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Tłumaczenie Dead by Daylight

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  1. "All Seeing" - Blood
  2. "All Seeing" - Mud
  3. "Blind Warrior" - Mud
  4. "Blind Warrior" - Soot
  5. "Blink" - Mud
  6. "Blink" - Soot
  7. "Swift Hunt" - Soot
  8. "Swift Hunt" - White
  9. "The Ghost" - Soot
  10. "Windstorm" - Mud
  11. "Windstorm" - Soot
  12. 4-Coil Spring Kit
  13. <P ALIGN="CENTER">Each level of the Bloodweb is procedurally generated.<br>Keep in mind that its layout and content are unpredictable.<br><br><FONT SIZE="22" COLOR="#ffe7c5"><i>”I return to the space I call the Bloodweb as often as I can. I feel like I'm starting to gain more control over it. I’m able to focus and travel to deeper levels. Here’s a fair warning to anyone who might attempt to follow my steps: Tread carefully, as the Bloodweb is unpredictable and ever-changing.” - Benedict Baker's Journal, Nov. 1896</i></FONT>
  14. <P ALIGN="CENTER">Even though the Bloodweb will regenerate indefinitely each time it is completely consumed, your level will not go higher than 50.<br>You can now prestige by consuming the Bloodweb center node.
  15. <P ALIGN="CENTER">Teachable perks are now available.<br>Unlock teachable perks to make the same perks appear on other characters' Bloodweb.<br><br><FONT SIZE="22" COLOR="#ffe7c5"><i>”I feel confident that I can inculcate my awareness of the Bloodweb to the others that are trapped here with me. Maybe they can unlock their inner strength with my help.” -Benedict Baker's Journal, June 1897</i></FONT>
  16. <P ALIGN="CENTER">The Entity has woken up.<br>Once you've collected enough nodes, It'll start to move on the Bloodweb to consume nodes too.<br>Move strategically on the web in order to collect what you are looking for before the Entity consumes it.<br><br><FONT SIZE="22" COLOR="#ffe7c5"><i>”I have found that on deeper levels of the Bloodweb, I can learn and collect better tools. The deeper I go, the more marvel I can extirpate from the figment of the fog. This comes at a price, however. The Entity that rules over this world grows restless with my attempts to know more. Each time I move further on the web, It makes sure to devour and consume something else. I must choose carefully what I want to extract from this journey across the web.” -Benedict Baker's Journal, Dec. 1896</i></FONT>
  17. <P ALIGN="CENTER">Your mind has opened up to new possibilities.<br>The <b>fourth perk slot</b> is now unlocked.
  18. <P ALIGN="CENTER">Your mind has opened up to new possibilities.<br>The <b>second perk slot</b> is now unlocked.<br><br><FONT SIZE="22" COLOR="#ffe7c5"><i>”Today I reached a deeper sub-level of the Bloodweb which opened my mind to more possibilities. I have no way to know how deep I can go, but I must continue as long as I can withhold my sanity.” -Benedict Baker's Journal, Feb. 1897</i></FONT>
  19. <P ALIGN="CENTER">Your mind has opened up to new possibilities.<br>The <b>third perk slot</b> is now unlocked.
  20. <P ALIGN="CENTER">Your mind has opened up to the Bloodweb.<br><br><FONT SIZE="22" COLOR="#ffe7c5"><i>”Last night I got out of the fog, in a manner of speaking. I arrived in a pocket of tranquility where the monster was nowhere to be seen. I stopped running and was immediately filled with a strange calmness. I lay down near the bonfire and closed my eyes for the first time in what seemed like days. After long, deep breaths, I plunged into what I first thought was the darkness of a dreamless sleep. And then, I saw it. The Bloodweb, a space between reality and abstraction. There is no sleep here, only torment. Even my own mind is shared and bent at the Entity's will.” -Benedict Baker's Journal, Nov. 1896</i></FONT>
  21. <b>Slightly lessens</b> the Dark Mist.<br><li>Stacks.</li><br><span class="FlavorText">"The Mist rolls in, traps all in Its deep madness. There is no running, no escape, no asylum, except for the clear waters of the pond lost in the forest." -Unknown, Notebook</span>
  22. <b>Considerably increases</b> the chance to be sent to Coldwind Farm when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"A bloodstained cattle tag identified with 'Coldwind Farm' and the number '81'."</span>
  23. <b>Considerably increases</b> the chance to be sent to the Autohaven Wreckers when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"A rusted and bent license plate from the state of Virginia."</span>
  24. <b>Considerably increases</b> the chance to be sent to the MacMillan Estate when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"A faded-out ledger page referring to mining related equipment and other transactions. Signed by Archie MacMillan."</span>
  25. <b>Greatly thickens</b> the Dark Mist.<br><li>Stacks.</li><br><span class="FlavorText">"The Mist seems to protect us from the beast, but it is a poison, a cancer, filling us with darkness and insanity." -Unknown, Notebook</span>
  26. <b>Moderately thickens</b> the Dark Mist.<br><li>Stacks.</li><br><span class="FlavorText">"The Mist is alluring, hypnotizing. I love It and fear It at the same time." -Donna's Sketchbook</span>
  27. <b>Slightly increases</b> luck.<br><li>Stacks.</li><br><span class="FlavorText">"A small cotton pouch filled with a white chalky powder of unknown origin. Some believe it brings good fortune."</span>
  28. <b>Slightly increases</b> the chance to be sent to Coldwind Farm when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"A bloodstained cattle tag identified with the number '28'."</span>
  29. <b>Slightly increases</b> the chance to be sent to the Autohaven Wreckers when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"A heavily rusted, bent and torn metal sheet."</span>
  30. <b>Slightly increases</b> the chance to be sent to the MacMillan Estate when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"A torn and faded-out ledger page with unreadable information except for the MacMillan stamp."</span>
  31. <b>Slightly thickens</b> the Dark Mist.<br><li>Stacks.</li><br><span class="FlavorText">"Paralyzed, I stand in the cold as death lingers."</span>
  32. <b>Tremendously increases</b> the chance to be sent to Coldwind Farm when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"A silver heart locket necklace. The simple interior is engraved with the following: 'E+M'."</span>
  33. <b>Tremendously increases</b> the chance to be sent to the Autohaven Wreckers when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"A broken key belonging to a vehicle of unknown brand. A keychain attached to it identifies the owner as a certain A. Azarov."</span>
  34. <b>Tremendously increases</b> the chance to be sent to the MacMillan Estate when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"MacMillan's skeletal remains were found in the basement of the mine's storehouse. His leg bones shattered into pieces and a mining hammer lying in his lap."</span>
  35. A battery marked as "industrial strength."<br><li>Adds <b>4 seconds</b> of use to a standard flashlight.</li><li>Stacks.</li><br><span class="FlavorText">"A battery advertised as lasting 8 hours lasts only a couple of seconds in the black fog."</span>
  36. A bell clapper made from a highly polished piece of bone.<br><li><b>Slightly reduces</b> the range at which the bell can be heard.</li><li>Stacks.</li>
  37. A black, matte and sticky substance similar to tar. When applied to Bear Traps, makes them far less noticeable.<br><li><b>Considerably darkens</b> the trap.</li><li>Affects every Bear Trap.</li>
  38. A block of wax used to lower friction and facilitate movement in mechanical parts.<br><li><b>Moderately decreases</b> the Bear Trap's sabotage Skill Check success zone.</li><li>Affects every Bear Trap.</li><li>Stacks.</li>
  39. A blood-red amber striped with black veins. The amber is warm to the touch. Can be attached to the Key using its jump ring to channel the key's aura reading ability.<br><li>Reveals the <b>killer's aura</b> when within a <b>32 meter</b> range at the <b>great expense</b> of the Key's energy.</li>
  40. A bristly and rough piece of twine of a deep red color. Can be tied around a map to enhance its aura reading ability.<br><li>Unlocks the ability to track the <b>killer's belongings</b>.</li>
  41. A brutal cleaver, hammered by his own hands from the metals of the mine.
  42. A chain of matte beads of various sizes used in praying rituals. Can be attached to the Key.<br><li>Adds <b>15 seconds</b> of use to the Key.</li><li>Stacks.</li>
  43. A chain with unusually hefty cutter teeth that leaves victims crippled even after being healed.<br><li><b>Moderately decreases</b> the repair speed of survivors injured by the chainsaw.</li><li>Stacks.</li>
  44. A clean spark plug fitted for a chainsaw.<br><li><b>Slightly decreases</b> the Chainsaw's charge time.</li><li>Affected by the Tinkerer Perk.</li><li>Stacks.</li>
  45. A cured leather waist bag. Large and sturdy to transport hunting equipment.<br><li>Start with <b>1</b> extra Bear Trap</li><li>Allows the transportation of <b>1</b> extra Bear Trap.</li>
  46. A familiar beret is Claudette's choice of outdoor headgear.
  47. A filament bulb designed to extend a flashlight battery's life.<br><li><b>Moderately decreases</b> flashlight battery consumption.</li><li>Stacks.</li>
  48. A file whose purpose is to hone chainsaw chains.<br><li><b>Slightly Reduces</b> the noise made by the chainsaw.</li><li>Stacks.</li>
  49. A fragmented piece of a thick fibrous material. A partial and faded map is drawn on it which by itself is useless.<br><li>Adds a <b>5 second charge</b> to any Map.</li><li>Stacks.</li>
  50. A gold token with a dull appearance. Both faces are smooth and void of any inscriptions. Can be attached to the Key using its jump ring to channel the key's aura reading ability.<br><li>Reveals <b>survivors' auras</b> when within a <b>48 meter</b> range.</li>
  51. A heavily worn out token made of brass. If an inscription or drawing was once engraved in it, it has today completely disappeared. Can be attached to the Key using its jump ring to channel the Key's aura reading ability.<br><li>Reveals <b>survivors' auras</b> when within a <b>24 meter</b> range.</li>
  52. A heavy cast iron bell imbued with ancient powers. Allows its user to enter and walk the spirit world when rung.<br><li>Grants near total <b>invisibility</b>.</li><li><b>Faster</b> movement when invisible.</li><li>Cannot attack or interact while invisible.</li>
  53. A hulking and deadly chainsaw of terrifying strength. Grinds through flesh, bone and soul. Once revved up, sends its user into a violent frenzy.<br><li>Break into a <b>crazed sprint</b> on activation.</li><li>Automatically triggers <b>dying state</b> on a successful hit.</li>
  54. A large and heavy coil spring which adds a good amount of strength to the Bear Trap's hold.<br><li><b>Slightly increases</b> the difficulty to escape Bear Traps.</li><li><b>Slightly increases</b> the rescue time of Bear Traps.</li><li><b>Slightly increases</b> the setting time of Bear Traps.</li><li>Affects every Bear Trap.</li><li>Affected by the Tinkerer Perk.</li><li>Stacks.</li>
  55. Duża, krępująca nogi ofiary, stalowa pułapka. Pułapki leżą rozproszone na mapie i mogą być podniesione i użyte w dowolnym miejscu. <br><li><b>Unieruchamia i rani</b> ofiarę która wpadła w pułapkę.</li>
  56. A leather strip wrapped around the flashlight for more grip.<br><li><b>Slightly increases</b> the flashlight's accuracy.</li><li>Stacks.</li><br><span class="FlavorText">"Too many have fallen due to sweaty hands."</span>
  57. A lens and reflector combo which can magnify a flashlight's beam.<br><li><b>Moderately increases</b> flashlight beam effects against the killer.</li><li>Stacks.</li><br><span class="FlavorText">"Let the light burn them out of their dark shroud."</span>
  58. A life imprisoned in a cage requires no fine clothing.
  59. A mask of blood hides the eyes of certain death.
  60. A mask of flesh and bones with a horrible twisted grin.
  61. A mundane key ring in appearance with an unusual bluish dark sheen. The ring binds the Key to the user, preventing its loss even in the darkest of times.<br><li>Do not lose the Key on death, lose this add-on instead.</li>
  62. A mundane rag. Suspiciously clean.<br><li><b>Slightly increases</b> the Toolbox's repair speed.</li><li>Stacks.</li>
  63. A mundane sponge used to soak up extra blood, providing easier access to wounds.<br><li><b>Moderately decreases</b> the healing Skill Check difficulty.</li><li>Stacks.</li>
  64. A once fine cloak now caked in the offal of his prey.
  65. A pack of bandages usually found in first aid kits.<br><li>Adds <b>6 charges</b> to the Med-Kit.</li><li>Stacks.</li>
  66. A porous and scratched white pearl. A minuscule jump ring allows the pearl to be attached to the Key.<br><li><b>Moderately increases</b> the range of the Key's aura reading ability.</li><li>Stacks.</li>
  67. A portable but heavy spool of copper wire.<br><li>Adds <b>30 charges</b> to the Toolbox.</li><li>Stacks.</li>
  68. A rancid oil used as a poor quality lubricant.<br><li><b>Slightly decreases</b> the chainsaw's cooldown.</li><li>Stacks.</li>
  69. A replacement kit for Bear Traps which changes the usual dual spring system to 4 coil springs, adding a great amount of strength to a Bear Traps' hold.<br><li><b>Moderately increases</b> the difficulty to escape Bear Traps.</li><li><b>Moderately increases</b> the rescue time of Bear Traps.</li><li><b>Slightly increases</b> the setting time of Bear Traps.</li><li>Affects every Bear Trap.</li><li>Affected by the Tinkerer Perk.</li><li>Stacks.</li>
  70. A scruffy beard maketh the Jake.
  71. A secondary coil which keeps a Bear Trap functional in times when the primary coils becomes unusable.<br><li><b>Moderately increases</b> the Bear Trap sabotage time.</li><li>Affects every Bear Trap.</li><li>Stacks.</li>
  72. A slimy, translucent substance with a ghastly lavender shade. This jelly from unknown origin is highly resistant to heat.<br><li><b>Moderately slows down</b> the burning rate of the map.</li><li>Stacks.</li>
  73. A small electrical wire. Both ends are heavily damaged like it has been forcefully torn out of its intended location. Can be tied around a map to enhance its aura reading ability.<br><li>Unlocks the ability to track <b>exit gates</b>.</li>
  74. A small hand saw mounted with a metal cutting blade.<br><li><b>Moderately increases</b> the Toolbox's sabotage speed.</li><li>Stacks.</li>
  75. A smooth black cord with a soft appearance. Can be tied around a map to enhance its aura reading ability.<br><li>Unlocks the ability to track <b>black locks</b>.</li>
  76. A specialized set of tools used to fasten Bear Traps to ensure their effectiveness.<br><li><b>Moderately increases</b> the sabotage time of Bear Traps.</li><li><b>Moderately increases</b> the Bear Traps' disable time.</li><li><b>Slightly increases</b> the setting time of Bear Traps.</li><li><b>Slightly decreases</b> the Bear Trap's sabotage Skill Check success zone.</li><li>Affects every Bear Trap.</li><li>Affected by the Tinkerer Perk.</li><li>Stacks.</li>
  77. A stamp carved out of sturdy blonde wood. The text found at the base is incomprehensible: "kw'zvre'od". Can be used with a map.<br><li><b>Considerably increases</b> the range of the map tracking ability.</li><li>Stacks.</li>
  78. A standard battery of unknown brand.<br><li>Adds <b>2 seconds</b> of use to a standard flashlight.</li><li>Stacks.</li><br><span class="FlavorText">"Another nearly empty battery."</span>
  79. A standard first aid kit with all the necessary equipment for treating common to more serious injuries.<br><li><b>16</b> charges.</li><li><b>Considerably increases</b> healing speed.</li><li>Unlocks the self-healing action.</li>
  80. A standard flashlight. Can be used to light your way in the darkness.<br><li><b>8 seconds</b> of use.</li><br><span class="FlavorText">"Most of the battery life was wastefully used by the previous owner."</span>
  81. A strange bead circled with gold that can be used to magnify the map and mark a specific position. The bead emits an energy which can be felt and seen by survivors.<br><li>Unlocks the Marker Ability on secondary action.</li><li>Creates a marker that can be seen by all survivors.</li>
  82. A sturdy iron replacement bar for long chains.<br><li><b>Slightly increases</b> the reach of the chainsaw attack.</li>
  83. A tarnished and crooked key, vibrating with ominous power. The key's power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the Skeleton Key's power into various effects. <br><li><b>30 seconds</b> of use.</li><li>Can be consumed to open black locks.</li>
  84. A thick glass lens that focuses the flashlight beam to increase its intensity.<br><li><b>Slightly increases</b> the range of the flashlight beam.</li><li><b>Slightly tightens</b> the radius of the flashlight beam.</li><li><b>Slightly increases</b> the power of the flashlight beam.</li><li>Stacks.</li>
  85. A thin wide lens in perfect condition. Designed to spread the flashlight beam at the cost of reducing its range of effectiveness.<br><li><b>Moderately widens</b> the flashlight beam.</li><li><b>Slightly decreases</b> the range of the flashlight beam.</li><li>Stacks.</li>
  86. A tiny flashlight bulb that packs more wattage for a brighter, more powerful light beam.<br><li><b>Slightly increases</b> flashlight beam effects against the killer.</li><li>Stacks.</li><br><span class="FlavorText">"Even the most powerful light cannot pierce through the black fog's darkness."</span>
  87. A twisted, soulless mask hides the bearer's face. What became of the man behind the mask?
  88. A white powder with coagulant properties. Apply the agent to a wound to stop it from hemorrhaging.<br><li>Reduces charges by <b>25%</b>.</li><li><b>Instantly</b> heal <b>one health state</b> on secondary action.</li><li>Depletes the Med-Kit on use.</li>
  89. A wooden stamp with a crosshatched rubber pad used to mark documents. It is unclear as to how or by whom this stamp was originally used. Can be used with a map.<br><li><b>Moderately increases</b> the range of the map tracking ability.</li><li>Stacks.</li>
  90. The Kra-Frabai symbol, representing the entity watching over us, ominously glows on the head of the bell.<br><li>While invisible, see the survivors' auras within a <b>10 meter</b> range.</li>
  91. "All Seeing" - Spirit
  92. The Kra-Frabai symbol, representing the entity watching over us, is stamped out of white ink on the head of the bell.<br><li>While invisible, see the survivors' auras within a <b>6 meter</b> range.</li>
  93. "All Seeing" - White
  94. The Baikra-Kaeug symbol, representing imperviousness, is stamped out of blood on the body of the bell.<br><li><b>Tremendously Increases</b> light burn Resistance.</li>
  95. "Blind Warrior" - Blood
  96. The Baikra-Kaeug symbol, representing imperviousness, ominously glows on the body of the bell.<br><li><b>Grants immunity</b> to light burn.</li>
  97. "Blind Warrior" - Spirit
  98. The Baikra-Kaeug symbol, representing imperviousness, is stamped out of white ink on the body of the bell.<br><li><b>Considerably Increases</b> light burn Resistance.</li>
  99. "Blind Warrior" - White
  100. A coxcombed rope knotted around the bell clapper to create a softer sound.<br><li><b>Moderately reduces</b> the range at which the bell can be heard.</li>
  101. Coxcombed Clapper
  102. The Kuntin-Takkho symbol, representing a rapid descent on a prey, is finger-drawn in mud on the body of the bell.<br><li><b>Moderately reduces</b> the Bell's reappearance time.</li><li>Affected by the Tinkerer Perk.</li>
  103. "Swift Hunt" - Mud
  104. The Ohuwe-Onmnea symbol, representing a violent storm, is stamped out of blood on the body of the bell.<br><li>Grants a boost to movement speed for <b>1.5 seconds</b> after reappearing.</li>
  105. "Windstorm" - Blood
  106. A crudely drawn guide to properly adjust and tune a Chainsaw carburetor.<br><li><b>Moderately decreases</b> the Chainsaw's charge time.</li><li><b>Slightly decreases</b> the Chainsaw's cooldown.</li><li><b>Slightly reduces</b> the time penalty when bumping into objects.</li><li><b>Slightly reduces</b> the noise made by the Chainsaw</li><li>Affected by the Tinkerer Perk.</li><li>Stacks.</li>
  107. Carburetor Tuning Guide
  108. Engravings found on the Chainsaw body counting the amount of lives it took. Fills the user with determination.<br><li><b>Slightly Increases</b> the Chainsaw's movement speed</li><li><b>Slightly increases</b> charge time</li><li>Affected by the Tinkerer Perk.</li>
  109. Death Engravings
  110. Engravings found on the Chainsaw body representing the dark beast that lives in the fog. Fills the user with determination.<br><li><b>Moderately Increases</b> the Chainsaw's movement speed.</li><li><b>Slightly increases</b> charge time.</li><li>Affected by the Tinkerer Perk.</li>
  111. Doom Engravings
  112. A makeshift exhaust system made of black gas pipes.<br><li><b>Moderately Reduces</b> the noise made by the Chainsaw.</li>
  113. Homemade Muffler
  114. A light and durable Chainsaw chassis with a shorter guide bar. Makes the Chainsaw easier to handle.<br><li><b>Slightly reduces</b> the reach of the Chainsaw attack.</li><li><b>Considerably reduces</b> the time penalty when bumping into objects.</li><li>Stacks.</li>
  115. Light Chassis
  116. A mechanical device that limits the amount of fuel small engines can intake at one time, forcing a constant and safe speed.<br><li>Chainsaw does not automatically trigger dying state.</li><li>Get <b>50%</b> more blood points for chainsaw score events.</li>
  117. A special oily substance used in the lubrication of all machinery concocted by the Thompson`s themselves.<br><li><b>Considerably decreases</b> the Chainsaw's cooldown.</li><li><b>Slightly decreases</b> the Chainsaw's charge time.</li><li>Affected by the Tinkerer Perk.</li><li>Stacks.</li>
  118. The Thompson`s Mix
  119. A strong beverage made from corn and a recipe passed down in the Thompson`s family. Instills rage and headache.<br><li><b>Tremendously increases</b> steering while using the Chainsaw.</li><li><b>Considerably increases</b> the time penalty when bumping into objects.</li>
  120. Thompson`s Moonshine
  121. The irregular and deteriorating breath collected from the catatonic boy. Normally stable and calm, becomes incredibly agitated at The Nurse's touch.<br><li><b>Considerably increases</b> the maximum range of the Blink.</li><li><b>Considerably decreases</b> the accuracy of the Blink.</li>
  122. Ataxic Respiration
  123. A powerful last breath snatched from Crotus Prenn asylum patient the "Bad Man". In the hands of The Nurse, it jolts with intensity.<br><li><b>Tremendously increases</b> the charge speed of the Blink.</li><li><b>Slightly increases</b> the fatigue time of the Blink.</li><li><b>Remove 1</b> chain Blink.</li>
  124. "Bad Man's" Last Breath
  125. A worthless piece of jewelry that might have an important significance to someone. Taken from the anxious girl's body.<br><li><b>Moderately increases</b> the Blink movement speed.</li><li><b>Slightly decreases</b> Blink charge speed.</li><li>Affected by the Tinkerer Perk.</li>
  126. Dull Bracelet
  127. The slow and bulging breath stolen from the fat Orderly. Dimly oscillates at The Nurse's touch.<br><li><b>Moderately increases</b> the chain Blink window.</li><li><b>Moderately increases</b> fatigue duration.</li>
  128. Heavy Panting
  129. A powerful last breath snatched from Crotus Prenn asylum patient Mary Jenner. In the hands of The Nurse, it trembles with intensity.<br><li><b>Tremendously increases</b> the Blink movement speed.</li><li><b>Moderately decreases</b> Blink charge speed.</li><li><b>Remove 1</b> chain Blink.</li>
  130. Jenner's Last Breath
  131. A powerful last breath snatched from Crotus Prenn asylum orderly Harvey Kavanagh. In the hands of The Nurse, it wobbles with intensity.<br><li><b>Moderately increases</b> the chain Blink window.</li><li><b>Slightly increases</b> fatigue duration.</li><li><b>Remove 1</b> chain Blink.</li>
  132. Kavanagh's Last Breath
  133. A matchbox containing an odd collection of mismatched buttons.<br><li><b>Slightly increases</b> the chain Blink window.</li>
  134. Matchbox
  135. The twitchy and tremulous breath stolen from the "Bad Man" . Aggressively pulses and jumps at The Nurse's touch.<br><li><b>Considerably increases</b> the charge speed of the Blink.</li><li><b>Slightly increases</b> the fatigue time of the Blink.</li><li>Affected by the Tinkerer Perk.</li>
  136. Spasmodic Breath
  137. A single slightly wavy blond hair.<br><li><b>Slightly increases</b> the duration of <b>Evil Within III</b>.</li><li><b>Slightly increases</b> the amount of evil required to reach <b>Evil Within III</b>.</li>
  138. Blond Hair
  139. A "romantic", if slightly sleazy, note left around to draw the attention of a female lover.<br><li><b>Slightly increases</b> the lunge of <b>Evil Within I</b>.</li><br><span class="FlavorText">"The note is signed: D."</span>
  140. Boyfriend's Memo
  141. A grey rabbit which has been opened from neck to tail.<br><li><b>Moderately reduces</b> the terror radius of <b>Evil Within II</b>.</li><li><b>Moderately increases</b> the terror radius of <b>Evil Within III</b>.</li>
  142. Dead Rabbit
  143. A tuft of blond hair which was forcefully torn off someone's scalp. Releases hints of feminine floral fragrance.<br><li><b>Unlimited</b> duration of <b>Evil within III</b>.</li><li><b>Tremendously increases</b> the amount of evil required to reach <b>Evil Within III</b>.</li>
  144. Fragrant Tuft of Hair
  145. A tiny piece of tinted glass, probably from a broken object. It is impossible to determine its origin.<br><li><b>Evil Within I reveals the aura of survivors</b> who've been stalked for at least <b>1 second</b>.</li><li>Aura stays visible for a duration of <b>2 seconds</b>.</li>
  146. Glass Fragment
  147. A blue tartan ribbon used to tie hair.<br><li><b>Considerably increases</b> the duration of <b>Evil Within III</b>.</li><li><b>Slightly increases</b> the amount of evil required to reach <b>Evil Within III</b>.</li>
  148. Hair Bow
  149. A nylon bristle brush used to add body and softness to hair.<br><li><b>Moderately increases</b> the duration of <b>Evil Within III</b>.</li><li><b>Slightly increases</b> the amount of evil required to reach <b>Evil Within III</b>.</li>
  150. Hair Brush
  151. A large necklace made of beads and inexpensive metals. One of Judith's favourites.<br><li><b>Moderately increases</b> movement speed while stalking.</li>
  152. Jewelry
  153. A barren wooden box in which vanity items were once stored.<br><li><b>Considerably increases</b> movement speed while stalking.</li>
  154. Jewelry Box
  155. A glossy page ripped from the '65 Haddonfield High School yearbook, one dedicated to the memory of Judith Myers.<br><li><b>Moderately increases</b> the rate at which evil is gained when stalking a survivor.</li><li>Affected by the Tinkerer Perk.</li><li>Stacks.</li>
  156. J.Myers Memorial
  157. A journal identified as owned by Judith M. Myers. Most of the pages are defaced with frightening and disturbing drawings.<br><li>You become <b>obsessed</b> with one survivor.</li><li><b>Considerably increases</b> the rate at which evil is gained when stalking your obsession.</li><li><i>Only one obsession per match.</i></li><li>Affected by the Tinkerer Perk.</li><li>Stacks.</li>
  158. Judith's Journal
  159. A large and heavy granite tombstone stolen from Mt. Sinclair cemetery, belonging to Judith Myers.<br><li>Unlocks the ability to <b>kill healthy, or injured survivors</b> with <b>Evil Within III</b>.</li><li><b>Disables</b> the ability to stalk with <b>Evil Within III</b>.</li><li><b>Tremendously increases</b> the amount of evil required to reach <b>Evil Within III</b>.</li><li><b>Moderately decreases</b> movement speed.</li><br><span class="FlavorText">"Here lies our beloved daughter."</span>
  160. Judith's Tombstone
  161. A cut lock of blond hair bunched with a black elastic.<br><li><b>Tremendously increases</b> the duration of <b>Evil Within III</b>.</li><li><b>Moderately increases</b> the amount of evil required to reach <b>Evil Within III</b>.</li>
  162. Lock of Hair
  163. A partially faded and dried pink larkspur picked up from a gravestone.<br><li><b>Slightly increases</b> the rate at which evil is gained when stalking a survivor.</li><li>Affected by the Tinkerer Perk.</li><li>Stacks.</li>
  164. Memorial Flower
  165. A large and sharp piece of a broken mirror.<br><li><b>Evil Within II reveals the aura of survivors</b> who've been stalked for at least <b>1 second</b>.</li><li>Aura stays visible for a duration of <b>5 seconds</b>.</li>
  166. Mirror Shard
  167. A tiny piece of a highly reflective material most probably from a broken mirror.<br><li><b>Evil Within II reveals the aura of survivors</b> who've been stalked for at least <b>1 second</b>.</li><li>Aura stays visible for a duration of <b>2 seconds</b>.</li>
  168. Reflective Fragment
  169. A standing portable vanity mirror which has been violently scratched with a sharp metallic object.<br><li><b>Evil Within I reveals survivors' auras</b> when stalking within a <b>32 meter</b> range.</li><li>Evil Within cannot progress past <b>TIER I</b>.</li><li>For each <b>Hit</b> score event, grant <b>100%</b> Bloodpoints for the <b>Hit</b> score event in the <b>Brutality</b> category and an additional <b>200%</b> Bloodpoints in the <b>Deviousness</b> category.</li>
  170. Scratched Mirror
  171. A very cheap piece of jewelry made from plastic. Painted to resemble precious material.<br><li><b>Slightly increases</b> movement speed while stalking.</li>
  172. Tacky Earrings
  173. A fist-sized granite piece taken from a broken tombstone.<br><li>Unlocks the ability to <b>kill healthy, or injured survivors</b> with <b>Evil Within III</b>.</li><li><b>Disables</b> the ability to stalk with <b>Evil Within III</b>.</li><li>Killing a survivor <b>considerably drains</b> the power of Evil Within.</li><li><b>Considerably increases</b> the amount of evil required to reach <b>Evil Within III</b>.</li>
  174. Tombstone Piece
  175. A standing portable vanity mirror in perfect condition except for a fine layer of dust and face powder covering it.<br><li><b>Evil Within II reveals survivors' auras</b> when stalking within a <b>16 meter</b> range.</li><li>Evil Within cannot progress past <b>TIER II</b></li><li><b>Slightly reduces</b> movement speed.<li><li>For each <b>Hit</b> score event, grant <b>100%</b> Bloodpoints for the <b>Hit</b> score event in the <b>Brutality</b> category and an additional <b>150%</b> Bloodpoints in the <b>Deviousness</b> category.</li>
  176. Vanity Mirror
  177. A wide lens made of unscratchable sapphire that optimises the power and range of the light beam.<br><li><b>Moderately widens</b> the flashlight beam.</li><li><b>Slightly increases</b> the flashlight beam.</li><li><b>Moderately increases</b> the power of the flashlight beam.</li>
  178. High-end Sapphire lens
  179. A chemical bulb that generates an intensely clear light.<br><li><b>Considerably increases</b> the flashlight beam effects against the killer.</li>
  180. Intense Halogen
  181. A recent model of battery that lasts longer.<br><li>Adds <b>6 seconds</b> of use to a standard flashlight.</li>
  182. Long Life Battery
  183. A heavy and completely opaque bulb of unknown origin which emits a faint light even when turned off.<br><li><b>Tremendously increases</b> the flashlight beam effects against the killer.</li><li><b>Moderately increases</b> the flashlight battery consumption.</li>
  184. Odd Bulb
  185. A rubber grip specifically fitting flashlights for more grip.<br><li><b>Moderately increases</b> the flashlight's accuracy.</li>
  186. Rubber Grip
  187. A handful of mud with veins of deep crimson. The bloody layers empower the mud.<br><li><b>Considerably increases</b> the effective Phantasm trap range.</li><li><b>Slightly decreases</b> the tripped Phantasm trap duration time.</li>
  188. Bloodied Mud
  189. Tainted water contained in a folded waterlily leaf.<br><li><b>Moderately increases</b> the effective Phantasm trap range.</li>
  190. Bloodied Water
  191. Murky water contained in a glass pill bottle from another time.<br><li><b>Slightly increases</b> the effective Phantasm trap range.</li>
  192. Bog Water
  193. A pale orange turtle egg, cracked and emptied of its content.<br><li><b>Considerably increases</b> the tripped Phantasm trap duration time.</li><li><b>Moderately decreases</b> the distance from where the Hag can teleport to her traps.</li>
  194. Cracked Turtle Egg
  195. A rigid ornament worn around the neck made from dead plants adorned with crudely attached cypress bark and swamp moss.<br><li><b>Moderately reduces</b> the setting time of Phantasm traps.</li><li>Stacks.</li><li><i>Affected by the Tinkerer Perk.</i></li>
  196. Cypress Necklet
  197. A small lump of mud, black with the remains of flies. Devoured to increase stamina.<br><li><b>Slightly increases</b> the distance from where the Hag can teleport to her traps.</li>
  198. Dead Fly Mud
  199. The cannibal village deaf boy's ear. Deformed due to several hits to the head. The trapped life essence within unlocks tremendous potential in the Hag's power.<br><li>Survivors who trigger a Phantasm trap are deafened for <b>6 seconds</b>.</li><li><b>Considerably decreases</b> the tripped Phantasm trap’s duration time.</li>
  200. Disfigured Ear
  201. A handful of yellowish wings, dry and crisp. Devoured to increase stamina.<br><li><b>Moderately increases</b> the distance from where the Hag can teleport to her traps.</li><li><b>Slightly increases</b> the setting time of Phantasm traps.</li><li><i>Affected by the Tinkerer Perk.</i></li>
  202. Dragonfly Wings
  203. A large swamp cicada covered in a fine layer of ash. Crispy. Devoured to increase stamina.<br><li><b>Considerably increases</b> the distance from where the Hag can teleport to her traps.</li><li><b>Moderately increases</b> the setting time of Phantasm traps.</li><li><i>Affected by the Tinkerer Perk.</i></li>
  204. Dried Cicada
  205. The cold heart of the cannibal village elder. The trapped life essence within unlocks tremendous potential in the Hag's power.<br><li>Reduces the Hag's heartbeat range to <b>0</b> when a survivor triggers a Phantasm trap.</li><li>Increases Mud Phantasm’s heartbeat radius by <b>16 meters</b>.</li><br><span class="FlavorText">"Bring me another slice of the girl." - Granma</span>
  206. Granma's Heart
  207. One half of a perfectly round hollow eggshell.<br><li><b>Moderately increases</b> the tripped Phantasm trap duration time.</li><li><b>Slightly decreases</b> the distance from where the Hag can teleport to her traps.</li>
  208. Half Eggshell
  209. A small piece of cotton torn from the dress worn by Lisa Sherwood on the day she disappeared. The trapped life essence within unlocks tremendous potential in the Hag's power.<br><li>The Hag can teleport to any Phantasm trap in the level.</li><li>Phantasm trap teleport has a cooldown of <b>15 seconds</b>.</li>
  210. Mint Rag
  211. Minuscule eggshell fragments shimmering with a pale golden hue.<br><li><b>Slightly increases</b> the tripped Phantasm trap duration time.</li>
  212. Powdered Eggshell
  213. A handful of small, pristine flower clusters covered in a fine greyish fur.<br><li>Reveals the survivor’s aura for <b>2 seconds</b> when they trip the Phantasm trap.</li><li><b>Slightly reduces</b> the effective Phantasm trap range.</li>
  214. Pussy Willow Catkins
  215. A rigid ornament worn around the neck made from dead plants.<br><li><b>Slightly reduces</b> the setting time of Phantasm traps.</li><li>Stacks.</li><li><i>Affected by the Tinkerer Perk.</i></li>
  216. Rope Necklet
  217. Shackles once used to hold prisoners and carcasses in the cannibal village cellar. The trapped life essence within unlocks tremendous potential in the Hag's power.<br><li>Tripped Phantasm traps give no indication of being triggered to the survivor.</li><li>Trap does not spawn a Hag Phantasm.</li>
  218. Rusty Shackles
  219. The cut up, severed hand of the cannibal village butcher. The trapped life essence within unlocks tremendous potential in the Hag's power.<br><li>Mud Phantasms have collision.</li><li><b>Moderately reduces</b> the Hag's movement speed.</li><li>Removes the Hag's ability to teleport to traps.</li><li>Grants <b>300%</b> Bloodpoints from Deviousness.</li><li>Trumps all other add-ons.</li><br><span class="FlavorText">"..." -The Butcher</span>
  220. Scarred Hand
  221. A rigid ornament worn around the neck made from dead plants adorned with withered orchid petals and leaves.<br><li><b>Considerably reduces</b> the setting time of Phantasm traps.</li><li>Stacks.</li><li><i>Affected by the Tinkerer Perk.</i></li>
  222. Swamp Orchid Necklet
  223. A child's shoe, long lost in the bog's waters. The trapped life essence within unlocks tremendous potential in the Hag's power.<br><li>Phantasm Traps slow down any survivors within the effective trap range.</li><li>Removes the Hag's ability to teleport to traps.</li>
  224. Waterlogged Shoe
  225. Three frail willow branches attached to form a triangular wreath.<br><li>Reveals the survivor’s aura for <b>4 seconds</b> when they trip the Phantasm trap.</li><li><b>Moderately reduces</b> the effective Phantasm trap range.</li>
  226. Willow Wreath
  227. A highly absorbent pad that prevents bodily fluid leakage when applied to large abdominal wounds.<br><li><b>Considerably increases</b> healing speed.</li><li><b>Reduce charges</b> by <b>25%</b>.</li>
  228. Abdominal Dressing
  229. A sterile gauze used for a variety of wounds. Part of a total wound care system.<br><li>Adds <b>8 charges</b> to the Med-Kit.</li>
  230. Gauze Roll
  231. A pack of gel forming pads used to patch up heavily exudating wounds.<br><li>Adds <b>10 charges</b> to the Med-Kit.</li>
  232. Gel Dressings
  233. Not exactly a medical device, however it can be used to quickly and painfully close up a wound.<br><li><b>Slightly Increases</b> the chance to trigger a Skill Check.</li><li><b>Considerably reduces</b> the Skill Check success zones.</li><li><b>Moderately increases</b> the healing speed.</li>
  234. Needle & Thread
  235. A pack of bandages that sticks to itself without the need of clips for a faster patch-up that requires less readjustments.<br><li>Adds <b>6 charges</b> to the Med-Kit.</li><li><b>Slightly increases</b> the healing speed.</li>
  236. Self Adherent Wrap
  237. A medical device used to close and hold body tissue. Even though it's very effective, the surgical suture is challenging to use.<br><li><b>Slightly Increases</b> the chance to trigger a Skill Check.</li><li><b>Moderately reduces</b> the Skill Check success zones.</li><li><b>Moderately increases</b> the healing speed.</li>
  238. Surgical Suture
  239. A rudimentary cutting tool made from a jagged metal wires and two wooden handles.<br><li><b>Slightly increases</b> the Toolbox's sabotage speed.</li>
  240. Cutting Wire
  241. Swivels provide bend and flexibility for bolts that are out of reach, deep within mechanical devices.<br><li><b>Moderately increases</b> the Toolbox repair speed.</li>
  242. Socket Swivels
  243. Useful tool to clamp hoses or hold wires in place and prevent damage or injury.<br><li><b>Slightly increases</b> repair Skill Check success zones.</li>
  244. Spring Clamp
  245. Part sticky, part slippery, this grim liquid makes handling the traps' spring more dangerous.<br><li><b>Tremendously increases</b> the Bear-Traps sabotage time.</li><li><b>Slightly increases</b> the setting time of Bear-Traps.</li><li><b>Moderately decreases</b> the Bear-trap sabotage skill-check success zone.</li><li>Stacks.</li><li>Affected by the Tinkerer Perk.</li><li>Affects every Bear-trap.</li>
  246. Bloody Coil
  247. This honing tool consists of small diamonds attached to a metal plate. It can be used to sharpen the Bear-trap blades and inflicts lethal wounds.<br><li><b>Inflicts dying</b> upon the trapped victim.</li><li>Affects every Bear-trap.</li>
  248. Diamond Stone
  249. When used with the bear-trap, the honing stone sharpens its blades. The razor sharp blades inflicts deep wounds aimed at bleeding the victim as fast as possible.<br><li><b>50% chance to Inflict dying</b> upon the trapped victim.</li><li>Affects every Bear-trap.</li>
  250. Honing Stone
  251. A clear oil that makes handling the traps' spring more hazardous.<br><li><b>Moderately increases</b> the Bear-Traps sabotage time.</li><li><b>Slightly decreases</b> the Bear-trap sabotage skill-check success zone.</li><li>Stacks.</li><li>Affects every Bear-trap.</li>
  252. Oily Coil
  253. These Bear-trap jaws are covered with crusty and volatile rust spots that make injuries particularly difficult to heal.<br><li><b>Moderately Increases</b> the healing time of survivors injured by the Bear-trap.</li><li><b>Slightly decrease</b> the Bear-Traps sabotage time.</li><li>Stacks.</li><li>Affects every Bear-trap.</li>
  254. Rusted Jaws
  255. Skin pieces of all sorts crudely stitched together making for a very large bag.<br><li>Start with <b>2 extra</b> Bear-Traps.</li><li>Allows the transportation of <b>2 extra</b> Bear-traps.</li>
  256. Stitched Bag
  257. Simple tools designed to quickly and safely set Bear-Traps.<br><li><b>Moderately decreases</b> the setting time of Bear-Traps.</li><li>Stacks.</li><li>Affected by the Tinkerer Perk.</li><li>Affects every Bear-trap.</li>
  258. Trap Setters
  259. Action-slacks for the outdoors.
  260. Action-slacks for the outdoors.
  261. Add-ons that affect the charge time of your power are <span class="Highlight1">8%</span> more effective.<br><span class="FlavorText">"The Crooked makes impressive tools out of scraps... Tools aimed at maiming us in creative ways... It's horrifying to think it's actually intelligent." -Notebook</span>
  262. Add-ons that affect the charge time of your power are <span class="Highlight1">10%</span> more effective.<br><span class="FlavorText">"The Crooked makes impressive tools out of scraps... Tools aimed at maiming us in creative ways... It's horrifying to think it's actually intelligent." -Notebook</span>
  263. Add-ons that affect the charge time of your power are <span class="Highlight1">6%</span> more effective.<br><span class="FlavorText">"The Crooked makes impressive tools out of scraps... Tools aimed at maiming us in creative ways... It's horrifying to think it's actually intelligent." -Notebook</span>
  264. A risky ECT procedure using a deep wavelength that soothes various mental illnesses. With Carter's Spark as its source, this procedure can cause moderate anxiety in the patient.<br><li><b>Moderately increases</b> your terror radius in Treatment mode.</li><li><b>Moderately decreases</b> your terror radius in Punishment mode.</li><br>Survivors with <b>Madness (2/3)</b> have the following affliction:<br><li>The Terror Radius heartbeat has a <b>Tremendous chance</b> to play as if the survivor was on the edge of the Killer's terror radius for a duration of <b>20 seconds</b>.</li><li><i>Afflictions</i> of the same type do not stack.</li><br><span class="FlavorText">"Elctroconvulsive therapy is one of the safest medical procedures." -Léry's Memorial Institute</span>
  265. "Calm" - Class II
  266. An ECT procedure using a deep wavelength that soothes various mental illnesses. With Carter's Spark as its source, this procedure can cause mild anxiety in the patient.<br><li><b>Slightly increases</b> your terror radius in Treatment mode.</li><li><b>Slightly decreases</b> your terror radius in Punishment mode.</li><br>Survivors with <b>Madness (2/3)</b> have the following affliction:<br><li>The Terror Radius heartbeat has a <b>Considerable chance</b> to play as if the survivor was on the edge of the Killer's terror radius for a duration of <b>15 seconds</b>.</li><li><i>Afflictions</i> of the same type do not stack.</li>
  267. "Calm" - Class I
  268. An experimental version of the ECT procedure annotated by Doctor Herman Carter himself. Uses a deep wavelength that soothes various mental illnesses. With Carter's Spark as its source, this procedure causes uncontrollable fear and anxiety in the patient.<br><li><b>Considerably increases</b> your terror radius in Treatment mode.</li><li><b>Considerably decreases</b> your terror radius in Punishment mode.</li><br>Survivors with <b>Madness (2/3)</b> have the following affliction:<br><li><b>Madness 2:</b> The Terror Radius heartbeat has a <b>Tremendous chance</b> to play as if the survivor was on the edge of the Killer's terror radius for a duration of <b>20 seconds</b>.</li><li><b>Madness 3:</b> The Terror Radius heartbeat constantly plays as if the survivor was on the edge of the Killer's terror radius.</li><li><i>Afflictions</i> of the same type do not stack.</li><br><span class="FlavorText">"Higher quality seizures trigger catatonia. At least it gives me <u>peace</u> for the time it lasts." -H. Carter</span>
  269. "Calm" - Carter's Notes
  270. An experimental ECT procedure developed within the Fog. Uses a high stimulus wavelength to link the patient's and Doctor's minds. This procedure is known to cause serious cases of hallucination in the patient.<br><li>Survivor auras are shown for <b>2 seconds</b> when their Madness increases.</li><br>Survivors with <b>Madness (2/3)</b> have the following affliction:<br><li><b>Moderate/Considerable increased</b> duration for an Illusionary Doctor manifestation which can be seen by the Doctor as an <b>Aura</b>.<li><i>Afflictions</i> of the same type do not stack.</li>
  271. "Restraint" - Class III
  272. An experimental ECT procedure developed within the Fog. Uses a wavelength that links the patient's and Doctor's minds. This procedure is known to cause mild cases of hallucination in the patient.<br><li>Survivor auras are shown for <b>1 second</b> when their Madness increases.</li><br>Survivors with <b>Madness (2/3)</b> have the following affliction:<br><li><b>Slight/Moderate increased</b> duration for an Illusionary Doctor manifestation which can be seen by the Doctor as an <b>Aura</b>.</li><li><i>Afflictions</i> of the same type do not stack.</li>
  273. "Restraint" - Class II
  274. An experimental ECT procedure developed within the Fog, crudely annotated. Uses an unbearable stimulus wavelength to link the patient's and Doctor's minds. This procedure is known to cause severe cases of hallucination in the patient.<br><li>Survivor auras are shown for <b>3 seconds</b> when their Madness increases.</li><br>Survivors with <b>Madness (2/3)</b> have the following affliction:<br><li><b>Considerable/Tremendous increased</b> duration for an Illusionary Doctor manifestation which can be seen by the Doctor as an <b>Aura</b>.<li><i>Afflictions</i> of the same type do not stack.</li><br><span class=\"FlavorText\">\"I CAN SEE THEIR DISGUSTING <u>ILLNESSES</u>.\" -Unsigned Notes</span>
  275. "Restraint" - Carter's Notes
  276. Project Awakening ECT procedure for disciplinary action which uses a fixed dose at very high voltage. Can cause a state of serious paranoia in the patient.<br><li>Increases the madness inflicted by your <b>shock therapy</b> by <b>20%</b>.</li><li><i>Affected by the Tinkerer Perk.</i></li><br>Survivors with <b>Madness</b> have the following affliction:<br><li>The Killer's red stain has a <b>Moderate chance</b> to appear behind the survivor for a duration of <b>4 seconds</b>.</li><li><i>Afflictions</i> of the same type do not stack.</li><br><span class="FlavorText">"Respect of our patients is at the core of our principles." -Léry's Memorial Institute</span>
  277. "Discipline" - Class III
  278. Project Awakening ECT procedure for disciplinary action which uses a fixed dose at high voltage. Can cause a state of moderate paranoia in the patient.<br><li>Increases the madness inflicted by your <b>shock therapy</b> by <b>15%</b>.</li><li><i>Affected by the Tinkerer Perk.</i></li><br>Survivors with <b>Madness</b> have the following affliction:<br><li>The Killer's red stain has a <b>Slight chance</b> to appear behind the survivor for a duration of <b>3 seconds</b>.</li><li><i>Afflictions</i> of the same type do not stack.</li><br><span class="FlavorText">"We re-educate our patients with the greatest care." -Léry's Memorial Institute</span>
  279. "Discipline" - Class II
  280. Project Awakening ECT procedure for disciplinary action, annotated by Doctor Herman Carter himself. The intolerably high voltage leaves the patient in a severe state of paranoia.<br><li>Increases the madness inflicted by your <b>shock therapy</b> by <b>25%</b>.</li><li><i>Affected by the Tinkerer Perk.</i></li><br>Survivors with <b>Madness</b> have the following affliction:<br><li>The Killer's red stain has a <b>Considerable chance</b> to appear behind the survivor for a duration of <b>5 seconds</b>. Survivors in <b>Madness 3 always</b> see the red stain.</li><li><i>Afflictions</i> of the same type do not stack.</li><br><span class="FlavorText">"To avoid relapse from our most tenacious subjects, use <u>maximum</u> levels when proceeding with disciplinary actions." -H. Carter</span>
  281. "Discipline" - Carter's Notes
  282. An experimental electrode that can withstand very high charges for a longer period of time.<br><li><b>Increases</b> your Shock Therapy attack range by <b>75%</b>.</li><br><li>Increases charge time of Shock Therapy <b>Considerably</b>.<br><li><i>Affected by the Tinkerer Perk.</i></li>
  283. High Stimulus Electrode
  284. A glass-like king chess piece molded from The Fog Itself. The Entity's trace reverberating within can break the most powerful minds.<br><li>The <b>Shock Therapy</b> attack causes the survivor to gain a <b>random Madness affliction</b> based off the survivor's <b>Madness</b> Tier.</li><li><i>Afflictions</i> of the same type do not stack.</li><br><span class="FlavorText">"Gazing in the iridescent glass is plunging oneself into madness"</span>
  285. Iridescent King
  286. Scrapped Tape
  287. A compact cassette from Project Awakening containing mostly white noise. Opens The Doctor's mind to alternate treatment methods.<br><li><b>Shock Therapy attack</b> changes from a <b>cone</b> to a <b>ring</b>, cast 8m infront of the Doctor, with an outer radius of 4.2m and an inner radius of 3m.</li>
  288. A moldy electrode which can nevertheless conduct a weak electrical current.<br><li><b>Increases</b> your Shock Therapy attack range by <b>25%</b>.</li><br><li>Increases charge time of Shock Therapy <b>Slightly</b>.<br><li><i>Affected by the Tinkerer Perk.</i></li>
  289. Moldy Electrode
  290. A white knight chess piece made of maple. This gift from an old man brings back distant memories and imbues The Doctor with devastating focus.<br><li>Reveals the area of effect of your shock therapy</li>
  291. Maple Knight
  292. A high stimulus ECT procedure, part of a patient's daily routine at the Léry's Memorial Institute. Can cause a state of moderate confusion in the patient.<br><li>Increases the madness inflicted by your <b>static field</b> by <b>15%</b>.</li><li><i>Affected by the Tinkerer Perk.</i></li><br>Survivors with <b>Madness</b> have the following afflictions:<br><li><b>50% chance</b> that a Skill Check appears in a random location.</li><li><i>Afflictions</i> of the same type do not stack.</li><br><span class="FlavorText">"Side effects are very rare." -Léry's Memorial Institute</span>
  293. "Order" - Class II
  294. A conventional ECT procedure, part of a patient's daily routine at the Léry's Memorial Institute. Can cause a state of mild confusion in the patient.<br><li>Increases the madness inflicted by your <b>static field</b> by <b>10%</b>.</li><li><i>Affected by the Tinkerer Perk.</i></li><br>Survivors with <b>Madness</b> have the following afflictions:<br><li><b>25% chance</b> that a Skill Check appears in a random location.</li><li><i>Afflictions</i> of the same type do not stack.</li>
  295. "Order" - Class I
  296. An experimental version of the ECT procedure, annotated by Doctor Herman Carter himself. The long, constant stimulus leaves the patient in a state of severe confusion.<br><li>Increases the madness inflicted by your <b>static field</b> by <b>25%</b>.<li><i>Affected by the Tinkerer Perk.</i></li><br>Survivors with <b>Madness</b> have the following afflictions:<br><li><b>100% chance</b> that a Skill Check appears in a random location.</li><li><i>Afflictions</i> of the same type do not stack.</li><br><span class="FlavorText">"The stimulus must be kept active at a <u>convulsive</u> level." -H. Carter</span>
  297. "Order" - Carter's Notes
  298. A like-new standard electrode equipment to conduct electroconvulsive treatments.<br><li><b>Increases</b> your Shock Therapy attack range by <b>50%</b>.</li><br><li>Increases charge time of Shock Therapy <b>Moderately</b>.<br><li><i>Affected by the Tinkerer Perk.</i></li>
  299. Polished Electrode
  300. An experimental ECT procedure developed within the Fog, crudely annotated. The extra surge of power causes extreme muscle tension which depletes the patient's energy.<br><li>Shake it off takes an extra <b>2 seconds</b> to complete.</li><br>Survivors with <b>Madness 3</b> have the following affliction:<br><li><b>Exhausted</b>.</li><li><i>Afflictions</i> of the same type do not stack.</li><br><span class="FlavorText">"BREAK THEIR IMPURE BODIES" - Unsigned Notes</span>
  301. "Obedience" - Carter's Notes
  302. A compact cassette from Project Awakening containing an un-edited interview of a victim. Opens The Doctor's mind to alternate treatment methods.<br><li>Shock Therapy attack changes from a cone to a beam with a <b>20 meter</b> range and a <b>2 meter</b> width.</li>
  303. Interview Tape
  304. Adrenalina
  305. Agitation
  306. Alas cries the wraith, such tears of gore.
  307. Alas cries the wraith, such tears of gore.
  308. All survivors start the trial separated.<br><li>Secret.</li><br><span class="FlavorText">"A thin black shroud which is falling apart."</span>
  309. All survivors start the trial together.<br><li>Secret.</li><br><span class="FlavorText">"A square and washed out piece of fabric with small knots on each end."</span>
  310. All-adventure outdoor wear for the man who needs a lot of pockets.
  311. An adjustable wrench with a tough grip. Essential in any Toolbox.<br><li><b>Moderately increases</b> repair Skill Check success zones.</li><li>Stacks.</li>
  312. An anti-hemorrhagic substance that stops the bleeding in a matter of seconds.<br><li>Reduces charges by <b>50%</b>.</li><li><b>Instantly</b> and <b>completely</b> heal on secondary action.</li><li>Depletes the Med-Kit on use.</li>
  313. An everyday shirt for an everyday guy.
  314. An intricate set of lenses wrapped up in an astonishingly complex apparatus. The gears controlling the lenses' focus move by themselves as to focus on something invisible to humans.<br><li>Every survivor sees the aura generated by the map when the owner activates it.</li>
  315. An oil specifically formulated for Chainsaws. A special additive prevents oil throw off.<br><li><b>Moderately decreases</b> the chainsaw's cooldown.</li><li>Stacks.</li>
  316. An old piece of parchment made out of a skin-like material. It is rolled and sealed with an uncolored leather string. Holding and channeling the map unlocks great potential in one's aura reading ability which slowly burns the map. Generators' auras which you have already encountered are revealed to you for as long as the map has charges left.<br><li><b>20 seconds</b> of use.</li><li>Starts with <b>1</b> generator automatically tracked.</li><li>Unlocks the ability to track generators within a <b>8 meter</b> range.</li>
  317. An outfit of shadow, blood and grime.
  318. An outfit of shadow, blood and grime.
  319. An unnatural tingle warns you of impending doom. Get notified when the killer is looking directly in your direction and standing within a <span class="Highlight1">12 meter</span> range. While Spine Chill is active, skill check trigger odds are increased by <span class="Highlight2">10%</span> with success zones reduced by <span class="Highlight3">10%</span>. While Spine Chill is active, your repair, heal and sabotage speeds are increased by <span class="Highlight4">2%</span>.
  320. An unnatural tingle warns you of impending doom. Get notified when the killer is looking directly in your direction and standing within a <span class="Highlight1">24 meter</span> range. While Spine Chill is active, skill check trigger odds are increased by <span class="Highlight2">10%</span> with success zones reduced by <span class="Highlight3">10%</span>. While Spine Chill is active, your repair, heal and sabotage speeds are increased by <span class="Highlight4">4%</span>.
  321. An unnatural tingle warns you of impending doom. Get notified when the killer is looking directly in your direction and standing within a <span class="Highlight1">36 meter</span> range. While Spine Chill is active, skill check trigger odds are increased by <span class="Highlight2">10%</span> with success zones reduced by <span class="Highlight3">10%</span>. While Spine Chill is active, your repair, heal and sabotage speeds are increased by <span class="Highlight4">6%</span>.
  322. Animals seem to trust you as they often stay calm in your presence. Reduces chances of alerting woodland creatures by <span class="Highlight1">80%</span>.
  323. Animals seem to trust you as they often stay calm in your presence. Reduces chances of alerting woodland creatures by <span class="Highlight1">90%</span>.
  324. Animals seem to trust you as they often stay calm in your presence. Reduces chances of alerting woodland creatures by <span class="Highlight1">100%</span>.
  325. Anti-Hemorrhagic Syringe
  326. Ardent Raven Wreath
  327. Ardent Shrike Wreath
  328. Ardent Spotted Owl Wreath
  329. Ardent Tanager Wreath
  330. Assist
  331. Assist
  332. Assist
  333. Attempt Escape
  334. Aura Reading
  335. Blindness
  336. Autohaven Wreckers
  337. Autohaven Wreckers
  338. Autohaven Wreckers
  339. Autohaven Wreckers
  340. Autohaven Wreckers
  341. Autohaven Wreckers
  342. Azarov's Axe
  343. Azarov's Key
  344. Azarov’s Resting Place
  345. BLOODWEB CAP
  346. Bandages
  347. Base
  348. Base
  349. Basement Time
  350. Battery
  351. Be chased by the killer for a total of {1} minutes with {0}.
  352. Pułapka na niedźwiedzie
  353. Pułapka na niedźwiedzie
  354. Begrimed Chain
  355. Bitter Murmur
  356. Black Silk Cord
  357. Black Ward
  358. Bleeding
  359. Blink
  360. Blood Amber
  361. Blood Dance
  362. Blood Lodge
  363. Blood Soaked Cattle Hammer
  364. Bloodhound
  365. Bloodlust
  366. Bloodstained Farmwear
  367. Bloody Azarov's Axe
  368. Bloody Cargo
  369. Bloody Claudette
  370. Bloody Cleaver
  371. Bloody Dwight
  372. Bloody Evan
  373. Bloody Fitted Shirt
  374. Bloody Friday Shirt
  375. Bloody Jake
  376. Bloody Meg
  377. Bloody Rubber and Hooks
  378. Bloody Skinny Jeans
  379. Bloody Slacks
  380. Bloody Sport Leggings
  381. Bloody Sport Top
  382. Bloody Trail Jacket
  383. Bloody Wraith
  384. Bloody and bruised just makes Jake look better.
  385. Bloody and bruised just makes Jake look better.
  386. Blue Skinny Jeans
  387. Bog Laurel Sachet
  388. Bold
  389. Bold
  390. Bold
  391. Bond
  392. Bone Clapper
  393. Boots with metal spikes protruding from the soles, which provide more stability and control when walking on slippery soil.<br><li><b>Moderately increases</b> steering while using the chainsaw.</li><li>Stacks.</li>
  394. Botany Knowledge
  395. Brand New Part
  396. Brutal Cattle Hammer
  397. Brutal Strength
  398. Burning this offering grants you protection against the loss of your add-ons at the end of the trial.<br><span class="FlavorText">"Hear my voice, spare my ways, protect me from the void."</span>
  399. Burning this offering grants you protection against the loss of your item and add-ons in the event you die.<br><span class="FlavorText">"Keep me from evil, defend me, and pass away."</span>
  400. Butterfly Tape
  401. By your hands, kill {1} survivors with {0}.
  402. CHAT OFFLINE - Host disconnected
  403. CHEATER! Altruism
  404. CHEATER! Boldness
  405. CHEATER! Brutality
  406. CHEATER! Deviousness
  407. CHEATER! Hunter
  408. CHEATER! Objectives
  409. CHEATER! Sacrifice
  410. CHEATER! Survival
  411. A handsome hat for a handsome chap
  412. White Panama
  413. A glorious mustache of unthinkable thickness.
  414. The Tomstache
  415. An exclusive shirt for the Brazil Comic Con
  416. Claudette’s weekend shirt
  417. A warrior's hairstyle to fight in the finals.
  418. Myopian Frohawk
  419. A colorful scarf twisted and tied around a messy bun.
  420. Colorful Headscarf
  421. Unleash your inner salmon.
  422. Old-School Windbreaker
  423. A beige cap fit for high class golf tournaments and deadly runs around The MacMillan Estate.
  424. Preppy Flatcap
  425. Snazzy haircut or extremely powerful upward winds? Who knows!
  426. Millennial Dwight
  427. This style is OP. That's aldwight.
  428. Dwearder
  429. It's not because you're deep in the woods that you shouldn't look good.
  430. Modern Explorer Beanie
  431. Jake's always been creatively laid back. Look at him transform a lazy haircut into a fabulous hairstyle.
  432. Jakebun
  433. In what now seems like another life, Jake had a reputation to live up to. A clean look. Suits. This is probably what he would've looked like if he continued living the life his father traced for him.
  434. Old Man
  435. Dressed appropriately to be taken very seriously.
  436. Leather Jacket
  437. Masterfully knotted braids. Not for the feeble minds.
  438. Tier III Braids
  439. A modern and stylish headband meant for autumn's cold morning jogs.
  440. Jogging Headband
  441. Casual, relaxing and warm on a spring evening.
  442. Red-Trim Leather Hoodie
  443. Bubble-gum pink sneakers for looking great while training.
  444. Old-School Sneakers
  445. Casual, relaxing and warm on a spring evening.
  446. Red-Trim Leather Hoodie
  447. Bold makeup and duo-tone hairstyle that will leave no-one indifferent.
  448. Night out Nea
  449. Casual and comfortable yet affirming a strong and unique identity.
  450. Melonade
  451. A heavy spiking hammer with an asymmetrical elongated double faced hardened steel head. An almost imperceptible whisper echoes in the wielder's mind: " 'anoyk yeqkany'ye hvay'k l'gnoo eydokl'x : sekall'o ammk'ix "
  452. Marked Spike Maul
  453. A grim bouquet of red rose and sharp steel. An almost imperceptible whisper echoes in the wielder's mind: " 'anoyk yeqkany'ye hvay'k l'gnoo eydokl'x : sekall'o ammk'ix "
  454. Marked Bridal Saw
  455. A curved blade with a distinctive bulge that adds weight to the fore-blade providing additional chopping power. An almost imperceptible whisper echoes in the wielder's mind: " 'anoyk yeqkany'ye hvay'k l'gnoo eydokl'x : sekall'o ammk'ix "
  456. Marked Bolo Machete
  457. A blunt piece of iron crafted into a weapon to crush bones and muscles into a bloody pulp. An almost imperceptible whisper echoes in the wielder's mind: " 'anoyk yeqkany'ye hvay'k l'gnoo eydokl'x : sekall'o ammk'ix "
  458. Marked Bloodlust Axe
  459. Sure...they might be a bit too worn and dirty for fancy casinos, but they bring good fortune!
  460. Lucky Jeans
  461. Hey, it's just a couple of cuts and gallons of blood, they're still lucky!
  462. Hey, it's just a couple of cuts and gallons of blood, they're still lucky!
  463. Bloody and Lucky
  464. The finest trousers scam money can buy.
  465. Grey Tux Trousers
  466. A charming gambler; sometimes a winner, always broke.
  467. Ace
  468. A charming gambler that apparently won the blood bank jackpot.
  469. A charming gambler that apparently won the blood bank jackpot.
  470. Bloody Ace
  471. Grey-streaked hair and silver tongue.
  472. Sharp Ace
  473. A classic jacket wonderfully arranged with a generously open damask print shirt.
  474. Damask Shirt & Jacket
  475. A classic jacket wonderfully and generously covered in blood.
  476. A classic jacket wonderfully and generously covered in blood.
  477. Bloody Damask Shirt
  478. Under the suit beats a heart that always belonged to the cards.
  479. Grey Tux Jacket
  480. Exclusive item for the Taipei Game Show.
  481. The TPGS hat
  482. Exclusive item for the Thailand BIG tournament
  483. The BIG hat
  484. Mud-stained tactical trousers, combat boots and a sad, empty holster.<br><span class="FlavorText">"We're on our own, kid. It's high time you started actin' like it." -Bill</span>
  485. Military Trousers
  486. Blood-stained tactical trousers, combat boots and a holster that is still very sad and very empty.<br><span class="FlavorText">"Bull Frickin Horse Shit!" -Bill</span>
  487. Blood-stained tactical trousers, combat boots and a holster that is still very sad and very empty.<br><span class="FlavorText">"Bull Frickin Horse Shit!" -Bill</span>
  488. Veteran's Trousers
  489. Bill's army beret with the yellow shield insignia of the 1st Special Forces Group.<br><span class="FlavorText">"Even being in a war doesn't prepare you for this" -Bill</span>
  490. Bill
  491. The face and apparel of an experienced soldier you can trust.<br><span class="FlavorText">"Back on your feet, soldier! You're not getting out of this fight that easily." -Bill</span>
  492. The face and apparel of an experienced soldier you can trust.<br><span class="FlavorText">"Back on your feet, soldier! You're not getting out of this fight that easily." -Bill</span>
  493. Veteran Bill
  494. Battle-scarred military jacket identified to Overbeck.<br><span class="FlavorText">"The honest to God military!" -Bill</span>
  495. Combat Jacket
  496. A bloody combat jacket that shows just how many challenges Bill has faced.<br><span class="FlavorText">"Watch my back! I was too old for this horseshit fifteen years ago..." -Bill</span>
  497. A bloody combat jacket that shows just how many challenges Bill has faced.<br><span class="FlavorText">"Watch my back! I was too old for this horseshit fifteen years ago..." -Bill</span>
  498. Veteran's Jacket
  499. A unique top for Claudette, exclusively for Sxyhxy
  500. TEAMSXY gear
  501. Mauve goes with everything, doesn’t it?
  502. Mauve Cords
  503. Unleash your inner salmon.
  504. Old-School Windbreaker
  505. Fashionable jeans and boots which can hopefully help you climb the career ladder. Also useful to climb stairs.<br><span class="FlavorText">"Ugh. I hate stairs." -Rochelle</span>
  506. Producer Jeans
  507. A stunning look to show off your unique personality on camera. You are ready for your big break!<br><span class="FlavorText">"By the beard of Zeus!" -Rochelle</span>
  508. Golden Rings
  509. A stylish pink shirt featuring an image of the electronic band “True Artists”. Looks much better than Francis’ vest.<br><span class="FlavorText">"Obviously she's a woman of taste." -Francis</span>
  510. True Artists Shirt
  511. Ripped at the knees and not for fashion
  512. Pale Jeans
  513. Purple goes with everything doesn’t it?
  514. Purple Cords
  515. Sharp print with smooth leather finish
  516. Red Flash Boots
  517. Sensible with a hint of the argyle
  518. Two-tone Coat
  519. Nothing goes better than soft pastel in the woods
  520. Retro Windbreaker
  521. Want to stand out and look amazing, wear this!
  522. Electric Jacket
  523. Legacy Claudette III
  524. Legacy Claudette II
  525. Legacy Claudette I
  526. A sleeveless doctor's coat that has seen better days. Herman always appreciated the dramatic look of a doctor's garment.
  527. Doctor's Coat
  528. A sleeveless doctor's coat. The Doctor appreciates the dramatic look of blood on his coat.
  529. A sleeveless doctor's coat. The Doctor appreciates the dramatic look of blood on his coat.
  530. Bloody Doctor's Coat
  531. Official garments of chief staff at Léry's Memorial Center.
  532. Project Awakening Coat
  533. Strapped in his electroconvulsive gear, The Doctor is forever forced in a maniacal grin.
  534. Herman Carter
  535. Strapped in his electroconvulsive gear, The Doctor has no choice but to get blood all over...eyes and mouth included.
  536. Strapped in his electroconvulsive gear, The Doctor has no choice but to get blood all over...eyes and mouth included.
  537. Bloody Herman Carter
  538. A furious Doctor, overcharged with his maddening electroconvulsive power.
  539. Overcharged Herman Carter
  540. An instrument of punishment when all other treatments failed.
  541. The Stick
  542. An instrument of punishment when all other treatment failed. They often do.
  543. An instrument of punishment when all other treatment failed. They often do.
  544. The Bloody Stick
  545. The Stick, crackling furiously with the power of Carter's Spark.
  546. Project Awakening Stick
  547. Death is not an escape
  548. Bloodletting
  549. Classic mechanic’s coveralls. Perfect for messy jobs and messy dares. The top part has been folded down and wrapped around the waist.<br><span class="FlavorText">"Folks call me Ellis. I run an auto shop with a couple of my buddies. We're also in a band. I play bass." -Ellis</span>
  550. Mechanic’s coveralls
  551. The net cap with a somewhat generic tow truck logo often used by auto repair shops and scrap metal removal.<br><span class="FlavorText">"I armored up a truck to be zombie-proof. I figured out it was only 99% zombie-proof. The other 1% tore that truck to SHIT." -Ellis</span>
  552. Tow Truck Cap
  553. A rare example of Bullshifters apparel in the wild. It bears the logo of the truck club from Savannah.<br><span class="FlavorText">"That's bullshit." -Ellis</span>
  554. Bullshifters Shirt
  555. Awarded to the winner of the PandaTV tournament only
  556. The Golden Shirt
  557. Awarded to all participants of the PandaTV tournament
  558. PandaTV Tournament T-shirt
  559. Perfect for every-day slouch wear
  560. Pale Slouchers
  561. Comfy, uninspiring and so very Dwight
  562. Brown Slacks
  563. The perfect way to raise eyebrows
  564. Watermelon Pants
  565. A uniform for the arcade
  566. Vector Victory
  567. Everyone wants to look like their favourite pop icon
  568. Dwight Cubed
  569. Trying to look cool and hip
  570. Surf Tones
  571. Twitchy Dwight is twitching.
  572. Twitchy Dwight
  573. Legacy Dwight III
  574. Legacy Dwight II
  575. Legacy Dwight I
  576. Short shorts showing off the flashy Lazer Bears' colors.
  577. Lazer shorts
  578. Short shorts with the flashy Lazer Bears' colors under a thick layer of blood.
  579. Short shorts with the flashy Lazer Bears' colors under a thick layer of blood.
  580. Bloody Lazer Shorts
  581. Common track pants complimented by flashy silver sneakers.
  582. Soft Track Pants
  583. A highly focused and competitive young woman. She's in it to win it.
  584. Feng Min
  585. A highly focused and competitive young woman...covered in blood.
  586. A highly focused and competitive young woman...covered in blood.
  587. Bloody Feng Min
  588. A relaxed hairdo when spending time away from the cameras.
  589. Relaxed Bun
  590. Lazer Bears' official polo shirt for the 2016 e-sports tournament.
  591. Lazer Bears tournament polo
  592. Nothing like a blood smeared polo shirt to intimidate the competition.
  593. Nothing like a blood smeared polo shirt to intimidate the competition.
  594. Bloody Lazer Bears
  595. A comfy and soft wool wrap that keeps you warm and cozy on rainy afternoons.
  596. Day Off Wrap
  597. Dried skin and soul, deformed by an insatiable hunger for flesh.
  598. Lisa
  599. Dripping with the blood of countless feasts.
  600. Dripping with the blood of countless feasts.
  601. Bloody Lisa
  602. Dense and compact hairlock glued with dried mud.
  603. Muddy Dreadlock
  604. Dense and compact hairlock glued with blood and guts.
  605. Dense and compact hairlock glued with blood and guts.
  606. Bloody Dreadlock
  607. A horridly overgrown deformity, clawing its way through flesh and bone.
  608. Ashen Claws
  609. Horridly overgrown claws dripping with blood and gory chunks.
  610. Horridly overgrown claws dripping with blood and gory chunks.
  611. Bloody Claws
  612. Something wicked pierces the shadows of this frightful night.<br><span class="FlavorText">Have a fabulous Halloween 2016! - The Dead by Daylight Team</span>
  613. Something wicked pierces the shadows of this frightful night.<br><span class="FlavorText">Have a fabulous Halloween 2016! - The Dead by Daylight Team</span>
  614. Something wicked pierces the shadows of this frightful night.<br><span class="FlavorText">Have a fabulous Halloween 2016! - The Dead by Daylight Team</span>
  615. All Hallows' Eyes
  616. All Hallows' Eyes
  617. All Hallows' Eyes
  618. When you have nothing else but the family's scarecrow's clothes to put on.
  619. The Scarecrow
  620. From the Thompson's wardrobe, one of his father's preferred looks when going out to the city.
  621. Rancher's Vest & Hat
  622. Edged striking surface delivers an awful and violent killing blow
  623. Dull Hammer
  624. Legacy Hillbilly III
  625. Legacy Hillbilly II
  626. Legacy Hillbilly I
  627. Indestructible boots for an indestructible guy.<br><span class="FlavorText">"Phew! Good thing I'm indestructible." -Francis</span>
  628. Biker’s Boots
  629. A face fit for a legendary bar fight. What the hell is a lambda?<br><span class="FlavorText">"Personally, I'm happy to keep fighting. But you ladies might want to lock the door." -Francis</span>
  630. Scar & Goatee
  631. Hell’s Legion: a nice group to belong to when you hate everything.<br><span class="FlavorText">"You know what I don't hate? I don't hate vests." -Francis</span>
  632. Hell’s Legion
  633. The jeans of a troublemaker with boots to match
  634. Ripped Jeans
  635. Bringing a bit of rock to the party with boots to die for
  636. White Stitch Jeans
  637. The kind of pants that make jaws drop
  638. Leather Pants
  639. Don't let the fanny pack put you off, this means business
  640. High School Troublemaker
  641. It’s all about the customization
  642. Patches Denim
  643. If you want to be taken seriously, you have to dress appropriately
  644. Studded Jacket
  645. Legacy Jake III
  646. Legacy Jake II
  647. Legacy Jake I
  648. High waistline accentuates the legs
  649. Bonded Knit Navy Pants
  650. It’s always good to look smart when babysitting
  651. Everyday Culottes
  652. My hope seems to feed the rage of the beast that hunts me
  653. My hope seems to feed the rage of the beast that hunts me
  654. Grisly Pants
  655. Tidy, efficient and off the face
  656. Laurie Classic
  657. Darker hair for a more serious look
  658. Tousled Low Lights
  659. It targets me alone, hunting relentlessly
  660. It targets me alone, hunting relentlessly
  661. Bloody Laurie
  662. A sensible shirt for a sensible girl
  663. Sky Blue Acrylic Shirt
  664. Perfect for a chilly autumn afternoon
  665. Comfy Cardigan
  666. An object of pure unadulterated obsession
  667. An object of pure unadulterated obsession
  668. Carrion Shirt
  669. A shirt for luck and protection. <br><span class="FlavorText">Wishing you good fortune and happiness in 2017! - The Dead by Daylight Team.</span>
  670. A shirt for luck and protection. <br><span class="FlavorText">Wishing you good fortune and happiness in 2017! - The Dead by Daylight Team.</span>
  671. A shirt for luck and protection. <br><span class="FlavorText">Wishing you good fortune and happiness in 2017! - The Dead by Daylight Team.</span>
  672. A shirt for luck and protection. <br><span class="FlavorText">Wishing you good fortune and happiness in 2017! - The Dead by Daylight Team.</span>
  673. Fire Rooster
  674. Fire Rooster
  675. Fire Rooster
  676. Fire Rooster
  677. Ambidextrous trousers and grunge sneakers straight out of 2008.<br><span class="FlavorText">"Unbelievable. You guys are the biggest chickenshits." -Zoey</span>
  678. Rolled Up Jeans & Sneakers
  679. A relaxed haircut good for situations such as studying or watching old horror movies!<br><span class="FlavorText">"A month ago? I would have picked ten zombie movies. Now? Like, ten documentaries on how to build shelter, catch food and make toilet paper." -Zoey</span>
  680. Teen Angst
  681. Look at you, all dressed up for the apocalypse.<br><span class="FlavorText">"Funny, sexy, brunette zombie killer wanted to lead three helpless men to safety." -Zoey</span>
  682. Zipper Hoodie
  683. Athletic pants with classic running shoes
  684. Sports Leggings
  685. Bubble-gum pink sneakers for looking good while training
  686. Retro Sneakers
  687. Smart, every day comfort for the sports enthusiast
  688. Mauve Presentation Pants
  689. For the honored college sports star
  690. College Letterman
  691. Casual, relaxing and warm on an autumn evening
  692. Leather Hoodie
  693. Classic uniformed training top
  694. Hooded Training Top
  695. Twitchy Meg is twitching.
  696. Twitchy Meg
  697. Legacy Meg III
  698. Legacy Meg II
  699. Legacy Meg I
  700. Torn for style or torn through action, who can tell?
  701. Ripped Leggings
  702. Back in fashion now, but once the talk of the town
  703. Siberian Tiger Legs
  704. Rock star or trouble maker. Either way these pants scream confidence
  705. Stripes of Power
  706. Flashy, with just the right amount of attitude
  707. Tartan Special
  708. Shades of a calmer place and time
  709. Classic Sleeveless
  710. Moody top that makes a statement
  711. Skull Print Top
  712. Legacy Nea III
  713. Legacy Nea II
  714. Legacy Nea I
  715. Standard uniform for nurses in military service during World War 2.
  716. WW2 Nurse Uniform
  717. A jute sand bag emptied and tightly wrapped to suffocate. Ironically accessorized with a gas mask.
  718. Sand Bag
  719. Carved metal reinforcement cuts through flesh and bone alike
  720. Full Bonesaw
  721. Exclusive customization for Ling from the bilibili streaming channel
  722. Smiley
  723. Legacy Nurse III
  724. Legacy Nurse II
  725. Legacy Nurse I
  726. Everyday workman overalls
  727. Overalls
  728. It’s hard to keep the fabric clean at such close quarters
  729. It’s hard to keep the fabric clean at such close quarters
  730. Disgusting Overalls
  731. An expressionless, white latex Halloween mask
  732. Boogeyman Mask
  733. Inhale the stench of blood over the stink of latex
  734. Inhale the stench of blood over the stink of latex
  735. Red on White Mask
  736. An oversized blade with devastatingly sharp edges
  737. Kitchen Knife
  738. The blood of victims seems to pulse within the blade itself
  739. The blood of victims seems to pulse within the blade itself
  740. Gore Blade
  741. Thumbs up on an awesome tank top design.<br><span class="FlavorText">"It’s them or us!" -Coach</span>
  742. Infected – Black
  743. Thumbs up on an awesome tank top design.<br><span class="FlavorText">"Dude, those zombies are REAL. I knew them books were nonfiction." ―Ellis</span>
  744. Infected – Red
  745. A mask to celebrate the Canadian video game award for “Best new character”
  746. Best new trapper mask
  747. A mask of iron, shaped into an horrible twisted grin.
  748. Iron Chuckles
  749. Thick iron plating strapped and bolted to form Evan's grim self-representation.
  750. The Iron Man
  751. An iron mask masterfully fashioned and painted to resemble a deer.<br><span class="FlavorText">Item created by Dmitry "DeeDoubleU" Shpilevoy</span>
  752. Rogi
  753. Ritualistic welds that tear and rip the flesh
  754. Pain Flail
  755. Legacy Trapper III
  756. Legacy Trapper II
  757. Legacy Trapper I
  758. Thumbs up on an awesome shirt design.<br><span class="FlavorText">"It’s them or us!" -Coach</span>
  759. Thumbs up on an awesome shirt design.<br><span class="FlavorText">"It’s them or us!" -Coach</span>
  760. Thumbs up on an awesome shirt design.<br><span class="FlavorText">"It’s them or us!" -Coach</span>
  761. Thumbs up on an awesome shirt design.<br><span class="FlavorText">"It’s them or us!" -Coach</span>
  762. Infected – Black
  763. Infected – Black
  764. Infected – Black
  765. Infected – Black
  766. Thumbs up on an awesome shirt design.<br><span class="FlavorText">"Dude, those zombies are REAL. I knew them books were nonfiction." ―Ellis</span>
  767. Thumbs up on an awesome shirt design.<br><span class="FlavorText">"Dude, those zombies are REAL. I knew them books were nonfiction." ―Ellis</span>
  768. Thumbs up on an awesome shirt design.<br><span class="FlavorText">"Dude, those zombies are REAL. I knew them books were nonfiction." ―Ellis</span>
  769. Thumbs up on an awesome shirt design.<br><span class="FlavorText">"Dude, those zombies are REAL. I knew them books were nonfiction." ―Ellis</span>
  770. Infected – Red
  771. Infected – Red
  772. Infected – Red
  773. Infected – Red
  774. The Kuntin-Wehye symbol, representing rapid and deadly aggressions, is finger-drawn in white paint.
  775. "Swift Strikes" - White
  776. The Ug-Wufo symbol, representing a flying hunter of the night, is finger-drawn in white paint.
  777. "The Owl" - White
  778. Sharpened, rusty car parts bound to the bone make each hit  more visceral.
  779. Skull Crusher
  780. Legacy Wraith III
  781. Legacy Wraith II
  782. Legacy Wraith I
  783. Calls on the Entity to create <b>1</b> more chest.<br><li>Stacks.</li><br><span class="FlavorText">"A round piece of metal which has lost all sheen."</span>
  784. Calls on the Entity to create <b>1</b> more sacrificial hook.<br><li>Stacks.</li><br><span class="FlavorText">"A damp and decaying piece of oak replete with mold."</span>
  785. Calls on the Entity to prevent the appearance of <b>1</b> chest.<br><li>Stacks.</li><br><span class="FlavorText">"A defaced coin of unknown origin."</span>
  786. Calls upon the Entity for a <b>brighter moonlight</b>.<br><span class="FlavorText">"The old moon shows her face, looking down on the preys."</span>
  787. Calls upon the Entity for a <b>dimmed moonlight</b>.<br><span class="FlavorText">"The moon slowly fades into a smile: 'Don't worry, your secret is safe with me.' Or is it a grin?"</span>
  788. Calls upon the Entity for the <b>brightest moonlight</b>.<br><span class="FlavorText">"As the moon rises, the wolves howl, marking the beginning of the hunt."</span>
  789. Calls upon the Entity for the <b>darkest moonlight</b>.<br><span class="FlavorText">"Better go back to sleep, there is no moon this night."</span>
  790. Calm Spirit
  791. Calms the Entity and prevents <b>1</b> sacrificial hook from appearing.<br><li>Stacks.</li><br><span class="FlavorText">"A deteriorating piece of petrified wood."</span>
  792. Catch
  793. Catch
  794. Catch
  795. Catch
  796. Catch
  797. Catch
  798. Catch
  799. Catch
  800. Catch
  801. Catch {1} survivors in Bear Traps.
  802. Cattle Tag-28
  803. Chain Blink
  804. Chainsaw
  805. Chainsaw
  806. Chainsaw File
  807. Chainsaw Hit
  808. Chainsaw Sprint
  809. Chainsaw {1} survivors.
  810. Chalk Pouch
  811. Ace Visconti is one charming guy. With his sharp Italian looks, grey-streaked hair and silver tongue, he could pass for an aging 50's movie star. <br><br>His heart has always belonged to the cards. From his roots as a poor boy in Argentina, he gamed, scammed, seduced and smooth-talked his way to a life of luxury as a high roller in the land of opportunity. Despite money always having a way of slipping through his fingers, Ace always figured he could win more. <br><br>He never fulfilled that ambition; eventually he racked up too many debts with the wrong kind of people. And when they finally came to collect, Ace was nowhere to be found. No one knew who tipped him off or where he fled to, but anyone who knew Ace Visconti can agree on one thing. He will survive: against all odds.
  812. It took two tours in Vietnam, a handful of medals, a knee full of shrapnel, and an honorable discharge to get William "Bill" Overbeck to stop fighting and try to live a peaceful life. He hated it. <br><br>After decades spent drifting aimlessly through dead end jobs, Bill went in for a routine surgery and woke up to find the world he knew was gone. A plague was turning normal people into mindless killing machines. Naturally, the first thing he did was fight his way home and put on his uniform. Making his way through rural ghost towns and pitch-black forests, he found other survivors, and together they fled from the infected hordes. <br><br>In the end, Bill sacrificed himself to ensure their safety. His body was never found. Bill was left for dead. No one knows that he still has the only thing he ever wanted: an enemy to fight.
  813. From the day that her parents gave Claudette her first science kit, she loved experiments. Her single minded pursuit lead to an early scholarship at a great college. It was a huge decision to leave Montréal, but the chance was too good to pass up.<br><br>Her introverted nature means that chat rooms and forums are now her best source of social interaction. Her new favourite activity is to answer botany questions for others under her new moniker of Science Girl.<br><br>One evening, during a long bus ride back from the city, Claudette took a stroll that would change her life. It only took a minute for her to get completely disoriented in the thick woods. She never found her way back. Her forum only started to wonder where she was a week after she stopped posting.
  814. Showing exceptional aptitude in psychology, Herman, was handpicked for special training in an advanced neuroscience program located in a secret black site facility in Illinois known as the Léry Memorial Institute, really a front for the CIA. This is where Herman met Dr. Otto Stamper where under his guidance, Herman began to use strange and ever increasingly vicious methods to extract information from prisoners sent to the institute, which was also a covert prison and re-education center for whoever was a USA’s current nemesis. His liberal use of violent electroshock therapy revealed dramatic results and several threats to national security were uncovered.<br><br>Over the years, Herman became known as The Doctor and no one ever questioned if he had even held a medical certificate or even what happened to the prisoners after they had given up their information. It was only after the Léry Memorial Institute went silent for a week that the true horror was finally discovered. The personnel, patients, and prisoners were all found dead with all types of head trauma. All personnels and prisoners bodies were accounted for, including Dr. Otto Stamper, but no sign of Herman “The Doctor” Carter.<br>
  815. Dwight was geeky and scrawny through high school. He always wanted to be one of the cool kids, but somehow never had the charisma. He tried out for the football team but was cut, the basketball team didn’t even take a look, and his grades were distinctly below average.<br><br>One weekend, on a team building exercise from his dead-end job, Dwight’s boss led them deep into the woods before breaking out his family recipe moonshine. Dwight remembered taking the first sip before waking up late the next morning all alone.<br><br>During the night, the others had abandoned him. Once again, the laughing stock of the community Dwight tried to hike his way out of the woods. That was the last anyone ever heard of Dwight Fairfield.
  816. Feng Min was a young girl when she first picked up computer games, and she was instantly hooked. Her parents saw no wrong with a few minutes in front of the screen, but as minutes turned into hours and sometimes days, they finally decided to pull the plug and force Feng Min to put more efforts into her studies.<br><br>She felt smothered by parents, so she left home and spent her time in internet cafés and LAN parties where the old rules didn’t apply. She spent hours playing, streaming, competing to rise to the top. In the gaming world, she finally found respect. Nicknamed the “Shining Lion,” she was invited to join a prestigious e-sports team where she found a sanctuary free of the misconceptions and prejudice she had felt from her parents and the non-gaming world.<br><br>Feng Min pushed her limits to prove she was the best. Sleep was less important to her than training. She pushed herself too far, slept too little, and her performance began to slip. She started to lose. At night, she would stay up, tormented by the thought of disappointing her parents… and her fans. She spiraled out of control and fell into a pattern of self-destruction. She started wandering the streets and visiting bars, waking up in places she didn’t remember. One day she woke up somewhere completely different…
  817. Lisa Sherwood grew up in a quiet town. The people of the village were kind, and the elders helped settle their disputes and keep the old traditions alive. Lisa was particularly fond of the charms they taught her to draw for safety and good fortune. One night, as she was walking home through the woods, a terrible storm struck without warning. In the slick wet darkness, she lost her footing and struck her head. Slipping in and out of consciousness, she watched dark shapes approach between the trees. Soon they were close enough for her to make out their evil, hungry grins.<br><br>They kept her chained to the wall in a flooded cellar. Through the gloom, she could see others, whose open wounds swarmed with flies. They did not survive long once the cannibals began carving bites from their bodies with their rusted blades, but somehow Lisa persisted. Starved and mutilated, her gaunt arms became loose in their shackles. She pulled, and the metal tore through skin and muscle until she was free. Her flesh oozed viscous yellow pus and bones were visible beneath gangrenous wounds. She could go no further. Delirious, she thought of home; she thought of the elders. She traced the symbols they had taught her. A dark hunger stirred inside her. It yearned for blood. She chose vengeance.<br>The police search eventually brought them to the old house in the swamp. Its inhabitants had been dismembered and devoured. The elders’ charms were scrawled in blood on the floor. Lisa’s body was never found.<br>
  818. The son of wealthy landowners Max and Evelyn Thompson, this unnamed boy was an unwanted child born to savage parents. Hideously disfigured, he was shut away from society. So ashamed they were of their son, they bricked him into a room and fed him through a hole in the wall. When the boy escaped, he took his revenge savagely and terribly, slaughtering the parents which had tortured him instead of raising him.<br><br>After the deed was done, he continued to live his life at the farm, taking out his deranged violence on the animals that were allowed to run free. As he finally broke free from his shackles, he ran through the cornfields, chasing and slaughtering whatever he could find. They never found the bodies of Max and Evelyn, but they did find tortured and disembowelled animals, all over the farm. Coldwind Farm was quickly settled and the land split up and sold off. There was never a buyer for the farmhouse. Perhaps it was the sound of the chainsaw you could hear throughout those hot summer nights.<br>
  819. Growing up the son of a wealthy CEO was always going to put pressure on Jake Park. When his brother graduated with honors from Yale the pressure on Jake intensified. Jake wasn’t just the academic type, but his father never really understood his refusal to embrace the expensive education he lavished upon him. Eventually, Jake rebelled by dropping out of school entirely.<br><br>Now, Jake lives off the grid on the edge of the woods. It’s been years since he spoke to his father but his mother checks in once in a while. It was she who eventually called the police.<br><br>The cops said he got lost in the woods and a search party looked for days, but gave up as bad weather rolled in. Despite passionate pleas from his mother, they never resumed the search and Jake went down in history as another casualty of the woods.
  820. You never know what really matters in life until you’ve realized it might end soon. Laurie is one of those who just wants a quiet life in the suburbs, hanging out with friends, family and maybe go on a date or two. Laurie is a typical teenager. You could pass her on the street and not think twice. She does her homework and is liked by her friends, teachers and family.<br><br>A simple night of babysitting turns into something that will forever change the course of her young life. A knife swooshing through the air. Screams from afar. Noises that plays tricks with her mind. But not Laurie, she’s made of something stronger. Something that won’t give up.
  821. Perhaps it was her mother that had instilled the fierce streak in her or maybe it was her father that left them when she was a baby.<br><br>Meg excelled at schoolwork but she was off the rails. Fortunately, an athletics coach encouraged her to channel her misspent energy on the track.<br>She motivated herself into becoming a high school star and earned a scholarship to college. When her mother fell ill, Meg decided to give up her chance at college to care for the woman who had raised her.<br><br>One summer’s day, on a long run deep in the woods, Meg vanished. Search as they did, they never found her body.
  822. Nea grew up in the small town of Hjo in Sweden. She had a happy childhood even though her mom and dad worked hard. As the opportunity to move to the US became a reality, she started acting out. Nea was forced to leave her friends and life behind. <br><br>Nea shied away from what her parents considered “normal”. Instead she took refuge in skate parks, and her tag “Mashtyx” was seen more or less all over her new hometown. <br><br>Nea made a sport out of tagging government buildings, avoiding the fuzz and any other danger with her nimble cat-like abilities. Finally Nea’s parents became used to her disappearing for a few days on end. She may have gone too far when her friends dared her to tag the old Crotus Prenn Asylum one moonless night, as she was never seen again.
  823. Sally Smithson came to town with dreams of childrens feet and laughter in a wooden home built by her husband Andrew. And one day Andrew’s foreman had to pay Sally a visit, forever changing her life. With no other option, Sally had to find a way but the only employment she could get was at the Crotus Prenn Asylum. She started at the bottom, doing the hard night shift. Over the years, her mind had reached its limits, decades of seeing horrid things that violate the eyes. Finally, she could not take it anymore and concepts of purification emerged inside her. As the morning staff arrived one day in September - they found over fifty dead patients, lifeless, in their bed along 4 staff members, also dead. Only Sally had survived the night but her mind was gone, rocking back and forth non-stop. They got her into an ambulance, but that ambulance never reached the hospital. It was found crashed in a nearby wood, all the staff dead and Sally nowhere to be found.
  824. Some humans are simply bad seeds. Seeds infused with a distilled and pure form of evil. Michael Myers is one of those seeds. He had no issues with causing the pain of others. Instead, it was exactly what he sought. But even life can be tough on those with minds filled with terror. The difference is just how one goes about to solve those problems.<br><br>For Michael, he had to kill to find some inner peace. As he took his sister’s life, the police found a silent boy dressed as a clown at the scene. When one stumbles upon a growing fire, one does not pour gasoline on it. But this was an action taken by officials that had no idea how it would shape this demon in the boy’s body. Sending Michael to a mental institution was a feeble attempt to save the child. Unsuccessful therapy and nightly screams just made him even more introvert and deranged. People hoped that Michael Myers would end up a parenthesis, soon to be forgotten and buried, a failure that soon were to rot away. But then...he escaped.<br>
  825. Evan MacMillan idolised his father. It wasn’t just that he was heir to a great fortune, it was the way he ran the estate. Raised under his firm hand, Evan had taken to running the workforce with an iron hand. Production was always high and the Macmillan Estate prospered under father and son. As Archie MacMillan’s mental health slowly disintegrated, Evan protected him from the herd who wanted a piece of the fortune. No matter what his father asked of him, Evan would do.<br><br>When Archie MacMillan finally snapped, Evan became his enforcer in what would become known as the worst mass murder in modern history. They never proved that Evan lead over a hundred men into those dark tunnels before detonating the explosives and sealing them to their fate. The tale of the MacMillan Estate is a tale of wealth and power gone very wrong. How many victims fell to the hands of father and son is unknown. No record is ever made of what became of Evan MacMillan. His father is another unsolved puzzle, found in the basement of his own warehouse - dead and abandoned.<br>
  826. Philip Ojomo came to this country without anything than hope for a new beginning. He was happy as he got offered a job at Autohaven Wreckers. A small scrap yard where bribed cops turned a blind eye for the somewhat shady business that took place. Ojomo didn’t care. He had seen criminal activity up close in his homeland, and as long as he didn’t get involved, he let things be. He just fixed cars and handled the crusher. Something he did really well. A car went in, a small, metallic cube came out.<br><br>It was not until one gloomy day that he, just by accident, saw some blood coming from one of the un-crushed cars. As he opened the trunk he found a young man, gagged and with tied hands with panic filled eyes. Ojomo freed the man who managed to run ten feet before Ojomo’s boss stopped him and slit his throat. As Ojomo demanded answers he got explained to him that he’d been nothing more than a simple executioner as more or less every car had a soul in them as this was a "service" the scrap yard provided to certain "clients". Ojomo snapped and went ballistic. He threw his boss in the crusher and let it slowly compress, as the head stuck out, Ojomo grabbed it and pulled head and spine out of the body. Then he left, and was never seen again.<br><br>
  827. Chase
  828. Chase the survivors for a total of {1} minutes with {0}.
  829. Chased
  830. Chest Searched
  831. Chuckles
  832. Claudette
  833. Claudette Morel
  834. Clean Rag
  835. Cleanse Totem
  836. Clear Reagent
  837. Cleaver
  838. Cloak
  839. Coal Tower
  840. Coldwind Cattle Tag-81
  841. Coldwind Farm
  842. Coldwind Farm
  843. Coldwind Farm
  844. Coldwind Farm
  845. Coldwind Farm
  846. Coldwind Farm
  847. Collect
  848. Comfortable smart casual wear for any occasion.
  849. Common
  850. Complete {1} sacrifices with {0}.
  851. Coop Action
  852. Coop Action
  853. Coop Action
  854. Crescent Moon Bouquet
  855. Crispleaf Amaranth Sachet
  856. Crystal Bead
  857. Cursed
  858. Cypress Memento Mori
  859. Damage
  860. Damage Generator
  861. Dark Cloak
  862. Dark Sense
  863. Death
  864. Deerstalker
  865. Deja Vu
  866. Depth Gauge Rake
  867. Designed for comfort during a long day doing nothing much.
  868. Destroy
  869. Destroy
  870. Destroy Trap
  871. Destruction
  872. Devout Raven Wreath
  873. Devout Shrike Wreath
  874. Devout Spotted Owl Wreath
  875. Devout Tanager Wreath
  876. Disarm Trap
  877. Disposable medical gloves to avoid cross-contamination.<br><li><b>Slightly decreases</b> the healing Skill Check difficulty.</li><li>Stacks.</li>
  878. Distraction
  879. Distressing
  880. Disturbance
  881. Dripping Blood Cloak
  882. Drop
  883. Drop
  884. Drop Firecracker
  885. Dweard
  886. Dwight
  887. Dwight Fairfield
  888. Dwightstache
  889. END USER<br>LICENSE AGREEMENT
  890. Each pin on the vest is a badge of customer satisfaction honor.
  891. Ebony Memento Mori
  892. Empathy
  893. Endurance
  894. Enduring
  895. EnterStalkMode
  896. Eroded Token
  897. Escape Through Hatch
  898. Escape and collect a new item {1} times.
  899. Escape and survive {1} time(s) with {0}.
  900. Escaped
  901. Evan
  902. Everyday Office Slacks
  903. Everyday work clothes for life in the slaughterhouse.
  904. Everyday work clothes for life in the slaughterhouse.
  905. Exhausted
  906. Exit
  907. ExitStalkMode
  908. Faint Reagent
  909. Farmhand's Undershirt
  910. Fashion Leather Jacket
  911. Fastening Tools
  912. Finding a clean shaven Jake is less normal than you think.
  913. Firecracker
  914. First Aid Kit
  915. Fitted Shirt
  916. Latarka
  917. Latarka
  918. Latarka
  919. Latarka
  920. Flashlight Evasion
  921. Flashlight Evasion
  922. Focus Lens
  923. For each survivor escaped or killed, your action speed is increased by 15%.
  924. For each survivor escaped or killed, your action speed is increased by 25%.
  925. For each survivor escaped or killed, your action speed is increased by 7%.
  926. Formal Friday Shirt
  927. Fragrant Bog Laurel
  928. Fragrant Crispleaf Amaranth
  929. Fragrant Primrose Blossom
  930. Fragrant Sweet William
  931. Fresh Bog Laurel
  932. Fresh Crispleaf Amaranth
  933. Fresh Primrose Blossom
  934. Fresh Sweet William
  935. Full Moon Bouquet
  936. Gas Heaven
  937. "I awoke to find myself in this strange place. I have no memory of how I came here."<br>- Benedict Baker
  938. Glass Bead
  939. Gold Token
  940. Good Skill Check
  941. Good Skill Check
  942. Good Skill Check
  943. Good Skill Check
  944. Good Skill Check
  945. Grab Trapped Survivor
  946. Grants <b>25%</b> bonus Bloodpoints in all categories.<br><li>Personal.</li><li>Stacks.</li><br><span class="FlavorText">"An unaddressed and unopened envelope yellowed by time. Its message will never be known."</span>
  947. Grants <b>25%</b> bonus Bloodpoints in all categories.<br><span class="FlavorText">"An unidentifiable cocoon which was breached by whatever was inside."</span>
  948. Grants <b>25%</b> bonus Bloodpoints in the Altruism category.<br><li>Personal.</li><li>Stacks.</li><br><span class="FlavorText">"A palm-sized hand-sewn sachet containing 4 gold petals. The primrose opens at the very last moment before the sun gives place to the night."</span>
  949. Grants <b>25%</b> bonus Bloodpoints in the Boldness category.<br><li>Personal.</li><li>Stacks.</li><br><span class="FlavorText">"A palm-sized hand-sewn sachet containing a mix of pale petals and glaucous bluish leaves. Releases a strong spicy, clove-like scent."</span>
  950. Grants <b>25%</b> bonus Bloodpoints in the Brutality category.<br><span class="FlavorText">"Crafted out of bloody sticks and guts, this wreath calls on the Entity's blessing for more blood."</span>
  951. Grants <b>25%</b> bonus Bloodpoints in the Deviousness category.<br><span class="FlavorText">"Crafted out of blackened branches and coals, this wreath calls on the Entity's blessing for more blood."</span>
  952. Grants <b>25%</b> bonus Bloodpoints in the Hunting category.<br><span class="FlavorText">"Crafted out of sharp metals, ropes and feathers, this wreath calls on the Entity's blessing for more blood."</span>
  953. Grants <b>25%</b> bonus Bloodpoints in the Objective category.<br><li>Personal.</li><li>Stacks.</li><br><span class="FlavorText">"A palm-sized hand-sewn sachet filled with dry leaves. Releases a faint tea-like aroma."</span>
  954. Grants <b>25%</b> bonus Bloodpoints in the Sacrifice category.<br><span class="FlavorText">"Crafted out of sticks, strings and bones, this wreath calls on the Entity's blessing for more blood."</span>
  955. Grants <b>25%</b> bonus Bloodpoints in the Survival category.<br><li>Personal.</li><li>Stacks.</li><br><span class="FlavorText">"A palm-sized hand-sewn sachet stuffed with bead-like grain. Amaranth is said to be everlasting."</span>
  956. Grants <b>50%</b> bonus Bloodpoints in the Altruism category.<br><li>Personal.</li><li>Stacks.</li><br><span class="FlavorText">"Golden flowers harvested at their peak. The primrose opens at the very last moment before the sun gives place to the night."</span>
  957. Grants <b>50%</b> bonus Bloodpoints in the Boldness category.<br><li>Personal.</li><li>Stacks.</li><br><span class="FlavorText">"A bunch of flowers with pink petals and a blood red core. Releases a spicy, clove-like scent."</span>
  958. Grants <b>50%</b> bonus Bloodpoints in the Brutality category.<br><span class="FlavorText">"Devoutly crafted out of bloody sticks and guts, this wreath calls on the Entity's blessing for more blood."</span>
  959. Grants <b>50%</b> bonus Bloodpoints in the Deviousness category.<br><span class="FlavorText">"Devoutly crafted out of blackened branches and coals, this wreath calls on the Entity's blessing for more blood."</span>
  960. Grants <b>50%</b> bonus Bloodpoints in the Hunting category.<br><span class="FlavorText">"Devoutly crafted out of sharp metals, ropes and feathers, this wreath calls on the Entity's blessing for more blood."</span>
  961. Grants <b>50%</b> bonus Bloodpoints in the Objective category.<br><li>Personal.</li><li>Stacks.</li><br><span class="FlavorText">"A beautiful purple flower that grows in the midst of the tainted swamp. Releases a mild tea-like aroma."</span>
  962. Grants <b>50%</b> bonus Bloodpoints in the Sacrifice category.<br><span class="FlavorText">"Devoutly crafted out of sticks, strings and bones, this wreath calls on the Entity's blessing for more blood."</span>
  963. Grants <b>50%</b> bonus Bloodpoints in the Survival category.<br><li>Personal.</li><li>Stacks.</li><br><span class="FlavorText">"The pale green leaves are highlighted with peculiar crimson veins. Amaranth is said to be everlasting."</span>
  964. Grants <b>75%</b> bonus Bloodpoints in the Altruism category.<br><li>Personal.</li><li>Stacks.</li><br><span class="FlavorText">"Golden flowers harvested at their peak. Releases a strong earthy and comforting aroma."</span>
  965. Grants <b>75%</b> bonus Bloodpoints in the Boldness category.<br><li>Personal.</li><li>Stacks.</li><br><span class="FlavorText">"A bunch of flowers with pink petals and a blood red core. Releases a strong spicy, clove-like scent."</span>
  966. Grants <b>75%</b> bonus Bloodpoints in the Brutality category.<br><span class="FlavorText">"Crafted with a fiery, undying passion out of bloody sticks and guts, this wreath calls on the Entity's blessing for more blood."</span>
  967. Grants <b>75%</b> bonus Bloodpoints in the Deviousness category.<br><span class="FlavorText">"Crafted with a fiery, undying passion out of blackened branches and coals, this wreath calls on the Entity's blessing for more blood."</span>
  968. Grants <b>75%</b> bonus Bloodpoints in the Hunting category.<br><span class="FlavorText">"Crafted with a fiery, undying passion out of sharp metals, ropes and feathers, this wreath calls on the Entity's blessing for more blood."</span>
  969. Grants <b>75%</b> bonus Bloodpoints in the Objective category.<br><li>Personal.</li><li>Stacks.</li><br><span class="FlavorText">"A beautiful purple flower that grows in the midst of the tainted swamp. Releases a strong tea-like aroma."</span>
  970. Grants <b>75%</b> bonus Bloodpoints in the Sacrifice category.<br><span class="FlavorText">"Crafted with a fiery, undying passion out of sticks, strings and bones, this wreath calls on the Entity's blessing for more blood."</span>
  971. Grants <b>75%</b> bonus Bloodpoints in the Survival category.<br><li>Personal.</li><li>Stacks.</li><br><span class="FlavorText">"The pale green leaves are highlighted with peculiar crimson veins. Releases a strong radish aroma."</span>
  972. Grants the ability to <b>kill all survivors</b> who have been <b>hooked</b> by your hand during the next trial.<li>Secret.</li><span class="FlavorText">"I could swear It spoke to the beast. It came to a halt, as if calmly listening to the leaves rustling, and then... grinned."</span>
  973. Grants the ability to <b>kill one survivor</b> who has been <b>hooked</b> by your hand during the next trial.<li>Secret.</li><span class="FlavorText">"Grant me the favor of killing one."</span>"
  974. Grants the ability to <b>kill the last survivor</b> by your hand during the next trial.<br><li>Secret.</li><br><span class="FlavorText">"You worked well, the last one is yours."</span>
  975. Great Skill Check
  976. Great Skill Check
  977. Great Skill Check
  978. Great Skill Check
  979. Great Skill Check
  980. Green Trail Jacket
  981. Grip Wrench
  982. Grisly Chain
  983. Hair sensibly tied in a ponytail is Claudette's everyday look.
  984. Hang
  985. Mangled
  986. Haste
  987. Hatch Escape
  988. Hatch Escape
  989. Hazy Reagent
  990. Heal
  991. Heal
  992. Heal
  993. Heal
  994. Heal
  995. Heal (Medkit)
  996. Heal Self (Medkit)
  997. Heal Self (Self Care)
  998. Heal other survivors for the equivalent of {1} health states.
  999. Heart Locket
  1000. Heavy Duty Battery
  1001. In Dead by Daylight, you can take the role of an unstoppable killer and hunt 4 survivors, or play as one of 4 survivors and try to escape alive. Read this guide to learn the basics of the game.<br><br>The guide is divided into 3 sections: <b>The Game</b>, <b>The Killer</b> and <b>The Survivors</b>. Each section has information that will help you master whichever role you choose to play.
  1002. Dead by Daylight is an asymmetric game. Each side in the trial has certain advantages and disadvantages:<br><br><b>The Killer</b> is an unstoppable, solitary monster. Killers see the world from a first person perspective. They each have heightened senses, deadly weapons and a unique power that helps them locate, chase, injure, catch and hook survivors.<br><br><b>The Survivors</b> are a team of 4. They can choose to cooperate or to look out for themselves. Though they are weak and vulnerable, survivors can use their small size to quickly vault through windows, leap over pallets, or find hiding spots. The survivors have a wide third person perspective which gives them an advantage in situational awareness.
  1003. The two roles have very different goals.<br><br><b>The Survivors'</b> goal is to escape the trial alive. In order to do so, they must find and repair 5 generators. Once they are repaired, the generators power 2 exit gates. Each gate has a switch that must be held down for a short time before the gate will open and the survivors can escape.<br><br><b>The Killer's</b> goal is to find and catch survivors in order to hang them on sacrificial hooks to be consumed by The Entity.
  1004. The Entity is the mighty, malevolent being that created the nightmare realm of trials in which the killers and survivors are trapped.<br><br>Not much is known about The Entity, and it is rarely seen, except for when it manifests to claim its sacrificed survivors. Some claim to have caught a glimpse of it in the deep, dark fog beyond the trial walls. It was probably just their eyes playing tricks on them.
  1005. The location of the trial is chosen by The Entity. Players can influence The Entity's choice by burning certain offerings. <br><br>Trial locations have certain fixed landmarks, but elements such as player starting locations, generators, chests, totems and exits are placed according to The Entity's whims. Even the terrain itself shifts from trial to trial.
  1006. In Dead by Daylight, there are two distinct roles to play and multiple characters in each role to choose from.<br><br>Each killer has their own strengths, weaknesses and unique power, whereas survivors initially vary only in their appearance. However, every killer and survivor has 3 unique perks to unlock in their bloodweb which can eventually be taught to other characters.<br><br>Every character comes with its own way to play, progression path, loadout and customization options which to fit your tastes. Feel free to experiment!
  1007. The loadout is where you equip your character for the next trial.<br><br><b>Survivors</b> can equip up to 1 item, 2 add-ons for their item, 4 perks and 1 offering.<br><br><b>Killers</b> can equip up to 2 add-ons for their power, 4 perks and 1 offering. The power of the killer is intrinsic to that killer and cannot be changed.<br><br>Loadout options are unlocked through the progression system called <b>The Bloodweb</b> with a currency called <b>Bloodpoints</b> which are explained later in this section of the guide.
  1008. Survivors can equip themselves with a variety of useful items. There are items that can accelerate repairs, hinder the killer, heal oneself or even allow survivors to escape the trial through a secret door. Survivors may equip one item per trial, and every item can be enhanced by equipping add-ons.<br><br>For more information on items, please see <i>"Items & Add-ons"</i> in <b>The Survivors</b> section of this guide.
  1009. Each killer has a unique power that defines how they are played. Details about the killer's power can be found in the loadout, and it can be customized with add-ons. <b><b>The killer's identity is hidden in the lobby, so survivors must adapt their strategies once they have discovered who they are facing in the trial.
  1010. Offerings are selected in the loadout before the trial and are limited to 1 per player. <br><br>Offerings are burnt at the beginning of the trial in order to influence The Entity to alter how the game will be played.<br><br>Offerings can have various effects, such as increasing bloodpoint rewards, altering the moonlight, or changing the number of chests or sacrificial hooks in the trial.
  1011. Perks are extra abilities obtainable by killers and survivors. They offer new ways to evade, hide, help others, attack, catch and kill, or improve existing abilities. Equip the perks that fit your preferred strategy and playstyle. <br><br>Perks are first found in the bloodweb at level I. They can be improved by collecting them multiple times in the bloodweb, up to level III. Progressing the bloodweb is the only way to unlock and improve perks. Depending on their bloodweb level, characters can equip up 4 perks in a trial.
  1012. Every killer and survivor has a set of 3 unique perks found in their bloodweb at levels <b>5</b>, <b>10</b> and <b>15</b>. By levelling up further, characters eventually master their unique perks and can teach them to other characters. These <b>Teachable Perks</b> and are found in the bloodweb at levels <b>30</b>, <b>35</b> and <b>40</b>.<br><br>Once a teachable perk is unlocked, the corresponding perk can appear on other characters' bloodwebs. Teachable perks can also be unlocked through the <b>Shrine of Secrets<b>.
  1013. Bloodpoints are earned in trials and are used to unlock rewards in <b>The Bloodweb</b>.<br>Your performance in a trial determines the amount of bloodpoints you earn.<br><br><b>The Survivors</b> earn rewards in 4 categories: "<b>Survival</b>" for staying alive, "<b>Objectives</b>" for repairing generators and working towards escape, "<b>Boldness</b>" for interactions with the killer, and "<b>Altruism</b>" for helping other survivors.<br><b>The Killer</b> has 4 score categories as well: "<b>Brutality</b>" for hurting survivors and destroying objects, "<b>Hunter</b>" for finding, chasing and catching survivors, "<b>Deviousness</b>" for clever use of their powers, and "<b>Sacrifice</b>" for their primary goal: hooking survivors for the pleasure of The Entity.<br><br>Bloodpoints are added to your player profile and can be used to make progress on <b>any</b> character's bloodweb.
  1014. The Bloodweb is a procedurally generated skill tree. It consists of interconnected nodes which can be unlocked to acquire items, add-ons, offerings, perks and more. You progress through the bloodweb by collecting and spending bloodpoints.<br><br>Each character has their own bloodweb which represents their level and general progress. Collecting all nodes on a bloodweb increases that character's level and generates a new, larger, bloodweb. At level <b>10</b>, The Entity awakens and begins to consume nodes on a character's bloodweb, so players must priorize what nodes they would like to reach before The Entity does. Though the maximum level is <b>50</b>, at this level players can continue to complete bloodwebs and generate new ones indefinitely. <br><br>At level <b>50</b>, a character is eligible for <b>prestige</b>.
  1015. Status effects are positive or negative effects applied to survivors and killers. Status effects are represented by icons on the right side of the screen.<br><br><b>Yellow</b> status icons indicate positive effects. <br><b>Red</b> status icons indicate negative effects.<br><br>The intensity level of a status is indicated by the number of chevrons on the icon. One chevron indicates the weakest form of an effect, and three chevrons indicates the strongest form.
  1016. <img src="UI/Icons/StatusEffects/iconStatusEffects_bloodLust.png"><b>Bloodlust</b>: Activates on a Killer after being in a chase for a certain amount of time. Bloodlust increases the Killer movement Speed.<br> <br><img src="UI/Icons/StatusEffects/iconStatusEffects_cleansing.png"><b>Cursed</b>: The Survivor suffers a secret penalty related to a Hex Totem, cleansing the Hex Totem releases the curse.<br> <br><img src="UI/Icons/StatusEffects/iconStatusEffects_endurance.png"><b>Endurance</b>: The Survivor is hardened, and can resist a hit.<br> <br><img src="UI/Icons/StatusEffects/iconStatusEffects_exhausted.png"><b>Exhausted</b>: The Survivor cannot use movement speed abilities. The Survivor recovers from Exhaustion after some time. <br> <br><img src="UI/Icons/StatusEffects/iconStatusEffects_bleeding.png"><b>Hemorrhage</b>: The Survivor bleeds in great quantity, making him easier to track.<br> <br><img src="UI/Icons/StatusEffects/iconStatusEffects_vision.png"><b>Blindness</b>: Character’s detection aura is impaired.<br> <br><img src="UI/Icons/StatusEffects/iconStatusEffects_madness.png"><b>Madness</b>: The Survivor suffers various mental afflictions such has hallucinations. <br> <br><img src="UI/Icons/StatusEffects/iconStatusEffects_mangled.png"><b>Mangled</b>: The Survivor is heavily Injured and requires more time to be fully healed.<br> <br><img src="UI/Icons/StatusEffects/iconStatusEffects_speed.png"><b>Haste</b>: The character base Movement speed is increased. <br> <br><img src="UI/Icons/StatusEffects/iconStatusEffects_hindered.png"><b>Hindered</b>: The character base Movement speed is decreased. <br> <br><img src="UI/Icons/StatusEffects/iconStatusEffects_exposed.png"><b>Exposed</b>: The Survivor is in peril, he can be downed in one hit.
  1017. Some effects unlock potential in one's <b>aura</b> reading abilities. Auras can be seen through obstacles and across long distances. Aura reading abilities are great for locating allies, enemies and important objects.
  1018. Some perks and add-ons can trigger <b>obsession</b> gameplay. If this happens, one survivor is selected to be the killer's obsession for the trial. The killer and the obsession will see The Entity's claws around the obsession's status icon, but other survivors will not know who the obsession is until they die or escape. <br><br>The effects of obsession depend on the perks and add-ons that triggered it.
  1019. There are 5 randomly positioned <b>dull totems</b> in each trial. Survivors can cleanse these totems for extra bloodpoints.<br><br>Some perks, called <b>hex perks</b>, will transform a dull totem into a <b>hex totem</b>, which can be identified by its distinctive lit candles. Cleansing a hex totem will deactivate the associated hex perk and dispel its curse.
  1020. <b>Daily Rituals</b> are optional tasks that can be completed to earn extra bloodpoints. Players can receive a new daily ritual every day and may have up to 3 at once. There are daily rituals for both survivors and killers, but most are specific to a role.
  1021. The <b>Shrine of Secrets</b> contains 4 teachable perks that can be unlocked with <b>Iridescent Shards</b>. <br><br>Iridescent shards are awarded for time spent in trials, to a maximum of ten per trial.<br><br>The Shrine of Secrets updates once a week.
  1022. Dead by Daylight
  1023. Asymmetry
  1024. Game Goals
  1025. The Entity
  1026. Procedural Maps
  1027. Characters
  1028. The Loadout
  1029. The Loadout: Survivor Items
  1030. The Loadout: Killer Power
  1031. The Loadout: Offerings
  1032. The Loadout: Perks
  1033. The Loadout: Teachable Perks
  1034. Bloodpoints
  1035. The Bloodweb
  1036. Status Effects
  1037. Status Effects List
  1038. Auras
  1039. Obsession
  1040. Totems & Hexes
  1041. Daily Rituals
  1042. The Shrine of Secrets
  1043. The Game
  1044. The main objective of a killer is to sacrifice survivors to The Entity. In order to achieve this objective, a killer should do the following:<br><br><li>Patrol the area and find survivors.</li><li>Chase, injure and catch survivors before they escape.</li><li>Carry survivors to a sacrificial hook and hang them there for the entity to consume.</li><br>Meanwhile, survivors will be attempting to repair 5 generators to power the 2 exit gates and make their escape. Killers should do everything in their power to stop them. <br>This guide will help you use the killer's abilities to find survivors and prevent their escape.<br><br><i>We highly recommend consulting <b>"The Survivors"</b> section of this guide to fully understand the extent of their abilities.</i>
  1045. When the trial begins, the first thing most killers will try to do is locate some survivors. Survivors must repair generators to escape, so killers are likely to encounter survivors there. Fortunately, killers can read the auras of generators that require repairs, allowing them to see their outlines with unlimited range.<br><br>There are 7 generators in a typical trial. Try to find an efficient patrol route to protect them.<br><br>A generator in progress is a good sign that a survivor is nearby, so killers should keep their eyes peeled in this situation.<br><br>If the survivors manage to repair 5 generators, the exit gates regain power and may be opened, allowing the survivors to escape.
  1046. Killers can damage generators that have been partially repaired by getting close and performing the <b>Damage Generator</b> action. This will cause the generator's repair process to degrade over time.<br><br>A generator that is losing progress can be identified by the fiery sparks it emits. This regression is cancelled when a survivor resumes repairs.
  1047. The Entity has granted its killers enhanced senses senses and the ability to pinpoint survivors who make noise. When a survivor fails a skill check or rushes an action, killers receive a visual <b>loud noise notification</b>. This visual effect indicates the loud noise source's location.
  1048. Running survivors leave tracks only the killer can see. These tracks last a few seconds before they fade, and can be very helpful for locating and tracking survivors.
  1049. A skilled killer is attentive to the audio cues made by nearby survivors. Take great care to listen for heavy breathing, footsteps, cracking branches, cawing crows, or the sounds of survivor actions such as healing or sabotage. Using these audio cues efficiently might lead you straight to a survivor.
  1050. Another way for killers to track survivors is by the bloodstains that they leave behind while injured or dying. Bloodstains are harder to see than scratch marks, but they are more precise and a survivor cannot stop them until they heal. Blood in front of a locker, for example, is a dead giveaway. Like the scratch marks, bloodstains will disappear after a few seconds.
  1051. When survivors are located by the killer, they'll usually attempt to run and hide. The pursuit that follows is called <b>the chase</b>.<br><br>Most killers are faster than a survivor, but survivors are small, nimble, and have many tricks they can use to gain distance, put obstacles in the killer's way and break line of sight.<br><br>The killer's goal is to keep track of the fleeing survivor and get close enough to land a devastating hit. The chase ends when the survivor gets far enough away from the killer, or the killer incapacitates the survivor.
  1052. As a chase progresses, killers develop a boiling <b>bloodlust</b>.<br><br>Bloodlust is a status effect that grants the killer increased speed. Bloodlust becomes stronger the longer a chase continues, to a maximum of level 3, indicated by 3 chevrons on the status effect icon (see <i>Status Effects</i> in the general section of this guide). <br><br>Bloodlust subsides when a chase ends or a survivor is successfully hit.
  1053. Vaulting is the action of going through a window or over a pallet. Survivors can vault a window slowly and quietly, or quickly and loudly. By running straight at a window, survivors can pick up some extra speed for their vault. Most killers are not in a hurry and only have one window vault speed: <i>slow</i>.<br><br>Pallets are found around the map and can be dropped by survivors to create obstacles for the killer. Killers cannot vault over pallets, but they can take time to <b>destroy</b> them by interacting with them.
  1054. Survivors have 3 health states: <b>healthy</b>, <b>injured</b> and <b>dying</b>.<br>As a killer, here's what each health state means to you:<br><br><b>Healthy</b>: The health state in which survivors start. Successfully attacking a healthy durvivor puts them in the injured state.<br><br><b>Injured</b>: Even though they limp, survivors in the injured state have the same movement speed as healthy ones. Injured survivors leave behind trails of blood and make lots of noise which makes them easier to find. An injured survivor who is hit again is put into the dying state.<br><br><b>Dying</b>: Survivors in the dying state can only crawl and are unable to interact or perform objectives. However, they are still able to escape if they can crawl to a hatch or open exit gate. Crawling survivors can be picked up and placed on a hook to be sacrificed. If they are not healed, they will eventually bleed out and die.
  1055. The killer can perform two types of basic attack: a <b>quick attack</b> and a <b>lunge attack</b>.<br><br><b>The quick attack</b> is performed by simply tapping the Attack button. As the name implies, it is quick but has a very short range.<br><br><b>The</b> lunge attack is performed by holding down the attack button. It provides greater reach, but can take some practice to master.<br><br>Missing an attack triggers a short cooldown during which the killer's speed is reduced. Killers must be careful to properly aim and time their attacks, or risk allowing survivors to escape.<br><br>Hitting a healthy survivor grants them a brief burst of speed. Keep a close eye on their movements during this time in order to continue the pursuit.
  1056. Many survivor actions can be interrupted, giving the killer a free grab and pick up. To initiate an interrupt, tap the attack button at close range while the survivor is occupied.<br><br>Injured survivors can be interrupted while vaulting.<br><br>Lunge attacks do not trigger interrupts.
  1057. Once a killer catches a survivor, their next goal is to carry them to a sacrificial hook. <br>While being carried, survivors can wiggle and attempt to break free. Their struggles will affect the killer's movements. The survivor will eventually succeed and escape the killer's grasp, so there is a limited time to transport the survivor. Fortunately, killers are able to see the auras of available hooks while they are carrying survivors. Try to plan an efficient route.<br><br>Watch out for other survivors while transporting a victim, as any action that stuns or blinds a killer will free any carried survivors.<br><br>If a killer intentionally drops a survivor, they will remain in the crawling state. Sometimes dropping a survivor the best option.
  1058. The ultimate goal of the killer is to sacrifice survivors to The Entity. Once a survivor is hung on a sacrificial hook, the sacrifice sequence will begin. It has 3 phases.<br><br><b>Phase 1: Summoning Phase</b><br>In this phase, The Entity is being summoned to the hook and takes some time to manifest. Hooked survivors can be rescued or attempt to free themselves from the hook. These attempts have a 4% chance of success, and failure accelerates the summoning process.<br><br><b>Phase 2: Struggle Phase</b><br> Once The Entity has manifested on the hook, survivors can no longer attempt to free themselves. They can only struggle to survive. They may still be rescued by other survivors.<br><br><b>Phase 3: Sacrifice Phase</b><br>The Entity will eventually overpower a hooked survivor and devour them. The hook itself is destroyed at the end of the sacrifice sequence.<br><br>A survivor who is rescued or escapes from the hook will progress to the next phase the next time they are hooked. For example, a survivor who was freed in the summoning phase will progress immediately to the struggle phase the next time they are hooked. A survivor who was freed during the the struggle phase and hooked again will be immediately sacrificed.<br><br>A killer who sacrifices all 4 survivors in the trial will earn The Entity's favour.
  1059. Hooks can be destroyed under certain circumstances:<br><br><b>Sabotage:</b> Survivors can use tools or perks to destroy hooks, making then unusable.<br><br><b>Sacrifice:</b> A successful sacrifice destroys the hook that was used.<br><br>The Entity will repair sabotaged hooks after a few minutes, but hooks that were used for sacrifice remain destroyed for the remainder of the trial. <br><br>Basement hooks cannot be destroyed.
  1060. Every level features an underground chamber called <b>The Basement</b>. Survivors should fear being hooked there, as it is not an easily accessible location and features only one way in or out, making rescues particularly risky.<br><br>Though it can often be difficult to bring a carried survivor to the basement before they escape the killer's grasp, it is an attractive location to perform the sacrifice. Whereas other hooks can be sabotaged, the central basement hooks cannot be disabled or destroyed in any way.
  1061. If survivors manage to repair 5 generators, the 2 exit gates become accessible. If this happens, the exit locations are shown to all players. Survivors are shown the exits temporarily, but the killer will see their locations for the remainder of the trial. Killers can use their knowledge of the exit locations to predict survivor movements and catch them in the final stretch.<br><br>Survivors must hold down the switch to open the gates before they can escape, which is a time consuming action and a great opportunity for the killer.
  1062. <b>Memento Moris</b> are killer-specific offerings which influence The Entity to allow killers to kill survivors by their own hands instead of sacrificing them.<br><br>Memento Moris are a reward from The Entity, and an efficient way to do deal with pesky survivors, but killers should not rely on them too often. Without sacrifice, The Entity will eventually become <i>displeased</i>.
  1063. Killers cannot change their power. However, they can customize it. Killers may equip up to 2 power add-ons in the loadout before the trial which have a variety of effects on the killer's power.<br><br>At the end of the trial, any add-ons that were equipped are consumed.
  1064. Killers should be aware of the methods survivors can use to locate them. Most killers are very large, making them quite easy to see, but there are some other aspects to survivor perception that are important to keep in mind:<br><br><b>Third Person View:</b> The survivors have a wide third person perspective. The survivor player is able to see behind their character and around corners.<br><br><b>Terror Radius:</b> Survivors hear a heartbeat when the killer approaches. The closer the killer is, the more intense the heartbeat.<br><br><b>The Stain:</b> Survivors can see an eerie red light emitted in front of the killer. The stain can give away the killer's position as well as the direction in which they are looking.<br><br><i>Consult <b>"The Survivors"</b> section of this guide to learn more about the survivors' abilities.</i>
  1065. The Killers
  1066. Killer: How to Win
  1067. Patrolling Generators
  1068. Breaking Generators
  1069. Hunting: Loud noises
  1070. Hunting: Scratch Marks
  1071. Hunting: Sounds of the Wild
  1072. Hunting: Bloodstains
  1073. Chases
  1074. Chases: Bloodlust
  1075. Chases: Vaults & Pallets
  1076. Survivors' Health States
  1077. Attacking
  1078. Interrupts
  1079. Transporting a Survivor
  1080. Hooks & Sacrifice
  1081. Disabled Hooks
  1082. The Basement
  1083. The Exit Gates
  1084. Memento Mori
  1085. Powers & Add-Ons
  1086. Survivor Awareness
  1087. The primary objective of a survivor in a trial is to escape. In order to do so, survivors must complete the following steps:<br><br><li>Repair 5 generators to power the 2 exit gates</li><li>Open one of the 2 exit gates by holding down its switch</li><li>Leave the trial area</li><br>Meanwhile, the killer will be trying to locate, catch and hook survivors in order to sacrifice them to The Entity.<br>Even though survivors are vulnerable, they have a very useful set of core abilities to hide and escape from the Killer. This guide will explain how to use them.<br><br><i>We highly recommend consulting <b>"The Killers"</b> section of this guide to fully understand the extent of their abilities.</i>
  1088. Survivors have 3 health states: <b>healthy</b>, <b>injured</b> and <b>dying</b>.<br>As a survivor, here's what each health state means to you:<br><br><b>Healthy:</b> Survivors start the trial in this state. Receiving damage while healthy puts survivors into the injured state.<br><br><b>Injured:</b> While injured, survivors will bleed and grunt, making them easier to track. Though an injured survivor limps, their movement speed is the same as when healthy. Receiving damage while injured puts a survivor into the dying state.<br><br><b>Dying:</b> While in the dying state, a survivor's movement is limited to a slow crawl. A crawling survivor has two options: recover as much health as they can, or crawl to find help. Without the aid of specialized perks, a survivor cannot recover fully; they will need another survivor to finish healing them. A crawling survivor can be picked up by the killer and brought to a sacrificial hook.
  1089. The killer downed you and left you to crawl in the dying state? It's not over yet!<br><br>While in the dying state, surviors slowly bleed out. The bleed out progress can be seen below the player's status icon. Dying survivors can see the auras of their teammates, and vice versa. Dying survivors can use their teammates' locations to determine whether they should move or attempt to recover.<br><br>Without the aid of specialized perks, a survivor cannot recover fully by themselves; they will need another survivor to finish healing them.
  1090. Survivors are very vulnerable and have few methods of fighting back against the killer. To avoid being caught, they should start by learning how to hide. Basic strategies can include crouching behind obstacles, finding cover in tall grass, tucking into dark corners or getting into lockers. However, to avoid detection, survivors must gain understanding of the killer's heightened senses.<br><br><b>Scratch Marks:</b> Running is louder than walking, but the real downside to running are is the trail it leaves behind. These scratch marks can only be seen by the killer. They disappear after a few seconds, but the trail they leave can lead the killer straight to a running survivor.<br><br><b>Loud Noises:</b> Some actions, such as window vaults, can be performed quickly or slowly (depending on whether the run button is held). Rushing these actions creates a loud noise notification that the killer can see. Be aware that these actions will give away your position. <br><br><b>Bloodstains:</b> Injured survivors leave a trail of blood that is visible to all players. Survivors bleed regardless of whether they are walking or running. Bloodstains disappear after a few seconds.<br><br><b>Crows:</b> Crows are servants of The Entity. Survivors who startle them or get too close will cause them to caw loudly and take flight, which can tip off an attentive killer.<br><br><b>Failed Skill Checks:</b> A failed skill check will create a loud noise notification for the killer. Be very careful after failing a skill check! <br><br><i>Consult <b>"The Killers"</b> section of this guide for more information on the killer's abilities.</i>
  1091. Most killers are quite large and easy to spot. However, survivors have a few extra situational awareness advantages they can use to increase their odds of survival.<br><br><b>Third Person View:</b> Survivors have a versatile third person view that allows them 360 degree situational awareness. It can also be used to look around corners or over obstacles and locate the killer without being seen.<br><br><b>Terror Radius:</b> The killer's approach is indicated by a heartbeat. As the killer gets closer, the heartbeat gets more intense. Experienced survivors can use the terror radius to accurately determine the distance between themselves and the killer.<br><br><b>The Stain:</b> The Stain is an eerie red light emitted in front of the killer. It is especially good for quickly determining where the killer is looking. If you are in a chase and see the stain bathing your character in its red glow, don't panic. It's too late.
  1092. While performing actions such as repairing, healing or sabotaging, survivors will periodically trigger <b>skill checks</b>. A skill check is a quick challenge that requires the player to tap a button at the right time. There are three possible outcomes for a skill check.<br><br><b>Good Skill Check:</b> The button is pressed when the red line is within the outlined zone known as the "Good Zone". A good skill check allows the action to resume without penalty.<br><br><b>Great Skill Check:</b> The button is pressed when the red line is within the filled zone known as the "Great Zone". A great skill check allows the action to resume and grants a small bonus towards its progress.<br><br><b>Failed Skill Check:</b> The button is pressed when the red line is outside the good or great zone, or the button is not pressed at all. Failing a skill check creates a great deal of noise and penalizes the action's progress. <br><br>Survivors should always be focused and ready for a skill check to appear. They will hear an audio cue before a skill check is triggered.
  1093. The first step to complete in order to escape is to repair 5 generators. There are a few things to keep in mind while doing so:<br><br><b>Generator Locations:</b> Generator locations are randomly selected before the trial, so they cannot be simply memorized. To find generators, survivors can try looking for the flashing lights above them or listen for the sounds of partially repaired generators.<br><br><b>Killer Patrols:</b> Killers can see the auras of unrepaired and partially repaired generators. When not engaged in a chase, killers will often patrol the generators searching for survivors. <br><br><b>Skill Checks:</b> Survivors should be listening for the skill check audio cue while repairing generators. Failing a skill check will cause the generator to explode, which sets back the repair progress and alerts the killer.<br><br><b>Careful Repairs:</b> Repairing a generator takes time and makes noise that can attract the killer; survivors need to be on their guard. It's a good idea to plan one or more escape routes in case the killer approaches.<br><br><b>The Escape:</b> Once <b>5</b> generators have been repaired, a level-wide siren will alert all players that the exit gates can be opened. Survivors will only be shown the exit locations for a limited time, so they will need to remember where they are. Many survivors have been caught at the end of a trial searching the perimiter for the exit!
  1094. Survivors can increase their chances of escape by taking care of each other. Here are the main actions that can help:<br><br><b>Healing:</b> Survivors can heal each other, even without a med-kit.<br><br><b>Hook Rescue:</b> Survivors can rescue each other from the hook and prevent the sacrifice.<br><br><b>Shoulder Rescue:</b> Survivors can attempt to blind or stun the killer to make them drop a carried survivor.<br><br>Though it is possible to play and escape as a lone wolf it can be more difficult once the other survivors have been killed.
  1095. Chests can be found during trials. These chests contain helpful items such as med-kits, toolboxes and flashlights. Searching a chest is a somewhat noisy action that can be completed fairly quickly. <br><br>An opened chest has already been looted and is usually empty.
  1096. With the proper items or perks, survivors can sabotage the killer's tools. Strategic sabotage can be useful and even save lives. <br><br><b>Sabotage Hooks:</b> The hooks found around the map (but not in the basement) can be temporarily disabled with by sabotage. A sabotaged hook cannot be used by the killer until it is repaired by The Entity.<br><br><b>Sabotage Tools:</b> Killer objects, such as The Trapper's bear traps, can be permanently destroyed by sabotage.<br><br><b>Cleanse Totems:</b> Cleansing is a specific interaction done on totems. Cleansing a totem destroys it and disables any hex that was assigned to it. Cleansing does not require any perks or items.<br><br>These actions generate a great deal of noise and will notify the killer when they are completed!
  1097. Certain interactions can be accelerated through cooperation, including healing and repairing.<br><br>Cooperation comes at a cost, however, as a larger group can be easier to spot by the killer and generate more opportunities for failed skill checks that could endanger the entire group.
  1098. When the killer gets too close, it's time to run! Here are some things to keep in mind about chases:<br><br><b>Killer Speed:</b> Most killers are faster than survivors, and in long chases they will gain even more speed due to <b>bloodlust</b> <i>(consult the status effect section of this guide for more details about bloodlust)</i>.<br><br><b>Vaults:</b> Survivors can vault over windows and pallets very quickly. Killers traverse these obstacles slowly, so they can be used by survivors to gain distance.<br><br><b>Break line of sight:</b> To survive a chase, a survivor should try to break line of sight and head in a direction the killer does not expect or cannot anticipate.<br><br><b>Pallets:</b> Pallets are objects the survivors can throw down in order to put an obstacle between themselves and the killer. Killers can be stunned by dropping a pallet on them directly. Pallets can only be dropped once, after which they can be vaulted by survivors or destroyed by killers.<br><br>Keeping these points in mind will help you make it out of the chase alive.
  1099. When <b>5</b> generators have been repaired, the exit gates power up and become accessible. Their positions will be temporarily revealed to the survivors. To open the gate, its switch must be held down for a few seconds. This is a crucial movment, as survivors are exposed and vulnerable during this time. There's a good chance the killer will head straight for one of the exits as soon as they become powered.<br><br>Once the gate is opened, survivors can go through and escape. Survivors may also choose to stay in the trial and help other survivors escape. Taking the risk to stay for others in need is a great way to earn more bloodpoints and a good reputation.
  1100. In order to sacrifice a survivor, the killer must pick them up and transport them to a sacrificial hook. During this time, the survivor can wiggle to hinder the killer's movement and attempt to escape his grasp.<br><br>A successful grasp escape puts a survivor right back on their feet and stuns the killer briefly, giving them a narrow chance to escape.
  1101. The ultimate goal of the killer is to sacrifice survivors to The Entity. Once a survivor is hung on a sacrificial hook, the sacrifice sequence will begin. It has 3 phases.<br><br><b>Phase 1: Summoning Phase</b><br>In this phase, The Entity is being summoned to the hook and takes some time to manifest. Hooked survivors can be rescued or attempt to free themselves from the hook. These attempts have a 4% chance of success, and failure accelerates the summoning process.<br><br><b>Phase 2: Struggle Phase</b><br>Once The Entity has manifested on the hook, the survivor can no longer attempt to free themselves. They can only fight to survive. They may still be rescued by other survivors.<br><br><b>Phase 3: Sacrifice Phase</b><br>The Entity will eventually overpower a hooked survivor and devour them. The hook itself is destroyed at the end of the sacrifice sequence.<br><br>A survivor who is rescued or escapes from the hook will progress to the next phase the next time they are hooked. For example, a survivor who was freed in the summoning phase will progress immediately to the struggle phase the next time they are hooked. A survivor who was freed during the the struggle phase and hooked again will be immediately sacrificed.
  1102. Survivors have access to a variety of useful items. Only one item can be equipped in the loadout, but it can be customized with up to two item add-ons.<br><br>Item use is limited by its amount of charge, which is indicated by the bar next to the item icon in the HUD. Once it has been fully depleted, the item is consumed, along with its add-ons.<br><br>If a survivor dies during a trial, any carried items and add-ons are lost. If a survivor escapes, any items they were carrying, along with their add-ons, will be banked in that survivor's inventory.
  1103. The hatch is a secret door that offers an alternative way for survivors to escape. The hatch appears mysteriously and is usually closed and locked. A survivor with a skeleton key can open the hatch for themselves and their fellow survivors. <br><br>The hatch will also open in the event that there is only one survivor left alive in the trial.
  1104. The Survivors
  1105. Survivors: How to Win
  1106. Survivors' Health States
  1107. Dying
  1108. Stealth: Avoid Getting Detected
  1109. Detecting the Killer
  1110. Skill Checks
  1111. Repairing Generators
  1112. Altruistic Actions
  1113. Searching Chests
  1114. Sabotage & Cleansing
  1115. Cooperative Actions
  1116. Chases
  1117. The Exit Gates
  1118. Wiggling
  1119. Hooks & Sacrifice
  1120. Items & Add-ons
  1121. The Hatch
  1122. Helping others heightens your morale. For each survivor you rescue from a hook, gain an additional <span class="Highlight1">100%</span> speed increase for healing others, up to a maximum of <span class="Highlight2">100%</span> for <span class="Highlight3">90 seconds</span>.<br><span class="FlavorText">"I'm confident we can all escape in one piece if we help each other."</span>
  1123. Helping others heightens your morale. For each survivor you rescue from a hook, gain an additional <span class="Highlight1">25%</span> speed increase for healing others, up to a maximum of <span class="Highlight2">100%</span> for <span class="Highlight3">30 seconds</span>.<br><span class="FlavorText">"I'm confident we can all escape in one piece if we help each other."</span>
  1124. Helping others heightens your morale. For each survivor you rescue from a hook, gain an additional <span class="Highlight1">50%</span> speed increase for healing others, up to a maximum of <span class="Highlight2">100%</span> for <span class="Highlight3">60 seconds</span>.<br><span class="FlavorText">"I'm confident we can all escape in one piece if we help each other."
  1125. Hemorrhage
  1126. Hex Skill Check
  1127. Hide
  1128. Hide
  1129. Hindered
  1130. His rubber apron, once stained with the blood of animals, now runs wet with the blood of his victims.
  1131. His rubber apron, once stained with the blood of animals, now runs wet with the blood of his victims.
  1132. His violence-filled rage covers the body with the fluids of others.
  1133. His violence-filled rage covers the body with the fluids of others.
  1134. Hit
  1135. Hollow Shell
  1136. Hook
  1137. Hook Escape
  1138. Hook Rescue
  1139. Hook Rescue
  1140. Hook Rescue
  1141. Hook Sabotage
  1142. Hope
  1143. How to Find Them
  1144. How to Help Others
  1145. How to Hunt
  1146. How to Stay Alive
  1147. How to Win
  1148. How to Win
  1149. Waterproof Cargo Pants
  1150. A row of small explosive devices wrapped in heavy paper casing. Detonates into loud bangs and intense light flashes. Can be used as a distraction, as a blinding device or to celebrate.<br><li><b>1 charge.</b></li>
  1151. Chińskie Petardy
  1152. A very portable flashlight with a good grip. Its efficient technology produces a powerful light while consuming less power.<br><li><b>8 Seconds of use</b>.</li><li><b>Slightly decreases</b> the flashlight battery consumption.</li><li><b>Slightly increases</b> accuracy.</li>
  1153. Sport Flashlight
  1154. A sturdy but heavy flashlight that packs a lot of power.<br><li><b>12 Seconds of use</b>.</li><li><b>Slightly reduces</b> accuracy.</li><li><b>Moderately increases</b> the flashlight beam effects against the killer.</li>
  1155. Utility Flashlight
  1156. The bow and shank of a key, vibrating with power. The broken key's power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the broken key's power into various effects. <br><li><b>10 seconds</b> of use.</li>
  1157. Broken Key
  1158. A bent and dull key that once held great power. The key's power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the dull key's remaining power into various effects.<br><li><b>5 seconds</b> of use.</li><li>Can be consumed to open dark locks.</li>
  1159. Dull Key
  1160. A piece of parchment made out of oddly fresh skin. Blood on it's edge has yet to dry. It is rolled and sealed with multiple coloured ropes and cords. Holding and channelling the map unlocks great potential in one's aura reading ability which slowly burns up the map. Objects with auras which you have already encountered are revealed to you for as long as the map has charges left. <br><li><b>20 seconds of use</b>.</li><li>Starts with <b>3 objects</b> automatically tracked.</li><li>Unlocks the ability to <b>track objectives</b> within a <b>8 meters</b> range.</li><li>Unlocks the ability to <b>track black locks</b> within a <b>8 meters</b> range.</li><li>Unlocks the ability to <b>track the killer's belongings</b> within a <b>8 meters</b> range.</li><li>Unlocks the ability to <b>track the exit gates</b> within a <b>8 meters</b> range.</li><br><span class="FlavorText">"It disheartens me. All this unspeakable knowledge and gruelling effort and yet nothing tangible, nothing usable to get out of this nightmare." -Vigo's Journal</span>
  1161. Rainbow Map
  1162. A rudimentary aid kit which can save lives in emergencies even if it's lacking some of its supplies.<br><li><b>8 Charges</b>.</li><li><b>Considerably increases</b> healing speed.</li><li>Unlocks the <b>self-healing</b> action.</li><br><span class="FlavorText">"Barely has enough material for a decent patch-up."</span>
  1163. Apteczka obozowa
  1164. A sturdy and well organized medical kit equipped with top condition emergency supplies.<br><li><b>16 Charges</b>.</li><li><b>Tremendously increases</b> healing speed.</li><li><b>Moderately decreases</b> healing charge consumption.</li><li>Unlocks the <b>self-healing</b> action.</li><br><span class="FlavorText">"There is a cure for almost everything...but not for this."</span>
  1165. Emergency Med-Kit
  1166. A large metal box containing medical supplies aimed for emergency rescues in hard to reach, often isolated locations.<br><li><b>24 Charges</b>.</li><li><b>Considerably increases</b> healing speed.</li><li><b>Moderately increases</b> Skill Check success zones.</li><li><b>Moderately increases</b> Skill Check bonus zones.</li><li>Unlocks the <b>self-healing</b> action.</li><br><span class="FlavorText">"A small engraved label can be found glued to the back panel: VK.ID-3994723"</span>
  1167. Ranger Med-Kit
  1168. A metal box containing mainly saws and vice grips of varying sizes but also other tools. Even though the content of this toolbox is clearly aimed at destructive deeds, it can be used to repair various mechanical components as well.<br><li><b>130 Charges</b>.</li><li><b>Slightly increases</b> repair speed.</li><li>Unlocks the <b>sabotage</b> action.</li><li><b>Moderately increases</b> sabotage speed.</li><br><span class="FlavorText">"Most of the tools are identified as "owned by Alex"."</span>
  1169. Alex's Toolbox
  1170. A large metal box containing basic tools and extra mechanical parts. Even without training, can be used to repair or break various mechanical components.<br><li><b>180 Charges</b>.</li><li><b>Moderately increases</b> repair speed.</li><li>Unlocks the <b>sabotage</b> action.</li>
  1171. Commodious Toolbox
  1172. Metal box with highly specialized tools meant for engineering. Most of the tools can still be used by neophytes to make fast repairs or break various mechanical components.<br><li><b>80 Charges</b>.</li><li><b>Tremendously increases</b> repair speed.</li><br><span class="FlavorText">"I've created tools beyond compare and stood paralyzed as they were stolen from me. These are but a poor replica, spat out by the fog." –Vigo's Journal</span>
  1173. Engineer's Toolbox
  1174. Metal box with specialized mechanics tools. Even without training, can be used to repair or break various mechanical components.<br><li><b>80 Charges</b>.</li><li><b>Considerably increases</b> repair speed.</li><li>Unlocks the <b>sabotage</b> action.</li><li><b>Moderately reduces</b> sabotage speed.</li>
  1175. Mechanic's Toolbox
  1176. Metal box containing out of condition tools that could break at any moment. Even without training, can be used to repair or break various mechanical components.<br><li><b>80 Charges</b>.</li><li><b>Moderately increases</b> repair speed.</li><li><b>Slightly decreases</b> Skill Check success zones.</li><li>Unlocks the <b>sabotage</b> action.</li><br><span class="FlavorText">"You call these tools? ... Really?"</span>
  1177. Zużyte Narzędzia
  1178. In what now seems like another life, Jake had a reputation to live up to. A clean look. Suits. The only thing he's still willing to wear from those days is the sharp mustache.
  1179. Madness
  1180. Insidious
  1181. Instructions
  1182. Iron Grasp
  1183. Iron Will
  1184. Ironworks of Misery
  1185. Is all that blood from Claudette or from the others she healed?
  1186. Is all that blood from Claudette or from the others she healed?
  1187. It is inconceivable to leave someone behind. Once the exit gates are powered, gain <span class="Highlight1">100%</span> more Bloodpoints for actions in the Altruism category and perform them <span class="Highlight2">12%</span> quicker.<br><span class="FlavorText">“...yeah, no shit. But I believe we can outsmart and overthrow him if we work together. Don’t be predictable and selfish!” – Lost tapes: Clyde</span>
  1188. It is inconceivable to leave someone behind. Once the exit gates are powered, gain <span class="Highlight1">50%</span> more Bloodpoints for actions in the Altruism category and perform them <span class="Highlight2">5%</span> quicker.<br><span class="FlavorText">“...yeah, no shit. But I believe we can outsmart and overthrow him if we work together. Don’t be predictable and selfish!” – Lost tapes: Clyde</span>
  1189. It is inconceivable to leave someone behind. Once the exit gates are powered, gain <span class="Highlight1">75%</span> more Bloodpoints for actions in the Altruism category and perform them <span class="Highlight2">8%</span> quicker.<br><span class="FlavorText">“...yeah, no shit. But I believe we can outsmart and overthrow him if we work together. Don’t be predictable and selfish!” – Lost tapes: Clyde</span>
  1190. It looks like these jeans have crawled across razor wire.
  1191. It looks like these jeans have crawled across razor wire.
  1192. It says machine washable on the label, but it will take a lot to wash this blood out.
  1193. It says machine washable on the label, but it will take a lot to wash this blood out.
  1194. Ivory Memento Mori
  1195. Jake
  1196. Jake Park
  1197. Jeans Tucked into Riding Boots
  1198. Jogging Hoodie
  1199. Just another pair of slacks.
  1200. The Doctor
  1201. The Hag
  1202. The Shape
  1203. Keeps the sweat on the inside, shame it doesn't keep the blood there, too.
  1204. Keeps the sweat on the inside, shame it doesn't keep the blood there, too.
  1205. Key
  1206. Key
  1207. Key
  1208. Kill
  1209. Kill
  1210. Kill
  1211. Killer Blind
  1212. Killer Blind
  1213. Killer Burn
  1214. Killer Burn
  1215. Killer Grasp Escape
  1216. Killer Grasp Rescue
  1217. Killer Stun
  1218. "They must hunt and kill the prey set in front of them. Some go willingly, others need to be convinced."<br>- Benedict Baker
  1219. Knitted Beret
  1220. PLEASE READ THIS END USER LICENCE AGREEMENT (“EULA” OR “AGREEMENT“) CAREFULLY. BY USING AND PARTICIPATING IN THE GAME YOU AGREE THAT THIS EULA IS ENFORCEABLE LIKE ANY WRITTEN CONTRACT SIGNED BY YOU. IF YOU DO NOT AGREE TO ALL OF THE TERMS OF THIS EULA, DO USE THE GAME. 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Access to the Game</b></font> <br /> <br /> THE GAME MAY BE PROTECTED BY DIGITAL RIGHTS MANAGEMENT SOFTWARE (“DRM SOFTWARE”). IN SUCH CASE, YOU HEREBY AGREE, ACKNOWLEDGE AND CONSENT TO THE FOLLOWING REGARDING THE DRM SOFTWARE: (I) THE INSTALLATION OF THE GAME WILL CAUSE THE DRM SOFTWARE TO BE INSTALLED ON YOUR DEVICE; (II) THE DRM SOFTWARE MAY LIMIT THE NUMBER OF INSTALLATIONS OF THE GAME; (III) THE DRM SOFTWARE MAY INSTALL ON YOUR DEVICE ADDITIONAL COMPONENTS REQUIRED FOR COPY PROTECTION; AND (IV) DURING THE INSTALLATION AND/OR THE FIRST LAUNCH OF THE GAME, AN ONLINE CONNECTION MAY BE REQUIRED TO UNLOCK THE GAME THROUGH THE DRM SOFTWARE. IN NO EVENT SHALL BHVR BE LIABLE IN CONNECTION WITH THE COMPONENTS THAT MAY BE INSTALLED ON YOUR DEVICE BY ANY DRM SOFTWARE. FOR FURTHER INFORMATION, PLEASE VISIT THE WEBSITE OF THE DRM SOFTWARE APPEARING DURING THE INSTALLATION OF THE GAME. RESTRICTIONS OF AGE MAY BE IMPOSED TO ACCESS ONLINE SERVICES AND FEATURES IN COMPLIANCE WITH LOCAL LAWS. <br /> <br /> <font size="20"><b>V. Termination</b></font> <br /> <br /> This EULA is effective from the earlier of the date you purchase, download or use the Game, until terminated according to its terms. Both you and BHVR (or its licensors) may terminate this EULA at any time for any reason or for no reason. Termination by BHVR will be effective upon notice to you, termination or deletion of your Account (if any), or BHVR’s decision to permanently discontinue offering and/or supporting the Game, which it may do at any time in its sole discretion. You may terminate this EULA (and consequently, your Account (if any)) at any time by notifying BHVR at <a href="event:mailto:support@bhvr.com"><b>support@bhvr.com</b></a>. Upon termination of this Agreement, your right to use the Game shall immediately cease you must immediately uninstall the Game and destroy all copies of the Game in your possession. <br /> <br /> BHVR reserves the right to collect fees, surcharges or costs incurred before you terminate this EULA. <br /> <br /> <font size="20"><b>I. Disclaimers & Indemnification</b></font> <br /> <br /> This Section shall survive termination of this EULA. <br /> <br /> <font color="#78acbb"><i>A. Limitations on Warranty & Liability</i></font> <br /> <br /> TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, YOU EXPRESSLY AGREE THAT THE USE OF THE GAME OR ANY OTHER BHVR SERVICE, BHVR SOFTWARE, AND THE INTERNET IS AT YOUR SOLE RISK. THE GAME, BHVR SERVICES, BHVR SOFTWARE, BHVR’S PRODUCTS AND THIRD-PARTY SERVICES AND PRODUCTS ARE PROVIDED ON AN “AS IS” AND “AS AVAILABLE” BASIS FOR YOUR USE, WITHOUT WARRANTIES OF ANY KIND, EITHER EXPRESS OR IMPLIED, UNLESS SUCH WARRANTIES MAY NOT BE EXCLUDED BY LAW. BHVR PROVIDES THE GAME AND BHVR SERVICES ON A COMMERCIALLY REASONABLE BASIS AND DOES NOT WARRANT MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE OR THAT YOU WILL BE ABLE TO ACCESS OR USE BHVR SERVICES AT TIMES OR LOCATIONS OF YOUR CHOOSING, OR THAT BHVR WILL HAVE ADEQUATE CAPACITY FOR BHVR SERVICES AS A WHOLE OR IN ANY SPECIFIC GEOGRAPHIC AREA OR THAT THE BHVR SERVICES WILL BE ERROR-FREE, OR THAT DEFECTS WILL BE CORRECTED, OR THAT THE BHVR SERVICES ARE FREE OF VIRUSES OR OTHER HARMFUL COMPONENTS. USE OF THE WEBSITE, INCLUDING, WITHOUT LIMITATION, ALL COMMUNICATION FEATURES OF THE WEBSITE, IS AT YOUR SOLE RISK TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, YOU ACKNOWLEDGE AND AGREE THAT YOUR SOLE AND EXCLUSIVE REMEDY FOR ANY DISPUTE WITH BHVR OR ITS LICENSORS IS TO STOP USING THE GAME AND ANY BHVR SERVICES. YOU ACKNOWLEDGE AND AGREE THAT BHVR, ITS LICENSORS AND AFFILIATES ARE NOT LIABLE FOR ANY ACT OR FAILURE TO ACT BY THEM OR ANY OTHER PERSON REGARDING CONDUCT, COMMUNICATION OR CONTENT ON ANY BHVR SERVICES OR USE OF BHVR SOFTWARE. IN NO CASE SHALL BHVR OR ITS LICENSORS, AFFILIATES’, EMPLOYEES’, OFFICERS’, OR DIRECTORS’ (COLLECTIVELY, “BHVR AFFILIATES“) LIABILITY TO YOU EXCEED THE AMOUNT THAT YOU PAID TO BHVR FOR BHVR SERVICES. IN NO CASE SHALL BHVR OR BHVR AFFILIATES BE LIABLE FOR DIRECT, GENERAL, INCIDENTAL, SPECIAL OR CONSEQUENTIAL DAMAGES, INCLUDING LOSS OF PROFIT OR REVENUES, ARISING FROM YOUR USE OF BHVR SERVICES, BHVR SOFTWARE, THE INTERNET OR FOR ANY OTHER CLAIM RELATED IN ANY WAY TO YOUR USE OF BHVR SERVICES OR ACCOUNTS. BECAUSE SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OR THE LIMITATION OF LIABILITY FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES, IN SUCH JURISDICTIONS, BHVR’S AND BHVR AFFILIATES’ LIABILITY SHALL BE LIMITED TO THE FULLEST EXTENT PERMITTED BY LAW. <br /> <br /> <font color="#78acbb"><i>B. Indemnification</i></font> <br /> <br /> Upon BHVR’s request, you agree to defend, indemnify and hold harmless BHVR and its affiliates, licensors, employees, contractors, officers, directors, vendors, and content providers from all liabilities, claims and expenses, including attorneys’ fees that arise from a breach of this EULA, or any other BHVR Terms, for which you are responsible. Without limiting the generality of the foregoing, you agree to indemnify and hold BHVR harmless for any improper or illegal use of the Game. <br /> <br /> You are solely responsible for any damage caused to BHVR, its licensors, providers and contractors, other users of the Game or any other individual or legal entity as a result of your violation of this EULA. <br /> <br /> BHVR reserves the right, at its own expense, to assume the exclusive defense and control of any matter otherwise subject to indemnification by you. In that event, you shall have no further obligation to provide indemnification to BHVR in that matter. <br /> <br /> <font color="#78acbb"><i>C. Updates: Possible Setbacks and Loss of Data</i></font> <br /> <br /> IMPORTANT: BHVR MAY FIND IT NECESSARY TO MAKE UPDATES, OR RESET CERTAIN PARAMETERS TO BALANCE GAME PLAY AND USAGE OF THE GAME AND BHVR SERVICES. THESE UPDATES OR “RESETS” MAY CAUSE YOU SETBACKS WITHIN THE GAME AND MAY AFFECT CHARACTERS, GAMES, GROUPS OR OTHER ENTITLEMENTS UNDER YOUR CONTROL. BHVR RESERVES THE RIGHT TO MAKE THESE UPDATES AND IS NOT LIABLE TO YOU FOR THESE CHANGES. <br /> <br /> <font color="#78acbb"><i>D. Third-Party Features</i></font> <br /> <br /> As applicable, certain parts of the Game may be using third party features, some of which are managed by third-party providers for which additional terms and/or costs may apply. You must comply with such additional terms. As such, please review such additional terms and costs carefully. <br /> <br /> <font size="20"><b>II. Dispute Resolution</b></font> <br /> <br /> <font color="#78acbb"><i>A. Equitable Remedies</i></font> <br /> <br /> You hereby acknowledge and agree that BHVR would suffer irreparable harm if this EULA or any of the BHVR Terms were not specifically enforced. Consequently, in addition to such monetary and other relief as may be recoverable at law, you agree that BHVR shall be entitled to specific performance or other injunctive relief, without bond, other security, or proof of damages, as remedy for any breach or threatened breach of this EULA or any other BHVR Terms. <br /> <br /> <font color="#78acbb"><i>B. Informal Negotiations</i></font> <br /> <br /> To expedite resolution and control the cost of any dispute, controversy or claim related to this EULA or any other BHVR Terms (“Dispute”), you and BHVR agree to first attempt to negotiate any Dispute (except those Disputes expressly provided below) informally for at least 30 days before initiating any arbitration or court proceeding. Such informal negotiations commence upon written notice from one person to the other. BHVR will send its notice to your billing address (if provided) and email you a copy to the email address you have provided to us. You agree to send your notice to Behaviour Digital Inc. via email to <a href="event:mailto:support@bhvr.com"><b>support@bhvr.com</b></a>. <br /> <br /> <font color="#78acbb"><i>C. Formal Dispute Resolution</i></font> <br /> <br /> If you and BHVR are unable to resolve a Dispute through informal negotiations, either you or BHVR may elect to have the Dispute finally and exclusively resolved by the courts of the Province of Quebec. <br /> <br /> <font size="20"><b>III. General Terms</b></font> <br /> <br /> <font color="#78acbb"><i>A. Remedies</i></font> <br /> <br /> You agree that this EULA is not intended to confer and do not confer any rights or remedies upon any person other than the parties to this EULA. You also understand and agree that the Terms of Use, the Privacy Policy, this EULA and any other BHVR Terms, including BHVR‘s enforcement thereof, are not intended to confer, and do not confer, any rights or remedies upon any person. <br /> <br /> <font color="#78acbb"><i>B. Severability</i></font> <br /> <br /> If any part of this EULA or the BHVR Terms is held invalid or unenforceable, that portion shall be interpreted in a manner consistent with applicable law to reflect, as nearly as possible, the original intentions of BHVR, and the remaining portions shall remain in full force and effect. <br /> <br /> <font color="#78acbb"><i>C. Assignment</i></font> <br /> <br /> BHVR may assign this EULA, in whole or in part, to any person or entity at any time with or without your consent. You may not assign this EULA without BHVR’s prior written consent, and any unauthorized assignment by you shall be null and void. <br /> <br /> <font color="#78acbb"><i>D. Waiver</i></font> <br /> <br /> The failure of BHVR (or its licensors) to exercise or enforce any right or provision of this EULA or any BHVR Terms shall in no way be construed to be a present or future waiver of such provision, nor in any way affect the right of any party to enforce each and every such provision thereafter. The express waiver by BHVR (or its licensors) of any provision, condition or requirement of this EULA or any BHVR Terms shall not constitute a waiver of any future obligation to comply with such provision, condition or requirement. <br /> <br /> <font color="#78acbb"><i>E. Force Majeure</i></font> <br /> <br /> BHVR shall not be liable for any delay or failure to perform resulting from causes outside the reasonable control of BHVR, including, without limitation, any failure to perform hereunder due to unforeseen circumstances or cause beyond BHVR’s control such as acts of god, war, terrorism, riots, embargoes, acts of civil or military authorities, fire, floods, accidents, strikes, or shortages of transportation facilities, fuel, energy, labor or materials. <br /> <br /> <font color="#78acbb"><i>F. Governing Law</i></font> <br /> <br /> The laws of Quebec, excluding its conflicts-of-law rules, govern this EULA and any other BHVR Terms; and (ii) you expressly agree that exclusive jurisdiction for any claim or dispute with BHVR or relating in any way to this EULA, any other BHVR Terms, or your use of any BHVR Services resides in the Courts of the Province of Quebec, and you further agree and expressly consent to the exercise of personal jurisdiction in the courts of the Province of Quebec in connection with any such dispute including any claim involving BHVR or its affiliates, employees, contractors, officers, directors, vendors and content providers. As noted in this EULA, your conduct may also be subject to other local, state, national, and international laws. <br /> <br /> The application of the United Nations Convention on Contracts for the International Sale of Goods is expressly excluded. <br /> <br /> Those who choose to access the Game or any other BHVR Service from locations outside of Canada do so on their own initiative and are responsible for compliance with local laws if and to the extent local laws are applicable. Should a court of competent jurisdiction determine that other laws apply, this EULA shall be enforced to the fullest extent permitted by the laws of the applicable jurisdiction and be interpreted to give maximum effect to the terms and conditions hereof. <br /> <br /> <font color="#78acbb"><i>G. Entire Agreement</i></font> <br /> <br /> This EULA, the Privacy Policy, and any other BHVR Terms, including any posted rules or instructions regarding a particular activity, poll, or contest constitute the entire agreement between you and BHVR relating to your rights and obligations in the use of the Game and the BHVR Services. If there is any conflict between this EULA, the Privacy Policy, and any other BHVR Terms, BHVR shall resolve the conflict in its sole discretion. <br /> <br /> For any questions concerning this EULA, you may contact BHVR at the following address: <a href="event:mailto:support@bhvr.com"><b>support@bhvr.com</b></a>.
  1221. Backwater Swamp
  1222. Backwater Swamp
  1223. Haddonfield
  1224. Haddonfield
  1225. Léry's Memorial Institute
  1226. Léry's Memorial Institute
  1227. Last Breath
  1228. Last Standing
  1229. Leader
  1230. Leather Grip
  1231. Lightborn
  1232. Lightweight
  1233. Lightweight and yet warm for those early morning jogs.
  1234. Like a hunting scent hound, you smell traces of blood at a great distance. Fresh blood marks are <span class="Highlight1">considerably more discernible</span> than normal and can be tracked for <span class="Highlight2">4 seconds</span> longer than normal.<br><span class="FlavorText">"Pebbles shimmering in the moonlight; my life drips down in a trail so easy to follow."</span>
  1235. Like a hunting scent hound, you smell traces of blood at a great distance. Fresh blood marks are <span class="Highlight1">moderately more discernible</span> than normal and can be tracked for <span class="Highlight2">3 seconds</span> longer than normal.<br><span class="FlavorText">"Pebbles shimmering in the moonlight; my life drips down in a trail so easy to follow."</span>
  1236. Like a hunting scent hound, you smell traces of blood at a great distance. Fresh blood marks are <span class="Highlight1">slightly more discernible</span> than normal and can be tracked for <span class="Highlight2">2 seconds</span> longer than normal.<br><span class="FlavorText">"Pebbles shimmering in the moonlight; my life drips down in a trail so easy to follow."</span>
  1237. Crotus Prenn Asylum
  1238. Crotus Prenn Asylum
  1239. Logwood Dye
  1240. Long Guide Bar
  1241. Loose Jeans and Rain Boots
  1242. Loose fitting and comfortable, perfect for unpredictable weather.
  1243. Low Amp Filament
  1244. The last standing structure after the fire that still shows the grandeur of the original architecture. Its two floors and dark basement leave behind nothing of the tale of horrors that took place here. Nothing but memories linger in the abandoned rooms.
  1245. The Office is where money changed owners and hands were shook. The heavy duty safe in the floor might have been a dead giveaway to the shady business that took place. Wads of cash were hidden all over the place. Stating that money wasn’t an issue, maybe people got executed for enjoyment, rather than wealth.
  1246. A run-down log cabin at the edge of the scrap yard and the home of its owner. Weird carvings and etchings in the wall perhaps say more about the owner’s state of mind and allude to his disappearance. Reports suggested that prisoners were held in its dark basement before they were taken to the crusher.
  1247. The Junkyard is packed with sharp objects. Walking around the area, aware of the bloodbath that took place here, changes the landscape. Blood-covered metal and bits of flesh abound. One does not willingly walk amongst all this evidence of death.
  1248. This old garage was once not just a place of death and execution. Automobiles were actually repaired here amongst oil mixed with blood. But as investigators found out about the atrocities that took place, it became forgotten.
  1249. For decades, Azarov’s Gas Heaven offered the last chance for travellers to rest and fuel up before the long, hard haul through the backcountry. Wiser travellers learned to decline that offer. The phones never worked and people had a peculiar habit of going missing. When the highway came through, bypassing Gas Heaven entirely, business dried up and the gas station was abandoned. No one quite knows how many bodies are stashed out there, or what else is hidden in the ruins of the old rest stop.
  1250. Once part of the farm, the Slaughterhouse was still in operation for many years after the breakup of the farmland. Rotting stench and stained floors provide proof of all the deaths that have taken place here... Animal or otherwise.
  1251. The Silo is one of the oldest remaining buildings that made up Coldwind farm. The great storm of 2003 brought the ancient structure crashing down. It was weeks later that searchers discovered twelve bodies were buried in the ruins. Their crushed corpses were buried deep in the slurry that oozed out from the base and made identification almost impossible.
  1252. Even before the fall of Coldwind Farm, the cornfields were surrounded by tales of ominous myths. Everything from mutilated animals to red corn stalks. Now it’s abandoned, but still, someone seems to care for the corn in some way as the stalks still stand tall.
  1253. The centerpiece of Coldwind Farm, the Farmhouse stood proudly over the fields of golden corn for decades. After the horrific events of 1972, the building fell into disrepair and eventual ruin. The Farmhouse is now nothing more than a forgotten, former home where holidays were once celebrated.
  1254. The old run-down cowshed was one of the first barns the Thompsons built on Coldwind Farm. It was originally intended to house sick animals at a safe distance from the rest of the livestock, but no animal who entered it ever survived. An investigation revealed the building was infested with toxic mold. The Thompsons figured it must be a construction fault or something to do with the dampness of the wood. A new barn was built, and the old cowshed was left to rot in the shadows.
  1255. A simple street with houses that witnessed the horrors that took place. A jungle gym where children once learned to climb. Sidewalks where fathers taught their daughters to ride a bike. All gone. Instead it sits in the palm of the Entity, forever held in darkness.
  1256. A mansion from the late 1800's - donated and transformed into a medical facility and later into a CIA black site specializing in cutting-edge interrogation techniques. The institute closing is shrouded in controversy and mystery. At the heart of the facility, the Doctor’s tools have been arranged in a twisted ritual circle, ready for research, as he refines his methods on an endless stream of terrified patients.
  1257. The Pale Rose, an ancient paddle steamer in the middle of the swamp, is held captive by the stagnant mud. It has been here long before the residents began their hunt, a barely visible silhouette from the nearby village. There are signs of inhabitation, particularly in the upper states room where strange, ritualistic markings in dried blood and dirt cover the floor. From the scale of the bloodletting, something horrid has taken place here.
  1258. Treatment Theatre
  1259. You can still see the tiny entrance that miners used to haul the ore to the surface. Now it is nothing more than a pile of rubble. No one bothered to clear it as they feared whatever might be found inside. Instead it fell into oblivion.
  1260. Once used for storing the coal that fueled the Foundry, it now lies abandoned. The roof is split wide open, suggesting some titanic explosion, but the angles don’t seem to make sense. So to fathom its destiny is not done easily - even if one would want to.
  1261. The woods surrounding the estate might be the only witness to what really happened here. Its trees have a certain deformed character, as if what they saw made them want to run away. There are very few visitors to the woods - even animals seem to avoid it if possible.
  1262. The beating heart of the Mine, the Foundry was where the iron ore was directly smelted into vast ingots. The huge vats still bear evidence of the bodies that were incinerated within them - preserved in the metal residue.
  1263. On the eastern edge of the estate, near the woods, lie the remains of the MacMillan warehouse. Dwarfing the surrounding buildings, the massive storehouse can often be heard creaking and groaning as if it were crying out with the anguish of the incinerated laborers.
  1264. Groaning Storehouse
  1265. The Pale Rose
  1266. Lampkin Lane
  1267. MacMillan Ledger Page
  1268. MacMillan's Phalanx Bone
  1269. Manager's Vest
  1270. Map
  1271. Map
  1272. Map
  1273. Map Addendum
  1274. Map Scout
  1275. Med-Kit
  1276. Med-Kit
  1277. Med-Kit
  1278. Med-Kit
  1279. Medical Scissors
  1280. Medical quality tape used to close small wounds.<br><li><b>Slightly increases</b> healing speed.</li><li>Stacks.</li>
  1281. Meg
  1282. Meg Thomas
  1283. Hacksaw
  1284. Metal box containing a set of basic tools. Even without training, can be used to repair or break various mechanical components.<br><li><b>130</b> charges.</li><li><b>Moderately increases</b> repair speed.</li><li>Unlocks the sabotage action.</li><br><span class="FlavorText">"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?"</span>
  1285. Milky Glass
  1286. Mind Channel
  1287. Mind Channel
  1288. Moldy Oak
  1289. Monstrous Shrine
  1290. Mors Ambitio
  1291. Murky Reagent
  1292. New Moon Bouquet
  1293. No One Escaped
  1294. No One Left Behind
  1295. None
  1296. None
  1297. None
  1298. None
  1299. None
  1300. None
  1301. None
  1302. None
  1303. None
  1304. None
  1305. None
  1306. None
  1307. None
  1308. None
  1309. None
  1310. None
  1311. None
  1312. None
  1313. Numbers
  1314. Numbers
  1315. OBSOLETE
  1316. OBSOLETE
  1317. OBSOLETE
  1318. OBSOLETE
  1319. OBSOLETE
  1320. OBSOLETE
  1321. OBSOLETE
  1322. OBSOLETE
  1323. OBSOLETE
  1324. OBSOLETE
  1325. OBSOLETE
  1326. OBSOLETE
  1327. OBSOLETE
  1328. OBSOLETE
  1329. OBSOLETE
  1330. OBSOLETE
  1331. OBSOLETE
  1332. OBSOLETE
  1333. OBSOLETE
  1334. OBSOLETE
  1335. OBSOLETE
  1336. OBSOLETE
  1337. OBSOLETE
  1338. OBSOLETE
  1339. OBSOLETE
  1340. OBSOLETE
  1341. OBSOLETE
  1342. OBSOLETE
  1343. OBSOLETE
  1344. OBSOLETE
  1345. OBSOLETE
  1346. OBSOLETE
  1347. OBSOLETE
  1348. OBSOLETE
  1349. OBSOLETE
  1350. OBSOLETE
  1351. OBSOLETE
  1352. OBSOLETE
  1353. OBSOLETE
  1354. <b>Moderately increases</b> luck of <b>all</b> survivors.<br><li>Stacks.</li><br><span class="FlavorText">"A friable miniature statuette made of black salt representing a woman in a kneeling position offering a gift. Some believe it brings good fortune."</span>
  1355. Black Salt Statuette
  1356. Allows you to take on the role of <b>The Shape</b> for the next trial. <i>Your current perks and add-ons will not be used.</i><br><span class="FlavorText">"He came home!" - Dr. Sam Loomis</span>
  1357. Black Splinter
  1358. Grants <b>100%</b> bonus Bloodpoints in all categories for all players this trial.<br><li>Stacks</li><br><span class="FlavorText">"A reminder of a bloody good time when people came together, but left screaming."</span>
  1359. Bloody Party Streamers
  1360. Grants <b>15%</b> bonus Bloodpoints in <b>all</b> categories to all survivors.<br><li>Stacks.</li><br><span class="FlavorText">"An opened envelope re-sealed and bound with 4 coloured ribbons."</span>
  1361. Bound Envelope
  1362. <b>Moderately increases</b> luck.<br><li>Stacks.</li><br><span class="FlavorText">"A small cotton pouch half-filled with a cream coloured chalky powder of unknown origin. Releases a faint herbal aroma. Some believe it brings good fortune."</span>
  1363. Cream Chalk Pouch
  1364. Calls on the entity to prevent the appearance of <b>2</b> chests.<br><li>Stacks.</li><br><span class="FlavorText">"Two halves of a thick metallic coin."</span>
  1365. Cut Coin
  1366. <b>Considerably increases</b> the chance to be sent to Haddonfield when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"A moldy and rotten beaded oak clapboard like the ones found on most houses of Haddonfield."</span>
  1367. Decrepit Clapboard
  1368. <b>Slightly increases</b> the chance to be sent to Léry's Memorial Institute when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"A yellow carbon-copy certificate which admits a patient into immediate detention for emergency treatment. Copied information are smudged and unreadable."</span>
  1369. Emergency Certificate
  1370. Grants <b>100%</b> bonus Bloodpoints in all categories.<br><li>Stacks</li><br><span class="FlavorText">"This picture of a cake sure is real."</span>
  1371. Escape! Cake
  1372. <b>Slightly increases</b> the chance to be sent to Backwater Swamp when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"A burnt piece of marine rope still emitting a warm smoke."</span>
  1373. Fuming Cordage
  1374. <b>Considerably increases</b> the chance to be sent to Backwater Swamp when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"A welcome sign made from a coarse piece of water polished cypress board. The sign is charred and still fuming."</span>
  1375. Fuming Welcome Sign
  1376. <b>Tremendously increases</b> the chance to be sent to Backwater Swamp when burnt.<br><span class="FlavorText">"A leather-bound binder containing horrible human meat recipes such as the granny-slappin’ good chili."</span>
  1377. Granma's Cookbook
  1378. <b>Slightly increases</b> the chance to be sent to Haddonfield when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"A washed out informational leaflet for the '78 Haddonfield Harvest Festival. A large cartoon pumpkin is depicted on the front. "</span>
  1379. Harvest Festival Leaflet
  1380. <b>Considerably increases</b> luck.<br><li>Stacks.</li><br><span class="FlavorText">"A small leather pouch displaying a straight white line hand-sewn on one of its sides. The bag is filled with an ivory chalky powder that shines under the moonlight. Some believe it brings good fortune."</span>
  1381. Ivory Chalk Pouch
  1382. <b>Considerably increases</b> luck of <b>all</b> survivors.<br><li>Stacks.</li><br><span class="FlavorText">"A tightly sealed glass jar containing torn human lips floating in a murky brine. Some believe it brings good fortune."</span>
  1383. Vigo's Jar of Salty Lips
  1384. Allows you to take on the role of <b>The Hag</b> for the next trial. <i>Your current perks and add-ons will not be used.</i><br><span class="FlavorText">"Avoid walking in the mud or the Hag will eat your bones."</span>
  1385. Muddy Splinter
  1386. <b>Considerably increases</b> the chance to be sent to Léry's Memorial Institute when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"A Psychiatric report signed by Herman Carter. It describes the memory deterioration of a patient and suggestions for next steps in the procedure."</span>
  1387. Psychiatric Assessment Report
  1388. Calls on the entity to create <b>3</b> more sacrificial hooks.<br><li>Stacks.</li><br><span class="FlavorText">"A ruined piece of oak oozing with a black putrescent liquid."</span>
  1389. Putrid Oak
  1390. Calls on the entity to create <b>2</b> more sacrificial hooks.<br><li>Stacks.</li><br><span class="FlavorText">"A decomposing piece of oak in which strange markings have been etched."</span>
  1391. Rotten Oak
  1392. <b>Slightly increases</b> luck of <b>all</b> survivors.<br><li>Stacks.</li><br><span class="FlavorText">"A small cotton pouch filled with black salt crystals. Some believe it brings good fortune. Don't spill it."</span>
  1393. Salt Pouch
  1394. <b>Tremendously increases</b> the chance to be sent to Léry's Memorial Institute when burnt.<br><span class="FlavorText">"Bent reading glasses. Speckles of dried blood can be seen on the shattered lens."</span>
  1395. Shattered Glasses
  1396. Calls on the entity to create <b>2</b> more chests.<br><li>Stacks.</li><br><span class="FlavorText">"A clean and polished piece of gold."</span>
  1397. Shiny Coin
  1398. Allows you to take on the role of The Doctor for the next trial. <i>Your current perks and add-ons will not be used.</i><br><span class="FlavorText">"Your secrets are safe with me."</span>
  1399. Shock Splinter
  1400. <b>Tremendously increases</b> the chance to be sent to Haddonfield when burnt.<br><span class="FlavorText">"A house key, mundane in appearance. A cardboard key-tag attached to it reads 'Strode Real Estate', followed by a handwritten address: '45 Lampkin Lane'."</span>
  1401. Strode Realty Key
  1402. Grants <b>100%</b> bonus Bloodpoints in all categories.<br><li>Stacks</li><br><span class="FlavorText">"A heavily salted pudding..."</span>
  1403. Survivor Pudding
  1404. Odd Stamp
  1405. Open
  1406. Open
  1407. Open Escape
  1408. Open Hatch
  1409. Open Hatch
  1410. PERK SLOT II
  1411. PERK SLOT III
  1412. PERK SLOT IV
  1413. You are fueled by unexpected energy when on the verge of escape. <span class="Highlight1">Instantly heal from injury or from dying state</span> and sprint at <span class="Highlight2">150%</span> your normal running speed for <span class="Highlight3">5 seconds</span> when the exit gates are powered. Adrenaline is on hold if you are disabled at the moment it should take effect and will activate when freed.<br><i>Adrenaline</i> ignores <b>Exhaustion</b>.<br>Causes <b>Exhaustion</b> for <span class="Highlight4">40 seconds</span>.
  1414. You are fueled by unexpected energy when on the verge of escape. <span class="Highlight1">Instantly heal from injury</span> and sprint at <span class="Highlight2">150%</span> your normal running speed for <span class="Highlight3">5 seconds</span> when the exit gates are powered. Adrenaline is on hold if you are disabled at the moment it should take effect and will activate when freed.<br><i>Adrenaline</i> ignores <b>Exhaustion</b>.<br>Causes <b>Exhaustion</b> for <span class="Highlight4">50 seconds</span>.
  1415. You are fueled by unexpected energy when on the verge of escape. <span class="Highlight1">Instantly heal from injury</span> and sprint at <span class="Highlight2">150%</span> your normal running speed for <span class="Highlight3">3 seconds</span> when the exit gates are powered. Adrenaline is on hold if you are disabled at the moment it should take effect and will activate when freed.<br><i>Adrenaline</i> ignores <b>Exhaustion</b>.<br>Causes <b>Exhaustion</b> for <span class="Highlight4">60 seconds</span>.
  1416. When Balanced Landing is active, stagger effects from long falls are reduced by <span class="Highlight1">75%</span>.<br>Upon landing start sprinting at <span class="Highlight2">150%</span> your normal running speed for a maximum of <span class="Highlight3">3 seconds</span> if not exhausted.<br>Causes <b>Exhaustion</b> for <span class="Highlight4">40 seconds</span>.<br><span class="FlavorText">"I've jumped from higher places." -Nea</span>
  1417. When Balanced Landing is active, stagger effects from long falls are reduced by <span class="Highlight1">75%</span>.<br><span class="FlavorText">"I've jumped from higher places." -Nea</span>
  1418. When Balanced Landing is active, stagger effects from long falls are reduced by <span class="Highlight1">50%</span>.<br><span class="FlavorText">"I've jumped from higher places." -Nea</span>
  1419. The growing odds of a successful escape fill you with hope and give you wings. Your movement speed is increased by <span class="Highlight1">7%</span> as soon as the exit gates are powered for <span class="Highlight3">120 seconds</span>.
  1420. The growing odds of a successful escape fill you with hope and give you wings. Your movement speed is increased by <span class="Highlight1">6%</span> as soon as the exit gates are powered for <span class="Highlight3">120 seconds</span>.
  1421. The growing odds of a successful escape fill you with hope and give you wings. Your movement speed is increased by <span class="Highlight1">5%</span> as soon as the exit gates are powered for <span class="Highlight3">120 seconds</span>.
  1422. When starting to run, break into a sprint at <span class="Highlight1">150%</span> your normal running speed for a maximum of <span class="Highlight2">3 seconds</span>. <br>Causes <b>Exhaustion</b> for <span class="Highlight3">40 seconds</span>.<br><i>Sprint Burst</i> cannot be used while <b>Exhausted</b>.
  1423. When starting to run, break into a sprint at <span class="Highlight1">150%</span> your normal running speed for a maximum of <span class="Highlight2">3 seconds</span>. <br>Causes <b>Exhaustion</b> for <span class="Highlight3">50 seconds</span>.<br><i>Sprint Burst</i> cannot be used while <b>Exhausted</b>.
  1424. When starting to run, break into a sprint at <span class="Highlight1">150%</span> your normal running speed for a maximum of <span class="Highlight2">3 seconds</span>.<br>Causes <b>Exhaustion</b> for <span class="Highlight3">60 seconds</span>.<br><i>Sprint Burst</i> cannot be used while <b>Exhausted</b>.
  1425. Lady Luck always seems to be throwing something good your way. When retrieving an item from a chest, there is a <span class="Highlight1">50%</span> chance that an add-on of <span class="Highlight2">very rare</span> rarity or lower will be attached to it.<br><span class="FlavorText">“Everything that glitters isn’t gold. But gold isn't worth a damn in this place, so this should come in handy.” -Ace</span>
  1426. Lady Luck always seems to be throwing something good your way. When retrieving an item from a chest, there is a <span class="Highlight1">50%</span> chance that an add-on of <span class="Highlight2">rare</span> rarity or lower will be attached to it.<br><span class="FlavorText">“Everything that glitters isn’t gold. But gold isn't worth a damn in this place, so this should come in handy.” -Ace</span>
  1427. Lady Luck always seems to be throwing something good your way. When retrieving an item from a chest, there is a <span class="Highlight1">50%</span> chance that an add-on of <span class="Highlight2">uncommon</span> rarity or lower will be attached to it.<br><span class="FlavorText">“Everything that glitters isn’t gold. But gold isn't worth a damn in this place, so this should come in handy.” -Ace</span>
  1428. As w rękawie
  1429. Your acute senses are on high alert.<br>When the Killer performs the break action within a <span class="Highlight1">36 meter</span> range, the killer is revealed to you for <span class="Highlight2">6 seconds</span>.<br>This effect can only be triggered once every <span class="Highlight3">30 seconds</span>.<br><span class="FlavorText">“I have true sight.” -Feng Min</span>
  1430. Your acute senses are on high alert.<br>When the Killer performs the break action within a <span class="Highlight1">24 meter</span> range, the killer is revealed to you for <span class="Highlight2">6 seconds</span>.<br>This effect can only be triggered once every <span class="Highlight3">45 seconds</span>.<br><span class="FlavorText">“I have true sight.” -Feng Min</span>
  1431. Your acute senses are on high alert.<br>When the Killer performs the break action within a <span class="Highlight1">12 meter</span> range, the killer is revealed to you for <span class="Highlight2">6 seconds</span>.<br>This effect can only be triggered once every <span class="Highlight3">60 seconds</span>.<br><span class="FlavorText">“I have true sight.” -Feng Min</span>
  1432. Alert
  1433. You are fuelled by unexpected energy when saving an ally from a hook within the killer's terror radius.<br>Once per match, for <span class="Highlight1">20 seconds</span> after unhooking a survivor within the killer’s terror radius, any damage taken that would put you or the unhooked survivor into the dying state will instead trigger a <span class="Highlight2">30 seconds</span> bleed out timer.<br>Taking any damage during the bleed out timer or reaching the end of the bleed out timer will put you into the dying state.<br><span class="FlavorText">"Probably stings like hell, but it ain't gonna kill ya. Up and at 'em, soldier. Time to move!" -Bill</span>
  1434. You are fuelled by unexpected energy when saving an ally from a hook within the killer's terror radius.<br>Once per match, for <span class="Highlight1">20 seconds</span> after unhooking a survivor within the killer’s terror radius, any damage taken that would put you or the unhooked survivor into the dying state will instead trigger a <span class="Highlight2">35 seconds</span> bleed out timer.<br>Taking any damage during the bleed out timer or reaching the end of the bleed out timer will put you into the dying state.<br><span class="FlavorText">"Probably stings like hell, but it ain't gonna kill ya. Up and at 'em, soldier. Time to move!" -Bill</span>
  1435. You are fuelled by unexpected energy when saving an ally from a hook within the killer's terror radius.<br>Once per match, for <span class="Highlight1">20 seconds</span> after unhooking a survivor within the killer’s terror radius, any damage taken that would put you or the unhooked survivor into the dying state will instead trigger a <span class="Highlight2">40 seconds</span> bleed out timer.<br>Taking any damage during the bleed out timer or reaching the end of the bleed out timer will put you into the dying state.<br><span class="FlavorText">"Probably stings like hell, but it ain't gonna kill ya. Up and at 'em, soldier. Time to move!" -Bill</span>
  1436. Borrowed Time
  1437. You’ll get the job done… no matter the cost.<br>If you are the <b>last person remaining in the trial</b>, for each generator that needs to be completed, gain a <span class="Highlight1">19%</span> bonus to repair speed.<br><span class="FlavorText">"I'm not horseshittin' around. I'm doing this alone!" -Bill</span>
  1438. You’ll get the job done… no matter the cost.<br>If you are the <b>last person remaining in the trial</b>, for each generator that needs to be completed, gain a <span class="Highlight1">22%</span> bonus to repair speed.<br><span class="FlavorText">"I'm not horseshittin' around. I'm doing this alone!" -Bill</span>
  1439. You’ll get the job done… no matter the cost.<br>If you are the <b>last person remaining in the trial</b>, for each generator that needs to be completed, gain a <span class="Highlight1">25%</span> bonus to repair speed.<br><span class="FlavorText">"I'm not horseshittin' around. I'm doing this alone!" -Bill</span>
  1440. Left Behind
  1441. Past battles have taught you a thing or two about survival.<br>Grants the ability to fully recover from the dying state <b>once per trial</b>. Increases dying recovery speed by <span class="Highlight1">15%</span>.<br><span class="FlavorText">"Goddammit, I am seriously FUBAR!" -Bill</span>
  1442. Past battles have taught you a thing or two about survival.<br>Grants the ability to fully recover from the dying state <b>once per trial</b>. Increases dying recovery speed by <span class="Highlight1">20%</span>.<br><span class="FlavorText">"Goddammit, I am seriously FUBAR!" -Bill</span>
  1443. Past battles have taught you a thing or two about survival.<br>Grants the ability to fully recover from the dying state <b>once per trial</b>. Increases dying recovery speed by <span class="Highlight1">25%</span>.<br><span class="FlavorText">"Goddammit, I am seriously FUBAR!" -Bill</span>
  1444. Unbreakable
  1445. Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape. If you are the obsession, once per match, when grabbed by the killer, succeed a Skill Check to automatically escape the killer's grasp and stun the killer for <span class="Highlight1">5 seconds</span>.<br>If you are not the obsession, once per match, while in the killer's grasp, once the wiggle meter has reached 35%, succeed a Skill Check to automatically fill the rest of the wiggle meter and escape from the killer's grasp.<br><i>Increases your chances to be the killer’s <b>obsession</b>. Only one obsession per match.</i><br><span class="FlavorText">“There's nothing to be scared of.” – Laurie Strode</span>
  1446. Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape. If you are the obsession, once per match, when grabbed by the killer, succeed a Skill Check to automatically escape the killer's grasp and stun the killer for <span class="Highlight1">4 seconds</span>.<br>If you are not the obsession, once per match, while in the killer's grasp, once the wiggle meter has reached 40%, succeed a Skill Check to automatically fill the rest of the wiggle meter and escape from the killer's grasp.<br><i>Increases your chances to be the killer’s <b>obsession</b>. Only one obsession per match.</i><br><span class="FlavorText">“There's nothing to be scared of.” – Laurie Strode</span>
  1447. Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape. If you are the obsession, once per match, when grabbed by the killer, succeed a Skill Check to automatically escape the killer's grasp and stun the killer for <span class="Highlight1">3 seconds</span>.<br>If you are not the obsession, once per match, while in the killer's grasp, once the wiggle meter has reached 45%, succeed a Skill Check to automatically fill the rest of the wiggle meter and escape from the killer's grasp.<br><br><i>Increases your chances to be the killer’s <b>obsession</b>. Only one obsession per match.</i><br><span class="FlavorText">“There's nothing to be scared of.” – Laurie Strode</span>
  1448. Decisive Strike
  1449. You become <b>obsessed</b> with one survivor.<br>Your obsession's altruistic action speed is increased by <span class="Highlight1">50%</span>. Once the obsession is killed or sacrificed, every other survivor gets a penalty of <span class="Highlight2">25%</span> to repair, healing and sabotage speed.<br><i>Only one obsession per match.</i><br><span class="FlavorText">“This isn’t a man...” –Dr. Sam Loomis </span>
  1450. You become <b>obsessed</b> with one survivor.<br>Your obsession's altruistic action speed is increased by <span class="Highlight1">44%</span>. Once the obsession is killed or sacrificed, every other survivor gets a penalty of <span class="Highlight2">22%</span> to repair, healing and sabotage speed.<br><i>Only one obsession per match.</i><br><span class="FlavorText">“This isn’t a man...” –Dr. Sam Loomis </span>
  1451. You become <b>obsessed</b> with one survivor.<br>Your obsession's altruistic action speed is increased by <span class="Highlight1">38%</span>. Once the obsession is killed or sacrificed, every other survivor gets a penalty of <span class="Highlight2">19%</span> to repair, healing and sabotage speed.<br><i>Only one obsession per match.</i><br><span class="FlavorText">“This isn’t a man...” –Dr. Sam Loomis </span>
  1452. Dying Light
  1453. You are fuelled by your hate for progress.<br>Overcharge a generator by performing the <b>Break Generator</b> action. The next survivor interacting with that generator is faced with a <span class="Highlight1">tremendously</span> difficult Skill Check. Failing the Skill Check results in an additional <span class="Highlight2">5%</span> generator regression.<br>Succeeding the Skill Check grants no progress but prevents the generator explosion.
  1454. You are fuelled by your hate for progress.<br>Overcharge a generator by performing the <b>Break Generator</b> action. The next survivor interacting with that generator is faced with a <span class="Highlight1">considerably</span> difficult Skill Check. Failing the Skill Check results in an additional <span class="Highlight2">4%</span> generator regression.<br>Succeeding the Skill Check grants no progress but prevents the generator explosion.
  1455. You are fuelled by your hate for progress.<br>Overcharge a generator by performing the <b>Break Generator</b> action. The next survivor interacting with that generator is faced with a <span class="Highlight1">moderately</span> difficult Skill Check. Failing the Skill Check results in an additional <span class="Highlight2">3%</span> generator regression.<br>Succeeding the Skill Check grants no progress but prevents the generator explosion.
  1456. Overcharge
  1457. A hex rooting its power on hope. The false hope of survivors ignites your hunger. When a survivor is rescued from a hook at least <span class="Highlight1">24 meters</span> away, Devour Hope receives a token.<br><li><span class="Highlight3">2 Tokens</span>: Gain a <span class="Highlight2">5%</span> speed burst for <span class="Highlight3">10 seconds</span> after hooking a survivor. Speed burst triggers <span class="Highlight3">10 seconds</span> after hooking a survivor.</li><li><span class="Highlight3">3 Tokens</span>: Attacks put survivors into the dying state automatically.</li><li><span class="Highlight2">5 Tokens</span>: Grants the ability to kill survivors by your own hand.</li><br><i>The hex effects persist as long as the related hex totem is standing.</i><br><span class="FlavorText">“If you do nothing, you have their blood on your hands. If you save them, her hunger grows.“</span>"
  1458. A hex rooting its power on hope. The false hope of survivors ignites your hunger. When a survivor is rescued from a hook at least <span class="Highlight1">24 meters</span> away, Devour Hope receives a token.<br><li><span class="Highlight3">3 Tokens</span>: Attacks put survivors into the dying state automatically.</li><li><span class="Highlight2">5 Tokens</span>: Grants the ability to kill survivors by your own hand.</li><br><i>The hex effects persist as long as the related hex totem is standing.</i><br><span class="FlavorText">“If you do nothing, you have their blood on your hands. If you save them, her hunger grows.“</span>
  1459. A hex rooting its power on hope. The false hope of survivors ignites your hunger. When a survivor is rescued from a hook at least <span class="Highlight1">24 meters</span> away, Devour Hope receives a token.<br><li><span class="Highlight2">5 Tokens</span>: Grants the ability to kill survivors by your own hand.</li><br><i>The hex effects persist as long as the related hex totem is standing.</i><br><span class="FlavorText">“If you do nothing, you have their blood on your hands. If you save them, her hunger grows.“</span>
  1460. Hex: Devour Hope
  1461. A Hex rooting its power on hope. You are animated by the power of your Hex totem when the survivors are on the verge of escaping. Once the exit gates are powered, if there is a Dull Totem remaining on the map, this Hex is applied to it. While this Hex is active, successful attacks put survivors into the dying state automatically, cooldowns on successful and missed attacks are decreased by <span class="Highlight1">8%</span> and your movement speed is increased by <span class="Highlight2">4%</span>.<br>The hex effects persist as long as the related hex totem is standing.<br><span class="FlavorText">"And the beast became faster and more powerful as if the Entity's shadowy whips were lashing at its back."</span>
  1462. A Hex rooting its power on hope. You are animated by the power of your Hex totem when the survivors are on the verge of escaping. Once the exit gates are powered, if there is a Dull Totem remaining on the map, this Hex is applied to it. While this Hex is active, cooldowns on successful and missed attacks are decreased by <span class="Highlight1">8%</span> and your movement speed is increased by <span class="Highlight2">4%</span>.<br>The hex effects persist as long as the related hex totem is standing.<br><span class="FlavorText">"And the beast became faster and more powerful as if the Entity's shadowy whips were lashing at its back."</span>
  1463. A Hex rooting its power on hope. You are animated by the power of your Hex totem when the survivors are on the verge of escaping. Once the exit gates are powered, if there is a Dull Totem remaining on the map, this Hex is applied to it. While this Hex is active, cooldowns on successful and missed attacks are decreased by <span class="Highlight1">4%</span> and your movement speed is increased by <span class="Highlight2">3%</span>.<br>The hex effects persist as long as the related hex totem is standing.<br><span class="FlavorText">"And the beast became faster and more powerful as if the Entity's shadowy whips were lashing at its back."</span>
  1464. Hex: No one escapes Death
  1465. A hex that affects the survivors' skills at repairing generators. <span class="Highlight1">All survivors</span> are affected by <i>Ruin</i> which causes the following:<br><li>Good Skill checks result in <span class="Highlight2">5%</span> regression on the generator.</li><li>Great Skill checks grant <span class="Highlight3">0%</span> bonus progression on the generator.</li><br><i>The hex effects persist as long as the related hex totem is standing.</i><br><span class="FlavorText">“A curse is upon you. It will cause your ruin.”</span>
  1466. A hex that affects the survivors' skills at repairing generators. <span class="Highlight1">3 survivors</span> are affected by <i>Ruin</i> which causes the following:<br><li>Good Skill checks result in <span class="Highlight2">5%</span> regression on the generator.</li><li>Great Skill checks grant <span class="Highlight3">0%</span> bonus progression on the generator.</li><br><i>The hex effects persist as long as the related hex totem is standing.</i><br><span class="FlavorText">“A curse is upon you. It will cause your ruin.”</span>
  1467. A hex that affects the survivors' skills at repairing generators. <span class="Highlight1">2 survivors</span> are affected by <i>Ruin</i> which causes the following:<br><li>Good Skill checks result in <span class="Highlight2">5% </span> regression on the generator.</li><li>Great Skill checks grant <span class="Highlight3">0% </span> bonus progression on the generator.</li><br><i>The hex effects persist as long as the related hex totem is standing.</i><br><span class="FlavorText">“A curse is upon you. It will cause your ruin.”</span>
  1468. Hex: Ruin
  1469. A hex that hinders one's aura reading ability. Hitting a survivor while the Hex Totem is active reduces the effectiveness of their aura reading ability by <span class="Highlight1">100%</span>. This effect applies to the last 4 survivors hit.<br><i>The hex effects persist as long as the related hex totem is standing.</i><br><span class="FlavorText">“She touched your skin, you bear the witch's mark!”</span>
  1470. A hex that hinders one's aura reading ability. Hitting a survivor while the Hex Totem is active reduces the effectiveness of their aura reading ability by <span class="Highlight1">100%</span>.This effect applies to the last 3 survivors hit.<br><i>The hex effects persist as long as the related hex totem is standing.</i><br><span class="FlavorText">“She touched your skin, you bear the witch's mark!”</span>
  1471. A hex that hinders one's aura reading ability. Hitting a survivor while the Hex Totem is active reduces the effectiveness of their aura reading ability by <span class="Highlight1">100%</span>. This effect applies to the last 2 survivors hit.<br><i>The hex effects persist as long as the related hex totem is standing.</i><br><span class="FlavorText">“She touched your skin, you bear the witch's mark!”</span>
  1472. Hex: The Third Seal
  1473. A hex rooting its power on hope. The false hope of survivors fills you with excitement and strengthen your totems. For each Dull and Hex totem remaining on the map gain a token. <br><li>Gain <span class="Highlight1">10%</span> more Bloodpoints for actions in the Hunter category for each Token.</li><li>Survivors' cleansing speed is reduced by <span class="Highlight2">6%</span> for each Token.</li><li>Gain a notification when someone starts working on a Hex totem.</li>
  1474. A hex rooting its power on hope. The false hope of survivors fills you with excitement and strengthen your totems. For each Dull and Hex totem remaining on the map gain a token. <br><li>Gain <span class="Highlight1">8%</span> more Bloodpoints for actions in the Hunter category for each Token.</li><li>Survivors' cleansing speed is reduced by <span class="Highlight2">5%</span> for each Token.</li><li>Gain a notification when someone starts working on a Hex totem.</li>
  1475. A hex rooting its power on hope. The false hope of survivors fills you with excitement and strengthen your totems. For each Dull and Hex totem remaining on the map gain a token. <br><li>Gain <span class="Highlight1">6%</span> more Bloodpoints for actions in the Hunter category for each Token.</li><li>Survivors' cleansing speed is reduced by <span class="Highlight2">4%</span> for each Token.</li><li>Gain a notification when someone starts working on a Hex totem.</li>
  1476. Hex: Thrill of the Hunt
  1477. After performing a vault, break into a sprint at <span class="Highlight1">150%</span> of your normal running speed for a maximum of <span class="Highlight2">3 seconds</span>. <i>Activates in chases only.</i><br>Causes <b>Exhaustion</b> for <span class="Highlight3">40 seconds</span>.<br><i>Lithe</i> cannot be used while Exhausted.<br><span class="FlavorText">“U mad?” -Feng Min</span>
  1478. After performing a vault, break into a sprint at <span class="Highlight1">150%</span> of your normal running speed for a maximum of <span class="Highlight2">3 seconds</span>. <i>Activates in chases only.</i><br>Causes <b>Exhaustion</b> for <span class="Highlight3">50 seconds</span>.<br><i>Lithe</i> cannot be used while Exhausted.<br><span class="FlavorText">“U mad?” -Feng Min</span>
  1479. After performing a vault, break into a sprint at <span class="Highlight1">150%</span> of your normal running speed for a maximum of <span class="Highlight2">3 seconds</span>. <i>Activates in chases only.</i><br>Causes <b>Exhaustion</b> for <span class="Highlight3">60 seconds</span>.<br><i>Lithe</i> cannot be used while Exhausted.<br><span class="FlavorText">“U mad?” -Feng Min</span>
  1480. Lithe
  1481. Meticulous in your approach, terrifying in your application.<br>While in a chase, your terror radius is increased by <span class="Highlight1">8 meters</span>. Otherwise your terror radius is decreased by <span class="Highlight2">8 meters</span> and your field of view is <span class="Highlight3">considerably</span> increased.<br><i>Field of view gains do not stack.</i><br><span class="FlavorText">"It's time for your treatment!" -The Doctor</span>
  1482. Meticulous in your approach, terrifying in your application.<br>While in a chase, your terror radius is increased by <span class="Highlight1">7 meters</span>. Otherwise your terror radius is decreased by <span class="Highlight2">7 meters</span> and your field of view is <span class="Highlight3">moderately</span> increased.<br><i>Field of view gains do not stack.</i><br><span class="FlavorText">"It's time for your treatment!" -The Doctor</span>
  1483. Meticulous in your approach, terrifying in your application.<br>While in a chase, your terror radius is increased by <span class="Highlight1">6 meters</span>. Otherwise your terror radius is decreased by <span class="Highlight2">6 meters</span> and your field of view is <span class="Highlight3">slightly</span> increased.<br><i>Field of view gains do not stack.</i><br><span class="FlavorText">"It's time for your treatment!" -The Doctor</span>
  1484. Monitor & Abuse
  1485. A supernatural bond links you to the killer. If you are looking in the killer’s direction, your link will reveal your auras to each other. This effect applies only if you are outside the killer’s terror radius.<br>As the killer’s obsession, this effect applies to a maximum range of <span class="Highlight1">72 meters</span>. Otherwise, it applies to a maximum range of <span class="Highlight1">64 meters</span>.<br><i>Increases your chances to be the killer’s <b>obsession</b>. Only one obsession per match.</i><br><span class="FlavorText">“He was watching me!” – Laurie Strode</span>
  1486. A supernatural bond links you to the killer. If you are looking in the killer’s direction, your link will reveal your auras to each other. This effect applies only if you are outside the killer’s terror radius.<br>As the killer’s obsession, this effect applies to a maximum range of <span class="Highlight1">64 meters</span>. Otherwise, it applies to a maximum range of <span class="Highlight1">56 meters</span>.<br><i>Increases your chances to be the killer’s <b>obsession</b>. Only one obsession per match.</i><br><span class="FlavorText">“He was watching me!” – Laurie Strode</span>
  1487. A supernatural bond links you to the killer. If you are looking in the killer’s direction, your link will reveal your auras to each other. This effect applies only if you are outside the killer’s terror radius.<br>As the killer’s obsession, this effect applies to a maximum range of <span class="Highlight1">56 meters</span>. Otherwise, it applies to a maximum range of <span class="Highlight1">44 meters</span>.<br><i>Increases your chances to be the killer’s <b>obsession</b>. Only one obsession per match.</i><br><span class="FlavorText">“He was watching me!” – Laurie Strode</span>
  1488. Object of Obsession
  1489. Strengthens the potential of you and your teams aura reading abilities.<br><li>Increases aura reading ranges by <span class="Highlight1">8</span>.<br><span class="FlavorText">“Paying attention is what kept me alive through the years. That, and my good looks of course.” -Ace</span>
  1490. Strengthens the potential of you and your teams aura reading abilities.<br><li>Increases aura reading ranges by <span class="Highlight1">6</span>.<br><span class="FlavorText">“Paying attention is what kept me alive through the years. That, and my good looks of course.” -Ace</span>
  1491. Strengthens the potential of you and your teams aura reading abilities.<br><li>Increases aura reading ranges by <span class="Highlight1">4</span>.<br><span class="FlavorText">“Paying attention is what kept me alive through the years. That, and my good looks of course.” -Ace</span>
  1492. Open-Handed
  1493. Overwhelming Presence
  1494. Your presence alone instills great fear. Survivors within your terror radius suffer from <b>inefficiency</b>.<br>Affected survivors' item consumption rates are increased by <span class="Highlight1">50%</span>.<br><span class="FlavorText">"Shit!! I dropped the gauze!"</span>
  1495. Your presence alone instills great fear. Survivors within your terror radius suffer from <b>inefficiency</b>.<br>Affected survivors' item consumption rates are increased by <span class="Highlight1">45%</span>.<br><span class="FlavorText">"Shit!! I dropped the gauze!"</span>
  1496. Your presence alone instills great fear. Survivors within your terror radius suffer from <b>inefficiency</b>.<br>Affected survivors' item consumption rates are increased by <span class="Highlight1">40%</span>.<br><span class="FlavorText">"Shit!! I dropped the gauze!"</span>
  1497. You become <b>obsessed</b> with one survivor.<br>Every time you chase your obsession and let them escape, you receive a token up to a maximum of 3 tokens. Each token increases your movement speed by <span class="Highlight1">5%</span>. Each offensive action spends one token.<br><i>Only one obsession per match.</i><br><span class="FlavorText">“You've fooled them, haven't you Michael? But not me. ” –Dr. Sam Loomis</span>
  1498. You become <b>obsessed</b> with one survivor.<br>Every time you chase your obsession and let them escape, you receive a token up to a maximum of 3 tokens. Each token increases your movement speed by <span class="Highlight1">4%</span>. Each offensive action spends one token.<br><i>Only one obsession per match.</i><br><span class="FlavorText">“You've fooled them, haven't you Michael? But not me. ” –Dr. Sam Loomis</span>
  1499. You become <b>obsessed</b> with one survivor.<br>Every time you chase your obsession and let them escape, you receive a token up to a maximum of 3 tokens. Each token increases your movement speed by <span class="Highlight1">3%</span>. Each offensive action spends one token.<br><i>Only one obsession per match.</i><br><span class="FlavorText">“You've fooled them, haven't you Michael? But not me. ” –Dr. Sam Loomis</span>
  1500. Play with your food
  1501. You become <b>obsessed</b> with one survivor. As long as your obsession is alive, after being in a chase for <span class="Highlight1">20 seconds</span> the cooldown of your next successful attack is decreased by <span class="Highlight2">40%</span>. Your successful attack cooldown remains active for <span class="Highlight3">5 seconds</span> after a chase. Re initializing a chase before the <span class="Highlight3">5 seconds</span> have lapsed will reset the successful attack cooldown timer.<i>Only one obsession per match.</i>.<br><span class="FlavorText">“Death has come to your little town, sheriff.” –Dr. Sam Loomis</span>"
  1502. You become <b>obsessed</b> with one survivor. As long as your obsession is alive, after being in a chase for <span class="Highlight1">20 seconds</span> the cooldown of your next successful attack is decreased by <span class="Highlight2">35%</span>. Your successful attack cooldown remains active for <span class="Highlight3">5 seconds</span> after a chase. Re initializing a chase before the <span class="Highlight3">5 seconds</span> have lapsed will reset the successful attack cooldown timer.<i>Only one obsession per match.</i>.<br><span class="FlavorText">“Death has come to your little town, sheriff.” –Dr. Sam Loomis</span>"
  1503. You become <b>obsessed</b> with one survivor. As long as your obsession is alive, after being in a chase for <span class="Highlight1">20 seconds</span> the cooldown of your next successful attack is decreased by <span class="Highlight2">30%</span>. Your successful attack cooldown remains active for <span class="Highlight3">5 seconds</span> after a chase. Re initializing a chase before the <span class="Highlight3">5 seconds</span> have lapsed will reset the successful attack cooldown timer.<i>Only one obsession per match.</i>.<br><span class="FlavorText">“Death has come to your little town, sheriff.” –Dr. Sam Loomis</span>"
  1504. Save the best for last
  1505. As more of your friends fall to the killer, your chances of survival increase due to an unexplained force. Each survivor killed or sacrificed disrupts the killer’s aura reading ability towards you.<br><li>1 killed or sacrificed: Reduces the killer's aura reading range by <span class="Highlight1">50%</span>.</li><li>2 killed or sacrificed: Reduces the killer's aura reading range by <span class="Highlight2">75%</span>.</li><li>3 killed or sacrificed: <span class="Highlight3">Immune</span> to the killer's aura reading.</li><br><i>Increases your chances to be the killer’s <b>obsession</b>. Only one obsession per match.</i><br><span class="FlavorText">“It was the boogeyman.” – Laurie Strode</span>
  1506. As more of your friends fall to the killer, your chances of survival increase due to an unexplained force. Each survivor killed or sacrificed disrupts the killer’s aura reading ability towards you.<br><li>1 killed or sacrificed: Reduces the killer's aura reading range by <span class="Highlight1">35%</span>.</li><li>2 killed or sacrificed: Reduces the killer's aura reading range by <span class="Highlight2">60%</span>.</li><li>3 killed or sacrificed: Reduces the killer's aura reading range by <span class="Highlight3">85%</span>.</li><br><i>Increases your chances to be the killer’s <b>obsession</b>. Only one obsession per match.</i><br><span class="FlavorText">“It was the boogeyman.” – Laurie Strode</span>
  1507. As more of your friends fall to the killer, your chances of survival increase due to an unexplained force. Each survivor killed or sacrificed disrupts the killer’s aura reading ability towards you.<br><li>1 or more killed or sacrificed: Reduces the killer's aura reading range by <span class="Highlight1">40%</span>.</li><br><i>Increases your chances to be the killer’s <b>obsession</b>. Only one obsession per match.</i><br><span class="FlavorText">“It was the boogeyman.” – Laurie Strode</span>
  1508. Sole Survivor
  1509. You are apt at handling machinery with the greatest care and precision.<br>The noises caused by your repairs and their hearing distance are reduced by <span class="Highlight2">8 meters</span>. On a failed repair Skill Check, there is a <span class="Highlight1">50%</span> chance the generator explosion will be prevented.<br><span class="FlavorText">“I’m gonna stealth this one.” -Feng Min</span>
  1510. You are apt at handling machinery with the greatest care and precision.<br>The noises caused by your repairs and their hearing distance are reduced by <span class="Highlight2">4 meters</span>. On a failed repair Skill Check, there is a <span class="Highlight1">40%</span> chance the generator explosion will be prevented.<br><span class="FlavorText">“I’m gonna stealth this one.” -Feng Min</span>
  1511. You are apt at handling machinery with the greatest care and precision.<br>On a failed repair Skill Check, there is a <span class="Highlight1">30%</span> chance the generator explosion will be prevented.<br><span class="FlavorText">“I’m gonna stealth this one.” -Feng Min</span>
  1512. Technician
  1513. All will be well in the end; you just know it. Your confidence strengthens the feeling of hope for those around you. For each other survivor still alive, grant a <span class="Highlight1">3%</span> bonus to luck to all remaining survivors.<br><span class="FlavorText">“What can I say? I’m just a very lucky guy... I’m sure some of it will rub off on you.” -Ace</span>
  1514. All will be well in the end; you just know it. Your confidence strengthens the feeling of hope for those around you. For each other survivor still alive, grant a <span class="Highlight1">2%</span> bonus to luck to all remaining survivors.<br><span class="FlavorText">“What can I say? I’m just a very lucky guy... I’m sure some of it will rub off on you.” -Ace</span>
  1515. All will be well in the end; you just know it. Your confidence strengthens the feeling of hope for those around you. For each other survivor still alive, grant a <span class="Highlight1">1%</span> bonus to luck to all remaining survivors.<br><span class="FlavorText">“What can I say? I’m just a very lucky guy... I’m sure some of it will rub off on you.” -Ace</span>
  1516. Up the Ante
  1517. Is it a gift, or a curse? The Entity has ignited a corrupted and inexhaustible spark in The Doctor’s heart which allows him to generate electroconvulsive power at will. His insidious treatment corrupts the minds of those it touches. Victims shocked by the corrupt spark begin to lose their grip on reality and, with repeated exposure, inevitably succumb to madness.<br><li><b>Switch Stance:</b> Punishment mode is used to injure survivors. Treatment mode grants the abilities <b>Static Field</b> and <b>Shock Therapy</b></li>.<li><b>Static Field:</b> While in <b>Treatment</b> generate a <b>Static Field</b> equal to your terror radius which increases suvivor <b>Madness</b> based on proximity to The Doctor.</li><li><b>Shock Therapy: Treatment</b> mode grants the ability to charge and release a <b>Shock Therapy</b> attack that greatly increases survivors' <b>Madness</b></li>.<li><b>Madness Tier I:</b> Causes survivors to scream revealing their position to The Doctor.</li><li><b>Madness Tier II:</b> All effects of <b>Tier I</b>. Causes survivors to experience <b>Shared Hallucinations</b>. </li><li><b>Madness Tier III:</b> All effects of <b>Tier II. Shared Hallucinations</b> intensify allowing The Doctor to read their <b>Auras</b>. Survivors regularly scream revealing their position to The Doctor. Survivors cannot heal, repair, sabotage, search or cleanse until they <b>Snap Out Of It</b>. <br><li></b>More <b>Afflictions</b> are available with add-ons.</li>
  1518. Carter's Spark
  1519. Carter's Spark
  1520. Source of The Hag's power, a blackened finger used as a catalyst for her terrible power. The Hag bends and shapes mud to her will. With simple ritualistic drawings, she creates deceitful duplicates of herself made from mud and decay which she can use for various effects.<br><li>Grants the ability to create and maintain <b>10</b> Phantasm traps.</li><li> Grants the ability to instantly travel to triggered Phantasm traps when within a <b>32 meter</b> range.</li>
  1521. Blackened Catalyst
  1522. The darkness inside feeds his determination to take the life of his prey. Activating Evil Within allows The Shape to see his prey clearly and build up more evil power by stalking them. Evil Within's 3 Tiers of power come with different benefits:<br><br>EVIL WITHIN I: Tremendously Decreased Terror Radius. Grants immunity to detection perks. Slightly decreased movement speed. Slightly decreased lunge.<br><br>EVIL WITHIN II: Moderately Decreased Terror Radius. Slightly Increased movement speed. Slightly increased lunge.<br><br>EVIL WITHIN III: Normal Terror Radius. Attacks do double damage. Evil Within III lasts for 60 seconds after which its power is considerably drained.<br><span class="FlavorText">"I met him, fifteen years ago; I was told there was nothing left; no reason, no conscience, no understanding; and even the most rudimentary sense of life or death, of good or evil, right or wrong. I met this six-year-old child, with this blank, pale, emotionless face, and the blackest eyes... the devil's eyes. I spent eight years trying to reach him, and then another seven trying to keep him locked up because I realized that what was living behind that boy's eyes was purely and simply... evil." -Dr Sam Loomis</span>
  1523. Evil Within
  1524. PRESTIGE REWARD I
  1525. PRESTIGE REWARD I
  1526. PRESTIGE REWARD I
  1527. PRESTIGE REWARD I
  1528. PRESTIGE REWARD I
  1529. PRESTIGE REWARD I
  1530. PRESTIGE REWARD I
  1531. PRESTIGE REWARD I
  1532. PRESTIGE REWARD I
  1533. PRESTIGE REWARD I
  1534. PRESTIGE REWARD I
  1535. PRESTIGE REWARD I
  1536. PRESTIGE REWARD I
  1537. PRESTIGE REWARD I
  1538. PRESTIGE REWARD I
  1539. PRESTIGE REWARD I
  1540. PRESTIGE REWARD II
  1541. PRESTIGE REWARD II
  1542. PRESTIGE REWARD II
  1543. PRESTIGE REWARD II
  1544. PRESTIGE REWARD II
  1545. PRESTIGE REWARD II
  1546. PRESTIGE REWARD II
  1547. PRESTIGE REWARD II
  1548. PRESTIGE REWARD II
  1549. PRESTIGE REWARD II
  1550. PRESTIGE REWARD II
  1551. PRESTIGE REWARD II
  1552. PRESTIGE REWARD II
  1553. PRESTIGE REWARD II
  1554. PRESTIGE REWARD II
  1555. PRESTIGE REWARD II
  1556. PRESTIGE REWARD III
  1557. PRESTIGE REWARD III
  1558. PRESTIGE REWARD III
  1559. PRESTIGE REWARD III
  1560. PRESTIGE REWARD III
  1561. PRESTIGE REWARD III
  1562. PRESTIGE REWARD III
  1563. PRESTIGE REWARD III
  1564. PRESTIGE REWARD III
  1565. PRESTIGE REWARD III
  1566. PRESTIGE REWARD III
  1567. PRESTIGE REWARD III
  1568. PRESTIGE REWARD III
  1569. PRESTIGE REWARD III
  1570. PRESTIGE REWARD III
  1571. PRESTIGE REWARD III
  1572. Paths
  1573. Paths
  1574. Perform cooperative actions for a total of {1} full actions.
  1575. Petrified Oak
  1576. Phantom Trap
  1577. Pick up
  1578. Place Trap
  1579. Plunderer's Instinct
  1580. Power Bulb
  1581. Prayer Beads
  1582. Prayer Rope
  1583. Predator
  1584. Premonition
  1585. Primer Bulb
  1586. Primrose Blossom Sachet
  1587. Protective Gloves
  1588. Protective padded leather gloves.<br><li><b>Slightly decreases</b> the setting time of Bear Traps.</li><li>Affected by the Tinkerer Perk.</li><li>Affects every Bear Trap.</li><li>Stacks.</li>
  1589. Prove Thyself
  1590. Pull Down
  1591. Pull Down
  1592. Pumps more gas in the ignition system to ensure a quick and powerful start.<br><li><b>Moderately decreases</b> the Chainsaw's charge time.</li><li>Affected by the Tinkerer Perk.</li><li>Stacks.</li>
  1593. Quarter Moon Bouquet
  1594. Quick & Quiet
  1595. Quitter Bonus
  1596. With The Doctor, hit a survivor with the Shock Therapy attack {1} time(s).
  1597. Rite of Mind Shock
  1598. With The Hag, teleport and hit a survivor {1} time(s).
  1599. Rite of Flesh and Mud
  1600. With The Shape, level up Evil Within {1} times.
  1601. Rite of the Dark Within
  1602. Rancid Abattoir
  1603. Raven Wreath
  1604. Read Map
  1605. Receive an incremental speed bonus to repair, healing and sabotage actions when other survivors are within an <span class="Highlight1">8 meter</span> range.<br><li>1 nearby survivor grants <span class="Highlight2">1%</span> increased speed.</li><li>2 nearby survivors grant <span class="Highlight3">2%</span> increased speed.</li><li>3 nearby survivors grant <span class="Highlight4">3%</span> increased speed.</li><br><span class="FlavorText">"I'll show you what I can do!" -Dwight</span>
  1606. Receive an incremental speed bonus to repair, healing and sabotage actions when other survivors are within an <span class="Highlight1">8 meter</span> range.<br><li>1 nearby survivor grants <span class="Highlight2">2%</span> increased speed.</li><li>2 nearby survivors grant <span class="Highlight3">4%</span> increased speed.</li><li>3 nearby survivors grant <span class="Highlight4">6%</span> increased speed.</li><br><span class="FlavorText">"I'll show you what I can do!" -Dwight</span>
  1607. Receive an incremental speed bonus to repair, healing and sabotage actions when other survivors are within an <span class="Highlight1">8 meter</span> range.<br><li>1 nearby survivor grants <span class="Highlight2">3%</span> increased speed.</li><li>2 nearby survivors grant <span class="Highlight3">6%</span> increased speed.</li><li>3 nearby survivors grant <span class="Highlight4">9%</span> increased speed.</li><br><span class="FlavorText">"I'll show you what I can do!" -Dwight</span>
  1608. Reckless
  1609. Recover
  1610. Red Twine
  1611. Red Windbreaker
  1612. Relaxed Jeans
  1613. Relic Veneration
  1614. Repair
  1615. Repair the equivalent of {1} full generators.
  1616. Repairs
  1617. Rescue {1} survivors from the hook with {0}.
  1618. Resilience
  1619. Retardant Jelly
  1620. Reunited
  1621. Rite of Ruin
  1622. Rite of the Bell
  1623. Rite of the Chain
  1624. Rite of the Jaws
  1625. Rotten Fields
  1626. Rubber Gloves
  1627. Rubber and Hooks
  1628. Rusted Chain
  1629. Bonus Hit
  1630. Attack Bonus
  1631. Shocked
  1632. Madness Tier Up
  1633. Entity Summoned
  1634. Hooked
  1635. Trap Triggered
  1636. Set Trap
  1637. Phantasm Attack
  1638. Cleansing
  1639. Cleansing
  1640. Protection
  1641. Protection
  1642. Stalker
  1643. Evil Within
  1644. Feng Min
  1645. Ace Visconti
  1646. William "Bill" Overbeck
  1647. Laurie Strode
  1648. Sabotage (Saboteur)
  1649. Sabotage (Toolbox)
  1650. Sabotage Trap (Saboteur)
  1651. Sabotage Trap (Toolbox)
  1652. Sabotage the equivalent of {1} full hooks.
  1653. Saboteur
  1654. Sacrifice
  1655. Sacrifice
  1656. Scissors designed to easily cut through textiles.<br><li><b>Moderately increases</b> healing speed.</li><li>Stacks.</li>
  1657. Score_ThrillOfTheHunt_Name
  1658. Scraps
  1659. Scratched Coin
  1660. Scratched Pearl
  1661. Scruffy Jake
  1662. Sealed Envelope
  1663. Search
  1664. Search
  1665. Search
  1666. Secondary Coil
  1667. Self Care
  1668. Serrated Jaws
  1669. Set Trap
  1670. Set Trap
  1671. Setting Tools
  1672. Shadowborn
  1673. Sharp Mustache Jake
  1674. Shelter Woods
  1675. Shock Therapy
  1676. Shop Lubricant
  1677. Shredded Plate
  1678. Shrike Wreath
  1679. Shroud of Binding
  1680. Shroud of Separation
  1681. Shroud of Union
  1682. Signed Ledger Page
  1683. Skeleton Key
  1684. Slaughterhouse Casual
  1685. Slippery Meat
  1686. Sloppy Butcher
  1687. Small Game
  1688. Snap Out Of It
  1689. Someone quickly painted what seems to be repair instructions on this piece of bark.<br><li><b>Moderately increases</b> the Toolbox's repair efficiency.</li><li>Stacks.</li>
  1690. Spark Plug
  1691. Specialized tools designed to quickly and effortlessly set Bear Traps.<br><li><b>Considerably decreases</b> the setting time of Bear Traps.</li><li>Affected by the Tinkerer Perk.</li><li>Affects every Bear Trap.</li><li>Stacks.</li>
  1692. Speed Limiter
  1693. Spies from the Shadows
  1694. Spiked Boots
  1695. Spine Chill
  1696. Sponge
  1697. Sport Cap
  1698. Sport Leggings
  1699. Sport Top
  1700. Spotted Owl Wreath
  1701. Springs, screws and gears. Mostly unusable junk.<br><li>Adds <b>15 charges</b> to the Toolbox.</li><li>Stacks.</li>
  1702. Sprint Burst
  1703. Stalk
  1704. Stalk
  1705. Stalker
  1706. Stalker
  1707. Stay dry on the trails with this high performance trail jacket.
  1708. Stretchy in all the right places with outstanding support for the hamstrings.
  1709. Strong Coil Spring
  1710. Struggle
  1711. Struggle
  1712. Struggle
  1713. Styptic Agent
  1714. Successfully open {1} exit gates with {0}.
  1715. Suffocation Pit
  1716. Surprise
  1717. Surprise Attack
  1718. Survived
  1719. Survived
  1720. Survived
  1721. Survivor Found
  1722. "I fear I cannot escape this place, nor the being stalking these woods. I can only survive."<br>- Benedict Baker
  1723. Sweat Pants
  1724. Sweet William Sachet
  1725. Switch to Punishment
  1726. Switch to Treatment
  1727. TEACHABLE PERKS
  1728. THE BLOODWEB
  1729. THE ENTITY
  1730. TIR Optic
  1731. Tanager Wreath
  1732. Tar Bottle
  1733. Tarnished Coin
  1734. Teleport
  1735. The Awakening
  1736. The Baikra-Kaeug symbol, representing imperviousness, is finger-drawn in mud on the body of the bell.<br><li><b>Moderately Increases</b> light burn resistance.</li><li>Stacks.</li>
  1737. The Baikra-Kaeug symbol, representing imperviousness, is finger-drawn in soot on the body of the bell.<br><li><b>Slightly Increases</b> light burn resistance.</li><li>Stacks.</li>
  1738. The French braids are ideal to keep her hair out of her face while running.
  1739. The Hillbilly
  1740. The Hunt Ritual
  1741. The Initiation
  1742. The Khugwemuu symbol, representing the spirit world, is finger-drawn in soot on the body of the bell.<br><li><b>Grants stealth</b> when uncloaking while motionless.</li><li>Stealth reduces your terror radius to 0 until you move or act again.</li>
  1743. The Kra-Frabai symbol, representing the Entity watching over us, is finger-drawn in mud on the head of the bell.<br><li>While invisible, see the survivors' auras within a <b>4 meter</b> range.</li>
  1744. The Kra-Frabai symbol, representing the Entity watching over us, is stamped in blood on the head of the bell.<br><li>While invisible, see the survivors' auras within an <b>8 meter</b> range.</li>
  1745. The Kratin symbol, representing quick passing, is finger-drawn in mud on the body of the bell.<br><li><b>Moderately reduces</b> the Bell's disappearance time.</li><li>Affected by the Tinkerer Perk.</li><li>Stacks.</li>
  1746. The Kratin symbol, representing quick passing, is finger-drawn in soot on the body of the bell.<br><li><b>Slightly reduces</b> the Bell's disappearance time.</li><li>Affected by the Tinkerer Perk.</li><li>Stacks.</li>
  1747. The Kuntin-Takkho symbol, representing a rapid descent on a prey, is finger-drawn in soot on the body of the bell.<br><li><b>Slightly reduces</b> the Bell's reappearance time.</li><li>Affected by the Tinkerer Perk.</li><li>Stacks.</li>
  1748. The Kuntin-Takkho symbol, representing a rapid descent on a prey, is stamped in white ink on the body of the bell.<br><li><b>Considerably reduces</b> the Bell's reappearance time.</li><li>Affected by the Tinkerer Perk.</li><li>Stacks.</li>
  1749. The Macmillan Estate
  1750. The Macmillan Estate
  1751. The Macmillan Estate
  1752. The Macmillan Estate
  1753. The Macmillan Estate
  1754. The Macmillan Estate
  1755. The Ohuwe-Onmnea symbol, representing a violent storm, is finger-drawn in mud on the body of the bell.<br><li><b>Grants a boost</b> to movement speed for <b>1 seconds</b> after reappearing.</li>
  1756. The Ohuwe-Onmnea symbol, representing a violent storm, is finger-drawn in soot on the body of the bell.<br><li><b>Grants a boost</b> to movement speed for <b>0.5 second</b> after reappearing.</li>
  1757. The Reconstruction Ritual
  1758. The Savior Ritual
  1759. The Thompson House
  1760. The Trapper
  1761. The Way of Light
  1762. The Wraith
  1763. The addition of blood makes these slacks far more dramatic.
  1764. The addition of blood makes these slacks far more dramatic.
  1765. The blood of countless animals runs free with the brains of victims.
  1766. The blood of countless animals runs free with the brains of victims.
  1767. The cattle hammer deals a sharp blow to the skull as the most effective manner of slaughter.
  1768. The crows found in the world can communicate directly with you. <span class="Highlight1">50%</span> of the time, cawing crows give you a visual cue when you are within a <span class="Highlight2">16 meter</span> range.<br><span class="FlavorText">"In the shadows they torment, scarring our minds with each scream."</span>
  1769. The crows found in the world can communicate directly with you. <span class="Highlight1">50%</span> of the time, cawing crows give you a visual cue when you are within a <span class="Highlight2">24 meter</span> range.<br><span class="FlavorText">"In the shadows they torment, scarring our minds with each scream."</span>
  1770. The crows found in the world can communicate directly with you. <span class="Highlight1">75%</span> of the time, cawing crows give you a visual cue when you are within a <span class="Highlight2">36 meter</span> range.<br><span class="FlavorText">"In the shadows they torment, scarring our minds with each scream."</span>
  1771. The everyday, clean shaven Dwight ready for a day at work.
  1772. The hooks dig deep into the flesh, the pain giving way to pure rage.
  1773. The layers of grime and damage cannot remove the look of intent on Meg's face.
  1774. The layers of grime and damage cannot remove the look of intent on Meg's face.
  1775. The perfect blend of performance material and comfort.
  1776. The perfect jeans for the fashion conscious denim enthusiast.
  1777. The perfect pair of brown high boots to set off those jeans.
  1778. The rips and tears make this waterproof coat far less effective.
  1779. The rips and tears make this waterproof coat far less effective.
  1780. The teeth of death lie on Azarov's skull and spine.
  1781. The ultimate in comfy, everyday sports wear.
  1782. These replacement Bear Trap jaws have saw-like blades which cause awful open wounds when they snap.<br><li>Inflicts <b>heavy bleeding</b> upon the trapped victim until healed.</li><li>Affects every Bear Trap.</li><br><span class="FlavorText">"Like a predatory beast, it can smell and track blood."</span>
  1783. They say a mustache adds a certain gravitas to the persona.
  1784. Thick gloves which reduce menial dexterity but protect hands from injury.<br><li><b>Slightly increases</b> the chance to trigger a sabotage Skill Check.</li><li><b>Slightly increases</b> sabotage Skill Check success zones.</li><li><b>Considerably reduces</b> the sabotage Skill Check failed penalty.</li><li>Stacks.</li>
  1785. Thick rubber boots with incredible grip to help on muddy trails.
  1786. This cap keeps the sun out of Meg's eyes during sunset runs.
  1787. This chain is covered with crusty and volatile rust spots that make injuries particularly difficult to heal.<br><li><b>Considerably increases</b> the healing time of survivors injured by the chainsaw.</li><li>Stacks.</li>
  1788. This chain is stained with a foul substance that afflicts anyone it touches with debilities.<br><li><b>Moderately decreases</b> the repair speed of survivors injured by the chainsaw.</li><li><b>Considerably increases</b> the healing time of survivors injured by the chainsaw.</li><li>Stacks.</li>
  1789. This intricate mechanical part feels oddly out of place. It is clean and shiny as if straight out of the factory.<br><li><b>Toolbox Repair</b> action is replaced with <b>Install Brand New Part</b>.</li><li><b>Install Brand New Part</b> will trigger a <b>skill check</b> every <span class="Highlight1">2 seconds</span> until the generator is repaired or the interaction ends.</li><li><b>Good</b> skill checks grant <span class="Highlight2"\>5%</span> total generator progression.</li><li><b>Great</b> skill checks grants <span class="Highlight2">10%</span> total generator progression.</li><li>Completing the repair, interrupting the action or failing a skill check will consume the toolbox and all its add-ons.</li>
  1790. This is not Happening
  1791. This opaque piece of glass emits a dull vibrating noise. When the Key is used to unlock a black lock, the glass token protects the key from breaking, channeling the black fog's energy into the glass.<br><li>Do not lose the key when unlocking a black lock, lose this add-on instead.</li>
  1792. This style is unbalanced. That's aldwight.
  1793. Those glasses are effective at keeping the blood out of his eyes.
  1794. Those glasses are effective at keeping the blood out of his eyes.
  1795. Tightly knitted rope used in praying rituals. Can be attached to the Key.<br><li>Adds <b>10 seconds</b> of use to the Key.</li><li>Stacks.</li><br><span class="FlavorText">"Pray all you want, your words are getting lost somewhere up there, in the fog."</span>
  1796. Tinkerer
  1797. The chainsaw charge grants The Hillbilly greatly increased speed, but severely limits maneuverability.
  1798. The Hillbilly
  1799. The Hillbilly
  1800. The Hillbilly
  1801. The Hillbilly
  1802. The Hillbilly can quickly shred through pallets with his chainsaw.
  1803. Survivors hit by The Hillbilly's chainsaw will be put into the dying state instantly.
  1804. Hitting walls or objects with the chainsaw stuns The Hillbilly.
  1805. While in treatment mode, The Doctor emits a static field within his terror radius that causes survivors to gain madness. The effect becomes stronger the closer survivors get to The Doctor.
  1806. The Doctor
  1807. The Doctor
  1808. The Doctor
  1809. The Doctor
  1810. The Doctor
  1811. While in treatment mode, The Doctor's regular attack is replaced with a shock therapy area attack which greatly increases the madness level of any survivors it hits.
  1812. At madness level II, survivors experience shared hallucinations that The Doctor can also see. At madness level III, The Doctor can read these hallucinations' auras from a distance.
  1813. When reaching new levels of madness, survivors scream and reveal their location to all players.
  1814. At madness level III, survivors cannot repair, heal, sabotage or cleanse. They will also scream periodically, revealing their location. They must stay still and "snap out of it" to return to madness level II.
  1815. The Hillbilly is equipped with a chainsaw that can smash pallets and put survivors in the dying state in one hit. While using his chainsaw he moves at incredible speed, but is briefly stunned if he collides with objects or walls.
  1816. Facing The Hillbilly
  1817. The Doctor inflicts madness on his victims using his static field and shock therapy attack. There are three tiers of madness, and each one triggers new afflictions. Overwhelming madness causes survivors to scream, which reveals their position to all players. Survivors at madness tier II experience shared hallucinations, and survivors at madness tier III cannot repair, sabotage, heal or cleanse.
  1818. Facing The Doctor
  1819. The Hag places phantasm traps around the map. Walking too close to a trap will trigger it, causing a frightening phantasm to appear. The Hag can teleport directly to a triggered trap as long as she is within range. Survivors can avoid triggering her traps by crouching through the trap zone, or burning the traps with a flashlight. The Hag is slightly slower than most other killers.
  1820. Facing The Hag
  1821. The Nurse can blink through walls and other solid objects. After blinking, she has a short window in which to attack or blink again before she is affected by fatigue, which reduces her speed and impairs her vision. Try anticipate where she will blink, break line of sight, and escape while she is fatigued.
  1822. Facing The Nurse
  1823. The Shape increases his power by stalking survivors. In tier I, he is very slow and has a short lunge range, but has nearly no terror radius and can easily sneak up on survivors. In tier II, his speed and lunge are comparable to other killers, but his terror radius is half the normal size. In tier III, The Shape has a longer lunge, normal terror radius, fast windows vaults and a brutal stab that leaves survivors in the dying state. Tier III is temporary - try to avoid The Shape until his power has subsided.
  1824. Facing The Shape
  1825. The Trapper can set bear traps almost anywhere. Windows, pallets, choke points and tall grass are all commonly trapped areas. These traps injure and immobilize their victims. Survivors can attempt to escape on their own (25% chance per attempt) or they can be saved by another survivor. Bear traps can be disarmed without the aid of items or perks, or permanently sabotaged with a toolbox or the Saboteur perk.
  1826. Facing The Trapper
  1827. The Wraith can become practically invisible, though he can be spotted by a slight shimmer when he moves. Pay attention to his wailing bell which can be heard when he cloaks and uncloaks. While cloaked he has increased speed, no terror radius and he cannot attack. He is also vulnerable to flashlights.
  1828. Facing The Wraith
  1829. The Hag is smaller than other killers, making her more difficult to be spotted from afar. She excels at using line of sight blockers to hide her approach.
  1830. The Hag
  1831. The Hag
  1832. The Hag
  1833. The Hag
  1834. The Hag
  1835. The Hag can teleport to any activated phantasm trap for the duration that it is active if she is within teleportation range. Phantasm traps will be highlighted in white when The Hag is in range to teleport and in red when she is not.
  1836. Survivors can avoid triggering phantasm traps by crouching past them. Try placing traps in places survivors wouldn't expect!
  1837. The Hag can place to 10 phantasm traps in the level at once. Triggered phantasm traps can disorient survivors and allow The Hag to teleport to them.
  1838. If multiple phantasm traps are activated, The Hag can prioritize which trap she will teleport to by looking in its direction.
  1839. If you lose a survivor, listen closely! You may hear their footsteps. If they are injured, you'll be able to track them by listening to their groans of pain.
  1840. Running survivors leave red scratch marks in the environment that only killers can see. Use them to track survivor movements.
  1841. Killer add-ons can modify their power in many ways. They are consumed once the trial ends.
  1842. Hooking survivors on the Entity's sacrificial hook is the killer's primary goal and is therefore one of the actions that awards the most bloodpoints.
  1843. Though they share most basic abilities, every killer has a unique power.
  1844. Generators undergoing repairs make a lot of noise. This can tip the killer off to the survivors' location, or it can be used by survivors to mask other noisy actions such as healing.
  1845. Loud noise events, such as when a survivor misses a skill check, alert the killer of the survivor's location.
  1846. The killer sees the aura (outline) of all unrepaired generators. Patrolling generators is a great way to find survivors.
  1847. Killers can break dropped pallets. This action takes some time, but renders the pallet completely unusable.
  1848. A healthy survivor hit by the killer will enter the injured state. Another successful hit will put the survivor into the dying state. A dying Survivor can be picked up by the killer and brought to a sacrificial hook.
  1849. During a chase, the killer must pay attention to the environment and the survivor's movements to guess their next move.
  1850. Survivors can aim their flashlights directly at the killer's eyes to blind them briefly and make them drop any survivors they were carrying. The time required to blind a killer depends on the flashlight and add-ons used.
  1851. Survivors can escape a Killers grasp by "wiggling free", which takes some time. Killers must make haste to a hook before survivors wiggle free. A successful wiggle free will stun the killer for a few seconds.
  1852. Survivors can drop pallets on the killer to stun them temporarily.
  1853. Crows can be found in every level. These servants of the entity will take off and caw when disturbed. Killers can use the crows to pinpoint the location of moving survivors.
  1854. Hold down the attack button to perform a lunge attack. This attack grants a burst of speed, but the killer is slowed while they recover.
  1855. Once The Entity has consumed a survivor on a sacrificial hook, that hook is destroyed and can no longer be used. This does not apply to basement hooks, which cannot be destroyed.
  1856. Injured survivors leave trails of blood. Follow the blood trail to catch them before they can heal.
  1857. Experienced survivors tend to run with a plan. When chasing, try to identify windows, pallets and line of sight blockers in the area to predict survivors' movements.
  1858. Many survivor actions can be interrupted, giving the killer a free grab and pick up. To initiate an interrupt, tap the attack button at close range while the survivor is occupied. Lunge attacks do not trigger interrupts. The Entity is especially amused by interrupted hatch escapes.
  1859. Hitting a healthy Survivor grants them a short burst of speed.
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  1882. At Evil Within tier I, The Shape has a very small terror radius which allows him to lurk near his victims without alerting them of his presence.
  1883. The Shape
  1884. The Shape
  1885. The Shape
  1886. The Shape
  1887. The Shape
  1888. The Shape must keep survivors in his line of sight while stalking in order to build up his power.
  1889. When The Shape's Evil Within reaches tier III, he changes stance. For a limited time, his window vault speed and lunge range are increased and his attacks automatically put survivors in the dying state.
  1890. The Shape increases the power of his Evil Within by stalking survivors.
  1891. There is a limit to how much power The Shape can gain from stalking a survivor. If a stalked survivor's highlight is bright red, no more power can be gained from stalking that survivor.
  1892. After blinking, The Nurse has a short window to either attack or blink again (if she has blinks remaining) before becoming fatigued. Attacking after blinking increases fatigue time.
  1893. The Nurse
  1894. The Nurse
  1895. The Nurse
  1896. The Nurse
  1897. The Nurse
  1898. The Nurse gets fatigued for a few seconds after a blink. During this time, The Nurse cannot attack or interact and has limited vision.
  1899. The Nurse can travel long distances quickly, through walls and objects, using her blink ability.
  1900. The longer The Nurse charges her blink, the further the distance she can travel.
  1901. The Nurse's blink power comes at a cost. Her base movement speed is slower than most killers.
  1902. When The Nurse is holding a fully charged blink, she clenches her fist.
  1903. Survivors should be mindful of their actions. Running leaves tracks only the killer can see. Loud, rushed actions like fast window vaults or quick locker entry trigger visual notifications for the killer as well.
  1904. When injured, a survivor can be healed by another survivor, or they can heal themselves with a med-kit.
  1905. When injured, a survivor is easier to locate. An injured survivor is more noisy and leaves behind a trail of blood.
  1906. Survivors are awarded bloodpoints for completing objectives, evading the killer, surviving the trial, and helping other survivors.
  1907. A Survivor in the dying state cannot fully recover to the injured state on their own without the help of a perk or another survivor to help them.
  1908. Skillful interactions such as repairing, healing or sabotaging will periodically trigger skill checks. There is an audio notification before a skill check appears.
  1909. Generators can often be located by searching for the flashing lights above them.
  1910. Failing a skill check sets back an action's progress and notifies the killer of the survivor's location.
  1911. If a survivor does not survive the trial, they lose any items and add-ons that they were carrying.
  1912. Survivors can attempt to evade killers by hiding in lockers. Killers can search lockers, but spend precious time doing so.
  1913. A hooked survivor can be rescued by other survivors. In the first phase of the sacrifice, they may also attempt to unhook themselves (with a 4% base chance to succeed) at the cost of accelerating the sacrifice progress.
  1914. The number beside the generator icon indicates how many more generators the survivors must repair before the exit gates can be opened.
  1915. The terror radius, also known as the heartbeat, indicates the killer's approach. The more intense it is, the closer the killer is!
  1916. Survivors vault more quickly through a window when running, but they are much louder and notify the killer of their location.
  1917. Dropping a pallet creates a loud noise that gives away your position to the killer. It can also be used as a diversion.
  1918. Offerings are consumed once the match starts, unless they conflict with other offerings.
  1919. While in a trial, survivors can swap their carried item for other items found in a chest or on the ground.
  1920. Dull totems can always be found scattered throughout the trial area. Certain killer perks (called hex perks) activate dull totems and turn them into hex totems. Cleansing a hex totem deactivates its associated hex perk. All totems grant bloodpoints when they are cleansed.
  1921. Successfully escaping the killer during a chase awards survivors with bloodpoints.
  1922. Once enough generators have been repaired, the survivors' goal is to activate one of the two exit switches which will open the exit gate for survivors to escape through.
  1923. Actions such as repairing generators or healing injured allies are performed much faster when cooperating with other survivors.
  1924. A survivor who is hooked for the third time (or the second time if they reached the second phase of the sacrifice) will automatically summon the Entity to complete the sacrifice sequence.
  1925. If you are the last survivor left alive, the hatch may be available as an alternate escape! Look for the hatch icon beside the number of generators that need to be completed. If the icon is present then the hatch is open. Find the hatch and make a swift exit.
  1926. Carried survivors can attempt to wiggle free from the killer's grasp. If a survivor succeeds before the killer hooks them, the killer is momentarily stunned so that the survivor can make a quick escape.
  1927. Pay attention to the killer's red stain. It tells you in which direction they are looking.
  1928. Survivors can scavenge items from chests which may increase their odds of survival.
  1929. The Entity will temporarily block a window if a survivor vaults through it repeatedly in a short time. The window is only blocked for the survivor that abused it.
  1930. Dropping a pallet on a killer momentarily stuns them.
  1931. Survivors in the dying state can still escape by crawling to the exit gates or the hatch.
  1932. Pay attention the other survivors' status icons. They will let you know if survivors are injured, dying or hooked.
  1933.  
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  1978.  
  1979. When survivors disarm a bear trap, it triggers a loud noise notification at the trap's location that can be seen by the killer.
  1980. The Trapper
  1981. The Trapper
  1982. The Trapper
  1983. The Trapper
  1984. The Trapper
  1985. Windows, pallets and narrow paths are great strategic locations to place bear traps.
  1986. The Trapper is notified when a survivor steps in one of his bear traps. Once a Survivor is trapped it's a race to grab the survivor before they can struggle free or be saved by a teammate.
  1987. A careless Trapper can step into his own bear trap, causing him to drop any survivor he was carrying.
  1988. A survivor with a toolbox or the Saboteur perk can sabotage bear traps and make them unusable.
  1989. A cloaked Wraith is fully invisible while still, but causes a slight distortion while moving. He can also be detected by listening for his snarl or by certain detection perks.
  1990. The Wraith
  1991. The Wraith
  1992. The Wraith
  1993. The Wraith
  1994. The Wraith
  1995. The Wraith's movement speed is reduced while cloaking or uncloaking.
  1996. The Wraith is vulnerable to flashlights while cloaked. Aiming the beam at The Wraith's body will burn him out of invisibility. He finds this very unpleasant.
  1997. While cloaked, The Wraith is faster, cannot attack, and has no terror radius.
  1998. The Wraith must ring his bell in order to cloak or uncloak. This can be heard by survivors.
  1999. To tear skin tight leggings means you tear the skin they are tightly clinging to.
  2000. To tear skin tight leggings means you tear the skin they are tightly clinging to.
  2001. Tool that increases the angle of the depth gauge, making the chain eat more "wood."<br><li><b>Moderately reduces</b> the time penalty when bumping into objects.</li><li>Stacks.</li>
  2002. Toolbox
  2003. Toolbox
  2004. Toolbox
  2005. Toolbox
  2006. Toolbox
  2007. Toolbox
  2008. Toolbox
  2009. Toolbox Repair
  2010. A lucky gambler
  2011. An old soldier
  2012. Power: <b>Chainsaw</b><br><br><li>Break into a crazed sprint on charge activation.</li><li>Limited steering capabilities while sprinting.</li><li>Automatically puts in the dying state on a successful hit.</li><li>Teachable Perks: <b>Enduring, Lightborn, Tinkerer</b></li>
  2013. A studious botanist
  2014. Power: <b>Carter's Spark</b><br><li><b>Switch Stance</b>: Punishment mode is used to injure survivors. Treatment mode grants the abilities <b>Static Field</b> and <b>Shock Therapy</b>.</li><li><b>Static Field</b>: While in <b>Treatment</b> mode, generate a <b>Static Field</b> equal to your terror radius which increases survivor <b>Madness</b> based on proximity to The Doctor.</li><li><b>Shock Therapy: Treatment</b> mode grants the ability to charge and release a <b>Shock Therapy</b> attack that greatly increases survivors' <b>Madness</b></li><li><b>Madness Tier I</b>: Causes survivors to scream revealing their position to The Doctor.</li><li><b>Madness Tier II</b>: All effects of <b>Tier I</b>. Causes survivors to experience <b>Shared Hallucinations</b>.</li><li><b>Madness Tier III</b>: All effects of <b>Tier II</b>. <b>Shared Hallucinations</b> intensify allowing The Doctor to read their <b>Auras</b>. Survivors regularly scream revealing their position to The Doctor. Survivors cannot heal, repair, sabotage, search or cleanse until they <b>Snap Out Of It</b></li>.<li>More <b>Afflictions</b> are available with add-ons</b>. </li><br><li>Teachable Perks: <b>Overwhelming Presence, Monitor and Abuse, Overcharge
  2015. A nervous leader
  2016. A focused competitor
  2017. Power: <b>Blackened Catalyst</b><br><br><li>Grants the ability to create and maintain <b>10</b> phantasm traps.</li><li>Grants the ability to instantly travel to triggered phantasm when within a <b>32 meter</b> range.</li><li>Survivors who enter the trap area trigger a phantasm of The Hag to appear and disorient the survivor.</li><li>Teachable Perks: <b>Hex: The Third Seal, Hex: Ruin, Hex: Devour Hope</b></li>
  2018. A solitary survivalist
  2019. A determined survivor
  2020. An energetic athlete
  2021. Power: <b>Evil Within</b><br><br><li>Stalk survivors to charge up Evil Within.</li><li>Evil Within has 3 unique tiers that affect his ability to hunt survivors.</li><li>Evil Within 1 has a greatly reduced terror radius.</li><li>Evil Within 3 unlocks the ability to automatically put in the dying state on a successful attack for a limited time.</li><li>Survivors white highlights changes to red when they are maxed out with Evil Within.</li><li>Teachable Perks: <b>Save The Best For Last, Play With Your Food, Dying Light</b></li>
  2022. An urban artist
  2023. Power: <b>Spencer's Last Breath</b><br><br><li>Blink up to <b>20 meters</b> on charge activation.</li><li>Can blink twice before becoming fatigued.</li><li>Can perform a lethal blink attack after blinking.</li><li>Teachable Perks: <b>Stridor, Thanatophobia, A Nurse's Calling</b></li>
  2024. Power: <b>Bear Trap</b><br><br><li>Set bear traps to immobilize and injure trapped victims.</li><li>Starts match with <b>1</b> bear trap.</li><li><b>5</b> bear traps are available randomly placed in the level.</li><li>Teachable Perks: <b>Unnerving Presence, Brutal Strength, Agitation</b></li>
  2025. Power: <b>Wailing Bell</b><br><br><li>Charge action that grants near total invisibility.</li><li>Faster movement when cloaked.</li><li>Cannot attack or interact while cloaked.</li><li>Teachable Perks: <b>Predator, Bloodhound, Shadowborn</b></li>
  2026. Torment Creek
  2027. Torn Jeans
  2028. Trap Disarm
  2029. Trap Escape
  2030. Trap Rescue
  2031. Trap Rescue
  2032. Trap Rescue
  2033. Trap Sabotage
  2034. Trapped
  2035. Trapper Bag
  2036. Trapper Gloves
  2037. Twisted, crooked skin covered with the rags of the unwanted.
  2038. Types
  2039. Types
  2040. UNPREDICTABILITY
  2041. Uncloak
  2042. Unhook
  2043. Unlike other beasts of the fog, you have adapted to light. Your vision is dimmed by <span class="Highlight1">25%</span>, but you can endure strong lights. Resistance to blindness is increased by <span class="Highlight2">20%</span>. Recovery from blindness is increased by <span class="Highlight3">50%</span>.<br><span class="FlavorText">"These monsters... they adapt! They emerge with strange new abilities." -Vigo's Journal</span>
  2044. Unlike other beasts of the fog, you have adapted to light. Your vision is dimmed by <span class="Highlight1">35%</span>, but you can endure strong lights. Resistance to blindness is increased by <span class="Highlight2">60%</span>. Recovery from blindness is increased by <span class="Highlight3">50%</span>.<br><span class="FlavorText">"These monsters... they adapt! They emerge with strange new abilities." -Vigo's Journal</span>
  2045. Unlike other beasts of the fog, you have adapted to light. Your vision is dimmed by <span class="Highlight1">30%</span>, but you can endure strong lights. Resistance to blindness is increased by <span class="Highlight2">40%</span>. Recovery from blindness is increased by <span class="Highlight3">50%</span>.<br><span class="FlavorText">"These monsters... they adapt! They emerge with strange new abilities." -Vigo's Journal</span>
  2046. Unlocking
  2047. Unlocks potential in one's aura reading ability. <span class="Highlight1">1</span> generator's aura are revealed to you for <span class="Highlight2">4 seconds</span> when starting a trial. If you are holding a map that can track generators, generators revealed by Deja Vu are added to the map.
  2048. Unlocks potential in one's aura reading ability. <span class="Highlight1">1</span> generator's aura are revealed to you for <span class="Highlight2">8 seconds</span> when starting a trial. If you are holding a map that can track generators, generators revealed by Deja Vu are added to the map.
  2049. Unlocks potential in one's aura reading ability. <span class="Highlight1">2</span> generators' auras are revealed to you for <span class="Highlight2">8 seconds</span> when starting a trial. If you are holding a map that can track generators, generators revealed by Deja Vu are added to the map.
  2050. Unlocks potential in one's aura reading ability. Allies' auras are revealed to you when they are within a <span class="Highlight1">12 meter</span> range.<br><span class="FlavorText">"We have to work as a team, I need you to survive so that I can survive!"-Dwight</span>
  2051. Unlocks potential in one's aura reading ability. Allies' auras are revealed to you when they are within a <span class="Highlight1">24 meter</span> range.<br><span class="FlavorText">"We have to work as a team, I need you to survive so that I can survive!"-Dwight</span>
  2052. Unlocks potential in one's aura reading ability. Allies' auras are revealed to you when they are within a <span class="Highlight1">36 meter</span> range.<br><span class="FlavorText">"We have to work as a team, I need you to survive so that I can survive!"-Dwight</span>
  2053. You have the undeniable capability to sense danger. Get an auditory warning when looking in the direction of Killer Traps and Totems in a <span class="Highlight1">45-degree</span> cone within a range of <span class="Highlight2">8 meters</span>. Small Game has a cooldown of <span class="Highlight3">15 seconds</span> each time it activates.<br><i>Only works on traps that are set by killers.</i>
  2054. You have the undeniable capability to sense danger. Get an auditory warning when looking in the direction of Killer Traps and Totems in a <span class="Highlight1">45-degree</span> cone within a range of <span class="Highlight2">10 meters</span>. Small Game has a cooldown of <span class="Highlight3">12 seconds</span> each time it activates.<br><i>Only works on traps that are set by killers.</i>
  2055. You have the undeniable capability to sense danger. Get an auditory warning when looking in the direction of Killer Traps and Totems in a <span class="Highlight1">45-degree</span> cone within a range of <span class="Highlight2">12 meters</span>. Small Game has a cooldown of <span class="Highlight3">10 seconds</span> each time it activates.<br><i>Only works on traps that are set by killers.</i>
  2056. Unlocks potential in one's aura reading ability. Chests' auras are revealed to you when standing within a <span class="Highlight1">16-meter</span> range. Grants a <b>Slightly</b> better chance at finding an item of higher rarity from chests.
  2057. Unlocks potential in one's aura reading ability. Chests' auras are revealed to you when standing within a <span class="Highlight1">24-meter</span> range. Grants a <b>Moderately</b> better chance at finding an item of higher rarity from chests.
  2058. Unlocks potential in one's aura reading ability. Chests' auras are revealed to you when standing within a <span class="Highlight1">32-meter</span> range. Grants a <b>Considerably</b> better chance at finding an item of higher rarity from chests.
  2059. Unlocks potential in one's aura reading ability. Dying or Injured allies' auras are revealed to you when within a <span class="Highlight1">32 meter</span> range. Empathy does not reveal auras of allies when they are in the killer's direct contact.
  2060. Unlocks potential in one's aura reading ability. Dying or Injured allies' auras are revealed to you when within a <span class="Highlight1">64 meter</span> range. Empathy does not reveal auras of allies when they are in the killer's direct contact.
  2061. Unlocks potential in one's aura reading ability. Dying or Injured allies' auras are revealed to you within an <span class="Highlight1">unlimited</span> range. Empathy does not reveal auras of allies when they are in the killer's direct contact.
  2062. Unlocks potential in one's aura reading ability. Reveals dying survivors' auras when standing within a <span class="Highlight1">12 meter</span> range.
  2063. Unlocks potential in one's aura reading ability. Reveals dying survivors' auras when standing within a <span class="Highlight1">24 meter</span> range.
  2064. Unlocks potential in one's aura reading ability. Reveals dying survivors' auras when standing within a <span class="Highlight1">36 meter</span> range.
  2065. Unlocks potential in one's aura reading ability. Survivors' auras are revealed to you for a duration of <span class="Highlight1">5 seconds</span> when the exit gates are powered.
  2066. Unlocks potential in one's aura reading ability. Survivors' auras are revealed to you for a duration of <span class="Highlight1">7 seconds</span> when the exit gates are powered.
  2067. Unlocks potential in one's aura reading ability. Survivors' auras are revealed to you for a duration of <span class="Highlight1">9 seconds</span> when the exit gates are powered.
  2068. Unlocks potential in one's aura reading ability. When the exit gates are powered, the Killer's aura is revealed to you for <span class="Highlight1">3 seconds</span>.<br><span class="FlavorText">“Take it from an old-timer: Slow down, don't rush and try not to worry so much! The best way to beat him is to know how he thinks.” - Lost tapes, Murf</span>
  2069. Unlocks potential in one's aura reading ability. When the exit gates are powered, the Killer's aura is revealed to you for <span class="Highlight1">5 seconds</span>.<br><span class="FlavorText">“Take it from an old-timer: Slow down, don't rush and try not to worry so much! The best way to beat him is to know how he thinks.” - Lost tapes, Murf</span>
  2070. Unlocks potential in one's aura reading ability. When the exit gates are powered, the Killer's aura is revealed to you for <span class="Highlight1">7 seconds</span>.<br><span class="FlavorText">“Take it from an old-timer: Slow down, don't rush and try not to worry so much! The best way to beat him is to know how he thinks.” - Lost tapes, Murf</span>
  2071. Unlocks the ability to heal yourself without a healing item at <span class="Highlight1">30%</span> the normal healing speed. Skill checks triggered in this situation have success zones reduced by <span class="Highlight2">20%</span>. Increases the efficiency of healing item self-heal by <span class="Highlight3">50%</span>.
  2072. Unlocks the ability to heal yourself without a healing item at <span class="Highlight1">40%</span> the normal healing speed. Skill checks triggered in this situation have success zones reduced by <span class="Highlight2">10%</span>. Increases the efficiency of healing item self-heal by <span class="Highlight3">75%</span>.
  2073. Unlocks the ability to heal yourself without a healing item at <span class="Highlight1">50%</span> the normal healing speed. Increases the efficiency of healing item self-heal by <span class="Highlight3">100%</span>.
  2074. Unlocks the ability to sabotage without a toolbox at <span class="Highlight1">30%</span> the normal sabotage speed. Skill checks triggered in this situation have success zones reduced by <span class="Highlight2">20%</span>. Increases efficiency of toolbox sabotage by <span class="Highlight3">50%</span>.
  2075. Unlocks the ability to sabotage without a toolbox at <span class="Highlight1">40%</span> the normal sabotage speed. Skill checks triggered in this situation have success zones reduced by <span class="Highlight2">10%</span>. Increases efficiency of toolbox sabotage by <span class="Highlight3">75%</span>.
  2076. Unlocks the ability to sabotage without a toolbox at <span class="Highlight1">50%</span> the normal sabotage speed. Increases efficiency of toolbox sabotage by <span class="Highlight3">100%</span>.
  2077. Unlocks the stealth ability. By standing still for <span class="Highlight1">2 seconds</span>, you reduce your terror radius to <span class="Highlight2">0</span> and become stealthy until you move or act again.
  2078. Unlocks the stealth ability. By standing still for <span class="Highlight1">3 seconds</span>, you reduce your terror radius to <span class="Highlight2">0</span> and become stealthy until you move or act again.
  2079. Unlocks the stealth ability. By standing still for <span class="Highlight1">4 seconds</span>, you reduce your terror radius to <span class="Highlight2">0</span> and become stealthy until you move or act again.
  2080. Unnerving Presence
  2081. Unrelenting
  2082. Untrap
  2083. Unusual Stamp
  2084. Use Chainsaw
  2085. Using the power of the Wailing Bell, hit {1} survivors after coming out of invisibility.
  2086. Vault
  2087. Vault
  2088. Vegetable Oil
  2089. Vigo's Shroud
  2090. Virginia Plate
  2091. Exposed
  2092. Wailing Bell
  2093. Wailing Bell
  2094. Waterproof, breathable and seam sealed are what makes this windbreaker so great.
  2095. Wax Brick
  2096. We'll make it
  2097. Weaved Ring
  2098. When the bloodlust is in full swing, his weapon glistens thick with clotted blood.
  2099. When the bloodlust is in full swing, his weapon glistens thick with clotted blood.
  2100. When the frenzy is on, it is hard to contain the blood of his victims.
  2101. When the frenzy is on, it is hard to contain the blood of his victims.
  2102. When the moon rises and the trapper begins his hunt, his blade dribbles with the blood of anticipation.
  2103. When the moon rises and the trapper begins his hunt, his blade dribbles with the blood of anticipation.
  2104. Whispers
  2105. White Ward
  2106. White shirts soak up blood and grime the best.
  2107. White shirts soak up blood and grime the best.
  2108. Wide Lens
  2109. Wiggle
  2110. Wild Dance
  2111. Wire Spool
  2112. Wood ash. When boiled, can be used to dye Bear Traps and make them less noticeable.<br><li><b>Moderately darkens</b> the trap.</li><li>Affects every Bear Trap.</li>
  2113. Worship by Sacrifice
  2114. Wraith
  2115. Wreckers' Yard
  2116. Wretched Shop
  2117. Yellow Wire
  2118. You are motivated in dire situations. Grants <span class="Highlight1">3%</span> additional speed when repairing, sabotaging, healing and searching while you are injured.<br><span class="FlavorText">"Focus, even in these desperate times."</span>
  2119. You are motivated in dire situations. Grants <span class="Highlight1">6%</span> additional speed when repairing, sabotaging, healing and searching while you are injured.<br><span class="FlavorText">"Focus, even in these desperate times."</span>
  2120. You are motivated in dire situations. Grants <span class="Highlight1">9%</span> additional speed when repairing, sabotaging, healing and searching while you are injured.<br><span class="FlavorText">"Focus, even in these desperate times."</span>
  2121. You are resilient to pain. Recovery from the stun condition caused by physical objects is increased by <span class="Highlight1">50%</span>.<br>Recovery from physical stun condition caused by perks is increased by <span class="Highlight2">28%</span>. <br><span class="FlavorText">"He stops at nothing."</span>
  2122. You are resilient to pain. Recovery from the stun condition caused by physical objects is increased by <span class="Highlight1">75%</span>.<br>Recovery from physical stun condition caused by perks is increased by <span class="Highlight2">35%</span>. <br><span class="FlavorText">"He stops at nothing."</span>
  2123. You are resilient to pain. Recovery from the stun condition caused by physical objects is increased by <span class="Highlight1">25%</span>.<br>Recovery from physical stun condition caused by perks is increased by <span class="Highlight2">20%</span>. <br><span class="FlavorText">"He stops at nothing."</span>
  2124. You do not make as much noise as others when quickly vaulting over obstacles or hiding in lockers. The vault and hide actions' noise detection and audio range is reduced by <span class="Highlight1">100%</span>.<br><li>This effect can only be triggered once every <span class="Highlight2">30</span> seconds.</li>
  2125. You do not make as much noise as others when quickly vaulting over obstacles or hiding in lockers. The vault and hide actions' noise detection and audio range is reduced by <span class="Highlight1">100%</span>.<br><li>This effect can only be triggered once every <span class="Highlight2">25</span> seconds.</li>
  2126. You do not make as much noise as others when quickly vaulting over obstacles or hiding in lockers. The vault and hide actions' noise detection and audio range is reduced by <span class="Highlight1">100%</span>.<br><li>This effect can only be triggered once every <span class="Highlight2">20</span> seconds.</li>
  2127. You get excited in anticipation of hooking your prey. Increases your speed while transporting bodies by <span class="Highlight1">12%</span>. While transporting a body, your terror radius is increased by <span class="Highlight2">3 meters</span>.<br><span class="FlavorText">"At some point, the excitement of hooking one of us becomes more important than the desire to kill us."</span>
  2128. You get excited in anticipation of hooking your prey. Increases your speed while transporting bodies by <span class="Highlight1">18%</span>. While transporting a body, your terror radius is increased by <span class="Highlight2">6 meters</span>.<br><span class="FlavorText">"At some point, the excitement of hooking one of us becomes more important than the desire to kill us."</span>
  2129. You get excited in anticipation of hooking your prey. Increases your speed while transporting bodies by <span class="Highlight1">6%</span>.<br><span class="FlavorText">"At some point, the excitement of hooking one of us becomes more important than the desire to kill us."</span>
  2130. You have a keen vision in the darkness of the night. Your vision is <span class="Highlight1">30%</span> clearer and your field of view is <span class="Highlight2">slightly</span> wider than normal. Highly sensitive to light, you get blinded <span class="Highlight3">25%</span> faster than normal and take <span class="Highlight4">50%</span> more time to recover from this condition.<br><span class="FlavorText">"Shining in the darkest dark, his eyes pierce the night and sting your soul."</span>
  2131. You have a keen vision in the darkness of the night. Your vision is <span class="Highlight1">35%</span> clearer and your field of view is <span class="Highlight2">considerably</span> wider than normal. Highly sensitive to light, you get blinded <span class="Highlight3">30%</span> faster than normal and take <span class="Highlight4">50%</span> more time to recover from this condition.<br><span class="FlavorText">"Shining in the darkest dark, his eyes pierce the night and sting your soul."</span>
  2132. You have a keen vision in the darkness of the night. Your vision is <span class="Highlight1">25%</span> clearer. Highly sensitive to light, you get blinded <span class="Highlight3">20%</span> faster than normal and take <span class="Highlight4">50%</span> more time to recover from this condition.<br><span class="FlavorText">"Shining in the darkest dark, his eyes pierce the night and sting your soul."</span>
  2133. You have a rudimentary understanding of the Entity's voice. Sporadically hear the Entity's whisper when standing within a <span class="Highlight1">32 meter</span> range of a survivor.<br><span class="FlavorText">"It's unclear as to the motivations of the fog, but it is undeniable that it often takes the beast's side." -Notebook</span>
  2134. You have a rudimentary understanding of the Entity's voice. Sporadically hear the Entity's whisper when standing within a <span class="Highlight1">40 meter</span> range of a survivor.<br><span class="FlavorText">"It's unclear as to the motivations of the fog, but it is undeniable that it often takes the beast's side." -Notebook</span>
  2135. You have a rudimentary understanding of the Entity's voice. Sporadically hear the Entity's whisper when standing within a <span class="Highlight1">48 meter</span> range of a survivor.<br><span class="FlavorText">"It's unclear as to the motivations of the fog, but it is undeniable that it often takes the beast's side." -Notebook</span>
  2136. You have developed an efficient way to get out of Bear Traps and hooks. Increases by <span class="Highlight1">10%</span> the speed at which you attempt to free yourself from Bear Traps and hooks. The odds of freeing yourself from Bear Traps is increased by <span class="Highlight2">5%</span>.
  2137. You have developed an efficient way to get out of Bear Traps and hooks. Increases by <span class="Highlight1">15%</span> the speed at which you attempt to free yourself from Bear Traps and hooks. The odds of freeing yourself from Bear Traps is increased by <span class="Highlight2">10%</span>. The odds of freeing yourself from hooks is increased by <span class="Highlight3">5%</span>.
  2138. You have developed an efficient way to get out of Bear Traps and hooks. Increases by <span class="Highlight1">5%</span> the speed at which you attempt to free yourself from Bear Traps and hooks.
  2139. You have the undeniable capability to sense danger. Get an auditory warning when looking in the direction of the killer in a <span class="Highlight1">45 degree</span> cone within a range of <span class="Highlight2">12 meters</span>. Premonition has a cooldown of <span class="Highlight3">60 seconds</span> each time it activates. Premonition trumps any of the killer's stealth abilities.<br><span class="FlavorText">"I have a bad feeling about this!"</span>
  2140. You have the undeniable capability to sense danger. Get an auditory warning when looking in the direction of the killer in a <span class="Highlight1">45 degree</span> cone within a range of <span class="Highlight2">24 meters</span>. Premonition has a cooldown of <span class="Highlight3">45 seconds</span> each time it activates. Premonition trumps any of the killer's stealth abilities.<br><span class="FlavorText">"I have a bad feeling about this!"</span>
  2141. You have the undeniable capability to sense danger. Get an auditory warning when looking in the direction of the killer in a <span class="Highlight1">45 degree</span> cone within a range of <span class="Highlight2">36 meters</span>. Premonition has a cooldown of <span class="Highlight3">30 seconds</span> each time it activates. Premonition trumps any of the killer's stealth abilities.<br><span class="FlavorText">"I have a bad feeling about this!"</span>
  2142. You know where to hit to make them bleed. Wounds inflicted by successful attacks <span class="Highlight1">considerably increase</span> the survivor's bleeding frequency. Bleeding returns to normal once the survivor is healed.<br><span class="FlavorText">"It's in its sadistic nature. There is no swift kill as it delights in the obscene spectacle of our agonizing suffering."</span>
  2143. You know where to hit to make them bleed. Wounds inflicted by successful attacks <span class="Highlight1">moderately increase</span> the survivor's bleeding frequency. Bleeding returns to normal once the survivor is healed.<br><span class="FlavorText">"It's in its sadistic nature. There is no swift kill as it delights in the obscene spectacle of our agonizing suffering."</span>
  2144. You know where to hit to make them bleed. Wounds inflicted by successful attacks <span class="Highlight1">slightly increase</span> the survivor's bleeding frequency. Bleeding returns to normal once the survivor is healed.<br><span class="FlavorText">"It's in its sadistic nature. There is no swift kill as it delights in the obscene spectacle of our agonizing suffering."</span>
  2145. You perform at your best when you are under extreme stress. Skill Check success zones when repairing, healing and sabotaging get <span class="Highlight1">10%</span> bigger when you are injured.
  2146. You perform at your best when you are under extreme stress. Skill Check success zones when repairing, healing and sabotaging get <span class="Highlight1">20%</span> bigger when you are injured.
  2147. You perform at your best when you are under extreme stress. Skill Check success zones when repairing, healing and sabotaging get <span class="Highlight1">30%</span> bigger when you are injured.
  2148. You recuperate faster from missed attacks made with your main weapon. The cooldown of missed attacks is reduced by <span class="Highlight1">20%</span> .
  2149. You recuperate faster from missed attacks made with your main weapon. The cooldown of missed attacks is reduced by <span class="Highlight1">25%</span> .
  2150. You recuperate faster from missed attacks made with your main weapon. The cooldown of missed attacks is reduced by <span class="Highlight1">30%</span> .
  2151. You start the trial as far as possible from the killer.<br><li>Secret.</li><br><span class="FlavorText">"I found marvels through the years in the fog, but only now do I understand how to bend the fog's irrefragable rules." -Vigo's Journal</span>
  2152. You start the trial with someone else.<br><li>Secret.</li><br><span class="FlavorText">"A knotted piece of fabric."</span>
  2153. You transform plants found around the campfire into tinctures that slow down bleeding. Healing speed is increased by <span class="Highlight1">15%</span> and the efficiency of healing items is increased by <span class="Highlight2">15%</span>.<br><span class="FlavorText">"Basic botany knowledge could save your life someday."</span>
  2154. You transform plants found around the campfire into tinctures that slow down bleeding. Healing speed is increased by <span class="Highlight1">20%</span> and the efficiency of healing items is increased by <span class="Highlight2">20%</span>.<br><span class="FlavorText">"Basic botany knowledge could save your life someday."</span>
  2155. You transform plants found around the campfire into tinctures that slow down bleeding. Healing speed is increased by <span class="Highlight1">10%</span> and the efficiency of healing items is increased by <span class="Highlight2">10%</span>.<br><span class="FlavorText">"Basic botany knowledge could save your life someday."</span>
  2156. You're able to concentrate and enter a meditative-like state to numb some pain. Grunts of pain caused by injuries are reduced by <span class="Highlight1">100%</span> at <span class="Highlight2">any time</span>.
  2157. You're able to concentrate and enter a meditative-like state to numb some pain. Grunts of pain caused by injuries are reduced by <span class="Highlight1">100%</span> while <span class="Highlight2">staying still</span>.
  2158. You're able to concentrate and enter a meditative-like state to numb some pain. Grunts of pain caused by injuries are reduced by <span class="Highlight1">50%</span> while <span class="Highlight2">staying still</span>.
  2159. You're able to organize a team to cooperate more efficiently. Increases the other survivors' repair, healing and sabotage speeds by <span class="Highlight1">3%</span> when they are within an <span class="Highlight2">8 meter</span> range from you.
  2160. You're able to organize a team to cooperate more efficiently. Increases the other survivors' repair, healing and sabotage speeds by <span class="Highlight1">6%</span> when they are within an <span class="Highlight2">8 meter</span> range from you.
  2161. You're able to organize a team to cooperate more efficiently. Increases the other survivors' repair, healing and sabotage speeds by <span class="Highlight1">9%</span> when they are within an <span class="Highlight2">8 meter</span> range from you.
  2162. Your acute tracking ability allows you to follow disturbances left by passing prey over a longer period of time. Footstep marks stay visible <span class="Highlight1">1 second</span> longer than normal.<br><span class="FlavorText">"Never stop moving and hope you're always two steps ahead of the beast." -Notebook</span>
  2163. Your acute tracking ability allows you to follow disturbances left by passing prey over a longer period of time. Footstep marks stay visible <span class="Highlight1">2 seconds</span> longer than normal.<br><span class="FlavorText">"Never stop moving and hope you're always two steps ahead of the beast." -Notebook</span>
  2164. Your acute tracking ability allows you to follow disturbances left by passing prey over a longer period of time. Footstep marks stay visible <span class="Highlight1">3 seconds</span> longer than normal.<br><span class="FlavorText">"Never stop moving and hope you're always two steps ahead of the beast." -Notebook</span>
  2165. Your fervent care of the hooks found in the basement have aroused the Entity's interest. The basement hooks are granted the following bonuses:<br><li><span class="Highlight1">3%</span> faster Entity progression.</li><li><span class="Highlight2">5%</span> increased difficulty on escape attempts.</li><li><span class="Highlight3">3%</span> increased penalty to escape fails.</li><br><span class="FlavorText">"Then you will know that there is no escape. When hanging in the depths, you face the dark one."</span>
  2166. Your fervent care of the hooks found in the basement have aroused the Entity's interest. The basement hooks are granted the following bonuses:<br><li><span class="Highlight1">6%</span> faster Entity progression.</li><li><span class="Highlight2">10%</span> increased difficulty on escape attempts.</li><li><span class="Highlight3">6%</span> increased penalty to escape fails.</li><br><span class="FlavorText">"Then you will know that there is no escape. When hanging in the depths, you face the dark one."</span>
  2167. Your fervent care of the hooks found in the basement have aroused the Entity's interest. The basement hooks are granted the following bonuses:<br><li><span class="Highlight1">9%</span> faster Entity progression.</li><li><span class="Highlight2">15%</span> increased difficulty on escape attempts.</li><li><span class="Highlight3">9%</span> increased penalty to escape fails.</li><br><span class="FlavorText">"Then you will know that there is no escape. When hanging in the depths, you face the dark one."</span>
  2168. Your great strength allows you to shred through each prey's defenses. Destroy dropped barricades <span class="Highlight1">30%</span> faster.<br><span class="FlavorText">"It's more than muscles. A dark power motivates the beast."</span>
  2169. Your great strength allows you to shred through each prey's defenses. Destroy dropped barricades <span class="Highlight1">40%</span> faster.<br><span class="FlavorText">"It's more than muscles. A dark power motivates the beast."</span>
  2170. Your great strength allows you to shred through each prey's defenses. Destroy dropped barricades <span class="Highlight1">20%</span> faster.<br><span class="FlavorText">"It's more than muscles. A dark power motivates the beast."</span>
  2171. Your horrifying emanation strikes at a supernaturally long distance. Your terror radius is increased by <span class="Highlight1">16%</span>. Gain <span class="Highlight2">10%</span> more Bloodpoints for actions in the Deviousness category. <br><span class="FlavorText">"Bask in their fear."</span>
  2172. Your horrifying emanation strikes at a supernaturally long distance. Your terror radius is increased by <span class="Highlight1">24%</span>. Gain <span class="Highlight2">15%</span> more Bloodpoints for actions in the Deviousness category. <br><span class="FlavorText">"Bask in their fear."</span>
  2173. Your horrifying emanation strikes at a supernaturally long distance. Your terror radius is increased by <span class="Highlight1">8%</span>. Gain <span class="Highlight2">5%</span> more Bloodpoints for actions in the Deviousness category. <br><span class="FlavorText">"Bask in their fear."</span>
  2174. Your powerful hold on the survivors causes escapes to be nearly impossible. Effects of survivor struggling are reduced by <span class="Highlight1">25%</span>. Time to struggle out of your grasp is increased by <span class="Highlight2">4%</span>.
  2175. Your powerful hold on the survivors causes escapes to be nearly impossible. Effects of survivor struggling are reduced by <span class="Highlight1">50%</span>. Time to struggle out of your grasp is increased by <span class="Highlight2">8%</span>.
  2176. Your powerful hold on the survivors causes escapes to be nearly impossible. Effects of survivor struggling are reduced by <span class="Highlight1">75%</span>. Time to struggle out of your grasp is increased by <span class="Highlight2">12%</span>.
  2177. Your presence alone instills great fear. Survivors within your terror radius have a <span class="Highlight1">3%</span> greater chance of triggering Skill Checks when repairing, healing or sabotaging. Triggered skill checks' success zones are reduced by <span class="Highlight2">5%</span>.<br><span class="FlavorText">"Its presence befalls us."</span>
  2178. Your presence alone instills great fear. Survivors within your terror radius have a <span class="Highlight1">5%</span> greater chance of triggering Skill Checks when repairing, healing or sabotaging. Triggered skill checks' success zones are reduced by <span class="Highlight2">10%</span>.<br><span class="FlavorText">"Its presence befalls us."</span>
  2179. Your presence alone instills great fear. Survivors within your terror radius have an <span class="Highlight1">8%</span> greater chance of triggering Skill Checks when repairing, healing or sabotaging. Triggered skill checks' success zones are reduced by <span class="Highlight2">15%</span>.<br><span class="FlavorText">"Its presence befalls us."</span>
  2180. Your running is light and soft, making your tracks harder to follow. Footstep marks stay visible <span class="Highlight1">1 second</span> less than normal.
  2181. Your running is light and soft, making your tracks harder to follow. Footstep marks stay visible <span class="Highlight1">2 seconds</span> less than normal.
  2182. Your running is light and soft, making your tracks harder to follow. Footstep marks stay visible <span class="Highlight1">3 seconds</span> less than normal.
  2183. Anxious Gasp
  2184. The gasp of surprise collected from an anxious girl which the Nurse was fond of. Twitches vigorously at The Nurse's touch.<br><li><b>Considerably increases</b> the Blink movement speed.</li><li><b>Moderately decrease</b> Blink charge speed.</li><li>Affected by the Tinkerer Perk.</li>
  2185. Bad Man Keepsake
  2186. A rotten molar ripped from the "Bad Man's" cold dead hand.<br><li><b>Moderately increases</b> the charge speed of the Blink.</li><li>Affected by the Tinkerer Perk.</li>
  2187. Campbell's Last Breath
  2188. A powerful last breath snatched from Crotus Prenn asylum priest Father Campbell. In the hands of The Nurse, it crackles with intensity.<br><li>Adds <b>2</b> additional chain Blinks.</li><li><b>Slightly reduces</b> the maximum range of the Blink.</li>
  2189. Catatonic boy's Treasure
  2190. A pine-cone which unexpectedly calmed a patient's repetitive movement. Taken from the catatonic boy's body.<br><li><b>Moderately increases</b> the maximum range of the Blink</li><li><b>Moderately decreases</b> the accuracy of the Blink.</li>
  2191. Dark Cincture
  2192. A black rope used as a belt in times of mourning. Taken from Father Campbell's body.<br><li>Adds <b>1</b> additional chain Blink.</li><li><b>Slightly reduces</b> the maximum range of the Blink.</li>
  2193. Fragile Wheeze
  2194. The whistling and rattling breath stolen from Father Campbell. Silently curves and bends at The Nurse's touch.<br><li>Adds <b>1</b> additional chain Blink.</li>
  2195. Metal Spoon
  2196. A dull, partially rusted and stained metallic spoon. Confiscated from room 202's patient, the "Bad Man".<br><li><b>Slightly increases</b> the charge speed of the Blink.</li><li>Affected by the Tinkerer Perk.</li>
  2197. Plaid Flannel
  2198. A torn piece of red and black plaid flannel. The scrap of fabric imbues The Nurse with devastating focus. <br><li>Allows to see the landing area of the Blink.</li>
  2199. Pocket Watch
  2200. A charred and broken pocket watch with rattling pieces. Taken from Nurse Moris' body.<br><li><b>Moderately reduces</b> the fatigue time of the Blink.</li><li><b>Slightly decreases</b> the charge speed of the Blink.</li><li>Affected by the Tinkerer Perk.</li>
  2201. Torn Bookmark
  2202. A white and pristine piece of ribbon once attached to a sacred book. Once the symbol of a dispute.<br><li>Adds <b>1</b> additional chain Blink.</li><li><b>Slightly reduces</b> the maximum range of the Blink.</li><li><b>Slightly reduces</b> the chain Blink window.</li>
  2203. White Nit Comb
  2204. A parasitic nit comb taken from the clinic. Once the symbol of a deep connection between an anxious patient and her Nurse.<br><li><b>Slightly increases</b> the Blink movement speed.</li>
  2205. Wooden Horse
  2206. An unpainted toy carved out of cheap wood to resemble a horse. Once the symbol of a deep connection between a catatonic patient and her Nurse.<br><li><b>Slightly increases</b> the maximum range of the Blink.</li><li><b>Slightly decreases</b> the accuracy of the Blink.</li>
  2207. Nea Karlsson
  2208. The Nurse
  2209. A unique top for Claudette, exclusively for 72hrs
  2210. The Orange Smhock
  2211. Every scientist needs to protect the eyes
  2212. The official apron protects the clothes and makes you feel like a professional
  2213. Ultra-sensible trousers for the serious scientist
  2214. Safety spectacles
  2215. Official botanist apron
  2216. Practical pants
  2217. A unique top for Dwight, exclusively for Admiral Bahroo
  2218. The rooHappy tee
  2219. The whole idea of this cap is for people to notice you
  2220. Fully branded and ready for action
  2221. Everyday jeans for an everyday kind of guy
  2222. A unique top for Dwight, exclusively for CaRtOoNz
  2223. See me now cap
  2224. First job t-shirt
  2225. Boot cut jeans
  2226. Red dude Jacket
  2227. Sharp and corporate, just like his father's beard
  2228. Highly breathable material lets sweat out and keeps Jake cool
  2229. That little bit of extra length for protection from thorns and nettles
  2230. Trim Beard Jake
  2231. Grey performance top
  2232. Hiking shorts
  2233. Trimmed short for extra speed and agility
  2234. Number 14 is also Meg's lucky number
  2235. Thick leggings help protect the legs from falls and fouls
  2236. A unique item for the use of AngryPug
  2237. A unique top for Meg, exclusively for Bryce
  2238. Sporty bob
  2239. Superstar Corvids jersey
  2240. High grip sneakers
  2241. Angry pug team uniform
  2242. Bloody crush
  2243. Darkens her hair and makes her difficult to spot
  2244. Who needs sleeves anyway
  2245. Damaged from climbing over one too many walls
  2246. Short hair to give more attitude
  2247. Keeps Nea warm on late night excursions
  2248. Tight on the thighs with just the right amount of slouch
  2249. Gasp for one last breath of life
  2250. Gasp for one last breath of life
  2251. All those minds healed and the most important one left to rot
  2252. All those minds healed and the most important one left to rot
  2253. Hack, bleed and saw your way to redemption
  2254. Hack, bleed and saw your way to redemption
  2255. A unique top for Nea, exclusively for DiaTech
  2256. Is it Dia or Dia?
  2257. Oversized Beany
  2258. Sleeveless Street tee
  2259. Scuffed Skinny Jeans
  2260. Close Cut
  2261. Scotch Comfy Shirt
  2262. Low Rider Jeans
  2263. Bloody Nea
  2264. Bloody Street Tee
  2265. Bloody Skinny Jeans
  2266. Linen pillow case held over the face until the victim stops breathing
  2267. Standard issue nurses uniform in the early twentieth century
  2268. Rusty metal implement for tearing through flesh and bone
  2269. A disgusting pillowcase, so thick it can block airways and suffocate
  2270. A disgusting pillowcase, so thick it can block airways and suffocate
  2271. A rotten uniform, thick with the blood of someone or something
  2272. A rotten uniform, thick with the blood of someone or something
  2273. Wrought from the bloody hands of some terrible darkness
  2274. Wrought from the bloody hands of some terrible darkness
  2275. Linen Pillow Case
  2276. Classic Nurses Outfit
  2277. Bonesaw
  2278. Bloody bag
  2279. Bloody Nurse
  2280. Bloody Bonesaw
  2281. A unique face for the trapper, exclusively for H20 Delirious
  2282. Mask of Delirium
  2283. A unique face for the Wraith, exclusively for Ohmwrecker
  2284. Face of the Omega
  2285. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2286. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2287. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2288. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2289. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2290. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2291. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2292. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2293. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2294. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2295. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2296. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2297. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2298. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2299. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2300. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2301. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2302. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2303. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2304. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2305. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2306. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2307. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2308. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2309. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2310. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2311. The touch of the Entity leaves burning scars and blisters of light. Is it a gift or a curse?
  2312. Disturbed Ward
  2313. Fractured Cowshed
  2314. <b>Slightly increases</b> the chance to be sent to Crotus Prenn Asylum when burnt.<br><li>Stacks.</li><br><span class="FlavorText">" A worn and faded-out ticket of paper with unreadable information."</span>
  2315. <b>Considerably increases</b> the chance to be sent to Crotus Prenn Asylum when burnt.<br><li>Stacks.</li><br><span class="FlavorText">"A pink paper ticket identifying Philip Elliott as to be transferred to Crotus Prenn Asylum."</span>
  2316. <b>Tremendously increases</b> the chance to be sent to Crotus Prenn Asylum when burnt.<br><span class="FlavorText">"A burned portrait of a couple on their wedding day, the faces are completely charred and unidentifiable."</span>
  2317. Lunacy Ticket
  2318. P.Elliott Lunacy Ticket
  2319. Charred Wedding Photograph
  2320. You are acutely sensitive to the breathing of your prey. Breathing of survivors in pain is <span class="Highlight1">25%</span> louder.<br><span class="FlavorText">“If you don’t stop and catch your breath… she will.”</span>
  2321. You are acutely sensitive to the breathing of your prey. Breathing of survivors in pain is <span class="Highlight1">50%</span> louder.<br><span class="FlavorText">“If you don’t stop and catch your breath… she will.”</span>
  2322. You are acutely sensitive to the breathing of your prey. Breathing of survivors in pain is <span class="Highlight1">50%</span> louder and regular breathing is <span class="Highlight2">25%</span> louder.<br><span class="FlavorText">“If you don’t stop and catch your breath… she will.”</span>
  2323. Their courage fades in the face of their undeniable mortality. All survivors receive penalties to repair, healing and sabotage speeds for each injured, dying or hooked survivor.<br><li>1 injured, dying or hooked survivor: <span class="Highlight1">4%</span> reduced action speed.</li><li>2 injured, dying or hooked survivors: <span class="Highlight2">7%</span> reduced action speed.</li><li>3 injured, dying or hooked survivors: <span class="Highlight3">10%</span> reduced action speed.</li><li>4 injured, dying or hooked survivors: <span class="Highlight4">13%</span> reduced action speed.</li><br><span class="FlavorText">"She plays with us and revels in our pain."</span>
  2324. Their courage fades in the face of their undeniable mortality. All survivors receive penalties to repair, healing and sabotage speeds for each injured, dying or hooked survivor.<br><li>1 injured, dying or hooked survivor: <span class="Highlight1">5%</span> reduced action speed.</li><li>2 injured, dying or hooked survivors: <span class="Highlight2">8%</span> reduced action speed.</li><li>3 injured, dying or hooked survivors: <span class="Highlight3">11%</span> reduced action speed.</li><li>4 injured, dying or hooked survivors: <span class="Highlight4">14%</span> reduced action speed.</li><br><span class="FlavorText">"She plays with us and revels in our pain."</span>
  2325. Their courage fades in the face of their undeniable mortality. All survivors receive penalties to repair, healing and sabotage speeds for each injured, dying or hooked survivor.<br><li>1 injured, dying or hooked survivor: <span class="Highlight1">6%</span> reduced action speed.</li><li>2 injured, dying or hooked survivors: <span class="Highlight2">9%</span> reduced action speed.</li><li>3 injured, dying or hooked survivors: <span class="Highlight3">12%</span> reduced action speed.</li><li>4 injured, dying or hooked survivors: <span class="Highlight4">15%</span> reduced action speed.</li><br><span class="FlavorText">"She plays with us and revels in our pain."</span>
  2326. Unlocks potential in one's aura reading ability. The auras of survivors who are healing or being healed are revealed to you when they are within a <span class="Highlight1">20 meter</span> range.<br><span class="FlavorText">“Still attached to the fragments of her past life, she is drawn to those in need of help.”</span>
  2327. Unlocks potential in one's aura reading ability. The auras of survivors who are healing or being healed are revealed to you when they are within a <span class="Highlight1">24 meter</span> range.<br><span class="FlavorText">“Still attached to the fragments of her past life, she is drawn to those in need of help.”</span>
  2328. Unlocks potential in one's aura reading ability. The auras of survivors who are healing or being healed are revealed to you when they are within a <span class="Highlight1">28 meter</span> range.<br><span class="FlavorText">“Still attached to the fragments of her past life, she is drawn to those in need of help.”</span>
  2329. Years of evading the cops taught you a thing or two about stealth. Your movement speed while crouching is increased by <span class="Highlight1">40%</span> while uninjured.<br><span class="FlavorText">"The paint is still fresh but I'm long gone." -Nea</span>
  2330. Years of evading the cops taught you a thing or two about stealth. Your movement speed while crouching is increased by <span class="Highlight1">45%</span> while uninjured.<br><span class="FlavorText">"The paint is still fresh but I'm long gone." -Nea</span>
  2331. Years of evading the cops taught you a thing or two about stealth. Your movement speed while crouching is increased by <span class="Highlight1">50%</span> while uninjured.<br><span class="FlavorText">"The paint is still fresh but I'm long gone." -Nea</span>
  2332. Long nights out taught you to do a lot with what you've got. Reduce consumption rate of item charge by <span class="Highlight1">10%</span> for you and allies within a <span class="Highlight2">8 meter</span> range.<br><span class="FlavorText">"You're doing it wrong! Let me show you how it's done." -Nea</span>
  2333. Long nights out taught you to do a lot with what you've got. Reduce consumption rate of item charge by <span class="Highlight1">12%</span> for you and allies within a <span class="Highlight2">8 meter</span> range.<br><span class="FlavorText">"You're doing it wrong! Let me show you how it's done." -Nea</span>
  2334. Long nights out taught you to do a lot with what you've got. Reduce consumption rate of item charge by <span class="Highlight1">15%</span> for you and allies within a <span class="Highlight2">8 meter</span> range.<br><span class="FlavorText">"You're doing it wrong! Let me show you how it's done." -Nea</span>
  2335. Unlocks potential in one's aura reading ability. While you’re on the hook, <span class="Highlight1">1 random</span> survivor’s aura is revealed to all other survivors.<br><span class="FlavorText">“Be kind to one another. We’re all in this together.” - Lost tapes: Sujan </span>
  2336. Unlocks potential in one's aura reading ability. While you’re on the hook, <span class="Highlight1">all</span> survivors’ auras are revealed to all other survivors.<br><span class="FlavorText">“Be kind to one another. We’re all in this together.” - Lost tapes: Sujan </span>
  2337. Unlocks potential in one's aura reading ability. While you’re on the hook, <span class="Highlight1">all</span> survivors’ auras are revealed to all other survivors. If the killer is within an <span class="Highlight2">8 meter</span> range, its aura is revealed to all other survivors. Kindred trumps any of the killer's stealth abilities.<br><span class="FlavorText">“Be kind to one another. We’re all in this together.” - Lost tapes: Sujan </span>
  2338. Stridor
  2339. Thanatophobia
  2340. A Nurse's Calling
  2341. Miękkie lądowanie
  2342. Urban Evasion
  2343. Streetwise
  2344. Kindred
  2345. A powerful and violent last breath snatched from Crotus Prenn Asylum warden Patrick Spencer. Channelling its energy allows The Nurse to pierce and jump through the spirit world in a blink multiple times in a row. Doing so leaves her in a state of fatigue.<br><li>Grants the Blink.</li><li>Grants <b>1</b> additional chain Blink.</li>
  2346. Spencer's Last Breath
  2347. With The Nurse, use the Blink to catch {1} survivors.
  2348. Rite of the Last Breath
  2349. Precise Blink
  2350. Lethal Blink
  2351. Surprise Blink
  2352. AKCEPTUJ
  2353. ACKNOWLEDGE
  2354. ZATWIERDŹ ZMIANY
  2355. WRÓĆ
  2356. BLOODWEB
  2357. ANULUJ
  2358. POSTAĆ
  2359. WYBIERZ MAPĘ
  2360. NACIŚNIJ ŻEBY KONTYNUOWAĆ
  2361. ZAMKNIJ MENU
  2362. KONTYNNUJ
  2363. STEROWANIE
  2364. STWÓRZ LOBBY
  2365. TWÓRCY
  2366. DOSTOSTUJ
  2367. Character Info
  2368. DZIENNE RYTUAŁY
  2369. DECLINE
  2370. EXIT PARTY
  2371. EXTRAS
  2372. IDŹ DO LOBBY
  2373. POMOC & SAMOUCZEK
  2374. ZAPROŚ PRZYJACIÓŁ
  2375. DOŁĄCZ DO LOBBY
  2376. ZABIJ SWOICH PRZYJACIÓŁ - MECZ
  2377. ZABÓJCA
  2378. KILLER TUTORIALS
  2379. OPUŚĆ
  2380. OPUŚĆ LOBBY
  2381. OPUŚĆ MECZ
  2382. LOADOUT
  2383. MENU GŁÓWNE
  2384. NOWA ZAWARTOŚĆ
  2385. NOWOŚCI
  2386. NASTĘPNY
  2387. NIE
  2388. OK
  2389. OTWÓRZ W PRZEGLĄDARCE
  2390. GRAJ
  2391. GRAJ ZABÓJCĄ
  2392. GRAJ OCALAŁYM
  2393. PRESS ANY BUTTON
  2394. PRESS ANY KEY
  2395. PREVIOUS
  2396. MECZ PRYWATNY
  2397. PROGRESSION<lf>AVAILABLE
  2398. SZYBKA GRA
  2399. WYJDŹ Z GRY
  2400. GOTOWY
  2401. REGENERATE WEB
  2402. REMOVE RITUAL
  2403. RESET DEFAULTS
  2404. RETURN TO LOBBY
  2405. ZAPISZ & WYJDŹ
  2406. SCROLL LIST
  2407. USTAWIENIA & STEROWANIE
  2408. SHRINE
  2409. POMIŃ
  2410. SOCIAL
  2411. SPECTATE
  2412. ZATWIERDŹ
  2413. PRZETRWAJ Z PRZYJACIÓŁMI
  2414. OCALAŁY
  2415. SURVIVOR TUTORIALS
  2416. OCALENI
  2417. ZMIEŃ ROLĘ
  2418. SWITCH TO KILLER
  2419. SWITCH TO SPECTATOR
  2420. SWITCH TO SURVIVOR
  2421. TUTORIALS
  2422. NIE GOTOWY
  2423. ULEPSZ
  2424. YES
  2425. [ESC]
  2426. [F1]
  2427. ABOUT
  2428. Acquired
  2429. Available in Bloodweb
  2430. Available in Shrine of Secrets
  2431. CHARACTER FROM
  2432. CHARACTER INFO
  2433. Retrieving data ...
  2434. TEACHABLES
  2435. Unlock at Lvl {0}
  2436. ADD-ON
  2437. ADD-ONS
  2438. ADDED TO INVENTORY
  2439. ALL
  2440. ALLOW DLC KILLERS
  2441. ALTRUISM
  2442. AUDIO
  2443. AUTO-ADJUST
  2444. AVAILABLE
  2445. Enables access to DLC Killer Characters.
  2446. BIOGRAPHY
  2447. BLOODPOINTS
  2448. BLOODPOINTS EARNED
  2449. BLOODWEB
  2450. BOLDNESS
  2451. BOOSTS LOST
  2452. BRUTALITY
  2453. CAMERA SENSITIVITY
  2454. CHARACTER
  2455. CHARACTER PERKS
  2456. CHARACTERS
  2457. CHOOSE
  2458. CLICK TO CONTINUE
  2459. COMMON CONTROLS
  2460. COMPLETED
  2461. CONSEQUENCES
  2462. CONSOLE
  2463. CONTROLLER SENSITIVITY
  2464. CONTROLS
  2465. COST
  2466. CUSTOMIZATION
  2467. CUSTOMIZE
  2468. Contains an unknown reward
  2469. DZIEŃ
  2470. DNI
  2471. DEAD
  2472. DEFEATED
  2473. DEVIOUSNESS
  2474. DISGRACEFUL DEFEAT
  2475. Disabled
  2476. EQUIPPED
  2477. ESCAPED
  2478. Enabled
  2479. FOLLOW ME / COME HERE
  2480. FULLSCREEN
  2481. GAME MANUAL
  2482. GAMEPAD
  2483. GRAPHICS
  2484. HEADPHONES
  2485. HELP
  2486. HOURS
  2487. HUNTER
  2488. INVENTORY
  2489. INVERT Y-AXIS
  2490. IRIDESCENT SHARDS
  2491. ITEM
  2492. ITEM ADD-ONS
  2493. ITEM GAINED
  2494. ITEM LOST
  2495. ITEMS
  2496. ITEMS / ADD-ONS
  2497. Enables usage of items & add-ons.
  2498. KEYBOARD
  2499. ZABÓJCA
  2500. ZABÓJCA<br>RANGA
  2501. STEROWANIE ZABÓJCĄ
  2502. KILLER TUTORIAL VIDEOS
  2503. ZABÓJCY
  2504. LANGUAGE
  2505. LANGUAGE
  2506. LESS THAN AN HOUR
  2507. LOADOUT
  2508. MAIN VOLUME
  2509. MAPA
  2510. MECZ
  2511. MECZ
  2512. MATCH MANAGEMENT
  2513. REZULTAT MECZU
  2514. MATCH SETTINGS<br>MODIFIED
  2515. MAX
  2516. MENU MUSIC
  2517. MOUSE SENSITIVITY
  2518. MUTE FOCUS
  2519. MYSTERY BOX
  2520. NONE
  2521. OBJECTIVES
  2522. OFFERING
  2523. OFFERING BONUS
  2524. OFFERINGS
  2525. ONLINE KILLER RANK
  2526. ONLINE SURVIVOR RANK
  2527. OR
  2528. Enables usage of offerings.
  2529. PAGE
  2530. PERK SLOT LOCKED
  2531. PERK SLOT LOCKED
  2532. PERK SLOT LOCKED
  2533. PERK SLOT LOCKED
  2534. PERKS
  2535. PLAYER
  2536. PLAYER CLOUD ID
  2537. POINT AT
  2538. POWER
  2539. POWER ADD-ONS
  2540. POWERS
  2541. PRESS
  2542. NACIŚNIJ KLAWISZ SPACJI, ŻEBY KONTYNUOWAĆ
  2543. TYLKO PRZYJACIELE
  2544. PUBLICZNY
  2545. Perks - {0}<lf>Items / Addons - {1}<lf>Offerings - {2}<lf>Map - {3}
  2546. Enables usage of perks.
  2547. If this option is turned on, only friends of the host will be able to join this lobby.
  2548. QUALITY
  2549. RANDOM
  2550. RANGA
  2551. OCEŃ MECZ
  2552. ROZDZIELCZOŚĆ
  2553. RESULTS
  2554. SACRIFICE
  2555. SACRIFICED
  2556. SCORE
  2557. SCOREBOARD
  2558. SELECTED:
  2559. SETTINGS
  2560. SHARDS
  2561. SHRINE OF SECRETS
  2562. SHRINE OF SECRETS REFRESHES IN
  2563. SLOT LOCKED
  2564. STATUS
  2565. SURVIVAL
  2566. SURVIVOR
  2567. SURVIVOR<br>RANK
  2568. SURVIVOR CONTROLS
  2569. SURVIVOR TUTORIAL VIDEOS
  2570. SURVIVORS
  2571. TEST BUILD
  2572. TEST BUILD
  2573. TO CONTINUE
  2574. TOTAL
  2575. The Match Manager has disabled this slot
  2576. This slot will unlock at level 1
  2577. This slot will unlock at level 15
  2578. This slot will unlock at level 20
  2579. This slot will unlock at level 25
  2580. VICTORIOUS
  2581. YOUR
  2582. death is not an escape
  2583. {0} + ADD-ONS
  2584. ACTIONS
  2585. AIM / LOOK
  2586. ATTACK
  2587. BACKWARD
  2588. CAMERA
  2589. CROUCH
  2590. DROP ITEM
  2591. FORWARD
  2592. GESTURES
  2593. HOOK STRUGGLE
  2594. INTERACT / PICK UP ITEM
  2595. INTERACTIONS
  2596. INVERT CAMERA
  2597. LEFT
  2598. LEFT MOUSE BUTTON
  2599. LOOK DOWN
  2600. LOOK UP
  2601. MOUSE MOVEMENT
  2602. MOVE
  2603. MOVEMENT
  2604. OPEN OVERLAY MENU
  2605. PICK UP ITEM
  2606. RIGHT
  2607. RIGHT MOUSE BUTTON
  2608. RUN
  2609. RUN
  2610. SECONDARY ACTION
  2611. SKILL CHECK
  2612. TURN LEFT
  2613. TURN RIGHT
  2614. USE ITEM
  2615. USE POWER
  2616. Add-On
  2617. Item
  2618. Offering
  2619. Perk
  2620. Perk Buff
  2621. Reward
  2622. <br><br>Additional info: {0}
  2623. <li>2 to 5 players can play.</li><li>All players can switch roles in the lobby.</li><li>The match can start when there is 1 killer, no more, no less!</li><li>Items, add-ons, perks and offerings collected in other modes can be used; they will not be lost.</li><li>No Bloodpoints are earned.</li><li>No items, add-ons or offerings are earned.</li><li>You cannot gain or lose Ranks.</li>
  2624. A new season is starting. Your rank will be reset:
  2625. A new version of the game is now available. You must update your client to use network features.
  2626. ACCOUNT ERROR
  2627. AGE RESTRICTION
  2628. APPLICATION SUSPENDED
  2629. AVAILABLE IN THE PlayStation®Store!
  2630. AVAILABLE IN THE STEAM STORE!
  2631. AVAILABLE IN THE Xbox Store!
  2632. Access the tutorials at any time by pressing the [ESC] key and selecting Help from the list of options.
  2633. Affects whether the game is displayed in fullscreen or windowed mode.
  2634. Already Owned. Buy again & receive:
  2635. An error has occurred and the game cannot continue. Please restart your game.
  2636. An error has occurred and the game was unable to load your profile. Please restart your game.
  2637. An error has occurred and the game was unable to save your profile. Please restart your game.
  2638. Are you sure you want to buy this item? You cannot undo this action.
  2639. Are you sure you want to leave this lobby?
  2640. Are you sure you want to leave this match? Leaving the match counts as defeat.
  2641. Czy jesteś pewny że chcesz opuścić grę?
  2642. Automatically adjusts the resolution with regard to the framerate.
  2643. Available on Steam
  2644. BURN {0}
  2645. CANCELED MATCHMAKING
  2646. CANNOT CONNECT TO STORE
  2647. CLICK HERE TO SPEND<lf>BLOODPOINTS
  2648. COMING SOON
  2649. CONFIRMATION
  2650. CONNECTION ERROR
  2651. CONNECTION ERROR
  2652. CREATED LOBBY
  2653. Calibrates the stereophony (audio balance) for headphones or speakers.
  2654. Cannot connect to online services. Please try again later.
  2655. Cannot retrieve the list of available content. Please try again later.
  2656. Cannot start with {0} killer(s).
  2657. Cannot start with {0} survivor(s).
  2658. Changes the language of the game. <FONT COLOR="#dd0000">The game must be restarted for this to be applied.</FONT>
  2659. Click here to chat...
  2660. Complete the rituals and the Entity will reward you.
  2661. Controller Disconnected
  2662. Controls the number of visual features in the game. Choose Ultra for best visual fidelity, choose Low for best performance.
  2663. The collection of fine people who made Dead by Daylight possible, served in a handy list.
  2664. Credits
  2665. DZIENNE RYTUAŁY
  2666. DEV MESSAGE
  2667. DISCONNECTION FROM HOST
  2668. Daily challenges rewarding Bloodpoints.
  2669. Daily Rituals
  2670. The Dead By Daylight servers are not currently available. Please try again later .
  2671. Determines if the game should be muted when the application is out of focus.
  2672. Determines the resolution at which the game is rendered. <FONT COLOR="#dd0000">This can't be altered if auto-adjust is enabled.</FONT>
  2673. Disconnected From Server
  2674. Do you wish to view the tutorial videos? Learn the basics of how to hunt and attack as a killer, or of how to sneak, hide, and escape the nightmare as a survivor.
  2675. EAC client cannot be instantiated.
  2676. EAC has detected that game files have been modified (error code {0}). To resolve this, please verify the integrity of the game cache (found under the Local Files section of the game's properties).
  2677. ESCAPE THE KILLER
  2678. EXIT
  2679. EXIT GAME
  2680. EXIT PARTY?
  2681. Enter comment here... Capped at 200 characters.
  2682. FAILED TO JOIN THE GAME
  2683. FEEDING: FEEDING POINTS / FARMING / BOTS<br>Report this player for deliberately helping survivors or killers to farm points while putting your team at a disadvantage. This is not intended for genuine mistakes or lapses of judgment.
  2684. FIND THE
  2685. GIVE PROPS<br>Give this player props! Examples: Helpful in securing objectives, a rock star at rescuing, knowledgeable of the game, fun to play against.
  2686. GRIEFING: INTENTIONAL GAMEPLAY ABUSE / TROLLING<br>Report this player for intentionally using abilities or game mechanics to the detriment of the game. Examples: Taking the game hostage, body blocking, working with the killer.
  2687. HARASSMENT: COMMUNICATION ABUSE<br>Report this player for abusive behavior in the chat channel. Examples: Insults, intimidation, hateful speech, harassment.
  2688. Guides and tutorials to help you understand the basics and more.
  2689. Help
  2690. Hover over a Category for more details
  2691. INITIALIZATION ERROR
  2692. INVITATION FAILURE
  2693. INVITATION WARNING
  2694. In order to access this content, a network connection is required.
  2695. In order to access this content, a patch is required.
  2696. In order to access this content, a system update is required.
  2697. Increase your prestige level.
  2698. Increasing your Bloodweb prestige level has the following effects:<br><ul><li>Reset the progress of this character to level 1.</li><li>Unlock a prestige reward for this character.</li><li>Lose all items, add-ons, Perks & Offerings for this character.</li><li>Slightly increases the odds of getting better items on the Bloodweb.</li><li>Teachable Perks will stay available to all other characters.</li></ul><br>Are you sure you want to Prestige?
  2699. Inverts control on the Y-Axis.
  2700. Invitation cannot be accepted because another user is currently playing this game.
  2701. The invitation could not be accepted successfully.
  2702. JOIN GAME FAILURE
  2703. JOIN LOBBY ERROR
  2704. JOIN LOBBY ERROR
  2705. JOINED LOBBY
  2706. Joining private game refused
  2707. Kicked From Server
  2708. An invite-only unranked mode where you and your friends take on the roles of survivors, killer or spectator. Matches and loadout in Kill Your Friends can be customized.
  2709. Zabij swoich przyjaciół
  2710. OPUŚĆ LOBBY
  2711. OPUŚĆ MECZ
  2712. POZIOM
  2713. POZIOM {0}
  2714. LIMITED MOVES AVAILABLE
  2715. BŁĄD ŁADOWANIA
  2716. ŁADOWANIE
  2717. LOCKED BY THE MATCH MANAGER
  2718. Lobby is already full.
  2719. MATCH START IN:
  2720. NEW CONTENT
  2721. NEW EVENT
  2722. NEW VERSION AVAILABLE
  2723. NO MATCHES FOUND
  2724. NO NETWORK CONNECTION
  2725. NO NETWORK CONNECTION
  2726. News
  2727. The latest news, dev posts and patch notes.
  2728. PATCH NOTES
  2729. PATCH REQUIRED
  2730. PRESTIGE {0}
  2731. PROFILE STATE CHANGE
  2732. Play as a brutal Killer in ranked matches. Sacrifice survivors to please the Entity.
  2733. Killer
  2734. Play as a survivor in ranked matches. Escape the killer and live another day.
  2735. Survivor
  2736. Please reconnect a controller to continue playing.
  2737. WYJŚĆIE Z GRY
  2738. Quit game
  2739. Quit
  2740. REPORT
  2741. RESET DEFAULTS
  2742. RETURN TO LOBBY?
  2743. Reports remaining:
  2744. Reset all button bindings to their default values?
  2745. Reset all key and button bindings to their default values?
  2746. Reset all key bindings to their default values?
  2747. SAVE ERROR
  2748. SAVE GAME ERROR
  2749. SEARCHING FOR GAMES
  2750. SEASON END
  2751. SELECT CATEGORY
  2752. SOURCE:
  2753. SPEND BLOODPOINTS
  2754. SURVIVOR ESCAPING
  2755. SYSTEM UPDATE REQUIRED
  2756. Say:
  2757. Select a Category first.
  2758. Sets the volume for all game sounds and music.
  2759. Sets the volume of the menu music.
  2760. Various options to customize your experience.
  2761. Settings & Controls
  2762.  
  2763.  
  2764. Steam Offline
  2765. Invite friends to survive against an unknown killer in ranked matches.
  2766. Survive With Friends
  2767. THE HOST HAS LEFT
  2768. TUTORIAL
  2769. Sensitivity for camera rotation.
  2770. The game has been disconnected from the host.
  2771. The game you're trying to join is not available anymore
  2772. Mouse sensitivity for camera rotation.
  2773. This will remove you from the Private Match group and return you to the lobby. You will no longer be matched with your current group.
  2774. This will return you and your current group to the lobby. You will not be able to return to this Match Result menu.
  2775. To access this content, an Xbox Live Gold Profile is required.
  2776. UNABLE TO CONNECT
  2777. UNLOCK THIS NODE?
  2778. UNSPORTSMANLIKE<br>Report this player for purposefully losing the game, not participating in or disconnecting from the game early to avoid defeat. Examples: AFKing, rage quitting, idling, and refusing to participate in normal gameplay.
  2779. Unable to join private match. Connection refused by host
  2780. User has already joined this session.
  2781. WAITING
  2782. WAITING FOR 1 MORE VICTIM
  2783. WAITING FOR {0} MORE VICTIMS
  2784. Warning
  2785. You cannot join a lobby while searching for a game.
  2786. You have been kicked from the Server because of a failure to validate your account through Easy Anti-Cheat (error code {0}).
  2787. You have been kicked from the Server because of a failure to verify and authenticate your Steam Account (error code {0}).
  2788. You have been signed out of PlayStation™Network.
  2789. You have been signed out of your Xbox Live profile.
  2790. You have been signed out of your current profile.
  2791. You have disconnected from the Server because of a failure to validate the host's account through Easy Anti-Cheat (error code {0})
  2792. You have disconnected from the Server because of a failure to verify and authenticate the host's Steam Account (error code {0})
  2793. You must accept the EULA terms and conditions before you are able to play the game.
  2794. You seem to be having connection issues. Please note that aggravated penalties will be issued following frequent disconnection.
  2795. You've suspended Dead By Daylight and you have been removed from your online session.
  2796. Your age restricts you from accessing this content.
  2797. Your status in Steam is currently Offline. All game functionality is unavailable under these circumstances. Please make sure your internet connection and Steam connection is active.
  2798. <li>Up to 4 survivors can be in a Survivor Party – you and up to three friends.</li><li>Once all Survivors are present, press ready to be matched to a Killer.</li>
  2799. {0} ONLY
  2800. Can't join an already started game
  2801. Server has different gametype.
  2802. Trying to join a matchmaking server from invite.
  2803. Unable to join private match
  2804. Invalid Perk Level
  2805. HIGH
  2806. LOW
  2807. MEDIUM
  2808. ULTRA
  2809. Artifact
  2810. Common
  2811. Rare
  2812. Spectral
  2813. Teachable
  2814. Ultra Rare
  2815. Uncommon
  2816. Very Rare
  2817. {0} {1}
  2818. {0} {1}
  2819. BEING HEALED BY
  2820. FIND HELP
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