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Aelorn

From UO:PvE Wiki

Aelorn is a service npc. 1.

Development source reviewed on 29 October 2026. In-game availability is unverified.

At a glance#

PropertyValue
ClassificationService NPC
Difficulty1
AIAI_Vendor
TamingNot marked tameable
Minimum taming skillNot specified
Control slotsNot specified

Attributes and damage#

AttributeValue or rangeInterpretation
Str100Source range
Dex100Source range
Int25Source range

Skills#

AttributeValue or rangeInterpretation
Anatomy120Source range
Magic Resist120Source range
Tactics120Source range
Swords120Source range
Meditation120Source range
Chivalry120Source range
Fencing75–85Source range
Macing75–85Source range

Loot eligibility#

Excluded from ordinary encounter loot

The shared ordinary encounter-loot path excludes this source class or constant property. Banking, vendor, carried-inventory and other scripted item operations are not corpse-drop promises.

No ordinary generated supplement through the excluded encounter path.

This evaluates definite source exclusions and requested themes. It does not inspect live ownership, summoned status, corpse contents or world spawns.

  • Creature is not deleted or a player.
  • Creature is not summoned, controlled or bonded.
  • Creature has no recorded owners.
  • NoKillAwards, IsInvulnerable and Blessed must all be false at generation time.
  • Ordinary loot is generated only once; existing generated gold and ordinary equipment consume that budget.

Loot and special drops#

Source calls describe requested themes, conditions and inventory. Ordinary equipment/gold are reconciled through DifficultyLoot; these calls are not additive guaranteed payouts. Runtime dispatch and conditional special rewards still apply.

Drop rules#

No explicit drop request was extracted for this type. Inherited or encounter-driven behavior may still apply.

Scripted drops and item transfers#

These operations occur in the named methods. They can describe encounter rewards, service transactions or other item transfers; they are not an unconditional corpse-drop list.

OperationMethodInterpretation and conditions
Gold: 100, 200InitOutfitRequests gold through the shared pocket-gold cap; the expression is not an additional guaranteed purse.
Gold: 100, 200InitOutfitRequests gold through the shared pocket-gold cap; the expression is not an additional guaranteed purse.

Starting inventory#

Inventory ruleCondition
AddItem(new Backpack())Unconditional
AddItem(new VikingSword())Unconditional
AddItem(new PlateChest())Unconditional
AddItem(new PlateLegs())Unconditional
AddItem(new PlateGloves())Unconditional
AddItem(new PlateArms())Unconditional
AddItem(new PlateGorget())Unconditional
AddItem(new OrderShield())Unconditional
AddItem(new PlateArms())Unconditional
AddItem(new PlateChest())Unconditional
AddItem(new PlateGloves())Unconditional
AddItem(new StuddedGorget())Unconditional
AddItem(new PlateLegs())Unconditional
AddItem( Utility.Random(4) switch { 0 => new PlateHelm(), 1 => new NorseHelm(), 2 => new CloseHelm(), _ => new Helmet() // 3 } )Unconditional
AddItem( Utility.Random(3) switch { 0 => new BodySash(0x482), 1 => new Doublet(0x482), _ => new Tunic(0x482) // 2 } )Unconditional
AddItem(new Broadsword())Unconditional
AddItem(new MetalKiteShield { Hue = Utility.RandomNondyedHue() })Unconditional
AddItem(Utility.RandomBool() ? new Boots() : new ThighBoots())Unconditional
AddItem(new VendorBuybackPack())Unconditional
AddItem(new Backpack { Layer = Layer.ShopResale, Movable = false, Visible = false })Unconditional
AddItem( Utility.Random(3) switch { 0 => new FancyShirt(GetRandomHue()), 1 => new Doublet(GetRandomHue()), _ => new Shirt(GetRandomHue()) // 2 } )Unconditional
AddItem( ShoeType switch { VendorShoeType.Shoes => new Shoes(GetShoeHue()), VendorShoeType.Boots => new Boots(GetShoeHue()), VendorShoeType.Sandals => new Sandals(GetShoeHue()), _ => new ThighBoots(GetShoeHue()) // ThighBoots } )Unconditional
AddItem( Utility.Random(6) switch { 0 => new ShortPants(GetRandomHue()), 1 => new Kilt(GetRandomHue()), 2 => new Kilt(GetRandomHue()), _ => new Skirt(GetRandomHue()) // 3-5 } )if (Female)
AddItem(Utility.RandomBool() ? new LongPants(GetRandomHue()) : new ShortPants(GetRandomHue()))else

Taming, resources and other properties#

PropertyValue
Bard Immunetrue
Is Invulnerable_vendorInvulnerable
Body0x190

Notes#

  • Source type availability does not establish a live spawn, location or current world count.

Related references#

Source notes

Show 43 references

These references identify the reviewed shard files. Source presence does not establish live availability.

  1. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:549
    Type declaration
  2. Projects/UOContent/Mobiles/Difficulty/NpcDifficulty.cs:25
  3. Projects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:29
  4. Projects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:37
  5. Projects/UOContent/Mobiles/Difficulty/DifficultyLoot.cs:314
  6. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:564
  7. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:566
  8. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:567
  9. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:568
  10. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:569
  11. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:570
  12. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:571
  13. Projects/UOContent/Mobiles/Vendors/NPC/KeeperOfChivalry.cs:15
  14. Projects/UOContent/Mobiles/Vendors/NPC/KeeperOfChivalry.cs:16
  15. Projects/UOContent/Mobiles/Vendors/NPC/KeeperOfChivalry.cs:61
  16. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:896
  17. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:584
  18. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:585
  19. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:586
  20. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:587
  21. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:588
  22. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:589
  23. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:590
  24. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:591
  25. Projects/UOContent/Mobiles/Vendors/NPC/KeeperOfChivalry.cs:30
  26. Projects/UOContent/Mobiles/Vendors/NPC/KeeperOfChivalry.cs:31
  27. Projects/UOContent/Mobiles/Vendors/NPC/KeeperOfChivalry.cs:32
  28. Projects/UOContent/Mobiles/Vendors/NPC/KeeperOfChivalry.cs:33
  29. Projects/UOContent/Mobiles/Vendors/NPC/KeeperOfChivalry.cs:34
  30. Projects/UOContent/Mobiles/Vendors/NPC/KeeperOfChivalry.cs:36
  31. Projects/UOContent/Mobiles/Vendors/NPC/KeeperOfChivalry.cs:46
  32. Projects/UOContent/Mobiles/Vendors/NPC/KeeperOfChivalry.cs:55
  33. Projects/UOContent/Mobiles/Vendors/NPC/KeeperOfChivalry.cs:57
  34. Projects/UOContent/Mobiles/Vendors/NPC/KeeperOfChivalry.cs:59
  35. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:77
  36. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:78
  37. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:855
  38. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:864
  39. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:881
  40. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:893
  41. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:92
  42. Projects/UOContent/Mobiles/Vendors/BaseVendor.cs:102
  43. Projects/UOContent/Engines/ML Quests/Definitions/NewHavenSkillTraining.cs:556

Category: Monsters and NPCs