Illusionist

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(Redirected from Hallucination)

"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.

Passive[edit | edit source]

Hallucination[edit | edit source]

Tooltip
When you're attacked with a melee weapon, you avoid it and move 5 spaces forward. Cooldown: 2 turns.

If the Class Talent is active: Now also works against targeted Dark Spells.


Category: Buff

Effect[edit | edit source]

  • If you are alive, when any basic melee weapon is used to perform a melee attack on you, and Hallucination is off cooldown, you evade the attack and move 5 spaces 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, and Hallucination is off cooldown, it will be completely blocked, and you will instead move 5 spaces forward.
Notes[edit | edit source]

Skills[edit | edit source]

Grand Disappearance[edit | edit source]

Grand Disappearance
In-Game Description
Tooltip Teleport a distance between 10 and 30 spaces backwards and return to your original space afterwards.

Use this skill to temporarily teleport back 10 to 30 spaces.

If the Class Talent is active: You can now also teleport forward.

Categories
Skill
Characteristics
Uses 1
Other appearances
Cosmic Magician
Sexy Showgirl

Standard Use[edit | edit source]

  • 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[edit | edit source]

  • 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.

Grand Appearance[edit | edit source]

Grand Appearance
In-Game Description
Tooltip Teleport a distance between 10 and 30 spaces backwards and return to your original space afterwards.

Use this skill again to move back to your original space: X.

If the Class Talent is active: You can now also teleport forward.

Categories
Skill
Characteristics
Uses 1
Cooldown 7
Other appearances
Cosmic Magician
Sexy Showgirl

Standard Use[edit | edit source]

  • 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.

Related[edit | edit source]

Effects[edit | edit source]

Passive Effect[edit | edit source]

  • 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.)
Notes[edit | edit source]
  • The timing when Rooted wears off is after the Grand Appearance trigger in the Effects Phase.

Event Use[edit | edit source]

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

Deadly Illusion[edit | edit source]

Deadly Illusion
In-Game Description
Tooltip Use this skill to give a Deadly Illusion of a specific item to another player. Using a Deadly Illusion kills you.

If the Class Talent is active: When given to yourself, Deadly Illusions gain Highly Flammable and only invoke a 3 turn cooldown.

Categories
Skill
Characteristics
Uses Unlimited
Cooldown 8
Other appearances
Cosmic Magician
Sexy Showgirl

Standard Use[edit | edit source]

  • Choose an item out of the following to be the disguise for a Deadly Item: ACME Pogo-Stick, Banana, Coconut, Chicken, Explosive Sheep, Gun, Lemon, Liquid Luck, Magic Star, Potion, Signal Jammer, Soulstone, Space Capacitator, Teleporter, Time Travel Condom, and Watermelon. 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 3 if you are the target, and when you give a Deadly Item to yourself with this skill, it has the Highly Flammable enchantment.

Magic Hat[edit | edit source]

Magic Hat
In-Game Description
Tooltip 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.

If the Class Talent is active: Now can hold up to 5 items. Retrieving items no longer has a cooldown, max 5 times per turn.

Categories
Skill
Characteristics
Uses Unlimited
Cooldown 1
Other appearances
Cosmic Magician
Sexy Showgirl

Standard Use[edit | edit source]

  • 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, the cooldown is only invoked upon retrieving a 5th item from the Hat in the same turn. (If the Hat's cooldown is reset afterwards before the Effects Phase, 5 more items can be retrieved before it goes on cooldown again.)
Notes[edit | edit source]
  • The items inside the Hat are effectively treated as being in a non-player inventory, not your own inventory.
  • Items inside your Hat have cooldowns/energy tick down during your Effects Phase.
  • A Legendary Ring will have its turn counter tick down during your Effects Phase while in your Hat; supposing the turn counter hits 0, it remains at 0, and the effect won't activate until the next Effects Phase the Ring spends in a player inventory.

Passive Effect[edit | edit source]

Playstyle[edit | edit source]

Strengths[edit | edit source]

  • 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[edit | edit source]

  • 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 goes on cooldown after one hit. Duct Tape in particular can give an enemy player many chances to attack you with Pacman or a sharp weapon like a Lightsaber.
  • Movement prohibitors (esp. from Sorcerer's Frostbolt) can be used to 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[edit | edit source]

  • 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 with Lightning Rod or Magic Broom.
  • Magic Hat allows for keeping 2+ copies of an item at once. This can be used with movement items with cooldowns like Rocket Boots for a steady pace increase, used for swoop movement, or used to chain Hypnotize a player into wiring you Rupees at The Bank or into launching themself backward with the Catapult.
  • Use Grand Disappearance with a Glue Mine/Peg Leg/Man Mode/Demon Fairy/Chaotic Power 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.
  • If you expect someone will be killed by another player while Hungry Games is active, give the expected victim a Banana Illusion so that the killer steals it; they are likely to try eating it.
  • 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[edit | edit source]

Alchemist[edit | edit source]

  • 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.
  • On Saturday, if you are using several Spanners (with Magic Hat) along with a Pogo-Stick, a Saboteur can really mess you up by Freezing your Pogo-Stick repeatedly. Antifreeze and Oil from Concoct can help remedy this.
  • Magic Hat can protect your Hammer from Quantum Physicists and Saboteurs as well as ACME Magnet and Magneto Gloves.
  • Transmute can dispose of junk items like Jinxed Jewel Of Encumberment, potentially freeing up a Magic Hat slot(s).
  • Hallucination can protect your Arctic Aegis from Jackhammer and Chainsaw.
  • Magic Hat can protect Aegis even from Artifacts.

Merchant[edit | edit source]

Paladin[edit | edit source]

  • 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 protect your Hammer from Quantum Physicists and Saboteurs as well as ACME Magnet and Magneto Gloves.