Fast Facts
Name:
Asheron's Call
Acronym:
AC
Developer:
Turbine
Publisher:
Turbine
Release Date:
11/02/1999
Country:
USA
Genre:
RPG
ESRB Rating:
Teen
AC Database > Quests > Singularity Weapons
Singularity Weapons
repeatable
Common Name:Singularity Weapons
Author:Quest Team
Difficulty:Medium
Maximum Time:120
Minimum Level:35
Minimum Time:120
Introduced During:Lonely in the World
QUEST SUMMARY The Bound and Ultimate Singularity weapons are permanent and improved versions of the Singularity Weapon. This quest writeup includes instructions for both obtaining a Singularity weapon and upgrading it to the permanent versions. It is recommended the quest be done with a group capable have handling Virindi Executors, Martinate Hollow Minions, and Armored Tuskers. While it is possible to run by these creatures to complete the quest, it is very risky since the Singularity weapon will disappear on death until the upgrade is completed.

[Notes: Obtaining a Bound Singularity Weapon requires someone in your party to have the Lockpick skill, and the dungeon is restricted to Level 25+. Also, obtaining an Ultimate Singularity Weapon requires you to travel to Marae Lassel; hence, it is restricted to characters level 35 and above. - Ed.]

Walkthrough

Singularity Weapon Upgrade

Walkthrough Step-By-Step Rewards Maps Portal Routes Contributors

WALKTHROUGH

Preparation

To start the quest you need to obtain a Sturdy Iron Key and a Tattered Virindi Cloak. Begin by travelling to the Mosswart Hideout at (72.8S, 90.7E) on the Vesayen Isles. It is a little northwest of MacNiall’s Freehold.

Virindi Essence -- A Mosswart Hideout (72.8S, 90.7E)

Warning! The portal drop point is hot, with several Mosswarts waiting for you as you enter!

Proceed west and down. At the intersection turn right (north). At the next intersection turn right again (east) and go down. The passage leads to a room with a few Mosswart Zealots, Mosswart Soul-Trappers, and a Idol. In the south-east corner of the room you will find a passage leading down. Follow the long passage to the final chest room. In the chest room you will encounter 2 Goldenback Tuskers, 5 Drudge Raveners, and a Sotiris Hollow Minion. A couple Mosswart Zealots or a Shadow may run into the room from the nearby passages.

After clearing the room proceed to the chest in the center of the room. It requires a Sturdy Iron Key to open. Inside you will find Virindi Essence, a book titled "A Meeting" [the 3rd installment of a tale by Martine; another piece of lore, Sir Martine's Journal, lies on the ground nearby, in a pool of blood. - Ed.], and some normal SIK loot. The book contains some interesting Lore but is not required for the quest. The two chests in the north-east and south-east corners of the room are unlocked and contain level 2-3 loot.

The Tattered Virindi Cloak -- Mosswart Mire-Witches

The Tattered Virindi Cloak drops from a Mosswart Mire-Witch. Note: While Mire-Witches do appear on the Vesayen Isles, we have yet to hear a report of one dropping a Tattered Virindi Cloak. Those dropping cloaks seem to appear in 'covens' of five witches, and spawn on the southern ocean coast. Adventurers report spawns along the beaches south of Mayoi, and along the southern land bridge. While the spawns appear to be rare, the cloak drop rate seems to be 100%.

Use the Virindi Essence on the Tattered Virindi Cloak to create a Glowing Virindi Cloak. You are now ready to acquire your weapon. Travel to the Moss Chamber at (14.1N, 0.7W). It is a short run west from Zaikhal.

Creating the Weapon -- The Moss Chamber (14.1N, 0.7W)

Inside the Moss Chamber you will find Mosswart Mire-Witches (Lvl 99, and they do not drop virindi cloaks), Mosswart Muck Stalkers (Lvl 79), and Mosswart Clingers (Lvl 99). From the entrance proceed south-east. Follow the right wall, passing a small gated room, and take the stairway leading down to the east. At the bottom of the stairs continue to follow the right wall into a passageway. At the first intersection turn right (north-east) and follow the passage to a small room with a door to the east. Continue through the door into another small room and take the passage down to the east. At the next intersection take a sharp right (south-east). This leads to a room with multiple passageways. Go straight ahead to a flaming brazier you will see on the ground then take a left (east), then a right (south). The passage will curve west then lead down to Gragghk’s Chamber.

[Note: It is not necessary to kill Gragghk, the Mosswart Chief (Lvl 117), or the half-dozen Mosswarts that spawn with him. If you do, you'll retrieve the Torn Mosswart Shroud from his body. When treated with the Virindi Essence it Glows. It may then be turned in for five Diamond Scarabs later on. - Ed.]

Take the Moss Chamber portal just inside the room to the left (south). The portal drop is safe, as there are no fightable monsters within.

Beyond the portal is a large room containing numerous NPC Hollow Minions and Virindi along the walls. Each corresponds to a specific Singularity weapon. In the middle is a Broken Virindi. 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 the virindi will give you 5 Diamond Scarabs. Note: Doing this means you will NOT receive a Singularity Weapon!

Give the Glowing Virindi Cloak to the correct NPC as listed below to receive the Singularity weapon of your choice.

In the south-west corner from left to right is the Unarmed Minion and the Dagger Minion.

In the north-west corner from left to right is the Crossbow Minion, the Bow Minion, and the Staff Minion.

Along the east wall from left to right the Conquered Virindi (Mace), the Leashed Virindi (Spear), the Tamed Virindi (Sword), and the Beaten Virindi (Axe).

Important: If you die after receiving the Singularity weapon and before completing the remainder of the quest to upgrade the weapon, it will disappear from your inventory and you must wait a week to start the quest again.

The Bound Singularity Weapon - The Black Dominion (88.6S, 25.9W)

The Black Dominion is located on the south ocean coast along the southern land bridge about halfway between the Acolyte Towers (Soul Fearing Quest) and the Mayoi South Dires portal drop. It is restricted to characters of Level 25 or greater. You may enter the portal directly; the entry area is safe.

You may expect to meet Altered Drudges in the first section of the dungeon. After going through a locked door (Resistance = 40) you will encounter Virindi Observers, Virindi Executors, and Terberous Hollow Minions.

After running eastward down the loooong ramp, jump down into a room. You will probably meet your first Altered Drudges here. Dispatch them, and head into a series of intersection north-south and east-west corridors. Your exit point from this area is in a room in the southeast. Exit the room eastward, go down another looooong ramp, and arrive at a locked door, resistance 40. (The door faces a "T"-intersection with a north-south corridor.) Pick the lock. As you wait at this door, you may attract Virindi Observers and Hollow Minions, as there are several in nearby rooms.

There are several methods of obtaining your objective: a large circular pit with several Virindi and Hollow Minions to the northeast. You may take the corridor to the north. This involves entering a large room (and perhaps attracting several monsters), then jumping down into a room . . . with more monsters. Alternatively, take the south corridor, jump down to an east-west corridor, and battle your way north to the room.

After clearing the room, take the east exit corridor on the north side of the room, and immediately turn to the north. Go down the ramp, and you face . . . a jump into a large circular pit filled with Virindi and Minions! If you wish, jump down and fight it out! I, however, am an abject coward. Since the final objective is past this pit, I jumped down and ran for the exit to the south. Several more jumps into lower pits faced me; I kept on jumping.

Eventually, after several jumps, you will arrive at your destination: a pit with two SIK chests, an exit portal, and a Virindi Castaway. You will probably need to fight off any lingering enemies at this point; however, if you die you run the risk of losing your Singularity Weapon! I chose the 'safer' course: I ran up to the Virindi Castaway and gave him my Singularity weapon. He returned me a Bound Singularity Weapon! Then I died!! (I got hit from behind by a Lightning spell.)

Luckily for me, I had upgraded my weapon immediately prior to my death! The result: I retained my weapon. Even better, the Bound Singularity weapons (see our chart, below) come with Crushing Blow and Biting Strike spells. Even more interesting, my Sword now had a spell called 'Virindi Slayer'. Hmmmm! Well, needless to say this upgraded sword was Extremely Useful in re-entering the Black Dominion and retrieving my corpse.

Now, you have the opportunity to upgrade your weapon even further.

The Ultimate Singularity Weapon - The Martinate Holding (59.5N, 77W)

After receiving the Bound Singularity weapon go to Martinate Holding at the northern tip of the Marescent Plateau on Marae Lassel island. There are a couple routes to Martinate Holding: See Portal Routes below.

Note: Either route is a dangerous run. Expect to run across Vapor Golems, Virindi Executors, Chaos Wisps, and Azael Zefirs (Lvl 100!) among other creatures. See our maps of Marae Lassel in the WCoD Maps Archive for directions.

The entry to Martinate Holding should be safe, although on a rare occasion a Tusker or two may have been drawn to the entrance. The dungeon itself is mostly straightforward.

From the portal drop your only choice is to proceed north-east then down the east passage. Ignore any small alcoves on the right or left along the way. The passage then turns south and goes up two ramps. At the top is a brazier with blue flame where the passage turns west. This is your cue to Stop as there is a dispel trap in the west passage.

To avoid the trap run against either wall until you exit the passage into the following room which contains approximately 8 Tuskers and 3 Virindi. Continue west through the room then south through a passage that eventually turns north, leading to a Tusker room.

Pass through the Tusker room to the south, hugging the left wall. This leads to a long, narrow room containing a Virindi and two Tuskers. Beyond the room is another long passageway containing Martinate Hollow Minions. The passage eventually turns west and leads to the lowerTusker room.

The lower Tusker room is inhabited by about 8Tuskers, 4 Martinate Hollow Minions, and a Virindi. Attempt to engage them from the passageway to avoid being surrounded. Exit the room into a passageway to the south which leads up a ramp. Stop at the top of the ramp as there is a Mana Blight trap just beyond. To avoid the trap run against either wall until the passage exits into the Upper Tusker room.

The spawn in the upper Tusker room is the same as the Lower room you just passed through. The exit from the room is a passage to the south. The long passage to the south contains Virindi and Martinate Hollow Minions. Continue south ignoring any small alcoves to the right or left. Eventually the passage will turn left (east) then right (south) leading to a room containing a Virindi NPC named Executor Assistant who stands in front of a glowing blue crystal.

Hand the Virindi NPC a Bound Singularity weapon and it will return to you an Ultimate Singularity weapon.


STEP BY STEP (Return to top)

  • Obtain some Virindi Essence from the chest in the Mosswart Hideout (72.8S, 90.7E) on the Vesayen Isles -- Note: Singularity Key required.
  • Obtain a Tattered Virindi Cloak from a Mosswart Mire-Witch (those dropping the cloak are found on the southern ocean coast; there are spawns south of Mayoi, and on the southern land bridge).
  • Apply the Virindi Essence to the Tattered Virindi Cloak, resulting in a Glowing Virindi Cloak.
  • Take the Glowing Virindi Cloak to one of the NPCs inside the Moss Chamber (14.1N, 0.7W) near Zaikhal, and receive a Singularity Weapon in return. Note: If you die before you get your weapon upgraded, it will disappear!
  • Take your weapon to the Black Dominion dungeon (88.6S, 25.9W) on the southern land bridge, give it to the Virindi NPC at the end, and it will be upgraded to a Bound Singularity Weapon.
  • Take your Bound Singularity Weapon to the Martinate Holding (59.6N, 77.1W) on Marae Lassel, give it to the Virindi at the end, and it will be upgraded to an Ultimate Singularity Weapon.

  • REWARDS (Return to top)

    Note: We are still researching particulars of many of these weapons. If you have details about a weapon we're missing, please contact the Quest Team. Thanks!

    Base Singularity Weapons (Blue)

    REWARD(S) DESCRIPTION RESTRICTIONS
    Singularity Atlatl Bonus: 0 Mod: 100% Speed=60
    Blood Drinker VI
    Melee Defense +5%
    Thrown Weapons skill 275+ to wield
    Lore 175+
    Singularity Axe 8-16 Slash, Speed=60
    Blood Drinker VI Strength Other VI
    Axe skill 250+ to wield
    Lore 100+
    Singularity Bow Bonus: 20 Mod: 100% Speed=50
    Blood Drinker VI
    Melee Defense +5% Attack +5%
    Bow Skill 275+ to wield
    Lore 200+
    Singularity Crossbow Bonus: 9 Mod: 110% Speed=100
    Defender VI, Blood Drinker VI, Coordination Other VI
    Melee Defense +7%
    Special Properties: Virindi Slayer, Attuned, Bonded, Destroyed on Death, Biting Strike, Crushing Blow
    Base Crossbow Skill 250+ to wield
    Lore 200+
    Singularity Dagger 2-7 Slash/Pierce Speed=20
    Blood Drinker VI Quickness VI
    Dagger Skill 250+ to wield
    Singularity Katar 2-7 Slash/Pierce, Speed=20
    Blood Drinker VI Quickness VI
    Unarmed skill 250+ to wield
    Singularity Mace 7-14 Bludgeon, Speed=40
    Blood Drinker VI Strength Other VI
    Mace skill 250+ to wield
    Singularity Scepter Mana Renewal Other VI, Focus Other VI
    Mana Conversion Mastery Other VI, Melee Defense +7%, Mana Conversion +7%
    Virindi Slayer, Biting Strike
    Lore 200+ to activate
    Base War Magic skill 225+ to wield
    Singularity Spear 7-13 Pierce, Speed=30
    Blood Drinker VI Coordination Other VI
    Melee Defense +7% Attack: +7%
    Spear skill 250+ to wield
    Singularity Staff (research in progress) Staff skill 250+ to wield
    Singularity Sword 8-16 Slash/Pierce, Speed=40
    Blood Drinker VI Coordination Other VI
    Sword skill 250+ to wield

    Bound Singularity Weapons (Purple)

    REWARD(S) DESCRIPTION RESTRICTIONS
    Bound Singularity Atlatl Bonus: 0 Mod: 100% Speed=25
    Blood Drinker VI Strength Other VI
    Virindi Slayer, Crushing Blow, Biting Strike
    Thrown Weapons skill 250+ to wield
    Bound Singularity Axe (research in progress)
    Blood Drinker VI Strength Other VI
    Virindi Slayer, Crushing Blow, Biting Strike
    Axe skill 250+ to wield
    Bound Singularity Bow    
    Bound Singularity Crossbow Speed=100
    Blood Drinker VI
    (research in progress)
    Bound Singularity Katar (research in progress)
    Blood Drinker VI Quickness VI
    Virindi Slayer, Crushing Blow, Biting Strike
    Unarmed skill 250+ to wield
    Bound Singularity Mace (research in progress)
    Blood Drinker VI Strength Other VI
    Virindi Slayer, Crushing Blow, Biting Strike
    Mace skill 250+ to wield
    Bound Singularity Scepter (example) Mana Renewal Other VI, Focus Other VI
    Mana Conversion Mastery Other VI
    Melee Defense +7%, Mana Conversion +7%
    Virindi Slayer, Biting Strike
    Lore 200+ to activate
    Base War Magic skill 225+ to wield
    Bound Singularity Spear (research in progress)
    Blood Drinker VI Coordination Other VI
    Virindi Slayer, Crushing Blow, Biting Strike
    Spear skill 250+ to wield
    Bound Singularity Staff (research in progress) Staff skill 250+ to wield
    Bound Singularity Sword (research in progress)
    Blood Drinker VI Coordination Other VI
    Virindi Slayer, Crushing Blow, Biting Strike
    Sword skill 250+ to wield

    Ultimate Singularity Weapons (Green)

    REWARD(S) DESCRIPTION RESTRICTIONS
    Ultimate Singularity Atlatl Bonus: 0 Mod: 100% Speed=??
    Blood Drinker VI Strength Other VI
    Virindi Slayer, Crushing Blow, Biting Strike
    Thrown Weapons skill 250+ to wield
    Ultimate Singularity Axe 22-44 Slash, Speed=60
    Blood Drinker VI Strength Other VI
    Melee Defense +8% Attack +8%
    Virindi Slayer, Crushing Blow, Biting Strike
    Base Axe skill 325+ to wield
    Lore 200+
    Ultimate Singularity Bow Bonus: ? Mod: ? Speed=??
    Defender VI Blood Drinker VI Coordination VI Minor Coordination
    Base Bow skill 290+ to wield
    Lore 200+
    Ultimate Singularity Crossbow Speed=100
    Blood Drinker VI
    Virindi Slayer, Crushing Blow, Biting Strike
    (research in progress)
    Ultimate Singularity Katar (research in progress)
    Blood Drinker VI Quickness VI
    Virindi Slayer, Crushing Blow, Biting Strike
    Unarmed skill 250+ to wield
    Ultimate Singularity Mace (research in progress)
    Blood Drinker VI Strength Other VI
    Virindi Slayer, Crushing Blow, Biting Strike
    Mace skill 250+ to wield
    Ultimate Singularity Scepter Mana Renewal Other VI Minor Focus Focus Other VI Mana Conversion Mastery Other VI
    Melee Defense +8% Virindi Slayer Crushing Blow Biting Strike
    Base War Magic skill 290+
    Lore 200+
    Ultimate Singularity Spear (research in progress)
    Blood Drinker VI Coordination Other VI
    Virindi Slayer, Crushing Blow, Biting Strike
    Spear skill 250+ to wield
    Ultimate Singularity Staff (research in progress) Staff skill 250+ to wield
    Ultimate Singularity Sword 27-49 Slash/Pierce, Speed=40
    Blood Drinker VI Coordination Other VI Strength VI
    Melee Defense +8% Attack: +8%
    Virindi Slayer, Crushing Blow, Biting Strike
    Sword skill 250+ to wield

    MAPS (Return to top)

    DUNGEON NAME MAP RESTRICTIONS
    Mosswart Hideout (72.8S, 90.7E) None
    Moss Chamber (14.1N, 0.7W) None
    Black Dominion (88.6S, 25.9W) Level 25+
    Martinate Holding (59.5N, 77W) Level 35+


    PORTAL ROUTES (Return to top)

    DESTINATION ROUTE
    Mosswart Hideout (72.8S, 90.7E) Route #1:
  • Begin in Arwic; take the Mountain Shortcut portal(34.9N, 56.0E)
  • Travel west through the mountains to the Bandit Castle Portal (42.4N, 60.5E)
  • Head south to the Vesayen Isles portal (61.7N, 48.6E)
  • Travel from island to island to reach the Hideout (72.8S, 90.7E)
  • See our maps of the Vesayen Isles in the WCoD Maps Archive for directions.

  • Route #2:
  • Travel to Mayoi.
  • Mayoi is connected to Khayyaban and Plateau Village by the Oriel Residence Quarters.
  • Run to the Vesayen Isles Portal at (65.7S, 84.9E).
  • Travel from island to island to reach the Hideout (72.8S, 90.7E)
  • See our maps of the Vesayen Isles in the WCoD Maps Archive for directions.
  • Moss Chamber (14.1N, 0.7W)
  • Travel to Zaikhal (via Arwic Abandoned Mines ("Sub") or Jungle Shadows)
  • Additional Zaikhal portals from Cragstone and Q'alabar.
  • Zaikhal is connected to Cragstone and Hebian-To by the Sanctum Residence Quarters
  • From Zaikhal, run to the Moss Chamber (14.1N, 0.7W)
  • Black Dominion (88.6S, 25.9W)
  • Travel to Mayoi (via Arwic Abandoned Mines ("Sub"))
  • Mayoi is connected to Khayyaban and Plateau Village by the Oriel Residence Quarters
  • From Mayoi, run to the South Direlands portal at (99.9S, 99.9E). Warning! Portal drop is hot!
  • From the portal drop, run eastward to the Black Dominion (88.6S, 25.9W)
  • Probably easiest to run south to the coastline, then eastward.
  • Martinate Holding (59.5N, 77W) Route #1:
  • Travel to Zaikhal (via Arwic Abandoned Mines ("Sub") or Jungle Shadows)
  • Additional Zaikhal portals from Cragstone and Q'alabar.
  • Zaikhal is connected to Cragstone and Hebian-To by the Sanctum Residence Quarters
  • Run to the Danby’s Outpost portal at (16.7N, 1.6W). Warning! Drop is sometimes hot!
  • Proceed to the Central Tuatara Plains portal at (23.9N, 28W).
  • run northwest to Martinate Holding at (59.5N, 77W).

  • Route #2:
  • Travel to the Marae Lassel town of Redspire
  • There are Redspire portals near Holtburg at (42.5N, 31.1E), near Samsur at (3.5S, 22.4E), and near Yanshi at (15.9S, 46.7E).
  • From Redspire take the Northern Ahurenga Plains portal at (41N, 83.6W).
  • From the portal drop (52.1N, 86.2W) run northeast (quite a ways) to the Martinate Holding at (59.5N, 77W).

  • CONTRIBUTORS (Return to top)

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