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Singularity Points And Glyphs


Singularity - UO Free Shard Treasure Vault

     There are many currencies on the Singularity - UO free shard, and of those currencies there is one that becomes very important to progress your characters towards completing their end game gear set: Singularity Points.

     This page will introduce you to this system and hopefully bring about better understanding for how to use these points to super charge your characters.


Singularity Point Mechanics:

By JarJarIsASith
This system is designed to allow players to create truly powerful end game items through glyph upgrades and serves as our primary end game progression system.


Singularity Point Basics:

  • First, players need to understand that these points are essentially "soul bound" and must be earned on the character that will end up using them. There is no way to trade or transfer these points, and once used to purchase a glyph or upgrade an item with a glyph, both the glyph and the item will be blessed as well as soul bound, which means they will not be usable by any other character.
  • The next thing to know about Singularity Points is how to earn them.
  • There are 2 primary sources for earning Singularity Points:
  • ICE Dungeon
    • When you clear ICE and kill at least 14 of the 26 monsters (including boss), you will earn points.
    • The first three clears of ICE each week will earn you 100 bonus points.
    • Each player also has a "catch up" mechanic where they can earn up to 2100 extra points in blocks of 100 points with a maximum of 300 each week.
    • If you still have catch up points remaining for the week, you can earn 100 points per clear until you have used these up for the week.
    • After your weekly bonus points and catch up points have been earned, you will earn 2 singularity points per ICE completion.
  • PvP Battlegrounds
    • Catch up points can also be earned through PvP Battlegrounds, win or lose.
    • After your weekly catch up points have been earned, you will earn 2 singularity points per PvP Battleground.
    • Note that this mean you can choose to earn either 300 in ICE and 300 in PvP each week or 600 in ICE, as a primary way to accumulate singularity points.


What Do I Use These Points For?:

  • These points can be used primarily to purchase glyphs.
  • There are two kinds of glyphs: lesser and greater.
  • The following item types can have one lesser and one greater glyph applied to them:
    • Helmets and Hats
    • Gorgets
    • Sleeves
    • Leggings
    • Chests
    • Gloves
    • Weapons
    • Spellbooks (Requires weapon glyphs)


Before Applying A Glyph:

  • Remember, that glyphs cannot be undone without destroying the item, so be very careful when choosing your glyphs.
  • Also, after you apply a glyph to any armor piece, the item will become blessed and soulbound which means it can no longer be traded to other players, since they cannot equip them.


Glyphs Need To Be Leveled:

  • After you apply a glyph to any armor piece, the only immediate effect is that the lesser or greater glyph slot will now be marked as used, and the item will become blessed and soulbound.
  • A max level glyph will achieve the full value indicated at the time the glyph was applied, and the maximum level for all glyphs is 300.
  • This might seem high but experience comes very quickly once you are able to join in on ICE dungeon runs and PvP events.
  • Remember also that experience for glyphs can only be earned once the player is level 300, and experience is split among all glyphs you have equipped, so trying to level 14 glyphs at once might be a very long task.


Be Careful With Your Selections:

  • Most glyph values are marked with "does not add to existing value, but brings total on item to indicated amount."
  • This means that if an item already has for example +5 hit points, and you add a +6 hit point lesser glyph, once that glyph is fully leveled it will end up with +6 hit points total (NOT +11).
  • For this reason, it is often best to add something to an item that it doesn't yet have.


How Do I Find Armor Worth Glyphing: Part 1

  • This part is where a lot of players struggle, but these are the basic recommendations for farming gear that might be worth glyphing.
  • First, Legendary Power Deeds are a new item that has been added to the Greater Dungeon Vendor and the Daily Coins Vendor.
  • These deeds are expensive but very powerful and will leave you with only items that have a high probability for being end game viable.
  • They work by creating 100 Lesser Power Deed bags of items and automatically sifting through these items for the best candidates.
  • These items also gain a variety of improvements, for example weapons come with baseline damage increase %, and armor comes with a baseline of 8% resists for all types.
  • This is designed to make end game gear farming very straightforward, buy a Legendary Power Deed and simply use it on the item type you want.
  • For generating items, these packs will grant you a baseline of +1000 luck, or use your luck, whichever is higher.


How Do I Find Armor Worth Glyphing: Part 2

  • Before we had Legendary Power Deeds, we had to sift through items by hand to find the ones that were best, this Part 2 section is an overview of how that process can be done. Using Legendary Power Deeds is much more efficient and the recommended way to go.
  • First, always equip as much luck as possible before doing this, generally players aim to have 1400+ luck but a little more is always better and a little less is fine too, this just makes it more likely to find items that are very high quality.
  • After equipping your luck suit, you should decide what item you want to upgrade, for example, maybe your gloves are the weakest item in your set so you can start there.
  • Next, you will need to use your greater coins to buy lesser and greater power deeds, then use these deeds on the glove type that you want, if you use mana, then you would probably want leather gloves for example.
  • After using the power deed on any pair of leather gloves, a bag or number of bags filled with magical leather gloves will be created and added to your inventory.
  • Looking through all these gloves by hand is difficult because sometimes to find truly amazing items it can take between 1-2 million greater coins, which can be around 200 bags. So intead of looking at each glove in every bag, use the "[findarmor" command to search all the bags at once. For example, a command to find caster gloves might be "[findarmor fastercasting spelldamage hits manaregen 3" this will try to find all items with 3 of the attributes you provided: faster casting, spell damage increase, hit points, and mana regen. In the future this system will be updated and made easier to follow. Type the "[findarmor" command for help on how to use it, before you can use the command you need to target a bag to move the items you find to in your inventory, using the "[setbag" command.
  • Note also that you might find armor pieces with low resists, but remember there is a "min resists 10" deed that can be used on any armor piece to fortify the resists on that piece, so this is not an issue.


Example "[findarmor" Commands To Search For Armor Pieces:

  • [findarmor eaterany defend hit spelldamage hits stam 4
  • [findarmor stam mana hit defend spelldamage 4
  • [findarmor str hits hit defend spelldamage 4
  • [findarmor hit defend spelldamage 3
  • [findarmor spelldamage fastercasting 2
  • [findarmor defend hit lowermanacost 3


Example "[findarmor" Commands To Search For Jewelry Pieces:

  • [findarmor damage speed hit spelldamage 3
  • [findarmor fastercasting fastercastrecovery spelldamage 3


Example "[findweapon" Commands:

  • [findweapons damage proc area splinter 3
  • [findweapons mage leechmana 2
  • [findweapons damage proc lowerattack splinter 3
  • [findweapons lightning area lowerattack 3


Spellbook Glyphs:

  • Recommended glyphs: Spell Damage Increase, Mana Regen, Enhance Potions, Faster Casting
  • Note: remember that you should first create a spellbook by using an Augment Spellbook deed, which can combine any spellbook in game with a weapon to create powerful end game spellbooks that can proc on hit effects with spell direct damage spells. These can be purchased from the greater coins vendor.
  • Spell Damage Increase (12 Lesser / 21 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Mana Regen (6 Lesser / 9 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Faster Casting (2 Lesser / 3 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Faster Cast Recovery (3 Lesser / 4 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Lower Reagent Cost (30 Lesser / 50 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Lower Mana Cost (20 Lesser / 30 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Enhance Potions (20 Lesser / 30 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Str (6 Lesser / 10 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Int (6 Lesser / 10 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Dex (6 Lesser / 10 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Stam (3 Lesser / 6 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Hits (3 Lesser / 6 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Mana (3 Lesser / 6 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Luck (200 Lesser / 300 Greater)
    Does not add to existing value, but brings total on item to indicated amount.


Weapon Glyphs:

  • Recommended glyphs: On Hit Explosion, On Hit Curse, Mage Weapon, Area Damage, On Hit Lightning, Splintering (PvP)
  • Spell Damage Increase (20 Lesser / 35 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
    Value for 1H weapons is 60% of the value.
  • Mana Regen (10 Lesser / 15 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
    Value for 1H weapons is 60% of the value.
  • Faster Casting (2 Lesser / 3 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Faster Cast Recovery (3 Lesser / 4 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Mage Weapon (-5 Lesser / -0 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
    Starts at 0 so you need to level it up a few levels before it allows you to use Magery.
    PvP battlegrounds are an easy way to get some initial levels here.
  • Swing Speed Increase (20 Lesser / 35 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Damage Increase (30 Lesser / 50 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Hit Chance Increase (20 Lesser / 35 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Defend Chance Increase (20 Lesser / 35 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • On Hit Explosion (20 Lesser / 35 Greater)
    Will replace other damage on hit effects once combined total is greater than 75.
    This means if the total proc on an item is 75 or higher lower level procs will be replaced 1 for 1, it will not drop the total value though, so if a weapon had 90% lightning and you add +35% explosion, the final lightning value will be 90 - 35 = 55%.
    Value for 1H weapons is 60% of the value.
  • On Hit Lightning (60 Lesser / 75 Greater)
    Will replace other damage on hit effects once combined total is greater than 75, preferring weaker procs first
    This means if the total proc on an item is 75 or higher lower level procs will be replaced 1 for 1, it will not drop the total value though, so if a weapon had 90% harm and you add +75% lightning, the final harm value will be 90 - 75 = 15%.
  • Area Physical (60 Lesser / 80 Greater)
    Will replace other area on hit effects once combined total is greater than 75.
  • Area Cold (60 Lesser / 80 Greater)
    Will replace other area on hit effects once combined total is greater than 75.
  • Area Fire (60 Lesser / 80 Greater)
    Will replace other area on hit effects once combined total is greater than 75.
  • Area Poison (60 Lesser / 80 Greater)
    Will replace other area on hit effects once combined total is greater than 75.
  • Area Energy (60 Lesser / 80 Greater)
    Will replace other area on hit effects once combined total is greater than 75.
  • Lower Reagent Cost (30 Lesser / 50 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Lower Mana Cost (20 Lesser / 30 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Hit Leech Stam (60 Lesser / 80 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Hit Leech Hits (60 Lesser / 80 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Hit Leech Mana (60 Lesser / 80 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Hit Lower Attack (60 Lesser / 80 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Hit Lower Defend (60 Lesser / 80 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Splintering Weapon (20 Lesser / 35 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
    Not available for ranged weapons.
    Value for 1H weapons is 60% of the value.
  • Battle Lust (Greater only)
    Must reach weapon max level to enable, not available for ranged weapons..
  • Hit Curse (60 Lesser / 80 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Hit Dispell (60 Lesser / 80 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Hit Fatigue (60 Lesser / 80 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Enhance Potions (20 Lesser / 30 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Str (6 Lesser / 10 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Int (6 Lesser / 10 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Dex (6 Lesser / 10 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Stam (6 Lesser / 10 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
    Value for 1H weapons is 60% of the value.
  • Hits (6 Lesser / 10 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
    Value for 1H weapons is 60% of the value.
  • Mana (6 Lesser / 10 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
    Value for 1H weapons is 60% of the value.
  • Luck (200 Lesser / 300 Greater)
    Does not add to existing value, but brings total on item to indicated amount.


Armor Glyphs:

  • Recommended glyphs: this depends on many factors, ask in discord for helpful advice.
  • Defend Chance Increase (10 Lesser / 15 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Swing Speed Increase (10 Lesser / 15 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Hit Chance Increase (10 Lesser / 15 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Damage Increase (10 Lesser / 15 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Spell Damage Increase (8 Lesser / 12 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Str (6 Lesser / 8 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Dex (6 Lesser / 8 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Int (6 Lesser / 8 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Hits (6 Lesser / 8 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Stam (6 Lesser / 8 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Mana (6 Lesser / 8 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Regen Hits (6 Lesser / 8 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Regen Stam (6 Lesser / 8 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Regen Mana (6 Lesser / 8 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Faster Casting (1 Lesser / 2 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Faster Cast Recovery (2 Lesser / 3 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Lower Mana Cost (10 Lesser / 15 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Lower Reagent Cost (18 Lesser / 25 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Reflect Physical (10 Lesser / 15 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Casting Focus (2 Lesser / 3 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Eater Damage (10 Lesser / 15 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Eater Cold (10 Lesser / 15 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Eater Fire (10 Lesser / 15 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Eater Poison (10 Lesser / 15 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Eater Energy (10 Lesser / 15 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Eater Kinetic (10 Lesser / 15 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Resonance Fire (15 Lesser / 20 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Resonance Cold (15 Lesser / 20 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Resonance Poison (15 Lesser / 20 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Resonance Energy (15 Lesser / 20 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Resonance Kinetic (15 Lesser / 20 Greater)
    Does not add to existing value, but brings total on item to indicated amount.
  • Luck (200 Lesser / 300 Greater)
    Does not add to existing value, but brings total on item to indicated amount.


     Author: JarJarIsASith, Singularity - UO free shard developer

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