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Temple of Namari Dungeon Guide in Diablo Immortal
来自 Medievaldragon
[Last Updated]:
2022/09/29
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This Diablo Immortal Temple of Namari dungeon guide provides a deep-dive into the bosses, strategy, monsters and Set Items found in the dungeon. It is located in Bilefen and is unlocked at level 40.
Each dungeon is unlocked via Story quest progression as you level through level 1-60. More dungeons will be added as new content is introduced.
Bilefen Zone Guide
Overview
The sixth dungeon of Diablo Immortal is the Temple of Namari, located in the Bilefen zone. The dungeon can be unlocked at level 40 toward the end of the Bilefen's story. In the Destruction's End dungeon you learned how to destroy the three corrupted Worldstone shards. Besides El'druin, Tyrael's sword, the only other known angelic weapon is in Bilefen.
The Yl'nira angelic sword resides in the Temple of Namari. However, the ghost of Namari requires all three Nephalem Beacons in place to grant you access to the Temple of Namari. All three Nephalem Beacons have been scavenged by thieves. After reclaiming the third Nephalem Beacon from Chieftain Ongori in Kikuras Rapids, Namari opens the way into the temple. You must put an end to Sargoth, before he escapes his eternal prison and summons forth demons from the Burning Hells to do his bidding.
The Temple of Namari dungeon entrance is located southeast of Port Justinian in the Bilefen zone.
Cutscene Intro
Every dungeon in Diablo Immortal starts with a cutscene intro stylized in the same fashion as those found in Diablo III. The animated artwork is a continuation of the zone's story.
Namari:
Sargoth betrayed us. For his terrible crime... He was imprisoned for eternity. Or, so we believed... When I faced him again... Something had changed. His rage had grown... Granting him terrifying power. I fought with all my strength. Everything I had! I failed. You must not.
Temple of Namari Dungeon Guide Strategy
Besides Mad King's Breach, Temple of Namari is the second best dungeon to farm XP, and it only takes a few minutes to complete. The setback is that it is not possible to get the 100 Bonus Kill because the dungeon has barriers that are disabled when you kill all monsters in each section. This prevents chain tagging large numbers of mobs.
This Temple of Namari map shows the location of each group of mobs and the location of Sargoth. There are two Treasure Chests that may be used to refill Health Potion stacks.
Phase 1
Namari:
Sargoth's prison lies in the depths of the temple, but even here I can feel his foul magics at work... The spirits of my brethren are under his control. They will rise against us. Persevere and we will meet ahead.
1. Kill all monsters at the beginning of the Temple of Namari.
2. There is a group of monsters before the first barrier, and a second wave spawns when you kill that last group. The magic barrier will dissipate when those die.
3. Move to the center of the large room. Namari will spawn there. Talk to Namari.
Namari:
How my soul aches at the sight of this once joyous place, now devoid of life and forgotten... Wait, no-- we're not alone. Restless spirits surround us! Champion, ready your weapon!
This triggers 8 monsters to spawn from the ground in a circle around Namari. Then a second wave spawns from the ground, too. The magic barrier will dissipate when all monsters in this room die.
Namari:
The barriers that block us also serve to hold back his power. When one is breached, the others bear the strain. As Sargoth's bonds weaken, his power to summon demonkind will only grow stronger. Be ready.
Tip: If you sustained damage, drink a health potion. Open one of the two Treasure Chests in this room to restore 1 Health Potion stack.
4. Move to the next room, and kill the three Skeletal Mages. Kill what they summon to disable their forcefield. If you don't kill the mages, they will continue to summon new demons every few seconds until your team is overwhelmed. If you are very low health, don't get too close to the Skeletal Mages. When each Skeletal Mage dies, three volleys shoot in different directions causing damage to players caught in its path.
Namari:
There is a summoning ring beyond this barrier, hero. Kill the mages and the ritual will end.
5. This group of Skeletal Mages are immune to damage. Kill all the summoned monsters at the center of their ritual. This disables the forcefield of the Skeletal Mage in the north (#1 in the image below). Kill the next round of summoned monsters. This disables the forcefield of the Skeletal Mage to the south (#2 in the image below). Then kill the last Skeletal Mage.
Namari:
Well done, champion. I am activating the gateway to the final chamber. Go and do what I could not: end Sargoth.
6. Namari will open a gateway. Click the portal to teleport to Sargoth's room.
Phase 2
7. The Temple of Namari has a very interesting dungeon mechanic not present in other Diablo Immortal dungeons at launch. Before engaging Sargoth, you have to defeat three mini-bosses that drop Experience Globe x 3 each.
Each of these mini-bosses are a random spawn. Meaning each time you enter the Temple of Namari, you won't have the same three mini-bosses.
Sargoth:
So this is Namari's last hope? A pale shade of our kind's former glory. Come, then. Bear witness to my return!
After talking, Sargoth will summon 3 random mini-bosses. These are Sargoth's lines before summoning each mini-boss:
"To defeat a demon is quite an ordeal, isn't it? Let us see how you handle another!"
"Look at you. Tired. Weak. Unfit to inherit Sanctuary."
"You have done well. With these three sacrifices, the power of Hell is at my command once more."
This is what Sargoth says when all three mini-bosses are defeated:
Sargoth:
This world is mine, as was promised! And you filth will not stand in my way!
This is what Sargoth says when he is defeated:
Sargoth:
Al'Diabolos... lend me your strength! What? N-nothing? Only... darkness.
Marauders of the Ashen Wastes
Sargoth:
Marauders of the Ashen Wastes... hear your master's call.
Ashen Marauder:
We obey... for now.
Sargoth summons three Ashen Marauders. Each has a different ability.
Avoid the Ashen Marauder with the two blades. He is going to target a random player and whirlwind in that direction. This is the first that needs to die quickly so he doesn't wipe the team.
The Ashen Marauder with the 2-hand Axe will approach a random player and cleave a large area. This should be the second to die. Whoever gets aggro needs to move constantly along the edge of the walls so he doesn't cleave the other players.
The third Ashen Marauder throws 2 Axes that rotate as they move in a direction. This one is less threatening and can die last.
Coldsnap
Sargoth:
Let's see how you handle the biting chill of the abyss.
1. Coldsnap spawns 3 frozen orbs that grow. Then the large AOE zone explodes causing great damage to players standing within the AOE zone. Move away and try not to stand in the middle of two exploding AOE zones. That's double damage.
2. Coldsnap will swing his weapon high into the air for two seconds, then slam it on the ground creating a frozen AOE zone where the weapon landed for a few seconds, slowing players and damaging them over time. The affected area looks light blue.
3. If you are not tanking Coldsnap, do not stand anywhere in front of him. When he is not casting the previous two abilities, he uses a 180 degree cleave. To avoid it, always stand behind Coldsnap.
Fallen War Matron
Sargoth:
The fallen horde is at my command.
1. The Fallen War Matron will open 4 summoning portals. AOE the War Matron, but position it so the summons die.
2. If you are a Wizard, ranged Necromancer, or Demon Hunter you might want to stay close to the War Matron. She will often create these orange orbs around her that have a fire aura. This ability is to punish those who are not within her melee weapon's range. Players need to be very careful with this ability. It is not apparent, but these orbs are continuously moving very slowly toward the center. Even if the War Matron dies, the orbs will converge in the center, completely blocking your exit and instantly killing you.
3. Usually after she summons minions, she will land her melee weapon on the ground at a random location, stunning any player who gets smacked with it and doing a lot of damage. There are 4 possible places that weapon will strike. The best way to handle this ability is to quickly move to the spot where she landed the weapon. She won't hit that place twice. So keep moving to the next spot where she lands the weapon and DPS her hard. Then again move to the next spot where her weapon landed, and DPS her hard. Repeat until she is defeated. It is easier to do this than to try to move around her hoping she won't land her weapon on you as there is a randomness to it.
4. Her most devastating ability is going Frenzy on one spot. She will continuously smack the same spot 4 times in a row -- stunning the players hit, and basically you get stunlocked with 4 hits in a row. That's a lot of health lost. Move away if she faces in your direction.
Siegebreaker
Sargoth:
Face the living siege engine of hell!
The best way to damage the Siegebreaker is to attack him from behind. That orange glow in front of him blocks most of your attacks. His back has no forcefield.
When Siegebreaker draws a long red line, he signals he is going to charge in that direction. He will do this 3-4 times before he dies. Keep an eye on this ability. It knocks the player back and does heavy damage.
When the Siegebreaker stands up on his posterior legs and his head rises high this is a signal that he is going to cleave the ground 4 times. This is a huge cleave area of effect, move away.
Torrid One
Sargoth:
Step forth, torrid creature -- and unleash hell!
1. The Torrid One is easy to defeat, but you must be careful of his abilities. This one draws a few orange circles on the ground, signaling that he is going to AOE damage those spots. He opens his mouth and spits lava missiles into the air that land on those circles. Afterwards, those circles become scorched for several seconds, dealing damage to players who stand in them.
2. The second ability is a fire breath in a 120 degrees angle in front of him. You can dodge this going around him or standing behind him.
3. The third ability is summoning smaller minions. AOE them down. These die quick, but can do AOE fire damage by exploding on players if ignored.
As seen below, they do quite some damage. About 1/8 of your health, each. A Necromancer can use Bone Wall to knock them back and keep them at a distance. A Wizard can throw a blackhole at them for crowd control. Necromancer with Bone Armor or Crusaders with the Conjuration of Light can help mitigate their explosion damage.
Voracity
Sargoth:
A hundred thousand gnashing maws await this world!
1. Voracity needs to die very quick. He will continuously create poison AOE zones on the ground that do damage to players who stand within these. If allowed, he will fill the entire room with these AOE zones.
2. Voracity will look at a random player's direction and often spit a poison DOT high in the air. If it lands on a player, it will leave a damage-over-time poison effect. The image below shows how the green spit is about to land on my character.
3. If a player is standing within 15 yards, Voracity will randomly face in that direction and spray poison vomit in that direction. That will summon glob minions that do damage to players. Those minions need to be AOE quickly.
Sargoth
Each time you enter the Temple of Namari, Sargoth will have different random sets of abilities. I will list all of them here.
1. Sargoth will often summon 4 Nephalem Warriors. You should AOE them along with Sargoth so that the team is not overwhelmed with too many summons. Some of these Nephalem Warrior cleave a large area. Avoid those.
2. Sargoth will throw teal missiles into the air. The ground will be marked with teal circles. The missiles will land in those circles. Move away ASAP. Upon landing, the ground is scorched for a few seconds. Stepping on them will do continuous damage to players standing on them.
3. If Sargoth throws those teal missiles, then this is the version of Sargoth that will also charge in a direction, damaging and knocking back players in his path. This is the easy version of Sargoth.
4. When a large teal circle with runes around the edge is drawn on the ground, players must move away quickly. A giant hand will crush down upon players standing within the circle.
5. The most devastating Sargoth ability is summoning multiple frozen orbs that explode. If a player is standing on more than 2 of these frozen orbs' area of effect they are likely to die instantly or get down to less than 30% health. Sargoth can only summon these frozen orbs where players are standing. Therefore it's better to stack close to Sargoth, then run away to a safe area. What not to do: If everyone spreads out, then the frozen orbs will be too spread out and give little room for safe zones to run to.
Namari:
Thank you, champion. All that I promised you and Jin is yours... Wield Yl'nira responsibly, for our hope goes with you.
Monsters
Monsters in this dungeon have random generated mobs. Sometimes the beginning of the dungeon might have Skeletal Warrior and Skeletal Archer. Sometimes Nephalem Warrior and Nephalem Archer instead.
Demon Warrior
Nephalem Warrior
Skeletal Archer
Skeletal Mage
Skeletal Warrior
Depending on your Magic Find stat (coming from Legendary Gems) you have better chance to loot Set items from Sargoth in the Temple of Namari dungeon in Hell difficulties. Farming Set Items is a long grind. It will take more than 10 runs if lucky. All Set Items by dungeon are listed in the table below including Temple of Namari.
Diablo Immortal Set Item Drop Locations
With Season Five, Diablo Immortal adds a new Set, , and a new dungeon, the Silent Monastery. Find the updated drop locations for all the Set Items you need in this graphic. Both the Intelligence and Str versions of each item drop in the same dungeon, depending on the player's class. And, both rings of each set now drop in the same dungeon.
Set Item Drop Locations Summary
Set
Neck H2+
Rings H4+
Hands H2+
Waist H1+
Boots H1+
Destruction's End
Tomb of Fahir
Kikuras Rapids
Temple of Namari
Cavern of Echoes
Temple of Namari
Kikuras Rapids
Cavern of Echoes
Pit of Anguish
Silent Monastery
Cavern of Echoes
Temple of Namari
Pit of Anguish
Silent Monastery
Mad King's Breach
Mad King's Breach
Silent Monastery
Forgotten Tower
Tomb of Fahir
Destruction's End
Tomb of Fahir
Forgotten Tower
Destruction's End
Kikuras Rapids
Temple of Namari
Pit of Anguish
Cavern of Echoes
Silent Monastery
Mad King's Breach
Forgotten Tower
Kikuras Rapids
Destruction's End
Temple of Namari
Cavern of Echoes
Pit of Anguish
Silent Monastery
Pit of Anguish
Mad King's Breach
Forgotten Tower
Tomb of Fahir
Forgotten Tower
Mad King's Breach
Tomb of Fahir
Destruction's End
Kikuras Rapids
All Dungeon Guides for Diablo Immortal
Mad King's Breach
Forgotten Tower
Tomb of Fahir
Destruction's End
Kikuras Rapids
Temple of Namari
Cavern of Echoes
Pit of Anguish
Silent Monastery
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