Invocation Perks are a special type of Perk added to Dead by Daylight with the All Things Wicked Chapter. This makes sense because the Survivor that entered the fog with this Chapter is Sable Ward, a close friend of the game’s only other witch, Mikaela Reid. However, Ward’s Invocation Perks work quite differently from anything that’s come before and deserve a proper explainer before they’re thrown into a Trial.
How do Invocation Perks work in Dead by Daylight?
All of Dead by Daylight’s Invocation Perks can be considered blood magic or monkey paw abilities. They provide a powerful buff to one or more Survivors for a short period of time. However, they also cost Survivors, whether that’s with a debuff or just inflicting injuries on the one who activated them. This price Survivors must pay forces Survivor teams to think about how they move around each map and in what order they want to do things.
In any given Trial, enabling an Invocation Perk disables others. This is because only one Invocation Perk can be active per Trial. If you’re playing with randoms, this might pose an issue with multiple players wanting to use different Perks. Most of the time, though, everyone is happy to help get any Invocation off the ground and benefit from it for the rest of the Trial.
Invocation Perks must be activated in a similar way to Boon Totems in Dead by Daylight. Though Boon Totems are useful for both Killers like The Unknown and Survivors like Sable Ward, Invocation Perks, at the time of writing, only benefit Survivors. When a Survivor has an Invocation Perk equipped, a circle will appear in the Basement of that Trial. The player with the Invocation Perk must head down into the Basement and interact with the circle for a specific amount of time to activate the Invocation Perk.
Each Perk outlines its activation time in the description. While activating certain Invocation Perks, the player’s Aura can be revealed to fellow Survivors. If other Survivors join in with the activation, it will speed up the time it takes.
Every Invocation Perk in Dead by Daylight and how to use them
Below, we’ve listed every Invocation Perk in Dead by Daylight and how you should be using them. At the time of writing, the release day for All Things Wicked, there’s only one. However, with each Perk in the game, we’ll include details on which Perks will work best when used with them. Whether that’s the same Survivor or another player on the team.
Invocation: Weaving Spiders
This Invocation takes 120 seconds to activate close to the circle in the Basement. Once active, Invocation: Weaving Spiders permanently reduces the Repair Charges needed to fully repair all generators by 6/8/10 Charges, increasing with the Perk’s rarity. However, the player activating the Perk will enter the Injured State and suffer from the Broken Status Effect for the rest of the Trial.
Invocation: Weaving Spiders is incredibly powerful, further speeding up all generator repairs on top of every Perk Survivors may already have. I like to combine it with Resilience because that increases repair speed when in the Injured State, so it’ll work wonders post-Invocation activation.
Prove Thyself is another great Perk that buffs repair speed for the rest of the Trial when working with others. This is Not Happening is another fantastic Perk for the Injured State you’ll end up in. It makes Great Skill Check success zones bigger while in that state. Finally, though, you’ll need to locate other Survivors, so using the Empathic Connection Perk ensures you’re always locating anyone injured. This will mean you can heal them and get back to repairing generators much faster.