Deepspindle

==Description==
The Deepspindle is a Legendary Rapier; a malevolent manifestation of shadow forged into a curving assemblage of black tendrils drawing long into a sharp point, the blade of the rapier.
The Deepspindle can be acquired as a guaranteed drop from a Ministry Cache Agent, or by chance from a random related event:
#Obtain Shadow Travel or Shadow's Flight by crafting two Void Feathers and an Umbral Obsidian together.
# Find an Understrand entrance. The entrance can spawn as a part of Silhuett's event, or as a random spawn in the following area, signified by their purple glow and the hex circle:
#* Outpost Antumbra
#* Minityrsa
#* The City of the Drowned
#Use Shadow Travel or Shadow's Flight on the hex circle. You will be teleported to a Ministry Cache and the fight will be initiated.
#*Depending on the type of event, the fight will initiate differently: Silhuett's entrance always guarantee a Ministry Agent, while random spawned entrances will have the fight differ regarding your reputation with the Ministry.
#*The guaranteed drops from Silhuett's event can only be obtained once per slot; corresponding fights with the Ministry Agent will only guarantee the Deepscorn Casque.
#*Assuming Ally reputation with The Ministry, Silhuett's event's fight can be skipped immediately, giving you all the items; while random spawned events will allow you to fight a Black Diver or Mudskipper Broodlord instead. Low/Neutral reputation random encounters will still have you fight the Ministry Agent, but will not guarantee drops like Silhuett's event. It should be mentioned that Broodlords and Black Divers WILL drop the same chest as the Agent, so these may be better grinding options for some, as their health pools are significantly smaller and their ai significantly easier.
==Critical==
File:DeepspindleCritical.gif|Standing Critical
File:DeepspindleCriticalRunning.gif|Running Critical
The Deepspindle has two different critical attacks.
For the standing critical, the user thrusts the weapon forward with both hands, marking an enemy before dealing damage multiple times. You cannot parry the damage which occurs after the initial hit, however, you can vent out of it. This critical attack is counted as "Shadow" damage, meaning it is affected by shadow resistance from outfits such as Black Diver and Navaen War Chief, and activates Dawnwalker's "Protagonist Syndrome" passive.
For the running critical, the user stabs the weapon into themselves, dealing self-damage and sending out two shadow blasts, teleporting them in front of the hit target upon hitting an enemy. Like the standing critical, this is also considered "Shadow" damage.
The running critical will put the player in the Dark Rift state after landing, which have a 20 second cooldown. Both critical attacks have a cooldown of 9 seconds. However, the standing critical's duration lasts for a long time meaning the standing critical effectively has a cooldown of around 6.5 seconds as long as it lands.
==Gallery==
File:DEEPspindle.png
== Trivia==
* This item can be dropped.
* Ironically, this weapon is longer than the Crypt Blade.
*Doing hell mode increases the spawn rate of finding Silhuette.
*Meeting the requirement of LHT and SDW, the damage is (23.19)
*At max LHT and SDW, the damage is (27.65)
* The running critical damage can be negated by the Unique equipment Talent "Already Dead", available by equipping the Deepscorn Casque.
* This weapon gains 40% wither on hit when paired with the Darkened Bastion outfit, instead of the normal 20% received by other weapons.
*After you defeat the boss and you grip him you will get the schematic (Darkened Bastion), the Deepscorn Casque, and the Deepspindle all at once (when sent via Silhuette).
*The magic circle sitting on top of the crossguard sports symbols bearing resemblance to the Ministry.
Category:Rapiers
Category:Weapons
Category:Attunement-based Weapons
Category:Legendary Weapons
Category:Weapons with Unique Criticals
Category:Multiple Criticals