Daphne carefully climbed out of the stone coffin and then began to tiptoe around this small secret chamber sealed by a stone door. But tiptoeing didn't have much of an effect. As soon as the soles of her feet touched the cold stone bricks, she couldn't help but cry out, and her legs quickly became weak and numb. She simply sat down on the spot and looked around.
The architectural style and internal layout of the stone tomb were exactly the same as she remembered. Daphne was almost certain that this was one of the two reward rooms in the "Frozen Mausoleum of Arsuja" dungeon. After defeating the final boss of the dungeon, the "Mortal Incarnation of Arsuja", the two reward rooms on the left and right would open. There were six stone coffins in each room, and three of the six stone coffins would randomly open, with the rewards corresponding to the stone coffins being fixed. However, among the total of twelve stone coffins, one would never open.
Daphne silently looked back at the stone coffin she had just been lying in. It was clearly the "welded coffin treasure chest" that had been hotly debated on the game forum. She had run this dungeon hundreds of times with more than a dozen characters on several accounts, and she had never seen this stone coffin open. In the data statistics thread, tens of thousands of players participated in the vote, but no one could actually provide screenshot evidence. Many players even jokingly said that the ones lying inside were the long-dead family members of the game's writers and designers.
Many players had been curious about the secret of this stone coffin, and Daphne was no exception. Now, the answer was finally revealed.
"So it's a container for a teleportation array. No wonder..." Daphne looked down at her intact hands, feet, and body. After the teleportation, everything was normal, with no missing limbs. Even the necklace amulet she had been clutching in her hand had been brought along.
The deep blue orb had lost its luster and was dull in color, with deep cracks on the surface and the fairy inside withered. It seemed to have lost its original effect. But that wasn't actually the case.
Just as Daphne was thinking about it, a blue screen automatically popped up in her field of vision.
[Guardian of the Deep Sea Fairy (Dormant)]
[Accessory - Necklace - Legendary]
[A necklace with a pendant of sea-blue gemstones, with a deep sea fairy sleeping deep within the gem. The heritage of the Naga civilization under the sea. Legend has it that the ancient Naga tribe once lived in peace with the deep sea fairies. They built solid homes for the deep sea fairies and offered a continuous supply of magic power. The deep sea fairies, in turn, provided them with shelter and brought good luck. The deep sea fairies are pure magic creatures. As long as their cores still have sufficient magic power, they will revive from withering.]
[Heart of the Naga: When in the activated state, provides the equipped with a layer of magic shield that can resist the influence of a single magic spell, regardless of its scale and power.]
[Magic Offering: After the magic shield is broken, it enters the dormant state. Injecting half of the equipped's magic power in a non-combat situation can reactivate it. There is a 48-hour cooldown time between two activations.]
[Fairy Guardian: Provides the equipped with a 10% bonus to maximum magic power. When in the dormant state, this bonus is doubled.]
Three independent passive entries, a noble magic shield, a well-deserved legendary accessory. Just as the passive description states, the current broken state is only temporary. After injecting magic power, it will be restored to its original state. It's not some extravagant one-time use item.
Unfortunately, Daphne currently has no class, no faith, and thus no magic power, so this item is of no use to her for the time being.
When Grevia asked her to take off her dress, she had always been clutching this necklace in her hand, and Grevia had never noticed anything amiss.
The benefits she got from the saintess were not just this necklace. Hidden in the chain coiled in her hand were two golden coins.
Daphne pushed aside the silver chain and took out the gold coins, picking them up and examining them carefully.
The front of the gold coins was cast with the portrait of Emperor Isidore, the founder of the empire, and the back was cast with a laurel wreath composed of seven ears of wheat and three olive branches - this was the symbol of the empire, representing the seven provinces and three religious territories of the empire.
These two gold coins were taken out by Daphne when she attacked Grevia's weak point. She had reached into the pocket of Grevia's dress with her other hand while taking advantage of the chaos. She knew that Grevia was used to hiding her coins there, but she didn't expect that there were only two gold coins. Why didn't the noble saintess bring more when going out?
Oh, she really didn't know how Grevia would feel when she found out that her necklace and gold coins had been stolen. Anyway,
Daphne was feeling great. She didn't feel the slightest bit of guilt. First of all, the necklace was originally hers. Secondly, the relief funds that the saintess received from the church every month were also approved by her. Since it was all something she had given out, what was wrong with taking it back now?
Daphne didn't know where she would be teleported to. It was always right to have some money on her. That's what she had thought at the time and then reached into her pocket. As it turned out, the harvest was good. The two gold coins were worth the income of a free peasant family in Leyton Territory for several years. It was more than enough as travel expenses on the road.
Unconsciously, the cold became heavier, and Daphne couldn't help but sneeze softly. It was all Grevia's fault. She was now left with not even a single piece of cloth on her body and could only shiver in this freezing cold.
Daphne was teleported here following the instructions on the "Tempting Garments" interface, but she could recite all eleven types of droppable equipment from the two reward rooms backwards.
The so-called "Tempting Garments" were unlikely to be hidden in these stone coffin treasure chests. The MOD interface was all gray.
She couldn't even click on it to view. It just sent her here and then left her alone. The attitude was extremely bad.
However, fortunately, the entrance and exit of the "Frozen
Mausoleum of Arsuja" dungeon were both near the Dunau Mountains and the town of Kohl in North Territory, not too far from her original location. Even if she didn't find any clothes, she could find another way out.
After resting enough, Daphne stood up again. Although she was so fragile and sensitive that just walking lightly would make her lose focus, if she persisted and got used to it, there would always be some improvement. If she regarded this continuous stimulation as the norm, her state of mind would be much more relaxed.
She walked around the secret chamber for a few steps and soon found a stone lever mechanism. Although the "Tempting Garments" she was looking for were not here, it didn't mean that she couldn't take the things here. Since she had skipped the boss and directly entered the reward room, how could she miss such an opportunity to get something for free?
The "Frozen Mausoleum of Arsuja" dungeon, as the entry dungeon for the tenth and final expansion pack "Twilight of the End" of "COG", not only brought players back to the once newbie leveling map of "The Fallen North Territory", but also gave a major overhaul and update to the equipment of max-level players. The eleven types of droppable equipment in the reward rooms were all legendary without exception. For the current situation, which was still in the "Gloom of the Shadows" launch expansion pack period, it was a pure level-crushing mechanism change, numerical inflation, and a dimensionality reduction strike.
At least find something to put on temporarily, right? Daphne thought like this and then excitedly pulled down the lever.