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Template:Story Werewolf

Mechanics

  • Choose to Rampage at someone's house each Full Moon. You deal a Powerful attack to your target and all their visitors.
  • If you do not select a target, you will stay home and attack anyone who visits you.
  • If a Witch or Coven Leader controls you even if you stay home or not, you will attack the target of their choice.
  • If you attack someone who has been jailed, you will deal a Powerful attack to all visitors who attempted to visit the jailed target, but not the Jailor or the Jailee/person being jailed.
  • You cannot be controlled or transported into attacking yourself, if you target yourself via controlling or transportation, you will simply stay home.
  • If you are jailed on a Full Moon and aren't executed, you will attack the Jailor. A Bodyguard or Trapper who is protecting the Jailor will attack you.
  • If you are roleblocked by an Escort, Consort, or Pirate on a Full Moon, you will be forced to stay home and therefore attack them.
    • Unlike the Serial Killer, a role blocker (including the Jailor if they didn't execute you) will not receive a special message upon being killed by you, hence they cannot guarantee if you are a Werewolf or not.
  • A Pirate will always be attacked if they duel you on a Full Moon whether they win the duel or not.
  • On odd nights, if you are controlled, you will still visit the target chosen by the controller, meaning you will be seen by Lookouts and Trackers and can die to a Veteran.
  • You appear suspicious to Sheriffs on a Full Moon.

Strategy

The Werewolf is similar to the Serial Killer since both usually work alone and kill targets directly, but there are major dif Transporter is moving them, an Escort is blocking them, or a Blackmailer is repeatedly blackmailing them, attacking them can target both them and their visitors at the same time.

  • Some of these people will come out and announce leads (such as an Escort declaring that they've role blocked someone last night and will do it again after finding no kills). Others you have to infer from context. For example, if someone signals that they were blackmailed by clicking votes repeatedly, for instance, attacking them might let you kill a Blackmailer.
  • An alternate strategy is to hide throughout the game. If you claim to be an Executioner (preferably by legitimately trying to have someone hanged) and visit yourself every night, then, assuming no one visits you, you can attack out of nowhere during eou can claim to have been attacked by the Werewolf and healed by the Doctor. You will also kill anyone attempting to investigate or attack you, which can prevent them from telling anyone what they learn unless there's a Medium or Retributionist who resurrects them unless they updated their Last Will.
    • Try to have aem as quickly as possible.
      • On the other hand, since Mafia members cannot visit other Mafia members and Vampires cannot visit other Vampires, you're more likely to have those factions picious targets. If you want to kill the Serial Killer, try to predict who they will attack next.
  • Try to work with Witches, Survivors and Executioners. These are your only possible allies and can help you with votes.
  • You have a leg-up on the Arsonist: If you keep attacking targets who aren't doused, you may kill the Arsonist directly or indirectly. Furthermore, the Arsonist will usually save their incineration until the end, giving you plenty of time to kill them even if you are doused yourself.
    • As of the current version of Town of Salem, you should try and use Investigators' results to figure out who isn't doused, and who is.
  • The Escorts and Consorts are dangerous to you because they force you to stay home, killing all visitors. If one visits you and puts you in their Last Will, you may come under suspicion and possibly be lynched.
  • Sheriffs are somewhat dangerous. If they interrogate you on a Full Moon, they'll see you as suspicious and will usually out you the next day. Checking you on an odd-nu/Werewolf/Poisoner result provides some protection, but you could be called out if all the Town Investigatives are revealed or if the Town is hunting a Werewolf in particular. This is because Sheriff is a somewhat suspicious role.
  • Doctors, Lookouts or Transporters are not very dangerous. If they heal, watch, or transport your target, they will die.
  • A Lookout can be dangerous if there is a Medium or Retributionist, or if there's a Town Protective role that aims to save the Lookout from death. That way, they could inform the Town of who the Werewolf is.
  • Veterans may end up killing you on chance, so attempt to identify them as soon as possible. If one is identified, consider them as the last ones to kill, to increase the likelihood that they waste their alerts or be killed by someone else. If you visit an alerting Veteran, both of you will be dealt with a powerful attack.
  • Serial Killers are less dangerous to you than they are to most other roles since they can't kill you at night; but they can still call you out for having a higher Defense value than their Attack value, so it's worth trying to eliminate them if you can figure out who they are. If someone accuses you of having immunity, remind the Town that they would be taking advice from a Serial Killer, who doesn't have their best interests in mind.
  • A Bodyguard will not attack you if their target visited your target and died due to your Rampage ability. The Bodyguard will also not protect their target if they were killed by a Werewolf's rampage, unlike the Doctor.

Dealing with Werewolves

  • If you visit a player and they died to the Werewolf, they were not the direct target of the Werewolf, but instead visited the Werewolf's target or the Werewolf themselves.
  • As a Sheriff, you will only see the Werewolf as suspicious on Full Moon nights. Keep this in mind when you find somebody suspicious.
  • If there is confirmed to be a Werewolf in the game, it is wise to limit visits to high-profile targets on Full Moon nights in general. The Werewolf would attack anyone who would garner any visits, so avoid needlessly visiting targets that will already have plenty of visitors on Full Moon nights, unless it's needed.
  • If you do find the Werewolf, it might be wise to keep them alive right after a Full Moon night in order to lynch higher priority targets like a member of the Mafia, the Arsonist, ​​​​​​or any other evil as the Werewolf can't attack on Non-Full Moon nights. If it is a Full Moon however, lynching the Werewolf would be a smarter move.

Trivia

  • The Werewolf was added into the game in Version 0.8.0, making it the 30th role to enter Town of Salem.
  • Prior to Version 0.8.1, players who attacked the Werewolf on a night where there was a full moon would not receive a notification stating that the Werewolf was immune to an attack.
  • Prior to Version 1.3.0, the Werewolf had no defense on nights where there was no full moon, which made the Werewolf easy to kill on odd numbered nights.
  • Prior to Version 2.1.0, an alive Werewolf would not automatically win when the only other player alive was a Veteran. This made it possible for the game to end in a draw if the Werewolf attacked on a night where the Veteran decided to go on alert.
  • Prior to Version 2.5.1.10655, there was a bug where a jailed Werewolf could attack the Jailor without being attacked by a Bodyguard who happened to visit the Jailor that night.


Fixed

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