Hi all... I have created recently my char... and I really want to be a "Complete Pack" Treasure hunter character. Actually my skills are: Fishing - 100.0 Musicianship - 100.0 Provocation - 67.1 Lockpicking - 50.5 Carthograpy - 31.9 Remove Trap - 31.6 At the moment i've some questions: 1) I really need Detecting Hidden for Remove trap or I can do without it? 2) I'll have some problem if I had to face some Aggressive Mobs. I can provoke them if they're 2+... but i can't strike down the survivor. 3) So I thought to raise peacemaking. It's worth? 4) What Template you suggest? Thank you very much
1) Remove trap give you a 5 pt bonus to lock picking, so yes you need to have it until you GM lock picking. 2) We are allowed 3 accounts to run at once. I suggest you just make a tamer or a eval provo mage to help kill off the remaining spawn. 3) No peacemaking is damage based, so once a certain amount of damage is done it becomes unpeaceed. Provo is the skill you want instead of peacemaking. 4) My t-map hunter has GM detect, hiding, med, stealth, cart, 97.5 LP, & 80 magery. If you run 2 clients like I suggested in #2 then you really only need to be able to read the map, dig up the box*, and to open it. *With all the tmap rune library's.^^^^ You don't even need mining anymore. They literally drop you on top of the chest.
Read this. Magery Med Hiding LPing Music Provo Carto (train after GMing LPing, before have stealth here) Can solo up to lvl 5’s without too much trouble. Will need backup for lvl 6’s.
Fishing is best done with 3 fisherman at the same time and they need to be able to kill what you fish up from the sea. Look at the different Sea Serpent and Kraken. I use 2 archers and one mage and I plan to use a tamer and 2 archers when I do nets as the Lock Lake Monster is very hard to take down abd my mage need to meditate a lot. Provocation will not do any good out at sea really. I use a 3 char box when I do T-maps as well. I used a Provo char for this at OSI many years ago and it worked well.
Can you clarify what you mean by "Complete Pack". Do you mean one character with a build that can handle all aspects of treasure hunting?
This seems to be the most recent thread on the topic, so I will bump this up to ask my question. Is there a more up-to-date guide on creating a t-mapper? I have one I started: http://www.uorenaissance.com/player/2720443. I'm wondering what to train next. I would like to do treasure maps, so I will need to GM carto. In the end, I was going to give him stealth to pick dungeon chests and ironman low-end AMIB's. As far as I can see, the template options are (The ones I'm considering for final template marked and in bold): *LP Detect Hidden *Cartography *Magery Meditation *Hiding *Stealth Music Provo Item ID (Going on a fisherman, so not needed here)
I run mage, stealth, hide, lockpick, detect, cart, steal and then run a tamer behind it to take out the monsters
My template amd guide are atill very much valid. Mechanics have not affected it, so you can follow that if you wish.
I've never been a treasure hunter on UO before... can anyone explain to me why detect hidden is needed please?
I can confirm. Unless you want to be eaten by many dragons trying to lockpick lvl 4 chests you will want stealth. Gate in hidden, stealth to chest and recall out. I didn't plan on this but i ended up dropping my music to 50 and left cart at 50 to gm Stealth. once lockpicking is gmed or sufficient enough i'll give up on dungeon chests and do treasure maps.
Still doesn't explain why detect hidden is needed. You only explained why remove trap is needed. Can you elaborate?
100 lockpicking 100 hiding 100 stealth 100 magery 100 item ID 100 resist spells 100 cartography ___ I find item ID invaluable. Sell wands instead, ID everything in any type of chest or bag in one go. Use what works for you.
So why wouldn't you recommend detect hidden and remove trap, based on above suggestions? Is it because with magery you can just heal yourself after activating a trap?