News | Chapter 17 Perks
Visionary
You’re remarkably focused on your means of escape.
You see generator’s auras within 32/32/32 meters.
Anytime a generator is completed, Visionary has a cooldown of 20/18/16 seconds.
Desperate Measures
You refuse to fail, even during your darkest hour.
For each injured, hooked, or dying Survivor, increase the speed of your healing and unhook actions by 10/12/14%.
“When they come with a wrecking ball, build stronger walls.” —Felix Richter
Built to Last
You know how to get the most out of yours tools.
Once per trial, a depleted item will refill 30/40/50% of its charges after 10/10/10 seconds.
“Architecture is the soul of civilization.” —Felix Richter
Dragon’s Grip
After kicking a generator, for the next 30/30/30 seconds, the first Survivor that interacts with it will scream, revealing their location for 4/4/4 seconds, and becoming afflicted with the Exposed status effect for 60/60/60 seconds.
Dragon’s Grip has a cooldown of 120/100/80 seconds.
“Such potential in this compound... even the slightest trace causes unnatural effects.” —Journal of Talbot Grimes
Hex: Undying
A hex which maintains the vile powers that flow throughout the trial.
When Hex: Undying is active and a different hex totem is cleansed, that hex will be transferred to a dull totem—so long as one exists.
Survivors auras are revealed for 4/5/6 seconds when within 2/2/2 meters of any totem.
Tokens accumulated on hex perks are removed.
Hex: Blood Favor
A hex that gains the Entity’s favor when blood is spilled.
When a Survivor is hit, pallets within 16/16/16 meters of your location are held in place by The Entity for 15/15/15 seconds. These pallets cannot be pulled down.
Hex: Blood Favor has a cooldown of 60/50/40 seconds.
"It would be no leap of the imagination to suggest that the trials are a biological response of sorts.” —Journal of Talbot Grimes