Guy_without_a_plan
Guy_without_a_plan
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- Guy_without_a_plan
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Starting a new action when within the killer's terror radius will activate this perk Repair, healing, sabotaging, searching, cleansing, and disarming actions are 5/8/10% faster, however the noise made by those actions is increased by 150%.1 comments 21 views last activity
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Escaping death brings out a taste of adrenaline. Successfully wiggling out of the killer's grasp nullifies any negative status effects except exhaustion for 20/25/30 seconds you may get. The first time this perk is activated, you passively heal one health state over 32 seconds. Being hooked, broken, or in deep wounds will pause this effect until available again.2 comments 51 views last activity
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Your are stuck with 3/2/1 idle crow(s) for the trial, they do not make sounds unless you go idle. The Crow(s) will randomly fly in the killers direction and chirp loudly (audible only to you). The volume of the chirp will indicate how far the killer is to you. The quantity of crows do not affect the chance of it flying. The crow(s) will return after a short time Comboing calm spirit with this p0 comments 141 views last activity
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The Entity assists the killer to protect its pray. When a survivor is within 24 meters of a hooked survivor, Entity spikes will be revealed above them (killer cannot see them) the survivor will have 20 seconds to save the survivor or the entity will grab and throw the survivor (bore under and teleport if indoors) at least 40/36/32 meters of their original position and lose a health state. The sp0 comments 32 views last activity
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Quality: Very Rare Has 1 generator tracked, reading the map will reveal the auras of tracked objects within 80 meters. Shows a X as an aura, you must hold the map to dig up the treasure. Digging the treasure takes 10 seconds, gives one random effect. Jar of Blood: 15000-20000 bloodpoints Box of Shards: 500-700 iridescent shards Entity's Vein: Reveals the killers aura for 20 seconds when you1 comments 42 views last activity
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Several Blood Banks will be spawned around the realm. These will be killer (tall) sized black obolisks which have 4 faucets on each side which pour blood onto sinks on the walls of the obolisks. Survivors can interact with these to gain blood, amount shown is on the top right of the screen. When a survivor interacts with a blood bank for 25 seconds, they get a blood bag, each survivor can have u0 comments 52 views last activity
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Half of all pallets in the trial do not spawn (only exception is the killers shack ) When you break a pallet, that pallet is rebuilt and teleported over 24 meters away after 40/50/60 seconds.5 comments 52 views last activity
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You suffer from the oblivious status effect and cannot see survivors aura for the entire trial. Whenever you can see the killer's aura, you get these effects. The aura reading is prolonged for 3/4/5 extra seconds from when the aura reading ends. The fog is reduced and moonlight is increased for you personally for 15 seconds The viewable distance for you is decreased to 16 meters for 15 seco3 comments 42 views last activity
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The pounding of obstacles causes survivors to slow in fear. When you do a break action, survivors beyond 20 meters suffer a 55% hindered effect for 30 seconds. Getting into a chase with a survivor or being within 4 meters will end the effect for them. Has a 80/70/60 second cooldown3 comments 52 views last activity
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A strange hex that roots an itself in Emotions, when broken, releases a unrecognizable emotion to survivors. When the totem is broken, the effect activates When a survivor is unhooked or recovered from the dying state, they are inflicted with joy for 40/50/60 seconds, afterwards they are inflicted with the withdraw status effect for 30/35/40 seconds. New status effect: Joy and Withdraw Joy:2 comments 52 views last activity
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Your avian friends has given you a helping hand. When a crow is disturbed within a 36 meter radius, who ever spooked the crow is revealed for 6 seconds. Has a 45 second cooldown, decreased by 5/6/7 seconds when you disturb a crow2 comments 42 views last activity
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When a generator is completed, hooks, generators, totems, chests, portals, exit gates and traps within 20/24/28 meters of other survivors are revealed to you for 8 seconds. This perk also makes all auras show their progression based on the intensity of the aura. Auras revealed will be added to your map.2 comments 52 views last activity
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At the start of the trial, all perks except this perk are disabled for 200/180/160 seconds. After the duration, this perk activates with one of these random effects. Athlete: exhaustion durations are halved, if you don't have an exhaustion based perk, gain a 15% haste when beyond 20 meters of the killer. (Adrenaline doesn't count) Stem Cell Explosion: gain the ability to heal self at 150% speed8 comments 242 views last activity
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When you and another survivor are in a locker, you can see each other's aura at any distance, this effect persists for 60/80/100 seconds afterwards. This effect ignores the blindness status effect from lockers only.2 comments 43 views last activity
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A Hex rooting its power on weakness. Survivor's endurance falters and begin to deteriorate. For the duration of this hex: All survivors suffer from 1/2/3 harmful random status effects, and interacting with eachother swaps their status effects. This Hex persists as long as the related Hex Totem is standing. Possible Status effects: Blindness, Broken, Exhausted, Exposed, Haemorrhage, Hindered3 comments 52 views last activity
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Fast Vaulting speeds are increased by 5/7/10% When running for twice the time for a fast vault for a window, the hitbox for activating a vault is increased by 25% and is replaced by 'Dive'. Diving through a window makes you dive roll through it, so you go through it quicker, without lost of speed, and doesn't create a sound notification1 comments 32 views last activity
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When you miss an attack, a small area in a cone within 75° and 8 meters in front of you becomes covered in entity spikes for 10/15/20 seconds. Survivors cannot move within the spikes but can move out if they were in the range when the perk activates. Missing again will replace the previous area, and the spikes will not go past walls.0 comments 22 views last activity
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Completing any progression based action (repairing, healing, cleansing, snapping out of it, sealing, etc.) Gives you a token, up to 9 tokens. Each token gives a 7/8/9% boost to all luck based actions. At 6 tokens and above, you are immune to the exposed status effect for the duration of the effect or 60 seconds if the duration is infinite (example: hex: devour hope), instead lose all tokens1 comments 42 views last activity
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When friends are in danger, you commit to the task. When a survivor is on the hook, you are immune to all bad status effects except exhaustion Unhooking a survivor allows this perk to persist for you and that survivor for 15/25/30 seconds Has a 120 second cool down1 comments 42 views last activity
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When you take a protection hit for an injured survivor, if they successfully leave the chase afterwards, they will heal one health state over a period of 40/36/32 seconds. Timer pauses if they get into a chase again.0 comments 22 views last activity
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Create a pact with the entity for survival. You are affected with the hemorrhaging status effect for the entire trial and leave blood trials at 100/50/25% rate when healthy. When unhooked, for 15 seconds, if the killer gets within 40 meters of you, their aura will be revealed to you3 comments 72 views last activity
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Your death encourages others to survive When you unhook or heal a survivor, they become linked to you. When you die, all linked survivors gain 33% speed to all actions for 40/50/60 seconds. For every survivor that successfully escapes the trial, you gain +5000 bloodpoints. Duration stacks with other survivors3 comments 62 views last activity
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On a generator with 0%, you can place a trap on it, which will take 10/9/8 seconds When a survivor touches that generator, it will instantly explode, causing these effects: Notifies the killer 3 parts will fly off the generator that can be launched up to 20 meters away and are blocked by walls. A survivor must find a part (these will replace your item and will be automatically dropped if a sur2 comments 53 views last activity
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Unlocks potential in ones aura reading ability. Unlocks the Search action. When a killer does certain actions (breaks a pallet, opens a locker, use a hook, vaults a window) they have a chance to leave behind a clue. You can search this clue for 15 seconds, afterwards the clue will disappear, and you can see the killer's aura for 4/5/6 seconds, time is halved if the killer is 48 meters away3 comments 52 views last activity
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Assisting others is your main priority. When you do a cooperative action with another survivor, gain a token, Up to 5 tokens Each token increases your wiggle speed by 3/4/5% You no longer suffer the speed penalty when repairing a generator with another survivor.2 comments 52 views last activity
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When walking over a survivor's scratch marks, a meter will build up, leaving the trail or touching another survivor's scratch marks will deplete the meter. The meter will take 12 seconds to fill up, when its filled, the survivor who's scratch marks you have been following will have their aura shown to you for 3 seconds and will gain the oblivious status effect for 10/15/20 seconds.1 comments 82 views last activity
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In this world, nothing is safe At the start of the trial, 3/4/5 different objects are cursed, with 1 being cursed every 30 seconds up to 6/8/10 objects When a survivor interacts with a cursed object, they will scream and the object will be blocked by the entity for 30 seconds. (Lockers will instead block the survivor from leaving for 7 seconds) If a object that is cursed isn't used within 60 s1 comments 43 views last activity
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When starting to heal a survivor in the injured state, You will be faced with a tremendously hard skill check, if successful, it will recover 50/60/75% of the recovery bar, afterwards, it will continue to regular healing. This can only be used once on a survivor in dying state.0 comments 12 views last activity
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Survivor's fear for death breeds cowardness. When a survivor is in your terror radius, their progression speed is decreased, up to 25% based on distance, however those who are not in chase gain a 5/4/3% haste based on distance1 comments 22 views last activity
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When in the dying state, gain the ability to do most actions at 50/60/70% speed (both progression and action ) (cannot enter lockers, use items, throw pallets,) Completing any progression action will heal you from dying, but only once per trial.1 comments 112 views last activity
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When breaking into a sprint from an exhaustion perk, hold crouch to also activate this perk. Your haste is reduced to 140% movement speed but your scratch marks will disappear 2 seconds quicker and footsteps will be 75% quieter. Gain 50/75/100% more bloodpoints in survival.1 comments 32 views last activity
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When you damage a generator, the generator will overheat for 50 seconds When a generator is overheating, survivors cannot use toolboxes on it and will cause survivors to gain 2 seconds of exhaustion for every second of repairing the generator, up to a maximum of 40/60/80 seconds3 comments 62 views last activity
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When in the vault animation, press 'activate ability' to activate this perk. When activated, all scratch marks in a 10 meter radius will disappear in 2 seconds. Has a 100/80/60 second cooldown2 comments 22 views last activity
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Blood coats generators, making them both hard to clean and sticks to survivors. All generators are coated in blood, which makes them take 20 seconds longer to repair. When a survivor interacts with a gen for 10 seconds, they will be coated in blood for 40/50/60 seconds, making them constantly spill blood (same rate as injured, being in the injured state or hemorrhaging increases blood spill rat1 comments 32 views last activity
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While holding a key, the hatch's aura will be revealed to you within 24 meters if visible or 2 meters if invisible. After letting go of a switch box, it will continue to progress for 4/5/6 seconds3 comments 142 views last activity
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All great skill checks give 1/1.5/2% more progression than normal. Everytime you get a great skill check, gain a token. Up to a maximum of 15 tokens Each token gives 2% hindered effect, all tokens are lost when hit / attacked by any means.1 comments 34 views last activity
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Your fury calls the will of the entity. You gain bloodlust 10/15/20% faster For every level of bloodlust you have, survivor times they can vault the same window is decreased. (Level 1: can only vault twice, level 2: can only vault once, level 3: all windows in a 4 meter radius are blocked)4 comments 41 views last activity
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You are efficent with medkits and can spare a few materials. When a medkit you have is completely depleted, this perk activates. Your efficency with Medkits is increased by 50/60/75% Third Level: you may sacrifice your medkit to recover from the dying state1 comments 31 views last activity
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A hex roots its power in pressure. The intensity of survival causes healed wounds to eventually gush out. When a survivor is healed to healthy. They will get the pressured status effect for 80/70/60 seconds Pressured will injure the survivor to the injured state (cannot down) when the timer ends. Time can be extended with vigil.2 comments 51 views last activity
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Quickly and efficiently heal, at a cost. When healing without a medkit, press "activate ability" button to activate this perk. When activated, you will be faced with 2 skill checks, failing a skill check will end this perk and increase its cool down by 50 seconds, each successful skill check will increase progression by 35%. At the end of healing, you will get the exposed status effect for 60/1 comments 31 views last activity
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The realm's flora feed themselves on the blood of survivors. When survivors bleed, their blood pools will grow into thorn bushes (bushes takes 1.5 second to grow and last for 15 seconds) Stepping on a thorn bush causes these effects 10% hindered, oblivious, 25% chance to scream These effects persist for 8/12/15 seconds after stepping in the bush3 comments 91 views last activity
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The fog seeps into items, making them unwieldy and hard to handle When a survivor is holding an item, their item will juggle around in their hand when moving, making a distinct noise that can be heard (short ranged noise that is directional, unique sound for each item) In addition, holding an item will decrease all great skill check ranges by 20/25/30%1 comments 41 views last activity
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The realm shifts to limit survivors possibilities When a generator is completed, gain a token. For every token, 10% of the vault locations and lockers in the map will be blocked off for survivors Blocked locations will change every 20/25/30 seconds1 comments 41 views last activity
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Call upon the Entity to weaken the survivors When the end game collapse starts, all survivor's running speed is slowly decreased, up to 30/35/40% depending on the time left (maximum is reached at 25% time left) Hindered effect is halved when a survivor is in the downed or hooked state1 comments 31 views last activity
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Your sacrifices call upon the Entity to corrupt the minds of survivors Every time a survivor is hooked, gain a token 1 Tokens: Hooked and Downed Survivors gain the blindness status effect 2 Tokens: Unhooking takes 250% longer and you are notified at the start of the unhook 4 Tokens: Survivors suffer a 20% hindered status effect when not in chase 7 Tokens: Survivors cannot exit through the e5 comments 91 views last activity
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Your lust for chaos warps the Entity's own domain After hooking any survivor, gain presence for 40/50/60 seconds This perk has a cooldown of 40/50/60 seconds New status effect: Presence All survivors hear the heartbeat as if they are within 16 meters if you and multiple fake killers will walk around the map, any perk or item that shows the killer's aura will also reveal the auras of the fake1 comments 41 views last activity
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You have an unique ability to cleanse evil. You cleanse totems 5/10/15% faster When you finish cleansing a totem, you see the auras of all totems for 10 seconds Auras of totems are not added to any map1 comments 51 views last activity
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You have a way to find unique solutions Run in a straight line for 2.5 seconds to activate this perk When you hit a wall, you run up the wall (animation takes 0.4 seconds) and backflip (animation takes 1.5 seconds) 4/5/6 meters backwards, immune to damage during the backflip This perk has a 60/50/40 second cooldown4 comments 492 views last activity
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Complete 2 cooperative actions to activate this perk When you are going to be downed, instead, get the deep wounds status effect for 3/4/5 seconds Can be used twice per trial Increases the chance for you to become the obsession There can be only one obsession per match3 comments 31 views last activity
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Safely unhook 2 survivors to activate this perk When motionless and looking directly at a survivor in the dying state, press the activate key to activate this perk The survivor is instantly recovered to the injured state and gets the deep wounds status effect for 30 seconds This perk can only be used once per trial1 comments 51 views last activity