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		<id>https://wiki.uosecondage.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Death+Magnet</id>
		<title>UO Second Age - User contributions [en]</title>
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		<link rel="alternate" type="text/html" href="https://wiki.uosecondage.com/Special:Contributions/Death_Magnet"/>
		<updated>2026-04-19T11:30:32Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.24.1</generator>

	<entry>
		<id>https://wiki.uosecondage.com/w/index.php?title=Fencing&amp;diff=448984</id>
		<title>Fencing</title>
		<link rel="alternate" type="text/html" href="https://wiki.uosecondage.com/w/index.php?title=Fencing&amp;diff=448984"/>
				<updated>2020-05-26T20:33:01Z</updated>
		
		<summary type="html">&lt;p&gt;Death Magnet: fixed bad instructions on gming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A melee combat [[Weapon Skill]], that uses weapons that consist of a &amp;quot;piercing/jabbing&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
The damage for most fencing weapons is calculated predominately with few dice where as [[Swordsmanship]] is predominately calculated with more dice (2-3).  Thus fencing has a more varied damage distribution.&lt;br /&gt;
&lt;br /&gt;
*'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
-The weapons can be poisoned.&lt;br /&gt;
&lt;br /&gt;
-Has the fastest and highest DOT (damage over time) 2-handed weapon (Short Spear).&lt;br /&gt;
&lt;br /&gt;
*'''Cons&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
-No stamina drain bonus attack that [[Mace Fighting]] has.&lt;br /&gt;
&lt;br /&gt;
-Not the hardest hitting weapon class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Popular Weapons:'''&lt;br /&gt;
&lt;br /&gt;
*Short Spear: The fastest hitting 2-h weapon, also has the highest DOT for 2-handed weapon&lt;br /&gt;
*Spear: A little slower than the short spear, yet has the potential to hit a little harder&lt;br /&gt;
*Kryss: The fastest and highest DOT single handed fencing weapon.&lt;br /&gt;
*War Fork: A fast and high damage single handed weapon&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon Skills]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
==Training Fencing== &lt;br /&gt;
You will need several daggers, recommend 100 dex. &lt;br /&gt;
Hire a fighter NPC from Jhelom or somewhere else and fight them, healing them and yourself. &lt;br /&gt;
Replace your broken dagger as needed. &lt;br /&gt;
Repeat until GM.&lt;/div&gt;</summary>
		<author><name>Death Magnet</name></author>	</entry>

	<entry>
		<id>https://wiki.uosecondage.com/w/index.php?title=Carpentry&amp;diff=448983</id>
		<title>Carpentry</title>
		<link rel="alternate" type="text/html" href="https://wiki.uosecondage.com/w/index.php?title=Carpentry&amp;diff=448983"/>
				<updated>2020-05-26T20:30:19Z</updated>
		
		<summary type="html">&lt;p&gt;Death Magnet: /* Shields and Other Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Listed below are the items as they appear in the carpentry menu, by category.&lt;br /&gt;
&lt;br /&gt;
Skill listed is the minimum skill needed and does not indicate a 100% chance of success.&lt;br /&gt;
* Lumber required can be collected using [[Lumberjacking]], harvesting from corpsers, purchasing from NPC at 3g a board.&lt;br /&gt;
* To GM carpentry will require 75k boards. Make the following items at the stated skill levels. Some items can be sold to NPC vendors.&lt;br /&gt;
** 30 - 37 Crate, Small*&lt;br /&gt;
** 37 - 47 Crate, Medium&lt;br /&gt;
** 47 - 55 Ballot Box Deeds&lt;br /&gt;
** 55 - 68 Wooden Shields*&lt;br /&gt;
** 68.4 - 74 Fishing Poles (Requires 40.0 displayed tailoring skill, train from NPC)&lt;br /&gt;
** 74 - 80 Quarter Staff*&lt;br /&gt;
** 80 - GM Gnarled Staff* (Around 98 make the very occasional large yew wood table if you want but its not required)&lt;br /&gt;
&lt;br /&gt;
 * = Can be sold to NPC vendors.&lt;br /&gt;
&lt;br /&gt;
Other crafting skills include: [[Alchemy]], [[Blacksmithy]], [[Bowcraft and Fletching]], [[Cooking]], [[Tailoring]], [[Tinkering]] and [[Inscription]].&lt;br /&gt;
&lt;br /&gt;
==Chairs==&lt;br /&gt;
     Name                                          	Materials Needed      Dyeable	Skill&lt;br /&gt;
     Stool (Barstool)	                                9 Wood           	yes	11.0&lt;br /&gt;
     Stool, with supports                                9 Wood	        	yes	11.0&lt;br /&gt;
     Chair (Straw Chair)	                                13 Wood	        	yes	21.0&lt;br /&gt;
     Chair (Wooden Chair)                          	13 Wood         	yes	21.0&lt;br /&gt;
     Chair (Vesper Style, with Ver. Back-Supports)	15 Wood	        	yes	42.1&lt;br /&gt;
     Chair (Trinsic Style, with Hor. Back-Supports)	13 Wood	        	yes	42.1&lt;br /&gt;
     Bench	                                        17 Wood	        	yes	52.6&lt;br /&gt;
     Wooden Throne                                 	17 Wood         	yes	52.6&lt;br /&gt;
     Magincia Style Throne                         	19 Wood	        	yes	73.6&lt;br /&gt;
&lt;br /&gt;
==Containers==&lt;br /&gt;
     Name                         	   Materials Needed     Dyeable    Skill&lt;br /&gt;
     Chest, Small (regular/lockable*)	   10 Wood	       	  yes	   21.0&lt;br /&gt;
     Chest, Wooden (regular/lockable*)	   20 Wood	       	  yes	   73.6&lt;br /&gt;
     Crate, Small (regular/lockable*)	   8 Wood	          yes	   10.0&lt;br /&gt;
     Crate, Medium (regular/lockable*)	   15 Wood	       	  yes	   31.5&lt;br /&gt;
     Crate, Large (regular/lockable*)	   18 Wood        	  yes	   47.3&lt;br /&gt;
     Bookshelf                   	   25 Wood	       	  yes	   31.5&lt;br /&gt;
     Armoire, Brown (regular/lockable*)	   35 Wood	       	  yes	   84.2&lt;br /&gt;
     Armoire, Cherry (regular/lockable*)    35 Wood                yes	   84.2&lt;br /&gt;
* Use Carpentry tools to make box/chest-- the game will automatically check to see if you have a sufficient Tinkering Ability to create the box/chest as being lockable. The higher the carpentry skill needed to create an item the harder it is to create a lockable version.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
     Name	Materials Needed	Dyeable	Skill&lt;br /&gt;
     Desk, Writing	17 Wood        	yes	63.1&lt;br /&gt;
     Table (Small)	17 Wood	 	yes	42.1&lt;br /&gt;
     Table, Large	23 Wood	 	yes	63.1&lt;br /&gt;
     Table, Yew-Wood	27 Wood	 	yes	84.2&lt;br /&gt;
==Staffs and Poles==&lt;br /&gt;
     Name         	Materials Needed	Dyeable	 Skill&lt;br /&gt;
     Fishing Pole	5 Wood + 5 Cloth 	no	 68.4 carp, 40.0 tailoring&lt;br /&gt;
     Gnarled Staff    	7 Wood	        	no	 78.9&lt;br /&gt;
     Quarter Staff    	6 Wood	        	no	 73.6&lt;br /&gt;
     Shepherd's Crook    7 Wood	                no	 78.9&lt;br /&gt;
&lt;br /&gt;
==Shields and Other Items==&lt;br /&gt;
     Name         	Materials Needed                         	Dyeable	 Skill&lt;br /&gt;
     Ballot Box           5 Wood                                         no	 47.3&lt;br /&gt;
     Barrel Lid  	 4 Wood                                    	no	 11.0&lt;br /&gt;
     Barrel Staves    	 5 Wood                                    	no	 0.0&lt;br /&gt;
     Dart Board           5 Wood                                  	no	 15.7&lt;br /&gt;
     Keg, Open        	 3 Barrel Staves + Set of Hoops + Barrel Lid 	no	 57.8&lt;br /&gt;
     Easel             	 20 Wood                                       	no	 86.8&lt;br /&gt;
     Music Stand     	 15 Wood	                               	yes	 78.9&lt;br /&gt;
     Music Stand (tall)   20 Wood                                        yes	 81.5&lt;br /&gt;
     Water Trough	 150 Wood                                       no	 94.7&lt;br /&gt;
     Wooden Shield	 9 Wood                                   	no	 52.6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Carpentry Items - Furniture Image==&lt;br /&gt;
&lt;br /&gt;
https://media.discordapp.net/attachments/692926700140494860/703663328106512444/unknown.png&lt;br /&gt;
&lt;br /&gt;
==Items that require multiple skills to make== &lt;br /&gt;
&lt;br /&gt;
[[Blacksmithy]]&lt;br /&gt;
     Item Name	        Supplies required	Dyeable	    Carpentry	Smithing&lt;br /&gt;
     Anvil	        5 wood 150 ingots	no          73.6	75.0&lt;br /&gt;
     Large Forge	        5 wood 100 ingots	no          78.9	80.0&lt;br /&gt;
     Small Forge	        5 wood 75 ingots	no          73.6	75.0&lt;br /&gt;
&lt;br /&gt;
[[Tailoring]]&lt;br /&gt;
     Item Name        	Supplies required	Dyeable	Carpentry	Tailoring&lt;br /&gt;
     Dressform           25 Wood	10 Cloth	yes	63.1	        65.0&lt;br /&gt;
     Loom         	85 wood	25 cloth	no	84.2	        65.0&lt;br /&gt;
     Small Bed        	100 wood 100 cloth	no	94.7	        75.0&lt;br /&gt;
     Large Bed         	150 wood 150 cloth	no	94.7	        75.0&lt;br /&gt;
     Pickpockets Dip	65 wood	60 cloth	no	73.6	        50.0&lt;br /&gt;
     Spinning Wheel	75 wood	25 cloth	no	73.6	        65.0&lt;br /&gt;
     Training Dummy	55 wood	60 cloth	no	68.4	        50.0&lt;br /&gt;
&lt;br /&gt;
[[Tinkering]]&lt;br /&gt;
     Item Name	  Supplies required	 Dyeable	Carpentry	Tinkering&lt;br /&gt;
     Flour Mill	  100 wood 50 ingots	 no	         94.7	        50.0&lt;br /&gt;
     Oven *	  85 wood  125 ingots	 no	         68.4	        50.0&lt;br /&gt;
&lt;br /&gt;
* If you want to place an oven in a tower or a 2-story house it is easiest to do so on the top floor.&lt;br /&gt;
&lt;br /&gt;
[[Magery]]&lt;br /&gt;
     Item Name                        	Supplies required 	Dyeable	  Carpentry	Magery&lt;br /&gt;
     Abattoir (Stone pentagram) **	100 wood 40 ingots	no	  100.0	        50.0&lt;br /&gt;
     Pentagram (Red)             	100 wood 40 ingots	no	  100.0	        75.0&lt;br /&gt;
** Items that are near an abattoir cannot be locked down or un-locked down because the game sees the abattoir as an item of type 'stairs'.&lt;br /&gt;
&lt;br /&gt;
[[Musicianship]]&lt;br /&gt;
     Item Name                	Supplies required	Dyeable	 Carpentry	Musicianship&lt;br /&gt;
     Drum                 	20 wood	10 cloth	no	 57.8	        45.0&lt;br /&gt;
     Lap Harp                    20 wood	10 cloth	no	 63.1	        45.0&lt;br /&gt;
     Lute                    	25 wood	10 cloth	no	 68.4	        45.0&lt;br /&gt;
     Standing Harp          	35 wood	15 cloth	no	 78.9	        45.0&lt;br /&gt;
     Tambourine              	15 wood	10 cloth	no	 57.8	        45.0&lt;br /&gt;
     Tambourine with tassle   	15 wood	15 cloth	no	 57.8	        45.0&lt;br /&gt;
* Make sure you have the required supplies in your backpack if you start to create a house add-on.&lt;br /&gt;
* When the item is created, you get a deed which can be used or transferred to someone else.&lt;br /&gt;
* To place the item, you need to use the deed inside the house and be the owner of the house. The item will be created on the tile that you click on. To be sure the add-on gets placed correctly you can try blocking off all surrounding tiles with chests and leave a space open where the add-on has to be placed. Alternatively, put the deed on the floor on the spot where you want the add-on to be, double-click the deed and then target it.&lt;br /&gt;
* These items are not allowed to be placed adjacent to doors.&lt;br /&gt;
* Items that are placed cannot be moved. All items may be chopped with an axe by the owner of the house, this will destroy all pieces of the object.&lt;br /&gt;
* Pictures of all house add-ons below:&lt;br /&gt;
https://cdn.discordapp.com/attachments/692926700140494860/703665157775294604/unknown.png&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Crafting_Skills]]&lt;/div&gt;</summary>
		<author><name>Death Magnet</name></author>	</entry>

	<entry>
		<id>https://wiki.uosecondage.com/w/index.php?title=Carpentry&amp;diff=448982</id>
		<title>Carpentry</title>
		<link rel="alternate" type="text/html" href="https://wiki.uosecondage.com/w/index.php?title=Carpentry&amp;diff=448982"/>
				<updated>2020-05-26T20:29:09Z</updated>
		
		<summary type="html">&lt;p&gt;Death Magnet: /* Items that require multiple skills to make */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Listed below are the items as they appear in the carpentry menu, by category.&lt;br /&gt;
&lt;br /&gt;
Skill listed is the minimum skill needed and does not indicate a 100% chance of success.&lt;br /&gt;
* Lumber required can be collected using [[Lumberjacking]], harvesting from corpsers, purchasing from NPC at 3g a board.&lt;br /&gt;
* To GM carpentry will require 75k boards. Make the following items at the stated skill levels. Some items can be sold to NPC vendors.&lt;br /&gt;
** 30 - 37 Crate, Small*&lt;br /&gt;
** 37 - 47 Crate, Medium&lt;br /&gt;
** 47 - 55 Ballot Box Deeds&lt;br /&gt;
** 55 - 68 Wooden Shields*&lt;br /&gt;
** 68.4 - 74 Fishing Poles (Requires 40.0 displayed tailoring skill, train from NPC)&lt;br /&gt;
** 74 - 80 Quarter Staff*&lt;br /&gt;
** 80 - GM Gnarled Staff* (Around 98 make the very occasional large yew wood table if you want but its not required)&lt;br /&gt;
&lt;br /&gt;
 * = Can be sold to NPC vendors.&lt;br /&gt;
&lt;br /&gt;
Other crafting skills include: [[Alchemy]], [[Blacksmithy]], [[Bowcraft and Fletching]], [[Cooking]], [[Tailoring]], [[Tinkering]] and [[Inscription]].&lt;br /&gt;
&lt;br /&gt;
==Chairs==&lt;br /&gt;
     Name                                          	Materials Needed      Dyeable	Skill&lt;br /&gt;
     Stool (Barstool)	                                9 Wood           	yes	11.0&lt;br /&gt;
     Stool, with supports                                9 Wood	        	yes	11.0&lt;br /&gt;
     Chair (Straw Chair)	                                13 Wood	        	yes	21.0&lt;br /&gt;
     Chair (Wooden Chair)                          	13 Wood         	yes	21.0&lt;br /&gt;
     Chair (Vesper Style, with Ver. Back-Supports)	15 Wood	        	yes	42.1&lt;br /&gt;
     Chair (Trinsic Style, with Hor. Back-Supports)	13 Wood	        	yes	42.1&lt;br /&gt;
     Bench	                                        17 Wood	        	yes	52.6&lt;br /&gt;
     Wooden Throne                                 	17 Wood         	yes	52.6&lt;br /&gt;
     Magincia Style Throne                         	19 Wood	        	yes	73.6&lt;br /&gt;
&lt;br /&gt;
==Containers==&lt;br /&gt;
     Name                         	   Materials Needed     Dyeable    Skill&lt;br /&gt;
     Chest, Small (regular/lockable*)	   10 Wood	       	  yes	   21.0&lt;br /&gt;
     Chest, Wooden (regular/lockable*)	   20 Wood	       	  yes	   73.6&lt;br /&gt;
     Crate, Small (regular/lockable*)	   8 Wood	          yes	   10.0&lt;br /&gt;
     Crate, Medium (regular/lockable*)	   15 Wood	       	  yes	   31.5&lt;br /&gt;
     Crate, Large (regular/lockable*)	   18 Wood        	  yes	   47.3&lt;br /&gt;
     Bookshelf                   	   25 Wood	       	  yes	   31.5&lt;br /&gt;
     Armoire, Brown (regular/lockable*)	   35 Wood	       	  yes	   84.2&lt;br /&gt;
     Armoire, Cherry (regular/lockable*)    35 Wood                yes	   84.2&lt;br /&gt;
* Use Carpentry tools to make box/chest-- the game will automatically check to see if you have a sufficient Tinkering Ability to create the box/chest as being lockable. The higher the carpentry skill needed to create an item the harder it is to create a lockable version.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
     Name	Materials Needed	Dyeable	Skill&lt;br /&gt;
     Desk, Writing	17 Wood        	yes	63.1&lt;br /&gt;
     Table (Small)	17 Wood	 	yes	42.1&lt;br /&gt;
     Table, Large	23 Wood	 	yes	63.1&lt;br /&gt;
     Table, Yew-Wood	27 Wood	 	yes	84.2&lt;br /&gt;
==Staffs and Poles==&lt;br /&gt;
     Name         	Materials Needed	Dyeable	 Skill&lt;br /&gt;
     Fishing Pole	5 Wood + 5 Cloth 	no	 68.4 carp, 40.0 tailoring&lt;br /&gt;
     Gnarled Staff    	7 Wood	        	no	 78.9&lt;br /&gt;
     Quarter Staff    	6 Wood	        	no	 73.6&lt;br /&gt;
     Shepherd's Crook    7 Wood	                no	 78.9&lt;br /&gt;
&lt;br /&gt;
==Shields and Other Items==&lt;br /&gt;
     Name         	Materials Needed                         	Dyeable	 Skill&lt;br /&gt;
     Ballot Box           5 Wood                                         no	 47.3&lt;br /&gt;
     Barrel Lid  	 4 Wood                                    	no	 11.0&lt;br /&gt;
     Barrel Staves    	 5 Wood                                    	no	 0.0&lt;br /&gt;
     Dart Board           5 Wood                                  	no	 15.7&lt;br /&gt;
     Keg, Open        	 3 Barrel Staves + Set of Hoops + Barrel Lid 	no	 57.8&lt;br /&gt;
     Easel             	 20 Wood                                       	no	 86.8&lt;br /&gt;
     Music Stand     	 15 Wood	                               	yes	 78.9&lt;br /&gt;
     Music Stand (tall)   20 Wood                                        yes	 81.5&lt;br /&gt;
     Water Trough	 150 Wood                                       no	 94.7&lt;br /&gt;
     Wooden Shield	 9 Wood                                   	no	 52.6&lt;br /&gt;
&lt;br /&gt;
==Items that require multiple skills to make== &lt;br /&gt;
&lt;br /&gt;
[[Blacksmithy]]&lt;br /&gt;
     Item Name	        Supplies required	Dyeable	    Carpentry	Smithing&lt;br /&gt;
     Anvil	        5 wood 150 ingots	no          73.6	75.0&lt;br /&gt;
     Large Forge	        5 wood 100 ingots	no          78.9	80.0&lt;br /&gt;
     Small Forge	        5 wood 75 ingots	no          73.6	75.0&lt;br /&gt;
&lt;br /&gt;
[[Tailoring]]&lt;br /&gt;
     Item Name        	Supplies required	Dyeable	Carpentry	Tailoring&lt;br /&gt;
     Dressform           25 Wood	10 Cloth	yes	63.1	        65.0&lt;br /&gt;
     Loom         	85 wood	25 cloth	no	84.2	        65.0&lt;br /&gt;
     Small Bed        	100 wood 100 cloth	no	94.7	        75.0&lt;br /&gt;
     Large Bed         	150 wood 150 cloth	no	94.7	        75.0&lt;br /&gt;
     Pickpockets Dip	65 wood	60 cloth	no	73.6	        50.0&lt;br /&gt;
     Spinning Wheel	75 wood	25 cloth	no	73.6	        65.0&lt;br /&gt;
     Training Dummy	55 wood	60 cloth	no	68.4	        50.0&lt;br /&gt;
&lt;br /&gt;
[[Tinkering]]&lt;br /&gt;
     Item Name	  Supplies required	 Dyeable	Carpentry	Tinkering&lt;br /&gt;
     Flour Mill	  100 wood 50 ingots	 no	         94.7	        50.0&lt;br /&gt;
     Oven *	  85 wood  125 ingots	 no	         68.4	        50.0&lt;br /&gt;
&lt;br /&gt;
* If you want to place an oven in a tower or a 2-story house it is easiest to do so on the top floor.&lt;br /&gt;
&lt;br /&gt;
[[Magery]]&lt;br /&gt;
     Item Name                        	Supplies required 	Dyeable	  Carpentry	Magery&lt;br /&gt;
     Abattoir (Stone pentagram) **	100 wood 40 ingots	no	  100.0	        50.0&lt;br /&gt;
     Pentagram (Red)             	100 wood 40 ingots	no	  100.0	        75.0&lt;br /&gt;
** Items that are near an abattoir cannot be locked down or un-locked down because the game sees the abattoir as an item of type 'stairs'.&lt;br /&gt;
&lt;br /&gt;
[[Musicianship]]&lt;br /&gt;
     Item Name                	Supplies required	Dyeable	 Carpentry	Musicianship&lt;br /&gt;
     Drum                 	20 wood	10 cloth	no	 57.8	        45.0&lt;br /&gt;
     Lap Harp                    20 wood	10 cloth	no	 63.1	        45.0&lt;br /&gt;
     Lute                    	25 wood	10 cloth	no	 68.4	        45.0&lt;br /&gt;
     Standing Harp          	35 wood	15 cloth	no	 78.9	        45.0&lt;br /&gt;
     Tambourine              	15 wood	10 cloth	no	 57.8	        45.0&lt;br /&gt;
     Tambourine with tassle   	15 wood	15 cloth	no	 57.8	        45.0&lt;br /&gt;
* Make sure you have the required supplies in your backpack if you start to create a house add-on.&lt;br /&gt;
* When the item is created, you get a deed which can be used or transferred to someone else.&lt;br /&gt;
* To place the item, you need to use the deed inside the house and be the owner of the house. The item will be created on the tile that you click on. To be sure the add-on gets placed correctly you can try blocking off all surrounding tiles with chests and leave a space open where the add-on has to be placed. Alternatively, put the deed on the floor on the spot where you want the add-on to be, double-click the deed and then target it.&lt;br /&gt;
* These items are not allowed to be placed adjacent to doors.&lt;br /&gt;
* Items that are placed cannot be moved. All items may be chopped with an axe by the owner of the house, this will destroy all pieces of the object.&lt;br /&gt;
* Pictures of all house add-ons below:&lt;br /&gt;
https://cdn.discordapp.com/attachments/692926700140494860/703665157775294604/unknown.png&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Crafting_Skills]]&lt;/div&gt;</summary>
		<author><name>Death Magnet</name></author>	</entry>

	<entry>
		<id>https://wiki.uosecondage.com/w/index.php?title=Carpentry&amp;diff=448981</id>
		<title>Carpentry</title>
		<link rel="alternate" type="text/html" href="https://wiki.uosecondage.com/w/index.php?title=Carpentry&amp;diff=448981"/>
				<updated>2020-05-26T20:28:40Z</updated>
		
		<summary type="html">&lt;p&gt;Death Magnet: /* Items that require multiple skills to make */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Listed below are the items as they appear in the carpentry menu, by category.&lt;br /&gt;
&lt;br /&gt;
Skill listed is the minimum skill needed and does not indicate a 100% chance of success.&lt;br /&gt;
* Lumber required can be collected using [[Lumberjacking]], harvesting from corpsers, purchasing from NPC at 3g a board.&lt;br /&gt;
* To GM carpentry will require 75k boards. Make the following items at the stated skill levels. Some items can be sold to NPC vendors.&lt;br /&gt;
** 30 - 37 Crate, Small*&lt;br /&gt;
** 37 - 47 Crate, Medium&lt;br /&gt;
** 47 - 55 Ballot Box Deeds&lt;br /&gt;
** 55 - 68 Wooden Shields*&lt;br /&gt;
** 68.4 - 74 Fishing Poles (Requires 40.0 displayed tailoring skill, train from NPC)&lt;br /&gt;
** 74 - 80 Quarter Staff*&lt;br /&gt;
** 80 - GM Gnarled Staff* (Around 98 make the very occasional large yew wood table if you want but its not required)&lt;br /&gt;
&lt;br /&gt;
 * = Can be sold to NPC vendors.&lt;br /&gt;
&lt;br /&gt;
Other crafting skills include: [[Alchemy]], [[Blacksmithy]], [[Bowcraft and Fletching]], [[Cooking]], [[Tailoring]], [[Tinkering]] and [[Inscription]].&lt;br /&gt;
&lt;br /&gt;
==Chairs==&lt;br /&gt;
     Name                                          	Materials Needed      Dyeable	Skill&lt;br /&gt;
     Stool (Barstool)	                                9 Wood           	yes	11.0&lt;br /&gt;
     Stool, with supports                                9 Wood	        	yes	11.0&lt;br /&gt;
     Chair (Straw Chair)	                                13 Wood	        	yes	21.0&lt;br /&gt;
     Chair (Wooden Chair)                          	13 Wood         	yes	21.0&lt;br /&gt;
     Chair (Vesper Style, with Ver. Back-Supports)	15 Wood	        	yes	42.1&lt;br /&gt;
     Chair (Trinsic Style, with Hor. Back-Supports)	13 Wood	        	yes	42.1&lt;br /&gt;
     Bench	                                        17 Wood	        	yes	52.6&lt;br /&gt;
     Wooden Throne                                 	17 Wood         	yes	52.6&lt;br /&gt;
     Magincia Style Throne                         	19 Wood	        	yes	73.6&lt;br /&gt;
&lt;br /&gt;
==Containers==&lt;br /&gt;
     Name                         	   Materials Needed     Dyeable    Skill&lt;br /&gt;
     Chest, Small (regular/lockable*)	   10 Wood	       	  yes	   21.0&lt;br /&gt;
     Chest, Wooden (regular/lockable*)	   20 Wood	       	  yes	   73.6&lt;br /&gt;
     Crate, Small (regular/lockable*)	   8 Wood	          yes	   10.0&lt;br /&gt;
     Crate, Medium (regular/lockable*)	   15 Wood	       	  yes	   31.5&lt;br /&gt;
     Crate, Large (regular/lockable*)	   18 Wood        	  yes	   47.3&lt;br /&gt;
     Bookshelf                   	   25 Wood	       	  yes	   31.5&lt;br /&gt;
     Armoire, Brown (regular/lockable*)	   35 Wood	       	  yes	   84.2&lt;br /&gt;
     Armoire, Cherry (regular/lockable*)    35 Wood                yes	   84.2&lt;br /&gt;
* Use Carpentry tools to make box/chest-- the game will automatically check to see if you have a sufficient Tinkering Ability to create the box/chest as being lockable. The higher the carpentry skill needed to create an item the harder it is to create a lockable version.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
     Name	Materials Needed	Dyeable	Skill&lt;br /&gt;
     Desk, Writing	17 Wood        	yes	63.1&lt;br /&gt;
     Table (Small)	17 Wood	 	yes	42.1&lt;br /&gt;
     Table, Large	23 Wood	 	yes	63.1&lt;br /&gt;
     Table, Yew-Wood	27 Wood	 	yes	84.2&lt;br /&gt;
==Staffs and Poles==&lt;br /&gt;
     Name         	Materials Needed	Dyeable	 Skill&lt;br /&gt;
     Fishing Pole	5 Wood + 5 Cloth 	no	 68.4 carp, 40.0 tailoring&lt;br /&gt;
     Gnarled Staff    	7 Wood	        	no	 78.9&lt;br /&gt;
     Quarter Staff    	6 Wood	        	no	 73.6&lt;br /&gt;
     Shepherd's Crook    7 Wood	                no	 78.9&lt;br /&gt;
&lt;br /&gt;
==Shields and Other Items==&lt;br /&gt;
     Name         	Materials Needed                         	Dyeable	 Skill&lt;br /&gt;
     Ballot Box           5 Wood                                         no	 47.3&lt;br /&gt;
     Barrel Lid  	 4 Wood                                    	no	 11.0&lt;br /&gt;
     Barrel Staves    	 5 Wood                                    	no	 0.0&lt;br /&gt;
     Dart Board           5 Wood                                  	no	 15.7&lt;br /&gt;
     Keg, Open        	 3 Barrel Staves + Set of Hoops + Barrel Lid 	no	 57.8&lt;br /&gt;
     Easel             	 20 Wood                                       	no	 86.8&lt;br /&gt;
     Music Stand     	 15 Wood	                               	yes	 78.9&lt;br /&gt;
     Music Stand (tall)   20 Wood                                        yes	 81.5&lt;br /&gt;
     Water Trough	 150 Wood                                       no	 94.7&lt;br /&gt;
     Wooden Shield	 9 Wood                                   	no	 52.6&lt;br /&gt;
&lt;br /&gt;
==Items that require multiple skills to make== &lt;br /&gt;
&lt;br /&gt;
[[Blacksmithy]]&lt;br /&gt;
     Item Name	        Supplies required	Dyeable	    Carpentry	Smithing&lt;br /&gt;
     Anvil	        5 wood 150 ingots	no          73.6	75.0&lt;br /&gt;
     Large Forge	        5 wood 100 ingots	no          78.9	80.0&lt;br /&gt;
     Small Forge	        5 wood 75 ingots	no          73.6	75.0&lt;br /&gt;
&lt;br /&gt;
[[Tailoring]]&lt;br /&gt;
     Item Name        	Supplies required	Dyeable	Carpentry	Tailoring&lt;br /&gt;
     Dressform           25 Wood	10 Cloth	yes	63.1	        65.0&lt;br /&gt;
     Loom         	85 wood	25 cloth	no	84.2	        65.0&lt;br /&gt;
     Small Bed        	100 wood 100 cloth	no	94.7	        75.0&lt;br /&gt;
     Large Bed         	150 wood 150 cloth	no	94.7	        75.0&lt;br /&gt;
     Pickpockets Dip	65 wood	60 cloth	no	73.6	        50.0&lt;br /&gt;
     Spinning Wheel	75 wood	25 cloth	no	73.6	        65.0&lt;br /&gt;
     Training Dummy	55 wood	60 cloth	no	68.4	        50.0&lt;br /&gt;
&lt;br /&gt;
[[Tinkering]]&lt;br /&gt;
     Item Name	  Supplies required	 Dyeable	Carpentry	Tinkering&lt;br /&gt;
     Flour Mill	  100 wood 50 ingots	 no	         94.7	        50.0&lt;br /&gt;
     Oven *	  85 wood  125 ingots	 no	         68.4	        50.0&lt;br /&gt;
&lt;br /&gt;
* If you want to place an oven in a tower or a 2-story house it is easiest to do so on the top floor.&lt;br /&gt;
&lt;br /&gt;
[[Magery]]&lt;br /&gt;
     Item Name                        	Supplies required 	Dyeable	  Carpentry	Magery&lt;br /&gt;
     Abattoir (Stone pentagram) **	100 wood 40 ingots	no	  100.0	        50.0&lt;br /&gt;
     Pentagram (Red)             	100 wood 40 ingots	no	  100.0	        75.0&lt;br /&gt;
** Items that are near an abattoir cannot be locked down or un-locked down because the game sees the abattoir as an item of type 'stairs'.&lt;br /&gt;
&lt;br /&gt;
[[Musicianship]]&lt;br /&gt;
     Item Name                	Supplies required	Dyeable	 Carpentry	Musicianship&lt;br /&gt;
     Drum                 	20 wood	10 cloth	no	 57.8	        45.0&lt;br /&gt;
     Lap Harp                    20 wood	10 cloth	no	 63.1	        45.0&lt;br /&gt;
     Lute                    	25 wood	10 cloth	no	 68.4	        45.0&lt;br /&gt;
     Standing Harp          	35 wood	15 cloth	no	 78.9	        45.0&lt;br /&gt;
     Tambourine              	15 wood	10 cloth	no	 57.8	        45.0&lt;br /&gt;
     Tambourine with tassle   	15 wood	15 cloth	no	 57.8	        45.0&lt;br /&gt;
* Make sure you have the required supplies in your backpack if you start to create a house add-on.&lt;br /&gt;
* When the item is created, you get a deed which can be used or transferred to someone else.&lt;br /&gt;
* To place the item, you need to use the deed inside the house and be the owner of the house. The item will be created on the tile that you click on. To be sure the add-on gets placed correctly you can try blocking off all surrounding tiles with chests and leave a space open where the add-on has to be placed. Alternatively, put the deed on the floor on the spot where you want the add-on to be, double-click the deed and then target it.&lt;br /&gt;
* These items are not allowed to be placed adjacent to doors.&lt;br /&gt;
* Items that are placed cannot be moved. All items may be chopped with an axe by the owner of the house, this will destroy all pieces of the object.&lt;br /&gt;
* Pictures of all house add-ons below:&lt;br /&gt;
https://media.discordapp.net/attachments/692926700140494860/703663328106512444/unknown.png&lt;br /&gt;
https://cdn.discordapp.com/attachments/692926700140494860/703665157775294604/unknown.png&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Crafting_Skills]]&lt;/div&gt;</summary>
		<author><name>Death Magnet</name></author>	</entry>

	<entry>
		<id>https://wiki.uosecondage.com/w/index.php?title=Meditation&amp;diff=448980</id>
		<title>Meditation</title>
		<link rel="alternate" type="text/html" href="https://wiki.uosecondage.com/w/index.php?title=Meditation&amp;diff=448980"/>
				<updated>2020-05-09T02:18:54Z</updated>
		
		<summary type="html">&lt;p&gt;Death Magnet: /* The Runebook Meditation Style - replaces the liquor method (deprecated)*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Information taken from ''''Guide to Meditation', the Art of Mana regeneration, by Xena Dragon'''&lt;br /&gt;
&lt;br /&gt;
== Mana regeneration rate ==&lt;br /&gt;
&lt;br /&gt;
Casting spells and scribing scrolls costs mana. If your mana level is lower than your Intelligence your mana will slowly raise until the mana level is equal to your intelligence again. The speed at which your mana goes back to full is called the regeneration rate. The regeneration rate varies depending on 3 variables:&lt;br /&gt;
&lt;br /&gt;
* the type of armor you are wearing&lt;br /&gt;
* your intelligence&lt;br /&gt;
* your meditation skill&lt;br /&gt;
&lt;br /&gt;
To have mana regenerate at the highest possible speed you need to wear a certain combination of armor (or no armor at all), a high intelligence and a high meditation skill.&lt;br /&gt;
&lt;br /&gt;
== The Meditation Skill ==&lt;br /&gt;
&lt;br /&gt;
Meditation is a skill that is used by all characters that cast spells or scribe scrolls. There are two types of meditation, passive and active.&lt;br /&gt;
&lt;br /&gt;
=== Passive meditation ===&lt;br /&gt;
&lt;br /&gt;
Passive meditation kicks in when your mana level drops below maximum. The automatic process of gaining back lost mana is called passive meditation. You do not have to do anything to let this happen. The limits of passive meditation are as follows:&lt;br /&gt;
The slowest possible passive regeneration speed of 1 mana point regained every 7 seconds applies to characters dressed in full plate armor or characters with 0 intelligence and 0 meditation skill.&lt;br /&gt;
The highest possible passive regeneration speed of 1 mana point regained every second applies to characters dressed in cloth (or nothing) with 100 intelligence and 100 meditation skill.&lt;br /&gt;
Between those minimum and maximum rate a gliding scale is used to determine the regeneration rate depending on armor, intelligence and meditation skill.&lt;br /&gt;
&lt;br /&gt;
=== Active meditation ===&lt;br /&gt;
&lt;br /&gt;
Active meditation is a skill that has to be started by clicking on the skill in the skill list or by use of a programmable macro key (UseSkill Meditation). Upon invocation the system will make a skill check. If the skill check passes then a sound effect can be heard and you will start to meditate. The following messages can be given:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Your hands must be free to cast spells or meditate&amp;quot;. You have something other than a spellbook in your hands.&lt;br /&gt;
* &amp;quot;You are at peace&amp;quot;. Your mana level is already at its maximum.&lt;br /&gt;
* &amp;quot;You cannot focus your concentration&amp;quot;. The skill check failed.&lt;br /&gt;
* &amp;quot;Regenerative forces cannot penetrate your armor&amp;quot;. The skill check passed, but you are wearing too much armor to meditate actively.&lt;br /&gt;
* &amp;quot;You enter a meditative trance&amp;quot;. The skill check passed and you start to meditate actively.&lt;br /&gt;
* &amp;quot;You stop meditating&amp;quot;. You performed an action while meditating or you reached full mana. Active meditation stops.&lt;br /&gt;
&lt;br /&gt;
The active mana regeneration rate is double that of the passive regeneration rate, taking into consideration the armor worn, your intelligence and your meditation skill. The maximum possible regeneration rate is 2 mana points per second. While meditating you cannot perform any action, not even speaking. If an action is performed then a message &amp;quot;You stop meditating&amp;quot; is given and active meditation stops. Mana regeneration rate then drops back to the passive meditation level.&lt;br /&gt;
&lt;br /&gt;
== Gaining meditation skill ==&lt;br /&gt;
&lt;br /&gt;
Like any other skill, meditation can be trained. You gain skill by using the skill or you can buy your first skill points in meditation from a wandering mage or mage guildmaster. From 0 to 12 points meditation will raise very fast. Whether you succeed or fail in the skill, you will still gain. From 12 points onward it becomes a little harder. The chance of successful meditation is directly linked to your mana level. When your skill is low you will only succeed in meditation if your mana level has dropped a little under maximum. The higher your meditation skill gets, the lower you can let your mana drop and still be able to meditate. This is what most people refer to as 'a difficulty based skill'. To actually gain skill you have to meditate when it is hard for you to succeed in the skill. Someone with 80 meditation skill will successfully meditate if he dropped 10 mana points below maximum, but he will not gain skill, the meditation attempt was too easy for that. To gain skill he would have to let his mana level drop much more before starting to meditate. To calculate at which mana level you should start to meditate for a high chance of skill increase use the following formula:&lt;br /&gt;
&lt;br /&gt;
Mana level percentage for high chance of skill gain = 100 - meditation skill&lt;br /&gt;
So at 80 meditation skill you would need to let your mana level drop to 20% of its maximum to gain skill while meditating. You can let it drop 10% more than that, but then you will most probably fail to meditate. The 'sweet spot' where you can gain skill seems to be between mana levels from (90 - meditation skill) to (120 - meditation skill).&lt;br /&gt;
&lt;br /&gt;
==== The Runebook Meditation Method ==== &lt;br /&gt;
&lt;br /&gt;
===== What You Will Need =====&lt;br /&gt;
&lt;br /&gt;
*A runebook with one recall scroll in it, with a rune marked on a town crier or other blocked spot.&lt;br /&gt;
*Plain leather suit. Total AR = 13, more is better at higher levels.&lt;br /&gt;
&lt;br /&gt;
===== The Macro You Will Use - edit X to be the correct number from the chart below. =====&lt;br /&gt;
&lt;br /&gt;
    if mana &amp;lt;= X&lt;br /&gt;
    Use meditation&lt;br /&gt;
    Say .&lt;br /&gt;
    wait 1 sec&lt;br /&gt;
    else&lt;br /&gt;
    Use runebook&lt;br /&gt;
    Press recall using a 'charge' onto your blocked rune. (don't cast it or you'll waste regs)&lt;br /&gt;
    Wait 1 sec&lt;br /&gt;
    end if&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Copy and paste the below into a meditation.macro file, retarget your runebook. It uses the first rune slot. =====&lt;br /&gt;
    !Loop&lt;br /&gt;
    Assistant.Macros.IfAction|1|0|80&lt;br /&gt;
    Assistant.Macros.UseSkillAction|46&lt;br /&gt;
    Assistant.Macros.SpeechAction|0|52|3|ENG|0|.&lt;br /&gt;
    Assistant.Macros.PauseAction|00:00:01&lt;br /&gt;
    Assistant.Macros.ElseAction&lt;br /&gt;
    // Retarget this to your runebook. use first rune as&lt;br /&gt;
    // blocked Rune.&lt;br /&gt;
    Assistant.Macros.DoubleClickAction|1084029280|3834&lt;br /&gt;
    Assistant.Macros.WaitForGumpAction|1431013363|False|300&lt;br /&gt;
    Assistant.Macros.GumpResponseAction|2|0|0&lt;br /&gt;
    Assistant.Macros.PauseAction|00:00:01&lt;br /&gt;
    Assistant.Macros.EndIfAction&lt;br /&gt;
&lt;br /&gt;
===== (120 - Current Meditation Skill) = X =====&lt;br /&gt;
&lt;br /&gt;
    @30, X = 80&lt;br /&gt;
    @35, X = 75&lt;br /&gt;
    @40, X = 70&lt;br /&gt;
    @45, X = 65&lt;br /&gt;
    @50, X = 60&lt;br /&gt;
    @55, X = 55&lt;br /&gt;
    @60, X = 50&lt;br /&gt;
    @65, X = 45&lt;br /&gt;
    @70, X = 40&lt;br /&gt;
    @75, X = 35&lt;br /&gt;
    @80, X = 30&lt;br /&gt;
    @85, X = 25&lt;br /&gt;
    @90, X = 20&lt;br /&gt;
    @95, X = 15&lt;br /&gt;
&lt;br /&gt;
More info about this technique can be found here: https://forums.uosecondage.com/viewtopic.php?f=9&amp;amp;t=65350&lt;br /&gt;
&lt;br /&gt;
== Wearing armor ==&lt;br /&gt;
&lt;br /&gt;
The failure or success of active meditation is influenced by the type of armor that you wear. To make sure you can use active meditation try to keep the AR of your armor low and use as little metal armor as possible. Wearing any metal armor seems to drastically slow down the regeneration rate, even if you manage to meditate actively. Some examples of outfits that give up to 17 AR and allow you to meditate actively are:&lt;br /&gt;
&lt;br /&gt;
* Magic Ringmail sleeves (AR 3)&lt;br /&gt;
* Chainmail leggings (AR 3)&lt;br /&gt;
* Chainmail tunic (AR 7)&lt;br /&gt;
* Leather tunic, Leather sleeves, Studded leggings, Studded gloves, Sandals, Robe (AR 13)&lt;br /&gt;
* Leather tunic, Leather sleeves, Studded leggings, Leather gorget, Sandals, Robe (AR 13)&lt;br /&gt;
* Leather tunic, Studded sleeves, Leather leggings, Leather gorget, Studded gloves, Sandals, Robe (AR 14)&lt;br /&gt;
* Magic Leather tunic, Leather gloves, Ringmail leggings (AR 17) &lt;br /&gt;
&lt;br /&gt;
Some examples of outfits that have a low AR but will not allow you to meditate actively are:&lt;br /&gt;
&lt;br /&gt;
* Any outfit with a Studded tunic (because of the metal on the tunic perhaps)&lt;br /&gt;
* Chain tunic, Magic ringmail sleeves (AR 10)&lt;br /&gt;
* Chain tunic, Chain leggings (AR 10) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Further notes and tips ==&lt;br /&gt;
&lt;br /&gt;
* Meditating while hidden will un-hide you and hiding while meditating will make you lose focus.&lt;br /&gt;
* Casting the protection spell upon yourself will increase your AR but will not have any influence on your ability to meditate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Death Magnet</name></author>	</entry>

	<entry>
		<id>https://wiki.uosecondage.com/w/index.php?title=Treasure_maps&amp;diff=448979</id>
		<title>Treasure maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.uosecondage.com/w/index.php?title=Treasure_maps&amp;diff=448979"/>
				<updated>2020-05-09T02:07:00Z</updated>
		
		<summary type="html">&lt;p&gt;Death Magnet: /* What monsters carry treasure maps ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Treasure Map Quests, by Daedalus Rising and Kynaerth'an''&lt;br /&gt;
&lt;br /&gt;
Are you growing weary of gating peasants to and fro across the land? Well, there is a more lucrative quest on the horizon -- one that will test your mind, as well as your sword arm. These new quests take the form of treasure maps, which hold out the promise of riches for the intrepid adventurer. &lt;br /&gt;
&lt;br /&gt;
In order to begin hunting treasure, you will need several things: &lt;br /&gt;
* A treasure map :) &lt;br /&gt;
* &amp;quot;Cartography&amp;quot; (to decode the map) &lt;br /&gt;
* A very good map, and access to a ship or and/or rune library (to find and get to the treasure -- many are on islands) &lt;br /&gt;
* A shovel or pickaxe (to dig for the treasure) &lt;br /&gt;
* &amp;quot;Mining&amp;quot; (to increase your dig radius) &lt;br /&gt;
* &amp;quot;Detect Hidden&amp;quot; (to detect the traps, and ease the opening of the lock, especially with higher level maps). &lt;br /&gt;
* &amp;quot;Remove Trap&amp;quot; (to safely remove the trap you found). The spell &amp;quot;Telekinesis&amp;quot; may suffice for 1st-level chests. Strong characters may try to just open the chest and take the damage. &lt;br /&gt;
* &amp;quot;Lock Picking&amp;quot;, and a bag full of lock picks (to open the chest). The spell &amp;quot;Magic Unlock&amp;quot; may suffice to open first and second level chests, a minimum magery skill of 50 is required to have the chest unlock to that spell. &lt;br /&gt;
* Combat skills, to defeat the treasure's guardians. &lt;br /&gt;
* Some of the aforementioned skills (like mining) are optional. However, for any serious treasure hunter they are really quite necessary. &lt;br /&gt;
&lt;br /&gt;
We realize that this guide is not definitive. So if you see something amiss, please email us with any additional data or suggestions so that this guide can be more complete and accurate. We particularly need data on what CANNOT be done at a certain skill level, but CAN be done at a slightly higher skill level. &lt;br /&gt;
&lt;br /&gt;
Thanks again. Your messages have been very, very helpful so far. We wish that we could reply to more of your questions individually, but the message volume has simply been way too high for that lately :) &lt;br /&gt;
&lt;br /&gt;
==Where Can I Find a Treasure Map?==&lt;br /&gt;
&lt;br /&gt;
Treasure maps can be found as &amp;quot;loot&amp;quot; on some of the more difficult creatures in the game. These maps range in difficulty on an internal scale of 1 to 5: &lt;br /&gt;
&lt;br /&gt;
===What monsters carry treasure maps ?===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| Map Level || Monsters &lt;br /&gt;
|-&lt;br /&gt;
| 1 || Earth Elementals, Gargoyles, Gazers, Liches, Mummies, Ophidian Enforcers, Ophidian Warriors, Orc Mages, Sea Serpents, Terathan Warriors and Trolls. Level 1 maps can also be fished up with a skill of 90 fishing or above. &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Air Elementals, Earth Elementals, Fire Elementals, Snow Elementals, Stone Gargoyles, Water Elementals, and Wyverns. &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Cyclopean Warriors, Drakes, Dread Spiders, Efreet, Liches, Mummies, Ogre Lords, Ophidian Knight-Errants, Ophidian Shamans, Terathan Avengers. &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Daemons, Deep Sea Serpents, Dragons, Elder Gazers, Lich Lords, Ophidian Matriarchs, Terathan Matriarchs, Ice Fiends, Titans, and White Wyrms. &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ancient Wyrms, Balrons, Blood Elementals, Poison Elementals, Titans. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The odds of a map appearing on one of these monsters is approximately 1%. All maps refer to the &amp;quot;old lands&amp;quot; of Britannia, no matter where they are found. &lt;br /&gt;
&lt;br /&gt;
Level One maps are vastly different than the other four classes of maps, in that they can be easily tackled alone. Level Two maps and above are really more of a &amp;quot;group activity&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Because of this difficulty curve, you may find higher-level maps for sale from other players and their vendors. Be very wary when purchasing these maps -- maps that have been decoded or dug up already are labeled differently than virgin maps. If you are thinking of purchasing one, the map must read &amp;quot;a tattered treasure map&amp;quot; when you single-click on it. If it does not, then do not attempt to purchase it. It will be useless to you.&lt;br /&gt;
&lt;br /&gt;
==Decoding a Treasure Map==&lt;br /&gt;
&lt;br /&gt;
I have a map -- now what do I do with it? &lt;br /&gt;
Once you find a map, simply double click it to decode it. Your ability to decode the map is based on your cartography skill -- the higher your skill, the more more likely you are to be able to decode any and all treasure maps. (If you are unable to decode a map, you may pass it along or sell it to someone who can). These maps may be stored safely in your bank, until you decide to hunt after it; for the treasure will not begin to &amp;quot;decay away&amp;quot; until you actually dig up the chest (after which time the chest and its contents will linger for about no more than 3-4 hours). &lt;br /&gt;
&lt;br /&gt;
===Skill required to decode a map ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| Map Level || Skill Level &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0% Cartography required &lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60% Cartography required &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 70% Cartography required &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 90% Cartography required&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 100% Cartography required &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* These are minimum requirements. The higher your cartography skill, the more detail the map will show. The pin will always be on the exact location of the treasure. &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
After decoding your treasure map, the center will be indicated with a single pin.  &lt;br /&gt;
&lt;br /&gt;
Once decoded, this map cannot be passed off to another player -- the first person to decode the map must also be the one who digs up the treasure.&lt;br /&gt;
&lt;br /&gt;
==Finding the Map's Center==&lt;br /&gt;
&lt;br /&gt;
Before heading off after the treasure, you would be well-advised to compare your treasure map against a world-map (the cloth map you received with your CD works very well for this purpose). &lt;br /&gt;
Look for any prominent landmarks -- shrines, mountains, roads, water, the shape and size of the island -- and compare them against your world map. By doing this, you should be able to narrow your search down significantly. (For example -- the map to the right here contains both a shrine, and a road/bridge. There is only one shrine located that close to a road, and that is the shrine of spirituality). Once you have an idea of where the treasure might be located, you're ready to depart. &lt;br /&gt;
&lt;br /&gt;
To determine if you are close to where you need to be you can make a detailed map of the area where you are by using the cartography skill. Comparing the drawn map with the treasure map can give valuable clues, the center of the drawn map will be your exact current location. You can even use the aid of an external drawing program to compare the two maps and determine in which direction you should search. Some people simply use a transparent piece of paper with an X drawn on it to determine the center of the drawn map. &lt;br /&gt;
&lt;br /&gt;
Many of the treasure chests are located on islands, requiring either a ship or access to a very good rune library. The inexperienced, and those not intimately familiar with the lands of Britannia would be well-advised to stick to sea-travel. For it is easier by far to find your quarry by ship, then it is to island-hop via rune hoping to find the right spot. &lt;br /&gt;
&lt;br /&gt;
Note: Many cartographers have found that older maps (decoded before feb 25) of locations near the edge of the world (i.e. Shrine of Valor) can be very inaccurate. The pin can be located in the north area of the map while the treasure can be buried at the south coast of the island. &lt;br /&gt;
&lt;br /&gt;
Once you believe that you have arrived in the right area, you can begin digging by double-clicking on your shovel. Digging can take several seconds to complete. Any interruption to this dig will invalidate your attempt -- so stand still, stick down the shovel and keep at it 'till you're finished :) &lt;br /&gt;
&lt;br /&gt;
If you fail to find the treasure, move on a bit and try again -- the treasure may be as far as three screens away from the perceived &amp;quot;center of the map&amp;quot;. The treasure will be buried at the spot where the red pin actually pierces the map. &lt;br /&gt;
&lt;br /&gt;
After some attempts you will at one time hear the distinct sound of digging, the same sound miners hear when they mine for ore. This means you have found the treasure chest. At first you will see the ground where you are digging change into &amp;quot;a dirt patch&amp;quot; and soon thereafter the chest will pop-up. The first round of monsters may spawn and you will have to get rid of them. After that the fun of opening the chest can begin. &lt;br /&gt;
&lt;br /&gt;
The following messages are given when digging: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You dig and dig, but do not find any treasure&amp;quot;. Meaning the treasure is not there. &lt;br /&gt;
&amp;quot;You dig and dig, but no treasure seems to be here&amp;quot;. Meaning you are close to the treasure, but not close enough to dig it up. &lt;br /&gt;
&amp;quot;You stop digging because something is directly on top of the treasure chest&amp;quot;. Have the person, animal or monster move away from that spot and dig again. &lt;br /&gt;
There seems to be no message for success, but you will hear the sound and then see the dirt patch and the treasure chest appear. &lt;br /&gt;
Another treasure-hunting suggestion is to bring along several blank maps, and use your cartography skill to create a map of the area -- comparing this terrain map against the treasure map can be quite helpful. &lt;br /&gt;
&lt;br /&gt;
As valuable as the map might seem to the intrepid treasure hunter, once you successfully find and dig up the treasure your map becomes useless. &lt;br /&gt;
&lt;br /&gt;
While searching, your mining skill will come in handy. The higher your mining skill, the larger your dig radius. Regardless of where you click on the floor, you will always dig at the location where you are standing. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| 0-30 Skill: || 1 tile by 1 tile &lt;br /&gt;
|-&lt;br /&gt;
| 30-60 Skill: || 3 tiles by 3 tiles &lt;br /&gt;
|-&lt;br /&gt;
| 60-80 Skill: || 5 tiles by 5 tiles &lt;br /&gt;
|-&lt;br /&gt;
| 80-90 Skill: || 7 tiles by 7 tiles &lt;br /&gt;
|-&lt;br /&gt;
| 90-100 Skill: || 9 tiles by 9 tiles &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you want to skip the running around and digging everywhere looking for the correct spot bit, then I suggest you have a look in the Treasure Map Sextant Coordinates section. The exact sextant location of at least 200 known treasure map locations can be found in there. &lt;br /&gt;
&lt;br /&gt;
==Claiming your Prize==&lt;br /&gt;
&lt;br /&gt;
I've found the chest -- now I'm rich beyond my wildest dreams, right!? &lt;br /&gt;
Well, not exactly. Most chests are trapped and do damage equal to chests fitted with a Tinker's trap. Of more concern are the monsters which spawn nearby when the chests are dug up, and spawn when you remove items from the chest. These creatures can be very dangerous, and seem inclined to target the chest-digger as soon as they appear. &lt;br /&gt;
&lt;br /&gt;
Indeed, it has been rumored that not even the most brave adventurers can survive the spawn that accompanies the opening of a higher-level chest. Treasure hunting is definitely a group activity -- especially considering that many of these chests are located on shrineless, wandering healer-free islands :) &lt;br /&gt;
&lt;br /&gt;
Note: The chests have been said to disappear within 1-3 hours after being unearthed, whether they have been cracked open or not. &lt;br /&gt;
&lt;br /&gt;
In order to safely open a chest, you need to do the following things: &lt;br /&gt;
&lt;br /&gt;
Use &amp;quot;Detect Hidden&amp;quot; to check for traps. If you do not do this you may be able to pick the lock, but you will need a higher Lockpicking skill. Of course for GM Lockpickers this is not a problem at all. &lt;br /&gt;
Use &amp;quot;Remove Trap&amp;quot; to remove the trap or just skip this and deal with the effect of the trap later. &lt;br /&gt;
Use lock picks to pick the lock of the chest. Alternatively you can use the &amp;quot;Magic Unlock&amp;quot; spell for lower level maps. &lt;br /&gt;
Open the container by double-clicking on it. If you did not remove the trap then it is advisable to use the &amp;quot;Telekinesis&amp;quot; spell from a safe distance to avoid the damage. Alternatively, strong characters may try to just take the damage, but chances are the effects of the trap will kill you. &lt;br /&gt;
The skill necessary to open the chests and detect the traps therein is scaled to their difficulty -- magic will only get you so far, and only grandmaster rogues will be able to open the most difficult treasure chests. Only level one and two chests can be opened with magic, the caster has to have a minimum Magery skill of 50. &lt;br /&gt;
Note: The player that decodes the map and digs up the chest does not have to be the same player that picks open the chest. &lt;br /&gt;
&lt;br /&gt;
===Skill required to open a treasure chest===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| '''Map Level''' || '''Lockpicking only''' || '''Lockpicking &amp;amp; Detect Hidden''' &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 35 LP || -- &lt;br /&gt;
|-&lt;br /&gt;
| 2 || 70 LP || 50-70 LP and some DH &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 LP || 70-80 LP and 40-50 DH &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 90 LP || 80-90 LP and 50-60 DH &lt;br /&gt;
|-&lt;br /&gt;
| 5 || 100 LP || 90-100 LP and 60 DH &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* As you can see, using Detect Hidden first can compensate for not having a high enough Lockpicking skill. &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is an indication of the types of creatures you should expect to spawn when you open the chest, and when remove items from it*: &lt;br /&gt;
&lt;br /&gt;
===Creatures Spawned during looting of chest===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| Map Level || Creatures Spawned &lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mongbats, Orcs, Ratmen, Headless, Skeletons, Zombies (0-6 total) &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Orc Mages, (Orc Lords), Gargoyles, Gazers, Hellhounds, Earth Elementals (4-10 total) &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Liches, (Orc Lords), Ogre Lords, Dread Spiders, Air Elementals, (Water Elementals), Fire Elementals (5-10 total) &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Dread Spiders, (Headlesses), Liches, Lich Lords, Daemons, Elder Gazers, Ogre Lords, (Orc Mages) (5-10 total) &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Balrons, Lich Lords, Daemons, Elder Gazers, Poison Elementals, Blood Elementals (10-15 total) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Monsters in parenthesis are as yet unconfirmed. Should you encounter one of these at the given map levels then please let us know. &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is an indication of the types of treasure you should expect to find within the chests:&lt;br /&gt;
&lt;br /&gt;
===Treasure found in chest ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| Map Level  || Gold || Magic Items || Scrolls || Gems || Reagents &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1000 || 2-6 || 2-5 || 10 || 20-35&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2000 || 10-15 || 10-15 || 20 || 25-40 &lt;br /&gt;
|-&lt;br /&gt;
|3 || 3000 || 15-20 || 20 || 30 || 20-40 &lt;br /&gt;
|-&lt;br /&gt;
|4 ||  4000 || 15-20 || 30 || 40 || 40-80 &lt;br /&gt;
|-&lt;br /&gt;
|5 || 5000 || 20-25 || 25-35 || 50 || 100-150 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''- Daedalus Rising of Atlantic, Kynaerth'an of Catskills.''&lt;/div&gt;</summary>
		<author><name>Death Magnet</name></author>	</entry>

	<entry>
		<id>https://wiki.uosecondage.com/w/index.php?title=Treasure_maps&amp;diff=448978</id>
		<title>Treasure maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.uosecondage.com/w/index.php?title=Treasure_maps&amp;diff=448978"/>
				<updated>2020-05-09T02:02:30Z</updated>
		
		<summary type="html">&lt;p&gt;Death Magnet: /* Creatures Spawned during looting of chest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Treasure Map Quests, by Daedalus Rising and Kynaerth'an''&lt;br /&gt;
&lt;br /&gt;
Are you growing weary of gating peasants to and fro across the land? Well, there is a more lucrative quest on the horizon -- one that will test your mind, as well as your sword arm. These new quests take the form of treasure maps, which hold out the promise of riches for the intrepid adventurer. &lt;br /&gt;
&lt;br /&gt;
In order to begin hunting treasure, you will need several things: &lt;br /&gt;
* A treasure map :) &lt;br /&gt;
* &amp;quot;Cartography&amp;quot; (to decode the map) &lt;br /&gt;
* A very good map, and access to a ship or and/or rune library (to find and get to the treasure -- many are on islands) &lt;br /&gt;
* A shovel or pickaxe (to dig for the treasure) &lt;br /&gt;
* &amp;quot;Mining&amp;quot; (to increase your dig radius) &lt;br /&gt;
* &amp;quot;Detect Hidden&amp;quot; (to detect the traps, and ease the opening of the lock, especially with higher level maps). &lt;br /&gt;
* &amp;quot;Remove Trap&amp;quot; (to safely remove the trap you found). The spell &amp;quot;Telekinesis&amp;quot; may suffice for 1st-level chests. Strong characters may try to just open the chest and take the damage. &lt;br /&gt;
* &amp;quot;Lock Picking&amp;quot;, and a bag full of lock picks (to open the chest). The spell &amp;quot;Magic Unlock&amp;quot; may suffice to open first and second level chests, a minimum magery skill of 50 is required to have the chest unlock to that spell. &lt;br /&gt;
* Combat skills, to defeat the treasure's guardians. &lt;br /&gt;
* Some of the aforementioned skills (like mining) are optional. However, for any serious treasure hunter they are really quite necessary. &lt;br /&gt;
&lt;br /&gt;
We realize that this guide is not definitive. So if you see something amiss, please email us with any additional data or suggestions so that this guide can be more complete and accurate. We particularly need data on what CANNOT be done at a certain skill level, but CAN be done at a slightly higher skill level. &lt;br /&gt;
&lt;br /&gt;
Thanks again. Your messages have been very, very helpful so far. We wish that we could reply to more of your questions individually, but the message volume has simply been way too high for that lately :) &lt;br /&gt;
&lt;br /&gt;
==Where Can I Find a Treasure Map?==&lt;br /&gt;
&lt;br /&gt;
Treasure maps can be found as &amp;quot;loot&amp;quot; on some of the more difficult creatures in the game. These maps range in difficulty on an internal scale of 1 to 5: &lt;br /&gt;
&lt;br /&gt;
===What monsters carry treasure maps ?===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| Map Level || Monsters &lt;br /&gt;
|-&lt;br /&gt;
| 1 || Earth Elementals, Gargoyles, Gazers, Liches, Mummies, Ophidian Enforcers, Ophidian Warriors, Orc Mages, Sea Serpents, Terathan Warriors and Trolls. Level 1 maps can also be fished up with a skill of 90 fishing or above. &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Air Elementals, Earth Elementals, Fire Elementals, Snow Elementals, Stone Gargoyles, Water Elementals, and Wyverns. &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Cyclopean Warriors, Drakes, Dread Spiders, Efreet, Liches, Mummies, Ogre Lords, Ophidian Knight-Errants, Ophidian Shamans, Terathan Avengers. &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Daemons, Dragons, Elder Gazers, Lich Lords, Ophidian Matriarchs, Terathan Matriarchs, Ice Fiends, Titans, and White Wyrms. &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ancient Wyrms, Balrons, Blood Elementals, Poison Elementals, Titans. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The odds of a map appearing on one of these monsters is approximately 1%. All maps refer to the &amp;quot;old lands&amp;quot; of Britannia, no matter where they are found. &lt;br /&gt;
&lt;br /&gt;
Level One maps are vastly different than the other four classes of maps, in that they can be easily tackled alone. Level Two maps and above are really more of a &amp;quot;group activity&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Because of this difficulty curve, you may find higher-level maps for sale from other players and their vendors. Be very wary when purchasing these maps -- maps that have been decoded or dug up already are labeled differently than virgin maps. If you are thinking of purchasing one, the map must read &amp;quot;a tattered treasure map&amp;quot; when you single-click on it. If it does not, then do not attempt to purchase it. It will be useless to you.&lt;br /&gt;
&lt;br /&gt;
==Decoding a Treasure Map==&lt;br /&gt;
&lt;br /&gt;
I have a map -- now what do I do with it? &lt;br /&gt;
Once you find a map, simply double click it to decode it. Your ability to decode the map is based on your cartography skill -- the higher your skill, the more more likely you are to be able to decode any and all treasure maps. (If you are unable to decode a map, you may pass it along or sell it to someone who can). These maps may be stored safely in your bank, until you decide to hunt after it; for the treasure will not begin to &amp;quot;decay away&amp;quot; until you actually dig up the chest (after which time the chest and its contents will linger for about no more than 3-4 hours). &lt;br /&gt;
&lt;br /&gt;
===Skill required to decode a map ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| Map Level || Skill Level &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0% Cartography required &lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60% Cartography required &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 70% Cartography required &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 90% Cartography required&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 100% Cartography required &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* These are minimum requirements. The higher your cartography skill, the more detail the map will show. The pin will always be on the exact location of the treasure. &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
After decoding your treasure map, the center will be indicated with a single pin.  &lt;br /&gt;
&lt;br /&gt;
Once decoded, this map cannot be passed off to another player -- the first person to decode the map must also be the one who digs up the treasure.&lt;br /&gt;
&lt;br /&gt;
==Finding the Map's Center==&lt;br /&gt;
&lt;br /&gt;
Before heading off after the treasure, you would be well-advised to compare your treasure map against a world-map (the cloth map you received with your CD works very well for this purpose). &lt;br /&gt;
Look for any prominent landmarks -- shrines, mountains, roads, water, the shape and size of the island -- and compare them against your world map. By doing this, you should be able to narrow your search down significantly. (For example -- the map to the right here contains both a shrine, and a road/bridge. There is only one shrine located that close to a road, and that is the shrine of spirituality). Once you have an idea of where the treasure might be located, you're ready to depart. &lt;br /&gt;
&lt;br /&gt;
To determine if you are close to where you need to be you can make a detailed map of the area where you are by using the cartography skill. Comparing the drawn map with the treasure map can give valuable clues, the center of the drawn map will be your exact current location. You can even use the aid of an external drawing program to compare the two maps and determine in which direction you should search. Some people simply use a transparent piece of paper with an X drawn on it to determine the center of the drawn map. &lt;br /&gt;
&lt;br /&gt;
Many of the treasure chests are located on islands, requiring either a ship or access to a very good rune library. The inexperienced, and those not intimately familiar with the lands of Britannia would be well-advised to stick to sea-travel. For it is easier by far to find your quarry by ship, then it is to island-hop via rune hoping to find the right spot. &lt;br /&gt;
&lt;br /&gt;
Note: Many cartographers have found that older maps (decoded before feb 25) of locations near the edge of the world (i.e. Shrine of Valor) can be very inaccurate. The pin can be located in the north area of the map while the treasure can be buried at the south coast of the island. &lt;br /&gt;
&lt;br /&gt;
Once you believe that you have arrived in the right area, you can begin digging by double-clicking on your shovel. Digging can take several seconds to complete. Any interruption to this dig will invalidate your attempt -- so stand still, stick down the shovel and keep at it 'till you're finished :) &lt;br /&gt;
&lt;br /&gt;
If you fail to find the treasure, move on a bit and try again -- the treasure may be as far as three screens away from the perceived &amp;quot;center of the map&amp;quot;. The treasure will be buried at the spot where the red pin actually pierces the map. &lt;br /&gt;
&lt;br /&gt;
After some attempts you will at one time hear the distinct sound of digging, the same sound miners hear when they mine for ore. This means you have found the treasure chest. At first you will see the ground where you are digging change into &amp;quot;a dirt patch&amp;quot; and soon thereafter the chest will pop-up. The first round of monsters may spawn and you will have to get rid of them. After that the fun of opening the chest can begin. &lt;br /&gt;
&lt;br /&gt;
The following messages are given when digging: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You dig and dig, but do not find any treasure&amp;quot;. Meaning the treasure is not there. &lt;br /&gt;
&amp;quot;You dig and dig, but no treasure seems to be here&amp;quot;. Meaning you are close to the treasure, but not close enough to dig it up. &lt;br /&gt;
&amp;quot;You stop digging because something is directly on top of the treasure chest&amp;quot;. Have the person, animal or monster move away from that spot and dig again. &lt;br /&gt;
There seems to be no message for success, but you will hear the sound and then see the dirt patch and the treasure chest appear. &lt;br /&gt;
Another treasure-hunting suggestion is to bring along several blank maps, and use your cartography skill to create a map of the area -- comparing this terrain map against the treasure map can be quite helpful. &lt;br /&gt;
&lt;br /&gt;
As valuable as the map might seem to the intrepid treasure hunter, once you successfully find and dig up the treasure your map becomes useless. &lt;br /&gt;
&lt;br /&gt;
While searching, your mining skill will come in handy. The higher your mining skill, the larger your dig radius. Regardless of where you click on the floor, you will always dig at the location where you are standing. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| 0-30 Skill: || 1 tile by 1 tile &lt;br /&gt;
|-&lt;br /&gt;
| 30-60 Skill: || 3 tiles by 3 tiles &lt;br /&gt;
|-&lt;br /&gt;
| 60-80 Skill: || 5 tiles by 5 tiles &lt;br /&gt;
|-&lt;br /&gt;
| 80-90 Skill: || 7 tiles by 7 tiles &lt;br /&gt;
|-&lt;br /&gt;
| 90-100 Skill: || 9 tiles by 9 tiles &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you want to skip the running around and digging everywhere looking for the correct spot bit, then I suggest you have a look in the Treasure Map Sextant Coordinates section. The exact sextant location of at least 200 known treasure map locations can be found in there. &lt;br /&gt;
&lt;br /&gt;
==Claiming your Prize==&lt;br /&gt;
&lt;br /&gt;
I've found the chest -- now I'm rich beyond my wildest dreams, right!? &lt;br /&gt;
Well, not exactly. Most chests are trapped and do damage equal to chests fitted with a Tinker's trap. Of more concern are the monsters which spawn nearby when the chests are dug up, and spawn when you remove items from the chest. These creatures can be very dangerous, and seem inclined to target the chest-digger as soon as they appear. &lt;br /&gt;
&lt;br /&gt;
Indeed, it has been rumored that not even the most brave adventurers can survive the spawn that accompanies the opening of a higher-level chest. Treasure hunting is definitely a group activity -- especially considering that many of these chests are located on shrineless, wandering healer-free islands :) &lt;br /&gt;
&lt;br /&gt;
Note: The chests have been said to disappear within 1-3 hours after being unearthed, whether they have been cracked open or not. &lt;br /&gt;
&lt;br /&gt;
In order to safely open a chest, you need to do the following things: &lt;br /&gt;
&lt;br /&gt;
Use &amp;quot;Detect Hidden&amp;quot; to check for traps. If you do not do this you may be able to pick the lock, but you will need a higher Lockpicking skill. Of course for GM Lockpickers this is not a problem at all. &lt;br /&gt;
Use &amp;quot;Remove Trap&amp;quot; to remove the trap or just skip this and deal with the effect of the trap later. &lt;br /&gt;
Use lock picks to pick the lock of the chest. Alternatively you can use the &amp;quot;Magic Unlock&amp;quot; spell for lower level maps. &lt;br /&gt;
Open the container by double-clicking on it. If you did not remove the trap then it is advisable to use the &amp;quot;Telekinesis&amp;quot; spell from a safe distance to avoid the damage. Alternatively, strong characters may try to just take the damage, but chances are the effects of the trap will kill you. &lt;br /&gt;
The skill necessary to open the chests and detect the traps therein is scaled to their difficulty -- magic will only get you so far, and only grandmaster rogues will be able to open the most difficult treasure chests. Only level one and two chests can be opened with magic, the caster has to have a minimum Magery skill of 50. &lt;br /&gt;
Note: The player that decodes the map and digs up the chest does not have to be the same player that picks open the chest. &lt;br /&gt;
&lt;br /&gt;
===Skill required to open a treasure chest===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| '''Map Level''' || '''Lockpicking only''' || '''Lockpicking &amp;amp; Detect Hidden''' &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 35 LP || -- &lt;br /&gt;
|-&lt;br /&gt;
| 2 || 70 LP || 50-70 LP and some DH &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 LP || 70-80 LP and 40-50 DH &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 90 LP || 80-90 LP and 50-60 DH &lt;br /&gt;
|-&lt;br /&gt;
| 5 || 100 LP || 90-100 LP and 60 DH &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* As you can see, using Detect Hidden first can compensate for not having a high enough Lockpicking skill. &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is an indication of the types of creatures you should expect to spawn when you open the chest, and when remove items from it*: &lt;br /&gt;
&lt;br /&gt;
===Creatures Spawned during looting of chest===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| Map Level || Creatures Spawned &lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mongbats, Orcs, Ratmen, Headless, Skeletons, Zombies (0-6 total) &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Orc Mages, (Orc Lords), Gargoyles, Gazers, Hellhounds, Earth Elementals (4-10 total) &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Liches, (Orc Lords), Ogre Lords, Dread Spiders, Air Elementals, (Water Elementals), Fire Elementals (5-10 total) &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Dread Spiders, (Headlesses), Liches, Lich Lords, Daemons, Elder Gazers, Ogre Lords, (Orc Mages) (5-10 total) &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Balrons, Lich Lords, Daemons, Elder Gazers, Poison Elementals, Blood Elementals (10-15 total) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Monsters in parenthesis are as yet unconfirmed. Should you encounter one of these at the given map levels then please let us know. &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is an indication of the types of treasure you should expect to find within the chests:&lt;br /&gt;
&lt;br /&gt;
===Treasure found in chest ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| Map Level  || Gold || Magic Items || Scrolls || Gems || Reagents &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1000 || 2-6 || 2-5 || 10 || 20-35&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2000 || 10-15 || 10-15 || 20 || 25-40 &lt;br /&gt;
|-&lt;br /&gt;
|3 || 3000 || 15-20 || 20 || 30 || 20-40 &lt;br /&gt;
|-&lt;br /&gt;
|4 ||  4000 || 15-20 || 30 || 40 || 40-80 &lt;br /&gt;
|-&lt;br /&gt;
|5 || 5000 || 20-25 || 25-35 || 50 || 100-150 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''- Daedalus Rising of Atlantic, Kynaerth'an of Catskills.''&lt;/div&gt;</summary>
		<author><name>Death Magnet</name></author>	</entry>

	<entry>
		<id>https://wiki.uosecondage.com/w/index.php?title=Treasure_maps&amp;diff=448977</id>
		<title>Treasure maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.uosecondage.com/w/index.php?title=Treasure_maps&amp;diff=448977"/>
				<updated>2020-05-09T01:59:04Z</updated>
		
		<summary type="html">&lt;p&gt;Death Magnet: /* What monsters carry treasure maps ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Treasure Map Quests, by Daedalus Rising and Kynaerth'an''&lt;br /&gt;
&lt;br /&gt;
Are you growing weary of gating peasants to and fro across the land? Well, there is a more lucrative quest on the horizon -- one that will test your mind, as well as your sword arm. These new quests take the form of treasure maps, which hold out the promise of riches for the intrepid adventurer. &lt;br /&gt;
&lt;br /&gt;
In order to begin hunting treasure, you will need several things: &lt;br /&gt;
* A treasure map :) &lt;br /&gt;
* &amp;quot;Cartography&amp;quot; (to decode the map) &lt;br /&gt;
* A very good map, and access to a ship or and/or rune library (to find and get to the treasure -- many are on islands) &lt;br /&gt;
* A shovel or pickaxe (to dig for the treasure) &lt;br /&gt;
* &amp;quot;Mining&amp;quot; (to increase your dig radius) &lt;br /&gt;
* &amp;quot;Detect Hidden&amp;quot; (to detect the traps, and ease the opening of the lock, especially with higher level maps). &lt;br /&gt;
* &amp;quot;Remove Trap&amp;quot; (to safely remove the trap you found). The spell &amp;quot;Telekinesis&amp;quot; may suffice for 1st-level chests. Strong characters may try to just open the chest and take the damage. &lt;br /&gt;
* &amp;quot;Lock Picking&amp;quot;, and a bag full of lock picks (to open the chest). The spell &amp;quot;Magic Unlock&amp;quot; may suffice to open first and second level chests, a minimum magery skill of 50 is required to have the chest unlock to that spell. &lt;br /&gt;
* Combat skills, to defeat the treasure's guardians. &lt;br /&gt;
* Some of the aforementioned skills (like mining) are optional. However, for any serious treasure hunter they are really quite necessary. &lt;br /&gt;
&lt;br /&gt;
We realize that this guide is not definitive. So if you see something amiss, please email us with any additional data or suggestions so that this guide can be more complete and accurate. We particularly need data on what CANNOT be done at a certain skill level, but CAN be done at a slightly higher skill level. &lt;br /&gt;
&lt;br /&gt;
Thanks again. Your messages have been very, very helpful so far. We wish that we could reply to more of your questions individually, but the message volume has simply been way too high for that lately :) &lt;br /&gt;
&lt;br /&gt;
==Where Can I Find a Treasure Map?==&lt;br /&gt;
&lt;br /&gt;
Treasure maps can be found as &amp;quot;loot&amp;quot; on some of the more difficult creatures in the game. These maps range in difficulty on an internal scale of 1 to 5: &lt;br /&gt;
&lt;br /&gt;
===What monsters carry treasure maps ?===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| Map Level || Monsters &lt;br /&gt;
|-&lt;br /&gt;
| 1 || Earth Elementals, Gargoyles, Gazers, Liches, Mummies, Ophidian Enforcers, Ophidian Warriors, Orc Mages, Sea Serpents, Terathan Warriors and Trolls. Level 1 maps can also be fished up with a skill of 90 fishing or above. &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Air Elementals, Earth Elementals, Fire Elementals, Snow Elementals, Stone Gargoyles, Water Elementals, and Wyverns. &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Cyclopean Warriors, Drakes, Dread Spiders, Efreet, Liches, Mummies, Ogre Lords, Ophidian Knight-Errants, Ophidian Shamans, Terathan Avengers. &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Daemons, Dragons, Elder Gazers, Lich Lords, Ophidian Matriarchs, Terathan Matriarchs, Ice Fiends, Titans, and White Wyrms. &lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ancient Wyrms, Balrons, Blood Elementals, Poison Elementals, Titans. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The odds of a map appearing on one of these monsters is approximately 1%. All maps refer to the &amp;quot;old lands&amp;quot; of Britannia, no matter where they are found. &lt;br /&gt;
&lt;br /&gt;
Level One maps are vastly different than the other four classes of maps, in that they can be easily tackled alone. Level Two maps and above are really more of a &amp;quot;group activity&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Because of this difficulty curve, you may find higher-level maps for sale from other players and their vendors. Be very wary when purchasing these maps -- maps that have been decoded or dug up already are labeled differently than virgin maps. If you are thinking of purchasing one, the map must read &amp;quot;a tattered treasure map&amp;quot; when you single-click on it. If it does not, then do not attempt to purchase it. It will be useless to you.&lt;br /&gt;
&lt;br /&gt;
==Decoding a Treasure Map==&lt;br /&gt;
&lt;br /&gt;
I have a map -- now what do I do with it? &lt;br /&gt;
Once you find a map, simply double click it to decode it. Your ability to decode the map is based on your cartography skill -- the higher your skill, the more more likely you are to be able to decode any and all treasure maps. (If you are unable to decode a map, you may pass it along or sell it to someone who can). These maps may be stored safely in your bank, until you decide to hunt after it; for the treasure will not begin to &amp;quot;decay away&amp;quot; until you actually dig up the chest (after which time the chest and its contents will linger for about no more than 3-4 hours). &lt;br /&gt;
&lt;br /&gt;
===Skill required to decode a map ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| Map Level || Skill Level &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0% Cartography required &lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60% Cartography required &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 70% Cartography required &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 90% Cartography required&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 100% Cartography required &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* These are minimum requirements. The higher your cartography skill, the more detail the map will show. The pin will always be on the exact location of the treasure. &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
After decoding your treasure map, the center will be indicated with a single pin.  &lt;br /&gt;
&lt;br /&gt;
Once decoded, this map cannot be passed off to another player -- the first person to decode the map must also be the one who digs up the treasure.&lt;br /&gt;
&lt;br /&gt;
==Finding the Map's Center==&lt;br /&gt;
&lt;br /&gt;
Before heading off after the treasure, you would be well-advised to compare your treasure map against a world-map (the cloth map you received with your CD works very well for this purpose). &lt;br /&gt;
Look for any prominent landmarks -- shrines, mountains, roads, water, the shape and size of the island -- and compare them against your world map. By doing this, you should be able to narrow your search down significantly. (For example -- the map to the right here contains both a shrine, and a road/bridge. There is only one shrine located that close to a road, and that is the shrine of spirituality). Once you have an idea of where the treasure might be located, you're ready to depart. &lt;br /&gt;
&lt;br /&gt;
To determine if you are close to where you need to be you can make a detailed map of the area where you are by using the cartography skill. Comparing the drawn map with the treasure map can give valuable clues, the center of the drawn map will be your exact current location. You can even use the aid of an external drawing program to compare the two maps and determine in which direction you should search. Some people simply use a transparent piece of paper with an X drawn on it to determine the center of the drawn map. &lt;br /&gt;
&lt;br /&gt;
Many of the treasure chests are located on islands, requiring either a ship or access to a very good rune library. The inexperienced, and those not intimately familiar with the lands of Britannia would be well-advised to stick to sea-travel. For it is easier by far to find your quarry by ship, then it is to island-hop via rune hoping to find the right spot. &lt;br /&gt;
&lt;br /&gt;
Note: Many cartographers have found that older maps (decoded before feb 25) of locations near the edge of the world (i.e. Shrine of Valor) can be very inaccurate. The pin can be located in the north area of the map while the treasure can be buried at the south coast of the island. &lt;br /&gt;
&lt;br /&gt;
Once you believe that you have arrived in the right area, you can begin digging by double-clicking on your shovel. Digging can take several seconds to complete. Any interruption to this dig will invalidate your attempt -- so stand still, stick down the shovel and keep at it 'till you're finished :) &lt;br /&gt;
&lt;br /&gt;
If you fail to find the treasure, move on a bit and try again -- the treasure may be as far as three screens away from the perceived &amp;quot;center of the map&amp;quot;. The treasure will be buried at the spot where the red pin actually pierces the map. &lt;br /&gt;
&lt;br /&gt;
After some attempts you will at one time hear the distinct sound of digging, the same sound miners hear when they mine for ore. This means you have found the treasure chest. At first you will see the ground where you are digging change into &amp;quot;a dirt patch&amp;quot; and soon thereafter the chest will pop-up. The first round of monsters may spawn and you will have to get rid of them. After that the fun of opening the chest can begin. &lt;br /&gt;
&lt;br /&gt;
The following messages are given when digging: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You dig and dig, but do not find any treasure&amp;quot;. Meaning the treasure is not there. &lt;br /&gt;
&amp;quot;You dig and dig, but no treasure seems to be here&amp;quot;. Meaning you are close to the treasure, but not close enough to dig it up. &lt;br /&gt;
&amp;quot;You stop digging because something is directly on top of the treasure chest&amp;quot;. Have the person, animal or monster move away from that spot and dig again. &lt;br /&gt;
There seems to be no message for success, but you will hear the sound and then see the dirt patch and the treasure chest appear. &lt;br /&gt;
Another treasure-hunting suggestion is to bring along several blank maps, and use your cartography skill to create a map of the area -- comparing this terrain map against the treasure map can be quite helpful. &lt;br /&gt;
&lt;br /&gt;
As valuable as the map might seem to the intrepid treasure hunter, once you successfully find and dig up the treasure your map becomes useless. &lt;br /&gt;
&lt;br /&gt;
While searching, your mining skill will come in handy. The higher your mining skill, the larger your dig radius. Regardless of where you click on the floor, you will always dig at the location where you are standing. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| 0-30 Skill: || 1 tile by 1 tile &lt;br /&gt;
|-&lt;br /&gt;
| 30-60 Skill: || 3 tiles by 3 tiles &lt;br /&gt;
|-&lt;br /&gt;
| 60-80 Skill: || 5 tiles by 5 tiles &lt;br /&gt;
|-&lt;br /&gt;
| 80-90 Skill: || 7 tiles by 7 tiles &lt;br /&gt;
|-&lt;br /&gt;
| 90-100 Skill: || 9 tiles by 9 tiles &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you want to skip the running around and digging everywhere looking for the correct spot bit, then I suggest you have a look in the Treasure Map Sextant Coordinates section. The exact sextant location of at least 200 known treasure map locations can be found in there. &lt;br /&gt;
&lt;br /&gt;
==Claiming your Prize==&lt;br /&gt;
&lt;br /&gt;
I've found the chest -- now I'm rich beyond my wildest dreams, right!? &lt;br /&gt;
Well, not exactly. Most chests are trapped and do damage equal to chests fitted with a Tinker's trap. Of more concern are the monsters which spawn nearby when the chests are dug up, and spawn when you remove items from the chest. These creatures can be very dangerous, and seem inclined to target the chest-digger as soon as they appear. &lt;br /&gt;
&lt;br /&gt;
Indeed, it has been rumored that not even the most brave adventurers can survive the spawn that accompanies the opening of a higher-level chest. Treasure hunting is definitely a group activity -- especially considering that many of these chests are located on shrineless, wandering healer-free islands :) &lt;br /&gt;
&lt;br /&gt;
Note: The chests have been said to disappear within 1-3 hours after being unearthed, whether they have been cracked open or not. &lt;br /&gt;
&lt;br /&gt;
In order to safely open a chest, you need to do the following things: &lt;br /&gt;
&lt;br /&gt;
Use &amp;quot;Detect Hidden&amp;quot; to check for traps. If you do not do this you may be able to pick the lock, but you will need a higher Lockpicking skill. Of course for GM Lockpickers this is not a problem at all. &lt;br /&gt;
Use &amp;quot;Remove Trap&amp;quot; to remove the trap or just skip this and deal with the effect of the trap later. &lt;br /&gt;
Use lock picks to pick the lock of the chest. Alternatively you can use the &amp;quot;Magic Unlock&amp;quot; spell for lower level maps. &lt;br /&gt;
Open the container by double-clicking on it. If you did not remove the trap then it is advisable to use the &amp;quot;Telekinesis&amp;quot; spell from a safe distance to avoid the damage. Alternatively, strong characters may try to just take the damage, but chances are the effects of the trap will kill you. &lt;br /&gt;
The skill necessary to open the chests and detect the traps therein is scaled to their difficulty -- magic will only get you so far, and only grandmaster rogues will be able to open the most difficult treasure chests. Only level one and two chests can be opened with magic, the caster has to have a minimum Magery skill of 50. &lt;br /&gt;
Note: The player that decodes the map and digs up the chest does not have to be the same player that picks open the chest. &lt;br /&gt;
&lt;br /&gt;
===Skill required to open a treasure chest===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| '''Map Level''' || '''Lockpicking only''' || '''Lockpicking &amp;amp; Detect Hidden''' &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 35 LP || -- &lt;br /&gt;
|-&lt;br /&gt;
| 2 || 70 LP || 50-70 LP and some DH &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 LP || 70-80 LP and 40-50 DH &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 90 LP || 80-90 LP and 50-60 DH &lt;br /&gt;
|-&lt;br /&gt;
| 5 || 100 LP || 90-100 LP and 60 DH &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* As you can see, using Detect Hidden first can compensate for not having a high enough Lockpicking skill. &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is an indication of the types of creatures you should expect to spawn when you open the chest, and when remove items from it*: &lt;br /&gt;
&lt;br /&gt;
===Creatures Spawned during looting of chest===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| Map Level || Creatures Spawned &lt;br /&gt;
|-&lt;br /&gt;
| 1 || Mongbats, Orcs, Ratmen, Headless, Skeletons, Zombies (0-6 total) &lt;br /&gt;
|-&lt;br /&gt;
| 2 || Orc Mages, (Orc Lords), Gargoyles, Gazers, Hellhounds, Earth Elementals (4-10 total) &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Liches, (Orc Lords), Ogre Lords, Dread Spiders, Air Elementals, (Water Elementals), Fire Elementals (5-10 total) &lt;br /&gt;
|-&lt;br /&gt;
| 4 || Dread Spiders, (Headlesses), Liches, Lich Lords, Daemons, Elder Gazers, Ogre Lords, (Orc Mages) (5-10 total) &lt;br /&gt;
|-&lt;br /&gt;
| 5 || (Balrons), Lich Lords, Daemons, Elder Gazers, Poison Elementals, Blood Elementals (10-15 total) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Monsters in parenthesis are as yet unconfirmed. Should you encounter one of these at the given map levels then please let us know. &lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is an indication of the types of treasure you should expect to find within the chests:&lt;br /&gt;
&lt;br /&gt;
===Treasure found in chest ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
| Map Level  || Gold || Magic Items || Scrolls || Gems || Reagents &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1000 || 2-6 || 2-5 || 10 || 20-35&lt;br /&gt;
|-&lt;br /&gt;
|2 || 2000 || 10-15 || 10-15 || 20 || 25-40 &lt;br /&gt;
|-&lt;br /&gt;
|3 || 3000 || 15-20 || 20 || 30 || 20-40 &lt;br /&gt;
|-&lt;br /&gt;
|4 ||  4000 || 15-20 || 30 || 40 || 40-80 &lt;br /&gt;
|-&lt;br /&gt;
|5 || 5000 || 20-25 || 25-35 || 50 || 100-150 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''- Daedalus Rising of Atlantic, Kynaerth'an of Catskills.''&lt;/div&gt;</summary>
		<author><name>Death Magnet</name></author>	</entry>

	<entry>
		<id>https://wiki.uosecondage.com/w/index.php?title=Animal_Taming&amp;diff=448976</id>
		<title>Animal Taming</title>
		<link rel="alternate" type="text/html" href="https://wiki.uosecondage.com/w/index.php?title=Animal_Taming&amp;diff=448976"/>
				<updated>2020-04-18T23:50:01Z</updated>
		
		<summary type="html">&lt;p&gt;Death Magnet: corrected alt+shift to be ctrl+shift. alt+shift does nothing. Not sure why this was even here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skill listed is the minimum level needed and does not indicate a 100% chance of success. Damage, HP and AR figures are presented solely for comparitive purposes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tamable Animals==&lt;br /&gt;
 '''Animal			Damage	HP	AR	Skill'''&lt;br /&gt;
 Bear, Black		2-12	75-100	8	30.1&lt;br /&gt;
 Bear, Brown		3-11	75-100	10	35.1&lt;br /&gt;
 Bear, Grizzly		3-12	125-155	10	59.1&lt;br /&gt;
 Bear, Polar		3-12	115-140	7	40.1&lt;br /&gt;
 Bird: Crow		1	5-15	1	15&lt;br /&gt;
 Bird: Magpie		1	5-15	1	15&lt;br /&gt;
 Bird: Raven		1	5-15	3	19&lt;br /&gt;
 Bird, Tropical		1	3-6	1	10&lt;br /&gt;
 Boar       		1-4	41-59	5	35&lt;br /&gt;
 Bull         		1-6	77-111	14	71.1&lt;br /&gt;
 Bullfrog (T2A)		1-2	46-70	8	&amp;lt; 20&lt;br /&gt;
 Cat         		1	7-17	4	3&lt;br /&gt;
 Chicken 		1	2-8	1	20&lt;br /&gt;
 Cougar  		2-10	55-80	6	45&lt;br /&gt;
 Cow        		1-4	45-85	2-12	30&lt;br /&gt;
 Deer/Doe (Hind)		1-8	31-49	5	30&lt;br /&gt;
 Dog        		1-4	28-37	3	3&lt;br /&gt;
 Eagle      		2-8	30-40	9	35&lt;br /&gt;
 Goat       		1-3	21-29	3	30&lt;br /&gt;
 Goat, Mountain		1-5	22-64	2-6	20&lt;br /&gt;
 Gorilla    		2-12	53-95	14	5&lt;br /&gt;
 Great Hart 		2-8	41-71	10	59.1&lt;br /&gt;
 Horse     		2-10	44-120	7	30.1&lt;br /&gt;
 Horse, Pack		2-10	44-120	7	30.1&lt;br /&gt;
 Llama     		1-5	31-49	2-6	35.1&lt;br /&gt;
 Llama, Pack 		1-5	31-49	2-6	35.1&lt;br /&gt;
 Ostard (Desert) 	7-15	94-170	9	40&lt;br /&gt;
 Ostard (Forest) 	4-12	94-170	9	34.8&lt;br /&gt;
 Panther   		2-12	60-85	2-6	53.1&lt;br /&gt;
 Pig           		1-3	23-65	4	25&lt;br /&gt;
 Rabbit    		1-2	4-8	2-5/4	5&lt;br /&gt;
 Rat (Town Rat)		1-4	9-17	5	20&lt;br /&gt;
 Sheep     		1-3	21-49	1-3	10.1&lt;br /&gt;
 Snow Leopard		2-10	55-80	12	53.1&lt;br /&gt;
 Walrus    		3-6	21-29	2-12	40&lt;br /&gt;
 Wolf, Grey		2-8	55-80	9	50.1&lt;br /&gt;
 Wolf, Timber		2-8	55-80	7	25.1&lt;br /&gt;
 Wolf, White		2-8	55-80	7	65.1&lt;br /&gt;
&lt;br /&gt;
==Tamable Monsters==&lt;br /&gt;
 '''Monster Name     		Damage		HP		AR	Skill'''&lt;br /&gt;
 Alligator			2-14		75-100		12	50&lt;br /&gt;
 Dragon          		4-24**		700-1100	30	93.9*&lt;br /&gt;
 Drake             		4-24**		500-900		28	95.7*&lt;br /&gt;
 Giant Rat       		2-8		22-64		8	35&lt;br /&gt;
 Giant Scorpion     		3-12		73-115		12	50&lt;br /&gt;
 Giant Spider         		2-14		75-100		6	58.3&lt;br /&gt;
 Giant Toad (T2A)		??		??		??	77.1&lt;br /&gt;
 Hellcat (small) (T2A)       	3-15**		15-55		15	77.5&lt;br /&gt;
 Hellcat (Large) (T2A)		2-20**		160-185		15	91.8&lt;br /&gt;
 Hell Hound            		6-20**		96-120		11	84.9&lt;br /&gt;
 Imp (T2A)              		3-18		76-100		15	&amp;lt; 84.3&lt;br /&gt;
 Lava Lizard (T2A)		2-28**		125-150		20	&amp;lt; 82.9&lt;br /&gt;
 Mongbat (Weak)   		1-2		4-8		5	25.1&lt;br /&gt;
 Mongbat (Strong)		3-9		56-80		10	70.1&lt;br /&gt;
 Nightmare (T2A)   		9-29**		440 ?		30	95.1&lt;br /&gt;
 Ostard (Frenzied) (T2A)		8-23		94-170		15	77.1&lt;br /&gt;
 Sewer Rat              		1-2		9		3	??&lt;br /&gt;
 Slime              		1-5		22-34		1-4	30&lt;br /&gt;
 Snake             		1-4		32-44		7	60&lt;br /&gt;
 White Wyrm (T2A)		9-33		795-825		30	95.1&lt;br /&gt;
 Wolf, Dire			3-12		125-155		10	83.1&lt;br /&gt;
&lt;br /&gt;
(*) Even with 100% Ability, there is only a 1 in 20 chance of successfully attempting to tame a Dragon or Drake or Nightmare and that is if you do not get the message &amp;quot;You seem to anger the beast!&amp;quot;  But, do not let that message discourage you, it is normal for taming these animals, keep trying and eventually you will get the message &amp;quot;You start to tame the creature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(**) Damage listed indicates melee combat damage (claws). Dragons, Drakes, Nightmares, Hellcats, Lava Lizards, and Hell Hounds also have the innate ability to breathe fire, which deals damage proportionate to their remaining HP total (approximately 5% of HPs). Tales of hearty adventurers being slain by one breath from a Dragon in full health are not uncommon.&lt;br /&gt;
&lt;br /&gt;
Animals that can be tamed with a skill of 45 or less will follow anyones orders, harder to tame animals need an experienced master. You will not be able to transfer an animal to someone without the required taming skill (&amp;quot;The animal does not trust you&amp;quot;) Rule of thumb is that a high Animal Taming and high [[Animal Lore]] skill makes a better master. The pet orneriness check is made by comparing the creatures &amp;quot;tameable at&amp;quot; level to 80% of the masters Tame skill plus 20% of the masters Lore skill. It is also needed to gauge the animal's mood. You will need to feed your pet periodically as it's mood inevitably gets worse the longer it goes between feedings, and to know when it needs to be fed. If you get the message &amp;quot;That wasn't even challenging&amp;quot; You will no longer get skill gains from taming that kind of animal.&lt;br /&gt;
*[[Veterinary]] is used to heal your wounded pets. You may wish not to use this skill, and opt for the magery spell greater heal (In Vas Mani) instead for a few reasons. Veterinary has the advantage in that it doesn't require regs, mana, or magery skill to use (only bandages), however, in T2A the healing amount is not much more than a greater heal spell-even with GM Veterinary and GM Animal Lore, combined. Plus, greater heal is instant and can be used from a distance, healing your pet requires it to stay still while you heal it and has a chance of failure.&lt;br /&gt;
&lt;br /&gt;
==Pets Slots In T2A==&lt;br /&gt;
&lt;br /&gt;
In the T2A era there was no limit to the amount of pets that a single player could control, meaning that pet slots did not exist. Having unlimited pets is by some considered to be an advantage as it gives them the ability to do far more damage using their pets.&lt;br /&gt;
&lt;br /&gt;
Some players find it is very dangerous to use multiple high level mage casting pets such as White Wyrms, because they cast spells like mass curse which will target all the other monsters, tamed creatures, and players around them, causing them to fight amongst each other; if this is not watched, players' dragons can kill each other &amp;amp; turn on the player him/her self. &lt;br /&gt;
&lt;br /&gt;
==Skill Gain==&lt;br /&gt;
0.00 - 30.0 Train at NPC&amp;lt;br&amp;gt;&lt;br /&gt;
30.0 - 35.1 Hinds &amp;amp; Timber Wolfs &amp;lt;i&amp;gt;Moonglow Island&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
35.1 - 53.1 Walrus &amp;amp; Polar Bears &amp;lt;i&amp;gt;Dagger Island&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
53.1 - 59.1 Snow Panthers &amp;lt;i&amp;gt;Dagger Island&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
59.1 - 65.1 Great Harts &amp;amp; Grizzly Bears &amp;lt;i&amp;gt;Moonglow Island or T2A&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
65.1 - 71.1 White Wolfs &amp;lt;i&amp;gt;Dagger Island&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
71.1 - 77.1 Bulls &amp;lt;i&amp;gt;Delucia&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
77.1 - 85.5 Giant Toads &amp;lt;i&amp;gt;T2A&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
85.5 - GM   Hell Hounds &amp;lt;i&amp;gt;Hythloth&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Q&amp;amp;A==&lt;br /&gt;
&lt;br /&gt;
Q: I tamed an animal, now it's text is purple, but it is still attacking me!&lt;br /&gt;
A: This happens with some creatures, such as dragons. What you will need to do is use the invisibility spell, invis magical item, or simply run away for a minute until the creature &amp;quot;calms down.&amp;quot; (wait about a full minute) Then it will no longer attack you&lt;br /&gt;
&lt;br /&gt;
Q:The animal won't do what I say, it only winces and doesn't obey/comply.&lt;br /&gt;
A:If you use the animal lore skill you will see a message saying &amp;quot;Wild&amp;quot; but don't worry, it will also tell you, if successful, what food the animal eats. After feeding it, it will obey again.&lt;br /&gt;
&lt;br /&gt;
Q: I got the message from the animal &amp;quot;(animal name) seems to have decided (animal name) is better off without a master!&amp;quot;&lt;br /&gt;
A: Your only option in this case is to retame the animal.&lt;br /&gt;
&lt;br /&gt;
Q: I have lots of animals with me, is there a better way to keep track of them?&lt;br /&gt;
A: Yes, if you press Ctrl and Shift at the same time you will see the name bars of each, click and drag these in order to get bigger bars which stick, though you are limited in these.&lt;br /&gt;
&lt;br /&gt;
Q: But, I can't pull up those bars because there are lots of other objects/things around, what do I do?&lt;br /&gt;
A: While pressing Ctrl Shift, right click each name bar of other things to have it disappear temporarily. This will also work if your tames are bunched together and you need to separate each of them by name. &lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Death Magnet</name></author>	</entry>

	<entry>
		<id>https://wiki.uosecondage.com/w/index.php?title=Fame/Karma_Titles&amp;diff=448962</id>
		<title>Fame/Karma Titles</title>
		<link rel="alternate" type="text/html" href="https://wiki.uosecondage.com/w/index.php?title=Fame/Karma_Titles&amp;diff=448962"/>
				<updated>2019-03-12T18:03:27Z</updated>
		
		<summary type="html">&lt;p&gt;Death Magnet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border:1px #000000&amp;quot; &lt;br /&gt;
|- BGCOLOR=&amp;quot;#dacb88&amp;quot;  align=&amp;quot;center&amp;quot; style=&amp;quot;background: #800000; color: #FFFFFF&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;7&amp;quot;| Fame &amp;amp; Karma Titles&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot;| Karma is -10,000 to +10,000 and Fame is 0 to 10,000. The scale for each level of Karma and Fame is exponential, so it becomes increasingly harder to get a higher title.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;| Points:&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;| F A M E . . . &lt;br /&gt;
|- BGCOLOR=&amp;quot;#fceebb&amp;quot; &lt;br /&gt;
! 0 to 1,249&lt;br /&gt;
! 1,250 to 2,499&lt;br /&gt;
! 2,500 to 4,999&lt;br /&gt;
! 5,000 to 9,999&lt;br /&gt;
! 10,000 and Above&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;11&amp;quot; | K&amp;lt;BR&amp;gt;A&amp;lt;BR&amp;gt;R&amp;lt;BR&amp;gt;M&amp;lt;BR&amp;gt;A&amp;lt;BR&amp;gt;.&amp;lt;BR&amp;gt;.&amp;lt;BR&amp;gt;.&lt;br /&gt;
! BGCOLOR=&amp;quot;#fceebb&amp;quot;| 10,000 and above&lt;br /&gt;
! Trustworthy&lt;br /&gt;
! Estimable&lt;br /&gt;
! Great&lt;br /&gt;
! Glorious&lt;br /&gt;
! Glorious Lord/Lady&lt;br /&gt;
|-&lt;br /&gt;
! BGCOLOR=&amp;quot;#fceebb&amp;quot;| 9,999 to 5,000&lt;br /&gt;
! Honest&lt;br /&gt;
! Commendable&lt;br /&gt;
! Famed&lt;br /&gt;
! Illustrious&lt;br /&gt;
! Illustrious Lord/Lady&lt;br /&gt;
|-&lt;br /&gt;
! BGCOLOR=&amp;quot;#fceebb&amp;quot;| 4,999 to 2,500&lt;br /&gt;
! Good&lt;br /&gt;
! Honorable&lt;br /&gt;
! Admirable&lt;br /&gt;
! Noble&lt;br /&gt;
! Noble Lord/Lady&lt;br /&gt;
|-&lt;br /&gt;
! BGCOLOR=&amp;quot;#fceebb&amp;quot;| 2,499 to 1,250&lt;br /&gt;
! Kind&lt;br /&gt;
! Respectable&lt;br /&gt;
! Proper&lt;br /&gt;
! Eminent&lt;br /&gt;
! Eminent Lord/Lady&lt;br /&gt;
|-&lt;br /&gt;
! BGCOLOR=&amp;quot;#fceebb&amp;quot;| 1,249 to 625&lt;br /&gt;
! Fair&lt;br /&gt;
! Upstanding&lt;br /&gt;
! Reputable&lt;br /&gt;
! Distinguished&lt;br /&gt;
! Distinguished Lord/Lady&lt;br /&gt;
|-&lt;br /&gt;
! BGCOLOR=&amp;quot;#fceebb&amp;quot;| 624 to -624&lt;br /&gt;
! No Title&lt;br /&gt;
! Notable&lt;br /&gt;
! Prominent&lt;br /&gt;
! Renowned&lt;br /&gt;
! Lord/Lady&lt;br /&gt;
|-&lt;br /&gt;
! BGCOLOR=&amp;quot;#fceebb&amp;quot;| -625 to -1,249&lt;br /&gt;
! Rude&lt;br /&gt;
! Disreputable&lt;br /&gt;
! Notorious&lt;br /&gt;
! Infamous&lt;br /&gt;
! Dishonored Lord/Lady&lt;br /&gt;
|-&lt;br /&gt;
! BGCOLOR=&amp;quot;#fceebb&amp;quot;| -1,250 to -2,499&lt;br /&gt;
! Unsavory&lt;br /&gt;
! Dishonorable&lt;br /&gt;
! Ignoble&lt;br /&gt;
! Sinister&lt;br /&gt;
! Sinister Lord/Lady&lt;br /&gt;
|-&lt;br /&gt;
! BGCOLOR=&amp;quot;#fceebb&amp;quot;| -2,500 to -4,999&lt;br /&gt;
! Scoundrel&lt;br /&gt;
! Malicious&lt;br /&gt;
! Vile&lt;br /&gt;
! Villainous&lt;br /&gt;
! Dark Lord/Lady&lt;br /&gt;
|-&lt;br /&gt;
! BGCOLOR=&amp;quot;#fceebb&amp;quot;| -5,000 to -9,999&lt;br /&gt;
! Despicable&lt;br /&gt;
! Dastardly&lt;br /&gt;
! Wicked&lt;br /&gt;
! Evil&lt;br /&gt;
! Evil Lord/Lady&lt;br /&gt;
|-&lt;br /&gt;
! BGCOLOR=&amp;quot;#fceebb&amp;quot;| -10,000 and Below&lt;br /&gt;
! Outcast&lt;br /&gt;
! Wretched&lt;br /&gt;
! Nefarious&lt;br /&gt;
! Dread&lt;br /&gt;
! Dread Lord/Lady&lt;br /&gt;
|- BGCOLOR=&amp;quot;#fceebb&amp;quot;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Death Magnet</name></author>	</entry>

	</feed>