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A Nurse's Calling
A Nurse's Calling
The auras of Survivors who are healing or being healed are revealed to you when they are within a 20/24/28 meter range.
Ace in the Hole
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 100% chance that a Very Rare (or lower) add-on will be attached to it.

10/25/50% chance of finding an add-on of Uncommon rarity (or lower).

When escaping, keep any add-ons your item has.

Adrenaline
Adrenaline
You are fuelled by unexpected energy when on the verge of escape.

Instantly heal one health state and sprint at 150% of your normal running speed for 5 seconds when the exit gates are powered. Adrenaline is on hold if you are disabled at the moment it should take effect and will activate when freed.

Adrenaline will wake you up if you are asleep when it triggers.

Adrenaline ignores the Exhausted status effect.

Causes the Exhausted status effect for 60/50/40 seconds.

Aftercare
Aftercare
You see the aura of every Survivor that:

You rescue from a hook, or rescues you from a hook;

You complete a healing action on, or completes a healing action on you.

They also see your aura.

This occurs for up to 1/2/3 Survivors. All effects of Aftercare are reset when you are hooked by The Killer.

Agitation
Agitation
You get excited in anticipation of hooking your prey.

Increases your movement speed while transporting bodies by 6/12/18%. While transporting a body, your Terror Radius is increased by 12 meters.

Alert
Alert
Your acute senses are on high alert.

When the Killer performs a break action, the Killer is revealed to you for 3/4/5 seconds.

Alien Instinct
Alien Instinct
This perk activates when you hook a Survivor.

You see the aura of the farthest injured Survivor for 5 seconds and that Survivor is Oblivious for 16/18/20 seconds.

Any Means Necessary
Any Means Necessary
You stand up for yourself, using whatever's on hand to gain an advantage.

You see the auras of dropped Pallets.

Press and hold the Active Ability Button 1 for 6/5/4 seconds while standing beside a dropped pallet to reset it to its upright position.

Appraisal
Appraisal
You have a careful eye that notices what many overlook.

Start the trial with 3 tokens. When a chest has already been opened, consume a token to rummage through it for an item. Rummaging can only be performed once per chest.

You rummage through chests 40/60/80% faster.

Autodidact
Autodidact
You start the trial with a -25% progress penalty for Skill Checks to heal other Survivors.

For every successful Skill Check while healing another Survivor, you receive a token up to a maximum of 3/4/5 tokens.

Each token grants you a +15% progress bonus.

Great Skill Checks cannot be performed while using Autodidact.

Autodidact is not active when using a Med Kit to heal.

Awakened Awareness
Awakened Awareness
Your genes have been altered to heighten your senses in intense situations.

When carrying a Survivor, you can see the aura of other Survivors within 16/18/20 meters of your position.

Babysitter
Babysitter
While you have a reputation for being self-centered, you risk it all to help those in need.

When you unhook a Survivor, they won't leave scratch marks or pools of blood, and they gain a 7% Haste status effect for 4/6/8 seconds.

You see the Killer's aura for 8 seconds.

Background Player
Background Player
You're not usually the center of attention. In some cases, this can be a good thing.

When the Killer picks-up another Survivor, Background Player activates for 10 seconds.

When you start running, break into a sprint at 200% of your normal Running Movement speed for 5 seconds.

This perk cannot be used while Exhausted.

This perk causes the Exhausted status effect for 60/50/40 seconds.

Balanced Landing
Balanced Landing
Your agility is incomparable.

After falling from a height, cat-like reflexes reduce your stagger duration from falling by 75% and reduce the volume of grunts from falling by 100%. You start sprinting at 150% your normal running speed for a maximum of 3 seconds.

Causes the Exhausted status effect for 60/50/40 seconds.

Balanced Landing cannot be used while Exhausted.

Bamboozle
Bamboozle
Your vault speed is 5/10/15% faster.

Performing a vault action calls upon The Entity to block that vault location for 8/12/16 seconds.

Only 1 vault location may be blocked in this way at any time. The vault location is blocked only for Survivors.

Does not affect pallets.

Barbecue & Chilli
Barbecue & Chilli
A deep bond with The Entity unlocks potential in one's aura reading ability.

After hooking a Survivor, all other Survivors' auras are revealed to you for 5 seconds when they are further than 60/50/40 meters from the hook.

Batteries Included
Batteries Included
When within 12 meters of a completed generator, you have 5% Haste.

The movement speed bonus lingers for 1/3/5 seconds after leaving the generator's range.

Beast of Prey
Beast of Prey
Your lust for a kill is so intense that your connection with The Entity is momentarily lost, making you totally unpredictable.

Grants the Undetectable status effect after gaining Bloodlust Tier I. The status effect is removed once you lose Bloodlust.

Gain 30/40/50% more Bloodpoints for actions in the Hunter Category.

Better Together
Better Together
You seek justice and uncover the truth no matter what obstacle stands in your way.

The aura of the generator you are currently repairing is revealed to all other Survivors located within 32 meters.

If The Killer downs a Survivor while you are repairing a generator, you see the aura of all other Survivors for 8/9/10 seconds.

Better than New
Better than New
You are an expert in combat medicine. Patients leave your care reinvigorated.

Upon completing a healing action on another Survivor, the targeted Survivor gets a 12/14/16% speed boost to healing, opening chests, cleansing and blessing Totems.

Survivors keep the bonus until they lose a health state.

Bite the Bullet
Bite the Bullet
Pain hurts you as much as anyone, but you'd prefer others don't know that.

When healing, you and the Survivor you're healing make no noise, including grunts of pain. There is no noise notification on failed healing Skill Checks and healing regresses by only 3/2/1%.

Bitter Murmur
Bitter Murmur
Each time a generator is fully repaired, Survivors within 16 meters of the completed generator will be revealed for 5 seconds.

When the last generator is fully repaired, all the Survivors' auras are revealed for 5/7/10 seconds.

Blast Mine
Blast Mine
When direct combat isn't an option, you still find ways to strike back.

Blast Mine activates after completing a total of 50% worth of repair progress on generators.

When standing next to a generator, press the Active Ability Button 1 to install a Blast Mine which stays active for 100/110/120 seconds.

Affected generators will be revealed to all Survivors by a yellow aura. Only one Blast Mine can be active on a generator.

When the Killer damages the generator, the Blast Mine explodes, stunning them and blinding anyone nearby.

Blast Mine deactivates when the generator is damaged by the Killer or when the timer expires.

Blood Echo
Blood Echo
The agony of one is inflicted on others.

When hooking a Survivor, all other injured Survivors suffer from the Hemorrhage and Exhausted status effect for 45 seconds.

Blood Echo has a cooldown of 80/70/60 seconds.

Exhausted prevents Survivors from activating perks that cause Exhausted.

Blood Pact
Blood Pact
It's as if a latent part of yourself has awakened. You feel like you can reach out beyond yourself for assistance.

When you or the Obsession are injured, you both see each other's auras.

After completing a healing action on the Obsession, or having the Obsession complete a healing action on you, you both gain a 5/6/7% Haste status effect until no longer within 16 meters of each other.

Reduces the odds of being the Obsession.

If you are the Obsession, this perk deactivates.

Blood Rush
Blood Rush
Your mind and body are honed for great feats, allowing you to push through with extra effort when necessary.

This perk activates once you are one hook away from instant death.

While healthy, running, and suffering from Exhausted, press the Active Ability Button 1 to lose a health state and recover from Exhausted instantly and gain the Broken status effect for 28/24/20 seconds.

You are automatically healed from injured to healthy after 28/24/20 seconds. Being put into the dying state will cancel the healing effect.

Activating Blood Rush will disable it for the remainder of the trial.

Exhausted prevents Survivors from activating other perks that cause Exhausted.

Broken prevents Survivors from being healed.

Blood Warden
Blood Warden
As soon as an exit gate is opened, Blood Warden is activated. The auras of any Survivors located within Exit areas are revealed to you.

Once per match, hooking a Survivor while Blood Warden is active calls upon The Entity to block both Exits for all Survivors for 30/40/60 seconds.

Bloodhound
Bloodhound
Like a hunting scent hound, you smell traces of blood at a great distance.

Fresh blood marks are considerably more discernible than normal and can be tracked for 2/3/4 seconds longer than normal.

Boil Over
Boil Over
You are a battler and do everything to escape a foe's grasp. Your struggling effects on The Killer are increased by 60/70/80%.

You obscure The Killer's ability to see hook auras within 16 meters.

You gain 33 % of current wiggling progress when the Killer drops from great heights.

Bond
Bond
Allies' auras are revealed to you when they are within a 20/28/36 meter range.
Boon: Circle of Healing
Boon: Circle of Healing
A boon that offers comfort amidst the terror.

Any Survivors within the Boon Totem's range gain a 50/75/100% healing speed bonus to healing others. Medkits give no bonus to healing in the Boon Totem's range. Injured Survivors have their auras revealed to all other Survivors when inside the Boon Totem's range.

Boon: Dark Theory
Boon: Dark Theory
Your obsessive study of the paranormal has given you unprecedented knowledge of other realms and planes of existence.


Any Survivors within the Boon Totem's range gain a 2% Haste status effect. This effect lingers for 2/3/4 seconds after leaving the Boon Totem's range.

Boon: Exponential
Boon: Exponential
When it seems like your number is up, you consider ways to recalculate the odds.


All Survivors within the Boon Totem's range recover 90/95/100% faster and can completely recover from the dying state.

Boon: Illumination
Boon: Illumination
Survivors inside your Boon Totem's range see the aura of all chests and all generators in blue.

If you have a lit Boon Totem, you cleanse or bless Totems 6/8/10% faster.

All equipped Boon perks are active on your Boon Totem.

Boon: Shadow Step
Boon: Shadow Step
A boon that conceals the truth.


Any Survivors within the Boon Totem's range will have their scratch marks and auras hidden to the Killer. This effect lingers for 2/3/4 seconds after leaving the Boon Totem's range.

Borrowed Time
Borrowed Time
You are fueled by unexpected energy when saving an ally from a hook.

Survivors you unhook:

Keep their Endurance status effect for an extra 6/8/10 seconds.

Keep their movement speed bonus for an extra 10 seconds.

Botany Knowledge
Botany Knowledge
You transform plants found around the campfire into tinctures that slow down bleeding.

Healing speed is increased by 30/40/50%.

Healing item efficiency is reduced by 20%.

Breakdown
Breakdown
Any time you are removed from a hook (escaped or saved), the hook breaks and the Killer's aura is shown to you for 4/5/6 seconds. A hook broken by this perk takes 180 seconds to respawn.
Breakout
Breakout
You kick into high gear when someone's in trouble, inspiring them to overcome any obstacle.

When within 5 meters of a carried Survivor, you gain the Haste status effect, moving at 5/6/7% increased speed. The carried Survivor's wiggle speed is increased by 25%.

Brutal Strength
Brutal Strength
Your great strength allows you to shred through your prey's defenses.

Destroy dropped pallets, breakable walls, and generators 10/15/20% faster.

Buckle Up
Buckle Up
While healing a Survivor in the dying state, you both can see the Killer's aura. When completing healing a Survivor from the dying state to injured, both you and the healed Survivor gain Endurance for 6/8/10 seconds.
Built to Last
Built to Last
You know how to get the most out of your tools.

After hiding inside a locker for 14/13/12 seconds with a depleted item in hand, 99% of its charges are refilled.

Each use of Built to Last reduces the amounts of charges refilled by 33%.

Call of Brine
Call of Brine
Your psychic abilities influence technology in devastating ways.

After damaging a generator this perk becomes active for 60 seconds.

The generator regresses at 115/120/125% of the normal regression speed and you can see its aura in yellow.

Each time a Survivor completes a good Skill Check on a generator affected by this perk, you receive a loud noise notification.

Calm Spirit
Calm Spirit
Animals seem to trust you as they often stay calm in your presence.

Reduces chances of alerting woodland creatures by 100%.

Allows you to overcome the urge to scream.

Allows you to open chests and cleanse/bless Totems silently, but at 40/35/30% reduced speed.

Camaraderie
Camaraderie
Life has taught you the importance of friendship which has given you strength.

While you are on the hook in the struggle phase, Camaraderie activates.

If another Survivor is within 16 meters of you while Camaraderie is activated, the hook timer is paused for 26/30/34 seconds.

Champion of Light
Champion of Light
While you are holding a Flashlight, this perk activates.

When you are shining a Flashlight, you have 50% Haste.

When you successfully blind the Killer, they also gain 20% Hindered for 6 seconds. This effect cannot stack with itself.

Then, this perk goes on cooldown for 80/70/60 seconds.

Hindered reduces Killer movement speed.

Chemical Trap
Chemical Trap
Chemical Trap activates after completing a total of 70/60/50% worth of progress on generators.

While standing next to a dropped pallet, press the Active Ability Button 2 to install a Trap, which stays active for 100/110/120 seconds.

Affected pallets will be revealed to all Survivors by a yellow aura. Only one Chemical trap can be active on a pallet.

When the Killer performs the break action on the pallet, the Chemical trap explodes, and they are slowed by 50% for 4 seconds.

Clairvoyance
Clairvoyance
There is an intrinsic energy in you that sees beyond your vision.

Clairvoyance activates whenever you cleanse or bless a Totem.

When empty-handed, hold the Ability Button to unlock your full aura-reading potential. For up to 8/9/10 seconds, you see the auras of exit gate switches, generators, hooks, chests and the Hatch within a 64 meter range.

Corrective Action
Corrective Action
You quickly analyze problems and correct other's work when they make a mistake.

You start the trial with 1/2/3 token(s) and gain a token, up to a maximum of 5, for every great Skill Check.

When a Survivor fails a Normal Skill Check while cooperating with you, 1 token is consumed and their failed Skill Check becomes a good Skill Check.

Corrupt Intervention
Corrupt Intervention
Your prayers invoke a dark power that meddles with the Survivors's chances of survival.

3 generators located furthest from you are blocked by The Entity for 80/100/120 seconds at the start of the trial.

Survivors cannot repair these generators for the duration. Affected generators are highlighted by a white aura.

Corrupt Intervention deactivates when any Survivor enters the dying state.

Coulrophobia
Coulrophobia
Even those without a fear of clowns know to be terrified of you.

Survivors within your Terror Radius have a 30/40/50% penalty to healing progression speed, and healing Skill Checks move 50% faster.

Counterforce
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. After cleansing a Totem, you see the aura of the furthest Totem from you for 2/3/4 seconds and you gain an additional 20% stackable speed bonus to cleansing Totems for the remainder of the trial.

Coup de Grâce
Coup de Grâce
As the end nears, you go in for the kill.

Each time a generator is completed, Coup de Grâce grows in power. Gain 2 tokens, with a maximum of 5 tokens maximum.

Consume one token to increase the distance of your next lunge attack by 70/75/80%.

Cruel Limits
Cruel Limits
Your ties to the otherworldly manifest when your prey attempts to get away.

Every time a generator is completed, all windows and vault locations are blocked for all Survivors for the next 20/25/30 seconds.

You see the aura of the vault locations blocked by Cruel Limits for the duration.

Cut Loose
Cut Loose
You get in enough trouble. You know how to get out of it.

After performing a rushed vault in a chase, this perk activates.

While this perk is active, your rushed vaults are silent for up to 4/5/6 seconds and successfully performing a rushed vault during that time resets the timer.

This perk goes on cool-down for 45 seconds.

Dance With Me
Dance With Me
When performing a fast vault or leaving a locker in a sprint, you leave no scratch marks for 3 seconds.

Dance With Me has a cooldown of 60/50/40 seconds.

Dark Devotion
Dark Devotion
The display of your powers creates a whirlwind of panic that spreads throughout the land.

You become obsessed with one Survivor. When the Obsession loses a health state, your Terror Radius transfers to the Obsession for 20/25/30 seconds, and its radius is set to 32 meters.

You are granted the Undetectable status effect for the duration.

The Survivor with the transferred Terror Radius is also considered to be "inside the Terror Radius" for other purposes.

Dark Sense
Dark Sense
Each time a generator is completed, Dark Sense activates.

While Dark Sense is active, the Killer entering a 24-meter radius around you reveals their aura for 5/7/10 seconds.

Once the aura's duration expires, Dark Sense deactivates.

Darkness Revealed
Darkness Revealed
In your presence, places once thought to be safe are perhaps the most dangerous.

When you search a locker, the auras of all Survivors within 8 meters of any lockers are revealed to you for 3/4/5 seconds.

This perk has a 30-second cooldown.

Dead Hard
Dead Hard
You can take a beating.

Dead hard activates after you are unhooked or unhook yourself.

When injured, tap into your adrenaline bank to avoid incoming damage. Press the Active Ability Button 1 while running to gain the Endurance status effect for the next 0.5 seconds.

Causes the Exhausted status effect for 60/50/40 seconds.

Dead Hard then deactivates.

Dead Man's Switch
Dead Man's Switch
When you hook a Survivor, Dead Man's Switch activates for the next 20/25/30 seconds.

While activated, any Survivor that stops repairing a generator before it is fully repaired causes The Entity to block the generator until Dead Man's Switch's effect ends.

Affected generators are highlighted by a white aura.

Deadline
Deadline
This perk activates when you are injured.

Skill Checks appear 6/8/10% more frequently when repairing or healing and appear in random places.

The penalty for missing skill checks is reduced by 50%.

Deadlock
Deadlock
You induce mental suffering by crushing any hope of escape.

After a generator is repaired, The Entity blocks the generator with the most progress for 20/25/30 seconds. You see its white aura during this time.

Deathbound
Deathbound
Those whose lives are intertwined in darkness are destined to suffer together.

When a Survivor heals another Survivor for one health state at least 32 meters away from the Killer, the Survivor performing the healing action will scream, revealing their location and activating Deathbound for the next 60 seconds.

During that time, the Survivor will suffer from the Oblivious status effect when further than 16/12/8 meters away from the healed Survivor.

Deception
Deception
Your adventurous lifestyle requires moments of crafty misdirection.

Interacting with a locker while sprinting will trigger a loud noise notification at your location and cause you to leave no scratch marks for 3 seconds.

You no longer enter lockers while sprinting and while this perk is active.

Deception can only be triggered once every 60/50/40 seconds.

Decisive Strike
Decisive Strike
Stab at your aggressor in an attempt to escape.

After being unhooked or unhooking yourself, Decisive Strike activates for 40/50/60 seconds.

While active, complete a Skill Check when grabbed by the Killer to escape, stunning them for 3 seconds.

Succeeding or failing the Skill Check disables Decisive Strike.

You become the Obsession after stunning the Killer.

The perk and its effects are disabled if the exit gates are powered.

Increases your chance to be the Obsession.

Taking any Conspicuous Action will deactivate Decisive Strike.

Deerstalker
Deerstalker
Reveals dying Survivors' auras when standing within a 20/28/36 meter range.
Deja Vu
Deja Vu
The auras of 3 generators which are in close proximity to one another are revealed to you.

Gain a 4/5/6% repair speed bonus on the revealed generators.

Deliverance
Deliverance
After performing a safe hook rescue on another Survivor, Deliverance activates.

You now have a 100% chance of unhooking yourself during the escape attempt.

A successful Deliverance from the hook triggers the Broken status effect for 100/80/60 seconds.

Broken prevents Survivors from being healed.

Desperate Measures
Desperate Measures
You refuse to fail, even during your darkest hour.

For each injured, hooked, or dying Survivor, increase the speed of your healing and unhook actions by 10/12/14%.

Detective's Hunch
Detective's Hunch
When a generator is completed, the auras of generators, chests and Totems within 32/48/64 meters are revealed to you for 10 seconds.

If you are holding a Map that can track objectives, generators, chests and Totems revealed by Detective's Hunch are added to the Map.

Discordance
Discordance
Any generator within a range of 64/96/128 meters that is being repaired by two or more Survivors is marked by a yellow aura. When the generator is first highlighted, Discordance triggers a loud noise notification on the generator. After the generator is no longer within range or is no longer being repaired by two or more Survivors, the aura remains for another 4 seconds.
Dissolution
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. While Dissolution is active, if a Survivor fast vaults over a pallet inside of your Terror Radius, The Entity will break the pallet at the end of the vault, and Dissolution deactivates.

Distortion
Distortion
You start the Trial with 3 tokens.

When your aura would be shown to the Killer, the perk activates and a token is consumed.

For the next 6/8/10 seconds, while the perk is activated, your aura and scratch marks will not be shown to The Killer.

This perk does not activate when you are in the dying state.

Regain a token for each 30 seconds spent inside the Killer's Terror Radius.

Distortion may not have more than 3 tokens.

Distressing
Distressing
Your horrifying emanation strikes at a supernaturally long distance.

Your Terror Radius is increased by 22/24/26%. Gain 100% more Bloodpoints for actions in the Deviousness category.

Diversion
Diversion
Being within the Killer's Terror Radius while not in a chase for 40/35/30 seconds activates Diversion.

Once Diversion is activated, press the Active Ability Button 1 while crouched and motionless to throw a pebble, which creates a distraction for The Killer at a distance of 20 meters.

The perk timer resets once the ability has been activated.

The distraction consists of:

A loud noise notification

Scratch marks

Dragon's Grip
Dragon's Grip
After damaging a generator, for the next 30 seconds, the first Survivor that interacts with it will scream, revealing their location for 4 seconds, and becoming afflicted with the Exposed status effect for 60 seconds.

Dragon's Grip has a cooldown of 120/100/80 seconds.

Dramaturgy
Dramaturgy
When people bring you on to their project, they do so because of the unexpected magic you bring to your performance.

Dramaturgy activates while you are healthy.

While running, press the active ability button 2 to run with knees high for 0.5 seconds and then gain 25% Haste for 2 seconds, followed by a unknown effect.

Become Exposed for 12 seconds;

Gain 25% Haste for 2 seconds;

Scream, but nothing happens;

Gain a random rare item, with random add-ons, and drop any held item. The same effect cannot happen twice in a row.

Dramaturgy causes Exhausted for 60/50/40 seconds. Can't be used while Exhausted.

Exhausted prevents Survivors from activating other perks that cause Exhausted.

“Take the part. It's a good movie, he says. What's the worst that can happen” -Nicolas Cage

Dying Light
Dying Light
You become obsessed with one Survivor.

Your Obsession gains a 33% action speed bonus to unhooking and healing other Survivors.

Each time you hook a Survivor other than the Obsession, if the Obsession is alive, gain a token.

If the Obsession is alive, all Survivors who are not the Obsession get 2/2.5/3% penalty to repair, healing and sabotage speeds for each token.

Empathic Connection
Empathic Connection
Your presence psychically projects itself to those in danger.

Whenever another Survivor is injured, they can see your aura within a range of 32/64/96 meters.

You heal other Survivors 10% faster.

Empathy
Empathy
Dying or injured allies' auras are revealed to you when within a 64/96/128 meter range. Empathy does not reveal auras of allies when they are in direct contact with the Killer.
Enduring
Enduring
You are resilient to pain.

You reduce the duration of pallet stuns by 40/45/50%. Has no effect while carrying a Survivor.

Eruption
Eruption
The NE-α parasite provides you with the intelligence and awareness needed to set a trap.

After kicking a generator, its aura is highlighted in yellow.

Whenever a Survivor enters the dying state, every affected generator explodes, losing 10% worth of progress, and starts to regress.

Any Survivor repairing a generator when it explodes will scream and reveal their aura for 8/10/12 seconds.

Eruption has a cooldown of 30 seconds.

Fast Track
Fast Track
Sometimes the sacrifice of others is necessary to get ahead.

Whenever another Survivor is hooked, you gain 1/2/3 tokens. You consume all tokens after a great Skill Check on a generator. Each token consumed grants a 1% bonus progression for great Skill Checks when repairing generators.

Fire Up
Fire Up
The increased pressure of losing your prey fills you with anger and gives you unsuspected motivation.

Each time the Survivors complete repairs on a generator, Fire Up grows in power.

For each generator completed, gain a 3/3.5/4% stackable buff that grants a speed bonus to picking up, dropping, vaulting, damaging generators, and breaking pallets and breakable walls for the remainder of the trial.

Fixated
Fixated
When you have a goal in mind, there's no turning back: better to ask forgiveness than permission.

You can see your own scratch marks at all times.

You walk 10/15/20% faster.

Flashbang
Flashbang
You've adapted to a world in chaos and making what you can from the debris.

After completing 70/60/50% progress on any generator, Flashbang activates.

Enter a locker and press the Active Ability Button 1 to craft a flash grenade.

1 charge.

Detonates with a loud bang and flashing light.

Creates a noise notification.

Can be used to distract or blind.

You leave the flash grenade behind when escaping the trial.

Flip-Flop
Flip-Flop
You have an uncanny ability to escape the inevitable.

While in dying state, 50% of your recovery progression is converted into wiggle progression when you are picked up by The Killer, up to a maximum of 40/45/50% total wiggle progression.

Fogwise
Fogwise
In your countless years in the fog, you've seen it all, and when you're focused, you can remember most of it, too.

Hitting a great Skill Check while repairing a generator reveals the Killer's aura to you for 4/5/6 seconds.

For the People
For the People
You risk life and injury for others.

For the People is only active while at full health.

Press the Active Ability Button 1 while healing another Survivor without a Med-Kit to instantly heal them from dying to injured, or from injured to healthy.

You become injured and receive the Broken status effect for 80/70/60 seconds.

You become the Obsession.

Equipping this perk decreases your chances of being The Killer's Obsession at the start of the trial.

Broken prevents Survivors from being healed.

Forced Hesitation
Forced Hesitation
You have learned the emotional weaknesses of the organics, and how to exploit them.

When a Survivor is put into the dying state by any means, all other Survivors standing within a 16 meter range around them suffer the Hindered status effect for 10 seconds, reducing their movement speed by 20%.

This perk goes on cooldown for 40/35/30 seconds.

Hindered reduces Survivor movement speed.

Forced Penance
Forced Penance
Those who stand in the way of duty will suffer harsh judgment.

Survivors who take a protection hit are inflicted with the Broken status effect for 60/70/80 seconds.

Broken prevents Survivors from being healed.

Franklin's Demise
Franklin's Demise
Your basic attacks make Survivors drop their item on impact. While on the ground, it takes up to 150/120/90 seconds for the item to lose all of its charges if it is not picked up.

Reveal items on the ground within 32 meters with a white aura. The Aura will slowly fade to red until the Item is empty of charges.

Friendly Competition
Friendly Competition
You revel in the community spirit of a competition, and inspire others to follow suit.

Whenever you finish repairing a generator with at least one other Survivor, this perk activates.

You and other Survivors who finished repairing the generator with you get 5% increased repair progress speed for 45/60/75 seconds.

Survivors can only have one instance of this perk's ability active at once.

Friends 'Til The End
Friends 'Til The End
You become obsessed with one Survivor.

When you hook a Survivor that is not the Obsession, the Obsession becomes Exposed for 20 seconds and reveals their aura for 6/8/10 seconds.

When you hook the Obsession, another random Survivor screams and reveals their position and becomes the Obsession.

Exposed Survivors will be downed by basic attacks even if uninjured

Furtive Chase
Furtive Chase
You lurk in the shadows, eliminating your victims one by one.

You become obsessed with one Survivor. When your Obsession is hooked, gain the Undetectable status effect and a 5% Haste status effect for 14/16/18 seconds.

When a Survivor rescues the Obsession from a hook, the rescuer becomes the Obsession.

Game Afoot
Game Afoot
First you pick your prey. Then you pick it apart.

While you are chasing the Obsession, this perk activates.

Damaging generators and breaking walls or pallets gives you a 5% Haste Status for 8/9/10 seconds.

Whenever you hit the Survivor with the total most time in chase with a basic attack, they become the obsession.

Gearhead
Gearhead
You've got an ear for well-oiled gears.

After a Survivor loses a health state by any means, Gearhead activates for 30 seconds.

While Gearhead is active, every time a Survivor performs a good Skill Check while repairing, their aura is revealed to you for 6/7/8 seconds.

Genetic Limits
Genetic Limits
Around you, the limits of human life become readily apparent.

When a Survivor finishes the healing action, they suffer the Exhausted status effect for 24/28/32 seconds.

Grim Embrace
Grim Embrace
Your act of servitude to The Entity has not gone unnoticed.

Each time a Survivor is hooked for the first time, gain a token. When moving 16 meters away from the hook, all generators are blocked for 8/10/12 seconds.

Upon reaching 4 tokens, when moving 16 meters away from the hook, The Entity instead blocks all generators for 40 seconds. The Obsession's aura is revealed to you for 6 seconds.

Then, Grim Embrace deactivates.

Head On
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.

While Head On is activated, perform a rush action to leave a locker to use Head On. If The Killer is standing within Head On's effective range, The Killer is stunned for 3 seconds.

Causes the Exhausted status effect for 60/50/40 seconds.

Head On cannot be used while Exhausted.

You do not recover from the Exhausted status effect while running.

Head On cannot be used when you have idle crows.

Hex: Blood Favour
Hex: Blood Favour
A Hex that gains The Entity's favor when blood is spilled.

Injuring a Survivor will call upon The Entity to block pallets from being pulled down within a 24/28/32 meter radius of the Survivor location for 15 seconds.

The Hex effects persist as long as the related Hex Totem is standing.

Hex: Crowd Control
Hex: Crowd Control
A Hex that ensures those lesser than you are properly herded.

The Entity blocks a window for 40/50/60 seconds after a Survivor performs a rushed vault through it.

The Hex effects persist as long as the related Hex Totem is standing.

Hex: Devour Hope
Hex: Devour Hope
A Hex rooting its power on hope. The false hope of Survivors ignites your hunger.

When a Survivor is rescued from a hook at least 24 meters away, Devour Hope receives a token.

2 Tokens: Gain a 3/4/5% Haste status effect, 10 seconds after hooking a Survivor, for a duration of 10 seconds.

3 Tokens: Survivors suffer from the Exposed status effect.

5 Tokens: Grants the ability to kill Survivors by your own hand.

The Hex effects persist as long as the related Hex Totem is standing.

Hex: Face the Darkness
Hex: Face the Darkness
You make an example of one of your victims, forcing their allies to become awed by your power.

Injuring a Survivor by any means lights a Dull Totem, activating the Hex.

While the Hex is active, all other Survivors outside of your Terror Radius will scream every 35/30/25 seconds, revealing their positions and auras for 2 seconds.

When the Survivor enters the dying state or becomes healthy, the Hex totem becomes dull again and this perk deactivates.

If the Hex totem is cleansed, this perk is permanently disabled.

Hex: Haunted Ground
Hex: Haunted Ground
Two trapped Hex Totems will spawn in the trial.

When either one of the two trapped Hex Totems is cleansed by a Survivor, all Survivors suffer from the Exposed status effect for 40/50/60 seconds.

The remaining trapped Hex Totem immediately becomes a Dull Totem.

Hex: Huntress Lullaby
Hex: Huntress Lullaby
A Hex rooting its power in despair. Your hunt is an irresistible song of dread which muddles your prey's attention.

Survivors receive a 2/4/6% regression penalty when missing a Skill Check while healing or repairing.

Each time a Survivor is hooked, Huntress Lullaby grows in power. It affects healing and repairing Skill Check warnings:

1 to 4 Tokens: Time between the Skill Check warning sound and the Skill Check becomes shorter.

5 Tokens: No Skill Check warning.

The Hex effects persist as long as the related Hex Totem is standing.

Hex: No One Escapes Death
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 a Dull Totem remaining on the map, this Hex is applied to it.

While this Hex is active,

Survivors suffer from the Exposed status effect.

Your movement speed is increased by 2/3/4%.

Once the Hex's effect is revealed to the Survivors, its Hex Totem's aura is shown to the Survivors at a range of 4 meters. This range increases steadily over the next 30 seconds to 24 meters.

The Hex effects persist as long as the related Hex Totem is standing.

Hex: Pentimento
Hex: Pentimento
You reveal the true power of the Totems, hidden within their remains.

You see the aura of destroyed Totems. You can perform a ritual on a destroyed Totem to rekindle it as a Hex Totem for Hex: Pentimento. For each Hex Totem active at the same time, Hex: Pentimento gains an additional effect.

1 Hex Totem: Decreases Survivors' repair speed by 20/25/30%.

2 Hex Totems: Decreases Survivors' healing speed by 20/25/30%.

3 Hex Totems: Decreases Survivors' recovery speed from being downed by 20/25/30%.

4 Hex Totems: Decreases Survivors' exit gate opening speed by 20/25/30%.

5 Hex Totems: All Totems are blocked by the Entity.

When a previously rekindled Hex Totem is removed by any means, its remains are consumed by The Entity and it cannot be rekindled again.

Hex: Plaything
Hex: Plaything
A Hex that toys with a victim's suffering.

The first time you hook a Survivor, they become Cursed and Hex: Plaything activates on a Dull Totem. The Cursed Survivor suffers from the Oblivious status effect until Hex: Plaything is cleansed.

Hex: Plaything's totem aura is revealed to the Cursed Survivor when within 24/20/16 meters of it. For the first 90 seconds, only the Cursed Survivor can cleanse the totem.

Hex: Retribution
Hex: Retribution
A Hex that lashes out upon its destruction. Those who cross you will be punished.

Any Survivor interacting with a Dull Totem or a Hex Totem will suffer from the Oblivious status effect for 35/40/45 seconds.

If any Hex Totem is removed, including this one, the auras of all Survivors are revealed for 15 seconds.

Hex: Ruin
Hex: Ruin
A Hex that affects all Survivors' generator repair progress.

All generators are affected by Hex: Ruin. While a generator is not being repaired by a Survivor, it will immediately and automatically regress repair progress at 50/75/100% of the normal regression speed.

The Hex effects persist as long as the related Hex Totem is standing.

Hex: The Third Seal
Hex: The Third Seal
A Hex that hinders one's aura reading ability.

Hitting a Survivor with a basic attack or a special attack while the Hex Totem is active applies the Blindness status effect. This effect applies to the last 2/3/4 Survivors hit.

The Hex effects persist as long as the related Hex Totem is standing.

Hex: Thrill of the Hunt
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 Dull and Hex Totem remaining on the map gain a token.

Gain 10% more Bloodpoints for actions in the Hunter category for each token.

Survivors' cleansing and blessing speed is reduced by 8/9/10% for each token.

The Hex effects persist as long as the related Hex Totem is standing.

Hex: Two Can Play
Hex: Two Can Play
Anytime you are stunned or blinded by any Survivor 4/3/2 times, if there is no Hex Totem associated with Hex: Two Can Play, a Dull Totem becomes a Hex Totem.

Survivors who stun or blind you are blinded for 1.5 seconds. This does not affect carried Survivors.

The Hex effects persist as long as the related Hex Totem is standing.

Hex: Undying
Hex: Undying
While Hex: Undying is active, Survivors within 2/3/4 meters of any Dull Totem have their aura revealed.

When another Hex Totem is cleansed, that Totem's Hex transfers to the Hex: Undying Totem, deactivating Hex: Undying. Any tokens the transferred Hex had are transferred as well.

Hoarder
Hoarder
You protect what little you have and are attentive to any disturbance of your stockpiles.

Survivors reveal their location when they interact with a chest or when they pick up an item within 32/48/64 meters of your location.

The trial begins with up to 2 additional Chests in the environment.

Hope
Hope
The growing odds of a successful escape fill you with hope and give you wings.

As soon as the exit gates are powered you gain a 5/6/7% Haste status effect.

Hubris
Hubris
You show no mercy, especially to those foolish enough to resist.

Whenever you are stunned by a Survivor, that Survivor suffers from the Exposed status effect for 10/15/20 seconds.

Hubris has a cooldown of 20 seconds.

Hyperfocus
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, this perk gains 1 token, up to 6 tokens. Each token increases the chance of Skill Check trigger by 4%, the Skill Check cursor speed by 4% and the bonus progression for great Skill Checks by 10/20/30% of its base value.

The perk loses all tokens in case of normal Skill Check successes, Skill Check fails, or if the action is stopped by any means.

Hysteria
Hysteria
You know how to brutalize one member of a team to cause a panic.

Whenever a healthy Survivor becomes injured by any means, all injured Survivors suffer from the Oblivious status effect for 20/25/30 seconds.

Hysteria can only trigger once every 30 seconds.

I'm All Ears
I'm All Ears
Your keen senses are sharpened in the dark realm of The Entity.

Any Survivor performing a rushed action within 48 meters from your location will have their aura revealed for 6 seconds.

I'm All Ears can only be triggered once every 60/50/40 seconds.

Infectious Fright
Infectious Fright
The cries of the unfaithful make your heart leap.

Any Survivors that are within your Terror Radius while another Survivor is put into the dying state will scream and reveal their location to you for 4/5/6 seconds.

Inner Focus
Inner Focus
You have honed your ability to see through the haze of the Ravage.

You can see other Survivors' scratch marks.

Whenever another Survivor loses a health state within 32 meters of you, the Killer's aura is revealed to you for 3/4/5 seconds.

Inner Strength
Inner Strength
You look inward and trust your instincts when you feel lost and alone.

Each time you complete a Totem cleanse action, Inner Strength activates. If you are already afflicted by the Broken status effect, Inner Strength does not activate.

While Inner Strength is active, hiding inside a locker for 10/9/8 seconds while injured automatically heals you from injured to healthy.

Inner Strength becomes deactivated as soon as it has successfully triggered.

Insidious
Insidious
Unlocks the stealth ability.

Standing still for 4/3/2 seconds grants you the Undetectable status effect until you move or act again.

Iron Grasp
Iron Grasp
Your powerful hold on the Survivors causes escapes to be nearly impossible.

Effects of Survivor struggling are reduced by 75%. Time to struggle out of your grasp is increased by 4/8/12%.

Iron Maiden
Iron Maiden
You open lockers 30/40/50% faster.

Survivors who exit lockers suffer from the Exposed status effect for 30 seconds and scream, revealing their location for 4 seconds.

Iron Will
Iron Will
You're able to concentrate and enter a meditative-like state to numb some pain. Grunts of pain caused by injuries are reduced by 25/50/75%. Does not function while Exhausted. Does not inflict Exhausted.
Kindred
Kindred
While you are on the hook, all Survivor's auras are revealed to all other Survivors. If The Killer is within a 8/12/16 meter range, The Killer's aura is revealed to you and all other Survivors.

While a Survivor other than you is on the hook, all other Survivors' auras are revealed to you. If The Killer is within a 8/12/16 meter range of the hooked Survivor, The Killer's aura is revealed to you.

Knock Out
Knock Out
The trauma caused by your brutal attacks makes crying for help painfully difficult.

Survivors put into the dying state by your basic attacks are not revealed to other Survivors when they are standing outside of a 32/24/16-meter range.

Survivors put into the dying state by your basic attacks crawl 50% slower for 15 seconds, and their recovery speed is reduced by 25%.

During this time, Survivors are affected by the Blindness status effect.

Leader
Leader
You're able to organize a team to cooperate more efficiently. Increases other Survivors' healing, sabotage, unhooking, cleansing, opening exit gates, and chest unlocking speeds by 15/20/25% when they are within a 8 meter range from you.

Survivors can only be affected by one Leader effect at a time.

This effect persists on other Survivors for 15 seconds after leaving the Leader's effective perk range.

Left Behind
Left Behind
If you are the last Survivor remaining in the trial, you can see the aura of the Hatch within a 24/28/32 meter range.
Lethal Pursuer
Lethal Pursuer
You've been designed to track down and eliminate targets.

At the start of the trial, the auras of all Survivors are revealed to you for 7/8/9 seconds.

Any time a Survivor's aura is shown for a period of time, its duration is increased by 2 seconds.

Leverage
Leverage
Like in business, you profit most when those around you suffer most.

Each time you hook a Survivor, gain 1 token, up to 10.

When you hook a Survivor, this perk activates for 30 seconds. For each token, reduces the speed at which Survivors heal by 3/4/5%.

Light Footed
Light Footed
When you are healthy, this perk activates.

Your running footsteps are silent.

This perk goes on cooldown for 28/24/20 seconds after performing a rushed action.

Lightborn
Lightborn
Unlike other beasts of The Fog, you have adapted to light.

You are immune to blindness caused by Flashlights, firecrackers, flashbangs, and blast mines. Survivors that attempt blinding you have their aura revealed for 6/8/10 seconds.

Lightweight
Lightweight
Your running is light and soft, making your tracks harder to follow. Scratch marks stay visible 3/4/5 seconds less than normal, and their spacing is inconsistent.
Lithe
Lithe
After performing a rushed vault, break into a sprint at 150% of your normal running speed for a maximum of 3 seconds.

Causes the Exhausted status effect for 60/50/40 seconds.

Lithe cannot be used while Exhausted.

Low Profile
Low Profile
You work best alone. When it's just you and your pursuer, you know how to disappear.

When you become the last Survivor standing, this perk activates. Hide your scratch marks, pools of blood and grunts of pain caused by injuries for 70/80/90 seconds.

Lucky Break
Lucky Break
You've had your share of scrapes and bruises, but luck's always on your side.

Lucky Break activates any time you are injured. While Lucky Break is active, you won't leave trails of blood or scratch marks for a total of 40/50/60 seconds.

For each 1 second spent healing another Survivor, increase Lucky Break's duration by 1 second. Lucky Break's duration cannot increase beyond its starting value.

Lucky Star
Lucky Star
When you hide in a locker, this perk activates.

You leave no pools of blood and make no grunts of pain for 10 seconds.

When you exit a locker, you see other Survivors and the closest generator's aura in yellow for 10 seconds.

This perk goes on cooldown for 40/35/30 seconds.

Machine Learning
Machine Learning
Free from your shackles, you are born anew and prepared to eliminate your creators.

After performing the damage generator action, this perk activates.

While this perk is active, the next Generator you damage will be compromised until it is completed. The Generator is highlighted in yellow.

When the compromised generator is completed, you become Undetectable and gain 10% Haste for 20/25/30 seconds. Then, the perk deactivates.

If you damage a generator while another generator is compromised, the compromised generator becomes the latest one damaged.

Mad Grit
Mad Grit
While carrying a Survivor, you suffer no cooldown for missed basic attacks and successfully hitting another Survivor with a basic attack will pause the carried Survivor's wiggle timer for 2/3/4 seconds.
Made For This
Made For This
You were born to survive, and raised to adapt.

Made for This activates while you are in the injured state.

After you finish healing another Survivor, gain the Endurance status effect for 6/8/10 seconds.

While affected by Deep Wound, you run 3% faster.

Make Your Choice
Make Your Choice
When a Survivor rescues another from a hook at least 32 meters away from you, Make your Choice causes the Survivor to scream and applies the Exposed status effect to them for 40/50/60 seconds.

Make your Choice has a cooldown of 40/50/60 seconds.

Merciless Storm
Merciless Storm
Your horrible trauma is felt by everyone.

When a generator reaches 90% progress, Survivors working on the generator will be faced with continuous Skill Checks. If they miss or stop repairing, the generator is blocked by the Entity for 16/18/20 seconds.

Merciless Storm can only trigger once per generator per trial.

Mettle of Man
Mettle of Man
Evil has a way of always finding you.

After you earn 3 Protection Hit scoring events, Mettle of Man activates.

Once activated, the next occasion that would put you into the dying state from the injured state is ignored.

The next time you heal back to full health, your aura will be revealed to the Killer when you are further than 12/14/16 meters from the Killer.

Mettle of Man will deactivate the next time you are put into the dying state.

Increases your chances to be the Killer's Obsession.

Mindbreaker
Mindbreaker
Your distressing presence drains and weakens your prey.

While repairing generators, Survivors are afflicted by the Blindness and Exhausted status effect.

Any existing Exhausted status effect timers are paused while the Survivor is repairing a generator. After ending the repair action, the Survivor is afflicted by the Blindness and Exhausted status effect for 3/4/5 seconds.

Monitor & Abuse
Monitor & Abuse
Meticulous in your approach, terrifying in your application.

While in a chase, your Terror Radius is increased by 6/7/8 meters. Otherwise, your Terror Radius is decreased by 6/7/8 meters.

Nemesis
Nemesis
You seek retribution on those who have wronged you.

A Survivor who blinds you or stuns you using a pallet or locker becomes your Obsession. Anytime a new Survivor becomes the Obsession, they are affected by the Oblivious status effect for 40/50/60 seconds and their aura is shown to you for 4 seconds.

No Mither
No Mither
You are affected by the Broken status effect for the duration of the trial.

Your thick blood coagulates practically instantly.

You don't leave pools of blood.

Grunts of pain caused by injuries are reduced by 25/50/75% at any time.

Your recovery speed is increased by 15/20/25% and you can completely recover from the dying state.

Broken prevents Survivors from being healed.

No One Left Behind
No One Left Behind
It is inconceivable to leave someone behind. Once the exit gates are powered, you gain the following effects:

50/75/100% additional Bloodpoints for healing and unhooking other Survivors.

30/40/50% bonus action speed when healing and unhooking other Survivors.

When unhooking a Survivor, they gain a 7% movement bonus for 10 seconds.

The auras of all other Survivors are revealed to you.

No Way Out
No Way Out
You're not going to let just anyone into the VIP room.

After hooking a Survivor for the first time, No Way Out gains a token. Once the exit gates have been powered, No Way Out activates.

When a Survivor interacts with an exit gate switch, you receive a loud noise notification. The Entity then blocks both exit gate switches for 12 seconds, plus an additional 6/9/12 seconds for each token in your possession.

Nowhere to Hide
Nowhere to Hide
The machinations of the weak and craven draw your ire. Your anger forces Survivors to reveal themselves.

Whenever you damage a generator, reveal the aura of all Survivors standing within 24 meters of your position for 3/4/5 seconds.

Object of Obsession
Object of Obsession
A supernatural bond links you to the Killer.

While your aura is revealed to the Killer, the Killer's aura becomes visible to you and you gain a 2/4/6% bonus to healing, repairing and cleansing speed.

If you are the Obsession, your aura is revealed to the Killer for 3 seconds once every 30 seconds.

Increases your chances of being the Obsession.

Off the Record
Off the Record
You've learned that a quiet approach is sometimes best.

Once you are unhooked or escape from the hook, Off the Record activates for 60/70/80 seconds. This perk and its effects are disabled once the exit gates are powered.

While Off the Record is active:

Your aura will not be shown to The Killer.

Grunts of pain caused by injuries are reduced by 100%.

Gain the Endurance status effect.

Open-Handed
Open-Handed
Strengthens the potential of you and your team's aura reading abilities.

Increases aura reading ranges by 8/12/16 meters.

Survivors may only be affected by one Open-Handed effect at a time.

Oppression
Oppression
Life has been difficult for you, so you'll make it difficult for others.

When you damage a generator, up to 3 other random generators also begin regressing.

If the affected generators are being repaired, any Survivors repairing them receive a difficult Skill Check.

Oppression has a cooldown of 120/100/80 seconds.

Overcharge
Overcharge
You are fuelled by your hate for progress.

Overcharge a generator by performing the Damage Generator action. The next Survivor interacting with that generator is faced with a difficult Skill Check. Failing the Skill Check results in an additional 2/3/4% loss of progress.

Succeeding the Skill Check grants no progress but prevents the generator explosion.

After Overcharge is applied to a generator, its regression speed increases from 85% of normal to 130% of normal over the next 30 seconds.

Overcome
Overcome
You've calculated how much energy you can risk to expend.

When you are injured, you retain the movement speed bonus for 2 seconds longer.

Overcome causes the Exhausted status effect for 60/50/40 seconds.

Overcome cannot be used when Exhausted.

Overwhelming Presence
Overwhelming Presence
Just knowing you are near is enough to disturb your victims.

Survivors within your Terror Radius suffer from inefficiency.

Affected Survivors' item consumption rates are increased by 80/90/100%.

Overzealous
Overzealous
Fighting back against the Ravage motivates and inspires you.

After cleansing or blessing a Totem, this perk activates.

Your generator repair speed is increased by 8/9/10%. This bonus is doubled if you cleanse or bless a Hex totem.

This perk deactivates when you lose a health state by any means.

Parental Guidance
Parental Guidance
You have inherited the ability to hear the dead - and now, the dead warn you of danger.

After stunning the Killer by any means, your scratch marks, pools of blood and grunts of pain are hidden for 5/6/7 seconds.

Pharmacy
Pharmacy
You have a knack for finding medicine. When injured, Pharmacy activates.

While active:

Unlocking chests is 40/60/80% faster.

The hearing distance for noises from unlocking chests are reduced by 8 meters.

Pharmacy guarantees an Emergency Med-kit upon completing the interaction.

Play with Your Food
Play with Your Food
You become obsessed with one Survivor.

Every time you chase your Obsession and let them escape, you receive a token up to a maximum of 3 tokens.

Each token increases your movement speed by 3/4/5%.

Performing a basic attack or Special Attack spends one token.

Plot Twist
Plot Twist
Big moments are vital, but you know that sometimes an understated read can be just as powerful.

Plot Twist activates when you are injured.

Press the ability button 2 while crouched and motionless to enter the dying state silently.

When using Plot Twist to enter the dying state: you leave no blood pools and you make no noise and you can fully recover from the dying state.

When you recover by yourself using Plot Twist, you are healed instantly and you gain 50% Haste for 2/3/4 seconds.

This perk deactivates if you recover by yourself by any means.

This perk re-activates when the exit gates are powered.

Plunderer's Instinct
Plunderer's Instinct
The auras of unopened chests and items in the environment are revealed to you when standing within a 16/24/32 meter range. Grants a considerably better chance at finding an item of higher rarity from chests.
Poised
Poised
Achieving goals boosts your confidence.

After a generator is completed, you leave no scratch marks for 6/8/10 seconds.

Pop Goes the Weasel
Pop Goes the Weasel
A deep bond with The Entity unlocks great strength.

After hooking a Survivor, the next generator you damage instantly loses 30% of its current progress. Normal generator regression applies after the Damage Generator action.

Pop Goes the Weasel is active for 35/40/45 seconds after the Survivor is hooked.

Potential Energy
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 working on a generator for 12/10/8 uninterrupted seconds, press the Active Ability Button 2 to activate this perk. When this perk is active, repairing the generator will charge this perk instead of making the generator progress. For each 1.5% of generator repair, the perk will gain 1 token, up to 20 tokens.

While this perk has at least one token and you are working on a generator, you can press the Active Ability Button 2 to consume all the tokens and instantly make the generator progress by 1% for each token. This perk then deactivates.

If you lose a health state while this perk has at least 1 token, the perk will lose all tokens and deactivate. Missing a Skill Check will also result in some tokens lost.

Power Struggle
Power Struggle
You've never given up and you're not about to start now.

Whenever you are in the dying state, you see the auras of available Pallets.

While being carried by The Killer, reaching 25/20/15% wiggle progress activates Power Struggle. While Power Struggle is active, you can drop a nearby, standing pallet to stun The Killer.

Predator
Predator
Your acute tracking ability allows you to hone in on disturbances left by running Survivors.

Scratch marks left by Survivors will spawn slightly closer together.

Premonition
Premonition
You have the undeniable capability to sense danger. Get an auditory warning when looking in the direction of the Killer in a 45 degree cone within a range of 36 meters. Premonition has a cooldown of 60/45/30 seconds each time it activates.
Prove Thyself
Prove Thyself
For every other Survivor working on a generator within a 4 meter range, gain 6/8/10% repair speed bonus. This same bonus is also applied to all other Survivors within range.

Survivors can only be affected by one Prove Thyself effect at a time.

Quick & Quiet
Quick & Quiet
You do not make as much noise as others when quickly vaulting over obstacles or hiding in lockers.

The vault and hide actions' noise detection and audio range is reduced by 100%.

This effect can only trigger once every 30/25/20 seconds.

Quick Gambit
Quick Gambit
When you have a Killer's attention, you know how to keep it; others can be confident they won't be interrupted any time soon.

When you are chased by the Killer, see the auras of generators within 36 meters.

Survivors working on highlighted generators receive a 6/7/8% speed boost to the repair action.

Rancor
Rancor
You become obsessed with one Survivor.

Each time a generator is completed, your Obsession sees your aura for 5/4/3 seconds.

Each time a generator is completed, all Survivors' locations are revealed to you for 3 seconds.

Once the exit gates are powered, the Obsession has the Exposed status effect and you can kill them.

Rapid Brutality
Rapid Brutality
You can no longer gain Bloodlust.

Hitting a Survivor with a basic attack gives you 5% Haste for 8/9/10 seconds.

Reactive Healing
Reactive Healing
The more the situation becomes compromised, the more determined you become to complete the operation.

When another Survivor loses a health state in a 32-meter radius around you while you are injured, instantly increase your healing progression by 40/45/50% of the missing healing progression.

Reassurance
Reassurance
Your presence helps allies focus, assuaging the panic associated with extreme conditions.

When within a 6-meter radius around a hooked Survivor, use the Active Ability Button 2 to pause their struggle progression for 20/25/30 seconds.

If they are on the struggle phase, it also pauses the Struggle Skill Checks.

Reassurance can only be triggered once per Survivor per hook instance.

Red Herring
Red Herring
You've noticed that people pay attention to whatever makes the loudest noise.

After repairing a generator for at least 3 seconds, it will be highlighted to you with a yellow aura. The generator stays highlighted until it is fully repaired, you repair a new generator, or enter a locker.

Entering any locker will trigger a loud noise indicator for The Killer at the highlighted generator's location.

Red Herring can only be triggered once every 60/50/40 seconds.

Remember Me
Remember Me
You become obsessed with one Survivor.

Each time your Obsession loses a health state, gain 1 token, up to 2/3/4. Each token increases the opening time of the exit gates by 6 seconds up to a maximum of 12/18/24 additional seconds.

The Obsession is not affected by Remember Me.

Repressed Alliance
Repressed Alliance
You're accustomed to being hunted by malicious forces, and you've begun using it to your advantage.

Repressed Alliance activates after repairing generators for a total of 55/50/45 seconds.

When repairing a generator while the perk is active, press the Active Ability Button 1 to call upon The Entity to block the generator for 30 seconds. The perk deactivates.

This interaction is not available if other Survivors are repairing the generator.

Affected generators will be revealed by a white aura to all Survivors.

Residual Manifest
Residual Manifest
A lifetime of chasing the darkness has taught you that the best disinfectant is light.

After a successful Killer Blind action, the Killer is affected by the Blindness status effect for 20/25/30 seconds.

This perk grants the ability to rummage through an opened chest once per trial and will guarantee a basic Flashlight.

Resilience
Resilience
You are motivated in dire situations. Grants 3/6/9% additional speed when repairing, sabotaging, healing, unhooking, vaulting, cleansing or blessing a Totem, opening exit gates, and unlocking while injured.
Resurgence
Resurgence
You've come back from near impossible odds... and you'll do it again.

Gain 40/45/50% healing progress instantly after being unhooked or unhooking yourself.

Rookie Spirit
Rookie Spirit
You keep a careful eye on objectives when they're slipping away.

Complete 5/4/3 good or great Skill Checks while repairing generators to activate Rookie Spirit for the remainder of the trial.

Once active, you can see the aura of regressing generators.

Saboteur
Saboteur
See hook auras in a 56 meter radius from the pickup spot if another Survivor is being carried. Scourge Hooks are shown in yellow.

Unlocks the ability to sabotage hooks without a Toolbox.

Sabotaging a hook without a Toolbox takes 2.3 seconds.

The sabotage action has a 70/65/60 second cooldown.

Save the Best for Last
Save the Best for Last
You become obsessed with one Survivor.

Earn a token for each successful basic attack that is not dealt to the Obsession. Each token grants a stackable 4% decreased successful basic attack cooldown, you can earn up to 6/7/8 tokens.

When you hit the Obsession with a Basic Attack or Special Attack, lose 2 tokens. You cannot gain tokens as long as your Obsession is sacrificed or killed.

Scavenger
Scavenger
Where others see junk, you see valuable improvised tools.

While you are holding an empty toolbox, Scavenger activates.

Succeeding a great skill check while repairing gains 1 token, up to 5.

When you reach maximum tokens, lose all tokens and automatically recharge your toolbox to full. Then, your generator repair speed is 50% slower for 40/35/30 seconds.

This perk grants the ability to rummage through an opened chest once per Trial and will guarantee a basic Toolbox.

Scene Partner
Scene Partner
You lock in with your co-star, engaging with and reacting to each other on a higher level.

Scene Partner activates when you are in the Killer's Terror Radius.

Whenever you look at the Killer, scream, then see the Killer's aura for 3/4/5 seconds.

There is a chance you will scream again, if you do, you will see the Killer's aura for an additional 2 seconds.

Scene Partner then goes on cool-down for 60 seconds.

Scourge Hook: Floods of Rage
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. You see their auras in white.

When a Survivor is unhooked from a scourge hook, all other Survivors have their auras revealed for 5/6/7 seconds.

Scourge Hook: Gift of Pain
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. You see their auras in white.

When a Survivor is unhooked from a scourge hook, they suffer from the Hemorrhage and Mangled status effect until fully healed. The first time the Survivor is healed, they suffer a 10/13/16% speed penalty to healing and repairing actions until injured again.

Scourge Hook: Hangman's Trick
Scourge Hook: Hangman's Trick
Your ingenious modifications to hooks alert you of tampering.

At the start of the trial, 4 random hooks are changed into scourge hooks. You see their auras in white.

Gain a notification when a Survivor begins sabotaging a hook.

While carrying a Survivor, see the aura of any Survivor within 8/10/12 meters of a scourge hook.

Scourge Hook: Monstrous Shrine
Scourge Hook: Monstrous Shrine
Your fervent care of the hooks found in the basement have aroused The Entity's interest.

At the start of the trial, 4 random hooks are changed into scourge hooks. You see their auras in white.

Scourge Hooks grant 10/15/20% faster Entity progression if the Killer is not within 24 meters.

Basement hooks count as Scourge Hooks.

Scourge Hook: Pain Resonance
Scourge Hook: Pain Resonance
Overwhelming pain reverberates outwards into chaos.

At the start of the trial, 4 random hooks are changed into scourge hooks. You see their auras in white.

You start the trial with 4 tokens. The first time each Survivor is hooked on a scourge hook, lose 1 token and the generator with the most progress explodes, instantly losing 15/20/25% progress, and will start to regress.

Once you have no tokens, Pain Resonance deactivates for the rest of the Trial.

Second Wind
Second Wind
When you have healed other Survivors for the equivalent of one health state, Second Wind activates. If you are already afflicted by the Broken status effect, Second Wind does not activate.

While Second Wind is activated, the next time you are unhooked or you unhook yourself, you are affected by the Broken status effect. After a total duration of 28/24/20 seconds, Second Wind automatically heals you from injured to healthy.

Second Wind deactivates once you become healthy or if you are put into the dying state before Second Wind successfully triggers. You lose the Broken status effect.

Broken prevents Survivors from being healed.

Self-Care
Self-Care
Unlocks the ability to heal yourself without a healing item at 25/30/35% the normal healing speed.
Self-Preservation
Self-Preservation
Life's unforgiving. Sometimes it's best to look out for yourself.

Whenever another Survivor within 16 meters of you gets hit by a basic attack or a special attack, Self-Preservation activates.

Your scratch marks, pools of blood and grunts of pain are hidden for 6/8/10 seconds.

Septic Touch
Septic Touch
The Land of Shadows subsumes all. Healing only delays the inevitable.

Whenever a Survivor performs the healing action within your Terror Radius, that Survivor suffers from Blindness and Exhausted.

These effects linger for 6/8/10 seconds after a healing action is interrupted by any means.

Shadowborn
Shadowborn
You have a keen vision in the darkness of the night.

When blinded by any means, gain 6/8/10% Haste for 10 seconds.

Shattered Hope
Shattered Hope
To capture your prey, you must first extinguish their hope.

Whenever you snuff a Boon Totem, the totem is destroyed instead.

When you destroy a Boon Totem this way, the auras of all Survivors inside the Boon Totem range are revealed to you for 6/7/8 seconds.

Slippery Meat
Slippery Meat
You have developed an efficient way to get off hooks.

Grants up to 3 extra escape attempts on the hook.

Hook escape attempts have a 2/3/4% increased chance to succeed.

Sloppy Butcher
Sloppy Butcher
You know where to hit to make them bleed.

Wounds inflicted by basic attacks cause Survivors to suffer from the Hemorrhage and Mangled status effects.

Increases the rate at which healing progression is lost from Hemorrhage by 15/20/25%.

Both status effects are removed once the Survivor is fully healed.

Small Game
Small Game
You have the undeniable capability to sense danger. Get an auditory warning when looking in the direction of Totems in a 45-degree cone within a range of 8/10/12 meters. Small Game has a cooldown of 14/12/10 seconds each time it activates. For each Dull Totem and Hex Totem cleansed by any player, gain a Token. Small Game's detection cone is reduced by 5 degrees per token.
Smash Hit
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% your normal running speed for 4 seconds.

Causes the Exhausted status effect for 30/25/20 seconds.

This perk cannot be used while Exhausted.

Sole Survivor
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.

Every time a fellow Survivor is killed or sacrificed, gain a token. For each token, your aura cannot be read by The Killer within a max range of 20/22/24 meters.

When you're the last Survivor alive:

Gain 75% action speed when repairing generators.

Gain 50% action speed while opening an exit gate or the Hatch.

Increases your chances of being The Killer's Obsession.

Solidarity
Solidarity
Sharing painful experiences has the power to heal.

While injured, healing a Survivor without using a Med-kit also heals you at a 40/45/50% conversion rate.

Soul Guard
Soul Guard
You have been through immense hardship and you're stronger for it.

Gain the Endurance status effect for 4/6/8 seconds after being healed or having recovered from the dying state.

While cursed by a Hex, you can fully recover from the dying state.

This effect can only trigger once every 30 seconds.

Spies from the Shadows
Spies from the Shadows
The crows found in the world can communicate with you directly.

100% of the time, cawing crows give you a visual cue when you are within a 20/28/36 meter range.

Spies From The Shadows has a cooldown of 5 seconds.

Spine Chill
Spine Chill
An unnatural tingle warns you of impending doom.

Get notified when the Killer is looking at you with a clear line of sight within a 36-meter range. Your speed while repairing, sabotaging, healing, unhooking, cleansing, blessing, opening exit gates and unlocking is increased by 2/4/6%.

The effects of Spine Chill linger for 0.5 seconds after the Killer looks away or is out of range.

Spirit Fury
Spirit Fury
Each pallet you break magnifies the wrath of The Entity.

After you break 4/3/2 pallets, the next time you are stunned by a pallet, The Entity will instantly break the pallet.

You still suffer from the stun effect penalty.

Sprint Burst
Sprint Burst
When starting to run, break into a sprint at 150% of your normal running speed for a maximum of 3 seconds.

Causes the Exhausted status effect for 60/50/40 seconds.

Sprint Burst cannot be used while Exhausted.

You do not recover from the Exhausted status effect while running.

Stake Out
Stake Out
Getting close to the Killer fills you with determination. For each 15 seconds you are standing within the Killer Terror Radius and not in a chase, you gain a token up to a maximum of 2/3/4 tokens.

When Stake Out has at least 1 token, good Skill Checks are considered great Skill Checks, consume 1 token, and grant an additional 1% bonus to generator repair progress.

Starstruck
Starstruck
Your unmatched showmanship dazzles all.

While carrying a Survivor, any other Survivors within your Terror Radius suffer from the Exposed status effect.

The effect persists for 26/28/30 seconds on Survivors who leave your Terror Radius, as well as those within the radius when you hook or release the carried Survivor.

Starstruck has a cooldown of 60 seconds once a Survivor is no longer carried.

Streetwise
Streetwise
Long nights out taught you to do a lot with what you've got. Reduce consumption rate of item charge by 15/20/25% for you and allies within a 8 meter range. Once out of range, this effect persists for 15 seconds.
Stridor
Stridor
You are acutely sensitive to the breathing of your prey.

Breathing of Survivors in pain is 25/50% louder and regular breathing is 0/25% louder.

Superior Anatomy
Superior Anatomy
Decades of research have culminated in you: something faster, stronger, and more dangerous than any human.

When a Survivor performs a fast vault within 8 meters of you, this perk activates. The next time you vault a window, your vaulting speed is increased by 30/35/40%.

This perk deactivates after vaulting a window.

This perk has a 30 second cooldown.

Surge
Surge
Your eerie presence charges the air and interferes with technology.

Putting a Survivor into the dying state with a basic attack causes all generators within a 32-meter radius to explode instantly and begin regressing. Generators affected by Surge immediately lose 6/7/8% of their progress.

Surveillance
Surveillance
Any regressing generator will be highlighted by a white aura. If the regression is interrupted on a generator, it will be highlighted by a yellow aura for 8/12/16 seconds.

Noises created by generator repairs are audible at an additional 8 meters.

THWACK!
THWACK!
Your prey is terrified by your relentless pursuit.

After hooking a Survivor, this perk activates.

The next breakable wall or pallet you break will make Survivors within 28/30/32 meters scream and reveal their aura for 4 seconds.

Teamwork: Collective Stealth
Teamwork: Collective Stealth
When someone helps you out, you respond in kind.

Whenever another Survivor finishes healing you, you both leave no scratch marks as long as you stay within 12 meters of the Survivor who healed you or until one of you loses a health state.

Teamwork: Collective Stealth can only trigger once every 180/160/140 seconds.

Survivors can only be affected by one Teamwork: Collective Stealth effect at a time.

Teamwork: Power of Two
Teamwork: Power of Two
It's hard to keep up with you, but it doesn't stop people from trying.

Whenever you finish healing another Survivor, you both move 5% faster as long as you stay within 12 meters of the Survivor you healed or until one of you loses a health state.

Teamwork: Power of Two can only trigger once every 180/160/140 seconds.

Survivors can only be affected by one Teamwork: Power of Two effect at a time.

Technician
Technician
You are apt at handling machinery with the greatest care and precision.

The noises caused by your repairs and their hearing distance are reduced by 8 meters.

On a failed repair Skill Check, the following effects happen:

The generator explosion will be prevented.

The generator loses progress as usual.

An additional 5/4/3% progress is lost.

Tenacity
Tenacity
There is nothing stopping you.

Your ferocious tenacity in dire situations allows you to crawl 30/40/50% faster and recover at the same time. Grunts of pain while in the dying state are reduced by 75%.

Terminus
Terminus
You are a brilliant tactician who prepares for every eventuality.

When exit gates are powered, this perk activates. While Terminus is active, injured, downed and hooked Survivors are inflicted with the Broken status effect until exit gates are open.

When exit gates are open, Survivors will stay Broken for an additional 20/25/30 seconds.

Broken prevents Survivors from being healed.

Territorial Imperative
Territorial Imperative
Survivors' auras are revealed to you for 4/5/6 seconds when they enter the basement and you are more than 24 meters away from the basement entrance.

Territorial Imperative can only be triggered once every 45 seconds.

Thanatophobia
Thanatophobia
Their courage fades in the face of undeniable mortality.

For each injured, dying, or hooked Survivor, all Survivors receive a penalty of 1/1.5/2% to repair, sabotage and Totem-cleansing speeds.

If there are 4 injured, dying or hooked Survivors, there is an additional 12% penalty to repair, sabotage and Totem-cleansing speeds.

This Is Not Happening
This Is Not Happening
You perform at your best when you are under extreme stress. Great Skill Check success zones when repairing and healing get 10/20/30% bigger when you are injured.
Thrilling Tremors
Thrilling Tremors
Your dark designs and shrewd composure rouse The Entity.

After picking up a Survivor, all Generators not being repaired by Survivors are blocked by The Entity and cannot be repaired for the next 16 seconds. Affected generators are highlighted by a white aura.

Thrilling Tremors can only be triggered once every 100/80/60 seconds.

Tinkerer
Tinkerer
Whenever a generator is repaired to 70% progress, it triggers a loud noise notification and you are granted the Undetectable status effect for the next 12/14/16 seconds. This effect can only be triggered once on each generator.
Trail of Torment
Trail of Torment
You guide your victims along a path of pain and punishment.

After damaging a generator, you become Undetectable until the generator stops regressing. During this time, the generator's yellow aura is revealed to Survivors.

This effect can only trigger once every 80/70/60 seconds.

Troubleshooter
Troubleshooter
No amount of distraction will shake you from your primary task.

When you are chased by the Killer, Troubleshooter activates.

You see the aura of the Generator with the most progress.

You see the aura of the Killer for 4/5/6 seconds after dropping a Pallet.

The effect lasts for 6/8/10 seconds after being in chase, then deactivates.

Ultimate Weapon
Ultimate Weapon
When you open a locker, this perk activates for 30 seconds.

Survivors entering your Terror Radius scream, reveal their position and gain Blindness for 30 seconds.

This perk goes on cooldown for 40/35/30 seconds.

Unbreakable
Unbreakable
Past battles have taught you a thing or two about survival.

Grants the ability to fully recover from the dying state once per trial. Increases dying recovery speed by 25/30/35%.

Unnerving Presence
Unnerving Presence
Your presence alone instills great fear.

Survivors within your Terror Radius have a 10% greater chance of triggering Skill Checks when repairing or healing. Triggered Skill Checks' success zones are reduced by 40/50/60%.

Unrelenting
Unrelenting
You recuperate faster from missed attacks made with your main weapon. The cooldown after missed basic attacks is reduced by 20/25/30%.
Up the Ante
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 each other Survivor still alive, grant a 1/2/3% bonus of luck to all remaining Survivors.

Urban Evasion
Urban Evasion
Years of evading the cops taught you a thing or two about stealth. Your movement speed while crouching is increased by 90/95/100%.
Vigil
Vigil
You look over your friends even in dire situations. You and your allies within a 8 meter range recover from the Blindness, Broken, Exhausted, Exposed, Hemorrhage, Hindered and Oblivious status effects 20/25/30% faster. Once out of range, this effect persists for 15 seconds.
Visionary
Visionary
You're remarkably focused on your means of escape.

You see generator's auras within 32 meters.

Anytime a generator is completed, Visionary is disabled for 20/18/16 seconds.

Wake Up!
Wake Up!
Once all generators are powered, exit gates are revealed to you within a 128 meter range. While opening the exit gates, reveal your aura to other Survivors up to 128 meters.

While Wake Up! is active, you open the exit gates 15/20/25% faster.

We'll Make It
We'll Make It
Helping others heightens your morale.

When you rescue a Survivor from a hook, gain a 100% speed increase while healing others for 30/60/90 seconds.

We're Gonna Live Forever
We're Gonna Live Forever
Your few friends deserve the best protection.

When healing another Survivor in the dying state, your healing speed is increased by 100%.

Additionally, performing any of the following actions activates this perk's secondary function:

Perform a Safe Hook Rescue

Take a hit to protect a Survivor

Rescue a Survivor by stunning the Killer with a pallet

Rescue a Survivor by blinding the KillerWhen this perk's secondary function is active, healing another Survivor out of the dying state grants them Endurance for 6/8/10 seconds and deactivates the secondary function.

Whispers
Whispers
You have a rudimentary understanding of The Entity's voice.

Sporadically hear The Entity's whisper when standing within a 48/40/32 meter range of a Survivor.

Windows of Opportunity
Windows of Opportunity
Auras of pallets, breakable walls, and vault locations are revealed to you when within a 24/28/32 meter range.
Wiretap
Wiretap
You know that the best way to stay one step ahead is to keep tabs on the competition.

Wiretap activates after completing a total of 50% worth of repair progress on generators.

When standing next to a generator, press the Active Ability button 1 to install a Wiretap, which stays active for 100/110/120 seconds.

Affected generators will be revealed to all Survivors by a yellow aura. Only one Wiretap can be active on a generator.

When the Killer enters within 14 meters of the generator, their aura is revealed to all Survivors.

Wiretap deactivates when the generator is damaged by the Killer or when the timer expires.

Zanshin Tactics
Zanshin Tactics
You are mentally alert and aware of key points on the battlefield.

The auras of all pallets, breakable walls, and vault locations are revealed to you within a 24/28/32 meter range.