External Traits

**External Traits** are passive powers that a Hunter or Survivor has. Each character can have a maximum of **4** External Traits. Some External Traits can even be shared amongst Survivors with little to no differences between them.

## Survivor External Traits

### Doctor

**Exclusive**
The Doctor can heal fatal wounds quickly. Whenever the syringe is used to heal herself, her Fear is reduced by 25% and the time required for self-healing is reduced by half.

### Lawyer

**Take Notes**

### Thief

**Exclusive**

### Gardener

**Exclusive**
**Recall**

#### Trivia

* For **Confidence** , the Vaulting Speed buff also applies to *broken* Rocket Chairs

### Magician

**Exclusive**
The Magician will instantly use Escape Artist upon being rescued from a Rocket Chair and leave an Illusion on the chair to make himself invisible for 2 seconds.

### Explorer

**Exclusive**
Gulliver's Travels records the location of the treasure. Activate Treasure Hunt when you turn into a tiny Lilliputian. Reach the indicated burial location to unearth Password Page. The Password Page allows you to quickly decipher the Cipher Machines when it reaches 50% progression, and also provides you a hint on Hunter's whereabouts. The Explorer can carry up to 2 Password Pages with him. When the Explorer is placed on the Rocket Chair, the Password Pages will drop to the floor, and other Survivors can pick them up. Each scene could indicate up to 3 treasure burial spots.
The Explorer has heightened senses when transformed into a tiny Lilliputian and can tell the incoming direction of Hunters within a certain radius.
His love of books allows him to use this ability without depleting it.
**Duo Hunters Mode**

### Mercenary

**How to use**
Players can choose to turn it "On" or "Off", and running over a wall while in "On" will trigger a Dash Hit.
**Exclusive**

### Coordinator

**Exclusive**

### Priestess

The Priestess carries the Holy Key around and can choose to generate either a Straight Passage or an Ultra-Long Passage. Both Passages created will not lead to contaminated earth or areas, and Hunters can destroy Passages.
**Straight Passage**
Both Survivors and Hunters can pass through. Passages entered by Hunters will be destroyed after they squeeze through. At the same time, the Hunter will be stunned for a short period of time, and the stun duration increases with the Passage's length.
**Ultra-Long Passage**
Survivors entering the Portal will be quickly transported to the other side after a few seconds. A residual image of Survivors that use the Ultra-Long Passage will remain at the entrance of the Passage when using it. The time they remain is determined by the length of the Portal.
Hunters can attack these images. When the images are attacked, the damage and special effects inflicted are transferred to the Survivor (with some delay), and the Survivor becomes visible for 10 seconds.
Hunters cannot pass through the Ultra-Long Passage.
**How to use**
Tapping the Holy Key skill button will create a Straight Passage to the selected location.
Tapping the Special Holy Key skill button will activate the Observe Call mode and send out a call to a selected Teammate.
Long pressing the Special Holy Key skill button will activate the Direct Call mode and send a call to all Teammates.

### Mechanic

**Exclusive**

### Forward

**Exclusive**

### The Mind's Eye

**How to use**
Auto Tap Tap while moving constantly. Tap on the Ability button to Strike the ground.
**Tap Tap**
Uses the sound waves produced when she taps the ground with her Cane to locate the position of the Hunter.
**Strike**

### Perfumer

The Perfumer sprays some Euphoria Perfume and enters an immersed state. She is able to remember her condition and position at that very moment. While the skill is active, she can choose to forget what has just happened and return to the moment when she sprayed her Perfume.
**Exclusive**

### Cowboy

The Cowboy is proficient in using the Lasso. When a Teammate is lassoed, they are placed on the Cowboy's back. If the Hunter is lassoed, the Cowboy will fly past the Hunter's head and land on the other side taking no damage in the process. If a Pallet or Cipher Machine is lassoed, the Cowboy will be pulled towards it.
The Cowboy can lasso and save Teammates tied to Balloons and Rocket Chairs. After the Cowboy lassoes a Pallet, Cipher Machine, Hunter, or Survivor, he will receive and acceleration boost.
**How to use**
Tap or hold to unleash the Cowboy's Lasso. Long press to choose your target and aim. After taking aim, release the Lasso within the target area to hit the target. Aim progress will be reduced if the player moves away from the target area when aiming.
**Consumption**

### Female Dancer

She possesses a Music Box that plays two pieces of music in a different tempo.
The fast setting of the Music Box can increase the speed of actions and interactions (including Movement, Pallet, and Window interactions, decoding, Rocket Chair countdown, etc.) of Survivors (excluding Hunters) within hearing range of her music.
The slow setting of the Music Box can reduce the speed of actions and interactions (including Movement, Pallet, and Window interactions, attack, Abilities, etc.) of Hunters (excluding Survivors) within hearing range of her music.
The effect of the music is enhanced when the music of the same tempo is stacked.
**How to use**
Tap to place a Music Box on the spot. Hold down the ability button to place a Music Box with greater coverage.
**Lingering Sound**
When she falls from a height, she gains 30% increased Movement Speed for 3 seconds. Has a 40 second cooldown.

### Seer

The Seer is accompanied by his trusted Owl.
When the match begins, the Owl will patrol the map and mark the position of all his Teammates. When the Owl returns, the Seer can order his Owl to follow a Teammate's scent, find them and grant a vision of them. The Owl can be ordered to block damage for a period of time at critical moments.

### Embalmer

The Embalmer carries his Makeup Box everywhere. Opening it will summon a Coffin with a surrogate in it and immediately provides the Rebirth ability.
When a player with the Rebirth ability is knocked down or placed on a Rocket Chair, the Embalmer will have 3 seconds to make a choice. Selecting "Rebirth Now" will immediately cause the player to enter the Rebirth process, while retaining the effects and the current Coffin. When no selection is made, the Rebirth process will start by default. The Embalmer can summon a Coffin where he stands.
**Rebirth**

### Prospector

The Prospector carries a Meteorite Magnet with him. The thrown out Magnet will attach itself to players nearby, causing positive/negative polarities that last for 20 seconds;
if players with Magnet are close to each other, a link will be triggered; getting closer will trigger Attraction or Repulsion, and getting further will break the link;
if a Hunter breaks the link, the polarity will lose its effects.
The strong magnetic force of the magnet field will also cause polarized players to become stunned when they collide with objects. The further the distance of the Repulsion and Attraction before impact, the longer players will be stunned.
**How to use**
Tap to throw, or charge to throw it to a specific location.
**Exclusive**

### Enchantress

The Enchantress carries the Cursed Emblem. She can consume 1 stack of Guard to temporarily paralyze the nearest Hunter within a certain range.
When the Guard reaches 3 stacks, it can be detonated by tapping on the special icon and using 3 stacks of Guard to paralyze the Hunter for several seconds.
**Duo Hunters Mode**
When a Hunter gets near the Enchantress, the Guard is triggered and the effects are stacked over time against the Hunter. The nearer the Hunter gets to the Cursed Emblem, the faster the Guard effect stacks. All Enchantress' Guards (whether detonated or not) now have a reduced rate of 7%, and a maximum reduction of 70%;
Survivors healing the Enchantress or getting healed by the Enchantress will gain the Enchantress' blessings. When a Hunter inflicts damage on a Survivor that has the Enchantress' blessings, the Enchantress will also gain a stack of Guard effect.
**Special**

### Wildling

**Following State**
Wildling moves slower than other Survivors in this state. Wildling can command his Partner to Howl, disrupting the Hunter's hearing, causing Tinnitus and Listen to lose effect temporarily for 10 seconds.
**Riding State**
Rage: In this state, the Partner gains Rage as time goes on, and Movement Speed increases as Rage accumulates. When Rage is full, the Partner will Bump in a specific direction. Bump will not stun Hunters, but will increase the Struggle Progress of a Survivor held by a Balloon by 10% (when the Hunter ballooning a Survivor is hit, the ballooned Survivor will be released). Bumping the Hunter into an object will reset the ability's cooldown and regain a large amount of Rage. Bumping the Hunter directly will dramatically increase the Partner's Rage Accumulating Speed.

### Acrobat

**Sticky Bomb**
Slightly reduces the Hunter's Movement Speed. If the Hunter is hit by the exploding Sticky Bomb or if the Hunter is repeatedly affected by Aftereffects within a short time, the Hunter's Movement Speed will be greatly reduced.
**Nitro Bomb**
Slightly reduces Hunter's Interaction Speed. If the Hunter is hit by the exploding Nitro Bomb or if the Hunter is repeatedly affected by Aftereffects within a short time, the Hunter's Interaction Speed will be greatly reduced.
**Fire Bomb**
It can burn and disable all Hunter abilities for a period of time. If the Hunter is hit by the exploding Fire Bomb or if the Hunter is repeatedly affected by Aftereffects within a short time, all Hunter abilities will be disabled for an extended period.
**How to use**
**Friendliness**
Rescuing 1 Teammate from the Rocket Chair allows the Acrobat to create an additional Sticky Bomb.
**Tranquility**
When the Decoding Progress reaches 100%, it will allow the Acrobat to create an additional Nitro Bomb.
**Bravery**
Being pursued by Hunters for 60 will allow the Acrobat to create an additional Fire Bomb.
**Exclusive**

### Barmaid

**Strong Dovlin**
Strong Dovlin can be drank when the Barmaid or Teammates are injured, but they will become Tipsy and their Fear will be reduced.
**D.U.P.H.R.I.N.**
The Barmaid carries 1 bottle of Dovlin Base around. After drinking it, the stimulation of Dovlin Base increases the drinker's Fear by a quarter and increases Movement Speed by 50% for 2 seconds. Dovlin Base also makes the drinker Tipsy, which reduces Fear.
**Exclusive**
D.U.P.H.R.I.N.'s stimulation is strong. So it can't be drank when the Barmaid is injured. Plus, D.U.P.H.R.I.N. cannot be shared with Teammates.
Increased Fear due to Mixing and drinking D.U.P.H.R.I.N. is not considered an injury and therefore does not trigger Panic, Deteriorate, Hunter's Instincts, and Cowardly effects.
**Prohibition**
Warning: Demi Bourbon's Mixes can't be served to underage customers.
When the Barmaid is injured, the time required for mixing drinks is increased to 10 seconds due to insufficient energy.
Up to 2 bottles of Strong Dovlin can be mixed in a single game, but only 1 bottle can be carried at any time.
Drinking Dovlin Base will cause Survivors to become Tipsy for 8 seconds., after which their Fear will be decreased by a quarter.
Consuming Strong Dovlin will cause the Barmaid to become Tipsy for 21 seconds, after which her Fear will be decreased by half.

### Postman

**Letter Type**
Urgent Letter: Increases Recipient's Movement Speed by 10% for 15 seconds.
Farewell Letter: If the Recipient vaults over a Window or Pallet within 90 seconds, the Recipient's Movement Speed will increase by 40% for 3 seconds. This effect can only be triggered 1 time, and has a lower triggering priority than Knee Jerk Reflex and Broken Windows.
Tranquility Letter: Increases Recipient's Decoding Speed by 20% for 30 seconds.
Bravery Letter: Increases Recipient's Rescue Speed by 30%. Also increases Recipient's Movement Speed by 10% for 180 seconds when nearing Rocket Chairs with Survivors with Survivors on it.
Inspiring Letter: Permanently increases Recipient's Vaulting Speed by 10%.
Hope Letter: Permanently increases Recipient's Exit Gate Opening Speed by 30% and gains continuous vision on the Dungeon's location.
**How to use**
Tap on the ability button to enter the Letter Delivery interface and select the Recipient and Letter type.
The Letter Delivery cooldown is 60 seconds. There are 6 Letter Letter types available for each Letter Delivery.
When the Post Dog isn't delivering a Letter, it follows the Postman's command to dash toward a Hunter Pounce on them.
The Post Dog won't be hit by Hunters when it's delivering a Letter or Pouncing on a Hunter.
If the Recipient is immobilized when the Post Dog arrives with the Letter, the Letter Delivery fails.
If the delivery is taking too long, the Post Dog will cease the delivery because of exhaustion.
The Post Man usually hides at the corner of the scene and is only around when the Postman has a Letter to deliver.
**Pounce**
The Post Dog loves pouncing on new friends.
Tap to send the Post Dog dashing and Pouncing towards the direction of the screen.
The Movement Speed of the Hunter is reduced by 35% for 6 seconds while they're being pounced on by the Post Dog.
If the Post Dog fails to Pounce on a Hunter during the dash, it will return to the Postman once the dashing limit is reached or it hits an obstacle. The Post Dog can still Pounce on a Hunter on its way back to the Postman.
Hmm... if his expectation remains unfulfilled, why doesn't he peek into one himself? However, opening other's Letters will increase the Postman's next delivery cooldown by 50%.

### Grave Keeper

**Underground Sneak**
In Underground Sneak mode, Grave Keeper can dig and move underground;
He can go through Pallets that are knocked down, but he can't ground through other obstacles for fear of them collapsing;
Given the limited oxygen underground, there is a time limit for Underground Sneak mode, but Grave Keeper can stop digging and resurface to the ground at anytime.
If he is attacked in Underground Sneak mode, he can shield damage once and resurface to the ground;

### "Prisoner"

**How to use**
Tap item to use. The "Prisoner" envisions the distributions of Cipher Machines in his head and change the wiring to adjust the Connection status between Cipher Machines.
**Connection**
The "Prisoner" can connect to inactive Cipher Machines and form a Connection, with a cooldown of 30 seconds. Each "Prisoner" can only create 1 Connection, and there can only be 2 Cipher Machines on each Connection. All Survivors will be able to see the Connection.
When Survivors decode a Cipher Machine on a Connection, they can transmit a certain percentage of their Decoding Progress to another Cipher Machine. During the transmission, their own Decoding Progress will be decreased by the same transmission percentage.
Survivors can adjust the transmission percentage within the range of 0% to 48%. At the same time, due to deterioration of the circuit, some of the transmitted Decoding Progress will be lost (without affecting one's own Decoding Speed). The farther away the connected Cipher Machines are, the bigger the loss will be, ranging from 10% to 20%.
An incident changed the "Prisoner's" body composition and made him a "Conductor" capable of accumulating electric charges.
When the "Prisoner" decodes a Cipher Machine in a Connection, an electrical area will be formed as a result of electric charges focusing around the Cipher Machine. When Hunters enter such an area for a long time, they will be electrocuted and stunned.
With each electrocution, the Hunter's resistance to electric charges is permanently increased so that the stun duration of the Hunter will decrease until it drops to 0. When a Connection becomes invalid or destroyed, the electrical area will disappear with it.
**Enhanced Charges**
Due to his unique body composition, the "Prisoner" will recharge when he enters an electrical area. Once the recharge is completed, he can release severe electric currents 1 time. The severe electric currents will send an Electric Shock towards Hunters nearby and stun them for 1 second.
As the Connection between the Exit Gates is quite complicated, the transmission ratio of the Connection Passage can only be adjusted by the "Prisoner" within the range of 0% to 48%. At the same time, due to deterioration of the circuit, the transmitted Decoding Progress is lost at a consistent 15%.
Hunters can destroy the Connection between the Exit Gates.
However, such obsession also weakens the Prisoner's perception of his surroundings, such that the distance of his detection of the Hunters is decreased by 20%.

### Entomologist

The swarm will form a barrier so that the Hunters passing through it will be disrupted and their Movement Speed will be reduced by 70%. Survivors won't be affected. At the same time, the barrier can block certain abilities.
Once the insects are assembled, the Entomologist can switch her camera and manipulate the swarm of insects to turn left or right, or move forward.
When the swarm of insects moves at high speed, it will propel forward Survivors (including the Entomologist herself) who have no other operations engaged. It can also disrupt Hunters' movement.

### Painter

When the painting is done, he can place the Drawing Board in the scene.
When the Hunter sees the placed Drawing Board, they will be attracted by it, walk over involinarity and stop to admire their face in front of it.
If a Hunter takes too much time walking over to the Drawing Board, they will lose interest in the Painting and which renders the Drawing Board useless.
**Memories**
Within a certain range of a Hunter, the Painter need to look at the Hunter's face from the front to memorize it.
**Painting**
Once he has memorized the Hunter's face, tap the ability button to begin painting. The Painter can move while painting but cannot interact. Tap the ability button again to stop painting.
**Placing the drawing**
When the Painting is done, tap the ability button to place the Drawing Board.

### Batter

**Cricket Hit**
The Batter carries a Cricket Bat with him. Tap and hold to hit a Cricket Ball in a specific direction. The longer you hold, the greater the charge, and the more velocity the Cricket Ball has. The Cricket Ball will gradually lose velocity as it travels farther. A Hunter hit by the Cricket Ball will be knocked back. The more velocity the Cricket Ball has, the farther the Hunter will be knocked back.
The Batter can pick up Cricket Balls on the ground to increase the usage of Cricket Bat.
**Ramage**
The Batter focueses his energy to unleash Ramage for 20 seconds. He must wait 40 seconds after each Rampage before activating another.
If a Cricket Ball hits a Hunter when the Batter is on a Rampage, the Hunter will be stunned should they then hit an obstacle. The farther the knockback distance, the longer the stun duration.

## Hunter External Traits

### Smiley Face

**Wind Wings**
Increases Attack Speed and Rocket Dash Speed.
**Drill**
Survivors take longer time to heal when hit by normal attacks or skills.
**Propeller**
Increases the effect of Rocket Dash once, but the weight is also slightly increased, thus decreasing its speed.

### Gamekeeper

When Bane is dragged forwards by his Chain Hook and lands, it will generate shockwaves that decrease Movement Speed of Survivors within a range by 20% for 5 seconds. Getting hit by the shockwaves again during that period will further slow down Survivors.
When hit by the Chain Hook, Survivors will be marked by the scent of rotting leaves and their location will be periodically exposed 2 times within 60 seconds, and Bane's attack recovery rate will be increased when he hits the exposed Survivors.

### The Ripper

#### Trivia

* **Freezing Fog**  was previously called "Foggy Night".

### Soul Weaver

**Special**
**Entangled**
1 Layer: Reveals Survivor's location and decreases their Interaction Speed.
2 Layers: Additionally decreases Survivor's Movement Speed.
3 Layers: Greatly decreases Survivor's Movement and Interaction Speed.

#### Trivia

* **Cocoon Death**  was previously called "Cocoon Execution".

### Geisha

She assumes the Beauty form when calm: In this form her Fear Radius is smaller, and has high Movement Speed;
When angry she assumes the Prajna form: In this form her Fear Radius is larger, and has lower Movement Speed;
She enters Panic form when her face is seen by a Survivor: Her Fear Radius remains unchanged, but she is unable to use Dash Hit.

### Photographer

While in the static Camera World, Survivor cannot escape to the Manor or be sent back there from Rocket Chairs; similarly, Survivors in the real world can enter the Camera World through recorded images.
Survivors who do this can decode Cipher Machines for progress but cannot decode them completely.
Those in the Camera World will not apply team buffs or debuffs to Survivors.
**Special**

### Mad Eyes

Survivors can decode Consoles and gain limited access to them when decoded. They expend an increased amount of Energy to use the Control Monitor in the Console's area of influence.
**Special**
Nearby Fences will become disabled if there are undecoded Cipher Machines, or activated Exit Gates, Consoles, Basements and Rocket Chairs.

### The Feaster

**Special**
Tentacles will decreases nearby Survivors' Decoding, Gate Opening, Vaulting, and Healing Speed.

### Dream Witch

**Follower**
The summoned Follower's existence is dependent on its host and is unable to leave its host.
Attacking Yidhra will cause the Follower to disappear and the Survivors can remove Followers using the Witch Mark.
Followers are affected by Talents and have their own cooldown period for secondary skills.

### Axe Boy

**Resentful Soul**
Revolves around Peaceful Pines, but when a Survivor who is still mobile leaves the Corrupt Area, Resentful Souls in the Corrupt Area will fly toward the Survivor and revolve around them for 30 seconds. Each Survivor may have a maximum of 2 Resentful Souls revolving around them.
**Restful Road**
Survivors can destroy mature Peaceful Pines to banish the corresponding Corrupt Area and Resentful Souls and either obtain a 30 second window where Resentful Souls won't be able to approach them, or dispel all Resentful Souls on them.
However, destroying a Peaceful Pine will provide with an indication of the Survivor's location. Destroyed Peaceful Pines will leave a branch for Robbie. Robbie can also obtain a branch from a matured Peaceful Pine in order to plant a new Peaceful Pine.

### Guard 26

**Special**
Each bomb only inflicts damage equal to 50% of a normal attack, a Survivor hit by multiple bombs at the same time will only receive damage once.

### "Disciple"

**Alert Radius**
When a Survivor enters its range, the alerted Cat will refresh its existence time, bite on Survivor's shadow and move with it.
**Paralysis Area**
When Ann enters its range, Cat's strength surges and it confines the movement of all Survivors in the area.
**Special**
Getting confined by Cat multiple times continuously will significantly reduce the confined duration.

### Violinist

Survivors will be infected with multiple stacks of Demon Notes
**Demon Notes**
Survivor's movements are affected by the music resounding in their ears. They need to find a quiet place to calm down. 1/2/3 stack(s) of Demon Notes will decrease Movement Speed by 4%/8%/12%, and decrease Decoding, Healing, and Gate-Opening Speed by 15%/30%/50%.
Where there are no other Survivors within 12 meters, the infected Survivor can calm down through Meditation and remove the effect of Demon Notes.

### Sculptor

Sculptures are generated in pairs and will move towards each other at high speed once they have risen. If they hit an obstacle, they will return in the opposite direction. They will be destroyed if they hit an obstacle 3 times.
**Special**
The generation of Sculptures is restricted by the terrain so that only one Sculpture will be generated when using the ability in certain special terrains.
Survivors will not suffer repeated damage from the Sculpture Crush within 1 second.

### "Undead"

**Special**
When all of the Survivors are knocked down, the elimination speed is increased by 300%. After the gate's electrical switch it activated, the elimination speed against knocked down Survivors is increased by 300%.