Illusionist

Overview
Trick your enemies until they die! With Illusionist, your enemies won't even know what hit them. This is an Expert Mode class; although the skills seem simple enough to use, it will require smart decisions to make the most of it.

Hallucination

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

! 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.

Category: Buff
 * }

Effect

 * When another player tries to use one of the following items or skills on you standardly or with Power Gloves, 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, Sword, Swordfish, Demon Sword, non-Amethyst Lightsaber, Torch, Ethereal Dagger, Chloroform, Pacman, THIS IS SPARTA!.


 * Hallucination can also activate if a player launches themself on the Catapult with the Pacman skill and would eat you.

Grand_Disappearance.png Grand_Appearance.png Grand Disappearance
Teleport a distance between 10 and 30 spaces backwards and return to your original space afterwards. Cooldown: 7 turns.

On activation, the skill then turns into Grand Appearance, which can be used immediately to return to the previously held space. At the latest, the game will automatically activate Grand Appearance during your next Effects Phase. Grand Disappearance doesn't go on cooldown until Grand Appearance is activated.

Deadly_Illusion.png Deadly Illusion
Use this skill to give a Deadly Illusion of a specific item to another player. Using a Deadly Illusion kills you. Cooldown: 8 turns.

Covertly send any one player a Deadly Illusion, which looks just like the real thing...but isn't. Attempting to use this item will result in instant death. As it is an illusion, it is possible to see doubles in the inventory (it will not replace the real item if it is already present). It also will not show up in item combining menus. Possible options include:


 * Hammer
 * Potion
 * Gun
 * Teleporter
 * Space Capacitator
 * Hypno Glasses
 * Liquid Luck
 * Lasso
 * Time Travel Condom
 * Explosive Sheep
 * ACME Pogo-Stick
 * Chicken
 * Signal Jammer
 * Banana
 * Magic Star

Magic_Hat.png Magic Hat
Store up to 3 items in your Magic Hat, which functions like a separate inventory. Items inside your hat count as if you don't have them. Retrieving an item invokes a 1 turn cooldown.

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.

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.