OFFICIAL WIKI
STAY TOGETHER
Stay close to your friends or take damage. Voice chat range is limited.
Damage will not apply when there is only one Reagent alive.
Reagents must stay within 15 meters of each other to avoid taking damage.
When separated beyond the range, shock damage is applied after a 5-second delay.
TOXIC SHOCK
The Trial environment sporadically fills with toxic gas, inflicting permanent damage. Hide to stay alive.
Toxic Shock activates every 90 seconds, pauses when completing certain objectives.
Toxic Shock remains active for 20 seconds.
When Toxic Shock's alarm or gas is active, completing certain main objectives can cancel this effect.
Partially damaged health bar can still be healed.
Lost health bars can be recovered by being revived or using Health Pills.
In Escalation, lost health bars are recovered after completing a Trial.
COLD SNAP
The Trial environment is sporadically filled with piercing cold air. Hide to survive.
Cold Snap activates every 90 seconds, pauses when completing certain objectives.
Cold Snap remains active for 20 seconds.
When Cold Snap's alarm or cold air is active, completing certain main objectives can cancel this effect.
Staying near heat sources gives the Warmth effect, giving temporary immunity from the cold air.
BOMB COUNTDOWN
Reagents are equipped with a bomb counting down. Find Time Extenders, or the entire team will explode and the Trial is failed.
The bomb's countdown is limited to 5 minutes. Any time over that is lost.
The second tier for Bomb Countdown reduces the amount of Time Extenders can spawn.
Respawn chances and amps cannot be used to counter the bomb explosion.
The bomb timer is temporarily paused after completing certain main objectives or while respawning in solo.
PRIME TIME
Multiple Prime Assets present in Trial.
This variator replaces the Pusher, Pitcher, Jaeger, and Imposters.
TOXIC SHOCK
The Trial environment sporadically fills with toxic gas, inflicting permanent damage. Hide to stay alive.
Toxic Shock activates every 90 seconds, pauses when completing certain objectives.
Toxic Shock remains active for 20 seconds.
When Toxic Shock's alarm or gas is active, completing certain main objectives can cancel this effect.
Partially damaged health bar can still be healed.
Lost health bars can be recovered by being revived or using Health Pills.
In Escalation, lost health bars are recovered after completing a Trial.
DECYPHER BROADCAST
Decypher all encrypted broadcast within the Trial. Fulfill the objective for additional rewards.
LOCATE THE BROADCAST
Amelia has left a message for you in the Trial. Find the television broadcast and destroy it before Murkoff does.
The broadcast shows Amelia Collier's message during Under Surveillance event.
EXTRACT ORGAN SAMPLES
Find deceased reagents and extract organ samples for analysis. Complete the objective for extra rewards.
INCREASED THREAT II
Maximum population of brutal enemies.
This variator includes: High Enemy Density and Stronger Enemies II.
PSYCHOSURGERY
Maximum trauma. Rig cooldown extended. Less inventory space. No player names. No intel.
This variator increases the enemy's movement speed.
This variator includes: Rigs Extended Cooldown, Limited Inventory, No Player Names, No Intel, and Extreme Psychosis.
JAEGER
The Jaeger Ex-Pop is permanently present in Trials.
This variator replaces the Pusher, Pitcher, and Imposters.
ENRAGED ENEMIES
Enemies are on high alert!
All enemies have glowing red eyes except for Pusher, Screamers, Imposters, and Scapegoats.
All enemies have max sensitivity on sight and noise, enhanced sight range in darkness, enhanced movement speed, and always sprint during chases.
STRONGER ENEMIES
Enemies are stronger and more lethal.
Invasion: This variator also affects the damage towards Reagent Imposters.
NO PRESCRIPTIONS
Prescriptions are disabled.
NO RIG UPGRADES
Rig upgrades are disabled.
LIMITED ITEMS
Amount of items found in the Trial is limited.
ONLY THROWABLE ITEMS
Only throwable items can be found in the Trial.
This variator does not remove special items like Time Extenders and Health Pills.
This variator does not affect power modules devices on door traps and certain objectives.
This variator does not remove any items inside secret rooms.
LIMITED INVENTORY
One slot of your inventory is disabled.
FROST MINES
Gas mines have been replaced with frost mines, and the Trial has more mines.
Reagents inflicted with cold air loses the Warmth effect and receive continuous damage.
The continuous damage can be removed by entering hiding spot or staying near heat sources.
When triggered, the cold air lingers for 3 seconds.
When triggering near an enemy, the smaller types are inflicted with longer stun duration.
Replaces the hazard vent gas. Reagents cannot jump over to avoid the frost effect.
EXTRA SOUND TRAPS
More sound traps in the Trial.
HAZARD VENTS
Vents releasing hazards have replaced mines in the Trial environment.
The hazard vents inflicts the psychosis gas. Reagents cannot jump over to avoid the psychosis effect.
When Frost Mines variator is included, the gas is replaced with frost. Reagents cannot jump over to avoid the frost effect.
When Fire Mines variator is included, the gas is replaced with fire. Reagents can jump over without taking damage.
DEADLY TRAPS
Traps are deadly.
Any traps deal double damage to health or sanity.
Invasion: This variator also affects the damage towards Reagent Imposters.
EXTREME PSYCHOSIS
Ex-Pops won't ignore you anymore while in Psychosis.
The Skinner Man is faster and deals more damage.
The psychosis effect duration lasts for 45 seconds instead of 30.
This variator is included in: Psychosurgery, Ultra, and Ultra II.
HALLUCINATIONS?
Side effects, trauma or something else?
Reagents always experience Skinner Man hallucinations despite having normal sanity.
BOARDED-UP DOORS
Additional boarded-up doors in the Trial. (Breakable)
GATES LOCKDOWN
Rolling gates shut down after passing them a few times.
Rolling gates remain temporarily open with the Jammer rig.
Disabling the gate with the Jammer rig resets the counter.
NO REVIVES
No Syringes (coop) or Revive Pills (Solo) can be found in the Trial. No respawn in solo.
This variator does not remove respawn pill inside secret rooms.
Consuming respawn pills from secret rooms or saved in Escalation still does not allow respawn.
VOICE DISTURBANCE
Enemies can hear you talk.
Using a quick communication ping can also be heard by enemies.
Enemies won’t hear Reagents talking while hidden in a hidespot.
DON'T MAKE NOISE
Enemies have an extreme sensitivity to sound but impaired vision.
Enemies have bloodied red eyes and instantly detects Reagent in close range.
All Reagent action noises and jump landing produces an extra noise bar.
Screamers are more sensitive to noises.
Prime Assets are sometimes immune to impaired vision effect. They may also regain vision after completing the final objective.
LIMITED INTEL
Assignment details are limited in the Trial.
MOD LINKS COMMNUITY OTHER