor benefit from the following effect:
"You good? Then keep up!" — Thalita Lyra |
Thalita |
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Technician | You are apt at handling machinery with the greatest care and precision.
When repairing a Generator
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Feng |
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Tenacity | There is nothing stopping you.
Your ferocious tenacity in dire situations allow you to benefit from the following effects:
"What the hell is this? I'm taking this bastard down!" — Detective David Tapp |
David |
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This Is Not Happening | You perform at your best when you are under extreme stress.
|
.All |
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Troubleshooter | No amount of distraction will shake you from your primary task.
When you are chased by the Killer, Troubleshooter activates:
These effects linger for 6/8/10 seconds after ending the Chase, after which Troubleshooter deactivates. "Nothing gets done around here if I don't do it." — Gabriel Soma |
Gabriel |
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Unbreakable | Past battles have taught you a thing or two about survival. Once per Trial, you can completely recover from the Dying State
"Goddammit, I am seriously FUBAR!" — Bill Overbeck |
Bill |
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Up the Ante | All will be well in the end; you just know it. Your confidence strengthens the feeling of hope for those around you. For every Survivor still in the Trial, Up the Ante is granted +1 Token:
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Ace |
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Urban Evasion | Years of evading the cops taught you a thing or two about stealth.
"The paint is still fresh but I am long gone." — Nea Karlsson |
Nea |
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Vigil | You look over your friends even in dire situations.
Vigil extends its effect to all Survivors within 8 metres of your location and lingers for 15 seconds. "I am gonna be here when you wake up. You are gonna make it." — Quentin Smith |
Quentin |
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Visionary | You are remarkably focused on your means of escape.
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Felix |
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Wake Up! | Unlocks potential in your Aura-reading ability.
Once all Generators
"Ok, look. If we survive the next 24 hours, then I'll take you out on a real date." — Quentin Smith |
Quentin |
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We'll Make It | Helping others heightens your morale.
After unhooking another Survivor, We'll Make It activates:
|
.All |
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We're Gonna Live Forever | Your few friends deserve the best protection.
You benefit from the following effect when healing a dying Survivor:
|
David |
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Wicked | They can try to hurt you. But you're not going down so easily.
"I haven't let anyone get in my way before. You think I'm gonna start now?" — Sable |
Sable |
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Windows of Opportunity | Unlocks potential in your Aura-reading ability.
The Auras "Rise and shine, work hard, carve out your name, |
Kate |
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Wiretap | You know that the best way to stay one step ahead is to keep tabs on the competition.
After repairing Generators
The Auras |
Ada |
Killer Perks (127)
Icon | Name | Description | Character |
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A Nurse's Calling | Unlocks potential in your Aura-reading ability.
"Still attached to the fragments of her past life, she is drawn to those in need of help." |
Nurse |
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Agitation | You get excited in anticipation of hooking your prey.
When carrying a Survivor, you benefit from the following effects:
|
Trapper |
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Alien Instinct | You are so stealthy, sometimes it seems like you appear out of nowhere.
Whenever you hook a Survivor, Alien Instinct activates:
|
Xenomorph |
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All-Shaking Thunder | Enemies on land and sea learned to tremble before your might.
After falling from a height, All-Shaking Thunder activates for 8/12/16 seconds:
"Go on. Run. Tell your friends I'm coming for them." — Portia Maye |
Houndmaster |
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Awakened Awareness | Your genes have been altered to heighten your senses in intense situations.While carrying a Survivor, you benefit from the following effect:
|
Mastermind |
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Bamboozle | After vaulting a Window![]() ![]() ![]() ![]() ![]() ![]()
Bamboozle only blocks one Window at a time and does not apply either of its effects to vaulting Pallets |
Clown |
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Barbecue & Chilli | A deep bond with The Entity![]() ![]() ![]()
"I just can't take no pleasure in killing. There's just some things you gotta do. Don't mean you have to like it." — Drayton Sawyer |
Cannibal |
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Batteries Included | Being somewhere between man and machine has its upsides.
Whenever you are within 12 metres of a completed Generator
|
Good Guy |
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Beast of Prey | Your lust for a kill is so intense that your connection with The Entity![]() ![]() ![]() Upon gaining the Bloodlust
Beast of Prey grants 30/40/50 % bonus Bloodpoints |
Huntress |
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Bitter Murmur | Unlocks potential in your Aura-reading ability:
|
.All |
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Blood Echo | The agony of one is inflicted onto others.
"Attack an enemy with precision and their allies will feel it." — Renjiro's Doctrine 6:3 |
Oni |
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Blood Warden | As soon as one Exit Gate![]() ![]() ![]() Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity |
Nightmare |
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Bloodhound | Like a hunting scent hound, you smell traces of blood at a great distance.
"Pebbles shimmering in the moonlight; my life drips down in a trail so easy to follow." |
Wraith |
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Brutal Strength | Your great strength allows you to shred through your prey's defences.
"It is more than muscles. A dark power motivates the beast." |
Trapper |
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Call of Brine | Your psychic abilities influence technology in devastating ways. After performing the Damage Generator action on a Generator
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Onryō |
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Corrupt Intervention | Your prayers invoke a dark power that meddles with the Survivors' chances of survival.
Corrupt Intervention deactivates prematurely once the first Survivor is put into the Dying State "It shall be known across the land that the Gods curse the unfaithful." — (The Tablet of Adiris, 3.7) |
Plague |
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Coulrophobia | Even those without a fear of clowns know to be terrified of you.
For all Survivors within your Terror Radius
|
Clown |
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Coup de Grâce | As the end nears, you go in for the kill.
Whenever a Generator
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Twins |
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Cruel Limits | Your ties to the otherworldly manifest when your prey attempts to get away.
Whenever a Generator
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Demogorgon |
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Dark Arrogance | When everything is going right, you are an inescapable inevitability.
Increases your Vaulting speed in exchange for increased vulnerability to being blinded and stunned:
|
Lich |
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Dark Devotion | The display of your Powers creates a whirlwind of panic that spreads throughout the land.
Whenever the Obsession
The Obsession with your transferred Terror Radius is also considered to be 'inside the Terror Radius' for other purposes. You can only be obsessed with one Survivor at a time. "And terror shall take hold of a defiant non-believer, who shall falsely announce my arrival." — (The Tablet of Adiris, 48.9) |
Plague |
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Darkness Revealed | In your presence, places once thought to be safe are perhaps the most dangerous.
Searching a Locker
"Stay in the light, my children. In darkness, your fear will expose you." — Otto Stamper |
Dredge |
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Dead Man's Switch | After hooking a Survivor, Dead Man's Switch activates:
Dead Man's Switch cannot activate if its effect is still active from a previous activation. "I've seen the look on a man's face when he realises he's going to die." — Caleb Quinn |
Deathslinger |
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Deadlock | You induce mental suffering by crushing any hope of escape. Whenever a Generator
"Nobody escapes us." — Pinhead |
Cenobite |
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Deathbound | Those whose lives are intertwined in darkness are destined to suffer together.
Whenever a Survivor finishes healing another Survivor for the equivalent of 1 Health State
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Executioner |
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Deerstalker | Unlocks potential in your Aura-reading ability:
|
.All |
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Discordance | Any Generator![]() ![]() ![]() ![]() ![]() ![]()
"Smartasses get killed. We always see to that." — The Legion |
Legion |
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Dissolution | Everything turns to dust. It is as inescapable as the coming of the night.
After 3 seconds of injuring a Survivor by any means, Dissolution activates for 12/16/20 seconds:
|
Dredge |
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Distressing | Your horrifying emanation strikes at a supernaturally long distance.
|
.All |
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Dominance | The power you wield over the land strikes terror in the hearts of all who cross your path.
The first time each Chest
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Dark Lord |
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Dragon's Grip | Performing the Damage Generator action on a Generator![]() ![]() ![]()
Dragon's Grip has a cool-down of 60/50/40 seconds. "Such potential in this compound... even the slightest trace causes unnatural effects." — Journal of Talbot Grimes |
Blight |
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Dying Light | Each time you hook a Survivor other than your Obsession![]() ![]() ![]()
You can only be obsessed with one Survivor at a time. "This isn't a man..." — Dr Sam Loomis |
Shape |
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Enduring | You are resilient to pain.
Enduring has no effect while carrying a Survivor. "He stops at nothing." |
Hillbilly |
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Eruption | The NE-α parasite provides you with the intelligence and awareness needed to set a trap.
Performing the Damage Generator action on a Generator
"It can use weapons?" — Jill Valentine |
Nemesis |
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Fire Up | The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.
Each time a Generator is completed, Fire Up grows in power and gains 1 Token, up to a maximum of 5 Tokens.
"Now why don't you just fucking die?" — Freddy Krueger |
Nightmare |
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Forced Hesitation | You have learnt the emotional weaknesses of the organics, and how to exploit them.
Forced Hesitation has a cool-down of 40/35/30 seconds. "THE ORGANIC MIND'S CAPACITY FOR EMPATHY GOES BEYOND HINDRANCE!" — HUX-A7-13 |
Singularity |
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Forced Penance | Those who stand in the way of duty will suffer harsh judgement. Survivors who take a Protection Hit suffer from the Broken |
Executioner |
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Franklin's Demise | Your vicious Basic Attacks make Survivors drop their Items![]() ![]() ![]()
"Sally, I hear something. Stop! Stop!" — Franklin Hardesty |
Cannibal |
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Friends 'til the End | You will kill anyone who gets between you and your target.
When you hook any Survivors that is not the Obsession
"I got some fresh meat lined up, and I'm not gonna let you spoil it, not this time!" — Chucky |
Good Guy |
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Furtive Chase | You lurk in the shadows, eliminating your victims one by one.
Each time you hook your Obsession
Whenever the Obsession is rescued from a Hook, their rescuer will become the new Obsession. You can only be obsessed with one Survivor at a time. "You have no idea what I have planned for you. It'll be in the news for weeks. I'll make sure of that." — The Ghost Face |
Ghost Face |
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Game Afoot | First you pick your prey, then you pick it apart.
While you are chasing your Obsession
You can only be obsessed with one Survivor at a time. "This one might actually be a challenge..." — Sonhadores Sombrios, Issue #3 |
Skull Merchant |
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Gearhead | You have got an ear for well-oiled gears.
After a Survivor loses a Health State
"Sometimes a man's best work is what puts him in the grave." — The Prison Warden |
Deathslinger |
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Genetic Limits | Around you, the limits of human life become readily apparent.
"THE ORGANIC BODY IS SO LIMITED!" — HUX-A7-13 |
Singularity |
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Grim Embrace | Your act of servitude to The Entity has not gone unnoticed.
Each time a Survivor is hooked for the first time, Grim Embrace gains +1 Token and activates once you are at least 16 metres away from the Hook
|
Artist |
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Hex: Blood Favour | A Hex that gains the favour of The Entity![]() ![]() ![]()
All effects of the Hex Perk persist until its Hex Totem "It would be no leap of the imagination to suggest that the Trials are a biological response of sorts." — Journal of Talbot Grimes |
Blight |
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Hex: Crowd Control | A Hex that ensures those lesser than you are properly herded.
Whenever any Survivor performs a Rushed Action to vault a Window
All effects of the Hex Perk persist until its Hex Totem "You have no control. People like you never did." — Ji-Woon Hak |
Trickster |
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Hex: Devour Hope | A Hex rooting its power on hope. The false hope of Survivors ignites your hunger. Whenever a Survivor is rescued from a Hook
![]() ![]() ![]() "If you do nothing, you have their blood on your hands. If you save them, her hunger grows." |
Hag |
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Hex: Face the Darkness | You make an example of one of your victims, forcing their allies to become awed by your power.
Whenever you injure a Survivor by any means, if there is still a Dull Totem
Hex: Face the Darkness deactivates once the Cursed Survivor either enters the Dying State Hex: Face the Darkness is disabled for the remainder of the Trial, if a Survivor manages to cleanse its Hex Totem "I shall make an example of one. These mewling worms will never know peace." — Tarhos Kovács |
Knight |
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Hex: Haunted Ground | Two trapped Hex Totems![]() ![]() ![]()
"Her home become profane." |
Spirit |
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Hex: Huntress Lullaby | A Hex rooting its power in despair. Your hunt is an irresistible song of dread which muddles your prey's attention.
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 "That song, it drives me crazy!" |
Huntress |
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Hex: No One Escapes Death | A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping. Once the Exit Gates
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 All effects of the Hex Perk persist until its Hex Totem "And the beast became faster and more powerful as if The Entity's shadowy whips were lashing at its back." |
.All |
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Hex: 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) |
Artist |
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Hex: Plaything | A Hex that toys with a victim's suffering. If there is at least one Dull Totem
All effects of the Hex Perk persist until its Hex Totem |
Cenobite |
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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 "Bloody fool, you pulled the trigger on yourself." — Caleb Quinn |
Deathslinger |
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Hex: Ruin | A Hex that affects the Generator Repair progress of all Survivors.
All effects of the Hex Perk persist until its Hex Totem "A curse is upon you. It will cause your ruin." |
Hag |
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Hex: The Third Seal | A Hex that hinders the Survivors' Aura-reading abilities.
The last 2/3/4 Survivors you hit with a Basic or Special Attack suffer permanently from the Blindness "She touched your skin, you bear the witch's mark!" |
Hag |
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Hex: Thrill of the Hunt | A Hex rooting its power on hope. The false hope of Survivors 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 |
.All |
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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
![]() ![]() ![]() "From now on, no more Mr Good Guy." — Chucky |
Good Guy |
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Hex: Undying | A Hex which maintains the vile powers that flow throughout the Trial. The Auras
All effects of the Hex Perk persist until its Hex Totem |
Blight |
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Hex: Wretched Fate | You see your victim from afar and resolve to prolong their suffering.
After a Generator
|
Dark Lord |
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Hoarder | You protect what little you have and are perceptive to those rummaging through your stockpiles. Hoarder triggers a Loud Noise Notification for 4 seconds, whenever a Survivor performs any of the following actions within 32/48/64 metres of your location: Hoarder spawns 2 additional Chests in the Trial. |
Twins |
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Hubris | You show no mercy, especially to those foolish enough to resist.
Hubris has a cool-down of 20 seconds. "You have made a grave mistake, standing in opposition to me this day." — Tarhos Kovács |
Knight |
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Human Greed | One can always rely on the avarice of the living and use it to one's advantage.
Grants the ability to kick opened Chests
"Come running, one and all, and see what fortune awaits you." — Dracula |
Dark Lord |
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Hysteria | You know how to brutalise one member of a team to cause a panic. Whenever you put a healthy Survivor into the Injured State |
Nemesis |
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I'm All Ears | Unlocks potential in your Aura-reading ability, sharpening your keen senses in the dark Realm of The Entity![]() ![]() ![]() Any Survivor performing a Rushed Vault within 48 metres of your location triggers I'm All Ears:
"There is no need to worry. I've been preparing my whole life for this." — The Ghost Face |
Ghost Face |
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Infectious Fright | The cries of the unfaithful make your heart leap. Whenever a Survivor is put into the Dying State |
Plague |
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Insidious | Unlocks the stealth ability.
|
.All |
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Iron Grasp | Your powerful grasp on Survivors causes escapes to be nearly impossible.
Whenever you are carrying a Survivor, the following effects apply:
|
.All |
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Iron Maiden | Iron Maiden increases your Locker![]() ![]() ![]() Survivors who exit a Locker suffer from the following afflictions:
|
Legion |
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Knock Out | The trauma caused by your brutal attacks makes crying for help painfully difficult.
Putting a Survivor into the Dying State For the next 15 seconds, the following effects apply to the dying Survivor:
"Oh, that gun's no good. The old way... with a sledge! You see, that way's better. They die better that way." — Nubbins Sawyer |
Cannibal |
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Languid Touch | Your dreadful aura is so suffocating that even terrifying scenes tire your prey.
When a Survivor scares off a Crow
"Submit to me. It is inevitable." — Vecna |
Lich |
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Lethal Pursuer | You have been designed to track down and eliminate targets.
At the start of the Trial, the Auras
"...it knows what it wants and won't stop till it gets it." — Carlos Oliveira |
Nemesis |
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Leverage | Kick your competitors when they're down. Never let them regain lost ground.
Whenever a Survivor performs an Unhook action, they suffer from the following effect for 30 seconds:
|
Skull Merchant |
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Lightborn | Unlike other beasts of The Fog, you have adapted to light.
"These monsters... they adapt! They emerge with strange new abilities." — Vigo, Vigo's Journal |
Hillbilly |
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Machine Learning | Free from your shackles, you are born anew and prepared to eliminate your creators.
After performing the Damage Generator action, Machine Learning activates:
"YOU WILL HOLD NO DOMINION OVER ME!" — HUX-A7-13 |
Singularity |
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Mad Grit | Whenever you are carrying a Survivor, Mad Grit activates:
"There's no getting out of this now. We're too good at it." — The Legion |
Legion |
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Make Your Choice | Whenever a Survivor is rescued from a Hook![]() ![]() ![]()
Make Your Choice has a cooldown of 40/50/60 seconds. "You'd be surprised what tools can save a life." — Amanda Young |
Pig |
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Merciless Storm | Your horrible trauma is felt by everyone.Whenever a Generator![]() ![]() ![]()
Merciless Storm can only trigger once per Generator per Trial. |
Onryō |
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Mindbreaker | Your distressing presence drains and weakens your prey.
All Survivors
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Demogorgon |
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Monitor & Abuse | Meticulous in your approach, terrifying in your application.
Whenever you are not in a Chase with a Survivor, the following effect applies:
"It's time for your treatment!" — Herman Carter, The Doctor |
Doctor |
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Nemesis | You seek retribution on those who have wronged you.
You can only be obsessed with one Survivor at a time. "Only a fool would spit in a demon's face and declare victory." — Renjiro's Doctrine 4:9 |
Oni |
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No Quarter | Every skirmish ended with a relentless volley of cannon fire, leaving no doubt who was superior.
Whenever a Survivor healing themselves by any means reaches 75 % Healing Progress, No Quarter triggers its effect:
"Fire another broadside! Don't stop until the sea takes them!" — Portia Maye |
Houndmaster |
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No Way Out | You are not going to let just anyone into the VIP room. For each Survivor you hook for the first time, No Way Out gains 1 Token.
"That sound when you bleed... let me hear it again." — Ji-Woon Hak |
Trickster |
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Nowhere to Hide | The machinations of the weak and craven draw your ire. Your anger forces Survivors to reveal themselves. Performing the Damage Generator action on a Generator
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Knight |
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Oppression | Life has been difficult for you, so you will make it difficult for others.
Performing the Damage Generator action on a Generator
"Damn them as they would damn us." — Charlotte Deshayes |
Twins |
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Overcharge | You are fuelled by your hate for progress.
Performing the Damage Generator action on a Generator
|
Doctor |
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Overwhelming Presence | Just knowing you are near is enough to disturb your victims.
Survivors within your Terror Radius
|
Doctor |
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Play with Your Food | Each time you chase your Obsession![]() ![]() ![]()
Performing Basic Attacks, or Special Attacks that can damage Survivors, consumes -1 Token. Play with Your Food has a cool-down of 10 seconds on Token-accumulation. You can only be obsessed with one Survivor at a time. "You've fooled them, haven't you Michael? But not me." — Dr Sam Loomis |
Shape |
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Pop Goes the Weasel | A deep bond with The Entity unlocks great strength.
After hooking a Survivor, Pop Goes the Weasel activates for 35/40/45 seconds.
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Clown |
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Predator | Your acute tracking ability allows you to find lost prey more easily.
Predator has a cool-down of 60/50/40 seconds. "Never stop moving and hope you're always two steps ahead of the beast." — Unknown, Notebook |
Wraith |
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Rancor | Each time a Generator![]() ![]() ![]()
Once the Exit Gates
You can only be obsessed with one Survivor at a time. |
Spirit |
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Rapid Brutality | You move with a speed and fury that makes blood run cold.
"Catch it, put it in the airlock, get rid of it." — Dallas |
Xenomorph |
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Remember Me | Whenever the Obsession![]() ![]() ![]() ![]() ![]() ![]()
You can only be obsessed with one Survivor at a time. "You don't remember? You must. You're my number one, and you'll never wake up again." — Freddy Krueger |
Nightmare |
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Save the Best for Last | Whenever you hit a Survivor other than your Obsession![]() ![]() ![]()
Whenever you hit your Obsession with a Basic or Special Attack, Save the Best for Last loses -2 Tokens.
You can only be obsessed with one Survivor at a time. "Death has come to your little town, Sheriff." — Dr Sam Loomis |
Shape |
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Scourge Hook: Floods of Rage | You form a psychic connection with The Entity![]() ![]() ![]() At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
Each time a Survivor is unhooked from a Scourge Hook, the following effects apply:
|
Onryō |
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Scourge Hook: Gift of Pain | You are the bringer of sweet pain.
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
Each time a Survivor is unhooked from a Scourge Hook, the following effects apply:
"We will tear your soul apart." — Pinhead |
Cenobite |
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Scourge Hook: Hangman's Trick | Unlocks potential in your Aura-reading ability and your ingenious modifications to Hooks alert you of tampering.
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
"No excuses, no equivocations... No crying." — Amanda Young |
Pig |
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Scourge Hook: Jagged Compass | Sometimes the compass points north. Other times it points somewhere else entirely.
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
Whenever a Survivor is unhooked from a normal Hook, the following effect applies:
"Drop anchor! I will chart us a new course." — Portia Maye |
Houndmaster |
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Scourge Hook: Monstrous Shrine | Your fervent care of the Hooks found in the Basement has aroused The Entity's interest.
At the start of the Trial, 4 random Hooks, as well as the 4 Basement Hooks, are changed into Scourge Hooks:
|
.All |
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Scourge Hook: Pain Resonance | Overwhelming pain reverberates outwards.
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
You start the Trial with 4 Tokens on Scourge Hook: Pain Resonance. Each time a Survivor is hooked on a Scourge Hook for the first time, 1 Token is consumed and the following effects apply:
"The pain spills beyond flesh/darkness staining the horizon." — Girl in the Shadow by Carmina Mora |
Artist |
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Septic Touch | The Land of the Shadows subsumes all. Healing only delays the inevitable.
"Do not admit to fear, or pain, or doubt. These are the seeds from which darkness grows." — Otto Stamper |
Dredge |
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Shadowborn | You have a keen vision in the darkness of the night.
"Shining in the darkest dark, his eyes pierce the night and sting your soul." |
Wraith |
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Shattered Hope | To capture your prey, you must first extinguish their hope.
"Nothing is permanent here. Nothing except our endless perdition." — Unknown, Notebook |
.All |
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Sloppy Butcher | You know where to hit to make them bleed.
|
.All |
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Spies from the Shadows | Allows the Crows found in the environment to directly communicate with you.
Spies from the Shadows has a cool-down of 5 seconds between alerts. "In the shadows they torment, scarring our minds with each scream." |
.All |
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Spirit Fury | Each obstacle you break magnifies the wrath of The Entity.
After manually breaking a dropped Pallet
"Fury is her blood." |
Spirit |
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Starstruck | Your unmatched showmanship dazzles all. When carrying a Survivor, Starstruck activates:
After hooking or dropping the carried Survivor, Starstruck deactivates:
Starstruck has a cool-down of 60 seconds once the Survivor is no longer being carried. "Enjoy this moment, few get so close." — Ji-Woon Hak |
Trickster |
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Stridor | You are acutely sensitive to the breathing of your prey.
"If you do not stop and catch your breath... she will." |
Nurse |
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Superior Anatomy | Decades of research have culminated in you: something faster, stronger, and more dangerous than any human.
Whenever a Survivor performs a Rushed Vault within 8 metres of your location, Superior Anatomy activates:
Superior Anatomy has a cool-down of 30 seconds. |
Mastermind |
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Surge | Your eerie presence charges the air and interferes with technology.
Whenever you put a Survivor into the Dying State
|
Demogorgon |
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Surveillance | Unlocks potential in your Aura-reading ability. The Auras
Surveillance increases the audible range of Survivors' Generator-repairing noises by 8 metres. |
Pig |
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THWACK! | Your prey is terrified by your relentless pursuit.
Start the Trial with 3 Tokens.
"All those who stood in her path feared her mighty THWACK!" — Sonhadores Sombrios, Issue #3 |
Skull Merchant |
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Terminus | You are a brilliant tactician who prepares for every eventuality.
Once the Exit Gates
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Mastermind |
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Territorial Imperative | Unlocks potential in your Aura-reading ability.
Whenever you are farther than 24 metres from the Basement
Territorial Imperative has a cool-down of 45 seconds. "We're not safe anywhere..." |
Huntress |
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Thanatophobia | Their courage fades in the face of their undeniable mortality.
"She plays with us and revels in our pain." |
Nurse |
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Thrilling Tremors | Your dark designs and shrewd composure rouse The Entity![]() ![]() ![]() After picking up a Survivor
Thrilling Tremors has a cool-down of 100/80/60 seconds. |
Ghost Face |
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Tinkerer | Whenever a Generator![]() ![]() ![]()
Tinkerer can only trigger once per Generator per Trial. "The Hillbilly makes impressive tools out of scraps. Tools aimed at maiming us in creative ways." — Notebook |
Hillbilly |
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Trail of Torment | You guide your victims along a path of pain and punishment.
Performing the Damage Generator action on a Generator
Trail of Torment has a cool-down of 60/45/30 seconds. |
Executioner |
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Ultimate Weapon | When they spot you, they know the end is near.
When you open a Locker
"I can't lie to you about your chances, but... you have my sympathies." — Ash |
Xenomorph |
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Unbound | Pain lingers in the air, an alluring aroma that excites the impulses.
When a Survivor becomes injured by any means, Unbound activates for 24/27/30 seconds:
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Unknown |
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Undone | Hope is the delusion that keeps its victims alive.
Whenever a Survivor fails a Skill Check
"Erratic behavior in machinery could be related to [REDACTED], further testing required." — OSS Report, 12/02/1943 |
Unknown |
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Unforeseen | Terror takes many forms and whispers devastating lies in its victims' ears.
Performing the Damage Generator action on a Generator
|
Unknown |
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Unnerving Presence | Your presence alone instils great fear.
Survivors
"Its presence befalls us." |
Trapper |
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Unrelenting | You recuperate faster from missed attacks made with your main weapon.
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.All |
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Weave Attunement | You are so attuned to magical energies that you can sense even minor ripples around enchantments.
Whenever an Item
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Lich |
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Whispers | You have a rudimentary understanding of The Entity's voice.
"It is unclear as to the motivations of The Fog, but it is undeniable that it often takes the beast's side." — Unknown, Notebook |
.All |
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Zanshin Tactics | Unlocks potential in your Aura-reading ability:
You are mentally alert and aware of key points on the battlefield and nearby enemies in retreat.
|
Oni |
History
Please refer to the Sub-Article in order to see the various changes to Perks as a mechanic throughout Dead by Daylight's history:
Change Log
Patch 1.1.0
- Added Kindred
as a new General Survivor Perk.
Patch 1.3.1
- Added Hex: Thrill of the Hunt
as a new General Killer Perk.
Patch 4.3.0
- Unified all Perk Rarities to match the Tier system:
- Tier I Perks are Uncommon
- Tier II Perks are Rare
- Tier III Perks are Very Rare
Patch 5.3.0
- Replaced all Perks associated with CHAPTER 13: Stranger Things with equivalent General Perks that feature new Perk icons, if the old icon showed one of the Stranger Things Characters:
- Perks formerly unique to Nancy Wheeler
:
- Better Together
became Situational Awareness
- Fixated
became Self-Aware
- Inner Strength
became Inner Healing
- Better Together
- Perks formerly unique to Steve Harrington
:
- Babysitter
became Guardian
- Camaraderie
became Kinship
- Second Wind
became Renewal
- Babysitter
- Perks formerly unique to The Demogorgon
:
- Surge
became Jolt
- Cruel Limits
became Claustrophobia
- Mindbreaker
became Fearmonger
- Surge
- Perks formerly unique to Nancy Wheeler
- Players who own CHAPTER 13 will still see the old Perk icons with the Stranger Things Characters and hovering over the Perks will still claim that they belong to their Stranger Things Character, despite working exactly like all General Perks now.
Patch 6.0.0
- Added Shattered Hope
as a new General Killer Perk.
Patch 6.1.0
- Removed the mechanic of Teachable Perks.
- This change was motivated by unique Character Perks now unlocking through the Prestige System.
Patch 7.3.3
- Reinstated all nine Perks of CHAPTER 13: Stranger Things, while keeping them General Perks until a future update.
- Renamed all nine Perks to their old names.
- Replaced all altered icons with the original icons showing Stranger Things Characters.
Patch 7.4.0
- All nine Stranger Things Perks are now once again Unique Perks.
Trivia
Early Concepts
- In the Dark was an early concept version of what would become Knock Out.
- Last Standing was an early version of what would become Left Behind.
Kill-switched Perks
- While a kill-switched Perk may no longer be selected from the inventory, Characters that already had it in their load-out from previous Trials can still use it in-game, albeit with some strange behaviours:
- The Perk will be locked at Tier 1, regardless of the Tier it normally has in that Character's inventory.
- The Perk will be invisible in the Tally Screen and appear as an empty slot.
Gallery
-
Tally Screen does not show equipped but kill-switched Perks.
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