Killer Roulette

The 4 perks below have been randomly selected.

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Hex: No One Escapes Death

Page: 3

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Hex: Plaything

Page: 4

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Pop Goes The Weasel

Page: 6

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Blood Echo

Page: 1

Perk Description Page Tier Killer

Hex: No One Escapes Death

Once the Exit Gates are powered, if there is still a Dull Totem remaining on the Map, Hex: No One Escapes Death activates and lights it:

Increases your Movement speed by 2/3/4 percent.
Survivors suffer from a permanent Exposed Status Effect.
Hex: No One Escapes Death remains inactive if no Dull Totems are available.

Once the Status Effect is revealed to Survivors, Hex: No One Escapes Death reveals the Aura of its Hex Totem to all Survivors within 4 meters and gradually expands that range to 24 meters over the course of 30 seconds.

The Hex effects persist until its Hex Totem is cleansed.

3 B None

Hex: Plaything

If there is at least one Dull Totem remaining in the Trial Grounds, Hex: Plaything activates on a random Totem each time a Survivor is hooked for the first time:

The hooked Survivor suffers from the Cursed and Oblivious Status Effects until Hex: Plaything is cleansed.
For the first 90 seconds, only the Cursed Survivor is able to cleanse the Hex Totem.
The Aura of Hex: Playthings Hex Totem is revealed to the Cursed Survivor within 24/20/16 meters.
The Hex effects persist until its Hex Totem is cleansed.

4 A The Cenobite

Pop Goes The Weasel

After hooking a Survivor, Pop Goes the Weasel activates for the next 35/40/45 seconds:

Performing the Damage Generator Action on a Generator instantly regresses it by -20 percent of its current Progression, after which normal Regression applies.

6 B The Clown

Blood Echo

When hooking a Survivor, all other injured Survivors suffer from the Hemorrhage and Exhaustion status effect for 45 seconds.

Blood Echo has a cooldown of 60 seconds.

Exhausted prevents survivors from activating exhausting perks.
Hemorrhage regressing healing progress when not healing, and increases blood trails left by injured survivors.

1 C The Oni