Singularity Weapons and Upgrade
Difficulty:
50+ to survive the whole quest,
70+ to solo as a melee, 80+ as a mage.
Level Restriction: 25+
Timer: 28 Days
Can be Solo'd? Yes,
with Lockpick
Rewards: Singularity
Weapons - See Below
Martine
bears a huge grudge against the Virindi for what they did to him. To get
even (and teach all of us a lesson), he created the Singularity Weapons.
The base weapon is destroyed on death, but the strongest forms do extra damage
to the Virindi Martine hates.
Step 1 - Find a Tattered Virindi Cloak. The most tedious part of the quest,
sadly. You'll have to kill Mosswart Mire-Witches in the Kara area. Only packs of
5 Mire-Witches drop the cloak, so don't bother with groups of anything other
than that.
Step 2 - Get yourself some Virindi Essence. This step requires one SIK, so bring
one along. Head to the Vesayan Islands to the
Mosswart
Hideout located at 73S, 92.3E. You'll have a long (albeit safe) run from the
Vesayan portal near Bandit Castle or the Sho Master Mage. Head inside to face a
lot of Mosswarts up to Soul Trappers. In the deepest level of the dungeon is a
SIK chest guarded by some drudges, tuskers, and a Hollow Minion. Open the chest
and loot the Essence. Add it to your Tattered Cloak.
Step 3 - Get a Blue Singularity Weapon. Head to Zaikhal, where you can find the
Moss
Chamber at 14N, 0.7W. Inside are Mosswarts ranging from Mire-Witches (that
don't drop the Cloak!) to some new Murk-type. In the main chamber, you'll fight
the Mosswart leader Gragghk and you'll find a portal into a small room with
Virindi and Hollow Minion NPCs. Find the right NPC and turn in your Shroud for
your weapon. This weapon is destroyed on death! I strongly suggest immediately
doing the next step.
Step 4 - Upgrade to Purple. The next dungeon is
Black
Dominion, an old dungeon that has been substantially upgraded and relocated.
It's now on the southern landbridge at 88.6S 25.9W, a long run from pretty much
anywhere. I'd suggest going through the Southern Dires portal east of Mayoi. You
need lockpick for this part, so make sure you have a picker along. Inside you'll
find Altered Drudges (lightning), Virindi Observers (slashing, flame,
bludgeoning mostly), and Tenebrous Hollow Minions (hollow blug). Buff up
accordingly and head in. Head down a long hallway into a library, killing the
drudges as you go. Head SE and find the passageway down where you'll find a
locked door (resistance 40). Pick it, turn right, and you'll see a small jump
down. Be careful not to hit the exit portal! Pass the portal and follow the
corridor left into a big open room. This place can get very very crowded! Take
the east exit from the room, then make an immediate left, heading north and
down. You'll come to a big pit - jump down! There are several steps to make from
here, ending in a big room with a NPC called the Virindi Castaway. Give him your
weapon as soon as the room is secure. The weapon will now turn purple and lose
that annoying 'Destroyed on Death' quality. There will also be a 250 wield
requirement for melee weapons... I'm not sure what the missile or magic reqs
are.
Step 5 - Upgrade to Ultimate! The final dungeon is
Martinate
Holding at the northern point of Marae Lassel, specifically at 59.5N, 77W.
There are several ways to get here, but I prefer to run from the Northern Plains
portal in Redspire. The drop is safe and inside you'll find nothing but Plated
Tuskers and Martinate Virindi Inquisitors. You'll want a good mix of melees and
mages for this one, as melees will have trouble with the Inquisitors. From the
drop, turn the corner and head south along the corridor. Turn right and hug the
South wall. There is a dispel trap in the middle of the corridor and you won't
want to be unprotected in the next room. Head S through the first open room and
continue south through the room with many pillars. The next bit is a mirror
image on either side, so you can either choose to go the southeast or southwest.
Both paths meet up again in another big room. I'd suggest fighting in the
hallway to limit the number of critters hitting you. Head S again up into
another large room. One more path up, but this time, there's a mana blight trap
in the middle of the hall - hug the wall to avoid it. There's one more room to
go. Keep going south, finally turning right into the last room. Turn your Purple
Weapon in here to the Executor Assistant. Now you'll have the Ultimate version -
higher damage, but a 325 wield req on melee weapons.
All versions, except the wand, are Attuned, Bonded, Virindi Slayer, Crushing
Blow, and Biting Strike. The wand doesn't have the Crushing Blow imbue, sadly.
Here are the stats on the axe
and the crossbow.
New in the December 2009 patch are upgrade kits to radically improve these weapons. These kits can only be purchased from the Mhoire smith, Paradox Valley collector, and Colosseum vendor for those particular currencies, so these upgrades do not come cheap. However, they are significant upgrades and worth the expense if you ever hunt bigger Virindi. Melee and Missile weapons have their damage and mods improved to a top-quality 400/360 wield weapon, as well as gaining Armor Rending capabilities (on top of CS/CB). The wand gains a slashing damage bonus and increases to its mana C and melee D mods. Monsters like Quiddoxes and Azaxis go down twice as quickly with these new upgrades, so they can be worth the time to buy the upgrade kit.