Survivor Roulette
| Perk | Description | Page | Tier | Survivor |
|---|---|---|---|---|
|
Prove Thyself |
Increases your Repair speed by +15 percent for each other Survivor within 4 metres of your location, up to a maximum of +45 percent. This effect is also applied to all other Survivors within that range. Grants 50/75/100 percent bonus Bloodpoints for Co-operative actions. Survivors can only be affected by one instance of Prove Thyself at a time. |
6 | A | Dwight |
|
Diversion |
After being within the Killer's Terror Radius for 40/35/30 seconds without being chased, Diversion activates: Press the Active Ability button while crouched and motionless to throw a pebble, creating a distraction for the Killer at a distance of 20 metres from your location. The distraction consists of the following: Triggers a Loud Noise Notification. Creates fake Scratch Marks. Diversion deactivates after use and resets its timer. |
3 | C | Adam |
|
Wiretap |
After repairing Generators for a total of 33 percent, Wiretap activates: After repairing a Generator for 3 seconds, press the Active Ability button to install a Wiretap, which stays active for 60/70/80 seconds. The Auras of trapped Generators are revealed to all Survivors in yellow. When the Killer comes within 14 metres of a trapped Generator, their Aura is revealed to all Survivors. Damaging the Generator destroys the Wiretap. |
9 | B | Ada |
|
Built to Last |
Hiding inside a Locker for 14/13/12 seconds while carrying a depleted Item will replenish its Charges to 99 percent. Each use of Built to Last reduces this percentage by -33 percent. |
2 | D | Felix |
|
Blast Mine |
After repairing Generators for a total of 50 percent, Blast Mine activates: After repairing a Generator for at least 3 seconds, press the Active Ability button to install a Trap, which stays active for 40/45/50 seconds. The Aura of Trapped Generators are revealed in yellow to all Survivors. When the Killer damages a Trapped Generator, the Trap explodes, stunning them and blinding anyone nearby. Blast Mine deactivates after triggering successfully or if the timer runs out. |
1 | B | Jill |
|
Inner Healing |
Each time you cleanse a Totem, Inner Healing activates: You are automatically healed 1 Health State when hiding inside a Locker for 10/9/8 seconds while injured or suffering from the Deep Wound Status Effect. Inner Healing does not activate if you currently suffer from the Broken Status Effect. |
4 | B | All |