THE COMPLETE CLASS COMPENDIUM

Meet the usual suspects.

Explore every role, from the first raised eyebrow to the final betrayal. Search the game’s classes, abilities, and playstyles.

Browse every class

24 classes

01

Investigation

Seer

Commune anonymously with another player; their replies remain sealed until the next night if you survive as a Seer. Once, receive a delayed revelation of a non-Ruler’s faction.

Speak tonight. Understand tomorrow.
02

Public office

Ruler

Your office is public; your allegiance is private. Keep your actual faction alive.

Lead the room. Guard your allegiance.
03

Investigation

Examiner

Examine whether another non-Ruler was Cult at the start of the night.

Make every question count.
04

Investigation

Lamplighter

Watch a room and learn which other visitors actually arrived.

Watch where stories meet.
05

Investigation

Eavesdropper

Follow a player to the destination of their visiting action.

Follow the person, test the story.
06

Protection

Physician

Treat has unlimited uses: shield someone from one attack each night. You cannot repeat the same target on consecutive nights; self-treatment is available once.

Keep useful voices alive.
07

Protection / control

Warden

Imprison another player immediately, preventing their non-control action and all incoming visits, with an anonymous private interview. Detain has unlimited uses, but each body can be jailed only once per match.

Lock the door. Hear the story.
08

Protection

Cupbearer

Ward another player against recruitment and detect an arriving attempt.

Defend trust from conversion.
09

Protection

Locksmith

Protect another player from all basic attacks and recruitment for one night.

Seal the right chamber.
10

Killing

Duelist

Spend your one attack carefully; innocent players can be killed too.

One blade. A reason to draw it.
11

Investigation

Archivist

Audit a publicly dead player’s last locked action category.

Read the final commitment.
12

Civic

Herald

Publicly authenticate your current class once. A later conversion can change your loyalty.

Give the court one public certainty.
13

Civic

Steward

Inspect a player’s locked commitment, even when their action was later blocked.

Inspect the commitment, not the alibi.
14

Conversion / command

Mastermind

Profile a role category or recruit one surviving Innocent into the Cult.

Choose information or expansion.
15

Killing

Assassin

Hold the Cult’s sole night attack. You do not know the Ruler’s allegiance.

One faction. One nightly attack.
16

Deception / succession

Acolyte

Your old powers are gone. Profile once or use an inherited faction attack.

A new loyalty. A different toolkit.
17

Survival

Wayfarer

Be alive when the match ends. A barricade can stop night attacks, not execution.

Live to see the ending.
18

Execution objective

Martyr

Get executed by the court to end the match immediately. Both primary factions lose.

Make the court choose your ending.
19

Contract objective

Claimant

While alive, get your assigned target executed. A different death activates survival instead.

Turn one name into a verdict.
20

Independent killing · advanced

Ashkeeper

Survive until all Innocents die. Cult survivors may share your win.

Burn slowly. Outlast the Innocents.
21

Independent killing · advanced

Usurper

Survive until every Innocent and Cult is dead. Other Neutrals need not die.

Leave neither faction standing.
22

Client survival

Advocate

You and your fixed client must both survive until the actual ending.

Two lives. One contract.
23

Possession · advanced

Shade

Survive until every Innocent and Cult is dead. From Night 2, possess an unprotected non-Ruler and leave a forged husk, or wither a player with one basic attack.

Leave your body. Keep your secret.
24

Prediction

Bookmaker

Correctly predict a night death on two different nights, surviving each scoring batch.

Read the next casualty.