A Last Will is an optional message of up to two lines that a player may write at any time prior to his death, which is displayed to the Town after the player's death. In the event that the player is night killed, his Last Will is displayed during the beginning of the next day as part of the game's recap of players who were killed that night. If a player is lynched, his Last Will is immediately displayed after his execution, right at the end of the day.
Players are able to create and edit their Last Will by using -lw command, which opens up a screen with two text boxes where a Last Will may be written. Pressing the green button at the bottom of the window allows a player to save his Last Will. In the past, players could type their Last Wills directly in the command line (e.g. -lw [my last will]), but this no longer works in the current version of the game -- the text boxes must be using after simply typing -lw.
In terms of strategy, Last Wills heavily favor the Town in most situations and therefore, it is generally recommended that Town players keep a Last Will listing their night actions and any other information they believe the Town should know if they die -- i.e. if they believe a certain player must be Town, scum, or some other role. Neutral or Mafia / Triad players can also leave Last Wills, but usually the Town will be hesitant to believe them, with some limited exceptions -- for example, a Godfather identifying the Serial Killer in his Last Will may be viewed as credible since both the Town and the Mafia are opposed to Neutral Killing roles like a Serial Killer.
Finally, the Mafia / Triad have a role, the Janitor / Incense Master, which will prevent a player's Last Will from being reveal upon that player's death. This can be a powerful ability, especially if the killed Town player was an investigative role and had left important information in his Last Will. The Mafia / Traid's Disguiser / Informant role also has the ability to prevent a player's Last Will from being revealed in connection with killing that player and stealing his identity.
Last Wills are applicable to almost all roles, except for Neutral roles that include survival as a victory condition (unless the Neutral player is feeling especially generous to a particular side). Investigative roles (Sheriff, Investigator, Jailor, and so on) benefit immensely from Last Wills.
|Role||Purpose / Tips|
|Sheriff||Revealing all his findings
|Mason||Revealing other Masons
|Any Mafia||Expecting to die soon
- Allows a large amount of important information to be communicated at the last possible moment.
- Can easily win many games if used correctly.
- May reveal important (and vulnerable) Town roles, quickly getting them killed.
- May throw suspicion on innocent players.
- This strategy can be nullified by a Janitor.
- It is recommended not to use the < symbol in a Last Will, because copy-pasting the Last Will to the chat will make it not appear. This is because the < symbol is used for color coding.
- See the Color Name page for more information on how to use color code.
- Having an easily readable and understandable format can be very important. Examples:
- N1: #2 (Doc/Witch), N2: #14 (Jailor/Kidnapper), N3: #11 (GF/Citi/Surv/Amne),
- N1: #2 (sharp tools), N2: #14 (chains), N3: #11 (unsuspicious),
- N1: #7 (NS), N2: #5 (Mafia), N3: #9 (SK),
- N1: #15 (#1), N2: #15 (#2), N3: #7 (#10),
- N1: #15 visited #1, N2: #15 visited #2, N3: #7 visited #10
- N1: #1 (#14, #5, #8), N2: #2 (#14), N3: #5 (#10, #5),
- N1: #1 visited by #14 & #5 & #8, N2: #2 visited by #14, N3: #5 visited #10 & #5,
- N1: #7 (claims doc), N2: lynch, N3: #4 (no role),
- N1: #6, N2: #4, N3, #6
- N1: no one, N2: #7 and #1, N3: #15 and #14,
- N1: #14, N2: #14, N3: #12,
- N1: #14 (no Maf kill), N2: #14, N3: #12 (no SK kill),
- N1: none, N2: #2=Sheriff (#14), N3: #5=Witch (#10, #5),
- N1: none, N2: #2 (Sheriff) visited #14, N3: #5 (Witch) visited #10 & #5,