Hooks
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These vicious hooks, strewn about this nightmarish world, represent the true horror of the thing that rules this place - this Entity. Killers bring their prey to the hooks to torture them before that twisted mess of claws comes down for the finishing blow. There is still a chance of escape once hung from a hook. Either by enduring excruciating pain as you twist and turn to attempt to escape with a shoulder in pieces, or sometimes you might even get help from others that also reside within this nightmare.
One of the most horrific scenes is not always to be the one on the hook, but rather a witness. To see fear as someone else struggles for freedom is something I wish I could unsee. Limbs moving in unnatural ways and also my own inside struggle. Sometimes I try to help. But many times my fear of the hooks grows too big. What is survival with blood on your hands?'' |
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~ Benedict Baker's Journal |
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I attempted this escape many a time, much to my own folly. It was a fool's quest that resulted in more pain than it was often worth. | ![]() |
~ Mysterious Note |
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Do not waste precious time! Find the otherssss! Quickly!
The Entity is pleased! Kill more meat!'' |
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~ The Voices |
Hooks are one of 29 Props featured in Dead by Daylight.
Overview
The Hooks are used by the Killer to progress their main objective of sacrificing Survivors to The Entity.
Each Map spawns several Hooks placed randomly throughout the environment, as well as a fixed set of Basement Hooks.
Hook Mechanics
Carrying
Before hooking a Survivor, Killers must pick up the Survivor and carry them to a hook. During this time, the Killer's speed is reduced to 3.68 m/s or 92 % for all Killers by default.
Wiggling
- Main Article: Wiggle
While being carried, the Survivor can wiggle, causing the Killer to randomly strafe side-to-side, and eventually wiggling free from their grasp after 16 seconds.
Hooking
When in proximity to a Hook that has not been sabotaged or broken from an earlier sacrifice, the Killer carrying a Survivor is given the opportunity to hook that Survivor, placing them onto the Hook; this action takes 1.5 seconds.
If a Survivor is sacrificed, the Hook they were on breaks and remains unusable for the next 60 seconds, after which it automatically repairs itself.
Exceptions to this are the Basement Hooks, which are unbreakable and impervious to both Sabotage and Sacrifice.
Unhooking
Survivors are given the opportunity to unhook their dying teammate; unhooking takes 1 second to finish.
Hooked Survivors may attempt to unhook themselves from the hook; this action takes 1.5 seconds per attempt.
Unhooked Survivors are put into Injured State.
Any Healing Progress they might have accumulated in the Dying State is reset.
Additionally, unhooked Survivors are temporarily (for 10 seconds) protected by the Endurance Status Effect and receive a 10 % Haste
Status Effect for the same duration.
Unhook Types
There are 2 Unhook Types in Dead by Daylight: safe and unsafe Unhooks.
Safe Unhooks
A Safe Unhook is first and foremost a Score Event, which was added to discourage Survivors from hook-diving (i.e. unhooking right after the Killer hooked someone without waiting for them to leave the area first) and farming points.
Later, it also became an activation or completion condition for certain Perk Effects and Tome Challenges.
In order for the Score Event to trigger successfully, the freshly unhooked Survivor must not go down (i.e. enter the Dying State) for the next 15 seconds.
Unsafe Unhooks
An Unsafe Unhook is essentially a failed Safe Unhook, meaning the freshly unhooked Survivor went down (i.e. entered the Dying State) within 15 seconds of having been unhooked.
Resolve
- This feature is also known as the Anti-Camp/Anti-Face-Camp Feature and was first introduced in Patch 7.3.0.
Hooked Survivors not only have the Progress bar for attempting a Self-Unhook on their HUD, but also a smaller bar beneath it.
This smaller bar, known as the Resolve Meter, tracks Progress towards a Resolve, which grants the Hooked Survivor a guaranteed Self-Unhook.
The Resolve prompt appears only after the Killer remains too close to the Hooked Survivor for a cumulatively prolonged amount of time (i.e. the Killer was (face-)camping them).
After unhooking through a Resolve, the Survivor benefits from all the usual effects following an Unhook, albeit for an increased duration of 15 seconds.
Hook Stages and Endgame Use
A Resolve can be granted during both the first and the second Hook Stage.
The feature is, however, disabled for the remainder of the Trial as soon as the Exit Gates are powered (they do not have to have been opened yet).
Resolve Meter
The Resolve Meter fills whenever the Killer is anywhere within 16 metres of the Hooked Survivor; the closer, the faster.
There are exceptions that slow the fill rate or halt it completely, which are in the subsequent sections:
Grace Period
After hooking a Survivor, there is a buffering grace period of 7 seconds, during which the Killer is allowed to exit the area with enough wiggle room to interact with nearby Props and objectives, before the Resolve Meter begins tracking their proximity and possibly start filling up.
Other-Survivors Penalty
The Resolve Meter also tracks the proximity of other Survivors, be they healthy, injured or dying, which slows its fill rate while they are within the same 16 metres as the Killer.
This intends to not unfairly penalise the Killer for chasing after another Survivor in the Anti-Camp Zone and to penalise other Survivors for swarming the Hook.
Carrying
The Resolve Meter stops filling completely (or does not even start) whenever it detects the Killer carrying another Survivor inside the Anti-Camp Zone.
This too intends to not unfairly penalise the Killer for hooking multiple Survivors in the same area, especially in the Basement.
Verticality
The Resolve Meter treats both the horizontal and the vertical distance to the Hooked Survivor equally.
This, for once, does unfairly penalise the Killer, as they can inadvertently trigger the mechanic from a different floor, even if they would physically have to traverse a relatively large distance to reach the Hook (e.g. The Game, Midwich Elementary School, Raccoon City Police Station).
It was planned to address this in a future update, but no change has been implemented yet (applicable up to Patch 8.5.0).
Charge Times
The Resolve Meter fills at default rate of +1 c/s, which changes based on the Killer's distance to the Hooked Survivor.
A Resolve is granted after accumulating 100 Charges:
Distance | Modifier | Interpolation |
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16 metres | x0.5 | Linear (x1) |
15 metres | x0.75 | |
14 metres | x1 | |
13 metres | x1.25 | |
12 metres | x1.5 | |
11 metres | x1.75 | |
10 metres | x2 | |
9 metres | x2.5 | |
8 metres | x3 | |
7 metres | x3.5 | |
6 metres | x4 | |
5 metres | x4.5 | |
0-4 metres | x5 |
Hook Stages
For Survivors, Hooks have three different stages:
Stage | Name | Duration & Life Bar Drainage |
Available Interactions | Description |
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1 | Summoning Phase | 70 seconds; 100 to 51 % |
Hooked Survivor:
Other Survivors:
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Survivors enter the first Hook Stage only when they are hooked for the first time.
In the first Hook Stage, Survivors have the following options:
Once a hooked Survivor's Life Bar drains to 50 % remaining, they automatically enter the second Hook Stage. |
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2 | Struggle Phase![]() |
70 seconds; 50 to 1 % |
Hooked Survivor:
Other Survivors:
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Survivors have several ways to enter the second Hook Stage:
In the second Hook Stage, Survivors have the following options:
The duration of the second Hook Stage can be increased using either Camaraderie Once a hooked Survivor's Life Bar drains to 0 % remaining, or they fail to give input on 2 consecutive Skill Checks, they automatically enter the third and final Hook Stage, completing the Sacrifice process. |
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3 | Sacrifice | instantaneous; 0 % |
None available. | Survivors have several ways to enter the third Hook Stage:
In the third Hook Stage, Survivors have lost their struggle against The Entity and are sacrificed, completing the process. |
Hook Sabotage
Survivors can sabotage Hooks, which temporarily breaks them and thus renders them unusable for the Killer for that time, by using a Toolbox on it.
This can also be done without a Toolbox if a Survivor has the Perk Saboteur equipped.
The Hook Sabotage action takes a default time of 3 seconds to complete and will always consume 6 Charges from the Toolbox, as the Hook Sabotage action has a higher default Item Consumption rate of -2 c/s.
Since Killers are unable to hook Survivors onto sabotaged Hooks while they are broken, they will have to walk to a different Hook instead, potentially leaving enough time for the carried Survivor to wiggle free in the meantime, making sabotage a strategic gameplay mechanic.
Auto-Repair Mechanic
The Entity auto-repairs all sabotaged Hooks after a default time of 30 seconds.
This timer can be modified using certain Perks or completing the Hook Sabotage action with a Toolbox that has certain Add-ons equipped.
Sabotage Notifications
It should be noted that sabotaging a Hook always creates a Loud Noise Notification, which will inform the Killer of the sabotage.
This notification can be suppressed by completing the Hook Sabotage action with a Toolbox that has the Protective Gloves Add-on equipped.
Basement Hooks Sabotage Immunity
The four Basement Hooks cannot be sabotaged under any circumstances and are immune to it.
This immunity also used to apply to special Event Hooks, back when Dead by Daylight's major Events only featured a limited number of such Hooks in a Trial and their numbers could be influenced using the associated Event Offering.
Since these Events now convert every single Hook on the Map into Event Hooks, this immunity was removed and they can be sabotaged like any regular Hook.
Special Hooks
Basement Hooks
- Related Article: Basement
The Basement Hooks are a unique set of four Hooks attached to a single post located in the Basement.
The Basement Hooks are impervious to any form of damage: they cannot be sabotaged by Survivors and also do not break when a hooked Survivor is sacrificed or a Survivor using Breakdown is unhooked.
Originally, when sabotaged Hooks were destroyed permanently, they were the last resort for a Killer to still hook and sacrifice Survivors.
Scourge Hooks
- Related Article: Scourge Hook Perks
Scourge Hooks are no different from regular Hooks in appearance, but in effect.
In a Trial in which The Killer uses a Scourge Hook Perk, a few Hooks are selected at random to become Scourge Hooks.
The Killer will see those Hooks highlighted in a white Aura.
Hooking a Survivor onto a Scourge Hook will apply the effect of the associated Scourge Hook Perk.
Event Hooks
- Related Article: Events
Lunar Hook
- Related Articles: Howling Grounds & Moonrise
The Lunar Hook are a special Hook model that is featured during the recurring Lunar Events Howling Grounds and Moonrise.
For every burnt Red Envelope, a Lunar Hook would spawn on the Map.
Its Aura would be displayed to the Killer in a blue colour.
During Howling Grounds, hooking a Survivor for the first time on such a Hook would grant the Killer one Burnt Coin , 40 of which would unlock the The Hound customisation option for The Huntress.
During Moonrise, this was changed to grant points that could then incrementally be turned into a Gold Coin , a temporary currency, of which up to 9 could be exchanged for special Event cosmetic pieces.
Grill Hook
- Related Article: Scorching Summer BBQ
The Grill Hook was a special Hook model that was featured during the Scorching Summer BBQ Event.
For every burnt BBQ Invitation in addition to 2 default ones, a Grill Hook would spawn on the Map.
Its Aura would be displayed to the Killer in a blue colour.
Hooking a Survivor for the first time on such a Hook would grant the Killer one Survivor Chop , 50 of which would unlock the Pro-Pain Hammer customisation option for The Hillbilly.
Cankerous Hook
The Cankerous Hook was a special Hook model that was featured during the past Halloween Events.
They spawned naturally throughout the Trial Grounds during the Event and their number could be increased by burning Pustula Petals Offerings.
A Cankerous Hook's Aura would be displayed to the Killer in an orange colour.
During The Hallowed Blight, hooking a Survivor for the first time on such a Hook would fill the Killer's Nectar Vial by one sixth with Putrid Nectar, with a filled Vial granting one Putrid Serum, a temporary currency that could be used to buy the Event cosmetics from the In-Game Store.
During the Withering Blight Event, this was changed to just award Bonus Bloodpoints.
Tangled Hook
The Tangled Hook is a special Hook model that is featured during The Midnight Grove Halloween Event.
They spawn naturally throughout the Trial Grounds during the Event and their number could be increased by burning Cursed Seed Offerings.
A Tangled Hook's Aura would be displayed to the Killer in an orange colour.
During The Midnight Grove, hooking a Survivor on a Tangled Hook would award Bonus Bloodpoints.
Bone Chill Hook
The Bone Chill Hook is a special Hook model featured during the Bone Chill Winter Events.
By default all Hooks on the Map spawn as Bone Chill Hooks.
Esoteric Hook
The Esoteric Hook is a special Hook model featured during the Haunted by Daylight Halloween Event.
By default all Hooks on the Map spawn as Esoteric Hooks.
Hooking a Survivor on the Esoteric Hook grants Killers Void Energy which could be transferred into Unstable Rifts.
Hook Designs
In the early days of the game, each Killer had their own personal Hook Design that was used on every Map they played on.
Survivors quickly learnt that they could identify a Killer by taking a look at the design of the nearest Hook shortly after spawning. Thus Killers relying on the element of surprise were revealed too early to the Survivors and popular tactics, like to hold off on using one's Power if it made distinct noises to disguise one's identity for as long as possible, were nullified.
The Developers realised this and changed Hooks to no longer be tied to a Killer prior to the release of CHAPTER 2: The HALLOWEEN® Chapter.
They were from then on bound to the Realm, with one exception: playing against The Xenomorph (CHAPTER 29: Alien) will always spawn its special Hook, regardless of the Realm.
It can still be clearly seen that the three original Hooks were designed to have similar features to their respective Killers. Newer Hooks were designed to fit more into the general theme of their Realm.
MacMillan Estate | Autohaven Wreckers | Coldwind Farm | Crotus Prenn Asylum | Haddonfield | Backwater Swamp |
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Originally The Trapper's Hook: two steel bars tied together with some thick rope, reminiscent of his family's iron foundry. | Originally The Wraith's Hook: wooden beams with bandages wound around and twigs and branches sticking out of them. | Originally The Hillbilly's Hook: tinkered together from lots of scrap metal. | Originally The Nurse's Hook: cast metal with intricate ornament and a broken birdcage on top of it. | Fashioned to the likes of fancy street lanterns found in the Haddonfield neighbourhood. | A rotting, mushroom infested wooden beam with a thick wood branch attached to it with some rope. |
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Léry's Memorial Institute | Red Forest | Springwood | Winter Solstice (Event) | Gideon Meat Plant | Lunar New Year (Events) |
Fashioned from medical gear and machinery found throughout the medical Institute. | Tinkered together from a couple of smaller branches, adorned with animal hide. | Put together from the plumbing of old-fashioned central heating units found in the Boiler Room, held together with chains. | Known as the old Winter Hook: a steel bar Hook hung with light ornaments in order to celebrate the Winter Solstice and Christmas, it spawned during the Winter Solstice Events. | A steel bar Hook adorned with many of Jigsaw's contraptions. | A steel bar Hook with Chinese Firecrackers and decorated with Chinese symbols, celebrating the Lunar New Year. |
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Scorching Summer BBQ (Event) | Yamaoka Estate | The Hallowed Blight (Event) | Ormond | Hawkins National Laboratory | Grave of Glenvale |
Known as the Grill Hook or Summer Hook: a steel bar Hook hung with grills, a little spice tray, tongs, aluminium paper and a bowl of cooking chilli at its foot, it spawned during the Summer BBQ Events. | A wooden Hook mounted atop a carved stone pillar with a Japanese-style roof perched atop it. | Known as the Cankerous Hook: a steel bar Hook engulfed half-way by a cankerous growth and adorned with Pustula Petals, it spawned during the first two Blighted Halloween Events. | A miniature ski lift pylon with a yellow rubber mat surrounding the lower half. | A rat-infested Hook made from material resembling that found in the Rift Lab. | Fashioned from splintered, old wood and adorned with simple mechanical contraptions. |
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Silent Hill | Raccoon City | The Midnight Grove (Event) | Forsaken Boneyard | Bone Chill (Event) | Garden of Joy |
A metal Hook formed from sharp-edged steel, adorned with mesh-grating and sharp, spikey sheets of metal. | A metal Hook overgrown with cancerous tissue growths and adorned with spikes and vines. | Known as the Tangled Hook: a steel bar Hook engulfed half-way by a tangled, vine-like growth, it spawned during the last Blighted Halloween Event. | An ornate Hook consisting of carved stone with antique patterns, overrun by roots. | Known as the new Winter Hook: a rusty metal Hook held together by rusted bolts and screws, adorned with red and green Christmas lights and lined by gifts at the base, it spawns during the Bone Chill Winter Events. | A rusty metal Hook made of rusted iron, lit up by fluorescent bulbs, topped off by a wind vane, and overrun by vines. |
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Haunted by Daylight | The Decimated Borgo | Toba Landing | Nostromo Wreckage | ||
Known as the Esoteric Hook: a metal Hook adorned with an energy canister, it spawns during the Haunted by Daylight Halloween Events. | A wooden Hook decorated with metal spikes and spiky gears. | A Hook made of scrapped machinery, tubing, wires, and metal glued together by pink organic matter. | Known as the Alien Hook: a metal Hook made of a large, dark grey metal part surrounded by black alien growth. It spawns whenever the Killer is The Xenomorph. |
History
Original Hook Stages
For Survivors, Hooks have three different stages. Stages 1 and 2 each have a duration of 45 seconds:
Hook Stage | Health Bar | Actions | Explanation |
---|---|---|---|
1 | 100 - 51 % | Escape Attempts |
A Survivor being hooked for the first time will enter Stage One. A Survivor in Stage One can be rescued by another Survivor or attempt to free themselves from the Hook.
Once the Health Bar drops to 50 %, the Survivor will enter Stage Two. |
2 | 50 - 1 % | Struggle Phase |
If a hooked Survivor's health bar reaches half (default 60 seconds or 3 failed escape attempts), will enter Stage Two. If they are rescued before reaching Stage Two , they will start at Stage Two the next time they are hooked. A Survivor in Stage Two, also known as "Struggle Phase", can still be rescued by another Survivor, but will have to struggle against The Entity trying to kill them. |
3 | 0 % | Sacrifice |
A Survivor being hooked the third time, required that they were rescued before reaching 0 % health, will enter Stage Three. This also happens if all other survivors are hooked (and no one is in stage 1), or dead. A Survivor in Stage Three gets killed by The Entity, completing the sacrifice. |
Change Log
Patch 1.2.0
- Killer QoL: changed Hooks from being Killer-specific to being Realm-specific.
- All Realms now spawn their specific Hook model, independent of which Killer loads into the Trial.
- Exceptions: the Basement Hooks use the same model across all Realms, and The Xenomorph
always spawns its own unique model.
- Exceptions: the Basement Hooks use the same model across all Realms, and The Xenomorph
- This change was originally motivated by perceptive Players back then being able to immediately identify Killers based on the Hooks that spawned on the Map and newer Hook models looking out-of-place across different Realms.
- All Realms now spawn their specific Hook model, independent of which Killer loads into the Trial.
Patch 1.5.3
- Killer Nerf: increased the duration of both Hook Stages from 45 seconds to 60 seconds.
- This change was intended to reduce the effectiveness of camping hooked Survivors, giving their fellow Survivors more time to repair Generators and apply pressure to the Killer.
Patch 1.8.0
- Survivor Buff: increased the Wiggle Progression bonus from being dropped by the Killer (a.k.a. "dribbling") from +25 % to +33 %.
- Survivor QoL: added so-called "Swivel Hook", allowing Survivors to unhook others from any angle instead of only from straight up front.
- This change was added to remove the Killer's ability to completely body-block the Unhook prompt by standing in front of the hooked Survivor (a.k.a. "face-camping").
Patch 2.0.0
- Change: the number of Hooks spawning in the environment is now based on the number of map tiles divided by three.
Patch 2.2.0
- Survivor Buff: hooked Survivors no longer take damage during the unhooking process before they regain full control of their character.
- Originally, this was to prevent Killers from downing Survivors before they even had a chance to run away.
Nowadays, this change is mostly obsolete due to unhooked Survivors automatically receiving Endurance.
- Originally, this was to prevent Killers from downing Survivors before they even had a chance to run away.
- Survivor Buff: halved the duration of the Self-Unhooking animation from 2.4 seconds to 1.2 seconds.
Patch 2.3.0
- Killer Buff: reduced the duration of the Hooking animation from 2 seconds to 1.5 seconds.
Patch 2.5.0
- Killer QoL: reduced the minimum spawn distance of regular Hooks from the Basement Hooks to 16 metres.
- Killer QoL: moved the reference point for the radius from the middle of the Basement to the top of the stairs leading into it.
- Change: all Maps now feature a minimum and maximum number of Hooks that they can spawn.
- Change: Hook Offerings now affect the distance in-between Hooks rather than the number.
Patch 3.6.0
- Killer Buff: reduced the Wiggle penalty for dropping a Survivor from +33 % back to +25 %.
- Killer Buff: reduced the Hook Repair timer from 180 seconds to 30 seconds.
- Survivor Buff: reduced the Sabotage time from 16 seconds to 3 seconds.
- Survivor QoL: removed Sabotage Skill Checks.
- Killer Nerf: removed the ability to hook Survivors mid-sabotage.
Patch 3.7.0
- In case of all remaining Survivors reaching the Struggle Phase, The Entity will now instantly drain their remaining life bar and sacrifice them.
- Added additional effects for when Survivors attempt to unhook themselves, making it clearer that this is potentially hurtful and will accelerate the sacrifice process.
Patch 4.7.0
- Rework: instead of continuously mashing buttons or keys, the Struggle Phase now repeatedly triggers Skill Checks until the sacrifice.
Patch 6.1.0
- Survivor Buff: Survivors now receive the Endurance and Haste Status Effects for then 5 seconds after being unhooked.
- Haste had a strength of +7 %.
- Survivor Nerf: extended the timer for unhooks to be considered "Safe Unhooks" from 10 seconds to 15 seconds.
Patch 6.2.0
- Survivor Buff: doubled the duration of the Endurance and Haste Status Effects from 5 seconds to 10 seconds.
- Survivor Buff: increased the strength of Haste from +7 % to +10 %.
Patch 7.1.0
- Killer Nerf: removed the ability for Killers to grab healthy or injured Survivors while they are unhooking the hooked Survivor.
Patch 7.3.0
- Rework: introduced an Anti-Camping mechanic to Hooks.
- This feature allows Survivors to self-unhook and gain an extended Endurance Status Effect, if the Killer camps the Hook for too long.
- This feature becomes inactive as soon as the Exit Gates are powered.
Patch 7.3.1
- Survivor QoL: the Anti-Camping mechanic no longer considers other hooked Survivors.
- Before this change, if two Survivors were hooked in the Basement at the same time, the other's presence would influence their respective Anti-Camping Meter, unfairly slowing its progression around a camping Killer.
Patch 8.1.0
- Killer QoL: broken Hooks from sacrificing Survivors (excludes those found in the Basement, which are unbreakable) now auto-repair after 60 seconds instead of remaining broken for the remainder of the Trial.
- This change was motivated by the Developers wishing to remove situations in which Survivors could become unhookable late game due to dead zones from previous Sacrifices.
Patch 8.2.0
- Killer Nerf: further increased the duration of both Hook Stages from 60 seconds to 70 seconds.
- This change was intended to compensate for the previously increased Repair requirement reducing the effectiveness of pressuring camping Killers by repairing Generators.
Patch 8.5.0
- Killer Quality of Life: removed the Progress bar from the Hook interaction.
Patch 8.7.0
- Survivor Quality of Life: added a protection to Survivors when other Survivors spam the Unhook interaction without actually unhooking.
- This change aims to deter griefing.
Trivia
- Hooks were originally known as "Meatlockers" and later as "Meathooks".
- The entire Game Mechanic of hooking Survivors was inspired by a scene in The Texas Chainsaw Massacre, where Leatherface (or The Cannibal) catches Pam and puts her on a Hook.
- There's an unreleased Hook model named Deer Hanger in the Game files.
It is stored in a folder titled Improvised Hooks.
It is possible that at one point in Development, Killers might have been able to fashion their own Hooks from scrap materials.
Hook Gymnastics
- Early on in the Game's life, hooked Survivors had established a way to communicate a Killer's proximity to the other Survivors:
- Hanging still from the Hook meant something along the lines of: "The Killer is far enough away from me or preoccupied with something else, you can come and rescue me now!"
- Spamming the self-unhook animation meant something along the lines of: "The Killer is nearby, patrolling the Hook or camping it. It is not safe to attempt a rescue, stay away and let me hang!"
- This was jokingly referred to as "Hook Gymnastics".
- Many newer Survivors believed that the Hook Gymnastics worked the other way round and signalled a camping Killer by hanging still and struggled once the Killer was away.
- This issue propagates to present-day Dead by Daylight, with most Veteran Players sticking to the original Hook Gymnastics, leading to miscommunication with newer Players, due to the general consensus having been lost.
Hook Spawns
Each Map has a minimum and maximum amount of Hooks that may spawn on it:
- Hooks must have a minimal spawn distance in-between each other unless the minimum amount of spawns is not reached, then they may spawn closer together.
- This minimal spawn distance may be affected by Offerings
.
- This minimal spawn distance may be affected by Offerings
Video
The Outline of the Hook Asset |
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