Overview
The new update was released last week (2017, 6th June) and brought 16 exciting new roles. This guide is meant to explain each of them more in detail.
Information about the DLC
Town of Salem: The Coven is an expansion to Town of Salem. The full game with new update (and the new soundtrack of “The Coven”) will be €13.97, but only €4.99 if you have the game on Steam. As I said, ToS: The Coven introduces new roles that bring with them new mechanics and more fun.
Town of Salem__€5,99
Town of Salem – The Coven DLC__€4,99
Town of Salem – Original Sound Track__€2,99
The distribution of the 16 new roles
“The Coven”, as the Mafia, is the minority share of each match. It features new game mechanics and new skills that will battle with “The Town” and “The Mafia”.
The distribution of the 16 new roles.
The Coven: 6
- Hex Master
- Poisoner
- Potion Master
- Medusa
- Necromancer
- Coven Leader
The Town: 4
- Crusader
- Trapper
- Tracker
- Psychic
The Mafia: 2
- Ambusher
- Hypnotist
Neutral: 4
- Guardian Angel
- Pirate
- Plaguebearer/Pestilence
- Juggernaut
Some important concepts
Before we see each of the new roles in detail, it’s important to understand some concepts that this new DLC bring us.
—–Unique role—–
A unique role is a role that is limited to 1 player per game. Pay attention who claims a role that is a unique role!
List of unique roles.
TOWN
MAFIA
NEUTRAL
COVEN
—–Necronomicon—–
The Necronomicon is a strong power to the members of the Coven that will used it. It has different effects on different members, such as making the Poisoner’s poison bypass healing. The Necronomicon is given automatically to the Coven Leader. And If there is no living Coven Leader, a random member of the Coven inherits it on Night 3. If the player with the Necronomicon dies, the Necronomicon is inherited at random by another member of the Coven.
And keep in mind, members of the Coven holding the Necronomicon will gain Detection Immunity from the Sheriff.
Effects in each role.
The Coven: 6
A match can’t start with more than 4 members of the Coven (similar to the Mafia), and all members of the Coven are unique.
The Coven: 6
- Hex Master (CE)
- Poisoner (CE)
- Potion Master (CE)
- Medusa (CE)
- Necromancer (CE)
- Coven Leader (CE)
*CE=Coven Evil
Hex Master
Coven Evil
General information.
- The HM has an Unstoppable attack.
- He has the ability to “hex” one player each night. In other words, basically a HM is an Arsonist that automatically ignites when everyone who isn’t a teammate is doused.
- When all the non-Coven players left alive have been hexed, all hexed players will die.
- Players aren’t told that they are hexed. Hexing a player can be stopped by a Bodyguard. You’ll trigger a Trap but won’t die from it.
- Players who are hexed will appear to the Sheriff as a Coven member.
- Players who are hexed (or framed) will show up under the Hex Master’s investigative results.
- With the Necronomicon, you are no longer considered visiting anytime you Hex so you can get around any role that sees visits or attacks visitors.
- This means that the Hex Master with the Necronomicon won’t die to a Werewolf that attacks their target, and can get around the protection of roles like the Bodyguard. And it will deal a basic attack to them – any night immune roles will still be hexed.
- Careful! You don’t need to be alive for your hex to take hold. If all the non-Coven roles left alive are hexed, they will all die the next morning. This is true even if there are no Coven members left alive at all.
Possible strategies.
- There isn’t any special order to kill people. Many of them could be under protection by some TP (Town Protective), or just an alerted Veteran that is always very dangerous. However, try picking random people with a name that doesn’t stand out means you’ll be able to win quicker.
- Keep a track of the person you have hexed and share it to your members. Kill the one who are not hexed to end the game quickly.
- As the Coven is also capable of killing, ask your Coven to not attack the person you’ve hexed in order to not perform any useless work.
- Try do bluff. If you know that the Coven is in danger of losing, use Hex Master as a bluff something along the lines of “Everyone is hexed except this one person” using this threat, use the Town into doing your bidding in exchange for not hexing the last, not hexed player. This creates panic, and diverts attention from the Coven.
- As I said in the beginning, when choosing what people to hex, follow the strategies of an Arsonist, since both roles work in the same way.
- Choose people who you think will live the longest. Remember, when every living townie becomes hexed, an unstoppable attack happens, making a purge of the rest of the town late game. Even if there are only 3 people that oppose you, if you guessed that they were going to live until the end of the game and hexed them earlier, you could still finish them off, which would ensure your victory.
- Don’t forget that your hex will not kill Pestilence, as it has Invincible defense.
- Be smart and use your high position as your great advantage. Being passive means you don’t have to worry about getting killed by the Town Protective and able to get undetected by Town Investigatives.
Basic information.
Attack: Unstoppable (Final Hex) or Basic (Necronomicon)
Defense: None
Ability Stats.
Investigation Results.
Your target is a member of the Coven!
With the Necronomicon:
Your target is not suspicious.
Victory Conditions.
Survivor
Pirate
Mafia
Vampires
Werewolves
Arsonists
Serial Killers
Poisoner
Coven Evil
General information.
- The Poisoner’s attack is a delayed Basic attack that takes one day to take effect and can be cured by any heal after the initial visit.
- Players will know that they are poisoned.
- With the Necronomicon, poisoning is uncurable.
- Any temporary defense, such as jailing a player or protecting them as the Bodyguard, other than healing does nothing to stop a poison once you are poisoned.
- On the other hand, poisoning a player will register as an attack, so any defense at the time of attack higher than none will stop the poison’s effect.
Possible strategies.
- Your delayed kill means that Lookouts will have a harder time finding you. You can use this to “prove” your innocence in the latter part of the game. However, smarter Lookouts will notice you visiting your target, so when they die a day later, they will be suspicious of you or even call you out if their target claims they were poisoned.
- Consider Doctors are a high-priority target; with them in a match, you’re virtually useless until you’ve the Necronomicon, reason being that anyone poisoned can simply claim so and the Doc will heal them. Because of this, try to poison Jesters on night one, whom Doctors won’t save.
- The revealed Mayor is very vulnerable to poison as he can’t be saved by a Doctor, unless a Transporter interferes or a Coven Leader accidentally controls the Doctor onto the Mayor.
- Claiming to be poisoned has its benefits – it means the Doctor will be healing you that night, protecting you from harm. Even if the Town notices you haven’t died, you can simply claim to have been healed. Of course, this will not work once the Coven gets the Necronomicon, as healing no longer prevents death by poison.
- Coordinate with your fellow Coven members on who you should poison. Before Night 3, you might be the only Coven member who can actually kill, with the other early game killer of the Coven being the Potion Master.
- If you play with a Medusa, you can ask her to claim poisoned while you don’t poison anyone and ask her to stone visitors the following night. This might allow you to kill the Doctor and make your poison incurable.
Dealing with Poisoners.
- As a Lookout, when someone dies to poison, if you were watching them last night, anyone who visited them could be the Poisoner.
- As a Doctor, make sure to heal anyone claiming to be poisoned. Not only will it purge them, it will protect them from any killers. On the other hand, if you believe the Poisoner has the Necronomicon then healing poisoned people is a waste of a night.
- You’re a killing role, so targeting people who are poisoned is a bad idea. Not only will they likely be protected by Docs, even if they’re defenseless, they’ll die from poison anyway, wasting a kill.
- As a Tracker, you can call out a Poisoner if you see them visiting someone who claims to be poisoned the next day.
Basic information.
Attack: Basic
Defense: None
Ability Stats.
Investigation Results.
Your target is a member of the Coven!
With the Necronomicon:
Your target is not suspicious.
Victory Conditions.
Survivor
Pirate
Mafia
Vampires
Arsonist
Serial Killer
Werewolf
Plaguebearer
Pestilence
Potion Master
Coven Evil
General information.
This role can select between three potions to use: a healing potion, a revealing potion, and an attacking potion. Each of the potions has a three-day cooldown, but with the Necronomicon the cooldowns for the potions are removed.
- The attacking potion will deal a basic attack to the target.
- The healing potion will heal your target from attacks for that night.
- The revealing potion will tell you your target’s role for that night.
Possible strategies.
- Often, it’s better to use a revealing potion instead of a healing or killing potion at the beginning of the game. Doing so can give you vital information about your enemies and keeps the fact that there is a Potion Master in the game a secret.
- When you have the Necronomicon, it might be a good idea to use a revealing potion two nights in a row, and then use a killing potion on the third night. This way, the rest of the town will not know that you’ve the Necronomicon, which could make the town panic that another Coven role has it instead.
- Use your killing potions in compliment with your revealing potions, this allows you to take out only high priority targets like the Sheriff or Mafioso.
- Your healing potion is a powerful weapon to negate the attacks of Town Protectives. Cooperating with other Coven roles is essential before you heal them. The other Coven members may decide to attack a specific target, knowing you would back them up with a powerful defense. This is more useful when the attacking Coven member targets someone with protectives on their side.
Basic information.
Attack: Basic
Defense: None
Ability Stats.
Investigation Results.
Your target is a member of the Coven!
With the Necronomicon:
Your target is not suspicious.
Victory Conditions.
Survivor
Pirate
Mafia
Vampires
Arsonist
Serial Killer
Werewolf
Plaguebearer
Pestilence
Medusa
Coven Evil
General information.
- When using your Stone Gaze, anyone who visits you will be turned into stone.
- Your Stone Gaze is a Powerful attack, so it will pierce the Basic protection of night immunity.
- However, unlike a Veteran, you do not have night immunity while your gaze is activated, so you will also die if a killing role visits you.
- You may only use your ability 3 times.
- With the Necronomicon, you will be able to visit people and then use your Stone Gaze at their house.
- People who have turned to stone will not have their wills and roles shown, similar to the Janitor.
- Role blockers, such as the Escort or the Consort, who visit Medusa during a Stone Gaze will be turned to stone.
Possible strategies.
- One of the best roles to choose when trying to pick a role to claim is the Psychic, as they are the only Town role with the same investigative result as you. Although, many players might pick up on this and think you are a Medusa, Poisoner or, if there are Mafia present in the game, an Ambusher. Try to coordinate with your Poisoner to discuss who should claim what.
- When you have the Necronomicon, get as many players as possible. The more you will attack, the more roles won’t be discovered, the more chance you have to claim a role which has been stoned, as you don’t get, unlike Janitor, the role of the player you stoned.
- Like the Veteran, the Medusa relies on visits to get kills, so try use some strategies of this role (check my other guide).
___Unlike the Veteran, however, you need to avoid being recognized as the killer afterwards. This can be a problem if you bait people, since players may look back and try to figure out who the stoned players might have visited and why.
___Also, activating your Stone Gaze doesn’t prevent you from being killed by an attacker, so try to attract investigative and support roles instead of killing roles. - The Necronomicon allows you to visit people and turn them and anyone who visits them to stone. Use this to kill enemy night immune roles like the Godfather, and other Neutral Killing roles, or use this similar to the Werewolf to net many kills at once.
- The Coven Leader can force people to visit you, allowing you to kill reliably prior to obtaining the Necronomicon.
___An added advantage to this is that the Coven Leader learns the role of the person they’re sending to their doom, allowing a member of the Coven to use it as claim-space.
___Remember, however, that you’re not night immune when using your Stone Gaze, so they need to be careful to avoid directing potential killers to you.
Dealing with Medusas.
- Dealing with the Medusa is very similar to dealing with a Veteran, but unlike the Veteran, the Medusa is a target to the town as well.
- One of the best ways to catch a Medusa is to simply ask the person under suspicion their role and will, as a real Medusa will most likely claim the one town role that fits their investigative results, Psychic, or some hard to prove role such as Medium or Doctor.
___If they do, ask for their Last Will. If they refuse or claim that they didn’t keep one, they are probably lying about their role, as all Town roles keep last wills just in case. However, beware that many evil roles tend to keep fake wills in case they are questioned. - Don’t forget that Medusa’s only have 3 uses for their ability, so if you have to investigate or kill them you have a good chance of catching them unprotected.
Basic information.
Attack: Unstoppable (Final Hex) or Basic (Necronomicon)
Defense: None
Ability Stats.
Investigation Results.
Your target is a member of the Coven!
With the Necronomicon:
Your target is not suspicious.
Victory Conditions.
Survivor
Pirate
Mafia
Vampires
Werewolves
Arsonists
Serial Killers
Necromancer
Coven Evil
The Necromancer is a Coven Evil role who can control the corpses of dead players to use their ability on their second target and then the corpse rots allowing only one use of a corpse. With the Necronomicon, you can select yourself to summon a Ghoul to use a Basic attack on your second target.
General information.
- When you have the Necronomicon, you can select yourself to summon a Ghoul onto your target. Otherwise, the selected target uses its ability on the second target. Attention in that case: a Medusa has no effect.
- You don’t visit your second target, so you won’t be affected by a Veteran on alert, a Crusader, a Bodyguard, a Trapper’s trap, an Ambusher, and so on. However, you do see anything that happens to your ghoul, so if they encounter one, you will know.
- If your target is an Amnesiac, the message “An Amnesiac has remembered that they were like the Amnesiac.” will be displayed to the Town. This doesn’t seem to depend on the role of the second target.
Possible strategies.
- If you think that someone in the Coven or an ally is going to be attacked, revive a Town Protective role can be a good idea.
- Keep other powerful roles with the abilities to kill, protecting or healing in the late game. This also provide sustain to your faction in late game especially when you are the only member in your faction.
- You can choose to select yourself to summon ghouls and continue to use dead corpses if you desire.
- Crusaders can be your toys to kill enemies as well. Using their ability to visit important members like the Mayor and Psychic can help you kill members trying to protect or watch over them.
- Controlling the Vigilante can be used as deception. Accidentally killing an evil role makes you able to claim Vigilante. After all, the message will say that the Vigilante killed them. Other killing roles, like Crusaders, can be also used as deception into tricking the Town to make them look like you did the job.
Basic information.
Attack: None (Basic with the Necronomicon)
Defense: None
Ability Stats.
Killing,
Unique
Investigation Results.
Your target is a member of the Coven!
With the Necronomicon:
Your target is not suspicious.
Victory Conditions.
Survivor
Pirate
Mafia
Vampires
Arsonist
Serial Killer
Werewolf
Plaguebearer
Pestilence[/tr][/table]
Coven Leader
Coven Evil
The Coven Leader has the ability to control the actions of other players. With the Necronomicon, her attacks drain their target of their life force dealing a Basic attack, and has Basic defense. The Coven Leader has first priority when the Coven is given the Necronomicon and then it is random after that. This role is only playable in the Coven expansion.
General information.
- The Coven Leader chooses two people per night. The first target is controlled and uses its night ability on the second target.
- Like the Witch, the Coven Leader only visits their first target, not their second.
- You will see anything that happens to the person you control (for instance, if they are intercepted by a Bodyguard, Ambusher, or Crusader; you will also be told the role that intercepted them).
- The Coven Leader is immune to role blocks.
- Your Necronomicon attacks apply to your first target, not your second.
- If the Coven Leader has the Necronomicon and controls a Bodyguard to visit himself, both the Coven Leader and the Bodyguard will die.
Possible strategies.
- Claim to be an Investigator to the Town and look up possible results as you know the true role of your first target.
- Controlling a Doctor and make them heal other Coven members or yourself could benefit your team. That isn’t to say your Necronomicon could kill the Doctor or a Medusa may accidentally use their stone gaze to kill him.
- You may control a target to visit Medusa. Not only you will learn the victim’s role, but stone the target on purpose. Controlling a confirmed visiting role will be nice. This tactic is more effective against the Town Protective and Town Investigative roles. Their wills will be useless and they prevent the Retributionist to revive the victims. It is also much better if the role isn’t revealed yet to the Town, in order to have more claim space for other roles. Be careful if you control Vigilantes as it would be harmful to Coven.
Basic information.
Detection Immunity (with the Necronomicon)
Attack: None (Basic with the Necronomicon)
Defense: None (Basic with the Necronomicon)
Ability Stats.
Killing,
Unique
Investigation Results.
Your target is a member of the Coven!
With the Necronomicon:
Your target is not suspicious.
Victory Conditions.
Survivor
Pirate
Mafia
Vampires
Arsonist
Serial Killer
Werewolf
Plaguebearer
Pestilence[/tr][/table]
The Town: 4
The Town: 4
- Crusader (TP)
- Trapper (TP)
- Tracker (TI)
- Psychic (TI)
*TP=Town Protective
*TI=Town Investigative
Crusader
Town Protective
A Town Protective role with the ability to protect a player each night giving them Powerful defense, but will use a Basic attack against another visitor at random.
General information.
- During each night, the Crusader may select a target to protect. Attention, the Crusader may not protect himself.
- The Crusader will kill one person who visits their protected target, no matter which role the visiting role may be.
__Unlike the Bodyguard, the Crusader will not die protecting a target and as a result may continue protecting targets at night. - The protected target will not receive a notification about being protected, unless the protected target is attacked that night.
- A protected target who is attacked will receive a notification stating, “You were attacked but someone protected you!”
- If the Crusader’s target is attacked, he will receive a notification stating, “Your target was attacked last night!”
Possible strategies.
- Always protect someone who asks for a Crusader on them, but not someone who asks for a Town Protective on them. You may accidentally kill a Trapper or a Town Protective.
- Protecting a confirmed Townie without/very low chance of a Lookout is often a good idea as there is little reason for another player besides an evil one to visit said Townie. However, another Town Protective may visit the confirmed Townie, killing them.
- If the late game has begun and evils are nearing majority, protect every night. You need evils to be dead at this point and they have a high chance of visiting your target.
- Often, you should not protect early in game as there is a high chance of killing a fellow Townie.
- In a VIP mode, protect the VIP on all nights. Players are often conscious that the VIP will be protected and would rather not visit him. This way, you can prevent the VIP from dying. However, some Town prefers to set a trap on the VIP after the first night. Then, you can guard someone else, e.g., the Psychic who revealed on Day 2.
Basic information.
Defense: None
Ability Stats.
Investigation Results.
Victory Conditions.
Pirate
Survivor
Vampires
Arsonist
Serial Killer
Werewolf
Witch
Plaguebearer
Trapper
Town Protective
The Trapper has the ability to place traps at a player’s house that will trigger on any visit. If the visiting player intended harm, the trap will use a Powerful attack against the player and reveal the role of the player visiting. However, if the visit didn’t harm the player then it will trigger only revealing the role of the player visiting.
Be attention that it takes one night to build a trap so you can never place a trap on Night 1. The traps persist until they are activated by a role visiting, or deactivated by the Trapper. The Trapper dying does not deactivate their trap. If you’re roleblocked while building a trap, you must wait another night to set your trap.
General information.
- Your trap remains until they are triggered.
- Your trap has no negative effects on peaceful townies, however they do perform a Powerful attack to harmful visitors like a Vigilante.
- Your trap will give a Powerful Defense to your target.
- Your trap can trigger and attack the night you have set it up.
- You will know the roles who visited your trapped target.
Possible strategies.
- Unlike Crusader, you can protect confirmed Townies without harming any other Townies, as long as a Vigilante would not shoot them. Therefore, you are a great protector of all important roles.
Basic information.
Attack: Powerful
Defense: None
Ability Stats.
Investigation Results.
Victory Conditions.
Survivor
Pirate
Guardian Angel
Coven
Vampire
Plaguebearer
Pestilence
Arsonist
Serial Killer
Werewolf
Tracker
Town Investigative
General information.
- The Tracker can select one target at night to see who the target visits.
- If the target doesn’t visit anyone or visits themselves, the Tracker will receive no notification.
- If the target does visit another player, the Tracker will see “Your target visited [target’s name]!”
Possible strategies.
- Try and track suspicious players; this could potentially reveal that they visited a role that died the next day. Just make sure they aren’t a Veteran baiting.
- The Tracker is mostly a team player that works with other roles to find out the roles of people being tracked. Try to find other Town Investigative and Town Protectives to track down evil roles that don’t kill immediately.
- If you know who the Doctor is and you think that you have found a Poisoner, then it may be a good idea to whisper who the Poisoner targeted. This way, the Doctor could heal the poisoned player. Of course, most players will say that they are poisoned so this strategy may not be useful. However, if the player is blackmailed, this will work as an effective backup plan.
- If you track the same person each night and they keep visiting different targets, try to communicate with a Sheriff or Investigator to see the target’s investigation results. If the people that are being visited show up as an Arsonist, then the person you are tracking is an Arsonist.
- The Tracker is essentially a reverse Lookout, so strategies for that role work well for this role – simply inverted.
Basic information.
Attack: None
Defense: None
Ability Stats.
Investigation Results.
Victory Conditions.
Survivor
Pirate
Guardian Angel
Coven
Serial Killer
Werewolf
Arsonist
Vampire
Plaguebearer/Pestilence
Juggernaut
Psychic
Town Investigative
The Psychic can investigate one person per night, which will be given three names every non-Full Moon night at least one of which is evil, and on Full Moon nights they will be given two players and one of which is guaranteed to be good.
General information.
- If you are jailed or role blocked, you will not receive a vision.
- You may receive a vision that a revealed Mayor is good, effectively wasting it.
- On a non-Full Moon night, you get one or more evils among the three players, while on a Full Moon night, you get one person good or the both. Therefore, the Full Moon results doesn’t allow you to find evils but it helps to confirm a Townie.
- Clarification: good = Townie, bad = anything else.
- Survivor shows up as “good”, unknown if other neutral benign show up as “good”.
Possible strategies.
- Reveal early on and ask for a Crusader on you. Often a Crusader will do as asked if they are smart, and you can easily start helping the town rat out suspicious people.
- Generally, the Psychic relies on the whole Town to be useful. Having fellow Town Investigative roles can help the Psychic even further by gaining information about the roles that are potentially evil.
- Writing confirmed Townies in your will may seem like a good idea, but remember that when your will is revealed, it potentially makes them a target for killers.
- Calling someone out as evil early on is generally not a good idea. One, you could end up guessing wrong and getting an innocent Townie lynched. Two, people could think you are an Executioner and ignore you. Three, a Psychic is a high-priority target for the Mafia so you will likely be dead within a few nights.
- However, if it’s Night 3, a person has appeared twice, and one or two other people on those two visions have died, it is extremely likely they are evil, call them out, or whisper it to a confirmed Townie.
- Try narrow down your pool of suspects. Two of the given potential evil roles may be good. Their death may confirm their innocence. Death of an evil role out from the three doesn’t mean the other two are innocent. There are results that reveal all names written are evil.
Basic information.
Defense: None
Ability Stats.
Investigation Results.
Victory Conditions.
Survivor
Pirate
Guardian Angel
Coven
Serial Killer
Werewolf
Arsonist
Vampire
Plaguebearer/Pestilence
Juggernaut
The Mafia: 2
The Mafia: 2
- Ambusher (MK)
- Hypnotist (MD)
*MK=Mafia Killing
*MD=Mafia Decption
Ambusher
Mafia Killing
Ambusher is the first ever separately-killing Mafia Killing role since the release of the game. This role has the ability to wait outside a player’s house and ambush one visitor dealing a Basic attack.
General information.
- The Ambusher chooses a target at night. One of the visitors of that target will be attacked with a basic attack.
- The Ambusher can’t cover fellow Mafia members.
- This role allows the Mafia to kill two players instead of just one, like before, each night.
- The Ambusher only has 3 ambushes.
- The Ambusher is a unique role.
Possible strategies.
- Go to important confirmed Townies. The Town are likely to protect them allowing you to be able to kill them. This will always help with big hindrances such as Lookouts, Bodyguards, and Doctors.
__Take note that if you choose a target protected by a Bodyguard, both of you will die. - Generally, the Psychic relies on the whole Town to be useful. Having fellow Town Investigative roles can help the Psychic even further by gaining information about the roles that are potentially evil.
- You only have 3 ambushes, so be careful who you ambush. Randomly choosing a target early on isn’t a good idea, as it reveals your presence and likely won’t have a huge impact on the Town.
- Make sure you don’t pick the same target as the Mafioso, as you will end up attacking and killing them. If another player visits that person you may attack them instead, but it’s still not a good idea. You can’t kill a Godfather doing this but it will still waste an ambush.
- If you know that the Doctor is healing a Town role, visit the person that they are healing. You will kill the Doctor and leave the Townie vulnerable.
Basic information.
Attack: Basic
Defense: None
Ability Stats.
Investigation Results.
Victory Conditions.
Survivor
Pirate
Coven
Vampire
Plaguebearer
Pestilence
Juggernaut
Arsonist
Serial Killer
Werewolf
Hypnotist
Mafia Deception
General information.
- The Hypnotist causes players to receive false feedback.
- Each night you can select a player to hypnotize.
- Hypnotized players will receive false feedback such as a message saying that you were attacked but healed, or that you were role blocked.
Possible strategies.
- Claiming Doctor may not be a bad idea – if you hypnotize someone to think that they were attacked but healed, they will most likely say something along the lines of “Thanks Doc” the next morning. Whispering them saying “You’re welcome” will make them feel indebted to you and more likely to support you in the event you are accused.
- If the hypnotized person gets “You were attacked but a Bodyguard fought off your attacker!” and neither Bodyguard nor your attacker died, the target will agree there is a Hypnotist and you will be revealed so remember that there is a small risk when hypnotizing.
- While claiming Escort may seem stupid because you cannot directly role block someone, your hypnosis can cover that for you. Reinforced by the fact that most people claim they were role blocked.
__Be wary of Serial Killers, however, as anyone who role blocks them will die. Although they can hardly call you out on it, a smart SK will know you are a Hypnotist and attack you. - Of course, if there is an Investigator then you are fairly limited in your claimspace (but this is the same for any other evil role).
Basic information.
Defense: None
Ability Stats.
Investigation Results.
Victory Conditions.
Survivor
Witch
Vampires
Plaguebearer
Pirate
Arsonist
Serial Killer
Werewolf
The Neutrals: 4
Neutral: 4
- Guardian Angel (NB)
- Pirate (NC)
- Plaguebearer/Pestilence (NC)
- Juggernaut (NK)
*NB=Neutral Benign
*NC=Neutral Chaos
*NK=Neutral Killing
Guardian Angel
Neutral Benign
The GA is a role who is assigned a target that they must protect for the game. They are able to Heal and Purge that player twice per game. When that player is healed and purged they will become immune to voting for the next day. If your target dies, you become a Survivor (with no vests).
General information.
- The GA may find their target in their role card in the “Attributes” section.
- A Guardian Angel can still watch over their target even if they are dead.
- The Guardian Angel’s target may be from any faction.
__The Guardian Angel’s target will never be themselves. - During the night phase, the Guardian Angel may select to protect their target.
__The Guardian Angel’s protection can stop multiple attacks on the target.
__The Guardian Angel’s protection can’t stop “Unstoppable” attacks such as a haunt from a Jester or an execution by the Jailor.
__The target being protected will receive a notification at the end of the night, stating, “The Guardian Angel was watching over you!”
__Any players who select to attack a protected target will receive a notification at the end of the night, stating, “Your target’s defense value was too high to kill.”
____A protected target who was attacked will receive a notification, stating, “You were attacked but the Guardian Angel saved you!” - The Guardian Angel’s protection also purges the target, removing any negative effects, including an Arsonist’s douse or a Poisoner’s poison. A target who is doused and protected on the same night will end up not being doused.
- At the start of the day, the entire town will see a notification, stating, “The Guardian Angel has protected [target’s name].”
- If a target is protected at night, during the next day’s voting phase, there will be no button to vote up the protected target.
- If the Guardian Angel’s target dies, the GA will become a Survivor, with no vests.
- The GA can’t be killed by a Veteran on alert.
- The GA will die when attacked by a Vampire instead of being converted.
Possible strategies.
- If you die, even if you die in Night 1, do NOT leave the game. You can still use your abilities while you are dead, and you can still win.
- Consider never use your power early. You should never look over your target on Night 1. This will tell the town that there is an Guardian Angel, which they can work around if they wanted to kill the certain person, and it wastes one of your ability uses. There is also a very low chance of your target being killed by an evil force, so it would be pointless to protect your target then.
__In addition, your target could be an evil role themselves, making it far less likely that they will be targeted.
__Also, it would expose your target. Factions opposing your target will plot to kill them immediately before you could even protect them. After all, it would be hard to predict when someone will try to kill your target. - Communicate with your target to find out their role so that you can work together with your target. The role that they have can also change when to use your ability.
- As with the Survivor, you want to get the game done as quickly as possible with your target ending up as a victor. Make choices that speed up the game faster. This way, your target will have a higher chance of surviving.
- If suspicion is ever thrown on your target, protect them and spend the day defending them.
- If there is a Medium after you died, convince them to protect your target. The extra help can allow your target to last longer.
Dealing with Guardian Angels.
- When a GA is protecting a person of an opposing role, try to trick the Guardian Angel into using their ability at the wrong time so that you could kill them on a sooner than later night.
- Keep in mind that killing the Guardian Angel doesn’t always work, as the GA can still use their ability from the grave.
Basic information.
Defense: None
Ability Stats.
Investigation Results.
Victory Conditions.
Pirate
Neutral Chaos
Pirate must plunder 2 players to win. This is done by way of a UI specific to this role that uses reverse rock paper scissors logic. You may select to duel and plunder a player during the day using a button like that Jailor has. That night you are given three attack options (Scimitar, Rapier, and Pistol), and the defending player has three defensive options (Sidestep, Chain-mail, and Backpedal). Pick the right one to counter their defense and plunder their home, or pick the wrong one and they fight you off.
In case it isn’t clear, people you successfully plunder die (at least unless they have night immunity).
General information.
- Depending on the selected attack or defense method, the outcome of plundering will vary.
SidestepChainmailBackpedalScimitarPirate winsDefender winsDefender winsRapierDefender winsPirate winsDefender winsPistolDefender winsDefender winsPirate wins
- You can’t attempt to plunder the same player twice in a row, unless your plunder attempt was blocked by the target being in jail.
- Your target will be role-blocked the night they are dueled.
- If your plundering fails, you will receive one of the following system messages:
__Avast! Yer scimitar’s slash be stopped by chainmail. Ye lost th’ duel! (Scimitar vs Chainmail)
__Arr! Yer scimitar’s slash be belayed by th’ bilge rat’s backpedal. Ye lost! (Scimitar vs. Backpedal)
__Shiver me timbers! Th’ scallywag sidestepped yer rapier. Ye lost th’ duel! (Rapier vs. Sidestep)
__Blimey! Th’ rapscallion backpedaled away from yer rapier. Ye lost th’ duel! (Rapier vs. Backpedal)
__Sink Me! Th’ bilge swiller dodged yer shot. Ye lost th’ duel! (Pistol vs Sidestep)
__Blow me down! The sorry sea dogs chain mail stopped yer shot. Ye lost th’ duel! (Pistol vs. Chainmail) - This is recommended to plunder every night because you may die at any moment.
Possible strategies.
- You can still plunder once you have won.
- Since you aren’t out to kill anyone who opposes you, you may offer your service to the Mafia or the Coven in exchange for your safety.
- There is no real trick to figuring out which option to pick when dueling, this is a mechanic totally based on luck and makes the Pirate a unique challenge to players.
- Pirate dies if they visit a Serial Killer because a Pirate’s duel is considered as a role block.
- If a Pirate Duels a Veteran the Vet will know he’s being visited by the Pirate due to the GUI and will be able to go on alert killing the Pirate.
- If the Pirate’s target has been transported, the Pirate will not plunder their valuables, even if they win the duel.
- Try dueling the same person over and over again till they lose. You can confuse them by keeping on selecting one attack or seeing which defense they use most often to try and plunder them.
- If the Pirate does not pick an attack, the game will automatically select Rapier.
- If the defender doesn’t pick a method of defense, the game will automatically select Sidestep.
- If neither of them pick an action, nothing will happen.
Successful attacks.
- If you successfully plunder a target using the pistol, the following message sounds: Yo ho ho! Th’ sluggard’s backpedal be nah enough to stop yer shot. Ye won!
- If you successfully plunder a target using the scimitar, the following message sounds: Yer scimitar’s slash could nah be sidestepped by the landlubber. Ye won th’ duel!
- If you successfully plunder a target using the rapier, the following message sounds: Ahoy! Yer rapier skewered th’ scurvy seadogs chainmail. Ye won!
Basic information.
Bite Immunity
Control Immunity
Attack: Powerful
Defense: None
Ability Stats.
Investigation Results.
Victory Conditions.
Survivor
Town
Mafia
Coven
Vampires
Serial Killers
Arsonists
Werewolf
Plaguebearer/Pestilence
Neutral Chaos
General information.
- The Plaguebearer spreads the Plague through visiting and being visited. The Plague can visit someone once per night.
- You can’t visit the person who are already infected by the Plague, therefore, you don’t need to keep a track on who was infected.
- The Plague is also spread by visiting and being visited with infected players.
- Infected players will not know they have been infected.
- Once all players are infected, the Town is told that Pestilence has been summoned.
- Once the Plaguebearer turns into Pestilence, Horseman of the Apocalypse, it gains: Invincible defense and Powerful rampaging attacks.
- You will know who’s been infected each night.
- If one healthy person visits an infected person who visits another healthy person, you should become Pestilence in five days.
- An infected person who died and is ressurected by a Retributionist is still infected.
Possible strategies.
- Try to visit people that you know are going to get a lot of traffic, but that are not going to die. For example, if someone says, “Investigate ____ tonight”, you should probably infect the person they are going to visit, as the Investigator will bring the plague to other people.
- Try infecting names that stand out in the beginning of the game. But be careful, as there could be a Bodyguard or Crusader that is going to protect them.
- Werewolf strategies work well with this role – but make sure you don’t visit the same target as an actual Werewolf as you will die.
- Often times, going after Town Investigative or Town Support roles can spread the plague quickly, infecting them and anyone they visit.
- If you are roleblocked by an Escort/Consort early in the game, you can always claim Tracker as you would know who you infect every night.
- Another strategy is to lay low (maybe pretend afk) and wait until there is 5 or less players alive. Then start infecting. Becoming Pestilence should be easy, because there is only 4 or less people to infect. But it’s too hard that this strategy works fine, or in majority of times (be afk, or try do it, it’s always a high risk). However, is one more strategy that you can consider.
Dealing with Plaguebearers.
- If you are a Town Investigative role that is told to check upon another person’s role, you might want to refrain from doing so if you know that the Town is vulnerable in the case of a Pestilence (for example, the Town only has the same amount of Townies as there are all evil roles combine). However, if you think you are already infected, or if you think it is inevitable that a Pestilence will be coming soon, then you should continue visiting that person, as you would be helping catch Pestilence by narrowing down the pool of suspects.
- The best way to stop Plaguebearers is to kill them early before they become Pestilence. If you are a Town Investigative role and you happen to find someone suspicious of being a Plaguebearer, it is not a bad idea to announce your suspicions of a certain person. Even then if the Plaguebearer becomes Pestilence, the whole town will probably lynch the Pestilence immediately. Announcing that you found a Plaguebearer earlier and then having them turn into a Pestilence makes your claim a lot more believable than if you just revealed it to the town right when the Plaguebearer evolved.
Becoming Pestilence, Horseman of the Apocalypse.
- If you do manage to become Pestilence, you are armed with Powerful attacks, Invincible defense and a devastating Rampage ability.
Some notes about bugs detected.
- The Plaguebearer will sometimes only infect one person even though multiple people visited. This may be a bug.
Basic information.
Defense: Basic
Ability Stats.
Investigation Results.
Victory Conditions.
Survivor
Mafia
Coven
Vampires
Serial Killers
Arsonists
Werewolves
Juggernaut
Neutral Killing
Pay attention that the Juggernaut is described as a mysterious role.
General information.
- The Juggernaut becomes stronger each time that kill someone.
- This role starts off with a Powerful attack and defense level of None.
- The Juggernaut can only kill on Full Moon nights. The Juggernaut gets 4 new abilities:
__If the Juggernaut kills somebody for the first time, the player will receive a system message at the end of the night: “You have gained a new ability! You may now attack every night.” This enables the Juggernaut to attack on both Full Moon and non-Full Moon nights.
__If the Juggernaut kills somebody for the second time, they will receive the system message “You have gained a new ability! You have gained Basic defense.” The Juggernaut now has Basic defense.
__On the third kill, the message will read “You have gained a new ability! You now Rampage when you attack.” When the Juggernaut attacks, anyone who visits the Juggernaut’s target will also be dealt a Powerful attack (this power is also available to the Werewolf. If the Juggernaut stays home, anyone who visits him will die.
__On the fourth kill, it will say, “You have gained a new ability! You ignore effects that would protect a player.” This allows the Juggernaut’s attacks to break through a Bodyguard, Crusader, Doctor, or Guardian Angel’s defense.
__Sometimes, when a Juggernaut kills, the manner of the victim’s death will not be displayed to the players. This is a bug.
Possible strategies.
- When selecting who to kill, choose roles that are likely to be not protected. This way, you can get an easy kill and gain your other abilities more quickly.
- Your strategy should change according to the abilities you gain. For example, once you gain the rampage ability, you should switch your strategy that is similar to one of a Werewolf.
- Initially, try to avoid drawing attention to yourself. This is because the beginning of the game is when you are at your weakest, due to you only being able to attack every Full Moon and lacking any sort of defense. Once you have started to amass kills and your power has started to increase significantly, then you can worry less about being killed at night.
- Define your priorities on who to eliminate change as you increase in power. At the beginning, you should focus on taking out Townies as they are the common enemy for evils. As you gain rampaging attacks and Basic Defense, consider starting to eliminate Mafia members, Vampires or members of the Coven as if they remain alive for too long without sustaining any casualties, you run the risk that they quickly gain a majority and lynch you. Consider leaving other solo-evils such as the Serial Killer, Arsonist, Werewolf and Plaguebearer alone until you have to eliminate them. This is because not only can they help kill off Townies, members of the Mafia, Vampires and Coven members, but they also pose less of a threat to you compared to the factions.
- Make neutral partnerships. Try to gain the support of helpful neutral roles, such as any Survivors, Executioners, Jesters or Pirates. Their support could make all the difference if it comes down to you, them and one member of an opposing faction.
- Be intelligent. Avoid starting to become more relaxed and careless as you increase in power. If Town notices before that you were very silent and not participating much, but suddenly start to become more active and involved in trying to get lynches going, they may suspect that this newfound confidence is due to your increased power, and as such may suspect you of being an evil role that is becoming cocky. The Mafia, Vampires and Coven may also be suspicious of you if you start becoming more and more active due to your decreased fear of dying at night. They may attack you and expose your Night Immunity or a Potion Master or a Consigliere may investigate you and expose you. If it is confirmed that there is a Juggernaut in the game, Townies may even suspect that you are the Juggernaut who is becoming more and more comfortable as they become immune and as their killing power increases. Always try to blend in with the town and never go through sudden shifts in personality, as this may lead them to become suspicious of you. This may be a good Jester strategy, although it will only work with highly perceptive players.
Basic information.
Attack: Powerful
Defense: None (Basic after second kill)
Ability Stats.
Investigation Results.
Victory Conditions.
Pirate
Guardian Angel
Mafia
Coven
Plaguebearer
Pestilence
Arsonist
Serial Killer
Werewolf
Vampires
Types of attack/defense
—–Types of attacking power—–
None – there is no kind of attacking power.
Basic – a simple attack that will kill anyone with no Defensive power. Vigilantes, Serial Killers, Mafiosos, etc., they all have Basic attacks.
Powerful – a strong attack that will kill anyone with no Defensive Power or Basic defense. E.g., Medusa is a role with a Powerful attack.
Unstoppable – a very strong attack that will kill anyone with No defense, basic, or Powerful defense. Jailor executions are Unstoppable attacks.
—–Types of defensive power—–
None – these players die to any attack.
Basic – formerly known as “Basic night immunity,” this role is guarded from Basic attacks. Executioners, Most Neutral Killers, and Godfathers have Basic defense.
Powerful – guards against Basic and Powerful attacks. Roles in the game do not naturally spawn with Powerful defense, they have to be granted it. E.g., a Crusader grants his target Powerful defense.
Unstoppable – the role is guarded from every single attack, the only way this role can die is by being lynched. The Pestilence is currently the only role known with Invincibility defense.
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Last words
If you are new in the game, and you still don’t know the “normal” roles, feel free to check my full guide of roles in ToS and each strategy of each one. Enjoy it and have good games.
>> click here.