Tempest Temple

Quick Facts


The Darkened Sea



Level Range:
100 - 105

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The Darkened Sea Info & Guides: Overview | Progression & Task List | Raiding | Visible Armor

When outsiders invaded the Coral Keep, they brought a myriad of outside cultures and religions.
A group of powerful kedge in the keep were introduced to the worship of Karana from one priest traveling in the area, and converted to the worship of the god of storms.
They found a small island nearby, a volcano and a small surrounding jungle and beach.
The kedge wizards, magicians, and enchanters all worked their powerful magic to manipulate the area.
They hope to engineer the perfect storm and open a gateway to the plane of their new god.

Whether the kedge's plan will work remains to be seen, but they have succeeded in causing a massive amount of chaos in an around the island.
Another group of druids has some to put a stop to their machinations, and have enlisted help to aid in their endeavors.

The Tempest Temple is a Tier 1 zone and is an open zone.
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# Jul 20 2016 at 6:07 AM Rating: Good
2,991 posts
Vigromot's point has some merit, but only because, like I said, the first zones of a new xpac will be challenging because players start out just with the level, gear and spells from the previous xpac. But if you look back at entry level zones for previous expansions (Shard's Landing, Feerrot the Dream, Lunanyn, etc.) none of them are as badly designed as Temple. They have plenty of open spaces, very few mobs see thru invis, most are snareable and rootable, kiters can kite, rotters can rot, groups can set up in reasonably safe areas and pull to them, etc. Temple is probably the worst entry level zone for any xpac in the history of the game, ESPECIALLY when you consider how due to progression being locked, every player was FORCED to start in Temple. It's quite a small zone too so cram a hundred players into it---well, frankly, unlike all the previous opening zones I listed---and others---you could NOT accommodate 100 players in Temple. I doubt 50 players could XP effectively at the same time.

In short, the zone stinks! I went back recently at 105 to kill nameds for Hunter achievement and it still stinks!

Edited, Jul 20th 2016 8:11am by Sippin
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Fun zone
# Jan 15 2016 at 9:59 AM Rating: Good
I like the zone, fun and challenging! The only thing i dont like is the fact that a lot of mobs are not mezzable. And it is a zone that requires a lot of CC...
# Jun 21 2015 at 6:07 AM Rating: Excellent
2,991 posts
This is a lousy zone to introduce a new xpac. Not only is it too small but the tasks are quite challenging, involving see-invis mobs, unsnareable mobs, needing to fight multiples in tight quarters, etc. They're especially difficult for players just breaking out of the earlier xpac, at level 100 and without the gear and spell upgrades available once you've done a lot of progression work in TDS. For example, the mercenary tasks in Brother Island, which is several xpac steps removed from this one, are simple "kill so many of this mob" tasks in a zone with no see-invis mobs (except for nameds), plenty of space to fight, easy to split mobs, etc. By contrast the Temple task involving the pirate ship requires fighting multiple see-invis mobs in tight quarters, looting chests near other see-invis mobs and just generally a much more demanding chore, especially at level 100. A 100-101 enchanter doesn't even have the mez spell to handle such mobs. Yeah, EQ did get wise and removed the progression requirements for Brother Island. I would advise any players starting out in this xpac to head straight there.

Edited, Jun 21st 2015 8:08am by Sippin
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
# Jul 18 2016 at 4:24 PM Rating: Default
This extreme difficulty for the initial zones and a heckuva lot easier for the advanced zones has been the consistent manner of this game since PlanesofPower was introduced back when--NightMare and Disease rough and the next two exercise reasonable caution, pull, kill and work the tasks/quests
Names in zone
# Dec 31 2014 at 6:31 PM Rating: Decent
4 posts
P -17.4375, 31.4285, 170.7598, 127, 0, 0, 1, Nulian_the_Stormwarden_(roam)
P 62.1568, 20.3652, 134.1664, 127, 0, 0, 1, Nulian_the_Stormwarden
P 52.0646, -515.3671, 1.6203, 127, 0, 0, 1, Reefmaw
P 106.5579, -455.9235, -0.4309, 127, 0, 0, 1, Reefmaw
P -54.0400, -456.5101, -0.4309, 127, 0, 0, 1, Reefmaw_(roam)
P -438.4743, 463.1967, 1.5644, 127, 0, 0, 1, Scalithid_the_Deepwalker
P 604.8801, -329.4010, 69.3095, 127, 0, 0, 1, Captain_Johan
P -608.8875, -169.5260, 3.3172, 127, 0, 0, 1, Serpentil_(roam)
P -716.7343, -195.5116, -0.4308, 127, 0, 0, 1, Serpentil_(roam)
P -721.5321, 211.2762, 10.7672, 127, 0, 0, 1, Aquinus
P -661.1500, 159.5053, 16.0798, 127, 0, 0, 1, Aquinus
P -104.2256, 294.5508, 165.8073, 127, 0, 0, 1, Stormrock
P -161.1142, 99.0287, 166.7140, 127, 0, 0, 1, Stormrock
P -149.8365, -51.6201, 129.6164, 127, 0, 0, 1, Stormrock
P 290.4867, 295.0040, 1.5283, 127, 0, 0, 1, Strangacul
P 160.3768, 478.3382, -0.4305, 127, 0, 0, 1, Strangacul
P 318.1356, 155.0028, 4.9653, 127, 0, 0, 1, Strangacul
# Nov 11 2014 at 3:11 AM Rating: Decent
Connecting Zones tab lists Guild Hall needs correcting. Guild hall takes you to Katta Castrum: Deluge not Tempest Temple
Scott Calkins
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