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LDoN chests - are they ever worth the risk?Follow

#1 Jul 05 2005 at 7:18 AM Rating: Decent
I apologize if this has been covered before but I can't seem to find much info on what can be obtained from the various chests in LDoN's. I've already found out the hard way that the traps can be quite nasty but if one can sometimes find an aug or an LDoN spell then I might still try it after finishing an adventure.
While on the topic of LDoN rewards, I also hear that the loot from boss mobs usually sucks. Would be greatful if anyone could post their experiences. Thx.
#2 Jul 05 2005 at 7:41 AM Rating: Decent
So far all the boss mob items I've seen suck. But the chests are usually worth it. As long as a toon in your group has a remove curse spell or the one that removes whatever the trap might spring, its worth it. If someone in your group is lacking those spells, don't even try. You'll probably all die a miserable death.

However, I always wait until the adventure is complete to attempt these, because you have 30 minutes to get out after it is completed. You will want to give yourself plenty of time to complete the mission.
#3 Jul 05 2005 at 7:42 AM Rating: Decent
I've only seen one chest opened. It had a illusion potion, a crapy aug and a tradeskill item. I don't think that any spell would come out of em.
As for bosses, ya, they usually suck pretty bad, but like 1 in 10 have somen worth rollin on. I think the hard missions drop better stuff though.
#4 Jul 05 2005 at 10:11 AM Rating: Decent
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A couple of thoughts:

1) The trap effects have a range. If the group is several rooms away, then only one person takes the risk. (Obviously, it pays to have a person with a HoT and a couple or cure/remove spells memorized standing by.)

2) I've seen plenty of augs drop from chests.

3) I've heard that using the appropriate ldon spell not only disarms the trap, but makes it more likely that there is something in the chest.

I'm pretty curious about this rumor. Do trap effects destroy items in chests, or alter the chances that something is found? If someone can confirm this, or debunk it, I'd appreciate it. In my experience, only rarely is there something in the chest after the trap springs, but there's alway something on the extremely rare occasion that the chest is untrapped.

Edited, Tue Jul 5 11:16:29 2005 by BellamDreamguard

Edited, Tue Jul 5 11:12:05 2005 by BellamDreamguard
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#5 Jul 05 2005 at 10:17 AM Rating: Good
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What risk? hehe...

Seriuosly, if you have a rogue with maxxed skills, let them take a crack at it. They will tell you if it is a magic/holy trap.

I don't know of many casters who actually have the disarm/open spells so I can't verify the usefullness. I have seen many mechanical traps opened succesfully by rogues. The rewards have been meager but it is always fun to have a blue diamond to divvy up or roll on.

One trap caused me to cast cure poison 7 times to cure it hehe...fun to escape that dot.
#6 Jul 05 2005 at 10:31 AM Rating: Decent
Quote:
I have seen many mechanical traps opened succesfully by rogues


How does this work? I have a rogue and the last time I was in an ldon I tried to disarm a trap. My skills are maxed for my lvl. I inspected it, it said something about green fumes surrounding it. Then I tried to 'disarm trap' and nothing happened. So I stupidly tried to 'disarm' and nothing happened of course. What exactly is a rogue to do to disarm these traps?
#7 Jul 05 2005 at 10:50 AM Rating: Decent
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I've had some nice drops from Boss mobs that are very suitable for alt twinking, sure they are not Elemental drops but then a LDoN Adv is not elemental level either.
#8 Jul 05 2005 at 11:08 AM Rating: Good
Traps come in three types, only one of which can be disarmed by a Rogue. You need to learn to distinguish which these are, when to try it, and when to walk away. It's been a while though, and I cant remember the /inspect messages you're looking for. I;ll leave that for someoen else.

#9 Jul 05 2005 at 11:08 AM Rating: Good
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I've seen mostly illusion potions. So, it's not worth the risk if you are looking for uber drop. but it's certainly fun to open them for some clicky illusion fun, i.e. open them after the adventure is done.
#10 Jul 05 2005 at 11:24 AM Rating: Decent
YA it's worth it(try to open them after you've completed the mission).
#11 Jul 05 2005 at 12:12 PM Rating: Good
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I think the procedure for Rogue is:

Inspect
Disarm
Lockpick(Lockpick on cursor?)
Open

Rogue mains help me out here...
#12 Jul 05 2005 at 12:13 PM Rating: Decent
Is there anyway to know that it has been picked before you use the 'open' command? Otherwise you're opening it blindly.
#13 Jul 05 2005 at 12:16 PM Rating: Good
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it's been so long I forget exactly how it works. I think you do sense trap, then disarm trap, and then pick lock.
#14 Jul 05 2005 at 12:17 PM Rating: Good
Here's a decent post on LDoN chests:

http://www.eqdiva.com/EQ/Guide.aspx?id=56&ForumID=132

Edited, Tue Jul 5 13:20:32 2005 by Gladestrider
#15 Jul 05 2005 at 1:59 PM Rating: Decent
Think about it this way....what's the worst thing that can happen?? the chest dots you and you all die.....not a big deal....Chests can give some pretty nifty augs plus they make it more exciting.
#16 Jul 05 2005 at 2:45 PM Rating: Excellent
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Mechanical locks are usually identified by a comment regarding a lock such as This chest is secured by a granite lock and keyhole. Messages about things such as runes, mist, auras, etc denote arcane or divine traps.

Despite my rogue having maxxed skills, I always liked having my bard open mechanical traps. With both LoY quest songs (Cure disease/poison & Remove curse) you're pretty much able to dispell any accidentally fired trap effects aside from the drunk effect one.
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#17 Jul 05 2005 at 4:38 PM Rating: Good
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I'd like to add something to what Joph said. You absolutely should not mess with traps during the adventure (ie: before you've won). Approaching them with the attitude of "what's the worst that can happen" is a mistake. One of the trap types (as Joph mentioned) is the "drunk trap". What it does is cause everyone in a large radius to become *super* drunk. It's basically the maximum level of drunkeness right off the bat. There is no resistance to this. There is no cure for this. All you can do is wait for the effects to wear off (obviously, alchohol tolerance helps reduce the time to recover).

That one trap can be an adventure killer. You'd much rather die, since you can just run back and get right back to fighting. The drunk trap will basically ***** up the entire group for a good amount of time, and if someone hits it during combat, your group is probably really screwed (althoug dying will remove the drunk effect, so maybe that's a good thing).

You really should approach chests as something that can end the adventure if things go wrong, so always do them last. As others have said, when you /inspect the chest, it'll give you a hint as to whether it's a mechanical, holy, or arcane trap. You then must have the appropriate class type disarm the trap. Unfortunately, as most people have pointed out, most wis and int casters aren't going to spend points on the spells needed to disarm those traps, so for the most part that means that only one in three chests are usable.

As to the rewards? Questionable. I do think that they reduced the aug drop rate a bit and added them into the chests, so if you're looking for augs, chests are probably a good way to go. Other then that though, the loot isn't that great. This is one of the reasons almost no casters bother getting the spells. The cost in adventure points doesn't justify the rewards you're likely to ever get using the spells on the chests. Unless you make a point of doing a ton of LDoNs, and opening every chest you can, it's just unlikely to be worth it. After all, you could have just spent those points directly on augs/gear from the merchants, right? And those will presumably be things you really want/need as opposed to the random stuff you'll get in chests (which will always be +stat/+resist items IIRC).
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#18 Jul 05 2005 at 5:29 PM Rating: Decent
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Chests are always worth the risk. There is usually a very good chance a cash drop or aug will be inside one. However, you absoutely must know how to open them safely.

There are 3 types. One is rogue openable, one is priest openable, and one is caster(int) openable.

As long as you have someone who can open the chest, I would go for it but wait until the mission is over or until you are far deeper into the dungeon than the chest. Opening a chest near the group or even worse when u fighting mobs in the same room is very foolish indeed.

TRAPS- The trap(if any) that goes off on a failure to disarm will only reach those who are in the same room as the one opening the chest, so be sure to stay back 1 room at least when it is being opened. RGC or pure blood will negate most trap dots. Of course the big dispel is not curable.

#19 Jul 05 2005 at 5:48 PM Rating: Decent
It's a zone wide AE not a room one. I've been at the zone in when one went off and was dotted.
#20 Jul 05 2005 at 6:31 PM Rating: Excellent
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Quote:
most wis and int casters aren't going to spend points on the spells needed to disarm those traps, so for the most part that means that only one in three chests are usable.
The true ratio is closer to 50% of the chests being mechanical and the other 50% split between cursed and arcane. In any event, it's true that it's a rare priest or caster who bothered getting the required set of spells and components.
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#21 Jul 05 2005 at 7:19 PM Rating: Decent
I never did
#22 Jul 06 2005 at 2:23 AM Rating: Decent
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Quote:
The trap(if any) that goes off on a failure to disarm will only reach those who are in the same room as the one opening the chest, so be sure to stay back 1 room at least when it is being opened.


Unless they changed it recently I agree will Elorian on this. The chest trap effect is zone wide (unlike the ordinary LDoN room-traps). I've had lilly-livered companions run right back to the zone - they still get poisoned and then they have to get back to the chest for curing.

The only sure way to avoid the trap effect is to be outside when it goes off. And in my opinion if you weren't prepared to stay for the risk then you don't get to roll on the reward.
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#23 Mar 05 2006 at 12:27 PM Rating: Decent
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Just to add a data point here. My 63 Wiz was faced with a trap which said upon inspection ".. blue fog wisps emanate..." or something like that. I have all the spells to test, disarm, and destroy INT/magic traps. Nothing I used work - constantly resisted by the chest.

So I guess this "blue fog" is a holy trap of some kind.

After the mission - after we got frustrated - the tank just whacked it open - just junk inside.

Good luck.
#24 Mar 07 2006 at 4:22 AM Rating: Decent
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The LDon chests are usually done after the task. just to goof around. the most i got from these chests were some cheap aug. its really not worth the trouble.
#25 Mar 11 2006 at 4:18 PM Rating: Decent
I have gotten black sapphires and diamonds from the chests. Also gotten augs. Normal LDoN chests usually won't hurt too bad if they go off, but on a hard LDoN the trap can be a challenge for the healer. Also hards have a larger agro radius for the AE effect of a trap. Normals you can usually be immune several rooms away.
#26 Mar 12 2006 at 2:37 AM Rating: Decent
BellamDreamguard wrote:
I'm pretty curious about this rumor. Do trap effects destroy items in chests, or alter the chances that something is found? If someone can confirm this, or debunk it, I'd appreciate it. In my experience, only rarely is there something in the chest after the trap springs, but there's alway something on the extremely rare occasion that the chest is untrapped.


I've never seen a case in which a trapped chest has yielded loot. I've come to believe that setting off a trap negates any potential rewards of a chest.


As a side note, I haven't seen anyone mention the MOB-spawn trap from chests.. then again, I just skimmed. Anyhow, if you set this type off, its typically three smaller creatures that spawn and attack. This type seems more common when one in my group opens a chest while the mission is still going.. still, I'm sticking it to luck.
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