Difference between revisions of "Temple of Three Winds"

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* '''Mob Type:''' Rubi-Ka unique boss <br/>
 
* '''Mob Type:''' Rubi-Ka unique boss <br/>
 
* '''Alignment:''' Monster<br/>
 
* '''Alignment:''' Monster<br/>
* '''Behaviour:''' Aggro when attacked ; was Sight Aggro aka Kill On Sight<br/>
+
* '''Behaviour:''' Sight Aggro
 
* '''Level:''' 64-66<br/>
 
* '''Level:''' 64-66<br/>
 
* '''Health:''' 24136-25318<br/>
 
* '''Health:''' 24136-25318<br/>
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|colspan="2"|
 
|colspan="2"|
  
* '''Mob Type:''' Humanoid, Rubi-Ka unique boss <br/>
+
* '''Mob Type:''' Atrox Enforcer, Rubi-Ka unique boss <br/>
 
* '''Alignment:''' Monster<br/>
 
* '''Alignment:''' Monster<br/>
 
* '''Behaviour:''' Sight Aggro<br/>
 
* '''Behaviour:''' Sight Aggro<br/>
* '''Respawn time:''' 5 min<br/>
+
* '''Respawn time:''' 10 min<br/>
 
* '''Corpse time:''' 2 min<br/>
 
* '''Corpse time:''' 2 min<br/>
 
* '''Level:''' 62-65<br/>
 
* '''Level:''' 62-65<br/>
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* '''Tactics:''' This Atrox is lined with four Atrox cultists in this small room. The Cultists and Gartua can be attacked without reaction from Gartua or the other Cultists. The Cultists and Gartua will attack on sight, but cannot see through the doorway; the player can see through and attack through too. All of the Cultists in the room have the same skills: The typical Challenger spell which adds bonus damage to their attacks, and a Mongo taunt which increases their health and applies a Heal over Time on them. AoEing is encouraged to quickly dispatch the four cultists, while the rest of the team should concentrate fire on Gartua himself. This fight can get complicated in the array of brawls going around, but Gartua himself has rather low health compared to other Temple bosses and will go down easily.  
 
* '''Tactics:''' This Atrox is lined with four Atrox cultists in this small room. The Cultists and Gartua can be attacked without reaction from Gartua or the other Cultists. The Cultists and Gartua will attack on sight, but cannot see through the doorway; the player can see through and attack through too. All of the Cultists in the room have the same skills: The typical Challenger spell which adds bonus damage to their attacks, and a Mongo taunt which increases their health and applies a Heal over Time on them. AoEing is encouraged to quickly dispatch the four cultists, while the rest of the team should concentrate fire on Gartua himself. This fight can get complicated in the array of brawls going around, but Gartua himself has rather low health compared to other Temple bosses and will go down easily.  
 
:North of Gartua's room is an entirely empty room of the same small size; approaching the door just close enough to open it, giving Gartua line of sight, will body pull him without alerting the other cultists. In this empty room, no Cultists regularly spawn or patrol; a character can log out and log in there and risk attack only by trains.
 
:North of Gartua's room is an entirely empty room of the same small size; approaching the door just close enough to open it, giving Gartua line of sight, will body pull him without alerting the other cultists. In this empty room, no Cultists regularly spawn or patrol; a character can log out and log in there and risk attack only by trains.
* '''Loot:''' Gartua's respawn time is five minutes: half of normal. His corpse time is an extremely short two minutes: one-fifteenth of normal. Gartua hardly ever drops nothing, but about as often as not drops only one thing, which is usually one of the common rings. The Keeper's Vitality is more common than it used to be. Conversely, the Rockcrusher Gauntlets and Touch of the Gripper are more rare than they used to be; not a problem as they are 100% from the Curator.  
+
* '''Loot:''' Gartua hardly ever drops nothing, but about as often as not drops only one thing, which is usually one of the common rings. The Keeper's Vitality is more common than it used to be. Conversely, the Rockcrusher Gauntlets and Touch of the Gripper are more rare than they used to be; not a problem as they are 100% from the Curator.  
 
<table border="0"><tr><td valign="top">'''Attack Information'''
 
<table border="0"><tr><td valign="top">'''Attack Information'''
 
* Speed: (unknown)
 
* Speed: (unknown)
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====Uklesh the Frozen====
 
====Uklesh the Frozen====
Note that Khalum spawns immediately after Uklesh dies and Aztur after Khalum, preventing them from being challenged in separate fights that allow [[Game Terminology#Combat|Medding]] in between, short of running away after one is killed. Glitches allow Uklesh to spawn before Aztur despawns.
+
Note that Khalum spawns immediately after Uklesh dies and Aztur after Khalum, preventing them for melee players from being challenged in separate fights that allow [[Game Terminology#Combat|Medding]] in between. Uklesh respawn on his 10 minute respawn timer regardless of whether Khalum or Aztur from the previously killed Uklesh are still alive, making it possible to have multiple Khalums and Azturs to be alive at the same time.
 
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{|border="2" align="center" cellpadding="5" cellspacing="0" style="border-top:1px solid #C0C0C0; border-right:1px solid #C0C0C0; border-bottom:2px solid #C0C0C0; border-left:1px solid #C0C0C0; border-collapse: collapse;" style="text-align:left"
 
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|colspan="2"|
 
|colspan="2"|
  
* '''Mob Type:''' Rubi-Ka unique boss <br/>
+
* '''Mob Type:''' [[Dragonclaw]], Rubi-Ka unique boss <br/>
 
* '''Alignment:''' Monster<br/>
 
* '''Alignment:''' Monster<br/>
 
* '''Behaviour:''' Sight Aggro<br/>
 
* '''Behaviour:''' Sight Aggro<br/>
* '''Respawn time:''' Spawns after death of [[Temple of Three Winds#Uklesh the Frozen|Uklesh the Frozen]].<br/>
+
* '''Respawn time:''' Spawns immediately after death of [[Temple of Three Winds#Uklesh the Frozen|Uklesh the Frozen]] at his corpse.<br/>
 
* '''Corpse time:''' 30 min<br/>
 
* '''Corpse time:''' 30 min<br/>
 
* '''Level:''' 73<br/>
 
* '''Level:''' 73<br/>
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* '''Run Speed:''' 283<br/>
 
* '''Run Speed:''' 283<br/>
 
* '''Difficulty:''' Requires 6 non-twinked L50s, Barely Soloable at L60 (Quite Difficult)<br/>
 
* '''Difficulty:''' Requires 6 non-twinked L50s, Barely Soloable at L60 (Quite Difficult)<br/>
* '''Tactics:''' AoE fest! Khalum will enter in his fiery splendor by shocking all team members to their feet with a 200 dmg fire aura upon spawning. He hits moderately hard (100-200), but his fire aura will tick away at your team's health. It should not deal much damage if you have already gotten this far, but nevertheless, it wears your team down for the next fight. Khalum is usually considered the weakest of the trilogy of bosses, and should not require much strategy to handle.
+
* '''Tactics:''' AoE fest! Khalum will enter in his fiery splendor by shocking all team members to their feet with a 83-174 damage fire aura upon spawning. He hits moderately hard (100-200), but his fire aura will tick away at your team's health. It should not deal much damage if you have already gotten this far, but nevertheless, it wears your team down for the next fight. Khalum is usually considered the weakest of the trilogy of bosses, and should not require much strategy to handle.
  
 
<table border="0"><tr><td valign="top">'''Attack Information'''
 
<table border="0"><tr><td valign="top">'''Attack Information'''
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Need Info
 
Need Info
 
</td><td>&nbsp;&nbsp;</td><td valign="top">'''Special Attacks'''
 
</td><td>&nbsp;&nbsp;</td><td valign="top">'''Special Attacks'''
Has an AOE fire-damage aura which hits surrounding players for ~200 damage every 10-15 seconds.
+
* <aodb>205611</aodb> [[AUNO:205611|Soul of Khalum Pulser]] (30m AoE 83-174 Fire every 12s)
  
 
</td></tr></table>
 
</td></tr></table>
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* '''Alignment:''' Monster<br/>
 
* '''Alignment:''' Monster<br/>
 
* '''Behaviour:''' Sight Aggro<br/>
 
* '''Behaviour:''' Sight Aggro<br/>
* '''Respawn time:''' Spawns after death of [[Temple of Three Winds#Khalum|Khalum]]. Period varies randomly from zero delay to several minutes.<br/>
+
* '''Respawn time:''' Spawns immediately after death of [[Temple of Three Winds#Khalum|Khalum]] at his corpse.<br/>
 
* '''Corpse time:''' 30 min<br/>
 
* '''Corpse time:''' 30 min<br/>
 
* '''Level:''' 74<br/>
 
* '''Level:''' 74<br/>
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* '''Run Speed:''' 522<br/>
 
* '''Run Speed:''' 522<br/>
 
* '''Difficulty:''' Requires extraordinary efforts, which decrease as the number and utility of team members increases<br/>
 
* '''Difficulty:''' Requires extraordinary efforts, which decrease as the number and utility of team members increases<br/>
* '''Tactics:''' Once Khalum tumbles to the ground, top off your own health and nano immediately. Aztur the Immortal will spawn, and he has well earned his title of being an Immortal. The tank should have at least 3000 health to tank this final boss of the entire Temple of the Three Winds instance, and it is usually recommended to have 2 powerful healers supporting his back. 2 doctors are essential to keeping the tank alive as Aztur combines his Martial Arts prowess along with his equipped Stygian Desolator to cut through your tank. He essentially has 2 attack bars, both hurting equally as bad. Every hit goes for anywhere between 100-556, with critical hits amounting up to 300-1101 points of damage! His attacks come fast, and all it takes is 3 lucky crits for him to wipe your tank and hence, your team. Heals must be spammed regularly to prevent this from happening. DPSers on the other hand will have a hard time landing hits or nanos on Aztur's skin. His defense rating is not something to be messed with, and you will be surprised that despite his bulky appearance, Aztur evades most of the attacks you send at him. Nanos will be resisted frequently and MA skills and abilities will be ducked almost every time (Do not rely on Flower of Life!). He has no skills aside from his normal attacks, turning the battle into an intense tank and spank. Aztur can easily catch up to anyone with a runspeed below 500, and kiting him is not recommended unless you are soloing him with a melee character. Escape is possible, though, and Aztur is tethered to his home area; he will give up the chase once players reach the Guardian of Tomorrow room. If Aztur is evaded and/or there is no one left to fight him, there is a chance he may despawn and be replaced by Uklesh. Aztur may spawn with an attack that deals Melee damage, or one that does Energy damage.
+
* '''Tactics:''' Once Khalum tumbles to the ground, top off your own health and nano immediately. Aztur the Immortal will spawn, and he has well earned his title of being an Immortal. The tank should have at least 3000 health to tank this final boss of the entire Temple of the Three Winds instance, and it is usually recommended to have 2 powerful healers supporting his back. 2 doctors are essential to keeping the tank alive as Aztur combines his Martial Arts prowess along with his equipped Stygian Desolator to cut through your tank. He essentially has 2 attack bars, both hurting equally as bad. Every hit goes for anywhere between 100-556, with critical hits amounting up to 300-1101 points of damage! His attacks come fast, and all it takes is 3 lucky crits for him to wipe your tank and hence, your team. Heals must be spammed regularly to prevent this from happening. DPSers on the other hand will have a hard time landing hits or nanos on Aztur's skin. His defense rating is not something to be messed with, and you will be surprised that despite his bulky appearance, Aztur evades most of the attacks you send at him. Nanos will be resisted frequently and MA skills and abilities will be ducked almost every time (Do not rely on Flower of Life!). He has no nano skills aside from his normal attacks, turning the battle into an intense tank and spank. Aztur can easily catch up to anyone with a runspeed below 500, and kiting him is not recommended unless you are soloing him with a melee character. Escape is possible, though, and Aztur is tethered to his home area; he will give up the chase once players reach the Guardian of Tomorrow room. If Aztur is evaded and/or there is no one left to fight him, there is a chance he may despawn and be replaced by Uklesh. Aztur may spawn with an attack that deals Melee damage, or one that does Energy damage.
:Enforcers wielding Panther from [[Crypt of Home]] may be a match for Aztur, or Engineers (at QL 129 their pet is a Warbot and at QL 185, a Slayerdroid). MPs can solo him from as low as a QL 129 Frenzy Embodiment, which pet will likely require recasting, thanks to a heal pet that can keep the Frenzy Embodiment alive for longer. For a typical team of a tank and healer though, do not expect this fight to be easy. You will likely take several tries to down this boss.
+
:Enforcers wielding Panther from [[Crypt of Home]] may be a match for Aztur, Fixers in Grid Armor, or Engineers with a Warbot of QL 129+. MPs can solo him from as low as a QL 101+ Frenzy Embodiment, thanks to a heal pet that can keep the Frenzy Embodiment alive for longer, though pets will likely require recasting. For a typical team of a tank and healer though, do not expect this fight to be easy. You will likely take several tries to down this boss.
  
  
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===Specialty Rings===
 
===Specialty Rings===
 
* <aodb>204569</aodb> [[AUNO:204569|Ring of Memory Loss]] [NODROP] (somewhat rare from [[Temple of Three Winds#Lien the Memorystalker|Lien the Memorystalker]] only)
 
* <aodb>204569</aodb> [[AUNO:204569|Ring of Memory Loss]] [NODROP] (somewhat rare from [[Temple of Three Winds#Lien the Memorystalker|Lien the Memorystalker]] only)
On use casts [[AUNO:204568|Memory Loss]]: wipes hatelist of target, locks Psycho Modi for 10 min. Target must be level 124 or less, giving it a level limit of usefulness, whereas its [[Psycho Mod]] requirement makes it usable by all professions, compared with the [https://auno.org/ao/db.php?id=152031&ql=42 Emotional Sponge] from [[Steps of Madness]] which requires [[Psychology]].
+
On use casts [[AUNO:204568|Memory Loss]]: wipes hatelist of target, locks Psycho Modi for 10 min. Target must be level 124 or less, giving it a level limit of usefulness, whereas its [[Psycho Mod]] requirement makes it usable by all professions, compared with the [https://auno.org/ao/db.php?id=152031&ql=42 Emotional Sponge] from [[Steps of Madness]] which requires [[Psychology]] and cannot be used on targets with 370+ Psychology.
  
  
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* <aodb>204602</aodb> [[AUNO:204602|Dark Memories]] +26 NCU, +40 Max Nano, +1% Resist Root (100% from [[Temple of Three Winds#Lien the Memorystalker|Lien the Memorystalker]] only)
 
* <aodb>204602</aodb> [[AUNO:204602|Dark Memories]] +26 NCU, +40 Max Nano, +1% Resist Root (100% from [[Temple of Three Winds#Lien the Memorystalker|Lien the Memorystalker]] only)
 
* <aodb>204603</aodb> [[AUNO:204603|Memory Loop]] +33 NCU (rare from [[Temple of Three Winds#Lien the Memorystalker|Lien the Memorystalker]] only)
 
* <aodb>204603</aodb> [[AUNO:204603|Memory Loop]] +33 NCU (rare from [[Temple of Three Winds#Lien the Memorystalker|Lien the Memorystalker]] only)
 +
For 225 Computer Literacy, To3W offers 180 NCU (GCB + Loops ×5), which can keep froob or noob players going quite a while. What is the next step? Although this could be matched with six normal +30 NCU, the [[Breakpoints#NCU Belt|lowest 6-slot belt]] itself is 351 Computer Literacy, and NCU of that requirement are +37 NCU, for a total of 222 NCU
  
 
===Implants===
 
===Implants===
*<aodb>204649</aodb>[[AUNO:204649|Notum Splice]] [NODROP] (100% from [[Temple of Three Winds#Defender of the Three|Defender of the Three]] only)
+
*<aodb>204649</aodb>[[AUNO:204649|Notum Splice]] [NODROP]. 100% from [[#Defender of the Three|Defender of the Three]] only. Can be Equipped by anyone but Used only by Nano-Technicans. On Use casts [[AUNO:204648|Notum Splice]]: +50 nano each sec for 20 sec, locks Max Nano for 10 min. The only way to get Nano Skills, albeit a small amount, in a Wrist implant. Despite its Right Wrist image, it is a Left Wrist implant
Can be equipped by anyone but used only by Nano-Technicans. On use casts [[AUNO:204648|Notum Splice]]: +50 nano each sec for 20 sec, locks Max Nano for 10 min.
+
*<aodb>204651</aodb>[[AUNO:204651|Touch of the Gripper]] [NODROP]. 100% from [[#The Curator|The Curator]] and [[#Nematet the Custodian of Time|Nematet the Custodian of Time]]. Right Arm implant that adds +15 to all damage types
 
+
*<aodb>204647</aodb>[[AUNO:204647|Skull of the Ancient]] [NODROP]. Uncommon from [[#Nematet the Custodian of Time|Nematet]] and rare from [[#Aztur the Immortal|Aztur the Immortal]] only. Uniquely, adds Agi, Str and Sta in a Head implant
 
+
*<aodb>204613</aodb>[[AUNO:204613|Nematet's Inner Eye]] [NODROP]. Uncommon to rare from [[#Nematet the Custodian of Time|Nematet]] only. Health and nano resist bonuses, which are otherwise not found in Eye implants
*<aodb>204651</aodb>[[AUNO:204651|Touch of the Gripper]] [NODROP] (100% from [[Temple of Three Winds#The Curator|The Curator]] and [[Temple of Three Winds#Nematet the Custodian of Time|Nematet the Custodian of Time]])
+
*<aodb>204650</aodb>[[AUNO:204650|Keeper's Vitality]] [NODROP]. Very rare, from [[#Gartua the Doorkeeper|Gartua the Doorkeeper]] only. Waist implant that adds ACs
*<aodb>204647</aodb>[[AUNO:204647|Skull of the Ancient]] [NODROP] (uncommon from [[Temple of Three Winds#Nematet the Custodian of Time|Nematet the Custodian of Time]] and rare from [[Temple of Three Winds#Aztur the Immortal|Aztur the Immortal]] only)
+
*<aodb>204614</aodb>[[AUNO:204614|Inner Faith]] [NODROP]. Probably not in game, otherwise extremely rare either from from Gartua the Doorkeeper or Reverend Hyuan. If not, probably because, unlike the other implants, it adds little that a normal implant of its kind (Chest) does not
*<aodb>204613</aodb>[[AUNO:204613|Nematet's Inner Eye]] [NODROP] (uncommon to rare from [[Temple of Three Winds#Nematet the Custodian of Time|Nematet the Custodian of Time]] only)
 
*<aodb>204650</aodb>[[AUNO:204650|Keeper's Vitality]] [NODROP] (very rare from [[Temple of Three Winds#Gartua the Doorkeeper|Gartua the Doorkeeper]] only)
 
*<aodb>204614</aodb>[[AUNO:204614|Inner Faith]] [NODROP] (probably not in game, otherwise extremely rare either from from Gartua the Doorkeeper or Reverend Hyuan)
 
  
 
===Nanos===
 
===Nanos===
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===Books===
 
===Books===
 
:''See [[Martial Artist:Tips and Tricks]]''
 
:''See [[Martial Artist:Tips and Tricks]]''
There is a quest in connection with these books The guy to talk to is named ''Hermit'', and can be found at ''/waypoint 827, 2298, 647'' (static, [[Tir Desert]], [[Greater Tir County]]). He is  well versed in the ''ancient languages'', and says he can help you with the books you find in the temple. He is looking for ''Ape Fist of Khalum'', ''Tree of Enlightenment'', and ''Karmic Fist Book''. When you bring him the completed books you will receive special Martial Arts attacks.  The ''Karmic Fist'' is located in the [[Inner Sanctum]].
+
While other books are bought in stores, there is a quest in connection with the books collected in the Temple. The To3W books are turned in to the ''Hermit'', who can be found at ''/waypoint 827, 2298, 647'' (static, [[Tir Desert]], [[Greater Tir County]]). She is inside a ring of stone which can only be entered from the West side. She says she is  well versed in the ''ancient languages'', and can help you with the books you find in the temple. She is looking for ''Ape Fist of Khalum'', ''Tree of Enlightenment'', and ''Karmic Fist Book''. When you bring her the completed books you will receive special Martial Arts attacks.  The ''Karmic Fist'' is located in the [[Inner Sanctum]].
 +
 
 
<br>
 
<br>
 
* Tree of Enlightenment books, used in [[Martial Artist's Temple Attacks]] quest to create [[AUNO:204607|Tree of Enlightenment]]: 120dmg + 290 team heal.
 
* Tree of Enlightenment books, used in [[Martial Artist's Temple Attacks]] quest to create [[AUNO:204607|Tree of Enlightenment]]: 120dmg + 290 team heal.

Latest revision as of 21:51, 27 April 2022

Totwentrance.jpg

The Temple of Three Winds (TOTW or To3W, among other names) is a instance for players of level 60 and below. Return trips from the Temple are now handled by the ICC, and the NPC that teleports characters there is now found in ICC HQ.

As the headquarters of a cult known as Cult of the Immortal One, you will encounter many religious type NPCs in this instance. Most common are the Cultists who are guarding this temple with their lives. Many items from this instance have descriptions, explaining the Cult of the Immortal One.

Please keep in mind that you will be warped out of the current instance after reaching level 70 and you will not be allowed to go back in again if you are higher than level 60.

The Temple is a PvP zone, despite the messages to the contrary on pulsing effects that target players of other sides. These effects do not affect the targets until combat is instigated. Combat can only take place between players that have PvP enabled on them, such as by attacking sided guards, or taking part in the Foreman's Graffiti mission. If you cast nanos on (even beneficial ones to buff) a player with asterisks around their nametag (flagged), you will receive these flags yourself, and can be attacked by enemy players in PvP zones such as the Temple or capital cities.

There are at least three instances of the Temple. Press Shift + F9 and among the other data will be "GS=1" or "GS=2" or another number. Teaming up with another character should ensure you will be sent to the same instance. You will always log back into the same instance, but the ID numbers can occasionally be switched around. For example, if your alt character or another player was known to be in the instance with the GS=1 ID, and another character teams with them but when entering sees the GS=2 ID, Shift + F9 with the first character/s again: the instance ID numbers might have been switched.

Patches[edit]

An ICC shuttle lands to the south of the entrance; simply step into the glowing blue circle to be transported back to the shuttle launchpad at ICC HQ. Windcaller Karrec has moved to a cramped but busy office / chapel / storage shed in ICC HQ (right turn as you exit the Transportation building).

The loot has been changed multiple times and items that were only rumored to drop like Skull of the Ancients (2010s change) and Shadowfade Helm (2000s change) now drop indisputably. The Skull is practically a common drop from Nematet as of 2018.

Nowadays there are many more Cultists that will not always attack, and whether they are grey or not may well be an issue. Another noticeable behaviour change is their propensity to attack the highest level character in the vicinity, which is a tremendous help to high levels escorting low level characters.

Teleporters[edit]

Teleporters in most Organization Cities would previously send players to the following coordinates:

Windcaller Karrec[edit]

Added in a patch a little after Cerrak, Windcaller Karrec teleport players to the Temple at the Newland Desert whompahs. He can be safely accessed by any faction. He and his portal has moved to a cargo container at the ICC HQ spaceport. Before Patch 18.7, he was on the southeast side of the Newland Desert whompahs, south of the Fair Trade shop, east of the merchant huts.

Nowadays he has a mission to open the portal behind him; click to be teleported. Spiders lurk outside and there are no cultists waiting inside, although "trains" of enemies pulled by players can be anywhere.

Donating to Karrec may still work; players used to give him 1000 credits at the bottom of the 'Give Items/Give Credits' box. Characters below 60 would get a Temple of Three Winds Key Temple of Three Winds Key key, they have not been deleted, and some players still possess one. Characters below 60 could use the key on the portal (Temple of Three Winds Gateway) next to the Windcaller; doing so transported them instantly to the Temple of Three Winds. Such items are often used in quests: pick it up out of inventory, and with it on your cursor, click on the target item.

Karrec is Cerrak spelled backwards.

Windcaller Cerrak

Windcaller Cerrak[edit]

Before Patch 18.7, an easy way for Omnis and Neutrals to get to this temple was to go to Rome Green. In the south east of Rome Green at 426 x 242 is several boxes and Windcaller Cerrak was standing next to them. Cerrak has vanished without a trace.

Location[edit]

Greater Tir County, North-North-West of Tir in the next zone at /waypoint 1814.0, 2714.0, 647.

The Junior Agency handler in the Mission Agencies has a dialogue line giving a mission for characters below level 60 to see Dante Karrall in Neuters'R'Us in Newland City. The Teleport to the Temple is from ICC HQ.

Leaving the Temple, or getting there without teleporters, may require a trek across the desert to Tir. Fixers and Doctors can teleport team members to the Grid. Nanotechnicians can teleport them to a city. Engineers can teleport team members to the Engineer's location. Typing /terminate will suicide the character and they will lose experience, and will lower all their stats for a while, but may be preferable. Or it may be time to try out something dangerous.

There is an outpost south of the temple, approximately half way between the temple and the zone border that links Greater Tir County to Tir County. It was and may still be neutral, but there are Clan guards outside.

Windcaller Karrec dutifully standing in the service of the Three next to the old style portal

South of the zone border, north of Tir, is a small town with Clan guards and the Clan quest NPCs Nodda Gregg and Inventor Bobic, with significant rewards for Clan players. Both NPCs are part of the series of Clan Starter Quests, in addition to their own quests. Inventor Bobic's quest cannot be completed by Level 31 and above characters.

Strategy[edit]

Khalum, Nematet, The Curator, Lien the Memorystalker, Windcaller Yatila, Defender of the Three; even regular pistol cultists use Fire attacks, and a lot of the other bosses use Cold too. A good number of armors other than, for example, Carbonum, Newcomers, Bronto and Rhinoman Armor have weaknesses to Cold and Fire. Eyemutant Sinew Armor. Crawler Armor, Energized Armor and Prowler Armor are weak to both. Nova Dillon, Kirch Kevlar, Sekutek, Metallic Mantis, Rollerrat Helmet and incredibly, Notum Infused Kevlar Armor and Sentinel Armor are weak to fire; CAS Symbiotic Armor and its Graft and Organic ingredients are weak to cold. Even Miy's Melee Armor and Shadowfade from the Temple itself, although balanced, are weakest to both.

Enemies[edit]

All enemies here used to always aggro, even when grey. Except for one or two in the passageway leading to the Defender of the Three. Fortunately, they have a short aggro radius, and it is sometimes possible to sneak. Run speed buffs both, reduce the chance that the Cultists will aggro to some extent, and make it possible to leave them so far behind they simply turn back. Almost all Cultists in the Wings of the Past, Present and Future will not leave their Wing, and the ones in the great Hall and entrance corridors will not enter the Wings nor very far down the narrow passage to the Exit.

Body pulling works on some groups. Others, especially dangerous foes like Windcallers and Exarchs, will either react after a pause, tempting the player to approach within an ally's aggro range (whereupon both attack instantly), or just add even to a proximity aggro, so players will have to risk an experiment or play it safe.

  • Cultists - humanoids of all breeds and sizes, cast Ire of the Immortal
  • Faithfuls (Oran, Casca, Nathan, Malikai, Cyth, Murial, Pallen) - humanoids of all breeds and sizes
  • Acolytes (Seleen, Betany, Kelian, Dominic, Opet, Felid, Amber, Bryant, Verona, Kalen) - humanoids of all breeds and sizes
  • Reverends (Oluay, Gulard, Cadelly, Julaan, Dashell, Suxx) - humanoids of all breeds and sizes
  • Windcallers (Yatila, Yen, Rendal, Tilla, Donnel) - humanoids of all breeds and sizes, all of which drop the Red Berry Wine for the Like Fine Wine quest, which was added fairly early on.
  • Exarchs (Gevarain, Li-Po, Ecclese, Truan, Pilvar) - humanoids of all breeds and sizes
  • Ju-ju Dolls - little skeletons
  • Deathless Legionnaires - big, scythe wielding skeletons. Meta-Phyicists can summon a pet with the same look, with ingredients found in the Wing of the Past
  • Animated Corpses - skeletons
  • Eternal Guardian - Gladiatorbot (previously three, standing) patrolling in Guardian of Tomorrow's room, which can be attacked without causing the Guardian itself to aggro.

Bosses[edit]

Entrance Area[edit]

Defender of the Three[edit]

Defender of the Three
  • Mob Type: Nanofreak, Rubi-Ka unique boss
  • Alignment: Monster
  • Behaviour: Sight Aggro
  • Level: 40-42
  • Health: 6597-7091
  • Run Speed: 137-144
  • Respawn Time: 10 Minutes
  • Corpse Time: 2 Minutes
  • Coordinates: ??
  • Difficulty: Requires 6 non-twinked L30s, Soloable at L60 (Very Easy Difficulty)
  • Tactics: Defender of Three (DoT) is the first boss encounter you will find in this new instance, and guards the entrance to the three prong split leading to higher level bosses. He can be challenging if your health is below 500 (e.g. NTs, MPs, nanomages in general). His attacks usually go for 37-45, but his AoE fire nukes can pack quite a punch if your team composes of squishies. Every 15 seconds or so, he will raise both arms in the air and collapse them again in a circular pattern. This denotes that he is casting an nuke which either damages the team by up to 248, or a single target by up to 335. This is usually non-threatening to higher levels, but it can catch low healthed members unaware. If you are not tanking DoT, it is recommended to use a treatment lab in the middle of the fight to ease the healing effort of your healer.
Attack Information
  • Speed: (unknown)
  • Type: melee
  • Range: (unknown)
  Immunities

Need Info

  Special Attacks


Drop:


Wing of the Past[edit]

Stay close to the left hand wall and slip around the corners of the maze and most times you will only have to kill the patrolling Deathless Legionnaires, rather than the two standing guard in the alcoves. The exception is when someone has fled the maze and the Legionnaires do not correctly return to their places, whereupon they may attack, either because they are too close to slip by, or they are stuck in some sort of combat mode.

Windcaller Yatila[edit]

Windcaller Yatila
  • Mob Type: Humanoid, Rubi-Ka unique boss
  • Alignment: Monster
  • Behaviour: Sight Aggro
  • Level: 55-57
  • Health: 13441-14285
  • Run Speed: 209-217
  • Respawn Time: 10 Minutes
  • Corpse Time: 2 Minutes
  • Coordinates: ??
  • Difficulty: Requires 6 non-twinked L40-45s, Soloable at L60 (Below Average difficulty)
  • Tactics: Being the toughest Windcaller in the entire instance, Yatila will not go down without a proper fight. His normal attacks hit hard of between 42-309, and a dodge tank is recommended to avoid his critical hits, which can go to 164-525. Also note, that Yatila is something akin to an anti-mage. His nano programs are geared towards wearing down nano-users. Minor shutdown can cause you to panic for a moment as your pets, heals or nukes are disrupted from a mere 35 point debuff. Notum detonation on the other hand makes nano casting much more difficult as you have to use rechargers more frequently. As long as your team's heals can effectively counter his DPS, or you can burn him down fast enough before you wipe, Yatila should not be much of a problem considering that he's an optional boss.
Attack Information: Special Attacks:
  • Speed: (unknown)
  • Type: melee
  • Range: (unknown)

Immunities:

46271.gif
Calms:
??%
46269.gif
Charm:
??%
46277.gif
Snares:
??%
46275.gif
Roots:
??%
38845.gif
Blind:
??%
117924.gif
Divests &
Plunders:
??%
39125.gif
NanoSkill
Debuffs:
??%
117957.gif
Offensive
Debuffs:
??%
39098.gif
Initiative
Debuffs:
??%
38864.gif
Fear:

??%

Drop:


The Re-animator[edit]

  • Mob Type: Humanoid, Rubi-Ka unique boss
  • Alignment: Monster
  • Behaviour: Sight Aggro
  • Level: 58-60
  • Health: 11766-12441
  • Run Speed: 221-230
  • Respawn Time: 10 Minutes
  • Corpse Time: 2 Minutes
  • Coordinates: 60, 295, 16
  • Difficulty: Requires 6 non-twinked L40s, Soloable at L60 (Below Average Difficulty)
  • Tactics: The Re-animator's normal attacks are usually non-threatening, ranging from 50-200, but she has 3 main spells added to her arsenal of weapons. Her first skill is that she constantly has 3 grey, low leveled skeletons encircling around her and attacking any random party member. They die easily, hit softly, but spawn instantly upon death. They should not be much of a problem, but getting them off a doctor who cannot defend him/herself is vital to success. The second spell is the touch of uklesh nano. It deals ~200-400 cold damage in addition to rooting the target. Lastly, the most common trademark skill of The Re-animator is Curse of the Re-Animator, where she polymorphs the tank into a frail skeleton. This can be problematic for the tank as it lowers initiatives, and sets a moderately damaging DoT on him as well. The healer must heal through this as well as any damage spread across the team in order to survive.
Attack Information: Special Attacks:
  • Speed: (unknown)
  • Type: melee
  • Range: Unknown

Immunities:

46271.gif
Calms:
??%
46269.gif
Charm:
??%
46277.gif
Snares:
??%
46275.gif
Roots:
??%
38845.gif
Blind:
??%
117924.gif
Divests &
Plunders:
??%
39125.gif
NanoSkill
Debuffs:
??%
117957.gif
Offensive
Debuffs:
??%
39098.gif
Initiative
Debuffs:
??%
38864.gif
Fear:

??%

Drop:


Lien the Memorystalker[edit]

Lien the Memorystalker
  • Mob Type: Rubi-Ka unique boss
  • Alignment: Monster
  • Behaviour: Sight Aggro
  • Level: 64-66
  • Health: 24136-25318
  • Run Speed: 246-254
  • Respawn Time: 10 Minutes
  • Corpse Time: 30 Minutes
  • Coordinates: 69, 234, 2

Difficulty: Requires 6 non-twinked L50s, Barely Soloable at L60 (Quite Difficult)
Tactics: Yet the final encounter of the prong of the Past in the three way split, Lien has quite a few tricks up his hollow sleeve, making gratuitous use of AoE nanos. Lien deals 50-453 melee damage per hit and his crits are 150-673. The nano program to watch out for is Lien's Abomination of the Immortal. This nuke will deal up to 280 damage to your team and stun everyone for a further 3 seconds. Lien spams this spell once his health dips below 50%, and your healing must be equal to this or you will have to risk a damage race.

Any legionnaires seeing Lien being engaged will come to his help, therefore they should be eliminated before engaging Lien. Lien will typically not help legionnaires that he sees being attacked, though rarely he will. Known case: Burst fire at a Legionnaire directly behind Lien, although since targeting immediately switched to Lien, this may indicate the bugginess of targeting more than Lien's aggro tendencies. Lien summons 3 Ju-Ju Dolls which will choose targets independently of Lien, presenting the risk of interruption and damage on softer team targets. The Ju-ju dolls deal 26-58 damage per hit, and have just over 1/3 of legionnaires health.

After carefully clearing the vicinity of all Deathless Legionnaires, the less time you wait, the fewer of them you will have to face; they inevitably respawn, and on a much faster timer than Lien. Engage Lien with a tank and allow him to pick up aggro from the 3 Ju-ju dolls Lien summons. Ranged casters/gunners should be stationed behind the wall facing Lien. Once chained, Lien must be dealt with quickly or the healing must sustain HP levels.

The chance of one Dark Memories is very high; higher than the Urn even. Multiples are common, but not nearly as common as multiples of the Skull of Lamentation. The Memory Loops show up every other kill or so; probably around 40%, but they can appear in multiples rarely.

Attack Information
  • Speed: (unknown)
  • Type: melee
  • Range: (unknown)
  Immunities
  • Need Info
  Special Attacks

Drop:


Wing of the Present[edit]

The Curator[edit]

The Curator
  • Mob Type: Yuttos, Rubi-Ka unique boss
  • Alignment: Monster
  • Behaviour: Sight Aggro
  • Level: 52-55
  • Health: 9740-10753
  • Run Speed: 197-209
  • Respawn Time: 10 Minutes
  • Corpse Time: 30 Minutes
  • Coordinates: 191, 352, 34
  • Difficulty: Requires 6 non-twinked L40-45s, Soloable at L60 (Below Average difficulty)
  • Tactics: Large low level teams should find this boss fight slightly challenging. The Curator (nicknamed Yoda), is essentially of a spell-caster class, and his fire nanos can wear down the team rather quickly. His normal attacks hit for 61-84, and crits are double. However, his trademarked skills (both resistable) are Abomination of the Immortal (deals up to 280 fire damage to the entire team and stuns for 3 seconds), and Wrath of the Immortal (deals up to 400 fire damage to a single target, and stuns for a further 3 seconds). This makes the fight problematic as without proper healing, the tank can go down after a few cycles of these nano programs. The healer will have a hard time topping off the team's health, and getting stunned after this devastating blast just makes matters worse. A decent pet makes the win easy, alternatively, another common strategy would be to have the DPSers hide behind the wall and attack from a distance. After every AoE nuke cycle, once the stun wears off, hide away and use your own treatment labs to restore your health. Do not depend on the healers as they will have much to do in this fight.
Attack Information
  • Speed: (unknown)
  • Type: melee
  • Range: (unknown)
  Immunities
  • Need Info
  Special Attacks


Drop:


Nematet the Custodian of Time[edit]

Nematet the Custodian of Time
  • Mob Type: Humanoid, Rubi-Ka unique boss
  • Alignment: Monster
  • Behaviour: Sight Aggro
  • Level: 66-68
  • Health: 25318-26500
  • Run Speed: 254-263
  • Respawn Time: 10 Minutes
  • Corpse Time: 30 Minutes
  • Coordinates: ??
  • Difficulty: Requires 6 non-twinked L55s, Barely Soloable at L60 (Quite Difficult)
  • Tactics: Often termed as the 2nd final boss of the instance, Nematet is yet another spell caster who utilizes fire as his main spell attack. He hits hard on the tank, ranging anywhere from 73-505, with critical hits going to 246-525. These attacks are usually interspersed with fire nukes, which deals damage up to 407 and stuns the target for 3 seconds. He has an AoE fire aura which deals up to 288 damage, and it is recommended to stay at least 20m away from him if you are not a melee DPSer. Stay your distance and burn him down as quick as possible: it will not be to your advantage if the fight drags long enough, unless you are soloing him with a decent pet. Healers should concentrate heals on Nematet's main target as he/she will need much healing throughout the course of the fight.
Attack Information
  • Speed: (unknown)
  • Type: melee
  • Range: (unknown)
  Immunities
  • Need Info
  Special Attacks

Drop:


Wing of the Future[edit]

Guardian of Tomorrow[edit]

Guardian of Tomorrow
  • Mob Type: Juggernaught, Rubi-Ka unique boss
  • Alignment: Monster
  • Behaviour: Sight Aggro
  • Level: 67-69
  • Health: 25909-27091
  • Run Speed: 259-267
  • Respawn time: 10 min
  • Corpse Time: 30 Minutes
  • Difficulty: Requires 6 non-twinked L50s, Barely Soloable at L60 (Very Difficult)
  • Tactics: If engaged by his own without any Eternal Guardians, the fight will be simple and straightforward: a normal tank and spank. The main trouble with the Guardian of Tomorrow (GoT) is that his flurry of attacks can overwhelm the tank or healer, which makes the fight challenging. His attacks do not tend to hit hard, ranging from only 60-130, with critical hits going up to a maximum of 250, but his side turrets and headbutts can stack damage rather quickly, doing about an attack every 2 seconds. As long as the healer can heal through this damage, GoT will die and the path to Uklesh will be cleared.
Kiting does not work well despite the huge room space for you to do so. It would require about 500 runspeed to kite him effectively. If you do not have someone on your team that can root or snare him, GOT tends to move quickly around the hall, making it difficult for melee team members to maintain contact.
This boss is too hard for the average under 61 level player to solo, but a good 3-4 person team can bring him down.
GoT has been known to charge all the way from the back of the hall to the front to attack AFK characters outside of the patrol range of Eternal Guardians. The only way for Guardian Circuit Board scavengers to be completely safe from this is to remain active at keyboard. Or log out and back in again, although they will then run the risk of logging in to find GoT or EGs pulled to them.
Attack Information
  • Speed: 1.00s/1.00s
  • Type: melee and projectile damage
  Immunities
  • Immune to poison damage
  Special Attacks
  • None

Drop:


Gartua the Doorkeeper[edit]

Gartua the Doorkeeper
  • Mob Type: Atrox Enforcer, Rubi-Ka unique boss
  • Alignment: Monster
  • Behaviour: Sight Aggro
  • Respawn time: 10 min
  • Corpse time: 2 min
  • Level: 62-65
  • Damage Type" : Melee AC
  • Health: 13117-14142
  • Run Speed: 216-228
  • Difficulty: Requires 6 non-twinked L40s, Soloable at L60 (Below Average Difficulty)
  • Tactics: This Atrox is lined with four Atrox cultists in this small room. The Cultists and Gartua can be attacked without reaction from Gartua or the other Cultists. The Cultists and Gartua will attack on sight, but cannot see through the doorway; the player can see through and attack through too. All of the Cultists in the room have the same skills: The typical Challenger spell which adds bonus damage to their attacks, and a Mongo taunt which increases their health and applies a Heal over Time on them. AoEing is encouraged to quickly dispatch the four cultists, while the rest of the team should concentrate fire on Gartua himself. This fight can get complicated in the array of brawls going around, but Gartua himself has rather low health compared to other Temple bosses and will go down easily.
North of Gartua's room is an entirely empty room of the same small size; approaching the door just close enough to open it, giving Gartua line of sight, will body pull him without alerting the other cultists. In this empty room, no Cultists regularly spawn or patrol; a character can log out and log in there and risk attack only by trains.
  • Loot: Gartua hardly ever drops nothing, but about as often as not drops only one thing, which is usually one of the common rings. The Keeper's Vitality is more common than it used to be. Conversely, the Rockcrusher Gauntlets and Touch of the Gripper are more rare than they used to be; not a problem as they are 100% from the Curator.
Attack Information
  • Speed: (unknown)
  • Type: melee
  • Range: (unknown)
  Immunities
  • Need Info
  Special Attacks

Drop:


Uklesh the Frozen[edit]

Note that Khalum spawns immediately after Uklesh dies and Aztur after Khalum, preventing them for melee players from being challenged in separate fights that allow Medding in between. Uklesh respawn on his 10 minute respawn timer regardless of whether Khalum or Aztur from the previously killed Uklesh are still alive, making it possible to have multiple Khalums and Azturs to be alive at the same time.

Uklesh the Frozen
  • Mob Type: Rubi-Ka unique boss
  • Alignment: Monster
  • Behaviour: Sight Aggro
  • Respawn time: 10 min
  • Corpse time: 30 min
  • Level: 73
  • Health: 21039
  • Run Speed: 283
  • Difficulty: Requires 6 non-twinked L60s, Almost Impossible to solo! (Extremely Difficult)
  • Tactics: Prepare for the toughest boss fight in the game yet! If you are facing this beast all by yourself for the first time, you will be in for a big shock. Uklesh's trademark skill is a passive stun ability along with his normal attacks. He has roughly a 50% chance to stun on each melee hit (depends on target's Nano Resist, reducible by debuffing Uklesh's Time&Space skill). The stun lasts for 5 seconds only, but is unlikely to wear off before another stack of stun is applied. He hits fast and hard for about 100-280 melee damage, with crits 200-500. The recommended team set up is at least 2 people capable of tanking, 1 decent healer, and the rest as DPS. Both tanks must juggle aggro effectively in order to prevent being stunned throughout the entire fight. Alternatively, 1 tank is adequate, but he must quickly snatch back aggro once a DPSer causes too much taunt to pull Uklesh. It can get chaotic, but with a proper team, Uklesh will go down after some time. Do not rest on your laurels though, heal quickly the moment you see Uklesh falling to his feet. Khalum will spawn immediately upon his death.
Attack Information

Melee

  Immunities

Need Info

  Special Attacks
  • Stunned Stunned (stun 5 s cast on Uklesh's hits)


Drop:


Khalum[edit]

  • Mob Type: Dragonclaw, Rubi-Ka unique boss
  • Alignment: Monster
  • Behaviour: Sight Aggro
  • Respawn time: Spawns immediately after death of Uklesh the Frozen at his corpse.
  • Corpse time: 30 min
  • Level: 73
  • Health: 25247
  • Run Speed: 283
  • Difficulty: Requires 6 non-twinked L50s, Barely Soloable at L60 (Quite Difficult)
  • Tactics: AoE fest! Khalum will enter in his fiery splendor by shocking all team members to their feet with a 83-174 damage fire aura upon spawning. He hits moderately hard (100-200), but his fire aura will tick away at your team's health. It should not deal much damage if you have already gotten this far, but nevertheless, it wears your team down for the next fight. Khalum is usually considered the weakest of the trilogy of bosses, and should not require much strategy to handle.
Attack Information

Melee AC attacks and occasionally Projectile AC attack

  Immunities

Need Info

  Special Attacks


Drop:


Aztur the Immortal[edit]

Aztur the Immortal
Final boss of the Temple of Three Winds
  • Mob Type: Rubi-Ka unique boss
  • Alignment: Monster
  • Behaviour: Sight Aggro
  • Respawn time: Spawns immediately after death of Khalum at his corpse.
  • Corpse time: 30 min
  • Level: 74
  • Health: 38630
  • Run Speed: 522
  • Difficulty: Requires extraordinary efforts, which decrease as the number and utility of team members increases
  • Tactics: Once Khalum tumbles to the ground, top off your own health and nano immediately. Aztur the Immortal will spawn, and he has well earned his title of being an Immortal. The tank should have at least 3000 health to tank this final boss of the entire Temple of the Three Winds instance, and it is usually recommended to have 2 powerful healers supporting his back. 2 doctors are essential to keeping the tank alive as Aztur combines his Martial Arts prowess along with his equipped Stygian Desolator to cut through your tank. He essentially has 2 attack bars, both hurting equally as bad. Every hit goes for anywhere between 100-556, with critical hits amounting up to 300-1101 points of damage! His attacks come fast, and all it takes is 3 lucky crits for him to wipe your tank and hence, your team. Heals must be spammed regularly to prevent this from happening. DPSers on the other hand will have a hard time landing hits or nanos on Aztur's skin. His defense rating is not something to be messed with, and you will be surprised that despite his bulky appearance, Aztur evades most of the attacks you send at him. Nanos will be resisted frequently and MA skills and abilities will be ducked almost every time (Do not rely on Flower of Life!). He has no nano skills aside from his normal attacks, turning the battle into an intense tank and spank. Aztur can easily catch up to anyone with a runspeed below 500, and kiting him is not recommended unless you are soloing him with a melee character. Escape is possible, though, and Aztur is tethered to his home area; he will give up the chase once players reach the Guardian of Tomorrow room. If Aztur is evaded and/or there is no one left to fight him, there is a chance he may despawn and be replaced by Uklesh. Aztur may spawn with an attack that deals Melee damage, or one that does Energy damage.
Enforcers wielding Panther from Crypt of Home may be a match for Aztur, Fixers in Grid Armor, or Engineers with a Warbot of QL 129+. MPs can solo him from as low as a QL 101+ Frenzy Embodiment, thanks to a heal pet that can keep the Frenzy Embodiment alive for longer, though pets will likely require recasting. For a typical team of a tank and healer though, do not expect this fight to be easy. You will likely take several tries to down this boss.


Attack Information

Speed:

2.35s/2.35s
1.75s/1.75s

Type: Energy AC
or Melee AC (x7)
Range: 5m

  Immunities

Calms: 100%
Charms: 100%
Snares: 55%
Roots: 35%

  Special Attacks

None

Drop:


Loot[edit]

Almost all items here are NODROP, with the doctor's book, shoulderpads and most ring also being UNIQUEs.

Weapons[edit]

Armor[edit]

Can be traded to the Blind Cultist outside the temple for a Sealed Inner Sanctum Pass)


On use casts Unhallowed Force: +50 damage, 100% resistance to snares, roots and calms, locks Strength for 20 min.


On use casts Skin of the Believer: 500 pt absorb shield, locks Body Dev. for 20 min. Note Bloodleech Ring can deal 2000 damage and heal 1500 in that same duration of lockdown of Body Dev.


Shadowfade Armor:[edit]

Agent only.

Rings of Three[edit]

It is possible to get all of the rings with the same name but different bonusses, UNIQUE does not apply to item's name but item's id.

Specialty Rings[edit]

On use casts Memory Loss: wipes hatelist of target, locks Psycho Modi for 10 min. Target must be level 124 or less, giving it a level limit of usefulness, whereas its Psycho Mod requirement makes it usable by all professions, compared with the Emotional Sponge from Steps of Madness which requires Psychology and cannot be used on targets with 370+ Psychology.


On use casts Tattered Flame: damages target 300-339, locks Matter Crea for 3 min.


On use casts Weeping Flesh: damages target for 53 x 11, locks Bio Metamor for 3 min.


On use damages fighting target for 100, heals user for 75, locks Body Dev. for 1 min.


On use casts Eternal Night: blinds the target and modifies Add All Off -30, locks Sensory Impr for 3 min.

NCU & Belt[edit]

For 225 Computer Literacy, To3W offers 180 NCU (GCB + Loops ×5), which can keep froob or noob players going quite a while. What is the next step? Although this could be matched with six normal +30 NCU, the lowest 6-slot belt itself is 351 Computer Literacy, and NCU of that requirement are +37 NCU, for a total of 222 NCU

Implants[edit]

Nanos[edit]

Misc[edit]

Use with Nano Crystal (Lien's Crystalizer) Nano Crystal (Lien's Crystalizer) to spawn a Meta-Physicist's attack pet.


Quest Item[edit]

Bring to Dante Karall in return for 25,000 credits.

Books[edit]

See Martial Artist:Tips and Tricks

While other books are bought in stores, there is a quest in connection with the books collected in the Temple. The To3W books are turned in to the Hermit, who can be found at /waypoint 827, 2298, 647 (static, Tir Desert, Greater Tir County). She is inside a ring of stone which can only be entered from the West side. She says she is well versed in the ancient languages, and can help you with the books you find in the temple. She is looking for Ape Fist of Khalum, Tree of Enlightenment, and Karmic Fist Book. When you bring her the completed books you will receive special Martial Arts attacks. The Karmic Fist is located in the Inner Sanctum.



Map[edit]

Map of the Temple of the Three Winds


Minions[edit]

A Run Speed buff from a Fixer or Adventurer will leave the Cultists far enough behind that they go away and ignore you. But the current ultimate in protection from Cultists is the Initiate Teachings of the Immortal One, obtained with Commendations from Arbiter Vincenzo Palmiero in the ICC HQ Holodeck

Cultists: Scythe (Energy), Pitchfork (Melee), Pistol (Fire), Crossbow (Projectile) and other weapons in combination with different body builds and Breeds, all dressed in purplish jumpsuits. Of note:

  • Omnipresent heavily built nanomage male, fire nanos
  • Opifex female with Tattoos vertically through eyes and down face; Scythe energy, Wing of the Past
  • Blonde Solitus Male, Pitchfork


Past[edit]

Reanimator's Cave

Melee Damage:
  • Reanimator
  • Reverend Gulard
  • Reanimated Corpse with Cleaver - summoned by the Reanimator or spawned in the shallow water below, they have 285-300 or so HP
  • Eternal Sentinel - Frail Skeleton - low level; the only mobs in the instance other than Eternal Guardians that drop regular loot, and unlike the Guardians, they drop more than just swords.
  • Reanimated Corpse with Crossbow - Projectile damage

Lien's Maze

  • Lien the Memorystalker - Melee damage and Fire nanos
  • Ju-ju Doll - Summoned by Lien, melee damage
  • Deathless Legionnaire - Energy Damage - Scythe

Present[edit]

Acolyte Opet and Windcaller Rendal - Melee

Future[edit]

  • Reverend Julaan - Melee
  • Guardian of Tomorrow - Melee

Guardian of Tomorrow's room:

  • Eternal Guardians - drop only swords

Throne Room

  • Acolyte Kalen seems to be the only inhabitant that does not do Energy damage; her BFG does Radiation AC
  • Acolyte Verona - Energy
  • Cyth the Faithful. Less likely to aggro than the others. Energy damage
  • Reverend Saxx - melee damage, energy damage with the 1HB weapon
  • Pallen the Faithful and Muriel the Faithful of Aztur's "Throne Room", were changed in a patch from guarding the door to Gartua to wandering the area. They make it next to impossible to AFK in the Throne Room without being attacked. They do Energy damage at a value sufficiently low to allow characters with Dr Hack 'n' Quack on to AFK.
  • Exarch Ecclese - Energy

Drop probabilities[edit]

These percentages are a work in progress, subject to change in patches, and based on a very limited sample size. Your results may vary greatly. That said, it seems the rarest item in To3W is almost certainly a tie between the green BM MM ring from the Curator and the Holy Book of the Immortal from Aztur, followed by Guardian Tank Armor, followed at a fair distance by Keeper's Vitality. It is harder to kill Uklesh, of course, but the Frozen Tear drops relatively often, so it might not even be the next hardest. And the rest, excepting the Martial Artist books on which there is no info available, are not things too hard to get.

Which is a massive change from before 18.7; powerful buffing items like the Skull are much easier to get now. We know a lot more now about the relationship between drop reporting, loot tables, and patches, since the reports of the Skull and the Eye dropping before patch 18.7. As soon as the Skull was added to the game, large numbers of reports confirmed that, compared to a small trickle when it did not exist. It is safe to assume that any reports of Inner Faith dropping are the same attempts to gain fame or notoriety. It does not exist.


After[edit]

Players will greatly benefit from the items in Steps of Madness, but it is designed to exclude XP gain by making all its enemies very tough and low level. Biomare is better suited for leveling after leaving the Temple of the Three Winds.

Recent and notable past bugs[edit]

  • A bug has been reported in 2018 where Reverend Hyuan's Magical Stave of Inferno does not behave as one would expect when equipped to the social tab, ie come back off again. /stuck seems to fix this

Related Quests[edit]

Links[edit]

See also[edit]

Base of this article was taken from AoStratics.
Direct link to the original page: http://ao.stratics.com/content/guides/dungeons/templeofthreewinds.php?s=