Trials of Atlantis Database - Reprinted from Visions of Sages
Information Source:
Important Note: This information was compiled and originally hosted by the creators of the Vision of Sages (VoS) Website. Due to the age of Trials of Atlantis, and the fact that the most recent post on the VoS web forums is nearly 3 years old, we are reprinting the Trials of Atlantis information from their website so that it does not become lost - like the artifacts they have done such an excellent job leading us to for the past several years.
Trials of Atlantis Information:
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A Flask Copyright © 2004 Vision of Sages
   
Classes that can use:  All
Artifact XP:  SI Dungeons
Jewel
Comments on Solo, Grouped, or Battlegrouped:   Hibernia has done this with 2.5 groups.  Albion has done it with one group.

Artifact Level Abilities Gained
Paladin version Caster (info from Sorcerer)
0
Hits +40
Hits +40
2
Strength +15
Strength +15
4
Constitution +15
Constitution +15
5
Efficient Healing
Efficient Healing
6
Quickness +15
Quickness +15
8
Bonus to Constitution cap:  5
?
10
Spirit 5%
Cheat Death
Energy 5%
Cheat Death

Effective Healing:  Heals cast on the target are more effective.
    Bonus: 10%
    Target: Self
    Duration: 10:0 min
    Casting time: instant
    This spell is cast when the item is used.

Cheat Death:  If the target dies, there is a chance that they will manage to survive.
    Chance: 10%
    Target: Self
    Duration 15:0 min
    Casting time: 2.0 sec
    Damage: Spirit
    This spell is cast when the item is used.
    Can use item every 15:0 min

The level 5 effect is nice. When on, any heal cast on me is 10% more effective. This does not include Pally chants, but it does include heal wards.  Not great, but 9-12 points every few seconds for each heal ward really adds up.

I haven't tested the level 10 effect to much yet, but from initial tests, it seems to negate the killing blow.
For example, let's say you have 300 hit points left, and you get hit for 301. If this spell is active on you, and it does proc, the 300 hit points is instantly returned to you...kinda like a 100%, infinite amount, one time ablative proc.
If the proc goes off, you get a message saying something like "You have cheated death".
One thing I noticed. After I "Cheat Death", the effect is still on me.    Dec 16
- Heeu Jas

Credits:   Heeu Jas, Tebrin, Cornelous Lifebringer

Leveling the Artifact:

Strategy:

The flash fort is at 63k, 35k, Typhon's Reach

My guild did this this past Tuesday. Works well if everyone knows their role. The key is to use Trebs to clear the taurs. Had 2.5 groups.
 
Coming from the Siam-He island to the south, clear your way up the hill. This will be your base camp: There is little to no wandering aggro here. Have the treb users set up square in front of the door, just out of aggro range of the ones by the door (if the doors open you should e able to partially see inside). How many trebs you use depends on how easily you think you can get out alive. 4 trebs is the most you should need though. And make sure everyone is using grape shots for ammo.
 
Once the treb users know where they're setting up, have everyone clear a path to the door (including treb users). Open the doors, but do not enter, and do not pull anything from inside. This is the time they will be setting up ground targets.
 
NOTE: You seriously want the trebs as close as possible without getting aggro. Some of the ground targets inside push or exceed the trebs max range even with them very close, especially the ones that target the sides (like the one near the magos). You can only have 1 treb a decent ways back, since one is pulling the door aggro.
 
1) You want one that will pull everything near the flask. I used a spot just a bit to the right and behind the Flask itself.
 
2) You also want one to the left, near the ladder with 2-3 Taur Magos near it. This is a hard one to reach sometimes, and may require you to set a treb up a little closer to the building, but more to the left (closer to base camp). This one is optional however, as these are not directly in your path out of the fortress. They will, however, proceed to nuke the flask holder all the way down the hill, so this is a recommended spot.
 
3) The ground target for the right side is optional. There are a couple of melee type taurs over there near the ladder. Same as with the ground target for the magos on the left, might require you set a treb up more to the right and closer to the building.
 
4) The last target is smack in the middle of the ramp just outside of the door. A shot right in the middle should pull everything except the 2 taurs on the sides, which I believe are archers, possibly melee. This is the only treb that can be set up a decent distance away from the fortress.
 
At this point everyone should pull away from the fortress again, and back to base camp. The treb users should be degrouped, as to minimize aggro. This is where you need to get the flask carrier group set up, while everyone else meds and waits for timers on instas and such.
 
Things you need in the group:
 
Flask Carrier, was a Ranger in our case (me BTW =P )
Bard Speed 5
End Regen 5
Druid insta heals
Shield Tank to Guard and Intercept, preferrably Hero
 
The other 3 spots can be almost anything, but good suggestions would be:
 
Another Druid with instas
Warden for PBT
Enchanter with BAoD (Magos use heat base bolts and nukes BTW)
Another Tank with Intercept
 
OK, now that the Flask carrier group is set up, get the trebs built and ready to fire. The Flask carrier group and the other full group should clear the hill leading to the bridge a bit. Once the trebs are in place and the hill is mostly clear have everyone come back to base camp.
 
The 3 trebs firing inside the fortress should fire first, the one firing at the door should wait until the doors open so it all pretty much comes at the same time. These people should now start running north to draw the taurs away. All that should be left for aggro (assuming all 4 shots hit their mark) is 2 taurs by the entrance, which the non-flask carrier group should pull. Have them run south toward the bridge, so they can pick up any straggler taurs on the hill. When they get close to the bridge they should veer east and continue to drag everything with them.
 
After the other group has pulled the last 2 door taurs down the hill, the flask carrier group hits speed 5 and end 5 and runs on speed 6. The shield tank should have guard and intercept on the flask holder, and should be /stuck to them. Druids should have the flask holder targetted and ready to hit instas just in case.
Run in, grab the flask, and sprint to the bridge. If everything went well, there should be little to no taur aggro on the way.
DO NOT STOP RUNNING UNTIL YOU ARE CERTAIN THE TAURS ARE NOT FOLLOWING YOU ANY MORE! With running on speed 6 you'll have no trouble outrunning them, and they EVENTUALLY de-aggro. For us it was about halfway across Siam-He island. Take your Flask to Volcanus Haven and activate.
 
Alternate Method (in case the trebs can't reach the ground target near the flask):
 
Have just 1 treb pull the door aggro, and have the other group engage the 2 taurs the didn't come. Head inside and have a couple AE'ers (Not PBAE either!)  pull everything near the flask and run like heck. Wait until the taurs chase them outside to enter and grab the flask.  Mar 13 2004
- Dragondarch Sharpwise

Tips:

Clear until you can get some people near the flask, have some people aggro them and carry them as far away as possible. Send in speed and insta healing grab the flask and run like heck. Once a skald gets his speed up your good to go. Run back to haven and port to your bk.
Next patch i think they are reducing the range at which they chase so if u make it to haven maybe you dont need to port.   Feb 2
- Captn Shiner

Took about a full group divided in two.  one with a Paladin, a cleric (for BoF), a minstrel (for SoS), an armswomen (for extra protection), and a friar (extra buffing, but not totally necessary).  the other with a reaver and an armswomen.  we didn't even bother clearing the door guard just got as close as possible (went up the side closest to chimera) sent the reaver and arms in to draw all the agro, charged in grabbed the flask popped BoF and SoS and charged back out.  have to run out to the right and across the bridge towards the haven because any taur will automatically attack the person with the flask (probably within line of sight)  easily got away with the flask and nobody in the flask group died.  I don't think the flask is safe from the taurs until it is activated.
could probably have trimmed it down to 1 or 2 arms, a cleric, minstrel, and tank flask holder    Jan 19
- Anonymous

Firstly. Albion can do this way to easy. For both Hibernia and Midgard I would imagine this takes well over 2 groups. Albion can do it with one group. (Only reason Alb needs one is to clear the door guards).

The Flask is sitting inside, all you have to do is pick it and up and not die to the taur and it's yours. All we did was clear the door guards, and head inside. Pop BoF grab the flask (Agro's basically every taur in and near the fortress) and SoS out.

There are Two Taur Aanax's inside guarding the Flask. First time we tried it was by clearing the room, we pulled one and it hit for 700 on our pally double hitting. Cleared it and a couple of others, we then pulled the second one. For whatever reason this pulled about 12 mobs, we eventually got wiped there.

That's when we came back cleared the door guards and did BoF + SoS.

Taur rundown there:

Phulax are straight up mellee and pretty hard.

Toxotoes are bow users, when theya re engaged in mellee they seem to double hit alot but not hard.

Magos (sp) are hard aoe nukers, they hurt, alot.

Ialter are buffers and healers. The buffs these guys throw around really make the other taurs alot harder.

Sulator seems to be straight mellee.

Aanax seems to have a pbt proc, and AF shield but not 100% on that.   Nov 30
- Zxae Sorrow

Scroll pieces:  Tale of Flask


Piece 1 of 3
enthralled taur, taur aristos, taur purphoros
  • Taur Aristos Ashen Isles:24000,36700 Outside Chimera
Piece 2 of 3
taur craftsmen, taur telete, taur warlord, taur magos

Piece 3 of 3 
taur arieos, taur xenos, taur machetes
  • Taur Arieos  Nov 10  - Loien TheUntouchable
All three scrolls for this artifact drop in ML7 dungeon, from the feuding MOBs.
Feuding Shaitans, Fauding, vologourgon, Feurding hepbastiens and the Feuding <snake people>.  Jun 10 2004
- Herjulf Hornbrytare
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