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