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{{DISPLAYTITLE: <span style="color: {{TownColor}};">Psychic</span>}}
{{infobox town
 
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{| align="center" style="background: #98301e; color: white; border: 2px solid #f6a902; width: {{{width|auto}}}%; margin-left: auto; margin-right: auto; {{roundy|30px}}"
|nameandicon = Psychic<br />[[File:Achievement_Psychic.png|thumb|left|50x50px]][[File:Psymobile.png|thumb|50px|right]]<br>(Psy)
 
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|-
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|[[File:RoleIcon_Psychic_ToS2.png|70x70px|link=]]
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|'''Looking for the Town of Salem 2 role?'''<br>This role appears in Town of Salem 1 and 2. For the ToS 2 counterpart, see {{Psychic/ToS2}}.
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|}
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{{Coven Exclusive}}
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{{TownInfobox
 
|nameandicon = Psychic[[File:RoleIcon Psychic.png|thumb|left|100px]]<br>(Psy)
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|avatar = [[File:PsychicSkinFront.png|150px]]
 
|alignment = {{Town Investigative}}
 
|alignment = {{Town Investigative}}
|attributes = Attack: None
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|attributes = Attack: None<br>Defense: None
 
|type = Information<br>Non-unique
 
Defense: None
 
|type = Investigative<br>Non-unique
 
 
|priority = 4
 
|priority = 4
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|sheriff = You cannot find evidence of wrongdoing. Your target is innocent or great at hiding secrets!
|actionsun = None
 
 
|investigator = <u>'''{{Coven Expansion}} Results'''</u><br>Your target could be a {{InvResCVN3}}.
|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}}.
 
|consigliere = Your target has the sight. They must be a {{Psychic}}.
|summary = A powerful seer with a gift for finding one's secrets.
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|summary = You are a powerful seer with a gift for finding one's secrets.
 
|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.
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|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
 
|goal = Lynch every criminal and evildoer.
 
|goal = Lynch every criminal and evildoer.
 
|winwith = '''{{Town}}'''<br>'''{{Survivor}}'''
 
|winwith = '''{{Town}}'''<br>'''{{Survivor}}'''
 
|mustkill = '''{{Mafia}}'''<br>'''{{Vampires}}'''<br>'''{{Arsonist}}'''<br>'''{{Serial Killer}}'''<br>'''{{Werewolf}}'''<br>'''{{Coven}}'''<br>'''{{Plaguebearer}}'''<br>'''{{Pestilence}}'''<br>'''{{Juggernaut}}'''
 
|mustkill = '''{{Mafia}}'''<br>'''{{Vampires}}'''<br>'''{{Arsonist}}'''<br>'''{{Serial Killer}}'''<br>'''{{Werewolf}}'''<br>'''{{Coven}}'''<br>'''{{Plaguebearer}}'''<br>'''{{Pestilence}}'''<br>'''{{Juggernaut}}'''
 
}}
 
}}
{{Story Psychic}}
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{{PsychicStory}}
   
 
== 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 odd-numbered {{nights}}, you will get three names, at least one of which is evil. On even-numbered {{nights}}, you will get two names, at least one of which is good.
 
*If you are [[Jailor|jailed]] or [[Role block|roleblocked]], you will not receive a vision.
** Therefore, the [[Full Moon]] results don't allow you to find evils, but it helps to confirm a {{Townie}}.
 
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*If you are controlled by a {{Coven Leader}}, they will receive a vision you would have otherwise received.
** For clarification, "good" refers to {{Town}} and {{Neutral Benign}}, while "evil" refers to anyone else.
 
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* If you are jailed or [[Role block|role blocked]], you will not receive a vision.
 
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{| class="wikitable";
* 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}}.
 
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!{{Psychic}} Result
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!Possible [[Roles]]
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|-
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!rowspan=2|Appears as 'good' in visions
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|All {{Townies}} (including the [[Game_Modes_-_Coven#Town_Traitor|Town Traitor]])
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|-
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|{{Neutral Benign}}
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|-
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!rowspan=5|Appears as 'evil' in visions
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|All members of the {{Mafia}}
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|-
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|All members of the {{Coven}}
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|-
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|{{Neutral Killing}}
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|-
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|{{Neutral Chaos}}
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|-
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|{{Neutral Evil}}
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|}
   
 
== 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.
  +
**However, if {{Medusa}} killed some {{Townies}}, you may get [[lynched]] under suspicion of being {{Medusa}}.
* 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}} may seem like a good idea, but remember that when your {{Last 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 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.
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**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.
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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.
* 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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*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.
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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.
* 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.  
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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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*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 [[lynched]].
 
==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.
 
   
 
==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 {{Townie}}.
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**If a {{Psychic}} claim has themselves in a vision, they are likely a {{Jester}} faking it or another evil role.
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**As a {{Disguiser}}, you can ask a {{Lookout}} to watch you while you disguise yourself as the {{Psychic}}. Any {{Lookouts}} watching you will see the "{{Psychic}}" visiting you and will proceed to call out the {{Psychic}} without needing to accuse them yourself.
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*Simply pointing out that the {{Psychic}} could be {{Medusa}} can have them [[lynched]]. This works better if an actual {{Medusa}} {{Stoned}} someone previously.
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*As a {{Consort}}, you can take away most of the {{Psychic}}'s effectiveness by role-blocking them on odd-numbered {{nights}}.
   
 
== 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!"
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**You'll also get this message when the last evil remaining is the [[Game Modes - Coven|Town Traitor]].
* 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.
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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 an even {{night}}.
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*Ongoing bug that allows {{Psychic}} to see a controlled message twice regardless if a {{Witch}}, {{Coven Leader}} or {{Hypnotist}} sends the message.
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==History==
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*[[Version_History|3.2.5]]
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**{{Psychic}} now receives evil visions on odd-numbered {{nights}} and good visions on even-numbered {{nights}}.
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*[[Version_History|3.2.3]]
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**Fixed {{Psychic}} description in game and lobby.
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*[[Version_History|3.2.0]]
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**Fixed {{Psychic}} description in lobby.
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*[[Version_History|2.5.5.12200]]
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**The {{Psychic}}'s role icon has been changed. Old one was [[File:Achievement Psychic.png|30x30px]].
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**Added {{Psychic}}'s circled role icon ([[File:RoleIcon Psychic Circled.png|30x30px]]).
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*[[Version_History|2.3.2.9706]]
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**{{Witch}} is no longer in visions.
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*[[Version_History|2.0.0.6582]]
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**Introduced.
   
 
{{Navbox Roles}}
 
{{Navbox Roles}}
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[[Category:Town roles]]
 
[[Category:Town roles]]
 
[[Category:Investigative roles]]
 
[[Category:Investigative roles]]
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[[Category:Good roles]]
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[[Category:No Attack]]
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[[Category:No Defense]]
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[[Category:Innocent]]

Latest revision as of 03:46, 5 April 2024

RoleIcon Psychic ToS2 Looking for the Town of Salem 2 role?
This role appears in Town of Salem 1 and 2. For the ToS 2 counterpart, see Psychic.
RoleIcon CovenLeader Circled This page describes content that can only be accessed in the Coven Expansion.

She opens her eyes, gleaming with a faint orange glow of the candle, and uncovers a deck of cards securely hidden within the folds of her robe. A deep breath, and she shuffles them with a vague sense of expertise, or rather, a sense of total familiarity. Memories of her dying mother passing on both the set and the authority to undertake the mystical career alone, would forever echo in her head as she prepares to do the job she was solely trained for.

The Psychic murmurs a short prayer, and brushes the cards face-down in a line. Facing down, her gaze lies upon them, all embellished with a crimson arabesque design, each representing a specific villager residing in Salem. The Red Tarots were the manifestations of the negative traits living within each of the townsfolk. With her fingers carefully resting above the cards, she picks three, the energy of which burned strongest at the present hour. Flipping the trio over, she studies carefully their contents, and proceeds to infer the possible individual, or individuals, blackened with a heart of darkness.

Ares, the God of War. It represented the trigger-happy Veteran, post-traumatic from his distant battles. The Judge of Power. It was a card representing their highest-ranking official, the Mayor. A swift aura of complete realization empowered her, yet she was now forced to comprehend the risks she needed to take. Gripping the last tarot of Hellfire in her hand, to accuse someone in their Town was to put herself to the possibility of being called a fraud, or even death. But to die, she concluded, has to happen to someone, if they ever wished for justice to prevail in their village. (credit)

Mechanics

  • On odd-numbered Nights, you will get three names, at least one of which is evil. On even-numbered Nights, you will get two names, at least one of which is good.
  • If you are jailed or roleblocked, you will not receive a vision.
  • If you are controlled by a Coven Leader, they will receive a vision you would have otherwise received.
Psychic Result Possible Roles
Appears as 'good' in visions All Townies (including the Town Traitor)
Neutral Benign
Appears as 'evil' in visions All members of the Mafia
All members of the Coven
Neutral Killing
Neutral Chaos
Neutral Evil

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 lynched.

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 Townie.
    • If a Psychic claim has themselves in a vision, they are likely a Jester faking it or another evil role.
    • As a Disguiser, you can ask a Lookout to watch you while you disguise yourself as the Psychic. Any Lookouts watching you will see the "Psychic" visiting you and will proceed to call out the Psychic without needing to accuse them yourself.
  • Simply pointing out that the Psychic could be Medusa can have them lynched. This works better if an actual Medusa Stoned someone previously.
  • As a Consort, you can take away most of the Psychic's effectiveness by role-blocking them on odd-numbered Nights.

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!"
    • You'll also get this message when the last evil remaining is the Town Traitor.
  • If no other Townies or Neutral Benigns are alive, you will receive a message, "The town is too evil to find anyone good!" on an even Night.
  • Ongoing bug that allows Psychic to see a controlled message twice regardless if a Witch, Coven Leader or Hypnotist sends the message.

History

  • 3.2.5
    • Psychic now receives evil visions on odd-numbered Nights and good visions on even-numbered Nights.
  • 3.2.3
    • Fixed Psychic description in game and lobby.
  • 3.2.0
    • Fixed Psychic description in lobby.
  • 2.5.5.12200
    • The Psychic's role icon has been changed. Old one was Achievement Psychic.
    • Added Psychic's circled role icon (RoleIcon Psychic Circled).
  • 2.3.2.9706
    • Witch is no longer in visions.
  • 2.0.0.6582
    • Introduced.