There are two types of Totems: Dull Totems and Hex Totems.
Each Map spawns 5 Totems at the beginning of a Trial.
Survivors can walk up to a Totem and cleanse it, which will destroy it and in case of a Hex Totem, deactivate its associated Hex Perk.
This action also rewards them with Bloodpoints in the Boldness Category.
Dull Totems are unlit Totems found in random locations throughout the Trial Grounds.
Unless the Killer does not use any Hex Perk, or just Hex: No One Escapes Death prior to its activation, all five Totems will be dull ones.
Cleansing a Dull Totem will reward the Survivor with 1,000 Bloodpoints.
Hex Totems are a special kind of Totem, identifiable, and differing from Dull Totems, by the lit candles underneath them.
If the Killer uses any of the 11 available Hex Perks equipped (with the exception of Hex: No One Escapes Death that will not light its potential Totem until its activation), a randomly chosen Dull Totem will be become a Hex Totem at the start of the Trial.
Each Hex Perk is tied to its own Hex Totem. Neither the Killer nor the Survivors have any means to discern, which Hex is associated with which Hex Totem.
Cleansing a Hex Totem will reward the Survivor with 1,500 Bloodpoints and disable the associated Hex Perk for the remainder of the Trial.
The only exception to this is when the Killer is using Hex: Undying , in which case the cleansed Hex, including any acquired Tokens, will be transferred to Undying's Totem and replace it.
Cleansing a Hex Totem will trigger a map-wide sound cue, akin to a strike of thunder.
- Improved the hiding spots of Totems as new interaction mechanics allow them to be placed closer to other objects.
- In the Game files, Hex Totems are referred to as "Hex Bags".
- In rare cases and due to bugs, it has occurred that some iterations of the largest Maps spawned an additional sixth Totem.
|Alarm Clocks||Bear Traps||Breakable Walls||Cages of Atonement|
|Chests||Crows||Dark Mist||Exit Gates|
|Lockers||Moonlight||Pallets||Pools of Devotion|