Temple of Three Winds

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Totwentrance.jpg

The Temple of Three Winds (TOTW) is a dungeon for players of level 60 and below. As the headquarters of a cult known as Cult of the Immortal One, you will encounter many religious type NPCs in this dungeon. Most common are the Cultists who are guarding this temple with their lives. Many items from this dungeon have descriptions, explaining the Cult of the Immortal One. Please keep in mind that you will be warped out of the dungeon after reaching a certain level and you will not be allowed to go back in again if you are higher than level 60.

Contents

[edit] Location

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

Windcaller Cerrak

There is a neutral outpost south of the temple, approximately half way between the temple and the zone border that links Greater Tir County to Tir County

Leaving the Temple, or getting there without teleporters, requires a trek across the desert, either to Tir or to a nearby player city. Teleporters in most cities will send players to the following coordinates:

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.

[edit] Windcaller Cerrak

An easy way for Omnis and Neutrals to get to this temple is to go to Rome Green. In the south east of Rome Green at 426 x 242 you should find several boxes and Windcaller Cerrak standing next to them.

Talk to the him and once you get the option to give him something, enter 1000 credits at the bottom of the 'Give Items/Give Credits' box. Characters below 60 will get a key, which looks like parchment. Characters below 60 can use the key on the portal (Temple of Three Winds Gateway) next to the Windcaller; doing so transports them instantly to the Temple of Three Winds.

Temple of Three Winds Key Temple of Three Winds Key

Windcaller Karrec dutifully standing in the service of the Three.

Pick up the item out of inventory, with it on your cursor, click on the portal.

[edit] Windcaller Karrec

Added in a recent patch, Windcaller Karrec will also teleport players to the Temple at the Newland Desert whompahs. He can be safely accessed by any faction, as he is found on the southeast side of the Newland Desert whompahs, south of the Fair Trade shop, east of the merchant huts.

Karrec is Cerrak spelled backwards.


[edit] Monster List

All monsters here always aggro, even when they are grey. Fortunately, they have short range of aggoring, so it is sometimes possible to sneak.

  • 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 recently added Like Fine Wine quest.
  • 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 being aggroed by the Guardian itself.

[edit] Bosses

[edit] Windcaller Yatila

WindcallerYatila.jpg

Mob Type: Humanoid, Rubi-Ka unique boss
Alignment: Monster
Behaviour: Sight Aggro
Level: ??
Respawn Time: 20 Minutes
Coordinates: ??
Difficulty: Requires 6 non-twinked L40-45s, Soloable at L60 (Below Average difficulty)
Tactics: Being the toughest Windcaller in the entire dungeon, Yatilla will not go down without a proper fight. His normal attacks hit hard, and a dodge tank is recommended to avoid his critical hits, which can go up to 500 on a non-60. Do note however, that Yatilla 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 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, Yatilla should not be much of a problem considering that he's an optional boss.

Attack Information: Special Attacks:

Speed:

(unknown)

Type:

(unknown / melee?)

Range: Unknown

None

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:


[edit] The Re-animator

Mob Type: Humanoid, Rubi-Ka unique boss
Alignment: Monster
Behaviour: Sight Aggro
Level: ??
Respawn Time: 20 Minutes
Coordinates: ??
Difficulty: Requires 6 non-twinked L40s, Soloable at L60 (Easy Difficulty)
Tactics: The Re-animator is slightly easier than Windcaller Yatilla. Her normal attacks are usually non-threatening, ranging from 50-200, but she has 3 main spells added to her arsenal of weapons. Nevertheless, she should be a relatively easy fight. 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 one 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:

(unknown / melee?)

Range: Unknown

None
  • Skeletons
  • Touch of Uklesh
  • Polymorph Debuff: Skeleton

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:


[edit] The Curator

The Curator

This strange talking little fellow is around level 57.

Respawn time: Need Info.
Difficulty: Requires 6 non-twinked L40s, 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 2 fire nanos can wear down the team rather quickly. The first is a single target fire nuke which deals roughly the same damage as the ring of tattered flame. It is often served with his normal attacks which hit for slightly less (75-250). However, his trademarked skill would be his AoE fire spell. It deals about 200 fire damage to the entire team, and stuns for a further 4-5 seconds (resistable). This makes the fight problematic as without proper healing, the tank can go down after a few cycles of this nano program. 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 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

Need Info

  Immunities

Need Info

  Special Attacks
  • Single target Fire Nuke (~300 dmg)
  • AoE Fire Nuke (~250 dmg, 4s stun to anyone in vicinity)


Drops:


[edit] Defender of the Three

casts area nukes

Defender of Three

Respawn time: Need Info.
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 dungeon, 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 no more than 100, 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 AoE nuke which damages the team by 150. 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

Need Info

  Immunities

Need Info

  Special Attacks
  • Aoe Fire Nuke (150 dmg to anyone in the vicinity)


Drops:













[edit] Nematet the Custodian of Time

Nematet the Custodian of Time

Respawn time: 20 min (?).
Difficulty: Requires 6 non-twinked L55s, Barely Soloable at L60 (Very Difficult)
Tactics: Often termed as the 2nd final boss of the dungeon, Nematet is yet another spell caster who utilizes fire as his main attack. He hits hard on the tank, ranging anywhere from 100-300, with critical hits going to as high as 600. These attacks are usually interspersed with fire nukes, which deals damage (~400) and roots the target to prevent him/her from running. He has an AoE fire aura which deals roughly 150 damage per tick (~150dmg/10s), 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. Healers should concentrate heals on Nematet's main target as he/she will need much healing throughout the course of the fight.

Attack Information

Need Info

  Immunities

Need Info

  Special Attacks

Drops:



[edit] Lien the Memorystalker

Lien the Memorystalker
Level 66.

Respawn time: 15 min
Difficulty: Requires 6 non-twinked L50s, Barely Soloable at L60 (Above Average Difficulty)
Tactics: Yet the final encounter of the left prong in the three way split, Lien has quite a few tricks up his hollow sleeve, making gratuitous use of AoE nanos. After carefully clearing the vicinity of all deathless legionnaires, 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. The Ju-ju dolls deal light damage (~50) per hit, but have a whole lot health, somewhere close to a legionnaire itself. It will be very problematic if the healer has to deal with these dolls, as they will be nothing other than a distraction. Killing them is not imperative to your survival, and will mean nothing. The nano program to watch out for instead is Lien's Abomination of the Immortal. This insane nuke will deal at least 250 damage to your team and stun everyone for a further 5 seconds. Once chained, Lien must be dealt with quickly or your team will be sent to the reclaim in no time. Lien spams this spell once his health dips below 50%, and your DPS must pick up, or you will risk having your team wipe. It is a DPS race to a certain extent, but with a decent healer, this encounter will be made much easier, with ample rewards and loot awaiting you.


Attack Information

Need Info

  Immunities

Need Info

  Special Attacks

Summons 3 Ju-ju Dolls on aggro.

Drops:


[edit] Guardian of Tomorrow

Guardian of Tomorrow

Respawn time: 20 min (?).
Difficulty: Requires 6 non-twinked L50s, Barely Soloable at L60 (Very Difficult)
Tactics: Don't be frightened by his size, because that's the only thing that will be a problem in this fight. 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 50-100, with critical hits going up to a maximum of 250, but his side turrets and headbutts can stack damage rather quickly, doing about 3 attacks every 2 seconds. As long as the healer can heal through this damage, GoT will die and the path to Uklesh will be cleared. Do note however, 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.


Typically level 67. Too hard for the average under 61 level player to solo, but a good 3-4 person team can bring him down.

Attack Information

If you don't 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.

  Immunities

Immune to poison damage.

  Special Attacks

I believe he does either radiation or projectile damage.


Drops:







[edit] Gartua the Doorkeeper

Gartua the Doorkeeper

Respawn time: 20 mins
Difficulty: Requires 6 non-twinked L40s, Soloable at L60 (Easy 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 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 and will go down easily.

Gartua has a very low drop rate for his goodies.

Attack Information

Need Info

  Immunities

Need Info

  Special Attacks

Need Info


Drops:


[edit] Uklesh the Frozen

Uklesh the Frozen

Respawn time: 25-30 mins ish.
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). The stun lasts for 3 seconds only, but is unlikely to wear off before another stack of stun is applied. He hits fast and hard for about 100-300 damage, crits going up to a maximum of 700. 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

Need Info

  Immunities

Need Info

  Special Attacks

Chance to stun for 3 seconds on hit.


Drops:
















[edit] Khalum

Respawn time: Spawns after death of Uklesh the Frozen.
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.


Drops:

[edit] Aztur the Immortal

Aztur the Immortal
Final boss of the Temple of Three Winds

Respawn time: Spawns after death of Khalum. Period varies randomly from zero delay to several minutes.
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 Dungeon, 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 150-500, with critical hits amounting to a whopping 1000 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 soloing 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. 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: Melee damage (x7)
Range: 5m

  Immunities

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

  Special Attacks

Drops:

He drops the Desolator every time he dies, sometimes multiples.


[edit] Loot

Almost all items here are NODROP, most of them are also UNIQUEs.

[edit] Weapons

[edit] Armor

[edit] Shadowfade Armor:

Agent only. Windcaller Yen always drops two parts. Click here to see its cumulative stats

[edit] 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.

[edit] Specialty Rings

[edit] Shoulder Pads

[edit] NCU & Belt

[edit] Implants

[edit] Nanos

[edit] Misc

[edit] Quest Item

[edit] 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.


[edit] Bracers


[edit] Map

Map of the Temple of the Three Winds

[edit] Credits

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

[edit] Related Quests

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