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Skull Merchant Perks:
*Corrupt Intervention:
At the start of the Trial, the 3 Generators located farthest from you are blocked by The Entity for 80/100/120 seconds.
Corrupt Intervention deactivates prematurely once the first Survivor is put into the Dying State.
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*Save the Best for Last:
Each time you hit a Survivor other than your Obsession with a Basic Attack, Save the Best for Last gains 1 Token, up to a maximum of 8 Tokens:
Gain a stack-able 5 % Cool-down reduction on successful attacks per Token, up to a maximum of 40 %.
Each time you hit your Obsession with a Basic Attack, Save the Best for Last loses 4/3/2 Tokens.
When the Obsession is sacrificed or killed, you can neither gain nor lose any more Tokens.
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*Jolt:
When you put a Survivor into the Dying State with your Basic Attack, all Generators within 32 metres of you instantly explode and start regressing.
Instantly regresses the Generator by 6/7/8 % of its maximum possible Progression.
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*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 %.
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 metres and gradually expands that range to 24 metres over the course of 30 seconds.
All effects of the Hex Perk persist until its Hex Totem is cleansed or blessed.
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Skull Merchant Perks:
*Save the Best for Last:
Each time you hit a Survivor other than your Obsession with a Basic Attack, Save the Best for Last gains 1 Token, up to a maximum of 8 Tokens:
Gain a stack-able 5 % Cool-down reduction on successful attacks per Token, up to a maximum of 40 %.
Each time you hit your Obsession with a Basic Attack, Save the Best for Last loses 4/3/2 Tokens.
When the Obsession is sacrificed or killed, you can neither gain nor lose any more Tokens.
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*Pop Goes the Weasel:
After hooking a Survivor, Pop Goes the Weasel activates for the next 35/40/45 seconds:
The next Generator you damage instantly loses -30 % of its current Progression.
Regular Generator Regression applies afterwards and Pop Goes the Weasel deactivates.
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*Scourge Hook: Pain Resonance:
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
The Auras of Scourge Hooks are revealed to you in white.
Start the Trial with 4 Tokens.
Each time a Survivor is hooked on a Scourge Hook for the first time, 1 Token is consumed and the following effects apply:
The Generator with the most Progression explodes and instantly regresses by 15/20/25 % of its maximum possible Progression.
Normal Generator Regression applies afterwards.
All Survivors repairing that Generator will scream, but not reveal their location.
Scourge Hook: Pain Resonance is disabled for the remainder of the Trial once all Tokens are consumed.
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*No Way Out:
For each Survivor you hook for the first time, No Way Out gains 1 Token.
Once the Exit Gates have been powered, No Way Out activates:
When a Survivor interacts with an Exit Gate Switch, you receive a Loud Noise Notification and The Entity blocks both Exit Gate Switches for 12 seconds and an additional 6/9/12 seconds per Token in your possession, up to a combined maximum of 36/48/60 seconds.
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