Wow I sure forgot to post here again haha
So for some more fun stuff, the mercenaries are capable of casting magic spells through the use of various implements, primarily the Fancy Spellbook, the Spellbook Magazine, or the Fireproof Secret Diary.
By having one of these spellbooks, the mercenaries are capable of casting various magic spells, provided they find them first of course. Which does mean none of these abilities count as standard equipment or powers but it's something worth noting. I also apologize for not having any videos or gifs of them as I couldn't find any on the internet and I don't have any recording software myself, so I just took everything from the wiki please understand
The Shadow Leap spell allows a mercenary to throw a dark smoke-like ball which teleports the merc to wherever the ball lands.
The Fireball spell throws a blast of fire which sets enemies on fire in a large radius.
The Blast Jump spell effectively replicates the launching effects of a rocket jump, minus the rocket itself.
The Overheal spell quickly and greatly heals the user and all allies nearby, in addition to granting one second of ubercharge and pushing enemies away.
The Swarm of Bats spell shoots a glowing ball which, should it hit an enemy, assaults them with bats.
The Pumpkin MIRV spell throws an initial bomb that produces a ring of pumpkin bombs which, when making contact with any potential enemies (or their bullets/projectiles), explode.
The Stealth spell temporarily turns the user invisible. Not much more to it than that.
The Summon MONOCULUS spell throws a skull which, upon landing, creates a ghostly MONOCULUS that attacks enemies. As for MONOCULUS itself, we'll get into Halloween bosses... eventually.
The Skeletons Horde spell throws a small bomb much like the Pumpkin MIRV spell, except it creates a small horde of skeletons which attack enemies.
The Ball O' Lightning spell fires a large wave of energy which damages enemies and sucks them further in.
The Meteor Shower is much like the Fireball spell, except upon impact it summons several meteors above the area.
The Minify spell shrinks the user and gives them a big head lol. Also greatly increases their speed (including the firerate of weaponry) and even heals them upon casting.
There are also spells for the Bumper Cars minigames, which I also feel is worth mentioning just because I wouldn't feel right leaving these out
The Bomb Head spell applies a bomb to the user's head, exploding after a short amount of time or when colliding with an enemy. It's also possible for the user to survive this.
The Boxing Rocket spell fires a giant boxing glove forward. Pretty simple honestly.
The B.A.S.E. Jump spell is much like the Blast Jump spell, except it also uses a B.A.S.E. Jumper parachute, allowing the user to fall safely.
There's also the Overheal spell again except this version heals 50% the mercenary's maximum health instantly and applies ubercharge for much longer.
Again, none of this counts as standard equipment. But in scenarios where mercenaries get access to these spells, they easily become far more formidable than normal. I'll be talking about the Halloween Bosses next (because there's a
lot to talk about) and I promise it'll be soon, and not in the Valve Time sort of way