Powers
Each Killer has a unique Power, creating their distinct and unique play-styles.
Additional information can be found in the Power Trivia section on each Killer's article page.
Bear Trap
"A large foothold trap made of steel.
Bear Traps are found lying around throughout the Trial Grounds, waiting to be picked up and set anywhere."
SPECIAL TRAP: BEAR TRAP
The Trapper starts the Trial with 2 Bear Traps equipped.
Additionally, 8 Disarmed Bear Traps spawn in random locations throughout the environment.
The Auras of Bear Traps are revealed to The Trapper at all times.
SPECIAL INTERACTION: COLLECTING TRAPS
Press the Interaction button while standing near or above a Bear Trap to retrieve and collect it.
The Trapper may carry up to 2 Bear Traps at a time.
SPECIAL INTERACTION: SETTING TRAPS
Press and hold the Power button to set and arm a carried Bear Trap:
SPECIAL INTERACTION: RESETTING TRAPS
Press and hold the Power button while standing above a Disarmed Bear Trap to reset and arm it.
SPECIAL INTERACTION: CATCHING SURVIVORS
Press the Interaction button while standing near a Trapped Survivor to lift them out of the Bear Trap and onto The Trapper's shoulder, immediately allowing him to carry them.
Wailing Bell
"A heavy cast iron bell imbued with ancient powers.
Allows the user to enter and walk the Spirit World when rung."
SPECIAL OBJECT: WAILING BELL
The Wraith starts the Trial in the Cloaked State, which has the following effects:
Ringing the Wailing Bell can be heard by Survivors throughout the Trial within the following ranges:
- The bell toll has a range of 24 metres.
- The accompanying *Wooosh* noise during the transition phase has a range of 40 metres.
SPECIAL ABILITY: CLOAK / UNCLOAK
The Wraith must Uncloak in order to attack and interact with Survivors.
Press and hold the Power button at any time to ring the Wailing Bell and Uncloak, exiting the Spirit World:
- Boosts his Movement speed to 150 % for 1 second.
The Wraith can Cloak and re-enter the Spirit World at any time by pressing and holding the Power button again to ring the Wailing Bell.
Chainsaw
"A hulking and deadly Chainsaw of terrifying strength.
Grinds through flesh, bone, and soul.
Once revved up, it sends its user into a violent frenzy."
SPECIAL WEAPON: CHAINSAW
Press and hold the Power button to charge the Chainsaw and break into a Chainsaw Sprint:
- Hitting Survivors with the Chainsaw inflicts double damage.
SPECIAL LOCOMOTION: CHAINSAW SPRINT
During a Chainsaw Sprint, The Hillbilly benefits from the following effects:
- Increases his Movement speed to 10.12 m/s.
- Reduces his manoeuvrability.
SPECIAL STATE: OVERDRIVE
Revving the Chainsaw and sprinting with it automatically charges the Overdrive Meter.
It decharges whenever the Chainsaw is not in use for a prolonged time.
Once the meter is full, the Chainsaw is enhanced and benefits from the following effects for 20 seconds:
- Increases the Movement speed of the Chainsaw Sprint to 12 m/s.
- Increases the Charge speed of the Chainsaw by +5 %.
- Reduces the Cool-down time of the Chainsaw by -10 %.
Spencer's Last Breath
"A powerful and violent last breath snatched from Crotus Prenn Asylum Warden Patrick Spencer.
Channelling its energy allows The Nurse to pierce and jump through the Spirit World in a blink multiple times in a row.
Doing so leaves her in a state of fatigue."
SPECIAL ABILITY: SPENCER'S LAST BREATH
The Nurse starts the Trial with 2 Tokens.
Press and hold the Power button to charge a Blink.
Release the Power button to initiate a Blink.
Using Spencer's Last Breath consumes -1 Token per Blink / Chain Blink.
SPECIAL LOCOMOTION: BLINK
A Blink allows The Nurse to pierce the Realm of the Entity and teleport through obstacles and walls in a straight line:
- Grants the ability to teleport for up to 20 metres.
- The Nurse can adjust the Teleportation distance by aiming at any point closer to her.
- The Nurse can teleport to other floors by aiming at the ceiling or floor of a room that has another one above or below it.
SPECIAL LOCOMOTION: CHAIN BLINK
After the first Blink, if there is at least 1 Token available, the Chain Blink Window automatically opens for 1.5 seconds, during which The Nurse can initate a Chain Blink:
- Grants the ability to teleport for up to 12 metres.
- The Nurse can adjust the Teleportation distance by aiming at any point closer to her.
- The Nurse can teleport to other floors by aiming at the ceiling or floor of a room that has another one above or below it.
SPECIAL STATE: FATIGUE
After either the Chain Blink Window closes or the final Chain Blink elapses, The Nurse enters a state of Fatigue for 2 to 3 seconds, depending on how many Blinks she chained.
Evil Within
"The darkness inside feeds his determination to take the life of his prey."
SPECIAL ABILITY: EVIL WITHIN
Evil Within is a tiered Power that requires The Shape to stalk Survivors and drain evil from their shared pool to tier up.
The more he stalks them, the deadlier he becomes.
Evil Within I has the following permanent effects until a tier-up:
Evil Within II has the following permanent effects until a tier-up:
Evil Within III has the following effects for 60 seconds, after which it automatically regresses back to Evil Within II:
SPECIAL ABILITY: STALKING
Press and hold the Power button to stalk all visible Survivors within ~40 metres:
- Stalked Survivors are highlighted to The Shape.
- The colour of their highlight indicates the amount of evil left to drain from them, ranging from white (full) to red (drained).
- Stalking Survivors fills the Power Gauge.
- The closer to a Survivor, the quicker it fills.
- The Shape can only drain evil from one Survivor at a time, prioritising the closest in proximity.
Blackened Catalyst
"The source of The Hag's power: a blackened finger used as a catalyst for her terrible power.
She bends and shapes mud to her will.
With simple ritualistic drawings, she creates deceitful duplicates of herself, made from mud and decay, which she can use for various effects."
SPECIAL ABILITY: BLACKENED CATALYST
The Hag starts the Trial with 10 Phantasm Traps in her inventory.
Placing additional Phantasm Traps will recycle the oldest one.
SPECIAL TRAP: PHANTASM TRAP
Press the Power button to bend down and draw a muddy sign into the ground, placing and arming a Phantasm Trap.
Survivors entering the Area of Effect, which is only visible to The Hag, will trip the trap, causing a Mud Phantasm to spawn that has the following effects:
Survivors can prevent tripping the trap by doing either of the following:
- Crouch while inside the Area of Effect.
- Interact with Props while inside the Area of Effect.
Survivors can safely remove a trap by wiping it away for 4 seconds when crouching above it.
SPECIAL LOCOMOTION: TELEPORT
Press the Secondary Power button to teleport to any currently tripped Phantasm Trap within 48 metres, taking the place of the Mud Phantasm.
In case of multiple tripped traps, a specific Mud Phantasm can be chosen by aiming at it before teleporting.
Carter's Spark
"Is it a gift, or a curse?
The Entity has ignited a corrupted and inexhaustible spark in The Doctor's heart which allows him to generate electroconvulsive power at will.
His insidious treatment corrupts the minds of those it touches.
Victims shocked by the corrupt spark begin to lose their grip on reality and, with repeated exposure, inevitably succumb to madness."
SPECIAL ABILITY: CARTER'S SPARK
Striking Survivors with his electro-convulsive abilities, The Doctor causes them to suffer from the tiered Madness Status Effect.
SPECIAL AFFLICTION: MADNESS
Madness causes increasingly potent afflictions in the affected Survivors, depending on its current tier.
Once Madness is obtained, Survivors are unable to lose it and may only reset it to Tier I by performing the Snap Out of It interaction.
Madness I has the following permanent effects until a tier-up:
Madness II has the following permanent effects until a tier-up:
- Causes Survivors to scream once during the tier-up, revealing their location to The Doctor.
- Skill Checks have a chance of 66 % to be Madness Skill Checks.
- Causes Survivors to experience occasional Hallucinations in the form of Illusionary Doctors.
Madness III has the following permanent effects until Survivors Snap Out of It:
SPECIAL INTERACTION: SNAP OUT OF IT
Survivors having reached Madness III can perform the Snap Out of It interaction for 12 seconds:
- Triggers Madness Skill Checks at each quadrant of the Progress bar.
- Succeeding them continues the interaction.
- Failing them has the following repercussions:
- Interrupts the action and resets its Progress to the previous quadrant.
- Causes the Survivor to scream and reveal their location.
- Completing the interaction resets Madness to Tier I.
SPECIAL ABILITY: SHOCK THERAPY
Press and hold the Power button to perform a Shock Therapy Attack, unleashing a cone-shaped ranged shock attack on the ground in front of The Doctor:
- Reduces his Movement speed to 3.08 m/s while charging.
- Shock Therapy has a range of 12 metres and detonates with a delay of 0.8 seconds.
Survivors struck with a Shock Therapy Attack suffer from the following effects:
Survivors suffering from the Oblivious Status Effect when struck by Shock Therapy have it removed immediately.
SPECIAL ABILITY: STATIC BLAST
Press and hold the Secondary Power button, once the Power Gauge is full, to perform a Static Blast Attack, unleashing a ranged shock attack that propagates outwards from The Doctor:
Survivors struck with a Static Blast Attack suffer from the following effects:
- Increases their Madness by +1 Tier, causing them to scream and reveal their location, if it coincides with a tier-up.
- Interrupts any on-going interaction at the moment of impact.
Survivors can prevent being struck by Static Blast by hiding inside a Locker.
Survivors suffering from the Oblivious Status Effect when struck by Static Blast have it removed immediately.
Static Blast has a variable cool-down:
- 30 seconds while no Survivors are in its range.
- 45 seconds while at least one Survivor is in its range.
Hunting Hatchets
"A skill taught by her mother and mastered in the wild.
The Huntress can throw hatchets with deadly precision."
SPECIAL WEAPON: HUNTING HATCHETS
The Huntress stars the Trial with 7 Hunting Hatchets equipped.
Press and hold the Power button to wind up and charge a Hunting Hatchet.
Release the Power button to throw the Hunting Hatchet or press the Attack button to cancel the throw:
- Releasing at minimum charge throws them at 25 m/s.
- Releasing at maximum charge throws them at 40 m/s.
Hunting Hatchets can be replenished at Lockers.
The Auras of Hunting Hatchets inside Lockers are automatically revealed to The Huntress within 36 metres, when she is out of them.
Bubba's Chainsaw
"An incredibly powerful and heavy Chainsaw which sank its teeth into countless victims.
A suitable birthday gift for The Cannibal."
SPECIAL WEAPON: BUBBA'S CHAINSAW
The Cannibal starts the Trial with 3 Tokens.
Tokens automatically recharge at a rate of 0.25 c/s while the Chainsaw is not in use.
SPECIAL ABILITY: CHAINSAW SWEEP
Press and hold the Power button to charge the Chainsaw and break into a Chainsaw Sweep for 2.5 seconds:
- Increases his Movement speed gradually to 5.35 m/s.
- Hitting Survivors with the Chainsaw inflicts double damage.
- The Chainsaw can hit multiple targets in one sweep.
Using Bubba's Chainsaw consumes 1 Token.
SPECIAL ABILITY: CHAINSAW DASH
Press the Power button again during an on-going Chainsaw Sweep to chain a Chainsaw Dash:
- Resets the Power Gauge timer, extending the Chainsaw Sweep.
- Increases the Cool-down time of the Chainsaw by +1 second per consumed Token.
SPECIAL STATE: TANTRUM
Revving the Chainsaw fills the Tantrum Meter by +33 % per second, with it discharging at the same rate when stopping to rev.
Once the meter is full, or after hitting an obstacle during a Chainsaw Sweep, The Cannibal unleashes a Tantrum for a minimum of 3 seconds, wildly slashing out and damaging any Survivors in close proximity, dealing double damage:
- Extends the Tantrum duration by +1 second per consumed Token.
- Removes any remaining Tokens.
- Reduces his Movement speed by -90 %.
Dream Demon
"Death won't accept him and thus he remains, a calamity, indisputable master of his victims' nightmares."
SPECIAL ABILITY: DREAM DEMON
The Nightmare is cloaked from awake Survivors.
While they can hear his Terror Radius, he is not always visible to them:
- The Nightmare is invisible to Survivors farther than 32 metres away.
- The Nightmare is intermittently visible to Survivors from 16 to 32 metres away.
- The Nightmare is fully visible to Survivors closer than 16 metres.
SPECIAL STATE: MICROSLEEP
The mere presence of The Nightmare induces Microsleep in awake Survivors, causing them to passively fall asleep over 60 seconds.
Survivors who woke up with an Alarm Clock are protected from Microsleep for 30 seconds.
SPECIAL STATE: ASLEEP
Survivors who fall asleep automatically enter the Dream World and suffer from the following effects while inside it:
Hitting Survivors with a Basic Attack immediately pulls them into the Dream World, unless they are still protected from Microsleep.
SPECIAL INTERACTION: WAKING UP
Survivors have several ways to leave the Dream World and wake up:
SPECIAL TRAP: DREAM SNARES
The Nightmare starts the Trial with 5 Dream Snares in his inventory.
Placing additional Dream Snares will recycle the oldest one.
Press and hold the Power button to see the outline of a Dream Snare in front of The Nightmare, which also slows his Movement speed to 4.0 m/s.
Release the Power button to place the trap:
SPECIAL TRAP: DREAM PALLETS
The Nightmare starts the Trial with 7 Dream Pallets in his inventory, if using one of three specific Add-ons.
Placing additional Dream Pallets will recycle the oldest one.
Press the Power button when near a valid Spawn point for Pallets to place a Dream Pallet there:
- Dream Pallets are unable to stun The Nightmare and break immediately when dropped.
- Notify The Nightmare when dropped.
SPECIAL LOCOMOTION: DREAM PROJECTION
Press and hold the Secondary Power button, once the Power Gauge is full, to perform a Dream Projection.
Release the Secondary Power button prematurely to cancel the interaction:
Dream Projection has a cool-down of 45 seconds.
"You have nothing to worry about. This won't hurt one... little... bit." — Freddy Krueger
Jigsaw's Baptism
"Forever devoted to her master's cause, she punished the ungrateful and the guilty with slyness and murderous puzzles.
The Pig can move stealthily, dash in Ambush attacks and put deadly Reverse Bear Traps on Survivors' heads."
SPECIAL ABILITY: JIGSAW'S BAPTISM
The Pig starts the Trial with 4 Reverse Bear Traps equipped, which cannot be replenished once used.
Additionally, 5 Jigsaw Boxes spawn in random locations in the environment.
SPECIAL LOCOMOTION: CROUCHING
Press the Secondary Power button to transition into the Crouched State:
Press the Secondary Power button again to transition out of the Crouched State.
SPECIAL ABILITY: AMBUSH DASH
Press and hold the Attack button while in the Crouched State to charge and perform an Ambush Dash Attack.:
- Increases her Movement speed to 6.9 m/s for 2.3 seconds while attacking.
- Causes The Pig to automatically exit the Crouched State.
SPECIAL TRAP: REVERSE BEAR TRAPS
Press the Power button while standing above a downed Survivor to attach an unarmed Inactive Reverse Bear Trap to their head.
Whenever a Generator is completed, all currently Inactive Reverse Bear Traps are activated.
Active Reverse Bear Traps are armed and on a Death Timer of 150 seconds, which is displayed on the Survivor's Status icon.
Once the Death Timer elapses, the trap snaps open and kills the Trapped Survivor.
The Death Timer is paused whenever that Survivor is downed, hooked, or actively being chased by The Pig.
Trapped Survivors must randomly search between 1 to 4 Jigsaw Boxes:
- Succeeding the search will remove and discard the Reverse Bear Trap.
- Failing the search will cause the Jigsaw Puppet Billy to cackle at the unfortunate Survivor and hide the Aura of the Jigsaw Box.
"You will give everything to me, every cell in your body.
The marks on your arms, they're from another life.
We'll leave that life behind.
When you walk down that corridor there is no turning back.
Do you understand that?" — Jigsaw's Baptism
The Afterpiece Tonic
"Throughout his years experimenting with anaesthetics and muscle relaxants, The Clown developed several effective concoctions and formulas.
His favourite, The Afterpiece Tonic, he has used to great effect, intoxicating and capturing many unwilling victims.
The associated Afterpiece Antidote also has useful effects."
SPECIAL ABILITY: THE AFTERPIECE TONIC AND ANTIDOTE
The Clown starts the Trial with a shared stock of 6 Bottles.
Press the Secondary Power button to switch between the Tonic and the Antidote.
Press the Power button to throw a Bottle.
Hold the Power button until a shimmer travels across the Bottle to throw it with maximum strength.
Press and hold the Secondary Power button to replenish the Bottles at any time:
- Reloading takes 3 seconds to complete.
- Reduces his Movement speed to 1.61 m/s.
SPECIAL AFFLICTION: TONIC
Upon impact, the Tonic Bottle breaks, releasing a purple Gas Cloud that intoxicates Survivors upon contact and while inside it.
The Clown is immune to its effects.
Intoxicated Survivors suffer from the following effects while inside the Gas Cloud:
These effects linger for 2 seconds after leaving the Gas Cloud.
SPECIAL BENEFIT: ANTIDOTE
Upon impact, the Antidote Bottle breaks, releasing an inactive white Gas Cloud.
The Gas Cloud will turn yellow after 2 seconds and invigorate all Players upon contact.
Invigorated Players benefit from the following effect:
SPECIAL INTERACTION: NEUTRALISATION
The two types of Gas Clouds instantly neutralise each other upon contact.
Walking from one type into the other one will also neutralise any lingering effects from the former and instead apply the effect(s) of the latter.
Yamaoka's Haunting
"Yamaoka is the name she carries from her ancestors, who unleashed hell on the battlefield.
The Spirit draws her power from their wrath, haunting the living as retribution for her suffering.
The Spirit can use Yamaoka's Haunting to enter the Ethereal Plane and re-appear at a new location."
SPECIAL ABILITY: YAMAOKA'S HAUNTING
Press and hold the Power button to charge Yamaoka's Haunting and initiate a Phase-Walk for up to 5 seconds:
- Causes The Spirit to depart her physical body and enter the Ethereal Plane, leaving behind a stationary Husk.
Yamaoka's Haunting has a cool-down of 15 seconds.
SPECIAL LOCOMOTION: PHASE-WALK
During a Phase-Walk, The Spirit experiences the following effects:
The Spirit retains her speed boost for 1 second after ending a Phase-Walk.
SPECIAL ABILITY: PASSIVE-PHASING
The Spirit is constantly phasing in and out of view for Survivors whenever she is not currently in a Phase-Walk.
Feral Frenzy
"They were a plain group of friends until Frank formed them into a Legion.
Now they draw power from the thrilling freedom of not abiding to any rule but their own."
SPECIAL ABILITY: FERAL FRENZY
Press the Power button to trigger Feral Frenzy:
- Increases their Movement speed to 5.2 m/s.
- Unlocks their ability to perform Feral Vaults and Feral Slashes.
SPECIAL ABILITY: FERAL VAULT
Press the Interaction button during Feral Frenzy while next to a dropped Pallet or a Window
to perform a Feral Vault:
- Grants the ability to swiftly vault over them in 0.9 seconds.
SPECIAL ABILTIY: FERAL SLASH
Press the Attack button during Feral Frenzy to initiate a Feral Slash Attack
Hitting a Survivor with it applies the following effects:
Hitting a Survivor already suffering from Deep Wound or missing a Feral Slash automatically ends Feral Frenzy.
SPECIAL STATE: FATIGUE
After Feral Frenzy either elapses or The Legion cancel it prematurely, they enter a state of Fatigue for 3 seconds.
Vile Purge
"Her condition deteriorated as the black plague overtook her body:
Her toes blackened, her neck mushroomed into cysts, and her throat gagged with bloody vomit."
SPECIAL ABILITY: VILE PURGE
Press and hold the Power button to charge Vile Purge.
Release the Power button to unleash a stream of infectious bile or press the Attack button to swallow it back down:
- Hitting Survivors with a Vomit Projectile inflicts them with Sickness.
- Successive hits slowly fill the Sickness Meter.
- Hitting environmental objects causes them to become infectious to Survivors for 40 seconds.
SPECIAL STATE: SICKNESS
Sickness is indicated on the Status HUD icon of affected Survivors, which also doubles as a Sickness Meter:
SPECIAL OBJECT: POOLS OF DEVOTION
Pools of Devotion spawn randomly throughout the environment:
- 5 Pools of Devotion spawn in the Uncorrupted State.
- 1 Pool of Devotion spawns in the Corrupted State.
SPECIAL INTERACTION: CLEANSING INFECTION
Survivors can approach an Uncorrupted Pool of Devotion and interact with it to cleanse themselves.
Cleansing removes all Sickness and automatically heals them back to full health, but corrupts the Pool of Devotion.
SPECIAL INTERACTION: INGESTING CORRUPTION
The Plague can approach a Corrupted Pool of Devotion and press and hold the Interaction button to ingest its corruption and empower her purge:
- Replaces Vile Purge with Corrupt Purge for 60 seconds.
- Resets the Pool of Devotion.
The Plague automatically receives Corrupt Purge when Survivors corrupt all available Pools of Devotion, resetting them all.
SPECIAL ATTACK: CORRUPT PURGE
Press and hold the Power button to charge Corrupt Purge
Release the Power button to unleash a stream of lethal bile or press the Attack button to swallow it back down:
If The Plague is stunned by any means during Corrupt Purge, her Power is instantly reset to Vile Purge.
Night Shroud
"The Ghost Face used to study his victims for weeks, meticulously registering their habits.
When the urge to kill swelled, he'd know exactly how and where to strike."
SPECIAL ABILITY: NIGHT SHROUD
Press the Power button to enter Stealth Mode:
Performing a Basic Attack automatically ends Stealth Mode and depletes the Power Gauge.
Night Shroud has a cool-down of 20 seconds.
SPECIAL LOCOMOTION: CROUCHING
Press the Secondary Power button to Crouch:
- Reduces his Movement speed to 3.8 m/s.
- Causes him to be harder to be spotted and revealed by Survivors.
Press the Secondary Power button again to stand back upright.
SPECIAL ABILITY: STALKING
Press the Power button when in Stealth Mode to stalk Survivors within 40 metres, filling their Stalk Meter at +20 pts/s.
SPECIAL ABILITY: LEANING AND STALKING

Standing behind cover when in Stealth Mode shows the Lean and Stalk prompt.
Stalking Survivors while leaning doubles the rate to +40 pts/s.
SPECIAL STATE: MARKED

Once the Stalk Meter is full at 100 Points, the affected Survivors are Marked and suffer from the following effects for 60 seconds:
SPECIAL INTERACTION: REVEALING
Survivors can attempt to reveal The Ghost Face when he is in Stealth Mode, forcing him out of it and disabling his ability to continue stalking them.
Survivors must see at least 30 % of his model in the central part of their screen while he is within 32 metres in order to start revealing him over the course of 1.5 seconds:
- Triggers markers on the HUD of The Ghost Face, betraying the direction from which he is being revealed from.
- Triggers Killer Instinct for 4 seconds after a successful reveal.
"Don't mind me. That's it, keep going. Perfect. That's the image I'll keep of you." — The Ghost Face
Of the Abyss
"An unknown and otherworldly power surged through its body.
Suddenly the ground ripped open, swallowing The Demogorgon whole."
SPECIAL ABILITY: OF THE ABYSS
Press and hold the Power button to channel Of the Abyss:
- Triggers Killer Instinct on Survivors inside the Area of Effect of Active Portals.
- Unlocks the ability to perform a Shred Attack.
SPECIAL ATTACK: SHRED
Press the Attack button after charging Of the Abyss to at least 65 % to dash forwards and unleash a vicious slash:
SPECIAL OBJECTS: PORTALS
The Demogorgon starts the Trial with 6 Portals.
Press and hold the Secondary Power button to bend down and create an Inactive Portal in the ground:
- Inactive Portals are invisible to Survivors and cannot be sealed.
- Inactive Portals do not have an Area of Effect and thus do not trigger Killer Instinct.
When The Demogorgon interacts with Inactive Portals to traverse the Upside Down, both the Portal he travels from and the one he travels to are transformed into Active Portals:
- Active Portals are visible to Survivors and can be sealed.
- Active Portals have an Area of Effect of 4 metres around them.
SPECIAL INTERACTION: SEALING PORTALS
Survivors can interact with Active Portals to seal them, either alone or together with other Survivors, though at increasingly reduced efficiency:
- 1 Survivor seals a Portal in 12 seconds.
- 2 Survivors seal a Portal in ~9 seconds.
- 3 Survivors seal a Portal in 8 seconds.
- 4 Survivors seal a Portal in 6 seconds.
Sealing a Portal will recycle it into the inventory of The Demogorgon.
SPECIAL LOCOMOTION: TRAVERSING THE UPSIDE DOWN
Press and hold the Secondary Power button while standing atop any Portal and aiming at any Highlighted Portal to enter the first Portal and traverse the Upside Down, appearing at the second Portal:
Yamaoka's Wrath
"The desire to destroy weaker bloodlines shaped into a literal force."
SPECIAL ABILITY: YAMAOKA'S WRATH
Yamaoka's Wrath passively fills the Power Gauge by +0.2 c/s, up to a maximum of 98 Charges.
Successful Basic Attacks on healthy Survivors fill the Power Gauge by +40 Charges.
SPECIAL STATE: ABSORPTION MODE
Press and hold the Power button to absorb nearby Blood Orbs left in the environment by injured Survivors, further filling the Power Gauge:
SPECIAL STATE: BLOOD FURY
Once the Power Gauge is full at 100 Charges, press the Secondary Power button to transition into Blood Fury:
- Grants the ability to perform Demon Dash and Demon Strike.
SPECIAL LOCOMOTION: DEMON DASH
Press and hold the Power button during Blood Fury to perform a Demon Dash:
- Increases his Movement speed to 7.82 m/s.
- Reduces his manoeuvrability.
SPECIAL ATTACK: DEMON STRIKE
Press and hold the Attack button during Blood Fury to perform a Demon Strike with extended reach:
- Striking Survivors with the Kanabo inflicts double damage.
- The Oni will strike his Kanabo a total of 3 times.
- The Oni can hit and damage multiple Survivors with his Kanabo.
Hitting Survivors with the Kanabo instead by just pressing the Attack button only inflicts single damage.
The Redeemer
"The Deathslinger's ingenuity affords him the ability to reel in bounties with a unique invention — a heavily modified hybrid rifle that replaces conventional ammunition with a razor-sharp spear affixed to a chain."
SPECIAL ABILITY: THE REDEEMER
Press and hold the Power button to Aim Down Sights.
SPECIAL WEAPON: SPEARGUN
Press the Attack button during ADS to shoot The Redeemer, launching a high-speed chained projectile that can spear Survivors within 18 metres, allowing The Deathslinger to reel them in.
SPECIAL INTERACTION: REELING IN
Press and hold the Power button while a Survivor is speared by The Redeemer to reel them in towards you:
- Walking backwards increases the Reeling speed.
- Speared Survivors struggling against the pull of the chain slows the Reeling speed.
Once a Survivor is close enough to you, press the Attack button to break the chain and strike the Survivor with a Basic Attack:
The Deathslinger can break the chain manually by attacking at any point during the Reeling-in process.
SPECIAL INTERACTION: BREAKING THE CHAIN
Whenever the chain of The Redeemer experiences tension or collides with the environment, it experiences stress that will eventually cause it to break.
The more stress, the faster it will break:
SPECIAL INTERACTION: RELOADING
Press and hold the Secondary Power button to reload The Redeemer after every shot:
- Reloading takes 2.6 seconds to complete.
- Reduces his Movement speed to 3.08 m/s.
Rites of Judgment
Unable to retrieve the Power description or unable to display it. It can be added to the Datatable/Loadout. Otherwise Please contact Jouki
Blighted Corruption
"Pustula Serum courses through his veins, corrupting his mind and body, yet granting him unnatural physical abilities."
SPECIAL ABILITY: BLIGHTED CORRUPTION
The Blight starts the Trial with 5 Tokens.
Using Blighted Corruption consumes -1 Token per Rush / Lethal Rush.
SPECIAL LOCOMOTION: RUSH
Press the Power button to initiate a Rush that lasts for up to 3 seconds:
- Increases his Movement speed to 9.2 m/s.
- Reduces his manoeuvrability.
- Suppresses his ability to perform an attack.
SPECIAL INTERACTION: SLAM
Running into obstacles or walls during a Rush causes The Blight to perform a Slam and opens the Chain Rush Window.
SPECIAL LOCOMOTION: LETHAL RUSH
Press the Power button during the Chain Rush Window to chain a Lethal Rush that lasts for up to 3 seconds:
- Increases his Movement speed to 9.2 m/s.
- Reduces his manoeuvrability.
- Grants the ability to perform an attack by pressing the Attack button.
SPECIAL STATE: FATIGUE
After either the Chain Rush Window closes, the final Lethal Rush elapses, or The Blight fails to perform a Slam, he enters a state of Fatigue for 2.5 seconds.
Blood Bond
"Though forever bound through blood and trauma, The Twins have been granted the power to separate from their shared body.
Together they hunt as brother and sister, doubling the threat to Survivors."
SPECIAL ABILITY: BLOOD BOND
Their shared bond allows The Twins to take control individually.
The Twins see the other sibling's Aura at all times.
SPECIAL INTERACTION: UNBIND VICTOR
Press the Power button while controlling Charlotte to unbind Victor from her chest, granting him control while she enters a Dormant State.
SPECIAL STATE: DORMANT
While in the Dormant State, Charlotte experiences the following effects:
SPECIAL INTERACTION: SWITCH SIBLING
Press the Secondary Power button to switch control between Charlotte and Victor
at will.
SPECIAL ABILITY: VICTOR
Victor experiences the following effects while controlling him:
When controlling Charlotte while Victor is unbound, she benefits from the following effect:
- Survivors walking or running inside Victor's Shriek range trigger Killer Instinct.
- This effect lingers for 1.5 seconds after leaving the Shriek range.
- Crouching avoids triggering the effect altogether.
SPECIAL ABILITY: POUNCE
Press and hold the Power button while controlling Victor to charge a Pounce.
Press the Attack button to unleash it, causing him to leap forwards.
Hitting Survivors with a Pounce causes the following effects:
- Victor latches onto healthy Survivors, causing control to automatically revert to Charlotte.
- Victor downs already injured Survivors, instead of latching on, causing control to remain with him.
Missing a Pounce leaves Victor vulnerable for 3 seconds, giving nearby Survivors a chance to Crush him.
Pouncing onto obstacles taller than himself causes Victor to automatically dissolve and return to Charlotte.
SPECIAL INTERACTION: LATCHING ON
The Survivor Victor has latched himself onto suffers permanently from the following effects until they either manage to remove him or they are downed by Charlotte:
SPECIAL INTERACTION: REMOVING / CRUSHING VICTOR
Survivors can counter Victor in two ways: Crushing or Removing:
- Crushing is available whenever Victor is idling and control is with Charlotte, or for a short duration after a Pounce without him latching on, and takes 0.35 seconds to complete.
- Removing is available whenever Victor is latched onto a Survivor and takes 8 seconds to complete.
SPECIAL INTERACTION: RECALLING VICTOR
Victor will automatically return to Charlotte after idling for 90 seconds.
Charlotte can recall him earlier whenever she desires.
Showstopper
"A mesmerising skill honed through a lifetime of practice, Ji-Woon Hak unleashes a flurry of knives with rapid-fire speed."
SPECIAL ABILITY: SHOWSTOPPER
The Trickster stars the Trial with 44 Blades equipped.
Press and hold the Power button to enter the Throw State and wind up the Blades.
Release the Power button to exit the Throw State.
SPECIAL STATE: THROW STATE
While in the Throw State, with a Blade at the ready, press the Attack button to throw a single one or press and hold it to unleash a flurry of them:
- Blades are launched at a rate of 3⅓ Blades per second.
- Blades are launched at a speed of 55 m/s for up to 128 metres.
- Reduces his Movement speed to 3.86 m/s.
Blades can be replenished at Lockers.
The Auras of Blades inside Lockers are automatically revealed to The Trickster within 36 metres, when he is out of them.
SPECIAL AFFLICTION: LACERATION
Survivors hit with Blades accumulate +1 Charge of Laceration, filling their Laceration Meter.
Once the Laceration Meter is full at 8 Charges, the affected Survivor suffers from the following effects:
Laceration starts dissipating at a rate of -0.5 c/s, if a Survivor is not hit by a Blade for 15 seconds, and immediately loses -3 Charges, if they are hit with a Basic Attack.
SPECIAL ABILITY: MAIN EVENT
In addition to filling the Laceration Meter, each successful hit with Blades simultaneously charges the Main Event Meter at the same rate.
Once the Main Event Meter is full at 8 Charges, press the Secondary Power button to activate Main Event for a minimum of 6 seconds, unless The Trickster cancels it prematurely by pressing the Secondary Power button again:
- Grants the ability to throw an unlimited amount of Blades.
- Increases the Throw rate of Blades by +66 %.
- Increases the duration of Main Event by +0.5 seconds per obtained Combo Rank.
T-Virus
"A virus that causes extreme mutations and can be transferred to others.
Its effects heighten aggression and strength within The Nemesis."
SPECIAL ABILITY: T-VIRUS
The power of The Nemesis expands as his Mutation Rate grows.
Mutation Rate 1 has no special benefits for The Nemesis:
Mutation Rate 2 is reached at 5 Contamination Points and has the following benefits for The Nemesis:
Mutation Rate 3 is reached at 9 Contamination Points and has the following additional benefits for The Nemesis:
- Increases the range of the Tentacle Strike to 6.5 metres.
- Increases his Movement speed wile charging a Tentacle Strike to 4.0 m/s.
SPECIAL ATTACK: TENTACLE STRIKE
Press and hold the Power button to charge a Tentacle Strike, then press the Attack button to unleash it.
Survivors hit with a Tentacle Strike grant The Nemesis Contamination Points towards his Mutation Rate and become afflicted by Contamination:
- Grants +3 Points for hitting Survivors not yet afflicted with Contamination.
- Grants +1 Point for hitting Survivors already afflicted with Contamination.
The Tentacle Strike has a Cool-down time of 2.25 seconds.
SPECIAL AFFLICTION: CONTAMINATION
Survivors suffering from Contamination are susceptible to damage from being either by a Tentacle Strike or by a Zombie.
Contaminated Survivors occasionally cough, potentially betraying their location.
SPECIAL ENEMY: ZOMBIES
During the Trial, 2 Zombies spawn and roam randomly through the environment.
Both of their Auras are revealed to The Nemesis at all times.
Zombies can track nearby Survivors and are attracted to Loud Noise Notifications.
They can attack Survivors coming too close to them and abide by the same rules as a Tentacle Strike doing so.
Destroying Zombies will cause them to respawn after 12 seconds from below a random Hook.
Doing so with a Tentacle Strike as The Nemesis will also grant +1 Point towards Mutation Rate.
Survivors have limited means to counter Zombies:
SPECIAL ITEM: VACCINE
Survivors can cure themselves or other Survivors from Contamination by locating a Supply Case and searching it for a Vaccine
:
- A total of 4 Supply Cases spawn in random locations in the environment.
- The Auras of Supply Cases are revealed to Contaminated Survivors at all times.
- Each Supply Case contains 1 single-use Vaccine.
- Using the Vaccine triggers Killer Instinct for 3 seconds.
Summons of Pain
"An extradimensional gateway that leads to pleasure and pain so great it will tear your soul apart."
SPECIAL ABILITY: SUMMONS OF PAIN
Press the Power button to conjure a Gateway up to 16 metres away in front of The Cenobite.
Release the Power button to open the Gateway and possess it.
SPECIAL ATTACK: POSSESSED CHAIN
Press the Attack button while possessing the Gateway to summon forth a guided Possessed Control under your control.
Hitting a Survivor with the Possessed Chain causes the following effects:
SPECIAL INTERACTION: BREAKING CHAINS
Bound Survivors can perform the Break Free interaction to remove one Chain at a time, each taking 1 second.
Chains are broken upon colliding with the environment, which will spawn a replacement Chain that will attempt to bind the Survivor again.
Chains are also broken when colliding with other Players, but this will not spawn a replacement Chain.
SPECIAL ITEM: LAMENT CONFIGURATION
The Lament Configuration spawns in a random location in the environment at the start of the Trial and slowly charges a Chain Hunt
The Aura of the Lament Configuration is revealed to Survivors in white at all times and changes to yellow during an active Chain Hunt.
Any Survivor can pick up the Lament Configuration to prevent it from continuing charging a Chain Hunt or ending an on-going one, but not without suffering from the following effects:
The Lament Configuration cannot be dropped, demanding to be solved to remove it from their possession.
If they are attacked by The Cenobite, it is dropped from their grasp and respawns after 30 seconds.
SPECIAL ABILITY: CHAIN HUNT
When left to its own devices, the Lament Configuration charges a Chain Hunt over the course of 90 seconds.
During a Chain Hunt, Survivors are repeatedly targetted by Chains spawning from nearby Gateways, which attempt to bind them until 3 Chains are attached to them.
This process continues indefinitely until a Survivor picks up the Lament Configuration.
If The Cenobite picks it up from the ground himself, he instantly starts a Chain Hunt in addition to the following effects:
- Causes all Survivors to be bound by 3 Chains.
- Causes all Survivors to scream and reveal their location for 3 seconds.
- Causes the Lament Configuration to respawn after 10 seconds.
If the condition of the Last Survivor Standing is met, Chain Hunts will still activate, but not spawn any Chains, leaving the Last Survivor Standing untouched.
SPECIAL INTERACTION: SOLVING
Solving the Lament Configuration takes 6 seconds to complete:
- Triggers Killer Instinct.
- Causes it to disappear and respawn in a random location after 45 seconds upon success.
SPECIAL LOCOMOTION: TELEPORT
While a Survivor is solving the Lament Configuration, The Cenobite is granted the ability to teleport to within 10 to 12 metres of their location.
- Interrupts the Solving process and briefly binds the Survivor in place with Chains shooting from the Lament Configuration.
Birds of Torment
"From a wellspring of eternal agony comes a swarm of darkness, a wild and ferocious murder of ink black crows."
SPECIAL ABILITY: BIRDS OF TORMENT
The Artist starts the Trial with 3 Tokens.
Press the Power button to charge Birds of Torment and visualise a Flight Path in front of her.
Press the Attack button to consume -1 Token to summon a Dire Crow that faces in the direction of the Flight Path.
Press it again to summon another Dire Crow for each remaining Token.
SPECIAL ATTACK: DIRE CROWS
Dire Crows can stay idling for up to 10 seconds, before they dissolve.
The timer is reset each time a new Dire Crow is summoned.
The Auras of all Dire Crows are revealed to The Artist at all times.
Survivors coming into contact with idling Dire Crows are damaged, but cause them to dissolve instantly.
Press the Secondary Power button to launch all available Dire Crows in the direction of their individual Flight Paths.
While travelling on their Flight Path of 7.5 metres, Dire Crows can damage Survivors coming into contact with them.
Once a Dire Crow flies past its Flight Path or collides with an obstacle in the environment while still on it, it transforms into a Swarm.
SPECIAL INTERACTION: SWARM
Swarms continue travelling across the environment, while passing through any environmental obstacles.
The Auras of travelling Swarms are revealed to all Players at all times.
Swarms trigger Killer Instinct for 3 seconds on all Survivors too close to their path while travelling past them.
When a Swarm collides with a Survivor, it starts swarming them with a Murder of Crows.
The Auras of Murder of Crows are revealed to The Artist at all times, unless the Swarmed Survivors start repelling them, causing it to be hidden after 2.5 seconds.
When a Swarm collides with a Swarmed Survivor, they are damaged.
SPECIAL INTERACTION: REPELLING
Swarmed Survivors can perform the Repel interaction for 8 second to remove the Murder of Crows.
They can also instantly remove it by entering a Locker.
If Swarmed Survivors collide with an idling Dire Crow while performing the Repel interaction, the action is reset.
Deluge of Fear
"Through the medium of a mysterious videotape, Sadako spreads her curse to unwitting viewers and causes their untimely deaths."
SPECIAL ABILITY: DELUGE OF FEAR
The Onryō starts the Trial in the Demanifested State, which has the following effects:
TVs have an Area of Effect of 16 metres around them within which they apply Condemned and any other applicable effects.
SPECIAL LOCOMOTION: PROJECTION
Press the Secondary Power button while Demanifested to project yourself to any powered TV in the environment.
If the Power Gauge is full when projecting, all Survivors within the Area of Effect of any powered TV receive +1 Stack of Condemned.
After a Projection, her Movement speed is increased to 6.9 m/s for 2 seconds.
SPECIAL AFFLICTION: CONDEMNED
Interacting with the Power of The Onryō causes Survivors to gain Condemned, slowly filling their Condemned Meter.
Hooking a Survivor locks in some of their Condemned making the affected Stacks impossible to remove:
- The first time being hooked locks in all current Condemned up to 3 Stacks, leaving a minimum of 4 Stacks empty.
- The second time being hooked locks in all current Condemned up to 6 Stacks, leaving a minimum of 1 Stack empty.
Once the Condemned Meter is full at 7 Stacks, they are in mortal danger from the Inexorable Stare.
SPECIAL INTERACTION: INEXORABLE STARE
Upon reaching full Condemned the affected Survivors triggers Killer Instinct for 6 seconds.
Press the Secondary Power button while standing over a downed and fully Condemned Survivor to execute them on the spot, performing a Mini-Mori.
SPECIAL INTERACTIONS: RETRIEVING TAPE / TURNING OFF TV
Survivors can walk up to any powered TV and interact with it to retrieve its Cursed Tape, which temporarily turns it off and prevents The Onryō from projecting to it.
Inserting the Cursed Tape into a different TV spreads the message of The Onryō and removes -3 Stacks of Condemned.
Reign of Darkness
"Like a dark thought, The Dredge is difficult to shake.
And when night falls, it is nearly impossible."
SPECIAL ABILITY: DELUGE OF FEAR
The Dredge starts the Trial with 3 Tokens.
Press and hold the Power button to activate The Gloaming while leaving a Remnant behind:
- Reduces its Movement speed to 3.8 m/s.
- Removes the ability to attack or interact with Survivors or interact with Props.
SPECIAL LOCOMOTION: THE GLOAMING
While roaming the environment in this state, the Auras of all Lockers
are revealed to The Dredge
Press the Secondary Power button to consume -1 Token and teleport into any Locker at a speed of 19 m/s.
Press it again while inside a Locker to teleport into another Locker until all Tokens are consumed.
Press the Attack button to cancel The Gloaming and instantly return to the Remnant, if it is still available.
The Remnant is removed after the first teleport or when a Survivor collides with it.
The Gloaming has a cool-down of 10 seconds during Daytime and 4 seconds during Nightfall.
SPECIAL INTERACTION: HIDING INSIDE LOCKERS
After teleporting to a Locker The Dredge sits inside it and can observe the environment outside.
While there is no time limit to this, nearby Survivors will hear a warning sound after 8 seconds have elapsed.
Press the Interaction button to exit the Locker.
If The Dredge teleports into a Locker already occupied by a Survivor, it will trap the Survivor and emerge from the Locker carrying them.
This also happens when a Survivor interacts with a Locker in any way that is already occupied by The Dredge.
SPECIAL INTERACTION: LOCKING LOCKERS
All Lockers spawn with an open latch on their door that Survivors can interact with to close it and lock the door.
Locked Lockers cannot be entered by Survivors and take priority when The Dredge teleports to them.
The Dredge takes 2.25 seconds to open a Locked Locker from the inside, making a lot of noise in the process.
Once The Dredge emerges from a Locked Locker, its lock is broken permanently.
The Dredge can also break the lock from the outside by hitting it with a Basic Attack.
SPECIAL AFFLICTION: NIGHTFALL
The Nightfall Meter fills passively at a rate of +0.25 c/s during Daytime.
The fill rate is accelerated whenever The Dredge uses its Power and when Survivors are injured or hooked:
- Teleporting to the Remnant grants +10 Charges.
- Hooking a Survivor or injuring them with a Basic Attack grants +20 Charges.
- Hiding inside a Locker grants +6 c/s.
- Each injured Survivor grants a stack-able +1 c/s, up to a maximum of +4 c/s.
Once the Nightfall Meter is full at 300 Charges, Nightfall begins and lasts for 60 seconds, forcing Survivors to navigate the environment in near-total darkness while The Dredge benefits from clearer vision and several effects:
Virulent Bound
"The Mastermind can barrel forwards, infecting Survivors with the Uroboros Virus or leaping over obstacles."
SPECIAL ABILITY: VIRULENT BOUND
The Mastermind starts the Trial with 2 Tokens.
SPECIAL ATTACK: BOUND ATTACK
Press and hold the Power button to charge Virulent Bound, reducing his Movement speed to 3.68 m/s while he prepares to strike.
Press the Attack button to initiate a Bound Attack, consuming -1 Token, or release the Power button to cancel it.
Press the Attack button again during the Chain Bound Window of 2 seconds to initiate a second, longer Bound Attack, if there is still a Token available:
- Increases his Movement speed to 14 m/s during a Bound Attack.
- The first Bound lasts for 0.5 seconds.
- The second Bound lasts for 1 second.
SPECIAL INTERACTION: SURVIVOR COLLISION
Colliding with a Survivor at any point during a Bound Attack has multiple possible effects and interactions, which depend on the Survivor's current states regarding their health, infection, and interaction:
- If the Survivor is interacting with a Prop or another Survivor, or is protected from entering the Dying State
by a third-party effect, The Mastermind attacks them with a quick swipe of his tentacles:
- Uninfected Survivors become infected with Uroboros and receive damage.
- Infected Survivors receive damage.
- Critically Infected Survivors receive double damage and are downed, unless they are protected.
- If the Survivor is not interacting with a Prop or another Survivor, The Mastermind grabs them with his tentacles and continues travelling the remaining distance of his Bound Attack.
- If he collides with an obstacle before ending the Bound Attack, either of the following applies:
- Uninfected Survivors become infected with Uroboros and receive damage.
- Infected Survivors receive damage, after which injured Survivors are released and dying Survivors are hoisted onto his shoulder.
- Critically Infected Survivors receive double damage and are hoisted onto his shoulder.
- If he does not collide with an obstacle before ending the Bound Attack, he throws the Survivor in a straight line, after which either of the following applies:
- Uninfected Survivors become infected with Uroboros and receive damage, if they collide with an obstacle during the throw, after which they are released.
- Infected Survivors receive damage, if they collide with an obstacle during the throw, after which injured Survivors are released and dying Survivors are downed.
- Critically Infected Survivors receive double damage, if they collide with an obstacle during the throw, after which they are downed.
- If he collides with an obstacle before ending the Bound Attack, either of the following applies:
- In any case, the Exit Gates
are blocked to the Survivor for the duration of the Bound Attack.
- This effect lingers for 5 seconds after they are released.
- Both Uninfected Survivors and Infected Survivors gain +20 Charges upon colliding with The Mastermind during a Bound Attack.
- Infected Survivors passively gain +0.8 c/s at all times, unless they are hooked or downed.
Being hooked resets the Infection Meter to 1 Charge.
Once the Infection Meter is full at 100 Charges, Infected Survivors become Critically Infected:
- Causes them to suffer from a permanent -4 % Hindered
Status Effect.
SPECIAL ITEM: FIRST AID SPRAY
Survivors can cure themselves or other Survivors from Uroboros by locating a Supply Case and searching it for a First Aid Spray
:
- A total of 6 Supply Cases spawn in random locations in the environment.
- The Auras of Supply Cases are revealed to Infected Survivors at all times.
- Each Supply Case contains 1 First Aid Spray with 2 uses.
- Using the First Aid Spray triggers Killer Instinct for 4 seconds.
Guardia Compagnia
"The Knight alone is a terrifying monster on the battlefield, but with his loyal Guards, he is nearly unstoppable.
Together, the Guardia Compagnia fights for their own freedom, killing anyone who gets in their way."
SPECIAL ABILITY: GUARDIA COMPAGNIA
The Knight can summon his three loyal companions one at a time to patrol nearby areas, hunt Survivors, or perform tasks on his behalf.
SPECIAL ABILITY: GUARD SUMMON
Press and hold the Secondary Power button to cycle through the 3 Guards.
Press and hold the Power button to enter the Guard Summon Mode.
Press the Secondary Power button to exit it at any time.
While in the Guard Summon Mode, The Knight can move forwards at 13.8 m/s while steering with his camera, represented to Survivors as a Ghostly Orb that quickly fades to become invisible after exceeding 10 metres.
Moving in this form leaves a trail known as the Patrol Path.
The Knight automatically exits the Guard Summon Mode after exceeding the maximum length of the Patrol Path of 32 metres or after 10 seconds have elapsed.
The Knight is unable to see Survivors in this mode, as well as their Scratch Marks and Pools of Blood
, but can still see their interactions with the environment.
The Knight can summon a new Guard at any time while another one is already active, causing that one to de-spawn and go on cool-down.
SPECIAL COMPANIONS: GUARDS
Each of the 3 Guards comes with his own special abilities and has their own separate cool-down:
SPECIAL ABILITY: GUARD PATROL
While in the Guard Summon Mode drawing a Patrol Path of at least 10 metres grants the ability to order a Guard Patrol, summoning a Guard at the far end of the Patrol Path, causing him to repeatedly walk it up and down until either the Power Gauge is depleted or he detects a nearby Survivor, which will initiate a Hunt.
Additionally, the following effects apply, depending on the final length of the Patrol Path:
The Knight can cancel an active Patrol by hitting the Guard with a Basic Attack:
- Reduces the Cool-down duration of that Guard for that time to 10 seconds.
SPECIAL ABILITY: GUARD ORDER
While in the Guard Summon Mode, press the Attack button while within 6 metres of a Breakable Wall, dropped Pallet
, or partially repaired Generator
to initiate a Guard Order, causing the summoned Guard to perform the Break or Damage action on the highlighted object.
A Guard Order regresses a Generator by -5 %.
SPECIAL ATTACK: GUARD HUNT
If a Survivor is inside the Detection range of a Guard and either in his line-of-sight or triggers a Loud Noise Notification, the Guard will detect their presence and phase through the environment, including through floors and across elevation, to reach their exact detected location over 2.5 seconds, after which he starts a Hunt , chasing after the Hunted Survivor:
- Places a Standard at the exact detected location of the Survivor, which materialises over several seconds.
- Damages any Survivor coming into its attack range, regardless of whether they are the Hunted Survivor or not.
Hunted Survivors can escape a Hunt unharmed by doing either of the following:
- Grabbing the materialised Standard by walking into it.
- Unhooking another Survivor.
- Outlasting the duration of the Hunt indicated on their HUD portrait.
If The Knight comes within 8 metres of his Guard, the Depletion rate of the Hunt is increased by a factor of x3.
If either the Guard or The Knight damages the Hunted Survivor, the Hunt ends immediately and the former disappears.
If the Guard downs the Hunted Survivor, they trigger Killer Instinct for 3 seconds.
Eyes in the Sky
"Inspired by the dark manga created by her father, The Skull Merchant relentlessly hunts her prey using the latest in surveillance technology."
SPECIAL ABILITY: EYES IN THE SKY
The Skull Merchant starts the Trial with 6 Drones in her inventory.
- The Survivor was detected by a Drone in the last 12 seconds.
- The Survivor is wearing a Claw Trap.
The Radar represents Trackable Survivors with symbols that indicate their relative elevation compared to The Skull Merchant:
- ■ = same elevation
- ▲ = above her
- ▼ = below her
SPECIAL INTERACTION: RECALLING DRONES
While inspecting the Radar and aiming at a specific Drone, press the Power button to recall it into your inventory.
SPECIAL INTERACTION: CHANGING ROTATIONAL DIRECTION
While inspecting the Radar and aiming at a specific Drone, press the Attack button to change the Rotational direction of its Scan Lines.
SPECIAL ABILITY: DEPLOYING DRONES
Press the Power button to deploy a Drone:
Once a Survivor is detected inside the Area of Effect:
- Fills the Lock On Meter by +1 Stack.
This effects repeats each time a Survivor is detected, unless the detection occurs within 2.5 seconds of the previous one.
All Drones have an Area of Effect with a radius of 10 metres.
Drone Scan Lines are only visible within 16 metres.
Survivors who are crouching, standing still or performing a Fast Vault inside the Area of Effect cannot be detected by the Scan Lines.
SPECIAL AFFLICTION: LOCK ON
Once the Lock-On Meter is full at 3 Stacks, the Survivor becomes Locked On and suffers from the following effects:
If a Survivor stands below an elevated Drone for longer than 1 second, they are instantly scanned and become Locked On.
SPECIAL INTERACTION: HACKING DRONES
Survivors can approach a Drone in either of its two states and hack it through a unique mini-game:
- Succeeding disables the Drone for 45 seconds.
- Failing fills the Lock On Meter by +1 Stack.
SPECIAL AFFLICTION: CLAW TRAP
The Claw Trap attached to a Survivor's arm has a Battery life of 45 seconds and continuously broadcasts their location to the Radar of The Skull Merchant until it runs out, automatically destroying it.
Claw-Trapped Survivors who are scanned by a Drone suffer from the following effects:
Quantum Instantiation
"A dark crystalline structure in an ancient ruin gifted — or perhaps cursed — HUX with sentience.
He built a new body, and with it, a terrifying way to bend the rules of physics to his benefit."
SPECIAL ABILITY: QUANTUM INSTANTIATION
The Singularity starts the Trial with 8 Biopods in his inventory.
Placing additional Biodpods will recycle the oldest one.
SPECIAL ABILITY: SHOOTING BIOPODS
Press the Power button to bring up his gun, indicating available target locations on the HUD.
Press the Attack button to shoot a Biopod:
- Shoot it at an available target location within 22 metres to place it.
- Shoot it at an already placed Biopod to remove it.
- Shoot it at a Slipstreamed Survivor to teleport to them.
The Auras of Biopods are revealed to The Singularity at all times.
SPECIAL INTERACTION: CONTROLLING BIODPODS
Press the Secondary Power button to control a Biodpod, taking on its POV and allowing The Singularity to observe the environment and Survivors through it.
Press and hold the Secondary Power button instead to activate auto-aim, causing the controlled Biopod to target the nearest Survivor in range:
- Press or press and hold the Secondary Power button again while aiming at another Biodpod to control it instead.
- Press the Power button to return to the previously controlled Biopod, which is highlighted in yellow for 10 seconds after leaving it.
- Press the Interaction button to exit the currently controlled Biodpod and return to The Singularity.
- Press the Attack button while controlling a disabled Biopod to destroy it, taking 0.75 seconds.
If a Survivor is within Line of Sight of a controlled Biopod, as well as within a distance of 20 metres, their outline is highlighted in white and aiming the reticule at them will begin to tag them with Temporal Slipstream, unless they hide or move out of range.
Biopods indicate their current state while controlling them based on the colour of the HUD:
- Overclock Green: Biopod is idle or tagging a Survivor with Temporal Slipstream.
- Temporal Purple: Biopod is charging a Slipstream Teleport.
- White: Biopod is on cool-down.
- Red: Biopod is being destroyed by The Singularity or disabled from an EMP.
SPECIAL AFFLICTION: TEMPORAL SLIPSTREAM
Successfully tagging a Survivor with Temporal Slipstream makes them vulnerable to the Teleportation Power of The Singularity
Temporal Slipstream spreads to other Survivors within 6 metres over the duration of 2 seconds.
A Survivor receiving Temporal Slipstream from a Biopod or a nearby Slipstreamed Survivor triggers Killer Instinct for 3 seconds.
SPECIAL ABILITY: SLIPSTREAM TELEPORTATION
The Singularity can perform a Slipstream Teleport to any Slipstreamed Survivor by either aiming the reticule of a controlled Biopod at them or shooting them directly with a Biopod.
Teleporting through the path of a dropped Pallet instantly breaks it and momentarily slows The Singularity.
Performing a Slipstream Teleport automatically puts The Singularity into Overclock Mode.
SPECIAL STATE: OVERCLOCK MODE
Overclock Mode lasts for 5.7 seconds and grants the following effects to the The Singularity:
SPECIAL ITEM: ELECTROMAGNETIC PULSE DEVICE
A total of 4 Supply Cases are placed throughout the environment, each containing an EMP
.
The Auras of Supply Cases are revealed to all Survivors within 28 metres, who are not already carrying an EMP:
- The Aura is revealed in white while printing.
- The Aura is revealed in yellow when reaching the Printing limit.
Using an EMP has the following effects within its Area of Effect of 10 metres:
- Removes Temporal Slipstream from all nearby Survivors.
- Disables all nearby Biopods for 45 seconds.
Hidden Pursuit
"Supposedly responding to a distress signal, the Nostromo's crew landed on LV-426.
What they found there became one of humanity's greatest horrors."
SPECIAL ABILITY: HIDDEN PURSUIT
The Xenomorph has a set of intertwining Tunnels available to it beneath the environment that it can access from any of the 7 Control Stations spawning in the environment.
SPECIAL OBJECT: CONTROL STATIONS
The Auras of Control Stations are revealed to The Xenomorph in white at all times and within 12 metres to nearby Survivors.
SPECIAL INTERACTION: HIGHLIGHTING CONTROL STATIONS
Press the Secondary Power button while aiming at any Control Station to highlight it in yellow:
- This reveals the shortest path to that Control Station when navigating through the Tunnels.
When near an Exit Gate, the nearest Control Station is automatically highlighted.
SPECIAL LOCOMOTION: TUNNELS
Press the Interaction button at a Control Station to enter the Tunnels:
Press it again while beneath the same or another Control Station to exit the Tunnels, which triggers the following effects within 12 metres of the Control Station:
- Triggers Killer Instinct for 3 seconds.
- Deactivates any deployed Turrets for 2.5 seconds.
SPECIAL ABILITY: TRACKING FOOTSTEPS
While inside the Tunnels, The Xenomorph can detect the movement of Survivors walking or running above it within 16 metres of its location, indicated by reddish footsteps spawning on the ceiling.
Survivors can avoid being detected by crouching or standing still.
SPECIAL STATE: CRAWLER MODE
The Xenomorph passively charges Crawler Mode at a rate of +1 c/s when outside of the Tunnels.
Once the Power Gauge is full at 35 Charges, it automatically enters it:
There are only two ways for The Xenomorph to exit this mode:
- It picks up and carries a downed Survivor.
- It receives too much fire damage from Remote Flame Turrets.
SPECIAL ATTACK: TAIL STRIKE
While in Crawler Mode, press the Power button to perform a Tail Strike Attack, which has an increased reach of 4.8 metres.
SPECIAL ITEM: REMOTE FLAME TURRET
Survivors can interact with a Control Station to retrieve up to 4 Remote Flame Turrets in total and deploy them in the environment to counteract The Xenomorph
Turrets can also be undeployed, carried to a new location, and be redeployed.
While carrying a Turret, Survivors experience the following effects:
Whenever The Xenomorph comes within 10 metres of a Turret while in Crawler Mode and has Line of Sight with it, the Turret attacks, staggering The Xenomorph and inflicting fire damage, indicated by the Power gauge filling in red.
Once the Power gauge is full at 100 Charges, The Xenomorph is stunned and knocked out of Crawler Mode.
The Xenomorph can destroy deployed Turrets by attacking them, causing them to return to Control Stations after 60 seconds.
Control Stations have a Cool-down of 30 seconds, before another Turret can be retrieved from the same one.
"Its structural perfection is matched only by its hostility." — Ash, Science Officer
Playtime's Over
"After the rage of being trapped in the body of a doll subsided, the Lakeshore Strangler realised this new body was the perfect host to disorient and surprise his kills."
SPECIAL ABILITY: HIDEY-HO MODE
Press the Secondary Power button to enter Hidey-Ho Mode for 14 seconds:
Press it again to exit the mode prematurely.
Hidey-Ho Mode has a cool-down of 10 seconds.
SPECIAL ABILITY: ILLUSIONARY FOOTFALLS
Illusionary Footfalls generate within 16 metres of any Survivor and aim to disorient them with sounds and footsteps coming from different directions, hiding the true whereabouts of The Good Guy.
SPECIAL LOCOMOTION: SLICE & DICE
While in Hidey-Ho Mode, press the Power button to launch a Slice & Dice Attack:
- Increases his Movement speed by +50 % for 1.2 seconds.
- Increases his Lunge duration to 0.6 seconds.
SPECIAL INTERACTION: SCAMPER
During a Slice & Dice Attack, collide with a dropped Pallet or a Window
to perform a Scamper under/over it, which takes 1.3 seconds to complete.
"I'm one of the most notorious slashers in history. And I don't want to give that up. I am Chucky, the killer doll! And I dig it!" — Chucky
UVX
"Some believed a specimen was recovered by the military for their experiments.
The codename: Unknown Venom X."
SPECIAL ABILITY: UVX PROJECTILE
Press and hold the Power button to charge UVX
Once it is fully charged, press the Attack button to launch a bouncing projectile, which creates a Blast Area of 2.25 metres upon impact:
UVX has a cool-down of 7 seconds.
SPECIAL AFFLICTION: WEAKENED
Weakened Survivors receive damage when touching a Blast Area and have up to 6 seconds added back to their Weakened Meter indicated on the HUD.
SPECIAL INTERACTION: STARING DOWN THE UNKNOWN
Survivors can remove their Weakened State by looking directly at The Unknown within a distance of 25 metres for a cumulative total of 10 seconds.
Doing so will highlight their outline in pink to The Unknown.
SPECIAL ABILITY: HALLUCINATIONS
The Unknown intermittently leaves behind a Hallucination, which charges over the course of 45 seconds.
Up to 4 Hallucinations can exist simultaneously in the environment, with the oldest one being recycled when creating another one.
New Hallucinations cannot be created when too close to other existings ones or several props.
The Auras are revealed to The Unknown at all times and to Survivors when within 8 metres.
Survivors becoming Weakened or touching a Blast Area reduces the Charge time of the next Hallucination by -10 seconds.
SPECIAL INTERACTION: DISPELLING HALLUCINATIONS
Survivors can remove Hallucinations by approaching them and performing the Dispel interaction for 4 seconds:
- Reduces the Dispelling speed of Weakened Survivors by -25 %.
- Succeeding removes the Hallucination from the environment.
- Failing to complete the interaction causes the Survivor to become Weakened and triggers Killer Instinct for 5 seconds.
- This also applies when The Unknown teleports into a Hallucination mid-dispelling.
SPECIAL LOCOMOTION: TELEPORT
Press the Secondary Power button to teleport to any available Hallucination that is at least 3 metres away from your location, leaving behind a temporary Decoy for 5 seconds.
Teleportation has a cool-down of 25 seconds.
"... Request for analysis [REDACTED] incident [REDACTED] awaiting approval." — Excerpt from leaked OSS report
Vile Darkness
"Bound with the skin and flesh of men, the Book is packed with spells both forbidden and wicked."
SPECIAL ABILITY: VILE DARKNESS
Press and hold the Secondary Power button to open the Spell Selection.
Move the cursor towards one of four available Spells in order to select it:
Beware of Mimics though, they may bite.
Survivors can have both a Boot and a Gauntlet equipped at the same time.
Unlucky Survivors may only find a regular Item inside a Treasure Chest that is either depleted or half-depleted.
SPECIAL ITEMS: HAND & EYE OF VECNA
Rarely, Treasure Chests contain either the Hand of Vecna or the Eye of Vecna.
Healthy Survivors can use those Items to gain a special ability at the cost of a Health State and triggering Killer Instinct after use:
SPECIAL INTERACTION: RECOVER ARTEFACT
Survivors attuned to the Eye of Vecna or the Hand of Vecna with an accumulated 2 Hook Stages are vulnerable to The Lich recovering his Artefact from them.
Press the Attack button while standing over the downed Survivor to execute them on the spot, performing a Mini-Mori.
Vampiric Shift
"His dark power allows him to exact revenge on humans, taking many forms to terrorise and slaughter them."
SPECIAL ABILITY: SHAPESHIFT
The Dark Lord has access to 3 Forms and can freely change between them.
Each Form has unique abilities and strengths.
Press and hold the Secondary Action button in any Form to initialise a Shapeshift:
- Confirm a Shapeshift by pressing either the Attack button or the Power button.
- Cancel a Shapeshift by releasing the Secondary Power button.
- Has a cool-down of 2.5 seconds.
Regardless of his current Form, The Dark Lord is always able to interact with Props, temporarily shifting into a ghostly husk of his Vampire Form during the interaction, if necessary.
SPECIAL SHAPE: VAMPIRE FORM
The default Form of The Dark Lord.
- Provides the default Movement speed of 4.6 m/s.
- Grants the ability to cast the Hellfire Spell.
SPECIAL SHAPE: WOLF FORM
This Form provides The Dark Lord with access to several abilities that allow for more effective tracking:
SPECIAL SHAPE: BAT FORM
This Form provides The Dark Lord with access to several abilities that allow for greater stealth and mobility:
SPECIAL ATTACK: HELLFIRE SPELL
While in Vampire Form, press and hold the Power button to charge the Hellfire Spell.
Releasing the Power button will cancel it.
Press the Attack button when fully charged to release 7 Pillars of Flame that travel in a straight line from the The Dark Lord with a range of 8 metres.
The Pillars of Flame can pass over low obstacles.
Scent of Blood
"The Houndmaster and her dog operate as one.
Her commands are followed without question or delay."
SPECIAL COMPANION: THE DOG
The Houndmaster sees the Aura of The Dog at all times.
SPECIAL INTERACTION: PET DOG
Press the Interaction button while standing near The Dog to pet it.
SPECIAL INTERACTION: SWITCH COMMAND
Press the Secondary Power button to switch between the Chase Command and the Search Command.
SPECIAL ABILITY: CHASE
Press and hold the Power button to initiate the Chase Command, charting the Chase Path in front of you that The Dog will follow:
Press the Attack button to send The Dog out at high speed or release the Power button to cancel the ability.
SPECIAL ABILITY: REDIRECT CHASE
Press the Power button after sending out The Dog to temporarily take possession of it:
Press the Attack button to redirect the Chase Path or press the Secondary Power button to cancel the redirect altogether.
SPECIAL INTERACTION: DOG GRAB
When The Dog comes across a Survivor in its path, it pounces and grabs onto them:
The Grabbed Survivor can fight against the pull by moving in opposite directions and potentially steer The Dog towards nearby Pallets.
The Grabbed Survivor can free themselves sooner by stunning The Dog or being rescued by another Survivor interacting with it:
- The Auras of upright Pallets within 16 metres of the Grabbed Survivor are revealed to them in yellow.
- Dropping a Pallet onto The Dog stuns it for 3 seconds and triggers Killer Instinct for 5 seconds.
If the Grabbed Survivor is released without injury by any means, they continue to suffer from a -10 % Hindered Status Effect for 5 seconds.
SPECIAL ABILITY: SEARCH
Press and hold the Power button to initiate the Search Command, sending out a beacon in front of you that marks the Target Location of The Dog:
Press the Attack button to send The Dog out along a Search Path towards the Target Location or release the Power button to cancel the ability.
While searching, The Dog has its own Lullaby of 32 metres and uses its Houndsense to locate nearby Survivors:
- Increases the radius of the Houndsense based on the distance The Dog travels along the Search Path.
- Causes Survivors entering its radius to become affected by Houndsense and trigger Killer Instinct.
- This effect lingers for 2 seconds after leaving the radius.
- Increases the Movement speed of The Houndmaster to 5.2 m/s after travelling along the Search Path for a certain distance.
- This effect lasts for as long as she remains on or close to the Search Path and ends once The Dog returns to her side.
SPECIAL EFFECT: HOUNDSENSE
Survivors affected by Houndsense experience either of the following effects:
- Healthy Survivors after entering the Injured State:
- Suffer from the Deep Wound
Status Effect upon becoming injured.
- Suffer from the Deep Wound
- Injured Survivors after entering the Dying State:
- Increases the volume of their Grunts of Pain.
- Increases the duration of their Pools of Blood.