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Forum of Lies - Neutral Killer Competition


#1

Forum of Lies is in need of a new Neutral Killer!

And you can help!

Starting immediately and going on until Sunday, October 7th - We’re accepting ideas for a new neutral killer to be added into Forum of Lies.

Prize -

The winner of this competition will have their class added directly into the official version of Forum of Lies.

In addition to this, the winner will recieve a 10$ USD Steam Gift Card. (From me.)

Competition Rules.

  • The Win condition for the class must be:
    Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way.

  • The Class must have the ability to directly or indirectly kill other players.

  • The class’ type must be ‘Killer.’, and it’s faction must be 'Neutral"… Yeah, go figure.

  • The format for the class card must be the same as all the other Forum of Lies cards. If you aren’t comfortable formatting it manually, you may use this class card creator.

  • You must have previously participated in at least one Forum of Lies, Special Forum of Lies, Newbie Forum of Lies, or Tournament Forum of Lies.

  • Winners will be chosen by the Forum of Lies Team ( Myself, @Icibalus, @Ashe, @BoopyDoop and @Queen_Alfa.) on October 10th, and the winner will be announced shortly after.

  • No cheating! Don’t copy other player’s ideas. Don’t steal other people’s custom classes from elsewhere on the forum. All the obvious stuff.

  • You may submit any number of classes - however, you can only win once. Quality > Quantity.

Bonus Points.

  • Try to keep the theme fitting with Forum of Lies. Make it something unique and special, but don’t break the theme too hard! For example, “Supergalaxy Conductor Battleship”, while awesome, isn’t likely to be chosen as our newest neutral killer.

  • Keep the mechanics interesting! A copypasta Serial Killer clone is much less likely to get our attention.

  • Make it powerful, but try to keep it in line with our other Neutral Killers (See reaper for an example of where the power level should be.) If necessary, we can nerf it after the fact - but start strong to leave a good impression.

The comptetiton begins… now! You may post your submissions in a class card format in response to this post.


FoL Changes Thread
#4

Alch boss:

You know who the alchemists are and can redirect their yolo bombs.

At least 2 alchs spawn per game with the alch boss. You will not have a day and night chat. Each successful alchemist bomb allows you to convert any player (including prince) into an alchemist.

Night ability 1: redirect alch bombs
Night ability 2: convert more yoloers

Win condition: Kill everyone but your alch slaves


#8

The Necromancer :shield:

Neutral Killer
Hearing Voices (Passive) - The Necromancer will hear the voices of the spirits in limbo at night.
One With Death (Passive) - The Necromancer is immune to death if he is linked to 1 or no spirit.
Respect the Dead (Day) - All spirits will be granted voting and accusation rights and their day abilities will become active for this day. - 2 uses
Relinquish (Day) - You let one of your spirits pass on removing their spirit status. - Infinite uses
Resurrection (Night) - Attack targeted player and grant the attacked player spirit status if he dies, granted that he is not immune to conversion. Spirits change their win condition to winning with the necromancer, may use their night abilities and can talk in limbo chat separate from dead chat. Maximum of 3 spirits applies. - Infinite uses
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way

Original Thread: [Class Suggestion] The Necromancer

The Horologist :shield:

Neutral Killer
All the Time in the World (Passive) - The Horologist is immune to occupation, redirection and bleeding.
Groundhog Night (Passive) - The Horologist will upon being attacked, reset the night timer back to full, having every player choose their action again. They will obtain their original night results, but their actions will reset. Limited abilities will not be refunded. The Horologist is death immune after the reset. The Horologist’s original action will not reset and he can attack again after the reset. Happens only once per night.
Rewind (Day) - Groundhog Night activates tonight regardless of the Horologist being attacked. - 2 uses
Skip to the Good Part (Day) - The day timer will lose 48 hours. If it is at 48 hours or less night time will immediately begin. - 1 uses
Your Time has Come (Night) - Attack targeted player and rapidly age him towards his death. - Infinite uses
Chronic Corruption (Night) - Corrupt past selves of targeted player, attacking every player the target has visited in the game so far, including the player the targeted player visits tonight, bypasses night immunity and healing. - 2 uses
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way

Original Thread: [Class Suggestion] Father Time

The Jester :shield:

Neutral Killer
The show must go on (Passive) - Immune to death, occupation, redirection and bleeding.
Audience Favourite (Passive) - Investigative checks on you always yield Blue Dragon overriding frames/mindwarps and your visits are hidden.
Need a Volunteer (Day) - Kill a player in plain daylight. You gain 1 extra use each time a member of the Blue Dragon is executed on trial. Cannot be used during a trial. - 2 uses
Switcheroo (Night) - Select two players. If one is executed on trial the other dies instead. Can target yourself. - 2 uses
Bamboozle (Night) - Select up to two players. Make them appear suspicious to investigative results and mindwarp them. Is replaced by Fin when the player count is less than 7. - Infinite uses
Fin (Night) - Attack target player. -Shared uses with need a volunteer
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way

This is basically the count from Golden Dragon, so most credit goes to Psycho for this class, but I found it the most interesting one out of the ones he created. Purpose is to devalue investigatives or outed investigatives.

The Druid :shield:

Neutral Killer
Wall of Nature (Passive) - You are immune to death, occupation, redirection and bleeding.
Root Network (Passive) - The roots will prevent you from visiting someone if it would lead to your death.
Judgement of the Wild (Day) - Spreading Roots may target 2 players for this night and publicly mark someone. All rooted players will be silently vanillarized if the marked player is not dead by the next day. (Excluding Mastermind, Assassin, Cult Leader, Prince and neutrals) Their abilities will no longer function and only feedback given will be prevented. In addition, gain 1 use of Poison Dart. - 3 uses
Poison Dart (Day) - Silently poison target player. They will die within 1 night if not healed. - 1 use
Spreading Roots (Night) - Curl roots around a player’s room. Rooted players are framed for 2 nights. - Infinite uses
Constricting Roots (Night) - Kill all players that are rooted bypassing everything. - 2 uses
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way.

I revamped the Druid a bit more and addressed some of the issues I thought he had. His roots have no effect on the game if he cannot “detonate” them, so I decided to give evils a lot more claimspace by claiming vanillarized anything and additionally vanillarizing a lot of BD during the game, without them knowing, to keep them invested. Vanillarization actually causes a lot of chaos within the court, which is what a NK should bring to the table. If it is too powerful it can last for only for 2 or 3 nights, but regular NK’s would just kill players, so I think it is fair to just neuter them, but let them keep their voice and vote. Other nerfs could be to let players keep passives or day abilities or night abilities or any combination of that, but it is of importance that the Roots do something to aid the scum, before they can be detonated.

Druid received some killing power in the form of Poison Dart. His mark is now actually a good incentive to consider as opposed to the previous incarnation, which was just weak and very restrictive. Princes should think twice about outing in a Druid game now. The Arsonist like nature of the class ensures he can close out the game quite well too.


#9

To reiterate - The contest closes at 11 AM CST October 7th. Go wild until then!


#13

The Duke

Neutral Killer
Informed (Passive) - You are immune to death and you know if you are attacked. If your target survives you will know why. If you are occupied or redirected you will know
Royal Blood (Passive) - Votes for you to be King count as 2
Forgery (Day) - You will appear as a class of your choice to investigative ability’s tonight - 3 uses
Blockade (Day) - Prevent anyone from visiting your target tonight. You will learn the class of anyone stopped this way - 2 uses
Seize (Night) - Kill target player. Does not count as visiting - Infinite uses
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way


#16

The Shadow Man :shield:

Neutral Killer
Friends on the other side (Passive) - You start with one contract yourself, however if you do not have six contracts at end of night 7 then you commit suicide
Shadowbound (Passive) - Immune to Occupy, Redirection and Prevention
Tarot Reading (Day) - Select one player and by the start of next day, you get to know player’s faction - 3 uses
Cursed Contract (Night) - Select your target and sign cursed contract with them, they lose all passives but gains 1 limited use - unlimited uses
Are you ready (Night) - You start the ritual to summon evil spirits that collects souls of all living beings except yourself, you need to sign six contracts with any living player to use this ritual.
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way


#17

The Data Miner :shield:

Neutral Killer
Inherent knowledge (Passive) - You will know whether it is a cult or Unseen game based upon which killing power you have. You will also be told if it is a cult game what the Cult Leader chose as the classes when the setup begins. If it’s an unseen game you will be told what classes have been converted to the Unseen.
Immunities Plus (Passive) - You are immune to death in all forms besides lynching and will be informed when someone attempts to kill you. If it is an Unseen game you will look as BD to all checks. You will cop as support or killer (your choice) for princess and BD for any alignment based abilities.
Claim Blocker (Day) - Before D3, you are allowed one guess per day at a person’s role. If you guess it correctly, they will be unhealably poisoned for two days later. - Infinite uses
Suggested fake claims (Day) - Hunter (if Unseen game) or Princess or Maid (Cult game) - 0 (it’s a third passive) uses
Delayed Killer (Night) - If it is an unseen game, you will start with a Poison N2 onwards. Should the unseen be eliminated you will be given a moderator choice of kill or poison but once chosen it CANNOT be changed. If it is a cult game, you have a regular kill but it will take place the night AFTER you submit. - Infinite uses
**


#18

Let’s go entirely unoriginal! If it ain’t broke…

I nerfed the Sorcerer a tiny bit, as avoiding knights and hunter traps is kinda OP IMO


#21

The Ninja

Neutral Killer
Bushido (Passive) - Anyone who attacks you will be redirected to your decoy. Bypasses redirection immunity. You are immune to redirection (but not occupy)
Restock (Passive) - You gain a use of dagger throw at the start of each night. You will be informed of how many uses you have at the start of the night after gaining a new use
Mark (Day) - Target player becomes your decoy. You will keep your decoy until you chose another target. You can change decoys as much as you want at any time during the day including during a trial - Unlimited uses
Smoke bomb (Day) - Redirect ALL visitors to your decoy instead of just your attackers tonight. Can be used at the same time as Mark - 2 uses
Dagger Throw (Night) - Attack all of your targets. You may chose as many targets as you have uses of Dagger Throw. Failed kills do not consume a use. Does not count as visiting - 0 use
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way


I like the idea of a non-visiting NK


#22

The Puppet Master :shield: :crossed_swords:

Neutral Killer
Behind the Curtain (Passive) - You are immune to occupation, redirection and death.
Master’s Command (Passive) - You and your puppet will have a separate chat. If you or the Puppet dies, the chat will cease to exist.
Stage Directions (Day) - Find out who a selected player visited and who visited them last night. - 4 uses
Attach (Night) - Convert a player into the Puppet. You can only have one puppet at a time. - Infinite uses
The Show Must Go On (Night) - Kill a player without the use of a Puppet. The attack will bypass death immunity. - 3 uses
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way.

The Puppet :shield: :crossed_swords:

Neutral Special
Loyalty (Passive) - You are immune to occupation and redirection. If the Puppet Master dies, you will die as well.
Master’s Command (Passive) - You and your master will have a separate chat. If you or the Puppet Master dies, the chat will cease to exist.
Deadly Strings (Night) - Attack a player. - Infinite uses
Master Above All (Night) - Prevent all visits towards the Puppet Master. - 3 uses
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals the dare stand in your Master’s way.

This is what I made for SFoL Infection, but I think it would be good here as well (Screw the confirmable Observer claims >:D)


#28

The Data Miner :shield:

Neutral Killer
Inherent knowledge (Passive) - You will know whether it is a cult or Unseen game based upon which killing power you have. You will also be told if it is a cult game what the Cult Leader chose as the classes when the setup begins. If it’s an unseen game you will be told what classes have been converted to the Unseen.
Immunities Plus (Passive) - You are immune to death in all forms besides lynching and will be informed when someone attempts to kill you. If it is an Unseen game you will look as BD to all checks. You will cop as support, spec/invest (cult game suggestion) or killer (Unseen game suggestiono) (your choice – must be made during D1 else defaults mentioned here will be chosen) for princess and BD for any alignment based abilities.
Claim Blocker (Day) - Before D3, you are allowed one guess per day at a person’s role. If you guess it correctly, they will be unhealably poisoned for two days later. - Infinite uses
Suggested fake claims (Day) - Hunter (if Unseen game) or Princess or Maid (Cult game) - 0 (it’s a third passive) uses
Delayed Killer (Night) - If it is an unseen game, you will start with a Poison N2 onwards. Should the unseen be eliminated you will be given a moderator choice of kill or poison but once chosen it CANNOT be changed. If it is a cult game, you have a regular kill but it will take place the night AFTER you submit. - Infinite uses
**

Slight tweak


#34

The Elemental

Neutral Killer
Intangible (Passive) - Anyone that visits you will have their ability’s effects negated. Any feedback they would get will be unchanged. Non-visiting ability’s resolve like normal
Water Form (Day) - Any effects that would happen to you tonight including death by bleeding instead happen to target player. Does not work on execute - 3 uses
Air Form (Day) - Target player will be intangible tonight - 2 uses
Fire ball (Night) - Kill target player. Does not count as visiting - Infinite uses
Chain lightning (Night) - Kill target player. If they die then they apply a copy of this effect on whoever they are visiting - 2 uses
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way

Chain lightning can copy itself more than once per night

Original Post: [Class Suggestion] The Elemental - Neutral Killer


#69

The Necromancer :shield:

Neutral Killer
Above death (Passive) - You are immune to all forms of death at night
Mind absorption (Passive) - You gain the passives of those you kill
Spirit Summon (Day) - Use the day ability of a class you have killed. You may only use any given ability once per player this way - Infinite uses
Absorption (Night) - Kill target player. You may target their corpse with your other ability’s. You will know their actual class if they were defiled - Infinite uses
Raise Undead (Night) - Use the night ability of a class you have killed. You may only use limited ability’s twice this way. You cannot use any ability’s that would change someone’s class - Infinite uses
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way


Nothing like the other necromancer suggestion so it’s fine


#82

The Berserker

Neutral Killer
Tough skin (Passive) - Immune to death at night. This cannot be bypassed except by execute
Unstoppable (Passive) - Immune to redirect. This cannot be bypassed
Death glare (Day) - Kill target player immediately. Will fail if the target was death immune the previous night - 2 uses
Smash! (Night) - Kill target player. If they survive they will be occupied bypassing immunity and they will be unable to survive attacks for the rest of the game - Infinite uses
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way


#86

The Crusader :shield:

Neutral Killer
Trained (Passive) - Immune to death, occupy and redirect at night
Missionary (Passive) - The first time you are lynched the day will instead end with you alive. You cannot be voted the day after this triggers
Champion’s wrath (Night) - Kill target player - Infinite uses
Judgement (Night) - Kill 2 players who accused you yesterday - 2 uses
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way


#88

The Archduke :shield:

Neutral Killer
Megalomaniac (Passive) - Votes to become king count as two for you. Becomes the Tyrannous King instead of the Psychopathic King.
Paranoia (Passive) - Grants the Archduke immunity against death at night and bleeding. The first player to accuse the Archduke of treason during the day will have their class revealed to the Archduke during the start of the night. The Archduke may use both of his Day Abilities in the same day.
Tyrant’s Orders (Day) - Negate the votes of a target player in the next day as long as the user has not been jailed or occupied. They can’t accuse anyone or vote tomorrow. The target still counts towards the voting majority. - Infinite uses.
Pull Rank (Day) - Your vote will count as two today. This will not be announced publicly or affect the number of votes required to reach majority. - 3 uses
Political Murder (Night) - Kills a player without counting as a visit, but has a one-day cooldown period and cannot target the King. - Infinite uses
Coup d’Etat (Night) - Kills the King while bypassing healing and immunity. Can only be used in the fifth night or later. - One use

Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way.

Tyrannous King

The Tyrannous King

Neutral Special
Reign of Terror (Passive) - Your guards will bypass both night immunity and healing if your target did not vote for you during the election phase. If you die, there will be a vote held to crown the next King.
L’etat, C’est Moi (Passive) - You are immune to death at night and bleeding. Additionally, your vote counts as two. For the first time you are accused and have the votes to be executed for treason, you will instantly pardon yourself when on trial and kills your first accuser in broad daylight. If this passive activates, then you cannot use Sadistic Guards the following night.
Royal Pardon (Day) - Make a player unable to be voted today. - 2 uses
Decide Fate (Day) - You may choose the whether the player on trial will be executed or pardoned. - 1 use
Sadistic Guards (Night) - Allows the Tyrannous King to select two players who will then be attacked and killed by his guards. - Infinite uses

Your objective is to defeat the Blue Dragon, Unseen, and any neutrals that dare stand in your way

Crowned from:

  • The Archduke
  1. Paranoia by itself works as a method to stop bleeding.
  2. Political Murder doesn’t count as a visit, thus you cannot die to Knights and Hunters.
  3. Essentially a NK with Royal Blood that becomes an even stronger Psycho King, the point of the Archduke is to further add skepticism in King elections, especially when the NK is not out yet. Also this adds suspicion on Noble claims as well and doesn’t out them from the PoE just because they ordered someone.
  4. No fancy wincon, though becoming a TK will help the Archduke a lot, especially in the KPN department.
  5. The KPN for the Archduke starts low, but they becomes a force to be reckoned with if they manage to become a king. The Archduke in general is a class that strongly rewards deepwolfing.
  6. Again, you can read them as any other NK. Additionally, Archdukes would be also more prone to wanting to become kings so they’re technically more readable than your average NK via motivational reads.

#89

The Basilisk :shield:

Neutral Killer
Scaled Armor (Passive) - The Basilisk is immune to death at night, immune to occupation or redirection, nor can she be bled.
Drake’s Senses (Passive) - The Basilisk will be alerted of every player who visited her during the night and will learn of their classes.
Petrifying Glare (Day) - Once the next day begin you will stone a player temporarily for the remainder of that day, in the next day they will recover from being stoned. - 2 uses
Gargoyle Form (Day) - Stones yourself in the beginning of the next day. - 2 uses
Stone Gaze (Night) - Turns a player to stone. Does not bypass death immunity but bypasses healing and does not count as an attack. Players who are turned to stone will be announced at the start of the day and they will be counted dead, but will not flip until they finally die. Stoned players can still be executed or killed at night, where their real flip will show. Stoned players are not counted when factoring in the amount of votes to put a player on trial. - Infinite uses
Gorgon Stance (Night) - Uses Stone Gaze on every player that visits the Basilisk at night while also bypassing their immunities. - 3 uses

Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way.

  1. Again, Scaled Armor immediately guarantees immunity to bleeding.
  2. Stone Gaze does not count as an attack, thus it will not trigger abilities such as Will-o-Wisp, Defend, or Bear Companion.
  3. The Basilisk obscure flips and can even temporarily stone themselves, making it impossible to PoE via the stoned players. Plus, Gorgon Stance turns the Basilisk into a Neutral Killer janitor PGO mix. Ultimately if a Basilisk is allowed to snowball and stone several players at once then it’ll make it difficult to find them via the PoE yet again. Also, imagine Marl rolling this class in a match, that’ll be fun.
  4. As above, the wincon is simple. Plus, making it to the F3 will be a piece of cake if the Basilisk plays well.
  5. The KPN of the Basilisk via Stone Gaze is of one, but using Gorgon Stance well should be rewarding.
  6. Gargoyle Form is limited so it can’t be abused in the same manner as the Revenant where the player has an excuse to not post at all.

#90

The Berserker :shield:

Neutral Killer
Untamed (Passive) - The Berserker is immune to occupation, target changing, and death at night, including against the Hunter’s Bear Companion, the Enforcer’s Frenzy, and the Knight’s Defend. If the Berserker is attacked or jailed, then they will automatically use Bloody Swings on their attackers or the Prince at the end of the night. If the Berserker is jailed, bled, or attacked, they gain two charges of Rampage and empowers Bloody Swings for the ongoing night.
Unchained (Passive) - If a player attempts and fails to occupy or redirect the Berserker, then he will gain a charge of Rampage.
Quarrelsome Banter (Day) - In the coming night, the Berserker will redirect any night actions used by the target onto himself. - 3 uses
Wild Leeches (Day) - If the Berserker is bleeding then he can transfer the condition to another player during the day. - 3 uses
Bloody Swings (Night) - Kills a player. If Bloody Swings is empowered then it bypasses Night Immunity and healing. - Infinite uses
Rampage (Night) - Kills the target. If another player visited the target and the Berserker has more than one charge, then Rampage will chain to the next player until a player has not been visited, or the Berserker runs out of Rampage charges. - 0 uses

Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way.

  1. Wild Leeches essentially allows the Berserker to gain even more killing potential by being bled. The Berserker is technically a class that becomes stronger the more people try to kill him at night.
  2. Untamed works in this manner. The Berserker is also completely immune to death at night barring the Prince.
  3. Point is, the Berserker should make the Prince far more careful on who to jail and just serve as a check to that class.
  4. See above. Late-game Rampages should also be game-sealing if used correctly.
  5. The KPN here is a bit strong on the side, but the lack of utility here should make up for it.
  6. The Berserker should be on the average level when it comes to scumreading. I can see players intentionally making themselves a target to stack rampage charges, but aside from that, it should be fine.

#91

The Doppelgänger :shield:

Neutral Killer

Sadism (Passive) - The Doppelgänger is immune to occupation, target changing, and has self-healing for the first two nights. The Doppelgänger gains an additional two nights of self-healing for every Blue Dragon-aligned player executed during the day.
Sociopathy (Day) - Adds two votes for execution during the first three days, and one for the remainder, during the trial phase. - Infinite uses
Scapegoat (Day) - If the player is voted to be executed in the day, including the Doppelgänger, then they will swap their position with another chosen player. The King cannot be the target. - 1 use
Impersonate (Night) - Takes the form of one player and kills another one. Any investigative results a player will have on the Doppelgänger will instead reflect on the player they impersonated. If the impersonated target has Royal Blood, then the Doppelgänger shall also have Royal Blood for the next day. If the Doppelgänger attacks a player who is being followed, then the feedback will show the impersonated player being the visitor. The impersonated player will be framed for the night and Will o’ Wisp will only show the target attacked if used on the impersonated player. - Infinite uses
Crushing Guilt (Night) - If a Blue Dragon-aligned player was executed the previous day, then the Doppelgänger can select two players who’ve voted to execute and cause them to commit suicide by guilt, bypassing healing, night immunity, and not counting as visits. - Infinite uses
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way.

  1. Sadism essentially works as the Reaper’s self-healing, except that it’s fueled by mislynches rather than night kills.
  2. Yet again, Sadism allows the Doppelgänger to survive.
  3. The Doppelgänger impacts the game via two ways at once. The first one is that by being a NK that is fueled by framing and mislynches then it further casts doubts to investigative results and also should make BD more careful when deciding their lynches. Additionally, Scapegoat makes it suicide for the Prince to out, or can be used as a method of dealing with a F3 scenario.
  4. Same as above, it’s also essentially the best NK in this list to powerwolf due to them being a NK that grows stronger with mislynches.
  5. Has a single KPN that also frames a target provided BD correctly lynched the previous day or no lynched and a double strongman KPN that is fed by mislynches.
  6. This NK is somewhat easier to scumread as Doppelgängers would be actively pushing for mislynches rather than trying to stay under the radar.

#92

The Ifrit :shield:

Neutral Killer
Djinn Form (Passive) - Grants the Ifrit immunity to occupation, redirection, bleeding, and death at night.
Burning Transformation (Day) - Upon killing a target, the Ifrit will cause them to flip a class of the Ifrit’s choice. If the Ifrit successfully kills a player this night, they will be able to see their true class. - One use
Heat Wave (Day) - Occupies all targets who try to visit the Ifrit the coming night. Bypasses immunity to occupation. - 3 uses
Incinerate (Night) - Kills a player by burning them alive. Players that have been incinerated will have their logs erased. Only the Ifrit will see the player’s original logs. - Infinite uses
Fires of Jahannam (Night) - Prevents all visits to the target player, bypasses their occupation immunity and attacks while occupying them, erasing their logs if they die. - 2 uses

Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way.

  1. Djinn Form instantly grants bleed immunity.
  2. Fires of Jahannam is a strongman ability that bypasses Bear Companion, albeit using Incinerate blindly is possible but risky.
  3. The Ifrit’s niche is a more risky strongman with a one-use Defile. Ultimately it incorporates both elements from the Possessor and the Reaper while also having the ability to be a janitor in their kills.
  4. Same as before.
  5. The Ifrit’s KPN remains at a consistent one at the cost of the sheer amount of utility in his kit.
  6. Similar to the Possessor and Reaper yet again in this case.