Add-ons

**Add-ons** are Unlockables used to enhance and/or modify Survivor Items and Killer Powers.
This page acts as an overview of the mechanic and a redirect page to the Add-ons for each Killer.

## Overview

**Add-ons** boost specific aspect of a Killer's Power and a Survivor's Item when equipped.

Players can equip up to two (different) **Add-ons** at a time in the Load-Out.

**Add-ons** are **single-use only** and generally lost after a Trial.
**Add-ons** can be saved between Trials by using the following:

* Black Ward Offering as Killer.
* White Ward Offering as Survivor.
* Ace in the Hole Perk as Survivor.

### Stacking

**Add-ons** which affect the same part of a Power will generally stack with one another (both positive and negative effects).

Positive modifiers are always applied additively, whereas negative modifiers are always applied multiplicatively.

Older Add-ons used to mention if they would stack or not.
Newer Add-ons of more recent Killers do not mention this anymore unless they specifically do ***not*** stack.

#### Add-on Order

Contrary to a popular myth amongst the Community, the order in which **Add-ons** affecting the same part of a Power or Item are selected for the two slots does ***not*** matter in terms of how strong the resulting effect is going to be, due to how the game handles those modifiers.

### Numbers

There are currently several hundred **Add-ons** featured in *Dead by Daylight*:

 **14** | **Unused** Add-ons

## Killer Power Add-ons

Please note that because of the every-increasing size of this Article causing loading time issues due to each Chapter adding at least **20** new Killer Add-ons, the Add-on listings below will redirect to the Add-on Templates instead.
### Any Killer

The **Blight Serum** Add-on was unique as it could be applied to any Killer's Power that was released up to CHAPTER 17: Descend Beyond.
It is only playable during the Halloween Event, as the Add-on needs to be updated each year for each new Killer that released since the previous Halloween Event.

Playing as **The** Blight, you benefit from the following effect:
* Grants **1** additional Token towards his Power.

Playing as any other Killer, *Blighted Serum* temporarily replaces your Power with the *Blighted Rush* ability.
* Press the *Power button* to dash forwards at **200 %** of your default Movement speed for **2.5 seconds**.
* Start the Trial with **1 Token**.
* Receive **1 Token** each time a Survivor is hooked.

### The Afterpiece Tonic

*The Afterpiece Tonic* is **The Clown's** main Power: throwing a **Tonic Bottle** releases a cloud of intoxicating smoke once it breaks, causing Survivors within the Gas Cloud to suffer from several afflictions.
Alternatively, throwing an **Antidote Bottle** increases the Movement speed of all Players walking into it.

* **Increases** the Throw speed of **Bottles** by **+25 %**.
* **Reduces** the Throw angle of **Bottles** by **-15 °**.
* **Bottles** emit confetti when they break in addition to their usual effects.
* Hitting Survivors directly with a **Bottle** grants **100** bonus Bloodpoints in the Deviousness Category.
* **Reduces** the Cool-down duration between successive **Bottle** throws by **-40 %**.
* Switches the colours of the *Gas Clouds* with one another.
* Survivors affected by ***Intoxication*** suffer from the ***Blindness*** **Status Effect** for **30 seconds**.
* **Increases** the ***Invigoration*** duration by **+1 second**.
* **Reduces** the Cool-down duration between successive **Bottle** throws by **-50 %**.
* **Increases** the number of carried **Bottles** by **+1**.
* **Reduces** the Reload time of the **Bottles** by **-0.5 seconds**.
* **Increases** the size and spread of the ***Intoxication*** *Gas Clouds* by **+20 %**.
* **Increases** the strength of the ***Hindered*** **Status Effect** Survivors suffer from during ***Intoxication*** by an additional **-4 %**.
* **Increases** your Movement speed while reloading **Bottles** by **+66 %**.
* **Increases** the size and spread of the ***Invigoration*** *Gas Clouds* by **+20 %**.
* Survivors affected by ***Intoxication*** suffer from the ***Mangled*** **Status Effect** until fully healed.
* **Increases** the number of carried **Bottles** by **+2**.
* The Auras of all other Players within **16 metres** of their location are revealed to ***Invigorated*** Players for **6 seconds**.
* **Increases** the ***Intoxication*** duration by **+1 second**.
* **Increases** the ***Invigoration*** duration by **+2 seconds**.
* Survivors hit directly by **Bottles** suffer from the ***Exposed*** **Status Effect** for as long as they are affected by ***Intoxication***.
* **Reduces** the number of carried **Bottles** by **-3**.
* The Auras of Survivors afflicted by either ***Intoxication*** or ***Invigoration*** are revealed to you for **6 seconds**.

### Bear Trap

*Bear Traps* are The Trapper's main Power and also his secondary Weapons: armed **Bear Traps** temporarily restrain and injure Survivors that step into them.

* Setting a **Bear Trap** is silent.
* You are no longer caught in your own **Bear Traps**, they are automatically disarmed instead.
* **Bear Traps** immobilise Survivors without damaging them.
* Grants **100 %** bonus Bloodpoints for trapping Survivors.
* **Increases** the Setting speed of the **Bear Trap** by **+30 %**.
* **Increases** the Disarm time of the **Bear Trap** by **+33 %**.
* Grants a **+5 %**  ***Haste*** **Status Effect** for **5 seconds** after setting a **Bear Trap**.
* Survivors who escape from **Bear Traps** suffer from the ***Deep Wound*** **Status Effect**.
* Survivors injured by a **Bear Trap** suffer from the ***Haemorrhage*** **Status Effect** until fully healed.

* **Increases** the Rescue and Escape times of the **Bear Trap** by **+33 %**.
* **Increases** the Rescue and Escape times from the **Bear Trap** by **+25 %**.
* **Increases** the Setting speed of the **Bear Trap** by **+50 %**.
* Survivors injured by a **Bear Trap** suffer from the ***Mangled*** **Status Effect** until fully healed.
* **Increases** the Disarm time of the **Bear Trap** by **+50 %**.
* **Darkens** the **Bear Trap**.
* **Increases** the number of carried **Bear Traps** by **+1**.
The razor-sharp blades inflict deep wounds aimed at bleeding the victim as fast as possible.
* The Auras of Survivors having disarmed a **Bear Trap** are revealed to you for **5 seconds**.
* Automatically resets the **Bear Trap** **2 seconds** after a Survivor escaped from it.
* Causes all **Bear Traps** to be carried in your inventory at the beginning of the Trial.
* You can no longer pick up any placed **Bear Traps**, only reset them.
* When a healthy Survivor disarms a **Bear Trap**, the **Bloody Coil** exacts its price, putting the Survivor into the Injured State.
* Automatically resets and arms a random disarmed **Bear Trap** every **30 seconds**.

### Birds of Torment

**Birds of Torment** is **The Artist's** main Power and also her secondary Weapon: **Dire Crows** can be launched to injure nearby Survivors or to fly reconnaissance missions in search of Survivors further away, swarming them.

* **Increases** the Timer before idle **Dire Crows** disintegrate by **+2 seconds**.
* **Increases** the Detection radius of *Killer Instinct* by **+1.5 metres**.
* **Increases** the Repel duration for *Swarmed Survivors* by **+0.5 seconds**.
* **Increases** the duration of *Killer Instinct* by **+3 seconds**.
* **Reduces** the Cool-down time of *Birds of Torment* by **-1.5 seconds** after idle **Dire Crows** disintegrate.
* **Reduces** the Cool-down time of *Birds of Torment* by **-0.5 seconds** after launching **Dire Crows**.
* **Increases** the Timer before idle **Dire Crows** disintegrate by **+4 seconds**.
* *Swarmed Survivors* suffer from a **-15 %** ***Hindered*** **Status Effect** for **1.5 seconds**.
* The Auras of *Swarms* continue to be revealed to you for another **1.5 seconds** after Survivors start repelling them.
* The Auras **Dire Crows** mid-flight are no longer visible to Survivors.
* The Auras of **Dire Crows** are visible to Survivors for **0.5 seconds** after summoning them.
* *Swarmed Survivors* suffer from the ***Blindness*** **Status Effect**.
	+ This effect lingers for **15 seconds** after repelling the *Swarm*.
* *Swarmed Survivors* suffer from the ***Exhausted*** **Status Effect**.
* *Swarmed Survivors* suffer from the ***Oblivious*** **Status Effect**.
* Survivors suffer from the ***Haemorrhage*** and ***Mangled*** **Status Effects** until fully healed after being damaged by **Dire Crows**.
* **Increases** the number of summonable **Dire Crows** by **+1**.
* **Reduces** the Timer before idle **Dire Crows** disintegrate by **-2 seconds**.

* The Auras of Survivors within **5 metres** of idle **Dire Crows** are revealed to you for **3 seconds**.

* Causes Survivors coming within **3 metres** of *Swarmed Survivors* to become swarmed too.

* **Reduces** your Slow-down time by **-0.5 seconds** after launching **Dire Crows**.

* Survivors suffer from the ***Exposed*** **Status Effect** for **4 seconds** after repelling the *Swarm*.

* Grants the ***Undetectable*** **Status Effect** when *Birds of Torment* is on Cool-down and you hold no **Dire Crows**.
* **Reduces** the number of summonable **Dire Crows** by **-1**.

*"They saved me when I could not save myself." — Carmina Mora*

### Blackened Catalyst

*Blackened Catalyst* is **The Hag's** main Power: drawing signs into the mud, she is able to create **Phantasm Traps** that trigger when nearby Survivors walk by too closely, allowing her to teleport to them, taking their place.

* **Increases** the Trigger range of **Phantasm Traps** by **+10 %**.
* **Increases** the Teleport range to tripped **Phantasm Traps** by **+20 %**.
* **Increases** the Tripped duration of **Phantasm Traps** by **+25 %**.
* **Increases** the Setting speed of **Phantasm Traps** by **+15 %**.
* **Increases** the Trigger range of **Phantasm Traps** by **+20 %**.
* **Increases** the Setting speed of **Phantasm Traps** by **+20 %**.
* **Increases** the Teleport range to tripped **Phantasm Traps** by **+25 %**.
* **Increases** the Tripped duration of **Phantasm Traps** by **+30 %**.
* The Auras of Survivors tripping **Phantasm Traps** are revealed to you for **3 seconds**.
The bloody layers empower the mud.
* **Increases** the Tripped duration of **Phantasm Traps** by **+35 %**.
* **Increases** the Teleport range to tripped **Phantasm Traps** by **+30 %**.
* **Increases** the Setting speed of **Phantasm Traps** by **+25 %**.
* The Auras of Survivors tripping **Phantasm Traps** are revealed to you for **5 seconds**.
* Survivors suffer from the ***Deafened*** **Status Effect** for **6 seconds** after triggering a **Phantasm Trap**.
Whenever Survivors trigger **Phantasm Traps**, you benefit from the following effects for their tripped duration:
* **Suppresses** your Terror Radius.
* **Doubles** the range of the *Fake Terror Radius* emitted by the **Mud Phantasms** to **16 metres**.

* **Suppresses** any indication to Survivors that they tripped **Phantasm Traps**.
* **Suppresses** the creation of **Mud Phantasms**.
* Grants collision with Survivors to both **Phantasm Traps** and the **Mud Phantasms**.
* Grants **+300 %** bonus Bloodpoints in the Deviousness Category.
* Disables your ability to teleport to tripped **Phantasm Traps**.

*Scarred Hand* trumps all other Add-ons.

* Press the *Active Ability button* to teleport to any untripped **Phantasm Trap** anywhere in the environment.

* **Increases** your default Movement speed by **+7.5 %** to **4.73 m/s**.
* Survivors suffer from a **-9 %** ***Hindered*** **Status Effect** within the Trigger range of **Phantasm Traps**.
* Disables your ability to teleport to tripped **Phantasm Traps**.

### Blighted Corruption

*Blighted Corruption* is **The Blight's** main Power: exploiting the strange powers induced by injecting himself with Putrid Serum, he is able to rush forward in a burst of speed and carom off obstacles to injure Survivors.

* Unlocks the ability to see the Target location of a *Slam*.
* Causes you to automatically face the nearest Survivor within **16 metres** of your location after a *Slam*.
* **Reduces** the duration of *Fatigue* by **-0.25 seconds**.
* Grants **+100 %** bonus Bloodpoints for *Rush* Score Events.
* **Increases** your Movement speed during a *Rush* by a stack-able **+2 %** for each consecutive *Lethal Rush*.
* **Reduces** the duration of *Fatigue* by **-0.5 seconds**.
* **Increases** the Turn rate during a *Rush* by **+10 %**.
* **Increases** the duration of the *Chain Rush Window* by **+0.75 seconds**.
* **Reduces** the Recharge time per Power Token by **-0.33 seconds**.
* **Reduces** the number of available Power Tokens by **-1**.
* **Increases** the number of available Power Tokens by **+2**.
* **Increases** your Movement speed during a *Rush* by **+5 %**.
* **Increases** your maximum Look angle during a *Rush* by **+20 °**.

* **Increases** your Movement speed during a *Rush* by a stack-able **+3 %** for each consecutive *Lethal Rush*.
* The Auras of Survivors within **8 metres** of a *Slam* are revealed to you for **3.5 seconds**.
* **Increases** the duration of the *Chain Rush Window* by **+1 second**.
* **Increases** the Turn rate during a *Rush* by **+15 %**.
* **Extends** the *Rush* duration by **+20 %** for each consecutive *Lethal Rush*.

* Triggers a difficult Skill Check for Survivors repairing or healing when you come within **16 metres** of their location during a *Rush*.
	+ This effect does not apply for Survivors already within that range when starting a *Rush*.
	+ This effect only activates once per Survivor per *Rush*.

* Causes Pallets to be blocked within **16 metres** of your location for **15 seconds** after hitting a Survivor with a *Lethal Rush*.

* Grants the ***Undetectable*** **Status Effect** during a *Rush*.

* **Increases** the Turn rate by **+11 %** for each consecutive *Lethal Rush* that travels a distance of at least **3 metres**, up to a maximum Turn rate of **+33 %**.

* *Blighted Corruption* no longer requires Tokens.
* *Rush* bonuses are capped after **3** consecutive *Lethal Rushes*.

*Blighted Corruption* goes on Cool-down for **20 seconds** whenever one of the following conditions are met during a *Lethal Rush*:

* Succeeding or missing an attack.
* Failing to *Slam*.
* Breaking a Breakable Wall or Pallet.

### Blood Bond

*Blood Bond* is **The Twins'** main Power: **Charlotte** is able to unbind **Victor** from her body and unleash him to search around for, pounce on and latch onto Survivors, incapacitating them.

* Unlocks the ability to see the Target location of a *Pounce*.
* **Increases** the *Shriek* radius of **Victor** by **+2 metres**.
* **Reduces** the Unbinding time of **Victor** by **-0.5 seconds**.
* **Reduces** the Charge time of a *Pounce* by **-0.2 seconds**.
* Survivors suffer from the ***Blindness*** **Status Effect** for **30 seconds** after removing **Victor**.
* **Reduces** the Transition time when switching back to **Charlotte** by **-0.5 seconds**.
* **Suppresses** all noise made by **Victor** while holding a *Pounce*.
* **Increases** the Crushing time of **Victor** by **+0.2 seconds** when controlling **Charlotte**.
* **Increases** the *Shriek* radius of **Victor** by **+4 metres**.
* **Increases** your Movement speed when controlling **Victor** by **+0.3 m/s**.

* Survivors suffer from the ***Haemorrhage*** **Status Effect** until fully healed after removing a latched-on **Victor**.
* **Increases** the Removing time of a latched-on **Victor** by **+2 seconds**.
* **Reduces** the Cool-down time of a *Pounce* by **-0.4 seconds**.
* Survivors suffer from the ***Broken*** **Status Effect** for **20 seconds** after removing a latched-on **Victor**.
* Survivors suffer from the ***Oblivious*** **Status Effect** within **Victor's** *Shriek* range when controlling **Charlotte**.

* **Increases** your Movement speed when controlling **Victor** by **+0.6 m/s**.

* Causes Survivors hit with a *Pounce* to drop any carried Item.

* The Auras of Survivors are revealed to you for **6 seconds** after crushing **Victor** when controlling **Charlotte**.

* Survivors suffer from the ***Exposed*** **Status Effect** for **45 seconds** after crushing **Victor** when controlling **Charlotte**.

* Grants the ***Undetectable*** **Status Effect** for **20 seconds** after waking from the *Dormant State* as **Charlotte**.

*"I don't like this game anymore, Mother..." — Charlotte Deshayes*

### Bubba's Chainsaw

*Bubba's Chainsaw* is **The Cannibal's** main Power and also his secondary Weapon: a crazed *Chainsaw Sweep* mows down any unfortunate Survivor that cross his path.

* **Reduces** the duration of a *Tantrum* by **-0.5 seconds**.
* **Reduces** the Power Recharge time by **-0.5 seconds**.
* Grants **+100 %** bonus Bloodpoints for *Chainsaw Hit* Score Events in the Deviousness Category.
* Survivors hit with *Bubba's Chainsaw* are only damaged for a single Health State.
* **Reduces** the Cool-down duration of *Bubba's Chainsaw* by **-0.3 seconds**.
* **Increases** the duration of the *Chainsaw Dash* by **+0.25 seconds** per consumed Token.
* **Increases** the duration of the *Chainsaw Dash Window* by **+0.25 seconds**.

* **Reduces** the duration of a *Tantrum* by **-1 second**.
* **Increases** the Movement speed during a *Chainsaw Dash* by **+2 %**.
* **Increases** the Power Charge time by **+12 %**.
* **Increases** the threshold before Revving triggers a *Tantrum* by **+2 seconds**.
* **Reduces** the Power Recharge time by **-1 second**.
* Causes Survivors hit by *Bubba's Chainsaw* to drop any carried Item.
* Survivors hit by *Bubba's Chainsaw* suffer from the ***Mangled*** **Status Effect** until fully healed.
* The Auras of Survivors downed by *Bubba's Chainsaw*, if no other Survivors were within the Terror Radius, are hidden to other Survivors for **20 seconds**.
* **Increases** the Movement speed during a *Chainsaw Dash* by **+3 %**.
* **Increases** the Power Charge time by **+12 %**.
* **Increases** the threshold before Revving triggers a *Tantrum* by **+3 seconds**.
* **Increases** the duration of the *Chainsaw Dash* by **+0.5 seconds** per consumed Token.
* **Increases** the duration of the *Chainsaw Dash Window* by **+0.5 seconds**.

* **Increases** the Power Tokens by **+1**.
* **Reduces** the Power Charge speed by **-18 %**.
* **Reduces** the Movement speed during a *Chainsaw Dash* by **-2 %**.
* The Auras of Survivors within **8 metres** are revealed to you while revving *Bubba's Chainsaw*.
* Survivors hit by *Bubba's Chainsaw* suffer from the ***Broken*** **Status Effect** for **90 seconds**.
* Automatically consumes all Tokens when starting a *Chainsaw Dash*, adding up their durations.
* **Increases** the duration of the *Chainsaw Dash* by **+0.5 seconds** per consumed Token.
* **Reduces** the Movement speed during a *Chainsaw Dash* by **-2 %**.
* **Reduces** the Power Recharge rate by **-0.28 c/s**.
* Instantly recharges all Power Tokens after hitting a Survivor with *Bubba's Chainsaw*.
* **Reduces** the maximum duration of a *Tantrum* to **5 seconds**.

*"There are moments when we cannot believe that what is happening is really true.Pinch yourself and you may find out that it is." — Pam Jones*

### Carter's Spark

*Carter's Spark* is **The Doctor's** main Power:
it allows him to generate electro-convulsive power at will and causes Survivors to suffer from ***Madness***

* **Increases** your Terror Radius by **+4 metres** while *Static Blast* is ready to be used.
* **Reduces** your Terror Radius by **-4 metres** while *Static Blast* is on cool-down.

Survivors affected by ***Madness*** suffer from the *Affliction of Calm*:
* ***Madness II***: Survivors intermittently hear a distant ***Illusionary Terror Radius***.
* ***Madness III***: Survivors constantly hear a distant ***Illusionary Terror Radius***.
* **Reduces** the Cool-down duration of *Static Blast* by **-2 seconds**.

Survivors affected by ***Madness*** suffer from the *Affliction of Order*:
* **Broken Pallets** are randomly replaced by dropped or upright ***Illusionary Pallets***, which persist until approached by Survivors.
	+ New ***Illusionary Pallets*** are generated every **20 seconds**.

* Grants the ability to see the *Area of Effect* of the *Shock Therapy Attack*.
* **Extends** the *Area of Effect* of the *Shock Therapy Attack* by **+2 metres**.
* **Increases** your Terror Radius by **+6 metres** while *Static Blast* is ready to be used.
* **Reduces** your Terror Radius by **-6 metres** while *Static Blast* is on cool-down.

Survivors affected by ***Madness*** suffer from the *Affliction of Calm*:
* ***Madness II***: Survivors intermittently hear a distant ***Illusionary Terror Radius***.
* ***Madness III***: Survivors constantly hear a distant ***Illusionary Terror Radius***.
* **Reduces** the Detonation delay of the *Shock Therapy Attack* by **-0.1 seconds**.

Survivors affected by ***Madness*** suffer from the *Affliction of Discipline*:
* ***Madness II***: During a Chase, Survivors perceive an ***Illusionary Red Stain and Terror Radius***, as if you were constantly right behind them.
	+ This effect lingers for **6 seconds** after the Chase ends.
* ***Madness III***: In any situation, Survivors perceive an ***Illusionary Red Stain and Terror Radius***, as if you were constantly right behind them.

You share into your patients' ***Madness*** and can see the ***Illusionary Red Stain***.

* **Reduces** the Cool-down duration of *Static Blast* by **-4 seconds**.

Survivors affected by ***Madness*** suffer from the *Affliction of Order*:
* **Broken Pallets** are randomly replaced by dropped or upright ***Illusionary Pallets***, which persist until approached by Survivors.
	+ New ***Illusionary Pallets*** are generated every **20 seconds**.

You share into your patients' ***Madness*** and can see the ***Illusionary Pallets***.

* The Auras of Survivors who have their ***Madness*** increased by one Tier are revealed to you for **1 second**.

Survivors affected by ***Madness*** suffer from the *Affliction of Restraint*:
* **Increases** the duration of ***Illusionary Doctors*** by **+6 seconds**.

* **Extends** the *Area of Effect* of the *Shock Therapy Attack* by **+3 metres**.
* **Reduces** the Detonation delay of the *Shock Therapy Attack* by **-0.2 seconds**.

Survivors affected by ***Madness*** suffer from the *Affliction of Discipline*:
* ***Madness II***: During a Chase, Survivors perceive an ***Illusionary Red Stain and Terror Radius***, as if you were constantly right behind them.
	+ This effect lingers for **6 seconds** after the Chase ends.
* ***Madness III***: In any situation, Survivors perceive an ***Illusionary Red Stain and Terror Radius***, as if you were constantly right behind them.

You share into your patients' ***Madness*** and can see the ***Illusionary Red Stain***.

* The Auras of Survivors who have their ***Madness*** increased by one Tier are revealed to you for **2 seconds**.

Survivors affected by ***Madness*** suffer from the *Affliction of Restraint*:
* **Increases** the duration of ***Illusionary Doctors*** by **+6 seconds**.

* **Extends** the *Area of Effect* of the *Shock Therapy Attack* by **+4 metres**.
* Reshapes the *Area of Effect* of the *Shock Therapy Attack* from a cone into a narrow beam that is **2 metres** wide and **24 metres** long.
* Reshapes the *Area of Effect* of the *Shock Therapy Attack* from a cone into a hollow ring which is placed **8 metres** in front of you, and has an outer radius of **4.2 metres** and an inner radius of **3 metres**.
* **Increases** your Terror Radius by **+8 metres** while *Static Blast* is ready to be used.
* **Reduces** your Terror Radius by **-8 metres** while *Static Blast* is on cool-down.

Survivors affected by ***Madness*** suffer from the *Affliction of Calm*:
* ***Madness II***: Survivors intermittently hear a distant ***Illusionary Terror Radius***.
* ***Madness III***: Survivors constantly hear a distant ***Illusionary Terror Radius***.

* **Reduces** the Detonation delay of the *Shock Therapy Attack* by **-0.3 seconds**.

Survivors affected by ***Madness*** suffer from the *Affliction of Discipline*:
* ***Madness II***: During a Chase, Survivors perceive an ***Illusionary Red Stain and Terror Radius***, as if you were constantly right behind them.
	+ This effect lingers for **6 seconds** after the Chase ends.
* ***Madness III***: In any situation, Survivors perceive an ***Illusionary Red Stain and Terror Radius***, as if you were constantly right behind them.

You share into your patients' ***Madness*** and can see the ***Illusionary Red Stain***.

* **Reduces** the Cool-down duration of *Static Blast* by **-6 seconds**.

Survivors affected by ***Madness*** suffer from the *Affliction of Order*:
* **Broken Pallets** are randomly replaced by dropped or upright ***Illusionary Pallets***, which persist until approached by Survivors.
	+ New ***Illusionary Pallets*** are generated every **20 seconds**.

You share into your patients' ***Madness*** and can see the ***Illusionary Pallets***.

* The Auras of Survivors who have their ***Madness*** increased by one Tier are revealed to you for **3 seconds**.

Survivors affected by ***Madness*** suffer from the *Affliction of Restraint*:
* **Increases** the duration of ***Illusionary Doctors*** by **+6 seconds**.

You share into your patients' ***Madness*** and can see the ***Illusionary Doctors***.

Survivors affected by ***Madness*** suffer simultaneously from the *Afflictions of Calm, Discipline, Order, and Restraint*:
* Survivors intermittently hear a distant ***Illusionary Terror Radius***.
* During a Chase, Survivors perceive an ***Illusionary Red Stain and Terror Radius***, as if you were constantly right behind them.
	+ ***Madness II***: This effect lingers for **6 seconds** after the Chase ends.
	+ ***Madness III***: This effect is constant, regardless of whether the Survivors are being chased or not.
* **Broken Pallets** are randomly replaced by dropped or upright ***Illusionary Pallets***, which persist until approached by Survivors.
	+ New ***Illusionary Pallets*** are generated every **20 seconds**.
* **Increases** the duration of ***Illusionary Doctors*** by **+6 seconds**.

You share into your patients' ***Madness*** and can see the ***Illusionary Doctors, Red Stain, and Pallets***.
Survivors struck by either the *Shock Therapy Attack* or a *Static Blast* acquire a lingering *Static Charge*, unless they are within **4 metres** of another Survivor:
* The *Static Charge* remains with the Survivor until it is discharged.
* *Charged Survivors* who come within **4 metres** of another Survivor trigger an automatic *Shock Therapy Attack*, shocking both Survivors and automatically discharging any remaining *Static Charges*.

### Chainsaw

The *Chainsaw* is **The Hillbilly's** main Power and also his secondary Weapon: once revved up, sends its user into a violent frenzy, sprinting at high speeds across the Trial Grounds.

* **Reduces** the initial Turn rate of the *Chainsaw* during a *Chainsaw Sprint* by **-70 %**.
* **Increases** the Charge rate of the *Overdrive Meter* by **+15 %**.
* Survivors hit with the *Chainsaw* are only damaged for a single Health State.
* **Increases** the Turn speed during a *Chainsaw Sprint* by **+30 %**.
* **Reduces** the Cool-down time after hitting an obstacle during a *Chainsaw Sprint* by **-10 %**.
* **Extends** the duration of ***Overdrive*** by **+15 %**.
* **Reduces** the Cool-down time after using the *Chainsaw* by **-8 %**.
* **Increases** the Charge rate of the *Overdrive Meter* by **+15 %**.
* **Increases** the Turn speed during the *Chainsaw Sprint* by **+45 %**.
* **Reduces** the Dissipation speed of the *Overdrive Meter* when not using the *Chainsaw* by **-20 %**.
* Survivors hit with the *Chainsaw* suffer from the ***Haemorrhage*** and ***Mangled*** **Status Effects** until fully healed.
* **Increases** the Decay delay for the *Overdrive Meter* by **+20 %**.
* **Reduces** the Cool-down time after hitting an obstacle during a *Chainsaw Sprint* by **-15 %**.
* **Reduces** the Dissipation speed of the *Overdrive Meter* when not using the *Chainsaw* by **-30 %**.
* **Reduces** the Cool-down time after using the *Chainsaw* by **-12 %**.
* **Silences** the *Chainsaw* for all Survivors outside of the Terror Radius.
* Gain the ***Undetectable*** **Status Effect** until you stop sprinting after maintaining a *Chainsaw Sprint* for at least **2 seconds**.
* **Increases** the Decay delay for the *Overdrive Meter* by **+30 %**.
* **Allows** you to continue the *Chainsaw Sprint* after breaking a Pallet or Breakable Wall with the *Chainsaw*.
* Survivors hit with the *Chainsaw* within **5 seconds** of breaking a Pallet or a Breakable Wall are only damaged for a single Health State.
* **Increases** your Movement speed during a *Chainsaw Sprint* by **+20 %**.
* **Increases** the Charge time of the *Chainsaw* by **+12 %**.
* **Increases** the Charge speed of the *Chainsaw* by **+20 %**.
* **Reduces** your Movement speed to **4.4 m/s**.

### Deluge of Fear

*Deluge of Fear* is **The Onryō's** main Power: it allows her to teleport between **TVs** and afflict Survivors with ***Condemnation***.

* **Reduces** the time it takes for TVs to turn back on after *Projection* by **-4.5 seconds**.
* **Increases** the duration of your intermittent Invisibility after *Manifesting* by **+2 seconds**.
* **Increases** the duration of your full Invisibility after *Manifesting* by **+33 %**.
* **Extends** the radius around TVs within which Survivors gain *Condemned* from *Projection* by **+2 metres**.
* **Reduces** the threshold for full Invisibility while *Demanifested* by **-4 metres**.
* **Increases** the duration of your full Invisibility while *Demanifested* by **+25 %**.
* Survivors suffer from the ***Blindness*** **Status Effect** when within **8 metres** of powered TVs.
	+ This effect lingers for **7 seconds** after turning off a **TV**.
* **Reduces** the time it takes for TVs to turn back on after *Projection* by **-7 seconds**.
* Survivors suffer from the ***Blindness*** **Status Effect** after acquiring at least **4 Stacks** of *Condemned*.
* **Increases** the Speed Boost duration after *Projection* by **+50 %**.
* Highlights the Auras of all turned-off TVs in **yellow**.
* Causes **TVs** being turned off to trigger a *Loud Noise Notification*.
* Survivors suffer from the ***Oblivious*** **Status Effect** when within **8 metres** of powered TVs.
	+ This effect lingers for **7 seconds** after turning off a **TV**.
* Hooking a Survivor carrying a VHS Tape causes all other Survivors to gain **+1 Stack** of *Condemned*.
* **Increases** the duration of the ***Undetectable*** **Status Effect** by **+2 seconds** after *Manifesting* by any means.
* Causes all Survivors within **16 metres** of your location who witness your *Manifestation* to scream and reveal their Auras for **4 seconds**.

* Causes all Survivors start the Trial with a VHS Tape.
	+ All Survivors must bring their **VHS Tape** to the TV that is farthest from their current location.
* The Auras of Survivors inserting a *VHS Tape* into a **TV** are revealed to you for **6 seconds**.

* Survivors suffer from a **-3 %** ***Hindered*** **Status Effect** for **3 seconds** when *Manifesting* within **7 metres** of them.

* Causes all TVs to play the *Projection Effects* when using *Projection*.
* *Projection* no longer turns off TVs, but also no longer applies any *Condemned*.
* **Increases** the time required for **TVs** to turn back on after having been turned off by Survivors by **+20 %**.

* The Auras of all Survivors within **12 metres** of powered TVs are revealed to you for **7 seconds** after using *Projection*.

*"She killed a man just by willing him dead. That's power of a different order from her mother." — Ryuji Takayama*

### Dream Demon

**Dream Demon** is The Nightmare's main Power: The Nightmare pulls his victims passively into the **Dream World**. Once in the Dream World, they can be affected by his *Dream Snares*. He can also use his **Dream Projection** to teleport to a Generator in his view.

Switches the type of **Dream Traps** used in the Trial:
* Grants **200** **Bloodpoints** in the Deviousness Category when a Survivor triggers a **Dream Snare**.
* **Reduces** the Movement Speed penalty inflicted by **Dream Snares** by **-10 %**.
* Survivors interacting with a **Dream Trap** suffer from the ***Blindness*** **Status Effect** for **60 seconds**.
* **Increases** the Penalty for failing Repairing and Healing *Skill Checks* by **-4 %**.
* Survivors interacting with a **Dream Trap** suffer from the ***Haemorrhage*** **Status Effect** for **60 seconds**.
Survivors inside the Dream World suffer from the following effects:
* The Auras of Survivors failing Repairing or Healing Skill Checks are revealed to you for **3 seconds**.
* **Reduces** the Cool-down duration of *Dream Projection* by a stack-able **-2 %** for each asleep Survivor, up to a maximum of **-8 %**.
Survivors inside the Dream World suffer from the following effect:
Switches the type of **Dream Traps** used in the Trial:
* Start the Trial with **7** **Dream Pallets**.
Survivors inside the Dream World suffer from the following effects:
* The Auras of Survivors failing Repairing or Healing Skill Checks are revealed to you for **4 seconds**.
Survivors inside the Dream World suffer from the following effect:
* **Reduces** the Cool-down duration of *Dream Projection* by a stack-able **-3 %** for each asleep Survivor, up to a maximum of **-12 %**.
Switches the type of **Dream Traps** used in the Trial:
* Start the Trial with **7** **Dream Pallets**.
* Survivors interacting with a **Dream Trap** suffer from the ***Blindness*** **Status Effect** for **90 seconds**.
* Survivors interacting with a **Dream Trap** suffer from the ***Haemorrhage*** **Status Effect** for **90 seconds**.
* Causes healthy Survivors to leave *Pools of Blood* as if they were injured.
When channelling *Dream Projection*, the following effects apply:
* All Generators spew blood.
* **Suppresses** the appearance of the **Husk**.

* **Reduces** the threshold for intermittent Invisbility to a range of **12 to 24 metres**.
* **Reduces** the threshold for full Invisibility to a distance of **24 metres**.
	+ This effect also applies when carrying a Survivor.
Survivors inside the Dream World suffer from the following effect:
Survivors inside the Dream World suffer from the following effect:
* All Survivors start the Trial asleep.
* Survivors can no longer wake up by failing Skill Checks.

### Evil Within

*Evil Within* is **The Shape's** main Power: activating *Evil Within* allows him to see his prey clearly and build up more evil power by stalking them.

* **Increases** the duration of *Evil Within III* by **+10 seconds**.
* **Increases** the threshold to reach *Evil Within III* for the first time to **150 %**.
* **Increases** the reach of *Lunge Attacks* while in *Evil Within I* by **+50 %**.

* **Increases** your Stalk rate by **+11 %**.
* **Increases** your Movement speed by **+10 %** while *Stalking*.
* **Reduces** your Terror Radius by **-25 %** while in *Evil Within II*.
* **Increases** your Terror Radius by **+25 %** while in *Evil Within III*.
* The Auras of Survivors are revealed to you for **3 seconds** after stalking them for at least **1 second** while in *Evil Within I*.
* **Increases** the duration of *Evil Within III* by **+20 seconds**.
* **Increases** the threshold to reach *Evil Within III* for the first time to **150 %**.
* **Increases** your Movement speed by **+20 %** while *Stalking*.
* The Auras of Survivors are revealed to you for **2 seconds** after stalking them for at least **1 second** while in *Evil Within II*.
* **Increases** the duration of *Evil Within III* by **+30 seconds**.
* **Increases** the threshold to reach *Evil Within III* for the first time to **150 %**.
* **Increases** your Stalk rate by **+25 %**.
* **Increases** your Movement speed by **+30 %** while *Stalking*.
* **Increases** your Stalk rate on your ***Obsession*** by **+40 %**.
* The Auras of Survivors are revealed to you for **5 seconds** after stalking them for at least **1 second** while in *Evil Within II*.
* **Increases** the duration of *Evil Within III* by **+40 seconds**.
* **Increases** the threshold to reach *Evil Within III* for the first time to **200 %**.
* The Auras of all Survivors within **32 metres** of your location are revealed to you while *Stalking*.
* *Evil Within* can no longer progress past *Tier I*.
* Grants **+200 %** bonus Bloodpoints in the Deviousness Category for *Hit* Score Events on top of the regular Bloodpoints granted in the Brutality Category.
* Grants the ability to kill healthy and injured Survivors by your own hands while in *Evil Within III*.
* Killing a Survivor drains the Power Gauge by **-200 %**, but not past *Evil Within II*.
* **Increases** the threshold to reach *Evil Within III* for the first time to **250 %**.
* The Auras of all Survivors within **16 metres** of your location are revealed to you while *Stalking*.
* *Evil Within* can no longer progress past *Tier II*.
* Grants **+150 %** bonus Bloodpoints in the Deviousness Category for *Hit* Score Events on top of the regular Bloodpoints granted in the Brutality Category.
* Grants unlimited duration to *Evil Within III*.
* **Increases** the threshold to reach *Evil Within III* for the first time to **300 %**.
* Grants the ability to kill healthy and injured Survivors by your own hands while in *Evil Within III*.
* **Increases** the threshold to reach *Evil Within III* for the first time to **300 %**.
* **Reduces** your Movement speed by **-9 %** while in *Evil Within III*.

*"Here lies our beloved daughter."*

### Eyes in the Sky

*Eyes in the Sky* is **The Skull Merchant's** main Power: it allows her to place **Drones** around the Trial Grounds, which apply **Claw Traps** to Survivors that track and debilitate them.

* **Reduces** the *Success Zone* size of Skill Checks for *Claw-Trapped Survivors* by **-20 %**.
* **Increases** the Tracking duration of the *Radar* by **+1 second**.
* *Claw-Trapped Survivors* suffer from the ***Blindness*** **Status Effect**.
* **Reduces** the duration of the immunity to consecutive *Scan-Line Hits* for Survivors to **75 %** of its default value.
* **Increases** the duration of the ***Undetectable*** **Status Effect** by **+20 %**.
* Causes the *Scan Lines* of **Drones** to no longer rotate.
* *Claw-Trapped Survivors* no longer receive a warning sound of impending Skill Checks.
* **Reduces** the duration of the *Disabled State* of **Drones** to **85 %** of its default value.
* **Extends** the Battery life of **Claw Traps** by **+15 %**.
* *Claw-Trapped Survivors* suffer from the ***Oblivious*** **Status Effect**.
* The Auras of *Claw-Trapped Survivors* are revealed to you for **4 seconds** after they remove their **Claw-Trap**.
* *Claw-Trapped Survivors* suffer from the ***Exhausted*** **Status Effect** for **6 seconds**.
* *Claw-Trapped Survivors* suffer from the ***Haemorrhage*** and ***Mangled*** **Status Effects** until fully healed when hit with a *Basic Attack*.
* **Increases** the strength of the ***Hindered*** **Status Effect** for *Claw-Trapped Survivors* when detected by **Drones** by **-3 %**.
* The Auras of newly *Claw-Trapped Survivors* are revealed to you for **6 seconds**.
* **Increases** the Action speeds of breaking Breakable Walls and Pallets, damaging Generators, and of vaulting Windows by **+20 %** for **8 seconds** after deploying a **Drone**.
* **Increases** the Rotational speed of the *Scan Lines* of **Drones** to **110 %** of its default value.
* **Extends** the duration of the ***Hindered*** **Status Effect** for *Claw-Trapped Survivors* when detected by **Drones** by **+1 second**.
* **Increases** the strength of the ***Haste*** **Status Effect** from *Tracked Survivors* by **+25 %**.
* **Reduces** the Battery life of **Claw Traps** by **-50 %**.
Whenever a **Drone** enters the *Disabled State*, the following effects apply for **15 seconds**:
* Causes the disabled **Drone** to emit a fake Terror Radius of **32 metres**.
* Grants the ***Undetectable*** **Status Effect**.

### Feral Frenzy

*Feral Frenzy* is The Legion's main Power: activating it will put The Legion into a frenzy, considerably increasing their movement speed for a limited time. Successful attacks can be chained between Survivors and apply the ***Deep Wound*** **Status Effect**, putting them into a bleed-out timer.

* **Extends** the Lunge duration of *Feral Slashes* by **+0.3 seconds**, which **increases** your Attack range.
* **Extends** the duration of *Feral Frenzy* by **+2 seconds**.
* **Reduces** the Recovery time of *Feral Frenzy* by **-5 seconds**.
* Survivors suffer from the ***Blindness*** **Status Effect** for **60 seconds** after mending themselves.
* Survivors suffer from the ***Mangled*** **Status Effect** until fully healed after mending themselves.
* Survivors hit with a *Feral Slash* suffer from the ***Oblivious*** **Status Effect** for **60 seconds**.
* Instantly recharges *Feral Frenzy* after being stunned by any means while using it.
* Unlocks an additional sound layer in your Terror Radius, enhancing it musically.

* **Increases** the stack-able Movement Speed boost gained from chained *Feral Slashes* to **+0.3 m/s**, up to a maximum of **+1.2 m/s**.
* **Extends** the duration of *Feral Frenzy* by **+10 seconds**.
* **Reduces** the starting Movement speed of *Feral Frenzy* to **4.6 m/s**.
* Grants a stack-able **+100** bonus Bloodpoints for successful *Feral Slashes*, up to a maximum of **+500**.
* Survivors suffer from the ***Haemorrhage*** **Status Effect** until fully healed after mending themselves.
* Unlocks an additional sound layer in your Terror Radius, enhancing it musically.

* Causes Survivors hit with chained *Feral Slashes* to drop any carried Item.
* The Auras of Survivors mending themselves within **24 metres** of your location are revealed to you.
* **Increases** the Detection radius of *Killer Instinct* by **+20 metres**.
* Unlocks an additional sound layer in your Terror Radius, enhancing it musically.

* Survivors suffer from the ***Broken*** **Status Effect** for **60 seconds** after mending themselves.
Survivors hit with chained *Feral Slashes* grant Tokens towards *BFFs*:
* Grants **0 Tokens** for the first *Feral Slash*.
* Grants **+2 Tokens** for the second *Feral Slash*.
* Grants **+3 Tokens** for the third *Feral Slash*.
* Grants **+4 Tokens** for the fourth *Feral Slash*.
* Grants **+5 Tokens** for the fifth *Feral Slash*.

Once the Exit Gates are powered and *BFFs* has acquired **15+ Tokens**, you benefit from the following effect:
* **Increases** the Mending time of Survivors by **+4 seconds**.
During *Feral Frenzy*, you benefit from the following effects:
* **Pauses** the Power Gauge depletion while performing the *Break or Damage Action*.
* **Increases** the Action speed of damaging Generators by **+20 %**.
* **Increases** the Action speed of breaking Breakable Walls by **+30 %**.
* Unlocks an additional sound layer in your Terror Radius, enhancing it musically.

* The Auras of Survivors are revealed to you for **4 seconds** after they mend themselves.
* Reveals the Repair progression of Generators via the intensity of their Aura during *Feral Frenzy*.
* Unlocks an additional sound layer in your Terror Radius, enhancing it musically.

* Causes *Feral Vaults* to instantly break vaulted Pallets.

*"The youth consumed by the iridescent glass magnifies and widens the reach of The Entity."*

### Guardia Compagnia

*Guardia Compagnia* is **The Knight's** main Power. The Knight can summon Guards, setting them on Patrol routes and allowing them to hunt down Survivors.

* **Increases** the Movement Speed of **Guards** during the *Patrol Phase* by **+9 %**.
* **Increases** the Vision range of a **Guard** during the *Patrol Phase* by **+4 metres**.
* **Reduces** the duration of the *Break or Damage Action* of a **Guard** by **-15 %**.
* **Extends** the duration of the *Patrol Phase* by **+8 seconds**.
* Causes **The** Carnifex to be selected **twice in a row** while cycling through *Guardia Compagnia*.
* **Increases** the maximum length of the ***Patrol Path*** by **+10 metres**.
* **Increases** the Movement speed while drawing the ***Patrol Path*** by **+2.2 m/s**.
* Causes **The** Jailer to be selected **twice in a row** while cycling through *Guardia Compagnia*.
* **Extends** the duration of a *Hunt* by **+4 seconds**.
* Causes **The** Assassin to be selected **twice in a row** while cycling through *Guardia Compagnia*.
* Survivors damaged by a **Guard** suffer from the ***Mangled*** **Status Effect** until fully healed.
* Survivors damaged by a **Guard** suffer from the ***Haemorrhage*** **Status Effect** until fully healed.
* Survivors detected by a **Guard** during the *Patrol Phase* suffer from the ***Blindness*** **Status Effect** for **60 seconds**.
* Survivors suffer from the ***Oblivious*** **Status Effect** for **20 seconds**, if a **Guard** fails to damage them during a *Hunt*.
* Grants the ***Undetectable*** **Status Effect** for **25 seconds**, if **Guards** fail to damage a Survivor during **two consecutive** *Hunts*.
* Survivors escaping a *Hunt* by any means other than grabbing the **Standard** suffer from the ***Exhausted*** **Status Effect** and a **-3 %** ***Hindered*** **Status Effect** for **15 seconds**.
* Summoning The Carnifex causes the Auras of all Survivors within **24 metres** of dropped but unbroken Pallets to be revealed to you for **5 seconds**.
* Summoning **The** Assassin causes all Survivors within **24 metres** of his Spawn location to scream and reveal their location for **5 seconds**.
* Summoning **The** Jailer **increases** your Movement speed by **+10 %** for **6 seconds**.
* **Blocks** all Windows you pass through while drawing the ***Patrol Path*** to all Survivors for **15 seconds** after summoning a **Guard**.
* **Blocks** all **Windows** vaulted by the *Hunted Survivor* to all other Survivors for the remained of the *Hunt*.
* **Blocks** the Exit Gates to the *Hunted Survivor* for the duration of the *Hunt*.

* Every fourth summon of a **Guard** causes all Survivors within **12 metres** of his Spawn location to suffer from the ***Exposed*** **Status Effect** for **8 seconds**.

*"I fear he has left me here to die." — Vittorio Toscano*

### Hidden Pursuit

*Hidden Pursuit* is **The Xenomorph's** main Power, allowing it to swiftly travel the undergrounds through hidden Tunnels beneath the Maps, and also enter *Crawler Mode*, granting it access to a long-ranged *Tail Strike* attack.

* **Reduces** the *Success Zone* size of Skill Checks for *Claw-Trapped Survivors* by **-20 %**.
* **Increases** the Tracking duration of the *Radar* by **+1 second**.
* *Claw-Trapped Survivors* suffer from the ***Blindness*** **Status Effect**.
* **Reduces** the duration of the immunity to consecutive *Scan-Line Hits* for Survivors to **75 %** of its default value.
* **Increases** the duration of the ***Undetectable*** **Status Effect** by **+20 %**.
* Causes the *Scan Lines* of **Drones** to no longer rotate.
* *Claw-Trapped Survivors* no longer receive a warning sound of impending Skill Checks.
* **Reduces** the duration of the *Disabled State* of **Drones** to **85 %** of its default value.
* **Extends** the Battery life of **Claw Traps** by **+15 %**.
* *Claw-Trapped Survivors* suffer from the ***Oblivious*** **Status Effect**.
* The Auras of *Claw-Trapped Survivors* are revealed to you for **4 seconds** after they remove their **Claw-Trap**.
* *Claw-Trapped Survivors* suffer from the ***Exhausted*** **Status Effect** for **6 seconds**.
* *Claw-Trapped Survivors* suffer from the ***Haemorrhage*** and ***Mangled*** **Status Effects** until fully healed when hit with a *Basic Attack*.
* **Increases** the strength of the ***Hindered*** **Status Effect** for *Claw-Trapped Survivors* when detected by **Drones** by **-3 %**.
* The Auras of newly *Claw-Trapped Survivors* are revealed to you for **6 seconds**.
* **Increases** the Action speeds of breaking Breakable Walls and Pallets, damaging Generators, and of vaulting Windows by **+20 %** for **8 seconds** after deploying a **Drone**.
* **Increases** the Rotational speed of the *Scan Lines* of **Drones** to **110 %** of its default value.
* **Extends** the duration of the ***Hindered*** **Status Effect** for *Claw-Trapped Survivors* when detected by **Drones** by **+1 second**.
* **Increases** the strength of the ***Haste*** **Status Effect** from *Tracked Survivors* by **+25 %**.
* **Reduces** the Battery life of **Claw Traps** by **-50 %**.
Whenever a **Drone** enters the *Disabled State*, the following effects apply for **15 seconds**:
* Causes the disabled **Drone** to emit a fake Terror Radius of **32 metres**.
* Grants the ***Undetectable*** **Status Effect**.

### Hunting Hatchets

*Hunting Hatchets* are **The Huntress'** main Power and also her secondary Weapons: charging up her **Hatchets** allows her to throw them at great speed at fleeing Survivors or use them as a ranged Weapon to snipe Survivors from afar.

* Survivors hit by **Hatchets** suffer from the ***Blindness*** **Status Effect** for **60 seconds**.
* **Reduces** the Cool-down duration between successive **Hatchet** throws by **-10 %**.
* **Increases** the volume of *Grunts of Pain* of injured Survivors hit by **Hatchets** by **+50 %**.
* **Increases** the Projectile speed of **Hatchets** by **+10 %**.
* **Increases** the number of carried **Hatchets** by **+1**.
* **Reduces** the Wind-up time of **Hatchets** by **-8 %**.
* **Reduces** the Cool-down duration between successive **Hatchet** throws by **-20 %**.
* **Increases** the Movement speed while winding **Hatchets** up by **+5 %**.
* Survivors hit by **Hatchets** suffer from the ***Incapacitated*** **Status Effect** for **10 seconds**.
* **Reduces** the Reload time at Lockers by **-20 %**.
* **Reduces** the Wind-up time of **Hatchets** by **-12 %**.
* **Increases** the Projectile speed of **Hatchets** by **+20 %**.
* Survivors hit by **Hatchets** suffer from the ***Mangled*** **Status Effect** until fully healed.
* Survivors hit by **Hatchets** suffer from the ***Exhausted*** **Status Effect** for **5 seconds**.
* Survivors hit by **Hatchets** suffer from the ***Haemorrhage*** and ***Mangled*** **Status Effects** until fully healed.
* Survivors hit by **Hatchets** have their Aura revealed to you for **5 seconds**.
* **Increases** the number of carried **Hatchets** by **+2**.
* Grants the ***Undetectable*** **Status Effect** after reloading at Lockers for **30 seconds**.
* Survivors hit by **Hatchets** are automatically put into the Dying State.
* **Reduces** the number of carried **Hatchets** to **1**.
	+ This number cannot be modified by other Add-ons.

* **Increases** the Movement speed of **The Huntress** to **4.6 m/s** while out of **Hatchets**.

### Jigsaw's Baptism

*Jigsaw's Baptism* is **The Pig's** primary Power: it allows her to put **Reverse Bear Traps** onto dying Survivors, that will instantly sacrifice them once they trigger.
She can ambush Survivors by crouching towards them and then dash forward.

* **Increases** the Transition speed into the *Crouched State* by **+30 %**.
* While injured, Survivors failing a Skill Check at a **Jigsaw Box** become afflicted by the ***Deep Wound*** **Status Effect**.
* **Increases** your Movement speed by **+10 %** when *Crouched*.
* **Reduces** the Cool-down duration of missed *Ambush Dash Attacks* by **-25 %**.
* Survivors caught in a **Reverse Bear Trap** suffer permanently from the ***Blindness*** **Status Effect**.
* **Increases** your Movement speed during the *Ambush Dash Attack* by **+6 %**.
* **Increases** the Charge time of the *Ambush Dash Attack* by **+33 %**.
* While healthy, Survivors failing a Skill Check at a **Jigsaw Box** become injured.
* **Increases** the Skill Check difficulty by **+20 %**.
* Survivors caught in a **Reverse Bear Trap** suffer permanently from the ***Haemorrhage*** **Status Effect**.
* **Reduces** the Cool-down duration of missed *Ambush Dash Attacks* by **-25 %**.
* **Increases** the Charge speed of the *Ambush Dash Attack* by **+50 %**.
* **Increases** the Attachment speed of **Reverse Bear Traps** by **+50 %**.
* **Reduces** the Search speed of **Jigsaw Boxes** by **-14 %**.
* **Increases** the number of carried **Reverse Bear Traps** by **+1**.
* **Increases** the Death timer of **Reverse Bear Traps** by **+10 seconds**.
* **Reduces** the Death timer of all **Active Reverse Bear Traps** by **-10 seconds** each time a Generator is completed.
* **Disables** the ability of Survivors to see the Auras of **Jigsaw Boxes**, until their **Reverse Bear Trap** becomes **active**.

* Survivors caught in a **Reverse Bear Trap** suffer from the ***Mangled*** **Status Effect** whenever they become injured and until fully healed.
* Survivors caught in a **Reverse Bear Trap** suffer permanently from the ***Exhausted*** **Status Effect**.
* Survivors removing their **Reverse Bear Trap** trigger a *Loud Noise Notification* and have their Auras revealed to you for **6 seconds**.
* **Disables** your ability to see the Auras of **Jigsaw Boxes**.
* **Increases** the Attach speed of **Reverse Bear Traps** by **+50 %**.
* **Reduces** the Search speed of **Jigsaw Boxes** by **-25 %**.
* **Increases** the number of carried **Reverse Bear Traps** by **+1**.
* The Auras of Generators being repaired by Survivors wearing a **Reverse Bear Traps** are highlighted to you in **yellow**.
* **Reduces** the Death timer of **Reverse Bear Traps** by **-20 seconds**.
* The Auras of Survivors within **16 metres** are revealed to you when *Crouched*.
* **Reduces** the number of carried **Reverse Bear Traps** by **-2**.

* All Survivors start the Trial with a **Reverse Bear Trap** attached to them.

### Night Shroud

*Night Shroud* is **The Ghost Face's** primary Power: it allows him to stalk Survivors, standing or crouched, making them ***Exposed*** for a limited time.
While Night Shroud is active, **The Ghost Face** remains ***Undetectable*** unless spotted by attentive Survivors.

* **Reduces** the Time to mark Survivors by **-20 %**.

* **Increases** the duration of ***Marked*** by **+10 seconds**.
* **Increases** your Movement speed while *Stalking* by **+40 %**.
* **Reduces** the Recovery time of *Night Shroud* by **-6 seconds**.
* Causes *Night Shroud* to remain active on missed *Basic Attacks*.
* **Increases** the duration of *Killer Instinct* by **+2 seconds**.
* The Auras of *Marked Survivors* performing rushed actions are revealed to you for **5 seconds**.
* *Marked Survivors* suffer from the ***Oblivious*** **Status Effect**.
* Survivors suffer from the ***Oblivious*** **Status Effect** for **60 seconds** after revealing you.
* **Increases** the Reveal time for Survivors in the Dying State to **3 seconds**.
* **Reduces** your Terror Radius by **-12 metres** when *Crouched*.
* **Increases** the Reveal time for Survivors on a Hook to **3 seconds**.
* **Increases** your Movement Speed by **+10 %** when *Crouched*.
* Instantly recharges*Night Shroud* after breaking a Breakable Wall or a Pallet.
* Causes Generators to explode and lose **-20 %** of its maximum possible Progression, when marking a Survivor repairing it, and blocks it for **15 seconds**.
	+ This penalty is only once if multiple repairing Survivors are marked.

* Grants a **+10 %**  ***Haste*** **Status Effect** for **5 seconds** after marking a Survivors.

* Survivors suffer from the ***Exhausted*** **Status Effect** for **10 seconds** after revealing you.
* Survivors suffer from the ***Exhausted*** **Status Effect** for **5 seconds** after marking them.

* Instantly recharges*Night Shroud* after putting a Survivor into the Dying State with a *Baisc Attack*.

* The Auras of all Survivors are revealed to you for **7 seconds** after putting a *Marked Survivor* into the Dying State.

*"An image is worth a thousand words." — The Ghost Face*

### Of the Abyss

*Of the Abyss* is **The Demogorgon's** main Power: it allows it to set Portals throughout the Trial Grounds and teleport between them.
It can also channel their Power to perform an increased Lunge attack called *Shred*.

* **Reduces** the Attack cool-down of successful *Shred Attacks* used to hit Survivors by **-15 %**.
* **Increases** your Movement speed while holding *Of the Abyss* by **+3.5 %**.
* **Increases** the Opening speed of **Portals** by **+50 %**.
* Causes the **Portal** from which you start your Teleport to seal automatically.
* Grants **+200** bonus Bloodpoints for *Interdimensional Travel* Score Events.
* **Reduces** the Attack cool-down of successful *Shred Attacks* used to break Breakable Walls or Pallets by **-15 %**.
* **Reduces** the Attack cool-down of missed *Shred Attacks* by **-11 %**.
* **Increases** the number of available **Portals** by **+1**.
* **Increases** your Teleportation speed by **+15 %**.
* **Increases** the *Area of Effect* of active **Portals** by **+2.5 metres**.
* **Increases** the Sealing time of **Portals** by **+16 %**.
* Survivors suffer from the ***Blindness*** **Status Effect** while closing **Portals**.
	+ This effect lingers for **60 seconds**.

* **Increases** your Teleportation speed by **+30 %**.
* **Reduces** the number of available **Portals** by **-2**.
* The Auras of Generators actively being repaired by Survivors are highlighted to you in **yellow** while traversing the Upside Down.
* **Increases** the *Area of Effect* of active **Portals** by **+1 metre**.
* **Increases** the Sealing time of **Portals** by **+11 %**.
* **Increases** the duration of the ***Undetectable*** **Status Effect** by **+1 second**.
* Survivors entering the *Area of Effect* of an active **Portal** automatically trigger *Killer Instinct*.
* **Reduces** the *Area of Effect* of active **Portals** by **-1 metre**.

* **Reduces** the Recovery time of *Of the Abyss* by **-2.5 seconds**.

* **Increases** the Sealing time of **Portals** by **+40 %**.

* **Increases** the duration of the ***Undetectable*** **Status Effect** by **+3 seconds**.

* The Auras of all Survivors are revealed to you while traversing the Upside Down.
	+ This effect lingers for **3 seconds** for all Survivors within **16 metres** of an active Portal.

* **Increases** the duration of the ***Undetectable*** **Status Effect** by **+8 seconds**.
* **Suppresses** all noise made while emerging from **Portals**.
* **Increases** the time to emerge from **Portals** by **+15 %**.

*"Consuming its leaf enhances athletic performance and causes euphoria." — Hawkins National Laboratory*

### Playtime's Over

**Playtime's Over** is **The Good Guy's** main Power: it allows him to sneak up on Survivors more stealthy, confusing them with *Illusory Footfalls*, *Scamper* beneath **Pallets**, and attack with a vicious *Slice & Dice*.

* When in *Hidey-Ho Mode*, the Auras of all Windows and downed Pallets are revealed to you within **20 metres**.
* **Reduces** the Cool-down duration of successful *Slice & Dice Attacks* to **93 %** of their default duration.
* **Reduces** your Terror Radius by **-6 metres**, when *Hidey-Ho Mode* is on cool-down.
* **Increases** the Charge time of *Slice & Dice* by **+50 %**.
* When in *Hidey-Ho Mode*, Pools of Blood appear to you in **bright red**.
* **Reduces** the Cool-down duration of *Hidey-Ho Mode* by **-10 %** after missing a *Slice & Dice Attack*.
* **Reduces** the Cool-down duration of missed *Slice & Dice Attacks* to **95 %** of their default duration.
* **Reduces** the Power-Gauge penalty of *Basic Attacks* when in *Hidey-Ho Mode* by **-20 %**.
* **Extends** the duration of *Slice & Dice* to **108 %** of its default duration.
* **Reduces** the Cool-down duration of *Hidey-Ho Mode* by **-15 %** after successful *Slice & Dice Attacks*.
* **Extends** the duration of *Slice & Dice* to **170 %** of its default duration once the Exit Gates have been powered.
* While performing a *Slice & Dice Attack*, the Auras of all Survivors within **12 metres** of you are revealed to you for **5 seconds**.
* Performing a *Scamper* grants a **+2 %** ***Haste*** **Status Effect** for **5 seconds**.
* **Permanently reduces** your Terror Radius by **-4 metres**.
* **Increases** the Charge time of *Slice & Dice* to **175 %** of its default duration.
* Performing a *Scamper* reveals the Auras of all Survivors within **12 metres** of you for **5 seconds**.
* Grants the ability to see the *Illusory Footfalls* around Survivors.
* Grants the ***Undetectable*** **Status Effect** for **5 seconds** after manually ending *Hidey-Ho Mode*.
* Survivors walking through an *Illusory Footfall* suffer from the ***Exhausted*** **Status Effect** for **15 seconds**.
* Survivors hit with successful *Slice & Dice Attacks* suffer from the ***Haemorrhage*** and ***Mangled*** **Status Effects**.
* **Instantly breaks** Pallets when performing a *Scamper* under them.
* Automatically ends *Hidey-Ho Mode*.

* **Extends** the duration of *Hidey-Ho Mode* by **+50 %**.
* *Basic Attacks* immediately end *Hidey-Ho Mode*.

*"If I don't get out of this body soon, I'm screwed." — Chucky*

### Quantum Instantiation

*Quantum Instantiation* is **The Singularity's** main Power: it allows it to survey the environment with its **Biopods** and inflict Survivors with ***Temporal Slipstream***, allowing to teleport to them.

* **Reduces** the Reboot timer of disabled **Biopods** by **-15 %**.
* **Reduces** the Aura-reveal range of Supply Cases by **-8 metres**.
* **Extends** the duration of ***Overclock Mode*** by **+15 %**.
* **Increases** the number of carried **Biopods** by **+2**.
* **Increases** the range within which ***Temporal Slipstream*** can spread between Survivors by **+2 metres**.
* *Slipstreamed Survivors* suffer from the ***Blindness*** **Status Effect**.
* **Increases** the Spreading rate of ***Temporal Slipstream*** between Survivors by **+25 %**.
* Survivors suffer from the ***Mangled*** **Status Effect** until fully healed when hit with a *Basic Attack* during ***Overclock Mode***.
* Grants the ability to hear sounds through a controlled **Biopod** after **0.5 seconds**.
* Survivors suffer from the ***Oblivious*** **Status Effect** for **60 seconds** after you teleport to them from a **Biopod**.
* Causes *Slipstreamed Survivors* to hear a fake Terror Radius.
* Causes Survivors to scream and interrupt their current interaction after removing ***Temporal Slipstream***.
* Survivors suffer from the ***Broken*** **Status Effect** for **30 seconds** when hit with a *Basic Attack* during ***Overclock Mode***.
* *Slipstreamed Survivors* suffer from the ***Exhausted*** **Status Effect** for **6 seconds**.
* The Auras of newly *Slipstreamed Survivors* are revealed to you for **8 seconds**.
* **Increases** the range within which ***Temporal Slipstream*** can spread between Survivors by **+2 metres**.
* The Auras of Survivors are revealed to you for **6 seconds** after picking up an EMP.
* **Reduces** the duration of your Movement Speed penalty by **+20 %** when stunned by a Pallet during ***Overclock Mode***.
* Grants a **+5 %** ***Haste*** **Status Effect** during ***Overclock Mode***.
* **Reduces** the duration of ***Overclock Mode*** by **-20 %**.

* Causes all Survivors to start the Trial infected with ***Temporal Slipstream***.
* **Increases** the maximum Printing time of the first batch of EMPs at the start of the Trial by **+30 seconds**.
* The Auras of Survivors within **6 metres** of newly created **Biopods** are revealed to you for **6 seconds**.

*"HELLO WORLD." — HUX-A7-13*

### The Redeemer

*The Redeemer* is **The Deathslinger's** main Power: he can shoot a spear that can lodge itself onto the Survivors, allowing him to reel them in.

* **Reduces** the Reload time of *The Redeemer* by **-0.25 seconds**.
* Grants **+50 %** bonus Bloodpoints for *Speared* Score Events.
* **Increases** the Break-Free speed of Survivors from *The Redeemer* by **+33 %**.
* **Increases** the Reeling speed of *The Redeemer* by **+5 %**.
* **Reduces** the Cool-down time of missed shots with *The Redeemer* by **-0.25 seconds**.
* **Reduces** the Stun duration when Survivors break free from *The Redeemer* by **-0.5 seconds**.
* **Increases** your Movement speed by **+1.5 %** during *Aim Down Sights*.

* **Reduces** your Terror Radius by **-4 metres** during *Aim Down Sights*.

* **Increases** the Mending time of Survivors by **+1.5 seconds**.
* Survivors speared by *The Redeemer* suffer from the ***Mangled*** **Status Effect** until fully healed.
* **Increases** the Reeling speed of *The Redeemer* by **+9 %**.

* Survivors suffer from the ***Mangled*** **Status Effect** until fully healed after breaking free from *The Redeemer*.
* **Reduces** the Cool-down time of missed shots with *The Redeemer* by **-0.5 seconds**.
* **Increases** your Movement speed by **+3 %** during *Aim Down Sights*.

* **Reduces** the Reload time of *The Redeemer* by **-0.35 seconds**.
* **Increases** the Mending time of Survivors by **+3.5 seconds**.

* **Reduces** the Stun duration when Survivors break free from *The Redeemer* by **-1 second**.

* **Reduces** your Terror Radius by **-8 metres** during *Aim Down Sights*.

* **Increases** the Break-Free time of Survivors from *The Redeemer* by **+10 %**.

* Grants the ***Undetectable*** **Status Effect** while a Survivor is speared by *The Redeemer*.
	+ This effect lingers for **10 seconds**.

* Survivors suffer from the ***Exposed*** **Status Effect** while speared by *The Redeemer*, if shot from at least **12 metres** away.

*"Deals made in desperation are paid for in madness."*

### Reign of Darkness

*Reign of Darkness* is **The Dredge's** main Power: it allows it to teleport between Lockers and cause *Nightfall* for Survivors, forcing them to navigate in near total darkness.

* The Auras of locked Lockers are highlighted to you in **yellow** while charging *The Gloaming* or teleporting.
* Returning to the *Remnant* triggers *Killer Instinct* during *Daytime*.
* You emerge from the *Remnant* facing your direction at the moment of Teleportation, rather than the one in which you had placed the *Remnant*.
* **Increases** the Charges added to the *Nightfall Meter* for hooking Survivors by **+25 %**.
* **Increases** the number of available Power Tokens to **4**.
* **Increases** the Charges added to the *Nightfall Meter* for injuring Survivors by **+25 %**.
* **Increases** the Charge rate of the *Nightfall Meter* while using *Reign of Darkness* by **+15 % per second**.
* **Reduces** the Exiting time of locked Lockers by **-1 second**.
* **Increases** the Charge rate of the *Nightfall Meter* while Survivors are injured by **+66 % per second**.
* **Increases** the duration of *Nightfall* by **+20 seconds**.
* **Reduces** the Cool-down time of *The Gloaming* by **-2.5 seconds** during *Nightfall*.
* **Reduces** the Cool-down time of *The Gloaming* by **-4 seconds** during *Daytime*.
* **Increases** the duration of *Killer Instinct* by **+1.5 seconds** during *Nightfall*.
* The Auras of Survivors locking a Locker are revealed to you for **6 seconds**.
* **Increases** your Teleportation speed during *Daytime* by **+25 %**.
* Causes all active **Locks** on Lockers to break once the Exit Gates are powered by any means.
* Causes the Trial to start in *Nightfall*.
* Causes *Nightfall* to activate automatically once the last Generator is completed.
* Survivors suffer from the ***Exhausted*** **Status Effect** for **15 seconds** after coming into contact with the *Remnant*.
* The Auras of all Survivors are revealed to you for **3 seconds** after consuming the last Power Token.
* Causes all Lockers within **6 metres** of Survivors to open and slam their doors when entering them through teleporation.
* Survivors suffer from the ***Blindness***, ***Haemorrhage***, and ***Mangled*** **Status Effects** for **60 seconds** after becoming injured during *Nightfall*.

* Survivors suffer from the ***Exposed*** **Status Effect** for the last **12 seconds** of *Nightfall*.

* **Blocks** all Vault locations within **16 metres** of the Locker you emerge from for **5 seconds**.

*"There are imposters amongst you! They intend to destroy our perfect home with dark thoughts. Find them and bring them to me!" — Otto Stamper*

### Rites of Judgement

*Rites of Judgement* is **The Executioner's** main Power: it allows him to carve *Torment Trails* into the ground that reveal Survivors stepping on them via *Killer Instinct* and inflicts *Torment* on them, allowing **The Executioner** to banish them to Cages of Atonement.

* **Increases** the reach of *Punishment of the Damned Attacks* by **+0.5 metres**.
* **Increases** the duration of *Rites of Judgement* by **+1 second**.

* **Reduces** the Recovery time of *Rites of Judgement* by **-2 seconds**.
* **Increases** the duration of **Torment Trails** in the environment by **+10 seconds**.
* **Increases** the duration of **Torment Trails** in the environment by **+15 seconds**.
* **Reduces** the Recovery time of *Rites of Judgement* by **-3 seconds**.
* **Increases** the duration of *Killer Instinct* by **+0.5 seconds**.

* **Increases** the duration of *Rites of Judgement* by **+1.5 seconds**.
* **Increases** the reach of *Punishment of the Damned Attacks* by **+1 metre**.
* **Increases** the reach of *Punishment of the Damned Attacks* by **+1.5 metres**.
* **Increases** the duration of **Torment Trails** in the environment by **+20 seconds**.
* **Increases** the duration of *Killer Instinct* by **+1 second**.
* **Increases** the duration of *Rites of Judgement* by **+2 seconds**.
* **Reduces** the Recovery time of *Rites of Judgement* by **-4 seconds**.
* Injured Survivors suffer from the ***Haemorrhage*** **Status Effect** until fully healed when affected by *Torment*.

* Survivors suffer from the ***Oblivious*** **Status Effect** for **15 seconds** when affected by *Torment*.

* Injured Survivors suffer from the ***Blindness*** **Status Effect** for **60 seconds** when affected by *Torment*.

* **Increases** the duration of *Killer Instinct* by **+3 seconds**.

* The Auras of all other Survivors suffering from *Torment* are revealed to you for **6 seconds** after sending a Survivor to a **Cage of Atonement**.

* Grants the ***Undetectable*** **Status Effect** while standing on **Torment Trails** in the environment.

*"Forgive me for waking you. But without you, I just can't go on." — James Sunderland*

### Showstopper

*Showstopper* is **The Trickster's** main Power: it allows him to hurl a flurry of **Blades** at great speed at Survivors.
**Blades** that hit the Survivors lacerate them, eventually causing damage.

* **Extends** the duration of ***Main Event*** by **+25 %**.
* **Increases** your Movement speed in the *Throw State* by **+0.04 m/s**.
* **Increases** the Throw rate of **Blades** by **+5 %**.
* **Increases** the number of carried **Blades** by **+4**.
* **Increases** your Movement speed in the *Throw State* by **+0.1 m/s**.
* **Increases** the time before a Combo ends during ***Main Event*** by **+10 %**.
* **Increases** the duration of ***Main Event*** by **+0.3 seconds** for each successful *Blade Hit*.
* **Increases** the Decay delay of the ***Laceration Meter*** by **+2 seconds**.
* **Increases** the duration of ***Main Event*** by **+50 %**.
* **Increases** the number of carried **Blades** by **+8**.
* **Increases** the time before a Combo ends during ***Main Event*** by **+15 %**.
* **Reduces** the Reload time at Lockers by **-20 %**.
* **Increases** the Decay delay of the ***Laceration Meter*** by **+3 seconds**.
* **Increases** the duration of ***Main Event*** by **+0.4 seconds** for each successful *Blade Hit*.

* Causes **Blades** to pierce through the first Survivor they hit and continue travelling.
	+ Any second Survivor hit only receives **0.5 Charges** to their ***Laceration Meter***.

* The Auras of Survivors one hit away from maximum ***Laceration*** are revealed to you for **6 seconds**.

* Causes **Blades** to shatter when hitting the environment, adding **+0.5 Charges** to the ***Laceration Meter*** of nearby Survivors.

* Causes **Blades** to ricochet off the environment a total of **two times**.
* The Auras of Survivors hit during ***Main Event*** are revealed to you for **6 seconds**.

* Grants a stack-able **+1 %** ***Haste*** **Status Effect**, up to a maximum of **+7 %**, for each consecutive *Blade Hit*.
	+ This effect is lost when missing a **Blade** or damaging a Survivor.

*"It's okay, scream my name. Let me hear everything the pain awakens..." — Ji-Woon Hak*

### Spencer's Last Breath

*Spencer's Last Breath* is **The Nurse's** main Power: channelling its energy allows **The Nurse** to pierce and jump through the Spirit World in a *Blink*.

* Survivors hit by a *Special Attack* have the volume of their *Grunts of Pain* **increased** by **+50 %** for the next **60 seconds**.
* Unlocks the ability to see the Landing zone of the *Blink*.
* Grants **+100 %** bonus Bloodpoints for *Blink Attack* Score Events.
* **Reduces** the Lunge duration of *Special Attacks* by **-0.15 seconds**, which **reduces** your Attack range by **-50 %**.
* **Reduces** the additional *Fatigue* applied by missed *Special Attacks* by **-0.5 seconds**.
* Survivors hit with a *Special Attack* have their Auras revealed to your, if they are healing or being healed within **28 metres** of your location for **60 seconds**.
* **Reduces** the additional *Fatigue* applied by *Chain Blinks* by **-65 %**.
* **Increases** your Movement speed during the *Chain Blink Window* by **+30 %**.
* Grants **+100 %** bonus Bloodpoints for *Precise Blink* Score Events.
* **Reduces** the maximum range of the *Blink* by **-20 %**.
* **Increases** the duration of the *Chain Blink Window* by **+0.2 seconds**.
* Coming within **1 metre** of Survivors while teleporting causes them to scream and reveal their location.
* Grants **200** Bloodpoints in the Deviousness Category.
* **Reduces** the duration of *Fatigue* by **-7 %**.
* Survivors hit with a *Special Attack* suffer from the ***Mangled*** **Status Effect** until fully healed.
* **Extends** the Lunge duration of *Special Attacks* to **130 %**, which **increases** your Attack range by **+30 %**.
	+ This effect only applies after the second or third *Blink*.
Hitting a Survivor with a *Special Attack* causes the following effects for **60 seconds**:
* **Increases** your Movement speed to **4.6 m/s**.
* Hitting Survivors with a *Special Attack* grants the ***Undetectable*** **Status Effect** for **25 seconds**.

* Reappearing from a fully charged *Blink*, you automatically *Blink* at full charge in the direction you are facing.
	+ This requires that you have at least **1 Charge** left after the initial *Blink*.
* After exhausting all of your *Blinks*, but before succumbing to *Fatigue*, press the *Active Ability button* to immediately *Blink* back to your starting location.
* **Recharges** your Power by **+1 Charge**.
* When succumbing to *Fatigue*, all Survivors within **8 metres** of your location suffer from the ***Blindness*** **Status Effect** for **60 seconds**.
* **Increases** your Movement speed to **4.4 m/s** for the entire Trial.
* **Restricts** your Power to just **1** *Blink*.
	+ This cannot be altered by other Add-ons.
* **Increases** the number of available Power Tokens by **+1**.
* **Extends** the Power Recharge duration to **130 %**.

### Summons of Pain

*Summons of Pain* is **The Cenobite's** main Power: it allows him to possess **Chains** and torture every Survivor at once with the Power of the **Lament Configuration**.

* Grants **+100 %** bonus Bloodpoints for *Chain Bound* Score Events.
* **Reduces** the number of bonus *Chains* spawned when Survivors are hit with a *Possessed Chain Attack* to **+1**.
* **Reduces** the Timer duration for starting a *Chain Hunt* by **-3 seconds**.
* **Reduces** the Cool-down time of a *Possessed Chain Attack* by **-0.15 seconds**.
* **Increases** the Turn rate of the *Possessed Chain* by **+10 %**.
* **Increases** the maximum Casting distance of the *Gateway* by **+4 metres**.
* **Increases** the Solving time of the Lament Configuration by **+1 second**.
* **Reduces** the Cool-down time of a *Possessed Chain Attack* by **-0.45 seconds**.
* **Increases** the maximum range of the *Possessed Chain* by **+2 metres**.
* **Increases** the Turn rate of the *Possessed Chain* by **+15 %**.
* **Increases** the maximum Casting distance of the *Gateway* by **+8 metres**.

* **Increases** the maximum range of the *Possessed Chain* by **+4 metres**.
* **Increases** the Solving time of the Lament Configuration by **+2 seconds**.

* Survivors suffer from the ***Exhausted*** **Status Effect** while carrying the Lament Configuration.

* **Reduces** the Timer duration for starting a *Chain Hunt* by **-6 seconds**.

* Grants the ability to see the Aura of the Lament Configuration.
* Picking up the **Lament Configuration** deactivates an on-going *Chain Hunt* and grants the ***Undetectable*** **Status Effect** for **25 seconds**.
* The Auras of Survivors are revealed to for **6 seconds** after hitting them with a *Possessed Chain Attack*.
* Causes a bonus *Chain* to spawn on *Bound Survivors*, when they use the environment to break one.
* Survivors suffer from the ***Deep Wound*** **Status Effect** after breaking from the *Possessed Chain*.

* Causes healthy Survivors to become injured when hit with a *Possessed Chain Attack*, but does not bind them with additional *Chains*.
	+ This **increases** the Closing time of the *Gateway* by **+0.25 seconds**.
* **Reduces** the number of bonus *Chains* spawned when injured Survivors are hit with a *Possessed Chain Attack* to **+1**.

* **Shields** the Aura of the Lament Configuration from Survivors who are farther than **24 metres** from it outside of a *Chain Hunt*.

*"You opened it. We came." — Pinhead*

### T-Virus

*T-Virus* is **The Nemesis'** main Power: it allows him to contaminate Survivors with his *Tentacle Strike*, as well as passively create **Zombies** that roam the Trial Grounds in search of Survivors, attacking them if they come too close.

* **Increases** the Movement Speed of **Zombies** by **+0.25 m/s**.
* **Increases** the Injection time of Vaccines by **+5 seconds**.
* The Auras of Survivors hit by **Zombies** are highlighted to you in **yellow** for **6 seconds**.
* **Increases** the Survivor-Detection range of the **Zombies** by **+2 metres**.
* **Increases** the *Field of View* of the **Zombies** by **+10 °**.
* **Increases** the Survivor-Detection range of the **Zombies** by **+4 metres**.
* **Increases** the *Field of View* of the **Zombies** by **+17.5 °**.
* **Increases** the Duration of *Killer Instinct* after a Survivor uses a Vaccine by **+3 seconds**.
* **Increases** the Gain to *Mutation Rate* after hitting Survivors with a *Tentacle Strike Attack* by **+0.75 points**.

* **Increases** the Movement Speed of **Zombies** by **+0.35 m/s**.
* **Increases** the Gain to *Mutation Rate* after hitting **Zombies** with a *Tentacle Strike Attack* by **+0.75 points**.

* **Increases** the Duration of the ***Hindered*** **Status Effect** when becoming ***Contaminated*** by **+0.2 seconds**.

* **Increases** the Opening time of Supply Cases by **+4 seconds**.
* Grants the ***Undetectable*** **Status Effect** for **15 seconds**, after a **Zombie** is disintegrated by any means.
* **Increases** the Gain to *Mutation Rate* after hitting **Zombies** with a *Tentacle Strike Attack* by **+1 point**.
* **Reduces** the Respawn time of disintegrated **Zombies** by **-7.5 seconds**.
* **Increases** the Gain to *Mutation Rate* after hitting **Zombies** with a *Tentacle Strike Attack* by **+0.75 points**.
* **Reduces** the number of Supply Cases in the environment by **-1**.

* **Reduces** the Respawn time of disintegrated **Zombies** by **-5 seconds**.
* **Increases** the Movement speed of **Zombies** by **+0.5 m/s**.
* Once the Exit Gates are powered, disintegrated **Zombies** respawn in the Exit area.

* The Auras of Survivors unlocking a Supply Case are revealed to you for **12 seconds** after they succeed.
* Survivors suffer from the ***Oblivious*** **Status Effect** for **60 seconds** after becoming ***Contaminated***, or until they cure themselves with a Vaccine.
* Survivors suffer from the ***Exposed*** **Status Effect** for **60 seconds** after using a Vaccine.

* **Increases** the Movement Speed of **Zombies** by **+1.5 m/s** for **60 seconds** each time a Generator is completed.

*"S.T.A.R.S..." — The Nemesis*

### Vile Purge

*Vile Purge* is **The Plague's** main Power: it allows her to spread her disease and infect Survivors.

* **Reduces** the Cool-down duration of ***Vile Purge*** and ***Corrupt Purge*** by **-0.25 seconds**.
* **Increases** the Infection duration on Props hit with ***Vile Purge*** by **+20 seconds**.
* The Auras of Survivors cleansing at a **Pool of Devotion** are revealed to you for **4 seconds**.
* **Increases** the Infection duration on Props hit with ***Vile Purge*** by **+40 seconds**.
* **Increases** the Infection gained while performing Interactions for Survivors by **+100 %**.
* Grants **+100 %** bonus Bloodpoints for Score Events in the Deviousness Category.
* ***Vile Purge*** no longer affects Survivors directly.
* Causes **1** **Pool of Devotion** to spawn in the ***Corrupted*** state.
* **Increases** the Infection gain from ***Vile Purge*** by **+30 %**.
* **Increases** the Infection duration on Props hit with ***Vile Purge*** by **+30 seconds**.
* **Reduces** the Cool-down duration of ***Vile Purge*** and ***Corrupt Purge*** by **-0.4 seconds**.
* **Reduces** the number of available **Pools of Devotion** by **-2**.
* Causes **1** **Pool of Devotion** to spawn in the ***Corrupted*** state.
* **Increases** the number of available **Pools of Devotion** by **+1**.
* **Increases** the duration of ***Corrupt Purge*** by **+10 seconds**.
* Ingesting ***Corruption*** causes all Survivors in your Terror Radius to scream and reveal their locations to you.
* **Increases** the Infection gain from ***Vile Purge*** by **+40 %**.
* **Increases** the Charge speed of ***Vile Purge*** and ***Corrupt Purge*** by **+50 %**.
* **Increases** the duration of ***Corrupt Purge*** by **+20 seconds**.
* **Increases** the Infection gained while performing Interactions for Survivors by **+50 %**.
* **Increases** the Projectile speed of ***Vile Purge*** and ***Corrupt Purge*** by **+10 %**.
* **Increases** the Ingestion speed at **Pools of Devotion** by **+100 %**.
* **Increases** your Movement speed while holding ***Corrupt Purge*** by **4.4 %**.
* The Auras of vomitting *Infected Survivors* are revealed to you for **3 seconds**.
* Automatically enter ***Corrupt Purge*** whenever a Generator is completed.
* **Reduces** the duration of ***Corrupt Purge*** by **-20 seconds**.

### Virulent Bound

*Virulent Bound* is **The Mastermind's** main Power: it allows him to infect Survivors with the **Uroboros Virus** and bound across the Map and obstacles in quick bursts of speed, injuring or throwing Survivors that cross his path.

* Grants **+100 %** bonus Bloodpoints for *Virulent Bound* Score Events.
* **Reduces** the remaining duration of a *Bound* by **-50 %** after colliding with a Survivor.
* **Reduces** the duration of the first *Bound* by **-20 %**.
* **Increases** the duration of the second *Bound* by **+20 %**.
* **Increases** the duration of the first *Bound* by **+20 %**.
* **Reduces** the duration of the second *Bound* by **-20 %**.
* **Increases** your Movement speed while charging *Virulent Bound* by **+5 %**.
* Survivors suffer from the ***Oblivious*** **Status Effect** for **30 seconds** after using a First Aid Spray.
* **Increases** the remaining duration of a *Bound* by **+50 %** after colliding with a Survivor.
* **Reduces** the Power Recharge time by **-10 %**.
* **Increases** the Throw distance of Survivors grabbed *Mid-Bound* by **+30 %**.
* **Increases** your Movement speed during the *Chain Bound Window* by **+8 %**.
* **Increases** the duration of the *Chain Bound Window* by **+50 %**.
* Survivors suffer from the ***Blindness*** **Status Effect** for **60 seconds** when they reach ***Critical Infection***.
* Survivors suffer from the ***Haemorrhage*** **Status Effect** until fully healed when injured using *Virulent Bound*.
* **Increases** the Healing time of the First Aid Spray by **+2 seconds**.
* **Reduces** the Infection timer of Survivors by **-30 %**.
* Grants the ***Undetectable*** **Status Effect** for **20 seconds** whenever a Survivors reaches ***Critical Infection***.
* **Increases** the Infection applied when colliding with Survivors *Mid-Bound* by **+30 %**.
* The Auras of Survivors are revealed to you for **8 seconds** after using a First Aid Spray.
* The Auras of Survivors are revealed to you for **4 seconds** when they reach ***Critical Infection***.

* Causes all Survivors to start the Trial infected with *Uroboros*.
* Survivors suffer from the ***Exposed*** **Status Effect** for **30 seconds** when they reach ***Critical Infection***.

* Grants the ability to break Breakable Walls or Pallets when colliding with them *Mid-Bound*.
* You can no longer vault over **Pallets** using *Virulent Bound*.

*"Only a handful of humans truly matter. Everyone else is just so much chaff. So now I have to separate this chaff from the wheat." — Albert Wesker*

### Wailing Bell

The *Wailing Bell* is **The Wraith's** main Power: imbued with ancient powers, its toll allows him to enter the Spirit World and become invisible.

* Your Terror Radius is no longer suppressed when *Cloaked*.
* Grants **+100 %** bonus Bloodpoints for *Stalking* and *Surprise Attack* Score Events.
* Your Terror Radius and **Red Stain** are suppressed for another **6 seconds** after uncloaking.
* When *Cloaked*, Pools of Blood appear to you in **bright red**.
* Breaking Breakable Walls or Pallets by any means, or performing the *Damage Generator* action on incomplete Generators, will cause you to automatically uncloak.
* Survivors hit with a *Surprise Attack* suffer from the ***Blindness*** **Status Effect** for **60 seconds**.
* **Reduces** the Cloaking time by **-40 %**.
* **Reduces** the Uncloaking time by **-8 %**.
* **Increases** your Movement Speed by **+5 %** when *Cloaked*.
* Survivors are unable to discern the distance and direction of the *Wailing Bell*.
* Survivors hit with a *Surprise Attack* suffer from the ***Haemorrhage*** and ***Mangled*** **Status Effects** until fully healed.
* **Reduces** the Cloaking time by **-60 %**.
* **Increases** the Action speeds for breaking Breakable Walls and Pallets, damaging Generators, and vaulting Windows by **+40 %** while *Cloaked*.
* **Reduces** the Uncloaking time by **-10 %**.
* **Increases** your Movement Speed by **+7 %** when *Cloaked*.
Unlocks hidden potential in your Aura-reading ability:
* **Increases** the Action speeds for breaking Breakable Walls and Pallets, damaging Generators, and vaulting Windows by **+60 %** when *Cloaked*.
* **Reduces** the Uncloaking time by **-12 %**.
* **Increases** your Movement Speed by **+9 %** when *Cloaked*.
Unlocks hidden potential in your Aura-reading ability:
* **Silences** the *Wailing Bell*.

### Yamaoka's Haunting

*Yamaoka's Haunting* is **The Spirit's** main Power: it allows her to quasi-teleport by entering the Ethereal Plane and moving at high speed to a new location of her choosing, a process that is interruptible at any time for her.

* **Increases** the Charge speed of *Yamaoka's Haunting* by **+15 %**.
* **Increases** the Recharge rate of *Yamaoka's Haunting* by **+20 %**.
* **Increases** the Duration of a *Phase-Walk* by **+0.5 seconds**.
* **Increases** your Movement speed during a *Phase-Walk* by **+5 %**.
* **Reduces** the Cool-down of your *Passive Phasing* by **-1 second**.
* **Increases** the Duration of your *Passive Phasing* by **+50 %**.
* **Increases** the Duration of a *Phase-Walk* by **+1 second**.
* **Increases** your Movement speed during a *Phase-Walk* by **+10 %**.
* **Increases** the Recharge rate of *Yamaoka's Haunting* by **+15 %**.
* **Increases** the Charge speed of *Yamaoka's Haunting* by **+20 %**.
* **Extends** the Invisibility duration while reappearing from a *Phase-Walk* by **+0.2 seconds**.
* **Increases** your Movement speed while reappearing from a *Phase-Walk* by **+5 %**.
* Survivors coming within **2 metres** of the *Husk* during a *Phase-Walk* triggers *Killer Instinct*.
* **Increases** the Recharge rate of *Yamaoka's Haunting* by **+30 %**.
* Causes the *Husk* to explode after ending a *Phase-Walk*, blocking all Vault locations within **4 metres** of its location for **5 seconds**.
* Instantly recharges *Yamaoka's Haunting* after being stunned by a Pallet.
* Coming within **3 metres** of a Survivor during a *Phase-Walk* triggers *Killer Instinct*.
* Scratch Marks are no longer visible to you during a *Phase-Walk*.
* Causes all Survivors to hear the audio cue of the *Phase-Walk*.
* Press the *Active Ability button* during a *Phase-Walk* to instantly reappear at the location of the *Husk*.
* **Increases** the Duration of a *Phase-Walk* by **+3.5 seconds**.
* **Reduces** your Movement speed during a *Phase-Walk* by **-15 %**.
* Instantly recharges *Yamaoka's Haunting* after breaking a Breakable Wall or a Pallet.
* **Increases** your Movement speed during a *Phase-Walk* by **+25 %**.
* Scratch Marks are no longer visible to you during a *Phase-Walk*.

### Yamaoka's Wrath

*Yamaoka's Wrath* is **The Oni's** main Power: it allows him to go into a *Blood Fury* by absorbing **Blood Orbs** dropped by injured Survivors.
When he is in this *Blood Fury*, he can dash at high speeds and deal a horrible blow to the Survivors with his Kanabō, which downs them in a single hit.

* **Increases** your Movement speed while in *Absorption Mode* by **0.4 m/s**.

* **Reduces** the Transition time into *Blood Fury* by **-0.5 seconds**.
* **Reduces** the Transition time out of *Blood Fury* by **-0.5 seconds**.
* **Increases** the Floating speed of **Blood Orbs** towards you when in *Absorption Mode* by **+4 m/s**.
* **Increases** the Aura-reading range on **Blood Orbs** in the environment by **+2 metres**.

* **Increases** your Movement speed while in *Absorption Mode* by **0.7 m/s**.
* **Increases** the Aura-reading range on **Blood Orbs** in the environment by **+3 metres**.
* **Increases** the duration of *Blood Fury* by **+6 seconds**.
* **Reduces** the Transition time into *Blood Fury* by **-0.5 seconds**.
* **Reduces** the Transition time out of *Blood Fury* by **-0.5 seconds**.
* **Reduces** the Power Gauge penalty for downing Survivors during *Blood Fury* by **-2 seconds**.
* **Increases** the passive Charge rate of *Blood Fury* by **+0.1 c/s**.
* **Increases** your Movement speed during a *Demon Dash* by **+0.64 m/s**.
* **Reduces** the Charge speed of *Demon Dash* by **-0.5 seconds**.
* **Increases** the passive Charge rate of *Blood Fury* by **+0.2 c/s**.
* **Increases** the Spawn frequency of **Blood Orbs** from injured Survivors by **+14 %**.
* **Increases** the number of **Blood Orbs** spawned when Survivors perform specific interactions by **+1**.

* **Increases** the duration of *Blood Fury* by **+8 seconds**.
* **Increases** your Movement speed during a *Demon Dash* by **+1 m/s**.
* **Increases** the duration of *Blood Fury* by **+10 seconds**.
* **Increases** the Spawn frequency of **Blood Orbs** from injured Survivors by **+33 %**.
* **Increases** the number of **Blood Orbs** spawned when Survivors perform specific interactions by **+1**.

* **Reduces** the Power Gauge penalty for downing Survivors during *Blood Fury* by **-4 seconds**.
* Causes Survivors within **24 metres** of your location to scream and reveal their location to you after hitting the ground with a missed *Demon Strike*.

* The Auras of Survivors coming into contact with a **Blood Orb** are revealed to you for **2 seconds**.
	+ This effect stacks per **Blood Orb**.
* Causes **Blood Orbs** to be visible to Survivors and to be absorbed when they come into contact with them.

*"When all else spills out, cling only to your honour." — Renjiro's Doctrine 14:12*

## Survivor Item Add-ons

### Firecrackers

The **Firecracker** is an Item that is used to blind and deafen the Killer, but also affects other Survivors if they happen to be within the Area of Effect. Getting blinded will make a Killer drop a carried Survivor.

These Add-ons can be found in the Game code, but are not available to use.

* **Increases** the Blindness duration by **+1.5 to 2.5 seconds**.
* **Increases** the duration of the ***Deafened*** **Status Effect** by **+0 to 2 seconds**.
* **Increases** the Blindness duration by **+10 %**.
* **Increases** the Detonation delay by **+0.75 seconds**.
* **Increases** the Blindness duration by **+20 %**.
* **Increases** the Detonation delay by **+1.5 seconds**.
* **Increases** the Detonation radius by **+2.5 metres**.
* **Increases** the Detonation radius by **+5 metres**.
* **Increases** the number of available Uses by **+2**.

### Flashlights

The **Flashlight** is an Item that is used to blind the Killer. If they are carrying a Survivor on their shoulder, getting blinded will make them drop that Survivor and be stunned for a few seconds.

* **Increases** the Battery life by **+2 seconds**.

* **Increases** the Aim accuracy by **+20 %**.

* **Increases** the brightness of the Beam by **+20 %**.
* **Increases** the duration of a successful Blind by **+10 %**.

* **Increases** the width of the Beam by **+25 %**.
* **Reduces** the reach of the Beam by **-25 %**.
* **Increases** the reach of the Beam by **+25 %**.
* **Increases** the brightness by **+20 %**.
* **Increases** the duration of a successful Blind by **+10 %**.
* **Reduces** the width of the Beam by **-15 %**.
* **Increases** the Battery life by **+4 seconds**.

* **Reduces** the Battery Depletion rate by **-24 %**.
* **Increases** the Aim accuracy by **+40 %**.
* **Increases** the brightness of the Beam by **+30 %**.
* **Increases** the duration of a successful Blind by **+15 %**.

* **Increases** the brightness of the Beam by **+40 %**.
* **Increases** the duration of a successful Blind by **+20 %**.
* **Extends** the Battery life by **+6 seconds**.
* **Increases** the reach of the Beam by **+25 %**.
* **Increases** the brightness of the Beam by **+30 %**.
* **Increases** the duration of a successful Blind by **+15 %**.
* **Reduces** the width of the Beam by **-25 %**.
* **Increases** the brightness of the Beam by **+50 %**.
* **Increases** the duration of a successful Blind by **+25 %**.
* **Increases** the Battery Depletion rate by **+14 %**.
* Causes the *Flashlight* to flicker.
* **Increases** the brightness of the Beam by **+15 %**.
* **Increases** the duration of a successful Blind by **+30 %**.
* **Increases** the spookiness.

The *Broken Bulb* is only available during Halloween Events.

### Keys

The **Key** is an Item that can be used to open the Hatch when it spawns. It can also be used with Add-ons to enhance its power and show the user different Auras, such as those of other Survivors in their vicinity or that of the Killer. The Broken Key cannot be used to open the Hatch and is of no use without Add-ons.

* **Increases** the Use time of *Keys* by **10 seconds**.

* The Auras of other Survivors within **24 metres** are revealed to you while *Mind Channel* is active.

* **Increases** the Use time of *Keys* by **15 seconds**.
* **Increases** the Aura-reading range of *Keys* by **+12 metres**.

* The Auras of other Survivors within **48 metres** are revealed to you while *Mind Channel* is active.

* The Aura of the Killer within **32 metres** is revealed to you while *Mind Channel* is active.
* **Increases** the Depletion rate by **+100 %**.
* Using a *Key* to open the closed Hatch consumes this Add-on instead.
* The Aura of the ***Obsession*** is automatically revealed to you at all times.
	+ This does not require using the *Mind Channel* ability.

* Causes this Add-on to be consumed upon death instead of the *Key*.

### Maps

The **Map** is an Item that is used to track and mark props in the World. The standard map can only track Generators, but can track different props as well with the use of Add-ons that enhance its power. You can even make the tracked Auras visible to other Survivors and create markers that look like a pillar of bright light.

* **Increases** the Durability of the *Map* by **+5 seconds**.
* Press the *Secondary Action button* while using the *Map* to use the *Glass Bead* to place a **Pillar of Light** at your current location that can be seen by all Survivors.
* Unlocks the ability to track **Killer Belongings**.
* **Reduces** the Depletion rate by **-20 %**.
* **Increases** the Object Tracking range by **+8 metres**.
* Unlocks the ability to track the Exit Gate Switches
* Unlocks the ability to track the Hatch.
* **Increases** the Object Tracking range by **+12 metres**.
* Reveals the tracked Auras to all Survivors.

### Med-Kits

The **Med-Kit** is an Item that is used to heal yourself and other Survivors. Other Survivors can also be healed without the use of a Med-Kit, but it takes considerably longer.

Without the use of Self-Care, a Survivor cannot heal themselves without one. Different **Add-ons** can be equipped that enhance its healing speed or durability.

* **Increases** the available Healing Charges by **+8 Charges**.
* **Increases** the Healing speed by **+5 %**.
* **Increases** the Great Success zone of *Healing Skill Checks* by **+10 %**.
* **Increases** the Healing speed by **+10 %**.
* **Increases** the Odds of triggering *Healing Skill Checks* by **+10 %**.
* **Increases** the Progression bonus for succeeding at *Great Healing Skill Checks* by **+5 %**.
* **Increases** the Healing speed by **+5 %**.
* **Increases** the available Healing Charges by **+8 Charges**.
* **Increases** the Great Success zone of *Healing Skill Checks* by **+20 %**.
* **Increases** the available Healing Charges by **+10 Charges**.
* **Increases** the Odds of triggering *Healing Skill Checks* by **+15 %**.
* **Increases** the Progression bonus for succeeding at *Great Healing Skill Checks* by **+10 %**.
* **Increases** the Healing speed of *Med-Kits* by **+15 %**.
* Press the *Secondary Action button* while healing yourself or another Survivor with a *Med-Kit* to use the *Styptic Agent* to grant the ***Endurance*** **Status Effect** for **5 seconds**.

* Press the *Secondary Action button* while healing yourself or another Survivor with a *Med-Kit* to use the *Anti-Haemorrhagic Syringe* to automatically heal the affected Survivor for **1 Health State** over the next **16 seconds**.
	+ Healing Speed modifiers affect the Healing time.
	+ Taking damage or being picked up by the Killer cancels the Healing effect.

* **Increases** the available Healing Charges by **+16 Charges**.
* Press the *Secondary Action button* while healing yourself or another Survivor with a *Med-Kit* to use the *Refined Serum* to boost the Movement speed of the affected Survivor by **+5 %** for **16 seconds**.
* Creates a Blight trail behind the affected Survivor.

*Refined Serum* consumes the *Med-Kit* on use.

The *Refined Serum* is only available during Halloween Events.

### Toolboxes

The **Toolbox** is an Item that can be used to repair Generators more quickly or sabotage hooks. Different Toolboxes have different uses and not all of them are good for both uses. Add-ons can be equipped to enhance their speed and durability.

*"It is unclear as to where these tools come from. Were they brought in by one of us or did they belong to one of the monsters?"*

Suspiciously clean.
* **Suppresses** all normal Skill Checks that are usually triggered while repairing a Generator.
Mostly unusable junk.
* **Increases** the Sabotage speed of the *Toolbox* by **+15 %**.
* **Suppresses** the *Loud Noise Notification* to the Killer that is usually triggered after sabotaging a Hook.
* **Increases** the Repair speed of the *Toolbox* by **+30 %**.
* **Reduces** the range at which your Generator-Repair noises can be heard by **-8 metres**.
* **Increases** the Capacity of the *Toolbox* by **+12 Charges**.
Essential in any Toolbox.
* **Increases** the Sabotage speed of the *Toolbox* by **+20 %**.
Replaces the *Toolbox Repair* prompt with an *Install Brand New Part* prompt instead:
* Installing the *Brand New Part* triggers **1 difficult Skill Check**.
* **Reduces** that Generator's Repair requirement permanently by **-10 Charges** after succeeding the Skill Check.

*Brand New Part* is consumed on use.

## Decommissioned Add-ons

Over the years, *Dead by Daylight* has had several Add-ons decommissioned, usually when Add-on Reworks occurred.

## Unused Add-ons

In the Game's code, there exist several Add-ons that have never been used.

* **Increases** the Action speeds for breaking Breakable Walls and Pallets, damaging Generators, and vaulting Windows by **+10 %** when *Cloaked*.
* **Increases** the Blindness duration by **+1.5 to 2.5 seconds**.
* **Increases** the duration of the ***Deafened*** **Status Effect** by **+0 to 2 seconds**.
* **Increases** the Blindness duration by **+10 %**.
* **Increases** the Detonation delay by **+0.75 seconds**.
* **Increases** the Blindness duration by **+20 %**.
* **Increases** the Detonation delay by **+1.5 seconds**.
* **Increases** the Detonation radius by **+2.5 metres**.
* **Increases** the Detonation radius by **+5 metres**.
* **Increases** the number of available Uses by **+2**.

## Change Log

### Up to Patch 3.6.0

Whether or not Survivor Items lost their **Add-ons** after a Trial depended on the situation:

* **Add-ons** were **lost** upon using up all charges of an Item.
* **Add-ons** were **lost** upon disconnecting from the Trial.
* **Add-ons** were **lost** upon dying in a Trial, unless the White Ward Offering was burnt.
* **Add-ons** were **kept** if one escapes with the Item that they are equipped on.

### Patch 3.6.0

* Item Add-ons for Survivors became single-use only, akin to Power Add-ons for Killers.