All right! Here are the roles. Werewolf rules apply except where otherwise stated.

Note on alignment: Most players, unless otherwise indicated, start out Gray. When you vote for a player and that person is killed, based on their role, your alignment is shifted toward Light or Shadow. Your alignment is secret (even to you) and will be revealed only at death.

Assassin: The Assassins vote every night to decide who to assassinate. Their goal is to take over the village. They will do this by assassinating the Villagers one by one until their numbers are equal. Start out aligned to Gray. Their alignment is also affected by who they decide to kill.

Berserker: An unstoppable force of destruction in human form, the Berserker flies into a rage when his life is threatened. Berserk: The Berserker can take out 1 other person when killed. If lynched, the Berserker can take out one of his accusers; if assassinated, he will take out an Assassin at random. If killed by other means, he takes out his attacker. Starts out Gray, and is either a Villager or an Assassin.

Black Knight: The White Knight’s evil counterpart. As one of the Shadow's most powerful warriors the Black Knight's ultimate objective is to eradicate the Light above all else. Sense/Destroy Light: The Black Knight can either "Sense Light" at night, or kill someone who is aligned to Light. Sense Light shows the Black Knight whether or not someone is aligned to Light, but not their role. The Black Knight can only kill someone they've detected as aligned to Light. Wins if all Light-aligned players are killed. Starts out with two points in Shadow and an Assassin. Loses his powers if he becomes Light-aligned.

Cavalier: The Cavalier is a skilled swordsman who has sworn an oath to use his skills to defend the innocent. Guard: He can protect 1 other person or himself from assassination every night. Starts out Gray, and cannot be an Assassin.

Dark Diviner: His connection to the divine is every bit as strong as that of the Oracle, but the Dark Diviner is connected to Shadow forces as opposed to Light. Scry: Can see if someone is a Villager or an Assassin, their alignment, and if they have a special role. Starts out with 1 point in Shadow and is an Assassin.

Elders: The term Elder is misleading. The Elders are a group of individuals who secretly control every aspect of the village; since membership is based on bloodline, they can be any age. They know each other and know that the other Elders are not Assassins. Start out Gray, and cannot be an Assassin.

Magus: The Magus has spent years studying the Arcane arts and his work has earned magical talent. Spellcasting: The Magus has a list of seven available spells that he can cast at a rate of one per night. There is no limit to how many times he can use a particular spell. However, each one has its risks. Starts out Gray and is either a Villager or an Assassin.

Martial Artist: The Martial Artist has spent years honing his body and mind in order to perfect his art. As such, he is very hard to kill. Avoidance Kata: The first time the Martial Artist is killed in any way (except autolynching), the result is ignored and the player revealed as the Martial Artist. If he is killed and resurrected, he regains use of Avoidance Kata. Starts out Gray, and is either a Villager or an Assassin.

Oracle: The Oracle was born with a connection to the divine that allows him to see what others would prefer to keep hidden. Scry: Can see if someone is a Villager or an Assassin, their alignment, and if they have a special role. Starts out with 1 point in Light and cannot be an Assassin.

Priest: Unlike the Oracle, the Priest has worked most of his life trying to gain a connection to the divine and has been rewarded with certain spiritual powers. Resurrect: The Priest can raise 1 player from the dead 1 time during the game. This person can't vote, be voted for, or be assassinated for 3 days. This person’s alignment will be reset to Gray, even if they started out aligned to Light or Shadow. The Priest cannot use this ability on himself. This action does not reveal the Priest. Even after they use this ability, they will still be revealed as the Priest when killed. Starts out Gray, and either a Villager or an Assassin.

Touched: Like the Oracle, the Touched also has a divine connection. Unlike the Oracle, he cannot see things properly, seeing instead mad visions that he thinks are accurate but aren’t. Scry: Tries to see if someone is a Villager or an Assassin and their alignment, but gets a random result instead. Sees the Oracle as the Touched. If the Oracle is killed, he becomes the Oracle for real, and his alignment is moved 1 point toward Light (unless he voted for the Oracle’s death, in which case it stays the same). Starts out Gray, and cannot be an Assassin.

Trickster: The Trickster is a mischievous soul with amazing magical talent that he mostly wastes on playing tricks on people. Baffling Vision: The Trickster can make 1 player appear to have a different role and alignment to Scry, but not to Sense Light/Shadow or Track. Starts out Gray, and is either a Villager or an Assassin.

Veteran: The veteran has fought in many battles. He knows how to defend himself from almost any attack. Although even his skill and determination can be overcome. Hardened Defense: The Veteran has a 50% chance of surviving a Destroy Light/Shadow or assassination, but not an attack by a Magus using an offensive spell. Starts out Gray, and is either a Villager or an Assassin.

Villager: Basically, it means you are not an Assassin. Starts out Gray.

White Knight: The Black Knight’s good counterpart. As one of the Light's most resolute champions the Paladin's ultimate objective is to eradicate the Shadow above all else. Sense/Destroy Shadow: The White Knight can either “Detect Shadow” at night, or kill someone who is aligned to Shadow. Detect Shadow shows the White Knight whether or not someone is aligned to Shadow, but not their role. The White Knight can only kill someone that they‘ve detected as aligned to Shadow. Wins if all Shadow-aligned players are killed. Starts out with two points in Light and cannot be an Assassin. Loses his powers if he becomes Shadow-aligned.

Woodsman: The Woodsman is separate from the village, living outside its borders. As an outsider looking in, he can see things others can’t. Track: The Woodsman can tell who is an Assassin and who isn't. Works like the Oracle, only he can't see roles beyond Assassin and Villager. Track is not affected by Baffling Vision. Starts out Gray, and cannot be an Assassin.

Basically, these are the same roles from Thieves' Guild 1 except the names are changed. The most major changes are the alignment system and the Magus, which replaces both the Sorcerer and Wizard from the last game.