Singularity Bow
Upgrade
Sing Xbow is:
+135% Damage Mod
+10% Attack
+10% Defense
BD6
Diff 175, Xbow 275+
(-- supposedly very heavy.. no info on it yet --)
Sing Bow is:
+110% Damage Mod
+10% Attack
+10% Defense
BD 6
Diff 175, Bow 275+
SINGULARITY BOW WALK THRU
1. OBTAIN VIRINDI TATTERED CLOAK - (no drop/no give) - Found on Mosswart Mires Witches (groups of 5 only) - Ayan Baqur - Weijouh
2. OBTAIN VIRINDI ESSENCE - (no drop/no give) - Found at bottom of Mossie Hideout (V Islands) (72.7S 90.7E) - Path - Take the passage North from the main room after you kill about 15 Mossies. - At the wall turn left (west) for a few feet till you can turn south. - Go south and down the ramp. Here there will be a couple Idilators, Zealots, Soul-Trappers and 1 Idol. - On the far side of the room there is another ramp going down with a few more mossies on it. - At the bottom of the ramp take a right 1 more mossy. - One more right at the end of the hall leads to the chest room. - The chest room spawns 2 Goldenback tuskers, 4 or 5 Drudge Raveners, and a Soritis Hollow. - After the room is clear use a SIK on the chest in the middle of the room and get the Virindi Essence. - You might want to take an extra SIK just in case.
3. USE ESSENCE ON CLOAK
4. TURN IN GLOWING CLOAK FOR SING BOW - Moss Chamber is the second dungeon. It's located at 14.1N by 0.7W - just outside Zaikhal. - Go down this dungeon killing mossy's till you get to a portal (not the surface portal) that will take you to a room full of Virindi and Hollows (they are all NPC and will not attack you). - This is were you will get the Singularity weapon. - The BOW is in one of the corners and are a group of hollows. FROM THIS POINT ON YOU CANNOT DIE!!! THE SING WEAPON WILL BE DESTROYED ON DEATH!!! Well until you upgrade it!
5. TURN IN SING BOW FOR UPGRADE - Martinate Holding is the name of the dungeon to get the upgrade in. - Full of Executors, Martinate Hollows, Tuskers (armored, silver, guard, slave) and various other Virindi. - There's a Virindi NPC at the end named Executor Assistant that you hand the weapon to for the upgrade. -
Martinate Holding is NOT on the Plateau; it is at one of the northmost points of the lowlands on the beach. - It's strongly recommended that you bring friends to the Holding, unless you can routinely solo the hardest dungeons in the game.
- Watch out for the dispel and mana traps.
******* used info from Slydrik and Krill to put this together ... thx ********
A bit more detail on the run thru martinate holding. There's really 3 parts to this dungeon.
1st part: All linear...a few Tusker Guards & slaves & low level virindi. After the first up ramp, you'll turn right. *WARNING* - DISPELL TRAP...HUG THE RIGHT SIDE OF THE WALL as you move through this hallway...EVEN IF THERE'S GUARDS OR VIRINDI - DON'T FIGHT THEM or let them pull you away from the wall. Keep moving down the hall past the bend - then it's safe just before the next room. The last part of this first section has a room with 2 servants and a bunch of Guards. Some macros may be keeping most of the guards at bay.
2nd part (Silver area): Lots of columns here. You've entered this area in from the NE corner. Head south and you will come to a wall. At either end of this wall are 2 hallways heading south (east and west halls). There is a virindi master at the start of each of these hallways, and just beyond them is a short hallway that parallels the south wall, effectively connecting the east and west hallways. The east and west hallways are symmetrical, with the same spawns on both sides, so this info applies to both passages. Past the connecting hallway is a series of corners - BE CAREFUL HERE...this is where a pair of Martinate Hollows spawns (2 on each side). Once you get past the pair of hollows you are approaching a large open room with many hollows / armoreds and executors.
3rd part (Hollow/Armored/Exec area): The big room past the pair of hollows has a big nasty spawn. Hopefully a hunting fellowship will have this somewhat cleared out. My advice here is don't attack anything and run away from the Execs. Take the south passage out of this room and head up the ramps. Hug the walls if you're worried about a mana depletion trap. From here on the route to the Virindi NPC is linear...just keep going straight. Next is the 2nd Armored room, which like the 1st armored room , havs some Execs and Hollows. The room beyond that has more execs and hollows...this is probably the part you will have to sprint through as most groups don't hunt this deep in because of all the Execs in here. There's a short turn in the hallway and then you will enter the last room with the NPC. You might have some execs or hollows on your butt so make sure you're ready to hand him the weapon immediately. There's a surface portal in the adjoining room...it's probably best to dash in there rather than fighting your way back.
****** Last section added from info provided by Wudan Wizard ... thx *******