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    Throne of Lies: The Online Game of Deceit

    Game » consists of 1 releases. Released Sep 30, 2017

    An online multiplayer social deduction game of mischief, betrayal, and medieval politics.

    Short summary describing this game.

    No recent wiki edits to this page.

    Overview

    Throne of Lies: The Online Game of Deceit is a multiplayer-only medieval-fantasy strategy game developed and published digitally by Imperium42 for the PC, Mac, and Linux (all via Steam and itch.io) on September 29, 2017.

    Stylized after the tabletop party games Mafia and Werewolf, Throne of Lies has 8-16 players using espionage, deception, and social deduction to root out and eliminate the opposing faction(s). Each player is randomly granted a class (from up to 40+ classes, each split into four factions), each with their own unique abilities (such as assassinating other players, covertly investigating other players, and manipulating the text chat).

    The game was originally backed on Kickstarter in Q2 of 2017, with a closed alpha released shortly after.

    Gameplay

    Classes

    As the game is still being updated, this page's list of characters and abilities can be out of date. This was last updated on February 5, 2018.

    The King

    Unlike other classes, every game begins with one player as the King: a powerful Special class who secretly belongs to one of the three random factions that are currently in-play. As their faction choice is hidden from all players, they cannot be investigated by other players, do not appear to Unseen/Cult players as part of their faction, are immune to Convert/Brainwash, and cannot be attacked by Blue Dragon classes (or the Alchemist).

    During the Day Phase, they have two abilities relating to voting for treason: The Royal Finger (which allows their vote to count twice) and Decide Fate (a limited-use ability that vetos the process entirely, allowing the King himself to decide whether the accused is executed or pardoned). At the Night Phase, they may summon guards to protect a target (or themself) from enemy attacks (Guards!). Starting Kings can also use the Order Execution limited-use ability to murder a targeted player.

    The starting King has their faction chosen randomly and cannot be accused of treason until day 4. If the King is eliminated, then a self-nomination process starts to find the replacement King. Players with the Royal Blood passive can step forward to become the new King (with a court ballot occurring if two Royals step forward). If no Royals step forward, then any player can step forward (with a court ballot occurring if two players step forward). If no players step forward, then the King role is discarded for the rest of the game.

    In rare occasions, Neutral players who end up as King may automatically become the "Psycho King", whose goal is to eliminate all other players (instead of simply surviving, as with the "Neutral King"). Psycho Kings have unique traits, such as permanent murder immunity. If a Psycho King uses the Guards! ability on another player, they'll instead send the guard to kill them.

    Blue Dragon

    In the casual game mode, around 8-10 players start as a member of the Blue Dragon faction. One player also starts as the Prince.

    Their objective is to eliminate all Unseen/Cult members and all Neutral Killers that seek them harm.

    • Prince (Killer, Unique, Royal Blood) - The Blue Dragon member with the highest authority, the Prince can jail another player with their Imprison Day Ability (occupying the targeted player while protecting them from attacks). They can also use their Execute limited-use Night Ability to murder the imprisoned player (regardless of their immunity). They are immune to Convert/Brainwash.
    • Butler (Offensive) - During the Night Phase, they can occupy a targeted player (Serve Wine) or occupy all players who visit them (Concentrated Wine, limited-use). If they suspect the King to be corrupt, they can use the limited-use Nightshade Wine Day Ability to inflict Poison on the King. If the King is revealed to be a member of the Blue Dragon, the Butler commits suicide. Can be converted to the Servant (Unseen) or Invoker (Cult).
    • Court Wizard (Support, Magic User) - During the Night Phase, they can swap the targeted effects of two targeted players (Tornado, limited-use) or prevent a targeted player from receiving negative affects and conversion (Magical Barrier). Can be converted to the Sage (Unseen) or Ritualist (Cult).
    • Drunk (Offensive, Royal Blood) - During the Night Phase, they can become the new target of a targeted player (Debauchery), which he negates attacks and conversions. They can also occupy a targeted player regardless of immunity (Happy Hour, limited-use). Can be converted to the Alcoholic (Unseen) or Invoker (Cult).
    • Hunter (Killer, Unique) - One of the Blue Dragon's deadliest members, the Hunter can use their their limited-use Night Abilities to inflict Bleed on a targeted player (Wolf Companion) or murder anybody that attempts to attack them (Bear Companion). If they are guilty of treason, they will kill their accuser in retribution. Can be converted to the Poacher (Unseen) or Invoker (Cult).
    • Knight (Killer) - During the Night Phase, they can protect a targeted player while murdering their attacker regardless of immunity (Sacrifice). While the Knight survives one successful Sacrifice, additional uses causes the Knight to become murdered along with the attacker. They can also use the Cold Steel Night Ability to murder a targeted player. If the Cold Steel ability is used on a Blue Dragon member, the targeted player lives and the Knight commits suicide instead. Can be converted to the Enforcer (Unseen) or Invoker (Cult).
    • Noble (Social, Royal Blood) - During the Day Phase, they can force a targeted player to accuse another targeted player (Political Pressure, limited-use) and have their vote count twice (Noble Twin, limited-use). During the Night Phase, they can see Whispers for a targeted player (Maid Spy, limited-use) and read a targeted player's logbook (Snoop, limited-use). Can be converted to the Aristocrat (Unseen) or Apostle (Cult).
    • Observer (Investigative) - During the Night Phase, they can determine who the targeted player visited and who visited the targeted player (Follow) and can discover a targeted player's faction (Window Peek, limited-use). Can be converted to the Nightwatch (Unseen) or Seeker (Cult).
    • Paladin (Investigative, Magic User) - Only spawns if the Cult is the enemy faction. During the Night Phase, they can determine if a targeted player is a Cult member (Test Faith) or attempt to prevent a conversion of a targeted player (or themselves), killing the Cult Leader in the process (Smite, limited-use). Can be converted to the Seeker.
    • Physician (Support) - During the Night Phase, they can cure a targeted player's Poison and Bleed effects while preventing them from being murdered (Heal) or revive a targeted dead Blue Dragon player as a Death Knight (Reanimate, limited-use). Can be converted to the Herbalist (Unseen) or Ritualist (Cult) and is one of the few classes to be immune to Poison and Bleed effects.
    • Princess (Investigative, Royal Blood) - During the Night Phase, they can check a targeted player's estimated class type (Flirt) or show a targeted player that they were visited that Night (Will O' Wisp, limited-use) Can be converted to the Duchess (Unseen) or Seeker (Cult).
    • Psychic (Social, Magic User) - During the Night Phase, they can listen to the text chat of dead players. They can also anonymously whisper to a targeted player while giving them access to the text chat of dead players (Link Minds). During the Day Phase, they can secretly whisper a message to everyone (Telepathy, limited-use) and cause whispers to and from them to be secret (Private Matter, limited-use). Can be converted to the Illusionist (Unseen) or Apostle (Cult).
    • Sheriff (Investigative) - Only spawns if the Unseen is the enemy faction. They have access to a scout, which remains on an assigned player until they get converted. During the Day Phase, they assign the scout to a targeted player (Scout). During the Night Phase, they can determine if a targeted player is part of the Unseen faction (Expert Investigation). Can be converted to the Marshal.
    • Death Knight (Special, Unique) - Players cannot start as the Death Knight and can only become the Death Knight by being revived by a Physician as a dead Blue Dragon player. They appear dead to all other players, automatically die after three days, cannot talk to live players, and does not show up during the Day Phase. During the Night Phase, they can protect a targeted player while murdering their attacker (Sacrifice, limited-use) or use the limited-use Cold Steel Night Ability to murder a targeted player. If the Cold Steel ability is used on a Blue Dragon member, the targeted player lives and the Death Knight is dead instead. They are immune to Convert/Brainwash.

    The Unseen

    If the Unseen is in play (which can only occur if the Cult is not chosen), then one player starts as a Mastermind and one player starts as an Assassin. Unseen members know who else is a member at all times. There can only be three Unseen members alive at one time.

    Their objective is to eliminate/convert all Blue Dragon members and all Neutral Killers that seek them harm.

    • Mastermind (Special, Unique) - The only class in the faction that can corrupt their enemies to their cause. They do not appear as Unseen to all investigative abilities for the first three Night Phases. In the Night Phase, they can either use the Convert ability to attempt to convert a targeted player to the Cult (while the cooldown is not in effect) or use the limited-use Foresight ability to determine if a targeted player can be converted (and if so, their converted class type). They can also use the Dirty Work Day Ability when they are the only Unseen member to change to the Assassin (retaining the original Assassin's Nightshade and 2-For-1 count).
    • Assassin (Killer, Unique) - The faction's second-in-command and effective weapon. If the Mastermind dies before Day 4, the Assassin changes to the Mastermind. During the Day Phase, they can inflict Poison on a targeted player (Nightshade, limited-use) or prevent a targeted player from using text chat for ten seconds (Distract, limited-use). During the Night Phase, they can murder a targeted player (Assassinate), which can be done twice using the limited-use 2-For-1 Night Ability.
    • Alcoholic (Offensive, Royal Blood) - Corrupted version of the Drunk.
    • Aristocrat (Social, Royal Blood) - Corrupted version of the Noble.
    • Duchess (Investigative, Royal Blood) - Corrupted version of the Princess. Will O' Wisp is replaced with Dark Wisp, which shows all Unseen members as their original counterparts in enemy investigative abilities (with the Mastermind as an Observer and the Assassin as a Butler).
    • Enforcer (Support) - Corrupted version of the Knight. Their version of Sacrifice, known as Protection, applies to every Unseen member. Cold Steel is replaced with Frenzy, which is a limited-use Night Ability that negates all of the targeted player's immunities and healing effects (so that the Assassin's kill is guaranteed).
    • Herbalist (Offensive) - Corrupted version of the Physician. Heal and Reanimate is replaced by Drug (a limited-use Night Ability that tricks a targeted player into believing they were attacked and healed) and Defile (a limited-use Night Ability that changes the class identification of a targeted player if they died that Night). It are one of the few classes to be immune to Poison and Bleed effects.
    • Illusionist (Social, Unique, Magic User) - Corrupted version of the Psychic. They can no longer read chat messages from dead players and have their Link Minds replaced with two new Night Abilities: Mind Warp (which causes a targeted player to receive incorrect feedback from their abilities) and the limited-use Mental Blur (which completely erases the text chat history of a targeted player).
    • Marshal (Investigative) - Corrupted version of the Sheriff. Instead of the Scout and Expert Investigation abilities, they instead have the Probe Night Ability (which determine's a player's class if they are part of the Blue Dragon) and the limited-use Expose Day Ability (which reveals to all Unseen members who the Prince jails that Night).
    • Nightwatch (Investigative) - Corrupted version of the Nightwatch. Window Peek is replaced by Watch Carefully: a limited-use Night Ability that determines a targeted player's class.
    • Poacher (Offensive, Unique) - Corrupted version of the Hunter. Instead of Wolf Companion and Bear Companion, they have access to two limited-use Night Abilities: Spike Traps (which occupies a targeted player and prevents other players from visiting) and Snare Trap (which causes the targeted player to be occupied for two Night Phases if they leave the room).
    • Sage (Offensive, Magic User) - Corrupted version of the Court Wizard. Magical Barrier is replaced with Wall of Fire: a limited-use Night Ability that prevents all players but the Assassin from visiting a targeted player.
    • Sellsword (Support) - Corrupted version of the Mercenary. As they no longer have their objective of contracts, their Stand Guard ability (now Stonewall) now applies to a targeted Unseen player while their Rebound ability (now Revenge) now applies to a targeted player who accused any Unseen member of treason the previous Day.
    • Servant (Offensive) - Corrupted version of the Butler. They no longer have access to Nightshade Wine.

    The Cult

    If the Cult is in play (which can only occur if there are at least 11 players in the game and the Unseen is not chosen), then one player starts as a Cult Leader and one player starts as either an Invoker, a Ritualist, or a Seeker. Cult members know who else is a member at all times.

    Unlike the Unseen, all convertible classes do not have their own special converted counterpart. Instead, they are converted into one of four type-based classes based on their previous type. If their original class has the Royal Blood passive, they will retain that passive on their new class. There can only be four Cult members alive at one time. If the Cult Leader is killed, another member of the Cult becomes the new Cult Leader.

    Their objective is to eliminate/convert all Blue Dragon members and all Neutral Killers that seek them harm.

    • Cult Leader (Special, Unique, Magic User) - The most powerful figure in the Cult, the Cult Leader is used for both killing and converting enemies. In the Day Phase, they can use the limited-use Rupture ability to inflict Bleed on a targeted player. In the Night Phase, they can either use the Brainwash ability to attempt to convert a targeted player to the Cult (while the cooldown is not in effect) or use the limited-use Eradicate ability to kill two targeted players. They can also use the Blood of Mithras Day Ability to sacrifice a Cult member to gain two additional charges of Eradicate.
    • Invoker (Offensive, Magic User) - The Cult's Offensive spy. During the Day Phase, they can negate the King's Day Abilities (Bewilder, limited-use). During the Night Phase, they can occupy a targeted player (Chains of Corax, limited-use) and change a targeted player's target (Strings of Mithras, limited-use).
    • Ritualist (Support, Magic User) - The Cult's Support spy. During the Night Phase, they can swap the targeted effects of two targeted players (Teleportation, limited-use) and cause a Cult member to show up as a Blue Dragon member for that Night (Brotherhood, limited-use). If the Seeker is sacrificed for Blood of Mithras, the Cult Leader gains an extra charge of Eradicate.
    • Seeker (Investigative, Magic User) - The Cult's Investigative spy. During the Day Phase, they can reveal to all Cult members the person the Prince is imprisoning that Night (Expose, limited-use). During the Night Phase, they can determine a targeted player's class type (Gaze, limited-use) or faction (Identify, limited-use).
    • Apostle (Social, Magic User) - The Cult's Social spy. During the Day Phase, they can force a targeted player's vote (Cult Pressure, limited-use) and have their vote count twice (Cult Numbers, limited-use). During the Night Phase, they can see Whispers for a targeted player (Cult Spy, limited-use) and read a targeted player's logbook (Snoop, limited-use).

    Neutral Players

    All other players in the game start as a Neutral role, each with their own unique objective. It is possible for multiple Neutrals to win the game with different objectives. It is also possible for Neutrals to win the game alongside another faction.

    • Alchemist (Support) - Using their special potions throughout the Night Phase to guard themselves from murder (Stoneskin Potion), prevent the death of targeted players (Crimson Potion), and murdering targeted players (Emerald Potion, limited-use), their objective is to keep the game going at a brisk pace (lest they be targeted by the losing faction). They win if they survive throughout the game. They are immune to Convert/Brainwash and is one of the few classes to be immune to Poison and Bleed effects.
    • Fool (Social) - Focused on being a suspicious trickster, the Fool wins the game if they convince the court to execute them (which has the side-effect of preventing the court from executing anyone for 1-2 Days). During the Day Phase, they can make their chat messages appear as they are from somebody else (Troll Box). During the Night Phase, they can aid any suspicion towards them by either making themselves unable to be visited (Hide, limited-use) or making investigations against them return with the most suspicious result (Deceive, limited-use). They are immune to Convert/Brainwash.
    • Mercenary (Support) - Focused on protecting a single random player (regardless of faction), the Mercenary wins the game if their current contract survives. If their original contract is killed, they have three Days to negotiate a new contract with a targeted player using the Offer Contract ability. If they cannot negotiate a new contract, or if that new contract is killed, the Mercenary commits suicide. During the Night Phase, they can prevent their contract from being visited (Stand Guard, limited-use) or can murder a targeted player that accused their contract of treason (Rebound, limited-use). Can be converted to the Sellsword (Unseen) or Ritualist (Cult).
    • Possessor (Killer, Unique) - Focused on manipulating the bodies of players to go on a murder spree, the Possessor wins if all players (other than Neutral players whose goal is to survive) are eliminated. At the Night Phase, they can force a targeted player to murder another chosen target without them knowing (Puppet Strings) or take full possession of a targeted player and murder their old body (Possess, limited-use). Players who possess another player can use the limited-use Facelift Day Ability to change that body's class identification (to avoid suspicion and cause confusion). They are immune to Convert/Brainwash.
    • Reaper (Killer, Unique) - Focused on sacrificing everyone they can and reaping their souls (which is the class's unique currency), the Reaper wins the game if all players (other than Neutral players whose goal is to survive) are eliminated. They start the game with two souls, and gain one when murdering a targeted player (in secret) using the Reap Night Ability. Victims of the Reap ability spend the next Day and Night as an empty husk (that cannot perform actions, use text chat, or become healed) before being revealed as dead. Reapers can also consume souls to automatically negate a murder (ignored with the Prince's Execute ability), prevent a targeted player from using text chat on living players during the Day Phase (Icy Touch), and make the next Night Phase's Reap ability negate immunity (Gather Darkness). They are immune to Convert/Brainwash.
    • Scorned (Social, Unique) - Filled with vengeance, the Scorned wins the game if they convince the court to execute at least one of their two randomly-chosen target players (of any faction). During the Day Phase, they can make their chat messages appear as they are from somebody else (Troll Box). During the Night Phase, they can make investigations against a targeted player return with the most suspicious result (Frame, limited-use). They are immune to Convert/Brainwash.
    • Sorcerer (Killer, Unique, Magic User) - While they do not align with the Unseen or Cult factions, they are still focused on using their abilities to take down the Blue Dragon. The Sorcerer wins the game if they survive and the Blue Dragon is defeated. They have two Night Abilities at their disposal: one to murder a targeted player (Magic Missile) and one to murder all players that visit a targeted player (Circle of Death, limited-use). Their Magic Missile ability is secretly ignored if the target is death immune, guarded, or a member of the Unseen/Cult. As they are hunted by the Inquisitor, they can shake them off by using the limited-use Magic Dust Day Ability, which hinders the Find Magic ability by making every player appear as Magic Users. They can also use the limited-use Magic Cloak Day Ability to hide their visits for the following night. They are immune to Convert/Brainwash. Added on November 20, 2017.
    • Inquisitor (Investigative, Unique) - Guaranteed to spawn if a Sorcerer is in play. While they do not align with the Blue Dragon, they are still focused on using their abilities to hunt down the Sorcerer. The Inquisitor wins if the Sorcerer dies while the Inquisitor is alive. They can survive one murder and their visits are hidden from all other players. During the Night Phase, they can determine if a targeted player is a Magic User (Find Magic) or can attack a targeted player and murder them regardless of immunity if they are a Magic User (Ruthless Efficiency, limited-use). They are immune to Convert/Brainwash. Added on November 20, 2017.
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