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Professions: The Treasure Hunter |
The Lock Picker, by Pabo; Edited by Xena Dragon
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I've been training my treasure
hunter, using the Treasure Hunter guide. However, I noticed
the lack of coverage on Monster Camp Spawned Chests, in relation
to lockpicking and loot.
It seems when Siege Perlious came out, everyone(?) liked
the idea of all chests being locked and trapped, that they
carried it over to every shard. What does that mean for
the intrepid adventurer in search of treasure? Well, there
are different classes of monster camp chests. The first
class, which includes small crates and kegs, can be opened
by a mage with 50 magery, or a lockpicker with 72.6 skill.
These small containers are all trapped with explosion traps,
which I've personally suffered anywhere from 25-80hp damage
from. They generally have about 100gp and 1 gem. The 2nd
class of chests are the large wooden and metal ones, and
the large crates. Even my mage of 97.7 couldn't open these.
Instead, I had to wait until my treasure hunter got up to
83.9 lockpicking. These chests are always deadly poisoned.
I suffered from the level 5 poison that the chest inflicts...
and managed to run 4 screens before I keeled over and died.
These chests contain 200-250gp, and sometimes a magic item
(potion, magic weapon/armor). Getting fed up with being
deadly poisoned, I learned Magery, good enough to cast telekenisis.
Now, I wander from camp to camp, picking chests that others
leave behind. In a short time, I made 2K from loot. Too
easy!
On a side note, there are still some townchests that I
can't open... there is one in the Trinsic guard tower, that
I can't pick yet, with 84.5 skill! The townchests I've seen
are deadly poisoned, or deadly poisoned AND explosion trapped.
Then you have to steal what's inside to get your loot! Yikes!
Hope this helps any prospective hunter...
- Pabo, GM Miner, Adept Cartographer, Adept Lockpicker
|
The Treasure Hunter, by Cassidy; Edited by Blackheath |
With the introduction of the
treasure map a new class of adventurer is born, the Treasure
Hunter. Armed with a treasure map, enough lockpicks, and a
shovel, the treasure hunter can aid the average adventurer
with a map make more gold than a simple mapmaker could in
a lifetime of drawing charts.
GETTING STARTED
Your skills:
There are 2 skills that are essential to every treasure
hunter: Cartography and Lockpicking. Which other skills
you decide to take depends on what kind of treasure hunter
you want to be and how you want to play that character.
Before you create your character, think a bit about that.
If you are undecided, it is a good idea to go to a test
shard and experiment with a few different skill sets. One
of each level treasure map is given to you as starting equipment
on test shards, and many people throw them on the ground,
so you will have plenty of material to try things out with.
Here are a few popular styles and the additional skills
that go with them:
- The Pure Treasure Hunter
- The "pure" treasure hunter takes all the traditional
treasure hunter skills and does not use telekinesis to
untrap a treasure chest. Because of the number of skills
involved with this template, it is one of the most challenging
to play. A pure treasure hunter will almost always hunt
with a party because there is little room here for skills
to kill the guardian monsters. It is a good template for
a guild treasure hunter, a treasure hunter for hire, and
roleplayed treasure hunters.
- Remove
Traps: This is the main skill that sets a "pure"
treasure hunter apart from the rest. You will need a
minimum of 50 Lockpicking and 50 Detect Hidden before
you can train this skill. You cannot start with it.
- Detect
Hidden: You need at least 50 in this skill in order
to use Remove Traps
- Mining:
Mining is a useful skill since it increases the distance
from which a treasure chest can be dug up as follows:
- 0 to 50.9 mining: You can dig from 1 tile away
from the treasure chest.
- 51.0 to 80.9 mining: You can dig from 2 tiles
away from the treasure chest.
- 81.0 to 99.9 mining: You can dig from 3 tiles
away from the treasure chest.
- 100 mining: You can dig from 4 tiles away from
the treasure chest.
- Number refer to enhanced skill levels, not "real".
The increased distance makes it much easier to locate
the chest spot if you are not using a map archive. It
also allows you a bit of distance between you and the
guardian monsters that come up with the treasure chest.
- The Fighter Treasure Hunter
- The fighter treasure hunter takes a more active role
than most others. Instead of provoking or sending a pet
to fight the monsters, those choosing this style will
be fighting the monsters one-on-one.
- Weapon Skill of your choice: You should decide early
on if you want to use a melee weapon and a shield or
take up archery. Melee fighters will be very effective
on low level hunts. An archer will be effective at all
levels.
- Anatomy:
An essential skill for any weapons fighter, also increases
your ability to heal yourself and others.
- Healing:
Being able to heal yourself while you continue to fight
is a great advantage.
- The Mage Treasure Hunter
- A mage treasure hunter can choose to play a supportive
role; healing, curing and resurrecting the rest of the
party, or step in and help kill off the monsters.
- Magery:
It goes without saying that a mage will need this skill.
- Meditation:
A mage is only as good as his/her mana pool.
- Evaluate
Intelligence: This skill greatly increases the effectiveness
of offensive spells, if you plant to kill monsters with
magery it is essential.
- Resisting
Spells: Many of the monsters that spawn on treasure
hunts are magical. This skill is recommended for anyone
using magery as their main offensive / defensive skill.
- Wrestling:
Of less importance than the others. You may decide to
replace this with something else and keep your distance
from the monsters instead of letting them hit you. It's
usually healthier that way anyhow.
- The Bard Treasure Hunter
- One of the more popular styles, a bard treasure hunter
can go anywhere on his own and survive. A very powerful
treasure hunter capable of handling high level hunts on
his own easier than most others.
- Musicianship: Check the bard
section for details on raising and using bard skills.
- Provocation: The main "tool" of the bard.
- Peacemaking: Another useful skill. Depending on how
you intend to fight the monsters, you may decide to
replace this skill with something else.
- The Tamer Treasure Hunter
- Like the bard, the tamer treasure hunter has a greater
ability than others to handle high level hunts on his
own.
- Animal Taming: Take a look at the tamer
section for tips on raising a tamer.
- Animal Lore: Needed to help control your pets.
- Veterinary: Dragons can be killed very easily by ogre
lords. You will want to be able to heal them.
- Other Skills to Consider
- Magery: This is a very handy skill for every treasure
hunter. If you do not intend to use Detect Hidden and
Remove Traps, you will be using the telekinesis spell
to set off the trap on the chest after you have picked
the lock. It is also very useful to be able to recall,
mark runes and gate your party and/or pets around.
- Mining: this is not only for the pure treasure hunter.
It has uses for all classes if you want to fit it in.
- Meditation and Evaluate Intelligence: If you plan
to use magery as a backup offense, you may find this
combination handy.
- Hiding:
Many use hiding to help avoid instant death when the
guardian monsters first spawn.
- Item Identification: ID wands are not hard to come
by, but if you have extra skill points to spare this
skill will save you the bother of seeking them out.
There is no right or wrong way to build a treasure hunter.
As long as your character has Cartography and Lockpicking,
the rest of your skills really are up to you. Talk to other
treasure hunters and find out what works for them. Try it
out on test, think of what your treasure hunting goals are,
and go from there. Remember also that you can always change
your mind about skills later on and drop one in favor of
another.
Another thing to consider is teaming up with a friend and
splitting the two main skills of Cartography and Lockpicking
between you. That would leave each of you room to expand
on other skills (not to mention only having to train one
of them: they are both time consuming and difficult to GM).
The biggest disadvantage to that idea is that you are dependent
on each other to go treasure hunting, but for the right
pair of people it can work very well and be a lot of fun.
Once you have chosen which skills you want to use, pick
three to start your character with. Consider two things
when choosing starting skills:
- What equipment do you start with? Here is a list
of starting equipment given with each skill. A bard will
surely want a "newbie" instrument. You may decide to put
one point in mining even if you plan not to use it just
to get that shovel or pickaxe that will never leave your
side.
- How hard is it to raise the skill from zero to 50? Remember
that you can train most skills up to about 30 or so with
an NPC for a small amount of gold, and that a lot of skills,
such as cartography, are relatively easy to train up to
50.
TRAINING
Now that you have chosen the skills you will have, it's
time to create your character and start training. It is
good to start in a city that has a mapmaker. Minoc is the
only starting city that does not have one.
Cartography Check the
Cartographer section for
a list of mapmaker locations and notes on training the skill.
Lockpicking
- Lockpicking is affected by the anti-macro code; it is
an object based skill, meaning you need plenty of targets
in order to train. Movement does not affect this skill.
- Remember as a training lockpicker, tinkers are your
friends. You will be going through a lot of lockpicks
during your training. You will also more than likely want
to buy some tinker-made lockable boxes or chests to work
on. Why do I say "tinker-made" when everyone knows that
carpenters make these things? Because you are concerned
with the quality of the lock on the box, it is important
to have it made by a tinker of appropriate skill. A carpenter
can make a lockable box, yet if he/she is GM carpenter
but has only 25 tinkering, you will end up with a nice
box that has a very weak lock on it. Pay attention to
the tinkering skill when buying boxes. If you dont know
a tinker, try looking on the Stratics
Tinker Forum. Chances are good you will find a tinker
on your shard of the right level there.
- You will want to contact a tinker and buy some picks.
Tinkers raise skill by making them and you can often get
a good deal on a bulk purchase. That will end up being
cheaper than buying them from a NPC tinker.
- At 0 skill get 3 or 4 boxes made by a tinker of 50 to
60 skill. You will break a lot of picks on them, but they
will raise you well into your training. You can use these
as you walk around town picking the boxes and crates found
in shops, or you can go to Vesper
bank and work on the level one boxes that spawn in
the north back room there. There are 6 boxes that spawn,
each box stays up for about 9 minutes and is replaced
by a fresh one about a minute after it disappears. Lockpicking
raises very fast here at low levels, and the advantage
of having a bank right there to refresh your supply of
picks from is invaluable.
- You can also train the skill with a theif guildmaster
if you prefer not to start at 0.
- Once you get to the mid 50's, you will be opening the
level 1 boxes pretty well and the gains will slow down
some. From here, you have a few options. You can get a
few more boxes made by a tinker in the mid 70's to low
80' and work on those; you can get a set of GM tinker
boxes, or you can train on spawning dungeon chests. Let's
examine the pros and cons of those options.
- Using boxes made by a tinker about 20 points above
your current skill is great for gains with fewer lockpicks
broken. However, to get around the anti-macro code,
you will need a lot of them if that is all you are working
with. They are good when used in conjunction with the
harder town boxes and with level 2 spawn chests. You
can find level 2 spawn chests in the Western
Vesper bank back room, in the north chest room at
Yew
Crypts, and in various dungeons.
- GM boxes will take you all the way to 95 shown skill.
You need a lot of them though, and for many storing
them is a problem.
- Training on spawning chests is certainly more fun
(and profitable) than the other methods but of course
it tends to be more dangerous as well. There are a few
safe locations where chests spawn, but they do tend
to be popular, so training in those locations alone
can be slow.
- The best bet is to combine a few techniques, if your
gains stall on your GM boxes, hit the dungeons for a while
until you get a gain, at which time your GM boxes will
be "reset" and you can gain from them again.
- Once you have reached 95 enhanced skill, you will no
longer be able to gain from the GM boxes. Some people
believe that it does help to run through them a few times,
even though you will not raise from them. Whether you
do this or not is up to you. The only way to raise now
is to hit the dungeon chests and the harder static* chests
in towns and dungeons.
- * A "static" chest or box is one that is always in
the same location. They do relock and retrap, and some
have items in them. Usually the items are of little
or no value, the exception being the semi-rares which
appear in certain town boxes. A spawning chest has a
very short life span, about 9 or 10 minutes. When a
spawn chest disapears, it is replaced by a fresh one
a minute or so later in the same general area.
Detect Hidden
Do yourself a big favor and buy this skill from an NPC
to start. It is one of the few skills that you do not gain
in through using it at zero skill. 300gp to a theif guildmaster
will get you started nicely.
Detect Hidden is an object based skill. You will need to
detect many different traps or hidden people in order to
gain. If you plan to train on hidden players, you must do
that in Felucca. You cannot detect hiders in Trammel.
Many boxes and chests in town are trapped. Most provisioner
shops have lots of these, and they can be a good place to
train. The Warriors
Guild in Britain has a lot of trapped boxes as well.
Don't forget about dungeons, they are a good place to train
also. There are many trapped chests and also floor traps
there.
You may also want to train using tinker made trapped boxes.
You will need a fair number of them for this. Remember to
combine them with traps around town and dungeons to defeat
the anti-macro code. You can only detect the same trap a
few times before you can no longer gain from it, until you
have gained on a fresh target.
Remove Trap
While Detect Hidden will tell you if a chest is trapped
or not, the Remove Trap skill is needed to actually remove
the trap from the chest.
To train in Remove Trap there is only one path to follow:
Remove Traps. You can train with a theif guildmaster to
start, but remember that you need at least 50 Lockpicking
and 50 Detect Hidden before you can train.
The most efficient way to train is to get a supply of tinker
made trapped boxes. The tinker skill should be no more than
about 20 points above your Remove Traps skill, or you will
be setting the trap off more often than not, and the gains
will be slower. You will need to have new traps made by
a more advanced tinker as you gain. Dart traps do the least
amount of damage, so they are probably the best ones to
get. Some people prefer to use poison traps and train at
a shrine. When they fail and poison themselves, a quick
double-click on the shrine cures them. Training at a healer
in town is a good idea also. One thing to note: training
in this skill will kill you, many times.
You may wish to vary your training by working with trapped
boxes around town and chests and floor traps in dungeons.
Just be aware that there is a good chance that you will
be killed while doing this, and plan accordingly. If you
know a friend training healing who needs to resurrect ghosts
to gain, you might want to partner up with him for a session
or two.
Other Key Skills
Please refer to the sections linked above for information
on training skills specific to the style of treasure hunter
you want to be.
THE TREASURE HUNT
For a detailed look at treasure maps and what you can expect
to find in them, check Treasure
Map Quests
Eventually you can enter your profession by offering your
services to other players. Banks are a good place to advertise
your services. If you are in a guild, ask your guildmaster
to give you a title that will let others know what you do
- "Treasure Hunter" is obviously a good one. You can also
write something to that effect in your profile; people do
read them. You can also leave a completed map with your
name on it as a "business card" near the bank. (Try not
to leave too many though, no-one likes those who create
extra lag for them.)
You should decide what fee you will charge before you start
to advertise. Many like to dig just to gain experience or
for the fun of it, but charging a modest fee is a good idea
in any case. You will be treated as more of a professional
for doing so.
Work out any details with your employer before you set
off in search of the chest. Decide who will loot the chest,
when you expect to be paid, how you will get to the site,
etc.
Some tips on digging up treasure
UO Automap is an invaluable tool for the treasure hunter.
You can find a link to download this free and UO Approved
utility in the bar to the left. You can navigate using your
overhead radar, but the area you see with it is much smaller.
The treasure hunter and anyone who is in his
party are the only ones who will be able to take items
from the chest in Trammel. In Felucca anyone is able
to take items from the chest, but anyone not in the
treasure hunter's party will be flagged criminal for the
action.
Once you get the sound of sucess (you can distinctly hear
digging sounds), back away from the chest and get everyone
in the area. Let them get their mana up full, and then finish
digging it up. Also plan a route of retreat and ask any
mages to cast things like bless, reflective armor, and other
protective magics on you so you can run as soon as the monsters
appear and stand a chance of escaping.
Finally, after you dig up the treasure and dispatch the
monsters, note down the sextant coordinates of the chest,
this is because if there is ever a time warp you can at
least get back to where you left off.
Once you dig up the treasure the fun begins, for the moment
that chest sees the sky all heck will break loose. This
is where you need friends, or at least your employer. The
moment the chest is uncovered any foes that are to appear
will appear right next to the digger - that being you and
regretfully you are also the prime target. Hopefully there
is a bard near by making peace before you have to. Ogre
Lords and Dread Spiders are foes that seem to plague these
chests, a level 3 map will spawn Liche Lords and worse,
so a good strong team of souls is what you need. Once the
monsters are dispatched or distracted, you need to open
the chest. Now its time to try those lockpicks out and have
at it (hopefully you have been practicing).
If you are using telekinesis to remove the trap, step away
at least four paces before you cast the spell. Since you
have just picked the lock on the chest, the chest is your
last target. If you cannot see the chest for trees, you
can always use the "last target" feature here. If you are
using the Remove Trap skill, you can do that before or after
picking the lock.
A few rules for those who are coming along:
- Never be off screen while the hunter is digging. For
when the monsters come, they will spawn right next to
the chest so if you are out of sight of the digger you
will be latefor the party.
- You will know the treasure has been found the moment
the treasure hunter starts digging more than one stroke.
That's when the bards should have their hands on the peacemaking
keys. Mages should have In Vas Mani on their lips, and
the targeting cursor on the treasure digger. Warriors
should be in combat mode and ready to fight the foes.
Once they spawn, the monsters are fast and furious.
- Treasure should be collected one item at a time by the
employer or the treasure hunter. Never take anything out
until the mages have regained their mana and everyone
is healed back up. If no monsters spawn, keep taking until
the chest is empty. You can put any item inside the chest
and simply move it around in order to encourage more monsters
to spawn.
Other key items that have helped in the past: Gate scrolls
to a healer rune so after the treasure hunter gets squished
you can get rezzed to come back and pick that lock. Mark
scrolls and blank runes to mark a rune so you can come back.
(Note that there are a limited number of "treasure
locations." So if you build a rune/map library you
can get back there if you find a map in the same vicinity.
Now that the treasure is yours, here comes the fun part.
Hopefully you worked out payment before you went along for
the trip, such that there are no questions involved. A good
plan for people whom you think you can trust, is an even
share of the treasure. But if you don't have complete faith
in a fair deal ask for some coin up-front (at least 250
gold per map level) and leave it at that. Even the wussiest
chest is loaded so your "partners" will not feel
taken advantage of.
The code of honor for treasure
seekers
- Never take another persons map - If you can't decode
it, give it back.
- Once you open the chest let the employer pay you - that
way there are no questions about was that all there was.
It is also a good idea to keep your distance from the
chest if you do not know your employer well. You do not
wamt to be falsely accused of taking his items from it.
- Make sure you have the time - If you offer to decode
a map know that it can take upwards to a couple of hours
if its in a hard to reach place and your mining skill
is not up there, make sure your employer knows this as
well.
Some other Hints that have come to my attention:
Watch out for conartists:Some people are trying to sell
either completed treasure maps or decoded ones to other
people which are useless. There is a way of telling a genuine
un-decoded treasure map from clicking on it. An undecoded
one will give the title 'A tattered treasure map'. A decoded
but uncompleted one will give the title 'A treasure map'
and a completed one will say 'A treasure map completed by
so-and-so'. Nice thinking by the programmer to stop people
getting conned.
ROLE PLAYING A TREASURE HUNTER
Treasure hunters typically come in as many forms as there
are treasure hunters, but there tend to be several trends:
Action Man/Woman: This is
the one we are all most familiar with. Think Indiana Jones
or Laura Croft (of Tomb Raider fame) and you have a perfect
image. They relish the conflict dealing with the guardian
of the treasure as well as the treasure itself. Mastery
of the combat arts is critical to them. Brave to the point
of suicide, nothing will stop them from finding that treasure.
This form of treasure hunter would really benefit from the
team tactic where one person becomes Cartographer/ Miner
the other Detect Hidden/ Lockpicker. This will free up skill
points for things like combat and magic skills.
Suggested Skills: Cartography, Mining, Lockpicking, Swordsmanship/
Mace Fighting/ Fencing/ Archery (or Magery), Tactics, Hiding,
Healing.
Explorer: Its the journey
there that excites them. Think Lewis and Clark, Pirazzo,
Columbus, and countless other explorers who set sail to
find the gold but became famous for their journey. Let the
muscle deal with the beast, its the trip that makes the
journey worth it. Skills for them still include some combat
skills but self sufficiency is important so things like
mining and tracking are considered handy. They have a knack
for finding that which is hidden, hence they will be masters
in detecting hidden thus giving them the Ranger title.
Suggested Skills: Cartography, Mining, Detect Hidden,
Remove Trap, Lockpicking, Tracking, Archery/Fencing, Tactics,
Hiding.
Book reader: Its the research
before and after a successful treasure hunt that thrills
these hunters. These are like the many real life treasure
hunters today. They poor over charts and books looking for
that sunken treasure. They are familiar with the myths and
legends surrounding the items they find. In the realm of
UO they are masters at identifying the items found and excel
in the making of maps above all others. These will more
often than not be those who rely on having many friends
when heading out to seek the treasure. Their mastery of
Identification and Cartography will title them with Scholar.
Suggested Skills: Cartography, Mining, Detect Hidden,
Remove Trap, Lockpicking, Item Identification, Magery, Hiding,
Meditiation (or instead of Magery, some like bardic skills
- Musicianship and Peacemaking instead of Magery and Meditation).
Pirate: While Pirates are
known for burying their treasure, Pirates are also known
to always be looking for other pirate's treasures. While
they are rouges and fighters at heart, wearing bright colored
clothing and bandannas with flair, the Pirate is the best
at making a lock their best friend. The best example of
this are the pirates of Treasure Island (Long John Silver)
and the Beautiful Morgan Adams (Gina Davis) of Cutthroat
Island (1995).
Suggested Skills: Cartography, Mining, Detect Hidden,
Remove Trap, Lockpicking, Swordsmanship, Tactics, Hiding.
Artificer: Tinkerers are
known for making things from the minuscule gears of a clock
to the behemoth ovens upon which we bake, the artificer
has made locks and traps his life. Specializing in the skills
needed to both set and remove such dangers has unfortunately
branded him as a rouge by his fellow man, but deep down
he knows that no lock can resist his touch and no trap will
scald him. Think MacGyver, or for those who missed that
era of TV think a bomb squad specialist and you have this
one in mind.
Suggested Skills: Cartography, Mining, Detect Hidden,
Remove Trap, Lockpicking, Carpentry, Tinkering, Lumberjacking,
Hiding.
A good shtick to enhance your roleplaying is to pick one
thing that your treasure hunter values above all else, be
it magic staves or red gem stones. Ask for these in advance
as part of your payment. Once the treasure is found and
the item you like is in there, oooh and ahh over it. If
there isn't any of what you collect, still go about doing
what you must, but feel free to look in the chest and proclaim
"Its all junk!" If you are doing Action or Book
style treasure hunters, have a story to go with whatever
you find. My character collects all types jewelry from necklaces
to earrings. One trip we found a magic gold necklace. Item
identification proved it to be a necklace of blessing, so
I said "Ah Ha! Tis the necklace of the Sacred Order
of Compassion, last worn by the priest Shane, this necklace
blessed whom ever wore it." The Basic formula is "Ah
ha! Tis the (item) of the (insert some dead culture/order/tribe),
last seen upon the hero (insert name here), it (insert magical
effect here: made them a better fighter/allowed them to
see in the darkest shadows/gave them great speed/ etc.)."
If you are really a hard core Roleplayer and consistently
hunt with the same group of players you might want to create
a history for this dead culture/order/tribe that you talk
about all the time. So that if anyone asks you about it
you can give them a story as you celebrate your successful
hunt over a pitcher of whatever at the nearest tavern. When
Identifying Items I tend to emote things while I wait to
try between failures. "Examines the material"
and "Examines the ancient carvings" are favorites
of mine.
So with all that I wish you luck in your venture. I know
I have had a great time meeting new people and facing Britannia's
toughest fiends. So keep your sextant up and charts straight
and may fortune smile upon thee.
- Cassidy (Napa Valley/TC)
- with special thanks to Faceless, RuneSabre, Daedalus,
Maestro, Zander, Aewin and all the crazy TC people in DC.
|
A Day in the Life of a Couple of Treasure Hunters,
by Elrond the Great; Edited by Xena Dragon |
A Day in the Life
of a Couple of Treasure Hunters.
"Laughing all
the way to the Bank"
 |
It all began with the treasure map... |
 |
A Cyclopean Warrior
lay dead on the floor, his body still smoking from the barrage
of lighting blasts it suffered prior to uttering its last
breath. Here, in "The Valley" in the New
Lands beyond Britannia, Cyclopean Warriors run rampant with
giant Titans, wreaking havok towards any human that enter
their territory.
Elrond the Great,
the Helmsman of Souls of the Knights in Brilliant
Blue gazed with curiosity at the hideous body,
when he noticed a peculiar piece of parchment caught under
the Cyclops' arm.
"What the heck are
all these lines and scribbles?" he asked himself.
Knowing little of the ancient art of Cartography
, he turned to a good friend, Justin the Great for help.
Justin the Great,
a Grandmaster in Cartography, Lockpicking and Detecting
Hidden, not to mention a masterful knowledge of mining ore,
took the map and eyed it curiously.
"Pfff.
That's easy. It's a MAP! To what, I don't know.
But there's a little red pin stuck to it which means that
there may be something hidden there."
PREPARATION NOTES
-
Only bring the absolute minimum
needed to get you to the map site, to kill the
monsters, and then to bring you back home.
The less you bring, the less you risk losing in
case you are overwhelmed by the monsters.
-
Your support group should also bring
the minimum number of accessories: 1 rune
back to a safe place in case of emergency, and
about 20 of each reagent per person.
-
IMPORTANT FOOTNOTE
Always leave the treasure map at home or in the
bank when travelling to the treasure
location. That way, if you
die along the way, you won't lose your precious
map. Simply mark a rune once you reach the
treasure site, recall to get your map, and then
recall back.
|
After
more studying, Justin and Elrond determined the map's precise
location. They believed it to be just south of Britain
and west of the bridge across The Iolo River (no one knows
exactly the river's name, but "The Iolo River"
sounds kinda cool). Let's call it that for this story's
sake. =)
After packing a few lockpicks
and a shovel from
the local Tinker, the two men journeyed to the Iolo river.
Soon enough Justin was quickly at work, digging and searching
for what my be hidden. It only took a few minutes
before Justin noticed something fascinating.
"Look at this!"
he cried. "It's a chest!"

(click to see larger image)
DIGGING NOTES
-
The pin location will always be
EXACTLY where the treasure
chest is... TO THE PIXEL.
If you look at the above picture, I overlayed
the UO Overhead map with the treasure map, and
I stood EXACTLY where
the pin was stuck to the paper.
-
The chest itself, despite what most
people believe, will NOT always
behind a tree. I've dug up over 20 maps,
and one was located in a clearing. Refer
to "The Treasure Hunter" by Cassidy
for a great way to "sweep" an area for
the treasure chest.
-
When you arrive at the approximate
treasure spot, sweep the area and look for other
people. You don't want anyone hiding out
waiting for you to get the chest open, then come
steal your loot while you're busy with the baddies.
-
The person digging the treasure
should carry 2 things: the Map
and a Pickaxe.
Leave all your other belongings with a friend
until after you spawn the first set of monsters.
For the higher level maps, like level 3-5, there's
a good chance you will die upon opening the chest.
-
Make sure your support group are
at a safe distance, and they are HIDDEN.
That way, when the monsters spawn, they will attack
one person - the digger. If he's lucky, he can
run off and lead them to a wide-open space where
your support can follow and battle it out.
|
|
Justin briefly examined
the metal chest and carefully checked to see if it was trapped.
With his experience in dungeons, disarming and unlocking even
the most challenging chests, he was not easily fooled.
Using his DETECT HIDDEN skill,
he determined the chest to be trapped with darts poisoned
with some of the most deadly venom known in Britannia.
"No problem,"
Justin muttered, easily disarming the contraption.
In an attempt to pry open the chest, he soon discovered
it would not yield even to his great strength. It
was still locked from the inside.
"Like I said, no
problem," Justin said again, this time pulling
out a pair of LOCKPICKS from his
pack. After a bit of twiddling, the chest soon yielded
to his skill... |
(click to see larger image)
"Yippie!"
cried Justin. He stared into a metal chest filled
to the rim with glimmering gems, gold and other magical
items!
"Elrond! You
gotta see thi..."
Justin's gleam was shattered by a hideous
laugh, so deep and disturbing he know it could
not possibly have been Elrond, or even another human for
that matter.
"MwahaaHaaHAA!
Justin turned around to face a Lich,
face to face, as he laughed and pointed his magical staff
towards Justin. The Lich's laugh was followed by the
battle cry of an Ogre Lord, then
by the screeching sounds of two Dread Spiders
that appeared seemingly out of the air.
"I'd love to stay
and chat," Justin began, "but
I'm getting the HELL OUTTA DODGE!"
Justin sprinted to safety, barely escaping
the Lich's flamestrike and the
Dread Spiders' poisonous bites (not
to mention their attribute-damaging spells.) Justin soon
found solace under a big tree which he hid behind to regain
his strength.
Hearing the familiar cries of the beasts,
Elrond the Great prepared his reagents, tunes his harp,
and rode off towards the sounds of Justin's cries.
On his way to the scene, he came upon a small
pool of water, where he glanced at the reflection of his
face.
"In the name of
Lord British, I must say. . . I look goood,"
he whispered to himself, just before winking at the
handsome image dancing within the shimmering puddle.
Without further hesitation, he looked up, smiled, and began
the incantation.
"Corp Por. .
. . ."


(click to see larger images)
|
THE BIG BATTLE
- One important note: when the monsters appear,
THEY APPEAR. FAST too.
And they begin their attack as though they were standing
there for minutes waiting for their chance to kill - in
other words, NO hesitation.
If you know for sure that you have a level 2 map or better,
be prepared. You don't
need to worry too much about level 1 maps, because at
worst, a Ratman or two will spawn as you open your chest.
- The monsters seem to appear at various times.
I once opened a level 4 map with no spawn until
I unlocked the chest. Another time,
the spawn occurred as soon as it was dug up
from the ground.
- Like I stated before, make sure your support group is
a little bit off screen and hidden. Why? Because
most of these chests are found in the middle of dense
forests, with little or no place to run and
dance around.
The best technique would be for one person to trigger
the spawn, then run immediately (if
you can) to an open space nearby - usually the shore
or to a clearing. If possible, try
to get a magical hat or cape of invisibility,
which you can put on once you have lead the monsters to
the clearing and are far enough from them. DO
NOT TRY TO FIGHT THEM IN THE MIDDLE OF THE FOREST where
you can easily get trapped between trees and rocks.
After you kill the first set of monsters (it sounds easy
enough, eh?), repeat the process all over. Regroup
everyone, make them hide then take one person back to
the chest and start to take items ONE BY ONE.
This is very important, because more monsters
will spawn.
THE PRICE TO PAY
Below is the order in which the monster spawns appeared
for this Level 3 map:
Justin unlocks the chest.
Spawn: 1 Lich, 1 Ogre Lord, 2 Dread
Spiders
Elrond returns and removes items from chest.
Spawn: 2 Dread Spiders
Justin returns and removes one item from chest.
Spawn: 1 Ogre Lord
Elrond returns and removes almost all items from chest.
Spawn: 1 Lich, 1 Dread Spider
Elrond returns and removes almost all but 3 items from chest.
Spawn: 1 Fire Elemental.
Justin and Elrond feel another spawn is not worth the 3
scrolls left inside chest, and decide to call it a night.
=) |
ALL WORTH IT
Despite Justin dying
by the poisonous bite of a Dread Spider and the 65
minutes it took to finally clear the area
of monsters and treasure, the two friends made it back to
Elrond's little abode to divide the plunder.
"Thanks for saving
my butt, Elrond." said Justin, still recovering
from the awful poison.
"Hey, no need for
thanks, brother. Besides, that resurrection spell
I casted gave me an extra .1 magery! *chuckle*"
THE TREASURE
Below is a list of what you can expect to get
from a Level 3 map. And keep in mind while reading
this list that the treasure from Level 4 and Level
5 maps are that much more gratifying. =)
Items below are the combination of the Treasure
Chest and loot from the monsters that spawned.
5000+ Gold
22 Scrolls
35 Jewels
46 Reagents
---
Ring of Night Eyes - 48 ch
Necklace of Protection - 19 ch
Bracelet of Night Eyes - 38 ch
Wooden Shield of Strengh & Defense 19 ch
Suubstantial Wooden Shield of Defense
Durable Buckler of Hardening
Wand of Feeblemindedness 6 ch
Wand of Fireballs 3 ch
Wand of Great Healing 9 ch
Substantial, Surpassingly Accurate Bow of Ruin
Ringmail Sleeves of Defense
Indestructable Leather Gloves of Defense
Accurate Club of Ruin
Substantial Accurate Quarter Staff
Dagger of Might
Durable Helmet of Fortification
Durable, Accurate Cleaver
Cloak of Night Eyes 70 ch
Fortified Axe
Substantial, Accurate Long Sword
Feathered Hat of Night Eyes
Body Sash of Agility |
AN END TO A MEMORABLE EVENING
The two
friends continued to count all their loot, giving
each other what he needed the most. Justin,
warmed by the heat emanating from the fireplace,
couldn't help but grin at the memory.
"You know, just
before I fell to that Dread Spider, I saw you behind
him muttering the words for a Summon Creature spell.
What did you do that for?" asked Justin.
"Well,
I was low on mana and only had enough for a level
5 spell. I wanted to cast a Blade Spirit but
the Dread Spiders just dispel them. So I decided
to cast summon creature to keep the Spider busy
with a possible grizzly or alligator while my mana
and wounds regenerated."
"Ahh...
good idea. So what animal did you end up summoning?"
asked Justin.
Elrond cleared his throat, placed
his hand over his heart and gazed towards the heavens
as he answered the question with a proud, booming
voice...
"A bunny."
With that, they laughed the night
away, so much that the chuckles and jokes continued
until morning. When the sun rose, their blissful
moods endured as they packed up their goods, mounted
their horses and laughed all the way to the Britain
bank. =) |
THE END
Author's Note
Justin and Elrond are professionals at what
they do. Long hours and months of preparation allows
them to tackle Ogre Lords and Liches together, without the
need of others (at least not for level 3 maps). ;-)
Please, do not follow their example. When treasure
hunting, hunt in large groups,
because it really is harder than it appears. Remember,
you are only going to gain some gold and magical items -
and that is a small prize to be won when the hunt can be
made into a fun even with lots of friends.
So when treasure hunting, invite all your
friends, remember all the useful tips we have provided -
and most of all, HAVE A BLAST!
|
A Day in the Life of a Couple of Treasure Hunters,
by Elrond the Great; Edited by Xena Dragon |
A Day in the Life
of a Couple of Treasure Hunters.
BOOK II
"Buccaneer Bonzai"
 |
...Asquith
Feare ignited the Ophidian Avenger and transformed
its scaly body into a heaping mound of ash, just before
it uttered its final words in a horrid, hissing voice.
"No, me die not!"
"Yes, you
die so!" mocked Asquith, rubbing
his singed fingertips along the coolness of his silky
mage's robe.
Elrond the Great approached the dead
snake, impressed by what fate long time friend Asquith
had bestowed upon it.
"Nice going,
brother," Elrond praised. "Although
you can't be too proud of blasting this thing while
you were safe on that hill where he can't touch you."
*chuckle*
"Oh yeah,
big boy? YOU try and melee one of these things
some time! We'll see if you last more than 10
seconds," argued Asquith, knowing Elrond's
words were all in good fun.
"Hey
look at this!" cried Elrond as he stood
above the burnt remains. "Another one of those maps!"
The two friends celebrated
by dancing up and down like a couple of court jesters.
"Time to pay
Justin the Great a little visit," Asquith
began. Elrond then conjured up a brilliant blue
gate, and when they walked through, they magically appeared
at Justin's doorstep.
|  |
PREPARATION
NOTES
-
Before going on the
hunt, round up as many friends as
you can. With treasure hunting
becoming more popular, common treasure
sites are beginning to be frequented
by other adventurers - as well as
pk's looking for the easy loot.
Remember: there is strength
in numbers.
-
When tackling the higher
level maps, it's a good idea to bring
along a bard for obvious reasons.
If none is available to you right
away, a couple of good mages is a
must. Most of the monsters that
spawn are non-meleeable, and you're
going to need a mage or two to heal
and cure the party.
-
UO Auto Map is an EXCELLENT
tool for treasure hunting. You
can also "un-tilt" the overhead
map so you can compare the overhead
with the treasure map more accurately.
(You may download UO Auto Map directly
from http://uo.stratics.com/uoam)
|

Justin greeted his
two friends with a bear hug and a pair of mugs full
of ale. The three men met on a dungeon hunt
to Shame over a year ago, and to this day look for
each other's company whenever there is need for
a little fun.
"Excuse
the mess, but I've been trying to get these chairs
to face the right way all morning!"
Justin began as he tried frantically to make
room in his messy cottage.
"Well guess
what Justin," Asquith said as he started
to pull a piece of parchment rom under his robe.
Justin's eyes exploded
into big balls of fire as he recognized instantly
the tattered parchment and strange symbols written
within.
"A TREASURE
MAP!" he cried, immediately scrambling
into his pouches for his cartography tools.
Somewhere in the mess, Asquith and Elrond noticed
a pickaxe fly through the air, some lockpicks, a
sextant and a couple of blank pieces of parchment
paper.
"Ummm...
you think he's excited?" whispered Asquith.
Elrond laughed as he began to organize his reagents,
anxious to see what the night would have in store.
A GATHERING OF FRIENDS
-
Remember, treasure hunting
is a "group activity," so
don't be greedy and attempt to tackle
the treasure map yourself. Besides,
most people won't want to take part
in the loot - it's a fun event that
most just want to be a part of.
So when you find a map, set up a time
to gather together with your friends
and take the adventure together.
-
Most treasure chests
are on distant islands, where a ship
is necessary. If you nor anyone
in your party do not own a ship, pool
gold with your friends and buy a ship
together. You can then make
that the "treasure hunting"
ship, that can easily paid off with
even two 1st level maps.
|
|
 |
Using a magical device
known as "Eye See Kyoo," the three
friends were able to contact others to come join the
adventure. Katzen,
Grandmaster Swordswoman was excited to be in her first
treasure hunter, as was Asquith's wife-to-be Elise
Laurense, a Grandmaster in the arcane
arts.
Katzen and Elise arrived at Justin's
cottage together, and were greeted with hugs and
smiles. The celebration, however, was stopped
short just as Justin completed decoding the map.
"Well
guys, I have good news... and I have bad news."
Justin said as he eyed the treasure map. "The
good news is, I know where the treasure is hidden.
And the bad news... is just that."
"Huh?"
asked a confused Katzen.
"The treasure
map, is on an island. A distant island."
"Cool!"
said Asquith. "I've
got a ship we can all take. It'll be fun!"
"Umm, no,"
said a grim Justin. "It's
not just any island. It's an island that we
all know and love... the island of BUCCANEER'S
DEN."

|
 |
SENDING THE SCOUT
-
If the treasure spot is near a
place that you know is relatively a busy area,
(like near a city or frequently traveled road
like the Crossroads), send one person there
to scout the area. With treasure hunts
going on every day now, many people are beginning
to know where all the treasure hotspots are,
and sometimes pk's visit these areas in hopes
of the quick and easy loot.
-
LEAVE THE MAP AT THE BANK.
Do this always when travelling to the treasure
area, even if travelling with your group.
You never know what might happen, and "accidentally"
losing a treasure map to a PK or monster can
be very disheartening, especially since maps
are so hard to find. Once you arrive at
the treasure spot and have scouted the area
for other people, mark a rune, recall to the
bank to pick up the map, then recall back to
start the search.
|
The "party of friends"
eventually got their necessary belongings together
and sailed towards Buccaneer's Den. The occasional
dolphin sighting kept their spirits alive, as Elrond
stroked his harp and sang tales of his great grandfather
Iolo.
It took only two sunsets before the
shores of the island were in clear site. As
they approached the docks, Buccaneer's Den seemed
to be empty except for the few townsfolk that call
the island home. Asquith lead the way on a
dirt trail that lead south of the city, when suddenly
the party was greeted by an unwelcome guest.
"The Scoundrel Sgt.
G, Grandmaster Pickpocket" was his name,
and digging through people's pouches looking for
something to steal was his game. Elise and
Asquith made no hesitation in firing off a few warning
fireballs at the thief. His petty attempt
at resistance was spoiled when Elrond, Katzen and
Justin appeared from behind the trees. Realizing
that avoiding a 5-on-1 confrontation might be the
most brilliant idea of his life, he galloped away
towards the docks of Buccaneer's Den.
"Do you
think he'll be back?" asked Elise.
"Oh, he'll
be back alright," began Asquith.
"But not without a few
of his cronies. We better find this treasure
fast. This is no place to be wandering about."
No sooner than Asquith spoke his
warning, Justin was off poking his shovel into the
ground.

(click to see larger
images)
|
THE ANNOYING DIG
-
Contrary to many
beliefs, the treasure chest is not always "exactly"
where the pin meets the map. In the above
example, the treasure chest was nearly 1 and
a half screens away to the east. In cases
like these, it is best to use the "Treasure
Sweep" method of searching
for the chest.
|
THE TREASURE SWEEP
In order
to find the chest successfully within the least
amount of time, Justin the Great uses a very handy
method of scanning an area for chests called the
"Treasure Sweep."
(see diagram below)

|
It took some time before
Justin noticed something beneath his feet. Giving
the ground a hard jab, he felt the metal of tip of
the shovel meet the iron of a buried chest.
"This is
it guys, so get ready," Justin warned.
"We all know what happened
before once I dug up a chest like this."
Justin's words drove chills down
Katzen's spine, and she hid behind Elrond awaiting
anxiously and worriedly for what was to come.
The rest of the party took their positions behind
trees and bush, sitting silently as Justin dug carefully
into the dirt.
"Don't
worry Katz. Elrond is here."
*wink* "You think
I'd let anything happen to yo..."
Elrond's words were cut short as
he lunged for the fainting Katzen. He turned
around and saw what made her go cold, and
nearly fainted himself! |
THE BIG BATTLE
- Make sure the digger clears his
pack of important items before completing the
dig. You can do this by running away
as soon as he begins to successfully dig the chest
(you know you have found the treasure when
you hear the repeating digging sound and see the
chest slowly break through the ground).
This will stop the digging process and allow you
to hand over your bag of reagents and GM Platemail
to a friend. Why? Because more than
likely, you will die once you dig up that chest.
- It's a good idea to pre-plan an
escape route from the spot where the chest is
being dug up. You can do this by first finding
the chest. Like in #1, do not dig it up
all the way - wait until it is about half way
out of the ground and then stop the digging process
by walking a few steps away.
Next, stand by the chest, and run
in a straight line in any direction.
Once you find a path you can run in which you
don't get stuck running into trees and rocks,
walk back to the chest, dig it up completely,
and run like an ostard along that path when the
monsters spawn. If you're lucky, the monsters
will chase you, you will be safe off screen, and
your companions can prepare their attack.
|
Elrond turned around to
see two Fire Elementals collapse on Justin the Great like
flies on Ettin dung. Before he could even attempt
a spell to heal Justin, Elrond noticed the six glowing
red eyes of a Dread Spider heading his direction.
Picking up the still unconscious Katzen, Elrond dashed
through the woods as the Dread Spider cast a spell that
immediately made his legs feel like jelly. Elrond
stumbled to the ground, then turned to face the poisonous
fangs of the monster looming above him.
Suddenly, a voiced boomed
from behind the Dread Spider. "An
Ex Por!" chanted Asquith as
he paralyzed to Spider just as it prepared to dig its
tusks into Elrond's chest.
"Your timing
is impeccable, brother," said a grinning
Elrond, as he stood to face the crippled Spider.
He then gave it a friendly pat on its head as he said
softly, "Nice knowing you,
beast. But it's time for you to meet
your maker."
Asquith and Elrond chuckled as they both
chanted words of power that
would send the wretched critter to the Abyss.
"Umm, guys?"
stated a lovely voice as Elise approached the two comedians.
"Tell you what.
I'll stay here and take care of Katzen, while the two
of you go over there and put Justin's body
parts back together."
Completely forgetting about their fallen
friend, the two looked through the trees to find two
Fire Elementals preparing a feast
on Justin's fried body.
"Oh man, Justin's
gonna kill us!" cried a guilty Asquith,
as he turned to see the ghostly figure of
Justin approach him.
"OooO-oOoohh!"
whispered Justin, whose words seemed to blow from the
surrounding shadows.
Knowing Elrond once studied the ancient
art of Spirit Speaking, Asquith asked
him what he was trying to say.
"He says you
were supposed to watch his back," said Elrond,
glaring at Asquith.
Asquith turned to Justin's ghost
and managed a smile as a drop of sweat fell from his
forehead. "Umm... hehe. Hi there."
"But he says
he'll forgive you if you give him that katana
of Vanquishing you have stashed in your
house," said Elrond.
The companions looked at the ghost and
noticed its lips curl up into a devious smile.
The forest then roared in laughter as the ghostly Justin
performed a victory dance, happy that at last he would
get Asquith's coveted sword!
"I think I'm
going to be sick," cried a greening Asquith.
MONSTER MASH
Below is the order in which the monster spawns
appeared for this Level 3 map:
Spawn: 1 Lich, 1 Dread
Spider, 2 Fire Elementals
Spawn: 2 Fire Elementals,
1 Lich
Spawn: 1 Lich
Spawn: 1 Dread Spider
Spawn: 1 Dread Spider.
|
It took a good half a day of running to
the chest, running away from the baddies, and Justin
constantly getting pounded before the party ended.
They cleared the chest of treasure and Elrond threw
a gate open to Asquith's tower where they would then
divide the plunder. Off in the distance, they
heard footsteps and angry voices heading their direction.
They figured it must be Sgt. G and company, so
the party rushed off into the gate, and into safety.
Back home the friends celebrated with
cake, a messy platter of ribs and Britain's finest ale
as they identified the loot and gave each person their
share of gold, gems and other goodies.
As they have in past events such as these,
they surrendered the evening to be that of legend.
When they gaze up at Britannia's wonderful night sky,
there embedded in the stars they will find memories
such as the one they made this evening. Memories
of laughter, adventure and good fun among the ones they
love.
It is adventures like these that make
Britannia a beautiful place to live in.

THE END
Please see the Author's
Note at the end of day I |
|
A first look at "SOS" treasure hunting, by Elrond
the Great; Edited by Xena Dragon |
A Day in the Life
of a Couple of Treasure Hunters.
"Ships Ahoy!"
by Elrond the Great, Grandmaster Adventurer

It all began with a waterstained SOS...
 |
...Elrond
the Great raised the masts of his shiny new Dragon
ship and set sail towards the horizon. Along
with him on his new journey was good friend (and
Grandmaster Fisherman) Fistandantilus.
"You know Fiz, I have a feeling
we are going to be rich men," began Elrond.
"I heard the ship that went down was full of untold
wealth..."
"Same old Elrond," said Fistandantilus,
admiring the adventuresome heart of his old friend.
"You always did have a passion for this treasure
business." *smiles*
"What, you think I'm gonna hang
in some dungeon chasing Balrons around all day?
Sorry, but I'd rather not have one of those overgrown
baboons rearrange this handsome face of mine."
The men's laughter brightened the
deep blue ocean herself, as they raced towards
the setting sun in search once again for the ever
elusive treasure.
|
 |
PREPARATION
NOTES
-
Rule #1 - DON'T FORGET
YOUR FISHING POLE!
-
Rule #2 - DON'T FORGET
YOUR FISHING POLE! (Fistandantilus
actually forgot his, and the two
men had to travel a whole half
a day back to Serpent's Hold to
buy one.) Remember -
you can't mark and recall on a
ship.
-
Try and collect a
few bottles before going out to
hunt. The time it takes
to hunt an SOS may not be worthwhile
if you are only hunting ONE.
-
Before setting sail,
plot out your course on paper,
especially if you have more than
one SOS. Using the UO cloth
map as a guide, mark with pins
all the approximate treasure locations
of your SOS's. Then decide
on the best course for you to
follow that would optimize the
time between locations.
Remember - it's a big ocean out
there and finding even one SOS
treasure can take a looong time.
-
For those who are
unfamiliar with sextant coordinates,
I drew up a guide that shows exactly
where the borders between East,
West, North and South is on the
map. It can be quite confusing
if you haven't gone sailing before.
=)
-
As with any adventure,
you should ALWAYS have at least
one other player there with you
WITH COPY OF THE SHIP KEY ON HIM,
in case your modem disconnects
and you get warped back to land.
Imagine that happening to
you on your way back home with
10 chests full of stuff!
*not a good thing*
-
If you don't have
UO Auto Map, GET IT.
It is nearly essential for hunting
SOS's. It allows you to
see how far you need to go, it
gives you sextant coordinates
so you don't have to use an in-game
sextant (although it's more fun,
especially if you wish to roleplay)
and especially warns you of those
annoying islands you might run
into. You can also use it
to mark your SOS locations with
pins instead of on paper.
|
After about a day's
journey, Elrond awoke from his slumber, thanks
to a continuous "plopping" sound from across the
deck. Lifting his head up to see what it
was, he found it was Fiz throwing his fishing
pole in and out of the water.
"We here already?" said Elrond,
opening his eyes in excitement, hoping to get
a first glimpse at what the fisherman might catch.
"I think I got something!" cried
Fiz, just as he pulled up something peculiar
from below.
INSTANT GRATIFICATION
-
Remember, you don't
have to be at the EXACT coordinates
as stated on the map. Just
as long as you are on the first
number of the Longitude and Latitude,
you can start fishing.
Example:
The map coordinates say:
161o12'N 118o27'E
As long as you are in
161o and 118o,
you can fish for the treasure
successfully, so you don't have
to be exactly
at the spot on the map.
This should save you some time
=)
-
Once you arrive at
the SOS coordinates, all your
fisherman has to do is drop a
line and see what comes up.
You won't be disappointed!
Remember though, if your fishing
skill is anything less than GM,
there is a chance you will uncover
a deep-sea serpent. If you
do happen to pull one - GET THE
HECK OUT! Dying at sea is
NOT a fun thing. You can
always come back to the treasure
spot after you clear the area
of unwanted sea serpents.
-
You will know your
hunt is complete when you get
the TREASURE CHEST! At that
point, your SOS will disappear.
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Most of the chests
you will get are the same as LVL
1 chests from tattered treasure
maps. However, during our
trip, we hunted 6 SOS maps, here's
what we got:
Three LEVEL 1 Chests (1000
gold, 2-6 magic items, 2-5 scrolls,
10 gems, 15-20 reagents)
One LEVEL 2 Chest
(2000 gold, 10-15
magic items, 10-15 scrolls, 20
gems, 25-40 reagents)
Two LEVEL 3 Chests
(3000 gold, 30 gems,
15-20 magic items, 20 scrolls,
30 gems, 20-40 reagents)
And YES - it might take quite
a few bottles, but I'd say one
in 25 chests will have a weapon
of VANQUISHING.
We've done over 60 bottles and
got two. =)
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The kind of chest
you get is completely random,
so as far as we know a non-GM
Fisherman will receive the same
chance of getting a level 3 chest
as a GM Fisherman. GM Fishermen
just get less (even none) of a
chance of pulling a Sea Serpent.
=)
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Before getting the
treasure chest, you will also
pull a few random rare items,
such as bones, pillows, paintings,
shells, and other goodies that
would be great to sell to people
or decorate your house with.
Of the six SOS treasures, we got
only one painting and lots of
bones, pillows, and shells. I
wonder what else is out there!
=)
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"I told you it was
true! LOOK AT ALL THAT GOLD!" cried an ecstatic
Elrond. He immediately plunged head first
into the treasure chest, swimming in its ocean of
jewels, gold, magic reagents and magical goodies.
"Umm, Elrond? I hate to spoil
your fun... but WE GOT FIVE MORE SOS's TO GO BABY!
Britannia, look out - HERE WE COME!"
The two men immediately raised the
canvases and sailed faster than lightning to their
next treasure spot. They polluted the calm
ocean air with cries of excitement and laughter
as they raced to the coordinates written in the
Messages in the Bottles. With the sky a
perfect blue and a strong wind at their backs,
they couldn't have asked for a better scenario.
Today was definitely a good day for the treasure
hunters.

This was only the first day of
SOS bottle hunting, so more tips and guidelines
will arrive shortly. If you have other information
that you would like to contribute, email Elrond the Great and we'll talk treasure!
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Ending on a high note
The world of Britannia is ENORMOUS. Sometimes
we lose perspective of its greatness when we're recalling
everywhere, and not travelling on foot like we should.
That's why treasure hunting is such a great career.
Getting together with friends and taking that ship across
uncharted waters can be a breathtaking experience - and the
spiritual rewards tower above any monetary gains you can ever
acquire. Remember, UO is online world where you live,
breathe and bask in a virtual fantasy world. Don't be
a loner - get out there with your pals and have a blast!
=)
-Elrond the Great, Grandmaster Adventurer

Just some images from our 2nd day of adventuring.
Recovered 10 chests, lots of goodies - and lots of laughs
along the way. =)
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For questions, concerns or to just plain talk,
email Elrond the Great!
You can visit the Knights in Brilliant Blue
at: http://www.mightyplanet.com/trueblue
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