So now that I've started playing a picker/treasure hunter, I've been coming across all sorts of random stuff on the THB site from URL hacking a bit. There's a document on there about thoughts they had to improve treasure hunting. Some of them are a bit goofy, while others are kinda neat (I like the atlas, like a BOD book for t-maps). It also gives some insight into mechanics in early renaissance (the reference to trammel gives it away). http://uo.stratics.com/thb/info/ideas.shtml Obviously some of the stuff has been implemented just from the general course of OSI development, but others would be neat to discuss (false bottoms for dungeon chests would be pretty darn cool) There's a lot of other good stuff out there, here's some of the highlights: An image database for 132 t-map locations - http://www.obenaus.de/treasure.htm Points of interest suggested and official names - http://uo.stratics.com/thb/info/atlas.shtml Old t-map chest info - http://uo.stratics.com/thb/info/chestprofile.shtml Dungeon/town chest info - http://uo.stratics.com/thb/info/dungeon ... uide.shtml (this one is from 2004, the 2001 says that there are chests in Wrong) Monster t-map drop levels - http://uo.stratics.com/thb/info/Backup/levels.shtml The one thing I would like to point out as a big issue (for me at least) is that it seems like the dungeon and town chests are all out of whack. The areas listed on the dungeon guide don't seem to spawn the proper amount or levels of chests. And the npc shop chests only spawn items which must be "stolen" to obtain, i thought that the stongboxes would spawn normal loot, and other chests would spawn "stealable" loot and rares on occasion.