Difference between revisions of "Treasure Map"
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== Types == | == Types == | ||
+ | This information has not yet been updated to reflect [[Publish 105]]. | ||
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* <nowiki>**</nowiki> Lockpicking skill is capped at 100.0. | * <nowiki>**</nowiki> Lockpicking skill is capped at 100.0. | ||
* Every 1.0 skill point of [[Lockpicking]] increases the chance to pick a treasure map chest 2%. (This might not be valid after Publish 105) | * Every 1.0 skill point of [[Lockpicking]] increases the chance to pick a treasure map chest 2%. (This might not be valid after Publish 105) | ||
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== Using == | == Using == |
Revision as of 19:38, 6 August 2019
Treasure Maps show the location where a Treasure Chest is buried. Maps can be obtained from various creatures and come in five types roughly corresponding to the difficultly of the creatures both possessing and guarding the map: Stash, Supply, Cache, Hoard, and Trove. Treasure maps require Cartography to decode, at which point the map will change from tattered to Blessed, revealing the location of a buried treasure chest.
Finding the Treasure
- Mining is no longer required to dig up a treasure chest.
Cartography now provides bonuses to both the distance you can be from a chest while digging and the quality of chest dug up. Legendary Mapmaker's Glasses increase Cartography, thereby also affecting digging radius and chest quality.
- %Cartography talismans are used in the crafting of maps and do not affect the Cartography skill, digging radius, or quality of treasure chests.
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 away 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: 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, Magery skill can be from +skill items, it does not need to be "real" skill. You can therefore "Unlock" up to Cache with 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. "Safety Valve" times decrease as Remove Trap skill increases. 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 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.
Treasure Hunting Tips
- Visit uo-cah.com for a searchable directory of treasure chest loot.
With Publish 105 in June of 2019 treasure chest loot was reorganized and new loot added. The uo-cah.com website is a great resource for keeping track of what loot is found where.
Completed treasure maps may be collected and used to create a Tattered Wall Map.
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. (Oh come on! It adds spice to life! Hit'em with a shot from the Spice Weasel!) 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.
Types
This information has not yet been updated to reflect Publish 105.
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 |
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.
- ** Lockpicking skill is capped at 100.0.
- Every 1.0 skill point of Lockpicking increases the chance to pick a treasure map chest 2%. (This might not be valid after Publish 105)
Using
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:
Notes
- Publish 105 dramatically changed treasure hunting. See publish notes for specific details.
- 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
- uo-cah.com Searchable directory of treasure chest loot.
- Map
- Cartography
- Artifacts (Treasure Map)
- Treasure Map Spawn
- Treasure Hunters of Britannia