Prism of Light

Dungeon Overview Click to see map

The Prism of Light Dungeon is located in both the Trammel and Felucca facets at 45ø 52' North 173ø 27' East in Nu'Jhelom. In order to enter the Prism of Light you must first purchase a ticket for 10000 gold from the NPC who can be found just outside the dungeon. Once you enter the inner rooms there is no going back the way you entered. The only way out of the dungeon is to double click on your ticket.

One critical piece of advice: If you are being overwhelmed or things begin looking very grim, remember to double click your ticket. It will teleport you outside, where you can heal yourself and/or your pets to full health. Then re-enter the dungeon and pick up where you left off.

If you die, there is a healer in the safe area south of the Lattice Seeker room. Get rezzed there. There is even a special arcane circle that gives Spellweavers an additional +1 arcane bonus when they cast the Arcane Circle spell there. You can even get a level 6 arcane focus with 5 people!

It is normally not possible for party members to rez you in middle of fight, so if you die, plan on going to the healer in the safe area to get rezzed. Then double click your ticket to exit and re-enter the dungeon to reclaim your body and get back into the fight.

To gain access to the peerless boss, the Shimmering Effusion, you must gather a number of items from the creatures in the dungeon and drop them on the pillars in the room with the Unfrozen Mummies. There are five rooms where keys are found: Crystal Demons, Crystal Hydras/Serpents, Crystal Vortexes, Crystal Lattices, and Unfrozen Mummies. Each of the items, which serve as keys, have timers. Dropping the keys on the pillars will result in the appearance of a number of teleport items in your pack that will teleport your party into the peerless area.

Keys Overview

The two hardest things about collecting keys is the dismal drop rate overall, and the difficulty of the hydra/serpent room. It is not uncommon to spend several hours collecting keys. The most effective way to tackle both problems simultaneously is to have 1-2 people in the hydra room while other helpers work to get the other keys from other rooms.

Crystal Demon Room:

As you descend into the first part of the dungeon, you will notice a curtain. Double click on the doors behind the curtain and go all the way back to end of the corridor. There are various holes on the ground. You want to drop into the one at the top left hand corner. Once in the next chamber, you will see an energy grid. On the grid there is an energy field. Circle the grid and approach the energy field from a direction other than from where you entered the room. It may take a few tries, and failures will result in your being teleported back to your starting point. Eventually you will hit it just right to teleport to the first room, the Crystal Demon room. Have an invisibility spell pre-cast before entering. Kill the demons and collect the timed light "scattered crystals" from their corpses. These are the easiest keys to get.

Strategies: Once you are done in the demon room, it is usually a good idea to lure the demons to where you entered the room, and leave them there. This makes the next room much easier, since demons will distract pets and can cast spells over separating wall. Unfortunately, there are often scripters or other players that make this strategy difficult to implement. If this happens, we just move on and try to keep pets focused.

Crystal Hydra/Serpent Room:

To enter the Crystal Hydra/Serpent room, use the hole near the east wall of the crystal demon room. Have an invisibility spell precast or use stealth because this is easily the most difficult room. Kill serpents for timed light "crushed crystals" and hydras for timed light "shattered crystal" keys. Avoid the water, because it does cold damage if you get too close.

Strategies: Not every key gatherer needs to be a tamer/mage, but these strategies work best for them. If you also happen to be a peacer or provoker, this is definitely a plus. Pets are easily distracted in this area, so be sure to keep them near or stay mounted when not fighting. Cu Sidhes are considered by most to be the best here because they have high HP and can be mounted if they start to wander off. Room set-up is the key to success in this room. Since it is wise to tackle just one critter at a time, lure the other critters down to the south and leave them there.

The crystal serpents are relatively easy once they are targeted on your pet and are easily peaced. Just keep a look-out, because once a hydra comes into view, things become much more complicated and dangerous.

Hydras attack with a deadly area attack breath. The secret to succeeding against hydras is timing, and listening for audible signals. Turn up the volume on your computer. Stay invised at the entrance to the room until you get the lay of the land. Hydras do a heck of a lot of damage, which you can avoid by being invisible when they use their breath (area attack). Watch and listen for the sound that accompanies their breath. Once they breathe, you have approximately 3 vet attempts or 4-5 seconds before next breath. Pay attention, and count off the intervals. If you lose track, stay invised until you hear the breath again. Vet and cross-heal pets between breaths. If pets are at full strength a natures fury or other simple summon can be helpful, but as a general rule, just vet here. Spells take too long and by the time you try to invis, it may be too late. If you have never done this room before, it is best that you simply observe an experienced player your first time without engaging in the fight. Just stay invised and watch and listen. It is easy to forget to re-invis, so pay attention to your health bar.

Crystal Vortex Room:

At the south end of the serpent/hydra room is another hole that leads to the vortex room. Again, pre-cast invisibility before entering. Kill vortexes and collect the timed dark "jagged" crystal keys.

Strategies: Again, room set-up is critical, and sometimes takes a little time. Lure almost everything to the east end of the room - crystal elementals especially. One effective technique is to lure what you can and then exit the room through the hole or by double clicking your ticket. Then, re-enter the room and stay near the entrance, luring the vortexes to you without attracting the crystal elementals. The elementals do a lot of damage and will often target you over your pet. They are not difficult to kill, but in large numbers can be a problem.

Crystal Lattice Seeker Room:

Enter the crystal lattice seeker room by using the hole at the east end of the vortex room. Collect timed dark "crystal pieces" from crystal lattices. This is a fairly easy room to master.

Strategies: Find a relatively safe spot on the path leading to the healer's area. Lure lattice seekers to you one at a time and kill them.

Unfrozen Mummy Room:

To get to the unfrozen mummy room, you must go through a moongate in the southwest end of the lattice seeker room. It is in a crystal cave which is easily missed the first time you look for it, especially if you are focused on staying alive. Use honor, stealth, or invisibility to get there in one piece. Go around the southern part of the crystal area and enter the cave at the bottom. You'll find the white moongate there. Go through it, kill unfrozen mummies, and collect timed "broken crystals" from their corpses.

Strategies: In the northern part of the room there is a long hallway like room. Go to the very back of it and lure mummies to you one at a time, while avoiding the protectors, if possible.

Dropping Keys

In the unfrozen mummy room, there are six pillars. Each key must be dropped on the correct pillar, in the proper order. Stand near the middle of the top three pillars and invis. Drop the first three keys in order, and then do the same for the bottom three.

This is the order to drop:

Broken, Crushed, Pieces

Scattered, Jagged, Shattered

You will then be given the keys to enter and fight Shimmering Effusion.

Peerless Boss Overview:

You teleport into the Shimmering Effusion area, and the first thing you will notice is a nearby red moongate. If you die, this gate will take your ghost to a semi-safe room, where you can get rezzed by the Anhk on the east end of the corridor. It is helpful if a member of the party goes there immediately after entering the area to drop extra bandages on the floor. That way, pets can be rezzed in the safe area, and party members don't have to enter the main room until they are at 100% strength and pets are ready to fight.

The red moongate at the west end of the semi-safe area is an exit from the dungeon. Do not go to that moongate unless you wish to leave the dungeon for good. Because of the intensity of this fight, you should not expect to be rezzed by other party members. Get rezzed at the ankh.

Teamwork is absolutely critical here. Shimmering Effusion (the "blue blob") spawns Fetid Essences, Corporeal Brumes, and Mantra Effervescences, collectively referred to as "green blobs." These must be killed as soon as they spawn, or things tend to go bad very, very quickly. If the party works as a group, Shim can be taken down fairly quickly. But if you see that lots of people and pets are dying, it is usually a good idea to regroup in the safe area, get everyone up to full strength and then all go back in as a group. Teamwork is the key. Trying to do it on your own here simply guarantees that everyone will keep dying. In addition to killing off the green blobs quickly, it is very important to cross-vet and cross-heal.

We believe the best pets to bring to Shim are the Rune Beetle-nightmare combination. Discordance is very effective on Shimmering Effusion and its spawn, but you will need 120 skill.

Note: If you are a necromancer doing Shimmering Effusion you should be aware that Shim may focus its attack on low karma players.

Shimmering Effusion Loot:

Weapons, armor, jewelry, ML ingredients. Special drops may include a crimson cincture, shimmering crystals, corporeal brume statuette, mantra effervescence statuette, fetid essence statuette, shimmering effusion statuette, a ferret imprisoned in a crystal, crystalline ring, and captured essence.