The basic outline of what is here was
provided by Alcara Argenta, and then I have filled in a lot from
other people and myself. Running the Raid To begin the trials, you must first speak with the Arbiter in
the Hall of Heroes before you port through the blue portal. The
Arbiter is standing right next to the portal.
Trials:
1 - Survivor
2 - Retrieval
3 - Greater Good
4 - Barrier
5 - Conflict
6 - Curses
7 - The Monument
8 - The Ruby
9 - The Crown
10 - Conquering the Sea
Entire Master Level 1 completed in 3-4 hours (2 groups til Cetus, then approximately 3-4 groups on Cetus) - Nicholaa
What You Need Done Before Coming on an ML Raid/Recommended Raid Order
Most raids: Do the solo trials and the group trials, namely:
1.1 Fire, Survivor
1.2 Thieves, Retrieval
1.4 Barrier
1.5 Lord Krojer, Conflict (solo)
1.6 Kirk, Curses (since it requires parts from
1.1 and 1.4, I'd recommend doing this with your group after doing
those).
This way you can easily get credit for an ML1 raid that does these steps in this order (all battlegroup):
Rally Volcanus Haven
1.7 Rassa, The Monument (Save the mirror from this)
Port to Aerus
1.9 Harpies, The Crown
1.8 Azures and Rubies, The Ruby
Port to Stygia
Shark to Meso, jump off after zoning into meso
1.3 Chiefs, the Greater Good (due west of where you jumped off)
1.10 Cetus, Conquering the Sea (swim back east)
If the ML1 raid you hear about is advertised as just a "Cetus raid"
then you'll need 1.1-1.9 done. That's standard for all the master
levels, you need .1.-.9 done to get credit for .10. Jan 24
- Alcara Argenta
Suggested order would take approximately 2 hours to 3 hours with 2
FG. Leave from Aerus in a COG and do Step 8, 9. Travel to Meso
and do 1st Group Thieves, than go to the Barrier in the Hespo Map, than
back and do the Thieves for the 2nd Group. Than do the Chiefs as a BG
And than back to the Barrier for the 2nd Group to finish. Go NW in
your cog to the island and port to Volcanus. Go to Fire Islands and do
6, 7. And last step is 1 for the 2 Groups.
Step 1 you can do with as many people on the island you want, yes, you
can have assistance. Just the group that needs the step HAS TO get the
last hit in to get credit. Jan 20 - Jingle
Trial 1 -- Survivor
Location: 40.1 22k Anatole. Go to
Diaprea Island, at loc Oceanus Anatole, loc 45k, 25k. You can swim
straight west from the boat docks at Haven of Volcanus. The boat from
Haven of Oceanus will drop you right at these docks.
Comments on Solo, Grouped, or Battlegrouped:
This has been done with 4 people, they used the kill order S Z A.
You can only do this with one group at the most. This does not
work for battlegroups.
Minimum Group Requirements:
-Two tanks with shields (can be hybrids, low shield spec, etc)
-One and a Half Healers (for example, a warden and a druid, a mend healer and an aug shaman, a friar and a rejuv cleric, etc.)
STEP 1: Get to Firestorm Island. Upon landing, there is no rush at all.
Have the entire group pile onto point A, at the southeastern wall of
the Small Ditch. Tanks, Healers, Casters, everyone.
STEP 2: Group Leader (doesn’t really matter who, but that makes the most sense) walks up to Ianetor
(marked yellow) to begin quest. Make sure your crew has taken it’s afk
time before you begin. Group leader should immediately run back down to
join the entire group a Point A.
STEP 3: The Three Mobs Pop: Just wait a second. Shoot/Maim/Kill
and/or Slap anyone who tries to pull ANYTHING from distance. If you do
at this point, you will probably all die. Or, at least, your life will
be really, really hard. Trust me.
STEP 4: Select your main tank. They should have a shield (thane, champ,
reaver, etc, counts at having one, a cleric or a warden does not, while
a scout does) They should also have someone else with guard on them.
This guarder shall be known as the wingman.
STEP 5: First, all casters sit down unless you can heal; you’ll need to
conserve your mana. Pet classes, put pets on passive for the entire
duration of this ML step. Animist controlled turret makes life easy,
FoF turrets... won’t.
STEP 6: Make sure all healers/casters/archers/long-range people stay put.
STEP 7: Main Tank charges S. All healers are clicked on Main Tank.
(NOTE: If you want to pull him, make sure it is the main tank that is
pulling, and that he is fought in the general area in which he spawned.)
Note from another player: Sunkaio can be very easy to kill as long as everyone stays inside a
certain radius
close to him. If everyone is close enough, he won't do his AE nukes,
which is
usually the reason why so many groups get killed by him. So tactic to
kill him most
easily is to decide on a main tank, who can be guarded by another tank, etc.
Now EVERYONE /sticks on the main tank. This includes healers, casters, simply
everyone. The main tank now runs up to Sunkaio and starts to whack him.
Sunkaio
will remain in place and fight the tank, he will not do any nukes and he
will be
relatively easy to kill. This tactic worked for me every time.
Statistics on Sun: - Has roughly 2500-3500 hit points - Has low Armor Factor (easy to hit) - Has a 1.5sec swing time - Actual Physical Attacks do 5-15 damage, tops - Procs a 300-radius 250-400 damage AoE DD every hit - Blocking/Parrying/Evading/PBT’ing his physical attack halts the proc - Whoever aggros Sun first has that aggro until they or Sun are dead. - Known Weak To Damage Type: Cold - Known Can Be Hit By Damage Type: Slash, Crush, Thrust, Cold, Spirit - Known “No-Duh” Don’t Attack With This Damage Type: Heat
STEP 8: Do Not Let anyone else touch S until after Main Tank has
initial aggro. Wingman should be roughly five second behind Main Tank.
They should attempt to get onto S’s back, and straight melee from
there. Archers: Fire away once S is on Main Tank. Assassins/Secondary
tanks: feel free to join in after Wingman is in place. Don’t try pbae.
STEP 9: Suniako is dead. Loot up, have all characters move back to Point A.
STEP 10: Move all healers to Point B.
STEP 11: Move three ‘pullers’ to points C, D, E. There should ONLY be
one ‘puller’ on each point. (A ‘puller’ consists of any character that
has a 1500-range pull, magic or mundane. A puller cannot be a healer.)
STEP 12: Purros should now begin popping. NOTE: They are neutral, but Z
is not. If you aggro Z, this gets messy. So, just don’t touch Z. Once
all characters are in position, begin pulling ONLY the purros. If a
purros is up, it should be immediately pulled by one of the ‘pullers.’
Z may have started off with 1/3 or 2/3 health. You don’t care, you’re
just pulling purros till he falls over.
Statistics on Z: - You don’t care about how many HP he has - You don’t care about his AF - Takes about 5-7 minutes of pulling purros to kill him - The death of one purros - BY ANY MEANS - causes 2-3% health loss - If you aggro him, you’re on your own, ‘cuz I’ve never done that. - Purros, after pulled, explode for 700-radius AoE 20-180 damage
STEP 13: Once Z is dead, you’ll probably want to charge Aith as soon as
you are able. After having S and Z dead, he is so easy you’re going to
want to laugh. No, really.
STEP 14: Spread your healers out.
STEP 15: Main Tank charges A, Wingman follows 5s after. Other
combatants (light tanks/assassins) follow another 5s after. You should
spread out which sides folks are on to completely surround him. (Not
required, just better if he fireballs a tank.) Have your casters go
nuts, but only speed up process, are not required.
Statistics on A: (Two minions dead) - 3000-5000 HP - Average AF - Takes about 2 minutes to kill him - “Fireballs” healers: does slightly under purros damage, 500 radius AoE, every 2-4 seconds - Will not “fireball” healers until after major healing has been done. - “Fireballs” are independent of weapon, but he melee hits about as hard as a purple mahr would.
STEP 16: Loot up, /dance, /cheer, /victory, and maybe do it again, just because it’s so easy and you’re getting some sweet loot.
Additional Information:
Statistics on A: (Only Suniako dead) - 3000-5000 HP - Average AF - Will cause Z to aggro and start shooting purros at main aggro-generators [i.e. healers]) - “Fireballs” healers, does Sunaiko-proc damage, 500-radius AoE - Will fireball everyone about 1-2 seconds, sometimes faster - Generally does a very good job of shredding through smaller groups
Statistics on Z: (Aggroing) - Purros will pop 2x faster - Purros will immediately fly over and detonate randomly - Purros will not do more damage
Statistics on A: (No minions dead) - I hope you’ve bound somewhere convenient.
Did encounter 3 times (had to log of, 2am in
morning) got four staffs, one glowie, all very powerful; Fiery Defender
shield, studded sleeves (powerful), and 3 Nedfall Entrapment Gems. Only
wiped first time, when we tried to pull A before taking out Z.
Following this method, no one’s health was ever below 50% (though I was
spamming shaman heals on main tank on S, we probably would’ve lived
without them) Benthic Falchions added 8% heat resistance, did cold
damage type, did not make as big of a difference as many people might
think, but if you’ve got one, use it! Dec 29
- Matipzieu SilverSmash, <KyA>, Gaheris
Tips:
My group just did ML 1.5 and
when a thuegist was casting pet spam on A the guards at bridges aggro'd
us for being a "large group" just thought I would pass along a warning
about pet spam.
Basically too much will get ya killed. Jan 21
Apparently, for every % of damage that a purros takes, Z takes that exact same % of damage.
For example, if you are able to take the first purros that Z spawns
down to half health, Z will be at half health. If you then take a
purros down to 75%, Z will then be at 25% health, and would die if you
were able to take another purros down to 75%, etc.
Works best if you can somehow stun the purros and then unload damage on
them; either via a tank or via a caster. Cold-based bolts (hib, mid)
are probably a plus as well. Jan 18
- Matipzieu
Another hint: Stay off the steps and away from the water. The guards
will kill anyone that touches the steps. The Wall of Fire will kill
anyone that even thinks of getting close to the water.
- Zynge, 50 Enchanter, Gwaine
Drops:
On Kirk (trial 6), Ianetor also gives
you a gem that stops the Needfall Traps that make Kirk doable as well.
Get one of these also
- Solansen ShadowWolf - 50 NS
Hibernia
version of duskwood Immolated Bow 11/3 - Impulse Vigil Albion
version of duskwood Immolated Bow 11/3 - Impulse Vigil Blackened Cloak
+4 all magic skills
+21 acuity
5% heat
5% cold
5% energy
10 charges of health regen value 8, lasts 10 minutes - Ieritl Deathfruit provided
stats, Ahamade pointed out that it drops from this trial and from
trial 6 Blackened Bracer 99% Qua 35% bonus
+2 All Melee Skills
+3 Stealth
+15 Dex
+15 Qui
+7 Dex Cap
+7 Qui Cap
10 Charge HP Regen lvl 50 req Nov 17
-
Sivlar Sylvannathas
Imolated Ring
Level: 51 Quality: 99
Bonus:
Effect 1: 15 Acuity
Effect 2: 15 Dexterity
Effect 3: 8 Energy Resist
Effect 4: 8 Heat Resist
Effect 5: 4 Acuity Cap Increase
Effect 6: 4 Dexterity Cap Increase
Utility: 52.0
Feb 5
- Demetir
The thieves roam more than a bit. You need to talk to the named mob,
Lornas, at 27k 24k in meso.
If Lornas tells you he is busy, that means one of the thieves is
currently in battle, just wait a few more minutes and talk to Lornas
again.
He will tell you compass directions and a faction territory name.
Cross-reference this with the faction territories marked on www.daoc-illuminati.com 's
Meso map.
Go to the territory and search the rock plateus with lots of plants on
top for Borjan or Borjad. They are always near a large rock. If you spot one, stay at range, get your group
together. Borjan or Borjad might not be right on top, but if you
float at the top of the rock plateus, or along the sides a little, you
will see them. They can be tough to see, be patient. You only need to kill one of them to get credit.
Pull him with range, as he likes to Stealth and get away.
If you can't find him, return to Lornas for new directions.
Tips:
When Lornas says Borjan can be found
"south and west of
Mesothalassa", try at 24k, 44k Meso on a big rock. If you don't see them at first, wait
and they will appear. Jan 7 - Searix Sionnach
"west in the
Skylok terrority", try 5k, 20k Meso on top of a rock
"north, near Kitra Sanctuary" try 27k, 6.5k Meso Feb 20
As a courtesy, if you have a Tank, /engage him when you find him, then
/broadcast for others in the zone/alliance/etc. to come get him (who
need quest). Let everybody who needs to kill him get a hit in. I engaged
him for 5 mins while my guildies and local people in the zone came over.
He just happily whacked away at my shield while I bought time. You only
have to kill one of these mobs. I hope this additional info helps =)
- Abriella
I have found Borjan or Borjad on loc 26k 43k and 23k 8900 in
Meso. 11/7
- Prima Tristan Hib
Location: 42.4 2.4 meso or just a bit north of there 46 58 boreal
Comments on Solo, Grouped, or Battlegrouped:
Sounds like you don't want to do this solo.
No problems with being battlegrouped, both groups got credit for one
kill.
Strategy:
You only have to kill one of them. Go to Mesthalassa 42k, 2.6k. We sunk down to the top of a large
rock below. One Chief was there. We didn't kill him, we
wanted to locate the other one first.
Swim over to 46.4k, 58.5k and find Kynhroe Chief
Oxomis. We killed him, and both groups in the battlegroup got
credit. I saw a message that said:
You have finished the Greater Good Quest.
- Mura
Tips:
the Chief's cronies heal him. An ns warden and me got completely
deystroyed because of those heals.
- Sagal I went to the Cheif is Meso, yellow con, pulled him (this is
with my 50 champ), and like 15 of his green con buddies immediately
attacked me.
- Rysyl Kelmarr Back to top
Trial 4 -- Barrier
Location: 30 33k Hesperos. Right on the bottom, Barrier spawns on a rock.
Comments on Solo, Grouped, or Battlegrouped:
Battlegroups do not work for this quest. Only one group gets the
credit. You can do this with a group of 4.
Strategy:
Barrier is immune to magic and yellow con but with lots of hp. Also
lots of blue con will be around it, so bring a pbaoer to keep that away.
Once the barrier goes down, a red con mob pops out. Pretty easy to kill.
Keep track of who gets the Belt drop from this mob, as it is used in
Trial 6.
One red mob surrounded by a yellow barrier.
You must kill the barrier first, melee only.
Once it's down kill the named mob, magic can be used.
Upon death a random person will recieve the belt.
- Lucifa
Tips:
Please note: Battlegroups do not work for this quest, only one group
(probably that which does the most damage) will recieve the belt and
credit.
Suggestion is a fg with some tanks for the barrier, he doesn't hit
especially hard even on a wizard.
Respawn time seems to be random, I was there for 2 pops, first was
under 10 mins, next like 45 mins. 3rd pop was 20 mins.
If you have more than 1 group waiting, suggest that when he does spawn,
any waiting group kills any aggro while a group kills him. No major
aggro, just the odd blue that swims nearby, but they are annoying.
- Lucifa
We found Barrier at 28.8k, 31.3k. He
spawns on a rock in the weeds. Lucifa's description was
exactly our experience, our attempt didn't work with the battlegroup
either, only one group finished the trial. We waited 20 minutes
for the next pop.
- Mura
healing attracts aggro from surrounding mobs. We went in with two
nightshades and two buffbots. We defeated Fadrin twice by having the
healers stand off outside of nuke range, with one tank defending them.
The other tank attacked the barrier, then Fadrin. You'll need an end
potion to finish him at the end, and keep him from repopping the
barrier. He heals slowly while the barrier is up. Not easy, but
definitely doable.
- Aetius, 50 Nightshade, Tristan
Location: ~50.5 36k Oceanus Anatole underwater at the bottom of
the ocean
Comments on Solo, Grouped, or Battlegrouped:
You must solo this trial. You
cannot be grouped. Someone else has said you can do this
while grouped, see Tips below for how.
A guild named Ice and Fire has figured out that the duelist meets your
level. If you are 40 then they are 41-2, and so on.
Their suggestion is that as soon as you level to 40 come and do
this. Nov 9
Strategy:
Talk to Lady Farahnaz, she introduces the
trial to you.
Talk to Lord Krojer. Lord
Krojer is in the Oceanus Anatole zone. It's just off the coast of
Volcanus Haven. Lord Krojer is at the bottom of the ocean, with all his champions in front of him.
Click on a champion's name in the text box.
Follow the champion out into the arena.
Right click on the champion.
Fight and win.
You only need to kill one champion to advance.
If you kill all 6 you get a decent (but not spectular ring).
To advance, either after 1 or 6, or any in between, talk to Lady
Farahz... she's just sw of Lord Krojer.
You can be grouped for Lord Krojer but the group members must be outside of the arena.
Tip: Paladins running chants will help the person fighting in the arena. Feb 4
- Wizzy
Tips:
Champ 1 (Agnon): Agnon is a hunter. He has a spear, but is pretty easy. Agnon also has a pet crocodile,
which cons blue/yellow (forgot).
Champ 2 (Sethrender): I'm not really sure of the class this one is, but it does use a staff. this one is
also very easy, it just does a lot of combat speed debuffs.
Champ 3 (Xalarian): this one is one of the toughest in my opinion. It
uses a lot of dex buffs and aoe mezzes, which is a bonedancers only
weakness, because i don't have the healers to heal me then. This
champion can also teleport from one place to another inside of the
arena.
Champ 4 (Jilena): this is the only champ i lost to. she has a 1 handed axe and a shield. Jilena's combat
speed is very high, and it also has an instant dot.
Champ 5 (Malison): Malison is a cleric. I never saw it heal itself, but it was very easy. It had a shield,
buffs sometimes, and does very good stuns.
Champ 6: (Regent): He has a 2 handed sword and some debuffs. I wrote
down the #s of the debuffs at level 40, not sure if they are higher at
a higher level (probably are). Str/con debuff 73, Dex/quick 70,
combat speed 1 min. Dec 3
- Ironknuckles
It is not accurate that you cannot be grouped and that you have to do
it solo . In fact you may stay grouped I have done it many times . BRING
A CLERIC and its easy . Anyone can do it . If you Right Click on
the Champion and then Swim towards the Barrier where your Cleric
or Clerics are . All you have to do is get in ranges of your cleric and
you can get healed. The Cleric will get agrod by one of the Champions
Pets but that can be easily killed by the others . I am quite certain of
this . I have done it many times and have used it myself to kill the
last of the 6 champions that i was having problems with . I think this
is VERY important because many people are giving up on this challenge do
to their Class and or level . 11/10
- Iommi
Yes bring a cleric! I helped a cleric with a necro. Put the abomination
inside of ring and when the walls go up put pet in to attack. I could
heal the pet from the outside but that was all I could do. This should
work with any pet. So the cleric on the outside heals and the pet
attacks, work good and makes it faster.
A drop from Xalarian:
silksteel Xalarian's Robe
af 51 cloth robe,
94% qual, with decent stats,
and a 150 point ablative proc.
- Mandrake
Drop from Agnon: 11/9
Fortifying Briny Duelist Rapier,
Level 49, dps 15.5 and spd of 3.6
stats, but don't know exactly what they were
Drops from Agnon: Nov 30
This bow has the exact same stats, dps, and speed for a recurve bow (Hib) and a longbow (Alb) - Folkon duskwood Agnon's Bow
- Auburnwolf
1 charge cost me 10 gp to recharge.
It's fairly nice.
I'm not certain as to why, but my Dex went from 203 to 283 when this was
used. Might have something to do with my 32+4 Augmentation.
- Swiffle
Krojer's Piety Ring
- Piety: 21 pts
- Heat: 2%
- Cold: 2%
- Energy: 2%
Level Requirement
- 50 Level
Bonus to Piety attribute bonus cap: 6
Bonus to armor factor (AF): 10
Charged Magic Ability:
- 10 Charges
- 10 Max
Gives Power regen 3
Target: Self
Duration: 10.0 min
- Swiffle
Krojer's Intelligence Ring
- Intelligence: 21 pts
- Heat: 2%
- Cold: 2%
- Energy: 2%
Level Requirement
- 50 Level
Bonus to Intelligence attribute bonus cap: 6
Bonus to armor factor (AF): 10
Charged Magic Ability:
- 10 Charges
- 10 Max
Acuity bonus: 75
Target: Self
Duration: 10.0 min
- Swiffle Back to top
Trial 6 -- Curses
Location: Kirk is at 40.1 22k Anatole or so, South of Trial 5
Comments on Solo, Grouped, or Battlegrouped:
This has been done with 5 people, they had the belt and the gem.
This works for battlegroups.
Strategy:
Have someone with the Belt from Trial 4 in your group, and the Gem from
Trial 5.
The person with the belt will have an area of protection around them,
protecting people from Kirk's aoe. Any healers should stay close
by the person with the belt.
Then just take down Kirk.
Pretty straightforward.
Tips:
1) Don't let pet get Killing blow.
2) Make sure the killing blow isn't made by someone NOT in the BG.
Dec 11
- Pyp
On the Kirk step (Trial 6 of ML1) you need the gem and belt from the
previous trials if you want the encounter to be less painful. The gem
has a radius effect on its holder, anyone within that radius won't trip
the traps that now are all over the island and spawn multiple blue and
yellow mobs. For our encounter we used 2 gems, 1 for the melee on Kirk
and 1 for the healers on the outside. The belt disarms Kirk's ae in the
temple. With no traps and no ae the encounter was extremely easy. I
barely had to heal at all. Just some updates since they enabled the
traps. (nov 6) - Venita - Hib Palo
On trial 6...simply approaching Kirk. for the beat down didnt work for
my group. Some kind of traps went off....but even through 20 seconds of
delay in lag we managed to kill him and 50 other oj/yellow mobs. Even
now I still dont know what happened or how we survived.
- Celebourn Elfstone
There's some sort of gem that drops off step 5 that defeats
the traps, can't remember the name of the gem, but I have the gem and
have gotten the message "Aarvix notices a trap and disarms it", or
something to that extent.
- Aarvix
Location: 40.1 22k Anatole or so, North of Trail 5.
Only the middle <structure on the island>, which looks different than the other 3, spawns Rassa.
Comments on Solo, Grouped, or Battlegrouped:
This has been done with 6 people. This works with battlegroups.
Strategy:
To start the trial, stand 5 people on the pads, they must not move off
it. If one dies, get someone else on the pad before the last mob of that
spawn dies.
There are 4 to 5 waves of mobs, yellow to red in increasing difficulty.
After the last wave Rassa will spawn, a
purple mob, kill her to complete the trial and one person will get a
mirror.
Notes:
The mobs do not move off the structure.
You can not cast nukes etc if you are not on the structure.
- Lucifa
3 Methods:
1 CC method:
Have a sorcorrer/bard/healer (pac) stand on a pad that gives them view
of the center dome area. Once the statues spawn they simply AS Mez the
lot and the center group picks each statue apart 1 by 1.
2. PBAE method:
The easiest method by far. Using a couple differnt methods from AE
stun, MoC, or a tank that can generate AE agro like a Pally or thane.
Simply pound the statues into dust. Will need a healing class to keep
an eye on the PBAER of course.
3. Tank Method:
Simply put 2-4 tanks in the center of the dome. Have the healers on the
outside pads with one cleric roaming. Once they spawn proceed to take
the statues apart. In this setup its good to have a roaming CC class
that can stun, root, or mezz any statues that go after people on
pads. Nov 25
- Baloria
Tips:
Good people to have on the pads:
Bards, Minstrels, Any casting class that is not PBAE, Healers. Necro's
make exceptionally god pad people as they can usually pull a statue out
and handle for a while if not solo it themselves.
People that should be in the middle: Tanks of any type.
Good people to have roaming around:
1 Healer, any CC class, Stealther characters who can use the boundary
of the circle to escape agro, any heavy nuking class as they can step
on and step off.
Additional notes:
Any class with AE STR/CON debuffs are great to have on the pads that
afford a clear view of the center. They can make the encounter go by
much quicker.
Never leave the pads at any point during the encounter unless someone is taking your place.
Tanks should never be on the pads unless you have no choice. They simply go to waste there.
Spread heals can work wonders in this encounter because of the LoS issues that can come up.
You do not need to stand on the structure to get credit. However, you may have to be standing on the island.
Weaknesses:
I have noticed that the statues are easily CCed and they do not like
Body based attacks. My lifetap (baseline 50 Sorc 0 in body) was hitting
them for all most 500 on the up side. Nov 25
- Baloria
Suggestions for casters: Stand on structure, nuke away aoe/pbaoe
etc, when you get aggro quickly move off it. Repeat, rinse as
necessary.
- Lucifa
We did this with 6 people + 1 bot. so it can be done with a
tight force. Have the roamer tanks drag the mobs into pbaoe's and have
the pad people be healers/casters/ranged. We had two mana chanters and
had them swap with eachother on 'pad duty' when one tapped out his mana
bar. As long as the total people on the pad is at least 1 at all times,
it doesn't have to be the same person. So the out-of-power mage would
sit on the pad while the other kicked butt. He's on the island north of
the fire island. Go to the dome building.
- Abriella
Golden Bracer
7% to body cold energy I believe. (Can't remember off the top of my
head but it is 3 resists.)
6% cast speed increase
6% damage to animals
6% range to animals
10 charges of a 20% haste. 11/2
- Olorin_DAoC
Rassa will 90% of the time ( he has not failed once in this but who
knows ) drop a glowing rapier, and his mirror. His mirror will all ways
go to the leader of one of the groups regardless of how many people are
in
attendance. Rassa's mirro is used in defeating Cetus at the end of ML1 Nov 25
- Baloria
Location: loc 14 51 Notos - deep sands Down at the bottom.
Comments on Solo, Grouped, or Battlegrouped: This has been done with 5 people.
Strategy:
Make sure that nobody has camped this spot for about 30 minutes or so,
to restart the encounter
Go to the Deep Sands Zone. It's located at 15k, 50k Notos, deep
down. You can have the battlegroup stay at the surface and only
send one person down to get the target.
The event will not happen unless there are 4-6 hammerheads around the
area. Then, you will see a broadcast message indicating you that the
sharks go into a frenzy, and one dives down to the sand to pick up the
gem.
We sent a nightshade down to watch for the shark with the glow in his
mouth, he had the shark targetted, and a ranger assisted the
nightshade. The rest of the battlegroup stayed at the
surface. There were a few broadcast messages before the ranger
pulled, because we were waiting for people to show up, but the ranger
pulled the one the NS had gotten for her. We killed the shark, and the ruby dropped.
- Bravest, Mura
Tips:
We've done sharks and Cetus with 5 - Druid, Mentalist (HOT and mana regen), Bard, Hero, Ranger.
For sharks, this was done many times mainly to farm extra rubies in
preparation for an upcoming ML1 raid. Dec 23
- Cayley
shark attack also makes target bleed. so better pull the shark away
some. From a nice pull spot its possible to use bleed attacks without
the other sharks gettin invloved. Feb 24
- Lagras
When you enter Deep Sands, the encounter is triggered. An azure shark
will enter and be attacked by the hammerheads. A "feeding frenzy"
commences. During the frenzy, the sharks will ignore you even if you
swim among them.
When the azure dies, he drops the ruby and one of the hammerheads picks
it up. You should see a message that one of them picked something up out
of the sand. You should also see an intermittant faint red glow around
one of the shark's head. That's the one with the ruby. Kill it and it
drops the ruby into someone's inventory.
The problems with this encounter are (1) it's very hard to see the
glow, (2) you may not get the message that a shark has picked up the
ruby if you're too far away and (3) if you use bleed styles, all the
sharks will attack.
Everyone should stay close to the surface and one person (a stealther)
should go down during the frenzy and try to see which shark picks up the
ruby; pull the shark and swim back up for the rest to kill him.
- Cillasi
*** If you're not seeing a broadcast, let the encounter reset.
Come back in 30 mins ***
"We are thinking that you only get the Ruby if somone in the BG has
not completed this step. "
-Nope, I've brought my cleric each time. Done it many times.
I've done it in a BG, I've done it out of a BG, haven't had problems
when I only pull the one shark.
- Bravest
Location: Go to 32.8 46.4 Notos or 28.2 52.1 notos first.
(Desmona's Island)
Comments on Solo, Grouped, or Battlegrouped: Some say you need a group. This has been done with 4 people This trial does work when battlegrouped.
- Upon Desmona's death, all harpies on the island will not spawn
for a period of 30 seconds. If you are holding a Revelation Token, at
that time you will be informed of its destruction and the time limit
imposed. (from Nov 24 hot fix patch)
Strategy:
get everyone or at least a few 3+ to /dig and get a coin. the harpies
steal them at random when they attack. so you gonna need a few to get
moving once you get them.
from the dig site, there are some ruins straight in from the beach. the
trial 9 main mob is by the pillars she popped after a few seconds with a
bunch of red/oj adds. PBAE for the win
- Dallamarr
When done with 4 people: Just did with 4 people, 2 warriors, 2 shamans ... Owned it too, twice in a row Jan 5
- Asavrede
Tips:
If you are on the island, and she dies, but you do NOT get credit, you
now have to completely leave the island. Seeing the message "You
leave Desmona's Island" is NOT far enough. Everyone has to leave
the zone to get rid of all of the revelation tokens. Even if you
see broadcast messages that some people's tokens have disappeared, that
is not enough. Leave the zone.
- Mura
BTW here is another hint from trial 9. Once you have that token
that reveals the harpies you can go to 25.8, 44.3 and do another /dig.
This time you are looking for treasure. Find the treasure and it will
spawn the Harpy of the Dance. Only one person needs to dig. The rest can
fight off the harpies that keep spawning in the area. The Harpy of the
Dance will drop the Ring of Dances **a relic**. Hope this info helps you
all some.
- Vishanda MistressofCourage I completed this trial.
The first attempt:
There were 4 of us in one group. We went to 32.8, 46.4 and
dug. We each got a coin. You will see a message that says
"You just dug up a Desmona
Revelation Token."
On the way to the next dig site, we were attacked by harpies, and a
harpy would take a coin, we would kill them, and when we looted, the
player that lost the coin would get it back.
Then we went to 25.8, 44.3 to /dig again and the Harpy of
the Dance did spawn, and we killed her. She dropped an
artifact! She dropped the Ring of
Dances.
We then immediately charged the ruins where Desmona
was supposed to pop, and she did!
Everything went perfectly except for one thing, there were only four of
us, and Desmona killed us. Released.
Then to kill Desmona:
We got a group of 8 people. We went to 32.8, 46.4 and dug for
coins, then we all went straight to Desmona's pillars and we killed her.
- Mura
Desmona's ring:
Dex 21
Str 18
Crit Strike 3
Envenom 3
Stealth 3
Style Damage 10%
Feb 6
- Taylormyster Back to top
Trial 10 - Conquering the Sea
Location: Cetus cave is located at 57k, 6k in Meso
Comments on Solo, Grouped, or Battlegrouped:
This has been done with 5 people. People have also done this
battlegrouped, no one has said this does not work for battlegroups.
Warning, the items needed for this quest are not reuseable once
used. If you do this trial and fail, but had already used the
items during your attempt, you will have to go get those items again.
Strategy:
Go to Cetus cave is located at 57k, 6k in Meso. Swim in, you will
see Cetus.
The items needed are one crown, one ring and about 2 or 3 rubies, and a
mirror. Only the ruby is critical. The other items are nice
to have.
Have the people with the mirrors and the rubies go into the big glowing
sphere things, and swim just above the top of the
pillar. - Stokker
XXXL
To use the ruby, you put it in your hotbar and use it like you would a
water-breathing potion. The mirror has two uses, have the people
with the mirrors use it when Cetus is above 50% health, and it will
summon orbs that attack Cetus. The second use of the mirror is to
deflect the spell that Cetus casts, that is passive, it just happens as
long as you still have a mirror. However, if you use the mirror to
attack Cetus with the orbs, the mirror is used and will disappear from
your pack. So you use a single mirror for one thing or the
other. Would be cool (but not necessary) if your battlegroup had
two mirrors.
Attack Cetus.
When a message says "cetus readies to go heal" or something of the
sort, have the person use the ruby. You might have to do this more
than once. We only had to do it once.
Kill Cetus
Cetus' respawn time: I had to wait about 90 mins
once, and its been 15 mins about every other time.
Nov 24
- Gwaeni
Another Strategy, for smaller groups:
We did Cetus with 5 people and a bot. Two warriors, one zerker, one shaman, one healer... and one shaman bot.
Warrior swims in closely followed by zerker and other warrior, zerker
goes to side or back while other warrior /guards the first.
The tanking warrior has the mirror and taunts while the
zerk and guard warrior smack Cetus. Healer used two rubies, shaman and
shaman bot healed.
He was a pushover since the first time we did him, we were
helping guildies zip through ML1 today. Everything seems much much
easier than it was at release.
Keep small heals going on the tank, ensure he keeps aggro, and you win. Nov 23
- Fafyrd Girundirangil
We've done sharks and Cetus with 5 - Druid, Mentalist (HOT and mana regen), Bard, Hero, Ranger.
Only did Cetus once with this
group. Was a long fight and required about 4 rubies. Dec 23
-
Cayley I was the healer in the above group with Fafyrd and Gardiig. Cetus
was a bit cranky when I tried to get in a bubble before the encounter.
We tried it in the manner Fafyrd outlined and I just scooted into the
bubble after Gardiig engaged. I never ran out of power or had to use
any power pots. Nov 23
-
Hellga Brickhaus
Tips:
DO NOT USE THEURGIST PETS.
He lifetaps and heals off of them. Jan 14
- Alcara Argenta
If you are a ruby bearer, remember you cannot use a ruby
for 90 secs after you use any other item. Water potions, charged items,
etc. We had 4 rubies. I held 3, gave a spare to another
player in case I went linkdead during the fight. Cetus was at about 50%
and I (a cleric) was low on power. So I fired a charge on my Krojer's
ring for power regen 3. About 10 seconds later Cetus broadcast his "I'm
gonna go heal" message. I waited 3-4 seconds then attempted to use a
ruby.
It told me I needed to wait 79 more seconds to use another item!. I immediately asked the 2nd bearer
to fire his ruby. He managed to get to a glowing sphere and use it in time. I was able to use one of my
rubies later in the fight. Teamwork for teh win! Jan 8
- Ducks
Casters can remain within the focus globes (the glowing orbs on the
pedestals). From there, actual magic damage can be done to Cetus.
My attacks are energy based.
Casters should not melee Cetus with their staffs.
An easy way to remove aggro if Cetus insists on continually attacking a
support class is to use the ring.
Jan 9
- Manigaech
I am a level 50 Fire Wizard and heard that if you stand inside
the glowing spheres while fighting Cetus, you can actually deal out
damage. I found this not be true as none of my spells did anything to
him. After wasting nearly my entire bar, I had to resort to diving in
and melee'ing. Jan 31
First attempt we straight rush him, he nukes twice and kills all the
tanks but mirror bearer. We wipe and have to get rezzed. Second
attempt we send the warrior with the mirror in solo and the rest of the
tanks circle around and attack Cetus from behind. I don't believe
anyone got hit with a nuke and we won easily. Nov 19
-
Danee Dreadhammer
In regards to the blue spheres on top of the pillars, u must be
swimming just above the top of the pillar, i used it when i was dead
center of the orb and it didn't work, i only waited about 3s to use it
after the spam tho, my guildmates waited 6full seconds and it both
worked for them and they were closer to the top of the pillar than me,
we had to use 3 rubies only 2 of them were used successfully so bring 3
if you're serious about it. Nov 18
- Stokker XXXL
If you use the Ruby too fast after hearing the message about him
teleporting away to heal, it doesn’t appear to work. Luckily my
group brought 3 rubies, but it was only the third and final one that I
used (about 4-5 seconds after the warning) that kept him from warping
back, making it so that we had to effectively kill the mofo like 3
times. Thought it might be helpful to those reading this to know
that they may wish to wait a few seconds before using the Ruby,
especially if they don’t have many. 11/11
- Myca
Crown teleports you to the dungeon entrance..
useful for a rezzer quick getaway if you are all about to die. Not
really needed most of the time.
Ring wipes Cetus' agro list. Can be useful to share the agro around and
more reliabel than trying to land an amnesia spell!
Mirror reflects Cetus's nasty death-ray
Ruby is the ONLY cvritical one you need and you should have at least
one preferably 2 avaialable, with the people who have them as close to
the tops of the pillars as they can be and still take part in combat if
required.
The Ruby prevents Cetus from teleporting back to his lair to heal up.
Pure and simple but totally necessary. When he spams his warning, yu
need a ruby use on top of the pillar and he uses the ruby. Cetus is
unabel to teleport and you proceed to beat the snot out of him...
- Kallisti
CollidesWithTrees Mirror: Another item that must be
used from a pedestal. This item may only be used when Cetus is above 50%
health. It generates flying orbs that will attack Cetus for 30 seconds
helping to kill him.
- Kubar Taug If you use the mirror to generate the orbs, the mirror is used
and will disappear from your pack.
- Mura A couple of people have confirmed this, so the mirror appears to
have two uses. You can only use it for one or the other,
because once you use the mirror to attack Cetus, it disappears from
your pack. Might be nice to have two mirrors. Lotto
the KEYS.
Once you right-click on a chest with a key in your inventory, you get a
class specific thing.
Have all keys goto a lotto person, and whoever wins a key opens a
chest. We found out the hardway today when 3 items for one class showed
up, ie: 3 heroes.
It is now good to know for future reference, that KEYS should be used
as a lotto item, and not post chest open item, since the person that
opens a chest up w/ a key they get a class specific ITEM
- reyhan
Star of Destiny, read about this on the Master Abilities page I got a Champ Pendant,
Protector's Choker
INT 25
Shield 6
Bonus the spell range : 13%
- Requirements: vs. Plants
Bonus to armor factor: 10
- Nydoruc
Gem
+9% melee weapon speed and
bonuses to some stats and resists,
+22% melee damage vs animals.
Can't remember exactly what the stats and resists were.
All the stuff from the chests are MP lvl 51 items.
- Dresler
Frayed Cetus Skin cloak
+7% power pool bonus
+4 to all magic skills
+6% thrust
+6% crush
+6% slash
effect: 10 charges of power regen 3
- Areilyn Moonwhispers and Smalliam
Another version of the Frayed Cetus Skin cloak Frayed Cetus Skin
+2 to all magic skills
+7% to melee resists
+8% to power pool
10 charges of 75 acuity buff
Nov 18
-
Hosen Ite Shimmering Speedy Runed Dire Club
Hits 19
Quick 15
Dex 16
Bonus 9% vs humannoids
Bonus 1% to style dammage
99Qual 4.1 dps
- TheTempest_TheSavior Is there a correspondance to what items come out of what chests?
Thus far I've seen, left to right:
Chest 1: Sleeves or BP
Chest 2: Robe
Chest 3: Belt
Chest 4: Staff
Chest 5: Cloak
- Alcara Argenta
Info since Oct 31 patch The melee cloak is now +2 instead of +4
- Alcara Argenta
Only one key is dropping now, too.
Back to top Last modified: Saturday February 28 2004