Veteran

Mechanics

 * You may choose to go on alert each night, three times in total. You will deal a Powerful attack to all your visitors and will gain Basic defense for the night.
 * Roles that visit you will still use their action on you. (e.g a will still blackmail you, a  will still transport you, and a  will still kill you.)
 * You are unable to be roleblocked or controlled.
 * Your visitors will only survive if they are healed by a or have a defense value of Powerful or higher.
 * If an douses you, you will remain doused the rest of the game, being susceptible to ignition.
 * If a rampages at your house, both of you will kill each other.
 * If a transports you, it will still follow through. This means whoever was intending to visit you will be saved, while anyone who was visiting the other person transported will die from you.

Strategy
The can be a tricky role to master since you only have 3 alerts and, during those alerts, you can do more harm than good.


 * The is arguably one of the most powerful  roles, with the ability to defend themselves at night with a well-placed alert that ignores Basic defense.


 * Using an alert on Night 1 might feel tempting, but more often than not it will just end up being a waste of an alert (statistically, you have the lowest chance of being attacked the first night since all are still alive). However, it may be a good idea if you are the first or last on the list of people in-game. Sometimes, this backfires and kills a  member, but it can also result in the death of a member of the, a , or an.
 * Try to save at least one alert for the rest of the game. If you become forced into a 1v1 situation, try to use your alert when you think is the right time, as your opponent must kill you to win.
 * You may alert night one depending on what you have said day one and if you joined a game with people that change the likelihood that you will be visited during night one.
 * Even if you go on alert on Night 1, on the off-chance you take out a member of the, do not go on alert on Night 2, for the now knows who you are. Going on alert on the next night has many more chances of damaging the , especially if they don't know who you are! This is also true no matter which night you go on alert. However, the  or any other killing role, if they know who the  is, will often attack a  the night after they take out somebody else, hoping to catch them off guard.
 * Keep in mind of the other factions though, like the and, as they won't know you are the.
 * If an important is killed during the early nights, you can claim that you're a, and say so clearly in the chat. During the next night, go on alert. The  may then attack you in hopes of getting a  out of the play. This may result in members of the , and/or  dying, however, it could backfire by killing a friendly  who was trying to help you like a  trying to heal you.
 * Due to the fact that the reviving their target anyways when they die, the  may not bother you, and attack someone else.
 * The trickiest part of being a is anticipating if and when you will be attacked and not wasting your alerts for nothing.


 * If you have a name that stands out or is controversial, people may try to attack you early in the game.
 * However, keep in mind that without the use of {{Scrolls}, you won't know what role you will get.
 * If you have chosen a terrible or controversial name that sticks out, you can take advantage of this fact and choose to reveal that you are the after the first night. Use the usual tactics to get yourself targeted on Night 1. You can engage in role collection similar to a  by whispering to other players stating that you're the  at the start of the day before deaths are announced. You can then actively whisper to each player in the game demanding their roles. You are completely protected by attacks for the first three nights, should you choose to use up all your alerts at once. You will also grab a lot of attention allowing other  such as  roles to become hidden among the attention you gain. This tactic heavily relies on how much trust you gain in the  (for example, people will have very little faith in you if you kill a lot of  on the first night). People will become more distrustful of your legitimacy as you cannot be confirmed as easily as a . Members of the  will become more tempted to attack you to silence you the more initiative you take during the day.
 * If you are dueled by the, you can still alert. This is guaranteed to take out the Pirate, even if you lose the duel, since you're immune to the roleblocking effect of their ability. However, since their attack is Powerful and the defense of your alert is merely Basic, it won't save you. Most of the time, killing the Pirate is worthwhile, but remember that they can win with the ; if the town's situation is particularly desperate, or if you're likely to need the alert later on, you may be better off leaving them alive.
 * Stay frosty. If you feel that you are going to be attacked, alert.

Prove You Are a

 * If you manage to kill someone, such as an, who wrote in their who they visited, you can prove that you are the  and make your voice count for a lot during the day since you are a confirmed . In theory, this can also work as a  strategy, since you can forge a will to make it look like this. Unfortunately,  isn't in the 's investigative results.
 * If your presence is unknown and you alert and kill someone, you can whisper to players at the start of the next day before deaths are announced. You can state that you are a and state how many players visited you.
 * If there is a confirmed townie whisper to them the night before you alert to ensure that they DO NOT visit you.
 * Often, the fact that you have Unique Role is enough to prove your identity; simply claiming will usually be enough, provided nobody counter-claims you.

Saving Alerts

 * Think logically! Everyone has their own play style but unless you bring attention to yourself early on or have a name that stands out, you have a smaller chance of being attacked at the beginning of the game because of all the potential targets. Aside from some unlucky deaths, you'll find that saving alerts in the beginning boosts your survivability later in the game when the evil roles have fewer targets to choose from and they will more likely choose you.


 * If your role is known, try to have 1 alert left if you are locked in a 3 or 2 player stalemate. Also, never abstain as you are more likely to lynch the last evil-doer than to shoot them later that night, as they can coax you into wasting all of your alerts.


 * You should always try to save one alert for as long as possible, for when you think you will be targeted. As a, you will usually be confirmed before the end of the game, especially if you reveal yourself to the . Save 1 or 2 alerts until the very end of the game in case of a stalemate, so you can guarantee at least a draw for the.
 * If you are resurrected but used all your alerts before you died, you will not regain them. However, your voice will still count in the discussion and voting as you are a confirmed and you can still make evils think you have alerts.
 * Once you run out of alerts, DO NOT tell the that you have ran out of alerts unless you are asking to be jailed to be protected or if there is a  that is willing to protect you. This way, you do not become a target and you can last longer into the game, helping  getting majority at the end of the game. A Veteran without alerts is useless as a role, and if the [[Mafia knows that you have no alerts, you are an easy target for them.
 * One strategy that is under the radar but can be useful is the "alert Night 1" strategy. Bring a lot of attention to yourself in the chat on Day 1 and/or having an impulse name or a name that generally sticks out to someone for any amount of reasons and then go on alert. Even if you don't kill anyone, claim to be the immediately on Day 2 saying you were upset no one visited you. Although this reveals your role, it most importantly causes members of the  to stay away from you or makes you look like a . Save all alerts until the late game. You will likely either be lynched if the evil roles have the majority of people alive, or if the  try to target you to get rid of one of the final . With two alerts, there is a very high chance you will not only live but kill a member of the  in the process. The  will not be expecting you to have two alerts late in the game. However, it should be noted that you may kill some  if you alert on Night 1, and this may lead to you getting lynched late in the game, so approach this strategy with caution.
 * You can also just claim on day one or two and save all three alerts for the rest of the game. The  may ask you for proof, but many people will stay away from you as not many evils claim.
 * When the jails you, claim yourself as the  but say to the  to put you as the, , or any  that is a threat to the  or any  role. They will focus on you more than any ,  in the game.

Make Yourself a Target

 * The hardest part of baiting stems from the fact that the needs opportune targets more than evil does. This is another instance of WIFOM loop which CAN turn out either way, however, this one is statistically shifted.
 * Evils DO want high priority targets dead, however for them newest high-priority target of the day is also a high-risk target. They can be countered by a 's heal, spotted by a, killed by a , or even baited by a . They usually expect that on all lucrative targets and the highest chance of that happening is while the target is fresh. Hitting them on a different night is a statistically viable safer option.
 * For evils, an outcome when both good and evil decide to visit the target is a bad one. While the outcome when they both decide not to visit is entirely okay. If they take the chance they risk severe consequences. If they play safe they get the usual average result - they get to kill one random member of a different faction, different faction gets to take a guess at who to protect/watch.
 * If you know there is a in the game, or you are suspicious of a non- claim, whisper to a person that you're an important  role. If they're evil they may visit you and die.
 * Good, however, wants those targets ALIVE or at least wants to see who did them in. And while it's more likely that evil will steer clear out of fear, can't afford to say "meh, I'll take a look at who kills him later" and risk missing the death today. Ignoring such targets is statistically unwise.
 * For good an outcome when both good and evil decide to visit the target is the best one. While the outcome when they both decide not to is again the usual average. They risk severe consequences if they DON'T take the chance, and the random target outcome isn't staked in their favor because evil will kill a random target almost for sure, while there's only a small chance of the good guessing that random target and thus only a small chance of doing something about it.
 * The key to being a good is attracting maximum worry from the evil while minimizing the interest from the.
 * Perhaps the only general way to achieve that is being active AND useful in chat without actually making role claims and without visibly trying to look important. You are looking to appear as a  member that wants to help with the investigation, but doesn't actually have anything that could help with that (which is ironic, because that's exactly who you are). Bring down logic on the Town of Salem, be the first to attract attention to commonly available relevant evidence. In lower skill games highlight important information from wills, remind town of possible . Basically be the kind of guy  would not want to continue to have an effect on the, but not the kind of guy who's continued survival is at the top of 's and 's priority list.
 * When an opportunity arises, tell the to protect some other confirmed, and go on alert. You might take a  down attempting to remove a possible , or another  member trying to shut you up.
 * It is against the rules to spam, and being a doesn't change that. On top of that, spam acts as a distraction that disrupts the daily summit of the  and prevents them from having a productive discussion about figuring and lynching evil roles. So this makes you much less likely to be targeted by evil, and MORE likely to be targeted by good. A spamming  is the worst possible.
 * Sometimes it's a good idea to say you are an important role such as a  role, or a  role. This might result in evil roles coming after you. This mostly works in the early rounds because the evil roles don't really know any information during that period and they want to get rid of the good roles. Be careful, though! If there is a, he might investigate you, reveal your role to the , and write in their  if you decide to save your alert for the night. A  can also reveal your role in their Will.
 * When baiting, avoid claiming any important Unique Roles such as the or the  as this may lead to a  or a  trying to defend and heal you, and you will kill them. Or even worse, the real  executing you (if you claimed to be the .)


 * One way of not wasting your alerts for nothing is to make yourself a target for the bad guys by saying something like "Stop role blocking me you illiterate idiots!" or "I think I know a member of the but I'm gonna double-check in case of a ". Using the second one, you should try to say it just a few seconds before the day ends so no one has time to question you about it. Using something like the first one might make a  or  come and visit you, so be careful.
 * If someone says "Thanks for healing me last night!" or something similar, say "No problem!" and go on alert. However, you have to have a very clear vision of the evil roles' skill levels for that to work. You need to be in a game where a  is likely to be stupid enough to reveal himself like that, and one or more killers are actually stupid enough to fall for such a primitive bait.
 * A good strategy is to speak on Day 1 (the 15 seconds). Strangely, whoever speaks this day is usually visited. This may be because the killing roles believe that the louder people will be the ones accusing them, so they want to get rid of them first or because they have no other info to go with. Go on alert, and you could get a killing role killed especially if you spoke first. However, some other may notice it as well and visit you.
 * If you know a confirmed, whisper to them that you're a . (Generally, a good idea for all town roles to PM their roles to confirmed , mind the though, especially as a )
 * If you are pressed to claim your role in public, it's often advantageous to claim and then go on alert the next night. Your investigative results include both  and  (so this claim is 'safe' in that it won't contradict any previous  ), and since  is a high-profile target, claiming it will often attract  attention. Additionally, the 's capability to kill most  directly makes them rate it higher as a threat than  tend to, so this claim (unlike claiming an  role) is somewhat less likely to attract  and  who you might hit in the crossfire.
 * However, claiming can be particularly problematic in a game with a .   is afraid of  being controlled by a  and might lynch you. And  may try to prevent you from getting witched by blocking you, which effectively nullifies the value of  claim for the purpose of baiting. While there's still a chance of a  being in town and no, it is highly advisable for both  roles to only claim to be  without being specific.
 * On the plus side, this can bait a into visiting you on alert.
 * Claiming ambiguous can also be a somewhat smarter move for  in general. It is well known that each one of them wants the mafia to believe that they are the other one. Be aware of the negative effects of deception on town.  aren't the only ones wanting to know who the  is, and real  aren't the only ones claiming to be . There's a very thin line between ambiguity and deception here and you should be acutely aware of the ones crossing it. If someone other than you is claiming  you know for sure that the line has been crossed. There is very little advantage to evil from making an ambiguous  claim (other than sounding a bit more plausible) and they often don't think twice before claiming specific, meanwhile, a real  falsely claiming  puts himself in a claim deadlock with you. So long as there's no risk of  involved it would be a logical move for you to counter  claims, as it's not the real  who gets the most out of specific  claims.
 * You may think that saying something along the lines of "I HATE THIS ROLE" in all caps will make the visit you with either a  or a, but it typically will make  roles visit you. You could end up killing several of your  roles in one night.
 * While it's extremely counter-intuitive, claiming Day 1 and then alerting the next night is actually a viable strategy. Other  members will rarely risk visiting a  claim early on; whereas killers, who need to eliminate you, might assume you won't alert right after claiming (since you would assume they're unlikely to visit you) and try to take you out early. This makes it a "safer" bait, calling attention to yourself with a lower chance of attracting.
 * It is possible to claim that you have no alerts left, whilst you still have one or two. This will theoretically trick the  into thinking you are an easy target, since they believe that you have no alerts. Do bear in mind that they may double bluff you and avoid you anyway, under the suspicion that you are lying.

What to do once you are found out

 * Once you are found out as a, it is very recommended to save your alerts until very late into the game, because if you are found out, it is extremely unlikely that a killing role will visit you. Saving them to the end of the game will help the greatly, especially if you end up one-on-one versus a  or a  role.
 * Many players have caught onto the above strategy, however, and will attempt to kill you the night after you have been found out. If you're playing Ranked with people with high Elo, it will often be advantageous to alert the following night or to get the to defend you. If the  is known to be a, this is one more reason for killing roles to avoid you.
 * If you run out of alerts, DON'T QUIT! You can still help the with votes, especially if you are confirmed.
 * Don't worry if a said you are visited by  and weren't attacked and didn't alert. If it is a, they most likely won't ask the  to attack you. There are a lot more important roles to attack, and they might be afraid of you alerting. If it isn't a , then it is most likely a , , , or , which the  won't know who you are.

vs Killing Role

 * In most of these scenarios, you have only one alert left and the game won't last more than 3 days because of the game timeout mechanic.
 * Sometimes they won't risk to attack you until the very last night, where it's either a draw or a win of one of the two parts, trying to make you waste any alerts left.
 * As a Veteran, you can try to make the killing role speak by talking to them or voting for them. If they don't answer, they're either Away From Keyboard (A.F.K) or wants you to believe that, so you will not go on alert.
 * Stay silent to make the killing role believe you won't go on alert. Most of the times staying silent will make the other player doubt what to do (going on alert or not/attacking or not).
 * You can also claim, for instance, to the killing role. Just remember to act natural. If they believe you, alert the next night. This can work due to the being helpless in this situation, and the killing role thinks they could simply attack you to win.
 * If you go against a,  or , you will lose automatically.
 * Otherwise, you can still kill  or  on alert without dying.
 * Usually, the killer will think you are going to save your alerts until the last possible night. If you have two alerts left, use this to your advantage.
 * Try to manipulate them into thinking that you have no alerts left, causing them to attack you on alert.

List of Common Veteran Baits
baits are strategies used by and sometimes  to make themselves a target and encourage killers to attack them during the night.

The following is a list of often used Veteran baits:


 * Claiming a specific role:
 * Claiming to be a or a  so a  or  can attempt to control you. As  have control immunity, there is no need to worry about being controlled.
 * Claiming to be a role with a day ability, like or  and asking how it works. Note that this tactic is especially ineffective in Ranked, where players are expected to be experienced.
 * Claiming to be an important role, such as.
 * Annoying Evils to kill you:
 * Naming yourself something controversial after equiping scrolls. Please avoid offensive names, or ones that are explicit or inappropriate.
 * Trying to act like a troll. This is espcially risky as it can go against the Town of Salem rules.
 * Declaring you hate a particular faction such as or  if they are believed to be in the game.
 * Go against something that the killer likes. ie: they put they like anime in their and you say you hate anime and alert that night.
 * Luring Evils to kill you:
 * Asking people to NOT visit you. Note that this usually kills.
 * Accusing someone of being evil so killers target you.
 * Claiming wanting to leave the game without receiving a five minute penalty and requesting to be killed.
 * Saying you don’t want to die night one. Note that this usually kills.
 * Tricking Evils to kill you when revealed as :
 * Truthfully claiming but also telling the  you won't alert during the night. Additionally, you might choose to whisper this to a player you believe to be a killer.
 * Claiming to be out of alerts and hence, that you cannot kill anyone.
 * Role/Gamemode Specific Baits:
 * In games with, whisper to a confirmed townie claiming a role or , before alerting.

Trivia

 * Prior to Version 2.0, had . This allowed them to be easily confirmed by revealing who they are in their.
 * has somewhat become a meme in youtube comments.

Vétéran Ветеран