Welcome to the world of Town of Salem 2! If you’re new to the game and feeling a little overwhelmed, don’t worry. I’ve put together a cheat sheet that explains each role, important terms, and mechanics that may not be familiar to you. This guide is perfect for referencing during the game to quickly gather information. Let’s get started!
Town Roles
Coroner – Autopsies dead bodies during the day to find what killed them, can check players at night to see if they did it.
Investigator – Can Investigate to see if someone has killed anyone. Can Percept to see which non-Town roles visit that person that night.
Lookout – Can see who visits a player.
Psychic – On odd numbered nights, gets to see two players, one of them is definitely Good. On Full Moon nights, gets to see three players, one of them is definitely Evil.
Seer – Can check two players to see if they’re on the same side.
Sheriff – Can check a player to see if they’re suspicious (Neutral Apocalypse roles are not suspicious)
Spy – Can place bugs on players to see what happens to them.
Tracker – Can follow a player to see who they visit.
Town Protective
Bodyguard – Guards a player. If that player is attacked, Bodyguard takes the hit and attacks the attacker.
Cleric – Heals a player. Stops them from dying if attacked and can cure Poison.
Crusader – Guards a player. Will attack anyone who visits that player.
Trapper – Spends a night building a trap, then can place it on someone. When that player is visited it will kill the attacker if they are hostile and will tell the Trapper what they are if they aren’t hostile.
Town Killing
Veteran – Can go on Alert at night, shooting anyone who visits them.
Trickster – Can place a Magic Mirror on a player to absorb an attack, then can Unleash that attack on somebody else.
Deputy – Can shoot a player during the day. Dies if that player is innocent.
Vigilante – Can shoot a player during the night. Dies if that player is innocent.
Town Support
Admirer – Can propose to a player. If they accept, they can guard each other at night. If an evil player accepts the proposal, they are in a Toxic Relationship and the Admirer is silenced for a day.
Amnesiac – Randomly acquires the role of a dead Town player.
Retributionist – Can use the abilities of dead Town players. This means their visit is essentially Astral, as the Retributionist visits the dead player, who then visits the target. Cannot use protective abilities on themself.
Socialite – Can throw a party at somebody’s house. Players who aren’t on the Guest List are rejected. Players who try to enter and are rejected are added to the Guest List, and the Socialite learns who they are.
Tavern Keeper – Can Role Block a player each night. Has immunity to Role Blocks.
Town Power
Jailor – During the day can choose a player to Jail. That night the target cannot use their abilities or be targeted by other players and can talk privately with the Jailor. The Jailor may execute a Jailed player, dealing them an Unstoppable Attack.
Marshal – Can call a Tribunal during the day. For the rest of the day, any player who is voted up is instantly hanged, and two players can be voted up this day.
Mayor – Can reveal themself as Mayor. The Mayor’s vote counts as 3 votes.
Monarch – Can Knight a player. The Knighted player gains an extra vote. The Monarch has Basic Defence while there is a Knighted player.
Prosecutor – Can instantly hang a player during the day. Dies if the player is innocent.
Coven Roles
Coven Leader – Can change the role of themself or other Coven players. Has Basic Defence.
Hex Master – Can Hex a player. If all non-Coven players are Hexed, they all instantly die. With the Necronomicon, the Hex Master’s visit becomes Astral.
Witch – Can control a player at night, choosing who they target with their ability. The Witch learns the role of any player they control.
Coven Killing
Conjurer – During the day can instantly kill a player.
Jinx – Can lie in wait at a player’s house, attacking someone who visits them. If more than one person visits, the survivors learn the Jinx’s identity.
Ritualist – Can guess a player’s role to deal them an Unstoppable Attack.
Coven Deception
Dreamweaver – Can Dreamweave a player. If that player is not visited by a Town member the following night, they permanently become Insomniac and cannot use their abilities.
Enchanter – Can cause a player to appear as suspicious to Town Investigative roles. Can also alter the appearance of a dead player’s role and will.
Illusionist – Can cause a Coven player to appear as non-suspicious to Town roles.
Medusa – Can visit a player the night they die to Stone them, causing their role and will to be hidden to all non-Coven players.
Coven Utility
Necromancer – Can use the ability of any dead player. With the Necronomicon, summons a Ghoul to attack a player rather than attacking directly, making their visit Astral. Unlike the Retributionist, the Necromancer can protect themselves using a dead Protective player.
Poisoner – Can Role Block a player. Can also Poison that player. Has immunity to Role Blocks.
Potion Master – Can use a potion to either Heal a player or reveal their role to the Coven.
Voodoo Master – Can Silence a player, making them unable to speak the following day. Can not target the same player twice in a row.
Wildling – Can target a player to see who they visit and who visits them. Can also hear other players’ private whispers.
Neutral Roles
Doomsayer – Wins by guessing the roles of three players to instantly kill them. Has Basic Defence.
Executioner – Wins by getting a specific target hanged during the day, dealing an Unstoppable Attack to someone who voted them guilty. Has Basic Defence.
Jester – Wins by getting themselves hanged, dealing an Unstoppable Attack to someone who voted them guilty. Once per game can gain Basic Defence for a night.
Pirate – During the day choose a player to Duel. At night that target is Role Blocked and plays a game of rock paper scissors against you. If they lose, they are dealt an Unstoppable Attack. You win after killing two players this way.
Neutral Killing
Arsonist – Can visit a player each night to Douse them, also Douses any player that visits them. Can Ignite to deal an Unstoppable Attack to all players they Doused. Has Basic Defence.
Serial Killer – Can deal a Basic Attack to a player each night. Automatically attacks players who try to Role Block them. Has Basic Defence.
Shroud – Can either deal a Basic Attack to a player or make a player deal a Basic Attack to a player they visit. Has Basic Defence.
Werewolf – On non-Full Moon nights, can get a player’s scent to see who they visit each night for the rest of the game. On Full Moon nights, can deal a Powerful Rampaging Attack, attacking a player and all other players who visit that player. If they do not choose a target to attack on a Full Moon, they will stay at home and rampage there, attacking anyone who visits them. Has Basic Defence.
Neutral Apocalypse
Baker (Famine) – Has Basic Defence. Can give a player Bread each night. Once 3 living players have Bread, the Baker becomes Famine, gains immunity to Role Blocks and gains Invincible Defence. The following night, all Non-Apocalypse players without Bread will starve, instantly dying. Famine can visit a player with Bread to cause them to Starve faster.
Berserker (War) – Has Basic Defence, Attack scales with kill count. At 0 kills, can deal a Basic Attack on a Full Moon. At 1 kill, can attack every night. At 2 kills, their attacks become Rampage attacks. At 3 kills the Berserker becomes War, gaining Invincible Defence. As War, they gain immunity to Role Blocks, can attack twice per night and deal Unstoppable Rampaging Attacks.
Plaguebearer (Pestilence) – Has Basic Defence. Can choose a player to Infect each night. Anyone who visits or is visited by an Infected player becomes Infected. When all non-Apocalypse players are Infected, the Plaguebearer becomes Pestilence, gains immunity to Role Blocks and gains Invincible Defence. Your Infection becomes Pestilence and all players gain a stack of Pestilence. Players with Pestilence spread a stack of it to players they visit or are visited by, and you can give a player 3 stacks of Pestilence by visiting them each night. When a player has 3 stacks of Pestilence they instantly die.
Soul Collector (Death) – Has Basic Defence. Passively gains a Soul each night that a player dies. Can visit a player at night and if that player dies, they gain an extra Soul that night. Once the Soul Collector has 5 Souls, they become Death, gaining immunity to Role Blocks and Invincible Defence. At the end of the following day, if you are alive, all non-Apocalypse players instantly die.
Game Mechanics
Day/Night Cycle – The game continuously swaps between Day and Night. Every role has an ability that they can use during the Day or Night. Every other night (even-numbered days) is a Full Moon night, granting some roles like Werewolves additional abilities.
Lynching – During the day, players can Vote to bring a player to Trial. That player is given an opportunity to defend themself and then players vote Innocent or Guilty. The player dies if the majority voted guilty.
Attack/Defence – When a player attacks another player, the target will die if the aggressors’ Attack is higher than the target’s Defence. In order this would be No Attack, Basic Attack, Powerful Attack and Unstoppable Attack versus No Defence, Basic Defence, Powerful Defence and Invincible Defence.
Unique – A Unique role is one that there can only ever be 1 of in a game, except for if an Amnesiac becomes that role after the player is dead. The only roles that are Unique are: all Town Power roles, all Coven roles, all Apocalypse roles, Deputy and Pirate.
Role Block – Prevents someone from using their ability that night. Roles that can Role Block are: Tavern Keeper and Poisoner. These roles, as well as transformed Apocalypse roles, cannot be Role Blocked.
Whispers – Players can privately message each other through Whispers. A Wildling can hear other players’ whispers.
Suspicious – Shows that a player is either a Coven member without the Necronomicon or a Neutral Evil role. An Illusionist can cause any player to appear as Suspicious.
Astral – An Astral visit is one in which the player does not actually go to the house of the target, meaning they cannot be seen visiting them by Lookouts, Trackers or Werewolves and they will not be attacked by Veterans or Werewolves they visit.
The Necronomicon – Is held by a random Coven member at the start of the game, Coven members can vote to pass the Necronomicon between them. The player who holds the Necronomicon gains the ability to deal a Basic Attack to their target and appears as non-Suspicious to a Sheriff.
Poison – A player who is Poisoned will die the following night if a Cleric does not visit them.
Dreamweaved – A player who has been Dreamweaved will become Insomniac the following night if they are not visited by a Town member that night. An Insomniac player cannot use their abilities.
Silenced – A player who has been Silenced cannot speak during the following day. If they are voted up to trial, they will automatically post (in blue text) … to the chat.
Meta Terms
Bait – Behaviour from a player which indicates they are trying to get themself attacked or hanged. If they are trying to get themself hanged, this is usually because they are a Jester. If they are trying to get themself attacked, this is usually because they are a Veteran, Werewolf or Arsonist.
Fast/Slow – Referencing the speed at which somebody is voted up to trial. If a player is voted up quickly, it might indicate that the Evil teams want that player dead, indicating they are probably innocent. If a player is voted up very slowly however, it might indicate that the player is an Evil role and their teammates are deliberately not voting for them hoping that it will stop them being brought to trial.
And that wraps up our share on Town of Salem 2: Beginner’s Cheat Sheet. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by WowIExist, who deserves all the credit. Happy gaming!