Temple of Three Winds

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Totwentrance.jpg

The Temple of Three Winds (TOTW) 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 instance after reaching level 70 and you will not be allowed to go back in again if you are higher than level 60.

Patches

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

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

Windcaller Karrec

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

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

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

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

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 short range of aggroing, so it is sometimes possible to sneak.

Body pulling works on some groups and not others, so you will have to experiment.

  • 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
  • Animated Corpses - skeletons
  • Eternal Guardians - three gladiatorbots standing in Guardian of Tommorow's room, which can be attacked without causing the Guardian itself to aggro.

Bosses

Entrance Area

Defender of the Three

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

Windcaller Yatila

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

  • 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

Lien the Memorystalker
  • Mob Type: Rubi-Ka unique boss
  • Alignment: Monster
  • Behaviour: Aggro when attacked ; was Sight Aggro aka Kill On Sight
  • 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 45-55%, 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

The Curator

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

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

Guardian of Tomorrow

Guardian of Tomorrow
  • Mob Type: Juggernaught, Rubi-Ka unique boss
  • Alignment: Monster
  • Behaviour: Sight Aggro
  • Level: 67-68
  • Health: 25909-26500
  • Run Speed: 259-263
  • 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

Gartua the Doorkeeper
  • Mob Type: Humanoid, Rubi-Ka unique boss
  • Alignment: Monster
  • Behaviour: Sight Aggro
  • Respawn time: 5 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 fat atrox is lined with 4 similarly obese cultists in this small room. The boss fight comes as a package along with these 4 adds, and all 5 of them are usually taken together due to Gartua's relatively low damage output. All of the atroxes 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 off the 4 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.
Attack Information
  • Speed: (unknown)
  • Type: melee
  • Range: (unknown)
  Immunities
  • Need Info
  Special Attacks

Drop:


Uklesh the Frozen

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

  • Mob Type: Rubi-Ka unique boss
  • Alignment: Monster
  • Behaviour: Sight Aggro
  • Respawn time: Spawns after death of Uklesh the Frozen.
  • 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 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.
Attack Information

Need Info

  Immunities

Need Info

  Special Attacks

Has an AOE fire-damage aura which hits surrounding players for ~200 damage every 10-15 seconds.


Drop:


Aztur the Immortal

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 after death of Khalum. Period varies randomly from zero delay to several minutes.
  • Corpse time: 30 min
  • Level: 74
  • Health: 38630
  • Run Speed: 522
  • Difficulty: Requires 6 well-equipped L60s, Almost impossible to solo! (SUPER EXTREMELY VERY DIFFICULT difficulty)
  • 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. Another worthy point to note is his run speed. 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. Yet another method of defeating him besides a Panther wielding Enfo is that of a Warbot/Slayerdroid Engineer, who can chomp down Aztur as if he weren't even there, while MPs can solo him from as low as a Frenzy Embodiment (pet recast will likely be needed) thanks to a heal pet that can keep MP/attack pet going. 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 (previously Melee) (x7)
Range: 5m

  Immunities

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

  Special Attacks

None

Drop:


Loot

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

Weapons

Armor

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.


Shadowfade Armor:

Agent only.

Rings of Three

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

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.


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

Implants

Can be equipped by anyone but used only by Nano-Technicans. On use casts Notum Splice: +50 nano each sec for 20 sec, locks Max Nano for 10 min.


Nanos

Misc

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


Quest Item

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

Books

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.


Map

Map of the Temple of the Three Winds


Minions

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

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

Acolyte Opet and Windcaller Rendal - Melee

Future

  • 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


After

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.

Related Quests

Links

See also

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