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

 * {| class="wikitable" style="text-align: left;

! Tooltip
 * You have a 50% chance to avoid most melee attacks, moving 1 space forward.
 * You have a 50% chance to avoid most melee attacks, moving 1 space forward.

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

Category: Buff
 * }

Effect

 * If you are alive, when any basic melee weapon is used to perform a melee attack on you, there is a 50% chance that you evade the attack and move 1 space forward.
 * If you are alive, when Chloroform, Pacman (including Catapulted Pacman), or THIS IS SPARTA! would affect you, there is a 50% chance that you evade the attack and move 1 space forward. (Pacman fails to eat.)
 * 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.

Effects

 * If you reach the finish line while Wild Mode: Massacre Arena, Wild Mode: The Hungrier Games, Wild Mode: The Hungriest Games, or Wild Mode: To Infinity And Beyond is active, Grand Appearance reverts to Grand Disappearance on cooldown.

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

 * Melee weapons and Pacman have a harder time striking down an Illusionist due to Hallucination.
 * Illusionist can be a very aggressive class once in the lead with impeccable backwards movement from Grand Disappearance.
 * Deadly Illusion can be used as a buffer to protect your items. It can also be useful when instant suicides would be beneficial (e.g. when at The Haunted Mansion's Graveyard or when you have Skip-A-Turn and Life Shield.)
 * Magic Hat can keep useful items safe until you need to use them, especially Explosive, Magnetic, and Highly Flammable items. Very few effects can penetrate the Hat.
 * Grand Disappearance can prevent losing spaces with the Time Bomb, with The United Nations, with The Bear!, with Saruman, with a bad guy or with the Indian chief in The Wild West, or if you are being shot at by a player with Hypno Glasses. It can be especially useful if you've crossed the finish line.
 * The Archaeology Dig's Chasm is easily beaten at any level by using Grand Disappearance, entering the challenge, and then using Grand Appearance.

Weaknesses

 * Illusionist skills by themselves can't be used for forward movement (excluding with the Grand Disappearance Talent.)
 * No skills for disposing of junk items like Jinxed Jewel Of Encumberment long-term (though they can be temporarily stored away at the cost of a Magic Hat slot.)
 * Hallucination can fail if you are unlucky. Duct Tape in particular can give an enemy player many chances to attack you.
 * Movement prohibitors (esp. from Sorcerer's Frostbolt) can take advantage of Grand Disappearance's backward movement and cost you the spaces permanently.
 * Deadly Items tend to be obvious when given to other players; there's not that many possible forms they can take, they are always placed at the bottom of their inventory, and they don't trigger item highlighting. They won't even make related Item Recipes appear accessible. If recognized, they serve as an item buffer and can be used when instant suicides would be beneficial, esp with Blessing Of Vengeance to kill you.
 * Without the Talent, Magic Hat's cooldown can slow down your plans. Limited space in the Hat is also an issue.
 * Your items are vulnerable for a short window when taken out of the Hat. Saboteur can take advantage by Disarming you during this window and then burning/Freezing a retrieved item. Various classes can take advantage with Wild Mode: What The Flux!? active.

Strategies

 * Magic Hat can keep items safe, allowing for later use. Notable items include many Explosives, English Breakfast components, or any particularly useful consumable item like Cocaine or Magic Star.
 * Magic Hat allows for toggling item passives which are sometimes beneficial and sometimes harmful, such as that of a Magic Broom.
 * Use Grand Disappearance with a Glue Mine and either its Talent or Slipstream Slingshot to move net 30 spaces forward.
 * Use Grand Disappearance to attack somebody behind you by moving to their space and using an item like Lightsaber or a Sheep to kill them. It can also be used to place a Teleporter on them.
 * Deadly Items 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 because the Hand Grenade will appear right after the real Gun.
 * 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.
 * Magic Hat can be used to store a Gobbo, which is useful for getting Gobbo King or Gobbo King.
 * If the Adventure Time reference event is chosen, Grand Disappearance and Grand Appearance can potentially be used to beat 2 Dungeon Crawl Incoming Monsters in the same turn. Magic Hat can store Prism Of Ooo for later use.
 * If the Dr. Who reference event is chosen, you can go to the Middle Ages for Holy Water from the Church to combine with Hand Grenades as part of a Holy Hand Grenade stockpile in your Magic Hat or go to The Future to purchase a Lightsaber or Teleporter.
 * If the Board Game Of Thrones reference event is chosen, you can become a Targaryen as a potential source of Frost Immunity for protection from Frostbolt or become a Baratheon for a Hammer and Dark Scroll: Mark For Death for use with Grand Disappearance and potential access to The Bear! Magic Hat can store Iron Coin for later use. Magic Hat can also be used to prevent a Dragonling's turn counter from ticking down (esp. with the Hat Talent.)
 * If the Interdimensional Portal Gun reference event is chosen, Grand Disappearance can prevent losing spaces while getting the max reward from Fantasy World. Magic Hat can protect your Living items from Cronenberg virus.

Dual-Class Synergies

 * Alchemist: Hallucination can protect your Arctic Aegis from Jackhammer and Chainsaw. Magic Hat can protect Aegis even from Artifacts. With Magic Hat, an Alchemist's ability to move a large amount of spaces at once can be amplified. You can store Holy Hand Grenades, Sex Bombs, Hand Grenades, ACME Rockets, and Explosive Sheeps in your Magic Hat so that they are safe from the Detonation spell and so that you can have more than 1 of the same Explosive at once (without requiring Duplicates.) You can take 2 items out of the Hat in the same turn (1 before the Effects Phase and 1 after) even without the Hat Talent, and with the Hat Talent you can store 5 and retrieve 5 all in the same turn. Magic Hat can protect your Hammer from Quantum Physicists (and to a lesser extent Saboteurs) as well as ACME Magnet and Magneto Gloves.
 * Merchant: Trade Routes can grant more frequent access to The ACME Shop for Hand Grenade, ACME Pogo-Stick, ACME Rocket, and Extendo Fist, access to The Engineering Shop for Hammer, Explosive Sheep, and Lightning Rod, and access to the Church for Holy Water. You can store Holy Hand Grenades, Hand Grenades, ACME Rockets, and Explosive Sheeps in your Magic Hat so that they are safe from the Detonation spell and so that you can have more than 1 of the same Explosive at once (without requiring Duplicates.) You can take 2 items out of the Hat in the same turn (1 before the Effects Phase and 1 after) even without the Hat Talent, and with the Hat Talent you can store 5 and retrieve 5 all in the same turn. You can also place your strongest items inside your Magic Hat to ensure you Fair Trade away weaker items.
 * Paladin: Grand Disappearance allows for same-spacing to hit enemies back with Holy Hammer. Magic Hat can be used when you don't want Auto Hammer to activate (such as to kill with Pacman, to apply a Teleporter to an enemy, to Duct Tape an enemy, or to avoid a Paladin Hammer Fight), used to prevent Holy Hammer's turn counter from ticking down (esp. with the Hat Talent), and to keep a replacement Hammer for after using Hammer Of Justice. Magic Hat can also protect your Hammer from Quantum Physicists (and to a lesser extent Saboteurs) as well as ACME Magnet and Magneto Gloves.
 * You can use Grand Disappearance to move onto a player's space, apply Duct Tape and Teleporter to them, knock them back with Holy Hammer until the Duct Tape breaks, and then teleport to them to knock them back with the Holy Hammer again. This combo can knock an enemy back by a brutal amount of spaces in one turn, all while avoiding space loss yourself with Grand Reappearance.