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
25 classes
Grouped by faction. The Ruler and Cult leadership lead their lists; other classes follow alphabetically.
The Innocents
13 classesPublic office
Ruler
Your office is public; your allegiance is private. Once from Day 2 onward, order a non-Ruler’s immediate execution to serve your actual faction.
Investigation
Archivist
Audit a publicly dead character to discover the class or classes responsible for the death.
Protection
Cupbearer
Ward another player against recruitment and detect an arriving attempt.
Killing
Duelist
Use True Strike from Night 2 with unlimited uses; normal protection can stop it, and Innocents can be killed too.
Investigation
Eavesdropper
Follow a player to the destination of their visiting action.
Investigation
Examiner
Examine whether another non-Ruler was Cult at the start of the night.
Civic
Herald
Publicly authenticate your current class once. A later conversion can change your loyalty.
Investigation
Lamplighter
Watch a room and learn which other visitors actually arrived.
Protection
Locksmith
Protect another player from all basic attacks and recruitment for one night.
Protection
Physician
Treat has unlimited uses: shield someone from one attack and cure Nightshade Poison each night. You cannot repeat the same target on consecutive nights; self-treatment is available once.
Investigation
Seer
Commune anonymously with another player; their replies remain sealed until the next night if you survive as a Seer. Twice, receive a delayed revelation of a non-Ruler’s faction.
Civic
Steward
Inspect a player’s locked commitment, even when their action was later blocked.
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.
The Cult
3 classesConversion / command
Mastermind
Profile a role category or recruit surviving Innocents into the Cult, resting one night between recruitment attempts.
Killing
Assassin
Hold the Cult’s sole night attack. Twice, use Nightshade Poison during discussion to kill a target at the second following dawn unless a Physician or Alchemist treats them; one dose per day. You do not know the Ruler’s allegiance.
Deception / succession
Acolyte
Your old powers are gone. Listen twice for role categories or use an inherited faction attack.
The Neutrals
9 classesClient survival
Advocate
You and your fixed client must both survive until the actual ending.
Protection / survival
Alchemist
Be alive when the match ends. Treat has unlimited uses: shield one player from one attack and cure Nightshade Poison, with no consecutive target and one self-treatment. Twice, poison any other living player during discussion; one dose per day, fatal at the second following dawn unless treated.
Independent killing · advanced
Ashkeeper
Survive until all Innocents die. Cult survivors may share your win.
Prediction
Bookmaker
Correctly predict a night death on two different nights, surviving each scoring batch.
Contract objective
Claimant
While alive, get your assigned target executed. A different death activates survival instead.
Execution objective
Martyr
Get executed by the court to end the match immediately. Both primary factions lose.
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.
Independent killing · advanced
Usurper
Survive until every Innocent and Cult is dead. Other Neutrals need not die.
Survival
Wayfarer
Be alive when the match ends. A barricade can stop night attacks, not execution.







