| Familiar Soul |
80/100/120 |
Years of hardship to escape this nightmare made you all familiar with each other. The aura of all survivors is revealed to you within an 80/100/120 stud range. “You spend enough time with someone, you don’t need eyes to find them.” == Other Perks ==
Other Perks (11)
| Perk |
Values |
What it does |
| Built Different |
6/7/8 |
Your plot armor always comes in clutch. Whenever you heal up from the dying state by any means, gain the endurance status effect for 6/7/8 seconds. Also, allows you to pick yourself back up from the dying state once per round. |
| Desperate |
10/15/20 |
Desperate times create desperate measures. After being picked up by the killer, instantly gain 10/15/20% wiggle progress. |
| Flowstate |
70/60/50 (one value counts down) |
When you perform a fast window vault while this perk is active, you vault 20% quicker with a special animation. This perk has a cooldown of 70/60/50 seconds. |
| Group Project |
3/5/7 |
Gain a 3/5/7% repair speed per survivor on the same generator as you. This effect is shared to every other survivor repairing the generator. Does not stack with itself if two or more survivors are using it. |
| High Karma |
90/75/60 (one value counts down) |
The universe never forgets good deeds. After unspiking a survivor, this perk activates, allowing you to successfully unspike yourself the first time you get spiked. Unspiking yourself with this perk applies the anti heal status effect for 90/75/60 seconds. |
| Intense Workout |
40/45/50 |
Whenever you unspike a survivor, you do it 40/45/50% faster and give them a 10% speed boost for 8 seconds. |
| Iron Tranquility |
3/4/5 |
Your willpower transcends torment. Whilst on the spike, your aura is hidden from the killer. Also, this perk decreases the lifetime of your blood pools by 3/4/5 seconds. |
| No Pain No Gain |
20/25/30 |
Become permanently injured and gain the ability to self recover from the dying state. This perk Also, stops the creation of blood pools and provides a 20/25/30% self recovery speed boost. |
| On Screen Fear |
1/2/3, 5/8/10 |
Whenever you are in the terror radius of the killer and not in chase, gain a 1/2/3% movement speed boost and a 5/8/10% boost to healing and repairing. |
| Partners In Crime |
2/3/4 |
When it’s just you and your duo, you can work together to accomplish the impossible. When you and another survivor are both in the killer’s terror radius for 15 seconds but not in chase, gain one token, up to 3. For every token you have, you gain a 2/3/4% repair speed bonus. |
| Second Wind |
15/20/25 |
The Jester hates tunnelers and grants you a blessing. After you are unspiked, increase the duration of the endurance status effect by 15/20/25 seconds. |
All 10 killer perks
Killers have fewer perks to pick from, but they are strong. These are the ones you can buy for any killer.
Aura Perks (4)
| Perk |
Values |
What it does |
| All Seeing Eye |
60/50/40 (one value counts down) |
If a generator is being worked on by 2 survirvors at the same time for 5 seconds, it triggers a loud noise notification for the killer, and the aura of that generator is revealed for 3 seconds. This perk has a cooldown of 60/50/40 seconds. |
| Eyes of Hell |
80/90/100, 60/50/40 (one value counts down) |
You see the aura of all pallets, dropped pallets and vault locations within 80/90/100 studs. Whenever a survivor performs a vault, they suffer from 4% slowness for 5 seconds. This perk has a cooldown of 60/50/40 seconds. |
| King’s Scourge |
9/12/15, 5/10/15 |
Once per generator, generators that reach 90% progress have their aura revealed and play a loud sound notification. Survivors repairing affected generatos receive 9/12/15 special skill checks. Generator repair progress is paused until all skill checks are hit. |
| Trade Off |
4/8/12 |
At the start of the trial, 2 random spikes are transformed into cursed spikes. Spikes affected by this perk are revealed to you through their aura. Whenever a survivor is saved from a normal spike, that spike becomes a cursed spike. |
Anti-heal / Debuff Perks (2)
| Perk |
Values |
What it does |
| Deep Wound |
20/30/40 |
3 Cursed spikes spawn on the map. Whenever a survivor is unspiked from a cursed spike, they gain the anti heal status effect for 20/30/40 seconds and leave blood pools 100% more frequently. |
| Exposure Therapy |
3/4/5 |
Damaging a survivor by any means grants you a token, up to a maximum of 8. Whenever a survivor finishes healing another survivor inside your terror radius, both survivors gain the vulnerable status effect for 10 seconds, as well as an additional 3/4/5 seconds of vulnerable and 1 second of aura… |
Speed / Chase Perks (2)
| Perk |
Values |
What it does |
| Murderous Acrobatics |
Not listed |
Killing only satisfies you when it’s done with style. Once every 60 seconds, while in a chase, you vault windows 30% faster. After vaulting this way, you gain a 3%/4%/5% haste status effect for 4 seconds. |
| Stage Fright |
5/6/7 |
Whenever your aura is revealed to a survivor, you gain a 5/6/7% speed boost for the duration of the reveal. |
Other / Utility Perks (2)
| Perk |
Values |
What it does |
| Containment |
5/10/15 |
Whenever you vault a window, you vault 5/10/15% faster and block the window for 16 seconds. (You can still vault the blocked window while it’s blocked.) |
| Touch Of Death |
15/20/25 |
Death lingers wherever you go. Vaulting a window applies touch of death to it. You can see its aura in white, and you vault affected windows 20% faster. You can have up to 2 affected windows at the same time. |
Every killer, and how quiet they are
Intent radius is the range at which the game warns you a killer is near. The bigger it is, the earlier you know. Most killers sit at 90 studs.
| Killer |
Cost |
Base speed |
Intent radius |
Skills |
| The Slasher |
Free |
18.7 studs a second |
90 studs |
Lake Mist, Pursuit |
| The Stalker |
7,500 Screws |
18.7 studs a second |
0 studs |
Stalk, Evil’s Grasp |
| The Masked |
8,000 Screws |
19.6 studs a second |
90 studs |
Mask Up |
| The Hidden |
8,000 Screws |
18.7 studs a second |
45 studs |
Mark, Leap |
| The Abysswalker |
8,500 Screws |
19.6 studs a second |
90 studs |
Dark Severance, Abyssal Burst |
| The Killer |
8,500 Screws |
19.6 studs a second |
90 studs |
Frenzy |
| The Veil |
8,500 Screws |
18.7 studs a second |
90 studs |
Pierced Vow, Through the Veil |
| The Cure |
15,000 Screws |
18.7 studs a second |
72 studs |
Elucidation, I Am The Cure |
The Stalker gives no warning at all. His intent radius is 0 while he is in Stalker Mode, because he stays Undetectable. The Hidden is next quietest at 45 studs, which is half the usual range.
Only two speeds exist
Across all eight killers there are just two base speeds. Five move at 18.7 studs a second and three move at 19.6. That faster group is only about 5% quicker, so speed is rarely the reason to pick one.
What the roster costs
The Slasher is free. Six of the others sit between 7,500 and 8,500 Screws. Then there is The Cure at 15,000, which is nearly double the next dearest and almost a quarter of the whole bill.
Buying every killer comes to 64,000 Screws.
Personal perks and when they unlock
On top of the perks you can buy, each killer has three of their own. You do not buy these. You unlock them by levelling that killer up.
The ladder is the same for every killer, with no exceptions: level 15, level 30 and level 45.
| Killer |
Level 15 |
Level 30 |
Level 45 |
| The Slasher |
Excitement |
Brutal Strength |
Offscreen Scare |
| The Stalker |
Predator |
Eternal Torment |
Play with your food |
| The Masked |
Hard Swing |
Combo Streak |
Crackdown |
| The Hidden |
Echo Location |
Enhanced Senses |
Next in Line |
| The Abysswalker |
Corrupted Path |
Abyssal Covenant |
Shadow Trace |
| The Killer |
Terror Spread |
Sloppy Mess |
Resentment Clinger |
| The Veil |
Piercing Reverie |
Blood Between Worlds |
Echo Of The Void |
| The Cure |
Foundation Staff |
Sustenance |
Desire For The Living |
The Cure is the newest killer and its unlock levels are not listed yet, though it has the same three personal perks.
Violence District perks FAQ
How many perks are in Violence District?
There are 45. 35 are survivor perks and 10 are killer perks.
What do the three numbers on a perk mean?
They are the yellow, green and red tier values, in that order. Red is the best tier. On most perks the number rises, but on five it counts down because it is a cooldown.
Which killer is the hardest to hear coming?
The Stalker. His intent radius is 0 while he is stalking, so you get no warning at all. The Hidden is next at 45 studs, half the usual 90.
How much does it cost to unlock every killer?
64,000 Screws. The Slasher is free, six cost between 7,500 and 8,500, and The Cure costs 15,000 on its own.
When do killer personal perks unlock?
At level 15, 30 and 45 on that killer. Every killer uses the same ladder, so there is nothing to work out per character.
Are killers faster than survivors?
Killers move at either 18.7 or 19.6 studs a second at base. The gap between the two killer speeds is only about 5%.
Which side has more perks to choose from?
Survivors, by a lot. They get 35 perks against the killers’ 10, which is about three and a half times as many.
More for Violence District
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