Illusionist

From EQ2-Daily.com EQ2 Wiki


links photoshop elements 4 serial download russell peters vince download music free google news jenna presley brandi lyons lyric mary something theres url jordans wedding dresses amazing new racist video ulta persuasive copywriting msn.com fredericktown mall frederick md cardin discounted perfume pierre newman projection cyclohexane new york twin towers memorial andrew blake videos ativan book guest pregnancy site page samsung polyphonic ringtones midi site merryweathers mechanisms of drug resistance team building professional sitemap john deere 730 tractor nick.com all nick movie spongebob the human right act asianporn edwardson carlyle lucie silvas

Illusionists are a class within the Mage archetype. Much like their Freeport counterpart, the coercer, they specialize in controlling others.
Alignment: Good
Armor Type: Very Light Armor (Cloth, usually robes)
Archetype: Mage (Enchanter)
Main Stats: Intelligence
Stat Bonus: 5 Int, 3 Agi, 2 Sta (1)
10 Int, 6 Agi, 4 Sta (10)
15 Int, 9 Agi, 6 Sta (20)
Weapon Type:Two Handed: Staff.
Single Handed: Dagger, Baton, Wand.
Dual-wield main hand: Dagger, Baton, Staff
Shield Type:Symbol
Ranged Slot: Symbol
Main Roles: Crowd Control, Damage, Utility

Contents

91247842_992880c6d8_o.jpg

Illusionists use arcane power to confound and befuddle their enemies. They also are able to boost the offensive and defensive capabilities of their allies.

General

Crowd Control

Any Illusionist must master the concepts and skills of "crowd control" -- reducing the number of opponents that one has to fight at once, which makes combat safer, easier, or possible at all. It is primarily defensive in nature and requires good situational awareness. Communication is also a vital aspect of crowd control, as many spells can be ruined by groupmates.

Mesmerize, or Mez: This spell puts an enemy to "sleep", completely disabling it for up to 45 seconds. However, if someone damages the mob it "wakes up" immediately. ("breaking mez") This spell can completely change a group's tactics, as large groups of monsters can be slain as long as the team is focused on one monster at a time. Note that this also prevents the use of area effect spells, lengthening the fight. Illusionists get four different kinds of mezzes.

  • "Fascinate/Entrance/Capture Mind/Abduct Mind" is the primary mez, as it lasts for 25-45 seconds with a recast of 6 seconds. It is uninterruptible and can even be cast while running (except for Fascinate). It prevents AE spells from affecting the target and breaking mez.
  • "Convincing/Brilliant Regalia" is the secondary mez, as it is received in the mid level of the game, has a relatively shorter duration than the primary mez, and has a longer recast timer. This now functions as an illusionist's primary mez in that it cannot be interrupted or fizzled.
  • "Psychic Assailant/Aneurysm/Embolism" is a direct damage spell with an additional 12-22 second mez. Unlike the other mezzes, this mez effect does not reliably occur.
  • "Phantasmal Splendor/Grandeur/Brilliance" mezzes up to 4 targets in the encounter for approximately 15 seconds.

Stun: Stuns completely shut down an enemy for a very short time--about 4 seconds and up to 5 targets for the AE stun variant, and about 8 seconds for the single target stun variant. This effect cannot be broken like mez so it can be used on anything.

Silence: This spell prevents the target from using any combat art or spell for x-18 seconds. The target is reduced to using auto-attack. It greatly reduces mage and scout damage, by 40-80%, and prevents priests from using heals. It can be combined with stuns to disable the target for most of the time, giving the healer time to catch up on heals or deal damage. Also known as stifle.

Disappointment: Reduces the target's weapon skills and chance to hit with auto-attack, thus giving the illusion of higher avoidance for the tank.

Root: This spell holds an undamaged target in place and, in later levels, silenced for up to 12 seconds provided it is not damaged. The target should be kept out of melee range for maximum effect.

Damage

Prismatic Discord: The illusionist's most damaging spell, this powerful buff deals additional damage each time the target hits, for up to three melee hits. When soloing cast it on the Personae or yourself. When grouping put on the scout for quick damage or the main tank to improve their aggro.

Dynamism: See below.

DOTs: A large proportion of Illusionist damage comes from damage-over-time spells, including all of their AEs. Some also reduce resistances.

Construct of Order: Technically a pet, this should be considered a DOT as it can be resisted and cannot be controlled or buffed.

Personae Split: A mage-type pet that greatly improves soloing ability and gives a damage boost in groups. This is an unnerving exact copy of the Illusionist's appearance.

Blasts: Illusionist direct damage is sub-par compared to other mages. One spell includes a mezzing component.

Color Shower: Available at Lvl50, this is the best damage spell the illusionist will get. It is an encounter damage spell that will tick up to 6 times.

Group Enhancements

Breeze: Increases the group's power regen at all times. This allows you to fight longer, which means less downtime, which means more XP.

Haste: This line of spells increase a group member's auto-attack speed. (Does not affect combat arts.) Assassins, Brigands, and Bruisers benefit the most, damage-wise, from having haste. If the main tank has this it will help them hold aggro.

Dynamism: A proc that has a 1-in-3 chance to do extra damage after a spell successfully hits. This spell works especially well for AE spells and DOTs, however it seems to work on any hostile spell and poison, and many combat arts as well.

Fleeting Thoughts: A group buff with a very short duration that increases intelligence, wisdom, and various spell skills such as Subjugation, Ordination, and the like. Intelligence increases damage.

Tactics

Solo

"Soloing with an Illusionist is definitely challenging. Now that root breaks at random, it's a lot tougher. The best way to solo now it seems is to use your pet, one Dynamism, and either mind buff. Then root and nuke. It is recommended that you Root, start the HO (this allows you to go right into the next one without having to wait for Arcane Augur to recharge), do your 2 DOTs, cast Prismatic on the pet, then nuke. If root breaks, it is best to use your stun to give you a few seconds if root is still down. Mez soloing is good for heroic mobs (Heroic blues that don't cast are no problem given enough time), but takes too long to be practical. Mez does have solo applications though, you can mezz a mob if you need a few seconds to regroup, just make sure your DOTs and pet are off." --Sefner

"Your pet has a better root than yourself, so use that to your advantage. And soloing is not that much tougher, just requires a bit more finesse. Mezz/stun soloing should only be used if you have no room to get away from the mob so that you can stay at a distance, if not, well there ya go, use the pet's root and take him down. If you can't, mezz/stun soloing is the way to be." --Pinski

"Soloing with an Illusionist is quite easy. Once you get your Personae pet, it can handle any reasonable opponent almost single-handedly. This is especially true if the Personae spell is upgraded to Adept or Master quality. The Illusionist needs to use her crowd control to prevent other monsters in the encounter from attacking, and to speed up the fight by keeping DOTs on the target and blasting it into a pile of quivering goo." --Jaaissa

Group

An Illusionist is one of the most useful group classes in the game. Their ability to turn situations that would kill most groups into survivable battles is unrivaled. Unfortunately, many people never group with an Illusionist, and are completely oblivious to what they do. Often you will have to educate your group on your abilities and how best to play when you are around without being overbearing about it.

Illusionists can be played in both a defensive or offensive manner. Consider both the encounter's difficulty and your group make-up when making the decision. In a group with several mages and a berserker it would be foolish to use mez, as their AE damage is stupendous. On the other hand, if the group lacks a tank then you will be forced to play defensively to keep the scout or priest alive.

Defensive playing involves keeping most of the entire encounter mesmerized and the active target disabled as much as possible. Open with AE mez, and keep as many things mezzed or otherwise out of the way as much as possible. Rotate stun, silence, and disappointment on the active target, avoiding overlap as this wastes your capability. If you have a Personae out, use it as an alternate source of crowd control or DPS on the active target while you keep the encounter locked down.

Offensive playing involves maximizing your damage. Open with DOTs to give them the longest time to apply and debuff resistances. Second, cast Prismatic Discord, as it is the highest DPS spell and you want it to refresh before the fight ends. Next, cast your blasts in order of slowest casting time to fastest. Use your best judgement -- if the monsters are dying in 6 seconds, skip the DOTs. If the encounter is large, use the AEs. At level 50 the illusionist can start using Color Shower, a fairly high damage AE spell.

How buffs are applied is a matter of preference. The Illusionist has 5 concentration points to spend and has to choose between:

  • 3: Personae Split -- Don't use unless you think the pet will out-damage 3 hastes or dynamisms, or you are purely defensive.
  • 1: Dynamism -- Improves damage for 1 spellcasting or poison-using target.
  • 1: Group Int and Wis buff -- minor increase for group damage.
  • 1: Group Resistance and Power buff -- only if facing mage monsters or the group are runs out of power.
  • 1: Haste -- Improves fighter, scout, and summoner pets. Helps the main tank keep aggro.

Two often forgotten spells are "Fleeting Thoughts", which reduces resists and increases group damage; and "Barrier of Intellect" (at higher levels), which often makes anything attacking the illusionist decide to switch to a different target.

Raid

In most raids Illusionists abandon their traditional role as crowd controllers and take on a role very similar to that of other mages. Our mez, stun, and stifle do not work on many epic monsters on due to these spell's overpowering effects. Given that enchanters are only 2 out of the 24 classes, it would be poor game design to require raids to have crowd control to succeed. Fortunately, there are some raids where crowd control is important and even necessary, where illusionists can really shine.

Raiding may require a change in mindset, but can be fun if one accepts the reduced importance of crowd control and masters the use of our other spells. Keep in mind that other classes have to deal with raid challenges as well, for example wizards being crippled by elemental resists or fighters cutting back on combat arts to save power.

The illusionist is one of only four classes to provide constant power regeneration, which is crucial on long fights. (The others are coercer, dirge, and troubador.) There should be one of these classes in every group, and certainly the Main Tank group. Combining Insight, Devitalizing Stare, and Savante, the illusionist is rivalled only by the coercer for increasing power. (Note that the Dirge or Coercer are better choices to support the MT group, if the raid is lucky enough to include one.)

Dynamism can be cast across the raid. Mages especially Warlocks are good choices. If the MT is an Shadow Knight they are a prime candidate for it, as most of their attacks proc, and so do all of their taunts. Bards and shamans may also be good choices.

Damage spells are used similar to group play.

Psychotic Spectrum, with its interrupts, can buy a few more seconds between AoEs.

Dismay can be cast on every mob in the encounter to reduce damage, or merely on named Epics for a strong raid force. Dispel Magic can strip magic effects from the likes of Venekor and certain mobs in the gates of Ahket Aken. And finally, Cure Arcana can be used to remove magical curses.

Several encounters have mezable adds. The ability to take the adds out of the fight can be the difference between failure and success when they can punch for 2k (after mitigation) or have knockback. On larger encounters that are mezable, it is usually best to just use AE stun and stifle to minimize damage. Be ready with a root or a stun in case some crazy DPS class pulls aggro. If you are quick you can usually save them.

Raids where crowd control is important:

  • King Zalak: ancient patriarchs
  • The Courts of Al'Afaz
  • The Gates of Ahket Aken

Tips and Tricks

  • Make a macro to tell your group what target you are mezzing, such as:
usea Mez
gsay < %T > asleep. DON'T HIT
  • Make a macro to open combat, such as:
/pet attack
/usea spell 1
/usea spell 2
  • Chain stun/stifle a mob to reduce its DPS if your tank is taking a lot of damage.
  • Play in Third Person View. This lets you see adds from all over.
  • Upgrade as many spells as you can to at least Adept 1, preferably higher. The resistibility of your spells depends on your level in the skill used (Subjugation, for example), the rank of the spell used (Adept 1, Adept 3, etc), and the level of the target in relation to your own.
  • A handy way to target for Mez is to use the Target Nearest NPC Button. This defaults to F8, but it is recommended that you change it to maybe the 'Q' key, and Mez to 'E'.
  • Hitting F1 two times will target your pet.
  • User Interface settings
    • Show NPC names : Target or Mouseover Only
    • Show NPC health/power : Always
    • Target Highlight: Glow Over Character: max
  • DOTs can be cancelled if the target needs to be mezzed. Right click the icon in the Maintained spells window.
  • Spell damage increases with your intelligence stat until you have more than (your level * 7)
  • The chance to resist is based on the target's resistance to the spell's damage type, the skill level of the player's casting technique used by the spell (Ministration, Ordination, etc.), and spell quality (Apprentice II, Adept I, etc.).
  • Root, stun, stifle, and mesmerize spells are either resisted or not based on the target's resistance to the damage type of that spell. Duration is not mitigated, so if the spell successfully lands, it sticks for the full duration.
  • The Personae can be dressed up, just change your armor before you cast it.

Maximum DPS

by MillsFairchild (Faylen)

After some more experimentation, I've found my quickest (so far) combination for taking down single blue -> yellow mobs. It's by no means the most mana efficient, but it does consistently produce the highest DPS that I've been able to put out.

The fights vary ever so slightly, but the concept is the same. The listed spells were chain casted, with the next one in queue as soon as one finishes casting. Dynamism is up on myself and the pet.

361 DPS - 15 seconds

  1. Sent in pet
  2. Prismatic Strife on him while he's running
  3. Terrifying Visions to root
  4. Color Shower
  5. Construct of Logic
  6. Scorching Beam
  7. Aneurysm
  8. Scorching Beam

313 DPS - 17 seconds

  1. Sent in pet
  2. Prismatic Strife on him while he's running
  3. Terrifying Visions to root
  4. Color Shower
  5. Construct of Logic
  6. Scorching Beam
  7. Aneurysm
  8. Scorching Beam
  9. Scorching Beam

328 DPS - 13 seconds

  1. Sent in pet
  2. Prismatic Strife on him while he's running
  3. Color Shower
  4. Terrifying Visions to root
  5. Construct of Logic
  6. Scorching Beam
  7. Aneurysm
  8. Scorching Beam

DPS was figured by dividing Total Damage output (me pet construct) by the Length of the fight.

Spells

Level in bold text and light yellow background means the spell may be trained to Master II quality for free.

Level Name Description
20 Alacrity Increases the attack speed of target ally.
20 Disappointment An impairment that decreases the enemies offensive abilities.
20 Personae Split The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells
20 Phantasmal Ray Deals instant mental damage. This spell has a fast casting time.
21 Blessing of the Prism An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental.
22 Chromatic Storm Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again
23 Phantasmal Splendor Mesmerizes target opponent and surrounding encounter members. Upgrades to this ability decrease the chance to resist the duration of this effect.
23 Shift Vision A group augmentation that allows the illusionist's allies to see invisible enemies and grants infravision.
24 Entrance An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect. This spell cannot be interrupted or fizzled.
24 Illusory Mask An augmentation that grants invisibility to the illusionist's group.
25 Fleeting Thoughts A group augmentation that significantly increases intelligence of the illusionist's group for a short duration.
25 Psychic Assailant Deals instant mental damage to a target and mesmerizes them for a short duration.
26 Rune of Understanding A group augmentation that increases the intelligence and wisdom of the illusionist's group.
27 Excruciating Reverie Slowly converts the illusionist's health into power over time.
27 Uncertainty Stuns the illusionist's target and drains some of their power instantly. Epic targets are not affected by the stun. Upgrades to this spell decrease the chance to resist the duration of this effect.
28 Nightmare Deals mental damage over time to the target and decreases their arcane resistance.
28 Prismatic Discord An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits.
29 Phantasmal Charge Deals instant mental damage. This spell has a fast casting time.
30 Bewildering Cascade Stuns the target and nearby encounter members for a brief period of time, without adding any additional hate towards the illusionist for casting the spell. Upgrades to this spell reduce the target's resistance to the full duration of the stun. Epic targets have increased resistance to the stun duration
30 Speechless Stifles and drains power over time from the illusionist's target. The stifle effectiveness is reduced on epic targets.
31 Tormenting Visions Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage
32 Construct of Order Summons an illusory pet that attacks the Illusionists current enemy until the spell expires.
33 Lock Mind Roots the illusionist's target in place, preventing them from movement. This also stifles them until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect
33 Personae Shift The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells
33 Scintillating Aura Increases in-combat power replenishment of the Illusionist's group. This ability does stack with the the bard's concentration group power replenishment song.
34 Celerity Increases the attack speed of target ally.
35 Intensity An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage before every hostile spell they cast.
35 Mental Bulwark An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental.
35 Misfortune An impairment that decreases the enemies offensive abilities.
36 Cerebral Tempest Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again
37 Phantasmal Grandeur Mesmerizes target opponent and surrounding encounter members. Upgrades to this ability decrease the chance to resist the duration of this effect.
38 Capture Mind An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect. This spell cannot be interrupted or fizzled.
39 Aneurysm Deals instant mental damage to a target and mesmerizes them for a short duration.
39 Fleeting Sentiment A group augmentation that significantly increases intelligence of the illusionist's group for a short duration.
40 Barrier of Intellect Casts a point-blank area-of-effect hate reduction and mesmerize. An upgrade to Blink.
40 Convincing Regalia An additional mesmerization spell for the illusionist that costs less but lasts for a shorter duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect.
40 Seal of Comprehension A group augmentation that increases the intelligence and wisdom of the illusionist's group.
41 Drain Will Stuns the illusionist's target and drains some of their power instantly. Epic targets are not affected by the stun. Upgrades to this spell decrease the chance to resist the duration of this effect.
41 Siphon Self Slowly converts the illusionist's health into power over time.
42 Prismatic Strife An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits.
42 Wither Hope Deals mental damage over time to the target and decreases their arcane resistance.
43 Scorching Beam Deals instant mental damage. This spell has a fast casting time.
44 Mind Drain Stifles and drains power over time from the illusionist's target. The stifle effectiveness is reduced on epic targets.
44 Stunning Array Stuns the target and nearby encounter members for a brief period of time, without adding any additional hate towards the illusionist for casting the spell. Upgrades to this spell reduce the target's resistance to the full duration of the stun. Epic targets have increased resistance to the stun duration
45 Lobotomize Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage
46 Construct of Logic Summons an illusory pet that attacks the Illusionists current enemy until the spell expires.
47 Insight Increases in-combat power replenishment of the Illusionist's group. This ability does stack with the the bard's concentration group power replenishment song.
47 Personae Duplicate The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells
47 Terrifying Vision Roots the illusionist's target in place, preventing them from movement. This also stifles them until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect
48 Devitalizing Stare Drains power over time from the target and surrounding encounter members. A portion of this power is added over time to the illusionist's group.
48 Legerity Increases the attack speed of target ally.
49 Aspect of Mind An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental.
49 Dynamism An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage before every hostile spell they cast.
50 Color Shower Deals mental damage over time and stifles the illusionist's enemies in an area near the target of the spell. Epic targets have incresed resistance to the full duration of the stifle effect.
50 Dismay An impairment that decreases the enemies offensive abilities.
50 Psychotic Spectrum Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again.

Desert of Flames

Level Name Description
51 Phantasmal Brilliance Mesmerizes target opponent and surrounding encounter members. Upgrades to this ability decrease the chance to resist the duration of this effect.
52 Abduct Mind An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect. This spell cannot be interrupted or fizzled.
52 Savante An augmentation that conserves the group's power consumption for a limited duration by returning a portion of the power back after it is consumed.
53 Embolism Deals instant mental damage to a target and mesmerizes them for a short duration.
53 Transient Sentiment A group augmentation that significantly increases intelligence of the illusionist's group for a short duration.
54 Brilliant Regalia An additional mesmerization spell for the illusionist that costs less but lasts for a shorter duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect.
54 Seal of Ingenuity A group augmentation that increases the intelligence and wisdom of the illusionist's group.
55 Essence Siphon Slowly converts the illusionist's health into power over time.
55 Illusory Allies Creates illusionary copies of the illusionist's group for a short duration. They confuse the enemies in target encounter into attacking them.
55 Sap Will Stuns the illusionist's target and drains some of their power instantly. Epic targets are not affected by the stun. Upgrades to this spell decrease the chance to resist the duration of this effect.
56 Devour Hope Deals mental damage over time to the target and decreases their arcane resistance.
56 Prismatic Havoc An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits.
57 Shimmering Beam Deals instant mental damage. This spell has a fast casting time.
58 Dazzling Array Stuns the target and nearby encounter members for a brief period of time, without adding any additional hate towards the illusionist for casting the spell. Upgrades to this spell reduce the target's resistance to the full duration of the stun. Epic targets have increased resistance to the stun duration
58 Drain Thought Stifles and drains power over time from the illusionist's target. The stifle effectiveness is reduced on epic targets.
58 Spellshield Augmentation placed on an ally that can reflect up to three hostile spells back at their original caster at a lesser potency. Only profession spells can be reflected in this way. This spell has a recurring power cost over time.
59 Brainburst Deals mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage
60 Construct of Reason Summons an illusory pet that attacks the Illusionists current enemy until the spell expires.

Kingdom of Sky

The spells listed below are from beta and are unconfirmed.

Level Name Description
61 Epiphany Increases in-combat power replenishment of the Illusionist's group. This ability does stack with the the bard's concentration group power replenishment song.
61 Lockdown Roots the illusionist's target in place, preventing them from movement. This also stifles them until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect.
61 Personae Mirror The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells.
62 Devitalizing Gazes Drains power over time from the target and surrounding encounter members. A portion of this power is added over time to the illusionist's group.
62 Rapidity Increases the attack speed of target ally.
63 Synergism An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage before every hostile spell they cast.
63 Aspect of Lucidity An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental.
64 Ultraviolet Storm Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again.
64 Tribulation An impairment that decreases the enemies offensive abilities.
65 Phantasmal Resplendance Mesmerizes target opponent and surrounding encounter members. Upgrades to this ability decrease the chance to resist the duration of this effect. (Phantasmal Brillance 2.5s)
65 Phase New type "Teleports target to a random location" (Cast time is 0.5s, recovery of 0.5s, recast of 10.0s, range of 5m)
66 Empty Mind An impairment that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect. This spell cannot be interrupted or fizzled. (Abduct Mind 5.0s)
67 Momentary Sentiment A group augmentation that significantly increases intelligence of the illusionist's group for a short duration.
67 Tumor Deals instant mental damage to a target and mesmerizes them for a short duration.
68 Lustrous Regalia An additional mesmerization spell for the illusionist that costs less but lasts for a shorter duration. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect. (Brilliant Regalia 2.5s)
68 Seal of Ascention A group augmentation that increases the intelligence and wisdom of the illusionist's group.
69 Extract Essence Slowly converts the illusionist's health into power over time.
69 Forsake Will Stuns the illusionist's target and drains some of their power instantly. Epic targets are not affected by the stun. Upgrades to this spell decrease the chance to resist the duration of this effect. (Sap Will 1.0s)
70 Prismatic Chaos An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits.
70 Solar Shower Deals mental damage over time and stifles the illusionist's enemies in an area near the target of the spell. Epic targets have incresed resistance to the full duration of the stifle effect.
70 Abolish Hope Deals mental damage over time to the target and decreases their arcane resistance.

70 to 80 Spell List

The spells listed below are unconfirmed.

Level Name Description
61
71 Bedazzlement
71 Mana Shroud
71 Ultraviolet Beam
72 Brainclot
72 Drain Consciousness
73 Construct of Rationality
73 Inhibition
73 Percolate
74 Illusory Group
74 Manatap
74 Personae Reflection
75 Aspect of Genius
75 Tandem
76 Daunted Apprentice
76 Gamma Storm
77 Mindless
77 Phantsmal Awe
78 Flash of Brilliance
78 Lesion
78 Regalia
79 Extract Mana
79 Seal of Invention
79 Withdrawal
80 Doppleganger Illusionist takes the form of their target and splits damage taken by the target
80 Pessimism
80 Prismatic Adornment
80 Chromatic Shower

Achievement Skills

Achievement points can be gained starting at level 10. Achievement points are gained from leveling, exploring, certain quests, item discoveries, first time named kills, certain boss kills, and for any experience gained when your level is capped. 200 achievement points can be gained with the latest TSO expansion.

The AA's are now split into the base tabs with the first being character development, the second being Mage and the third being Illusionist. The TSO expansion adds the Shadows tab.

This information is still outdated and is in the process of being updated