Illusionist

"Trick your enemies until they die!"

— Former Specialized Adventuring! Description

Illusionist is a class. It is only available during Expert Mode games in which the amount of money donated collectively by the players in the game at the time Round 1 begins is at least €5 or in Expert Mode games during Party Time. It is always unavailable if the Wild Mode: Racing In Reverse Global Effect is active.

Hallucination

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! Tooltip
 * When someone tries to hit you with a Hammer, Sword or Lightsaber, you have a 50% chance to move 1 space forward and avoid getting hit.
 * When someone tries to hit you with a Hammer, Sword or Lightsaber, you have a 50% chance to move 1 space forward and avoid getting hit.

If the Class Talent is active: Now has a 50% chance to trigger on targeted harmful Spells.

Category: Buff
 * }

Effect

 * When another player tries to use one of the following items or skills on you standardly, or with Power Gloves, or with Auto Hammer, if you are alive there is a 50% chance that you won't be affected by it and will instead move 1 space forward:
 * (Holy) Hammer, Hammerhead Shark, Drunkard's Bar, Sword, Swordfish, Demon Sword, non-Amethyst Lightsaber, Torch, Serrated Shiv, Wooden Stake, Sanctified Stake, Ethereal Dagger, Chloroform, Pacman, THIS IS SPARTA!, Slash.


 * If a player launches themself on the Catapult with the Pacman skill and would eat you while you are alive, there is a 50% chance that you won't be affected by it and will instead move 1 space forward.
 * If you are attacked in the Let Me Axe You Something! event, there is a 50% chance that you won't be affected and will instead move 1 space forward.
 * If the Class Talent is active: If you are alive, when you are targeted by a Dark spell from any player or in a standard non-player spellcasting event, there is a 50% chance that it will be completely blocked, and you will instead move 1 space forward.

Standard Use

 * Choose an amount of spaces from 10 to 30; move backward the same amount of spaces. Also, this skill transforms into Grand Appearance (not on cooldown) locked onto the space you were on right before Grand Disappearance was used.
 * If the Class Talent is active, this skill's Standard Use is changed to be the following: Choose an amount of spaces from -30 to -10 or from 10 to 30; move the same amount of spaces forward. Also, this skill transforms into Grand Appearance (not on cooldown) locked onto the space you were on right before Grand Disappearance was used.

Event Use

 * Use against The Bear!; move 20 spaces backward. This skill transforms into Grand Appearance (not on cooldown) locked onto the space you were on right before Grand Disappearance was used.

Standard Use

 * Teleport to the locked on space, and this effect transforms back into Grand Disappearance on cooldown.
 * If the Class Talent is active: You can choose to teleport a distance between 10 and 30 spaces forwards and return to your original space afterwards rather than doing the same backwards.

Passive Effect

 * During the Effects Phase, you teleport to the locked on space, and this effect transforms back into Grand Disappearance on cooldown. (This apparently happens before cooldowns tick down in the Effects Phase since its cooldown will be 6.

Event Use

 * Use against The Bear!; teleport to the locked on space, and this effect transforms back into Grand Disappearance on cooldown.

Standard Use

 * Choose an item out of the following to be the disguise for a Deadly Item: Hammer, Potion, Gun, Teleporter, Space Capacitator, Hypno Glasses, Liquid Luck, Lasso, Time Travel Condom, Explosive Sheep, ACME Pogo-Stick, Chicken, Signal Jammer, Banana, and Magic Star. Then, target any player; give them the Deadly Item; this resets the Standard Use of this skill.
 * If the Class Talent is active, this skill's cooldown upon Standard Use is changed to be 6, and when you give a Deadly Item to yourself with this skill, it has the Highly Flammable enchantment.

Standard Use

 * Choose an item you have to store it inside the Magic Hat. (This option doesn't put this skill on cooldown.)
 * This option is unavailable if you have 3 items inside the Hat already.


 * Choose an item to retrieve from the Hat which you previously placed inside.
 * If the Class Talent is active: You can now store up to 5 items in the Magic Hat instead of 3. Also, you can retrieve 5 items from the Hat per turn before invoking the cooldown. (If the Hat's cooldown is reset afterwards before the Effects Phase, 5 more items can be retrieved before it goes on cooldown again.)

Passive Effect

 * Items inside the Hat cannot be stolen by Confiscate Evidence.

Strengths

 * Illusionist can be a very aggressive class once in the lead.
 * Melee weapons have a harder time striking down an Illusionist.
 * Magic Hat can keep useful items safe until you need to use them.

Weaknesses

 * Illusionist doesn't really have any forward movement in their skill set.
 * Other players can spot the Deadly Illusions and avoid using them, or deliberately use them while buffed with Blessing of Vengeance.

Strategies

 * Magic Hat can keep an item safe, allowing for later use. Notable items include the Chicken, parts of the English Breakfast, or duplicates of any particularly useful consumable item like Magic Star.
 * Grand Disappearance can be used to protect against being moved backwards. It can also be used to attack somebody behind you by jumping to their space and using items from there.
 * Deadly Illusions will kill anytime they are clickable. This includes using them in encounters like Pawn Shop or Archaeology Dig, so try slipping something you think a player will need right when they're about to need it.  Timing is key.
 * Nature's Blessing spell allows you to put Deadly Illusion Banana in someone's inventory without them noticing. Weaponize can serve the same purpose, but the fake would be more noticeable.
 * Duct Tape yourself to a player and use a Fish or Banana Fish to hit them forward until one more hit could break the tape, then use Grand Disappearance to send that player 30 spaces back with the final possible action so that they don't end up 50 spaces ahead like you do.

Dual-Class Synergies
Alchemist: Since Alchemist often uses Holy Hand Granade and Sex Bomb, being able to store them in magic hat in order to have duplicates and/or avoid Detonation is quite useful for it, and can give it a lot more space gain in a small time frame.