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Path of Light

Jul 16, 2018
Path of Light
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    The Path of Light is a mini-dungeon located underneath Agni Ignis. It is the second dungeon required to be completed to continue the journey to The Library of Axis Mundi.

    Dungeon Information
    Coordinates (3640, -3120)
    Difficulty 6.3/10
    Number of Chests None
    Zombie Content High
    Parkour content High
    Puzzle/Trap Content Low
    Minimum Players 1
    Other Requirements Bow and Arrows

    General Resources
    Water Refill X
    Crafting Table X
    Farm X
    Brewing Stand X
    Dungeon Loot
    Legendary Dispenser X
    Elite Dispenser X
    Axis Mundi Keys
    Dusk Fragment X
    Dawn Fragment
    Rod of Reclamation
    Dungeon Chests
    Dungeon Common X
    Dungeon Uncommon X
    Dungeon Rare X


    Text Walkthrough(top)

    Entrance (Difficulty: 0/10)
    • Drop your Dusk Fragment from Shrine of the Dusk onto the quartz block underneath the Pillar of Simoon (purple glass block pillar in the north) to be teleported into the Pressure Plate Room.
    Pressure Plate Room (Difficulty: 0/10)
    • On each side of the room, there will be a pile of treasure. Hidden in each of these piles is a wooden pressure plate, drop an item on them both to open the door to the next room.
    Wave Room (Difficulty: 4/10)
    • At the entrance to this room, there is a button on the left side. This button activates the Wave Room which has 5 waves of Zombies and Zombie Pigmen. The dispensers rarely shoot Splash Potions of Harming and Splash Potions of Poison II.
      • Wait until everyone is in the room, as the door will close upon pressing the button.
    • You can parkour or grapple part way up the pillars to be safe from the zombies.
    • Once all waves have been cleared, the door will open and you can continue.
    Parkour Room (Difficulty: 7/10)
    • This room has timed parkour. Once the button is pressed, a glowstone block will move around the room marking out where the 3x3 platforms will appear for you to jump on.
      • It is recommended to use a Potion of Swiftness II or a Sugar right before you start attempting the parkour. (You will NOT get Slowness II before completing the parkour)
      • If you fall, there is no escape, as there are zombie pigman spawners below the lava.
    • Once at the the end of the room, step on the pressure plate to be teleported into The Hall of Light.
      • If you get stuck in the wall in front of the pressure plate, have someone press the button at the beginning again.
    The Hall of Light (Difficulty: 0/10)
    • Walk up to the representation of Hestril and shoot the wooden button on the base pillar. This will drop the two keys, Dusk Fragment and Dawn Fragment, as well as opening a hole in the pillar.
    • Press the button in the hole to exit.
    • Congratulations!

    Travel Advisory/Warnings(top)

    • This location has no use unless you have the Dusk Fragment.
    • Bring a Potion of Swiftness II or a Sugar to increase your chances of completing the Parkour Room.
    • The next area you need to go to is in Overgrown Tomb.

    Trivia(top)

    • The cake in the Pressure Plate Room cannot be eaten.

    Lore(top)

    • There is a Lore Block at the entrance of the dungeon. It reads:

      Welcome to the hall of light.
      This place was the mage's most well kept secret.
      Before you is the physical representation of Hestril.
      Hestril and Dentril were sealed apart from each other to avoid a possible resurgence.
      Hestril's actual place of sealing has been forgotten.
      When the forces of Dentril stormed this city, the mages knew they would scour and defile it.
      In a final act of defiance, the mages sealed this place, and erased any memories of here.
      Ironically, the key to access this sacred place was thrown into the Shrine of the Dusk.
AquaIsAquatic and connor564 like this.