Difference between revisions of "Treasure Map"

Line 1: Line 1:
 
{{tocright}}
 
{{tocright}}
  
[[Image:Map.gif]] '''Treasure Maps''' show the location of where a [[Treasure Chest]] is buried. The maps require [[Cartography]] skill to decode at which point it will no longer say it is '''tattered''' but will become [[Blessed]] and display the location of the buried treasure chest. They can be obtained from various creatures as listed on: [[Treasure Map Spawn]].
+
[[Image:Map.gif]] '''Treasure Maps''' show the location where a [[Treasure Chest]] is buried. The maps require [[Cartography]] skill to decode at which point the map will no longer be '''tattered''', but instead [[Blessed]] and display the location of a buried treasure chest. Maps have five types: Stash, Supply, Cache, Hoard, and Trove. Maps can be obtained from [[Treasure Map Spawn| various creatures]].  
  
A map may decoded by another person, but the person digging up the map must still have the minimum required Cartography skill for the level of treasure map.
+
*[[Mining]] is no longer required to dig up a treasure chest.  
  
[[Mining]] skill is not required to dig up a treasure chest. However, the higher a character's [[Cartography]] skill, the further away from the exact spot they can be when attempting to dig up the chest. With no Mining skill, the digger must be directly on the correct spot where  the chest is buried. Note that the skill bonus from Cartographer's Glasses count for these purposes. To attempt a dig, double-click on a shovel, then click the map you are following, and then click on the spot you wish to dig in. You will see a short animation and then either receive a message that you "dig and dig" but find no treasure, or else the animation will repeat a few times and a chest will slowly appear out of two tiles of dirt.
+
[[Cartography]] gives bonuses to both the distance you can be from a chest while digging and the quality of chest dug up. Skill bonuses from [[Legendary Mapmaker's Glasses]] affect both digging radius and chest quality.  
  
A high skill level in [[Lockpicking]] is useful as it vastly reduces the number of lockpick attempts required to open a chest. For each failed attempt, an item in the chest may be destroyed.
+
With 0 [[Cartography]], the digger must be directly on the tile where the chest is buried.
 
+
All treasure chests are trapped and [[Remove Trap]] skill will take care of it. Recent changes have made this skill a necessity, as it is impossible to open a treasure chest without using it. Contrast this with regular chests where one at least has the option of opening the chest and absorbing the damage inflicted. On each failed attempt the character will suffer some unavoidable damage and also have to fight a specially shaded version of a chest guardian before making another attempt. As this process can repeat an indefinite number of times, having both a healing skill or spell prepped and being prepared to move out of the way of the guardian are essential. If one strays too far from the chest the trap removal process will be halted, but this is not a bad thing -- it gives one time to heal up and recover mana before using the Remove Trap skill again.
+
  
 
{| class="uoguidetable leftalign" style="text-align: left"
 
{| class="uoguidetable leftalign" style="text-align: left"
Line 26: Line 24:
 
| 100
 
| 100
 
| 4 tiles
 
| 4 tiles
|}
+
|}
 +
 
 +
 
 +
To attempt a dig, double-click on a shovel (or pickaxe), then target the map you want to dig, then target the spot you wish to dig. Alternatively, use the context menu on the map and choose the 'dig treasure' option. You will see a short animation and then either receive a message that you find no treasure, or the animation will repeat a few times, you will receive a message you found the treasure, and a chest will slowly appear out of the ground.
 +
 
 +
The chest may be Rusty, Standard, or Gold. A Gold chest has both higher numbers of stackable items and better quality items than a Rusty chest. Higher [[Cartography]] increases the chances the chest will be of higher quality. At 100 [[Cartography]], you will most likely get a Gold chest when digging Stash and Supply maps, but will still dig up Standard and even Rusty chests when digging Hoard and Trove maps.
 +
 
 +
*[[Cartography]] is not required to dig up a chest. You can dig up a Trove chest with 0 [[Cartography]], but it will most likely be Rusty and the "treasure" inside equally poor.
 +
 
 +
 
 +
Once the chest has been dug up, a group of monsters will spawn. These are the chest Guardians. Some will have (Guardian) as a tag on their name. Those must be killed before the lock on the chest can be opened. Not all Guardians have the (Guardian) tag. Those that do not have the (Guardian) tag can be lead off instead of killed. This can be helpful in dealing with Frost Dragons and other high level spawn if you don't want to spend the time to kill them. The unexpected Frost Dragon can also really spice up the lives of wandering adventurers!
 +
 
 +
*You can [[Remove Trap]] on a chest while the Guardians are still alive, prior to [[Lockpicking]]. 
 +
 
 +
 
 +
Open a lock: [[Lockpicking]]. A high skill level in [[Lockpicking]] is useful as it vastly reduces the number of lockpick attempts required. If you fail at lockpicking, when you eventually pick the lock, a Grubber will spawn. The Grubber will have one item taken randomly from the chest. Kill the Grubber and you can retrieve the item. (The "item" might just be the gem/gold bag with all gems and gold in it!)
 +
 
 +
Open a lock: [[Magery]]. To open Stash, Supply, or Cache chests you can use the Magery spell "Unlock". You must have sufficient Magery skill per type of chest, even if you are casting from scrolls. However, that Magery skill does not need to be "real" skill, it can be from +skill items. (You can therefore "Unlock" up to Cache with 0 Lockpicking and 0 Magery if you are using +100 Magery in items.)
 +
 
 +
{| class="uoguidetable leftalign" style="text-align: left"
 +
! | Magery
 +
! | Chest
 +
|-
 +
| 50
 +
| Stash
 +
|-
 +
| 80
 +
| Supply
 +
|-
 +
| 100
 +
| Cache
 +
|-
 +
|} 
 +
 
 +
Open a lock: [[Skeleton Key]]. Skeleton keys can be very useful for the Treasure Hunter. They weigh only 1 stone, can have up to 100 charges, don't consume a charge on failures (only success), and can be insured for Felucca adventures. By contrast, 100 lock picks would weigh 100 stones, one would be destroyed on each failure, and they could not be insured.
 +
 
 +
 +
All treasure chests are trapped and [[Remove Trap]] must be used on the chest before the chest can be opened. [[Remove Trap]] is timed (similar to a Taming attempt) and at 100 [[Remove Trap]] when the timer expires you will either succeed and the chest can be opened, or fail suffering unavoidable damage, and spawn an Ancient Guardian. (The AG mechanic at lower levels of Remove Trap is somewhat different.) An Ancient Guardian is a blue hued, slightly tougher version of one of the chest Guardians that can spawn with that type of chest. Ancient Guardians carry no loot and must be killed before you can remove the trap from the chest. You can fail to remove the trap and spawn multiple Ancient Guardians per chest. As this process can repeat a great number of times, having a healing skill or spell prepped and being prepared to move out of the way of the guardian is essential. If you stray too far from the chest (16 tiles) the trap removal process will be halted. This is not necessarily a bad thing -- it gives one time to heal up and recover mana before using [[Remove Trap]] again. 
 +
 
 +
All chests have a "Safety Valve" where past that point no additional Ancient Guardians will spawn. The "Safety Valve" is a specific amount of time that must pass from when the chest was initially dug up and the first group of Guardians appeared. Interestingly, if you kill off the initial Guardians and pick the lock, you can wait until the "Safety Valve" time has passed before attempting [[Remove Trap]]. By using this tactic, [[Remove Trap]] will succeed on the first attempt and no Ancient Guardian will spawn. Conversely, an Ancient Guardian will always spawn if your first [[Remove Trap]] attempt completes before the "Safety Valve" time.
 +
 
 +
{| class="uoguidetable leftalign" style="text-align: left"
 +
! colspan="2" | 100 Remove Trap
 +
|-
 +
! | Time (s)
 +
! | Chest
 +
|-
 +
| 20(?)
 +
| Stash
 +
|-
 +
| 60
 +
| Supply
 +
|-
 +
| 180
 +
| Cache
 +
|-
 +
| 420
 +
| Hoard
 +
|-
 +
| TBD
 +
| Trove
 +
|-
 +
|} 
 +
 
 +
"Safety Valve" times increase substantially with lower skill levels of [[Remove Trap]], but have not yet been precisely identified.
 +
 
 +
* 0 [[Remove Trap]] can be used successfully on Trove chests, either by fighting numerous Ancient Guardians until the "Safety Valve" time has passed and the chest can finally be opened, or by just waiting until the "Safety Valve" time (for 0 skill) has passed before attempting to remove the trap.
 +
 
 +
 
 +
It is possible to dig up, unlock, and untrap a Stash, Supply, or Cache with 0 skill invested in Cartography, Lockpicking, Magery, or Remove Trap.
 +
 
 +
 
 +
 
 +
 
 +
*All following information has not yet been updated for Publish 105*
 +
 
  
  

Revision as of 18:03, 6 August 2019

Map.gif Treasure Maps show the location where a Treasure Chest is buried. The maps require Cartography skill to decode at which point the map will no longer be tattered, but instead Blessed and display the location of a buried treasure chest. Maps have five types: Stash, Supply, Cache, Hoard, and Trove. Maps can be obtained from various creatures.

  • Mining is no longer required to dig up a treasure chest.

Cartography gives bonuses to both the distance you can be from a chest while digging and the quality of chest dug up. Skill bonuses from Legendary Mapmaker's Glasses affect both digging radius and chest quality.

With 0 Cartography, the digger must be directly on the tile where the chest is buried.

Cartography Skill Radius
0 1 tile
51 2 tiles
81 3 tiles
100 4 tiles


To attempt a dig, double-click on a shovel (or pickaxe), then target the map you want to dig, then target the spot you wish to dig. Alternatively, use the context menu on the map and choose the 'dig treasure' option. You will see a short animation and then either receive a message that you find no treasure, or the animation will repeat a few times, you will receive a message you found the treasure, and a chest will slowly appear out of the ground.

The chest may be Rusty, Standard, or Gold. A Gold chest has both higher numbers of stackable items and better quality items than a Rusty chest. Higher Cartography increases the chances the chest will be of higher quality. At 100 Cartography, you will most likely get a Gold chest when digging Stash and Supply maps, but will still dig up Standard and even Rusty chests when digging Hoard and Trove maps.

  • Cartography is not required to dig up a chest. You can dig up a Trove chest with 0 Cartography, but it will most likely be Rusty and the "treasure" inside equally poor.


Once the chest has been dug up, a group of monsters will spawn. These are the chest Guardians. Some will have (Guardian) as a tag on their name. Those must be killed before the lock on the chest can be opened. Not all Guardians have the (Guardian) tag. Those that do not have the (Guardian) tag can be lead off instead of killed. This can be helpful in dealing with Frost Dragons and other high level spawn if you don't want to spend the time to kill them. The unexpected Frost Dragon can also really spice up the lives of wandering adventurers!


Open a lock: Lockpicking. A high skill level in Lockpicking is useful as it vastly reduces the number of lockpick attempts required. If you fail at lockpicking, when you eventually pick the lock, a Grubber will spawn. The Grubber will have one item taken randomly from the chest. Kill the Grubber and you can retrieve the item. (The "item" might just be the gem/gold bag with all gems and gold in it!)

Open a lock: Magery. To open Stash, Supply, or Cache chests you can use the Magery spell "Unlock". You must have sufficient Magery skill per type of chest, even if you are casting from scrolls. However, that Magery skill does not need to be "real" skill, it can be from +skill items. (You can therefore "Unlock" up to Cache with 0 Lockpicking and 0 Magery if you are using +100 Magery in items.)

Magery Chest
50 Stash
80 Supply
100 Cache

Open a lock: Skeleton Key. Skeleton keys can be very useful for the Treasure Hunter. They weigh only 1 stone, can have up to 100 charges, don't consume a charge on failures (only success), and can be insured for Felucca adventures. By contrast, 100 lock picks would weigh 100 stones, one would be destroyed on each failure, and they could not be insured.


All treasure chests are trapped and Remove Trap must be used on the chest before the chest can be opened. Remove Trap is timed (similar to a Taming attempt) and at 100 Remove Trap when the timer expires you will either succeed and the chest can be opened, or fail suffering unavoidable damage, and spawn an Ancient Guardian. (The AG mechanic at lower levels of Remove Trap is somewhat different.) An Ancient Guardian is a blue hued, slightly tougher version of one of the chest Guardians that can spawn with that type of chest. Ancient Guardians carry no loot and must be killed before you can remove the trap from the chest. You can fail to remove the trap and spawn multiple Ancient Guardians per chest. As this process can repeat a great number of times, having a healing skill or spell prepped and being prepared to move out of the way of the guardian is essential. If you stray too far from the chest (16 tiles) the trap removal process will be halted. This is not necessarily a bad thing -- it gives one time to heal up and recover mana before using Remove Trap again.

All chests have a "Safety Valve" where past that point no additional Ancient Guardians will spawn. The "Safety Valve" is a specific amount of time that must pass from when the chest was initially dug up and the first group of Guardians appeared. Interestingly, if you kill off the initial Guardians and pick the lock, you can wait until the "Safety Valve" time has passed before attempting Remove Trap. By using this tactic, Remove Trap will succeed on the first attempt and no Ancient Guardian will spawn. Conversely, an Ancient Guardian will always spawn if your first Remove Trap attempt completes before the "Safety Valve" time.

100 Remove Trap
Time (s) Chest
20(?) Stash
60 Supply
180 Cache
420 Hoard
TBD Trove

"Safety Valve" times increase substantially with lower skill levels of Remove Trap, but have not yet been precisely identified.

  • 0 Remove Trap can be used successfully on Trove chests, either by fighting numerous Ancient Guardians until the "Safety Valve" time has passed and the chest can finally be opened, or by just waiting until the "Safety Valve" time (for 0 skill) has passed before attempting to remove the trap.


It is possible to dig up, unlock, and untrap a Stash, Supply, or Cache with 0 skill invested in Cartography, Lockpicking, Magery, or Remove Trap.



  • All following information has not yet been updated for Publish 105*


Ultima Online: High Seas booster pack introduced Diabolically Drawn Level 7 treasure maps which can be obtained from:

Types

Level Map Title Cartography Lockpicking* Treasure Items
Minimum
(~40% Chance)
50% Chance 100% Chance Magery
(Unlock spell)
Gold Reagent Stacks Gems Magic Items Essences Special
1 Plainly 27.1 5.1 30.1 55.1 50.0 5000 3 4 32 -

A Creeping Vine
Message in a Bottle
Recipe
Scroll of Alacrity
0.5 Scroll of Transcendence
(only on Felucca)
Skeleton Key
Tasty Treat
Treasure Map (Same level or one level higher)

For Level 5 to 7:
Forged Pardon
Mana Phasing Orb
Runed Sash of Warding
Surge Shield
1 Minor Artifact (only Level 6 and 7)
1 Master Skeleton Key (only Level 7)
A Coffin (only Level 7)

2 Expertly 71 45.1 50.1 75.1 100.0 10000 4 7 40 2
3 Adeptly 81 65.1 70.1 95.1 110.0 15000 5 10 48 3
4 Cleverly 91 75.1 80.1 105.1** - 20000 6 13 56 4
5 Deviously 100 75.1 80.1 105.1** - 25000 7 16 64 5
6 Ingeniously 100 80.1 85.1 110.1** - 30000 8 19 72 6
7 Diabolically 100 80.1 85.1 110.1** - 35000 9 22 80 7

Notes

  • * Note that these Lockpicking skill values are only experimentally tested using a Crystal Ball of Knowledge and has not been verified. Also note that failing to pick the lock might result the items inside the chest to disappear.
  • ** Lockpicking skill is capped at 100.0.
  • Every 1.0 skill point of Lockpicking increases the chance to pick a treasure map chest 2%.


Using

  • Find the location the treasure map points to.
  • Use a shovel or a pickaxe and target the treasure map.
  • When the new targeting cursor appears, target the spot on the ground the chest is believed located to begin digging. If no treasure is found there, try digging somewhere else nearby.
  • If the correct location is dug, the digger will automatically keep digging and the chest will appear and begin slowly rising up from the ground.


Lookout! When a chest is fully dug up 4 to 8 (I think I saw a chest with 9 once too, trying to verify) guardians will suddenly appear around it and try to attack the digger. Especially on higher level treasure maps, casting Invisibility on the digger just as the chest finally finishes rising out of the ground can help save their life. Hiding skill may also used for this, but with both methods precise timing is crucial. Possible guardians on each facet are:


Level Map Title Guardians
Trammel - Felucca Ilshenar Malas Tokuno Islands Ter Mur
1 Plainly Headless One, Mongbat, Ratman, Skeleton, Zombie Headless One, Mongbat, Ratman, Skeleton, Zombie Headless One, Mongbat, Ratman, Skeleton, Zombie Headless One, Mongbat, Ratman, Skeleton, Zombie Clockwork Scorpion, Corrosive Slime, Greater Mongbat
2 Expertly Earth Elemental, Gazer, Gargoyle, Hell Hound, Orc Mage Earth Elemental, Gazer, Gargoyle, Hell Hound, Orc Mage Earth Elemental, Gazer, Gargoyle, Hell Hound, Orc Mage Earth Elemental, Gazer, Gargoyle, Hell Hound, Orc Mage Acid Slug, Slith, Water Elemental
3 Adeptly Air Elemental, Dread Spider, Fire Elemental, Lich, Ogre Lord Air Elemental, Dread Spider, Fire Elemental, Lich, Ogre Lord Air Elemental, Dread Spider, Fire Elemental, Lich, Ogre Lord Air Elemental, Dread Spider, Fire Elemental, Lich, Ogre Lord Leather Wolf, Stone Slith, Toxic Slith
4 Cleverly Elder Gazer, Daemon, Dread Spider, Lich Lord, Ogre Lord Elder Gazer, Daemon, Dread Spider, Lich Lord, Ogre Lord Elder Gazer, Daemon, Dread Spider, Lich Lord, Ogre Lord Elder Gazer, Daemon, Dread Spider, Lich Lord, Ogre Lord Bloodworm, Kepetch, Stone Slith, Toxic Slith
5 Deviously Blood Elemental, Elder Gazer, Daemon, Lich Lord, Poison Elemental Dark Guardian, Exodus Overseer, Gargoyle Destroyer, Gargoyle Enforcer, Poison Elemental Lich Lord, Ravager, Wanderer of the Void, Minotaur Fan Dancer, Revenant Lion, Ronin, Rune Beetle Fire Ant, Lava Elemental, Maddening Horror
6 Ingeniously Ancient Wyrm, Balron, Blood Elemental, Cold Drake, Greater Dragon, Poison Elemental, Titan Changeling, Exodus Minion, Gargoyle Destroyer, Gargoyle Enforcer, Titan Devourer of Souls, Minotaur Scout, Minotaur Captain, Rotting Corpse, Wanderer of the Void Hiryu, Lady of the Snow, Oni, Rune Beetle, Yomotsu Warrior, Yomotsu Priest Enraged Earth Elemental, Fire Daemon, Greater Poison Elemental, Lava Elemental
7 Diabolically Blood Elemental, Cold Drake, Frost Dragon, Greater Dragon, Poison Elemental Renegade Changeling, Exodus Minion, Gargoyle Destroyer, Gargoyle Enforcer, Titan Devourer of Souls, Minotaur General, Minotaur Captain, Rotting Corpse, Wanderer of the Void Yamandon, Hiryu, Lady of the Snow, Rune Beetle, Yomotsu Priest Enraged Colossus, Enraged Earth Elemental, Fire Daemon, Greater Poison Elemental, Lava Elemental


Once the initial guardians are taken care of, the chest must first be unlocked using Lockpicking skill. Unsuccessful lockpicking attempts might destroy a random item in the chest. The destroyed item will turn into A Dust Pile with the system message:

The sound of gas escaping is heard from the chest.
a grubber appears and ganks a piece of your loot

After successfully picking the lock, there is a chance of a Grubber to spawn and steal an item inside the chest:

a grubber appears and ganks a piece of your loot


The stolen item can be found on the Grubber's corpse.


After the chest is unlocked, it should be de-trapped with the Remove Trap skill, casting the Telekinesis spell(from a safe distance) on the chest (does not work on Siege or Mugen), or simply opening it and taking the damage. If you wish to take the latter route, it is advisable to wear 70 (maximum) fire resistance and have over 130 Hit Points to sustain the damage from the trap. Once both steps are completed, the chest may then be opened and items taken out. There is a small chance for an high property count item to be inside the chest. Chests opened in Tokuno Islands and Ter Mur will contain items from the facets respective expansion.


There is a random chance another guardian will suddenly appear for each item taken out of the chest, so sometimes it may be wise to only pull out one item at a time.


Sometimes a player may not be able to pull an item out an open chest, so they should simply take a step around or to the side of the chest or have someone else who is standing next to it do the same. Additionally, anyone in a Party with the person who dug up the chest can also take items out.


After completing a treasure chest, it is considered good treasure hunting etiquette to destroy the chest. This can be accomplished by either striking the chest with an axe or using the Contextual menu on the chest. This way if another treasure hunter comes along with a map on to the exact same spot they do not have to wait around for the previous chest to decay and disappear on its own before starting to dig up their treasure chest. Any items still in the chest will be destroyed along with the chest so ensure the good stuff has been taken out first.


Additionally, it is also considered good treasure hunting etiquette to not leave guardian monsters wandering around waiting to ambush people who may live nearby or even other treasure hunters who may come later. It's also a good idea to Dispel summoned creatures prior to departing to free up control slots before doing another map so you don't have to return to do it or wait for them to dispel on their own.


Completed treasure maps may be collected and used to create a Tattered Wall Map.

Notes

  • Publish 97 Updated Treasure Maps. Mining is no longer needed.
  • Before Publish 67 randomized the map locations, Mining skill was not popular amongst the treasure hunters since many players were using a treasure map rune library or a website to find out precisely where to dig.
  • There are 60 different kinds of Surge Shield, 18 different kinds of Mana Phasing Orb and 2 different kinds of Runed Sash of Warding.
  • During the Publish 67's release on TC1, Playing Cards were spawning on Guardians. This is removed when the Publish went live on production shards.
  • Before Publish 67, treasure maps were only spawning in the game for Trammel and Felucca. Thus, the treasure maps for Ilshenar were considered as rare items. These pre-existing Ilshenar treasure maps are tagged with an Artifact Rarity 0 tag with the release of the Publish on production shards.


See Also