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AION: Beshmundir Temple: Hard Mode Guide

This article is over 14 years old and may contain outdated information

“Beshmundir Temple: Normal Mode? Puh-leeze, I snored my way all the way to Stormwing, and then the scallywag didn’t drop a thing I wanted! Give me a challenge worthy of my talent…and throw in some loot too!”
You wanted new challenges? You wanted loot? You GOT IT!
Enter Beshmundir Temple: Hard Mode, the cure for the common dungeon! Witness Macunbello make a meal of unsuspecting souls, Virhana dish out enough damage to choke a black hole, and Stormwing subsist on the tears, cries, and sorrows of foolish Daevas.
In addition to more challenging encounters, Named Monsters in Beshmundir Temple: Hard Mode have increased drop rates, and drop new items including Eternal grade weapons, armor, and accessories!
Beshmundir Temple Lore

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The Beshmundir Temple is a series of catacombs constructed under direct orders from Dragon Lord Tiamat. The Temple was built as a memorial to fallen Balaur warriors, and is filled with sacred remains and relics from some of the strongest Balaur of the past. Graves of Balaur heroes are scattered throughout the Beshmundir Temple in crypts, vaults, courtyards, and gardens, and within the walls, Balaur priests hold ceremonies and conduct sacred rights.
While on the surface Beshmundir Temple seems like naught but a memorial, there are whispers that something darker and far more sinister lurks deep within its catacombs. Scouting reports indicate that Tiamat’s strongest warriors guard the Temple, and the Laksyaka Legion, which consists of some of the most fearsome Balaur in all creation, is stationed there as well.
Forces of such power are unwarranted for a location of low strategic importance, but there must be a purpose for their presence. It is up to brave Daevas to discover that purpose. Penetrate the Temple’s defenses, evade the traps, and discover what Tiamat so desires to protect.
Beshmundir Temple Walkthrough: Hard Mode
This walkthrough will cover Beshmundir Temple: Hard Mode, and will focus on strategies for defeating the Named Monsters. To enter Hard Mode, the Group Leader must choose the “Perilous Path” when prompted at the Beshmundir Temple Entrance. The “Safe Path” leads to Beshmundir Temple: Normal Mode, which is less difficult, but has decreased drop rates and inferior loot.

1

Captain Lakhara

6

Ahbana the Wicked

1a

The Soulcaller

2

Manadar

7

The Great Virhana

1b

Shadowshift

3

Macunbello

8

Dorakiki the Bold

1c

Thurzon the Undying

4

The Plaguebearer

9

Taros Lifebane

1d

Flarestorm

5

Vehala the Cursed

10

Isbariya the Resolute

1e

Stormwing

Named Monsters 1-10 can be accessed during the standard progression of the Instanced Dungeon, or, in some cases, by defeating other Named Monsters that fall within numbers 1-10.
In order to access Named Monsters 1a-1e, players will need to acquire and complete different steps of a Quest chain.
While reading this guide, players will come across references to damage. For example, a Named Monster may have one skill that inflicts “massive damage”, and another skill that inflicts “fatal damage”. Because there is disparity in how much damage players will take from various attacks based on their class and equipment, the chart below has been created for reference.
Please keep in mind that all “damage” values are estimates.

Classification

Damage Range

Damage

0 – 1,500

Moderate Damage

1,501 – 3,500

Massive Damage

3,501 – 6,500

Colossal Damage

6,501 – 12,500

Fatal Damage

12,501+

Beshmundir’s Walk and the Gate of Repose

Beshmundir’s Walk on Normal Mode

Beshmundir’s Walk on Hard Mode

Players will begin at Beshmundir’s Walk, a corridor with a switchback that leads to the Gate of Repose.
On Hard Mode, Normal Monsters (also known as Trash Monsters) will be more abundant, thus it will take more time to clear to each Named Monster.
Captain Lakhara protects the Gate of Repose, and is Beshmundir Temple’s first Named Monster. Only by defeating Captain Lakhara will players be able to access the rest of Beshmundir Temple.
Named Monster 1: Captain Lakhara (aka the noob grinder)

Captain Lakhara is the first boss of Beshmundir Temple, and is designed to filter out Groups that are not prepared for the rest of the dungeon. If Groups have trouble with Captain Lakhara, or flat out cannot defeat him, it’s a fair assumption that the rest of Beshmundir Temple will be even more difficult.
On Hard Mode, this encounter requires a Cleric and a Chanter; Captain Lakhara’s burst damage combined with the healing debuff he applies is too much for a single healer to absorb. Lakhara’s damage increases for all of his attacks on Hard Mode.
Captain Lakhara will begin the fight with a Conqueror’s Strike. This attack inflicts massive damage, and reduces the effect of healing on the target for 30 seconds. Lakhara will use this attack about once per 15 seconds, so expect it to be on the tank for most of the encounter.

Throughout the fight Captain Lakhara will raise his hands into the air and yell “Face my wrath!”. This signals that he is about to use Spinning Smash. Prior to Spinning Smash, Lakhara will use Divine Grasp to pull all targets in range towards him.
Captain Lakhara will then attack with 3 back to back Spinning Smash attacks, which will hit all targets in melee range. Lakhara tends to follow up the Spinning Smash attacks with a Conqueror’s Strike. In addition to a high amount of initial damage, Spinning Smash also applies a damage over time effect to the target that lasts 15 seconds.
This is the most dangerous part of the encounter for the tank, as the effect of healing will be reduced from Conqueror’s Strike, and Spinning Smash can cause a lot of damage. To mitigate some of the damage from Spinning Smash, the tank can take the first Spinning Smash, and then move out of range while Lakhara winds up for the following two. The entire Group is advised to use their best judgment to move out of range before Lakhara yells “Face my wrath!” to avoid Divine Grasp and the subsequent Spinning Smash attacks.
Lakhara will also use Seal of Victory from time to time, which raises his Evasion rate making him harder to hit. This buff can be dispelled by a Spiritmaster’s Dispel Magic.
For the duration of the encounter it’s important that all heals are focused on the tank, and DPS goes all out on Captain Lakhara. Make sure to pour on extra heals when Lakhara uses Spinning Smash to ensure that the tank stays alive. 
When Captain Lakhara drops below 20% HP, he will start using Certain Doom. Before unleashing this attack, a system message will display “Captain Lakhara is preparing his final strike!”. This attack can kill a tank in one hit, therefore, once Captain Lakhara reaches 20% it’s important to finish him as fast as possible, and for the tank to help soak the damage with any skills at their disposal.

Once Captain Lakhara is defeated, the gate behind him will open.
Captain Lakhara’s Skills

Icon

Skill Name

Skill Type

Description

Conqueror’s Strike

Attack

Inflicts massive damage and applies a debuff that decreases the effect of healing but increases block.

Spinning Smash

Attack

Inflicts massive damage to all targets in melee range and applies a damage over time effect that lasts 15 seconds and cannot be removed.

Seal of Victory

Monster Buff

Increases Captain Lakhara’s evasion rate. Can be dispelled.

Divine Grasp

Attack

Inflicts damage and pulls foes towards Captain Lakhara, stunning them for 1 second.

Certain Doom

Attack

Inflicts fatal damage.

 
{PAGE TITLE=To the Oracular Chamber}
Oracular Chamber

Once Captain Lakhara is defeated, it is possible to fight the next 9 boss monsters in whichever order. However, The Soulcaller is located in the Oracular Chamber, which is adjacent to the Gate of Repose.
There is a Quest chain to access the true final boss of Beshmundir Temple, Stormwing, and one of the first steps of that Quest is associated with defeating The Soulcaller. In order to access the Oracular Chamber and The Soulcaller, players will need to be on the appropriate step of the Quest.
If players have not completed or acquired the Stormwing Quest chain, and thus cannot access The Soulcaller, Manadar in the Crypt of the Vanquished is a wise alternative.

Named Monster 1a: The Soulcaller

The Soulcaller has two abilities that can cause instant death to those who do not pay close attention, but these fatal abilities are simple to counter. In addition, the Soulcaller on Hard Mode is almost identical to The Soulcaller on Normal Mode; Hard Mode Soulcaller just hits a bit harder.
The Soulcaller will begin the fight with an Earthly Retribution. This skill will inflict fatal damage to one player, but can be interrupted with silence, which almost necessitates the presence of a Ranger or Assassin.
The Soulcaller also uses Punishment; a shield which reflects 200% of the damage dealt back at the attacker, and lasts 5 seconds. When The Soulcaller begins casting Punishment, it’s essential that all damage stop until the buff wears off.
Throughout the encounter, The Soulcaller will fear players using Curse of the Legion, which lasts 2 seconds. Curse of the Legion may interrupt heals or tanking from time to time, but shouldn’t have a huge impact on the outcome of the encounter.

The Soulcaller’s Skills

Icon

Skill Name

Skill Type

Description

Punishment

Monster Buff

Applies a buff that reflects 200% of the damage inflicted back at the attacker. Lasts 5 seconds.

Earthly Retribution

 
Attack

 
Inflicts fatal damage. Can be interrupted with silence.

Curse of the Legion

Attack

Turns the target into a skeleton and causes fear for 2 seconds.

The Twisting Passage and the Crypt of the Vanquished

Once Captain Lakhara is defeated, players have access to Manadar and most of Beshmundir Temple’s Named Monsters. Manadar is located in the Crypt of the Vanquished, and is one of the easiest to reach from Captain Lakhara.
To reach Manadar, exit the Gate of Repose from the door that opened after Captain Lakhara was defeated, turn right, then take an immediate left and follow the stairs down. At the bottom of this area is the Acheron Mire, and to the right is the Crypt of the Vanquished. Bhemah stands watch in front of the corridor that leads to Manadar. Follow the corridor to its end to find Manadar himself.
Named Monster 2: Manadar

Manadar is a standard “Ranger” class monster; he will use ranged attacks, drop traps, and attempt to slow the tank with Hobbling Slash and decrease their maximum HP with Hit Vital Spot.
In theory, Hard Mode Manadar isn’t all that different from Normal Mode Manadar. Hard Mode Manadar drops Shock Traps more often, and uses Hit Vital Spot, while Normal Mode Manadar drops Explosive Traps more often, and is not able to use Hit Vital Spot. However, in execution, the frequency and severity of the Shock Traps make Hard Mode Manadar a great deal more difficult. 
This encounter is less healing intensive on the tank than Captain Lakhara, but there is a potential for more area of effect damage to the Group.
Manadar will begin the fight with Auspicious Spur, which decreases the tank’s evasion rate (nothing too heinous). He will also start using Hit Vital Spot, which lowers the tank’s maximum HP. Throughout the fight Manadar will use Hobbling Slash on the tank to slow their movement speed. Since there’s no need to move Manadar around, Hobbling Slash doesn’t seem like a huge issue.
However, Manadar will drop traps, which the tank will want to avoid when possible. The Explosion Trap will deal moderate damage in its area of effect, while the Shock Trap will deal a similar amount of damage and cause knockdown. The Shock Traps will keep the tank on their back for most of the fight if not avoided, so it’s imperative to keep an eye on the ground. The Cleric should be able to heal the tank through the traps, but other melee damage dealers should avoid all traps when possible.
On Hard Mode, Manadar will use the Shock Trap often, dropping three to four at a time throughout the fight; Manadar will use Explosion Trap less frequently. Ranged classes and healers should bunch up and remain at max range from Manadar. Use area of effect spells and attacks to destroy traps that appear near the ranged and healers.
While Manadar’s damage is nothing compared to Captain Lakhara, it can be a lot to keep up with when paired with traps, so avoid and destroy them when possible.

Manadar’s Skills

Icon

Skill Name

Skill Type

Description

Auspicious Spur

Attack

Inflicts damage and applies a debuff that decreases evasion rate.

Hobbling Slash

Attack

Inflicts damage and applies a debuff that decreases movement speed.

Explosion Trap

Attack

I nflicts moderate damage in an area of effect.
 

Shock Trap

Attack

Inflicts moderate damage in an area of effect and causes Stumble. Stumble is a knockdown that lasts 2 seconds.

Hit Vital Spot

Attack

Applies a debuff that decreases the target’s maximum HP for 30 seconds.

 
{PAGE TITLE=The Acheron Mire and Macunbello’s Refuge}
To reach the Acheron Mire, head back to the Twisting Passage from the Crypt of the Vanquished, and turn right, then proceed to the dock where the Plegeton Boatman awaits.

To get to Macunbello, players will need to cross three islands. The Plegeton Boatmen will offer to ferry players across. On these islands are several Normal Monsters, as well as an Elite Brutal Soulwatcher. Killing the Brutal Soulwatcher releases the soul of a Plegeton Boatman, who will provide passage to the next island. Killing the normal monsters on the island weakens Macunbello.

To begin the Macunbello encounter, speak to the Plegeton Boatman on the dock near Calike. Be advised, falling in the water here is a bad thing, and tends to result in instant death. The boatman will provide passage to the first island. Players will have about 4 minutes 45 seconds to engage Temadaro, Macunbello’s Guardian, who patrols the shore leading to Macunbello’s Refuge.  Once Temadaro is engaged Macunbello will remain.

On each island it’s important to engage and defeat as many of the normal monsters as possible, in addition to the Brutal Soulwatcher. Area of effect skills come in handy to defeat the Normal Monsters. Remember, there’s a time limit, so balance defeating the Normal Monsters with reaching Macunbello in time.
Depending on the number of Normal Monsters defeated, Macunbello will be stronger or weaker. If none of the Normal Monsters are defeated, Macunbello will deal colossal damage with his Shockwave and Tide of Darkness abilities, and Shockwave is an area of effect skill that can hit the entire Group. If all the monsters are defeated, Macunbello will deal less damage.
Named Monster 3: Macunbello

Macunbello will begin the fight with the Devour Soul buff, which makes him invincible for a short time. Because it will be hard for a tank to build threat while this is happening, try to limit healing while the buff is active.
Once the Devour Soul debuff disappears, Macunbello can be engaged. Macunbello will cast Absorb Energy of Darkness on the tank, which will drain their MP. He will also use Tide of Darkness to deal area of effect damage to the Group, and Shockwave which will hit the tank.
On Hard Mode, it’s important that the Group hide behind the pillars and line of sight Macunbello’s Tide of Darkness skill while the tank is tanking Macunbello.

Soon after the fight begins, Macunbello will start spawning additional monsters called Macunbello’s Right Hand. These monsters appear near the tombstones in the corner of the room, and begin casting Curse of Souls, which will turn the targeted player into a soul for 15 seconds and cause them to flee in terror. Curse of Souls has a long cast time, and Macunbello’s Right Hands don’t have much HP, so it’s best to kill them as fast as possible.
If a player becomes afflicted with Curse of Souls, Macunbello can use Devour Soul on them, which will inflict fatal damage and give Macunbello the Devour Soul buff which makes him invincible and increases his statistics for a short time. Devour Soul is a bad thing, so be sure to kill Macunbello’s Right Hands with all haste.
Macunbello’s Skills

Icon

Skill Name

Skill Type

Description

Devour Soul

Monster Buff

Applies a buff that makes the target invincible, and increases all of their statistics for 10 seconds.

Devour Soul

Attack

Inflicts fatal damage to a target affected by Curse of Souls.

Absorb Energy of Darkness

Attack

Applies a debuff that drains MP.
 

Shockwave

Attack

Inflicts variable (moderate to colossal) damage to the target.

Tide of Darkness

Attack

Inflicts variable (moderate to colossal) damage in an area of effect.

Macunbello’s Right Hand’s Skills

Icon

Skill Name

Skill Type

Description

Curse of Souls

Attack

Transforms the target into a soul and causes them to flee in terror.

 
{PAGE TITLE=The Vault of the Conquerors}

Drop down from Macunbello’s Refuge and players will find themselves in the Vault of the Conquerors. There are two bosses in the Vault of the Conquerors, and the Plaguebearer is the first. To reach the Plaguebearer, hang a right down the corridor at the end of the room, and follow the trail of slime.
Named Monster 4: The Plaguebearer (drives a van with curtains)

The Plaguebearer is a disgusting gelatinous blob that somehow managed to trap an innocent looking little girl inside of it.
Players will fight The Plaguebearer inside of an enclosure that looks to be made of ooze. It’s essential to have ranged damage dealers for this encounter, as The Plaguebearer will spend about half of the fight hovering near the ceiling, and will be out of range of melee.
Many of The Plaguebearer’s abilities cause poisoning which cannot be removed. The tank can expect to have the effects of Plaguebearer’s Projectile Vomit and Plaguebearer’s Mucus on at all times. Each of these debuffs inflicts poison damage over time, and Plaguebearer’s Mucus will also decrease attack speed. The Plaguebearer will also use Plaguebearer’s Digestive Fluid attack, which is an area of effect attack that will hit the entire Group.

In addition to its numerous abilities, The Plaguebearer will summon Plaguebearer Fragments throughout the encounter. The Plaguebearer Fragments are Elite Rank 4 monsters. Plaguebearer Fragments will cast Acid Spray, which deals moderate damage and applies a debuff that inflicts damage over time.
The Plaguebearer will summon one to two Fragments at a time, and these can either be ignored in favor of beating down the Plaguebearer with all haste, or defeated before the little fiends overwhelm the Group.
Plaguebearer’s Skills

Icon

Skill Name

Skill Type

Description

Plaguebearer’s Projectile Vomit

Attack

Applies a poison debuff that inflicts damage over time.

Plaguebearer’s Mucus

Attack

Applies a poison debuff that inflicts damage over time.

Plaguebearer’s Digestive Fluid

Attack

Inflicts massive damage in an area of effect around the Plaguebearer.

Plaguebearer Fragment’s Skills

Icon

Skill Name

Skill Type

Description

Acid Spray

Attack

Inflicts massive damage in an area of effect. 

 
Vehala the Cursed can be found at the end of the corridor that runs through the Vault of the Conquerors, and is a stone’s throw from the Plaguebearer.
Named Monster 5: (Corporeal) Vehala the Cursed

Vehala has a couple new abilities on Hard Mode, but none that will make the encounter much different from Normal Mode.
Vehala’s main skill is still Implosion. When he yells “We shall all be redeemed.”, it signals that he is about to cast Implosion. Implosion causes massive damage and stuns all targets in the area of effect for 7 seconds. Following Implosion, Vehala is affected by the Petrification buff, which decreases his physical and magical defense. Once Petrification wears off, Vehala will use Powerful Strike on the tank, which causes massive damage (and a great deal more damage than on Normal Mode).
Vehala has two new abilities on Hard Mode: Crippling Wave and Force Cleave. Crippling Wave just deals extra damage, while Force Cleave will hit all targets in melee range. These new abilities will deal extra damage to the tank and the Group, but don’t change much about the encounter.
To overcome this encounter, it’s easiest to tank Vehala in the corner of the room, and have all players but the tank run out of range when Vehala starts casting Implosion. Following Implosion, damage dealers can move back in range and attack Vehala while his defenses are weakened, but it’s important to watch aggro as the tank will be stunned until Implosion wears off.
Named Monster 5: (Spectral) Vehala the Cursed

There is a chance that Vehala the Cursed will appear as a specter, and will have a few different abilities.
Most of Spectral Vehala’s abilities are identical to Corporeal Vehala’s abilities, with a few exceptions. Spectral Vehala will use Vengeful Spirit’s Scream on the tank, causing them to flee in terror for a short time. Vehala will stop using this at about 75% HP.
When Vehala dips below 25% HP, he will start using two consecutive Powerful Strikes after each Implosion, as opposed to one. These are the sole differences between Corporeal and Spectral Vehala the Cursed.
(Corporeal) Vehala the Cursed’s Skills

Icon

Skill Name

Skill Type

Description

Implosion

Attack

Inflicts colossal damage in an area of effect and stuns all targets in the blast for 7 seconds.

Powerful Strike

Attack

Inflicts massive damage.

Crippling Wave

Attack

Inflicts moderate damage.

Force Cleave

Attack

Inflicts massive damage to all targets in melee range.

Petrification

Monster Debuff

Applies a debuff that decreases physical and magical defense (Vehala the Cursed will apply this debuff to himself after casting Implosion).

(Spectral) Vehala the Cursed’s Skills

Icon

Skill Name

Skill Type

Description

Implosion

Attack

Inflicts colossal damage in an area of effect and stuns all targets in the blast for 7 seconds.

Powerful Strike

Attack

Inflicts massive damage.

Crippling Wave

Attack

Inflicts moderate damage.

Force Cleave

Attack

Inflicts massive damage to all targets in melee range.

Petrification

Monster Debuff

Applies a debuff that decreases physical and magical defense (Vehala the Cursed will apply this debuff to himself after casting Implosion).

Vengeful Spirit’s Scream

Attack

Causes the target to flee in terror for a short time.

 
{PAGE TITLE=The Crypt of the Vanquished and Vault of the Conquerors Revisited}

Throughout the Crypt of the Vanquished and the Vault of the Conquerors are Warrior Monuments. Ahbana the Wicked will appear in the Watcher’s Nexus after a certain number of Warrior Monuments in the Crypt of the Vanquished and the Vault of the Conquerors are destroyed.
When a Warrior Monument is destroyed, the system message “Ahbana the Wicked is on alert” appears. When Ahbana has spawned, the system message “Ahbana the Wicked has appeared in the Watcher’s Nexus” appears.
The Watcher’s Nexus

To reach the Watcher’s Nexus, follow the Twisting Passage back to the Gate of Repose (where Captain Lakhara was previously). The Watcher’s Nexus will be on the right.
Named Monster 6: Ahbana the Wicked (now with 37% more wickedness!)

Ahbana the Wicked is a challenging encounter that requires patience and attention to detail. The most difficult part of the encounter is dealing with the effects of Weeping Curtain. This ability affects the entire Group, and renders healing ineffective for 15 seconds. Ahbana will cast this ability frequently, but there will always be a small window between one Weeping Curtain and the next where healers can use healing spells.
 The encounter begins with Ahbana the Wicked casting Weakness, which will decrease the Wind Resist of all in range, and lasts 60 seconds. The Group will be affected by this ability for most of the encounter. Later in the encounter, Ahbana the Wicked will start casting Current of Doubt, which will deal more damage to those affected by Weakness.
Soon after casting Weakness, Ahbana will cast the first Weeping Curtain, rendering healing ineffective for 15 seconds. Unlike Normal Mode, on Hard Mode Ahbana will not spawn Soulforms, thus making healing more challenging and decreasing damage that players can inflict. In addition, the amount of time between one Weeping Curtain and the next is has been decreased.
Ahbana the Wicked’s Skills

Icon

Skill Name

Skill Type

Description

Weakness

Attack

Applies a debuff that decreases the target’s wind resistance for 60 seconds.

Weeping Curtain

Attack

Applies a debuff that renders healing magic useless for 15 seconds.

Current of Doubt

Attack

Inflicts moderate damage (and inflicts extra damage to those affected by Weakness).

 
The Twisting Passage and the Forgotten Storeroom

When The Soulcaller has been defeated, players will receive the next part of the Quest sending them to the Forgotten Storeroom, which can be accessed by way of the Twisting Passage. The entrance to the Forgotten Storeroom is located in the Twisting Passage, just before the room where The Great Virhana resides, and just ahead of the ramp that leads to the Acheron Mire.
Inside the Forgotten Storeroom are two optional bosses related to the Stormwing Quest chain: Shadowshift and Thurzon the Undying. Shadowshift is the first.
{PAGE TITLE=Shadowshift}
Named Monster 1b: Shadowshift (a.k.a. a throbbing pain in the hind quarters)

Shadowshift might look simple on the surface, but this encounter is one of the most difficult in Beshmundir Temple. Shadowshift itself is dangerous, however, the additional monsters it summons will wreak the most havoc on the Group. On Hard Mode, Shadowshift summons two different monsters: Black Dregs, and Black Essence.

The Black Dregs will use Pungent Odor, which is an area of effect attack that will inflict moderate damage to those in melee range. Black Dregs will remain for a short while before disappearing, and can be slain with attacks. Shadowshift will spawn Black Dregs one at a time, but up to three can be up at the same time.

The Black Essence will use Ethereal Hand, which will inflict damage, pull the target towards the Black Essence, and stun for 1 second. The Black Essence casts Ethereal Hand as soon as it appears, and disappears right after, making Black Essences impossible to kill.
It’s easiest to have a ranged class, like a Ranger, tank this encounter, and have melee damage dealers focus on defeating the Black Dregs.  The Black Essence will pull players all over the room, and serve as an annoyance more than a mechanic that requires an adjustment of tactics. 
Shadowshift has a handful of skills in addition to its normal attack. Shadowshift will use Electrocution and Discharge on all targets that are attacking it. Players that are not inflicting damage to Shadowshift will not be hit by these attacks. Shadowshift will also use Grudge Slam, which inflicts moderate damage and pulls the target to Shadowshift.
At 75%, 50%, and 25% HP, Shadowshift will chant “Rebirth… Rebirth… Rebirth”, which signals that it is using Immortal Reverie. This buff lasts a short time, and causes all attacks to heal Shadowshift for a huge amount. Players must avoid attacking Shadowshift while Immortal Reverie is active, or else it will heal much of the damage that has been inflicted.

Shadowshift’s Skills

Icon

Skill Name

Skill Type

Description

Discharge

Attack

Inflicts massive damage.

Electrocution

Attack

Inflicts moderate damage.

Grudge Slam

Attack

Inflicts moderate damage, pulls the target towards Shadowshift, and stuns for 1 second.

Immortal Reverie

Monster Buff

Applies a buff that causes all attacks to heal Shadowshift.

Black Dregs’ Skills

Icon

Skill Name

Skill Type

Description

Pungent Odor

Attack

Inflicts moderate damage to all targets in melee range.

Black Essence’s Skills

Icon

Skill Name

Skill Type

Description

Ethereal Hand

Attack

Inflicts damage, pulls the target towards the Black Essence, and stuns for 1 second.

Forgotten Storeroom Continued
Continue down the path through the Forgotten Storeroom to find Thurzon the Undying; a welcome change of pace from Shadowshift.
Named Monster 1c: Thurzon the Undying (has a misleading name)

For a menacing skeletal dragon with suffix like “the Undying” attached to its name, Thurzon dies like a frightened Drakie. However, there are still a few skills of which to be aware.
From the start of the encounter, Thurzon will be using Terrorizing Flame, which applies a debuff that drains MP, as well as Inevitable Flame, which inflicts moderate damage, decreases the target’s evasion rate, increases block, and cannot be avoided. 
Once the Thurzon is at 75% HP, the encounter will start to get a little more interesting. Thurzon will cast Mental Shock on all players. Prior to Mental Shock, it’s a good idea for all players to have their backs to a wall, as Mental Shock will slow all players, cause them to flee in terror, and drain their HP and MP.

Following Mental Shock, Thurzon will summon an Immortal Watcher. The Immortal Watcher will use Draw Essence on all players, which will drain a massive amount of MP. Thurzon will also cast Mana Tap, which lasts 30 seconds and will heal Thurzon’s HP for the duration. 
Once Mental Shock wears off, all players should move to stand near the Immortal Watcher, as it will start using Life Tap. Life Tap deals minor damage, but restores a significant amount of MP.
At 50% and 25%, Thurzon will cast Mental Shock and summon more Immortal Watchers, repeating the above process over again. Overall, this is an easy encounter, and all of the skills that drain MP can be offset by the Immortal Watcher’s Life Tap.

Thurzon the Undying’s Skills

Icon

Skill Name

Skill Type

Description

Terrorizing Flame

Attack

Applies a debuff that drains the target’s MP.

Inevitable Flame

Attack

Inflicts moderate damage, decreases evasion rate, and increases block. This attack cannot be evaded.

Mana Tap

Monster Buff

Applies a buff that causes Thurzon the Undying to regenerate HP for 30 seconds (Thurzon the Undying will use this skill following Mental Shock).

Mental Shock

Attack

Applies a debuff that decreases the target’s movement speed, causes the target to flee in terror, and drains the target’s HP and MP.

Immortal Watcher’s Skills
 

Icon

Skill Name

Skill Type

Description

Life Tap

Attack

Inflicts damage to the target’s HP and increases the target’s MP.

Draw Essence

Attack

Drains a massive amount of the target’s MP.

 
{PAGE TITLE=The Hero’s Vault}
The Hero’s Vault

The Great Virhana blocks access to the final 5 Named Monsters of Beshmundir Temple, and is located in the Hero’s Vault. To reach the Hero’s Vault, head back to the Twisting Passage, and follow it to it end.
Named Monster 7: The Great Virhana (has a well earned name)

The Great Virhana earns his name with incredible damage and one-hit kills. This encounter is an old fashioned damage race to the finish, and if players don’t win the race, Virhana will make them pay.
 Virhana will begin the battle with the Seal of Reflection buff, which lasts 70 seconds and reflects long range attacks. This means that the entire Group will need to be in melee range with Virhana. Virhana will also use Massive Strike in between attacking the tank, which will hit all targets in melee range for massive damage.
In the first 70 seconds of the encounter, it’s important to use all buffs, skills, and abilities that increase damage, because when Seal of Reflection expires after 70 seconds, The Great Virhana will start using Virhana’s Curse.

Virhana’s Curse will deal fatal damage, and Virhana will target up to 3 players and cast the curse once every 10 seconds after Seal of Reflection expires. Virhana’s Curse has a 5 second cast time.
This means that, 70 seconds into the fight, Virhana’s Curse will be used on two to three random Group members, and Virhana will continue casting it every 10 seconds afterward. Keeping up with resurrections and healing becomes impossible if this lasts too long, so it’s important to do as much damage as possible as quick as possible, and defeat Virhana before he begins using Virhana’s Curse.
After casting Virhana’s Curse about a dozen times, Virhana will reapply the Seal of Reflection buff to himself and stop using Virhana’s Curse. If players lack the damage to defeat Virhana before the first Seal of Reflection wears off, it is possible to hold out until Virhana applies Seal of Reflection again.
Virhana’s Skills
 

Icon

Skill Name

Skill Type

Description

Massive Strike

Attack

Inflicts massive damage to all targets in melee range.

Seal of Reflection

Monster Buff

Applies a buff that reflects all long-range attacks. Cannot be dispelled.

Virhana’s Curse

Attack

Inflicts fatal damage to two to three targets.

 
{PAGE TITLE=The Garden of the Dead and the Garden of the Entombed}
The Garden of the Dead and the Garden of the Entombed

When The Great Virhana is defeated, a passage opens up behind him that leads to the Garden of the Dead. Traversing this area can seem treacherous given the abundance of monsters, but large groups of monsters can be defeated with ease by utilizing the Explosive Roots.

Just gather up a bunch of monsters on top of an Explosive Root, take a swing at it, and it will explode killing the monsters.
To find the next boss, proceed straight ahead from the entrance to the Garden of the Dead and around the giant monolith. Climb the hill for a bit, and Shulacks from the Nightshade Clan will start to appear. This area is called the Garden of the Entombed.
Named Monster 8: Dorakiki the Bold, Chopper, Fixit, and Sorcerer Hakiki

In the Garden of the Entombed is Dorakiki the Bold, the leader of the Shulack grave robbers known as the Nightshade Clan.
Dorakiki the Bold won’t be separated from his three allies Chopper, Fixit, and Sorcerer Hakiki, so players must be prepared to engage all four monsters at the same time.
Dorakiki the Bold is the most dangerous foe in this encounter, and will require a full time tank and a dedicated healer. Dorakiki doesn’t hit too hard, but will apply about half a dozen debuffs to the tank that will deal damage over time, diminish statistics, and cannot be dispelled. Dorakiki’s debuffing abilities include Sluggish Cloud, which slows the target, Exhausting Cloud, which decreases the target’s attack speed, and Hazy Cloud, which decreases the target’s evasion.
In addition to debuffs, Dorakiki’s damage over time abilities include Violent Cloud, which causes poison but increases block, as well as Itching Cloud, Stinging Cloud, and Tickling Cloud, which only cause poison. The tank can be inflicted with as many as 7 debuffs and damage over time abilities simultaneously, so it’s important to stay on top of healing. Dorakiki will also apply the Yiyaap! buff to himself, which increases his evasion rate, accuracy, and movement speed.
While the tank is busy with Dorakiki the Bold, Chopper, Fixit, and Sorcerer Hakiki will run rampant if not kept in check. Fixit will begin healing with Sea Spray if one of her allies is low on HP, so it’s best to kill her first. Fixit’s attacks don’t deal much damage, so any class can tank her while the main tank is on Dorakiki.
Chopper will receive 1 damage from all attacks, so it’s not possible to kill him. However, Chopper can deal some serious damage with his Waaaaaaaah! attack, and will require an off-tank. To avoid strain on the Cleric or Chanter, it’s often easier to have a Ranger, Spiritmaster, or Sorcerer occupy Chopper’s attention with slows and stuns (kite) while the rest of the Group focuses on Fixit and Dorakiki. If opting to kite Chopper, clear the Shulacks surrounding Dorakiki to avoid certain disaster.
Like Chopper, Sorcerer Hakiki will also suffer 1 point of damage from all attacks, and is not possible to kill. To deal with this, it’s best to crowd control Sorcerer Hakiki with a Sorcerer or Spiritmaster, and focus on Fixit and Dorakiki.
Dorakiki the Bold’s Skills

Icon

Skill Name

Skill Type

Description

Yiyaap!

Monster Buff

Applies a buff that increases evasion rate, accuracy, and movement speed.

Sluggish Cloud

Attack

Applies a debuff that decreases movement speed.

Exhausting Cloud

Attack

Applies a debuff that decreases attack speed.

Hazy Cloud

Attack

Applies a debuff that decreases evasion.

Violent Cloud

Attack

Applies a debuff that increases block but causes poison.

Itching Cloud

Attack

Applies a poison debuff.

Tickling Cloud

Attack

Applies a poison debuff.

Stinging Cloud

Attack

Applies a poison debuff.

Chopper’s Skills (GET TO DA CHOPPA!)

Icon

Skill Name

Skill Type

Description

Krall Quixote

Monster Buff

Applies a buff that increases attack power and defense.

Waaaaaaaah!

Attack

Inflicts massive damage.

Fixit’s Skills

Icon

Skill Name

Skill Type

Description

Sea Spray

Heal

Heals the target.

Sorcerer Hakiki’s Skills

Icon

Skill Name

Skill Type

Description

Zap

Attack

Inflicts moderate damage to all targets in melee, and applies a debuff that slows the target for 2 seconds.

 
{PAGE TITLE=The Garden of the Dead and the Blue Flame Incinerator}
The Garden of the Dead and the Blue Flame Incinerator

The next Named Monster is Flarestorm, which resides at the Blue Flame Incinerator connected to the Garden of the Dead. To reach the Blue Flame Incinerator, head up the path towards the Temple of Eternity. In the middle of the path and to the right is a stone arch. Pass through it to find Flarestorm.
To access Flarestorm, players will need to be on the correct step of the corresponding Quest. Otherwise, players will not have the key needed to unlock the Blue Flame Incinerator.
Named Monster 1d: Flarestorm

While Flarestorm is a simple encounter on Normal Mode, on Hard Mode it is much more difficult. The additional mobs that Flarestorm summons at 80%, 60%, 40%, and 20%, in particular, become a problem.
Like in Normal Mode, Flarestorm will begin the encounter with Pressure Wave, and follow Pressure Wave with Shroud of Ash. However, in Hard Mode, Shroud of Ash is instant cast, while in Normal Mode it has a short cast time. Shroud of Ash applies a debuff that inflicts periodic damage, but increases Darkness Defense.  The Shroud of Ash debuff will prevent players from receiving colossal damage from Orb of Annihilation, which Flarestorm will cast before the next Pressure Wave.
Pressure Wave deals massive damage, and can be avoided by moving out of melee range. However, it’s important to move back in range as soon as Pressure Wave is cast, otherwise players will miss Shroud of Ash. If the Cleric is confident in their Group healing skills, it’s possible for the Group to remain in range for Pressure Wave, and thus ensure that the entire Group receives Shroud of Ash.

At 80%, Flarestorm will summon additional Monsters called Calamities. These are Rank 4 Normal Monsters, and don’t have much health. However, if the Calamities are left alive for too long, the little devils will sacrifice themselves with Reckless Abandon, and deal massive damage to all targets in melee range.
The best strategy for dealing with the Calamities is to use area of effect spells and attacks, and kill them as soon as possible. Multiple Reckless Abandon attacks will kill the Group fast, so it’s important that all damage switches to the Calamities.
Flarestorm will summon Calamities again at 60%, 40%, and 20%, and the number of Calamities summoned will increase each time. It’s a good idea to time reaching these HP milestones to follow Pressure Wave, as dealing with Pressure Wave and Calamities at the same time can spell disaster. 
Flarestorm’s Skills

Icon

Skill Name

Skill Type

Description

Shroud of Ash

Attack

Applies a debuff that causes the target to suffer periodic damage, but increases the target’s darkness defense.

Pressure Wave

Attack

Inflicts massive damage to all targets in melee range (Flarestorm follows this attack with Shroud of Ash).

Orb of Annihilation

Attack

Inflicts variable damage (moderate to colossal) in an area of effect (this attack can be mitigated with Shroud of Ash).

Calamity’s Skills

Icon

Skill Name

Skill Type

Description

Reckless Abandon

Attack

The Calamity sacrifices itself to inflict massive damage to all targets in melee range.

The Garden of the Dead and the Temple of Eternity Entrance

Taros Lifebane is the next Named Monster, and is located near the Temple of Eternity Entrance.  To reach Taros, follow the path that leads out of the Garden of the Dead, and climb the path that parallels the cliff face.
Named Monster 9: Taros Lifebane

Taros Lifebane guards the entrance to the Temple of Eternity, and also carries the Temple of Eternity Key. Despite a foreboding appearance, Taros Lifebane is one of the easiest Named Monsters in Beshmundir Temple, even on Hard Mode.
Taros only has one unique attack: Wrathful Strike. This attack inflicts massive damage, decreases the target’s evasion, and increases their block. While the damage of this attack is significant, it’s nothing that a Cleric shouldn’t be able to heal through. Wrathful Strike is a frontal cone attack, so melee, ranged, and healers should not stand in front of the boss.
When Taros is at about 75% HP, he will start using the Frantic buff, which increases his attack speed, and the Explosion of Wrath buff, which significantly increases his attack speed and attack power. A Spiritmaster can dispel the Frantic buff, but Explosion of Wrath cannot be dispelled.
When Taros has both buffs active, healing can be a little intense, but the Cleric should be able to keep the tank alive with both buffs active.  
Heal the tank, stand to the side, and Taros will fall over.
Taros Lifebane’s Skills

Icon

Skill Name

Skill Type

Description

Wrathful Strike

Attack

Inflicts massive damage and decreases evasion while increasing block.

Frantic

Monster Buff

Applies a buff that increases attack speed for 2 minutes. Can be dispelled.

Explosion of Wrath

Monster Buff

Applies a buff that significantly increases attack speed and attack power. Cannot be dispelled.

 
{PAGE TITLE=The Temple of Eternity}
The Temple of Eternity

The Temple of Eternity boasts some impressive architecture and is protected by several dozen Balaur. In order to access the Ritual Chamber where Isbariya the Resolute resides, players will need to defeat a series of Gatekeepers and Protectors in search of the Ritual Chamber Key.

Gatekeeper monsters will spawn on the first floor of the Temple in predetermined locations. The Gatekeepers are: Gatekeeper Darfall, Gatekeeper Kutarrun, Gatekeeper Rhapsharr, and Gatekeeper Samarrn. Each Gatekeeper carries a key to one of the four chambers surrounding the Ritual Chamber.  The four chambers are: Meditation Chamber, Contemplation Chamber, Petition Chamber, and Supplication Chamber. Inside each chamber is a Protector monster.

Defeat the Protector, and another Gatekeeper will spawn. However, beside each Protector, there is a chance that the Mystery Box will spawn.

The Mystery Box contains the Ritual Chamber Key leading to Isbariya the Resolute. Players might defeat one Gatekeeper and find the Mystery Box in the corresponding Chamber, or might have to defeat all four Gatekeepers and Protectors to acquire the Ritual Chamber Key; it’s just a matter of luck.
Named Monster 10: Isbariya the Resolute (lol no stormwing 4 u)

Stormwing might be the final boss of Beshmundir Temple, but in some respects, Isbariya the Resolute is just as difficult.
Isbariya the Resolute is one of the more complex encounters in Beshmundir Temple, and is even more challenging on Hard Mode. The encounter can be broken down into four phases, and in each phase players will often have to perform tasks outside of their standard class roles.
This encounter is about as anti-tank and spank as it gets in Aion.
Phase 1

Before engaging Isbariya, note the location of the two artifacts in front of him.
The blue artifact on the left side is the Divine Artifact. Striking this artifact with an auto-attack provides the player and any surrounding allies with the Foul Shroud buff, which reduces the damage from Seething Explosion for a short time.
The red artifact on the right side is the Magic Artifact. Striking this artifact with an auto-attack provides the player and any surrounding allies with the Abjurant Mantle buff, which reduces the damage from Arcane Combustion for a short time.
Once Isbariya the Resolute is engaged, he will begin casting Seething Explosion and Arcane Combustion. These abilities will deal fatal damage, and must be avoided to survive. To mitigate the effects of Seething Explosion and Arcane Combustion, players must receive the corresponding artifact’s buff.
Seething Explosion = Blue Artifact
Arcane Combustion = Red Artifact
Attacking an artifact will provide the attacker and any allies in close range with a buff that will mitigate the damage from Seething Explosion or Arcane Combustion.
Phase 2
When Isbariya is at 75% HP, Phase 2 will begin. In this phase, Isbariya begins transforming Group members into spirits and summoning Sacrifical Souls. The Sacrificial Souls will spawn behind Isbariya the Resolute, and begin walking towards him. Should a Sacrificial Soul reach Isbariya, he will unleash a powerful attack that can devastate the Group.
On Hard Mode, Isbariya will continue Phase 1 and Phase 2 at the same time, so players will still need to continue to bunch up and attack the artifacts to mitigate the damage from Seething Explosion and Arcane Combustion.
Isbariya will spawn about 7-14 Sacrifical Souls behind him at a time, and will transform 1-2 players into spirits. Note that the tank, or the target that has enmity, cannot be affected by the transformation, but all others can. Players who have been transformed into spirits will only have access to auto-attack, and cannot use other abilities.
Defeat the souls as soon as possible, and push Isbariya to 50% HP.
Phase 3

At 50% HP, Isbariya the Resolute will begin summoning Apocalyptic Energy. The Apocalyptic Energy are small spheres of energy that float around the room, and aggro and de-aggro on random Group members.
On Hard Mode, Isbariya will continue Phase 1 and Phase 3 at the same time, so players will still need to continue to bunch up and attack the artifacts to mitigate the damage from Seething Explosion and Arcane Combustion.
The best strategy for dealing with the Apocalyptic Energy spheres is to kite them around the room until their aggro switches to another target. The Apocalyptic Energy can do a lot of damage to a single target, and having to heal that target and the tank can strain the Cleric or Chanter. The Apocalyptic Energy also make bunching up for artifact buffs more of a challenge, and it may be necessary to take some extra damage in favor of receiving the artifact buff.
Phase 4
At 25% HP, the final phase begins. Isbariya will begin summoning Holy Servants, which will drain HP and MP if not destroyed. It’s important that all damage dealers switch to these Holy Servants and destroy them as quickly as possible, then switch back to Isbariya the Resolute.
On Hard Mode, Isbariya will continue Phase 1 and Phase 4 at the same time, so players will still need to continue to bunch up and attack the artifacts to mitigate the damage from Seething Explosion and Arcane Combustion.
Isbariya will also use Tiamat’s Chaos, which is an area of effect fear attack that applies a debuff which inflicts damage over time. Tiamat’s Chaos will wreak havoc on the Group, so it’s important that Isbariya dies as fast as possible in this phase.
Control the chaos, and the fight will be over soon.
Isbariya the Resolute’s Skills

Icon

Skill Name

Skill Type

Description

Seething Explosion

Attack

Inflicts fatal damage (the damage from this attack can be mitigated by the Divine Artifact).

Arcane Combustion

Attack

Inflicts fatal damage (the damage from this attack can be mitigated by the Magic Artifact).

Tiamat’s Chaos

Attack

Causes the target to flee in terror and applies a debuff that inflicts damage over time.

Divine Artifact’s Skills

Icon

Skill Name

Skill Type

Description

Foul Shroud

Player Buff

Applies a buff that mitigates the damage caused by Seething Explosion.

Magic Artifact’s Skills

Icon

Skill Name

Skill Type

Description

Abjurant Mantle

Player Buff

Applies a buff that mitigates the damage caused by Arcane Combustion.

Apocalyptic Energy’s Skills
 

Icon

Skill Name

Skill Type

Description

Murderous Intent

Attack

Inflicts moderate damage and drains MP.

The Prison of Ice

If players have completed the appropriate Quests, they will be able to access Stormwing once Isbariya the Resolute has been defeated. Stormwing resides in the Prison of Ice, which can be accessed via the orb on the pedestal behind Isbariya the Resolute.

Named Monster 1e: Stormwing (that spectral dragon thing that’s sometimes on the login screen)

If Beshmundir Temple: Hard Mode were a sandwich, Isbariya the Resolute would be a gluttonous dollop of hot mustard, Shadowshift would be an oversized pickle, and Stormwing would be a barbequed semi truck tire tucked between two slices of toasted artisan bread. The point of this metaphor? The Hard Mode Stormwing encounter is difficult to swallow.
Hard Mode Stormwing makes all the other encounters in Beshmundir Temple: Hard Mode seem like dress recitals. This encounter was designed not to be beaten, but for those bold enough to make an attempt, here is how best to do it.
Stormwing will begin the encounter with several heinous skills, all of which will become more heinous as the encounter wears on. Stormwing’s core abilities include Midnight Wind, Distant Wind, and Threshing Wind.
Midnight Wind inflicts massive damage in a frontal cone, and applies a debuff that decreases physical and magical defense for 10 seconds. Distant Wind inflicts massive damage to a single target. Threshing Wind inflicts massive damage to all targets in melee range, and stuns for 1 second.
To avoid Midnight Wind, it’s advised that only the tank stand in front of Stormwing, and all others stand at his flanks. When Stormwing starts casting Threshwing Wind, all players should move out of melee range to avoid it. When the tank moves out of melee range, Stormwing will often pursue the tank and use Savage Teeth, which inflicts colossal damage and causes knockdown for 1 second. Stormwing will also use Savage Teeth at random from time to time.

The Group will need to spend much of the Stormwing encounter in motion. Stormwing will begin summoning Sharp Twisters and Root Twisters soon after he is engaged. These twisters tend to start inside of Stormwing and move outward in random directions. However, Stormwing will also spawn Twisters at the four corners of his hit box. It’s in the Groups best interest to avoid Twisters when possible.
If a Sharp Twister hits a player, it will use Blade Cyclone, which inflicts massive damage and applies a debuff that inflicts damage over time and decreases movement speed. If a Root Twister hits a player, it will use Restraining Gust, which inflicts moderate damage and immobilizes the player mid-air for 4 seconds.
From 100% HP to 50% HP, Stormwing will spawn Twisters based on the amount of damage per second he receives; more damage per second means more Twisters. It’s in the Groups best interest to do slow damage per second from 100% to 50%.  

When Stormwing hits 50% HP, he will begin summoning a great deal more Twisters, and will also start summoning Twisters on top of the players. Evading the Twisters after 50% is much more difficult, but at this point it’s also important to start piling on the damage, as attrition from Twisters and the sheer amount of damage that Stormwing inflicts is almost inevitable.
Stormwing will also start using Dragon’s Quake at 50%, which inflicts colossal area of effect damage, and stuns all targets for 1 second. Dragon’s Quake has the same attack animation as Threshing Wind, but has double or triple the range. It is possible to get out of range of Dragon Quake, but it can be difficult as it has a short cast time.
Once Stormwing reaches 35% HP, he applies the Voltaic Storm buff to himself, which makes the encounter even more hectic. Voltaic Storm increases Stormwing’s attack and defenses, makes all of his abilities hit harder, and cannot be dispelled. This is the time for players to deal as much damage as possible as fast as possible, as the damage from Stormwing’s abilities and rampant Twisters will wear down the healers and make the encounter a nightmare.
While Voltaic Storm is active, Stormwing will also discharge a Shocking Bolt from time to time, which inflicts massive damage to all targets in melee range. More or less, Shocking Bolt is just another area of effect attack from Stormwing with love.
Stormwing has no more surprises after 35%, but this part of the encounter is by far the most challenging.
Stormwing’s Skills

Icon

Skill Name

Skill Type

Description

Midnight Wind

Attack

Inflicts massive damage in a frontal cone and decreases physical and magical defense for 10 seconds.

Distant Wind

Attack

Inflicts massive damage.

Threshing Wind

Attack

Inflicts massive damage to all targets in melee range, and stuns for 1 second.

Savage Teeth

Attack

Inflicts colossal damage and causes knockdown for 1 second.

Dragon’s Quake

Attack

Inflict massive damage in an area of effect surrounding Stormwing, and stuns targets in the blast for 1 second (Stormwing starts using this skill when his HP dips below 50%).

Voltaic Storm

Monster Buff

Applies a buff to Stormwing that increases all attacks and defenses, and sometimes discharges a Shocking Bolt (Stormwing activates Voltaic Storm once his HP dips below 35%). Cannot be dispelled.

Shocking Bolt

Attack

Inflicts massive damage to all targets in melee range.

Sharp Twister’s Skills

Icon

Skill Name

Skill Type

Description

Blade Cyclone

Attack

Inflicts massive damage and applies a debuff that inflicts periodic damage and causes the target to become slowed.

Root Twister’s Skills

Icon

Skill Name

Skill Type

Description

Restraining Gust

Attack

Inflicts moderate damage and immobilizes the target mid-air for 4 seconds.

 
NCsoft Tips for Tackling Beshmundir Temple

“Much can be said about the mighty dragon, but nothing that makes it an easy fight to best him. If you attempt the fight in normal mode, you might want to start kiting him around 25% health to avoid twisters causing too much positioning chaos in the group.”  

–Mohamed Fadl, Community Manager, German

“Add group safety to your fight against Vehala the Cursed by stopping all damage (dps) when the tank is stunned by Vehala’s Implosion skill. However, this tactic also greatly extends the time it takes to beat this challenge.”  

–Mohamed Fadl, Community Manager, German

“During the first phase of the battle against Isbariya the Resolute only one person needs to hit the corresponding artifact for the whole group to receive the buff as long as everyone is in range. Mitigating his fatal skills will make life easier for all.”  

–Christian Vestol, PR Manager, Europe

“Taros Lifebane loves to charge those who stay at range. Keep your damage dealers and healers in melee range behind him from the start to avoid that. Being in control of a fight is often the key to success.”  

–Christian Vestol, PR Manager, Europe


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Author
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Paul Younger
Founder and Editor of PC Invasion. Founder of the world's first gaming cafe and Veteran PC gamer of over 22 years.