Tel Var Stones are ridiculous

  • Na0cho
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    Kuningatar wrote: »
    Hear this one out.

    Tel Var stones are an incredibly annoying and arbitrary currency to have to earn, not necessarily because this one am against working to earn the currency, but because of how they work.

    You go into Imperial City, you grind for a few hours, and inevitably within that first hour or maybe less you run into 15 players from the opposing faction who all proceed to dogpile you, beat you down without a shred of hope of resistance, and steal the majority of your Tel Var stones, inducing incredible frustration and a desire just to close the dang game.

    WHY? Who thought this was a good idea? Lets essentially create what amounts to a PvE currency that you get primarily through PvE fights against monsters, make it slow to gain, and then make it so that when you inevitably get curb stomped by a team of people, that you lose most of the work you just spent so much time to achieve. And again, WHY? When this one fights in Cyrodil, she does not lose Alliance Points when she inevitably gets her tail blown off and this one is fine with getting zerged there because there is not a ridiculous risk of gain versus loss, but in Imperial City with Tel Var stones it is absolutely absurd.

    This ones suggestion would be to make Tel Var stones work like Alliance Points do. Make it so that if you do inevitably get zerged, you do not lose any of yours, but the opposing faction gets some for killing you just awarded the same way that Alliance Points are. Why does this one have to lose the hard work she spent so much time to gain for nothing? Just because some jerks wanted to attack her? This one minds her own business in Imperial City and fights the monsters!

    @ZOS_GinaBruno @ZOS_JessicaFolsom

    If you just want to pve go somewhere s else.

    If you just want tel var stones then just go farm people dumb enough to pve in a pvp zone. Ez.

    [snip]

    [edited to remove bait]
    Edited by ZOS_Ragnar on March 14, 2019 1:00PM
  • Dojohoda
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    Meh, it's part of the experience of a high risk zone. It's already been watered down once; let's not make it a complete snoreville.
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  • Emma_Overload
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    Making TV is easy, even if you solo all the time like I do.

    Just do it at odd times of day when no one is around. Wear Imperial Physique so you are buff if anyone does attack you. Carry Sigil stones so you can get out fast.

    I make 100K TV every morning soloing district bosses. If a carebear like me can do it, so can you.
    #CAREBEARMASTERRACE
  • bongtokin420insd16
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    I couldn't stomach this whole thread lol.

    I'll say this, I take my Sorc to IC and grind about 1 million TV a month. Some nights better than others. Hit a dead campaign during a dead time and get good at soloing and you will be rich in no time. And once you have 500k in the bank, you get alot less annoyed by dying and losing 30k even.

    And like VMA, district boss hunting sharpens your skills because the risk involved.
    Kaz_Wastelander PS4NA
  • Juhasow
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    Number_51 wrote: »
    Sure, that'll work. ;) Two opposing players would never get together to take turns killing each other and exponentially increasing their amount of Tel Var.

    Was curious so I mathed it out. Starting with 100 Tel Var each, two players would end up with 332525.67301 Tel Var after 20 rounds of killing each other at a 50% increase each kill (with no loss on the other end).

    You can just get a flat amount of tel var per player. Also on a cool down like ap to prevent such exploiting.

    Flat amount would take away risk vs reward balance because player withh lets say 1 milion tel vars would've loose the same amount of tel vars as player with 1k tel vars so what would be the even point of killing people anymore ?

    Cooldown would make PvP there pointless. For example if somedoby gets killed he looses his tel vars he comes back kill enemie that killed him and now that enemy wont be able to regain his tel vars because person that killed him have cooldown so it'll basically free travle for that person with tel vars obtained from kills.
  • Juhasow
    Juhasow
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    Kuningatar wrote: »
    Hear this one out.

    Tel Var stones are an incredibly annoying and arbitrary currency to have to earn, not necessarily because this one am against working to earn the currency, but because of how they work.

    You go into Imperial City, you grind for a few hours, and inevitably within that first hour or maybe less you run into 15 players from the opposing faction who all proceed to dogpile you, beat you down without a shred of hope of resistance, and steal the majority of your Tel Var stones, inducing incredible frustration and a desire just to close the dang game.

    WHY? Who thought this was a good idea? Lets essentially create what amounts to a PvE currency that you get primarily through PvE fights against monsters, make it slow to gain, and then make it so that when you inevitably get curb stomped by a team of people, that you lose most of the work you just spent so much time to achieve. And again, WHY? When this one fights in Cyrodil, she does not lose Alliance Points when she inevitably gets her tail blown off and this one is fine with getting zerged there because there is not a ridiculous risk of gain versus loss, but in Imperial City with Tel Var stones it is absolutely absurd.

    This ones suggestion would be to make Tel Var stones work like Alliance Points do. Make it so that if you do inevitably get zerged, you do not lose any of yours, but the opposing faction gets some for killing you just awarded the same way that Alliance Points are. Why does this one have to lose the hard work she spent so much time to gain for nothing? Just because some jerks wanted to attack her? This one minds her own business in Imperial City and fights the monsters!

    @ZOS_GinaBruno @ZOS_JessicaFolsom

    Have You ever heared about risk and reward ? If You do not have guts to participate in that type of content then dont. Whining wont help You to get better at obtaining tel vars. Problem with tel vars working similarly like AP is that it could be potentially exploited in many different ways and since tel vars have higher market value then APs that would be dangerous for the market.
    Edited by Juhasow on March 14, 2019 4:35AM
  • Juhasow
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    Merlight wrote: »
    Dagoth_Rac wrote: »
    Tel Var gain from killing other players should scale based on Tel Var multiplier. Have a 1x Tel Var multiplier? You get 10% of other players' Tel Var from a kill. Have a 2x Tel Var multipler? You get 20% of other players' Tel Var from a kill. Have a 3x Tel Var multipler? You get 30% of other players' Tel Var from a kill. Have a 4x Tel Var multipler? You get 50% of other players' Tel Var from a kill.

    If you want a big reward of Tel Var, you have to risk your own Tel Var.

    Make it 1x 20%, 2x 40%, 3x 60%, 4x 80%, then we're talking.

    That works on the paper in 1v1 scenario but is getting kinda wierd when multiple enemies with different multipliers kill 1 player. Lets say 1 person with 100k tel vars was killed by 4 players and each had different multiplier for tel vars gained from player. What would happen then ?
    Edited by Juhasow on March 14, 2019 4:39AM
  • Juhasow
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    The only thing that needs to be improved is risk vs reward balance for certain PvPers there. In general whole system of tel vars would be fine if it wouldnt so obviously favour certain setups expecially nightblade gankers. For them risk is basically non existanmt because they either get profit when they succesfully gank someone with tel vars mostly fighting with the boss or they do not loose anything if they'll fail to gank or even die because they've camed with nothing. Even fact that they can just reset the fight with the bosses or enemy players is favouring them very hard.
    Edited by Juhasow on March 14, 2019 4:55AM
  • linoge63
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    AlnilamE wrote: »
    Not losing Tel Var would make the currency pointless and they might as well just do away with it.

    Just respawn at base, deposit what you have left (minus whatever multiplier you plan on running) and go back to what you were doing.

    As a friend says, don't get too attached to your Tel Var. They are only really yours once they are in the bank.

    Yep, or imagine the telvar you have on you during a session (minus your 200 starter) is casino's money. As long as you leave with your original investment you are ahead. Ahead because its a game and you play for the currency of fun that only you via perception, can deduct.
  • Qbiken
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    System is fine, deal with it. It's not the end of the world to lose a bit of tel-var. Solo one boss with all districts belonging to your district gives almost 15k telvar and takes about 5 min to kill. Please tell ne again hiw hard it is to farm tel var.....
  • juhislihis19
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    High risk, high reward. END OF.

    We have Cyro for little risk PVP. Then there's all the PVE zones.

    IC is between them, where you have powerful monsters and nasty players just waiting to take your hard earned TelVars. I absolutely love it. In order to buy ie. Hakeijo's, which are essential to all PVE and PVP players, absolutely should have risks obtaining them.

    When I started at IC, I was intimitated. I always banked at 10k, because I didn't want to lose half. Now that I've learned to play against players, losing TelVars doesn't feel so important because I can always get them back. Always carry detect potions and pack resistances. Gankers are always squishy and quite easy to kill. Nothing beats the feeling of killing and tbagging a doorway ganker.

    All flags turned, you can get 14k from a district boss. Take a strong PVP buddy with you and you still earn 7k from a boss. Oh and always carry those teleport stones which transfer you back to base.

  • Beardimus
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    Merlight wrote: »
    Kuningatar wrote: »
    Only a few responses have actually been constructive in any way.

    Either way the rudeness and hostility has chased this one off. Good job. She will no longer be viewing or responding to the thread due to the lack of civility and common respect or even basic decency in interaction.

    This was one of the most civil threads on a contentious topic on this forum. You violated forum rules in your OP, yet still received genuine replies politely explaining your misunderstanding of IC.

    If you're looking for common respect or basic decency in interaction, please refrain from insulting other players (who play by the rules of the zone, btw) the next time you start a thread.
    Spot on.
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  • Michae
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    It's tough but I doubt the'd change it. Too much people seem to enjoy it. Learn to live with it or just find some other fun content, like I did.
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  • Moonsorrow
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    As an addition to my previous message.. i wish there was more pvp zones where one could fight with other alliance players.

    Maybe something like 1 weekend every month there could be "invasions" or whatnot ZOS wanted to call them, where some pve zone would be a warzone with open world pvp. Like rotate different zone each month. Would add excitement to questing, guild members could ask help if enemies would be occupying key cities or quest hubs and so on.

    One can dream haha.

    1 weekend each month type of thing, i think pve players could accept that. Maybe in return at those weekends IC and/or Cyrodiil could be "pve" flagged (no hostile actions between players working other than requested & accepted duels) so true pvers could then go there do all achievements, quests, master angler fishing without getting murdered. So everyone would be happyhappy i`d think. :)
  • bongtokin420insd16
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    Zones like in WoW where PvP is open world. It would be lovely, truly lovely. And im not a huge pvp guy. Though it has grown on me thanks to Zos engineering events that take me into pvp.
    Kaz_Wastelander PS4NA
  • bongtokin420insd16
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    to add, its not open everywhere. Just certain areas where factions share space.
    Kaz_Wastelander PS4NA
  • MattT1988
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    Moonsorrow wrote: »
    As an addition to my previous message.. i wish there was more pvp zones where one could fight with other alliance players.

    Maybe something like 1 weekend every month there could be "invasions" or whatnot ZOS wanted to call them, where some pve zone would be a warzone with open world pvp. Like rotate different zone each month. Would add excitement to questing, guild members could ask help if enemies would be occupying key cities or quest hubs and so on.

    One can dream haha.

    1 weekend each month type of thing, i think pve players could accept that. Maybe in return at those weekends IC and/or Cyrodiil could be "pve" flagged (no hostile actions between players working other than requested & accepted duels) so true pvers could then go there do all achievements, quests, master angler fishing without getting murdered. So everyone would be happyhappy i`d think. :)

    LOL no.
  • code65536
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    Remember when the loss was 80%, not 50%? They've already nerfed the losses significantly. It's fine as it is.
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  • labambao
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    So you want to delete a drama from IC? It's only place where you can lose something. If they make like you with Ic would be dead and tv cost ratio will drop to 1:1 or even below.
  • labambao
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    I have better purpose.
    make IC not alliance-wise.
    Make it max group of 2 ppl and all except your teammate are enemy to you, that can kill you and get 50% of your stones.
    And delete sigil of retreat.
    It would be way more interesting.
  • Merlight
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    Juhasow wrote: »
    Merlight wrote: »
    Dagoth_Rac wrote: »
    Tel Var gain from killing other players should scale based on Tel Var multiplier. Have a 1x Tel Var multiplier? You get 10% of other players' Tel Var from a kill. Have a 2x Tel Var multipler? You get 20% of other players' Tel Var from a kill. Have a 3x Tel Var multipler? You get 30% of other players' Tel Var from a kill. Have a 4x Tel Var multipler? You get 50% of other players' Tel Var from a kill.

    If you want a big reward of Tel Var, you have to risk your own Tel Var.

    Make it 1x 20%, 2x 40%, 3x 60%, 4x 80%, then we're talking.

    That works on the paper in 1v1 scenario but is getting kinda wierd when multiple enemies with different multipliers kill 1 player. Lets say 1 person with 100k tel vars was killed by 4 players and each had different multiplier for tel vars gained from player. What would happen then ?

    I liked the idea I quoted, but not inconsequential loss percentages.

    How the loot is distributed among multiple attackers is a technicality. One route would be to use multiplier of the player who did last hit. I can see how that wouldn't be fair, having someone hard to kill, packed with stones and an execute in group...

    We can come up with a different system. However the distribution works currently, it takes 50% from the victim and gives each attacker some portion of it, right? If you instead start with 20%, distribute and then multiply by each attacker's multiplier, you have loot scaling 20-40-60-80 for each individual attacker.
    Using your example of victim with 100k and 4 attackers with different multipliers : split 20% base, that is 20k, among attackers -- each has a base of 5k. Then multiply. 1x mult gets 5k, 2x mult gets 10k, 3x mult gets 15k and 4x mult gets 20k. That's 50k in total.

    Edited by Merlight on March 14, 2019 11:28AM
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  • labambao
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    Moonsorrow wrote: »
    As an addition to my previous message.. i wish there was more pvp zones where one could fight with other alliance players.

    Maybe something like 1 weekend every month there could be "invasions" or whatnot ZOS wanted to call them, where some pve zone would be a warzone with open world pvp. Like rotate different zone each month. Would add excitement to questing, guild members could ask help if enemies would be occupying key cities or quest hubs and so on.

    One can dream haha.

    1 weekend each month type of thing, i think pve players could accept that. Maybe in return at those weekends IC and/or Cyrodiil could be "pve" flagged (no hostile actions between players working other than requested & accepted duels) so true pvers could then go there do all achievements, quests, master angler fishing without getting murdered. So everyone would be happyhappy i`d think. :)

    and make 1 weekend each month all trial bosses have 1 hp, so any true pvper can go solo to cloudrest and oneshot boss, getting nodeath, speedrun, tick tock and all hardmode gear. Why not? all would be happy.
  • Reistr_the_Unbroken
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    I just want to know what the Daedra do with half my Tel Var-
    Why does a Daedra even need Tel Var???
  • MinuitPro
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    I just want to know what the Daedra do with half my Tel Var-
    Why does a Daedra even need Tel Var???

    Maybe they're trying to shellac them to the side of the WGT to patch all the holes.
  • r34lian
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    I have a question how does telvar from bosses works? I've read some where that you get most for solo and for groups the higher your damage the higher amount you get can someone enlighten me pls
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  • redlink1979
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    This post is so lol
    If you were winning in PvP you wouldn't complain, would you? lol
    Edited by redlink1979 on March 14, 2019 12:48PM
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  • Kuramas9tails
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    Qbiken wrote: »
    System is fine, deal with it. It's not the end of the world to lose a bit of tel-var. Solo one boss with all districts belonging to your district gives almost 15k telvar and takes about 5 min to kill. Please tell ne again hiw hard it is to farm tel var.....
    I think you forget that a lot of people can't solo the bosses. A majority of the players are casual players and we get a lot of new players every week. There's a handful of us experienced players who can solo the bosses, yes, but I acknowledge this and try to understand from all perspectives. Not to mention when you mix PVP and PVE, players will be confused on gear and stats in those cases. Should they wear PVE gear best suited for the bosses or PVP just in case a player shows up? These are easy things players like you and I know but for casual and newer players, this is still a lot to understand. Not to mention learning mechanics of bosses, locations of adds, PLUS PVP, IC is quite an intimidating area but Tel Var brings players in.
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    • oxygen_thief
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      MaleAmazon wrote: »
      Tel Var farming made easy:

      1. Have high CP character in good gear.

      2. Have escape pots or cloak (though not really necessary TBH).

      3. Only play IC at low pop when your alliance owns the districts. Having characters in different alliances is of course useful for this.

      4.If there is conflict going on or gankers around, don´t farm tel var unless you are good enough to get away with it. Just switch to an alt and farm in Alik´r desert or something. Fighting gankers is pointless, unless you do it for pure enjoyment. Also, I seriously doubt gankers make as much income as a good farmer under the right conditions. A farmer gets more than just tel var.

      5. Don´t just go for bosses. The mobs give good XP, Fighters Guild XP, keys and loot for decon / selling etc.

      6. Speedrun around the map, always have 1000+ tel var for the 3x bonus. Bank at regular intervals around, I dunno, 7k plus or whatever you´re comfortable with. But always have 1000+ remaining.

      7. Enjoy what might be the most profitable PvE farming in the game.

      <3
      MaleAmazon wrote: »
      Tel Var farming made easy:

      1. Have high CP character in good gear.

      2. Have escape pots or cloak (though not really necessary TBH).

      3. Only play IC at low pop when your alliance owns the districts. Having characters in different alliances is of course useful for this.

      4.If there is conflict going on or gankers around, don´t farm tel var unless you are good enough to get away with it. Just switch to an alt and farm in Alik´r desert or something. Fighting gankers is pointless, unless you do it for pure enjoyment. Also, I seriously doubt gankers make as much income as a good farmer under the right conditions. A farmer gets more than just tel var.

      5. Don´t just go for bosses. The mobs give good XP, Fighters Guild XP, keys and loot for decon / selling etc.

      6. Speedrun around the map, always have 1000+ tel var for the 3x bonus. Bank at regular intervals around, I dunno, 7k plus or whatever you´re comfortable with. But always have 1000+ remaining.

      7. Enjoy what might be the most profitable PvE farming in the game.

      <3
      MaleAmazon wrote: »
      Tel Var farming made easy:

      1. Have high CP character in good gear.

      2. Have escape pots or cloak (though not really necessary TBH).

      3. Only play IC at low pop when your alliance owns the districts. Having characters in different alliances is of course useful for this.

      4.If there is conflict going on or gankers around, don´t farm tel var unless you are good enough to get away with it. Just switch to an alt and farm in Alik´r desert or something. Fighting gankers is pointless, unless you do it for pure enjoyment. Also, I seriously doubt gankers make as much income as a good farmer under the right conditions. A farmer gets more than just tel var.

      5. Don´t just go for bosses. The mobs give good XP, Fighters Guild XP, keys and loot for decon / selling etc.

      6. Speedrun around the map, always have 1000+ tel var for the 3x bonus. Bank at regular intervals around, I dunno, 7k plus or whatever you´re comfortable with. But always have 1000+ remaining.

      7. Enjoy what might be the most profitable PvE farming in the game.

      <3

      It's wrong. You need to join to less populated side and attack everyone onsight. You will die a lot but once in a while you will kill and get some stones. You can even charge into a zerg to burst somebody of course you will die but you can get thousands in seconds. You need to learn how to fight and survive before farm
    • barney2525
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      Kuningatar wrote: »
      Number_51 wrote: »
      Sure, that'll work. ;) Two opposing players would never get together to take turns killing each other and exponentially increasing their amount of Tel Var.

      So? Opposing players get together and take turns killing each other to sell Tel Var stones already. People are going to exploit anything if they can figure out a way to do it. Unfortunately that is an inevitability of MMOs.


      Ummm, I think the difference is - limited quantity vs unlimited quantity

      Two players whacking each other over the same pile of stones gets them nowhere and does not profit.

      The Game Paying them to whack each other Kills the tel var economy
    • AlnilamE
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      I just want to know what the Daedra do with half my Tel Var-
      Why does a Daedra even need Tel Var???

      Well, you did take them from the Daedra to begin with. Maybe they just return them to the original owners. Have you ever considered their feelings? Have you???

      OP, another thing to consider is that, while you are focusing on Tel Var, that is only one of the things you get in IC. You also get:
      - Pretty good XP
      - Key fragments that you can use in the vaults or sell for gold
      - Loot that you can vendor for gold or decon for mats

      None of that can be taken away from you if you die.

      Additionally, if you do the district quests, you get a small amount of Tel Var in a box. As long as you keep that box closed, you won't lose those Tel Var on death.
      The Moot Councillor
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