New Chapter: Lost To The Jungle
This chapter contains a new Killer, new Survivor, and a new Map within the Red Forest.
Lore: The rich and influential veteran, Christopher Hoggs, had heard of rumors massive amounts of wealth in ancient ruins found in Guatemala, taking a solo expedition to these ruins, Christopher had heard that the ruins had extremely primitive electrical systems, and frequent, yet not deadly, traps! Striving for glory and even further wealth, Hoggs jumped at the chance, and delved deep into the ancient ziggurat. Upon entering the structure, almost immediately, a sense of unwelcome permeated the air. Chris pushed on. The rumors of electricity were true, but the traps were disappointing, encountering many pressure plates, but all that would happen when pushed was a recreation of a scream, followed by some grumbling and thumping. Scary at first, but grew repetitive after a while. Finally plunging deep enough into the heart, he encounters the treasure he was promised, a large vault filled to the brim with gold, jewels, and ancient scriptures. Blinded by the wealth, Chris entered the threshold of the room, triggering another trap. Not minding much of it, he started shoveling gold into a pouch at his waist, but a detail that went unnoticed by Chris at this moment, is the grumbling and thumping were absent. Once Hoggs had packed as much wealth as he could reasonably fit on his person, he went to leave the room, slamming into a wall in which the door just was. Snapping out of his gold fueled delusion, Chris looked up, and saw the reason why the vault went untouched for so long, a massive construct with jeweled eyes starred back at him, quickly dropping as much treasure as he could, Chris evaded the swing its protector, and ran as fast as his old legs would let him, leaving trails of jewels behind him. Chris took a sharp turn around a corner, and ran into the Fog, The Guardian not far behind him.
Killer Perks:
Gaze Of Stone: When looking directly at a Survivor uninterrupted for at least 10 seconds from a distance of at least 16 meters, that Survivor suffers a 10% Hindered status for 10 seconds after line of sight is broken.
Untouched By Humanity: If a Survivor outside of your Terror Radius would reveal your aura, that Survivor instead is inflicted with the Blindness status effect for 10 seconds. This effect can only occur every 30 seconds. If a Survivor within your Terror Radius would reveal your aura, decrease the duration your aura is revealed by 2 seconds.
Tomb Protector: Whenever a Survivor opens or rummages a Chest, or cleanses a Totem, gain 1 token, up to 5. The next Basic Attack that injures a Survivor inflicts Blindness, Oblivious, and Mangled for 10 seconds per token, then lose all tokens.
Survivor Perks:
Specialized Training: While in chase with the Killer, when the killer gains Bloodlust, gain a 2% Haste for each stack of Bloodlust the killer has.
Tourniquet: When healed to 50% of greater, your pools of blood are greatly reduced, and disappear quicker.
Avarice: For each unique item picked up, that didn't start start in the trial, gain 1 token, up to 8. For each token, you open chests, and cleanse totems 5% faster. Whenever opening a chest with at least 3 tokens, items will have add-ons, and the more tokens possessed, the higher rarity both the item and add-ons will be.
New Killer: The Guardian
Base movement speed, 5.0m/s
Base Terror Radius, 8 meters
Height, Tall (similar build to Nemesis)
Power: Tomb Protector
"Disturbed for the last time, It will protect its temple to the very end,"
As the trial begins, The Guardian starts in an Unawakend State, unable to basic attack or special attack (still able to grab), only able to create Protection Monoliths, and place (but not activate) Tomb Traps. As Generators complete, The Guardian gradually gets slower, gains a larger Terror Radius, and regains normal attacking function, as well as accessing its Traps.
Special Ability: Protection Monoliths
Press the Ability button to begin summon a large pillar with symbols and glyphs on it. Once created, the Guardian may channel a teleport to the Monolith, destroying the Monolith in the process, this channel becomes faster the more The Guardian wakes up.
Special Attack: Tomb Traps
Tap the Active Ability button to switch between Detection Idol, and Punishment Idol. Press and release the Power button to place a trap, the Arming Time and effectiveness will depend on the awakening of The Guardian.
The Guardian may recall un-activated Detection Idols, but may not recall Punishment Idols,
Detection Idol: Once armed, the Idol will be hidden from Survivors, Once a Survivor goes within 2/4/6/8/10 meters of the idol, a high pitched scream is emitted, causing Survivors in a 16/18/20/22/24 meter radius to scream, and reveal their auras for 4 seconds,
Punishment Idol: Once armed, and then activated, the Idol will begin to spew fire in a 2/2.2/2.4/2.6/2.8/3 meter radius circle for 10 seconds, any survivor entering the radius will be injured,
Misc Power stats:
As Generators are completed, The Guardian loses 0.2m/s of movement speed, and gains 8 meters of Terror radius,
The Guardian has 2/3/5/6/8/10 traps as Generators complete
The Guardian has 4 Monolith Charges
Teleporting to a monolith takes 10/8/6/4/2 seconds, and placing a monolith takes 5/4/3.5/3/2 seconds
Monoliths do have collision, so effectively act as both The Hags Mint Rag and Waterlogged Shoe, but are large enough that they may not be placed in small corridors, only medium sized loops (such as T and L's or the center of Jungle Gyms) or in the open
There's a sound cue for teleporting to a monolith
Teleporting to a monolith works similar to The Nightmare's teleport
Placing a Trap acts similarly to the opening The Cenobites chain, (goes through walls, starts from you and expands), and activating Traps works similarly to how Skull Merchant changes drone scan direction (looking in the direction, then clicking the button, once armed)
You can manually trigger Detection Idols, but will cut it's scream radius in half
Trap Arming times:
Detection: 5/4/3/2/0
Punishment 7/5.5/4/2.5/1
Maximum Idol placement range: 12 meters
Tomb Protector Add-ons
Common:
Ancient Wiring: Detection Idols will no longer automatically trigger, gain 200% bonus bloodpoints when causing survivors to scream with Detection Idols.
Broken Clay Figure: Increases placement range for Idols by 2 meters.
Chipped Temple Fragment: Decrease the Terror Radius gain from Awakening by 2 meters per generator.
Clay Feather Figurine: Survivors detected by an Idol suffer from Oblivious for 15 seconds.
Uncommon:
Ancient Calendar: Decreases the Arming Time of Detection Idols by 1 second, and the Arming Time of Punishment Idols by 0.5 seconds
Clay Serpent Figurine: Survivors injured with a Punishment Idols suffer from deep wounds
Primitive Trip Wire: Increase the Detection Idol's detection radius by 1 meter, and scream radius by 2 meters
Vault Scripture: Increase the number of available Monolith Charges by 1, and increase teleport charge speed by 15%
Rare:
Fossilized Corn: Decreases the movement speed loss per Generator completed by 0.1m/s, Increases the terror radius increase by 2 meters per Generator completed, and decreases Idol placement range by 6 meters
Clay Jaguar Figurine: After teleporting to a Monolith, gain Undetectable for 15 seconds
Eroded Temple Map: Increases the number of available Monolith Charges by 3. Survivors may now interact with Monoliths to destroy them
Vault Gold: Increase action speed for breaking downed pallets, breakable walls, and damaging generators by 20%. Survivors may now interact with inactive Punishment Idols and destroy them.
Very Rare:
Clay Warrior Figurine: Disable the ability to place Detection Idols. Increase Arming Time for Punishment Idols by 2 seconds. Increase range of Punishment Idols by 2 meters
Stone Heart: Start the trial with all Idols, Idols past the number normally available will not arm. Decrease Arming Time for all Idols by 20%
Bejeweled Idols: Detection Idols now have their detection radius match their scream radius. Detection Idols are now visible to Survivors. Punishment Idols no longer inflict damage, but instead apply a 13% Hindered effect to Survivors in range
Cracked Alter Fragment: Awakening will not increase your Terror Radius. Increases movement speed penalty from completed Generators by an additional 0.1m/s
Visceral:
Vault Jewels: The Guardian may only place 1/2/3/4/5 of each Idol at a time. Decreases Arming Time for Idols by 33%
Iridescent Ritual Dagger: Once the exist gates are open, Awaken once more, decreasing movement speed further, increasing Terror Radius once more. After Awakening twice, increase Idol placement range by 2/4/6/8 meters for each Awakening after. Protection Monoliths can now be placed at the same range as Idol placement range.
Map: Gold-Filled Temple
A new map in the realm of the Red Forest. Though less noticeable, since it's an indoor map, a three layered ziggurat gradually decreasing width with each successive floor. Generators are spread with higher density on the lower levels, are are pallets, but windows and short loops are more common on the higher levels. Basement is on opposite sides of the bottom floor, around some tight loops. On the 3rd floor, similar to the basement, there are a set of stairs, that lead to a vault full of treasure, filled with treasure, and traps.