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Everything about treasure maps
Старый 24.12.2010, 05:00   #1
mrmorley
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Хорошо Everything about treasure maps

Can someone explain everything about treasure maps to me?
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Re: Everything about treasure maps
Старый 24.12.2010, 13:15   #2
GM Stormblast
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на правильном пути, пока что (от 5 до 15)
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По умолчанию Re: Everything about treasure maps

Google translation from FAQ

What you need before you go on a treasure hunt:

1) Tattered Treasure Map lvl 'X' *, which you bought the player or dislodged from the monster.
2) Iron Pickaxe
3) Lock Picks (preferably have 10 or more because the higher the level of the hoard, the more difficult to crack the chest)
4) Skill Cartography from 70% to 105% (depending on the card. 4-5 levels require 105% of that is necessary to have a ring +5)
5) Skill Lock Picking a minimum of 90% and Mining 90% SURE! (105%, one for 4-5 levels)
6) Sextant **
7) Program UOAM ***


And now, after you've verified that you have everything that is written in paragraphs 1-7, then we can move to the fun - finding a treasure.


First, before clicking 2 times on a map, you stand in no AM zome(personal home players and city) and not in the safe zone (Market and speech room). Then you run UO <NO>> assists, otherwise the game freezes and the map will be lost. Poke 2 times on a map and then a picture with the approximate location of the treasure. Run UOAM and seek an approximate location of the treasure. If a treasure is located on the island, buy or make a ship, sail to the island. Well, you sailed to the place and now we must look for the right bush. To find it, you can use one of three ways:

1) Use a sextant on a map and then an arrow will appear which will indicate the place where the treasure.
2) cast over spell Hallucination Scroll and start looking for the right bush. The essence of this spell is that the bush in which the treasure will change color (not green like everyone else).
3) Find the approximate location on the map and double click to start clicking on all possible bushes. If a spell or turn will be written in the lower left corner of the SI following phrase: "You cannot reach that" it is likely to treasure is there.

Once you have found your desired bush, then get on it, and for security Hide yourself. Take in the hands of a pick and start persistently poke through the bushes (without the target).

OPA! And here's the trunk, but together with it are the monsters. Not so simple as we would like ...
Run away to a safe distance, hide yourself and restart UO with ASSIST. Then, everyone will know what to do ****. Once you have killed all the monsters (and Looted of course), you can begin to crack the chest. To do this all on just to double-click on lockpicks and sight point on the chest. Repeat this procedure as long as the bottom-left corner of the POs will follow the phrase: "This is not locked". Then press 2 times on the chest and ...
Again, as luck! Another wave of monsters. You'll need to kill them. (Do not forget that all this is some time before the box disappears).

Well that's all now you can safely open the chest and grab the treasure itself.

* Where 'X' means the rate card from 1-5

** It is only useful when skill Cartography is 100%

*** Run the program itself UOAM (doing all the proposed updates), click on the button "Zoom" and select "1x". Then, click the "Map" and then on "Tilt Map" - this whole procedure is doing to facilitate the finding places with treasure.

**** For each level of the treasure, given a certain time on a slew of monsters:

for 1 LVL - two weak monster - 40 minutes.
for 2 LVL - 2 slack Monster - 1 hour
for 3 LVL - 3 medium monster - 80 minutes
for 4 LVL - 4 strong monster - 90 minutes (1.5 hours)
for 5 LVL - 4 very strong monster - 120 minutes (2 hours)

While the monsters are not killed by further actions with the chest are impossible. Kill the monsters can any continiue. Minimum time for killing monsters is 70 seconds. (At the specified time includes the time required for opening the trunk master keys)
After the opening, there will be a second wave of monsters such as "undead".

Notes:

Map can dig only those who decipher it.


Access to the box with the treasure only one who digged it. It is given 15 minutes to pick up things.
__________________
Все может быть и быть все может, но лиш того неможет быть, чего уж точно быть неможет, а этого неможет быть!
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Re: Everything about treasure maps
Старый 24.12.2010, 13:15   #3
GM Stormblast
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на правильном пути, пока что (от 5 до 15)
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По умолчанию Re: Everything about treasure maps

Explanation of maps:

To decrypt the cards of the first level requires skill Cartography at least 60.0%.
To decrypt the cards in the second level requires skill Cartography at least 70.0%.
To decrypt the cards in the third level requires skill Cartography at least 80.0%.
To decipher maps of the fourth level requires skill Cartography at least 90.0%.
To decipher maps of the fifth level requires skill Cartography equal to 105.0%.

After decoding cards you have half an hour to find the treasure.

Mining:
Digging maps of the first level requires skill Mining equal to 90.0%.
Digging cards in the second level requires skill Mining equal to 95.0%.
Digging cards in the third level requires skill Mining equal to 100.0%.
Digging maps of the fourth level requires skill Mining equal to 104.0%.
Digging maps of the fifth level requires skill Mining equal to 105.0%.

Lockpicking:
To open the trunk of the first level requires skill Lockpicking equal to 60.0%.
To open the chest in the second level requires skill Lockpicking equal to 70.0%.
To open the chest in the third level requires skill Lockpicking equal to 80.0%.
To open the trunk of the fourth level of Lockpicking skill required is equal to 90.0%.
To open the trunk of the fifth level requires skill Lockpicking equal to 105.0%.

Protection of treasure:

The treasure of the first level: the two monsters from the list: Cyclops, Cyclop King, Ogre Lord, Titan, Frost Troll, Orc Captain, Obsidian Harpy.
The treasure of the second level: two monsters from the list: Cyclop King, Beholder, Elder Gazer, Harpy, Phoenix, Obsidian Harpy.
The treasure of the third level: the three monsters from the list: Beholder, Harpy, Phoenix, Centaur, Beast Knight, Elder Gazer.
The treasure of the fourth level: the four monsters from the list: Balron, Black Scorpion, Assasin Scorpion, Quagmire, Gray Dragon, Centaur, Beast Knight.
GOLD level five: four monsters from the list: Balron, Meer Eternal, Wywern, Red Dragon, Gray Dragon, Fire Daemon, Ice Fiend, Quagmire.

Killing the 'first wave' of protection should cut their bodies with Butcher knife, pick up their belongings and prepare for 'second wave':

The treasure of the first level: the two monsters from the list: Liche, Liche Lord, Mummy, Skeleton Knight, Wraith.
The treasure of the second level: two monsters from the list: Dark Ghoul, Liche Lord, Undead Mage, Undead Archer, Liche.
The treasure of the third level: the three monsters from the list: Chaos Knight, Chaos Spectre, Undead Archer, Undead Mage, Liche Lord.
The treasure of the fourth level: the four monsters from the list: Skeletal Dragon, Chaos Archer, Greate Liche, Zadaar Shadowhand, Royal Mummy, Chaos Knight.
GOLD level five: four monsters from the list: Zadaar Shadowhand, Chaos Archer, Poison Archer, Chaos Liche, Royal Mummy, Skeletal Dragon.

Treasures:
The treasure of the first level: money 7000-10000, reagents each species 50-60. Batwing, Vial of Blood, Eye of Newt by 15-20, Dead Wood 5-6, some of the weapons of ruin, sometimes one of the Sash of regeneration, often Oil flask.

The treasure of the second level: money 10000-15000, reagents each 80-100. Batwing, Vial of Blood, Eye of Newt by 20-25, Dead Wood 5-10, some of the weapons of might, part of the armor of defense, sometimes one of the Sash of regeneration, often Oil flask.

The treasure of the third level: money 20000-25000, reagents each 120-150. Batwing, Vial of Blood, Eye of Newt, Worms Heart of 30-35, Dead Wood 10-20, some of the weapons of force, part of the armor of guarding, often one of the Sash of regeneration, often Oil flask, often Fatal Poison Potion.

GOLD Level IV: money 25000-30000, agents of each type 150-200. Batwing, Vial of Blood, Eye of Newt, Worms Heart of 35-40, Dead Wood 20-25, some of the weapons of force, rare weapon of power, armor part of hardening, often one of the Sash of regeneration, often Oil flask, often Fatal Poison Potion, often barrel of paint on 3 charges of color of one of the metals.

GOLD fifth level: money 50000-60000, reagents each 220-250. Batwing, Vial of Blood, Eye of Newt, Worms Heart of 35-40, Dead Wood 25-30, some of the weapons of power, rarely weapons of vanquishing, part of the armor of hardening, part of the armor of fortification, rare armor of invulnerability, often one from the Sash of regeneration, often Oil flask, often Fatal Poison Potion, often barrel paint on 6 carriers with rare flowers, often precious stones Citrine, Tourmaline.
__________________
Все может быть и быть все может, но лиш того неможет быть, чего уж точно быть неможет, а этого неможет быть!
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