Perks are a type of Unlockable and a core Game Mechanic in Dead by Daylight.
There are currently 255 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 and will unlock Perk Slots 2, 3, 4 by progressing them to Levels 5, 10, 15.
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 3 Unique Perks each Character comes with, those are unlocked from the start and available in their Load-Out.
Perk Tiers
Each Perk comes in 3 versions that slightly differ from each other.
These version are referred to as Perk Tiers.
In general, the higher a Perk's Tier, the stronger its effect.
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 that, as the name implies, initially spawn in their own Bloodweb only 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.
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 (137)
Icon | Name | Description | Character |
---|---|---|---|
Ace in the Hole | Lady Luck always seems to be throwing something good your way. When retrieving an Item from a Chest, there is a chance an Add-on will be attached to it.
Ace in the Hole allows you to keep any Add-ons your Item has equipped upon escaping. "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 | |
Adrenaline | You are fuelled by unexpecting energy when on the verge of escape.
Adrenaline is on hold if you are disabled at the moment it triggers and will instead activate upon being freed. If playing against The Nightmare, Adrenaline will wake you from the Dream World upon activation. Adrenaline ignores an existing Exhausted Status Effect , but causes it for 60/50/40 seconds. |
Meg | |
Aftercare | Unlocks potential in your Aura-reading ability.
The Auras of the last 1/2/3 Survivor(s) are revealed to you permanently once any of the following conditions are met:
Aftercare resets its effect once you are hooked. "A Mercy that Rips the Storm. |
Jeff | |
Alert | Your acute senses are on high alert. Whenever the Killer destroys a Pallet or a Breakable Wall, or damages a Generator, their Aura is revealed to you for 3/4/5 seconds. |
Feng | |
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 | |
Appraisal | You have a careful eye that notices what many overlook. Start the Trial with 3 Tokens:
Rummaging is only available once per Chest. |
Élodie | |
Autodidact | You start the Trial with a Progression penalty of -25 % for succeeding a Good Skill Check while healing another Survivor.
Autodidact remains inactive while healing another Survivor using a Med-Kit. "There's no limit to what you can achieve, as long as you back with hard work." — Adam Francis |
Adam | |
Babysitter | While you have a reputation for being self-centred, you risk it all to help those in need.
When you unhook a Survivor, the Aura of the Killer is revealed to you for 8 seconds and the unhooked Survivor benefits from the following effects for 4/6/8 seconds:
|
Steve | |
Background Player | You are not usually the centre of attention and in some cases, this can be a good thing.
When another Survivor is picked up, Background Player activates for the next 10 seconds:
Background Player causes the Exhausted Status Effect for 60/50/40 seconds. Background Player cannot be used when Exhausted. "You forget about me?" — Renato Lyra |
Renato | |
Balanced Landing | Your agility and cat-like relexes are incomparable.
When falling from great heights, you benefit from the following effects:
Balanced Landing causes the Exhausted Status Effect for 60/50/40 seconds. "I have jumped from higher places." — Nea Karlsson |
Nea | |
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 | |
Better than New | You are an expert in combat medicine. Patients leave your care reinvigorated. Upon completing a Healing action on another Survivor, they benefit from the following effect until the next time they take damage:
|
Rebecca | |
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, Grunts of Pain and all noises related to the Healing action are suppressed:
"I can do this." — Leon Scott Kennedy |
Leon | |
Blast Mine | When direct combat is not an option, you still find ways to strike back.
After repairing Generators for a total of 50 %, Blast Mine activates:
The Auras of Trapped Generators are revealed to all Survivors in yellow. "You want S.T.A.R.S.? I'll give you S.T.A.R.S.!" — Jill Valentine |
Jill | |
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 become injured by any means, Blood Pact activates:
Blood Pact is temporarily disabled if you yourself are the Obsession. Reduces the Odds of becoming the initial Obsession of the Killer by -100 %. |
Cheryl | |
Blood Rush | Your mind and body are honed for great feats, allowing you to push through with extra effort when necessary.
Once you are one Hook away from instant death, Blood Rush activates:
Blood Rush is disabled for the remainder of the Trial after use. "Just gotta... push through!" — Renato Lyra |
Renato | |
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:
"Buck and Wild, |
Kate | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
Borrowed Time | You are fuelled with an unexpected energy when saving an ally from a Hook.
Survivors you unhook benefit from the following effects:
"Probably stings like hell, but it ain't gonna kill ya. Up and at 'em soldier. Time to move!" — Bill Overbeck |
Bill | |
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 | |
Breakdown | Each time you are unhooked or unhook yourself, the Hook breaks and the Killer's Aura is revealed to you for 4/5/6 seconds.
"Charge from the Belly of the Beast. |
Jeff | |
Breakout | You kick into high gear when someone is in trouble, inspiring them to overcome any obstacle. When within 5 metres of a carried Survivor, the following benefits apply:
Survivors can only be affected by one instance of Breakout at a time. "Come, we are going to rip our way out of this." — Yui Kimura |
Yui | |
Buckle Up | Unlocks potential in your Aura-reading ability.
When healing a Survivor in the Dying State, Buckle Up activates:
|
Ash | |
Built to Last | You know how to get the most out of your tools. Hiding inside a Locker for 14/13/12 seconds while carrying a depleted Item will replenish its Charges to 99 %. |
Felix | |
Calm Spirit | Animals seem to trust you as they often stay calm in your presence.
|
Jake | |
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 | |
Champion of Light | The glow of the Flashlight looks a little different, feels a little warmer.
Shining a Flashlights applies the following effect:
"I squeezed the Flashlight like my life depended on it, willing it to stop comoing any closer." — Departure |
Alan | |
Chemical Trap | In the Fog, an officer must adapt to the materials at hand.
After repairing Generators for a total of 70/60/50 %, Chemical Trap activates:
The Auras of Trapped Pallets are revealed to all Survivors in yellow. |
Ellen | |
Clairvoyance | There is an intrinsic energy in you that sees beyond your vision.
Whenever you cleanse or bless a Totem, Clairvoyance activates:
|
Mikaela | |
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) on Corrective Action and gain +1 Token each time you succeed at a Great Skill Check, up to a maximum of 5 Tokens.
"Cannot hurt to have another set of eyes on the problem." — Jonah Vasquez |
Jonah | |
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 20 % faster.
"I don't mind a little detective work." — Jill Valentine |
Jill | |
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 | |
Dance With Me | When performing a Rush Vault action or when rushing out of a Locker, you will not leave any Scratch Marks for the next 3 seconds.
Dance With Me has a cool-down of 60/50/40 seconds. "Another show's off and runnin', |
Kate | |
Dark Sense | Unable to retrieve the Perk description or unable to display it. You can add it at Datatable/Loadout. Otherwise Please contact Jouki | .All | |
Dead Hard | You can take a beating.
Dead Hard activates after being unhooked or unhooking yourself. When you are injured, tap into your adrenaline bank to avoid damage.
Dead Hard causes the Exhausted Status Effect for 60/50/40 seconds. Dead Hard cannot be used when Exhausted. "We were walkin' through t'ginnel one night when a beer bottle flew past me, then another, and another. |
David | |
Deadline | Desperation creeps in, and you push yourself to work harder.
Whenever you are in the Injured State, Deadline activates:
"The night had been one desperate situation after another." — Departure |
Alan | |
Deception | Your adventurous lifestyle requires moments of crafty misdirection.
Interacting with a Locker while holding the Sprint button has the following effects:
|
Élodie | |
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:
While Decisive Strike is active, performing Conspicuous Actions will deactivate it for the remainder of the Trial. Decisive Strike deactivates once the Exit Gates are powered. Increases the Odds of becoming the initial Obsession of the Killer by +100 %. "There is nothing to be scared of." — Laurie Strode |
Laurie | |
Déjà Vu | Unlocks potential in your Aura-reading ability:
Paranoia paired with your horror of failure helps prepare you from repeating the same mistakes.
|
.All | |
Deliverance | After performing a Safe Hook Rescue on another Survivor, Deliverance activates:
Deliverance is not available during the second Hook Stage or if you are hooked as the last living Survivor in the Trial, regardless of your Hook Stage then. "I was raised by a strict man who taught me how to make the best of a bad situation." — Adam Francis |
Adam | |
Desperate Measures | You refuse to fail, even during your darkest hour.
"When they come with a wrecking ball, build stronger walls." — Felix Richter |
Felix | |
Detective's Hunch | Unlocks potential in your Aura-reading ability. Each time a Generator is completed, the Auras of any Generators, Chests, and Totemswithin 32/48/64 metres are revealed to you for 10 seconds.
"Are you able to tell us where you were last night?" — Detective David Tapp |
David | |
Distortion | Start the Trial with 3 Tokens.
Whenever the Killer attempts to read your Aura, Distortion activates, consuming 1 Token, and the following effects apply:
Distortion cannot accumulate more Tokens than its initial count. Distortion does not activate when you are in the Dying State. "Death Fooled by the Cloak of Falcon Feathers. |
Jeff | |
Diversion | After being within the Killer's Terror Radius for 40/35/30 seconds without being chased, Diversion activates:
The distraction consists of the following:
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 | |
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 activates:
Dramaturgy causes the Exhausted Status Effect for 60/50/40 seconds. 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 | |
Empathic Connection | Your presence psychically projects itself to those in danger.
|
Yoichi | |
Empathy | Unlocks potential in your Aura-reading ability:
Empathy does not reveal the Aura of a Survivor being carried by the Killer. |
Claudette | |
Fast Track | Sometimes the sacrifice of others is necessary to get ahead. Whenever another Survivor is hooked, Fast Track gains 1/2/3 Tokens, up to a maximum of 9/18/27 Tokens.
"The weak are sacrificed first. It's nature, it's business... it's the truth most refuse to face." — Yun-Jin Lee |
Yun-Jin | |
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 | |
Flashbang | You have adapted to a world in chaos and making what you can from the debris.
After repairing Generators for a total of 70/60/50 %, Flashbang activates:
"Get outta my face!" — Leon Scott Kennedy |
Leon | |
Flip-Flop | You have an uncanny ability to escape the inevitable. While in the Dying State, 50 % of your Recovery progression is converted into Wiggling progression, up to a maximum of 40/45/50 %, once you are picked up by the Killer. |
Ash | |
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 | |
For the People | You risk life and injury for others.
While healthy and healing another Survivor without using a Med-Kit, press the Active Ability button to activate For the People:
Reduces the Odds of becoming the initial Obsession of the Killer by -100 %. "We can write our own story and decide how it really ends." — Zarina Kassir |
Zarina | |
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 | |
Head On | When your mind is set, there better be no one standing in your way.
While standing in a Locker for 3 seconds, Head On activates:
Head On causes the Exhausted Status Effect for 60/50/40 seconds. Head On cannot be used when Exhausted or when you have 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 | |
Hope | The growing odds of a successful escape fill you with hope and give you wings
Once the Exit Gates are powered, Hope activates:
|
.All | |
Hyperfocus | You throw yourself entirely into your tasks and find ways to be more efficient than anyone else.
After hitting a Great Skill Check while repairing or healing, Hyperfocus gains +1 Token, up to a maximum of 6 Tokens
|
Rebecca | |
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 | |
Inner Strength | You look inwards and trust your instincts when you feel lost and alone.
Each time you cleanse a Totem, Inner Strength activates:
"All this time I've been trying so hard to pretend like everything's fine, but it's not." — Nancy Wheeler |
Nancy | |
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 near the circle, press the Ability button to begin the Invocation, which takes 120 seconds to complete. 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 | |
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 Exhausted, but does not cause the Exhausted Status Effect. |
Jake | |
Kindred | Unlocks potential in your Aura-reading ability:
While you are hooked:
While any other Survivor is hooked:
"Be kind to one another, We're all in this together" — Sujan, The Lost Tapes |
.All | |
Leader | You are able to organise a team to cooperate more efficiently.
Survivors can only be affected by one instance of Leader at a time. |
Dwight | |
Left Behind | You will get the job done... no matter the cost. When you are the last Survivor remaining in the Trial, the Aura of the Hatch is revealed to you when you are within 24/28/32 metres. "I'm not horse-shittin' around. I'm doing this alone!" — Bill Overbeck |
Bill | |
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 | |
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 | |
Lithe | After performing a Rush Vault action, break into a sprint of 150 % of your normal Running Movement speed for a maximum of 3 seconds. Lithe causes the Exhausted Status Effect for 60/50/40 seconds. |
Feng | |
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 in the Trial, who is not either in the Dying State, hooked, or already dead, Low Profile activates:
|
Ada | |
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, Lucky Break activates:
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 or in the Dying State. "That's not enough to beat me. |
Yui | |
Lucky Star | You know how to stay calm in the face of incomprehensible danger.
While hiding inside a Locker, Lucky Star activates:
"You are my... lucky star..." — Ellen Ripley |
Ellen | |
Made for This | You were born to survive, and raised to adapt.
Whenever you are in the Injured State, Made for This activates and you benefit from the following effects:
|
Gabriel | |
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 the Odds of becoming the initial Obsession of the Killer 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 | |
No Mither | Go on out, kid, it is just a scratch. Your thick blood coagulates practically instantly.
"I lost it. Just lamped him one. They went and banned me didn't they. Went t'pub afterwards, had a few pints and moved on to the next chapter. I couldn't be mithered with it all anyway, you know what I mean? Can't be arsed." — David King |
David | |
No One Left Behind | It is inconceivable to leave someone behind.
Once the Exit Gates are powered, No One Left Behind activates:
But I believe we can outsmart and overthrow him if we work together. Don't be predictable and selfish!" — Clyde, The Lost Tapes |
.All | |
Object of Obsession | A supernatural bond links you to the Killer.
Whenever the Killer reads your AuraObject of Obsession activates for the same duration as their Aura-reading action:
Increases the Odds of becoming the initial Obsession of the Killer by +100 %. "He was watching me!" — Laurie Strode |
Laurie | |
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 are powered. "Trust me, I investigate thoroughly and discreetly." — Zarina Kassir |
Zarina | |
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 | |
Overcome | You have calculated how much energy you can risk to expend.
Overcome causes the Exhausted Status Effect for 60/50/40 seconds. "After careful analysis, we are getting the hell out of here!" — Jonah Vasquez |
Jonah | |
Overzealous | Fighting back against the Ravage motivates and inspires you.
After cleansing or blessing a Totem, Overzealous activates:
"The Ravage senses us. We need to work fast." — Haddie Kaur, Ravages of the Abyss Episode 9 |
Haddie | |
Parental Guidance | You have inherited the ability to hear the dead — and now the dead warn you of danger.
|
Yoichi | |
Pharmacy | You have a knack for finding medicine.
Whenever you are in the Injured State, Pharmacy activates:
"Adrenaline, it is going to keep us awake. I stole it from one of the Nurse's carts." — Quentin Smith |
Quentin | |
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, Plot Twist activates:
Plot Twist deactivates after recovering yourself by any means. Plot Twist reactivates once more when the Exit Gates become powered. "I think you'll find this shooting location... captivating." — Pauline Stamper |
Nicolas | |
Plunderer's Instinct | Unlocks potential in your Aura-reading ability:
"The pioneers used to loot these babies for hours." — Aizeyu, The Lost Tapes |
.All | |
Poised | Achieving goals boosts your confidence. After a Generator is completed, you will not leave any Scratch Marks for the next 6/8/10 seconds. |
Jane | |
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 repairing Generators for a total of 12/10/8 uninterrupted seconds, press the Active Ability button to activate Potential Energy:
While Potential Energy has at least 1 Token, press the Active Ability button while repairing a Generator to instantly progress it by 1 % per Token, consuming all remaining Tokens and 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 | |
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 | |
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 | |
Prove Thyself | For every other Survivor repairing a Generator within 4 metres, Prove Thyself increases your Repair speed by 6/8/10 %, up to a maximum of 18/24/30 %.
Survivors can only be affected by one instance of Prove Thyself at a time. "Show me what you can do!" — Dwight Fairfield |
Dwight | |
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 | |
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.
"We need not resort to violence. And I shall prove it." — Vittorio Toscano |
Vittorio | |
Reactive Healing | The more the situation becomes compromised, the more determined you become to complete the operation.
When another Survivor loses a Health State within 32 metres of your location while you are in the Injured State, you benefit from the following effect:
|
Ada | |
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 | |
Red Herring | You have noticed that people pay attention to whatever makes the loudest noise. After repairing a Generator for at least 3 seconds, its Aura is highlighted to you in yellow.
Red Herring has a cool-down of 60/50/40 seconds. |
Zarina | |
Repressed Alliance | You are accustomed to being hunted by malicious forces, and you have begun using it to your advantage.
After repairing Generators for a total of 55/50/45 seconds, Repressed Alliance activates:
Repressed Alliance can only be triggered when no other Survivors are repairing your Generator. |
Cheryl | |
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 | |
Resilience | You are motivated in dire situations.
"Focus, even in these desperate times." |
.All | |
Resurgence | You have come back from near impossible odds... and you will do it again. After being unhooked or unhooking yourself, instantly gain 40/45/50 % to your Healing progress. |
Jill | |
Rookie Spirit | You keep a careful eye on objectives when they are slipping away.
While repairing Generators, succeed 5/4/3 Good or Great Skill Checks to activate Rookie Spirit for the remainder of the Trial:
|
Leon | |
Saboteur | Unlocks potential in your Aura-reading ability:
For the duration of the Killer carrying another Survivor, you see the Aura of every Hook within 56 metres of the carried Survivor's pick-up location:
Unlocks the ability to sabotage Hooks without needing a Toolbox:
|
Jake | |
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 once per Trial and will guarantee a basic Toolbox. "It's amazing what people will throw away around here." — Gabriel Soma |
Gabriel | |
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, Scene Partner activates:
Scene Partner has a cool-down of 60 seconds. "This is not in the script!" — Nicolas Cage |
Nicolas | |
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 for the equivalent of 1 Health State, Second Wind activates:
"Yeah, that's a no." — Steve Harrington |
Steve | |
Self-Care |
|
Claudette | |
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 | |
Slippery Meat | You have developed an efficient way to get off Hooks.
|
.All | |
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 | |
Smash Hit | When your rival makes a mistake, you seize the opportunity.
After stunning the Killer with a Pallet, break into a sprint at 150 % of your normal Running Movement speed for 4 seconds. Smash Hit causes the Exhausted Status Effect for 30/25/20 seconds. 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 | |
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 | |
Solidarity | Sharing painful experiences has the power to heal.
While injured and healing another Survivor without using a Med-Kit, you benefit from the following effect:
"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 | |
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, Soul Guard grants you the Endurance Status Effect for the next 4/6/8 seconds.
|
Cheryl | |
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 | |
Sprint Burst |
Sprint Burst causes the Exhausted Status Effect for 60/50/40 seconds. "See you if you can catch up..." — Meg Thomas |
Meg | |
Stake Out | Getting close to the Killer fills you with determination. Every 15 seconds you are within the Killer's Terror Radius, while not being chased, Stake Out gains 1 Token, up to a maximum of 2/3/4 Tokens.
"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 | |
Streetwise | Long nights out taught you to do a lot with what you have got.
Streetwise extends its effect to all other Survivors within 8 metres of your location and lingers for 15 seconds. "You are doing it wrong! Let me show you how it is done." — Nea Karlsson |
Nea | |
Strength in Shadows | A chance for renewed power down where danger calls home.
When you are in the Basement, Strength in Shadows activates:
|
Sable | |
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:
Teamwork: Collective Stealth has a cool-down of 180/160/140 seconds. Survivors can only be affected by one instance of Teamwork: Collective Stealth at a time. "I'm good, I'm good... but keep it down." — Renato Lyra |
Renato | |
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:
Teamwork: Power of Two has a cool-down of 180/160/140 seconds. Survivors can only be affected by one instance of Teamwork: Power of Two at a time. "You good? Then keep up!" — Thalita Lyra |
Thalita | |
Technician | You are apt at handling machinery with the greatest care and precision.
When repairing a Generator, the following effects apply:
|
Feng | |
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 | |
This Is Not Happening | You perform at your best when you are under extreme stress.
|
.All | |
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 | |
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 | |
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.
"What can I say? I'm just a very lucky guy... I'm sure some of it will rub off on you." — Ace Visconti |
Ace | |
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 | |
Vigil | You look over your friends even in dire situations.
"I am gonna be here when you wake up. You are gonna make it." — Quentin Smith |
Quentin | |
Visionary | You are remarkably focused on your means of escape.
|
Felix | |
Wake Up! | Unlocks potential in your Aura-reading ability.
Once all Generators are completed, Wake Up! activates:
"Ok, look. If we survive the next 24 hours, then I'll take you out on a real date." — Quentin Smith |
Quentin | |
We'll Make It | Helping others heightens your morale.
"I am confident we can all escape in one piece if we help each other." |
.All | |
We're Gonna Live Forever | Your few friends deserve the best protection.
When performing any of the following actions, We're Gonna Live Forever gains 1 Token:
Consume 1 Token to grant the Endurance Status Effect for 6/8/10 seconds to any Survivor healed from the Dying State "Come on then, let's ave' it! I don't give a shit pal." — David King |
David | |
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 | |
Windows of Opportunity | Unlocks potential in your Aura-reading ability.
The Auras of Breakable Walls, Pallets, and Windows are revealed to you within 24/28/32 metres. "Rise and shine, work hard, carve out your name, |
Kate | |
Wiretap | You know that the best way to stay one step ahead is to keep tabs on the competition.
After repairing Generators for a total of 50 %, Wiretap activates:
The Auras of Trapped Generators are revealed to all Survivors in yellow. |
Ada |
Killer Perks (118)
Icon | Name | Description | Character |
---|---|---|---|
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 | |
Agitation | You get excited in anticipation of hooking your prey.
When carrying a Survivor, you benefit from the following effects:
|
Trapper | |
Alien Instinct | You are so stealthy, sometimes it seems like you appear out of nowhere.
Whenever you hook a Survivor, Alien Instinct activates:
|
Xenomorph | |
Awakened Awareness | Your genes have been altered to heighten your senses in intense situations.
|
Mastermind | |
Bamboozle | After vaulting a Window, Bamboozle calls upon The Entity to block that Window for the next 8/12/16 seconds.
Bamboozle only blocks one Window at a time and does not apply either of its effects to vaulting Pallets. |
Clown | |
Barbecue & Chilli | A deep bond with The Entity unlocks potential in one's Aura-reading ability.
"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 | |
Batteries Included | Being somewhere between man and machine has its upsides.
Whenever you are within 12 metres of a completed Generator, you are granted a +5 % Haste Status Effect.
|
Good Guy | |
Beast of Prey | Your lust for a kill is so intense that your connection with The Entity is momentarily lost, making you totally unpredictable. Upon gaining the Bloodlust Status Effect, Beast of Prey activates:
Beast of Prey grants 30/40/50 % bonus Bloodpoints for actions in the Hunter Category. |
Huntress | |
Bitter Murmur | Unlocks potential in your Aura-reading ability:
|
.All | |
Blood Echo | The agony of one is inflicted onto others.
Blood Echo has a cool-down of 80/70/60 seconds. "Attack an enemy with precision and their allies will feel it." — Renjiro's Doctrine 6:3 |
Oni | |
Blood Warden | As soon as one Exit Gate is opened, Blood Warden activates.
Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity to block the exits for all Survivors for 30/40/60 seconds. |
Nightmare | |
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 | |
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 | |
Call of Brine | Your psychic abilities influence technology in devastating ways. After performing the Damage Generator Action on a Generator, Call of Brine activates for 60 seconds.
|
Onryō | |
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 | |
Coulrophobia | Even those without a fear of clowns know to be terrified of you.
For all Survivors within your Terror Radius, the following effects apply:
|
Clown | |
Coup de Grâce | As the end nears, you go in for the kill.
Whenever a Generator is completed, Coup de Grâce gains 2 Tokens, up to a maximum of 10 Tokens:
|
Twins | |
Cruel Limits | Your ties to the otherworldly manifest when your prey attempts to get away.
Whenever a Generator is completed, Cruel Limits activates:
|
Demogorgon | |
Dark Devotion | The display of your Powers creates a whirlwind of panic that spreads throughout the land.
Whenever the Obsession loses a Health State by any means and thus enters the Injured State, Dark Devotion activates:
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 | |
Darkness Revealed | In your presence, places once thought to be safe are perhaps the most dangerous.
Darkness Revealed has a cool-down of 30 seconds. |
Dredge | |
Dead Man's Switch | After hooking a Survivor, Dead Man's Switch activates for the next 20/25/30 seconds:
"I've seen the look on a man's face when he realises he's going to die." — Caleb Quinn |
Deathslinger | |
Deadlock | You induce mental suffering by crushing any hope of escape. Whenever a Generator is completed, The Entity blocks the Generator with the most progression for 20/25/30 seconds.
"Nobody escapes us." — Pinhead |
Cenobite | |
Deathbound | Those whose lives are intertwined in darkness are destined to suffer together.
Whenever a Survivor heals another Survivor for the equivalent of 1 Health State at least 32 metres away from you, Deathbound activates:
|
Executioner | |
Deerstalker | Unlocks potential in your Aura-reading ability:
|
.All | |
Discordance | Any Generator within a range of 64/96/128 metres that is being repaired by 2 or more Survivors is marked by a yellow Aura.
"Smartasses get killed. We always see to that." — The Legion |
Legion | |
Dissolution | Everything turns to dust. It is as inescapable as the coming of the night. 3 seconds after injuring a Survivor by any means, Dissolution activates for 12/16/20 seconds:
"The Garden shall be a place of perfect Joy; through Joy, nothing shall stand in our way." — Otto Stamper |
Dredge | |
Distressing | Your horrifying emanation strikes at a supernaturally long distance.
|
.All | |
Dragon's Grip | Performing the Damage Generator Action on a Generator activates Dragon's Grip for the next 30 seconds:
Dragon's Grip has a cool-down of 120/100/80 seconds. "Such potential in this compound... even the slightest trace causes unnatural effects." — Journal of Talbot Grimes |
Blight | |
Dying Light | Each time you hook a Survivor other than your Obsession, you gain 1 Token:
You can only be obsessed with one Survivor at a time. "This isn't a man..." — Dr Sam Loomis |
Shape | |
Enduring | You are resilient to pain.
Enduring has no effect while carrying a Survivor. "He stops at nothing." |
Hillbilly | |
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 applies Eruption:
"It can use weapons?" — Jill Valentine |
Nemesis | |
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 | |
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 | |
Forced Penance | Those who stand in the way of duty will suffer harsh judgement. Survivors who take a Protection Hit suffer from the Broken Status Effect for the next 60/70/80 seconds. |
Executioner | |
Franklin's Demise | Your vicious Basic Attacks make Survivors drop their Items on impact.
"Sally, I hear something. Stop! Stop!" — Franklin Hardesty |
Cannibal | |
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, the following effects apply to the Obsession:
"I got some fresh meat lined up, and I'm not gonna let you spoil it, not this time!" — Chucky |
Good Guy | |
Furtive Chase | You lurk in the shadows, eliminating your victims one by one.
Each time you hook your Obsession, you benefit from the following effects for 14/16/18 seconds:
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 | |
Game Afoot | First you pick your prey, then you pick it apart.
While you are chasing your Obsession, Game Afoot activates its secondary effect:
You can only be obsessed with one Survivor at a time. "This one might actually be a challenge..." — Sonhadores Sombrios, Issue #3 |
Skull Merchant | |
Gearhead | You have got an ear for well-oiled gears.
After a Survivor loses a Health State, Gearhead activates for 30 seconds:
"Sometimes a man's best work is what puts him in the grave." — The Prison Warden |
Deathslinger | |
Genetic Limits | Around you, the limits of human life become readily apparent.
"THE ORGANIC BODY IS SO LIMITED!" — HUX-A7-13 |
Singularity | |
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 | |
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 |
Blight | |
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 |
Trickster | |
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." |
Hag | |
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 |
Knight | |
Hex: Haunted Ground | Two trapped Hex Totems will spawn in the Trial Grounds.
"Her home become profane." |
Spirit | |
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!" |
Huntress | |
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." |
.All | |
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 | |
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. |
Cenobite | |
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 |
Deathslinger | |
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." |
Hag | |
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!" |
Hag | |
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. |
.All | |
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 |
Good Guy | |
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. |
Blight | |
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 | |
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 | |
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, all injured Survivors suffer from the Oblivious Status Effect for 20/25/30 seconds. |
Nemesis | |
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 Rush Vault action within 48 metres of your location has their Aura revealed to you for 6 seconds. I'm All Ears can only be triggered once every 60/50/40 seconds. |
Ghost Face | |
Infectious Fright | The cries of the unfaithful make your heart leap. Whenever a Survivor is put into the Dying State by any means, all other Survivors within your Terror Radius will scream and reveal their current location to you for 4/5/6 seconds. |
Plague | |
Insidious | Unlocks the stealth ability.
|
.All | |
Iron Grasp | Your powerful grasp on Survivors causes escapes to be nearly impossible.
Whenever you are carrying a Survivor, the following effects apply:
|
.All | |
Iron Maiden | Iron Maiden increases your Locker Search speed by 30/40/50 %.
Survivors who exit a Locker suffer from the following afflictions:
|
Legion | |
Knock Out | The trauma caused by your brutal attacks makes crying for help painfully difficult.
Putting a Survivor into the Dying State with your Basic Attack blocks their Aura from being revealed to any Survivor, who is farther than 32/24/16 metres away from them. 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 | |
Lethal Pursuer | You have been designed to track down and eliminate targets.
Lethal Pursuer benefits from its own effect. "...it knows what it wants and won't stop till it gets it." — Carlos Oliveira |
Nemesis | |
Leverage | Like in business, you profit most when those around you suffer most.
Each time you hook a Survivor, Leverage activates and gains 1 Token, up to a maximum of 10 Tokens:
"The best way to raise profit is to cut expenditures. Cut everything!" — Adriana Imai |
Skull Merchant | |
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 | |
Machine Learning | Free from your shackles, you are born anew and prepared to eliminate your creators.
Performing the Damage Generator Action on a Generator activates Machine Learning:
Damaging another Generator while one is already compromised transfers the state to the most recently damaged Generator. "YOU WILL HOLD NO DOMINION OVER ME!" — HUX-A7-13 |
Singularity | |
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 | |
Make Your Choice | Each time a Survivor is rescued from a Hook when you are at least 32 metres away, Make Your Choice activates:
Make Your Choice has a cooldown of 40/50/60 seconds. |
Pig | |
Merciless Storm | Your horrible trauma is felt by everyone.
Merciless Storm can only trigger once per Generator per Trial. |
Onryō | |
Mindbreaker | Your distressing presence drains and weakens your prey.
All Survivors repairing a Generator suffer from the following afflictions:
|
Demogorgon | |
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 | |
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 | |
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 | |
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 triggers Nowhere to Hide: "Out with you, cowards! Show yourselves!" — Tarhos Kovács |
Knight | |
Oppression | Life has been difficult for you, so you will make it difficult for others.
Performing the Damage Generator Action on a Generator activates Oppression:
Oppression has a cool-down of 120/100/80 seconds. "Damn them as they would damn us." — Charlotte Deshayes |
Twins | |
Overcharge | You are fuelled by your hate for progress.
Performing the Damage Generator Action on a Generator applies Overcharge:
|
Doctor | |
Overwhelming Presence | Just knowing you are near is enough to disturb your victims.
Survivors within your Terror Radius suffer from inefficiency:
|
Doctor | |
Play with Your Food | Unable to retrieve the Perk description or unable to display it. You can add it at Datatable/Loadout. Otherwise Please contact Jouki | Shape | |
Pop Goes the Weasel | A deep bond with The Entity unlocks great strength.
After hooking a Survivor, Pop Goes the Weasel activates for the next 35/40/45 seconds:
|
Clown | |
Predator | Your acute tracking ability allows you to hone in on disturbances left by running Survivors.
"Never stop moving and hope you're always two steps ahead of the beast." — Unknown, Notebook |
Wraith | |
Rancor | Each time a Generator is completed, the following effects apply:
Once the Exit Gates are powered, the following effects apply:
You can only be obsessed with one Survivor at a time. |
Spirit | |
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 | |
Remember Me | Whenever the Obsession loses a Health State, Remember Me gains 1 Token:
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 | |
Save the Best for Last | Whenever you hit a Survivor other than your Obsession with a Basic Attack, Save the Best for Last gains +1 Token, up to a maximum of 6/7/8 Tokens:
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 | |
Scourge Hook: Floods of Rage | You form a psychic connection with The Entity and alter the rules of the Trial.
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 | |
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:
Important Notice: This Perk was accidentally partially restored to its pre-6.1.0 version. As a result of this, the current coded values of the Action Speed penalty are actually the old 7/8/9 %, rather than the intended 10/13/16 % the Perk had since 6.1.0, and is unfortunately not merely a typo of the description. However, it is not a shadow-nerf of the Perk and is officially acknowledged as a known issue in the Patch Notes for 7.6.0. It will be fixed in a future Patch. "We will tear your soul apart." — Pinhead |
Cenobite | |
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 | |
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 | |
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 | |
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 | |
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 | |
Shattered Hope | To capture your prey, you must first extinguish their hope.
"Nothing is permanent here. Nothing except our endless perdition." — Unknown, Notebook |
.All | |
Sloppy Butcher | You know where to hit to make them bleed.
|
.All | |
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 | |
Spirit Fury | Each Pallet you break magnifies the wrath of The Entity.
After breaking 4/3/2 Pallets, Spirit Fury activates:
Spirit Fury deactivates after applying its effect. "Fury is her blood." |
Spirit | |
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 | |
Stridor | You are acutely sensitive to the breathing of your prey.
"If you do not stop and catch your breath... she will." |
Nurse | |
Superior Anatomy | Decades of research have culminated in you: something faster, stronger, and more dangerous than any human.
When a Survivor performs a Rush Vault action within 8 metres of you, Superior Anatomy activates:
Superior Anatomy has a cool-down of 30 seconds. |
Mastermind | |
Surge | Your eerie presence charges the air and interferes with technology.
Whenever you put a Survivor into the Dying State with a Basic Attack, all Generators within 32 metres of your location instantly explode and start regressing.
|
Demogorgon | |
Surveillance | Unlocks potential in your Aura-reading ability. The Auras of regressing Generators are highlighted in white.
Surveillance increases the audible range of Survivors' Generator-repairing noises by 8 metres. |
Pig | |
THWACK! | Your prey is terrified by your relentless pursuit.
After hooking a Survivor, THWACK! activates:
"All those who stood in her path feared her mighty THWACK!" — Sonhadores Sombrios, Issue #3 |
Skull Merchant | |
Terminus | You are a brilliant tactician who prepares for every eventuality.
Once the Exit Gates are powered, Terminus activates: |
Mastermind | |
Territorial Imperative | Unlocks potential in your Aura-reading ability.
Whenever you are farther than 24 metres from the Basement while a Survivor enters it, Territorial Imperative activates:
Territorial Imperative has a cool-down of 45 seconds. "We're not safe anywhere..." |
Huntress | |
Thanatophobia | Their courage fades in the face of their undeniable mortality.
"She plays with us and revels in our pain." |
Nurse | |
Thrilling Tremors | Your dark designs and shrewd composure rouse The Entity. After picking up a Survivor, all Generators not currently being repaired by Survivors are blocked by The Entity for the next 16 seconds.
Thrilling Tremors has a cool-down of 100/80/60 seconds. |
Ghost Face | |
Tinkerer | Whenever a Generator is repaired to 70 %, you benefit from the following effects:
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 | |
Trail of Torment | You guide your victims along a path of pain and punishment.
Performing the Damage Generator Action on a Generator activates Trail of Torment:
Trail of Torment has a cool-down of 80/70/60 seconds. |
Executioner | |
Ultimate Weapon | When they spot you, they know the end is near.
Whenever you open a Locker, Ultimate Weapon activates for 30 seconds:
"I can't lie to you about your chances, but... you have my sympathies." — Ash |
Xenomorph | |
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:
|
Unknown | |
Undone | Hope is the delusion that keeps its victims alive.
Whenever a Survivor fails a Skill Check while repairing or healing, Undone gains +3 Tokens, up to a maximum of 18/24/30 Tokens.
"Erratic behavior in machinery could be related to [REDACTED], further testing required." — OSS Report, 12/02/1943 |
Unknown | |
Unforeseen | Terror takes many forms and whispers devastating lies in its victims' ears.
Performing the Damage Generator Action on a Generator applies Unforeseen for 22/26/30 seconds:
|
Unknown | |
Unnerving Presence | Your presence alone instils great fear.
Survivors repairing or healing within your Terror Radius suffer from the following effects:
"Its presence befalls us." |
Trapper | |
Unrelenting | You recuperate faster from missed attacks made with your main weapon.
|
.All | |
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 | |
Zanshin Tactics | Unlocks potential in your Aura-reading ability. You are mentally alert and aware of key points on the battlefield. |
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
- Perks formerly unique to Steve Harrington:
- Babysitter became Guardian
- Camaraderie became Kinship
- Second Wind became Renewal
- Perks formerly unique to The Demogorgon:
- Surge became Jolt
- Cruel Limits became Claustrophobia
- Mindbreaker became Fearmonger
- 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
Cage using a kill-switched Dramaturgy, locked at Tier 1
UNLOCKABLES | |||
---|---|---|---|
Achievements | Add-ons | Charms | Daily Rituals |
Items | Mystery Boxes | Offerings | Perks |