Dead by Daylight

Dead by Daylight

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How I Would Change Dead By Daylight
By Yukari The Alpaca
This is how I would change DBD to be a more fun and balanced experience. The idea is to keep these changes as realistically feasible as possible and to make sure that these are balanced for both sides. Consistency is important here.

Please let me know what you think in the comments below!
   
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General/Killer/Survivor Changes
General Changes

- Perks no longer have different tiers. Each prestige on a character will unlock one of their Teachable Perks for all other characters. Perks that have not been changed in this rework just use what would have been their final tiers.

- Haste bonuses no longer stack. If multiple Haste effects would be active at the same time, only the largest Haste value will be active.

- Hindered penalties no longer stack. If multiple Hindered effects would be active at the same time, only the largest Hindered value will be active.


Killer Changes

- The auras of Boon Totems are now revealed to the killer while within 12 meters of them.

- When a Boon Totem is snuffed by any means, the Dull Totem it recently occupied becomes instantly cleansed.

- Survivors that have been grabbed while performing an interaction will be immediately warped onto a random hook.

- After finishing a pickup action on a survivor, they will be immediately warped onto a random hook.

- Each time a survivor becomes hooked that is different from the last survivor that was hooked, all remaining Generators explode, losing 30 percent of their current Repair progress. Killers can no longer perform the Damage Generator interaction.

- While a Generator has not gained Repair progress in the last 8 seconds, it will begin to regress by 1 Repair charge every 2 seconds. This does not affect Powered Generators.

- Generators no longer have a limited amount of Regression Events.

- One more Generator is now present in the trial, but the required amount of Generators to power the Exit Gates is unchanged.


Survivor Changes

- When a survivor is saved from the hook, they are granted the Hidden By The Entity status effect. Survivors can now fully recover from the Dying State without the help of a teammate.

- If the killer is blinded or stunned (during the last 0.5 seconds) while picking up a Dying survivor, the survivor will be freed from the killer's grasp without becoming hooked.

- When a survivor is saved from a Sacrificial Hook, they are no longer granted Endurance.

- Survivors can now heal by themselves if they are Injured at 50 percent of the normal Healing Speed.

- Becoming Healthy by any means now counts as a Conspicuous Action.

- Interacting with Killer Objects (such as Pools Of Devotion, Bear Traps, Phantasm Traps, The Lament Configuration, etc.) are now considered Conspicuous Actions.

- Survivor items have been overhauled. Check the Survivor Items section for details. WIP.
The Trapper
Basic Stats

Terror Radius Size: 32 Meters
Height: Tall
Movement Speed: 4.8 m/s
Lullaby: N/A
Directional Lullaby: N/A


Ability

Ability mostly unchanged other than some changes below:

- The Trapper is no longer stunned by stepping in their own Bear Traps. Stepping on a Bear Trap as The Trapper will instead disarm it.

- The Trapper starts with a large amount of Bear Traps and can now carry as many Bear Traps as they want at one time.

- Bear Traps no longer spawn in the trial.

- Escaping from a Bear Trap is no longer determined by RNG. Survivors must perform an interaction by themselves or on a teammate to successfully escape a Bear Trap.


Ability Stats

Bear Trap Setting (Total Time): 1.8 seconds
--- Bear Trap Setting (Crouch Down Time): 0.4 seconds
--- Bear Trap Setting (Setting Time): 1 second
--- Bear Trap Setting (Stand Up Time): 0.4 seconds

Bear Trap Starting Count: 8 Bear Traps

Bear Trap Set Haste Amount: 12.5%
Bear Trap Set Haste Duration: 7 seconds

Bear Trap Solo Escape Time: 9 seconds
Bear Trap Help Escape Time: 7 seconds
Bear Trap Disarm Time: 5 seconds
The Trapper: Addons
(Common) Bear Oil - Setting a Bear Trap is silent. Reduces the time taken for survivors to disarm a Bear Trap by 0.25 seconds.

(Common) Makeshift Wrap - The Trapper gains a 12.5 percent Haste bonus for 3.5 seconds after stepping in an armed Bear Trap. Survivors can no longer step in armed Bear Traps.

(Common) Padded Jaws - Bear Traps cause survivors to suffer from a 5 percent Hindered penalty for 90 seconds after being freed from a Bear Trap by any means. Bear Traps no longer damage survivors. The Trapper cannot pick up survivors caught in Bear Traps.

(Common) Trapper Bag - Any Bear Trap that is disarmed by any means will immediately return to The Trapper's inventory after 16 seconds have passed since they became disarmed. Bear Traps cannot be rearmed by The Trapper while they are on the ground. Reduces the amount of Bear Traps carried into the trial by 3.

(Uncommon) 4 Coil Spring Kit - Increases the time required for survivors to help a teammate escape from a Bear Trap by 4 seconds. Reduces the time required for survivors to escape from a Bear Trap without help from a teammate by 2 seconds.

(Uncommon) Wax Brick - Increases the time required for survivors to escape from a Bear Trap without help from a teammate by 4 seconds. Reduces the time required for survivors to help a teammate escape from a Bear Trap by 2 seconds.

(Uncommon) Coffee Grounds - While The Trapper still has the Haste bonus from setting a Bear Trap, the time taken for them to perform Vault and Break actions are reduced by 30 percent as well.

(Uncommon) Rusted Jaws - Injured survivors that are freed from a Bear Trap without taking damage from The Trapper or by being grabbed by The Trapper will suffer from the Mangled and Hemorrhage status effects for 90 seconds.

*NEW* (Uncommon) Large Jaws - These jaws are able to hold even the largest of creatures. Increases the length and width of Bear Traps by 33 percent.

(Rare) Fastening Tools - Increases the duration of the Haste bonus given to The Trapper from setting a Bear Trap by 3 seconds. Reduces the amount of Bear Traps carried into the trial by 3.

(Rare) Serrated Jaws - Injured survivors that are freed from a Bear Trap without taking damage from The Trapper or by being grabbed by The Trapper will suffer from Deep Wounds.

(Rare) Secondary Coil - Increases the time required for survivors to escape from a Bear Trap without help from a teammate by 2 seconds. Increases the time required for survivors to help a teammate escape from a Bear Trap by 2 seconds. Reduces the amount of Bear Traps carried into the trial by 2.

(Rare) Tar Bottle - Bear Traps are invisible to survivors while they are being chased. Bear Traps no longer damage survivors. The Trapper cannot pick up survivors caught in Bear Traps.

(Rare) Trapper Sack - Any Bear Trap that is disarmed by any means will immediately return to The Trapper's inventory after 12 seconds have passed since they became disarmed. Bear Traps cannot be rearmed by The Trapper while they are on the ground. Trumps the Trapper Bag addon.

(Very Rare) Honing Stone - While a survivor is trapped in a Bear Trap, the auras of all survivors are revealed to The Trapper. While a survivor is trapped in a Bear Trap, The Trapper suffers a 5 percent Hindered penalty.

(Very Rare) Oily Coil - Survivors that disarm a Bear Trap have their aura revealed to The Trapper for 5 seconds. When a Bear Trap is disarmed by a survivor, The Trapper suffers from a 5 percent Hindered penalty for 5 seconds.

(Very Rare) Tension Spring - While a survivor is trapped in a Bear Trap, The Trapper gains a 5 percent Haste bonus. The Trapper only gains a visual notification that a survivor has stepped into a Bear Trap if The Trapper was within 32 meters of the survivor when they stepped in said Bear Trap. The auras of survivors caught in Bear Traps are no longer revealed to The Trapper.

(Very Rare) Trapper Gloves - When a survivor disarms a Bear Trap, The Trapper gains a 5 percent Haste bonus for 8 seconds. The Trapper only gains a visual notification that a survivor has disarmed a Bear Trap if The Trapper was within 32 meters of the Bear Trap when it was disarmed.

(Visceral) Bloody Coil - Whenever a Healthy survivor disarms a Bear Trap, they become Injured and the disarmed Bear Trap is broken for the next 60 seconds, preventing it from being rearmed or picked up by any means.

(Visceral) Iridescent Stone - Whenever a Bear Trap is disarmed by any means, it will automatically rearm itself after 30 seconds have passed, if possible. Reduces the movement speed of The Trapper by 0.2 m/s.
The Wraith
Basic Stats

Terror Radius Size: 32 Meters
Height: Tall
Movement Speed: 4.6 m/s
Lullaby: N/A
Directional Lullaby: N/A


Ability

Hold the Ability Button to ring the Wailing Bell for a short time. After the Wailing Bell has been rung for a short time, The Wraith will enter Cloaked Mode. While in Cloaked Mode, The Wraith can ring the Wailing Bell for a short time to exit Cloaked Mode. The Ringing action can be canceled at any time. While in Cloaked Mode, The Wraith is Undetectable but cannot perform attacks or interactions. The Wraith does not collide with Dropped Pallets, survivors, or Vault Locations while in Cloaked Mode.

If The Wraith moves through a Dropped Pallet or Vault Location for too long, they will immediately exit Cloaked Mode when they are no longer colliding through the object and suffer from a Hindered effect for a short time. If The Wraith exits Cloaked Mode by ringing the Wailing Bell, they are granted a large Haste bonus for a short time. The Wraith can still be stunned by Dropped Pallets while in Cloaked Mode and will move at a reduced speed while colliding through something in Cloaked Mode.


Ability Stats

Cloaked Movement Speed: 4.6 m/s
Cloaking Movement Speed: 1.6 m/s
Cloaking Time: 2 seconds

Uncloaking Time (By Ringing): 2.25 seconds
Uncloaking Movement Speed (While Ringing): 1.6 m/s
Uncloak (By Ringing) Haste Amount: 35 percent
Uncloak (By Ringing) Haste Duration: 1.2 seconds

Colliding Through Grace Period: 0.9 seconds

Uncloaking Time (Exiting Object After Grace Period): 0.35 seconds
Uncloak (Exiting Object After Grace Period) Hindered Amount: 8 percent
Uncloak (Exiting Object After Grace Period) Hindered Duration: 2.5 seconds

Collide Through Movement Speed: 3.68 m/s
The Wraith: Addons
(Common) "The Ghost" Soot - Increases the movement speed of The Wraith while they are Cloaked by 1.2 m/s. Increases the time required to fully Uncloak by 0.5 seconds. Reduces the movement speed of The Wraith while Uncloaking by 2 m/s. The Wraith no longer performs Surprise Attacks after Uncloaking.

(Common) "The Serpent" Soot - While Cloaked and or Uncloaking, survivors leave behind Footfalls while walking or running within 4 meters of The Wraith. The Wraith cannot see survivors while Cloaked and or Uncloaking.

(Common) "The Beast" Soot - Decreases the movement speed of The Wraith while they are Uncloaked by 0.2 m/s. Increases the Turning Window of Surprise Attacks by 0.25 seconds. Decreases the time required to recover from successful Surprise Attacks by 0.5 seconds.

(Common) "The Hound" Soot - While Cloaked and or Uncloaking, survivors leave behind Blood Pools even while Healthy. While Cloaked and or Uncloaking, Blood Pools are 25 percent brighter. The Wraith cannot see survivors for 1.5 seconds after fully Uncloaking. Decreases the time required to fully Uncloak by 0.5 seconds.

(Uncommon) "Blind Warrior" Mud - Survivors damaged by a Surprise Attack suffer from the Blindness status effect for 60 seconds.

(Uncommon) "Blink" Mud - Decreases the time required to recover from Surprise Attacks that have not damaged a survivor by 0.2 seconds.

(Uncommon) "Swift Hunt" Mud - Increases the movement speed of The Wraith during a Surprise Attack by 1 m/s.

*NEW* (Uncommon) Pile Of Ash - A memory of a distraught child; one who would soon learn to abandon hope. Increases the duration of Surprise Attacks by 0.25 seconds.

(Uncommon) Bone Clapper - Survivors are unable to determine the distance or direction of the Wailing Bell's noise.

(Rare) "Blind Warrior" White - Survivors damaged by a Surprise Attack suffer from the Broken status effect for 30 seconds.

(Rare) "Blink" White - Decreases the time required to recover from Surprise Attacks that have not damaged a survivor by 0.3 seconds.

(Rare) "Shadow Dance" White - Increases the movement speed of The Wraith while Cloaked by 0.2 m/s.

(Rare) "Swift Hunt" White - Increases the movement speed of The Wraith during a Surprise Attack by 1 m/s. Decreases the time required to recover from Surprise Attacks that have damaged a survivor by 0.3 seconds.

(Rare) "Windstorm" White - Increases the duration of the Turning Window during a Surprise Attack by 0.2 seconds.

(Very Rare) "All Seeing" Blood - While Cloaked and or Uncloaking, survivors leave behind Blood Pools even while Healthy. While Cloaked and or Uncloaking, Blood Pools are 50 percent brighter. While Cloaked and or Uncloaking, survivors leave behind Footfalls while walking or running within 8 meters of The Wraith.

(Very Rare) "Shadow Dance" Blood - Increases the movement speed of The Wraith while Cloaked by 0.4 m/s.

(Very Rare) "Swift Hunt" Blood - Increases the movement speed of The Wraith during a Surprise Attack by 1 m/s. Decreases the time required to recover from Surprise Attacks that have damaged a survivor by 0.5 seconds.

(Very Rare) "Windstorm" Blood - Increases the duration of the Turning Window during a Surprise Attack by 0.3 seconds.

*NEW* (Visceral) Iridescent Ashes - A twisted memory of a distraught child; one who would soon learn to take pleasure in dealing pain. Increases the duration of Surprise Attacks by 1 second.

(Visceral) Coxcombed Clapper - The Wailing Bell no longer makes noise. The Wraith remains barely visible for 2 seconds after fully Uncloaking. The noise emitted from the The Wraith after fully Cloaking or Uncloaking is now inaudible to survivors.
The Hillbilly
Basic Stats

Terror Radius Size: 32 Meters
Height: Tall
Movement Speed: 4.4 m/s
Lullaby: N/A
Directional Lullaby: N/A


Ability

Hold the Ability Button to begin charging The Chainsaw. Release the Ability Button while charging The Chainsaw will cause it to lose charge progress at the same rate it is gained. Upon reaching maximum charge, break into a Chainsaw Sprint, granting greatly increased movement speed at the cost of limited turning speed and forcing The Hillbilly to move in the direction he is facing. The Hillbilly moves at a reduced speed while charging The Chainsaw.

At the start of a Chainsaw Sprint, The Hillbilly gains a turn rate bonus that will quickly dissipate; during this bonus, the Chainsaw Sprint cannot collide with debris and The Hillbilly can turn much faster during the Chainsaw Sprint. After a Chainsaw Sprint ends, there is a very short period where The Chainsaw can still deal damage as well as allows The Hillbilly to turn up to 90 degrees to the left or right without turning restrictions, but once a rotation direction is chosen, it cannot be changed mid rotation until the lingering attack ends.

Colliding with a survivor during a Chainsaw Sprint will instantly end the Chainsaw Sprint, cause The Hillbilly to suffer a short recovery penalty, and deal damage to the survivor. Colliding with debris or manually ending the Chainsaw Sprint by releasing the Ability Button during a Chainsaw Sprint will also cause it to end instantly and incur a short recovery penalty. Colliding with a Dropped Pallet during a Chainsaw Sprint will cause the pallet to be instantly broken but will not inflict a recovery penalty upon The Hillbilly. While recovering from a Chainsaw Sprint, The Hillbilly cannot move.


Ability Stats

Chainsaw Charge Time: 1.4 seconds
Chainsaw Charging Movement Speed: 3.68 m/s
Chainsaw Sprint Initial Turn Rate Bonus: 412 degrees/second
Chainsaw Sprint Initial Turn Rate Bonus Duration: 1 second
Chainsaw Sprint Standard Turn Rate: 42 degrees/second
Chainsaw Sprint Speed: 14 m/s
Chainsaw Sprint Damage: 1 Health State
Chainsaw Sprint Recovery Time: 2.4 seconds
Post Chainsaw Sprint Lingering Attack Duration: 0.8 seconds
Post Chainsaw Sprint Lingering Attack Range: 0.45 meters
The Hillbilly: Addons
(Common) Counterweight - The Chainsaw Sprint no longer ends when colliding with debris. The Chainsaw Sprint now has a maximum duration of 3 seconds before it is forced to end.

(Common) Cracked Primer Bulb - Increases the duration of the Initial Turn Rate bonus by 1.5 seconds. Reduces the movement speed of the Chainsaw Sprint by 3.88 m/s.

(Common) Steel Toe Boots - Colliding with debris during a Chainsaw Sprint to end it decreases the duration of it's recovery period by 1.6 seconds. The Chainsaw can no longer damage survivors.

(Common) Clogged Intake - Breaking a Dropped Pallet during a Chainsaw Sprint to end it grants a 10 percent Haste bonus for 7 seconds. The Chainsaw can no longer damage survivors.

(Uncommon) Discarded Air Filter - Increases movement speed during a Chainsaw Sprint by 2 m/s.

(Uncommon) Dad's Boots - Increases maximum turning speed during a Chainsaw Sprint by 15 percent.

*NEW* (Uncommon) Custom Chainsaw Parts - Homemade parts installed into the chainsaw to bring more power to it. Even if these parts are crudely made, they are surprisingly efficient. Reduces the recovery time after a Chainsaw Sprint without hitting debris or a survivor by 0.3 seconds.

(Uncommon) Thermal Casing - Upon reaching 99 percent Chainsaw charge, tap the Basic Attack button while holding the Ability Button to enter a Chainsaw Sprint. The Chainsaw Sprint must now be manually started by tapping the Basic Attack button at 99 percent Chainsaw charge.

(Uncommon) Off Brand Motor Oil - Tapping the Basic Attack button during a Chainsaw Sprint will grant The Hillbilly their initial turn rate bonus again. This can be done once per Chainsaw Sprint.

(Rare) High Speed Idler Screw - Reduces the recovery time after a Chainsaw Sprint without hitting debris or a survivor by 0.6 seconds.

(Rare) The Thompson's Mix - Tapping the Basic Attack button during a Chainsaw Sprint will grant The Hillbilly their initial turn rate bonus again. This can be done twice per Chainsaw Sprint. Trumps similar addons.

(Rare) Ragged Engine - Increases movement speed during a Chainsaw Sprint by 4 m/s.

(Rare) Spiked Boots - Increases maximum turning speed during a Chainsaw Sprint by 30 percent.

(Rare) Low Kickback Chains - During the Lingering Attack Window of a Chainsaw Sprint, The Hillbilly moves forward at 3.86 m/s.

(Very Rare) LoPro Chains - Colliding with Healthy survivors during a Chainsaw Sprint will put them into the Dying State. Removes the Lingering Attack Window after a Chainsaw Sprint. The Hillbilly is no longer immune to colliding with debris during the initial turn rate bonus of a Chainsaw Sprint.

(Very Rare) Filthy Slippers - During a Chainsaw Sprint, The Hillbilly is Undetectable and both The Chainsaw and The Hillbilly no longer makes noise.

(Very Rare) Apex Muffler - While charging The Chainsaw, it no longer makes any noise.

(Very Rare) Begrimed Chains - Survivors damaged by The Chainsaw have their auras revealed to you for 10 seconds.

(Visceral) Iridescent Engravings - Increases the length of The Chainsaw's attack during the post Chainsaw Sprint lingering attack window by 40 percent. Increases the maximum rotation of The Chainsaw's attack during the post Chainsaw Sprint lingering attack window by 90 degrees.

(Visceral) Tuned Carburettor - Increases the movement speed of The Hillbilly while they are charging The Chainsaw by 0.32 m/s.
The Nurse
Basic Stats

Terror Radius Size: 40 Meters
Height: Tall
Movement Speed: 4.4 m/s
Lullaby: N/A
Directional Lullaby: N/A


Ability

Hold the Ability Button to begin charging Spectral Dash. Release the Ability Button while it is held to dash forward in the direction you are looking, temporarily ignoring collision with debris and survivors while doing so. The longer a Spectral Dash is being charged, the longer The Nurse will dash when the ability is released, up to a maximum duration. Tapping the Basic Attack Button while holding the Ability Button will cancel any Spectral Dash being charged. Spectral Dash recharge over time before it can be used again.

For a short time after performing a Spectral Dash, The Nurse can perform a Basic Attack in any direction, allowing them to damage survivors from a Spectral Dash. Failing to perform a Basic Attack after a Spectral Dash will cause The Nurse to enter a short Fatigue state, heavily reducing their movement speed and preventing them from performing interactions for a short time. Survivors hit by a Basic Attack after a Spectral Dash will prevent The Nurse from entering Fatigue, but will still cause The Nurse to perform their Successful Basic Attack Cooldown. The Nurse cannot change where they will travel to during a Spectral Dash once it has started.


Ability Stats

Spectral Dash Maximum Charge Time: 2 seconds
Spectral Dash Minimum Charge Time: 0.5 seconds

Spectral Dash Minimum Distance: 2.25 meters
Spectral Dash Maximum Distance: 20.75 meters

Spectral Dash Attack Window: 2 seconds
Spectral Dash Fatigue Time: 3 seconds

Spectral Dash Travel Speed: 14 m/s
Spectral Dash Recharge Time: 10 seconds
The Huntress
Basic Stats

Terror Radius Size: 32 Meters
Height: Tall
Movement Speed: 4.6 m/s
Lullaby: 0-40 Meters
Directional Lullaby: No


Ability

Hold the Ability Button to ready a Hunting Hatchet. After a Hunting Hatchet is fully ready, release the Ability Button to throw it, damaging any survivor it comes in contact with. Hunting Hatchets slowly accumulate Charge while held, increasing their travel speed and straightening their travel path. Tapping the Basic Attack Button while The Huntress is holding a Hunting Hatchet will cause her to put away her currently held Hunting Hatchet without expending it. The Huntress suffers from reduced movement speed while holding a Hunting Hatchet and for a short time after throwing a Hunting Hatchet. Thrown Hunting Hatchets shatter on anything they touch during flight.

The Huntress can only carry a limited amount of Hunting Hatchets; which can be reloaded at Lockers around the trial. If all Hunting Hatchets are spent, The Huntress must reload the Hunting Hatchets at a Locker or they cannot ready a Hunting Hatchet. Perks that affect interaction time at Lockers will have no effect on Reload speed.


Ability Stats

Hatchet Ready Time: 0.9 seconds
Hatchet Maximum Charge Time: 0.7 seconds
Hatchet Held Movement Speed: 3.28 m/s

Hatchet Uncharged Travel Speed: 25 m/s
Hatchet Charged Travel Speed: 40 m/s

Hatchet Throw Recovery Time: 2 seconds
Hatchet Throw Recovery Movement Speed: 1.5 m/s

Hatchet Put Away Time: 0.85 seconds
Hatchet Put Away Movement Speed: 2.0 m/s

Hunting Hatchet Maximum Carried: 5 Hatchets
Locker Reload Time: 2.5 seconds
The Huntress: Addons
(Common) Weighted Head - Increases the effect that gravity has on thrown Hunting Hatchets by 100 percent, increasing further as the Hunting Hatchet is charging, up to an additional 100 percent. Charging Hunting Hatchets no longer modifies the Throw Angle.

*NEW* (Common) Coagulated Head - A hatchet head seemingly made from solid blood; it feels as tough as steel and appears just as sharp. The Huntress can only carry 1 Hunting Hatchet at any time and will automatically regain the thrown Hunting Hatchet after 7 seconds have passed since it was thrown. The Huntress can no longer Reload at Lockers.

*NEW* (Common) Blindfold - A thick cloth that would be placed over the eyes of the little ones as they were brought to their new home. Hunting Hatchets pass through all debris and can travel a maximum distance of 24 meters. While holding a Hunting Hatchet, all survivors are invisible to The Huntress.

(Common) Deerskin Gloves - While holding a Hunting Hatchet, The Huntress can visualize the travel path and final landing area of the Hunting Hatchet if it were to be thrown.

(Uncommon) Rusty Head - Damage dealt by Hunting Hatchets to Healthy survivors will cause them to suffer from Deep Wounds.

(Uncommon) Bandaged Haft - Reduces the recovery time of putting away a Hunting Hatchet by 0.15 seconds. Increases the recovery time of throwing a Hunting Hatchet by 0.25 seconds.

(Uncommon) Oak Haft - Reduces the recovery time of throwing a Hunting Hatchet by 0.25 seconds. Increases the recovery time of putting away a Hunting Hatchet by 0.15 seconds.

(Uncommon) Manna Grass Braid - Reduces the time taken to fully charge a Hunting Hatchet by 0.3 seconds. Hunting Hatchets can only be thrown if fully charged.

(Uncommon) Flower Babushka - Reduces the time taken to ready a Hunting Hatchet by 0.3 seconds. Charging Hunting Hatchets no longer modifies their travel speed.

*NEW* (Rare) Marked Haft - A hatchet haft baring the twisted mark of the Entity. Thrown Hunting Hatchets will fly back towards The Huntress at 40 m/s after traveling a maximum of 12 meters, ignoring all debris on the flight back and disintegrating into dark fog upon reaching The Huntress.

(Rare) Infantry Belt - Increases the amount of Hunting Hatchets that can be carried by 2. Reduces the normal movement speed of The Huntress by 0.2 m/s.

(Rare) Yellowed Cloth - Increases the travel speed of uncharged Hunting Hatchets by 5 m/s. Hunting Hatchets do not gain increased travel speed from charging them.

(Rare) Rose Root - Increases the travel speed of fully charged Hunting Hatchets by 15 m/s. Charging Hunting Hatchets no longer modifies their travel speed.

(Rare) Shiny Pin - Increases the movement speed of The Huntress while they are holding a Hunting Hatchet by 0.4 m/s. Reduces the normal movement speed of The Huntress by 0.2 m/s.

(Very Rare) Begrimed Head - Damage dealt by Hunting Hatchets to Healthy survivors will cause them to suffer from the Broken status effect for 60 seconds.

(Very Rare) Glowing Concoction - Survivors hit by Hunting Hatchets have their aura revealed to The Huntress for 5 seconds. Survivors within 6 meters of a recently thrown Hunting Hatchet's point of impact have their auras revealed to The Huntress for 3 seconds.

(Very Rare) Wooden Fox - The Huntress' Lullaby is no longer audible to Injured survivors. The Huntress becomes Undetectable for 90 seconds after hitting a survivor with a Hunting Hatchet. Hunting Hatchets can only travel a maximum of 24 meters when thrown.

*NEW* (Very Rare) Wooden Elk - A carefully carved statuette of an elk. A reminder that raw power is a great ally of those who know how to properly use it. The Huntress no longer makes a noise when beginning to hold a Hunting Hatchet or when throwing a Hunting Hatchet.

(Visceral) Iridescent Head - Hunting Hatchets pass through all debris but can only travel a maximum distance of 24 meters. Reduces the normal movement speed of The Huntress by 0.2 m/s.

(Visceral) Soldier's Puttee - When a survivor is put into the Dying State by any means, The Huntress regains all of the Hunting Hatchets they could carry. Reduces the normal movement speed of The Huntress by 0.2 m/s.
The Clown
Basic Stats

Terror Radius Size: 32 Meters
Height: Tall
Movement Speed: 4.6 m/s
Lullaby: N/A
Directional Lullaby: N/A


Ability

Ability mostly unchanged other than some small changes below:

- The Afterpiece Antidote now prevents The Clown from performing Basic Attacks while it's effects are active and for a short time after it's effects expire.

- The Afterpiece Antidote now grants a slightly larger Haste bonus to The Clown. Survivors no longer gain Haste from the Afterpiece Antidote but will still lose the Hindered effect caused by the Afterpiece Tonic when walking through Afterpiece Antidote clouds.

- Increased the power of the Hindered effect caused by the Afterpiece Tonic.

- Direct Bottle hits now cause survivors to be stunned in place for a very short time.

- The Afterpiece Tonic's clouds no longer cause survivors to suffer from blurred vision when walking through them.

- Survivors afflicted with the Hindered effect from Intoxication can no longer see The Clown's Killer Stain.

- Maximum Bottle count reduced.


Ability Stats

Antidote Haste Bonus: 15%
Antidote Duration: 6 seconds
Antidote Clouds Duration: 7 seconds
Antidote Lingering Attack Penalty Duration: 3 seconds

Tonic Hindered Penalty: 20%
Tonic Clouds Duration: 12 seconds
Tonic Lingering Hindered Duration: 3 seconds

Clouds Spawned Per Bottle: 8 clouds
Clown Reload Movement Speed: 2.68 m/s

Bottle Reload Time: 3 seconds
Bottle Reload Movement Speed: 3.68 m/s
Bottle Maximum Count: 5 Bottles

Bottle Throw Recovery Time: 1 second
Bottle Throw Recovery Movement Speed: 4.6 m/s
Survivor Stunned By Bottle Duration: 0.8 seconds
The Clown: Addons
(Common) Fingerless Parade Gloves - Survivors directly hit by thrown Bottles are now stunned for 4.5 seconds. Bottles are now 33 percent larger. Increases the travel speed of thrown Bottles by 25 percent. Reduces the Throw Angle of Bottles by 15 degrees. Bottles now only spawn 1 Gas Cloud.

*NEW* (Common) Chlorine Solution - What a sight for sore eyes. Survivors are no longer Hindered by the Afterpiece Tonic's Gas Clouds but will instead be unable to see The Clown while under the effects of the Afterpiece Tonic's Gas Clouds. The Afterpiece Tonic now only spawns one Gas Cloud per Bottle. Reduces the effect duration of the Afterpiece Tonic's Gas Clouds by 1.85 seconds.

(Common) Robin Feather - The color of both Antidote and Tonic clouds are now orange.

(Common) VHS Porn - While holding a Bottle, The Clown can visualize it's travel path, landing area, and where any Gas Clouds will end up; if the Bottle were to be thrown.

(Uncommon) Kerosene Can - The Clown is immune to Pallet Stuns while under the effects of the Afterpiece Antidote's Gas Clouds. Increases the lingering duration where The Clown cannot perform Basic Attacks after being affected by the Afterpiece Antidote's Gas Clouds by 1.5 seconds.

(Uncommon) Bottle Of Chloroform - The Clown recovers from successful Basic Attacks 25 percent faster if the survivor hit was under the effects of the Afterpiece Tonic's Gas Clouds. The Clown recovers from successful Basic Attacks 25 percent slower if the survivor hit was not under the effects of the Afterpiece Tonic's Gas Clouds.

*NEW* (Uncommon) Pain Pills - A bottle of pills that can be taken to numb the nerves. Survivors cannot perform Vault actions over Vault Locations while under the effects of the Afterpiece Tonic's Gas Clouds. The Clown can no longer use the Afterpiece Antidote.

(Uncommon) Starling Feather - The Clown performs Vault actions 35 percent faster while under the effects of the Afterpiece Antidote's Gas Clouds. The Clown can no longer use the Afterpiece Tonic.

(Uncommon) Thick Cork Stopper - Bottles regenerate by 1 every 12 seconds. After throwing a Bottle, the selected Bottle Type will swap automatically. The Clown can no longer Reload. The Clown can no longer manually swap between Bottle Types.

(Rare) Solvent Jug - The Clown performs Break actions 35 percent faster while under the effects of the Afterpiece Antidote's Gas Clouds. The Clown can no longer use the Afterpiece Tonic.

(Rare) Flask Of Bleach - Survivors cannot perform rushed Vault actions over Dropped Pallets while under the effects of the Afterpiece Tonic's Gas Clouds. The Clown can no longer use the Afterpiece Antidote.

(Rare) Smelly Inner Soles - The Clown now moves at 3.86 m/s while Reloading. The Clown can only carry one Bottle at a time.

(Rare) Spirit Of Hartshorn - The Clown is Undetectable while under the effects of the Afterpiece Antidote's Gas Clouds. The duration of the Afterpiece Antidote's Gas Cloud effects are increased by 5 seconds. The Clown no longer gains Haste while under the effects of the Afterpiece Antidote's Gas Clouds.

(Rare) Sulphuric Acid Vial - Injured survivors under the effects of the Afterpiece Tonic's Gas Clouds suffer from the Blindness and Oblivious status effects until they become Healthy. Healthy survivors are no longer Hindered by the Afterpiece Tonic's Gas Clouds.

(Very Rare) Cheap Gin Bottle - Bottles regenerate by 1 every 12 seconds. Reduces the normal movement speed of The Clown by 0.2 m/s. The Clown can no longer Reload.

(Very Rare) Cigar Box - While The Clown is under the effects of the Afterpiece Antidote's Gas Clouds, the auras of survivors within 18 meters of The Clown are revealed to The Clown. The Clown can no longer use the Afterpiece Tonic.

(Very Rare) Ether 15 Vol% - Bottles that make contact with a Dropped Pallets will cause it to slowly dissolve over a 16 second period. The speed at which Dropped Pallets dissolve from Bottle hits is 300 percent faster while The Clown is further than 8 meters from the dissolving Dropped Pallet. Bottles now only spawn 1 Gas Cloud.

(Very Rare) Garish Makeup Kit - The auras of survivors under the effects of the Afterpiece Tonic's Gas Clouds are revealed to The Clown for 10 seconds. Increases the duration of Afterpiece Tonic's Gas Clouds by 10 seconds. The Clown can no longer use the Afterpiece Antidote.

(Visceral) Redhead's Pinkie Finger - The Clown can now perform Basic Attacks while under the effects of the Afterpiece Antidote's Gas Clouds. The Clown suffers from a 2.5 second stun when the effects of the Afterpiece Antidote's Gas Clouds wear off.

(Visceral) Tattoo's Middle Finger - Survivors under the effects of the Afterpiece Tonic's Gas Clouds do not gain a burst of speed when damaged. Survivors under the effects of the Afterpiece Tonic's Gas Clouds become Exhausted for 5 seconds. Injured survivors are no longer Hindered by the Afterpiece Tonic's Gas Clouds.
The Shape
Basic Stats

Terror Radius Size: 32 Meters
Height: Tall
Movement Speed: 4.8 m/s
Lullaby: N/A
Directional Lullaby: N/A


Ability

Tapping the Ability Button will cause The Shape to activate their ability, Brace, for a short time. While Brace is active, The Shape is immune to stun effects and any Pallet that would have stunned them is instantly destroyed. If Brace ends without a stun effect being avoided, The Shape's movement speed is tremendously reduced for a short time. The Shape cannot perform interactions or Basic Attacks while Brace is active or during the penalty afflicted by it.


Passive

When The Shape performs successful Basic Attacks, successful survivor Grabs, or breaks a Dropped Pallet, The Shape gains charges of Evil. Upon reaching enough Evil charges, The Shape gains a tier of Evil Within, granting bonuses to their basic abilities with each tier. Bonuses from previous tiers remain for each additional tier of Evil Within reached, but all accumulated Evil is lost.

Tier 0: The Shape enters the trial in this tier. Almost all stats are equivalent to that of a basic killer.

Tier 1: The time taken for The Shape to perform Vault actions is reduced. The Shape no longer has a Killer Stain.

Tier 2: The time taken for The Shape to break Dropped Pallets is reduced. The Shape causes all survivors within a short range of them to temporarily suffer from a small Hindered effect after they finish breaking a Dropped Pallet by interacting with it.

Tier 3: While no survivor is looking at The Shape, The Shape moves faster. The bonus from this tier lingers for a short time when it's conditions are no longer met.

Tier 4: While a survivor is looking at The Shape, The Shape gains increased Lunge Duration if they start a Lunge Attack. The bonus from this tier lingers for a short time when it's conditions are no longer met.


Ability Stats

Tier 1 Vault Time Reduction: -0.35 seconds
Evil Total For Tier 1: 150 Evil

Tier 2 Break Pallet Time Reduction: -0.44 seconds
Tier 2 Break Pallet Survivor Hindered Time: 5 seconds
Tier 2 Break Pallet Survivor Hindered Amount: 5 percent
Tier 2 Break Pallet Survivor Hindered Range: 7 meters
Evil Total For Tier 2: 250 Evil

Tier 3 Movement Speed Not Watching Bonus: +0.2 m/s
Tier 3 Movement Speed Not Watching Lingering Duration: 2 seconds
Evil Total For Tier 3: 400 Evil

Tier 4 Lunge Duration Increase: +0.4 seconds
Tier 4 Movement Speed Not Watching Lingering Duration: 2 seconds
Evil Total For Tier 4: 500 Evil

Evil Gain Break Pallet: +10 Evil
Evil Gain Damage Healthy Survivor: +50 Evil
Evil Gain Damage Injured Survivor: +25 Evil
Evil Gain Grab Survivor: +50 Evil

Survivor Gain/Lose Line Of Sight Grace Period: 0.8 seconds

Brace Active Duration: 0.5 seconds
Brace No Stun Penalty Duration: 3 seconds
Brace Movement Speed During Penalty: 1.68 m/s
The Shape: Addons
(Common) Jewelry - Reduces the duration of the penalty caused by an unsuccessful use of Brace by 0.5 seconds. The Shape no longer gains Evil from breaking Dropped Pallets.

(Common) Scratched Mirror - The Shape is permanently Undetectable and can see the auras of all survivors. All survivors are Exposed for the remainder of the trial. Removes the ability for The Shape to use Brace. The Shape's movement speed is locked to 4.0 m/s.

(Common) Tacky Earrings - Increases the amount of Evil gained when damaging a Injured survivor by 25 Evil. Reduces the amount of Evil gained when damaging a Healthy survivor by 25 Evil.

(Common) Dead Rabbit - Increases the amount of Evil gained when damaging a Healthy survivor by 25 Evil. Reduces the amount of Evil gained when damaging a Injured survivor by 25 Evil.

(Uncommon) Blond Hair - Start the trial in Evil Tier 1. Increases the amount of Evil required to reach Evil Tier 2 by 150 Evil.

(Uncommon) Memorial Flower - While in Evil Tier 0, The Shape is Undetectable.

(Uncommon) Glass Fragment - Increases the amount of Evil gained when breaking a Dropped Pallet by 5 Evil. Reduces the amount of Evil gained when damaging a Healthy survivor by 10 Evil.

(Uncommon) Jewelry Box - Increases the duration of Brace by 0.2 seconds. The Shape no longer gains Evil from breaking Dropped Pallets.

(Uncommon) Reflective Fragment - Evil Tier 4 causes The Shape to be able to see the auras of any standing survivors, survivors performing an interaction, or running survivors within 24 meters of him while The Shape is standing still. Removes all other bonuses granted by Evil Tier 4.

(Rare) Hair Brush - Start the trial in Evil Tier 2. Increases the amount of Evil required to reach Evil Tier 3 by 400 Evil.

(Rare) Hair Bow - Each time The Shape changes Evil Tier, the auras of all survivors are revealed to The Shape for 5 seconds. At Evil Tier 4, the auras of all survivors are revealed to The Shape while they are further than 40 meters from The Shape. Evil Tier 4 no longer grants a bonus to Lunge Duration.

(Rare) J. Myers Memorial - Evil Tier 3 causes The Shape to become Undetectable for the remainder of the trial when reached. Removes all other bonuses granted by Evil Tier 3.

(Rare) Judith's Journal - Evil Tier 2 causes The Shape to recover from successful Basic Attacks 25 percent faster. Removes all other bonuses granted by Evil Tier 2.

(Rare) Mirror Shard - Increases the amount of Evil gained when breaking a Dropped Pallet by 10 Evil. Reduces the amount of Evil gained when damaging a Healthy survivor by 10 Evil.

(Very Rare) Tombstone Piece - The Shape can directly kill survivors in the Dying State while in Evil Tier 4 or if all remaining survivors are in the Dying State at the same time. The Shape cannot pick up Dying survivors and will automatically drop them. Removes all other bonuses granted by Evil Tiers.

(Very Rare) Lock Of Hair - Increases the amount of Evil gained when damaging an Injured survivor by 50 Evil. The Shape no longer gains Evil from breaking Dropped Pallets.

(Very Rare) Boyfriend's Memo - The Shape can no longer gain Evil from any actions. Hooking a survivor causes Boyfriend's Memo to become active for 80 seconds. While Boyfriend's Memo is active, The Shape immediately enters Evil Tier 4. While Boyfriend's Memo is inactive, The Shape is forced to enter Evil Tier 0.

(Very Rare) Vanity Mirror - The auras of all Injured survivors are revealed to The Shape while The Shape is standing still. The Shape can no longer gain Evil from any actions.

(Visceral) Start the trial in Evil Tier 3. Increases the amount of Evil required to reach Evil Tier 4 by 800 Evil.

(Visceral) Judith's Tombstone - Unlocks the ability to enter Evil Tier 5 for 750 Evil.The Shape can directly kill survivors in the Dying State while in Evil Tier 5 or if all remaining survivors are in the Dying State at the same time. The Shape cannot pick up Dying survivors and will automatically drop them.
The Nightmare
Basic Stats

Terror Radius Size: 0 to 32 Meters
Height: Average
Movement Speed: 4.6 m/s
Lullaby: 0 to 32 Meters
Directional Lullaby: Yes
Difficulty: Hard


Ability 1

Hold the Ability Button to project a Dream Beam from The Nightmare that stretches a long distance in whatever direction they are looking. Survivors that touch the Dream Beam will become Tired and then, over a short time, fall Asleep.


Ability 2

Hold the Alternate Ability Button to begin channeling Dream Warp to whatever Generator's aura The Nightmare is currently looking at; allowing The Nightmare to instantly warp in front of it after Dream Warp has finished channeling. Dream Warp has a long cooldown after use, during which, Dream Warp cannot be used. Releasing the Alternate Ability Button before Dream Warp finishes channeling will cause it to enter a very short cooldown. Each currently Asleep survivor at the time that Dream Warp has been used will reduce it's current cooldown by a small amount of time.


Passive

While Awake, Asleep, or Tired, survivors suffer from various effects or gain various bonuses:

- Asleep survivors perceive The Nightmare and all actions they perform on a short delay.

- Asleep survivors hear The Nightmare's audible actions on a short delay.

- Asleep survivors cannot see the Killer Stain.

- Asleep survivors are Broken while Injured.

- Asleep survivors have their auras revealed to The Nightmare when too far from The Nightmare.

- The Nightmare appears to phase in and out of reality to Tired survivors. Tired survivors will glow to The Nightmare while he is not visible.

- While Awake or Tired survivors cannot hear The Nightmare or see their Killer Stain.

- While Awake or Tired, The Nightmare cannot damage survivors with Basic Attacks or grab survivors performing most interactions. Survivors can still be grabbed out of Lockers at any time, even while they are going into a Locker or coming out of one.

- While Awake or Tired, affected survivors are Oblivious.

- Awake survivors cannot see or hear The Nightmare but can see their Killer Stain.


Waking Up

Asleep survivors can Wake Up by performing the Hurt Self action while Healthy, causing them to Wake Up once the action finishes at the cost of becoming Injured. Survivors not currently Tired or Asleep can also perform the Wake Up action on Asleep teammates to cause them to Wake Up without causing that survivor to take damage. When a survivor is Hooked or manages to leave the Dying State, they will instantly Wake Up. Failing a Repair skillcheck will also cause the survivor who failed it to instantly Wake Up, at the cost of the affected Generator losing an additional amount of repair progress.


Ability Stats

Asleep Survivor Aura Reveal Range: 28+ meters

Asleep Survivor Nightmare Visual Delay: 0.85 seconds
Asleep Survivor Nightmare Audio Delay: 0.85 seconds

Survivor Tired To Asleep Time: 7 seconds

Tired Survivor Nightmare Visible: 1.5 seconds
Tired Survivor Nightmare Invisible: 2 seconds

Dream Warp Cooldown Time (Used): 80 seconds
Dream Warp Cooldown Time: (Canceled): 12 seconds
Dream Warp Channel Time: 2.5 seconds
Dream Warp Asleep Survivor Cooldown Reduction: -15 seconds

Wake Up Survivor Via Repair Skillcheck Penalty: -8 percent additional overall repair progress lost
The Nightmare: Addons
(Common) Sheep Block - Tapping the Ability Button places a Dream Snare on the floor in front of The Nightmare and causes The Nightmare to move 0.2 m/s slower for 5 seconds or until a survivor steps on a Dream Snare. Asleep survivors that touch a Dream Snare will suffer a 15 percent Hindered penalty for 3.5 seconds as well as cause the touched Dream Snare to fade away. Colliding with an Awake survivor when performing a Basic Attack will cause them to become Tired. Survivors no longer perceive The Nightmare on a delay visually or audibly while Asleep. Only 8 Dream Snares can be active in the trial at one time. Placing a Dream Snare after the maximum has been reached will cause the oldest Dream Snare to fade away. The Nightmare can no longer project the Dream Beam.

(Common) Garden Rake - Tapping the Ability Button sends out a Blood Slug that travels in a straight line in the direction The Nightmare is facing at 12 m/s for 3.5 seconds before disappearing. Asleep survivors that touch a Blood Slug will suffer a 12 percent Hindered penalty for 5 seconds. Colliding with an Awake survivor when performing a Basic Attack will cause them to become Tired. Survivors no longer perceive The Nightmare on a delay visually or audibly while Asleep. The Nightmare can no longer project the Dream Beam.

(Common) Kid's Drawing - Reveals the auras of possible Pallet spawn locations. Tapping the Alternate Ability Button while looking at a potential Pallet spawn location that is not taken up by a Pallet, The Nightmare will place a Dream Pallet at that location. Asleep survivors that drop Dream Pallets will instantly take damage and cause the Dream Pallet to explode into a small pool of blood. Only Asleep survivors can see and or interact with Dream Pallets. Only 10 Dream Pallets can be active in the trial at one time. Placing a Dream Pallet after the maximum has been reached will cause the oldest Dream Pallet to explode into a small pool of blood. The Nightmare can no longer channel Dream Warp.

(Common) Wool Shirt - While survivors are Asleep, their Repair speed becomes locked to 50 percent of the normal amount. Asleep survivors that are also Injured do not become Broken. The Nightmare can no longer channel Dream Warp.

(Uncommon) Cat Block - Increases the audio and visual delay that survivors perceive of The Nightmare while Asleep by 0.15 seconds.

(Uncommon) Green Dress - Increases the maximum range of the Dream Beam by 4 meters.

(Uncommon) Nancy's Sketch - Reduces the time taken for Tired survivors to fall Asleep by 1 second.

(Uncommon) Outdoor Rope - Reduces the cooldown time of Dream Warp if less than 2 survivors are currently Asleep by 10 seconds.

(Uncommon) Prototype Claws - Decreases the amount of time that The Nightmare is visible to Tired survivors while phasing by 0.1 seconds. Increases the amount of time that The Nightmare is invisible to Tired survivors while phasing by 0.1 seconds.

(Rare) Unicorn Block - Increases the audio and visual delay that survivors perceive of The Nightmare while Asleep by 0.2 seconds.

(Rare) Blue Dress - Increases the maximum range of the Dream Beam by 4 meters.

(Rare) Nancy's Masterpiece - Reduces the time taken for Tired survivors to fall Asleep by 2 seconds.

(Rare) Jump Rope - Reduces the cooldown time of Dream Warp if less than 3 survivors are currently Asleep by 10 seconds.

(Rare) Paint Thinner - Decreases the amount of time that The Nightmare is visible to Tired survivors while phasing by 0.2 seconds. Increases the amount of time that The Nightmare is invisible to Tired survivors while phasing by 0.2 seconds.

(Very Rare) Pill Bottle - Decreases the amount of time that The Nightmare is visible to Tired survivors while phasing by 0.3 seconds. Increases the amount of time that The Nightmare is invisible to Tired survivors while phasing by 0.3 seconds.

(Very Rare) Z Block - Increases the audio and visual delay that survivors perceive of The Nightmare while Asleep by 0.25 seconds.

(Very Rare) Class Photo - Dream Warp can be used to warp to any revealed aura.

(Very Rare) Swing Chains - After using Dream Warp, the auras of all survivors become revealed to The Nightmare for 7 seconds.

(Visceral) Black Box - Putting a survivor into the Dying State will instantly end the cooldown of Dream Warp if it is on cooldown.

(Visceral) Red Paint Brush - Survivors can no longer perform the Harm Self action to Wake Up.
The Deathslinger
Basic Stats

Terror Radius Size: 32 Meters
Height: Tall
Movement Speed: 4.6 m/s
Lullaby: No
Directional Lullaby: No


Ability

Ability remains mostly unchanged other than a few tweaks below. Check Ability Stats for specific number tweaks.

- Fired Harpoons now ignore collision with debris for a limited travel distance. Survivors will still be able to Break Free at an increased speed while the chain attached to the fired Harpoon is colliding with debris. This is referred to as the Spear being fueled by Smoldering Hate.


Ability Stats

Redeemer Reload Time: 2 seconds
Redeemer Missed Shot Recovery Time: 1.25 seconds
Survivor Reeling In Speed: 3.28 m/s
Redeemer Harpoon Max Range: 20 meters
Survivor Speared Immobilized Time: 1 second
Redeemer Chain Break Charged Required: 110 charges
Redeemer Chain Broken Recovery Time: 2.5 seconds
Spear Smoldering Hate Distance: 2.25 meters
The Deathslinger: Addons
(Common) Modified Ammo Belt - Reduces the reload time of The Redeemer by 0.25 seconds. Reduces the maximum range of The Redeemer's Spear by 6 meters.

(Common) Rickety Chain - The Redeemer now has unlimited range. Survivors that are Speared further than 18 meters from The Deathslinger will cause The Redeemer's chain to instantly break. Survivors can no longer be reeled in while using The Redeemer.

(Common) Snake Oil - Increases the maximum distance that The Redeemer's Spear is fueled with Smoldering Hate by 2 meters.

(Common) Spit Polish Rag - Reduces the recovery time of missed shots made with The Redeemer by 0.25 seconds.

(Uncommon) Bayshore's Gold Tooth - Increases the maximum distance that The Redeemer's Spear is fueled with Smoldering Hate by 4 meters.

(Uncommon) Tin Oil Can - Reduces the recovery time of missed shots made with The Redeemer by 0.5 seconds.

(Uncommon) Honey Locust Thorn - Recently Speared survivors suffer from the Exhausted status effect for 5 seconds when hit by a Basic Attack.

(Uncommon) Wanted Poster - Increases the travel speed of The Redeemer's Spear by 15 m/s.

(Uncommon) Warden's Keys - Reduces the reload time of The Redeemer by 0.25 seconds. Reduces the maximum range of The Redeemer's Spear by 4 meters.

(Rare) Chewing Tobacco - Reduces the time taken for The Deathslinger to recover from a survivor Breaking Free from The Redeemer by 0.25 seconds.

(Rare) Jaw Smasher - Putting a recently Speared survivor into the Dying State with a Basic Attack causes all survivors within 16 meters of The Deathslinger to scream, revealing their location.

(Rare) Marshal's Badge - Reduces the Terror Radius size of The Deathslinger by 4 meters. Reduces the normal movement speed of The Deathslinger by 0.2 m/s.

(Rare) Poison Oak Leaves - Recently Speared survivors suffer from the Broken status effect for 25 seconds when hit by a Basic Attack.

(Rare) Rusted Spike - Recently Speared survivors suffer from the Broken status effect for 25 seconds when hit by a Basic Attack.

(Very Rare) Barbed Wire - Increases the amount of charges required to Break Free from The Redeemer by 10 charges.

(Very Rare) Prison Chain - Increases the movement speed of The Deathslinger while a survivor is Speared by 0.62 m/s.

(Very Rare) Gold Creek Whiskey - Reduces the Terror Radius size of The Deathslinger by 4 meters.

(Very Rare) Bayshore's Cigar - Reduces the time taken for The Deathslinger to recover from a survivor Breaking Free from The Redeemer by 0.5 seconds.

(Very Rare) Hellshire Iron - Increases the maximum distance that The Redeemer's Spear is fueled with Smoldering Hate by 8 meters.

(Ultra Rare) Prison Chain - Increases the movement speed of The Deathslinger while a survivor is Speared by 0.6 m/s.

(Ultra Rare) Iridescent Coin - Speared survivors suffer from the Exposed status effect if Speared further than 12 meters from The Deathslinger.
The Unknown
Basic Stats

Terror Radius Size: 32 Meters
Height: Tall
Movement Speed: 4.6 m/s
Lullaby: N/A
Directional Lullaby: No


Ability 1

Ability remains mostly unchanged other than a few tweaks below. Check Ability Stats for specific number tweaks.

- Weakened Survivors hit directly by a UVX Projectile or a Basic Attack will reset the remaining amount of time required to fully Stare Down The Unknown to maximum.

- Survivors that are not currently Weakened will become Weakened if hit by the UVX Projectile directly. Survivors who become Weakened due to a UVX Projectile are immune to the UVX Explosion's damaging effect for a short time.


Ability 2

Ability remains mostly unchanged. Check Ability Stats for specific number tweaks.


Ability Stats

UVX Charge Time: 0.9 seconds
UVX Cooldown Time: 7 seconds
UVX Explosion Radius: 2.25 meters
UVX Explosion Spread Time: 0.38 seconds
UVX Explosion Lifetime: 0.2 seconds
UVX Projectile Initial Speed: 25 m/s
UVX Projectile Max Speed: 55 m/s
UVX Projectile Max Lifetime: 5.5 seconds
UVX Airborne Min To Max Speed Ramp Time: 3 seconds
Become Weakened Survivor Damage Immunity Time: 2 seconds
UVX Holding Movement Speed: 4.0 m/s

Survivor Stare Down Unknown Time Required: 10 seconds (total)
Survivor Stare Down Unknown Max Distance: 16 meters (from The Unknown)
Survivor Stare Down Unknown Buffer Time: 0.65 seconds (refer to wiki)

Maximum Husks In Trial: 5 Husks
Husk Spawn Time: 60 seconds
Husk Cooldown Time: 40 seconds
Husk Damage/Weaken Cooldown Bonus: -5 seconds
Remove Husk Interaction Time: 10 seconds (without interruption)
Swap With Husk Unknown Recovery Time: 1.4 seconds
Swap With Husk Unknown Movement Speed: 2.76 m/s
The Unknown: Addons
(Common) Punctured Eyeball - The UVX Explosion now deals damage to survivors rather than applying Weakened. The UVX Explosion and UVX Projectile no longer cause survivors to become Weakened when hit. Removes the ability to place Hallucinations as The Unknown.

(Common) Blurry Photo - After warping to a Hallucination, The Unknown recovers 0.6 seconds faster. Survivors damaged by The Unknown's Basic Attacks become Weakened. Weakened survivors suffer from a 5 percent Hindered penalty. Increases the maximum amount of Hallucinations in the trial at one time by 2. The Unknown can no longer charge UVX.

(Common) Rabbit's Foot - Hitting a Hallucination with a UVX Projectile will remove the Hallucination and cause a UVX Explosion that is 200 percent larger than the standard UVX Explosion. Hitting a Hallucination with a Basic Attack will remove the Hallucination and cause a UVX Explosion that is 300 percent larger than the standard UVX Explosion. Increases the time required stare at The Unknown to remove the Weakened status effect by 10 seconds. The Unknown can no longer swap places with Hallucinations. Survivors hit by a UVX Projectile no longer become Weakened. Reduces the size of the UVX Explosion directly created by a UVX Projectile by 50 percent.

(Common) Sketch Attempt - Weakened survivors suffer from the Oblivious and Blindness status effects. Removes the ability to damage Healthy survivors with a UVX Explosion.

(Uncommon) Device Of Undisclosed Origin - The Unknown makes no noise while charging, holding, or firing UVX.

(Uncommon) Last Known Recording - Reduces the cooldown time of UVX by 1.5 seconds. Reduces the time required to remove Husks by 2 seconds.

(Uncommon) Notebook Of Theories - Survivors hit by a UVX Projectile suffer a 10 percent Hindered penalty for 2.5 seconds.

(Uncommon) Slashed Backpack - Warping to a Hallucination causes a UVX Explosion to emerge from it.

(Uncommon) Victim's Map - Increases the time required to remove a Hallucination by 2 seconds. Increases the cooldown time of UVX by 1.5 seconds.

(Rare) B Movie Poster - Increases the standard size of UVX Explosions by 0.5 meters. Reduces the minimum travel speed of the UVX Projectile by 5 m/s. Reduces the maximum travel speed of the UVX Projectile by 15 m/s.

(Rare) Footprint Cast - Increases the minimum travel speed of the UVX Projectile by 5 m/s. Increases the maximum travel speed of the UVX Projectile by 15 m/s. Reduces the standard size of UVX Explosions by 0.5 meters.

(Rare) Front Page Article - Reduces the spawn timer of Hallucinations by 5 seconds.

(Rare) Hypnotist's Watch - Increases the amount of time reduced from the spawn time of Hallucinations when damaging survivors or afflicting them with Weakened by an additional 5 seconds.

(Rare) Vanishing Box - Survivors within 12 meters of a Hallucination suffer from a 10 percent Hindered status effect.

(Very Rare) Discarded Milk Carton - Reduces the cooldown time of UVX by 2 seconds.

(Very Rare) Homemade Mask - Increases the standard size of UVX Explosions by 0.5 meters.

(Very Rare) Obscure Game Cartridge - Increases the time required to remove a Hallucination by 4 seconds.

(Very Rare) Serum Vial - Reduces the cooldown time of all Hallucinations after warping to a Hallucination by 10 seconds.

(Ultra Rare) Captured By The Dark - The UVX Explosion now deals damage to survivors even while they are not currently Weakened. Weakened survivors cannot see the UVX Projectile and suffer a 5 percent Hindered penalty. Removes the ability to place Hallucinations as The Unknown.

(Ultra Rare) Iridescent OSS Report - Healthy survivors that remove a Hallucination become Injured. Injured survivors that remove a Hallucination become Weakened. Weakened survivors that are also Injured cannot remove Hallucinations. Removes the ability to damage survivors with the UVX Explosion created by a UVX Projectile.
The Mastermind: Addons
(Common) Jewel Beetle - Allows The Mastermind to freely rotate themselves during a Bound; The Mastermind still cannot change their Bound's movement direction. The Mastermind will now perform Bounds in the direction they are moving, not where they are looking.

(Common) RPD Shoulder Walkie - The Mastermind can no longer grab survivors during a Bound. Increases the maximum amount of Bounds by 1. Rather than refilling Bound charges one at a time, all Bound charges now refill after 12 seconds of not charging Virulent Bound. Tapping the Alternate Ability Button during a Chain Bound Window will immediately end the use of Virulent Bound. The time taken for The Mastermind to recover from a Virulent Bound Vault is reduced by 0.5 seconds.

(Common) Unicorn Medallion - Increases the maximum amount of Bounds by 1. Reduces the normal movement speed of The Mastermind by 0.2 m/s. Decreases the recharge time of each Virulent Bound charge by 1 second.

(Common) Uroboros Tendril - Reduces the Charge Time of Virulent Bound by 0.5 seconds. Reduces the duration of the Bound Window by 0.5 seconds.

(Uncommon) Bullhorn - The Mastermind's Bounds are no longer stopped when colliding with debris.

(Uncommon) Gold Chalice - Increases the remaining Bound duration when a survivor is grabbed during a Bound by 50 percent.

(Uncommon) Leather Gloves - After picking up a survivor during a Bound without slamming them into debris, The Mastermind will hold them for 1.25 seconds before throwing them. The Mastermind can now turn up to 45 degrees while holding a survivor picked up during a Bound that is about to be thrown.

(Uncommon) Maiden Medallion - The duration of the first Bound made during the use of Virulent Bound is increased by 25 percent.

(Uncommon) Loose Crank - Slamming or throwing a survivor into a Dropped Pallet will cause it to be instantly broken.

(Rare) Gold Egg - When a survivor is thrown during the use of Virulent Bound, The Mastermind gains a 10 percent Haste effect for 6 seconds after fully recovering from the throw.

(Rare) Lion Medallion - Increases the movement speed of The Mastermind during a Chain Bound Window by 0.92 m/s. Increases the duration of the Chain Bound Window by 1 second.

(Rare) Lab Photo - Colliding with Dropped Pallets during a Bound will cause them to break but will instantly end the use of Virulent Bound. The Mastermind can no longer perform Virulent Bound Vaults over Dropped Pallets.

(Rare) Video Conference Device - Increases the Bound recharge time reduction bonus for each survivor currently afflicted with the Oroboros Infection by an additional 0.25 seconds per survivor.

(Rare) Portable Safe - The duration of Chain Bounds made during the use of Virulent Bound are increased by 25 percent.

(Very Rare) Dark Sunglasses - After performing a Virulent Bound Vault, all survivors within 8 meters of The Mastermind when the Virulent Bound Vault was performed will suffer a 10 percent Hindered status effect for 4 seconds.

(Very Rare) Red Herb - Reduces the amount of First Aid Spray chests in the trial by 1.

(Very Rare) Uroboros Virus - Increases the amount of Uroboros Infection progress that is instantly applied when grabbing survivors during a Bound by 50 percent.

(Very Rare) Helicopter Stick - The auras of survivors afflicted with the Uroboros Infection are revealed to The Mastermind when further than 40 meters from The Mastermind.

(Ultra Rare) Iridescent Uroboros Vial - Reduces the amount of time taken for the Uroboros Infection to reach critical levels upon afflicted survivors by 35 percent.

(Ultra Rare) Green Herb - Reduces the amount of times each First Aid Spray can be used by 1.
The Animatronic
Basic Stats

Terror Radius Size: 32 Meters
Height: Tall
Movement Speed: 4.6 m/s
Lullaby: No
Directional Lullaby: N/A
Difficulty: Moderate


Ability 1

Hold the Ability Button to ready The Animatronic's Fire Axe to be thrown. Release the Ability Button to throw The Animatronic's Fire Axe after it has been been readied for a very short time. Tapping the Basic Attack Button while readying the Fire Axe will put it away without being thrown. The Fire Axe is heavier than most other projectiles, making it much more affected by gravity while in flight. After the Fire Axe is thrown, it can be Recalled by The Animatronic after a short period of time, allowing them to throw the Fire Axe again. The Animatronic suffers a short movement speed penalty after throwing the Fire Axe.

Whenever the thrown Fire Axe hits the environment, it will release a single small Shockwave that covers a small radius around the Fire Axe. The Shockwave created by the Fire Axe colliding with the environment cannot damage survivors through debris or if they have very recently received damage. When the Fire Axe directly hits a survivor, it will bounce off of the survivor and fly a very short distance in the direction of where it hit the survivor from before falling to the ground. Survivors directly hit by the Fire Axe or it's Shockwave will take damage equivalent to a single Health State.


Ability 2

Upon entering the trial, several Security Doors will be present in the trial that will always be close to a Generator. Interacting with a Security Door as The Animatronic will allow them to teleport out of any other Security Door in the trial. After The Animatronic chooses a Security Door to travel to, The Animatronic will walk through the Security Room and then out of the chosen Security Door.

Survivors can use Security Doors in the same way as The Animatronic, allowing them to also traverse around the trial quickly. If The Animatronic is in the Security Room while a survivor is also in the Security Room, the survivor will suffer from a Jump Scare Grab, causing them to be instantly picked up as if the survivor was picked up from the Dying State.


Ability Stats

Fire Axe Travel Speed: 30 m/s

Fire Axe Ready Time Minimum: 0.9 seconds
Fire Axe Readied Movement Speed: 3.68 m/s
Fire Axe Minimum Time Before CAN Recall: 8 seconds

Fire Axe Put Away Time: 1.5 seconds
Fire Axe Put Away Movement Speed: 2.6 m/s

Fire Axe Direct Hit Hindered Amount: 25 percent
Fire Axe Direct Hit Hindered Duration: 1.5 seconds

Fire Axe Throw Recovery Time: 2.5 seconds
Fire Axe Throw Recovery Movement Speed: 2.6 m/s
Fire Axe Maximum Travel Range: 18 meters

Fire Axe Shockwave Initial Radius: 0.75 meters
Fire Axe Shockwave Final Radius: 1.25 meters
Fire Axe Shockwave Expand time: 0.5 seconds
Fire Axe Shockwave Duration: 0.7 seconds
Fire Axe Shockwave "Recently Damaged" Window: 1 second

Security Door Enter Time: 2 seconds
Security Door Security Room Traversal Time: 3 seconds
Security Door Exit Time: 1.2 seconds
Security Door Close To Generator Distance: within 16 meters
The Animatronic: Addons
(Common) Greasy Paper Plate - Successfully damaging a survivor with a direct hit from the Fire Axe reduces the minimum amount of time before the Fire Axe can be Recalled by 1 second. Security Doors no longer spawn in the trial.

(Common) Restaurant Menu - Successfully damaging a survivor with a direct hit from the Fire Axe will reduce the minimum amount of time before it can be Recalled by 2 seconds. Security Doors no longer spawn in the trial.

(Common) Help Wanted Ad - When The Animatronic exits a Security Door by any means, the duration of their Lunge Attacks are increased by 0.4 seconds for 40 seconds. Removes the ability for The Animatronic to use the Fire Axe.

(Common) Rotten Pizza - When The Animatronic exits a Security Door by any means, their Interaction Speed is increased by 35 percent for 40 seconds. The Animatronic travels through Security Doors and traverses the Security Room 25 percent faster. Removes the ability for The Animatronic to use the Fire Axe.

(Uncommon) Party Hat - Successfully damaging a survivor with the Fire Axe or it's Shockwave will cause the damaged survivor to suffer from a 25 percent Hindered penalty for 1.5 seconds. Security Doors no longer spawn in the trial.

(Uncommon) Streamers - Successfully damaging a survivor with the Fire Axe or it's Shockwave will cause the damaged survivor to suffer from the Mangled and Hemorrhage status effects for 90 seconds. Security Doors no longer spawn in the trial.

(Uncommon) Security Guard's Badge - When The Animatronic exits a Security Door by any means, they become Undetectable for 40 seconds. Removes the ability for The Animatronic to use the Fire Axe.

(Uncommon) Office Phone - When The Animatronic exits a Security Door by any means, the duration of their Lunge Attacks are increased by 0.6 seconds for 40 seconds. Security Doors no longer give an indication that The Animatronic will be exiting it after traversing the Security Room. Removes the ability for The Animatronic to use the Fire Axe.

(Uncommon) Ripped Curtain - Successfully damaging a survivor with a direct hit from the Fire Axe or a Basic Attack performed within 40 seconds of exiting a Security Door by any means will cause the damaged survivor to suffer from the Exhausted status effect for 7 seconds. Removes the ability for The Animatronic to gain Bloodlust.

(Rare) Foxy's Hook - Increases radius size of the Fire Axe's Shockwave by 0.25 meters. Security Doors no longer spawn in the trial.

(Rare) Freddy's Hat - Increases the falling speed of the Fire Axe by 15 m/s. Security Doors no longer spawn in the trial.

(Rare) Chica's Bib - When The Animatronic exits a Security Door by any means, they gain a 60 percent Haste bonus for 3.5 seconds or until they damage a survivor. Removes the ability for The Animatronic to use the Fire Axe.

(Rare) Bonnie's Guitar Strings - After The Animatronic traverses the Security Room, the auras of all survivors standing within 16 meters of a Security Door are revealed to The Animatronic for 5 seconds. Removes the ability for The Animatronic to use the Fire Axe.

(Rare) Purple Guy Drawing - While looking in the direction of an Injured survivor that is also within 1.65 meters of you, tap the Basic Attack button to perform a Jump Scare Grab on them. Jump Scare Grabs can be performed through walls, as long as a survivor is close enough. Removes the ability for The Animatronic to gain Bloodlust.

(Very Rare) Loot Bag - Increases radius size of the Fire Axe's Shockwave by 0.5 meters. Security Doors no longer spawn in the trial.

(Very Rare) Celebrate! Poster - Successfully damaging a survivor with the Fire Axe's Shockwave or a direct hit from the Fire Axe will reduce the minimum amount of time before it can be Recalled by 4 seconds. Security Doors no longer spawn in the trial.

(Very Rare) Access Panel - When The Animatronic exits a Security Door by any means, they gain a 10 percent Haste bonus for 40 seconds. Removes the ability for The Animatronic to use the Fire Axe.

(Very Rare) Endo CPU - When The Animatronic exits a Security Door by any means, all Standing Pallets and Vault Locations within 32 meters of that Security Door become Blocked By The Entity for 20 seconds. Removes the ability for The Animatronic to use the Fire Axe.

(Visceral) Iridescent Remnant - While looking in the direction of a Healthy survivor that is also within 1.65 meters of you, tap the Basic Attack button to perform a Jump Scare Grab on them. Jump Scare Grabs can be performed through walls, as long as a survivor is close enough. Removes the ability for The Animatronic to gain Bloodlust.

(Visceral) Faz Coin - Removes restrictions caused by other addons.
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Killer Perk Reworks
No One Escapes Death - When a survivor is put into the Dying State, all survivors become unable to use Survivor Items for 5 seconds. When a survivor is put into the Dying State, all survivors lose the ability to interact with Pallets for 5 seconds.

Surge - Grants the ability to perform the Damage Generator action on a Generator once every 120 seconds. Performing the Damage Generator action on a Generator will activate Surge for the next 60 seconds. While Surge is active, the time taken for you to break Dropped Pallets by interacting with them is reduced by 30 percent.

Eruption - Grants the ability to perform the Damage Generator action on a Generator once every 120 seconds. Performing the Damage Generator action on a Generator will activate Eruption for the next 60 seconds. While Eruption is active, the time taken for you to perform normal Vault actions is reduced by 30 percent.

Sloppy Butcher - Healthy Survivors damaged by Basic Attacks will suffer from Deep Wounds.

Save The Best For Last - The recovery time of Basic Attacks performed on all survivors other than the Obsession are reduced by 35 percent. Save The Best For Last becomes temporarily disabled for 120 seconds if the Obsession takes damage by any means. Basic Attack recovery time reductions do not stack.

Insidious - While within 12 meters of a regressing Generator, you are Undetectable. Generators will begin to passively regress if they have not gained any Repair progress for 4 seconds.

Trail Of Torment - Grants the ability to perform the Damage Generator action on a Generator once every 120 seconds. Performing the Damage Generator action on a Generator will activate Trail Of Torment for the next 60 seconds. While Trail Of Torment is active, you are Undetectable and make no breathing noises.

Bloodhound - Grants the ability to perform the Damage Generator action on a Generator once every 120 seconds. Performing the Damage Generator action on a Generator will cause Bloodhound to become active for 60 seconds. While Bloodhound is active and you are chasing a survivor currently in the Injured State, you gain a 5 percent Haste bonus.

Monstrous Shrine - When a survivor becomes Hooked by any means and Monstrous Shrine is not on cooldown, Monstrous Shrine activates. When Monstrous Shrine activates, it will activate all equipped perks that require the Damage Generator action to activate; and the duration of said perks are increased by 50 percent. Removes the ability to perform the Damage Generator action, if it could be performed. Monstrous Shrine has a 120 second cooldown directly after activation.

Pop Goes The Weasel - After hooking a survivor, you enter Shadow Mode; tap the Basic Attack Button while in Shadow Mode to leave it. While in Shadow Mode, you become a floating ball of dark energy, your movement speed is set to 6.0 m/s, you cannot see or collide with survivors, any you cannot use your Power or perform Basic Attacks. Leaving Shadow Mode by any means causes you to suffer from a 85 percent Hindered penalty for 3 seconds, during which, your Power is also disabled.

Agitation - The time taken to pick up Dying survivors is reduced by 25 percent.

Iron Grasp - While picking up a Dying survivor, you are immune to Pallet Stuns.

Lightborn - While picking up a Dying survivor, you are immune to Blinding effects.

Shadowborn - The time taken for you to perform Vault actions is reduced by 30 percent. Shadowborn does not affect Killer Powers.

Bamboozle - After performing a Vault action of any kind, the recently used Vault Location becomes Blocked By The Entity for 16 seconds, prevent survivors from interacting with it.

Brutal Strength - Reduces the time taken to break Dropped Pallets by 30 percent. Brutal Strength does not affect Killer Powers.

Fire Up - For each Generator completed, Fire Up gains a token. After breaking a Dropped Pallet by interacting with it, you gain a 15 percent Haste bonus for 2 seconds, plus an additional 1 second for each token of Fire Up in your possession.

Overcharge - Grants the ability to perform the Damage Generator action on a Generator once every 120 seconds. Performing the Damage Generator action on a Generator reduces the recovery time of your successful Basic Attacks by 35 percent for the next 60 seconds. Basic Attack recovery time reductions do not stack.
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New/Changed Status Effects
New/Reworked Status Effects


- Hidden By The Entity: while a survivor is affected by the Hidden By The Entity status effect, they gain the following bonuses and penalties;

<1> They leave no scratch marks.
<2> They make no noise.
<3> The leave behind no pools of blood.
<4> They become fully invisible to the killer.
<5> They have no collision with the killer, killer projectiles, or other survivors.
<6> They cannot be targeted by the killer's attacks or abilities.
<6> They cannot interact with Vault Locations, Lockers, Killer-Specific Objects, and Pallets.

Performing Conspicuous Actions will remove the Hidden By The Entity status effect. The Hidden By The Entity status effect is also removed from survivors who currently have it if all generators are currently powered or if there is no other survivor left standing without the Hidden By The Entity status effect.


- Blindness: Affected survivors are unable to see the Killer Stain or have any aura reading capabilities provided by perks.

- Oblivious: Affected survivors are unable to hear the killer's Terror Radius or be affected by it. Affected survivors cannot hear killer Lullabies.

- Hemorrhage: Affected survivors cannot perform Healing actions on themselves. Survivors suffering from the Hemorrhage status effect leave behind Pools Of Blood much more frequently. The Hemorrhage status effect is always lost upon becoming Healthy or while suffering from the Broken status effect.

- Mangled: Affected survivors have their auras revealed to the killer while performing Repair, Cleanse, or Bless actions. The Mangled status effect is always lost upon becoming Healthy or while suffering from the Broken status effect.