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.