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Wraith

You may choose to open your eyes at night. You wake when other evil players do.

Ra'āb ina pān ṣilli ša dāri. Rigim qallu ina šūri, šītu ša šunātīka iredde, u napšutka idlul ina pān maṣṣartī dāriti.

Storyteller cues

First nightWake the Wraith whenever other evil players wake.

Other nightsWake the Wraith whenever other evil players wake.

Jinxes

Alchemist

An Alchemist-Wraith has no Wraith ability and a Wraith is in play. After each execution, a living Alchemist-Wraith may publicly guess a living player as the Wraith. If correct, the Demon must choose the Wraith tonight.

Magician

After each execution, the living Magician may publicly guess a living player as the Wraith. If correct, the Demon must choose the Wraith tonight.

Plague Doctor

If the Storyteller would gain the Wraith ability, a Minion gains it, and learns this.

How to run it (Storyteller)

On the first night, silently prompt the Wraith to open or keep their eyes closed — this is a choice they make each night, not a forced mechanic. When evil players are woken (Demon picks, Imp kills, etc.), wake the Wraith simultaneously if they have opted in, so they witness the same cues good players might notice. The nastiest edge case: if the Storyteller would gain the Wraith ability (e.g., via a Philosopher-adjacent mechanic), a Minion gains it instead and is told — track who holds the ability carefully if abilities shift mid-game. Watch for the Wraith using eye-open intel to deduce which players were visited or woken, and be consistent with your waking sequences so you don't inadvertently reveal information about other roles.

How to play

  • Use the eye-open option strategically rather than always — observing which seats the Storyteller approaches and in what order can help you map out good team waking patterns and infer powerful roles like the Empath or Investigator.
  • Coordinate with your Demon by synchronising what you both observed at night; if you both saw the same waking sequence, you can triangulate which players hold key information roles and target them for kills.
  • Claim a passive or information-adjacent townsfolk role that explains why you 'seem to know things' — Mayor, Farmer, or a role that rarely wakes is ideal, since the Wraith's eye-open ability gives you no visible waking tell to contradict.
  • Do not open your eyes every night by default — selective use prevents good players from noticing consistent Storyteller movement toward your seat, which could out you as a night-active player when you are claiming a non-waking role.
  • Your biggest mistake is acting on night observations too confidently; sharing knowledge that only a waking evil player could have is a hard tell, so frame any useful intel as 'deduction' or 'social read' rather than night-sourced certainty.

How to fight the Wraith

  • Track which players appear to have night-sourced information without a claimed waking role — a Wraith who opens their eyes and then speaks precisely about night events is a strong evil signal.
  • After each execution, both the Magician and an Alchemist with the Wraith ability can publicly guess who the Wraith is; if correct, the Demon is forced to kill the Wraith that night, so these roles should make confident guesses whenever they have a strong read.
  • The Wraith's ability gives evil stronger coordination and intel but leaves no mechanical trace — pressure the Demon's reads by making your own waking sequences irregular or by using roles like the Philosopher to shift which roles are active, forcing the Wraith to gather intel under uncertainty.
  • Because the Wraith passively benefits evil coordination, treat unusually well-coordinated bluffing or evil-team nomination patterns as circumstantial evidence the Wraith has been feeding intel — this should tighten your suspicion on passive-claiming players.
  • If a Minion unexpectedly acquires the Wraith ability mid-game (per the documented rule), the evil team gains an extra coordinated spy — watch for a sudden improvement in evil team coherence after any ability-transfer event.

Key interactions

Magician

After any execution, the Magician can publicly name a living player as the Wraith — a correct guess forces the Demon to sacrifice the Wraith that night, making the Magician a direct structural threat to the evil team. The Wraith should prioritise identifying and feeding the Demon intel to eliminate the Magician early.

Alchemist

An Alchemist holding the Wraith ability gets the same post-execution guess mechanic as the Magician, meaning two good players can independently threaten the Wraith's life each day. Evil should be especially aggressive about removing either the Magician or the Alchemist-Wraith before they accumulate enough reads to guess correctly.

Poisoner

If the Wraith is poisoned, it is unclear whether the eye-open option still functions or yields reliable information — in practice the Storyteller may show the Wraith misleading waking sequences, so any night intel gathered while poisoned should be treated as potentially corrupted when coordinating with the Demon.