Mythical treasure chart rework: Mythical treasure chest

Mythical treasure chart rework: Mythical treasure chest
effort 5.0 4 quality 4.6 5 reasonability 4.666666666666667 6

The issue

Mythical charts, as well as lost ones, are meant to be a long adventure by the player, travelling to various locations and digging at many treasure spots to find buried treasure, and then fighting pirate crews that attack them, before eventually reaching the final spot, uncovering a vast treasure, defeating the boss pirate captain and waves of enemies and being awarded with immense riches.

In practice, this is hardly the case. Most locations can be figured out on the first or second try, most players don’t bother fighting the pirates since there is no reward or threat from leaving the pirate crews be, including the boss pirate captain, and the “vast treasure” consists half of sealed chests that usually aren’t worth the hassle to pick up, and half of chests with the gilded modifier, a reward usually so mediocre, most players don’t find the charts to be worth either the time or the effort.

Other issues may be tackled in another suggestion, but this one aims to tackle the issue of the final treasure spot by introducing Mythical chests.

Mythical chests

Not to be confused with mytic chests, Mythical chests are the final reward of mythical treasure charts, and will contain the majority of the treasure chart’s valuable loot.

When the player reaches the final spot of their mythical treasure chart, they will first need to dig up every other chest in order to dig up the Mythical chest. This part already has multiple changes:

  • Sealed chests are no longer be dug up, this will be explained later.
  • Normal treasure chests only have 50% chance to give items with the gilded modifier. The remaining 50% is taken up by other available modifiers, at odds scaled down accordingly (Blasted 80% → 40%, Drowned 20% → 10%, all others 50% → 25%).

After having dug up all the chests, the player will finally get to dig up the Mythical chest itself. The process is quite slow, taking 5 digs with a platinum shovel (and more with lesser tiers accordingly). The Mythical chest itself would look like a sealed chest, but much bigger, possible surrounded with a treasure pile and other sealed chests. The color scheme would consist of dark gray wood with golden trim, chains and lock, and would also have scorch marks like the mythic chart.

However, the player doesn’t immediately get to claim the Mythical chest. If they try to open the chest, a pop-up will appear stating “You need to defeat the pirate captain and take their key to unlock this chest”. As soon as the chest is dug up, waves of pirates will start spawning in, alongside their captain.
In order to take the treasure for themselves, the player has to fight the miniboss captain. To allow the player to fight them properly, the spawning mechanic would have to be reworked so that the pirates spawn on a similar altitude to the player, exposed to the sky and with no major obstacles in the way.

After defeating the miniboss captain, the player will get a key that is lost upon leaving the server, but not death. Now, the player can open the Mythical chest and claim their rewards. After the miniboss has been defeated, the other enemies will retreat and soon despawn.

Rewards

  • 12[1] sealed chest items of the sea the chart was completed in
  • 2 random rare spell and technique scrolls
  • A piece of the lost enovy or diplomat set[2]
  • 12[3] gilded items from a special loot pool[4]
  • 5-10 random exotic gems[5]
  • 7-12 random exotic enchanrment scrolls[6]
  • 110,000 drachma[7]
  • A random high level ship part blueprint[8]
  • A random rare weapon[9]
  • An assortment of rare, mystic and legendary reagents and catalysts
  • 3 random normal charts

If necessary, the rewards can be tweaked. However, I still want the rewards to be generous and, well, rewarding for the time invested.


  1. Or however many the spot currently gives ↩︎

  2. No longer guaranteed to be gilded ↩︎

  3. Or however many normal chests the spot gives ↩︎

  4. Fair amulets, magic, spirit and strength armor, high level single stat gear etc. ↩︎

  5. Excluding azurites, aventurines and fire opals ↩︎

  6. Excluding piercing, healing and resilient ↩︎

  7. 20% variance in amount ↩︎

  8. Lost ship parts? ↩︎

  9. Currently just vindicator, lost weapons? ↩︎

4 Likes

A bit much for something that’s seemingly more common than a Legendary chest!

I understand the exclusion of sealeds from the final spot, they were annoying, but why doing this? Leave it at 100%, gilded has insane drip potential that those like me appreciate.

This is a valid issue, and you got a solution for the captain, but not for those fodders who appear after each normal spot. Why not one of the misleading clues on the next spot gets marked off as such, if you kill every pirate that spawned onto you? For the final wave, killing every pirate should not be a requirement, and you did it right by only naming the captain. We all know how buggy AO is, and losing a whole mythical chest due to one guy falling below the textures would be annoying.

Are you sure this will be fair? Just make the chance 33% or something, guaranteeing it is too much

Excluding those three gems was a mistake, don’t do that. In average, you get every other exotic gem far more often than these three. With how useful Aventurine is, not having a chance to get more is disappointing. I understand the sheer uselessness of the other two, but if one gets a pass, other two should too

It is more common, but you need to put in way more effort to get it. Leg chests are just rng-dependant to find

As Biolog said, it currently isn’t worth the time invested. Besides, in the time you take to complete that chart, you’ll probably get 4 times as many enchantment scrolls from your fleet and the same amount of money.

It was mostly done to even out the fact that you’re guaranteed to get at least somewhat useful loot from the Mythical chest, I felt making it guaranteed for the other chests as well might give too many good gilded items.
A workaround could be reducing the odds of getting ‘good’ items in those chests.

This will be adressed in the suggestion about the journey process of mythic treasure charts. This suggestion was only for the final spot, I intend on making more suggestions for the lesser spots on lost and mythic charts.

As said, the rewards can be tweaked, but this is a general idea.

I excluded them because they’re, by nature, more like rare gems. They can be found from breaking rocks, opening treasure chests and sealed chests, and completing charts, like every rare gem, and also give a single stat. Exotic jewels have only one method of obtainment and give two stats (or double secondary stats, in the case of musgravites).
What could be done is making an additional reward in rare gems, and make the split be by stat instead of by type, so aventurines have the same odds of appearing as emeralds and peridots combined, for instance.

You’re missing the point. Gilded items have ever fell under “somewhat useful” category.

Gilded is, aside from rare exceptions like painites and the three substat gems, the worst modifier for making stat builds. There is no reason to limit the players’ access to a rare vanity option by using random chance.

That is true, just like their respective enchantment scrolls. But, their rarity to obtain sets a major difference from the scrolls, therefore, even if they are technically on the same level as rare gems, you should treat them like exotic

Alright, I guess it can be made so that Mythical chest equipment rewards are just bonus on top of the items you get from the chests.

Are they harder to obtain, though? I don’t feel like they are.
If that is the fact, though, vetex should get a hearty slap.

Personally, I myself never do mythical treasure charts, because they are annoying to deal with.

sealed chests need to be removed from treasure charts

theyre completely worthless and so cumbersome to get back to your ship that people legit just abandon them

Or, as suggested, turned into an item reward. Genuinely, at this point, cargo sealed chests are more of a nuisance than they are worth, since you get a ton of them into your inventory easily and safely

1 Like

Harder not in ways - you got plenty of those, just like rare gems, but harder in drop chances, which are low due to how many items they share the drop pool with

Honestly, I definitely understand the reasoning behind this and this seems like a peak solution. This is definitely getting a 5/5, though my only request is, could you potentially help me make a suggestion on improving lost treasure charts? I always wanted them to be more unique, both in how you solve them and what they give, given that they are only obtainable by maxing out the charting profession.

They’ll get their own suggestion

i think this will kill more the economy

from venezuela to cuba :sob::sob::sob:

What’s so bad about stabbing once more an already dead body?

Sometimes, you have to do way too much stabbing of the said dead body[1].


  1. King Octavious Caesar ↩︎

That means you’re in support of adding even more things that ruin the already ruined economy, not that I mind, honestly

25,000-50,000 galleons would be better

As said, rewards can be tweaked, I’m mainly basing it off fleet rewards currently

DO NOT BALANCE ANY KIND OF REWARD BY USING The Economy Crasher: Wrath Of The Auction House AS AN EXAMPLE!