Singularity Weapons

 
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Originally introduced in the Lonely in the World event.

Note: During the Fever Dreams event, the new types of Singularity weapons required the Mosswart Shroud, not the Virindi Cloak. This was corrected during the Persuasion patch so that all weapons now require the Virindi Cloak.

Quest updated during Treaties in Stone. These weapons can be further upgraded by completing the Bound Singularity and Ultimate Singularity Weapons quests.

Update by Braxtynn of VT: "Hi Maggie --
I love your site.........please keep up the good work. I ran off to my favorite little Dungeon near Zaihkal (?sp) and found the Mossy Chamber had changed dramatically. Not only has the moss grown and plants sprouted all over the place, the Mosswarts have called in their tougher cousins. The Mossy Idolators and Fanatics are gone and have been replaced by Mosswart Mire-Witches lvl 70, Mosswart Muck Stalkers lvl 79, and Mosswart Clingers..........and LOTS of them. I am young (lvl 37 mage) and couldnt clear the first room no matter what I did. I didnt get down to the level where you grab the shroud but with the shear numbers of the higher level Mosswarts in there I would wager it is tougher down there too.

I hope this helps anyone that may want to grab a shroud, because it isnt like it used to be. :) Dereth is getting tougher Mosswarts."

Abyssal of MT sends this tip: "A good place for Mosswart Mire-Witches is the south shore of Dereth, particularly west of the Landbridge Villas (skill spec dungeon). You **MUST** find a spawn of 5 Witches together (one will always drop a cloak & a lore book), single ones or those that spawn with Clingers will never drop a cloak. None of the Witches on the Ves Islands drop a cloak either."


They may be destroyed on death, but they sure are pretty in the time they're around! To begin the quest for Singularity Weapons seek out some Mosswart Mire Witches. You can find them spawning near the swamps of Wei Jhou. Occasionally, one will drop a Tattered Virindi Cloak. Note: the Wai Jhou Mire Witches used to be the only ones to drop the cloak, but now all Mire Witch spawns may drop one. They've also been seen around Amperhelion Vault and Ayan Baqur, and on the Vesayen Isles. In addition to the cloak, they'll also drop a book of Lore, Facilitation.

Xargun of Harvestgain gives these directions: "There's tiny swamp plot next to Waijhou, which essentially is a big house with a few vendors, and it has baddies all around. There's another two plots of swamp land very close to waijhou, simply follow the water... There are dark raveners, olthoi nobles, slavus, etc... I came upon a small camp of mosswart mire witches, where there were 6 of them. The last one, yes the last one, gave me a cloak. yay!"

Next you'll need to treat your Cloak with Virindi Essence, found in the Mosswart Hideout on the Vesayen Isles (72.7 S 90.7 E). If you're lucky, you can catch a ride to the isle, or even the Hideout itself. Otherwise, you can take my favorite route: run to the Mountain Shortcut portal from Arwic (34.9N, 56.0E), then take the Bandit Castle Portal (42.4N, 60.5E) to the Vesayen Isles portal (61.7N, 48.6E).

Buff heavily before entering! You'll be attacked by about a dozen Mosswart Idolators and Fanatics at the entrance. From there take the North passage down, head west past the Fanatic, then make the next left heading South. You'll be making your way through several Soul Trappers and an occasional Idolator. When you hit the large blue-ish room, take the South passage after killing the 3 Zealots. Keep heading down and south and you'll know you're close when you smell the unmistakable stench of Tusker. 

The Virindi Essence is inside a Sturdy Iron Key chest (don't forget to bring a key!), guarded by a Sotoris Hollow Minion. You'll have to fight your way through a few Idolators, 3 Drudge Raveners and 2 Goldenback Tuskers. A good tactic is to have a high level Archer along who can fire off a Frost Arrow after an Imperil on the Minion. (Thanks Danier and Ned!) There's also a Shadow lurking in the darkness beyond the chest. In addition to the Essence, you'll also find A Meeting -- the 3rd installment of a tale by Martine in the chest. Another piece of lore, Sir Martine's Journal, lies on the ground nearby, in a pool of blood.

If you don't want a singularity weapon and would rather have some Diamond Scarabs as a reward, save your essence to use on an Torn Mosswart Shroud instead. You can recover one off the corpse of Gragghk, a level 117 Mosswart who can be found in the lower levels of the Moss Chamber (14.1N, 0.7W no level restrictions). Let's just say the the Moss Chamber isn't the cushy walk in the park it used to be! (Yes, I died before I even got a good look at the little fellow!)

From the main floor head down. You'll encounter a lower level Creeper or two near the main level, but as you descend, you'll soon be running into Fanatics and Idolators. Make a right, then a right again as you head lower. After your 3rd right you should see the area where the dungeon turns a glowing green. Make the first right in the green section. When you get to a larger open area with several choices of passages, take the middle and look for the corridor with the bloodstain on the floor. The ramp leading down to Gragghk's chambers is nearby.

Gragghk himself is accompanied by a Mosswart Mire Witch, 3 Soul Trapper and 3 Idolators. After killing everything, retrieve your Shroud from his corpse. He also carries a book: Storytelling.

You'll see a portal in the corner of the room -- Destination: Moss Chamber. Step through into a bizarre and strange atmosphere. A small Mosswart hangs cruxified on the wall; a Broken Virindi floats in the middle of the room and four more Virindi float motionless behind him, each with a weapon lying on the ground before them. 

Chapter 5 of Martine's tale is the Interlude.

When you speak to the Broken Virindi, he asks for a Glowing Mosswart Shroud (treated with Virindi Essence) in exchange for a suitable reward from his master. He'll also hand you a text: Denouement. Give him your Glowing Shroud and receive 5 Diamond Scarabs in return.

Each of the Four Virindi behind him will give you a Singularity Weapon in exchange for a Glowing Cloak. From left to right the weapons are as follows:

Conquered Virindi - Mace
Leashed Virindi - Spear
Tamed Virindi - Sword
Beaten Virindi - Axe

It's all so creepy and really kind of sad! But you won't feel bad for too long once you're holding your new weapon with the BD VI and the sparkly blue lights swirling around it! The weapons may be enchanted and will be destroyed on death. They were fun while they lasted!

During the Fever Dreams event, Hollow Minions were added in the final room of the Singularity Weapons quest. These Hollows will give a  Bow, Crossbow, Dagger, Katar or Staff in exchange for the Glowing Virindi Cloak. The Atlatl was added during A Perfect Paradox.

Visit the Singularity Weapons Upgrade quest for information on how to boost the base damage and bonuses on these weapons (must have Dark Majesty).

 

Tattered Virindi Cloak

Remember, no Virindi is immune to destruction.
Value 0
Burden 10
Special Props Attuned, Bonded

Torn Mosswart Shroud

This is what is left of a religious artifact that has been with the Mosswarts for over a hundred generations. I destroyed it as they destroyed my life. Remember this. Martine.
Value ?
Burden 10

Virindi Essence

This is the soul of a Virindi who thought he owned me. Do not make the same mistake. Martine.
combine with Torn Mosswart Shroud or Tattered Virindi Cloak
Value 0
Burden 10
Special Props Attuned, Bonded

Glowing Virindi Cloak

Enjoy the weapons. While you can.
This item cannot be sold.
Value 0
Burden 10
Special Props Attuned, Bonded

Glowing Mosswart Shroud

If you desire pretty diamonds, then give this to my servant. He is no longer an efficient observer, but he will do what I tell him to.
Value 0
Burden 10

 

Singularity Atlatl

An atlatl imbued with Singularity energy.
Value 0
Burden 400
Damage Bonus: 0
Mod: +100%
Bonuses +5% Melee Defense
Speed (25)
Range 60 yards
Spells Blood Drinker VI
Spellcraft 200
Mana x/700
Mana Cost 1 pt per 30 seconds
Difficulty 75
Restrictions Thrown Weapons 275+ to activate

 

Singularity Axe

A gift from Martine. May you het and hew and not tire, but never forget that Death is dire.
New: An Axe imbued with singularity energy.
Value 0
Burden 800
Special Props Virindi slayer, Attuned, Destroyed on Death, Crushing Blow, Biting Strike
Damage 28 - 56, Slashing
Bonuses Attack Skill: +22%
Melee Defense: +7%
Speed (60)
Spells BD VI, HS VI, Strength Other VI
Spellcraft 200
Mana x/700
Mana Cost 1 pt per 30 seconds
Activation Arcane Lore: 200
Restrictions Base Axe 250+ to wield.

 

Singularity Bow

A bow imbued with Singularity energy.

Value

0
Burden 980
Damage Bonus: 20
Modifier: 100%
Bonuses Melee Def: +5%
Attack: +5%
Speed (50)
Range 80 yards
Spells Blood Drinker VI.
Spellcraft 200
Mana x/700
Mana Cost 1 point per 30 seconds
Difficulty 175
Restrictions Bow 275+

 

Singularity Crossbow

A crossbow imbued with Singularity energy.

Value

0
Burden 1920
Damage Bonus: 0
Modifier: +120%
Bonuses Melee Def: +7%
Attack: +7%
Speed (100)
Range 80 yards
Spells Blood Drinker VI.
Spellcraft ?
Mana x/700
Mana Cost 1 point per 30 seconds
Difficulty ?
Restrictions Crossbow ?+

 

Singularity Dagger

An Dagger [sic] imbued with Singularity energy.

Value

0
Burden 135
Damage 2-7 Slash/Pierce
Speed (20)
Spells Quickness Other VI, Blood Drinker VI.
Spellcraft 150
Mana x/700
Mana Cost 1 point per 30 seconds
Difficulty 200
Restrictions Dagger 250+

 

Singularity Katar

A Katar imbued with Singularity energy.

Value

0
Burden 135
Damage 2-7 Slashing/Piercing
Speed (20)
Spells Quickness Other VI, Blood Drinker VI.
Spellcraft ?
Mana x/700
Mana Cost 1 point per 30 seconds
Difficulty ?
Restrictions Unarmed ?

 

Singularity Mace

A gift from Martine: precision and power will be your mark, until the day your life dims dark.
Value 0
Burden 700
Special Props Virindi slayer, Attuned, Destroyed on Death, Crushing Blow, Biting Strike
Damage 18 - 36, Bludgeoning
Bonuses Attack Skill: +7%
Melee Defense: +7%
Speed (40)
Spells BD VI, HS VI, Strength Other VI
Spellcraft 200
Mana x/700
Mana Cost 1 pt per 30 seconds
Activation Arcane Lore: 200
Restrictions Base Mace 250+ to wield.

 

Singularity Scepter of [Type] War Magic

A scepter imbued with Singularity energy.

Value

0
Burden 400
Special Props Virindi slayer, Attuned, Destroyed on Death, Crushing Blow, Biting Strike.
Bonuses Mana Conversion: +7%
Melee Defense +7%
Spells Mana Renewal Other VI, Focus Other VI, Mana Conversion Mastery Other VI
Spellcraft 200
Mana x/1000
Mana Cost 1 pt per 30 seconds
Activation Arcane Lore: 200
Restrictions Base [Type] War 225+ to wield.

 

Singularity Spear

A gift from Martine: pierce away as much as you like, but you shall be lost when Death strikes.

Value 0
Burden 700
Special Props Virindi slayer, Attuned, Destroyed on Death, Crushing Blow, Biting Strike
Damage 7-13 Piercing
Bonuses Attack Skill: +7%
Melee Defense: +7%
Speed 40
Spells BD VI, Coordination Other VI
Spellcraft 200
Mana x/700
Mana Cost 1 pt per 30 seconds
Activation Arcane Lore: 200
Restrictions Base Spear 250+ to wield.

 

Singularity Staff

A Staff imbued with Singularity energy.

Value

0
Burden 450
Special Props Virindi slayer, Attuned, Destroyed on Death, Crushing Blow, Biting Strike
Damage 9.9 - 18, Bludgeoning
Bonuses Attack Skill: +7%
Melee Defense: +7%
Speed (30)
Spells Blood Drinker VI, Heart Seeker VI, Strength Other VI.
Spellcraft 200
Mana x/700
Mana Cost 1 pt per 30 seconds
Activation Arcane Lore: 200
Restrictions Base Staff 250+ to wield.

 

Singularity Sword

A gift from Martine. Your sword is sharp, your arm is strong, but soon you will find Death's reach is long.
Value 0
Burden 450
Damage 8-16 Slashing/Piercing
Speed 40
Spells BD VI, Coordination Other VI
Spellcraft 150
Mana x/700
Mana Cost 1/30
Difficulty 100
Restrictions Sword 250+


Map provided by Greeneye ©ACMAPS

Mosswart Hideout

View fabulous screen shots of the quest here.

If you have a great screenshot of the Singularity Mace, please send me an email.


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