Town of Salem Wiki
Tag: Visual edit
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Tag: Visual edit
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{{infobox town
 
{{infobox town
|nameandicon=Psychic [[File:Achievement_Psychic.png|thumb|50x50px]]
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|nameandicon = Psychic<br />[[File:Achievement_Psychic.png|thumb|left|50x50px]][[File:Psymobile.png|thumb|50px|right]]<br>(Psy)
 
|alignment = {{Town Investigative}}
 
|alignment = {{Town Investigative}}
  +
|attributes = Attack: None
  +
 
Defense: None
 
|type = Investigative<br>Non-unique
 
|priority = 4
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|actionsun = None
  +
|actionself = No action.
  +
|actionother = No action.
 
|investigator = <u>'''[[Town_of_Salem_-_The_Coven_(DLC)|Coven Expansion Results]]'''</u><br>Your target could be a {{Survivor}}, {{Vampire Hunter}}, {{Amnesiac}}, {{Medusa}}, or {{Psychic}}.
 
|consigliere = Your target has the sight. They must be a {{Psychic}}.
 
|summary = A powerful seer with a gift for finding one's secrets.
 
|summary = A powerful seer with a gift for finding one's secrets.
|goal = Lynch every criminal and evildoer.
 
 
|abilities = Receive a vision every night.
 
|abilities = Receive a vision every night.
 
|attributestext = On odd nights you will have a vision of three players, at least one will be Evil.<br>On even nights you will have a vision of two players, at least one will be Good.
|investigator = Your target could be a {{Survivor}}, {{Vampire Hunter}}, {{Witch}}, {{Medusa}} or {{Psychic}}.
 
 
|goal = Lynch every criminal and evildoer.
|consigliere = Your target has the sight. They must be a {{Psychic}}.
 
 
|winwith = '''{{Town}}'''<br>'''{{Survivor}}'''
|type = Investigative<br>Non-unique
 
 
|mustkill = '''{{Mafia}}'''<br>'''{{Vampires}}'''<br>'''{{Arsonist}}'''<br>'''{{Serial Killer}}'''<br>'''{{Werewolf}}'''<br>'''{{Coven}}'''<br>'''{{Plaguebearer}}'''<br>'''{{Pestilence}}'''<br>'''{{Juggernaut}}'''
|priority = WIP
 
  +
}}
|winwith= {{Town}}<br>{{Survivor}}<br>{{Pirate}}<br>{{Guardian Angel}}
 
  +
{{Story Psychic}}
|mustkill= {{Mafia}}<br>{{Coven}}<br>{{Serial Killer}}<br>{{Werewolf}}<br>{{Arsonist}}<br>{{Vampire}}<br>{{Plaguebearer}}/{{Pestilence}}<br>{{Juggernaut}}
 
|attributestext = On odd nights you will have a vision of three players, at least one will be Evil.<br>On even nights you will have a vision of two players, at least one will be Good.|actionsun = None|actionself = No action.|actionother = No action.|attributes = Attack: None
 
 
Defense: None}}{{Story Psychic}}
 
   
 
== Mechanics ==
 
== Mechanics ==
* On non-[[Full Moon]] nights, you will get three names, at least one of which is evil. On [[Full Moon]] nights, you will get two names, at least one of which is good.
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* On non-[[Full Moon]] nights, you will get three names, at least one of which is evil. On [[Full Moon]] nights, you will get two names, at least one of which is good.
** Therefore, the [[Full Moon]] results doesn't allow you to find evils, but it helps to confirm a {{Townie}}.
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** Therefore, the [[Full Moon]] results don't allow you to find evils, but it helps to confirm a {{Townie}}.
** For clarification, "good" refers to {{Town}} and {{Neutral Benign}}, while "bad" refers to anyone else.
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** For clarification, "good" refers to {{Town}} and {{Neutral Benign}}, while "evil" refers to anyone else.
 
* If you are jailed or [[Role block|role blocked]], you will not receive a vision.
 
* If you are jailed or [[Role block|role blocked]], you will not receive a vision.
* If you are controlled, you will still receive a vision.
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* If you are controlled, you will still receive a vision. Depending on where you are taken, you may be killed by a {{Werewolf}} or simply killed by the {{Coven Leader}} due to them having the {{Necronomicon}}.
   
 
== Strategy ==
 
== Strategy ==
*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.
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*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.
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* 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 [[Last Will|will]] may seem like a good idea, but remember that when your [[will]] is revealed, it potentially makes them a target for killers.
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* Writing confirmed {{townies}} in your {{Last Will}} may seem like a good idea, but remember that when your {{Last 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.
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* 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 is 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}}.
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** However, if it is Night 3, a person has appeared twice, and one or two other people on those two visions have died, it is likely they are evil. Call them out, or whisper it to a confirmed {{Townie}}.
  +
** If there is a {{Medusa}}, the town will often not believe a late {{Psychic}} claim, so you may want to claim day 1 or 2, especially if there are other {{Psychic}} claims.
* Narrow down your pool of suspects. Two of the given potential evil roles may be good, and their death may confirm their innocence. Also, the death of an evil role does not mean the other two in the result are innocent. Some results could potentially have all three names as evil.
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* Narrow down your pool of suspects. Two of the given potential evil roles may be good, and their death may confirm their innocence.
* A Jester will appear as evil in your vision. This means that you should be more wary when deciding which people in your odd night vision should be hanged.
 
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* If you receive an evil vision and find one of the players to be evil, the remaining two players are still more likely than average to be evil. This is because the player that was found to be evil could have been evil by coincidence, and was not the player referred to as the evil one out of the three. The same thing applies with good visions.
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** When receiving a vision on the first night, there is a 27% chance of only one of the players being evil, a 54% chance of two of the players being evil, and a 19% chance of all of them being evil.
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* If the town has no information that confirms a player as an evil role, consider voting those that appear on the odd night vision. You are not compelled to lynch them, but forcing them to claim is a very effective strategy.  
 
* A {{Jester}} will appear as evil in your vision. This means that you should be warier when deciding which people in your odd night vision should be hanged.
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  +
==Playing against Psychics==
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* Since a {{Psychic}} claim is easy to fake, claiming {{Lookout}} or {{Tracker}} and saying that the {{Psychic}} visited them is a potential way to get rid of a trustworthy {{Town}} member.
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* {{Disguisers}} can make players look like false {{Psychics}} by having three people die in the {{Psychic}}'s evil visions appear as all good roles.
  +
   
 
== Trivia ==
 
== Trivia ==
* If you are the among the last 3 players in a game alive on an odd night, you will receive a message saying "The town is too small to accurately find an evildoer!"
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* If you are the among the last 3 players in a game alive on an odd night, you will receive a message saying "The {{Town}} is too small to accurately find an evildoer!"
* If no other previously deemed good roles (see above) are left on a [[Full Moon]] night, you will receive a message saying "The town is too evil to find anyone good!".
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* If no other {{Townies}} or {{Neutral Benigns}} are alive, you will receive a message, "The town is too evil to find anyone good!" on a [[Full Moon]] night.
{{Navbox Roles}}
 
   
 
{{Navbox Roles}}
 
[[ru:Экстрасенс]]
 
[[ru:Экстрасенс]]
 
[[Category:Roles]]
 
[[Category:Roles]]
[[Category:Town roles]]
 
 
[[Category:Town Investigative roles]]
 
[[Category:Town Investigative roles]]
 
[[Category:Town roles]]
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[[Category:Investigative roles]]

Revision as of 22:34, 15 May 2020

Template:Story Psychic

Mechanics

  • On non-Full Moon nights, you will get three names, at least one of which is evil. On Full Moon nights, you will get two names, at least one of which is good.
    • Therefore, the Full Moon results don't allow you to find evils, but it helps to confirm a Townie.
    • For clarification, "good" refers to Town and Neutral Benign, while "evil" refers to anyone else.
  • If you are jailed or role blocked, you will not receive a vision.
  • If you are controlled, you will still receive a vision. Depending on where you are taken, you may be killed by a Werewolf or simply killed by the Coven Leader due to them having the Necronomicon.

Strategy

  • 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 Last Will may seem like a good idea, but remember that when your Last 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 is Night 3, a person has appeared twice, and one or two other people on those two visions have died, it is likely they are evil. Call them out, or whisper it to a confirmed Townie.
    • If there is a Medusa, the town will often not believe a late Psychic claim, so you may want to claim day 1 or 2, especially if there are other Psychic claims.
  • Narrow down your pool of suspects. Two of the given potential evil roles may be good, and their death may confirm their innocence.
  • If you receive an evil vision and find one of the players to be evil, the remaining two players are still more likely than average to be evil. This is because the player that was found to be evil could have been evil by coincidence, and was not the player referred to as the evil one out of the three. The same thing applies with good visions.
    • When receiving a vision on the first night, there is a 27% chance of only one of the players being evil, a 54% chance of two of the players being evil, and a 19% chance of all of them being evil.
  • If the town has no information that confirms a player as an evil role, consider voting those that appear on the odd night vision. You are not compelled to lynch them, but forcing them to claim is a very effective strategy.  
  • A Jester will appear as evil in your vision. This means that you should be warier when deciding which people in your odd night vision should be hanged.

Playing against Psychics

  • Since a Psychic claim is easy to fake, claiming Lookout or Tracker and saying that the Psychic visited them is a potential way to get rid of a trustworthy Town member.
  • Disguisers can make players look like false Psychics by having three people die in the Psychic's evil visions appear as all good roles.


Trivia

  • If you are the among the last 3 players in a game alive on an odd night, you will receive a message saying "The Town is too small to accurately find an evildoer!"
  • If no other Townies or Neutral Benigns are alive, you will receive a message, "The town is too evil to find anyone good!" on a Full Moon night.