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[Cartography] Treasure map chests - loot content, stacking and other uses

Discussion in 'UO Fishing and Treasure Hunting' started by Basara, Jan 13, 2010.

  1. Basara

    Basara UO Forum Moderator
    Moderator Professional Wiki Moderator Stratics Veteran Stratics Legend Campaign Supporter

    Jul 16, 2003
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    Pretty much everything is still the same for T-maps as before, but many of you may not remember the particulars.

    Chest loot is as follows (layering only apparent in classic client)...

    A. on top of everything else (in a level 6 chest only): The bag with the minor artifact

    B. Top layer of items in the chest: (3 x chest level) piles of 40-60 regs (mage / necro). As there are only 13 types of such regs, you'll have 2 double-size piles in a level 5, and 5 double-size piles in a level 6.

    C. Next layer down: (3 x chest level) gems. These stack normally, so you will often have 2 or 3 gems in a pile in a level 2 or higher (and rarely in a level 1)

    D. Middle Layer: (4 x chest level) magery / necromancy scrolls, from the 4th-7th circle. The 6 Necro spells that count as 4th to 7th circle are Exorcism*, Lich Form, Poison Strike, Strangle, Vengeful Spirit, and Wither. (*though, as Exorcism only has a sell value of 1 GP, you're better off dropping it to the ground, even if you keep all the other scrolls to sell).

    E. Next to last layer - magic items: differs slightly by map type.
    Level 1-3 maps = (5 x chest level). This used to be consistant for levels 1-5, but level 4s & 5s got a buff sometime around the time that the level 6s came about.
    Level 4 maps = 38 (an extra 18 items over the original formula)
    Level 5 maps = 50 (an extra 25 items over the original formula)
    Level 6 maps = 60 (an extra 30 items over the original formula)

    F. Bottom Layer: (chest level x 1000) gold. For most maps 3rd level and higher, the items will cover so much of the area, that the gold will be hard to see without removing items.

    Additional loot:

    Level 1: No automatic spawn on chest arrival. may get small amounts of gold and junkish items off spawn, including bones from Zombies (cut to reduce weight if you loot them), leather from Greater Mongbats, and Spined Leather from Ratmen.

    Level 2: Spawn may result in almost an additional 1000 gold, by time chest is emptied. None of the creatures are skinnable, but besides gold and possible magic items,
    a. gargoyles have gems, a scroll, and a chance for a Gargoyle's pickaxe.
    b. Hell Hounds have 5 Sulphurous Ash.
    c. Orc Mages have 2 piles of 3 mage regs each, and a random level 1-3 magery or necro scroll (10 of the 11 other necro spells)
    d. Earth elementals have 1 Mandrake root, 1 gem, 1-4 fertile dirt (for gardening or as a Mysticism reg), and 5 small ore (usually the one thing not looted).
    e. Gazers have a random lesser potion, and 4 nightshade. If the potion is a Strength potion, set it aside, in case you need a STR boost better than what bless can give you, to leave.

    Levels 3-5 are pretty sparse for bonus loot, though at this point you'll start getting as much gold from the spawn (initial and later spawn combined) as from the chest. A few of the spawn have scrolls, and the lich types have lots of necro regs. 2 or 3 liches = the equivalent of another chest necro reg stack (though of varying types combining to that amount). Each Lich Lord will have almost as many necro regs each, as one chest stack (in 2-4 types combined)

    Level 6 maps typically will give 2-3 times as much gold from the spawn, as from the chest itself, plus the scales, leather & dragon blood from the Ancient Wyrms. Most of the creatures from the map will have lots of junk on them, often of high level. If you do T-maps for items to unravel, you'll probably have to fill the Minor artifact backpack and another container with loot, then come back with a pack animal (maybe even two!) to load up after the chest is cleared.

    Typically, doing level 1-3 maps, a Treasure hunter with 100 STR (human) or 125 STR (elf) will be able to haul back 6 levels of chest loot (looting EVERYTHING) without needing more than a Greater Strength potion as backup. Counting things that stack each as only one item by type, you'd end up with gold, and at most 86 discrete items (30 magic items, up to 38 mid-range scroll types (though only at most 24 will be from the chests, the rest from Gargoyles and liches), 9 gem types, 13 reg types), plus whatever magic items, low-level scrolls, fertile dirt and leather types come from the spawn creatures. Worst case scenario typically is having to send gold with a bag of sending.

    With level 4 & 5 maps, a T-hunter will only be able to haul back the loot of 1 map at a time.

    Level 6 maps WILL require multiple unloading trips, or pack animal usage, to bring back everything. However, there's a good chance you'll get at least 1 relic fragment from the loot (from the marti, from one or more of the 60 chest items, or from the "filthy rich" loot packs of the spawn giving high-end items).

    Map times:

    Even in the Classic client, it takes less than 2 minutes to do a level 1 map - closer to 1 minute, if you have multiple maps for the same spot.
    Level 2 maps typically take 3-5 minutes; towards the shorter end if doing multiple maps at one spot. Beware the occasional bugged chest trap, though, that does 100-160 points of damage even through all 70s armor (more than even level 5s, and most level 6s, do). For these reasons, one can get a lot of loot, quickly, for a imbuer in training to unravel, by sorting maps and doing them in bursts of 5-6 map levels per trip.

    Levels 3-6 have a greater variability in looting time, from the greater lethality of the spawn. In some cases, it might take 10-15 minutes to finish off the initial spawn of a level 6 (say, if you get 3 or all 4 of the spawn as Ancient Wyrms).

    BTW, If you decide to go against the usual trend and play a T-hunter that isn't a mage or tamer, two of the Stygian Abyss bonus item Vollems (from the crystals, not the manufactured versions) will clean up the spawn easily for level 1-2 maps, and probably level 3-4 maps as well when fully trained (still training mine). The only difficult spawn on those maps for the vollem are the Ogre Lords, and if you're fighting the OL too, it will drop quickly with the Vollem helping - don't let the vollem fight it alone, unless you have the OL peaced and/or discorded. Each has about 300 HP, 500 STR, and casts magery, taking 2 skill slots each and requiring no taming. OR, alternately, a fully trained giant beetle and 1 Vollem would probably work as well (and let you do more maps than the usual 6 levels per trip). I can only speak as a Paladin/TH on this; the bardic thoughts are based on how things usually go with a bard helping.

    (This post was inspired by my cleaning 300+ level 1 & 2 maps out of my house, by doing them for loot to train my imbuer, and to refill my bank account after spending all my insurance money on a rare mini-house deed).
  2. Storm

    Storm UO Forum Moderator
    Moderator Professional Premium Wiki Moderator Stratics Veteran Stratics Legend

    Mar 18, 2004
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    That is great info Basara Thanks and perfect timing was just thinking of dusting my thunter off and bringing him back out!
  3. mustafa

    mustafa Guest

    kl nice info i made new t hunter today and never thought off the new pet things nice now where did i put my crystals
  4. law696

    law696 Journeyman
    Stratics Veteran

    Feb 26, 2005
    Likes Received:
    Basara, this thread is awesomely awesome. i would give a more intelligent reply but i just spent the last 3 hours beating myself around the head with a large concrete block commonly known as the twisted weald and i am now going to crawl into the bath untill i stop getting changeling flashbacks whenever i close my eyes.

    but anyway, thankyou for collecting that data, its a bloody good read :)