All times are UTC - 5 hours [ DST ]


Post new topic Reply to topic  [ 26 posts ] 
Go to page Previous  1, 2
Author Message
 Post subject: Re: Guide: Treasure Hunting
PostPosted: Sat Feb 22, 2014 5:52 pm 
Offline
User Rep: Unsung
 Profile

Joined: Wed Jan 29, 2014 11:48 pm
Posts: 19
I tried to find some info on the topic, so sorry if this has been answered before.

I'm making a T-Hunter and was wondering if he needs Detect Hidden or Mining?

If Lock Picking is GM, is Detect even necessary? And does Mining even factor in to digging up chests?


Top
 
These Support SecondAge
Links open a new window.
UOSA Donors & Subscribers do not receive these ads.

 Post subject: Re: Guide: Treasure Hunting
PostPosted: Sat Feb 22, 2014 9:02 pm 
Offline
UOSA Donor!!
UOSA Donor!!
User Rep: Fair
 Profile

Joined: Tue Aug 23, 2011 12:57 pm
Posts: 134
Vitiek wrote:
I tried to find some info on the topic, so sorry if this has been answered before.

I'm making a T-Hunter and was wondering if he needs Detect Hidden or Mining?

If Lock Picking is GM, is Detect even necessary? And does Mining even factor in to digging up chests?



With GM LP, there is no need for any detect. No need for mining. The Rune libs are too good. Mining determines the radius of the area you "check" when you try to dig. At 0 it does the square you are on, and all adjacent squares.

_________________
Yeah, I'm still in DCT... So's yer sister !


Top
 

 Post subject: Re: Guide: Treasure Hunting
PostPosted: Sat Feb 22, 2014 9:17 pm 
Offline
User Rep: Unsung
 Profile

Joined: Wed Jan 29, 2014 11:48 pm
Posts: 19
Thank you very much!


Top
 

 Post subject: Re: Guide: Treasure Hunting
PostPosted: Tue Jan 24, 2017 6:24 pm 
Offline
User Rep: Fair
 Profile

Joined: Sun Jul 13, 2008 2:42 pm
Posts: 719
Vitiek wrote:
Thank you very much!


Good thing I found this, because I didn't know you need GM lockpicking to pick the locks to level 5 treasure chests, or as you said DH and 95 lockpicking. I have a 95.6 or so lockpicker, the last 5 points can be real slow...............unless, it doesn't have to be level 4 dungeon chests does it? Will any level locked dungeon chests work to get gains?

The current toon I am working on (treasure hunter in training) is macroing cartography right now, and he'll need lockpicking, I'm going to decay wrestling to get that, guess I'll have to decay hiding as well for detect hidden, so I'll be able to open level 5's, at least until he GM's lockpicking.

And, one more thing, I'm told telekinesis does not work to trigger all treasure chest traps (not 3-5's, I believe) you will need the remove trap skill, or you can just let the trap trigger and take the damage if you have a high enough strength/hits score.


Top
 

 Post subject: Re: Guide: Treasure Hunting
PostPosted: Wed Jan 25, 2017 12:00 am 
Offline
User Rep: Kind
 Profile

Joined: Thu May 20, 2010 5:34 pm
Posts: 639
randale wrote:
Will any level locked dungeon chests work to get gains?


No: only level4 dungeon chests; level4 TMap chests should also serve (never tested it, but they have the same LPing requirements as level4 dungeon chests), but they aren't as commonly accessible as the (re)spawning level4 dungeon chests; 95LP and 60DH would likely raise LPing off of level5 TMap chests, too, since they are even more difficult (again, I've never tried it).

randale wrote:
The current toon I am working on (treasure hunter in training) is macroing cartography right now, and he'll need lockpicking ...


Not necessarily. On the one hand, why make 2 lockpicking toons if you don't need 2 lockpicking toons? The cartographer who decodes the map is the only one who can dig up the chest but, once the chest is out of the ground, anyone can pick the lock.

Look here (specifically for "Owings and Malloy" under the entry for "Lark"), and you will see one way in which 'the treasure-hunting skills' could be divided between two templates: we are permitted to 'multibox' some things, here at UOSA. "Owings" has 60DH included in the template as a reminder that 95LP+60DH will open any chest; those skillpoints could be re-allocated once LP is GM'd.

Of course, there are other 'valid' combinations, just remain mindful of the demanded synergies.

At this juncture, I'll interject: Used Kotex is under a misapprehension and does not understand the reason for maybe including Mining on the cartographer; the cartographer has Mining so that he/she can be 4 tiles away from the chest (and, so, outside the spawn) when digging it up out of the ground.

randale wrote:
And, one more thing, I'm told telekinesis does not work to trigger all treasure chest traps (not 3-5's, I believe) you will need the remove trap skill, or you can just let the trap trigger and take the damage if you have a high enough strength/hits score.


So far as all dungeon-treasure-chests and all treasure-map-treasure-chests are concerned, each will have only one trap, and that trap will be triggered and rendered inert by the Telekinesis spell. I've never tried to 'take the hit' from any trapped chest to see what I might survive: I definitely would not recommend it on any level3+ TMap chest ... MiB/SoS chests are not trapped, or even locked; if you're one tile away from any dungeon-treasure-chest, you can just manually trigger the trap and be outside of the trap's range (you are only damaged if you are in a tile adjacent to the chest).

Now, there is another type of chest we haven't discussed: the so-called, "static" chests, some of which can have items spawn inside them. The static chests are different in that the chests themselves do not (re)spawn: they are always on the map, and are always interactive (i.e. they can be opened and closed); I'm sure you've seen some of these in various places, including shops in town. Certain static chests contain items (I think pure junk in most cases but, otherwise, a number of rares are pulled from static chests, or so I understand). Regarding these 'static chests', the only thing I wish to say here is that they do not (necessarily) function in the same fashion as dungeon-treasure-chests and/or TMap/MiB-treasure-chests.

FWIW, in several discussions I've seen members say, "static chest", when referring to any of the fixed-location spawning chests: they're calling them, "static", because they are always on the exact same tile when they spawn, even though they decay; to others like me, "static" refers to the permanent, non-spawning, chests that are always on the map, as I've described above. 'Toe-may-to, toe-mah-to', but it might cause some confusion ...

I think that's it.

SS


Top
 

 Post subject: Re: Guide: Treasure Hunting
PostPosted: Wed Jan 25, 2017 7:24 pm 
Offline
User Rep: Fair
 Profile

Joined: Sun Jul 13, 2008 2:42 pm
Posts: 719
Quote:
Not necessarily. On the one hand, why make 2 lockpicking toons if you don't need 2 lockpicking toons? The cartographer who decodes the map is the only one who can dig up the chest but, once the chest is out of the ground, anyone can pick the lock.


I know, just my lockpicking toon will have to GM their LP before they can be used to help my treasure hunting toon lockpick treasure chests. Those 5 points to can be somewhat slow, as only lvl 4's dungeon chests will get that toon gains. Just for convenience really, they'd have everything they'd need without having to gate in my lockpicking toon to pick it. The treasure hunting would need 95LP and 60DH which can be macroed easily unattended, can't do that with dungeon chests.

Quote:
So far as all dungeon-treasure-chests and all treasure-map-treasure-chests are concerned, each will have only one trap, and that trap will be triggered and rendered inert by the Telekinesis spell. I've never tried to 'take the hit' from any trapped chest to see what I might survive: I definitely would not recommend it on any level3+ TMap chest ... MiB/SoS chests are not trapped, or even locked; if you're one tile away from any dungeon-treasure-chest, you can just manually trigger the trap and be outside of the trap's range (you are only damaged if you are in a tile adjacent to the chest).


Are you sure? The wiki says that only low level treasure chest traps can be triggered by telekinesis, it may be wrong. If so, I'll update it.


Top
 

 Post subject: Re: Guide: Treasure Hunting
PostPosted: Wed Jan 25, 2017 10:50 pm 
Offline
User Rep: Kind
 Profile

Joined: Thu May 20, 2010 5:34 pm
Posts: 639
Regarding the wiki entry I would ask that you do not edit it: while there are two statements that could be misinterpreted, nothing is said that is false.

UOSAwiki Cartography page, under Skills Needed, wrote:
Remove Trap (to safely remove the trap you found).(optional) The spell "Telekinesis" may suffice for 1st-level chests.


The statements are true. It simply is not specified that Telekinesis is also good for all the other levels of chest.

UOSAwiki Cartography page, under Claiming your Prize, wrote:
The skill necessary to open the chests and detect the traps therein is scaled to their difficulty -- magic will only get you so far, and only grandmaster rogues will be able to open the most difficult treasure chests. Only level one and two chests can be opened with magic, the caster has to have a minimum Magery skill of 50.


This is also true, if a little misleading, as you can not use Telekinesis to trip the trap unless the chest has already been unlocked, which you can not do with magic on level 3-5 chests.

Otherwise, that essay does specify the accurate requirements for opening all levels of chest with/without magic, requirements that are confirmed throughout the entirety of the document (especially in the content of the "quick reference" charts). "If it ain't broke, don't fix it" ...

SS


Top
 

 Post subject: Re: Guide: Treasure Hunting
PostPosted: Fri Jan 27, 2017 7:49 pm 
Offline
User Rep: Fair
 Profile

Joined: Sun Jul 13, 2008 2:42 pm
Posts: 719
Quote:
Regarding the wiki entry I would ask that you do not edit it: while there are two statements that could be misinterpreted, nothing is said that is false.

under Skills Needed,"]Remove Trap (to safely remove the trap you found).(optional) The spell "Telekinesis" may suffice for 1st-level chests.


The statements are true. It simply is not specified that Telekinesis is also good for all the other levels of chest.


But it's implied it will only work for 1st level chests, when in reality, it'll work for any level chest. What exactly is the point/importance of saying "it may suffice for 1st level chests" when it will work for any of them, wouldn't it be better if it simply said it will work for any chests? Instead of a potentially misleading statement.

Quote:
UOSAwiki Cartography page[/url], under Claiming your Prize,"]The skill necessary to open the chests and detect the traps therein is scaled to their difficulty -- magic will only get you so far, and only grandmaster rogues will be able to open the most difficult treasure chests. Only level one and two chests can be opened with magic, the caster has to have a minimum Magery skill of 50.

This is also true, if a little misleading, as you can not use Telekinesis to trip the trap unless the chest has already been unlocked, which you can not do with magic on level 3-5 chests.


I'm not sure what it means, what spell can be used to unlock the chest, the unlock spell?

Quote:
Otherwise, that essay does specify the accurate requirements for opening all levels of chest with/without magic, requirements that are confirmed throughout the entirety of the document (especially in the content of the "quick reference" charts). "If it ain't broke, don't fix it" ...


It is broke, since it can be misinterpreted, it should be more specific, why is vagueness good? For example, imagine if you looked up "shark" in the dictionary, and it said "A shark is a fish" Well, yes that's true, but doesn't tell you anything specific about them, there are lot of different kinds of fish. Or, say you wanted to tell someone how to fish(in real life), simply saying "With a fishing pole" isn't good enough, that won't tell them how to use it, and is somewhat useless.

Don't fix (improve) anything just because it works? If that advice was followed to the letter, it wouldn't be possible to play UO, because we'd still be using the original 8088 processor.


Top
 

 Post subject: Re: Guide: Treasure Hunting
PostPosted: Fri Jan 27, 2017 9:40 pm 
Offline
User Rep: Kind
 Profile

Joined: Thu May 20, 2010 5:34 pm
Posts: 639
randale wrote:
It is broke, since it can be misinterpreted ...


That essay, originally posted on Stratics in 1999, has stood for almost 20 years without being misinterpreted.

SS


Top
 

 Post subject: Re: Guide: Treasure Hunting
PostPosted: Sat Jan 28, 2017 11:00 am 
Offline
User Rep: Fair
 Profile

Joined: Sun Jul 13, 2008 2:42 pm
Posts: 719
SighelmofWyrmgard wrote:
randale wrote:
It is broke, since it can be misinterpreted ...


That essay, originally posted on Stratics in 1999, has stood for almost 20 years without being misinterpreted.

SS


Really? You know that for a fact, for every single person who ever read it? Just the ones you know of you talked about it.


Top
 

 Post subject: Re: Guide: Treasure Hunting
PostPosted: Sat Jan 28, 2017 1:02 pm 
Offline
User Rep: Kind
 Profile

Joined: Thu May 20, 2010 5:34 pm
Posts: 639
Ça va sans dire: the document was never changed in order to correct against any/all such misinterpretation; taken in context, even the 'poorly-written' statements should not be misunderstood by any reasonable person, as nothing is said that is untrue and clarification appears in many places.

That document possesses a measure of provenance, in my opinion: composed by a playing member and submitted to Stratics; shortly after Treasure-Hunting first had been introduced as a new feature (Jan '99, iirc), it became the first and foremost guide, and has remained such.

Accordingly, I think it deserves to stand, as-is.

SS


Top
 

Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 26 posts ]  Go to page Previous  1, 2

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: Sogou [spider] and 21 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Support Second Age: These links Open in a New Window

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group  
Extended by Karma MOD © 2007—2012 m157y